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Grimoire of Cosmic Entities Volume One

By Eli Atkinson, William Church and Serge W. Desir, Jr.


Original Concept by Serge W. Desir, Jr.

by Eli Atkinson, Will Church and Serge W. Desir, Jr.


Original Concept by Serge W. Desir, Jr.
Development Team:

Eli Atkinson, Will Church, Michael Chidester,


Serge W. Desir, Jr., Sean Johnston, Michael Jones,
Joe Karpan, Nicholas Varasse

Graphic Production:

Eli Atkinson

Dicefreaks Logo Design: Tim Moore

Additional Thanks:

Robert Coutier, John Harris, Alan Jacobs Richardson,


William Teebay, Simon Xu

The following is an excerpt from the Diary of Drenicus the Wise when he peered through a mirror of the realities during the Age of Greatness.

The sky above the great iron bars of the gate is the color of a rotting tomato. A single sun throbs imperiously in the red haze. At
apparently random moments, flames explode in the air. Flying silhouettes stalk the sky, wings never flapping, circular courses never
wavering. Air, thick with smoke and sulfur, reluctantly offers just enough oxygen. Oppressive heat drives the moisture from the flesh.
The landscape beyond the iron edifice is barren discounting the gaping wounds of craters and canyons. Steam and soot hisses
from the apertures, casting a gloom in the vision. There are neither trees or grass, nor bushes or vines. Just parched earth. Along the
distant horizon, great citadels stab the crimson sky. Sometimes, huge clouds rise from the distant towers. These always retreat quickly
into the blood-red place, disappearing from view. On occasion, screams, most not altogether human, tear across the otherwise silent
cacophony. This is what can be seen from between the great iron bars of the gate.
The gate stretches in either direction for as far as can be seen. Rising precisely ninety-nine feet into the haze, some of the bars are
straight and as thick as 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.

Hell. Cultures across countless worlds have traditions


regarding this place to which the souls of the dead who
committed acts of evil are condemned. It is a place of
endless torment, often by fire or by ice, in which the
damned suffer for eternity. However, within these same
traditions are rays of hope for those still living in the
world. Mothers warn their children to be good and to
obey thereby ensuring they will not be cast into the Lake
of Fire. Citizens are encouraged to do well by their
neighbors and their government in order to uphold both
personal and social integrity. Merchants and rulers are
prompted by their peers to be honorable and committed to
equity, thereby serving as respectable examples to those
beneath them. In accomplishing these things, mortals
believe that they are safe from the eternal punishments of
Hell.
In the minds of many mortals, Hell is a place of suffering after death. True, many have heard and shared stories

of the devils that inhabit the Stinking Maw. These beings, often regarded as fops easily tricked and foiled by
wise clerics or canny wizards, are distant threats. At
most, they whisper invisibly in 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

weak and foolish descend, a place populated by dumb


beasts. Indeed, there are more and more mortals who
even doubt the existence of a Hell. After all, if there
were such a place, it would certainly be more efficient.
If there were such a place in a world of magic and divine
power, it would have long since overrun the various
worlds and the Realms Beyond.
These fools are part of the reason why Hell draws
ever closer to victory in the mortal coil.
Hell is very real. Hell is very dangerous. And the
devils that inhabit the Nine-fold Realm are very terrible
and very intelligent More so than any other fiend in
Creation. It is due to these monstrosities that these contradictions promoted by the fear and ignorance of mortals exist. It is because of devils that more and more
doubt the threat of Hell.
Hell is the physical manifestation of tyranny, oppression, and military might. While it is a place of physical
suffering, more than anything else, it is a place of spiritual torment and pain. Hell seeks not only to scar the
body (unless one looks to Phlegethos); Hell seeks to
scar, chain, and utterly suffocate the soul. Hell wants all
of Creation to buckle under its pressure and to fall into
Perdition. Hell seeks to create a sense of meaning in the
emptiness of Evil. This, perhaps more than anything
else, is what makes Hell so terrible: living a lie while
trying to force it upon others because of the wish for
others to suffer equally. That is Hell.
Hell is one of the planes of existence among other socalled lower planes or infernal realms, known to most
scholars as The Depths Below. Joined by Acheron,
Gehenna, The Gray Wastes of Despair, Carceri, The
Abyss, and Pandemonium, Hell stands as the best known
and best catalogued of the infernal realms (with the sole
exception of Nessus, which continues to be hidden in
darkness). Composed of nine distinct layers, Hell is
more completely referred to as The Nine Hells of Perdition. Each layer of Hell, or Perdition, represents some
fundamental concept associated with tyrannical, oppressive evil. Each layer is ruled by a near omnipotent master known as a Lord of the Nine. And all of the Lords
answer to the pinnacle of Lawful Evil, The Overlord of
Hell. These beings and those that serve them are the will
of Hell given form, doing all they can to reach out and
corrupt the hearts and souls of the Cosmos with the
eventual goal of ruling all Creation. Their might is immense, their evil unfathomable. Their servants, devils of
all types, are like rats in a hovel, infesting the Cosmos
almost unseen although the effects of their presence of
palpable. Compromise is not an option. Allowing them
to facilitate easily within the world of mortals is not an
option. Knowledge of their intent and goals is the only
way to begin to understand the threat they reflect. This
treatise, compiled by those who have risked more than
their lives, offers a glimpse behind the Gates of Hell at
the evil that seeks to overwhelm Creation.
The Gates of Hell features information on how dangerous Hell and its denizens are. After reviewing and
clarifying common concepts about devils, this text will
review the nature of magic, relationships with gods, and
the mortal fools that dare to worship these creatures. We
will then offer a thorough review of the Dark Ministry
and other powerful, common devil generals. Then, using
recent information gleaned from an unknown yet extremely provocative source, we will study the nobility of
Hell. The sections on the Courtiers of Perdition will
include information on the Dukes of Hell, arch-devils,

and the lower Lords of the Nine. There continue to be


conflicting ideas about the nature of the Lords. Some
claim they are not gods, while others claim they are
greater than gods. We will clarify the myths and eliminate the misinformation that surrounds the Lords and
their status in Hell and beyond. Finally, we will touch
on The Lord of Perdition himself, The Overlord of Hell,
Asmodeus.
It is imperative that those who read this text do not
become enamored with the nature of Hell or its vile denizens. Devils are not to be considered in any manner
other than thoroughly and utterly despicable. Devils are
not under any circumstances to be trusted or admired;
rather they must always be respected and feared. Only
the most powerful entities of light can truly hope to overcome the threat these spirits represent. They are a blight
on Creation, a manifestation of all that is terrible and
unholy. We hope that this information will offer enough
information to lead to the end of these repulsive creatures and the ultimate failure of Hell. We all pray to all
that is holy and righteous that such a joyous day is not
long in coming.

Devils and Cosmic Entities


The Realms Beyond constitute what are the known
so-called outer planes. While the Elemental Realities
or inner planes represent the physical Ideals of matter
and substance, the Realms Beyond are the manifestation
of Ideals associated with the spirit and concepts. All
things that can be believed and thought about are represented in shape, form, and often some kind of sentience
in the Realms Beyond. It is within this collection of realities that gods can be found.
The nature of a god is a complex consideration that
requires a great deal more space that this treatise is designed to provide. There are dozens of different theories
as to what gods are, but for the purpose of The Gates of
Hell, there are two that are the most likely given based
upon our research regarding devils. One theory posits
that gods are the manifestation of Ideals and concepts
represented by mortals in the Mortal Coil (also known as
the material plane). According to this position, gods
cannot exist but with the existence and, more importantly, the veneration of mortals. A god, while wielding
power as far beyond the greatest human as a human
wields compared to a normal ant, still depends on humanitys attention (through adoration or fear).
The second theory, and one that has recently suffered
set backs due to the popularity of the previous theory,
suggests that gods are eternal entities that exist and give
shape to the Ideals in which mortals believe. This position does not require as much attention from mortals;
indeed, mortal creatures serve and/or worship gods because they must, ensuring that mortal decent into the
afterworld upon death is well received.
It is likely that both of these theories possess a degree
of truth. It has become increasingly obvious that gods
need mortal veneration in order to survive, but there are
numerous worlds in which gods predate mortal worshippers. In fact, there are quite a few worlds in which the
gods were not created by mortal thought, but by even
greater divine powers typically referred to as over
gods. In any event, what is important to note is that
both theories associate the gods with Ideals in which
mortals believe.

Gods are indeed the manifestation of ideals. However, gods are very specific representatives of specific
ideals for select groups of mortals often limited to a continent in one world. Thus, in one part of a planet, a god
of War may be psychotic deity associated with hatred
and flames while in another part of the same world, a
god of War is associated with the randomness of violence and the perception that violence is part of everyday
life. The distinctions between gods are often more drastic once one studies different gods within different pantheons from different worlds. In essence, most gods are
limited in scope and accessibility.
The natural question is if gods are not the ultimate
Ideals, but rather specific and decentralized representatives serving as aspects of Ideals, are there beings out
there that represent Ideals?
Many myths and legends passed down through numerous mortal generations relate the battles gods faced
as they rose to power. Quite a few of these legends tell
of divine conflicts between the gods, but just as many
tell of how the gods overthrew older creatures who,
while not divine, wielded tremendous power capable of
threatening the gods. Whether called Titans or appearing as eternal dragons, these beings served as great
foes to the gods. In almost all mortal coils, the gods
overcame these adversaries and cast them beyond the
world, allowing the gods to rule in peace. Although
these tales are somewhat fanciful, they hold a bit of truth.
There are indeed beings in the Cosmos that can challenge gods although they are not gods. These are cosmic
entities.
Cosmic entities are immortal beings that represent
Ideals. They are constant, singular beings that exist because a concept or thought exists. They serve only the
perpetuation of the concept. Unlike gods, cosmic entities
can transcend the limitations of one world, which allows
them to enforce their Ideal across all Creation. Cosmic
entities are generally older than the gods, having existed
before anything else. The oldest and greatest cosmic
entities set the foundation for the Ideals that continue to
influence every aspect of existence. Indeed, some have
claimed that over gods are not gods at all, but supremely powerful cosmic entities.
Some cosmic entities are frequently referred to as
planar lords for it is in the Realities Beyond that cosmic entities continue to hold considerable power. From
the heights of 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-

ship, may suffer fluctuations in power and status and


eventually die, such is not the case with a cosmic entity. Only direct conflict with another similarly ranked
or greater cosmic or divine being or an extremely powerful artifact can destroy a cosmic entity. Even then, most
cosmic entities must be destroyed in their plane and/or
layer of origin/power.
In spite of these differences, cosmic entities do have
many traits similar to those of gods. While they do not
require worship, cosmic entities do benefit from the adoration of lesser creatures. A being that dies serving a
cosmic entity may find its soul used as sustenance, bolstering the power of the entity in question. Cosmic entities also can be ranked in a manner similar to that of
gods. While powerful mortals can easily harm the weakest cosmic entities, not even such puissant mortals offer
much of a threat against the strongest cosmic entities
who rival divine pantheon heads in their might. Cosmic
entities also exhibit abilities and powers far beyond those
of the greatest mortals.
So, where do devils fit into this cosmic scheme and
are all devils cosmic entities? The answer to the latter
question is, no. Most devils, from the pathetic lemure
to the horrific pit fiend, are spirits. Spirits are souls
given form and shape, their protoplasmic form condensed into something resembling matter. They are
similar to undead in that they are not alive, at least not in
the sense that mortal creatures are alive. They do not
need to breathe, eat, sleep, or procreate. Spirits exist as
proxies to the Ideals they represent. Thus, angels are
spirits dedicated to righteousness, sacrifice, and truth.
Devils are spirits enslaved to tyranny, malice, and cruelty. Devils that assume the status of Duke of Hell and
higher are cosmic entities because at this point such devils are truly unique individuals.
The relationship between gods and cosmic entities is a
strained one. While the gods lay legal claim to the Mortal Coil, many cosmic entities, particularly the evil variety, seek to overwhelm all of the Cosmos that they view
as their own. More than any other group of cosmic entities, Devils are the most deadly and dedicated to this
goal of achieving dominion over all Creation.

Devils, Gods, and the Prime


There are countless legends and tales about how a
powerful wizard gained ultimate power after forcing
Mephistopheles to divulge a profound secret. Others tell
of how a tyrannical, warrior-king acquired the allegiance
of Abigor and his 666 Legions and used them to create a
new empire. Some share stories of how Merorem the
Darkwind erased a priests embarrassing past, allowing
the clergywoman to take control of a major religion.
Still others tell how a purloiner discovered the path to
riches after making special arrangements with Scax. In
all cases, these tales relate how a Power of Hell played a
pivotal role in a mortals acquisition of greater power;
furthermore, in all cases these stories reveal how the
mortal came out ahead in the bargain. However, it can
be said with no doubt that any time a mortal makes a
pact with a devil, the mortal will almost always lose in
the end.
Devil summoning has become a staple in worlds
across the Cosmos. Indeed, summoning extraplanar
creatures is typical of many powerful religions and particularly common among self-styled adventurers and

treasure-seekers. Yet, there are differences between


summoning even a creature as strong as a pit fiend and
calling on the aid of Duke Carreau. While a pit fiend can
often use a planar portal to enter the material plane, most
Dukes, arch-devils, and Lord-Regents do not have this
capacity. The irony here is the fact that the highest ranking devils wish to enter the Prime with greater frequency
since this is the most common way for their kind to gain
access to the greatest number of mortal souls which in
turns bolsters their power and prestige among their peers.
Furthermore, access to more mortals enhances Hells
very clear perspective not just on Evil, but on the nature
of Existence; the more mortals and lesser beings are
forced to contend with direct and pure aspects of organized evil, the more power Hell has within the rest of
the Cosmos.
Many are unaware of why devils of cosmic entity
status are restricted from traveling without limitation
across the Realities. The answer lies in the gods. In
most worlds the gods selfish of their hegemony in the
planes and within the mortal realm pooled their divine
might to bar or limit extraplanar travel. Due to arrangements made shortly after Antiquity and the Dawn of the
Gods, divine beings gained legal rights to the mortal
coils, rights that all but stripped cosmic entities of direct
contact with mortals. The gods feared that cosmic entities, limitless in their access to numerous worlds, would
reap the benefits of veneration and worship, the food of
deities. The gods suspected that cosmic entity involvement with the mortal realm would not only rob them of
their sustenance, but could catapult cosmic entities back
into the roles they held prior to the rise of divine beings.
As is often the case, the gods were correct. Cosmic
entities would indeed reap great rewards from mortals if
they had the ability to interact with them directly.
Unlike gods, who are empowered by veneration, faith,
and belief across almost any planar boundary and require
worshippers in order to exist in the first place, cosmic
entities, while not dependant upon worship to exist, require immediate supplication from lesser beings in order
to grow in power. It is for this reason that cosmic entities tend to require fairly simple, yet very intense, rituals
from mortal celebrants. The immediate act of belief on
the part of a mortal greatly enhances the power of a cosmic entity; mortals, enticed by the clear and obvious
power of a cosmic entity, are more likely to fall to their
knees and offer their lives and souls to cosmic entities. It
is through the use of mortal souls that the greatest distinction between gods and cosmic entities emerge. Gods
typically do not consume souls since in doing so they
lose access to a worshipper. Indeed, even a dead mortal
offers worship in the form of a spirit within the gods
realm in a variety of ways (often through eternal, unending praise). However, cosmic entities, even those dedicated to goodness and righteousness, gain much from
consuming or at least distilling components from a mortal soul; this explains the voracious pursuit for souls exhibited by devils, demons, and other evil cosmic entities.
By consuming enough souls, a cosmic entity can achieve
greater power and station, so much so that it could eventually displace a god altogether.
However, the gods know that they cannot keep cosmic entities out entirely. After all, almost every god in
some way borrows the essence of cosmic entities in
the portfolios they represent. Additionally, gods needed
servants and allies among the various extraplanar beings
in the Realities Beyond. Many gods established treaties

with cosmic entities of similar ethical and moral bend


that allowed them access to their immortal servants.
Through the pure manifestations of the various Ideals,
so-called outsiders or elementals, gods can intercede
on the behalf of a mortal.
Thus, arcane and divine spellcasters have limited ability to summon beings from the Realities Beyond to perform various tasks, but always for a short period of time
and with little real risk to either the summoner or the
summoned. In most cases, beings summoned in this
fashion are relatively weak compared to the monstrosities that exist in the Realities Beyond. Eventually, however, truly powerful mortals gain access to magic that
transcends typical summoning. Some acquire the ability
to call extraplanar creatures of significant, although not
cosmic, power to their worlds; while divine spellcasters
of great faith have the ability to forge alliances with such
creatures as representatives of their gods, arcane spellcasters of great skill learn how to bind extraplanar creatures to their will. Such alliances and bindings call for
great knowledge on the part of the caster and can reach a
high pinnacle of extraplanar power. Eventually, some
spellcasters transcend even this plateau and move on the
greatest form of mundane summoning: gate.
Upon gaining access to gate, mortals risks ripping the
fabric of magicks that bar cosmic entities from interacting with the Mortal Coil. At this point creatures like
solars and balors can be invited into mortal reality. Such
creatures, among the greatest in the Realities Beyond,
can have far reaching impact in the Mortal Coil. Indeed,
so potent is this magic that specific creatures may be
called and the especially brave summoner can even attempt an audience with a cosmic entity or god. But even
the gate spell, with its tremendous reach, cannot breach
planar boundaries and/or divine decree enough to allow
cosmic entities (and in some worlds gods as well) access
to the mortal realms.
The ability to summon cosmic entities requires tremendous power and either a degree of desperation or a
lack of wisdom. Summoning a cosmic entity of any kind
not only carries risks to the summoner, but to an entire
world because, once summoned, the presence of a cosmic entity unravels the reality of the mortal realms. Although devils are purveyors of order, even they corrupt
the world in which they have no business existing.
Greater threat lies in the fact that once a Power of Hell is
summoned to the Mortal Coil, most conjurors are illprepared for their power or the effects the Powers presence will have on the surrounding environment and lives.
However, most conjurors arrogant, desperate, or foolish
enough to summon a Duke, arch-devil, or Lord are not
overly concerned about the peripheral or long-term effects of their actions and it is for this reason that no one
to date as discovered the means to successfully create an
incantation or spell that guarantees 100% success.

The Presence of Hell


The summoning of devils results in a variety of effects on the surround land, none of them beneficial. Of
course, different devils institute different reactions when
in the Mortal Coil. In spite of these differences, all devils, even those beyond the bounds of Hells Hierarchy,
promote the will of Hell by reinforcing attitudes and concepts typical of Lawful Evil. And, in the case of the
Courtiers of Perdition, a bit of Hell truly enters into the

Mortal Coil.
When common devils are summoned into the material
plane, the vast majority are summoned for a very brief
period of time by spellcasters or by potent magic items
to provide some kind of service. Most familiar with this
kind of monster summoning typically expect such a spell
to be used in combat. However, a fair number of conjurors will bring devils into the mortal realm for other
tasks including transportation, information gathering,
and physical labor. Common devils summoned in this
manner typically have little time to cause much strife in
the world they have been dragged into and, realizing this,
generally do whatever service is asked of them quickly
and efficiently. The vast majority of such devils have
established arrangements with Lawful Evil and/or Neutral Evil gods who grant them special boons for promoting Lawful Evil acts during their short stays so long as
they do nothing to bring harm to the caster. As a result,
this method of summoning has the least impact on the
world-at-large and next to no risk to the conjuror.
The behavior of an allied or bound devil is markedly
different from that of a summoned devil. The allied
devil is typically a servant of a god or some other cosmic
or divine patron of a divine spellcaster and, unless the
conjuror behaves in a manner grossly out of bounds in
the eyes of his god, the devil will usually serve the divine spellcaster to the best of its ability (of course, this
does not preclude the devil attempting to aggrandize itself). Many extremely powerful clerics have potent allies among the likes of cornugons and gelugons, relying
on these entities for advice and in combat; while such
conjurors do not go so far as to trust their diabolical allies, they do everything in their power to ensure their
satisfaction with their role in the Prime. Indeed, many
such clerics and divine spellcasters are virtually human
devils and engage in acts of cruelty and evil rivaling that
of their diabolical allies.
Such an amiable relationship does not exist between
most arcane casters and bound devils. When a devil is
bound to the material plane, such an affront is enough to

ensure that the devil will do everything in its power to


avenge itself against the mortal that dared chain it. Such
devils, particularly those of osyluth rank and higher, are
adept in not only tearing down the binds that hold them,
but in following everything but the intent of the demands
made by mortal conjurors. In most cases, if a devil manages to free itself from a binding, it will attempt to scare
the wits from its tormentor, promising a terrible price for
the humiliation it suffered before returning to Hell to
begin carrying out its promise. Only rarely does the
devil immediately seek to rend the conjuror limb from
limb (some devils are more prone to violence than others
in this regard).
For both alliances and bindings, devils begin to
threaten the world at large. This is especially true in an
alliance. The devil is not only a willing participant in
whatever malice in which its mortal partner partakes, it
also has a great deal of personal authority to do as it
wishes. Such devils can turn an entire town into a terrible state within a few short hours with strategic use of
enchantment and illusion magicks.
As mentioned earlier, the gate spell clearly outstrips
the power of the various monster summons, alliances,
and bindings. This one spell can bring dozens or more
devils into the material plane at one time. And these
devils in turn (like allied and bound devils) can summon
even more allies. Within an hour, a battalion of devils
can be on an unsuspecting mortal coil, bringing untold
woe to the surroundings. Even beings as powerful as a
member of the Dark Ministry can be called to the material plane by a gate. However, gates are limited in that
they cannot be used to call Dukes of Hell and higher
ranked Courtiers of Perdition. Magic far outstripping
even the gate spell is required for such a feat (see Chapter Two: Forbidden Magic). However, when a devil be
it a common devil or a noble devil is called into the
Mortal Coil, its presence is guaranteed to have an adverse impact on the world.
The effect caused by a devil called to the Mortal Coil,
known by most as a spiritual wound, depends on the

Hell of a Time
As a place of law and structure, Hell is bound within the confines of Time. Although devils are immortal beings, Time
is still of great interest to them. Time is the basis upon which many of 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.

kind of devil. The following lists the different wounds


and associated symptoms that infect a certain radius extending from the point in which the devil was called.
The wounds can be avoided only when a magic circle
against evil is used to call the devil, its power focused
inwards; this works only with alliances and bindings, and
never with gates, incantations, or epic spells. Consider
the material on common devils as variant rules while the
material on Dukes of Hell, arch-devils, and Lords of the
Nine is always applicable when such beings are called to
the mortal realms.

Variant Rule: Called Devils


When a common devil (any devil ranked from lemure
to pit fiend status regardless of HD or class levels) is
called to the Mortal Coil through planar ally and planar
binding spells, gate, or other means, its presence upsets
the balance of life. The area in which the devil was
called in suffers a severe spiritual wound that can last
months with the possibility of permanent scars. The
symptoms of the wound radiate the point of the devils
entry into the prime and remains in that place for a specified length of time. Once the devil leaves the area, it
does not transport the malady (although some of the
more powerful devils may cast spell-like abilities that
mimic the following effects). When multiple devils are
called, the highest ranking devil dictates the nature of the
wound.

Least Devil (lemures, nupperibos, spinagons, and


other devils with a base HD of 5 or less): A small
amount of infernal energy constantly seeps from the
wound, radiating in a ten foot diameter. Animals,
magical beasts, and plants will not enter the area
(trained mounts, animal companions, and the like are
exempt from this). Vermin, particularly roaches and

rats, are 20% more likely to infest the area. All nonLawful Evil fey, giants, humanoids, monstrous humanoids, and outsiders that enter the radius suffer the
effects of doom, while all other non-Lawful Evil beings not previously listed suffer the effects of bane.
Any unattended, inanimate material in the area suffers one point of hardness damage per week. The
wound caused by the calling of a least devil lasts for
nine days unless protection from evil is cast at the
point of origin. Indeed, unless protection from evil
or greater magic like consecrate or hallow is cast, the
area is permanently soiled, radiating faint evil and
stunting the growth of non-sentient plant-life even
after the wound heals.
Lesser Devil (bezekira, barbazu, erinyes, hamatula, kocrachon, kyton, narzugons, osyluth,
squamugon, and other devils with a base HD between 6 and 12. For the purposes of this rule,
malebranche are included here as well): A moderate amount of infernal energy constantly seeps from
the wound, radiating out as a desecrate spell by a
caster level equal to the 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

Hell of a Time (Continued)


Rise of the Malefircareim and Pit Fiends: From The Overlords blood were formed the first devils. These
Children of the Devil, the malefircareim, were godlings in their own right. Each sought to cast down his brethren in favor of his own tyranny. When The Overlord, after a slumber of countless lifetimes, awoke he watched
his children and decided to show them the meaning of true power. He created an avatar named Lucifer the Satan and
destroyed most of the malefircareim. Of those that survived, the eight greatest were assigned dominion over one of
Hells Perditions under the will of The Overlord. These eight, Astaroth, Dispater, Mammon, Adrammelek, Leviathan,
Lilith, Sammael, and Mephistopheles became the original Lords of the Nine Perditions. Others, like Merorem and Haagenti, were either consumed in the early politics of Hell or were exiled. Finally, to reveal his power to his servants, The
Overlord created the pit fiends and all the lesser devils.
Dawn of the Gods: Across Creation, the gods came into being. Some were created by overpowers of singular
worlds, while others emerged from Chaos. In any event, the gods turned away from the Realities Beyond and
concentrated on the Mortal Coils wherein mortals were slowly appearing. The Overlord foresees the seeds for
his future and begins plotting to corrupt both gods and mortals; much of his success is carried out by Lilith, the Lord of
the Sixth. The Blood War, although not particularly important to the Lords of the Nine, begins.
Days of Antiquity: Through his avatar Lucifer, The Overlord contests the gods whose hold on the Material
Plane strengthens. Countless battles between the gods and cosmic entities ensue, but in the end the gods win
the bulk of the battles. It is at this time that the Voyeurs fall into Hell.
Wars of Light and Greed: Knowing that many gods and their mortal servants were seeking answers to ancient
truths, The Overlord decides to further conceal his secret existence. Hoping to ensure that none ever learn the
truth of his identity, The Overlord stages a coup between Lucifer and a new avatar called Asmodeus. This civil
war in Hell ends when Lucifer is cast down. Asmodeus becomes the new Lord of the Nine. Astaroth is cast out
of Hell, his name changed to Gargauth. Tiamat, a draconic being, is given Lordship of Avernus.

the area is either uncomfortably hot or uncomfortably


cold (for osyluths only), but not to the point of causing harm. Desecrate spells cast in the area function
at double area of effect, while the casting time for
unhallow is halved. The wound caused by the calling of a lesser devil lasts for 18 days unless consecrate or hallow is cast at the point of origin by a
good-aligned cleric with a caster level equal to the
devils HD. Indeed, unless consecrate or hallow is
cast, the area is permanently soiled, radiating moderate evil and stopping the growth of non-sentient
plant-life even after the wound heals.
Greater Devil (barregon, cornugon, gelugon, pit
fiend or other devils with a base HD greater than
13): A significant amount of infernal energy constantly seeps from the wound, radiating out as an unhallow spell by a caster level equal to the devils HD;
the devil can determine upon its arrival the nature of
the associated spell effect. The unhallow lasts for 27
days. Animals, magical beasts, and plants will not
enter the area; trained mounts, animal companions,
and similar creature with fewer HD than the called
devil must succeed a Will save equal to 10 + the
devils HD + the devils Charisma modifier to enter
the area. Vermin, particularly roaches and rats, are
guaranteed to infest the area. Any unattended, inanimate material in the area suffers two points of hardness damage per week for 27 days. It is not unusual
to find the area in which a greater devil was called
dilapidated and covered in cracks and other kinds of
damage. The air in the area is either uncomfortably
hot, humid (for barregons), or cold (for gelugons), but
not to the point of causing harm. The wound caused
by the calling of a greater devil can be purged by the
casting of two hallow spells at the point of origin by a
good-aligned cleric with a caster level equal to the

devils HD. Indeed, unless consecrate or hallow is


cast, the area is permanently scarred, radiating strong
evil and killing any non-sentient plant-life that remains in the area for more than 30 minutes even after
the wound heals.

Dukes of Hell in the Prime


As a Courtier of Perdition, a Duke of Hell cannot be
summoned or called to the material plane by mundane
means as described in the Players Handbook. Not even
a gate spell can reach a Duke since the nature of the
magic, as decreed by the gods, is limited. However,
through powerful incantations and epic spells known as
Forbidden Magic (see Chapter Two), a Duke of Hell can
not only communicate with those in the Mortal Coil, but
can also be given the necessary power to breech the
wards that envelope and protect the world from its presence. Once the Duke is brought into the material plane,
its presence begins to unravel the natural order as the
presence of Hell imposes its unique and oppressive
qualities to the unsuspecting world at large. Even after
the Duke departs, the wound the world suffers remains
for no less than nine months (and this period can be extended if a Lawful Evil divine caster unhallows the area
before the nine month period concludes). The area affected extends 900 feet from the place in which the Duke
appeared. It may engulf an entire edifice, bubble onto
the surface, and even affect towns and cities if a summons was cast close enough. It is unknown if a Duke of
Hell has the power to mask its appearance in the Prime,
but it is considered unlikely.
In addition to the effects described for greater devils,
the following are the typical means by which a Dukes
presence wounds the world:

Hell of a Time (Continued)


The Great Fall: Evil, in the guise of pride and self-righteousness, taints the Realms Above. In a spectacular
purging, thousands of angels fall from grace. This Great Fall results in the likes of Astarte, Belial, Eblis, Moloch, and Beelzebub great angels all being cast into Hell. While most of The Fallen do not officially join
with fiends, some of the greatest do. Hells Hierarchy is affected by The Fall with Adrammelek, Lilith, and Sammael
being overthrown by the fallen angels Belial, Moloch, and Beelzebub. It is also during this general time that Leviathan,
Lord of the Fifth, is imprisoned in ice by Asmodeus; he is replaced by Geryon.
Classic Perdition: This is the longest period of time in which most mortals have had to deal with Hell. The
traditional Lords of the Nine rule Hell during this time. These include Tiamat, Dispater, Mammon, Belial,
Geryon, Moloch, Beelzebub, and Mephistopheles. Towards the end of this long period, Tiamat abdicates her
rule of Avernus after centuries of conflict with Astarte. Astarte becomes Lord of the First. The Lords become divided
along racial lines. The Fallen (Astarte, Belial, Moloch, and Beelzebub) battle against the Devils True (Dispater, Mammon, Geryon, and Mephistopheles) to determine the direction of tyranny in the Cosmos. Most of the conflict is subtle,
but full battles do occur.
Dies Irae: In a desire to restructure Hell again, pave the way for future plots, and remind his vassals who defines Evil in all Creation, Asmodeus instigates a great civil war. Eventually, the two factions do battle in Nessus at the foot of Malsheem near the Pit of Darkness. There, the Lords of the Nine battle each other while their
armies watch. At a critical moment, Geryon revealing his loyalty to Asmodeus blows his horn. The Lords are
stripped of their powers and defeated by their greatest generals. Asmodeus punishes all of the Lords, but reinstates most
of their powers and duties soon after. Moloch is cast out for his stupidity and is replaced by Lilith. Geryon is cast out
for his loyalty and is replaced by Leviathan. The pit fiend generals that remained loyal to Asmodeus become the first
Dark Ministers. Shortly after The Days of Wrath, Astarte is overthrown by her general Bael.
The Gathering Darkness: The fanciful term for the current age, The Gathering Darkness heralds tremendous
changes. The goals of The Overlord remain as inscrutable as ever and the hunger to rule personified by the
Lords of the Nine knows no bounds.

Common devils summoned in the area of the spiritual


wound remain in the Mortal Coil for double duration.
Attempts to bind common devils in the area of the
spiritual wound suffer a -3 caster level penalty.
Evil and Lawful spells function at +3 caster level.
Attempts to cast future summons of a Courtier of Perdition in the area receives a +3 bonus.
Fire-based damage deals an additional point of damage per die (a Duke of Hell associated with another
element may affect said element instead of fire).
Undead created in the area acquire an additional hit
point per die. Lawful Evil creatures within one mile
are drawn to the spiritual wound.
Mortal beings that die in the area have a 50% chance
to rise within nine days as wights.
Good aligned beings of all kinds save elementals and
outsiders suffer 1d4 points of sanity damage every
three days spent in the area.
The weather in the area is noticeably extreme in the
area, but based upon the time of year (i.e., the area of
the spiritual wound in the summer is extremely hot
while the same area would be extremely cold during
the winter).

Arch-Devils in the Prime


The terrible arch-devil far outstrips the Duke of Hell in
its effect on the Material Plane. The upheaval the presence of such a being causes to the Mortal Coil is immense and is usually enough for nearby civilizations to
call on the powers of the gods and their allies to exorcise
and cleanse the area. The spiritual wound of an archdevil extends one mile from the original point of summons.
Common devils summoned in the area of the spiritual
wound remain in the Mortal Coil for triple duration.
Attempts to bind common devils in the area of the
spiritual wound suffer a -6 caster level penalty.
Evil and Lawful spells function at +6 caster level.
Attempts to cast future summons of a Courtier of Perdition in the area receives a +6 bonus.
Fire-based damage is treated as if empowered (an
arch-devil associated with another element may affect
said element instead of fire).
Undead created in the area acquire three additional hit
points per die. Lawful Evil creatures within six miles
of the wounds periphery are drawn to the spiritual
wound; such creatures receive an additional hit point

per die once having laired in the area for three consecutive months.
Mortal beings that die in the area have a 40% chance
to rise wights, a 25% chance to rise as wraiths, and a
10% chance to rise as specters within 6 days.
Good aligned beings of all kinds save elementals and
outsiders suffer 1d6 points of sanity damage every
day spent in the area. Sleeping in the spiritual wound
requires a Will save = 10 + 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).

The Lords of the Nine and the Prime


Any being powerful and insane enough to summon a
Lord of the Nine into the Mortal Coil is either worthy of
great fear and respect or more than deserving of the fate
that a Lord is almost guaranteed to deliver upon it. Summoning a Lord of the Nine is a feat that has been accomplished only a few times. In every known case, such an
act ensured not just the devastation of entire cities, but
often spells the doom of kingdoms. A Lord of the Nine
has the power to mask its arrival in the material plane
and most legends point to a Lord doing this very thing.
Once a Lord appears, it is guaranteed to draw the anger
of the gods against Hell and this would guarantee the
wrath of Asmodeus himself. Still, a Lord often cannot
help but leave something behind and often will affect the
wound as a either an arch-devil or a Duke of Hell. The
maladies associated with the spiritual wound caused by a
Lord of the Nine extends for one mile per the Lords
cosmic rank.
Common devils summoned in the area of the spiritual
wound remain until their physical forms are destroyed, effectively ending the summons. However,
since they were not called, they are not subject to demotion or to a period of time restricted from the Mortal Coil. It is impossible to bind or otherwise force a
devil to anything in a the spiritual wound (unless one
is a higher ranking devil)
Evil and Lawful spells function at +9 caster level.
Attempts to cast future summons of a Courtier of Perdition in the area receives a +9 bonus.
Fire-based damage is treated as if maximized
(Mephistopheles affects only cold and Leviathan af-

Summoning and Calling


The differences between summoning and calling are extremely important where devils and other outsiders are
concerned. Summoning is usually a temporary effect that brings an outsider to the Prime Material, but does not
allow it to be truly harmed while serving whatever request made by the summoner. As a result, summoning a
devil does not bring with it the same adverse effects as a call since a summoned devil is not entirely on the material
plane. If a summoned devil is killed, it simply returns to Hell uninjured and capable of returning at a later time if another summon monster spell is cast. Calls, however, bring the actual devil in its entirety to the Mortal Coil. This severe
breach of divine decree severely warps the material plane. Fortunately, such a devil can be injured and its physical
form even destroyed, causing its spirit to return to Hell in anguish and pain. See Chapter Four: Devils for Dicefreaks
for more information on Fiendish Oblivion.

fects only water/acid)


Undead created in the area acquire maximum hit
points per die. Lawful Evil creatures within nine
miles of the wounds periphery are drawn to the spiritual wound; such creatures receive three additional hit
points per die once having laired in the area for one
month.
Mortal beings that die in the area have a 30% chance
to rise wights, a 30% chance to rise as wraiths, a 30%
chance to rise as specters, and a 10% chance to rise as
ghosts within 3 days.
Good aligned beings of all kinds save elementals and
outsiders suffer 1d10 points of sanity damage every
nine hours spent in the area. Sleeping in the spiritual
wound guarantees a nightmare.
The weather in the area is extreme and dismal in the
area based upon the time of year. Such weather
causes 1d4 points of subdual damage each turn while
exposed.
In all cases, higher ranking devils trump in terms of
their power. Thus, if a cardinal of Asmodeus cast incantation of the Pit and brought Merorem the Darkwind into
the world, the spiritual wound would be established.
Only summoning a more powerful arch-devil or a Lord
of the Nine in the area would cause the spiritual wound
to be adjusted.
Finally, these rules do not assume the impact summoning Asmodeus would have. Such an act would ensure damage well beyond that of the other Lords of the
Nine.

Devils and Other Fiends


For the past few millennia, a debate has raged as to
the nature of the premier fiends of Creation, devils. The
epitome of organized, logical, merciless evil, devils are
feared across the Cosmos by all manner of life, from the
lowest of sentient beings to the powers themselves. This
fear of devils is far greater than that associated with the
other fiend races.
The demons of The Abyss may be more physically
threatening than their eternal foes, but their plans possess
none of the foresight and long reaching damnation that
characterizes the devils. This does not mean that demons are not as intelligent or evil as devils. The nature
of Abyssal evil, dedicated to Chaos and the unexpected,
pointless misery of existence, does not require planning
or logic in its execution. Although this meaningless evil
is horrific to many (particularly Lawful beings), there is
a measure of comfort in that, ultimately, there is no guiding force behind such evil; therefore, there is no overarching goal in the long run. This idea can be supported
by the manner in which demons govern themselves
(the idea of government on The Abyss is truly antithetical to the planes very nature). There is no one demon
prince that rules over all of the others. The balors, paramount of the non-god-like demonic entities, function as
gang-lords, fighting with rival balors and greater demons
rather than uniting their strengths against their diabolical
rivals and the remainder of Creation. The acts of evil
and violence of a balor are, as a whole, random and sudden when compared to the millennia-spanning plotting of
a squamugon. Does this make demons any less threatening? Certainly not in the immediate sense. These spirits
are extremely destructive and vicious, destroying and

killing without provocation or forethought. Sometimes,


this is part of a greater intent; however, such is usually
not the case. Their numbers are apparently infinite and
demons often appear to be more intuitive and capable of
working beyond perceived boundaries than comparable
devils. Yet for all the destruction they can cause, demons' evil simply pales in comparison to the sinister and
deadly designs of their Hellish rivals.
The daemons are often compared to devils as beings
dedicated to intrigue and plotting. To be sure, the daemons, for hundreds of thousands of eons, have schemed
to bring the denizens of the Depths Below to their knees
under the leadership of Gehenna. This plotting almost
worked with the Maeldur Et Kavurik, a being the daemons claim to have created. Supposedly, this monster
granted the ability for the three fiend races to teleport
across Creation; when the daemons stripped the Maeldur
Et Kavurik of its power, many fiends temporarily lost
their ability to teleport at will. Additionally, the daemons also are said to have created the four races of
fiends as some grand study of the nature of evil. For a
time, these tales were the leading theories on the origin
and history of the fiends. They also happen to be totally
and utterly false. For all their strength and dedication to
pure evil, daemons have inherent flaws which will forever render them less threatening than devils. Certainly,
they are more subtle than demons. Certainly, they are
more shadowy than even devils. Without a doubt, they
are consummate liars gifted with the ability to persuade
others even themselves that the lies they perpetuate
are truths. In this sense, they could be considered more
dangerous than devils. Many scholars suspect that if
daemons constructed a lie both massive and ingenious
enough in which the entire Cosmos believed they would
eventually come to rule Creation. After all, Belief is
Power. Unfortunately for the daemons, not only are they
liars but backbiters as well. Unlike demons, who engage
in regular and bloody civil wars, the daemons constantly
challenge each others lies with more lies. They are
loath to allow another of their kind to rise to the pinnacle
of power. There are a few god-like daemons in the
Depths Below, but these entities are not capable of uniting more than a handful of their race. These challenges
eternally blunt their evil and prevent daemons from
achieving their optimum potential.
Then there are the gehreleths, better known as demodands. These creatures generally do not fight among
themselves, but instead spend their energies killing daemons and other trespassers on their lands, as well as worshipping their god, Apomps. These pathetic beings are
hardly worthy of the term "fiend", as their evil is petty
and confined.
Devils, in the end, prove to be the most deadly of the
four fiend races. Unlike demons, devils are not interested in immediate gratification. Unless necessity dictates otherwise, devils typically will not simply kill an
opponent. More often than not, they are not interested
just in the death of their adversaries, but in their eternal
damnation and loss of faith. Unlike the daemons, who
lie as a matter of course, devils lie only when the truth is
not more useful. Even then, they rarely lie in the entirety
since lies have a nasty habit of backfiring and ruining
carefully formulated plots. No, devils are more interested in manipulating fools with just enough truth and
the right amount of hyperbole in order to lead them down
the path of evil.
Devils are logical and organized.
Though they possess smaller numbers than both demons

and daemons, devils continue to hold their own in The


Blood War. Notwithstanding the countless battles they
have lost, the percentage of diabolical losses is significantly less than those of the demon hordes or daemon
mercenaries. Most terrifying of all, devils have rationalized their evil. There is a reason for everything they do,
and they are more than capable of justifying their positions to any and all, even mighty solars (as history has
shown on several occasions). Their evil is also guided
by a governing force, an intellectual center. For millennia, it was believed that this force was the Dark Ministry,
the supreme generals of the Legions of Hell. Then, it
was thought that singular entities, the Lords of the Nine,
ruled all devils as a grand council. It is now known that
the Lords of the Nine in truth answer to The Lord of the
Nine, The Overlord of Hell, Asmodeus. This being, the
apex of all that is Lawful Evil, is the overall guiding
force of rational and organized evil in Creation. Greater
in power than any of the demon princes or the various
Nether Fiends, this entity is feared by all who are aware
of its true power.
There can be no doubt that devils are the most dangerous of the fiends. Their logical and formulated explanation of their evil, their ability to work together, and their
ultimate leader, all contribute to their being the preeminent threat in the Cosmos. The remainder of this treatise
will touch briefly on the various types or stations of devils.

The Stratification of Power


Most scholars divide the devils into three categories:
least, lesser, and greater. Since it is probable that most
of the individuals reading this text are familiar enough
with devils to know which entities represent each category, we will not delve into the specifics. However, it is
quite clear that this is an inaccurate stratification. This
classification system suggests that all pit fiends, including the Dark Ministry, are the epitome of the greater
devil strata. This is not the case. Additionally, this does
not take into consideration the Courtiers of Perdition.
A more accurate stratification for devils is one that
does adhere to the Rule of Three. There are the common
devils. This would include the three generic categories
of least, lesser, and greater. Even the Dark Ministry is
included in this category. Despite their physical and
political power, the members of the Dark Ministry are
still considered normal devils by the powers that control Hell. They would be comparable to extremely powerful and resourceful knights or generals of many material plane worlds who, while maintaining land and a
great deal of power, are not part of the nobility. There
are also other pit fiends on this level of power. It should
be noted that what most scholars assume to be the
"common" powers of pit fiends are but those first manifested during the earliest years of a pit fiend's existence.
Over the millennia, this epitome of the common devil
grows in power, with its reality altering arcana and vast
resources to aid it. Some become extremely proficient
warriors while others concentrate in learned magic.
All eventually exhibit additional special abilities. Although never a member of the Dark Ministry, it is extremely likely that the current Lord of the First, Bael the
Warlord, was one such pit fiend. The pit fiend Gazra,
who commands the security forces of the first four levels
of Hell from Phlegethos, and the pit fiend Ariyan who

10

governs the city of Tantlin in Stygia, are other examples


of pit fiends close to, if not equal to, the power of the
Dark Ministry. And, legends persist of a pit fiend so
powerful as to rival the might of the greatest Dukes of
Hell or arch-devils: Aesmadeva, Executioner of Hell. In
terms of comparative might, such pit fiends tend to be
equal in strength to the weakest hero-deities in the Cosmos. They are capable of slaughtering entire armies of
demons (and certainly, mortals) on their own and have
the power to challenge even entities like solars. However, they are not divine in any sense. They cannot grant
spells, nor do they generate avatars. They are simply
extremely old and powerful devils.
The 81 Dukes of Hell are the lowest members of the
second strata of devils, the nobility. In many cases, these
Courtiers were once pit fiends who, due to their ingenuity, bravery, or luck, were tapped either by another
Courtier, an arch-devil, or a Lord of the Nine, to join this
august and extremely selective rank. There are also a
fair number of fallen angels and exceptional mortals
within this station. There is no such thing as being born
into the Courts of Perdition. Since devils do not procreate among themselves, there is no hereditary lineage to
follow. However, once a devil joins the Court, it is all
but impossible for these entities to be removed for anything less than treachery. The Dukes are often physically
and politically more powerful than the Dark Ministry and
are just short of possessing cosmic or divine power. The
Dukes enact the will of the arch-devil or Lord they serve,
but all have their own goals and agendas. Despite their
political power, the Dukes still compete with the generals of the common devils for resources. The Dukes
maintain their own armies of devils that serve the direct
wills of the Courts and the Lords of the Nine. These
forces are insignificant when compared with even the
smallest standing battalions under the Dark Ministry, but
they are still far larger than the greatest of mortal armies.
Not all of these armies are militant in nature. Some focus on corrupting mortals or destroying bulwarks of
Chaos. Whatever their purpose, a Dukes forces carry
out their tasks with a brutal efficiency, to garner power
and prestige for the noble.
Next among the noble devils are the arch-devils.
These devils, of which there are at least 27, occupy a
peculiar station. While they out-strip the Dukes of Hell
in terms of sheer power, the majority of them have no
legal rights in Hell. Many arch-devils are outcasts
among the diabolical and only a few live in Hell. Most
tremendously fear and hate Asmodeus, whom they blame
for their station, and all await the day they can avenge
themselves against their master. Like the Dukes of Hell,
most arch-devils maintain armies, but most of these are
comprised of beings other than devils. Although outcasts, all arch-devils serve the will of Hell (witlessly in
some cases) and all pay homage to Asmodeus if called
before the Serpents Throne.
A fair number of archdevils are fallen angels, and a few are rogue formians
and modrons. At least six arch-devils are former Lords
of the Nine (Adremalech, Astarte, Geryon, Moloch,
Sammael, and Tiamat). Four arch-devils, Glasya the
Princess of Hell, Lixer the Prince of Hell, Merorem the
Prince of the Powers of the Air, and Fierana co-ruler of
the Fourth Hell, are publicly part of the Hellish hierarchy.
Then there are the enigmatic Lords of the Nine. Interestingly enough, eight of the Lords of the Nine are considered members of Hells nobility. These beings are not

gods, at least not in the traditional sense. However, they


are and must be ranked similarly to the gods because of
the grotesque amount of power they wield. The Lords of
the Nine are true cosmic entities. The Warlord of Avernus, Bael, is the weakest of the eight and ranks with a
lesser god. The Arch Duke of Dis, Dispater; the Arch
Duke of Minauros, Mammon; the Arch Duke of
Phlegethos, Belial; the Prince of Stygia, Leviathan; and
the Queen of Malbolge, Lilith, are all equivalent to intermediate gods. Greatest in might are the Arch Dukes of
Maladomini and Cania, Beelzebub and Mephistopheles,
who are equal to greater gods. However, these rankings
are only really appropriate when they are not in Hell.
Indeed, within their respective duchies, the Lords of
the Nine are virtually omnipotent. Despite suggestions
otherwise, not even the gods of Hell are immune to the
wills of the Lords. In Stygia, this is very apparent as
Prince Leviathan comes closer and closer to all out war
with the gods Set and Sekolah due to his insistence on
tributes, tithes, and taxes. As they have refused, the
Prince has slowly begun to shrink their realms. Now,
this is not an easy task as two extremely powerful entities are contesting (if it were so simple, His Infernal
Highness would have already taken the lands away from
the wayward gods), but the fact that it can happen is of
major concern to the other gods in Hell. Despite Prince
Leviathans actions, the other Lords of the Nine are not
interested in initiating other wars on Hell at least not
right now. In the long forgotten past, enmity with the
Lords of the Nine drove both the goblin and orc pantheons from the Pit. No one knows which Lord cast out the
two pantheons (although the more recent legends insist it
was Asmodeus himself), but such a feat is unimaginable
to planars today (it is believed that this banishment from
Hell resulted in the war between the orcish and goblin
gods). Typically, the Lords of the Nine and the gods
have made treaties and pacts. Usually, these treaties bar
the Lords from looking within the realms or otherwise
interfering with the gods and their petitioners. Of
course, these treaties can and will be broken, but aside
from Stygia, this is not the norm.
The epitome of the diabolical is The Overlord of Hell.
Let it be emphatically stated that no one knows the true
name of this obscure being. He has many different titles
and at least two known aliases, the best known and most
commonly used being that of Asmodeus (and, for simplicity, we will refer to Hells Master as Asmodeus
throughout this treatise). The Arch Fiend stands alone in
his station as the only true god among devils and the sole
member of Hells royalty. Asmodeus is the god of devils
and devils are his official proxies. They receive power
from their connection to him as his blood created
them. However, he is more than just a god. Despite
suggestions that he is a greater power, this does not take
into account the fact that Asmodeus governs not just a
layer within a plane, but an entire plane of existence.
The Nine Hells of Perdition are just as infinite as the
Mortal Coil. For any being to hold unchallenged mastery since the beginning of Creation of such a vast and
powerful plane means that this being would have to be
more than even a greater god. At the very least, Asmodeus is an over god. Even the most powerful
"normal" god pales in comparison with his might; indeed, there can be no such comparison. It is this power
that allows Asmodeus to command the other Lords of the
Nine.
Despite the power he wields, Asmodeus is extremely

limited in his mobility. Trapped at the infinite base of


Perdition in a pool of his own blood, Asmodeus universe-spanning body is unable to leave the confines of
Hell. Additionally, he can only generate one avatar on
the material plane. Finally, his ability to grant prayers is
vastly different from conventional gods. As an over god,
he can make even the greatest of his desires reality, yet
his unique imprisonment keeps him from exercising a
permanent connection with mortals. The worlds in the
mortal coil should rejoice at this knowledge.

The Devils You Know


In many worlds, the question often arises as to where
the spirits of the dead go when a mortal passes away.
Most worlds accept the premise that the spirits depart for
an eternal afterlife in the appropriate reality where they
are either awarded or damned for their actions as mortals. Those mortals that engaged in tyranny, strife, and
other forms of organized and rationalized evil find themselves reborn in the Fourth Perdition, Phlegethos, where
they are guaranteed centuries of torment in the form of
the lemure, the lowest form of devil. (This is the norm;
there are but a few mortals who find themselves taken
directly into the realm of a particular deity. In such
situations, the mortal was often a priest or very dedicated
worshipper of said deity). Thus, the many worlds that
believe that Hell is a punishment for those who committed acts of evil during life do hold a bit of the truth.
There is a little confusion regarding exactly where the
lemures emerge. Some sources suggest that they come
from the Maggot Pit, a multi-mile river comprised
entirely of maggots located on the First, Avernus. This
misconception stems from the fact that relatively new
lemures do indeed emerge from the Maggot Pit by the
billions each day. In order to ensure that Avernus is always under the maximum amount of protection in the
event of a successful demonic or angelic invasion, newly
arrived souls, upon crawling from the Lake of Fire in
Phlegethos, instinctively seek out nearby portals that
transport them to Avernus. Since relatively few scholars
and sages can withstand the supernaturally evil heat of
Phlegethos (assuming they could even make it to this
vicious layer), most do their research on the first two
layers and many witness the horrible sight of lemures
dragging themselves from the Maggot Pit. Thus, their
studies result in erroneous conclusions.
Mortal souls who find themselves in Phlegethos are
there for two reasons. First, this is where the Lake of
Fire (also known as the Pit of Flames) is located, and it is
from here that the souls crawl. The exact nature of this
Lake is unknown, but it is here that both punishment and
purification for devils takes place. It is natural, therefore, to expect new arrivals to Hell to appear here. Secondly, the misery and torment that is Phlegethos is usually, in the minds of recent petitioners, the most direct
and immediate means to purge what humanity remains in
the spirits of the dead mortals. The pain and suffering
they will experience here will be unlike anything they
went through during their mortal lives, preparing them
for ascendancy into devilhood.
Like many petitioners on other Realities, lemures suffer from a severe case of amnesia. They recall nothing
of their former lives. This amnesia allows the lemures to
be molded into what their diabolical lords wish for them
without having to deal with offended egos and such, not

11

that an offended ego concerns the devils. Stripping


newly arrived petitioners of their memories simply accelerates the ability for the lemure to take part in the great
mechanism of Hell (however, unlike the rest of Creation,
this memory loss is not permanent. Somehow, Asmodeus has found a method to maintain the memories of
all new arrivals in Hell. In a few, remote cases, the Dark
Lord of Nessus will return the memories to the spirits as
they rise in power within the hierarchy of Hell, but this
rarely occurs. What happens to all other souls will be
discussed within Asmodeus section). Additionally, all
lemures appear identical. It is known that devils can tell
one lemure from another, but most other beings seem
incapable of doing so.
For untold centuries, there has been debate as to the
nature of the next level of devils, the nupperibo. These
wretched creatures are barely distinguishable from lemures. Like their lesser brethren, nupperibo are almost
shapeless masses of drooping flesh with writhing appendages for arms and elongated bulbs for heads. Also,
like lemures, these creatures are the rank and file infantries of Hell, virtually unintelligent with no sense of individuality. Yet, despite their higher ranking in the grand
structure compared to lemures, in order to advance into a
higher station, a nupperibo must be demoted back into
a lemure.
This demotion is not truly a demotion because a
lemure is never promoted into a nupperibo. This is
because nupperibos are not normal devils. These creatures are the progeny of mysterious entities that once
dominated Perdition when devils as they are now known
were young. These were the first devils, the result of
The Overlords fall after the sundering of the Circle of
Three. As Asmodeus passing created each level in turn,
his essence merged with Hells. His blood created the
malefircareim, the earliest devils. Immensely powerful,
these creatures each had powers similar to that of quasi
gods. It is from these creatures that the original Lords of
the Nine emerged. These original devils, although still
considered Asmodeus children, were imbued with aspects of Hell itself, making them less likely to obey Asmodeus than their younger, underdeveloped common
kin. Also known as hellspawn, the malefircareim
fought among their number, each seeking to impose its
brand of diabolical order upon the other with the ultimate
goal of ruling all of Hell. Many of the hellspawn were
destroyed during these internecine wars. However, those
that remained grew ever more powerful. Asmodeus,
finally aware of his situation for the first time after his
fall, decided to deal with his wayward offspring. Asmodeus destroyed scores of hellspawn, although at least
the eight most powerful are known to have survived.
The remaining eight, far easier to control than legions of
similar beings, were ground under the immense might of
Asmodeus and became the original Lords of the eight
uppermost layers. Those that were destroyed by Asmodeus, as well as by their siblings, were not annihilated, but merged with Hell. Yet, because of their divine
status, these hellspawn are always reborn in portions as
nupperibos. Unlike the lemures that crawl from the Lake
of Fire, nupperibos may emerge anywhere across Hell.
These creatures then seek out other nupperibos who are
actually fragments of their former being as a hellspawn.
Over time, these nupperibos mature and merge, becoming once again one of the mighty hellspawn. Uninterested in dealing with any more conflict than necessary, Asmodeus taught the other Lords the means to re-

12

form all nupperibos into lemures before they transform


into hellspawn. This ensures that Asmodeus only has to
deal with a few powerful, treacherous beings in his land
rather than legions. Still, it is likely that a few hellspawn
have managed to reform. It is known that in the tunnels
and caverns of Malbolge the Sixth, a creature powerful
enough to give even pit fiends pause exists, a being rumored to predate devils. Additionally, there are frozen
creatures in a few icebergs in Stygia the Fifth. These
creatures are almost certainly members of the hellspawn
race. Do not think, however, that Asmodeus is unaware
of their existence. It is likely that he has allowed a few
of these creatures to re-awaken for some reason. If
and how these creatures interact with the hierarchy of
Hell is unknown.
At any rate, this is the reason for the bizarre relationship between lemures and nupperibos and the reason
why both spirits are extremely similar. The nupperibos,
however, in no way stem from petitioner souls and lemures are never promoted to nupperibos. It is unclear
how many devils know the truth regarding the nupperibos. It is likely that most if not all pit fiends know and it
is probable that all of the Courtiers of Perdition know as
well.
Beyond these two pitiful creatures is the next class of
devils, the spinagon. Small and impish, these cowardly
creatures are weak compared to all other devils. However, it is here in the form of the spinagon that devils
begin the practice of misinformation and lies. Progression to the next level is typically based upon two things:
how the relatively weak spinagon manages to keep alive
and how it manages to avoid appearing weak and cowardly despite the truth of this nature. Those that succeed
typically exhibit a certain level of craftiness and/or patience with their status and a willingness to take risks are
generally promoted to the status of white squamugon.
Those who fail are often either left as spinagons, demoted to a bezekiras (hellcat) for those who show craftiness but no willingness to take risks, or promoted to a
barbazu for those willing to take risks but are too stupid
to realize the danger to their immortal lives.
The time in which a devil exists as a squamugon is
when it firsts begins to test its capacity to tempt mortals.
The squamugon caste is composed of five distinct subranks. The few spinagons promoted to squamugon rank
begin as white squamugons, the lowest rank. From here,
as a squamugon proves its ability to tempt the most intelligent and charismatic mortals into Perdition, it receives
promotions through four additional colors: red, blue,
green, and black. As the ranks change, so too does the
squamugons actual color. It is obvious that the ranks
are some kind of inversion of the five major chromatic
dragon species. Indeed, for centuries, it was assumed
that the so-called scaly devils were related to dragons
and to the Queen of Dragon, Tiamat. So far as the research completed for this text could uncover, any such
relationship is no different from that currently enjoyed
by lesser devils and Tiamat: nothing. Of course, if there
is some kind of an association, it is so well obscured as
to be invisible to most scholars. Another matter to note
about squamugons is that they are typically limited to
certain Perditions due to their rank; however, in order to
progress, they must spend time in each Hell, becoming
intimately aware of all the opportunities that await them
should they prove successful in their endeavors (or the
horrors that are around the corner should they fail to
meet Hells objectives). Upon reaching the status of

black, the squamugon has successfully damned almost


two score mortals to Perdition. Many black squamugon
serve the will of Princess Glasya and Arch Duke Dispater and are assigned a certain quota of souls to corrupt in
order to hope to move to one of the next ranks. An equal
number enter the Legions of Hell wherein they serve in
minor leadership roles.
The rank of barbazu is considered a dead-end to any
spinagon hoping to reach the level of pit fiend some day.
Barbazu are the shock-troops of the Legions and are
known for their reckless, almost chaotic combat behavior. They are extremely vile and dangerous, often killing
simply for sport. However, barbazu often serve as bodyguards to cornugons and barregon, giving some of the
more intelligent and enterprising creatures an opportunity to gain their infernal masters attention.
The ranks of erinyes, hamatula, and osyluth are
roughly equal in Hell although each plays a different
role. The erinyes are the chief soul gatherers for Hell
after the Courtiers of Perdition. The hamatulas are the
scouts and patrols of Hell, spending their existence tracking lost petitioners and mortals. The osyluths are the
police and agents of Hell, often wielding great personal
authority to punish other devils for infractions. These
three ranks are all extremely significant to most devils
for a number of reasons. Although sages have related
specific powers and abilities to these ranks, it is known
that devils in these ranks often develop the ability to
learn new powers specific to their roles. Thus, it is not
unusual to find an erinyes with additional enchantment
powers or even the ability to cast such spells as an enchanter. Furthermore, these entities find that they are
given the opportunity to function on their own without
constant and direct supervision. Although hamatula are
restricted to a certain level unless given official leave to
move elsewhere, osyluths may travel to any level except
Nessus as they please in pursuit of their goals while the
envious erinyes may travel to the material plane or Endless Boundary at will so long as they have pre-existing
clearance to do so. In addition, it is during their time in
these ranks that definitive personalities take root. Prior
to these ranks, the personality of devils is heavily dependant upon their rank rather than on their past deeds;
all barbazu are generally vicious brutes. In these ranks,
devils regain many of their mortal talents and interests,
although few of their mortal memories. It is from one of
these three ranks that most greater devils emerge.
The cornugons are the lowest ranked of the greater
devils despite the fact that they are physically more powerful than the barregon. The cornugons are best compared to mayors or low ranking army officers, often
commanding battalions of devils and other diabolical
creatures while in turn answering to either a gelugon or a
pit fiend. These terrifying beasts are often sent out to the
Mortal Coil to punish powerful mortals who have
slighted hell in some fashion.
The barregons are strange devils in every sense of the
word. Like the nupperibos, the barregons follow a bizarre promotion track. It is not possible for a barregon to
be promoted to a gelugon without first being demoted to
a cornugon. Parallels between barregons and nupperibos
are to be expected and a few scholars suspect that barregons are a higher level form of matured malefircareim
who have not united completely. It is known that these
creatures hate pit fiends and that they are almost more
loyal to the Lord of the Fifth, His Infernal Highness
Prince Leviathan, than they are to the other Lords of the

Nine. The true nature of the barregon is unknown and,


until Asmodeus decides to reveal his goals with these
creatures, their nature will probably remain elusive.
The gelugons are the equivalent in power to colonels
and governors in the Mortal Coil while serving as mighty
guards to the Courtiers of Perdition. These frigid, alien
creatures typically keep to Cania, rarely venturing beyond. They are also very likely to become engaged in
extracurricular pursuits like learned magic or thieving
abilities. While all the other greater devil ranks have
internal rankings, gelugons do not. All gelugons are
equal in rank and responsibility, at least superficially.
This does not mean that all gelugons are equally talented,
however. The rational for this arrangement allows the
Dark Ministry and the Courtiers of Perdition to assess
which gelugons within this apparently even power structure are able to assume leadership roles among their
peers. For a gelugon, it is the power of persuasion, intellect, and charisma that allows one to stand out from its
peers; in addition, perfectly fulfilling orders, responsibilities, and revealing ingenuity increases a gelugons
potential to be offered a promotion to pit fiend rank.
Like cornugons, there appears to be relatively little betrayal within this rank, probably due to the fact that a
gelugon is expected to behave as if it is equal in every
way to its peers without actually being equal. If a gelugon serves in this capacity for 666 years (or 999 depending on who is asked), it is taken to the Lake of Fire
in which it bathes for 1001 days. Upon emerging from
the excruciating pain of the Lake of Fire, the spirit
emerges as the dreaded pit fiend.
Pit fiends are among the most feared of underworld
entities. Aside from squamugon and erinyes, pit fiends
interact with mortals in a non-violent fashion (most
times) more than any other devils. They are responsible
for the steady supply of mortal souls to Hell, the maintenance of the workings of Hell as it pertains to mortals,
and representing Hell when interacting with other entities of similar power. Pit fiends are comparable to generals on the Prime, commanding vast armies of lesser
fiends while at the same time beholden to the will of
Hells nobility and royalty.
Like the erinyes, hamatula, osyluth, and all greater
devils, pit fiends are very likely to concentrate in certain
fields of interests during their immortal lives. Many are
accomplished wizards and quite a few have honed their
skills as fighters. Perhaps more than any other power
associated with pit fiends, their ability to alter reality
with their wish makes them a force to be reckoned with.
The intelligence exhibited by pit fiends, their eons of
contemplating existence, and their direct link to the cosmic generally allows them to ask for and to provide
wishes that suit their desires. Thus, many pit fiends have
used their wishes to make themselves even more powerful. Pit fiends like Gazra and Ariyan, and the members
of the Dark Ministry are examples of pit fiends who have
grown in might over the duration of their long existence
through natural means, like training, and the judicious
use of wish. However, many scholars now suspect that
the nature of the wish ability is not entirely tied to the pit
fiend but may be directly related to Asmodeus himself.
These scholars point to the fact that there are many extremely old pit fiends who have not gained any significant power over the course of their lives. These scholars
suspect that the ability for a pit fiend to advance is dependent on how well they impress Asmodeus and that it
is he who ultimately determines the success of the wish.

13

Among the pit fiends, some of the most powerful are


the eight members of the Dark Ministry. While there are
known to be pit fiends of comparable power, the Dark
Ministry possesses a number of political components that
sets its members above all other pit fiends. First, the
Dark Ministry controls the Legions of Hell. They have
the ability to strip any other Devil, lesser ranked pit
fiends included, of their commands and their troops
loyalty. Second, the Dark Ministry maintains close ties
to the Courtiers of Perdition. Indeed, many Courtiers of
Perdition were at one point in time in the Dark Ministry
and continue to show an interest in that coven of pit
fiends. Finally, the Dark Ministry answers directly to
Asmodeus. This, perhaps more than anything, establishes the Dark Ministry as the greatest of pit fiends.
Asmodeus meets with the Dark Ministry four times a
year, not so much to dictate to them how to gather more
souls, but to ensure they believe he is supportive of their
efforts in the Blood War.
There are many other kinds of devils in Hell. Recently, some scholars, in an effort to simplify the taxonomy related to the diabolical, have taken to calling the
better known devils baatezu. Baatezu is a term that
usually, but not always, refers to those devils that are
part of the general chain of command within the Legions
of Hell. There are other devils (some still with the
baatezu title) that exist beyond the traditional command structure of Hell. At this date, so little is known of
these devils that they are not included in this treatise
but they do exist and they are very dangerous. In the
end, all common devils answer to the Dark Ministry.

The Courtiers of Perdition


The Courtiers of Perdition, also known as the Peers,
Peerage of Perdition, or Powers of Hell, are the various nobles and high ranking officers who are part of the
Courts of Hell. Thus, there are a fair number of pit
fiends, exceptionally powerful half-fiends, and a sprinkling of non-devilish, diabolical beings among the
Courts. On the other hand, there are quite a few extremely powerful devils who are not Courtiers of Perdition.
First and foremost, there are no devils of rank lower
than pit fiend within the Courtiers of Perdition. Although powerful gelugons, cornugons, and even barregon serve as bodyguards and attendants to pit fiend generals and Dukes of Hell, these beings are too lowly to
achieve any recognition within the Courts. When a gelugon or cornugon achieves some great success that merits a place in the Courts, that being is always promoted to
pit fiend status for at least 99 years before an official
invitation to join a Court is offered. Still, many Dukes of
Hell (but never pit fiend Courtiers) do bring greater devil
attendees to Court to reflect their status among their
peers. To be selected to stand beside a Duke at Court is
both a tremendous honor and a great threat. On the one
hand, a cornugon attendee has proven its worth, power,
and intellect in order to draw the attention of a Duke of
Hell; this becomes a clear indication of quick advancement in the hierarchy. On the other hand, the cornugon
then has to worry about embarrassing not only his Duke
by failure to adhere to some subtle from of protocol, but
embarrassing another Courtier in the midst of a meeting,
which may well result in the cornugons immediate reduction in status. Still, most greater devils are eager to

14

attend any high level meetings with Courtiers and, in the


vast majority of cases, such devils are too intelligent to
risk disclosing classified information, knowing that the
hoarding of such knowledge only reaps greater power in
the long run, not to mention a longer existence.
Pit fiends who are part of the Courtiers of Perdition
are those who serve a Lord of the Nine or a Duke of
Hell. These pit fiends are distinguished from those that
serve within the Legions of Hell under the Dark Ministry. Although the Dark Ministers are without question
the most powerful pit fiends involved with the Blood
War, the Dark Ministry is not considered part of the
Courtiers of Perdition. Likewise, the Governors like
Ariyan and Gazra are not considered Courtiers since they
too are part of the Legions of Hell. Governors who are
appointed to their positions by the Dark Ministry are,
like their Ministers, commoners in that they serve the
needs of Hell rather than the lofty, specific goals of a
Duke or Lord of Hell. Still, there is some overlap with
the Dark Ministry, Governors, and few other highranking pit fiend generals. It is almost unheard of for
Gazra not to be invited to appear at the Court of Belial
during important meetings between the Phlegethan
Dukes, and the Dark Ministers are always present when
the Infernal Court meets in Malsheem.
Most of these pit fiends who are officially part of a
Court of Perdition served within the Legions of Hell at
one point or another and distinguished themselves in
their roles. Upon being invited into the Courts of Perdition, a pit fiend is typically granted some manner of title,
baron or earl being the most common. They are now
part of the lowest rung of diabolical nobility. As a
whole, pit fiends that join the Courtiers of Perdition are
part of some Infernal Knightly Order. The roles of pit
fiends within the Courts of Perdition are varied, but
with the exception of those that serve within the Court of
Bael there is very little in the way of martial activity.
For example, the pit fiends that serve the Court of Dis
tend to war against those who value ethics, hard work,
and integrity in business, while those that serve the will
of Mammon are dedicated to battling against the acts of
financial charity and generosity. Thus, the wars fought
by pit fiend Courtiers are more esoteric and cerebral in
nature than those fought in the Blood War and are meant
to increase not only the number of souls damned to eternal torment in Hell, but to ensure that the Realms Above
and the Realities of Chaos lose any potential prizes
among mortals.
All Dukes of Hell are part of the Courtiers of Perdition. Each Duke (of which there are believed to be 81, or
9 for each Perdition) maintains his, her, or its own responsibilities within a given Court and most often maintain their own smaller courts in their demesnes. The
Dukes of Hell all represent some fundamental aspect
related to the overarching principle governing the Perdition they serve. Thus, while all Dukes of Avernus are
warlords after a fashion, Abigor represents misplaced
honor, a love for violence, and strategic genius while
Malphas represents the intellectual pursuits related to
combat success and superiority. Of course, the Dukes all
vie for greater authority within a given Court and all
Courts boast one or sometimes two Dukes who clearly
outshine the others.
The Dukes are simultaneously more accessible than
the Lords of the Nine and more shadowy. Mortals are
very familiar with the Lords of the Nine as these beings
have, through no desire of their own, become embedded

in mortal consciousness across Creation. Many powerful


mortals have tried to summon the Lords to accomplish
some service, a ploy virtually impossible to achieve for
any but the most powerful mortal. One reason for this is
because if one attempts to summon a Lord (or, in some
cases, an arch-devil) to the material plane, he will end up
summoning a Duke of Hell that best fits the goals/needs/
requests of the summoner. Due to the fact that it takes so
long to successfully casting a summoning spell, a Duke
typically knows well in advance that such a request is
coming and can usually find the means to either make
itself available at the probable time of successful summons, or can send a pit fiend or some lower ranking
devil to meet with the would-be summoner prior to the
end of the summons. Thus, the Duke of Hell is significantly less well known than a Lord because they are so
infrequently called to the material plane successfully.
On the other hand, it is often a Duke of Hell that orchestrates and fulfills contracts signed by mortals and other
beings, although in most cases this is done behind the
scenes.
Scattered in status among the pit fiend nobles and the
Dukes of Hell (and sometimes Grand Dukes of Hell) are
the various half-fiends and powerful non-diabolical beings who have impressed the Lords of the Nine. Halffiends invited to join the Courts of Perdition are sometimes the offspring of a Duke or even Lord, but a fair
number are the children of erinyes, fallen angels, gelugons, or pit fiends who exhibited a significant degree
of pride and success during their time in the Prime. Due
to their tremendous sense of power and overweening
arrogance, these half-fiends (or, more rarely, nephilim)
have overcome the hatred and distrust the devils typically show them upon their arrival to Hell; indeed, quite
a few have to go through quite a bit to prove their worth
and typically have to do three times as much as another
devil of similar standing. But, once a half-fiend proves
herself (and this really depends on the Duke or Lord in
question), the especially powerful ones are invited to join
the Courts of Perdition. Most are ranked with pit fiends,
but the fact that two Fierana, Grand Duchess of
Phlegethos and Lady of the Fourth, and Lixer, Infernal
Prince and Heir to the Serpents Throne have achieved
virtual Lord status reveals that there is always room for a
truly despicable and powerful half-fiend at all levels of
Hell save royalty itself.
Likewise, beings like illithids, powerful undead, and
dragons are found among the Courts of Perdition. These
beings, often more powerful than pit fiends, typically
compete with Dukes in every way save title, and tend to
directly serve a Lord of the Nine. Like half-fiend Courtiers, such creatures have to prove their value to Hell and
are often the targets of elaborate schemes to at least ruin
their reputations if not kill them. It is interesting to note
that most diabolical, non-diabolical creatures among the
Courts tend to serve devils true rather than the Fallen.
It seems that the Fallen, despite their obvious evil, still
perceive beings like blue dragons and illithids as dangerous, untrustworthy scum.
While all Dukes of Hell are part of the Courtiers of
Perdition, most arch-devils are not. Due to some odd
rationale, most Arch-Devils are exiles from Hell. A fair
number of arch-devils were former Lords themselves and
are, as a result, threats to the current Hierarchy of Hell.
Quite a few exiled arch-devils are among the Fallen.
Indeed, there have been times when a Duke of Hell was
promoted to arch-devil status and promptly exiled from

Hell with no apparent reason. Still, there are arch-devils


within the Courts and many of these beings outrank the
Dukes of Hell not only in sheer power, but in official
title as well. Most such arch-devils are given the title
Grand Duke of Hell and all directly serve a Lord of the
Nine.
The Lords of the Nine are the pinnacle of the Courtiers of Perdition. Indeed, they actually create another
rank within the Courtiers known as the Procession of
Perdition. The Procession of Perdition includes the
Lords of the Nine and the Heirs of Hell (Glasya and
Lixer), and there are rumors that there are two additional
nameless members of the Procession, bringing the
number to 13. Asmodeus does not count among the Procession as he is the only member of Hells royalty
(neither Glasya nor Lixer are accorded this recognition).
The Lords of the Nine, however, clearly outstrip the
Heirs of Hell in virtually every way, including rank;
however, the Lords are cautious when dealing with the
Heirs of Hell as to offend or threaten one of them could
mean fierce and final retaliation from The Overlord for
offense rather than any real threat to his station. The
Lords of the Nine dictate the nature of the Courts of Perdition as well as their own inner circles. The Lords jealously guard their stations, knowing full well that they
can be replaced by another if they are not cautious.
The Lords hate each other, but there are alliances
within this august body. Currently, there are three
groups among the Lords. There is what scholars refer to
as the classic Lords, or those who have always been
Lords and are Devils True; Mephistopheles and Dispater are the only two remaining among this group and, if
devils can count on each other, these two are probably
the closest knit pair among the Lords. The second group
consists of the Fallen and they are actively opposed to
the classic Lords; Beelzebub and Belial are the two
remaining members of this group and, while not as
closely allied as Mephistopheles and Dispater, they are
willing to send aid to each other. The final group is the
unallied. The unallied Lords are those who are either new to the role or are distrusted/hated by their peers.
Bael, Mammon, Leviathan, and Lilith are the unallied.
Many scholars believe that eventually both Bael and
Lilith will join with the classic Lords. Bael, although
risen from pit fiend rank and having stolen Lordship
from another, is a true devil; furthermore, he revealed a
great deal of cleverness and trickery in his success at the
expense of a Fallen. Lilith, having been an original Lord
of the Nine, is currently reorganizing Malbolge to her
liking; once the reorganization is complete, she is certain
to reenter Infernal politics with full fervor. In the past,
she was at enmity with Mephistopheles and Dispater, but
since she has to choose between true devils and fallen
angels, she is almost certain to select former enemies
over charlatans.
Mammon and Leviathan are almost guaranteed to
never take up with any group. Mammon, a former ally
to Mephistopheles and Dispater, brazenly betrayed them
both during the Dies Irae, accused them of turning
against Asmodeus, and has stolen a great deal of wealth
from both. Neither trusts him and both are trying to determine the best way to avenge themselves against him.
Conversely, Mammon hates the Fallen and wants nothing to do with them unless material wealth is involved.
Leviathan, having always been at enmity with Mephistopheles and Dispater, is likewise hated and distrusted
by the other Lords. Leviathan has sworn to destroy all of

15

them for their roles in his imprisonment; furthermore, he


has alarmed his peers including Mephistopheles with
his vocal goal to overthrow Asmodeus. This alone has
isolated him more than anything else.

16

Breakdown of the Nine Perditions


Avernus: War, Corrupted Honor, Violence, Genocide. A place of eternal warfare, this is a
layer that caters to those who believe that the violence in which they partake will lead to a
utopia, when in fact their violence and evil results in tyranny and the death of those outside
of the "Grand Order" of Hell. Warmongering fascists.
Dis: Corrupted Ethics, Stagnation, Sloth, Elitists. A place of endless, meaningless toil that
never changes. Those at the top benefit from the work of those at the bottom. Imagine a
faceless corporation in an iron skyscraper with a CEO you never see doing anything, but
still reaps from your work. Think extreme, evil communism.
Minauros: Greed, Avarice, Envy. A place where one never has enough and always expects
to take your piece of the pie. This is the personification of a tax-hungry State that always
has two hands in your purse. And, after they take your money, they take your possessions,
your car, and your significant other. They evict you from your home shortly before the last payments due, sighting obscure language in the mortgage. Then, when youre almost destitute, they
offer everything back to you at a reduced premium.
Phlegethos: Pain, Suffering, Physical Oppression, Fire. This is "quintessential Hell." A
place of eternal suffering and torment, both physical and spiritual. It is also a place in which
gross matter is tortured and oppressed for the perverse needs of those in power. This is best represented by societies in which a person has no control over his/her body; people are told what to wear,
how and what to eat, and when and with whom they can mate.
Stygia: Traitors, Gluttony, Dissatisfaction, Ignorance, Water. This is a place in which no
one trusts anyone because everyone perceives others as stepping stones. No one is satisfied
with their station... especially because one's station is always below another's. You forget love, help,
dedication, or commitment; indeed, you're ignorant of such concepts because you haven't experienced it here.
Malbolge: Corrupt Nature. This is where Nature has been turned on its head for the benefit
of tyranny. Nature serves the needs of those in power; who cares if you pollute if you can
make a profit? Who cares if children, a race's future, are forced to work and die if you benefit?
Maladomini: Pride. Perfection. Intrigue. Arrogance. This is a place in which not one word
uttered goes unnoticed. Big Brother is everywhere because Big Brother knows how you
should live your life. There is an eternal buzzing as everything you do is reported to those in command, those with the perfect plans for everyone's lives.
Cania: Corrupt Knowledge. Contempt. Careless Stoicism (neither empathy nor sympathy).
Cold. Here the only thing of value is knowledge, even if that knowledge would spell the
end of Creation. Knowledge is power, it is the only thing that fires the soul. All else is meaningless
and worthless. Of course, you don't care too much since there is nothing but knowledge to care
about.
Nessus: Damnation. Power. Lost Knowledge. Tyranny. Darkness. Oppression. Here, all the
lies and terrors of Hell are fermented into true Lawful Evil: Damnation. Here, there is only one
power and under that power all will kneel. Here, knowledge and wisdom are hoarded by those in
power for no one else is worthy to know anything. No one save The Overlord has the right to
determine the course of anything, much less their own lives. You are fodder for Hell -- if that at all -17

Grimoire of Cosmic Entities Volume One


By Eli Atkinson, William Church and Serge W. Desir, Jr.
Original Concept by Serge W. Desir, Jr.

by Eli Atkinson, Will Church and Serge W. Desir, Jr.


Original Concept by Serge W. Desir, Jr.
Development Team:

Eli Atkinson, Will Church, Michael Chidester,


Serge W. Desir, Jr., Sean Johnston, Michael Jones,
Joe Karpan, Nicholas Varasse

Graphic Production:

Eli Atkinson

Dicefreaks Logo Design: Tim Moore

Additional Thanks:

Robert Coutier, John Harris, Alan Jacobs Richardson,


William Teebay, Simon Xu

And so it came to pass that the Clash of Spirits ended,


and the gods, also known as the Saldra, looked down
upon the world of Midlorr. Knowing that their foes
from the Realms Beyond still lusted after the power that
dwelt on Midlorr, the Saldra also knew that within their
number were those willing to destroy the planet to sate
their own greed. The Saldra knew that this would bring
about their desolation since they would eventually need
the gift of faith from the mortals yet to breathe upon
Midlorr. So, rather than continue onto another battle,
the Saldra agreed to a Pact of Dominance.
Through the Pact, the Saldra agreed that neither they
nor the beings from Beyond would enter Midlorr. Neither through aspects of their being nor through direct
intervention would this be acceptable. Yet, the Saldra
knew that they needed to earn the faith of the mortals
that would eventually worship them. The Saldra would
grant miracles to those select mortals who wished to
carry forth the will of the Saldra.
Some of the Saldra cried out, though. What would happen, these asked, if the mortals grew too strong and
hoped to contest the gods? Others wondered at the
mortals who would seek power from those from Beyond
rather than the true gods. So, the Saldra devised another plan. They would agree with some of those from
Beyond for small numbers of mortal worshippers in
order to preserve the peace. Next, the Saldra bound
within their Pact a weakness on mortal magic. This
weakness forbids the use of any magic that would allow
a cosmic or divine being direct access to Midlorr. The
Saldra cursed any magic that came close to challenging
their divine might when cast by mortals within Midlorr.
Such power was declared Forbidden.
An excerpt from The Pact of Dominance and the Limitations of Mortal Magic by Seeroth the Dark. The accepted date of this material is 201 of the Age of Greatness.
The above material is specific to The Godspell Campaign TM, the official setting for Dicefreaks, and is used
to explain why epic spells exist. However, in your campaign, epic spells may be par for the course for all spellcasters wielding enough might or they may not exist at
all. In any case, the following details new epic seeds,
incantations based upon the rules described in Unearthed Arcana, and the greatest forms of magic used to
summon the most powerful Devils to the Material
Plane.

New Epic Spell Seeds


Charm
Enchantment (Charm) [Mind-Affecting]
Spellcraft DC: 14
Components: V, S
Casting Time: 1 minute
Range: 75 ft.

Target: One living creature


Duration: 20 hours
Saving Throw: Will negates
Spell Resistance: Yes
Charm makes a creature regard you as a trusted friend
and ally (treat the targets attitude as friendly). If the
creature is currently being threatened or attacked by you
or your allies, however, it receives a +5 bonus on its saving throw. This spell does not allow you to control the
charmed creature as if it were an automaton, but it perceives your words in a most favorable way. You can try
to give the subject orders, but you must win an opposed
Charisma check to convince it to do anything it wouldnt
ordinarily do (retries are not allowed). An affected creature never obeys suicidal or obviously harmful orders,
but it might be convinced that something very dangerous
is worth doing. Any act by you or your apparent allies
that threatens the charmed creature breaks the spell. You
must speak the persons language to communicate your
commands, or else be good at pantomiming.
To charm a target so that it neither gains a bonus on
its saving throw if being threatened by you or your allies,
increase the Spellcraft DC by 4.
Darkness
Evocation [Darkness]
Spellcraft DC: 14
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Object touched
Duration: 20 days (D)
Saving Throw: None
Spell Resistance: No
This seed causes an object touched to radiate shadowy
illumination out to a 60-foot radius. All creatures in the
area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as
with darkvision or low-light vision) have the miss
chance in an area shrouded in magical darkness.
Magical light produced by a spell with the epic seed
light is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping area of
effect.
Drain
Necromancy
Spellcraft DC: 19
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: Instantaneous, or see text
Saving Throw: Fortitude half
Spell Resistance: Yes
You deal the target 4 points of ability score damage to
any one ability score, although a successful fortitude
save reduces the damage by half. For each additional
point of ability score damage to be dealt, increase the
Spellcraft DC by +4.
You can instead afflict the character with ability
drain; in such a case the base Spellcraft DC is 23.
Whether the damage is ability damage or ability drain, a
character cannot take Constitution damage or drain that

18

reduces him to a Constitution score of 0.


Alternatively, the caster can deal energy drain by
means of this seed; in such a case the base Spellcraft DC
is 23. The creature touched takes four negative levels;
each additional negative level to be bestowed increases
the Spellcraft DC by +6. Negative levels bestowed in
this manner disappear after 20 hours; if a factor is used
to increase the duration, the target must successfully save
after 24 hours if the negative levels have not been removed, otherwise they automatically convert to actual
level loss. Any creature that gains negative levels equal
to his current levels or hit dice dies with no save.

New Epic Spells


Accursed
Transmutation [Death, Evil]
Spellcraft DC: 162
Components: V, S, XP
Casting Time: 1 action
Range: 300 ft.
Area: 100-foot radius
Duration: Permanent
Saving Throw: Fortitude partial (see below)
Spell Resistance: Yes
To Develop: 1,152,000 gp; 23 days; 46,080 XP. Seeds:
compel (DC 19), destroy (DC 29), reflect (DC 27), slay
(DC 25), slay (DC 25), transform (DC 21), transport
(DC 27). Factors: area increased 400% (+10), oneaction casting time (+20), victims lose all abilities and
memory (ad hoc +25), memories transported across planar boundaries (+4), target to area effect (+10), increase
spells save DC by 13 (+26), bonus on caster level check
to overcome spell resistance +9 (+18). Mitigating factors: burn 8,600 XP (-2), transforms only mortal, living
humanoids, monstrous humanoids, and devils (ad hoc 10), destruction is of corpse only, and only if the slay
seed is successful (ad hoc 2), reflect only prevents the
soul from leaving the vicinity of the corpse (a la dimensional anchor) for one round (ad hoc 8), only memories
are transported to Perdition (ad hoc 8), second slay seed
only takes effect on failed save, and then only deals 1d4
negative levels, and only for 9 hours (ad hoc 10).
The caster of accursed calls on the power of Hell to
transform its victims into the lemures of Perdition. In
casting accursed, a burning miasma of brimstone and
smoke vomits from the center of the area of effect. This
conflagration destroys the physical body of the victim.
However, the disembodied soul momentarily hovers over
its corpse, held in stasis. With a word and a curse in the
infernal tongue, the caster lulls the victims soul into a
trance in which it willingly swears allegiance to the Legions of Hell; the caster is treated as being 9 levels
higher in terms of caster level checks to overcome spell
resistance. Once completed, the victims soul is painfully
condensed into a protoplasmic husk, becoming a lemure
even as the sentience and individuality of the victim descends shrieking into the Pit of Darkness. Those that
manage to save still reel from the attempted violation on
their soul, suffering 1d4 negative levels for nine hours.
The Fortitude save DC is 33 + the relevant spellcasting
ability modifier.
Once the transformation takes place, the victim has no
memory of his former life, abilities, or powers. These
memories are stripped from him and cast into Nessus,

19

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

revolve around those spells related to the cosmic and


divine, those tinged with morality. After all, these
Words, like holy word or cloak of chaos, allow divine
spellcasters within the Material Plane to stave off the
attacks of Asmodeus servants. Yet, these spells as spoken by mortals pale before the might and conviction with
which The King of Hell speaks The Word. Before him,
all other Words falter. There is no greater testament to
this than Asmodeus heretical infection.
With a terrible whisper of Dark Speech fouler than
any save that uttered by Leonar, the caster of heretical
infection targets all good-aligned spellcasters within a
40-foot radius. If a Fortitude save is failed, the victim is
infected as he feels an oily, malevolent darkness writhe
in the bottom of his soul. However, the victim does not
know the depths of his dilemma until he attempts to cast
any spell with the good descriptor (this includes exalted
spells from the Book of Exalted Deeds). When such
spells are cast, the victim finds that billowing fumes of
black and red energy vomit from his eyes and mouth as
the elements of his spells intent are reversed or outright
cancelled. Thus, the casting of holy aura by a cleric suffering from heretical infection results in the spell functioning as unholy aura; if there is not a clear opposite,
the spell simply does not function. Worse still, if the
spell cast requires a verbal component, the caster finds
that he screeches out heretical or blasphemous repudiations of his faith, suffering 2d6 negative levels; this spell
is so pervasive that even if the caster prepares and casts
spells bearing the good descriptor by means of the Silent
Spell feat he still suffers 1d6 negative levels.
To further bolster the power of Evil and the unity of
Law, Asmodeus heretical infection also forces the infected to answer in chorus to all other terrible
spells. When spells bearing the evil descriptor or empowered by Dark Speech are cast within 100 feet of a
heretical infection victim, the victim must make a Fortitude saving throw with a penalty equal to the spells effective level (taking into account feat increases) or repeat
the same spell on his next turn. Not only does the victim
suffer the effects detailed above, he also burns the appropriate spell levels, starting from the highest possible spell
slot available (the victim will also suffer any ill effects
associated with casting corrupt, vile, or evil spells
against good-aligned casters as well as the effects of using Dark Speech).
It is very difficult to cancel the effects of Asmodeus
heretical infection. First, aside from the caster, only a
disjunction can end the effect before its duration expires. Second, even if the spell is cancelled or expires,
the negative levels remain for 24 hours, converting to
actual level loss after that time (this can be negated by a
successful save for each negative level at the 24 hour
mark) and permanently remaining unless a good-aligned
31st level cleric casts greater restoration within 9 days.
XP Cost: 5,400 XP.
Cold Anchor to the Soul
Abjuration [Evil]
Spellcraft DC: 137
Components: None
Casting Time: 1 free action
Range: Personal
Area: 90-ft. radius emanation centered on the caster
Duration: 20 minutes
Saving Throw: Will negates

Spell Resistance: Yes


To Develop: 1,233,000 gp; 25 days; 49,320 XP. Seeds:
afflict (DC 14), banish (DC 27), transport (DC 27). Factors: alter effect from banishment to entrapment (ad hoc
+2), increase maximum total Hit Dice affected by 85
(+42), quickened spell (+28), change target to 20-ft. radius area (+10), increase area by 350% (+14), increase
spells saving throw DC by +5 (+10). Mitigating factors: only affect the souls of those who have died within
the area of effect (ad hoc 10), facilitate transport of
souls via teleport, planeshift and the like, but do not provide those actual travel-related effects by means of this
spell (ad hoc 11), burn 1,600 XP (-16).
As a free action that counts as a quickened spell, the
caster sets in place a hellfire-red net of energy that
thrums and throbs in a 90-ft. radius, centered on the
caster. All creatures in possession of a soul that die
throughout the duration of the spell are anchored to the
caster, unable to leave for the next plane of existence,
and unable to be raised, resurrected, or true resurrected.
A soul is entitled to a Will save to negate the effect, but
the save DC is equal to 25 + the casters spellcasting
ability modifier. No more than 100 Hit Dice worth of
creatures can be affected per casting of this spell.
If the caster travels to another plane, the anchor remains in effect, dragging any souls with him to the new
destination.
This spell was originally developed by Mephistopheles.
XP Cost: 1,600 XP.
Condemn
Conjuration (summoning, teleportation) [Evil]
Spellcraft DC: 71
Components: V, S, XP
Casting Time: 1 action
Range: 300 ft.
Target: 1 creature with a soul
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
To Develop: 639,000 gp; 13 days; 25,560 XP. Seeds:
reveal (DC 19), summon (DC 14), transport (DC 27).
Factors: transport unwilling creature (+4), strip soul
from target (ad hoc +23), one-action casting time (+20),
change from touch to target within 300 ft. (+4), increase
spells saving throw DC by +10 (+20). Mitigating factors: caster takes 10d6 backlash damage (-10), burn
5,000 XP (-50)
A hell-red light enters the casters eyes and encases
his hands as he calls the soul of the targeted creature
from its body and sends it directly to hell; the infernal
energies manipulated to perform this feat deal 10d6
points of damage to the caster. The shell of a body which
remains is effectively dead, although successful retrieval
of the soul can allow the creature to live again without
the need for resurrection; in the meanwhile, the body
starts to rot and decay (and without magical intervention
to prevent decomposition, the body will be unable to be
returned to short of resurrection or the like within 24
hours). The target is entitled to a Will save to negate the
spells effect; the DC is equal to 30 + the relevant spellcasting ability modifier.
Within Hell, the creatures soul is quickly claimed by

20

a Lord or Courtier of Perdition who has the greatest


claim on it. For example, a warmongerers soul is likely
to be claimed by Bael, while a tyrannical despot may be
claimed by Asmodeus himself. Typically, unless the soul
is of some importance, the creature is transformed into a
lemure in short order.
XP Cost: 5,000 XP
Contingent True Resurrection
Conjuration (Healing)
Spellcraft DC: 80
Components: V, S, DF
Casting Time: 1 round
Range: Touch
Target: You or creature touched
Duration: Contingent until expended, then instantaneous
Saving Throw: None (see text)
Spell Resistance: Yes (harmless)
To Develop: 720,000 gp; 15 days; 28,800 XP. Seed: life
(DC 27). Factors: activates when subject is slain (+25
DC), no loss of level or Constitution when resurrected
(ad hoc +10), decrease casting time by 9 rounds (+18).
Contingent true resurrection works as per contingent
resurrection, save that the resurrected creature does not
lose a level (or 1 point of Constitution if the subject was
first level), and the time between death and resurrection
is only 1 round.
Curse of Apostasy
Enchantment (Compulsion) [Evil, Mind-Affecting]
Spellcraft DC: 66
Components: V, S, XP
Casting Time: 1 standard action
Range: 75 ft., see text
Target: Up to 6 living creatures
Duration: 20 hours
Saving Throw: Will negates
Spell Resistance: Yes
To Develop: 594,000 gp; 12 days; 23,760 XP. Seed:
compel (DC 19). Factors: one action casting time (+20),
infect others by means of speech (up to five others, ad
hoc +60). Mitigating Factors: burn 3,300 XP (-33).
A malevolent, gleeful light enters the casters eyes, as
he points and commands a single target to forsake his
foolish beliefs and follow the true path. Should the target
fail a Will save, he thereafter apostatizes from his most
important beliefs (forsakes his religion, ethics, and so
forth). He perceives instructions from the caster in a
most favorable light, although he will not act to harm
himself. The affected target is compelled to seek to persuade those around him to forsake their most important
beliefs as well (these new apostates would then seek to
convince others as well); up to five additional targets
beyond the first can be affected in this manner, all of
them receiving a Will save at the original DC to avoid
the effect. To be affected, a new target need only hear a
previous target speak for a round. No more than six creatures can be affected by a single casting of this spell, and
after 20 hours, the compulsion wears off, and the affected targets no longer infect others with their speech.
Those that were affected remember their actions during
the period of compulsion, and are usually hostile to the
caster thereafter. Any sins committed while under this

21

compulsion render class abilities dependent on conduct


inaccessible until atoned for, as per usual.
Although this spell affects a maximum of six creatures (and all six are affected identically), the use of Diplomacy and Intimidation may in fact cause others to
stray from their beliefs and sin. Powerful devils use
this spell to spread a wide net of apostasy in relatively
short period of time. Carreau is attributed as its author.
XP Cost: 3,300 XP.
Dispaters Iron Defense
Psychokinesis [Death, Force]
Psicraft DC: 127
Display: Vi, Au
Casting Time: Immediate action
Range: Personal
Target: You
Duration: 33 hours
Saving Throw: None; see text
Power Resistance: Yes (harmless)
To Develop: 1,143,000 gp, 23 days, 45,720 XP. Seeds:
armor (DC 14), destroy (DC 29), fortify (DC 17), fortify
(DC 27), transform (DC 31). Factors: cast as an immediate action (ad hoc +36), grant bonus to spell resistance
or saves of +6 (+10), grant insight bonus to armor class
of +6 (+50), grant fast healing 12 (+66), caster can become incorporeal as an immediate action, or change bonus to saves, spell resistance or armor class to a different
bonus to one of those three (ad hoc +16), caster can dismiss incorporeal aspect of the power as a free action
(+8), increase duration by 165% (+4), increase duration
by 330% when within the Iron Tower (ad hoc +1), increase damage dealt by destruction seed by . Mitigating
factors: only allow one bonus to either spell resistance,
saves or armor class at a time (ad hoc 30), change target
to personal (-2), burn 15,000 XP (-150)
From within his Iron Tower, the Lord of the Second
seeks to protect himself from all powers, for he schemes
to place himself above all others. To this end, he developed the iron defense epic power.
The manifester of this epic power is able to manifest it
as an immediate action (see p.59 of the Expanded Psionics Handbook for details on immediate actions).
Upon activating this power, the manifesters eyes begin to glow like molten iron, and the susurration of thousands of blades whisking through the air (akin to the
sound of a blade barrier spell) can be heard within the
vicinity. The manifester chooses whether to apply a +6
bonus to his spell resistance (enhancement bonus), armor
class (insight bonus) or saving throws (resistance bonus)
when first manifesting the power; as an immediate action, the manifester can switch freely between the different bonuses while the powers duration lasts. The manifester also gains fast healing 12, and can choose to become incorporeal as an immediate action (returning to a
corporeal state is a free action) Dispater uses this aspect of the power to become incorporeal just as an opponent tries to strike him in combat, or as additional protection against hostile powers and spells. Any weapon that
does strike the manifester must make a Fort save DC 20
+ the relevant manifesting ability score modifier or be
destroyed (or, at the least, take 20d6 points of pure destructive energy); this damage is dealt to the creature if it
attacks with natural weapons (including bullrush, grapple
and similar attempts). A successful save deals half dam-

age.
If cast within the Iron Tower, the duration of this
power is doubled (66 hours).
XP Cost: 15,000 XP.
Dust in the Wind
Psychoportation
Psicraft DC: 114
Components: Vi, XP
Casting Time: 1 standard action
Range: 100 feet
Area: 100-foot radius, centered on the caster
Duration: Permanent (see text)
Saving Throw: Fortitude negates
Spell Resistance: Yes
To Develop: 1,026,000 gp; 21 days; 41,040 XP. Seeds:
drain (DC 19), energy (weather effects) (DC 25), transform (DC 21), Factors: transform living into nonliving
(+10), reduce to 1-action casting time (+20), change target to 20-foot radius (+12), increase area to 100-foot
radius (+16), increase save DC by 30 (+60), specific
method of breaking spell (ad hoc +10). Mitigating factors: burn 6000 XP (-60).
Drawing upon the winds of time, the manifester
unleashes temporal energies which instantly age his foes
to time forgotten statues of sand, which are then blown
away, scattered to the end of the earth.
Creatures and objects in the affected area who fail
their saves are instantly turned into sand sculptures.
Within 10 minutes, a fierce wind then blows through the
area, scattering the dust over a 2 mile area and destroying the sculptures.
Because the creatures affected are not dead, they can
not be restored with true resurrection or spells using the
life seed. A wish or miracle can gather the dust, but a
successful caster level check against Dust in the Wind
must be made in order to break the spell (using break
enchantment, greater dispel magic, or similar effects). If
the dust is not placed back in the exact form of the creature (requiring a successful Craft: sculpture check equal
to 25 + the creature's HD), the creature is dead upon the
breaking of the enchantment. If the creature is brought to
life via a means that does not normally cost it a level
(such as true resurrection), it loses one level and one
permanent point of Constitution. If it is brought to life
via a means that normally costs levels or Constitution, it
loses both the level and point of Constitution in addition
to whatever penalties the recovering spell inflicts.
XP Cost: 6,000 XP
Epic Dimension Door
Transmutation [Teleportation]
Spellcraft DC: 125
Components: XP
Casting Time: 1 free action
Range: Touch
Target: You and touched objects or creatures weighing
up to 1,000 lb
Duration: 10 rounds or 3 rounds (see text)
Saving Throw: None or Will negates (see text)
Spell Resistance: No or yes (see text)
To Develop: 855,000 gp; 18 days; 34,200 XP. Seeds:
transport (DC 27). Factors: allow use of shadow or
ethereal plane for instantaneous travel as required (+4),

allow transport of unwilling creatures that fail a Will


save (+4), allow interplanar travel (+4), cast as a free
action (+28), allow spell to last 3 rounds, but with 2 uses
of epic dimension door per round (ad hoc +8), change
duration to 10 rounds (ad hoc x3). Mitigating factors:
burn 10,000 XP (-100)
As a free action that counts as a quickened spell, the
caster makes use of the astral, ethereal or shadow plane
to travel instantaneously to any point on any plane to
which she has at least a reliable description of. She may
take with her up to 1,000 lb of creatures and/or objects,
but she must be touching them when she uses epic dimension door to take them with her. Unwilling creatures
or objects are entitled to a Will save to avoid the effect,
and spell resistance applies in such situations. Each
round after the 1st round (for a total of 10 rounds) the
caster can teleport as a free action once again, using the
same guidelines.
Alternatively, the caster can choose to cast the spell so
that it lasts only 3 rounds, enabling her to use the effects
of the spell twice per round (i.e. two free action teleportations per round for 3 rounds). Thus, the caster could
feasibly teleport into a high security cell of which she
had obtained a reliable description, grab hold of her imprisoned companion, and teleport out again in the same
round.
XP Cost: 10,000 XP.
Esoteric Aegis
Abjuration
Spellcraft DC: 83
Components: V, S
Casting Time: 1 minute
Range: Personal
Effect: 10-ft. radius emanation
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
To Develop: 747,000 gp, 15 days, 29,880 XP. Seeds:
ward (DC 14), transform (DC 21). Factors: gain +10
bonus on DC to avoid being dispelled (ad hoc +20),
make spell effect tenacious (as per the feat) (ad hoc +10),
end dispel checks that fail to dispel this spell automatically (ad hoc +4), ward against mages disjunction (+16).
Mitigating factors: change range from touch to personal
(-2)
The caster calls upon the very fabric of magic to fashion a ward to protect his own working of the Word from
those that would tear it down. A shimmering, dusky
globe surrounds the caster, intercepting any attempts to
end his spells by means of dispel magic, or similar spells
and epic spells, and providing a +10 bonus on the DC
against which the dispel attempt must succeed. Any dispel attempt which succeeds can then proceed as normal,
but esoteric aegis works as if under the effects of the
Tenacious Magic feat, and thus cannot be dispelled, only
suppressed for 1d4 rounds. Dispel attempts that fail are
not entitled to checks against lesser spells within the area
of effect (this differs from the usual procedure of area
dispel magic attempts). Furthermore, mages disjunction
is warded against in its entirety.
First Taste of Winter
Trasmutation

22

Spellcraft DC: 101


Components: V, S, XP
Casting Time: 1 action
Range: 300 ft.
Area: 40-ft. radius
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
To Develop: 909,000 gp, 19 days, 36,360 XP. Seeds:
transform (DC 21), dispel (DC 19), foresee (DC 17).
Factors: change creature to cold vulnerable (ad hoc
+20), increase dispel check bonus to +20 (+10), make
spell effect tenacious (as per the feat) (ad hoc +10), 1
action casting time (+20), change target to 20 ft radius
area (+10), increase area by 100% (+4). Mitigating factors: change from permanent to 1 round/level (ad hoc
10), burn 1,700 XP during casting (-17), only dispel
spells that protect against cold (ad hoc 10).
Making the sign of the triangle with his hands, the
caster calls upon those within the area to be affected to
surrender themselves to the cold of winter. The affected
area erupts in black energy as all are targeted with an
area dispel magic (1d20+20) that only targets spells and
items that protect against cold effects. A second wave of
energy emerges a split second later, appearing as a solid
sphere of ice that shatters the moment it appears and immediately melts away. Creatures must save against DC
20 + the relevant spellcasting modifier or become vulnerable to cold damage (i.e. cold damage deals an additional 50% damage). Creatures normally immune or resistance to cold lose such protection against cold for the
duration of the spell, and are also treated as vulnerable to
cold.
Although the effect can be dispelled, it is treated as
being tenacious. In other words, a successful dispel attempt merely suppresses the effect for 1d4 rounds.
This spell was first designed by Leonar, the Chancellor of Cania and Duke of the Infernal Tongue.
XP Cost: 1,700 XP
Greater Epic Mage Armor
Conjuration (Creation) [Force]
Spellcraft DC: 70
Components: V, S
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: 72 hours (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 630,000 gp; 13 days; 25,200 XP. Seed:
armor (DC 14). Factors: +36 additional armor bonus
(+72), increase duration by 200% (+4). Mitigating Factor: increase casting time by 9 minutes (-18), change
target to personal (-2).
Greater epic mage armor works as per epic mage
armor, except that it grants a +40 armor bonus to Armor
Class, and lasts for 3 days.
Leonars Thaumaturgic Boost
Transmutation (Evil)
Spellcraft DC: 110
Components: V, S, Ritual
Casting Time: 10 minutes (contingency)

23

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

an ability score equal to one quarter of the amount


drained from a particular creature. Thus if Lilith were to
cast this spell and drain 13 points of Strength from a human paladin, she would gain a +3 enhancement bonus to
Strength for the duration of the spell. If an elven wizard
entered the area of effect in the next round, so that both
the wizard and the paladin took 8 points of Strength
damage, she would gain an enhancement bonus to
Strength of +5 (one quarter of the 21 points of Strength
drain dealt in total to the paladin). Enhancement bonuses
granted in this fashion last for 20 minutes.
In the case of energy drain, the caster receives 5 temporary hit points for each negative level bestowed upon a
creature. Temporary hit points granted in this fashion last
for 20 minutes. The negative levels last for 24 hours, at
which time the affected creature must make another Fortitude save for each negative level received (at the spells
original save DC), with success meaning that the negative levels disappear. A failure converts the negative
levels to actual level loss.
XP Cost: 2,400 XP.
Long Arm of the Treacher
Clairsentience
Psicraft DC: 115
Display: None
Manifesting Time: 10 minutes
Range: See text
Effect: Magical sensor
Duration: 20 minutes (D)
Saving Throw: None
Power Resistance: No
To Develop: 1,035,000 gp; 21 days; 41,400 XP. Seed:
reveal (DC 19). Factors: allow manifester to both see
and hear through sensor (+2), manifest any powers using
sensor as origin point (+6), no display (+4), free manifester from the need to maintain line of effect to the sensor
in order to cast spells through it (x10). Mitigating factors: burn 16,700 XP during manifesting (-167), increase
casting time by 9 minutes (-18), only allow sensor to
exist within the being of a creature under the effects of
the trojan curse epic power (ad hoc 10).
The manifester can only use this spell in conjunction
with the trojan curse epic power. With the target creature
firmly in the grip of the trojan curse, the manifester calls
on his power over such a creature to manifest a magical
sensor within said creature. The manifester is thereafter
able to see and hear as if in the place of the target creature for the duration of the spell.
Using the sensor as a focal point, the manifester is
able to manifest powers through the target creature for
the duration of the power.
Leviathan is the author of this power, and its greatest
wielder.
XP Cost: 16,700 XP.
Lure of Loquacity
Enchantment (Compulsion) [Mind-Affecting]
Spellcraft DC: 93
Components: V
Casting Time: 1 standard action
Range: 75 ft.
Area: 20-ft. radius
Duration: 99 hours (D)

Saving Throw: Will negates


Spell Resistance: Yes
To Develop: 837,000 gp, 17 days, 33,480 XP. Seeds:
compel (DC 19). Factors: 1-action casting time (+20),
no somatic component (+2), change target to 20-ft. radius area (+2), increase spells saving throw DC by +20
(+40), dismissible by caster (+2), increase duration by
495% (+10).
Originally designed by Murmer, Duke of Philosophy,
the caster of this spell calls on those within the target
area to speak their minds, and leave nothing out. All
those within the area of effect who fail a Will save with a
+20 bonus to the usual DC, find themselves speaking
aloud regarding all their thoughts, and doing so with
more words than are absolutely necessary.
Communication or other activities that rely on speech
takes three times as long as usual (and thus spells with
verbal components take three times as long to cast,
generally three standard actions). In combat, creatures
under the influence of the spell will clearly reveal what
their tactics are as they go about their maneuvers.
Bluffing becomes impossible; the use of Diplomacy and
Intimidate may likewise be affected at the discretion of
the DM, and depending on the affected creatures real
feelings about those with whom he treats.
Mephistopheles Frore Blast
Evocation (Cold)
Spellcraft DC: 144
Components: V, S, XP
Casting Time: 1 action
Range: 90 ft.
Area: A cone-shaped burst
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
To Develop: 1,296,000 gp; 26 days; 51,840 XP. Seeds:
drain (DC 19), energy (DC 19), transform (DC 21). Factors: increase cold damage by 56d6 (+112), increase
Dexterity damage by 14 (+56), transform affected creatures into chunks of ice (+10), 1-action casting time
(+20), change area to 40-ft cone (+2), increase area by
125% (+5), increase spells saving throw DC by 20
(+40). Mitigating factors: burn 15,000 XP during casting (-150), caster takes 10d6 points of backlash damage
(-10)
There are few creatures in creation that can withstand
the effects of the frore blast. Drawing on the cold that
existed in the nothingness before creation, the caster
forces that energy outwards in a 90-ft cone directly before him, transforming the landscape into so much ice.
Creatures caught within the cone take 66d6 points of
cold damage, 18 points of Dexterity damage, and are
transformed into statues of ice and frost. A successful
fortitude save halves the cold and Dexterity damage, and
negates the transformation effect. Creatures immune to
cold still take the Dexterity damage and are still subject
to being transmuted into ice. Objects are likewise affected (although attended or magical objects are entitled
to a Fortitude save to take partial damage only).
The cold that courses through the caster is so intense
that it likewise deals 10d6 points of damage to the caster;
this cannot be avoided in any fashion.
Mephistopheles often casts this after his opponents
have been struck with the epic spell first taste of winter.

24

For the duration of the spell, the target creature is


treated as shaken.

XP Cost: 15,000 XP
Miasma of Hatred
Enchantment (Compulsion) [Mind-Affecting]
Spellcraft DC: 81
Components: V, S, XP
Casting Time: 1 action
Range: 300 ft
Area: 90-ft radius
Duration: 20 minutes
Saving Throw: Will negates
Spell Resistance: Yes
To Develop: 729,000 gp, 15 days, 29,160 XP. Seed: afflict (14). Factors: change from target to 20-ft radius
area (+15), increase area by 350% (+14), increase penalty on attack rolls, checks and saving throws by 7 (+42).
Mitigating factors: burn 400 XP during casting (-4)
This spell allows all living creatures in a 90-foot radius to feel of the 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.

25

XP Cost: 2,600 XP.


The Serpents Sibilant Whisper
Enchantment (Charm) [Evil, Mind-Affecting]
Spellcraft DC: 126
Components: V, XP
Casting Time: 1 standard action
Range: See below
Target: One creature
Duration: 9 days
Saving Throw: Will negates
Spell Resistance: Yes
To Develop: 1,134,000 gp; 23 days; 45,360 XP. Seeds:
charm (DC 14), compel (DC 19), contact (DC 23). Factors: one action casting time (+20), communicate regardless of language (+4), conceal enchantment (ad hoc
+18), 9 day duration (+21), no somatic component (+2),
unwilling victim (ad hoc +20), increase save DC for antithetical actions by +1 each day over 8 days (ad hoc +8),
effectively increase final save DC to resist becoming a
thrall by an additional +9 (+18), specified and difficult
removal process (ad hoc +10). Mitigating Factors: burn
4,900 XP (-49), caster possesses the Dark Speech feat
(ad hoc -2).
One of The Overlords favorite forms of Forbidden
Magic, the serpents sibilant whisper allows him to
tempt any and all beings, even across planar boundaries. He knows well that in the hearts of all beings that
there is a degree of evil and the desire to control the destinies of others. The Lord of the Nine has uncovered
many ways to awaken these attitudes and this is one of
most insidious means in doing so. However, due to his
time spent ruling the Nine Hells of Perdition, Asmodeus
has given knowledge of this terrible spell to the greatest
of his Cardinals over the years. Now, those with the
money and the desire have the capacity to learn this terrible spell.
Serpents sibilant whisper may be cast so long as the
caster knows the name and general identity of the intended victim. The spell may reach the victim anywhere
save places designated as dead magic areas (although
the usual rules on epic magic apply within an anti-magic
field or similar), within a divine shield, or within the
realm of a cosmic entity or god (except on a successful
opposed rank check). The victim receives a Will save to
avoid the attack; the only indication the victim receives
of an attack is a momentary feeling of something slithering up her body and constricting her. If the victim fails
the saving throw, for the next nine days, she is charmed
by the voice in her head. The voice always sounds like
the victims and is often perceived as typical thinking,
although with a certain degree of insistency that feels
almost like a sixth sense. The caster, for his part, may
now see and hear what the victim sees and hears, although that is the extent of his sensory knowledge of the
victims condition.
The caster may offer suggestion and advice to the
victim as per the charm seed with the exception of saving throw modifiers. If the whispered advice offers the
victim an option antithetical or immoral to the victims
alignment, she receives a Will save to avoid the effect. For each day that the victims soul is constricted by
the serpent, the Will save DC to overcome ethical and/or

moral issues increases by +1. Either way, the usual goal


of the casting of this spell is to lead the victim down a
dark path and into damnation. Thus, every three actions
the victim undertakes that directly perpetuate Lawful
Evil principles result in the victims alignment shifting
one step closer to Lawful Evil. For example, if the victim is convinced to allow the assassination of a Lawful
Neutral judge, thereby paving the way for a thieves
guild leader to get away on a technicality of the law, the
action (or inaction, in this case), counts as Lawful Evil
for the purpose of this spell. If and when the victim becomes Lawful Evil, she gains one last save with a -9 penalty (this stacks with the daily increases on the DC). If
she fails, not only does she become Lawful Evil permanently, she also becomes a permanent thrall to the caster,
even if she does not know this explicitly.
It is very difficult to identify and overcome this terrible spell. Any attempt to discern enchantment effects,
like the use of Sense Motive, are confronted by a -9 penalty on the check per day that the victim is under the influence of the serpent. True seeing may be used to identify the spell, but only if the intended purpose is to find
some force controlling or manipulating the victim; even
so, true seeing only offers a 33% chance of revealing
anything unusual. Once this spell is identified, the examiner sees a large, reddish, serpentine shadow on the
victim. For more recent castings or for victims who
have overcome the temptations, the snake is small and
perched at the shoulder near the ear; older castings or
those in which the victim has gone almost completely
into the lure of Lawful Evil, the serpents coils are
wrapped around the victims body, its tongue lodged in
the victims ear.
Once the serpent is uncovered, only greater restoration followed immediately by a miracle can cancel the
effect (it is possible that the caster will notice what is
going on if he has Sense Motive and/or Spellcraft).
XP Cost: 4,900 XP.
Soul Hold
Transmutation (Calling) [Death, Evil]
Spellcraft DC: 80
Components: V, S, M, F, XP
Casting Time: 9 minutes
Range: Touch
Target: One living creature touched
Duration: Permanent
Saving Throw: Will negates (see text)
Spell Resistance: Yes (see text)
To Develop: 720,000 gp; 15 days; 28,800 XP. Seeds:
afflict (DC 14), contact (DC 23), slay (DC 25), summon
(DC 14), transform (DC 21). Factors: change target to
creature touched (+4), transfer a portion of the targets
soul to a receptacle (ad hoc +5), afflict target so that they
are dazed or sickened at the casters choice (ad hoc +4),
increase spells saving throw DC by 20 (+40). Mitigating factors: increase casting time by 8 minutes (-16),
burn 5,000 XP at time of casting (-50), requires an expensive focus (ad hoc 2), requires a difficult material
component (ad hoc 2)
Soul hold, like non-epic spells such as mark of justice,
can generally only be performed on targets that are willing (compelled creatures count as willing) or restrained.
The caster must have on hand a gemstone set within a
gold or silver stylized cage to the value of 18,000 gp;

this will be the receptacle for the stolen portion of the


targets soul.
For nine minutes the caster speaks the arcane words
of binding, touching the target periodically with the focus, and slowly drawing out some of the essence of the
targets soul. At the climax of the spell, the caster pierces
the skin at the back of the targets hand (or a similar,
appropriate appendage), so that the blood runs over the
cage and gem. Simultaneously, he expends 5,000 XP to
seal the effect of the spell. An unwilling target is entitled
to a Will save (DC = 40 + the casters relevant spellcasting ability score modifier) to negate the effect, but willing targets, or targets who are Soulsworn to the caster,
are automatically affected.
From that time on, the caster is able to do certain
things to a creature over which he has a soul hold, so
long as he is touching the gemstone focus. Firstly, he
can afflict the creatures soul in a most unpleasant manner, leaving the target creature dazed or sickened. Secondly, he can sense the whereabouts of the creature perfectly, and can speak with the creature by means of telepathy over any distance, even over planar boundaries.
Finally, the caster can kill the creature with no save, although this ends the spell. The soul of the creature passes
in its entirety through the gem before passing on to its
proper plane of existence (this does provide a window of
opportunity to entrap the soul and prevent resurrection,
although other magicks must be used to accomplish such
a thing). By means of these things, the caster can often
obtain the services and obedience of the target creature,
if only out of fear for the welfare of its eternal soul.
Rumor has it that this spell was first developed by
Mephistopheles, Lord-Regent of Cania.
XP Cost: 5,000 XP.
Summoning Sanctuary
Abjuration
Spellcraft DC: 80
Components: Components
Casting Time: 1 minute
Range: Touch
Effect: 30-ft. spherical emanation
Duration: 24 hours
Saving Throw: None
Spell Resistance: Yes
To Develop: 720,000 gp; 15 days; 28,800 XP. Seed:
ward (DC 14). Factors: increase area of effect by 200%
(+8), increase bonus on caster level check to overcome
spell resistance by +20 (+40), determine creature type to
be warded against at the time of casting this spell (ad hoc
+4), prevent spiritual wounds within summoning area
(ad hoc +14).
This spell creates an area in preparation for summoning a powerful creature. Proof only against physical attacks, it prevents the next summoned creature, and all
other creatures of that type summoned into the area for
the duration of the sanctuary, from leaving a 30-foot
spherical emanation area by any means. The summoned
creature may be able to break past the barrier by means
of its spell resistance, in which case the caster makes a
caster level check with a +20 bonus.
Additionally, the typical effects of summoning a powerful cosmic entity to the Prime are ignored if the creature is summoned within a summoning sanctuary. Thus
summoning or calling a Duke of Hell to the Prime in

26

conjunction with this spell has none of the ill effects


mentioned in Chapter One.
Trojan Curse
Telepathy (Compulsion) [Mind-Affecting]
Psicraft DC: 115
Display: None
Manifesting Time: 1 round
Range: 75 ft.
Target: One living creature
Duration: 1 week
Saving Throw: Will negates
Power Resistance: Yes
To Develop: 1,035,000 gp; 21 days; 41,400 XP. Seeds:
compel (DC 19), conceal (DC 17). Factors: unobtrusive
(ad hoc +6), manifest as a full-round action (+18), conceal from magical or psionic detection (+6), compel
creature to follow unreasonable course of action (+10),
increase duration by 740% (+15), no display (+4), increase powers save DC by 10 (+20)
The manifester concentrates on the desired target,
willing into existence a hidden presence within the targets being. If the target fails a Will saving throw (save
DC 30 + manifesting ability modifier), he can thereafter
be compelled by the manifester to do anything at the
casters whim, from any distance, even across planes. As
with the non-epic spell dominate person, the caster can
concentrate on the spell as a standard action to receive
full sensory input as interpreted by the mind of the subject (the caster cannot actually see or hear at the targets
location, but has a good idea of what is happening there).
The compulsion is unobtrusive, and is usually left latent
until some point where the targets treachery is of
greatest potential efficacy. The trojan curse can only be
detected by divinations if the caster of the divination
succeeds on a caster level check against the manifester of
the trojan curse.
The trojan curse lasts for one week, even if the target
has already fulfilled the primary purpose of the manifester. However, evil psions tend to compel those under the
effect of the trojan curse to kill themselves once their
task is finished.
The Prince himself, Leviathan, first developed this
epic power.
Tyranny
Enchantment (Charm) [Mind-Affecting, Evil]
Spellcraft DC: 79
Components: V, S, XP
Casting Time: 1 action
Range: 75 ft.
Target: One living creature
Duration: 33 hours
Saving Throw: Will negates and Fortitude half; see text
Spell Resistance: Yes
To Develop: 711,000 gp; 15 days; 28,440 XP. Seeds:
charm (DC 14), afflict (DC 14), drain (DC 19). Factors:
1 action casting time (+20), increase duration by 165%
(+4), deal Constitution damage every time a request is
refused (ad hoc + 20), afflict target with pain every time
a request is refused (ad hoc +20), increase penalty on
attack rolls, checks, and saving throws to 4 (+12),
threatening act against charmed creature does not end the
spell (ad hoc +4), add evil descriptor (ad hoc +2). Mitigating factors: Burn 5,000 XP during casting (-50).

27

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

in dark flames that leap from within the pit. It is at this


time that he knows whether his prayers have been answered or not; for those whom Asmodeus approves take
no harm at the flames, instead finding themselves imbued with great power (see Chapter 3 for further details).
All others are harmed as detailed above.
Material Components: Rare incense and the blood of
celestial creatures to the value of 33,300gp
XP Cost: 500 XP
Special Requirement: The caster of the incantation
must have at least 10 levels in the Cardinal of Asmodeus
prestige class. Usually, this is the only way that a character can discover the exact phrasings and so forth to cast
the incantation. Those without the prerequisite level of
advancement in the unholy priesthood can still attempt
the invocation, but there is no chance of success (i.e. the
incantation will automatically fail, with consequences as
detailed above).
Unholy Supplication
Divination [Evil]
Effective Level: 6th
Skill Check: Knowledge (the planes) DC 21, 6 successes
Failure: Attack
Components: V, S, M, SC, B
Casting Time: 60 minutes
Range: See text
Target: Personal
Duration: 12 minutes
Saving Throw: None
Spell Resistance: No
This incantation is used to contact and speak with a
particular Courtier of Perdition. The rite must be performed in the hours before dawn, so that upon completion of the necessary protocols, the chief supplicant has
less than 33 minutes before the sun rises. Eight additional casters are required for this incantation, and each
caster (including the primary one) must burn 66 gp worth
of incense in unholy censors during the invocation.
No image is formed of the devil being sought; however, successful casting of the unholy supplication enables communication between the primary caster and the
Courtier for 12 minutes. This tte--tte is most often
used to enable the supplicant to swear oaths of fealty to
the Courtier (see the Devotee of Darkness feat in Chapter
3), but is also used to ask questions of the Courtier or to
report on services performed for the Courtier. At the end
of the duration, the primary caster is exhausted and automatically contracts the disease devil chills.
In the event that the incantation is not performed perfectly, the caster finds himself attacked by a summoned
kyton (as if by summon monster VI as cast by a 12th level
sorcerer).

New Magic Weapon Enhancements


Demon Bane: A demon bane weapon excels at attacking demons. Against such foes, its effective enhancement bonus increases by +3, and it deals an additional
+3d6 points of damage. Bows, crossbows and slings so
crafted bestow the bane quality upon their ammunition.
Moderate Conjuration; CL 12th; Craft Magic Arms
and Armor, summon monster I; Price +1 bonus.

Demon Dread: As with a demon bane weapon, a demon dread weapon excels at attacking demons. Against
such foes, its effective enhancement bonus increases by
+6, and it deals an additional +6d6 points of damage. If it
scores a successful critical hit against the foe, that creature must make a Fortitude save (DC 27) or be destroyed
instantly and turned to dust. (This even affects creatures
immune to critical hits or death magic.) Bows, crossbows and slings so crafted bestow the bane quality upon
their ammunition.
Overwhelming Conjuration; CL 24th; Craft Magic
Arms and Armor, summon monster IX; Price +7 bonus.
Hellfire: Upon command, a hellfire weapon is
sheathed in vicious flames. The hellfire does not harm
the wielder. The effect remains until another command
is given. A hellfire weapon deals an extra 1d6 points of
damage on a successful hit. This damage is profane in
nature, and not subject to resistance. Ranged weapons so
crafted bestow the hellfire energy on their ammunition.
Moderate Evocation; CL: 10th; Craft Magic Arms and
Armor, hellfire; Price +2 bonus.
Hellfire Blasting: On command, a hellfire blast
weapon is wreathed in black or blood-red flames (this
deals no damage to the wielder). On any hit, the fire
bursts forth, dealing +3d6 points of bonus hellfire damage. On a successful critical hit it instead deals +6d6
points of hellfire damage (or +9d6 if the critical multiplier is x3, or +12d6 if the critical multiplier is x4, etc.).
Bows, crossbows, slings, and other ranged weapons bestow the bonus hellfire damage upon their ammunition.
Overwhelming Evocation; CL: 22nd; Craft Magic
Arms and Armor, Craft Epic Magic Arms and Armor,
hellfire storm; Price: +7 bonus.
Hellfire Burst: A hellfire burst weapon functions as a
hellfire weapon that also explodes with hellfire on a successful critical hit. In addition to the extra damage from
the hellfire ability, a hellfire bust weapon deals 1d10
points of hellfire damage on a successful critical hit. If
the weapon's critical modifier is x3, add an additional
2d10 points of damage instead, if the multiplier is x4,
add an additional 3d10 points of hellfire damage. Ranged weapons so crafted bestow the hellfire energy on their ammunition. Even if the hellfire ability is
not active, the weapon still deals extra damage on a critical hit.
Moderate Evocation; CL 12th; Craft Magic Arms and
Armor, hellfire storm; Price +3 bonus.
Humiliating: A humiliating weapon deals 1 point of
Charisma damage from the degradation of self worth it
inflicts when it hits a creature. On a critical hit, this
damage is instead 1 point of permanent Charisma drain.
Moderate Evocation; CL 10th; Craft Magic Arms and
Armor, dread word; Price +3 bonus.
Note: Some weapons with this quality attack the
physical appearance of the creature struck, inflicting ugly
wounds. These are known as scarring weapons, but the
effects are otherwise identical.
Cursed Item 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-

28

cern to devils, it can be a horrible surprise for the mortal


who dons a bracer or guantlet so cursed. Even demons
not immune to fire tend to avoid these items, as it weakens their own innate resistance.
As much as devils would like to make this curse more
prevalent, it is merely a side-affect of their creating
magical items.

New Materials
Soulsteel: This material is made from the extracted
souls of the damned. Forged through vile practices into
a solid form, this material is extremely hard and
deadly. Weapons fashioned from soulsteel deal one
point of permanent hit point loss on a critical hit. Armor
fashioned from soulsteel provides damage reduction 2/-,
which stacks with damage reduction from other
sources. Soulsteel has 30 hit points per inch of thickness
and hardness 15.
Table 2-1: Pricing for Soulsteel Items
Type of Soulsteel Item

5,000gp

Medium Armor

10,000gp

Heavy Armor

15,000gp

Weapon

3,000gp

Ammunition

60gp

Hellforge Iron: This dark metal is created by using a


cold forging process coupled with a tempering of
the blade through hellflames. This material is highly
valued in the Blood War, because the forging process
makes it extremely deadly to demons. When used
against demons, weapons crafted of hellforge iron have
the critical multiplier increased as noted in table 2-2 below.
Hellforge iron penetrates damage reduction as cold
iron. It has 30 hp per inch of thickness and hardness 20.
Table 2-2: Adjusted Critical Multipliers
for Hellforge Iron (vs. Demons)
Old Multiplier

New Multiplier

x2

x3

x3

x5

x4

x7
Table 2-3: Pricing for Hellforge Iron Items

Type of Hellforge Iron


Item

Item Cost Modifier

Light Armor

3,000gp

Medium Armor

6,000gp

Heavy Armor

9,000gp

Weapon

2,500gp

Ammunition

50gp

Delay Scrolls: These scrolls are identical to normal


magical scrolls, except that, when created, a delayed
time of effect is incorporated by the creator.
Delay scrolls are activated as per normal scrolls, but
do not take immediate effect. Delays of as short as 6
rounds, and up to as long as a day are possible. Casting
dispel magic or counterspelling can take place anytime
from the time the scroll is activated until it actually
comes into effect.
Spells that specifically target a creature or group of
creatures cannot be delayed; only area affect spells can
be made into a delay scroll, and the area of effect is always centered on the scroll itself.
Delay Spell, Scribe Scroll; Price: Treat the spell level
as being two levels higher than normal, and increase the
final price by 20%.
Styx Collar: This magical collar wrought of adamantine and soulsteel keeps the pernicious effects of the Styx
at bay. The collar also provides immunity to any waterbased attacks (note: natural effects such as rough water,
or drowning, do not count as attacks), including holy
water; however, contact with holy water neutralizes the
collar for six hours, leaving the wearer open to future
water-based attacks (and fully susceptible to the effects
of the Styx).
Faint abjuration; CL 3rd; Craft Wondrous Item; avoid
planar effects, protection from positive energy; Price
15,000 gp.

Item Cost Modifier

Light Armor

New Magic Items

29

New Minor Artifacts


Mark of the Dark Ministry: Upon being appointed
to the Dark Ministry, a pit fiend is granted a Mark of the
Dark Ministry. The Mark not only identifies its wearer as
one of the supreme generals of the Legions of Hell, it
also confers tremendous power.
The Mark of the Dark Ministry grants its wearer a +9
bonus to saves against the spell-like and supernatural
abilities of demons and other Chaotic Evil creatures.
When traveling beyond Hell, the wearer is resistant to
attempts to return him or her to the Pit: within the Depths
Below or within the Mortal Coil, the wearer cannot be
forcibly returned to Hell through the use of magic such
as word of chaos or holy word, feats such as Planar
Turning, or any special ability to censure fiends.
When in other Realities, the wearer receives a +9 bonus to any saving throws against such attempts that allow
one. With turning or censure attacks, the attacker takes
a -9 penalty to the checks. The wearer gains a basic saving throw against attacks that do not allow a save.
The Mark of the Dark Ministry confers additional
powers against diabolical beings. At will, the Minister
may use greater command on any other devil; the devil
receives no save nor does its spell resistance apply.
Three times per day, the Minister may use dominate
monster on any other devil; again the devil receives no
save or spell resistance against the ability. The caster
level for these powers is 27th. Pit fiends are allowed Will
saves (DC 27) to resist. Dukes of Hell and higher ranking devils are immune to these abilities.
Those bearing the Mark can cast the epic spell accursed as a spell-like ability 3/day. The Mark drains the

user of 900 XP each time this ability is used.


Finally, the Mark bolsters diabolical troops within 90
feet of the Minister. All troops receive the same resistances against attempts to being returned to Hell when in
another Reality as described above; furthermore, all
troops (including the Dark Minister) find that their summoning ability is doubled in terms of % of success and
the number of devils that can be summoned.
The Mark of the Dark Ministry appears as a simple
pentagram forged from cold iron drawn from the blood
of thousands of humanoid creatures. The pentagram rests
on circle of black leather crafted from the protoplasmic
remains of a balor; the circle is trimmed with the molted
feathers of a solars wings. Precisely who made the
Marks is unknown, but common theories suggest Astarte, a former Lord of the First, or The Overlord himself. When awarded to a newly promoted Dark Minister,
the Mark magically and painfully stitches itself into the
breast of the pit fiend. Although it can be hidden from
non-diabolical beings, devils and other natives of Hell
(including petitioners and gods) automatically sense the
power of a Mark of the Dark Ministry.
Strong Abjuration, Strong Conjuration, Strong Enchantment; CL 21st; Weight: 1 lb.
Rod of Tyranny: Each Governor of a major city in
Hell receives a rod of tyranny. These minor artifacts not
only reflect the station of the Governor in Hell, but they
also confer great power to the wielder.
A rod of tyranny may be wielded as a +3 axiomatic,
unholy great club. Once per day, the Governor can call
on the rod to exchange either its axiomatic or unholy
quality for another magical quality of equal or lesser
value; this change lasts for 9 rounds. Three times per
day, the rod of tyranny may be used to cast tyranny as

though by a 21st level Sorcerer; the Will save DC is


28. Finally, the rod of tyranny can be used once per day
to close all gates and portals in the city to which it is
attuned; to make matters worse, all beings within 90 feet
of the rod (except for the wielder) are under the effects
of dimensional anchor for 9 rounds (spell resistance does
not apply against this effect).
A rod of tyranny is a gargantuan rod of glimmering
ebony cold forged from iron drawn from the blood of
thousands of humanoid beings. The body of the rod is
cluttered with glowing, red runes in the Infernal tongue
while its tip is crowned with a golden pentagram. It may
only be wielded by beings with Lawful Evil alignments;
other beings suffer three negative level while carrying
the rod.
Strong Evocation; CL 21st; Weight 10 lbs.

Summoning a Power of Hell


Of all the Powers of Hell, the Duke is the most frequently summoned to the Prime Material. Although
ranking lower than an Arch-Devil and Lord-Regent, a
Duke is far less likely to destroy obviously weak conjurors because a Duke is always looking for an opportunity
to increase its access to mortal souls and reaps a great
deal more from mortal interaction than the higher ranking devils.
There are a fair number of mortals who seek to treat
with a Duke of Hell, knowing full well what they risk in
such a venture because of the potential of great reward.
Indeed, there are even those who will summon a Duke
with the intent of destroying the creature (incidentally
and unsurprisingly, it is among this number that the best
summoning techniques have been developed). Yet, in all
cases, the presence of a Duke of Hell will at the very

The Price of Failure


The incantation of the pit is not without its dangers. In the event that the incantation goes awry, a fiendish servant
appears to attack the casters, or generally cause havoc on the Prime. Because the fiend is called to the Prime, rather than
summoned, it remains until it wishes to leave, or until it is banished. As a general rule, the more powerful the Duke
summoned, the more dangerous the fiend that is sent in his stead if the incantation is performed incorrectly. The table
below gives the base creature (or creatures) sent in the stead of a Duke upon the failure of the incantation of the pit,
along with appropriate scalings of power for Dukes more powerful than usual (the scaling column dictates what the CR
increase of the called creature should be in relation to the relative overpower of the Duke summoned).
Thus, when using the incantation of the pit to summon Abigor, a CR 35 Duke of Hell from Avernus, his challenge
rating is overpowered for his layer by 4 points, and so the barbazu called should increase in terms of its challenge
rating by 2 points (+1/2 per point of overpower, or x 4 = +2). This increase can be done in whatever fashion seems
most appropriate to the DM (e.g. increase the barbazus HD by 4 in the example given, or call a second barbazu).
Dukes Layer of Origin

Dukes Assumed CR

Creature Called

Scaling

Avernus

31

Barbazu (advanced to 12 HD)

+1/2 CR

Dis

32

Erinyes (advanced to 12 HD)

+1/2 CR

Minauros

33

Kyton (advanced to 14 HD)

+1/2 CR

Phlegethos

34

Fallen Astral Deva

+3/4 CR

Stygia

35

Barregon

+3/4 CR

Malbolge

36

Cornugon

+3/4 CR

Malodomini

37

Fallen Planetar

+1 CR

Cania

38

Gelugon

+1 CR

Nessus

39

Pit Fiend

+1 CR

30

least impact the life of the conjuror if not an entire area


once any form of summons is completed (see Chapter
One).
Generally, summons require a significant length of
time to complete, which is why a Duke rarely finds itself
in a situation in which it is interrupted when brought into
the Prime. It is also important to note that a Duke typically only offer boons after it has been summoned to the
mortal coil. First, the Duke knows how difficult it is for
mortals to breach planar boundaries in the process; it is
also aware of the degree of sacrifice necessary for a successful calling. Both of these factors indicate how serious (and foolish) the mortal is about establishing a contract. Second, a Duke knows full well that once a summons takes place, a certain radius within the summons
will suffer a spiritual wound for a relatively long period
of time, increasing the chance of the Dukes (or the
Dukes servants) return to the Prime. These two factors
prove to the Duke that a contact is a very likely end result of a summons, thus making the excursion to the mortal coil a worthwhile investment of time (and risk) for the
Duke.
There are three primary ways to bring a Duke of Hell
into the world:

Incantation of the Pit: This powerful incantation allows the uninitiated to summon a Duke of Hell to the
Prime, but entails the greatest amount of risk for the
conjuror and the world at large.
Circle of the Nine Pits: The most traditional means to
summon a Duke of Hell, the circle of summoning generally protects the conjuror(s) and reveals to the Duke
that a potentially lucrative deal is around the corner.
However, the cost for this summons is steep and almost guarantees that the 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).

XP Component: 900 XP (thus, nine casters would


each sacrifice 100 XP).
Backlash: The primary caster is exhausted. All participants suffer 2d6 points of Sanity damage upon the
Dukes arrival (if you are not using Sanity, then the participants suffer 1d3 points of Wisdom damage). Upon
the Dukes departure, all participants contract devil
chills. The participants are not entitled to saving throws
to avoid these effects.
Extra Casters: Up to nine. If there is only one
caster, the skill check DCs increase to 29.
Circle of the Nine Pits
Conjuration (Summoning) [Evil, Lawful]
Spellcraft DC: 99
Components: V, S, M, Sacrifice, XP
Casting Time: 9 hours
Range: 75 feet
Duration: 9 minutes (D)
Saving throw: Will Negates (see text)
Spell Resistance: Yes (see text)
To Develop: 891,000 gp, 18 days, 35,640 XP. Seed:
summon (DC 14), ward (DC 14). Factor: Summon a
CR 29 creature (+54), summon unique creature (+60),
increase duration 350% (+14), allow CR of Duke to be
summoned to be increased by +1 for each additional 200
XP spent during casting (ad hoc +2), dismissible by
caster (+2), two magic circles against evil (ad hoc +14
DC). Mitigating Factors: unique component (ad hoc
9), burn 3,600 XP during casting (-40), increase casting
time to 9 hours (-20), 3d6 backlash Sanity (or 2d3 Will)
to the primary caster (-3 DC), crushed silver for magic
circles 4,500 each (ad hoc -3 DC).
A powerful example of Forbidden Magic, circle of the
Nine Pits is only cast by the wealthiest, most powerful,
and most desperate (or foolish) mortals. This powerful
epic ritual allows the casters to summon a Duke of Hell
in order to discuss potential contracts, ask questions of it,
and even establish some kind of treaty or agreement with
relatively small chance of the Duke breaching the wards
of protection.
The creation of the circle requires the same general
physical requirements as the incantation of the Pit (at
night and on unhallowed ground). However, it takes a
great deal longer to prepare and successfully cast not
to mention it is extremely expensive. Once the arrangements are made, the caster and supporters begin the spell
nine hours before midnight, offering supplications to the
Powers of Hell, including appropriate sacrifices (see individual Peer descriptions in Chapters 7, 8 and 9 for further details on appropriate sacrifices and offerings).
Thereafter, the casters can see Hell in their minds eye,
giving them a final opportunity to abandon their task. If
the casters continue, the two magic circles of protection
from evil are empowered, one within the other. Finally,
the Duke of Hell appears in a spectacle of its want within
the two magic circles of protection. The appearance of a
Duke of Hell is a terrible, psychic experience that scars
the soul of those that witness the arrival; the primary
caster immediately suffers 3d6 points of Sanity damage
in addition to whatever Sanity damage the Duke deals.
The Duke is present for up to 9 minutes during which
time it may interact with the casters, although it has the
right to return to Hell at any time prior. The Duke is
under no compulsion to be honest or polite with the casters; however, the Duke is unable to take any hostile ac-

tion unless the Duke is attacked or a caster (or something


else) breaches either magic circle of protection from evil.
The Duke can attempt to breach the ward itself, although
it would take a grave insult for the Duke to bother trying;
a Duke receives a Will save DC 99 in order to breach
one of the two wards one time during the duration of the
summons (note that in the event that the caster attempts
hostilities upon the Dukes person, the save DC requirement to breach the ward is removed, and the Duke instead makes a caster level check to determine whether he
can ignore the wards by means of spell resistance).
Upon the end of the time frame, the Duke will depart
with the appropriate spectacle.
This spell allows the summons of the weakest known
Duke of Hell, Titivulus. For more powerful Peers, the
caster can burn additional XP in order to meet the CR
requirement; additionally, in the case of summoning an
Arch-Devil, 18,000 gp in silver is required. For a Lord of
the Nine, 27,000 gp in silver is required. It is important
to note that a Lord so summoned is not bound by the paltry defenses of this spell and, although unable to remain
in the Prime for longer than nine minutes, can reach
through the ward and do with the caster as he desires.
XP Cost: 3,600 XP
The Circle of Locking the Nine Gates (epic ritual)
Conjuration (Summoning)
Spellcraft DC: 136 or more
Components: V, S, M, XP, Ritual
Casting Time: see below
Range: 75 feet
Effect: One summoned Duke of Hell
Duration: 27 rounds
Saving Throw: Will negates (see text)
Spell Resistance: No
To Develop: 1,215,000 gp; 25 days; 48,600 XP. Seed:
destroy (DC 29), summon (DC 14), summon (DC 14),
ward (DC 14). Factors: summon a unique creature (DC
+60), summon a CR 29 creature (+54 DC), one magic
circle against evil (ad hoc +10 DC), maximized damage
for destroy seed (ad hoc +10 DC), prevent regeneration
from divine damage (ad hoc +2), allow no save against
damage from destroy seed (ad hoc +10), allow CR of
Duke to be summoned to be increased by +1 for each
additional 200 XP spent during casting (ad hoc +2), alter
effect of second summon seed to banish (ad hoc +2),
banish unique creature (ad hoc +60), enforce banishment
for 9d100 years (ad hoc +30). Mitigating factors: Eight
additional casters contributing 5th level spell slots (-72
DC), 3d6 backlash Sanity (or 1d4 Wisdom damage) (-4
DC) to the primary caster, burn 9,900 XP (in equal
shares from all participants) (-81 DC).
One of the greatest spells designed by mortals, The
circle of locking the Nine Gates allows the mighty or the
misguided to accomplish a feat few dare dream of: the
ability to permanently defeat a Duke of Hell. In locking
the Nine Gates, casters may either banish a Duke of Hell
from the mortal coil for generations (if not permanently)
or may permanently destroy a Duke of Hell, forever freeing the Cosmos of its malevolence. Mighty locking the
Nine Gates may be, it still requires tremendous sacrifice
on the part of those brave or foolish enough to call on its
power.
Unlike the incantation of the pit and the circle of the
Nine Pits, locking the Nine Gates does not require any

32

particular time for casting and has no monetary value


associated with it. In spite of this, most casters tend to
call on its power during the dawn, believing that as the
light of a new day emerges, the powers of darkness are at
their weakest. And many, through misinformation, also
use the very same material components associated with
the circle of the Nine Pits. In any case, time of day and
material components matter not in successfully casting
the locking. All that is required are stout souls willing to
risk more than their lives in the face of eternal tyranny.
Still, there are some factors (discussed below) that may
have a beneficial impact on the effects of this spell once
the Duke of Hell is brought into the mortal coil.
The circle of the locking the Nine Gates is best cast in
an area that can easily be stained with blood. The blood
of all participants is used to create the single magic circle
against evil facing inwards to keep the Duke of Hell
in place. As a result, this Forbidden Magic is usually
cast on stone foundations. Then, in an invocation to any
force opposed to the Powers of Hell, the caster(s) asks
for a blessing from on high. As the spell progresses, the
blood that creates the magic circle takes on a golden or
silver sheen. With the final invocation by the caster(s),
the Duke of Hell is suddenly dragged from Hell and
forced into the center of the magic circle against evil.
Once the Duke appears, it immediately realizes that it is
at grave risk for its very life. The Duke finds that it cannot return to the Pit and that it cannot summon or call
allies for the duration of the spell. What happens next
depends on the caster(s) intent.
If the caster seeks to banish the Duke from future
summons, he begins to call on the power of his god, patron celestial, creed, or (in extremely rare cases) demonic
master, to cast the devil back into the Pit where it can be
chained for a millennium. Every three rounds for the
next 27 rounds, the Duke of Hell is allowed a Will saving throw to overcome the effect; if the Duke attempts to
breach the ward (as described in circle of the Nine Pits),
he is automatically banished (as described below) with
no saving throw (the Duke is aware of this, and so can
make its own informed choice). If the Duke of Hell ever
fails three consecutive saves, he is banished to Hell for
the next 9d100 years (neither the Duke nor the summoner know how long the banishment will last, although
a well prepared legend lore spell can reveal clues to the
truth). Nothing, not even a greater cosmic entity nor a
god, can allow the Duke access to the mortal coil during
the first 90 years of its imprisonment. The Will save the
Duke is forced to make may be further modified by conditions included in the table 2-1 below (unless otherwise
noted, the conditions stack).
If the caster hopes to destroy the Duke of Hell, a
slightly different effect occurs once the Duke appears.
The Dukes entry into to the mortal coil is a painful one
as not only is the Duke forced to the Prime, but so too is
a portion of Hell. The simultaneous placement of these
two realities causes grave damage to the Duke; the Duke
immediately suffers 120 points of divine damage, with
no saving throw. The Duke does not regenerate this
damage during the duration of the spell (although he may
use other means to heal). At this point, the caster(s)
must enter the magic circle against evil in order to battle
with the Duke. Should the Duke attempt to breach the
wards surrounding him as described in circle of the Nine
Pits, he automatically suffers 120 points of damage per
attempt. Most Dukes commit to battling those insolent
enough to summon it in this fashion, calling on all its

33

might and knowledge to lay low its attackers.


Whether the intent is to banish or to destroy the Duke,
the duration of the spell is always 27 rounds. If after that
time has elapsed the Duke is neither banished nor destroyed, the spell ceases to function and the Duke is free.
It may summon or call reinforcements, may return to
Hell, or may wander the mortal coil for up to nine days.
Most Dukes, unless gravely wounded, are guaranteed to
exact immediate revenge against at least one of its tormentors before retreating to slowly ruin the lives of other
living adversaries.
The circle of locking the Nine Gates can be adjusted
to summon more powerful Dukes, Arch-Devils, or even
a Lord of the Nine by sacrificing additional XP at the
time of casting to meet the CR requirement. Only the
primary caster is able to sacrifice this additional XP
amount. While a Lord of the Nine can be banished and
(theoretically) destroyed by this the use of the circle of
locking the Nine Gates, any successful binding achieved
upon a Lord lasts no more than 9 days. Woe to any foolish enough to attempt this on a Lord-Regent of Hell.
Some casters that attempt the locking do so not to
banish or destroy a Courtier, but rather to bind a
Courtier to a particular service. Although possibly a foolhardy approach, to garner service by threatening such a
powerful creature with long-term banishment or destruction, there are cases of this approach working out successfully for the caster. The Courtier can be bargained
with during the 27 rounds, and may decide to carry out
some request for the caster; however, this will generally
incur the wrath of Hell. The Courtier, once having given
its word, will generally perform whatever service it has
agreed to, but will also attempt to utilize loopholes to
avoid or alter the terms of service.
Note: Table 2-4 gives details of factors which may
improve the chances of this spell being successful. These
factors have not been included in the development of the
spell, but are rather blessings of the gods or cosmic entities related to these factors at the time of casting this
magick.
XP Cost: 9,900 XP.

Table 2-4: Save DC Modifiers for


Locking the Nine Gates (banish)
Primary Caster Condition
Access to the Dark Speech feat

Spells Save DC Modifier


+3 DC

Access to the Words of Creation +4 DC


feat
Cast on hallowed ground

+7 DC

Primary caster is a good-aligned +2 DC


cleric
Primary caster is Chaotic Good

+5 DC

Primary caster is a Servant of


Heaven (Lawful Good)

+5 DC

Primary caster is the Thrall of a


Demon

+3 DC

Grimoire of Cosmic Entities Volume One


By Eli Atkinson, William Church and Serge W. Desir, Jr.
Original Concept by Serge W. Desir, Jr.

by Eli Atkinson, Will Church and Serge W. Desir, Jr.


Original Concept by Serge W. Desir, Jr.
Development Team:

Eli Atkinson, Will Church, Michael Chidester,


Serge W. Desir, Jr., Sean Johnston, Michael Jones,
Joe Karpan, Nicholas Varasse

Graphic Production:

Eli Atkinson

Dicefreaks Logo Design: Tim Moore

Additional Thanks:

Robert Coutier, John Harris, Dana M. McVey, Adam


Silva-Miramon, Alan Jacobs Richardson, William
Teebay, Simon Xu

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

granted by infernal rally; they would return only if the


focus of the blood oath became visible again before
the end of the infernal rally). Thus if Guldag has
sworn a blood oath by dealing himself 6 points of
Constitution drain, his blood oath rally grants his
troops a +3 morale bonus to attacks and 3d8 temporary hit points, plus any other benefits granted by acts
of humiliation and violence.
Note that the morale bonuses do not increase according to this feat when your troops are engaging an
enemy unit that does not include the focus of your
blood oath.
Normal: Your infernal rally grants a +1 morale bonus to
attacks and 1d8 temporary hit points.
Cheat [General]
You use fraudulent means, such as lies and counterfeit
coin, to gain the most for your money.
Prerequisites: Bluff 6 ranks, Cha 15+
Benefits: All items cost 5% less, so long as you succeed
at a Bluff check, opposed by the vendor-in-questions
Sense Motive check.
Craft Epic Contingent Spell [Item Creation]
Prerequisites: Craft Contingent Spell, Knowledge
(arcana) 34 ranks, Spellcraft 34 ranks.
Benefits: You can craft contingent spells that exceed the
normal limits for such items, such as utilizing a spell
of higher than 9th level. The formula for pricing such
a spell remains the same as that presented in Complete
Arcane, save that the final figure is multiplied by 10.
Special: Epic spells cannot be made contingent by the
use of this feat.
Devotee of Darkness [Diabolical Oath]
You devote yourself to one of the powers of Hell.
Prerequisites: A meeting with a true devil (at least CR
6) representing the patron to be taken, or successful
casting of the unholy supplication incantation (in either case, the patron may opt to not accept the oath,
making the taking of this feat impossible).
Benefits: Select a patron devil upon taking this oath. The
patron devil must be a Courtier of Perdition. You gain
the following level dependent bonuses and penalties.
Level 1-5: Once per day you can call upon the aid of
your dark master, granting you a +1 profane bonus to
any one roll. Whenever dealing with a higher-ranking
servant of your master (or your master himself), you
take a -2 penalty on any attacks, checks, and other
rolls.

Level 6-11: Once per day you gain a +2 profane


bonus on saves against spells with the Good or Chaotic descriptor. If you call on your master as per the
first benefit of this feat, the profane bonus is instead
+3. You take a permanent -6 penalty on saves against
higher-ranking servants of your master (or your master himself).
Level 12-17: You gain a +1 profane bonus to armor
class against Good or Chaotic foes. You take a -3 penalty to armor class against higher-ranking servants of
your master (or your master himself).
Level 18+: You gain spell resistance equal to your
hit dice against spells and spell-like abilities with the
Good or Chaotic descriptor. Any spell resistance
(whether inherent or granted by a magic item or spell)
is ineffective against spells or spell-like abilities that
originate from higher-ranking servants of your master
(or your master himself).
Special: The Devotee of Darkness feat cannot be revoked, except under the direction of a cleric of 21st
level (or higher) casting miracle and then atonement.
If the feat is revoked, all benefits gained thereby are
forever lost and another feat can never be taken to
replace the now empty feat slot.
Dread Oath [Epic]
Your attacks are potentially fatal to the focus of your
blood oath.
Prerequisites: Intimidate 39 ranks, Baneful Oath,
greater blood oath class feature.
Benefits: Any weapon that you wield against the focus
of your blood oath is treated as a dread weapon, dealing an additional 4d6 points of damage on every successful strike, and increasing its enhancement bonus
on attack by +4. Damage dealt by you to your focus
overcomes regeneration of any type. Any time you
score a critical hit against the focus of your blood
oath, she must make a Fortitude save (DC 10 +
your class levels) or die instantly. This feat overlaps
(does not stack with) the Baneful Oath feat.
Empower the Soul [Epic]
You are treated as having greater moral or ethical
fiber than a typical creature of your level or Hit Dice.
Benefits: When targeted by a spell which determines its
effects by means of your total Hit Dice, you are
treated as a creature 10 Hit Dice higher. Thus when
targeted by blasphemy, dictum, holy word, or word of
chaos, you may be unaffected by the spell, or suffer
lesser effects than a typical creature of your character

Diabolical Oaths, Prestige Classes of Perdition, and Non-Standard Races


Diabolical Oath feats have been designed with mortals in mind mortals foolish enough to make bargains
with the Devils. You will note in our write-ups of powerful devils, such as Martinet, Constable of Nessus, that
fiends never take these feats, even though they have sworn fealty to more powerful devils again (e.g. Martinets
oaths are to Asmodeus, the Lord of the Nine). As a general rule, non-standard races that are not mortal
(particularly Outsiders) should never take a Diabolical Oath as one of their feats.
In the event that it is desired that an Outsider take one of the prestige classes mentioned in this chapter, it is
best to assume an alternate prerequisite to take the place of the Diabolical Oath. However, these prestige classes
have been written, once again, with mortals in mind, and so Outsiders should generally steer clear of their
ranks.
Outsiders with the native subtype, such as a Marquis half-fiend hobgoblin, have no such restrictions, and can
take Diabolical Oath feats or diabolical Prestige Classes as they wish.

35

level. Likewise, Undead or Deathless who take this


feat are treated as having turn resistance of +10; this
turn resistance does not stack with other turn resistance from any other source. You do not gain any
increase to hit points, attack bonuses, saves, or any
other Hit Dice dependent benefit. The benefit of the
feat is virtual only.
Epic Warcry [Epic]
Your warcry is more potent than usual.
Prerequisites: Cha 25, Knowledge (history) 24 ranks,
greater warcry class ability.
Benefit: All allies affected by your warcry gain a +6
morale bonus to Strength and Constitution, and a +3
morale bonus on Will saves.
Normal: All allies affected by your warcry gain a +4
morale bonus to Strength and Constitution, and a +2
morale bonus on Will saves.
Extended Trading [General]
Your insider trading lasts longer than usual.
Prerequisites: Cha 17, insider trading class ability.
Benefits: The duration of your insider trading ability is
doubled.
Special: You can gain this feat more than once. Remember that two doublings equals a tripling and so
forth.
Extra Cohort [Epic]
Prerequisites: Cha 28, Legendary Commander.
Benefits: You attract another cohort, in addition to any
you may already have. Each cohort gained through
this feat has a maximum level of three lower than the
preceding cohort (so the first time you take it, your
new cohort must be at least five levels lower than you
are).
Focused Metapsionics [Epic]
When using a particular metapsionic feat, you do not
lose your psionic focus.
Prerequisites: Epic Psionic Focus, Psicraft 24 ranks.
Benefit: Select one non-epic metapsionic feat. Whenever
you use that feat, you do not lose your psionic focus.
Special: This feat can be taken more than once. Each
time, the benefits apply to a new metapsionic feat.
Impostor [General]
You masquerade and act in character as if you were
born to do so.
Benefits: You gain a +2 bonus on Bluff and Disguise
checks.
Improved Classify [Epic]
Your location and thoughts are undetectable.
Prerequisites: Wis 19, Iron Will, Bluff 24 ranks, classify class feature.
Benefit: You are immune to divination spells or effects
that attempt to discern your location or read your
thoughts and/or intents.
Improved Cold Mind [Epic]
Prerequisites: Epic Will, Iron Will, cold mind class feature.
Benefit: You gain immunity to enchantments and mindinfluencing spells and effects.

Prerequisites: Spellcraft 24 ranks, cold soul class feature.


Benefit: Spells you cast that have the cold descriptor
bypass cold resistance, and deal half damage to creatures normally immune to cold. Creature with the
cold subtype are unaffected. Creatures with the fire
subtype take double damage instead of the usual
+50%.
Improved Master of Misappropriation
Once an item of value has been in your hands, however briefly, it can never be hidden from you.
Prerequisites: Cha 19, master of misappropriation class
feature.
Benefits: You may use discern location to find an object
you have touched once per day rather than once per
week.
Improved Presence of Pain [Epic]
Your presence can be felt from a notable distance.
Prerequisites: Cha 14, presence of pain class feature.
Benefit: The radius of your presence of pain ability increases by 5 ft.
Special: This feat can be taken multiple times.
Improved Touch of Fire [Epic]
Your touch can transmit the supernatural heat of
Phlegethos.
Prerequisites: Cha 17, soul of fire class ability.
Benefits: Your touch of fire ability deals an additional
1d10 points of fire damage. In addition, it ignores 10
points of fire resistance.
Special: You may take this feat multiple times. Its effects stack.
Intimidating Warcry [Epic]
Your warcry not only inspires your allies, but also
intimidates your foes.
Prerequisites: Epic Warcry, Intimidate 27 ranks.
Benefit: When you sound a warcry, make an Intimidate
check as if you were demoralizing an opponent. All
foes within range of your warcry ability must succeed
on their modified level check (see the Intimidate skill
for details) or be shaken for the duration of the warcry.
Kiss of the Styx [Epic]
Prerequisites: Spellcraft 24 ranks, gift of oblivion class
feature.
Benefit: Once per day, you may affect a target that has
failed its save against your gift of oblivion ability as
though with the programmed amnesia spell.
Special: You make take this feat multiple times. Each
time you do, you may use it one additional time per
day.
Lift Sanctions [Epic]
Your mogul abilities have become so pervasive in
their power that even creatures immune to mindinfluencing effects can be affected.
Prerequisites: Cha 29, Sense Motive 30 ranks, insider
trading class ability usable at will.
Benefit: When attempting to use any mind-influencing
class ability of the mogul, you can affect creatures
otherwise immune; however, such creatures gain a
+10 bonus on their saves.

Improved Cold Soul [Epic]

36

Lightning Trade [Epic]


You can gain access to a creatures thoughts with exceptional speed.
Prerequisites: Cha 21, Sense Motive 24 ranks, Insider
Trading class ability.
Benefits: You gain all the benefits of insider trading in
the first round.
Lord of Legerdemain [Epic]
You are practically a god among thieves.
Requirements: Sleight of Hand 29 ranks.
Benefits: You treat all objects as one size smaller than
their actual size for purposes of Sleight of Hand
checks. This does not apply to the opposing Spot
check made by the creature you are stealing from.
Special: You may select this feat a total of two times.
Its effects stack.
March of the Immortals [Epic]
When you rally your troops, they fight on long beyond their time to die.
Prerequisites: Rally of Renown, Knowledge (history)
30 ranks, infernal rally class ability.
Benefit: Allies under the effects of your infernal rally
gain the benefits of the Diehard feat for so long as the
rally lasts, and do not die until they have negative hit
points equal to your 10 + your class level (thus a contingent of troops under the command of a 15th level
dark marshal would not die until they reached 25 hit
points).
Mastermind [Epic]
Your ability to control your inferiors has reached such
a height that you have no need to examine their
thoughts first.
Prerequisites: Cha 33, Revise the Records, Sense Motive 48 ranks.
Benefits: You may use pull the strings, corporate bid,
hostile takeover, and revise the records on any creature, rather than just those that failed their saves insider trading. However, any creature that has not
failed its save against your insider trading receives a
+10 bonus on its saves against these abilities.
Monopoly [Epic]
While you have access to a creatures thoughts, all
others are hedged out.
Prerequisites: Cha 25, insider trading class ability usable at will.
Benefits: Any creature under the effect of insider trading
or another of your mogul class abilities cannot have
its mind read by any other creature, nor can it be
charmed, dominated or affected by any similar effect;
this can only be overcoming by an opposed caster
level check against 21 + your mogul class level. If
another creature attempts to use Sense Motive to determine that the affected creature is under the influence of a mind-influencing effect, the DC is increased
by your mogul class level.
Multipower [Epic]
Prerequisites: Focused Metapsionics [Quicken Power],
Quicken Power.
Benefits: You may manifest one additional quickened
power per round.
Special: This feat can be taken more than once. Its effects stack.

37

Profane Energy Burst [Epic]


You can use your rebuke or command ability to seriously injure good creatures.
Prerequisites: Cha 25, ability to rebuke or command
creatures as a cleric rebukes or commands undead,
ability to cast vile lance, evil alignment.
Benefit: The character can use one rebuke or command
attempt to unleash a wave of profane energy in a 60foot-burst. Roll a normal rebuke check, except that
the profane energy burst affects good, living creatures
rather than the normal creatures the character can rebuke or command. Any creature that would be affected by this result takes vile damage equal to 2d6 +
your Cha modifier.
Raising the Veil [Epic]
Prerequisites: Concentration 24 ranks, slippery mind
class feature, unreadable class feature.
Benefit: You function under the benefits of a continuous
nondetection spell as if cast by a sorcerer equal to
your character level. If it is dispelled, you can reactivate it as a swift action on your next turn.
Rally of Renown [Epic]
Your ability to rally your troops is the stuff of legend.
Prerequisites: Infernal Rally class ability
Benefits: The morale bonus granted to your troops can
be greater than +3, to a maximum of one-third of your
dark marshal class levels (thus a 12th level dark marshal could grant by means of his actions up to a +4
morale bonus to his troops). Additionally, an infernal
rally lasts thrice as long as usual.
Table 3-1: Bonuses Granted by the Rapacious Feat

Most Expensive Item


Carried By Opponent

Bonus to Attack
and Damage

200,000399,000gp

+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-

ing. Refer to table 3-1 for further details.


Revise the Records [Epic]
Your control over the targets of insider trading increases; their reality is what you tell them.
Prerequisites: Cha 30, Bluff 44 ranks, Sense Motive 44
ranks, member of the board class ability.
Benefits: You may spend a usage of hostile takeover to
affect a creature that has failed its save against your
insider trading with programmed amnesia (from
Complete Arcane).
Rise No More [Epic]
The focus of your blood oath cannot heal or be raised
short of divine intervention.
Prerequisites: Cha 30, Dread Oath, Intimidate 51 ranks,
greater blood oath class ability.
Benefits: When you wound the focus of your blood oath,
they cannot heal that damage except in a hallowed
area, and then only by natural methods (magical healing does not work). Each day that they do not rest
and heal within a hallowed area, they take 1 point of
Constitution damage as your oath continues to harm
them. Should your focus die as a result of your attacks (whether in battle or afterwards as a result of
their wounds), they cannot be raised or resurrected.
True resurrection and epic spells utilizing a resurrection effect have a 50% chance of working, decreased
by 1% for each dark marshal level you have (thus a
character with 20 levels in dark marshal would decrease the chance by 20%). The direct intervention of
a deity or true cosmic entity allows the character to be
resurrected with no chance of failure.
Robber of Legend [Epic]
Your skill as a robber is such that you mix violence
and larceny almost perfectly.
Prerequisites: Dex 29, Improved Sneak Attack, Sleight
of Hand 34 ranks.
Benefits: Once per round, as a swift action, you can
make a Sleight of Hand check to steal a single item
from an opponent to whom you have dealt damage
with a sneak attack in that round. The Sleight of
Hand check is made at a -20 penalty, and is opposed
by a special Spot check where the targeted opponent
gains a bonus equal to her base attack bonus.
Safe and Secure [Epic]
You are able to enter your vanishing vault for limited
periods.
Prerequisites: Cha 29, Escape Artist 36 ranks, vanishing
vault class ability.
Benefit: You are able to physically enter your vanishing
vault. You must enter through a container or bag that
satisfies the usual demands of the vanishing vault
ability and that is also able to accommodate you personally. Once inside, you are able to remain for up to
1 minute per class level; if you have not left the vault
by this time, you are forcibly ejected into the square
from which you entered. If for some reason you cannot return to that square, you are shunted to the nearest open position that can accommodate you, taking
1d6 points of damage for each 10 feet that you are
shunted, and being stunned for 1 round. You cannot
planeshift, teleport, or use similar spells or powers
from within the vault.
Special: You can enter your vault a number of times per

day equal to your toll warden class level divided by


nine.
Soulsworn [Diabolical Oath]
You sell your soul to a diabolical power, gaining dark
gifts in return.
Prerequisites: A meeting with the patron devil to be
taken. A patron devil must be a Courtier of Perdition.
The patron may opt not to accept the oath, making the
taking of this feat impossible.
Benefits: Your soul becomes the property of the patron
you have chosen, for which you are able to barter a
price. For a character of 12th level or less, the typical
price is a single wish. For a character of 13th level or
higher, the price increases by one additional wish at
13th level and every 6 additional levels or Hit Dice
thereafter. Thus an 11th level character could make a
single wish, while a 19th level character would gain
three wishes. The bargain is set at the time of taking
the feat, i.e. the client does not continue to gain additional wishes as he progresses in levels.
The patron devil takes a real interest in the activities
of the Soulsworn character. Should the client act contrary to the devils will, the Courtier will ensure to
quickly end the characters life and take possession of
the soul in question. More cunning characters will
bargain in such a way as to attempt to protect their
lives from their patron; in general, this reduces the
value of their soul by one wish. If the agreed price
was only one wish in any case, the client can elect to
gain instead the benefits of a limited wish along with
some measure of protection.
If protective clauses are sought, make an opposed
Intelligence check between client and patron. Only if
the client beats the patron by 9 or more can he expect
to have negotiated a contract with no loopholes.
Special: The Soulsworn feat trumps the Devotee of
Darkness feat, i.e. if a prestige class or another feat
specifies Devotee of Darkness as a prerequisite,
Soulsworn can be taken in its stead. The Soulsworn
feat cannot be revoked, except under the direction of a
cleric of 31st level (or higher) casting miracle, freedom, and then atonement. If the feat is revoked, all
benefits gained thereby are forever lost and another
feat can never be taken to replace the now empty feat
slot.
Suspicious [General]
You dont take things at face value.
Benefits: You get a +2 bonus on Spot and Sense Motive
checks.
Unexpected Strike [Epic]
You have learned the art of keeping your opponent
off-balance with incredible speed and efficiency.
Prerequisites: Improved Feint, Bluff 30 ranks; or Impostor, Bluff 24 ranks, unreadable class feature.
Benefit: You can make a Bluff check to feint in combat
as a free action once per round.
Normal: Feinting in combat is a standard action.
Special: A fighter may select Unexpected Strike as one
of his fighter bonus feats.
Vainglorious Vault [Epic]
Your vanishing vault is greatly expanded, to better
accommodate your hoard.
Prerequisites: Cha 19, vanishing vault class ability.

38

Benefit: The space limitations of your vanishing vault


double.
Voice from the Depths [Epic]
Your warcry can be heard clear across a battlefield.
Prerequisites: Knowledge (history) 24 ranks, warcry
class ability.
Benefit: All allies within 100 feet benefit from your warcry.
Normal: All allies within 30 feet benefit from your warcry.
Special: If you have both this feat and Intimidating Warcry, only enemies within 30 ft. are affected.
What's Mine is Mine [Epic]
You take the ability to reclaim your rightful property
to new heights.
Requirements: Cha 22, Improved Master of Misappropriation, Sleight of Hand 39 ranks, weight the wealth
class feature.
Benefits: Once per week, you may use a supernatural
ability similar to instant summons, except that you
may summon any object that has ever been in your
possession for three days or more. You must know
the object's precise location, and it must be on the
same plane as you. This ability does not require material components, and you need not have placed an
arcane mark on the object first. If the object in question is unattended, it does not receive a saving throw;
if it is sentient, and/or in the possession of another
creature, you can summon the item only if it fails a
Will save, with a DC equal to that of your demand toll
ability, using the better of its own and its possessor's
save bonuses. If the save is successful, you may not
try to summon the same item again until you have
gained at least one toll warden level.
Special: This feat can be taken twice. The second time,
you may use this ability once per day.

New Prestige Classes


Dark Marshal of Bael
Table 3-2: The Dark Marshal of Bael
Class
Level

Base
Attack
Bonus

Fort/Ref/
Will Save

Special

+1

+2/+0/+0

Dark Smite 1/day

+2

+3/+0/+0

Infernal Rally

+3

+3/+1/+1

Warcry 1/day

+4

+4/+1/+1

Blood Oath

+5

+4/+1/+1

Dark Smite 2/day

+6

+5/+2/+2

Warcry 2/day

+7

+5/+2/+2

Improved Blood Oath

+8

+6/+2/+2

Greater Warcry

+9

+6/+3/+3

Warcry 3/day; Dark


Smite 3/day

10

+10

+7/+3/+3

Greater Blood Oath

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:

Skills in the Players Handbook for skill descriptions.


Skill Points at Each Level: 4 + Int modifier.
Class Features
All of the following are class features of the dark marshal of Bael prestige class.
Weapon and Armor Proficiency: Dark marshals of
Bael gain no proficiency with any weapon or armor.
Dark Smite (Ex): A 1st level Dark marshal can make
a Dark Smite 1/day, adding his Charisma modifier
(minimum +1) to his attack, and his class level to damage as vile damage. A Dark smite can be used simultaneously with other types of smite attacks, with attack bonuses overlapping and damage bonuses stacking. Dark
Smite works on any creature (unless said creature is not
affected by Vile damage). In the event that a creature is
unaffected by Dark Smite or the dark marshal fails to hit,
that use of the attack is used up for the day. A dark marshal gains one additional use of Dark Smite per day at 5th
level, and another at 9th level.
Infernal Rally (Su): A 2nd level dark marshal can
rally the morale of his troops through the use of eloquence coupled with humiliation and violence. This can
be done a number of times per day equal to his class
level. If the dark marshal gives a stirring speech to his
troops (requiring at least three rounds), he grants them a
+1 morale bonus to attacks, and 1d8 temporary hit
points. If, at the same time as he delivers the speech, the
dark marshal performs an act of defiance against the enemy (kills an enemy prisoner, urinates on their standard,
sets an enemy village alight, etc), he increases the morale
bonus to attacks according to the table below. Furthermore, the morale bonus is also applied to any one of the
following (dark marshals choice): Fortitude saves, Will
saves, armor class, or damage.
Table 3-3 Effects of Infernal Rally
Method of Intimidation

Morale Bonus

Enemy Hurt

+1 bonus for every 9 Hit Dice

Enemy maimed

+1 bonus for every 6 Hit Dice

Enemy killed

+1 bonus for every 3 Hit Dice

Desecrate emblem or edifice of


enemy

Varies by importance, but between +1 and +3

The speech can last longer than three rounds if desired; for each round longer than three rounds, the effects
of the rally can be delayed for a round. If, for example, a
dark marshal speaks stirringly to his troops for 30 minutes (in addition to the initial three rounds) before a battle, the effects of the rally could be delayed for up to 30
minutes, and then activated once battle was enjoined
(generally as a shout - a free action).
A dark marshal can attempt more than one insulting
feat against his foes, but only the best result of either
hurting, maiming or killing counts, and only one desecration counts. Thus some sort of harm to an enemy and
the desecration of an 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

Attack: +2 adamantine greatsword +19 melee (2d6+11


plus 1 vile/17-20)
Full Attack: +2 adamantine greatsword +19/+14/+9
melee (2d6+11 plus 1 vile/17-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dark smite 1/day
Special Qualities: Damage reduction 3/--, infernal rally
Saves: Fort +11, Ref +3, Will +3
Abilities: Str 20, Dex 10, Con 14, Int 10, Wis 10, Cha 18
Skills: Diplomacy +9, Intimidate +16, Knowledge
(history) +4, Knowledge (nobility and royalty) +6,
Knowledge (the planes) +6, Speak Language
(Infernal)
Feats: Combat Expertise, Cleave, Devotee of Darkness
(Bael), Improved Critical (greatsword), Improved
Sunder, Leadership (15), Power Attack, Vile Martial
Strike (greatsword), Weapon Focus (greatsword),
Weapon Specialization (greatsword)
Environment: Any land or underground
Organization: Solitary (unique)
Challenge Rating: 11
Treasure: 1986 gp, +2 adamantine fullplate, +2 adamantine greatsword, belt pouch (with 175 sp), brooch
of shielding, cloak of charisma +2, explorer's outfit,
gauntlets of ogre power, trail rations (x5), waterskin
Alignment: Lawful evil
Captain Gurdrin "Falconbrand" Highthorn is the retainer of an old baron who has been struggling in a
blood-feud with a nearby count. Gurdrin has attracted the
attention of the aged baron in recent years and has encouraged him to continue the blood feud despite overtures from the count to the contrary. He has recently become the captain of the guard and is using his charisma
to build an inner sanctum among his men. He's charming, handsome, incredibly strong, and a feared and respected leader. He's also cruel, bloodthirsty, and dedicated to seeing his people destroy the forces of the count.
No one knows that he's evil and that he's sold his soul to
Bael in order to achieve victory for his barony once his
liege dies.
Gurdrin speaks Common and Infernal.
Dark Smite (Ex): 1/day, Gurdrin can make a dark
smite, adding +4 to his attack and dealing 2 extra points
of vile damage. In the event that a creature is unaffected
by vile damage, or Gurdrin fails to hit, that use of the
attack is still used up for the day.
Devotee of Darkness: Once per day, Gurdrin can call
upon the aid of Bael, granting him a +3 profane bonus to
any one roll. Once per day, Gurdrin can gain a +2 profane bonus on saving throws against a spell with the chaotic or good descriptor.
Whenever dealing with a higher-ranking servant of
Bael (or the Warlord of Avernus himself), Gurdrin takes
a 2 penalty on any attacks, checks, and other rolls and
a -6 penalty on saving throws.
Infernal Rally (Su): 2/day, Gurdrin can rally the morale of his troops through the use of eloquence coupled
with humiliation and violence. If he gives a stirring
speech to his troops (requiring at least three rounds), he
grants them a +1 morale bonus to attacks and 1d8 temporary hit points. If he performs an act of defiance against
the enemy while delivering his speech, he increases to
bonus to attacks (see table 3-3, "Effects of Infernal
Rally"). Furthermore, the morale bonus is also applied to

41

one of the following (Gurdrin's choice): Fortitude saves,


Will saves, armor class, or damage rolls. If Gurdrin's
speech lasts longer than three rounds, the effects of the
rally can be delayed by the same amount of time. The
rally cannot bestow a morale bonus greater than +3. The
rally's effects last for 5 rounds once activated, but end
prematurely if Gurdrin flees the field or is killed. This is
a mind-influencing effect. Lemures and nupperibos can
benefit from the infernal rally. Gurdrin himself does not
gain the bonuses.

Epic Dark Marshal of Bael


The epic dark marshal of Bael stands among the
greatest of the Lord of the Firsts servants, able to inspire
his troops to the extent that he wins the field even when
the odds are ten-to-one or worse against him.
The epic dark marshal should focus on improving his
leadership abilities with feats such as Epic Leadership
and Legendary Commander. Augment your warcry with
Epic Warcry, Intimidating Warcry and Voice from the
Depths. Further inspire your troops with Blood Oath
Rally, Rally of Renown and March of the Immortals.
Finally, terrorize your foes with Baneful Oath, Dread
Oath and Rise No More.
Increasing Constitution is a good move as you increase in levels, as this will increase the power of your
Blood Oath. Charisma is just as important, though, as
your leadership hinges on this ability.

Hit Die: d10.


Skill Points at Each Additional Level: 4 + Int
modifier.
Table 3-4: The Epic Dark Marshal
Class Level

Special

11
12

Warcry 4/day

13

Dark Smite 4/day

14

Bonus Feat

15

Warcry 5/day

16
17

Dark Smite 5/day

18

Warcry 6/day, Bonus Feat

19
20
Class Features
Dark Smite: At 13th level, and every 4 levels thereafter, the epic dark marshal can use dark smite one additional time per day.
Infernal Rally: The dark 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

blood oath, as per usual.


Bonus Feats: The epic dark marshal of Bael gains a
bonus feat (selected from the list of epic dark marshal
bonus feats) every four levels beyond 10th.
Epic Dark Marshal Bonus Feat List: Armor Skin,
Baneful Oath, Blood Oath Rally, Damage Reduction,
Devastating Critical, Dire Charge, Dread Oath, Epic
Leadership, Epic Prowess, Epic Reputation, Epic Toughness, Epic Warcry, Epic Weapon Focus, Fateful Blood
Oath, Great Charisma, Great Smiting, Intimidating Warcry, Legendary Commander, Legendary Rider, March of
the Immortals, Overwhelming Critical, Penetrate Damage Reduction, Rally of Renown, Rise No More, Superior
Initiative, Unholy Strike*, Voice from the Depths. All
feats in italics are new feats presented in this book.
*The dark marshals Dark Smite ability can be treated as Smite
Good for the purposes of qualifying for this feat.

Example Epic Dark Marshal of Bael


Captain Gurdrin "Falconbrand" Highthorn
Fighter 10, Dark Marshal of Bael 11
Medium Humanoid (Sapien)
Hit Dice: 21d10+147 (267 hp)
Initiative: +0 (+0 Dex)
Speed: 20 ft. (4 squares) in +5 moderate fortification
adamantine fullplate; base 30 ft. (6 squares)
Armor Class: 27 (+13 armor, +4 deflection), touch 14,
flat-footed 27
Base Attack/Grapple: +21/+30
Attack: +5 unholy adamantine greatsword +37 melee
(2d6+22 plus 2d6 unholy plus 1 vile/17-20)
Full Attack: +5 unholy adamantine greatsword +37/
+32/+27/+22 melee (2d6+22 plus 2d6 unholy plus 1
vile/17-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dark smite 3/day, greater warcry 3/day
Special Qualities: Damage reduction 3/--, greater blood
oath, infernal rally
Saves: Fort +21, Ref +6, Will +12
Abilities: Str 29, Dex 10, Con 24, Int 10, Wis 10, Cha 22
Skills: Bluff +12, Diplomacy +15, Disguise +8 (+10
when acting in character), Intimidate +20, Knowledge
(history) +9, Knowledge (nobility and royalty) +8,
Knowledge (the planes) +10, Ride +6, Sense Motive
+9, Speak Language (Infernal), Spot +7, Survival +7
(+9 on other planes)
Feats: Combat Expertise, Cleave, Devotee of Darkness
(Bael), Epic Will, Greater Weapon Focus
(greatsword), Greater Weapon Specialization
(greatsword), Improved Combat Expertise, Improved
Critical (greatsword), Improved Sunder, Iron Will,
Leadership (28), Power Attack, Vile Martial Strike
(greatsword), Weapon Focus (greatsword), Weapon
Specialization (greatsword)
Environment: Any land or underground
Organization: Solitary (unique)
Challenge Rating: 21
Treasure: 2206 gp, +5 moderate fortification adamantine fullplate, +5 unholy adamantine greatsword,
amulet of health +6, belt pouch (with 175 sp), belt of
giant strength +6, cloak of charisma +6, explorer's
outfit, gloves of arrow snaring, ring of protection +4,
ring of spell turning, trail rations (x5), waterskin,
winged boots
Alignment: Lawful evil

Gurdrin has received a +2 inherent bonus to his


Strength score and a +4 inherent bonus to his Constitution score.
Dark Smite (Ex): 1/day, Gurdrin can make a dark
smite, adding +6 to his attack and dealing 11 extra points
of vile damage. In the event that a creature is unaffected
by vile damage, or Gurdrin fails to hit, that use of the
attack is still used up for the day.
Devotee of Darkness: Once per day, Gurdrin can call
upon the aid of Bael, granting him a +3 profane bonus to
any one roll. Against chaotic or good foes, Gurdrin gains
a +1 profane bonus to Armor Class, and once per day
can gain a +2 profane bonus on saving throws against a
spell with the chaotic or good descriptor. He also gains
spell resistance 21 against chaotic and good spells and
spell-like abilities.
Whenever dealing with a higher-ranking servant of
Bael (or the Warlord of Avernus himself), Gurdrin takes
a 2 penalty on attacks, checks, and other rolls, a 3 penalty to Armor Class, and a -6 penalty to saving throws. In
addition, no spell resistance Gurdrin obtains is ever effective against such creatures.
Greater Warcry (Ex): 3/day, Gurdrin can utter a
warcry as a free action. All troops within 30 feet under
his command are affected as if by a rage spell, gaining a
+4 morale bonus to Strength and Constitution, and a +2
morale bonus on Will saves. The effects of the warcry
last for 9 rounds. This is a mind-influencing effect that
can also affect Gurdrin himself. Lemures and nupperibos
benefit from warcry. A warcry can be used to activate
the effects of an infernal rally. The bonuses stack.
Improved Blood Oath (Su): Gurdrin is able to make
a blood oath against an enemy that he has met in battle.
As a full round action, he wounds himself while making
the oath, taking Constitution damage of up to 11 points.
Thereafter, he gains a morale bonus to attacks, damage,
armor class, and saves against the individual whom he
has sworn to defeat, equal to three times the amount of
Constitution damage that he took. By concentrating for
three rounds, Gurdrin can sense which direction his foe
can be found in (distance is irrelevant, but the ability
does not work across planes). Gurdrin can automatically
sense the focus of his oath when within 90 feet as if by
using blindsense. Gurdrin can only have one blood oath
at a time. He cannot end the oath without fulfilling it. He
cannot heal the Constitution damage until such time as
the oath is fulfilled. Once a blood oath is fulfilled, he
must wait 24 hours before making a new oath.
Infernal Rally (Su): 2/day, Gurdrin can rally the morale of his troops through the use of eloquence coupled
with humiliation and violence. If he gives a stirring
speech to his troops (requiring at least three rounds), he
grants them a +1 morale bonus to attacks and 1d8 temporary hit points. If he performs an act of defiance against
the enemy while delivering his speech, he increases to
bonus to attacks (see table 3-3, "Effects of Infernal
Rally"). Furthermore, the morale bonus is also applied to
one of the following (Gurdrin's choice): Fortitude saves,
Will saves, armor class, or damage rolls. If Gurdrin's
speech lasts longer than three rounds, the effects of the
rally can be delayed by the same amount of time. The
rally cannot bestow a morale bonus greater than +3. The
rally's effects last for 5 rounds once activated, but end
prematurely if Gurdrin flees the field or is killed. This is
a mind-influencing effect. Lemures and nupperibos can
benefit from the infernal rally. Gurdrin himself does not
gain the bonuses.

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

+0/+2/+2 Enterprising +1, insider trading


1/day

+1

+0/+3/+3

+2

+1/+3/+3 Enterprising +2, pull the strings


1/day

+3

+1/+4/+4

Insider trading 2/day

+3

+1/+4/+4

Economics of extortion 1/day,


enterprising +3

+4

+2/+5/+5

Corporate bid

+5

+2/+5/+5 Enterprising +4, insider trading


3/day

+6

+2/+6/+6

+6

+3/+6/+6 Enterprising +5, hostile takeover

10

+7

+3/+7/+7

Mind of steel

Pull the strings 2/day

Economics of extortion 2/day,


member of the board

43

ums, and cruelly administered craft guilds. They tend to


rely on others to pick their fights for them.
Hit Die: d6
Requirements
To qualify to become a mogul of Dispater, a character
must fulfill all the following criteria.
Alignment: Lawful Evil
Base Attack Bonus: +6
Skills: Bluff 12 ranks, Diplomacy 9 ranks, Intimidate
12 ranks, Sense Motive 9 ranks
Feats: Deceitful, Devotee of Darkness (Dispater),
Impostor
Special: Moguls of Dispater must have made peaceful
contact with a greater devil (at least CR 15). The devil
then instructs the would-be mogul on the process to submit to the will of Dispater, the Lord of the Second.
Class Skills
The mogul of Dispaters class skills (and the key ability for each skill) are: Appraise (Int), Balance (Dex),
Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery
(Int), Gather Information (Cha), Hide (Dex), Intimidate
(Cha), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (any) (Wis),
Search (Int), Sense Motive (Wis), Sleight of Hand (Dex),
Speak Language (none), Spot (Wis), Tumble (Dex), Use
Magic Device (Cha), Use Rope (Dex). See Chapter 4:
Skills in the Players Handbook for skill descriptions.
Skill Points at Each Level: 6 + Int modifier.
Class Features
Weapon and Armor Proficiency: Moguls of Dispater gain no proficiency with any weapon or armor.
Enterprising (Ex): A mogul of Dispater knows how
to conduct business in a way that suits her purposes. She
gains a +1 bonus to Bluff, Diplomacy, Intimidate, and
Sense Motive checks at every odd level.
Insider Trading (Su): At 1st level, a mogul of Dispater gains the ability to use Insider Trading once per day.
This allows her to use detect thoughts as a 90 foot radius
emanation. Spell resistance does not apply, but the ability lasts a number of rounds equal to the moguls class
level plus 10. The mogul of Dispater does not have to
concentrate to maintain the effect, but it still takes three
rounds to start hearing the surface thoughts of creatures; new creatures that enter the effect must make a
save or also be affected, but once a creature successfully
saves against the effect, she is immune to it for 24 hours.
The mogul gains additional uses of the ability each day
at 4th and 7th levels. The save DC is equal to 10 + the
moguls class level + her Charisma modifier.
Mind of Steel (Ex): At 2nd level, a mogul of Dispater
gains a bonus on all saves against mind-influencing effects equal to her class level.
Pull the Strings (Sp): At 3rd level, a mogul can Pull
the Strings once per day. Any creature that has failed its
save against Insider Trading can be affected by Pull the
Strings if it fails at another Will save (DC = 10 + the
moguls class level + her Charisma modifier). An affected creature is under the effects of a geas as determined by the mogul. The moguls caster level is equal to
her class level + 10.
Economics of Extortion (Su): A 5th level mogul of

Dispater has learned to generate greater profit from her


interactions with others. Once per day she can increase
the save DC on Insider Trading or Pull the Strings by +3.
Alternatively, she can triple the duration of all uses for
Insider Trading for the day. At 10th level, the Mogul can
use this ability twice per day.
Corporate Bid (Su): At 6th level, the mogul of Dispater can make a suggestion to every creature that fails its
save against Insider Trading, to a maximum of one creature per class level per day. The Will save DC = 10 + the
moguls class level + her Charisma modifier.
Hostile Takeover (Su): Once per day at 8th level, a
mogul can use dominate monster on any creature that
failed its save against her Insider Trading ability. Her
caster level is equal to her class level, and the save DC is
equal to 10 + the moguls class level + her Charisma
modifier.
Member of the Board (Su): A 10th level mogul is
one of the most trusted servants of Dispater. As a Member of his Board she becomes immune to all mindinfluencing effects as per the mind blank spell; this immunity does not extend to mind-influencing effects originating from Dispater and his higher-ranking servants.
As an expression of the power that the mogul has
risen to, she is thereafter able to use Insider Trading at
will; furthermore, the effect can be centered on any creature under the effects of Pull the Strings or Hostile Takeover, so long as said creature is on the same plane as the
mogul. Insider Trading can only be used in one location
at any one time, no matter where the effect is centered.
Example Mogul of Dispater
Mistress Lilis DeValis
Rogue 9, Mogul of Dispater 3
Medium Humanoid (Sapien)
Hit Dice: 12d6+3d6 (44 hp)
Initiative: -1 (-1 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 18 (-1 Dex, +3 armor, +3 deflection, +3
natural), touch 12, flat-footed 18
Base Attack/Grapple: +8/+7
Attack: +1 dagger +8 melee or ranged (1d4/19-20)
Full Attack: +1 dagger +8/+3 melee or ranged (1d4/1920)
Space/Reach: 5 ft./5 ft.
Special Attacks: Insider trading 1/day, sneak attack
+5d6
Special Qualities: Enterprising +2, evasion, improved
uncanny dodge, trapfinding, trap sense +3, mind of
steel, uncanny dodge
Saves: Fort +7, Ref +11, Will +14 (+17 against mindinfluencing effects)
Abilities: Str 9, Dex 9, Con 11, Int 17, Wis 17, Cha 17
Skills: Appraise +18, Bluff +24, Decipher Script +13,
Diplomacy +26, Disguise +15 (+17 when acting in
character), Forgery +20, Gather Information +13 (+15
locally), Intimidate +24, Knowledge (local) +13, Listen +13, Sense Motive +22, Sleight of Hand +6, Spot
+13, Use Magic Device +18
Feats: Deceitful, Devotee of Darkness (Dispater), Impostor, Iron Will, Negotiator, Persuasive
Environment: Any land or underground
Organization: Solitary (unique)
Challenge Rating: 12
Treasure: 1115 gp, +1 dagger, amulet of natural armor

+3, belt pouch (with 100 sp), bracers of armor +3,


cloak of resistance +3, courtier's outfit, jewelry (50
gp), ring of protection +3, waterskin
Alignment: Lawful evil
Mistress Lilis DeValis controls an iron cartel that has
grown significantly after the destruction of a nearby kobold mine. She has rerouted the kobolds to attack the city
and reaps benefits from the kobolds (to whom she sells
information and weapons) and the city (that subsidizes
her trade and gives her greatly discounted aid for good
deals on her iron). Although not physically attractive
(she's fat and middle aged), she is conniving and an exceptional liar. She has refused offers to advise, much less
sit among, the city lords, claiming that she has to tend to
her business. She is hoping to start using the kobolds to
sell captured human fighters into slavery and food for
nearby ogres.
Lilis speaks Common, Giant, and Infernal.
Devotee of Darkness: Once per day, Lilis can call
upon the aid of Dispater, granting her a +3 profane bonus
to any one roll. Against chaotic or good foes, Lilis gains
a +1 profane bonus to Armor Class, and once per day
can gain a +2 profane bonus on saving throws against a
spell with the chaotic or good descriptor.
Whenever dealing with a higher-ranking servant of
Dispater (or the Lord of the Iron Tower himself), Lilis
takes a 2 penalty on attacks, checks, and other rolls, a
3 penalty to Armor Class, and a -6 penalty to saving
throws.
Enterprising (Ex): Lilis knows how to conduct business in a way that suits her purposes. She has gained a
+2 bonus to Bluff, Diplomacy, Intimidate, and Sense
Motive checks.
Insider Trading (Su): 1/day, Lilis can use detect
thoughts in a 90 foot radius emanation (Will save DC
16). Spell resistance does not apply, and the ability lasts
for up to 13 rounds. Lilis doesn't have to concentrate to
maintain the effect, but it still takes three rounds to pick
up surface thoughts; new creatures entering the effect
must save or also be affected, but once a creature successfully saves against the effect, she is immune to it for
24 hours.
Mind of Steel (Ex): Lilis gains a +3 bonus on all
saves against mind-influencing effects.

Epic Mogul of Dispater


The epic mogul of Dispater has taken advantage of
other peoples hard work in order to propel himself to the
heights of success. Rarely seen in person, the mogul
usually works through a series of intermediaries and is
often the mysterious kingpin behind various guilds and
criminal organizations. The greater the moguls influence becomes, the more likely he is to have numerous
contingency plans in place to ensure that he can maintain
his ill-gotten gains and life of luxury.
The epic mogul should take feats that allow him to
manipulate others, such as Mastermind, Monopoly, or
Revise the Records.
As the mogul prefers to have underlings fight his battles for him, and avoids getting his hands dirty whenever
possible, he is best served by increasing his Intelligence,
Wisdom, and Charisma scores.

44

Example Epic Mogul of Dispater

Hit Die: d6.


Skill Points at Each Additional Level: 6 + Int
modifier.
Table 3-6: The Epic Mogul of Dispater
Class Level

11

Special
Enterprising +6

12
13

Enterprising +7, Pull the


Strings 3/day

14

Bonus Feat

15

Enterprising +8, economics


of extortion 3/day

16

Hostile Takeover 2/day

17

Enterprising +9

18

Pull the Strings 4/day, bonus


feat

19

Enterprising +10

20

Economics of extortion 4/
day

Class Features
Insider Trading (Su): After 10th level, the save DC
of this ability increases by 1 for every 2 mogul levels,
instead of by 1 for every mogul level.
Enterprising (Ex): The epic 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

Mistress Lilis DeValis


Rogue 10, Mogul of Dispater 12
Medium Humanoid (Sapien)
Hit Dice: 22d6+52 (131 hp)
Initiative: -1 (-1 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 27 (-1 Dex, +8 armor, +5 deflection, +5
natural), touch 14, flat-footed 27
Base Attack/Grapple: +15/+14
Attack: Luck blade +16 melee (1d6+2/19-20); or +1
dagger +15 melee or +15 ranged (1d4+1/19-20)
Full Attack: Luck blade +16/+11/+6 melee (1d6+2/1920); or +1 dagger +15/+10/+5 melee or +15 ranged
(1d4+1/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Corporate bid, economics of extortion
2/day, hostile takeover, insider trading at will, pull the
strings 2/day, sneak attack +5d6
Special Qualities: Enterprising +6, evasion, improved
uncanny dodge, member of the board, resistance to
acid 30, cold 30, electricity 30, fire 30, and sonic 30,
skill mastery (Bluff, Diplomacy, Intimidate, Listen,
Sense Motive, Spot), spell resistance 21, trapfinding,
trap sense +3, mind of steel, uncanny dodge
Saves: Fort +12, Ref +19, Will +21 (+33 against mindinfluencing effects)
Abilities: Str 9, Dex 9, Con 11, Int 17, Wis 18, Cha 18
Skills: Appraise +28, Bluff +39, Decipher Script +23,
Diplomacy +43, Disguise +30 (+34 when acting in
character), Forgery +30, Gather Information +21 (+23
locally), Intimidate +31, Knowledge (local) +23, Listen +24, Sense Motive +27, Sleight of Hand +10, Spot
+24, Use Magic Device +24
Feats: Deceitful, Devotee of Darkness (Dispater), Impostor, Improved Toughness, Iron Will, Leadership
(26), Negotiator, Persuasive
Epic Feats: Epic Toughness
Environment: Any land or underground
Organization: Solitary (unique)
Challenge Rating: 22
Treasure: 1155 gp, +1 dagger, amulet of natural armor
+5, belt pouch (with 100 sp), bracers of armor +8,
cloak of resistance +5, courtier's outfit, jewelry (50
gp), luck blade (with 3 wishes), mantle of spell resistance, ring of greater universal energy resistance,
ring of protection +5, waterskin
Alignment: Lawful evil
Corporate Bid (Su): Lilis can make a suggestion
(DC 25) to every creature that fails its save against insider trading, to a maximum of 12 creatures per day.
Devotee of Darkness: Once per day, Lilis can call
upon the aid of Dispater, granting her a +3 profane bonus
to any one roll. Against chaotic or good foes, Lilis gains
a +1 profane bonus to Armor Class, and once per day
can gain a +2 profane bonus on saving throws against a
spell with the chaotic or good descriptor. She also gains
spell resistance 22 against chaotic and good spells and
spell-like abilities.
Whenever dealing with a higher-ranking servant of
Dispater (or the Lord of the Iron Tower himself), Lilis
takes a 2 penalty on attacks, checks, and other rolls, a
3 penalty to Armor Class, and a -6 penalty to saving
throws. In addition, no spell resistance Lilis obtains is
ever effective against such creatures.

Economics of Extortion (Su): 2/day, Lilis can generate greater profit from her interactions with others. She
can increase the save DC on insider trading or pull the
strings by +3. Alternatively, she can triple the duration of
all uses for insider trading for the day.
Enterprising (Ex): Lilis knows how to conduct business in a way that suits her purposes. She has gained a
+6 bonus to Bluff, Diplomacy, Intimidate, and Sense
Motive checks.
Hostile Takeover (Su): 1/day, Lilis can use dominate
monster (DC 25) on any creature that has failed its save
against her insider trading ability. Caster level 22nd.
Insider Trading (Su): At will, Lilis can use detect
thoughts in a 90 foot radius emanation (DC 25). The
emanation can either be centered on herself, on upon any
creature under the effects of pull the strings or hostile
takeover (so long as said creature is on the same plane as
Lilis). Insider trading can only be used in one location at
any one time, regardless of where the effect is centered.
Spell resistance does not apply, and the ability lasts for
up to 22 rounds. Lilis doesn't have to concentrate to
maintain the effect, but it still takes three rounds to pick
up surface thoughts; new creatures entering the effect
must save or also be affected, but once a creature successfully saves against the effect, she is immune to it for
24 hours.
Member of the Board (Su): Lilis is one of the most
trusted servants of Dispater. As a Member of his Board
she becomes immune to all mind-influencing effects as
per the mind blank spell; this immunity does not extend
to mind-influencing effects originating from Dispater
and his higher-ranking servants.
Mind of Steel (Ex): Lilis gains a +12 bonus on all
saves against mind-influencing effects.
Pull the Strings (Sp): 2/day, any creature that has
failed its save against insider trading can be affected by
pull the strings if it fails another Will save (DC 26). An
affected creature is under the effects of a geas, as determined by Lilis. Caster level 22nd.

tremely effective toll wardens, and some clerics, wizards,


or sorcerers follow this path. Other classes find the
thought-process of the toll warden somewhat alien and
tend to shy away from it.
Toll wardens of Mammon are often found in urban
areas since this is where the money is to be had. They
tend to be involved in positions of trust within profitable
organizations, if not actually leading them. Some toll
wardens do lead the life of a loner, particularly if they
focus on the more traditional aspects of thievery. Due to
their avarice, toll wardens rarely involve themselves with
NPC parties - or, more properly, NPC parties rarely involve themselves with a toll warden.
Hit Die: d6
Table 3-7: The Toll Warden of Mammon
Class
Level

Base
Attack
Bonus

Fort/Ref/
Will Save

Special

+0

+0/+2/+0

Collect, sneak attack +1d6

+1

+0/+3/+0

Tincture of treasure

+2

+1/+3/+1

Demand toll 1/day

+3

+1/+4/+1

Vanishing vault

+3

+1/+4/+1

Sneak attack +2d6

+4

+2/+5/+2

Demand toll 2/day

+5

+2/+5/+2

Greater collect

+6

+2/+6/+2

Weigh the wealth

+6

+3/+6/+3

Demand toll 3/day

10

+7

+3/+7/+3

Sneak attack +3d6,


master of misappropriation

Toll Warden of Mammon


The love of money is the root of all evil, as the saying
goes. Gold does indeed have a voice, and those who fall
under its spell find that their capacity for diabolic deeds
grows rapidly. In time, these come to realize the truth of
wealth: one can never have enough.
The toll warden of Mammon sees only too easily to
the heart of this matter. He is willing to trade away his
soul for filthy lucre, to surrender eternity so long as he
can have it all now. He is the merchant who sells faulty
goods at a premium, then charges the earth to have them
repaired or replaced. He is the bookkeeper who demands
a steep price for his services, before proceeding to also
embezzle additional coin for his pocket. He is the master
thief who then has the audacity to return the next day and
offer the same item to its original owner at a greatly inflated cost. He is the greedy tax collector who lines his
own pocket at the expense of those who can least afford
it. The toll warden is all of these things and more, for he
delights in a simple philosophy: all wealth is his for the
taking. He cannot abide the thought of even a copper
penny in the hands of another, for he believes that all
possessions rightly belong to him.
Toll wardens come from many walks of life, although
the rogue is best suited and complimented by the abilities
of this prestige class. Multiclass monks can make ex-

Requirements
To qualify to become a toll warden of Mammon, a
character must fulfill all the following criteria.
Alignment: Lawful Evil
Skills: Appraise 12 ranks, Bluff 12 ranks, Sense Motive 9 ranks, Sleight of Hand 12 ranks
Feats: Deft Hands, Devotee of Darkness (Mammon),
Skill Focus (Appraise)
Special: Toll wardens of Mammon must have made
peaceful contact with a greater devil (at least CR 15).
The devil then instructs the would-be toll warden on the
process to submit to the will of Mammon, the Lord of
the Third.
Class Skills
The toll warden of 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

Players Handbook for skill descriptions.


Skill Points at Each Level: 6 + Int modifier.
Class Features
All of the following are class features of the toll warden of Mammon prestige class.
Weapon and Armor Proficiency: Toll wardens of
Mammon gain no proficiency with weapons or armor.
Collect (Ex): A toll warden is exceptionally skilled at
collecting taxes, sometimes referred to as
redistributing the wealth. A toll warden gains a profane bonus on Sleight of Hand checks equal to his class
level.
Sneak Attack (Ex): This is exactly like the rogue
ability of the same name. The extra damage dealt increases by +1d6 at 1st, 5th and 10th levels. If the toll warden gets a sneak attack bonus from another source, the
bonuses on damage stack.
Tincture of Treasure (Su): A 2nd level toll warden
hates the thought of any significant wealth in the hands
of another. He constantly detects the Tincture of Treasure at a radius of 10 feet centered on himself. This works
similarly to detect spells, except that it detects anything
of monetary value, with a minimum value of 333gp. By
concentrating on the effect (a move equivalent action
that does not provoke attacks of opportunity), the toll
warden can discover more information. The first round
(always active) allows him to ascertain whether there are
objects worth more than 333gp in the vicinity (treat
items or coins kept in the same container as being one
object). The second round shows him the approximate
location and number of places where such wealth is kept,
with each location showing up as a glittering aura. The
third round gives an approximation of the value of the
item(s), so long as the toll warden succeeds on an appropriate Appraise check (increase the usual DC by 10 if the
items cannot be directly seen) as a free action. A separate
Appraise check is required for each aura. The toll warden
can only use the Appraise skill to determine the mundane
value of items.
Demand Toll (Sp): The toll warden of Mammon is so
firm in his belief that he should control the wealth of all
those around him that he is able to Demand a Toll. Once
per day at 3rd level, a toll warden can command that an
item or sum of money be surrendered to him (essentially
the command would be along the lines of Give me your
sword - too long a demand will result in this ability being ineffective). This affects a single target within range
of his voice, who is then entitled to a Will save (DC
equal to 10 + the toll wardens class level + his Charisma
modifier). Success means that the target is dazed for 1d3
rounds, whilst failure means acceding to the demand as
well as being dazed. Should the target not have the specified sum of money, or should the toll warden not specify
which item is to be paid, the target automatically succeeds and is dazed for 1d3 rounds. At 6th level and every
three levels thereafter, a toll warden can use this ability
one additional time per day.
Items of significant value to the potential payer of the
toll prove harder for the toll warden to obtain. The single
most valuable item possessed by the targeted individual
grants the target a +4 bonus on his saving throw to avoid
paying the toll. The second most valuable item grants a
+2 bonus on the saving throw. Lesser items grant no bonus whatsoever. This is a mind-influencing, language
dependent ability.

47

Vanishing Vault (Su): At 4th level, the toll warden is


granted the ability to access an extraplanar vault within
which to store his wealth. This vault can only be accessed by the toll warden, and functions similarly to a
bag of holding, save that there is no weight limit - only a
space limit (one 10 foot cube per class level). The vault
cannot be entered; its only purpose is to store items and
effects until they are needed to be retrieved. The vault
can be accessed as a standard action using the opening to
any container or bag, so long as said container or bag is
either his own or is unattended.
Greater Collect (Su): A 7th level toll warden has become so skilled at collecting that he can always take 10
on Sleight of Hand checks. Furthermore, he can take
items one size larger than normal, and hide them on his
person as a supernatural ability. The basic Sleight of
Hand DC to lift a larger object from an individual is 30,
and the opponent gains a +5 circumstance bonus on the
opposed Spot check to notice the collection.
Weigh the Wealth (Su): At 8th level, a toll wardens
ability to sense wealth around him improves dramatically. He can sense the value of any item or collection of
coins within 30 feet, no matter how low the value. The
auras revealing where the wealth is to be had show up
during the first round, without the need to concentrate,
and the toll warden is able to assess each auras particular strength. A guideline on aura strengths is given in the
table below:
Table 3-8: Wealth Aura Strengths
Wealth Range

Aura Strength

Below 1gp

Dim

1gp - 33gp

Faint

34gp - 666gp

Moderate

667gp - 33,333gp

Strong

33,334gp and above

Overwhelming

The toll warden can make an Appraise check on each


aura as per the Tincture of Treasure ability to gain a
more accurate indication of worth. If the item is at all
magical in nature, he can assess the full value of the
item, but does not gain any insight as to what enchantments are in effect. As a rule of thumb, assume that
magical items have a base Appraise DC of 20, +1 per
2,000gp of value. A potion of cure light wounds, therefore, would have an Appraise DC of 21 to determine its
value at 50gp, while a mirror of life trapping would have
an Appraise DC of 120. Assuming that the toll warden
made the Appraise DC 21 to assess the potion as being
worth 50gp, he would still only know that he had a vial
of some liquid worth 50gp.
Additionally, the toll warden has become so attached
to his ill-gotten gains that even the loss of a copper
penny does not go unnoticed. Should the toll warden lose
or surrender any item that he has had on his person for
more than 3 hours, he is able to use locate object at will
to find said item.
Master of Misappropriation (Su): A 10th level toll
warden of Mammon has become an accumulator of others wealth par excellence. Any creature targeted by his
demand toll ability that fails its saving throw must continue to make a saving throw round by round; the toll
warden continues to make demands until a successful
save is made, although the save DC decreases by -1

round by round. This still counts as only one use of demand toll.
Additionally, he can discern location 1/week to find
any object he has touched.
Example Toll Warden of Mammon
Lake Eleven Fingers
Rogue 9, Toll Warden of Mammon 4
Medium Humanoid (Kin)
Hit Dice: 13d6+13 (61 hp)
Initiative: +5 (+5 Dex)
Speed: 20 ft. (4 squares)
Armor Class: 20 (+5 Dex, +1 size, +4 armor), touch 16,
flat-footed 15
Base Attack/Grapple: +9/+5
Attack: +2 keen dagger +17 melee or +17 ranged
(1d4+2/17-20); or masterwork light crossbow (with
+1 bolts) +16 ranged (1d8+1/19-20)
Full Attack: +2 keen dagger +17/+12 melee or +17
ranged (1d4+2/17-20); or masterwork light crossbow
(with +1 bolts) +16 ranged (1d8+1/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Demand toll 1/day, sneak attack +6d6
Special Qualities: Collect, evasion, improved uncanny
dodge, tincture of treasure, trapfinding, trap sense +3,
uncanny dodge, vanishing vault
Saves: Fort +6, Ref +16, Will +5
Abilities: Str 10, Dex 20, Con 12, Int 14, Wis 10, Cha 16
Skills: Appraise +21, Balance +10, Bluff +10, Climb +6
(+8 to climb a rope), Diplomacy +7, Disable Device
+16, Disguise +10 (+12 when acting in character),
Escape Artist +20 (+22 when escaping rope bonds),
Hide +28, Intimidate +13, Jump +9, Listen +6, Move
Silently +22, Open Lock +16, Sleight of Hand +27,
Sense Motive +10, Tumble +15, Use Rope +17 (+19
to bind someone)
Feats: Cheat, Deft Hands, Devotee of Darkness
(Mammon), Skill Focus (Appraise), Weapon Finesse
Environment: Any land or underground
Organization: Solitary (unique)
Challenge Rating: 13
Treasure: 2476 gp, +2 keen dagger, +2 slick leather
armor, backpack, belt pouch (with 90 sp), boots of
elvenkind, cloak of elvenkind, crowbar, explorer's outfit, masterwork light crossbow, masterwork thieves'
tools, ring of invisibility, silk rope (50 ft.), trail rations
(x2), quiver (with 50 +1 bolts), waterskin, winged
boots.
Alignment: Lawful evil
Lake Eleven Fingers is a celebrated kin working for a
money lender, who lost a finger defending his employer's
shipments during a caravan ten years earlier. He is now a
trustee for the money lender, managing a "franchise" in a
town 30 miles away from his employer. Although his
employer suspects that Lake is skimming off the top, he
doesn't care as Lake consistently manages to reap greater
interest profits than his other trustees. What he doesn't
know is that Lake is neck deep in a business arrangement
with a green dragon that is using the franchise to launder
coin he's stolen from a nearby red dragon, dwarves, and
from the money lender himself. Lake is soft spoken but
brave; he's not afraid to take risks and can be very direct
to the point of threatening. Although he prefers not to,
he's comfortable in a fight and used to adventure in his

past.
Lake speaks Common, Draconic, Dwarven, Goblin,
Gnome, and Infernal.
Collect (Ex): Lake is exceptionally skilled at
"collecting taxes", gaining a +4 profane bonus on Sleight
of Hand checks.
Demand Toll (Sp): 1/day, Lake can command that an
item or sum of money be surrendered to him. This affects one target within range of his voice, who is entitled
to a Will save (DC 16). Success means that the target is
dazed for 1d3 rounds, whilst failure means acceding to
the demand as well as being dazed for 1d3 rounds.
Should the target not have the specified item or sum of
money, or should the toll warden not specify which item
is to be paid, the target automatically succeeds (and is
dazed for 1d3 rounds). The most valuable item possessed
by the target grants the target a +4 bonus on his saving
throw; the second most valuable item grants a +2 bonus;
and lesser items grant no bonus. This is a mindinfluencing, language dependent ability.
Devotee of Darkness: Once per day, Lake can call
upon the aid of Mammon, granting him a +3 profane
bonus to any one roll. Against chaotic or good foes, Lake
gains a +1 profane bonus to Armor Class, and once per
day can gain a +2 profane bonus on saving throws
against a spell with the chaotic or good descriptor.
Whenever dealing with a higher-ranking servant of
Mammon (or the Lord of Avarice himself), Lake takes
a 2 penalty on attacks, checks, and other rolls, a 3 penalty to Armor Class, and a -6 penalty to saving throws.
Tincture of Treasure (Su): Lake hates the thought of
wealth in the hands of others, and constantly detects
nearby objects worth at least 333 gp (as though by a detect spell with a 10 foot radius, centered on himself). By
concentrating on the effect (a move action that does not
provoke attacks of opportunity), Lake can discover more
information. The first round (always active) allows him
to ascertain whether there are objects at least 333 gp in
the vicinity (items or coins kept in the same container
count as one object). The second round shows him the
approximate location and number of places where such
wealth is kept. The third round gives an approximation
of the value of the item(s), as long as Lake succeeds on
an Appraise check (increase the DC by 10 if the items
cannot be seen) as a free action. A separate check is required for each aura. Lake can only use the Appraise
skill to determine the mundane (non-magical) value of an
item.
Vanishing Vault (Su): Lake stores his wealth in an
extraplanar vault, akin to a bag of holding, which only he
can access. There is no weight limit, but there is a space
limit (Lake's vault is a 40 foot cube). The vault cannot be
entered; its only purpose is to store items until they are
needed. Lake can access his vault as standard action,
using the opening to any container or bag, so long as said
container or bag is either his own or is unattended.

Epic Toll Warden of Mammon


The epic toll warden approaches ever closer to his
ultimate goal: all wealth will be his, and he takes what is
due him whether proffered willingly or not. Although
the epic toll wardens wealth and capacity to increase
that wealth is phenomenal, his greed is even greater

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

Demand Toll 4/day

13

Bonus feat

14
15

Demand Toll 5/day, sneak


attack +4d6

16

Bonus feat

17
18

Demand Toll 6/day

19

Bonus feat

20

Sneak attack +5d6

Class Features
Collect (Ex): After 10th level, the toll 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

Skill Focus, Epic Speed, Epic Will, Improved Combat


Reflexes, Improved Master of Misappropriation, Improved Sneak Attack, Lingering Damage, Lord of Legerdemain, Rapacious, Robber of Legend, Safe and Secure,
Sneak Attack of Opportunity, Superior Initiative, Trap
Sense, Vainglorious Vault, Whats Mine is Mine.
Example Epic Toll Warden of Mammon
Lake Eleven Fingers
Rogue 10, Toll Warden of Mammon 13
Medium Humanoid (Kin)
Hit Dice: 23d6+23 (106 hp)
Initiative: +15 (+11 Dex, +4 Improved Initiative)
Speed: 40 ft. (8 squares) with boots of swiftness; base
speed 20 ft. (4 squares)
Armor Class: 34 (+11 Dex, +1 size, +7 armor, +5 deflection), touch 27, flat-footed 23
Base Attack/Grapple: +16/+12
Attack: +5 wounding dagger +33 melee or +33 ranged
(1d4+5 plus 1 Con/19-20); or +2 frost light crossbow
(with +1 keen bolts) +16 ranged (1d8+2 plus 1d6/1720)
Full Attack: +5 wounding dagger +33/+28/+23/+18
melee or +33 ranged (1d4+5 plus 1 Con/19-20); or +2
frost light crossbow (with +1 keen bolts) +16 ranged
(1d8+2 plus 1d6/17-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Demand toll 4/day, master of misappropriation, sneak attack +8d6
Special Qualities: 20% concealment, greater collect,
improved evasion, improved uncanny dodge, nondetection, trapfinding, trap sense +3, uncanny dodge,
vanishing vault, weigh the wealth
Saves: Fort +9, Ref +27, Will +8
Abilities: Str 10, Dex 32, Con 12, Int 14, Wis 10, Cha 16
Skills: Appraise +31, Balance +40, Bluff +10, Climb
+27 (+29 to climb a rope), Diplomacy +7, Disable
Device +26, Disguise +10 (+12 when acting in character), Escape Artist +40 (+42 when escaping rope
bonds), Hide +54, Intimidate +13, Jump +29, Listen
+11, Move Silently +47, Open Lock +29, Sleight of
Hand +59, Sense Motive +10, Tumble +45, Use Rope
+17 (+19 to bind someone)
Feats: Cheat, Deft Hands, Devotee of Darkness
(Mammon), Improved Initiative, Skill Focus
(Appraise), Skill Focus (Sleight of Hand), Weapon
Finesse
Epic Feats: Epic Skill Focus (Sleight of Hand), Lord of
Legerdemain
Environment: Any land or underground
Organization: Solitary (unique)
Challenge Rating: 23
Treasure: 58,726 gp, +2 frost light crossbow, +5
wounding dagger, +5 greater slick leather armor,
backpack, belt pouch (with 100 sp), boots of swiftness, crowbar, explorer's outfit, mantle of great
stealth, masterwork thieves' tools, ring of invisibility,
ring of protection +5, silk rope (50 ft.), trail rations
(x2), quiver (with 50 +1 keen bolts), waterskin
Alignment: Lawful evil
Lake has received a +4 inherent bonus to his Dexterity score.
Demand Toll (Sp): 1/day, Lake can command that an
item or sum of money be surrendered to him. This af-

fects one target within range of his voice, who is entitled


to a Will save (DC 26). Success means that the target is
dazed for 1d3 rounds, whilst failure means acceding to
the demand as well as being dazed for 1d3 rounds.
Should the target not have the specified item or sum of
money, or should the toll warden not specify which item
is to be paid, the target automatically succeeds (and is
dazed for 1d3 rounds). The most valuable item possessed
by the target grants the target a +4 bonus on his saving
throw; the second most valuable item grants a +2 bonus;
and lesser items grant no bonus. This is a mindinfluencing, language dependent ability.
Devotee of Darkness: Once per day, Lake can call
upon the aid of Mammon, granting him a +3 profane
bonus to any one roll. Against chaotic or good foes, Lake
gains a +1 profane bonus to Armor Class, and once per
day can gain a +2 profane bonus on saving throws
against a spell with the chaotic or good descriptor. He
also gains spell resistance 23 against chaotic and good
spells and spell-like abilities.
Whenever dealing with a higher-ranking servant of
Mammon (or the Lord of the Avarice himself), Lake
takes a 2 penalty on attacks, checks, and other rolls, a
3 penalty to Armor Class, and a -6 penalty to saving
throws. In addition, no spell resistance Lake obtains is
ever effective against such creatures.
Greater Collect (Ex): Lake is exceptionally skilled at
"collecting taxes", gaining a +11 profane bonus on
Sleight of Hand checks. He may always take 10 on
Sleight of Hand checks. Furthermore, he can take items
one size category larger than normal, and hide them on
his person as a supernatural ability. The base Sleight of
Hand DC to lift a larger object from an individual is 30,
and the opponent gains a +5 circumstance bonus on the
opposed Spot check to notice the 'collection'.
Master of Misappropriation (Su): Lake has become
an accumulator of others wealth par excellence. Any
creature targeted by his demand toll ability that fails its
saving throw must continue to make a saving throw
round by round; Lake continues to make demands until a
successful save is made, although the save DC decreases
by -1 each round. This still counts as only one use of
demand toll. Additionally, he can discern location 1/
week to find any object he has touched.
Tincture of Treasure (Su): Lake hates the thought of
wealth in the hands of others, and constantly detects
nearby objects worth at least 333 gp (as though by a detect spell with a 10 foot radius, centered on himself). By
concentrating on the effect (a move action that does not
provoke attacks of opportunity), Lake can discover more
information. The first round (always active) allows him
to ascertain whether there are objects at least 333 gp in
the vicinity (items or coins kept in the same container
count as one object). The second round shows him the
approximate location and number of places where such
wealth is kept. The third round gives an approximation
of the value of the item(s), as long as Lake succeeds on
an Appraise check (increase the DC by 10 if the items
cannot be seen) as a free action. A separate check is required for each aura. Lake can only use the Appraise
skill to determine the mundane (non-magical) value of an
item.
Vanishing Vault (Su): Lake stores his wealth in an
extraplanar vault, akin to a bag of holding, which only he
can access. There is no weight limit, but there is a space
limit (Lake's vault is a 130 foot cube). The vault cannot
be entered; its only purpose is to store items until they

are needed. Lake can access his vault as standard action,


using the opening to any container or bag, so long as said
container or bag is either his own or is unattended.
Weigh the Wealth (Su): Lake hates the thought of
wealth in the hands of others, and constantly detects
nearby coins or items (as though by a detect spell with a
30 foot radius, centered on himself). Lake can instinctively assess the approximate value of the nearby treasure (as per Table 3-8). He may make on Appraise check
on each aura as a free action to gain a more accurate indication of the treasure's worth. If the item is magical, he
can assess the value of the item but does not gain any
insight as to what enchantments are in effect. Assume
that magical items have a base Appraise DC of 20 +1 per
2,000 gp of value.
Lake has become so attached to his ill-gotten gains
that the loss of even a copper penny will not go unnoticed. Should Lake lose or surrender any item he has had
on his person for more than 3 hours, he is able to use
locate object at will to find said item.

Dominator of Belial
Of all the layers of Hell, it is the Fourth that best
represents the image of that which is truly hellish. It is
a place of suffering and pain, including the infamous
Lake of Fire and Brimstone. And although Phlegethos
represents spiritual pain and suffering, most individuals
only grasp the physical oppression which this place embodies.
There are some who are drawn to such things as
physical oppression, those who delight in causing pain,
and even find pleasure in it. These individuals seek to
dominate the will of others, using pain with passion, suffering with seduction, the fire of their own lusts manifesting itself in diverse methods of control and confinement of both friend and foe. Such a soul is easily seduced into the service of Belial, and they become the
dominators of the Master of Pain and Suffering.
Dominators of Belial are almost always found in positions of authority. Whether as a titular ruler or the head
of a local church, whether as a merchant prince or a guild
leader, the dominator has the type of personality that
seeks power, and the ability to take it. Previous to swearing allegiance to Belial, they may have hidden such perversions as they seek as an accessory (or, perhaps more
correctly, purpose) to their power, but the dominator
tends to become more and more open about such activities as his power grows. Restrictive laws are put in place,
with conforming the only pleasant option available. Curfews, dress codes, and segregation of different sexes/
races/cultures are typical of the regime of a dominator.
Dominators often come from the ranks of fighters,
monks, rangers and rogues. The way of the dominator
can also appeal to fallen paladins who do not desire the
path of a blackguard.
Dominators are almost never found in a submissive or
secondary role.
Hit Dice: d6
Requirements
To qualify to become a dominator of Belial, a character must fulfill all the following criteria.
Alignment: Lawful Evil
Base Attack Bonus: +6
Skills: Bluff 4 ranks, Intimidate 12 ranks, Sense Mo-

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

Touch of fire, true torturer

+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

tor also receives fire resistance 10.


True Torturer (Ex): The dominator receives a +4
bonus to all checks related to torturing victims as described in the Book of Vile Darkness. Thus, appropriate
Bluff, Intimidate, and Sense Motive checks are modified
as necessary during torture sessions.
Presence of Pain (Su): The presence of a dominator
can fill those around her with a tremendous sense of pain
and dread. As a standard action, the dominator can cause
all within five feet of her person to suffer from intense
pain. Those within the radius must succeed on a Will
save DC = 10 + the dominators class level + the dominators Charisma modifier or fall under the effects of
fear as cast by a sorcerer of the dominators character
level.
Punishment (Ex): The dominator excels in further
harming those already writhing in pain. Any creature
that the dominator has successfully struck in melee or
with a whip within the last four rounds or any creature
under the influence of the dominators Presence of Pain
or Revelation of Pain suffers an additional +1d6 points
of damage from subsequent dominator melee attacks.
The dominator can select whether or not this extra damage is lethal or non-lethal in nature. The amount of extra
damage the dominator can cause increases by 1d6 every
three levels. Creatures that are immune to critical hits are
likewise immune to Punishment.
Presence of Passion (Su): The dominator can cause
those who have been harmed by her to seek to please her
in order to avoid further torture. The dominator can attempt to cast charm person on any being that has sustained more than 10 points of damage from one successful melee attack she has caused as a standard action. The
dominator may attempt this power a number of times per
day equal to her Charisma modifier. The Will save DC
= 10 + the dominators class level + the dominators
Charisma modifier + 1 for every 5 points of damage beyond 10. All forms of damage stack for the purposes of
determining the modifier. The charm person behaves as
the spell as though cast by a sorcerer of the dominators
character level with the following adjustments. First,
due to the nature of the Presence of Passion, the victim
affected by this power does not receive a bonus to the
initial saving throw. Second, the victim will do almost
anything to avoid more pain, and suffers a -2 penalty to
all Charisma checks when asked by the dominator to
perform a deed not in his nature. Finally, if the victim is
asked to do something suicidal, he will do it in order to
avoid future reprisals, but receives a Will saving throw to
overcome the effects. Once the effect of the Presence of
Passion wears off, the victim perceives the dominator in
a very hostile light. The dominator may not charm more
than one person per class level in this manner.
Embracement of Pain (Ex): The dominator receives
a boon against effects that should harm or otherwise incapacitate her as she is filled with passion rather than
pain. This translates into a +2 bonus to all saving throws
made against fear and pain effects; furthermore, such
spells against which the dominator fails are only half as
effective and last half as long.
Revelation of Pain (Su): Once per day as a standard
action, the dominator may cast symbol of pain as a sorcerer equal to her character level. This symbol of pain
takes only one action to cast rather than 10 minutes, but
lasts for only five minutes per the dominators class
level. Those under the effects of Revelation of Pain also
suffer -4 penalties to saving throws and Charisma checks

against any of the dominators subsequent attacks or


spells.
Soul of Fire (Ex): The dominator receives complete
immunity to all fire attacks. Additionally, the dominators Touch of Fire now deals 1d10 points of damage
which stacks with fire damage from other sources. In
addition, the dominator may attempt to use any firebased magic item as if she had full skill ranks in Use
Magic Device with a +4 competence bonus.
Masochist (Ex): The dominator receives intense
pleasure when harmed or otherwise damaged. Any time
the dominator suffers five or more points of damage
from one attack, she receives a +1 bonus to attacks, initiative, saving throws, and skill checks; the DCs to her
dominator specific special abilities likewise receive a +1
bonus. These bonuses remain for one round. Furthermore, the dominator never suffers from massive damage
attacks and does not fall unconscious upon reaching 0 or
fewer hit points; however, she automatically dies when
she reaches -10 hit points. The dominator may deliver
this damage to herself if she so desires.
Suffer (Su): The dominator has reached the pinnacle
of her power as a slave of Belial. She achieves complete
immunity to fear or pain effects. When engaged in melee combat, those who successfully harm the dominator
find that half of the damage they cause is dealt to them in
turn at the end of their action. Finally, the dominator
may attempt, as a standard action, to dominate person
anyone that she has successfully harmed in melee combat or with a whip; this must be done within 4 rounds of
actually dealing the damage. This spell functions as
though cast by a sorcerer of the dominators character
level and has a Will save DC of 10 + the dominators
class level + the dominators Charisma modifier + 1 for
every 10 points of damage a dominator dealt in a single
attack. The dominator may attempt to affect a number of
victims per day equal to her Charisma modifier, and may
have up to 10 dominated slaves at any one time. Those
released from the dominators power hate her with a passion, perceiving her in a very hostile manner.
Example Dominator of Belial
High Inquisitor Alak Trek
Fighter 2, Cleric 7, Dominator of Belial 5
Medium Humanoid (Sapien)
Hit Dice: 2d10+7d8+5d6+28 (92 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 18 (+1 Dex, +4 armor, +3 deflection),
touch 14, flat-footed 17
Base Attack/Grapple: +10/+16
Attack: Unarmed strike +14 melee (1d3+4); or +1 vicious wounding whip +13 melee (1d3+3 plus 2d6 plus
1 Con plus 1 vile plus 1d6 to Alak)
Full Attack: Unarmed strike +14/+9 melee (1d3+4); or
+1 vicious wounding whip +13/+8 melee (1d3+3 plus
2d6 plus 1 Con plus 1 vile plus 1d6 to Alak)
Space/Reach: 5 ft./5 ft.
Special Attacks: Presence of pain, presence of passion,
punishment +1d6, rebuke undead 5/day, spells, touch
of fire
Special Qualities: Embracement of pain, fire resistance
10, true torturer
Saves: Fort +16, Ref +7, Will +15
Abilities: Str 14, Dex 13, Con 14, Int 11, Wis 16, Cha 15

Skills: Bluff +9, Climb +2 (+4 to climb a rope), Diplomacy +4, Disguise +2 (+4 when acting in character),
Gather Information +9, Intimidate +22, Knowledge
(religion) +10, Knowledge (the planes) +5, Sense Motive +8, Speak Language (Infernal)
Feats: Devotee of Darkness (Belial), Endurance, Improved Grapple, Improved Unarmed Strike, Persuasive, Power Attack, Skill Focus (Intimidate), Spell
Focus (Enchantment), Vile Martial Strike (whip)
Environment: Any land or underground
Organization: Solitary (unique)
Challenge Rating: 14
Treasure: 3804 gp, +1 vicious wounding whip, amulet
of mighty fists +2, belt pouch (with 100 sp), bracers
of armor +4, cleric's vestments, cloak of resistance
+3, masterwork dagger, masterwork manacles, ring of
mind shielding, ring of protection +3, silk rope (50
ft.), silver unholy symbol (Belial), waterskin
Alignment: Lawful evil
A high ranking worshiper in a church that has been
ferreting out those suspected of apostasy and high treason against the duke, Alak Trek has become renowned
for his ability to encourage testimony that has led to the
arrests and executions of some of the most dangerous
men and women in the duchy. What neither the church
nor king know is that he has long since sold his soul to
Belial and that his mission is to hide the true traitors
while ferreting out those who could stop the eventual
coup that lies around the corner. Alak is an older, yet
vigorous man, who in his youth was a very faithful man
with doubts about his own sexuality. He tried to prove
his manhood by raping and murdering female prostitutes.
Alak speaks Common and Infernal.
Devotee of Darkness: Once per day, Alak can call
upon the aid of Belial, granting him a +3 profane bonus
to any one roll. Against chaotic or good foes, Alak gains
a +1 profane bonus to Armor Class, and once per day
can gain a +2 profane bonus on saving throws against a
spell with the chaotic or good descriptor.
Whenever dealing with a higher-ranking servant of
Belial (or the Lord of Pain and Suffering himself), Alak
takes a 2 penalty on attacks, checks, and other rolls, a
3 penalty to Armor Class, and a -6 penalty to saving
throws.
Embracement of Pain (Ex): Alak receives a boon
against effects that should harm or incapacitate him, as
he is filled with passion rather than pain. This translates
into a +2 bonus to all saves against fear and pain effects;
furthermore, such spells are only half as effective and
last only half as long even if he fails his save against
them.
Presence of Pain (Su): Alak can cause all within five
feet of him to suffer from intense pain. They must succeed on a Will save (DC 17) or fall under the effects of
fear (caster level 14th).
Presence of Passion (Su): Alak can cause those he's
harmed to seek to please him in order to avoid further
torture. 2/day, he may cast charm person (caster level
14th) on any being that has sustained more than 10
points of damage from one of his melee attacks. The
Will save DC is 17 + 1 for every 5 points of damage beyond 10; all forms of damage stack for the purposes of
determining the modifier. Due to the nature of the presence of passion, the victim affected by this power does

52

not receive a bonus to the initial saving throw. They will


do almost anything to avoid more pain, and suffer a -2
penalty to all Charisma checks when asked by Alak to
perform a deed against their nature. The victim will even
obey suicidal orders, in order to avoid future reprisals,
but such a victim receives another Will save to overcome
the effects. Once the presence of passion wears off, the
victim will perceive Alak in a very hostile light. Alak
may not charm more than 5 people at any one time.
Punishment (Ex): Alak excels in further harming
those already writhing in pain. Any creature he has strike
in melee or with a whip within the last four rounds, or
any creature under the influence of his presence of pain
ability, suffers an additional +1d6 points of damage from
Alak's subsequent melee attacks. Alak can select whether
this extra damage is lethal or nonlethal in nature. Creatures immune to critical hits are immune to punishment.
Touch of Fire (Su): 2/day, Alak may transmit scalding heat through any successful melee or whip attack,
dealing 1d6 points of fire damage. Touch of fire damage
does not stack with fire damage from other sources.
True Torturer (Ex): Alak receives a +4 bonus to all
checks related to torturing victims as described in the
Book of Vile Darkness.
Typical
Cleric
Spells
Prepared:
(6/5+1/4+1/3+1/1+1; save DC 13 + spell level): 0 - create water, detect magic, mending, resistance; 1st - angry
ache*, bane, cause fear, command, deathwatch, doom;
2nd - death knell, hold person, sadism*, silence, zone of
truth; 3rd - bestow curse, blindness/deafness, deeper
darkness, wrack*; 4th - lesser planar ally, liquid pain*.
*Domain spell. Domains: Domination (gain Spell Focus
[enchantment] as a bonus feat) and Pain (1/day, Alak may convert up to 14 points of damage from one blow into healing for
himself).

Epic Dominator of Belial


The epic dominator of Belial is a perverse figure, capable of unspeakable acts of cruelty. Driven by his lust
and his will to dominate others, he uses fear and pain as
his weapons on his quest to force all others into submission.
An epic dominator tends to focus on feats that allow
him to intimidate or torment others, such as Epic Reputation, Epic Skill Focus (Intimidate), or Improved Touch
of Fire, or feats that increase his ability to withstand pain
himself, such as Epic Endurance, Epic Fortitude, or Fast
Healing.
The epic dominator of Belial relies heavily on Charisma, on which many of his abilities are based. Increases to his Constitution are also very helpful, as they
allow the masochistic dominator to take more damage.
Hit Die: d6.
Skill Points/level: 4 + Int Modifier.
Class Features
Punishment (Ex): At 12th level, and every 3 levels
thereafter, the epic dominators sneak attack damage
increases by +1d6.
Revelation of Pain (Su): At 14th level, and every 7
levels thereafter, the epic dominator can use revelation of
pain
one
additional
time
per
day.
Bonus Feats: The epic dominator of Belial gains a
bonus feat (selected from the list of epic dominator bonus feats) every three levels beyond 10th.

53

Table 3-11: The Epic Dominator of Belial


Class Level

Special

11
12

Punishment +4d6

13

Bonus Feat

14
15

Punishment +5d6

16

Bonus Feat

17
18

Punishment +6d6

19

Bonus Feat

20
Epic Dominator of Belial Bonus Feat List: Epic Endurance, Epic Fortitude, Epic Reputation, Epic Skill Focus, Epic Weapon Focus (whip), Epic Weapon Specialization (whip), Fast Healing, Great Charisma, Great Constitution, Great Dexterity, Improved Touch of Fire, Perfect Health, Superior Initiative.
Example Epic Dominator of Belial
High Inquisitor Alak Trek
Fighter 2, Cleric 8, Dominator of Belial 14
Medium Humanoid (Sapien)
Hit Dice: 2d10+8d8+14d6+150 (250 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 28 (+1 Dex, +3 Wis, +8 armor, +5 deflection, +1 monk), touch 20, flat-footed 27
Base Attack/Grapple: +17/+21
Attack: Unarmed strike +26 melee (1d8+9); or +2 vicious vorpal wounding whip +23 melee (1d3+6 plus
2d6 plus 1 Con plus 1 vile plus 1d6 to Alak/x2 plus
decapitation)
Full Attack: Unarmed strike +26/+21/+16 melee
(1d8+9); or +2 vicious vorpal wounding whip +23/
+18/+13 melee (1d3+6 plus 2d6 plus 1 Con plus 1
vile plus 1d6 to Alak/x2 plus decapitation)
Space/Reach: 5 ft./5 ft.
Special Attacks: Presence of pain, presence of passion,
punishment +4d6, rebuke undead 7/day, revelation of
pain 2/day, soul of fire, spells, suffer
Special Qualities: Embracement of pain, fire resistance
10, masochist, true torturer
Saves: Fort +28, Ref +13, Will +23
Abilities: Str 19, Dex 13, Con 19, Int 11, Wis 16, Cha 18
Skills: Bluff +11, Climb +4 (+6 to climb a rope), Diplomacy +6, Disguise +4 (+6 when acting in character),
Escape Artist +6 (+8 to escape rope bonds), Gather
Information +21, Intimidate +38, Knowledge
(religion) +10, Knowledge (the planes) +9, Sense Motive +10, Speak Language (Infernal), Use Rope +12
(+14 to bind someone)
Feats: Devotee of Darkness (Belial), Endurance, Great
Fortitude, Improved Grapple, Improved Unarmed
Strike, Improved Toughness, Persuasive, Power Attack, Skill Focus (Intimidate), Spell Focus
(Enchantment), Vile Martial Strike (whip)

Epic Feats: Epic Endurance, Epic Toughness, Improved


Touch of Fire
Environment: Any land or underground
Organization: Solitary (unique)
Challenge Rating: 24
Treasure: 1504 gp, +2 vicious vorpal wounding whip,
amulet of mighty fists +5, belt pouch (with 100 sp),
boots of teleportation, bracers of armor +8, cleric's
vestments, chime of interruption, greater strand of
prayer beads, mantle of spell resistance and resistance +5, manual of bodily health +5, manual of
gainful exercise +5, masterwork dagger, masterwork
manacles, monk's belt, necklace of fireballs type VII,
ring of mind shielding, ring of protection +5, silk rope
(50 ft.), silver unholy symbol (Belial), waterskin.
Alignment: Lawful evil
Alak has received +5 inherent bonuses to his Strength
and Constitution scores.
Devotee of Darkness: Once per day, Alak can call
upon the aid of Belial, granting him a +3 profane bonus
to any one roll. Against chaotic or good foes, Alak gains
a +1 profane bonus to Armor Class, and once per day
can gain a +2 profane bonus on saving throws against a
spell with the chaotic or good descriptor. He also gains
spell resistance 24 against chaotic and good spells and
spell-like abilities.
Whenever dealing with a higher-ranking servant of
Belial (or the Lord of Pain and Suffering himself), Alak
takes a 2 penalty on attacks, checks, and other rolls, a
3 penalty to Armor Class, and a -6 penalty to saving
throws. In addition, no spell resistance Alak obtains is
ever effective against such creatures.
Embracement of Pain (Ex): Alak receives a boon
against effects that should harm or incapacitate him, as
he is filled with passion rather than pain. This translates
into a +2 bonus to all saves against fear and pain effects;
furthermore, such spells are only half as effective and
last only half as long even if he fails his save against
them.
Masochist (Ex): Alak receives intense pleasure when
harmed or otherwise damaged. Any time Alak suffers
five or more points of damage from one attack, he receives a +1 bonus to attacks, initiative, saving throws,
and skill checks; the DCs to his dominator specific special abilities likewise receive a +1 bonus. These bonuses
remain for one round. Furthermore, Alak is not susceptible to death by massive damage and does not fall unconscious upon reaching 0 or fewer hit points; however, he
automatically dies when he reaches -10 hit points. Alak
may deliver this damage to himself if he so desires.
Presence of Pain (Su): Alak can cause all within five
feet of him to suffer from intense pain. They must succeed on a Will save (DC 28) or fall under the effects of
fear (caster level 24th).
Presence of Passion (Su): Alak can cause those he's
harmed to seek to please him in order to avoid further
torture. 4/day, he may cast charm person (caster level
24th) on any being that has sustained more than 10
points of damage from one of his melee attacks. The
Will save DC is 28 + 1 for every 5 points of damage beyond 10; all forms of damage stack for the purposes of
determining the modifier. Due to the nature of the presence of passion, the victim affected by this power does
not receive a bonus to the initial saving throw. They will
do almost anything to avoid more pain, and suffer a -2

penalty to all Charisma checks when asked by Alak to


perform a deed against their nature. The victim will even
obey suicidal orders, in order to avoid future reprisals,
but such a victim receives another Will save to overcome
the effects. Once the presence of passion wears off, the
victim will perceive Alak in a very hostile light. Alak
may not charm more than 5 people at any one time.
Punishment (Ex): Alak excels in further harming
those already writhing in pain. Any creature he has strike
in melee or with a whip within the last four rounds, or
any creature under the influence of his presence of pain
ability, suffers an additional +4d6 points of damage from
Alak's subsequent melee attacks. Alak can select whether
this extra damage is lethal or nonlethal in nature. Creatures immune to critical hits are immune to punishment.
Revelation of Pain (Su): 2/day, as a standard action,
Alak may cast symbol of pain (caster level 24th). This
symbol of pain takes 1 action to cast and lasts for 70
minutes. Those under the effects of revelation of pain
also suffer -4 penalties to saving throws and Charisma
checks against any of Alak's subsequent attacks or spells.
Suffer (Su): Alak has reached the pinnacle of his
power as a slave of Belial. He has complete immunity to
fear or pain effects. When engaged in melee combat,
those who successfully harm him find that half of the
damage they cause is dealt to them in turn at the end of
their action. Finally, Alak may attempt, as a standard
action, to cast dominate person (caster level 24th) on
anyone that he has successfully harmed in melee combat;
this must be done within 4 rounds of actually dealing the
damage. The Will save DC is 28 +1 for every 10 points
of damage Alak dealt in a single attack. He may attempt
to attempt up to 4 victims per day, and may have up to
10 dominated slaves at any one time. Those released
from Alak's power hate him with a passion, perceiving
him in a very hostile manner.
Soul of Fire (Su): 4/day, Alak may transmit scalding
heat through any successful melee or whip attack, dealing 2d10 points of fire damage and ignoring the first 10
points of fire resistance each round. Alak has fire resistance 10, and may attempt to use any fire-based magic
item as if he had a +35 modifier to Use Magic Device.
True Torturer (Ex): Alak receives a +4 bonus to all
checks related to torturing victims as described in the
Book of Vile Darkness.
Typical Cleric Spells Prepared (6/5+1/4+1/4+1/2+1;
save DC 13 + spell level): 0 - create water, detect magic,
mending, resistance; 1st - angry ache*, bane, cause fear,
command, deathwatch, doom; 2nd - death knell, hold
person, sadism*, silence, zone of truth; 3rd - bestow
curse, blindness/deafness, contagion, deeper darkness,
wrack*; 4th - divine power, lesser planar ally, liquid
pain*.
*Domain spell. Domains: Domination (gain Spell Focus
[enchantment] as a bonus feat) and Pain (1/day, Alak may convert up to 24 points of damage from one blow into healing for
himself).

Veil of Leviathan
Dissatisfaction is a terrible thing. It is like a disease,
steadily gnawing away at the mind, eventually crumbling
defenses and forcing individuals to act. The Realms
Above teach that there is only one way to overcome it: a
change of attitude, from selfish to selfless. Hell teaches a
very different lesson: step on who you must until you
control all you desire. Among the servants of Hell, none

54

have learnt this lesson better than the veil of Leviathan.


The veil has long since forgotten what it is like to be
content with his lot in life. He is ignorant of such things
as peace and joy, knowing only a hunger that cannot be
sated. The veil is often a glutton of the worst sort, seemingly unable or unwilling to control his appetites in at
least one aspect of his life, and yet surprisingly disciplined in his efforts to pursue said appetites. He uses the
dark gifts that come from his association with Leviathan
to plot further attempts to control all he desires. He seeks
to keep others ignorant of his machinations, whether by
keeping them in the dark, or by returning them to it.
The veil often takes his place in society as an underworld figure. His is a world of no names, no rumors, and
no information. He has elaborate cells of underlings to
do his bidding, most of them unaware of each other, and
often just as unaware of the veil himself. He is the hypocrite who dabbles in politics, promising one thing, but
always interweaving his own agenda. He leaves no trail,
and no finger ever points his way - not for long in any
case. He is the privateer - never the pirate - who follows
his dark passions under a flag of no colors, but then justifying his acts as patriotic. He is the fine weather friend
who turns from his allies at the first sign of trouble.
Veils of Leviathan generally come from the ranks of
rangers and rogues. Some fighters and monks also take
up the class. Spellcasters of any sort can make excellent
veils as well, but find it difficult to meet the prerequisites.
Veils are found in all sorts of company, usually as
unremarkable individuals. They never show their power
openly unless it cannot be helped. They often make excellent sidekicks on the surface, willing to show their
usefulness for so long as they see ripe opportunity for
gain down the track.
Hit Die: d6
Requirements
To qualify to become a veil of Leviathan, a character
must fulfill all the following criteria.
Alignment: Lawful Evil
Base Attack Bonus: +6
Skills: Bluff 6 ranks, Sense Motive 6 ranks
Feats: Backstabber, Devotee of Darkness
(Leviathan), Impostor, Suspicious
Special: A character with a sneak attack of at least
+1d6 need not take the Backstabber feat. Veils of Leviathan must have made peaceful contact with a greater
devil (at least CR 15). The devil then instructs the
would-be veil on the process to submit to the will of Leviathan, the Lord of the Fifth.
Class Skills
The veil of Leviathans class skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Con),
Craft (any) (Int), Diplomacy (Cha), Escape Artist (Dex),
Gather Information (Cha), Hide (Dex), Intimidate (Cha),
Listen (Wis), Move Silently (Dex), Profession (any)
(Wis), Search (Int), Sense Motive (Wis), Spot (Wis),
Swim (Str), Tumble (Dex). See Chapter 4: Skills in the
Players Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifier.
Class Features
All of the following are class features of the veil of

55

Table 3-12: The Veil of Leviathan


Class
Level

Base
Attack
Bonus

Fort/Ref/
Will Save

Special

+1

+2/+0/+2

Relentless

+2

+3/+0/+3

Unreadable

+3

+3/+1/+3

Amnesiatic strike 1/day

+4

+4/+1/+4

+5

+4/+1/+4

Water under the bridge 1/


day

+6

+5/+2/+5

Amnesiatic strike 2/day

+7

+5/+2/+5

+8

+6/+2/+6

Ignorance is bliss

+9

+6/+3/+6

Amnesiatic strike 3/day

10

+10

+7/+3/+7

Gift of oblivion, water under the bridge 2/day

Leviathan prestige class.


Weapon and Armor Proficiency: Veils of Leviathan
gain no proficiency with weapons or armor.
Relentless (Ex): The veil of Leviathan is singleminded in the pursuit of his desires. A veil becomes a
glutton in one area, seeking continually to feed that desire. Sample desires include eating or drinking, debauchery, political power, wealth, accumulation of property,
and dominion over others. Other desires may be possible
with the approval of the DM (and even those listed
should be carefully considered by the DM before being
allowed. As a general rule, the more specific the desire,
the better from a balance point of view). A veil is effectively immune to any enchantment or mind-affecting
effect that would otherwise prevent him from pursuing
his desires.
For example, Tophas is accepted into the ranks of the
veils. He desires ever increasing political power above
all else, and thus he becomes Relentless with regards to
this. When, as a candidate for election in a democratic
nation, he is asked to participate in a debate over what he
stands for, Tophas is unconcerned that a zone of truth
spell will be used to keep the candidates honest, as it will
not affect him in the slightest.
Later in his career, having overthrown the system of
government and installed himself as a despot, Tophas is
confronted by an enchanter of great power. The enchanter seeks to subvert Tophas and rule from behind the
scenes. However, every last enchantment spell cast at
Tophas is ineffective.
Unreadable (Ex): A 2nd level veil of Leviathan has
learnt how to effectively mask his desires. He gains a +3
bonus to all Bluff checks relating to his desires, and is
likewise immune to detect thoughts or similar effects.
Additionally, the veil cannot be tracked by mundane

means unless he deliberately leaves a trail.


Amnesiatic Strike (Su): At 3rd level, the veil has
learnt to draw upon the mind-numbing power of the
River Styx. Once per day he can declare an attack to be
an Amnesiatic Strike. If the attack is successful, his opponent is affected as if by modify memory, forgetting all
events of the last five minutes, as well as any events that
transpire in the following five rounds. The target is entitled to a Will saving throw to avoid this effect; the DC =
10 + the damage dealt. A ranged attack can be an Amnesiatic Strike. If the attack misses, it still uses up that use
of Amnesiatic Strike for the day.
The veil can use Amnesiatic Strike twice per day at
6th level, and three times per day at 9th level. This is an
Enchantment (compulsion) [mind-affecting] ability.
Water Under the Bridge (Sp): A 5th level veil can
use charm monster 1/day on any creature within 50 feet
that he has affected with his Amnesiatic Strike. The ability allows a Will save with a DC of 14 + the veils Charisma modifier to negate the effect. Water Under the
Bridge lasts 24 hours if successful. At 10th level, the veil
can use the ability 2/day. The veils caster level equals
10 + his class level.
Ignorance is Bliss (Su): An 8th level veil of Leviathans Amnesiatic Strike can affect any creature, even if
it would normally be immune to mind-affecting effects.
Gift of Oblivion (Su): A 10th level veil is able to use
modify memory at will. His caster level equals 10 + his
class level. Furthermore, the modify memory effect
(including that bestowed by his Amnesiatic Strike ability) is not easily removed. The effect is treated as if it
had Spell Resistance equal to 22 + the Veils class level,
forcing those who would remove it to make a caster level
check in order to succeed.

+10, Open Lock +10, Search +10, Sense Motive +22,


Sleight of Hand +10, Spot +18, Swim +7, Tumble +8
Feats: Combat Expertise, Devotee of Darkness
(Leviathan), Imposter, Improved Feint, Improved Initiative, Persuasive, Suspicious
Environment: Any land or underground
Organization: Solitary (unique)
Challenge Rating: 15
Treasure: 3991, +2 frost short sword, +2 light crossbow, +3 glamered studded leather armor, amulet of
proof against detection and location, belt pouch (with
90 sp), cape of the mountebank, mask of disguise (as
hat of disguise), masterwork thieves' tools, ring of
mind shielding, ring of protection +4, trail rations
(x2), traveler's outfit, quiver (with 50 crossbow bolts),
waterskin
Alignment: Lawful evil

Example Veil of Leviathan

Amnesiatic Strike (Su): The Faceless has learnt to


draw upon the mind-numbing power of the River Styx.
2/day, he can declare an attack to be an amnesiatic strike.
If the attack is successful, his opponent is affected as if
by modify memory, forgetting all events of the last five
minutes, as well as any events that transpire in the following five rounds. The target is entitled to a Will saving
throw to avoid this effect (DC 10 + the damage dealt). A
ranged attack can be an amnesiatic strike. If the attack
misses, it still uses up that use of amnesiatic strike for
the day. This is an Enchantment (compulsion) [mindaffecting] ability.
Devotee of Darkness: Once per day, the Faceless can
call upon the aid of Leviathan, granting him a +3 profane
bonus to any one roll. Against chaotic or good foes, the
Faceless gains a +1 profane bonus to Armor Class, and
once per day can gain a +2 profane bonus on saving
throws against a spell with the chaotic or good descriptor.
Whenever dealing with a higher-ranking servant of
Leviathan (or the Lord of Stygia himself), the Faceless
takes a 2 penalty on attacks, checks, and other rolls, a
3 penalty to Armor Class, and a -6 penalty to saving
throws.
Relentless (Ex): The Faceless is single-minded in the
pursuit of his desires. He is effectively immune to any
enchantment or mind-affecting effect that would otherwise prevent him from learning the secrets of the
wealthy.
Unreadable (Ex): The Faceless has learnt how to
effectively mask his desires. He gains a +3 bonus to all

The Faceless
Rogue 9, Veil of Leviathan 6
Medium Humanoid (Sapien)
Hit Dice: 15d6+15 (70 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares)
Armor Class: 21 (+1 Dex, +6 armor, +4 deflection),
touch 15, flat-footed 20
Base Attack/Grapple: +12/+13
Attack: +2 frost short sword +15 melee (1d6+3 plus
1d6 cold/19-20); or +2 light crossbow +16 ranged
(1d8+2/19-20)
Full Attack: +2 frost short sword +15/+10/+5 melee
(1d6+3 plus 1d6 cold/19-20); or +2 light crossbow
+16 ranged (1d8+2/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Amnesiatic strike 2/day, sneak attack
+5d6, water under the bridge 1/day
Special Qualities: Evasion, relentless, improved uncanny dodge, trapfinding, trap sense +3, uncanny
dodge, unreadable
Saves: Fort +9, Ref +10, Will +10
Abilities: Str 12, Dex 15, Con 13, Int 14, Wis 14, Cha 15
Skills: Bluff +24 (+27 against the wealthy), Diplomacy
+13, Disable Device +10, Disguise +22 (+24 when
acting in character), Escape Artist +7, Gather Information +15 (+17 locally), Hide +8, Intimidate +12,
Jump +3, Knowledge (local) +10, Knowledge
(nobility and royalty) +7, Listen +9, Move Silently

The Faceless is a well-known, in the proper circles,


miracle worker. He makes problems for the wealthy disappear for a steep, yet reasonable fee. He is difficult to
find, but once found and a contract is established, he sets
to work. In truth, the Faceless is the daughter of a
wealthy socialite family and is aware of the activities of
the town's wealthiest folk. Disguised as The Faceless (a
personality she adopted during her years traveling the
world being educated), she is infatuated with the secrets
and fears of the wealthy and uses the knowledge she
gleans against them to create problems that she effortless
cleans up as her alter ego. Homely and unimpressive in
her true life, she is a charming person as the male Faceless.
The Faceless speaks Common, Infernal, and Undercommon.

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.

Kiss of the Styx, Lingering Damage, Sneak Attack of


Opportunity, Spellcasting Harrier, Superior Initiative,
Trap Sense, Uncanny Accuracy, Unexpected Strike.
The epic veil of Leviathan can select any of the following rogue special abilities in place of an epic feat:
crippling strike, opportunist, or slippery mind.
*If the veil qualifies for this feat with the Backstabber feat, he
loses that feat the first time Improved Sneak Attack is taken and
gains a base sneak attack damage of +2d6.

Example Epic Veil of Leviathan

Epic Veil of Leviathan


The epic veil of Leviathan turns his single-minded
pursuit of his desires into an obsession, and few things
can keep him from achieving his goals.
The epic veil of Leviathan often focuses on feats that
will make him more difficult to capture or defeat, such as
Blinding Speed or Superior Initiative. By taking Improved Sneak Attack, he may work to improve his offensive capabilities, going on to take Lingering Damage,
Sneak Attack of Opportunity, or additional Improved
Sneak Attack feats.
Charisma is useful to the epic veil of Leviathan, as it
increases the save DCs of his special abilities. A high
Dexterity score is useful to veils that engage in roguelike activities.
Hit Die: d6.
Skill Points per Level: 4 + Int modifier.
Table 3-13: The Epic Veil of Leviathan
Class Level

Special

11
12

Amnesiatic strike 4/day

13

Bonus feat

14
15

Amnesiatic strike 5/day, water under the bridge 3/day

16

Bonus feat

17
18

Amnesiatic strike 6/day

19

Bonus feat

20

Water under the bridge 4/


day

Class Features
Amnesiatic Strike (Su): At 12th level, and every 3
levels thereafter, the epic veil can use amnesiatic strike
one additional time per day.
Water Under the Bridge (Sp): At 15th level, and
every 5 levels thereafter, the epic veil can use water under the bridge one additional time per day.
Bonus Feats: The epic veil of Leviathan gains a bonus feat (selected from the list of epic veil bonus feats)
every three levels beyond 10th.
Epic Veil of Leviathan Bonus Feat List: Blinding
Speed, Epic Reputation, Epic Skill Focus, Epic Speed,
Improved Combat Reflexes, Improved Sneak Attack*,

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

burst bolts), waterskin


Alignment: Lawful evil
Amnesiatic Strike (Su): The Faceless has learnt to
draw upon the mind-numbing power of the River Styx.
5/day, he can declare an attack to be an amnesiatic strike.
If the attack is successful, his opponent is affected as if
by modify memory, forgetting all events of the last five
minutes, as well as any events that transpire in the following five rounds. The target is entitled to a Will saving
throw to avoid this effect (DC 10 + the damage dealt). A
ranged attack can be an amnesiatic strike. If the attack
misses, it still uses up that use of amnesiatic strike for
the day. This is an Enchantment (compulsion) [mindaffecting] ability, but it can affect creatures normally
immune to mind-affecting effects.
Devotee of Darkness: Once per day, the Faceless can
call upon the aid of Leviathan, granting him a +3 profane
bonus to any one roll. Against chaotic or good foes, the
Faceless gains a +1 profane bonus to Armor Class, and
once per day can gain a +2 profane bonus on saving
throws against a spell with the chaotic or good descriptor. He also gains spell resistance 25 against chaotic and
good spells and spell-like abilities.
Whenever dealing with a higher-ranking servant of
Leviathan (or the Lord of Stygia himself), the Faceless
takes a 2 penalty on attacks, checks, and other rolls, a
3 penalty to Armor Class, and a -6 penalty to saving
throws. In addition, no spell resistance the Faceless obtains is ever effective against such creatures.
Gift of Oblivion (Su): The Faceless is able to use
modify memory at will (caster level 25th). The modify
memory effect (including that bestowed by his amnesiatic strike ability) is not easily removed, forcing those
who would remove it to make a caster level check
against DC 37 in order to succeed.
Relentless (Ex): The Faceless is single-minded in the
pursuit of his desires. He is effectively immune to any
enchantment or mind-affecting effect that would otherwise prevent him from learning the secrets of the
wealthy.
Unreadable (Ex): The Faceless has learnt how to
effectively mask his desires. He gains a +3 bonus to all
Bluff checks against the wealthy, and is likewise immune to detect thoughts or similar effects. Additionally,
the Faceless cannot be tracked by mundane means unless
he deliberately leaves a trail.
Water Under the Bridge (Sp): The Faceless can use
charm monster 3/day (caster level 25th) on any creature
within 50 feet that he has affected with his amnesiatic
strike. A successful Will save (DC of 16) negates the
effect. Water under the bridge lasts 24 hours if successful.

Despoiler of Lilith
Mortality seems to breed a certain close-mindedness,
a tendency to turn a blind eye to the inevitability that
tomorrow will eventually come. So many seem to dwell
in the past, while those who look ahead are branded
dreamers and 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

Hell, the despoiler is both pioneer and polluter, herald of


a new age and harbinger of tomorrows doom. She
abuses the natural order of things for immediate gain,
and then moves on when the resource is spent. Her mark
often remains long after she is gone, graven on the lives
and land over which she held sway: children dead or ill,
animals or plant life extinct, hope for the future lost. Too
well is she named despoiler.
Despoilers are not loners; indeed many of them are
very good with people. It does not change the fact,
though, that the despoiler does not believe in friendship,
only in resource manipulation. There is no small-talk,
only careful analysis of strengths and weaknesses. They
are often found as people of vision, trailblazing pioneers, and brilliant entrepreneurs. They do not stay in
one place or with one idea for too long - eventually the
resources are dried up and it is time to move on. Despoilers, of all mortal servants of Hell, may indeed be the
most likely to embrace undeath. The fact that such a
practice is distasteful is irrelevant. All that matters is that
it is effective.
More than anything else, though, the despoiler focuses on controlling and dominating Nature, for the
benefit of a new future. This future is one in which the
natural environment echoes Hell itself, and all that happens in such a place is dedicated to the advancement of
Perdition.
Many despoilers are ex-Druids following a new path,
or clerics devoted to Lilith. Sorcerers and wizards also
take up the mantle from time to time, although the focus
on the exploitation of nature can sometimes be a little
alien to such characters.
Hit Dice: d8
Requirements
To qualify to become a despoiler of Lilith, a character
must fulfill all the following criteria.
Alignment: Lawful Evil
Skills: Bluff 6 ranks, Intimidate 6 ranks, Knowledge
(nature) 6 ranks, Survival 6 ranks
Feats: Devotee of Darkness (Lilith), Investigator, any
one Metamagic feat
Special: Ability to cast 5th level arcane or divine
spells. Despoilers of Lilith must have made peaceful
contact with a greater devil (at least CR 15). The devil
then instructs the would-be despoiler on the process to
submit to the will of Lilith, the Lord of the Sixth.
Class Skills
The despoiler of Liliths class skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Con),
Craft (any) (Int), Diplomacy (Cha), Gather Information
(Cha), Intimidate (Cha), Knowledge (nature) (Int), Profession (any) (Wis), Sense Motive (Wis), Spellcraft (Int),
and Survival (Wis). See Chapter 4: Skills in the Players
Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int modifier.
Class Features
All of the following are class features of the despoiler
of Lilith prestige class.
Weapon and Armor Proficiency: Despoilers of Lilith are proficient with simple weapons and all types of
armor and shields (except tower shields).
Spellcasting: A despoiler increases in spellcasting

58

Table 3-14: The Despoiler of Lilith


Class
Level

Base
Attack
Bonus

Fort/Ref/
Will Save

Special

+0

+2/+0/+2

Corrupt the oath

+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

Reap the whirlwind

10

+7

+7/+3/+7

Dark harvest

Dark dominion

Harness the earth

Winnow

ability as she increases in levels. At each level, she increases her caster level by one, improving spells per day
and so forth as if she had gained a level in the original
spellcasting class. If the despoiler had access to more
than one spellcasting class before becoming a despoiler,
she must choose which class to apply the effective increase to. This increase does not affect other class abilities of the original class, such as a familiar, or the effective level for rebuking undead.
Corrupt the Oath (Ex): A despoiler who is also an
ex-druid regains much of her druidic class abilities. She
gains access to all druidic abilities that she was previously entitled to, except for spontaneous casting of summon 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

rebuke or command animals and


plants as an evil cleric rebukes unSpellcasting
dead. Her effective level is equal to
her class level plus nine.
An animal or plant that has been
+1 level of existing
successfully commanded or rebuked
spellcasting class
has a 5% chance per class level of
the despoiler (to a maximum of
+1 level of existing
50%) of becoming Lawful Evil. The
spellcasting class
animal or plant in question is other+1 level of existing
wise indifferent to the Despoiler.
spellcasting class
Harness the Earth (Su): At 5th
level,
the despoiler of Lilith begins
+1 level of existing
to siphon power from her environspellcasting class
ment, referred to as Harnessing the
+1 level of existing
Earth. Her touch deals 1d6 points of
spellcasting class
damage per round to plants
(including plant creatures), draining
+1 level of existing
away the life energy within the flora.
spellcasting class
Alternatively, she can drain half as
+1 level of existing
much energy from soil, dealing 1d3
spellcasting class
points of damage per round and bypassing hardness. This is a full
+1 level of existing
round action that provokes attacks of
spellcasting class
opportunity (the despoiler can still
take a 5-ft. step each round as per
+1 level of existing
normal). Deadwood, barren soil, or
spellcasting class
similar lifeless resources have no
+1 level of existing
energy to drain, and thus Harness
spellcasting class
the Earth is ineffective against such
materials. Harness the Earth is likewise ineffective against animals and other non-flora living creatures. The energy that the Despoiler siphons can
then be utilized to enhance various powers, as found in
table 3-15.
When augmenting a spell with a feat, the casting time
is unchanged (unless the spell is augmented with quicken
spell, in which case it becomes a free action, as per
usual. Even sorcerers and other spontaneous casters are
able to quicken spells using Harness the Earth).
The despoiler cannot siphon more energy than three
times her Constitution modifier at any one time; furthermore, she cannot store the life energy that she has taken
once she stops siphoning, the energy disappearing one
round after the despoiler ceases Harnessing. For example, Calumina the despoiler stands in the midst of a
grassy clearing, faced by a noble paladin and his associates. While her own allies engage the enemy, she prepares to cast a maximized flame strike. She has the feat,
and so requires 11 points of life energy to augment the
4th level spell. She Harnesses the Earth for three rounds,
dealing 12 points of damage to the grass upon which she
stands. At the beginning of the fourth round, she casts
her flamestrike to maximum effect. If, for whatever reason, she could not cast the spell in the fourth round
(perhaps she didnt want to hit her own allies), she would
have to continue siphoning power round by round until
she was able to use the energy. As her Constitution score
is 18, additional siphoning does not increase her life energy pool, which is already at its maximum of 12. If she
stops siphoning for whatever reason and does not expend
that energy, it is lost at the end of the round in which she
stopped siphoning.
Obviously, the land or the plants from which this energy is taken cannot live through too much abuse. After
three rounds of Harnessing the Earth, small plants have
withered and died, and soil has become barren in a 5-ft.

any sort, she is immune to its effects (thus she is never


checked, knocked down, blown away, etc, by
Power Enhancement
Energy Cost
powerful winds, although debris blown about
by winds can still hit and thus hurt her). Her
Add a metamagic feat with +1 spell level
4
caster level is equal to her total spellcasting
adjustment to a spell spontaneously
level. If she had more than one spellcasting
class before becoming a despoiler, she must
Add a metamagic feat with +2 spell level
8
choose one of them for determining the caster
adjustment to a spell spontaneously
level of this ability. Being a spell-like ability,
the despoiler can use the ability as a standard
Add a metamagic feat with +3 spell level
11
action, rather than the usual casting time of 10
adjustment to a spell spontaneously
minutes.
Dark Harvest (Su): A 10th level despoiler is
Add a metamagic feat with +4 spell level
15
truly
ready to exploit her surroundings for
adjustment to a spell spontaneously
power. The time required to siphon the energy
is reduced, allowing the despoiler to use HarUtilize a metamagic feat as above with+4
ness the Earth as a move-equivalent action. As
out possessing the required feat
a result, she can siphon twice in a round
Increase the DC of a spell, spell-like abil4
(depleting the resources at the same rate as preity or supernatural ability by +1
viously, i.e. killing the plants and soil after
three uses of Harness the Earth. In other words,
Increase the DC of a spell, spell-like abil- Multiply x2 for each additional instead of taking three rounds to drain all the
ity or supernatural ability by more than
+1 beyond +1 (e.g +2 to the
life energy in an area away, it can be done in as
+1
DC costs 8, +3 costs 16)
quickly as one round plus one move-equivalent
action).
cube. Trees and larger plants are not necessarily killed
Once per day, she can Harvest the surrounding area
outright within three rounds, but the area of contact befor its power extremely quickly. As a full round action,
tween despoiler and plant (a 5-ft. cube) will itself be
she affects all plants, soil and living creatures in a 10 ft.
dead, generally meaning that any part of the plant above
radius. This kills all plant life (other than plant creatures)
that point will die over time as a result. If siphoning ocand soil in the area, and deals 4d8 points of damage to all
curs in one spot for less than three rounds, wilting or
living creatures in the area (including plant creatures).
drying out and so forth will be apparent. A 5-foot cube of
Creatures within the area are entitled to a Fortitude save
plant life and soil takes a number of weeks to recover
to take half damage with a DC of 10 + her class levels +
from Harness the Earth equal to the number of rounds of
her Charisma modifier. The collective damage dealt
damage that it took. It is therefore possible for the de(including usual damage to soil and plant life) is sispoiler to return within that timeframe, Harness again,
phoned directly to the despoilers life energy pool as per
and kill the plant life and soil totally.
normal, although this cannot exceed the usual maximum.
Finally, Harnessing the Earth is addictive. Each time
In many cases, this will result in a full life energy pool.
the despoiler uses the ability to siphon off energy, she
Using Harvest in this way, as with Harness the Earth,
must succeed on a Will save DC 18 or immediately use
provokes attacks of opportunity.
the Harness ability again (i.e. she siphons the energy,
releases it for one of the augmentation purposes deExample Despoiler of Lilith
scribed above, and then begins to siphon again immediately). For every day in which she has not Harnessed the
Merlra Twinbolt
Earth at least once, the DC increases by 1. Should she
Ex-Druid 9, Despoiler of Lilith 7
fail the save but be unable to Harness (e.g. she is deep
Medium Humanoid (Elf, Sapien)
underground with only rock, not soil, about), she is faHit Dice: 16d8+32 (107 hp)
tigued until such time as she is able to Harness again.
Initiative: +2 (+2 Dex)
th
Winnow (Su): A 7 level despoiler of Lilith is able to
Speed: 30 ft. (6 squares)
Winnow out those of an Evil bent. She is able to use her
Armor Class: 22 (+2 Dex, +6 armor, +4 deflection),
Dark Dominion ability to rebuke or command giants,
touch 16, flat-footed 20
humanoids and monstrous humanoids of an Evil bent as
Base Attack/Grapple: +11/+12
an evil cleric rebukes undead. Lawful Evil creatures are
Attack: +1 dagger +13 melee or +14 ranged (1d4+2/19treated as having -3 Hit Dice, and Chaotic Evil creatures
20); or spell +12 melee touch or +13 ranged touch.
are treated as having Turn Resistance +3. Creatures sucFull Attack: +1 dagger +13/+8/+3 melee or +14 ranged
cessfully commanded are treated as if under the effects
(1d4+2/19-20); or spell +12 melee touch or +13
of dominate monster for 24 hours, while rebuked crearanged touch.
tures refuse to approach the despoiler, remaining at least
Space/Reach: 5 ft./5 ft.
20 feet away for the next hour, or cowering if they canSpecial Attacks: Dark dominion 8/day, harness the
not move away. Non-evil creatures, or evil creatures with
earth, warp the word, winnow
more Hit Dice or class levels than the despoilers characSpecial Qualities: Corrupt the oath, immunity to disease
ter level are immune to Winnow. The despoiler can comand sleep, low-light vision, nature sense, resistance to
mand up to twice her class level in Hit Dice of creatures
fire 20, resist nature's lure, trackless step, venom imat any one time.
munity, wild empathy +10, wild shape (2/day, large),
th
Reap the Whirlwind (Sp): At 9 level, the despoiler
woodland stride
is able to use control weather as a spell-like ability 1/
Saves: Fort +13, Ref +7, Will +15 (+17 against enchantday. When the despoiler is within windy conditions of
Table 3-15: Harness the Earth Energy Costs

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

from her environment. Her touch deals 1d6 points of


damage per round to plants (including plant creatures),
draining away their life energy. Alternatively, she can
drain half as much energy from soil, dealing 1d3 points
of damage per round and bypassing hardness. This is a
full round action that provokes attacks of opportunity
(Merlra can still take a 5-ft. step each round as per normal). Deadwood, barren soil, or similar lifeless resources
have no energy to drain, and thus harness the earth is
ineffective against such materials. Harness the earth is
likewise ineffective against animals and other non-flora
living creatures. The energy that Merlra siphons can then
be utilized to enhance various powers, as found in table
3-15.
Merlra cannot siphon more than six points of energy
at any one time; furthermore, she cannot store the life
energy that she has taken once she stops siphoning, the
energy disappearing one round after she ceases harnessing. Obviously, the land or the plants from which this
energy is taken cannot live through too much abuse. After three rounds of harnessing the earth, small plants
have withered and died, and soil has become barren in a
5-ft. cube. Trees and larger plants are not necessarily
killed outright within three rounds, but the area of contact between despoiler and plant (a 5-ft. cube) will itself
be dead, generally meaning that any part of the plant
above that point will die over time as a result. If siphoning occurs in one spot for less than three rounds, wilting
or drying out and so forth will be apparent. A 5-foot cube
of plant life and soil takes a number of weeks to recover
from harness the earth equal to the number of rounds of
damage that it took. It is therefore possible for Merlra to
return within that timeframe, harness again, and kill the
plant life and soil totally.
Finally, harnessing the earth is addictive. Each time
Merlra uses the ability to siphon off energy, she must
succeed on a Will save (DC 18) or immediately use the
harness ability again. For every day in which she has not
harnessed the earth at least once, the DC increases by 1.
Should she fail the save but be unable to harness (e.g.
she is deep underground with only rock, not soil, about),
she is fatigued until such time as she is able to harness
again.
Warp the Word (Su): Merlra has learnt to change
her energy-based spells as needed, although at a cost.
She can spontaneously add metamagic feats to any energy-based spell (i.e. a spell with the acid, cold, electricity, fire or sonic descriptor) that she casts without the
need to prepare the spell ahead of time, and without any
increase in the casting time. To do so, she channels the
energy of additional spells at the time of casting, using
up extra spell slots. Each metamagic feat costs a number
of spell levels equal to its usual cost plus one. Thus,
Merlra could cast a violated flaming sphere by spending
an additional two spell levels at the time of casting
(crossing off either two first level prepared spells, or one
second level prepared spell, as well as the prepared flaming sphere spell).
Winnow (Su): Merlra is able to winnow out those of
an evil bent. She is able to use her dark dominion ability
to rebuke or command giants, humanoids and monstrous
humanoids of an evil alignment as an evil cleric rebukes
undead. Lawful evil creatures are treated as having -3 Hit
Dice, and chaotic evil creatures are treated as having turn
resistance +3.
Creatures successfully commanded are treated as if
under the effects of dominate monster for 24 hours,

while rebuked creatures refuse to approach Merlra, remaining at least 20 feet away for the next hour, or cowering if they cannot move away. Non-evil creatures, or evil
creatures with more than 16 Hit Dice are immune to winnow. Merlra can command up to 14 Hit Dice of creatures
at any one time.
Typical Druid Spells Prepared (6/5/5/4/3/1; save
DC 14 + spell level): 0 - create water, detect magic, detect poison, know direction, mending, purify food and
drink; 1st - endure elements, entangle, jump, longstrider,
obscuring mist; 2nd - barkskin, flaming sphere, heat
metal, summon swarm, warp wood; 3rd - call lightning,
contagion, poison, sleet storm; 4th - blight, flame strike,
ice storm; 5th - call lightning storm.

Epic Despoiler of Lilith


The epic despoiler of Lilith is capable of corrupting
nature to such an extent that entire kingdoms are left
spent and lifeless in her wake. The epic despoilers actions may draw the attention of druids and rangers, yet
few can do anything to prevent her from bending nature
itself to her whims.
The epic despoiler often takes epic feats that allow her
to cast ever more devastating spells, like Epic Spellcasting or Intensify Spell, though a druid-based despoiler
may instead work to improve their shape shifting abilities through the Wild Shape epic feats.
Increases to her Wisdom score improve the epic despoilers spellcasting ability.
Hit Die: d8.
Skill Points per Level: 4 + Int modifier.
Table 3-16: The Epic Despoiler of Lilith
Class
Level

Special

Spellcasting

11

+1 level of existing
spellcasting class

12

+1 level of existing
spellcasting class

13

Bonus feat

+1 level of existing
spellcasting class

14

+1 level of existing
spellcasting class

15

+1 level of existing
spellcasting class

16

Bonus feat

+1 level of existing
spellcasting class

17

+1 level of existing
spellcasting class

18

Reap the whirlwind 2/ +1 level of existing


day
spellcasting class

19

Bonus feat

20

+1 level of existing
spellcasting class
+1 level of existing
spellcasting class

Class Features
Spellcasting: The epic despoiler of Liliths caster

level increases by 1 per level gained above 10th. The


epic despoiler of Lilith continues to gain new spells per
day (and spells known, if applicable) at each new level,
up to the maximum spells per day and spells known of
the spellcasting class to which the despoiler of Lilith
belonged before adding the prestige class.
Reap the Whirlwind (Sp): At 18th level, and every 9
levels thereafter, the epic despoiler can use reap the
whirlwind one additional time per day.
Bonus Feats: The epic despoiler of Lilith gains a bonus feat (selected from the list of epic despoiler bonus
feats) every three levels beyond 10th.
Epic Despoiler Bonus Feat List: Automatic Quicken
Spell, Automatic Silent Spell, Automatic Still Spell, Colossal Wild Shape, Diminutive Wild Shape, Dragon Wild
Shape, Enhance Spell, Epic Spellcasting, Gargantuan
Wild Shape, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Profane Energy Burst, Vermin
Wild Shape.
Example Epic Despoiler of Lilith
Merlra Twinbolt
Ex-Druid 10, Despoiler of Lilith 16
Medium Humanoid (Elf, Sapien)
Hit Dice: 26d8+104 (224 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 25 (+2 Dex, +8 armor, +5 deflection),
touch 17, flat-footed 23
Base Attack/Grapple: +17/+18
Attack: +2 unholy dagger +20 melee or +21 ranged
(1d4+3 plus 2d6 unholy/19-20); or rod of withering
+19 melee (1d4 Str plus 1d4 Con); or spell +18 melee
touch or +19 ranged touch.
Full Attack: +2 unholy dagger +20/+15/+10 melee or
+21 ranged (1d4+3 plus 2d6 unholy/19-20); or rod of
withering +19 melee (1d4 Str plus 1d4 Con); or spell
+18 melee touch or +19 ranged touch.
Space/Reach: 5 ft./5 ft.
Special Attacks: Dark harvest 1/day, dark dominion 8/
day, harness the earth, reap the whirlwind, warp the
word, winnow
Special Qualities: Corrupt the oath, immunity to disease
and sleep, low-light vision, nature sense, resistance to
acid 30, cold 30, electricity 30, fire 30, and sonic 30,
resist nature's lure, trackless step, venom immunity,
wild empathy +10, wild shape (3/day, large), woodland stride
Saves: Fort +26, Ref +14, Will +26 (+28 against enchantments)
Abilities: Str 12, Dex 14, Con 18, Int 12, Wis 23, Cha 19
Skills: Bluff +9, Concentration +24, Diplomacy +14,
Disguise +4 (+6 when acting in character), Gather
Information +13, Hide +7, Intimidate +19, Knowledge (nature) +32, Listen +14, Move Silently +7,
Search +4, Sense Motive +12, Spellcraft +30, Spot
+14, Survival +28 (+32 in natural environments)
Feats: Devotee of Darkness (Lilith), Extra Turning, Improved Turning, Investigator, Maximize Spell, Natural Spell, Twin Spell, Violate Spell
Epic Feats: Improved Spell Capacity (10th), Improved
Spell Capacity (11th), Improved Spell Capacity (12th)
Environment: Any land or underground
Organization: Solitary (unique)
Challenge Rating: 26

62

Treasure: 1,229 gp, +2 unholy dagger, belt pouch (with


70 sp), cloak of the bat and resistance +5, boots of
elvenkind, bracers of armor +8, necklace of fireballs
type VII, periapt of health, ring of greater universal
energy resistance, ring of protection +5, rod of withering, spell component pouch (x3), staff of nature's
fury (48 charges), staff of swarming insects (39
charges), trail rations (x6), traveler's outfit, waterskin
Alignment: Lawful evil
Merlra has received +4 inherent bonuses to her Constitution and Wisdom scores, and a +5 inherent bonus to
her Charisma score.
Corrupt the Oath (Ex): Merlra retains much of her
druidic class abilities. She has access to all druidic abilities that she was previously entitled to, except for spontaneous casting of summon 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 Harvest (Su): 1/day, Merlra can harvest the
surrounding area for its power extremely quickly. As a
full round action, she affects all plants, soil and living
creatures in a 10 ft. radius. This kills all plant life (other
than plant creatures) and soil in the area, and deals 4d8
points of damage to all living creatures in the area
(including plant creatures). Creatures within the area are
entitled to a Fortitude save to take half damage (DC of
20). The collective damage dealt (including usual damage to soil and plant life) is siphoned directly to Merlras
life energy pool as per normal, although this cannot exceed the usual maximum. In many cases, this will result
in a full life energy pool. Using dark harvest in this way,
as with harness the earth, provokes attacks of opportunity.
Dark Dominion (Su): Merlra is able to rebuke or
command animals and plants as an evil cleric rebukes
undead. Her effective cleric level is 17th. An animal or
plant that has been successfully commanded or rebuked
has a 35% chance of becoming lawful evil. The animal
or plant in question is otherwise indifferent to Merlra.
Devotee of Darkness: Once per day, Merlra can call
upon the aid of Lilith, granting her a +3 profane bonus to
any one roll. Against chaotic or good foes, Merlra gains
a +1 profane bonus to Armor Class, and once per day
can gain a +2 profane bonus on saving throws against a
spell with the chaotic or good descriptor. She also gains
spell resistance 26 against chaotic and good spells and
spell-like abilities.
Whenever dealing with a higher-ranking servant of
Dispater (or the Countess of Malbolge herself), Merlra
takes a 2 penalty on attacks, checks, and other rolls, a
3 penalty to Armor Class, and a -6 penalty to saving
throws. In addition, no spell resistance Merlra obtains is
ever effective against such creatures.
Harness the Earth (Su): Merlra can siphon power
from her environment. Her touch deals 1d6 points of
damage per round to plants (including plant creatures),
draining away their life energy. Alternatively, she can
drain half as much energy from soil, dealing 1d3 points
of damage per round and bypassing hardness. This is a
move action that provokes attacks of opportunity (Merlra
can still take a 5-ft. step each round as per normal).

63

Deadwood, barren soil, or similar lifeless resources have


no energy to drain, and thus harness the earth is ineffective against such materials. Harness the earth is likewise
ineffective against animals and other non-flora living
creatures. The energy that Merlra siphons can then be
utilized to enhance various powers, as found in table 315.
Merlra cannot siphon more than six points of energy
at any one time; furthermore, she cannot store the life
energy that she has taken once she stops siphoning, the
energy disappearing one round after she ceases harnessing. Obviously, the land or the plants from which this
energy is taken cannot live through too much abuse. After three rounds of harnessing the earth, small plants
have withered and died, and soil has become barren in a
5-ft. cube. Trees and larger plants are not necessarily
killed outright within three rounds, but the area of contact between despoiler and plant (a 5-ft. cube) will itself
be dead, generally meaning that any part of the plant
above that point will die over time as a result. If siphoning occurs in one spot for less than three rounds, wilting
or drying out and so forth will be apparent. A 5-foot cube
of plant life and soil takes a number of weeks to recover
from harness the earth equal to the number of rounds of
damage that it took. It is therefore possible for Merlra to
return within that timeframe, harness again, and kill the
plant life and soil totally.
Finally, harnessing the earth is addictive. Each time
Merlra uses the ability to siphon off energy, she must
succeed on a Will save (DC 18) or immediately use the
harness ability again. For every day in which she has not
harnessed the earth at least once, the DC increases by 1.
Should she fail the save but be unable to harness (e.g.
she is deep underground with only rock, not soil, about),
she is fatigued until such time as she is able to harness
again.
Reap the Whirlwind (Sp): 1/day, as a standard action, Merlra is able to use control weather (caster level
26th) as a spell-like ability. When Merlra is within
windy conditions of any sort, she is immune to its effects
(thus she is never checked, knocked down, blown away,
etc, by powerful winds, although debris blown about by
winds can still hit and thus hurt her).
Warp the Word (Su): Merlra has learnt to change
her energy-based spells as needed, although at a cost.
She can spontaneously add metamagic feats to any energy-based spell (i.e. a spell with the acid, cold, electricity, fire or sonic descriptor) that she casts without the
need to prepare the spell ahead of time, and without any
increase in the casting time. To do so, she channels the
energy of additional spells at the time of casting, using
up extra spell slots. Each metamagic feat costs a number
of spell levels equal to its usual cost plus one. Thus,
Merlra could cast a violated flaming sphere by spending
an additional two spell levels at the time of casting
(crossing off either two first level prepared spells, or one
second level prepared spell, as well as the prepared flaming sphere spell).
Winnow (Su): Merlra is able to winnow out those of
an evil bent. She is able to use her dark dominion ability
to rebuke or command giants, humanoids and monstrous
humanoids of an evil alignment as an evil cleric rebukes
undead. Lawful evil creatures are treated as having -3 Hit
Dice, and chaotic evil creatures are treated as having turn
resistance +3.
Creatures successfully commanded are treated as if
under the effects of dominate monster for 24 hours,

while rebuked creatures refuse to approach Merlra, remaining at least 20 feet away for the next hour, or cowering if they cannot move away. Non-evil creatures, or evil
creatures with more than 26 Hit Dice are immune to winnow. Merlra can command up to 32 Hit Dice of creatures
at any one time.
Typical
Druid
Spells
Prepared
(6/7/7/6/6/6/5/4/4/4/1/1/1/1; save DC 16 + spell level) 0 create water, detect magic, detect poison, know direction, mending, purify food and drink; 1st - detect animals
or plants, entangle, faerie fire, jump, longstrider, obscuring mist, produce flame; 2nd - barkskin, fire trap,
flame blade, flaming sphere, heat metal, summon swarm,
warp wood; 3rd - call lightning, contagion, meld into
stone, poison, sleet storm, water breathing; 4th - blight,
dispel magic, flame strike, ice storm, rusting grasp, scrying; 5th - baleful polymorph, call lightning storm, tree
stride, unhallow, wall of fire, wall of thorns; 6th - find
the path, greater dispel magic, repel wood, transport via
plants, wall of stone; 7th - creeping doom, flame strike
(maximized), heal, true seeing; 8th - finger of death, fire
storm (violated), flame strike (twinned), reverse gravity;
9th - foresight, regenerate, shapechange, storm of vengeance; 10th - fire storm (maximized); 11th - sunburst
(maximized); 12th - storm of vengeance (maximized).

Infiltrator of Beelzebub
In dark corners they whisper and the secrets that they
speak are damning in their content. Who can claim to
have never made a mistake? Who can say that they are
without sin? Such a one is a liar, as the infiltrator of
Beelzebub well knows, for all dark secrets fall into his
perfect web.
The infiltrator has many tricks to utilize in his flawless intrigues. He is the faceless nobody, invisible and
untraceable in his machinations. He is the Machiavellian
underworld lord, setting foes against foes, and spying on
the spies. He sees through every deception, but leaves
nothing but shadows in return. He is arrogant in his perfection, and certain in his direction, for he is like his
master, attending to every possible detail. He knows his
friends and his foes inside out, knows what they want
and is particularly well versed in what they do not want
broadcast to the world. He is the leader of the secret society, and he always has a contact for every purpose. The
infiltrator operates on the front lines just as well as behind the scenes, living up to his name. Locks are but a
momentary distraction, and guards are never an inconvenience. Everything falls into place in the end.
Infiltrators usually come from the ranks of rogues.
Characters that have also taken spellcasting levels make
excellent behind the scenes infiltrators, while the fighter/
rogue/infiltrator is the paramount intelligence operative
in the field.
Hit Dice: d6
Requirements
To qualify to become an infiltrator of Beelzebub, a
character must fulfill all the following criteria.
Alignment: Lawful Evil
Skills: Bluff 7 ranks, Disguise 3 ranks, Gather Information 4 ranks, Listen 3 ranks, Search 4 ranks
Feats: Devotee of Darkness (Beelzebub), Investigator
Special: The infiltrator of Beelzebub must have made

peaceful contact with a greater devil (at least CR 15).


The devil then instructs the would-be infiltrator on the
process to submit to the will of Beelzebub, the Lord of
the Seventh.
Class Skills
The infiltrator of Beelzebubs class skills (and the key
ability for each skill) are: Balance (Dex), Bluff (Cha),
Decipher Script (Int), Diplomacy (Cha), Disable Device
(Dex), Disguise (Cha), Escape Artist (Dex), Forgery
(Int), Gather Information (Cha), Hide (Dex), Intimidate
(Cha), Knowledge (local) (Int), Knowledge (the planes)
(Int), Listen (Wis), Move Silently (Dex), Open Lock
(Dex), Perform (Cha), Search (Int), Sense Motive (Wis),
Sleight of Hand (Dex), Spot (Wis), Use Magical Device
(Cha), Use Rope (Dex). See Chapter 4: Skills in the
Players Handbook for skill descriptions.
Skill Points at Each Level: 6 + Int modifier.
Table 3-17: The Infiltrator of Beelzebub
Class
Level

Base
Attack
Bonus

Fort/Ref/Will
Save

Special

+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

Tie loose ends

+6

+3/+6/+6

Dossier of deception
3/day

10

+7

+3/+7/+7

Agent of the Order of


the Fly

Class Features
All the following are class features of the infiltrator of
Beelzebub prestige class.
Weapon and Armor Proficiency: An infiltrator of
Beelzebub gains proficiency with simple weapons and
light armor.
Dossier of Deception (Sp): A 1st level infiltrator of
Beelzebub begins to collect spell-like abilities that may
help her in her intrigues. She is treated as a sorcerer of
her class level plus seven. Her dossier of deception only
allows her to use one of the spell-like abilities once per
day, unless otherwise designated.
At 5th level, and then again at 9th level, she gains an
additional use per day of the dossier. Thus Emrona, a
rogue 12th/infiltrator 6th, can elect to use disguise self
three times in a day, plus nondetection, or some other
combination of two of the dossier abilities.
Establish the Web (Ex): A 1st level infiltrator has

64

Table 3-18: Dossier of Deception


Abilities by Level
Class Level

Dossier Ability

Disguise self 3/day

Nondetection 1/day

Greater invisibility 1/day

Scry 1/day

False vision 1/day

Prying eyes 1/day

Mislead 1/day

True seeing 1/day

10

trained well enough to have initiated professional relationships with beneficial snoops and spies within a variety of organized environments. Every organization from the thieves guild to the merchants guild to the
local 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

stance bonus per class level on all Search and Sleight of


Hand skill checks when looking for or attempting to take
a few scraps of parchment (no more than 10 sheets) or
small objects (nothing larger than a dagger). Furthermore, if the infiltrator is Searched, she imposes the same
value as a penalty to whomever attempts to uncover any
items she may have lifted.
Classify (Su): The infiltrator of Beelzebub is a master at maintaining secrets even as she ferrets them out of
others. The infiltrator receives a +1 save per class level
against all divination spells or effects that attempt to discern her location or read her thoughts and/or intents.
Indeed, if such attempts are performed from a force
within or hired by an organization with whom the infiltrator has a contact, the bonuses are doubled. Furthermore, the infiltrator imposes a -1 penalty on all Sense
Motive attempts on her person per her class level.
Task Force (Sp): On occasion, the infiltrator finds it
necessary to call on the Order of the Fly for assistance.
This can be accomplished in one of two ways. First, the
infiltrator of Beelzebub may contact other plane once
per fortnight as a sorcerer of her class level plus seven.
Although the infiltrator may believe that she is contacting Beelzebub himself, the truth is that she is actually
contacting his infamous Order of the Fly and the devils
that work within the Order. The Order is treated as an
Intermediate deity for all purposes pertaining to this
spell-like ability. Second, the infiltrator may call an osyluth to the Prime Material plane once per fortnight. This
osyluth remains for up to seven days, although its relationship with the infiltrator will depend on the infiltrators character level. If the infiltrator is of higher combined character levels/HD than the osyluth, the osyluth
will obey without question; if the reverse is true, the osyluth will demand a steep price for being brought to the
Prime (refer to the lesser planar ally spell for guidelines). In either case, Task Force can only be used once
per fortnight.
Interrogate (Ex): The infiltrator of Beelzebub excels
at getting information from another through unspoken
threats. The infiltrator gains a +1 profane bonus to all
Intimidate and Sense Motive skill checks per class level.
If the Infiltrator uses Interrogate on a contact, the bonuses are doubled; furthermore, the contact does not adjust his attitude towards the infiltrator. The infiltrator
may Interrogate a number of times per day equal to her
Charisma modifier and the effect works for one skill
check per use.
Breach (Ex): The infiltrator of Beelzebub finds it
relatively simple to enter into any castle, edifice, keep,
temple, or protected location. The infiltrator receives a
+1 profane bonus to all Disable Device and Open Lock
attempts per class level; furthermore, the infiltrator receives spell resistance equal to 20 + her class level
against spells such as alarm, hallow, magical circles of
protection, prismatic shells and walls, walls of force, and
similar abjurations in order to pass through them without
harm or setting them off. The infiltrator may activate her
Breach in response to one of the described effects out of
turn. The infiltrator may use Breach a number of times
per day equal to her Charisma modifier and can make
one skill check, or one use of spell resistance, per use of
the ability.
Tie Loose Ends (Su): At times, an infiltrator will
find it necessary to erase information and paper trails
that may lead back to her. In such cases, the infiltrator
may Tie Loose Ends. The infiltrator may accomplish

this in one of two ways. First, she may attempt to kill


established contacts.
Any successful sneak attack
against a contact is treated as a modified coup de grace
(the base Fortitude save is 20 rather than 10). Conversely, the infiltrator may instead attempt to modify
memory on a contact as a sorcerer equal to the infiltrators class level plus seven. The infiltrator receives a +1
bonus to the DC per class level. In either case, the infiltrator may use Tie Loose Ends once per day per Charisma modifier, each attempt counting as a use of the
power.
Agent of the Order of the Fly (Su): The infiltrator
is now a full-fledged Agent of the Order of the Fly and is
accorded a special respect by devils not typical for most
mortals. The Agent of the Order of the Fly receives the
benefits of the Evil Brand feat (if the infiltrator already
possesses this feat, the benefits double). The infiltrator
also spider climbs at will as a sorcerer of her class level
plus seven, receives a +2 profane bonus to Initiative
checks, and receives spell resistance of 20 plus her character level against any attempt to impede or slow her
movement (including inter-dimensional movement like
dimensional anchor, force cage, or trap the soul).
Example Infiltrator of Beelzebub
Victaroos Palegrin
Rogue 9, Infiltrator of Beelzebub 8
Medium Humanoid (Sapien)
Hit Dice: 17d6+17 (79 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 23 (+2 Dex, +7 armor, +4 deflection),
touch 16, flat-footed 21
Base Attack/Grapple: +12/+12
Attack: +2 keen dagger +14 melee or +16 ranged
(1d4+2/17-20)
Full Attack: +2 keen dagger +14 melee or +16 ranged
(1d4+2/17-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dossier of deception 2/day, sneak attack +5d6, tie loose ends
Special Qualities: Breach, canvas, classify, establish the
web, evasion, improved uncanny dodge, interrogate,
secure, task force, trapfinding, trap sense +3, uncanny
dodge
Saves: Fort +11, Ref +19, Will +16
Abilities: Str 10, Dex 14, Con 12, Int 16, Wis 14, Cha 16
Skills: Balance +7, Bluff +16, Climb +0 (+2 to climb a
rope), Decipher Script +15, Diplomacy +20 (+28
where he has established a web), Disable Device +16
(+24 when using breach), Disguise +14 (+16 when
acting in character), Escape Artist +7 (+9 to escape
robe bonds), Forgery +12, Gather Information +20
(+28 where he has established a web), Hide +14, Intimidate +15 (+23 when using interrogate), Knowledge (nobility and royalty) +8, Knowledge (the
planes) +8, Listen +15, Move Silently +12, Open
Lock +17 (+25 when using breach), Search +20 (+28
when looking for documents or small objects), Sense
Motive +17 (+25 when using interrogate), Sleight of
Hand +14 (+22 when lifting documents or small objects), Spot +15 (+23 where he has established a web),
Survival +2 (+4 on other planes), Use Magical Device
+8 (+10 scrolls), Use Rope +8 (+10 to bind someone)
Feats: Alertness, Combat Expertise, Deceitful, Devotee

of Darkness (Beelzebub), Improved Feint, Investigator, Leadership (20)


Environment: Any land or underground
Organization: Solitary (unique)
Challenge Rating: 17
Treasure: 5912 gp, +2 keen dagger, amulet of proof
against detection and location, belt pouch, bracers of
armor +7, cloak of resistance +5, courtiers outfit,
glove of storing (x2), hat of disguise, jewelry, masterwork thieves' tools, portable hole, ring of mind shielding, ring of protection +4, signet ring, slippers of spider climbing
Alignment: Lawful evil
Victaroos is one of the most powerful agents of the
king. Serving as the King's Ear, he is responsible for ferreting out the truth to all of the machinations of the lower
houses and nobility to ensure that they never threaten the
king's station. Victaroos, of humble beginnings and a
friend to the king since their youths, has excelled in his
responsibility and knows a great deal about the other
families. What his old friend does not know is that Victaroos is a high ranking member of the Order of the Fly
and that his true goal is to slowly but surely lead his
friend, and eventually the entire kingdom, into Perdition.
To this end, he has filled the king's ears with the treasonous intentions (some true, some fiction) of his subordinates and encourages the king to subtly do away with
them. The king has slowly become more and more brutal
in response to the threats that Victaroos has orchestrated
through different agents scattered across the kingdom's
capital city. Victaroos is charming and well liked, although most perceive him as arrogant.
Victaroos speaks Abyssal, Celestial, Common, and
Infernal.
Breach (Ex): Victaroos finds it relatively simple to
enter into any castle, edifice, keep, temple, or protected
location. Victaroos receives a +8 profane bonus to all
Disable Device and Open Lock attempts; furthermore, he
receives spell resistance equal to 28 against spells such
as alarm, hallow, magical circles of protection, prismatic shells and walls, walls of force, and similar abjurations in order to pass through them without harm or setting them off. Victaroos may activate his breach in response to one of the described effects out of turn. He
may use breach 3/day and can make one skill check, or
one use of spell resistance, per use of the ability.
Canvas (Ex): Victaroos is always looking for more
information and resources in pursuit of his goals. As a
result, he has exceptional skills in paying attention to
surroundings in which he has established the web. In
such an environment, Victaroos gains a +8 bonus to Diplomacy, Gather Information, and Spot checks. If Victaroos uses his canvas ability when interacting with a
contact, the bonuses are doubled. Victaroos may canvas
such areas 2/day.
Classify (Su): Victaroos is a master at maintaining
secrets even as he ferrets them out of others. He receives
a +8 bonus to save against all divination spells or effects
that attempt to discern his location or read his thoughts
and/or intents. Indeed, if such attempts are performed
from a force within or hired by an organization with
whom Victaroos has a contact, the bonuses are doubled.
Furthermore, Victaroos imposes a -8 penalty on all Sense
Motive attempts performed against him.

66

Devotee of Darkness: Once per day, Victaroos can


call upon the aid of Beelzebub, granting him a +3 profane bonus to any one roll. Against chaotic or good foes,
Victaroos gains a +1 profane bonus to Armor Class, and
once per day can gain a +2 profane bonus on saving
throws against a spell with the chaotic or good descriptor.
Whenever dealing with a higher-ranking servant of
Beelzebub (or the Lord of the Flies himself), Victaroos
takes a 2 penalty on attacks, checks, and other rolls, a
3 penalty to Armor Class, and a -6 penalty to saving
throws.
Dossier of Deception (Sp): Victaroos has collected
spell-like abilities that can help him in his intrigues
(caster level 15th). He may use his dossier twice per day;
for instance, he could employ disguise self three times
and nondetection once, or some other combination of
any two dossier abilities.
Establish the Web (Ex): Victaroos has trained well
enough to have initiated professional relationships with
beneficial snoops and spies within a variety of organized
environments. Every organization may have potential,
and likely witless, informants from whom Victaroos can
extract information in the future. Thus, Victaroos may
establish the web. Victaroos has up to twenty-four contacts; these contacts are never higher than 9th level. Victaroos may establish the web in up to four organizations
of his choice. All Charisma modifier dependant elements
related to the web are based upon his actual Charisma
score, not upon temporary enhancements.
Each contact is considered to have an attitude of
friendly with Victaroos, although certain behaviors (like
misleading information, apparent betrayal, etc.) can result in a sudden or gradual reduction in the contacts attitude towards him. The effects of establish the web stack
with benefits associated with the Leadership feat.
Interrogate (Ex): Victaroos excels at getting information from another through unspoken threats. He gains
a +8 profane bonus to all Intimidate and Sense Motive
skill checks. If Victaroos uses interrogate on a contact,
the bonuses are doubled; furthermore, the contact does
not adjust his attitude towards Victaroos. He may interrogate 3/day and the effect works for one skill check per
use.
Secure (Ex): Victaroos excels at lifting documents
and small objects (like jewels or small, simple weapons).
He receives a +8 circumstance bonus on all Search and
Sleight of Hand skill checks when looking for or attempting to take a few scraps of parchment (no more
than 10 sheets) or small objects (nothing larger than a
dagger). Furthermore, if Victaroos is Searched, he imposes the same value as a penalty to whomever attempts
to uncover any items he may have lifted.
Task Force (Sp): On occasion, Victaroos finds it necessary to call on the Order of the Fly for assistance. This
can be accomplished in one of two ways. First, Victaroos
may contact other plane once per fortnight (caster level
15th). Although Victaroos may believe that he is contacting Beelzebub himself, the truth is that he is actually
contacting his infamous Order of the Fly and the devils
that work within the Order. The Order is treated as an
intermediate deity for all purposes pertaining to this
spell-like ability. Second, Victaroos may call an osyluth
to the Prime Material plane once per fortnight. This osyluth remains for up to seven days, although its relationship with Victaroos will depend on its level. If Victaroos
is of higher HD than the osyluth, the osyluth will obey

67

without question; if the reverse is true, the osyluth will


demand a steep price for being brought to the Prime
(refer to the lesser planar ally spell for guidelines). In
either case, Task Force can only be used once per fortnight.
Tie Loose Ends (Su): At times, Victaroos will find it
necessary to erase information and paper trails that may
lead back to him. In such cases, he may tie loose ends.
Victaroos may accomplish this in one of two ways. First,
he may attempt to kill established contacts. Any successful sneak attack against a contact is treated as a modified
coup de grace (the base Fortitude save is 20 rather than
10). Conversely, he may instead attempt to modify memory on a contact (caster level 15th, save DC 23). In either
case, Victaroos may use tie loose ends 3/day, each attempt counting as a use of the power.

Epic Infiltrator of Beelzebub


Though few are aware of the activities of an epic infiltrator, he is almost always aware of the activities of everyone else. Usually controlling a vast network of spies,
the epic infiltrator is able to access even the most
guarded of secrets.
The epic infiltrator often focuses on feats that will
make him more difficult to capture or subdue, like Epic
Dodge, Epic Reflexes, or Epic Will, as well as feats that
make him more difficult to detect in the first place, such
as Epic Skill Focus (Hide or Move Silently), Improved
Classify, or Self-Concealment.
A higher Dexterity score will improve the infiltrators
chances of going unnoticed, while a higher Intelligence
score will grant him more skill points.
Hit Die: d6
Skill Points per Level: 6 + Int modifier.
Table 3-19: The Epic Infiltrator of Beelzebub
Class Level

Special

11
12
13

Bonus feat, dossier of deception 4/


day

14
15
16

Bonus feat

17

Dossier of deception 5/day

18
19

Bonus feat

20
Class Features
Dossier of Deception (Sp): At 13th level, and every 4
levels thereafter, the epic infiltrator may use dossier of
deception one additional time per day.
Bonus Feats: An epic infiltrator gains a bonus feat
(selected from the list of epic infiltrator bonus feats)
every three levels beyond 10th.

Epic Infiltrator of Beelzebub Bonus Feat List: Epic


Dodge, Epic Evil Brand*, Epic Leadership, Epic Reflexes, Epic Reputation, Epic Skill Focus, Epic Will,
Improved Classify, Polyglot, Self-Concealment.
*The infiltrators Agent of the Order the Fly feat can be treated
as Evil Brand for the purposes of qualifying for this feat.

Example Epic Infiltrator of Beelzebub


Victaroos Palegrin
Rogue 10, Infiltrator of Beelzebub 17
Medium Humanoid (Sapien)
Hit Dice: 27d6+84 (181 hp)
Initiative: +4 (+2 Dex, +2 profane)
Speed: 30 ft. (6 squares)
Armor Class: 30 (+2 Dex, +8 armor, +5 deflection, +5
natural), touch 17, flat-footed 28
Base Attack/Grapple: +18/+19
Attack: +5 keen dagger +24 melee or +25 ranged
(1d4+6/17-20)
Full Attack: +5 keen dagger +24/+19/+14 melee or +25
ranged (1d4+6/17-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dossier of deception 5/day, sneak attack +5d6, tie loose ends
Special Qualities: Agent of the Order of the Fly, breach,
canvas, classify, establish the web, evasion, improved
uncanny dodge, interrogate, secure, skill mastery
(Bluff, Diplomacy, Intimidate, Sense Motive, Sleight
of Hand, Use Magical Device), spider climb, task
force, trapfinding, trap sense +3, uncanny dodge
Saves: Fort +15, Ref +24, Will +25
Abilities: Str 13, Dex 14, Con 12, Int 16, Wis 21, Cha 16
Skills: Balance +30, Bluff +32, Climb +21 (+23 to climb
a rope), Decipher Script +15, Diplomacy +35 (+37
against evil creatures, +48 where he has established a
web), Disable Device +23 (+31 when using breach),
Disguise +14 (+16 when acting in character), Escape
Artist +13 (+15 to escape robe bonds), Forgery +12,
Gather Information +24 (+37 where he has established a web), Hide +17, Intimidate +31 (+33 against
evil creatures, +44 when using interrogate), Jump
+21, Knowledge (nobility and royalty) +8, Knowledge (the planes) +18, Listen +18, Move Silently +15,
Open Lock +25 (+33 when using breach), Search +20
(+33 when looking for documents or small objects),
Sense Motive +30 (+43 when using interrogate),
Sleight of Hand +33 (+46 when lifting documents or
small objects), Spot +15 (+28 where he has established a web), Survival +5 (+7 on other planes), Use
Magical Device +30 (+32 scrolls), Use Rope +10
(+12 to bind someone)
Feats: Alertness, Combat Expertise, Deceitful, Devotee
of Darkness (Beelzebub), Evil Brand, Improved Feint,
Improved Toughness, Investigator, Iron Will, Leadership (30), Track
Epic Feats: Epic Reputation, Epic Toughness, Improved
Classify
Environment: Any land or underground
Organization: Solitary (unique)
Challenge Rating: 27
Treasure: 9,930 gp, +5 keen dagger, belt pouch (with
200 sp), amulet of natural armor +5, amulet of the
planes, boots of swiftness, bracers of armor +8, cloak
of resistance +5, courtiers outfit, glove of storing
(x2), hat of disguise, iron flask (empty), jewelry (50
gp), masterwork thieves' tools, portable hole, ring of

protection +5, ring of spell turning, rod of alertness,


signet ring, staff of passage (46 charges), staff of
power (50 charges), wand of cure critical wounds (44
charges)
Alignment: Lawful evil
Victaroos has received a +3 inherent bonus to his
Strength score and a +5 inherent bonus to his Wisdom
score.
Agent of the Order of the Fly (Su): Victaroos is a
full-fledged Agent of the Order of the Fly and is accorded a special respect by devils not typical for most
mortals. He can use spider climb at will (caster level
24th), receives a +2 profane bonus to Initiative checks,
and possesses a spell resistance of 47 against any attempt
to impede or slow his movement (including effects like
dimensional anchor, forcecage, or trap the soul).
Breach (Ex): Victaroos finds it relatively simple to
enter into any castle, edifice, keep, temple, or protected
location. Victaroos receives a +8 profane bonus to all
Disable Device and Open Lock attempts; furthermore, he
receives spell resistance equal to 28 against spells such
as alarm, hallow, magical circles of protection, prismatic
shells and walls, walls of force, and similar abjurations
in order to pass through them without harm or setting
them off. Victaroos may activate his breach in response
to one of the described effects out of turn. He may use
breach 3/day and can make one skill check, or one use of
spell resistance, per use of the ability.
Canvas (Ex): Victaroos is always looking for more
information and resources in pursuit of his goals. As a
result, he has exceptional skills in paying attention to
surroundings in which he has established the web. In
such an environment, Victaroos gains a +13 bonus to
Diplomacy, Gather Information, and Spot checks. If Victaroos uses his canvas ability when interacting with a
contact, the bonuses are doubled. Victaroos may canvas
such areas 2/day.
Classify (Su): Victaroos is a master at maintaining
secrets even as he ferrets them out of others. He is immune to divination spells or effects that attempt to discern his location or read his thoughts and/or intents. Furthermore, Victaroos imposes a -13 penalty on all Sense
Motive attempts performed against him.
Devotee of Darkness: Once per day, Victaroos can
call upon the aid of Beelzebub, granting him a +3 profane bonus to any one roll. Against chaotic or good foes,
Victaroos gains a +1 profane bonus to Armor Class, and
once per day can gain a +2 profane bonus on saving
throws against a spell with the chaotic or good descriptor. He also gains spell resistance 27 against chaotic and
good spells and spell-like abilities.
Whenever dealing with a higher-ranking servant of
Beelzebub (or the Lord of the Flies himself), Victaroos
takes a 2 penalty on attacks, checks, and other rolls, a
3 penalty to Armor Class, and a -6 penalty to saving
throws. In addition, no spell resistance Victaroos obtains
is ever effective against such creatures.
Dossier of Deception (Sp): Victaroos has collected
spell-like abilities that can help him in his intrigues
(caster level 15th). He may use his dossier five times per
day; for instance, he could employ disguise self three
times, nondetection once, and greater invisibility three
times, or some other combination of any five dossier
abilities.
Establish the Web (Ex): Victaroos has trained well

68

enough to have initiated professional relationships with


beneficial snoops and spies within a variety of organized
environments. Every organization may have potential,
and likely witless, informants from whom Victaroos can
extract information in the future. Thus, Victaroos may
establish the web. Victaroos has up to 51 contacts; these
contacts are never higher than 14th level. Victaroos may
establish the web in up to four organizations of his
choice. All Charisma modifier dependant elements related to the web are based upon his actual Charisma
score, not upon temporary enhancements.
Each contact is considered to have an attitude of
friendly with Victaroos, although certain behaviors (like
misleading information, apparent betrayal, etc.) can result in a sudden or gradual reduction in the contacts attitude towards him. The effects of establish the web stack
with benefits associated with the Leadership feat.
Interrogate (Ex): Victaroos excels at getting information from another through unspoken threats. He gains
a +13 profane bonus to all Intimidate and Sense Motive
skill checks. If Victaroos uses interrogate on a contact,
the bonuses are doubled; furthermore, the contact does
not adjust his attitude towards Victaroos. He may interrogate 3/day and the effect works for one skill check per
use.
Secure (Ex): Victaroos excels at lifting documents
and small objects (like jewels or small, simple weapons).
He receives a +13 circumstance bonus on all Search and
Sleight of Hand skill checks when looking for or attempting to take a few scraps of parchment (no more
than 10 sheets) or small objects (nothing larger than a
dagger). Furthermore, if Victaroos is Searched, he imposes the same value as a penalty to whomever attempts
to uncover any items he may have lifted.
Task Force (Sp): On occasion, Victaroos finds it necessary to call on the Order of the Fly for assistance. This
can be accomplished in one of two ways.
First, Victaroos may contact other plane Class Base
once per fortnight (caster level 15th). Al- Level Attack
Bonus
though Victaroos may believe that he is
contacting Beelzebub himself, the truth is
1
+0
that he is actually contacting his infamous
Order of the Fly and the devils that work
2
+1
within the Order. The Order is treated as
an intermediate deity for all purposes pertaining to this spell-like ability. Second,
3
+1
Victaroos may call an osyluth to the
Prime Material plane once per fortnight.
This osyluth remains for up to seven days,
4
+2
although its relationship with Victaroos
will depend on its level. If Victaroos is of
higher HD than the osyluth, the osyluth
5
+2
will obey without question; if the reverse
is true, the osyluth will demand a steep
price for being brought to the Prime (refer
6
+3
to the lesser planar ally spell for guidelines). In either case, Task Force can only
7
+3
be used once per fortnight.
Tie Loose Ends (Su): At times, Victaroos will find it necessary to erase infor8
+4
mation and paper trails that may lead back
to him. In such cases, he may tie loose
ends. Victaroos may accomplish this in
9
+4
one of two ways. First, he may attempt to
kill established contacts. Any successful
sneak attack against a contact is treated as 10
+5
a modified coup de grace (the base Forti-

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.

Table 3-20: The Stoic of Mephistopheles


Fort/Ref/
Will Save

Special

Spellcasting

+0/+0/+2

Stoic sage

+1 level of existing arcane


spellcasting class

+0/+0/+3
+1/+1/+3

+1 level of existing arcane


spellcasting class
Cold shoulder

+1/+1/+4
+1/+1/+4

+1 level of existing arcane


spellcasting class
Cold heart

+2/+2/+5
+2/+2/+5

+1 level of existing arcane


spellcasting class

+1 level of existing arcane


spellcasting class
+1 level of existing arcane
spellcasting class

Cold mind

+2/+2/+6

+1 level of existing arcane


spellcasting class
+1 level of existing arcane
spellcasting class

+3/+3/+6

Cold soul

+1 level of existing arcane


spellcasting class

+3/+3/+7

Contempt for
corruption

+1 level of existing arcane


spellcasting class

Stoics of Mephistopheles can be found as advisers to


leaders of great power, if they are not great leaders themselves. They prefer populated places, although they tend
to remain aloof from company. Some can be found in
wizard academies, cold-hearted scholars lauded for their
brilliant discoveries, though questioned for their methods. Still, their intellectual associates often call the work
of the stoic a necessary evil, or for the greater good.
The stoic knows these phrases to be lies and justifications, but does not stop them from spreading. After all,
why should he care?
Hit Die: d4
Requirements
To qualify to become a stoic of Mephistopheles, a
character must fulfill all the following criteria.
Alignment: Lawful Evil
Skills: Concentration 12 ranks, Knowledge (arcana)
12 ranks, Spellcraft 12 ranks
Feats: Devotee of Darkness (Mephistopheles), Iron
Will, Spell Focus (any)
Special: Stoics of Mephistopheles must have made
peaceful contact with a greater devil (at least CR 15).
The devil then instructs the would-be stoic on the process to submit to the will of Mephistopheles, the Lord of
the Eighth.
Class Skills
The stoic of Mephistopheles class skills (and the key
ability for each skill) are: Appraise (Int), Concentration
(Con), Craft (any) (Int), Gather Information (Cha),
Knowledge (all skills, taken individually), Profession
(any) (Wis), Sense Motive (Wis), Speak Language
(none), Spellcraft (Int) and Use Magic Device (Cha). See
Chapter 4: Skills in the Players Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
Class Features
All of the following are class features of the stoic of
Mephistopheles prestige class.
Weapon and Armor Proficiency: Stoics of Mephistopheles gain no proficiency with weapons or armor.
Spells per day: At first level and each level thereafter, the stoic of Mephistopheles gains new spells per day
as if he had also gained a level in a spellcasting class he
belonged to before adding the prestige class. He does
not, however, gain any other benefit a character of that
class would have gained (metamagic or item creation
feats, hit points beyond those he receives from the prestige class, and so on), except for an increased effective
level of spellcasting. If the character had more than one
spellcasting class before becoming a stoic of Mephistopheles, he must decide to which class he adds the new
level for purposes of determining spells per day.
Stoic Sage (Ex): The stoic of Mephistopheles is disciplined in his spellcasting efforts. He gains a +1 competence bonus on Concentration checks at 1st level. This
bonus increases by +1 every second level thereafter (i.e.
+2 at 3rd level, +3 at 5th level, etc). This bonus only applies to Concentration checks made in relation to casting
or maintaining a spell or spell-like ability.
This discipline also extends to his research. The Stoic
chooses any three Knowledge skills, and is thereafter
able to max-out the skill six ranks higher than usual (i.

e. maximum ranks in the chosen skills will be equal to


class levels +9). Alternatively, the stoic can max out his
skill ranks in the Spellcraft skill alone six ranks higher
than usual (i.e. the bonus is applied to either three
Knowledge skills or Spellcraft, not both, and not a combination of the two).
Cold Shoulder (Su): At 3rd level, the stoic becomes
forever immune to the following spells: antipathy, crushing despair, fear, greater heroism, heroism, hideous
laughter, rage, and sympathy. At the DMs option, other
spells with similar functions (i.e. emotion-based spells)
could also be added to the list of stoic immunities.
Furthermore, the stoic is no longer affected by morale
bonuses or penalties of any sort.
Cold Heart (Ex): A 5th level stoic has disciplined his
body so much that he forever after gains cold resistance
10.
Cold Mind (Su): A 7th level stoic has become cold
and inhuman in every aspect of his thought process. He
gains spell resistance equal to his class level + 21 against
enchantments and mind-influencing spells and effects.
Cold Soul (Ex): At 9th level, the stoic of Mephistopheles has become impassionate in every fiber of his
being. He can automatically cast any spell with an energy descriptor so that it is instead cast as a spell with the
cold descriptor; the stoic need not prepare the spell beforehand (in the case of wizards), and the casting time is
unaffected. Additionally, spells with the cold descriptor
are cast as if the stoic were one level higher, and the save
DC increases by +1. The stoic also gains cold immunity.
Contempt for Corruption (Su): The corrupt knowledge with which the stoic acquaints himself on a regular
basis no longer has any effect on him. If a spell has a
corruption cost, he no longer pays that cost.
Example Stoic of Mephistopheles
Maester Silac the Knower, High Sage of Asnan
Wizard 9, Stoic of Mephistopheles 9
Medium Humanoid (Sapien)
Hit Dice: 18d4+18 (64 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 19 (+1 Dex, +5 armor, +3 natural), touch
11, flat-footed 18
Base Attack/Grapple: +8/+8
Attack: +1 dagger +9 melee (1d4+1/19-20); or spell +8
melee touch or +9 ranged touch.
Full Attack: +1 dagger +9/+4 melee (1d4+1/19-20); or
spell +8 melee touch or +9 ranged touch.
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Cold mind, cold shoulder, immunity
to cold, summon familiar, spell resistance 18, stoic
sage
Saves: Fort +11, Ref +11, Will +20
Abilities: Str 10, Dex 12, Con 13, Int 27, Wis 15, Cha 11
Skills: Appraise +11, Concentration +11 (+16 when
casting or maintaining a spell), Decipher Script +13,
Knowledge (arcana) +35, Knowledge (geography)
+16, Knowledge (history) +26, Knowledge (nature)
+18, Knowledge (religion) +20, Knowledge (the
planes) +32, Sense Motive +5, Spellcraft +32, Survival +2 (+4 in natural environments, +4 on other
planes, +4 to avoid getting lost), Use Magic Device
+0 (+4 to use scrolls)

70

Feats: Craft Staff, Craft Wondrous Item, Dark Speech,


Devotee of Darkness (Mephistopheles), Extraordinary
Concentration, Forge Ring, Iron Will, Maximize
Spell, Quicken Spell, Scribe Scroll
Environment: Any land or underground
Organization: Solitary (unique)
Challenge Rating: 18
Treasure: 558 gp, +1 dagger, amulet of natural armor
+3, belt pouch (x4) (with 90 sp), black robes of the
archmagi, diamond (500 gp), diamond (1000 gp), eye
ointment (of mushroom powder, saffron, and fat; 250
gp), forked metal rod, headband of intellect +6, incense (250 gp), inkpen, jeweled ivory statuette (1,500
gp), pearl (100 gp), polished silver mirror (2 ft. by 4
ft.; 1,000 gp), rectangle of ivory stripes (200 gp), ring
of wizardry I, ring of wizardry II, ruby dust (1,500
gp), sapphire lens in a golden loop (1,500 gp),
scholar's outfit, scroll case, scroll of arcane sight,
scroll of expeditious retreat, scroll of greater dispel
magic, scroll of greater invisibility, scroll of identify,
scroll of polar ray, scroll of protection from arrows,
scroll of teleport, scroll of undetectable alignment,
sheet of parchment (x20), spellbook (x4), spell component pouch (x6), staff of frost, vial of ink (1 oz.),
wand of charm person (50 charges), wand of magic
missile (CL 9th, 50 charges), waterskin.
Alignment: Lawful evil
Maester Silac the Knower, High Sage of Asnan, is
one of the most highly sought after men of knowledge
outside of Ashtur in the north. Silac is a sage dedicated
to the study of high arcana, forbidden magic, artifacts,
and the inner planes. He pays incredible fees for adventurers to travel to dangerous places to bring back items
long thought destroyed or to confirm legends. What most
do not know is that Silac is seeking the means to merge
the powers of lichdom and those of the diabolical. He
often offers incorrect information to those seeking his aid
in order to prompt them to go to places they otherwise
wouldn't. He is often called to the court of the Grand
Marshall where he is highly respected, if not particularly
liked. He does not perceive himself as evil, but has no
compunction against killing those that get in his way or
learn too much about his goals. He sold his soul to
Mephistopheles to improve his odds.
Silac speaks Common, Draconic, Elven, Infernal, and
the Dark Speech.
Cold Mind (Su): Silac has become cold and inhuman
in every aspect of his thought process. He has spell resistance 30 against enchantments and mind-influencing
spells and effects.
Cold Shoulder (Su): Silac is immune to the following spells: antipathy, crushing despair, fear, greater heroism, heroism, hideous laughter, rage, and sympathy. Furthermore, Silac is no longer affected by morale bonuses
or penalties of any sort.
Cold Soul (Ex): Silac is dispassionate in every fiber
of his being. He can alter an arcane spell when cast so
that it utilizes cold energy rather than the one it normally
uses. This ability can only alter a spell with the acid,
cold, fire, electricity, or sonic descriptor. Silac decides
whether to alter the spells energy type when he begins
casting, and the spells casting time is unaffected. Additionally, spells with the cold descriptor are cast as if Silac were one level higher, and the save DC increases by

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 -

horrid wilting, moment of prescience; 9th - dominate


monster. Pages Used: 70/100

Epic Stoic of Mephistopheles


The epic stoic of Mephistopheles is a cold and heartless figure who will go to any lengths for knowledge and
arcane might.
Like an epic wizard, the epic stoic should take feats
that will improve his spellcasting ability, like Epic Spellcasting or Improved Metamagic, along with metamagic
feats. Feats like Improved Cold Mind and Improved
Cold Soul can expand on some of the stoics more
unique class abilities.
An epic stoic will typically focus on Intelligence to
the exclusion of all other scores a higher Intelligence
gives him more spells per day, makes his spells more
difficult to resist, and gives him more skill points to allocate on Knowledge skills.
Hit Die: d4.
Skill Points per Level: 2 + Int modifier.
Table 3-21: The Epic Stoic of Mephistopheles
Class
Level

Special

Spellcasting

11

+1 level of existing
spellcasting class

12

+1 level of existing
spellcasting class

13

Bonus feat

+1 level of existing
spellcasting class

14

+1 level of existing
spellcasting class

15

+1 level of existing
spellcasting class

16

Bonus feat

+1 level of existing
spellcasting class

17

+1 level of existing
spellcasting class

18

+1 level of existing
spellcasting class

19
20

Bonus feat

+1 level of existing
spellcasting class
+1 level of existing
spellcasting class

Class Features
Spells per Day: The epic stoic of Mephistopheles
caster level increases by 1 per level gained above 10th.
The epic stoic of Mephistopheles continues to gain new
spells per day (and spells known, if applicable) at each
new level, up to the maximum spells per day and spells
known of the arcane spellcasting class to which the stoic
of Mephistopheles belonged before adding the prestige
class.
Epic Feats: An epic stoic of Mephistopheles gains a
bonus feat (selected from the list of epic stoic bonus
feats) every 3 levels beyond 10th.
Epic Stoic of Mephistopheles Bonus Feats: Additional Magic Item Space, Automatic Quicken Spell,

Automatic Silent Spell, Automatic Still Spell, Enhance


Spell, Epic Spell Focus, Epic Spell Penetration, Epic
Spellcasting, Epic Will, Ignore Material Components,
Improved Cold Mind, Improved Cold Soul, Improved
Combat Casting, Improved Heighten Spell, Improved
Metamagic, Improved Spell Capacity, Intensify Spell,
Multispell, Permanent Emanation, Polyglot, Spell Opportunity, Spell Stowaway, Tenacious Magic.
Example Epic Stoic of Mephistopheles
Maester Silac the Knower, High Sage of Asnan
Wizard 10, Stoic of Mephistopheles 18
Medium Humanoid (Sapien)
Hit Dice: 28d4+28 (99 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 21 (+1 Dex, +5 armor, +5 natural), touch
11, flat-footed 20
Base Attack/Grapple: +14/+14
Attack: +1 dagger +15 melee (1d4+1/19-20); or spell
+14 melee touch or +15 ranged touch.
Full Attack: +1 dagger +15/+10 melee (1d4+1/19-20);
or spell +14 melee touch or +15 ranged touch.
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Cold mind, cold shoulder, contempt
for corruption, immunity to cold, summon familiar,
spell resistance 18, stoic sage
Saves: Fort +15, Ref +15, Will +30
Abilities: Str 10, Dex 12, Con 13, Int 35, Wis 15, Cha 11
Skills: Appraise +25, Concentration +21 (+29 when
casting or maintaining a spell), Decipher Script +27,
Diplomacy +2, Knowledge (arcana) +49, Knowledge
(architecture and engineering) +22, Knowledge
(dungeoneering) +32, Knowledge (geography) +30,
Knowledge (history) +48, Knowledge (nature) +32,
Knowledge (religion) +34, Knowledge (the planes)
+46, Search +12 (+14 to find secret doors or hidden
compartments), Sense Motive +15, Spellcraft +47,
Survival +2 (+4 in natural environments, +6 on other
planes, +4 to avoid getting lost), Use Magic Device
+10 (+16 to use scrolls)
Feats: Craft Staff, Craft Wondrous Item, Dark Speech,
Devotee of Darkness (Mephistopheles), Extraordinary
Concentration, Forge Ring, Iron Will, Maximize
Spell, Quicken Spell, Scribe Scroll
Epic Feats: Epic Spellcasting, Epic Will, Improved Cold
Mind, Improved Cold Soul, Improved Spell Capacity
(10th), Improved Spell Capacity (11th)
Environment: Any land or underground
Organization: Solitary (unique)
Challenge Rating: 28
Treasure: 558 gp, +1 dagger, amulet of natural armor
+3, belt pouch (x4) (with 90 sp), black robes of the
archmagi, diamond (500 gp), diamond (1000 gp), eye
ointment (of mushroom powder, saffron, and fat; 250
gp), forked metal rod, headband of intellect +6, incense (250 gp), inkpen, jeweled ivory statuette (1,500
gp), pearl (100 gp), polished silver mirror (2 ft. by 4
ft.; 1,000 gp), rectangle of ivory stripes (200 gp), ring
of wizardry I, ring of wizardry II, ruby dust (1,500
gp), sapphire lens in a golden loop (1,500 gp),
scholar's outfit, scroll case, scroll of arcane sight,
scroll of expeditious retreat, scroll of greater dispel
magic, scroll of greater invisibility, scroll of identify,
scroll of polar ray, scroll of protection from arrows,

72

scroll of teleport, scroll of undetectable alignment,


sheet of parchment (x20), spellbook (x4), spell component pouch (x6), staff of frost, vial of ink (1 oz.),
wand of charm person (50 charges), wand of magic
missile (CL 9th, 50 charges), waterskin
Alignment: Lawful evil
Silac has received a +5 inherent bonus to his Intelligence score.
Cold Mind (Su): Silac has become cold and inhuman
in every aspect of his thought process. He is immune to
enchantments and mind-influencing spells and effects.
Cold Shoulder (Su): Silac is immune to the following spells: antipathy, crushing despair, fear, greater heroism, heroism, hideous laughter, rage, and sympathy. Furthermore, Silac is no longer affected by morale bonuses
or penalties of any sort.
Cold Soul (Ex): Silac is dispassionate in every fiber
of his being. He can alter an arcane spell when cast so
that it utilizes cold energy rather than the one it normally
uses. This ability can only alter a spell with the acid,
cold, fire, electricity, or sonic descriptor. Silac decides
whether to alter the spells energy type when he begins
casting, and the spells casting time is unaffected. Additionally, spells with the cold descriptor are cast as if Silac were one level higher, the save DC increases by +1,
and they ignore cold resistance. Creatures with cold immunity take half damage (unless they have the cold subtype, in which case they remain immune).
Contempt for Corruption (Su): The corrupt knowledge with which Silac acquaints himself on a regular
basis no longer has any effect on him. If a spell has a
corruption cost, he no longer pays that cost.
Devotee of Darkness: Once per day, Silac can call
upon the aid of Mephistopheles, granting him a +3 profane bonus to any one roll. Against chaotic or good foes,
Silac gains a +1 profane bonus to Armor Class, and once
per day can gain a +2 profane bonus on saving throws
against a spell with the chaotic or good descriptor. He
also gains spell resistance 28 against chaotic and good
spells and spell-like abilities.
Whenever dealing with a higher-ranking servant of
Mephistopheles (or the Lord of Loss himself), Silac
takes a 2 penalty on attacks, checks, and other rolls, a
3 penalty to Armor Class, and a -6 penalty to saving
throws. In addition, no spell resistance Silac obtains is
ever effective against such creatures.
Stoic Sage (Ex): Silac is disciplined in his spellcasting efforts. He gains a +9 competence bonus on Concentration checks made in relation to casting or maintaining
a spell or spell-like ability. This discipline also extends
to his research. Silac's maximum ranks in Knowledge
(arcana), Knowledge (history), and Knowledge (the
planes) are equal to his level +9 rather than his level +3.
Typical
Wizard
Spells
Prepared
(4/10/10/6/6/5/5/5/5/4/2/2; save DC 22 + spell level): 0 detect magic, mage hand, message, read magic; 1st alarm, cause fear, charm person, chill touch, feather fall,
identify, magic missile, obscuring mist, shield, true
strike; 2nd - alter self, blindness/deafness, blur, detect
thoughts, invisibility, misdirection, protection from arrows, see invisibility, shatter, whispering wind; 3rd deep slumber, dispel magic, fly, gaseous form, nondetection, tongues; 4th - bestow curse, dimension door, enervation, ice storm, scrying, wall of ice; 5th - cloudkill,
dominate person, telekinesis, teleport, true strike

73

(quickened); 6th - analyze dweomer, freezing sphere,


legend lore, lightning bolt (maximized), true seeing; 7th finger of death, fireball (maximized), greater teleport,
insanity, spell turning; 8th - cone of cold (maximized),
horrid wilting, polar ray, power word stun, screen; 9th gate, power word kill, shapechange, time stop; 10th chain lightning (quickened), delayed blast fireball
(maximized); 11th - greater teleport (quickened), polar
ray (maximized).
Epic Spells Known (3 per day; save DC 32): animus
blast, epic mage armor, let go of me, soul scry.
Spellbook 1: 0 - acid splash, arcane mark, dancing
lights, daze, detect magic, detect poison, disrupt undead,
flare, ghost sound, light, mage hand, mending, message,
open/close, prestidigitation, ray of frost, read magic,
resistance, touch of fatigue; 1st - cause fear, charm person, comprehend languages, endure elements, feather
fall, magic missile, obscuring mist, shield, true strike;
2nd - detect thoughts, protection from arrows, see invisibility, whispering wind; 3rd - deep slumber, fly, gaseous
form, tongues; 4th - bestow curse, dimension door, enervation, scrying; 5th - cone of cold, permanency, telekinesis, teleport; 6th - analyze dweomer, legend lore. Pages
Used: 96/100
Spellbook 2: 6th - contingency, true seeing; 7th - delayed blast fireball, greater teleport, plane shift, spell
turning; 8th - discern location, mind blank, polar ray,
protection from spells; 9th - power word kill, mage's
disjunction, time stop. Pages Used: 99/100
Spellbook 3: 1st - alarm, chill touch, identify, mage
armor; 2nd - alter self, invisibility, 3rd - dispel magic,
nondetection, 6th - chain lightning, freezing sphere; 7th finger of death, forcecage, limited wish; 8th - greater
prying eyes, mass charm monster, power word stun; 9th energy drain, meteor swarm, wish. Pages Used: 98/100
Spellbook 4: 2nd - blindness/deafness, blur, darkvision, hideous laughter, misdirection, shatter, touch of
idiocy; 3rd - clairaudience/clairvoyance, explosive
runes, fireball, haste, lightning bolt, slow; 4th - confusion, ice storm, solid fog, wall of ice; 5th - break enchantment, cloudkill, dominate person, feeblemind, mind
fog; 8th - horrid wilting, moment of prescience; 9th dominate monster. Pages Used: 98/100
Spellbook 5: 5th - blight; 6th - globe of invulnerability, wall of iron; 7th - insanity, teleport object; 8th clenched fist, screen; 9th - gate, shapechange. Pages
Used: 65/100

Cardinal of Asmodeus
Only a fool underestimates the might of The Overlord
of Hell. His citadel at Malsheem in Nessus holds knowledge lost since before the creation of the Prime, knowledge damning in its power and kept from all. Even
Mephistopheles, Lord of Loss, does not know everything, and some secrets will never come to the ears of
Beelzebub, the Lord of the Flies. The darkest purposes of
Hell are to be had here, standing on the right hand of the
greatest of devils.
Some believe, though, that such knowledge can be
earned, if only the right path is trod. Every dark act and
paradigm to be found in the other eight hells can help
find this path, but they are not the path itself. From the
first step along this route, redemption is left behind. This
is not the way of weaklings. It cannot be traveled halfheartedly. For those willing to pay the price, though,

such power can be had that mortals would never dream


of.
The cardinal of Asmodeus pursues this lost knowledge, acquiring it piece by piece from the King of Hell
himself. He operates as a member of the devil gods
clergy, part of its secretive inner circle, meeting by night
to decide the fate of nations. The cardinal believes that
his plans should be shared on a need-to-know basis, and
only he needs to know. He is the despot set up as both
king and god in the eyes of his subjects. Everyone else is
nothing but a tool for the designs of Hell; there is no
love, no compassion, no mercy - not for anyone. Even
his own family is ruthlessly left by the wayside as he
travels the darkest of roads. He seeks ultimately to place
himself over others in the same way that the Overlord
rules Hell, and in his tyranny he seeks to damn entire
nations.
Cardinals always come from the ranks of clerics.

of Hell.
Class Skills
The cardinal of Asmodeus class skills (and the key
ability for each skill) are: Bluff (Cha), Concentration
(Con), Craft (Int), Diplomacy (Cha), Disguise (Cha),
Heal (Wis), Intimidate (Cha), Knowledge (arcane) (Int),
Knowledge (history) (Int), Knowledge (local) (Int),
Knowledge (nobility and royalty) (Int), Knowledge
(religion) (Int), Knowledge (the planes) (Int), Profession
(Wis), Sense Motive (Wis), Spellcraft (Int). See Chapter
4: Skills in the 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

Benediction of Hell (Su): The cardinal may grant a


blessing to any willing to treat with Hell in the form of a
limited wish. The results of the limited wish occur
naturally over the course of three days and always to
the benefit of Lawful Evil. When the cardinal grants his
Benediction to another, he pays no experience cost; however, if the cardinal uses the Benediction for himself, he
pays the appropriate cost as described. Those who take
advantage of a Benediction of Hell always end up
owing the cardinal. Within nine days of the Benediction, the cardinal will demand a quest upon the client
who receives no save against the request and suffers double penalties until the quest is fulfilled. Benediction of
Hell can be used once per day.
Favored of Hell (Ex): The cardinal of Asmodeus is a
dark beacon of evil and villainy, a reflection of his favored status in Hell. The cardinal of Asmodeus receives
the benefits of Evil Brand as detailed in the Book of Vile
Darkness. If the cardinal already possesses Evil Brand,
the benefits are doubled. Additionally, the cardinal gains
an Imp as a loyal servant
Gaze of Hell: The cardinal of Asmodeus can channel
some of the great evil of Hell through his gaze. The cardinal may cause one of two effects with his Gaze of Hell.
First, the Gaze can cause weakness against one target as
per ray of enfeeblement coupled with slow; if struck by
the Gaze of Hell, a victim does not receive a save against
the slow effect. Alternatively, the Gaze may cause fear to
all within 10 feet of the cardinal as the spell; the save DC
equals 14 + the cardinals class level + the cardinals
Charisma modifier. The cardinals caster level in either
case is equal to his class level + 9. The Gaze of Hell may
be used a total of three times per day.
Hegemony of Hell (Su): The cardinal can impose the
ordered might of Hell against all tainted by evil within
90 feet of his person, forcing them to obey him as though
struck by mass charm monster once per day. All evil
aligned aberrations, giants, humanoids, magical beasts,
monstrous humanoids, and undead possessing fewer
combined class levels and/or HD than the Cardinals
character level can be affected, and receive a base Will
saving throw DC of 18 + the cardinals class level + the
cardinals Charisma modifier. Chaotic Evil beings re-

ceive a +4 modifier to their Will saves while Neutral


Evil beings receive neither a bonus nor a penalty. Lawful Evil beings suffer a -4 penalty to their save; furthermore, if the Lawful Evil being fails by more than 9
points, it becomes a permanent thrall to the cardinal as
though under the effects of dominate monster. Otherwise, the Hegemony of Hell persists for 24 hours after
which those under its power receive another saving
throw with a +1 bonus; this cycle continues until a save
is made. Once released from the Hegemony of Hell, the
victims perceive the cardinal in a friendly fashion. A
cardinal may have as many thralls as his Charisma modifier (including any thralls gained by means of the Lure of
Hell ability); he has the ability to release a thrall at any
time, although doing so is treated as the daily use of Hegemony of Hell. The cardinal must have selected Lure
of Hell and Voice of Hell before taking Hegemony.
Legions of Hell (Su): The cardinal can call on the
Legions of Hell. 3/day, when the cardinal casts any summon monster spell, he casts it as two levels higher and
receives double the number of monsters who remain in
the Prime Material Plane for two hours. Once per week
and at the expense of using the lesser version of Legions
of Hell for the next nine days, the cardinal may call a pit
fiend as a standard action. The relationship between the
pit fiend and the cardinal depends on the cardinals character level; if the cardinal possesses a higher character
level than the pit fiends Hit Dice, the fiend will obey the
cardinal to the best of its ability so long as the cardinals
orders serve the cause of Hell. If the cardinal possesses
fewer character levels than the fiends Hit Dice, the fiend
will issue a quest on the cardinal (against which the cardinal has no save) for every request made of it (including
combat, summoning, etc.). In either case, the pit fiend
can remain on the Prime Material for up to nine days,
after which another cannot be called for 27 days. The
cardinal must have Favored of Hell in order to call a pit
fiend.
Lure of Hell (Su): Once per day, the cardinal can
proselytize to those not of his alignment. If the cardinal
can speak to a single victim for at least one full round
with no interruption, he imposes a Will save DC of 13 +
the cardinals class level + the cardinals Charisma

Rituals for Diabolical Sacraments


The Diabolical Sacrament unlocks great powers for the cardinal of Asmodeus. It is for this reason that it is
best that the benefits of each sacrament only become available after the cardinal performs a ritual of some kind.
Use the following guidelines for the costs of rituals to access the various powers of the Diabolical Sacrament.
DMs should note that these rituals assume normal wealth levels for characters. In the case of lower or higher
wealth level by level, it is appropriate to adjust the costs discussed below. Likewise, NPC cardinals will have
less wealth than PCs and so should pay commensurately less for these rituals at the DMs discretion.
Rite of Command: This rite requires 3,333gp worth of material components, and is used to gain access
to the Art of Hell, the Favored of Hell, the Lure of Hell, and the Voice of Hell abilities. In the case of
the Lure of Hell, the cost is 6,666gp, and in such a case the rite also requires the ritual sacrifice of a
cleric, paladin or outsider of good alignment with at least 6 Hit Dice.
Rite of Puissance: This rite requires the destruction of a good-aligned, or otherwise associated with
good, magic item worth at least 18,000gp. It allows access to the Benediction of Hell, the Gaze of Hell,
and the Power of Hell abilities. In the case of the Benediction of Hell, holy texts of a good or chaotic
god to the value of 18,000gp must also be destroyed.
Rite of Condemnation: This rite requires that the cardinal offer the soul gems of 33 Hit Dice worth of
good creatures (see the trap the soul spell for further details, as found in the Players HandbookTM) as a
sacrifice. It also requires the burning of incense and consumes material components worth an additional
12,000gp. During the rite, the souls trapped in the gems are transferred to Nessus, becoming the property of the
Overlord of Hell. This rite is used to gain access to the Legions of Hell and the Hegemony of Hell abilities.

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.

Example Cardinal of Asmodeus


Dark Cardinal Aelister Crow's Eye
Cleric 9, Cardinal of Asmodeus 10
Medium Humanoid (Sapien)
Hit Dice: 9d8+10d6 (79 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 24 (+1 Dex, +8 armor, +5 deflection),
touch 16, flat-footed 23
Base Attack/Grapple: +13/+14
Attack: Scepter of the Dark Cardinal +15 melee (1d8+2
plus 2d6 axiomatic plus 1d6 hellfire plus 2d6 unholy/19-20); or spell +14 melee touch or +14 ranged
touch.
Full Attack: Scepter of the Dark Cardinal +15/+10/+5
melee (1d8+2 plus 2d6 axiomatic plus 1d6 hellfire
plus 2d6 unholy/19-20); or spell +14 melee touch or
+14 ranged touch.
Space/Reach: 5 ft./5 ft.
Special Attacks: Art of Hell, benediction of Hell, hegemony of Hell, lure of Hell, rebuke undead 9/day
(+2 synergy bonus), spells, voice of Hell
Special Qualities: Rite of the Diabolical See
Saves: Fort +9, Ref +7, Will +20
Abilities: Str 13, Dex 12, Con 10, Int 16, Wis 23, Cha 22
Skills: Bluff +31, Concentration +18, Craft (sculpture)
+13, Decipher Script +10, Diplomacy +30, Disguise
+9 (+12 when acting in character), Gather Information +14, Intimidate +27, Knowledge (arcana) +11,
Knowledge (nobility and royalty) +12, Knowledge
(religion) +20, Knowledge (the planes) +13, Perform
(oratory) +19, Profession (composer) +14, Sense Motive +18, Spellcraft +20, Survival +6 (+8 on other
planes)
Feats: Dark Speech, Devotee of Darkness (Asmodeus),
Eschew Materials, Leadership, Maximize Spell, Persuasive, Quicken Spell, Sacrificial Mastery
Environment: Any land or underground
Organization: Solitary (unique)
Challenge Rating: 19
Treasure: 1636 gp, belt pouch (with 200 sp), bracers of
armor +8, circlet of persuasion, cloak of charisma +6,
eye ointment (of mushroom powder, saffron, and fat),
jewelry (100 gp), noble's outfit, periapt of wisdom +6,
ring of mind shielding, ring of protection +5, Scepter
of the Dark Cardinal (+1 axiomatic hellfire unholy
light mace with the abilities of a rod of rulership),
signet ring, silver unholy symbol (Asmodeus), unholy
water font (100 gp), waterskin, winged boots
Alignment: Lawful evil
Dark Cardinal Aelister Crow's Eye is friendly and
outgoing, and a prominent and well-known socialite in
Bagwin. One of the High Sentinels, he is an accomplished composer and sculpture. He offers the most lavish parties and provides meaningful advice to those that
would here it. He often prompts people to look beyond
the limitations of social mores if their behavior will offer
greater opportunities to Bagwin as a whole. He seeks out
the desires of others and offers them for small prices,
always ensuring that what they gain in return for what
they'll lose is worth the price. Of course, the price is
eventually the fool's soul and that's all that Aelister is
interested in. He is one of the most powerful cardinals in
the world and controls a relatively large cult of devil
worshippers across the Golden Plains. His evil is subtle,

76

but ensures that his master's cult grows larger by the


year.
Aelister speaks Common, Draconic, Infernal, and the
Dark Speech.
The Art of Hell (Su): Three times per day, Aelister
may select to enhance the power of spells bearing the
Evil or Lawful descriptors, or spells from the school of
Enchantment, as a free action. Evil and Lawful spells
find all of their variable modifiers improved as per the
Empower Spell feat; Enchantment spells receive a +2
bonus to the DC (this bonus stacks with any other bonus).
Benediction of Hell (Su): Once per day, Aelister may
grant a blessing to any willing to treat with Hell in the
form of a limited wish. The results of the limited wish
occur naturally over the course of three days and always to the benefit of Lawful Evil. When Aelister grants
his Benediction to another, he pays no experience cost;
if, however, he uses the Benediction for himself, he pays
the appropriate cost as described. Those who take advantage of a Benediction of Hell always end up owing
Aelister. Within nine days of the Benediction, he will
demand a quest upon the client who receives no save
against the request and suffers double penalties until the
quest is fulfilled.
Devotee of Darkness: Once per day, Aelister can call
upon the aid of Asmodeus, granting him a +3 profane
bonus to any one roll. Against chaotic or good foes,
Aelister gains a +1 profane bonus to Armor Class, and
once per day can gain a +2 profane bonus on saving
throws against a spell with the chaotic or good descriptor. He also gains spell resistance 19 against chaotic and
good spells and spell-like abilities.
Whenever dealing with a higher-ranking servant of
Asmodeus (or the Overlord of Hell himself), Aelister
takes a 2 penalty on attacks, checks, and other rolls, a
3 penalty to Armor Class, and a -6 penalty to saving
throws. In addition, no spell resistance Aelister obtains is
ever effective against such creatures.
Hegemony of Hell (Su): Once per day, Aelister can
impose the ordered might of Hell against all tainted by
evil within 90 feet of his person, forcing them to obey
him as though struck by mass charm monster. All evil
aligned aberrations, giants, humanoids, magical beasts,
monstrous humanoids, and undead possessing fewer than
19 HD can be affected, and must succeed at a Will save
(DC 33). Chaotic Evil beings receive a +4 modifier to
their Will saves, while Neutral Evil beings receive neither a bonus nor a penalty. Lawful Evil beings suffer a
4 penalty to their save; furthermore, if the Lawful Evil
being fails by more than 9 points, it becomes a permanent thrall to Aelister as though under the effects of
dominate monster. Otherwise, the Hegemony of Hell
persists for 24 hours, after which those under its power
receive another saving throw with a +1 bonus; this cycle
continues until a save is made. Once released from the
Hegemony of Hell, the victims perceive Aelister in a
friendly fashion. Aelister may have up to five thralls
(including any thralls gained by means of the Lure of
Hell ability); he has the ability to release a thrall at any
time, although doing so is treated as the daily use of Hegemony of Hell.
Lure of Hell (Su): Once per day, Aelister can proselytize to those not of his alignment. If he can speak to a
single victim for at least one full round with no interrup-

77

tion, Aelister can force it to succeed at a Will save (DC


28) or become subject to one suggestion offered by him
and move a step closer to lawful evil. Should the victim
become lawful evil due to a suggestion offered by Aelister, the victim must make another Will saving throw or
become one of his thralls. Aelister may have up to five
thralls at a time.
Rite of the Diabolical See: Having performed the
Rite of the Diabolical See and been found worthy by The
Overlord of Hell, Aelister has exchanged his immortal
soul in exchange for rich diabolical rewards. He can see
in darkness (even that created by deeper darkness spells)
and can engage in telepathic communication with any
creature within 100 feet. When casting corrupt spells,
Aelister is treated as a devil (and thus does not pay the
corrupt cost). Finally, he receives a +9 bonus to all
checks related to summoning a power of Hell (Duke of
Hell, arch-devil, or Lord of the Nine); this bonus stacks
with those of other cardinals during cooperative or ritual
magic.
Voice of Hell (Su): Aelisters voice commands attention and respect. He receives a +10 profane bonus on any
Bluff, Diplomacy, Intimidate, or Perform (oratory)
check, and a +3 bonus to language-dependant enchantment spell DCs (but not cardinal powers).
Typical
Cleric
Spells
Prepared
(6/7+1/7+1/6+1/6+1/6+1/5+1/4+1/3+1/3+1; save DC 16
+ spell level): 0 - create water, detect magic, detect poison, mending, purify food and drink, read magic; 1st bane, cause fear, command, comprehend languages,
disguise self*, obscuring mist, protection from good,
sanctuary; 2nd - darkness, death knell, desecrate, detect
thoughts*, hold person, shatter, silence, zone of truth;
3rd - bestow curse, blindness/deafness, clairaudience/
clairvoyance*, deeper darkness, locate object, protection
from energy, speak with dead; 4th - cure critical wounds,
death ward, divination*, divine power, freedom of movement, sending, tongues; 5th - commune, greater command, false vision*, righteous might, slay living, true
seeing, unhallow; 6th - blade barrier, greater dispel
magic, harm, heal, mislead*, word of recall; 7th - blasphemy, dictum, greater scrying, legend lore*, mass inflict serious wounds; 8th - discern location, flame strike
(maximized), polymorph any object*, unholy aura; 9th energy drain, implosion, miracle, time stop*.
*Domain spell. Domains: Knowledge (all Knowledge skills are
cleric class skills; cast divination spells at +1 caster level),
Overlord (prestige domain), Trickery (Bluff, Disguise, and Hide
are cleric class skills).

Epic Cardinal of Asmodeus


The epic cardinal of Asmodeus stands amongst the
greatest of the mortal servants of Hell. Often lording
over entire countries as tyrannical dictators, few can
match an epic cardinals penchant for domination.
An epic cardinal will often take feats that improve his
spellcasting ability, such as Epic Spellcasting, Improved
Spell Capacity, Multispell, or epic metamagic feats. He
may also take feats that will help to ensure his stranglehold over his minions (such as Epic Leadership or Epic
Reputation).
Charisma is important to a cardinal, as it improves his
ability to manipulate others and be seen as a strong
leader. Wisdom is also important, as his spellcasting
ability relies upon it.

Hit Die: d6.


Skill Points per Level: 4 + Int modifier.
Table 3-23: The Epic Cardinal of Asmodeus
Class
Level

Special

Spellcasting

11

+1 level of existing
spellcasting class

12

+1 level of existing
spellcasting class

13

+1 level of existing
spellcasting class

14

Bonus feat

+1 level of existing
spellcasting class

15

+1 level of existing
spellcasting class

16

+1 level of existing
spellcasting class

17

+1 level of existing
spellcasting class

18

Bonus feat, diabolic


sacrament

+1 level of existing
spellcasting class

19

+1 level of existing
spellcasting class

20

+1 level of existing
spellcasting class

Class Features
Diabolic Sacrament: At 18th level, and every 9 levels
thereafter (until level 45), the epic cardinal may learn a new
diabolic sacrament.
Spells per Day: The epic cardinal of Asmodeus caster
level increases by 1 per level gained above 10th. The epic
cardinal of Asmodeus continues to gain new spells per day
(and spells known, if applicable) at each new level, up to the
maximum spells per day and spells known of the divine
spellcasting class to which the cardinal of Asmodeus belonged before adding the prestige class.
Epic Feats: An epic cardinal of Asmodeus gains a bonus
feat (selected from the list of epic cardinal bonus feats) every
4 levels beyond than 10th.
Epic Cardinal of Asmodeus Bonus Feats: Additional
Magic Item Space, Automatic Quicken Spell, Automatic
Silent Spell, Automatic Still Spell, Bonus Domain, Enhance
Spell, Epic Leadership, Epic Reputation, Epic Skill Focus,
Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting,
Epic Will, Ignore Material Components, Improved Alignment-Based Casting, Improved Combat Casting, Improved
Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Negative Energy Burst,
Permanent Emanation, Planar Turning, Polyglot, Spell Opportunity, Spell Stowaway, Spontaneous Domain Access,
Tenacious Magic.

Initiative: +3 (+3 Dex)


Speed: 30 ft. (6 squares)
Armor Class: 31 (+3 Dex, +8 armor, +5 deflection, +5 natural), touch 18, flat-footed 28
Base Attack/Grapple: +19/+23
Attack: Scepter of the Dark Cardinal +27 melee (1d8+8
plus 2d6 axiomatic plus 1d6 hellfire plus 2d6 unholy/1920); or spell +23 melee touch or +22 ranged touch.
Full Attack: Scepter of the Dark Cardinal +27/+22/+17
melee (1d8+8 plus 2d6 axiomatic plus 1d6 hellfire plus
2d6 unholy/19-20); or spell +23 melee touch or +22
ranged touch.
Space/Reach: 5 ft./5 ft.
Special Attacks: Art of Hell, benediction of Hell, hegemony
of Hell, lure of Hell, rebuke undead 12/day (+4 synergy
bonus), spells, voice of Hell
Special Qualities: Favored of Hell, Rite of the Diabolical
See
Saves: Fort +16, Ref +13, Will +27
Abilities: Str 18, Dex 17, Con 15, Int 22, Wis 29, Cha 28
Skills: Bluff +57, Concentration +30, Craft (sculpture) +21,
Decipher Script +20, Diplomacy +28 (+30 against evil
creatures), Disguise +22 (+26 when acting in character),
Gather Information +21, Intimidate +43 (+45 against evil
creatures), Knowledge (arcana) +16, Knowledge (nobility
and royalty) +19, Knowledge (religion) +38, Knowledge
(the planes) +28, Perform (oratory) +30, Profession
(composer) +24, Sense Motive +21, Spellcraft +38, Survival +9 (+11 on other planes)
Feats: Dark Speech, Devotee of Darkness (Asmodeus), Eschew Materials, Evil Brand, Leadership, Maximize Spell,
Persuasive, Quicken Spell, Sacrificial Mastery, Twin
Spell
Epic Feats: Epic Leadership (40), Epic Reputation, Epic
Spellcasting, Improved Metamagic
Environment: Any land or underground
Organization: Solitary (unique)
Challenge Rating: 29
Treasure: 333 gp, amulet of natural armor +5, belt pouch
(with 200 sp), bracers of armor +8, circlet of persuasion,
cloak of charisma +6, gem of seeing, gloves of arrow
snaring, jewelry (200 gp), noble's outfit, periapt of wisdom +6, ring of mindblank, ring of protection +5, Scepter
of the Dark Cardinal (+4 axiomatic hellfire unholy light
mace with the abilities of a rod of epic rulership), signet
ring, silver unholy symbol (Asmodeus), unholy water font
(100 gp), waterskin, winged boots
Alignment: Lawful evil
Aelister has received a +5 inherent bonus to all of his
ability scores.

The Art of Hell (Su): Three times per day, Aelister may
select to enhance the power of spells bearing the Evil or
Lawful descriptors, or spells from the school of Enchantment, as a free action. Evil and Lawful spells find all of their
variable modifiers improved as per the Empower Spell feat;
Enchantment spells receive a +2 bonus to the DC (this bonus
stacks with any other bonus).
Benediction of Hell (Su): Once per day, Aelister may
grant a blessing to any willing to treat with Hell in the form
Example Epic Cardinal of Asmodeus of a limited wish. The results of the limited wish occur
naturally over the course of three days and always to the
Dark Cardinal Aelister Crow's Eye
benefit of Lawful Evil. When Aelister grants his Benediction
Cleric 10, Cardinal of Asmodeus 19
to another, he pays no experience cost; if, however, he uses
Medium Humanoid (Sapien)
the Benediction for himself, he pays the appropriate cost as
Hit Dice: 10d8+19d6+58 (173 hp)
described. Those who take advantage of a Benediction of

78

Hell always end up owing Aelister. Within nine days of


the Benediction, he will demand a quest upon the client who
receives no save against the request and suffers double penalties until the quest is fulfilled.
Devotee of Darkness: Once per day, Aelister can call
upon the aid of Asmodeus, granting him a +3 profane bonus
to any one roll. Against chaotic or good foes, Aelister gains a
+1 profane bonus to Armor Class, and once per day can gain
a +2 profane bonus on saving throws against a spell with the
chaotic or good descriptor. He also gains spell resistance 29
against chaotic and good spells and spell-like abilities.
Whenever dealing with a higher-ranking servant of Asmodeus (or the Overlord of Hell himself), Aelister takes a 2
penalty on attacks, checks, and other rolls, a 3 penalty to
Armor Class, and a -6 penalty to saving throws. In addition,
no spell resistance Aelister obtains is ever effective against
such creatures.
Favored of Hell (Ex): Aelister is a dark beacon of evil
and villainy, a reflection of his favored status in Hell. He has
received Evil Brand as a bonus feat. Additionally, Aelister
has an imp which serves him loyally.
Hegemony of Hell (Su): Once per day, Aelister can impose the ordered might of Hell against all tainted by evil
within 90 feet of his person, forcing them to obey him as
though struck by mass charm monster. All evil aligned aberrations, giants, humanoids, magical beasts, monstrous humanoids, and undead possessing fewer than 19 HD can be
affected, and must succeed at a Will save (DC 33). Chaotic
Evil beings receive a +4 modifier to their Will saves, while
Neutral Evil beings receive neither a bonus nor a penalty.
Lawful Evil beings suffer a 4 penalty to their save; furthermore, if the Lawful Evil being fails by more than 9 points, it
becomes a permanent thrall to Aelister as though under the
effects of dominate monster. Otherwise, the Hegemony of
Hell persists for 24 hours, after which those under its power
receive another saving throw with a +1 bonus; this cycle
continues until a save is made. Once released from the Hegemony of Hell, the victims perceive Aelister in a friendly
fashion. Aelister may have up to five thralls (including any
thralls gained by means of the Lure of Hell ability); he has
the ability to release a thrall at any time, although doing so is
treated as the daily use of Hegemony of Hell.
Lure of Hell (Su): Once per day, Aelister can proselytize
to those not of his alignment. If he can speak to a single victim for at least one full round with no interruption, Aelister
can force it to succeed at a Will save (DC 41) or become
subject to one suggestion offered by him and move a step
closer to lawful evil. Should the victim become lawful evil
due to a suggestion offered by Aelister, the victim must
make another Will saving throw or become one of his thralls.
Aelister may have up to five thralls at a time.
Rite of the Diabolical See: Having performed the Rite of
the Diabolical See and been found worthy by The Overlord
of Hell, Aelister has exchanged his immortal soul in exchange for rich diabolical rewards. He can see in darkness
(even that created by deeper darkness spells) and can engage
in telepathic communication with any creature within 100
feet. When casting corrupt spells, Aelister is treated as a
devil (and thus does not pay the corrupt cost). Finally, he
receives a +9 bonus to all checks related to summoning a
power of Hell (Duke of Hell, arch-devil, or Lord of the
Nine); this bonus stacks with those of other cardinals during
cooperative or ritual magic.
Voice of Hell (Su): Aelisters voice commands attention
and respect. He receives a +14 profane bonus on any Bluff,
Diplomacy, Intimidate, or Perform (oratory) check, and a +6
bonus to language-dependant enchantment spell DCs (but

79

not cardinal powers).


Typical
Cleric
Spells
Prepared
(6/7+1/7+1/6+1/6+1/6+1/5+1/4+1/4+1/4+1; save DC 19 +
spell level): 0 - create water, detect magic, detect poison,
mending, purify food and drink, read magic; 1st - bane,
cause fear, command, comprehend languages, deathwatch,
disguise self*, obscuring mist, protection from good, sanctuary; 2nd - calm emotions, darkness, desecrate, detect
thoughts*, hold person, shatter, silence, zone of truth; 3rd bestow curse, blindness/deafness, contagion, clairaudience/
clairvoyance*, deeper darkness, locate object, protection
from energy, speak with dead; 4th - cure critical wounds,
death ward, divination*, divine power, freedom of movement, poison, sending, tongues; 5th - commune, death knell
(quickened), greater command, false vision*, righteous
might, slay living, spell resistance, unhallow; 6th - blade
barrier, greater dispel magic, harm, heal, mislead*, word of
recall; 7th - blasphemy, dictum, greater restoration, greater
scrying, legend lore*, mass inflict serious wounds; 8th - dimensional lock, discern location, fire storm, flame strike
(twinned), polymorph any object*, unholy aura; 9th - energy
drain, harm (twinned), implosion, miracle, storm of vengeance, time stop*.
*Domain spell. Domains: Knowledge (all Knowledge skills are
cleric class skills; cast divination spells at +1 caster level), Overlord
(prestige domain), Trickery (Bluff, Disguise, and Hide are cleric
class skills).

Epic Spells Known (3 per day; save DC 29): epic mage


armor, let go of me, ruin, spell worm.

Infernal Speaker
The forces of Hell, whether they are the wicked Sovereigns of Sin or the vile Lords of the Nine, are always seeking
more slaves, and some of the best slaves are those with arcane might. Sorcerers and wizards, forever seeking more
knowledge, have often turned to the powers of Hell, willing
to make deals with the most debased fiends in Creation.
While many become eternally damned for their shortsighted
foolishness, others are fully aware of what they will lose and what they will gain - by dealing with Hell. To these, the
powers of Hell teach the secrets to unlocking more arcane
might through the Infernal tongue.
Among the most fiendish of 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

as the immediate advisor to a powerful figure, or may direct


things from behind a web of secrecy and intrigue. But, they
are not afraid of direct confrontation when it proves necessary, as many would-be heroes have learned to their eternal
lament.

no additional proficiency in any weapon or armor.


Spells per Day: At first level and every other level thereafter gained in the infernal speaker class, and finally at 10th
level, the character gains new spells per day as if she had
also gained a level in a spellcasting class she belonged to
before adding the prestige class. She does not, however,
gain any other benefit a character of that class would have
Hit Dice: d4.
gained (improved chance of controlling or rebuking undead,
Requirements metamagic or item creation feats, hit points beyond those he
To qualify to become an infernal speaker, a character receives from the prestige class, and so on), except for an
must fulfill all the following criteria.
increased effective level of spellcasting. If a character had
more than one spellcasting class before becoming an infernal
Alignment: Lawful Evil or Neutral Evil.
Skills: Diplomacy 3 ranks, Knowledge (the Planes) or speaker, she must decide which class she adds the new level
Knowledge (religion) 3 ranks, Knowledge (arcana) 8 ranks. for purposes of determining spells per day.
Feats: Dark Speech, Devotee of Darkness (any), Spell
Slave of Hell (Su): Those who delve into the forbidden
Focus (Conjuration) or Spell Focus (Enchantment) or Spell lore of Hell are immediately and irrevocably scarred by it.
Focus (Evocation)
As a slave of Hell, the infernal speaker is utterly and completely evil, so much so that she cannot be healed by divine
Languages: Infernal.
magic cast by one serving a good god or cause. So potent is
Spells: Ability to cast 3rd level arcane spells.
Special: Infernal speakers must have made peaceful con- this restriction that not even potions or magic items brewed
tact with a powerful devil (at least CR 10). They are then or crafted by good aligned divine casters benefit an infernal
further instructed as to how complete the required sacrifices speaker. The magic does not harm the infernal speaker, it
in pursuit of more power.
just doesnt have any effect. Secondly, for the purpose of
detect evil spells (or detect law for Lawful Evil characters),
Class Skills the infernal speaker is measured as a cleric for aura strength.
The infernal speakers class skills (and the key ability for Finally, the infernal speaker acquires fire resistance 10 and a
each skill) are: Bluff (Cha), Concentration (Con), Craft (Int), +4 bonus on saves against poison.
Diplomacy (Cha), Gather Information (Cha), Intimidate
The Word of War (Su): Drawing on the power of Hells
(Cha), Knowledge (Int) (any skill selected separately), Pro- first layer, an infernal speaker is permanently infused with
fession (Wis), Spellcraft (Int). See Chapter 4: Skills in the toughened skin allowing her to better serve her new masters.
Players Handbook for skill descriptions.
The skin of the infernal speaker reddens and there are hints
of scales near hair follicles and on joints. The infernal
speaker acquires a permanent +3 increase to her natural arSkill Points at Each Level: 2 + Intelligence modifier.
mor. The infernal speaker may also cast summon monster
(Lawful Evil only) spells as if one level higher than her
Class Features caster level.
All the following are class features of the infernal speaker
The Word of Trust (Su): By submitting herself to the
prestige class.
power of Hells second layer, the infernal speaker gains the
Weapon and Armor Proficiency: Infernal speakers gain trust and admiration of weak-willed mortals. Once per day,
the infernal speaker may cast charm person as a Sorcerer
equal to the speakers total character levels. The Will save
Table 3-24: The Infernal Speaker
DC is 13 + the infernal speakers
Class Base
Fort
Special
Spellcasting
Charisma bonus (the DC does not
Level Attack
Save
receive any benefit from Spell FoBonus
cus and similar feats).
The Word of Greed (Su): Infer1
+0
+0/+0/+2 Slave of Hell
+1 level of existing arcane
nal speakers are ever greedy for
spellcasting class
more power and knowledge. An
2
+1
+0/+0/+3 The word of war
infernal speaker may select any
non-epic Metamagic or Item Crea3
+1
+1/+1/+3 The word of trust
+1 level of existing arcane
tion Feat, even if she doesnt meet
spellcasting class
the prerequisites (except in the case
of alignment prerequisites).
4
+2
+1/+1/+4 The word of greed
The Word of Suffering (Su):
5
+2
+1/+1/+4 The word of suffering
+1 level of existing arcane
Infernal speakers, now familiar
spellcasting class
with the pain of being utterly
damned, can share their pain with
6
+3
+2/+2/+5 The word of treachery
other beings. An infernal speaker
can cause their eyes to turn blood
7
+3
+2/+2/+5 The word of destruction +1 level of existing arcane
red and cause fear as a Sorcerer
spellcasting class
equal to the casters total character
8
+4
+2/+2/+6 The word of secrecy
level once per day. The Will save
DC is 16 + the infernal speakers
9
+4
+3/+3/+6 The word of the forbid- +1 level of existing arcane
Charisma bonus. The Word of Sufden
spellcasting class
fering affects all within 20 feet of
the infernal speaker. A creature
10
+5
+3/+3/+7 Scion of Hell
+1 level of existing arcane
that successfully saves cannot be
spellcasting class

80

affected by the infernal speakers Word of Suffering for one


day.
The Word of Treachery (Su): An infernal speaker can
impose her will against others, forcing them to betray their
loved ones, convictions, and beliefs. Once per day, an infernal speaker can attempt to dominate person as the spell as a
Sorcerer equal to the casters class level plus any other spellcasting levels. The Will save is 17 + the infernal speakers
Charisma bonus (the DC does not receive any benefit from
Spell Focus and similar feats).
The Word of Destruction (Su): Infernal speakers can
draw on the destructive powers of Hell, concentrating them
into a blast of diabolical energy. A number of times per day
equal to her Charisma modifier (if positive) +1 (minimum 1),
the Speaker can unleash a line of Hells Fire. This line of
diabolical energy is five feet wide, travels 10 feet per class
level, and deals 1d4 points of damage per class level. The
Reflex save DC for half damage is 15 + the infernal
speakers Charisma modifier, but half of the damage is pure
diabolical energy, thus protections against heat and flame
only grant partial immunity to the infernal speakers Word of
Destruction. To better survive the destructive elements associated with Hell, infernal speakers also gain either acid resistance 10 or cold resistance 10.
The Word of Secrecy (Su): The infernal speaker gains
the ability to see into the places wherein she has no business.
Once per day, the speaker may gain a +10 bonus to any Intelligence or Charisma-based Skill check; or, in lieu of the
Skill check bonus, the Speaker may add a +3 bonus to the
DC of all spells cast. In either case, the Word of Secrecy has
a duration equal to the speakers Charisma modifier (if positive) divided by three (round up, minimum one). Thus an
infernal speaker with a Charisma score of 16 can use Word
of Secrecy for one round once per day, whereas if she had a
Charisma score of 26 she could use it for three rounds once
per day. The infernal speaker also discovers a loophole that
allows her to summon twice the normal number of Lawful
Evil monsters at a given time who serve for twice the duration. This only applies to any summon monster spell, and not
to gate or other summon spells.
The Word of the Forbidden (Su): By delving into the
depths of Hellish intellect, an infernal speaker may select
any feat even if she does not meet the prerequisites.
Scion of Hell (Ex): As a complete slave to the powers of
Hell, the infernal speaker also serves as a diplomat of sorts,
able to commune with any Duke, Arch-Devil or Lord of the
Nine once per week as a spell-like ability in order to better
understand the will of Hell in all things. Additionally, the
infernal speaker is able to prepare and cast wish as if he had
access to a single 9th level spell per day. Until such time as
he actually gains 9th level slots, the ability to prepare and cast
wish costs the infernal speaker one 6th level spell slot and
one 3rd level spell slot (these are inaccessible only on days
that the infernal speaker chooses to have access to wish).
When the character advances in spellcasting ability enough
to allow her access to wish, these costs disappear; the infernal speaker does not gain an extra spell slot to cater for casting wish. Finally, the speaker receives total immunity to fire
and poison.

81

The Sovereigns of Sin


In The Godspell campaign setting, there are three
Lawful Evil gods. Known as the Sovereigns of Sin,
these three gods make their residences in the Nine Hells
of Perdition. Bythal Dalax, Dauth Alman, and
Lestonises are devils in every sense save name. They do
all in their power to drag the world of Midlorr into
tyranny, stagnation, and damnation. The relationship the
Sovereigns of Sin have with devils is complex. Each
god has unique arrangements with the Lords of the Nine,
taking advantage of legions of common devils and
maintaining large realms within three different layers.
However, and unsurprisingly, there is no love lost
between the Sovereigns and the Lords but plenty of
distrust and hate. Among each other, two of the
Sovereigns grudgingly answer to Dauth Alman, the Dark
Sovereign and the Adversary. The architect of countless
plots, the Eternal Foes machinations have brought
Midlorr to the brink of disaster countless times. The
forces of good fear that eventually one of Dauth
Almans ploys will spell the end of time for Midlorr.
Bythal Dalax (Intermediate Goddess)
Symbol: A black, hissing serpent coiling up to the
hilt of a bloody serrated dagger, the point down, on the
black triangle filled with green flames.
Portfolio: Vengeance, Punishment, Assassins,
Serpents.
Domains: Death, Evil, Law.
Dauth Alman (Greater God)
Symbol: Three pairs of midnight purple feathered
wings sprouting from the center of a six point, silveredged black crown surrounded by black and purple
clouds with lightning coursing across the entire image.
Portfolio: Damnation, Decadent Rulers, Intrigue,
Corruption.
Domains: Destruction, Evil, Law, Trickery.
Lestonises (Lesser God)
Symbol: A crown of ice.
Portfolio: Cold, Tyranny, Callousness, Stagnation.
Domains: Destruction, Law, Water.

Grimoire of Cosmic Entities Volume One


By Eli Atkinson, William Church and Serge W. Desir, Jr.
Original Concept by Serge W. Desir, Jr.

by Eli Atkinson, Will Church and Serge W. Desir, Jr.


Original Concept by Serge W. Desir, Jr.
Development Team:

Eli Atkinson, Will Church, Michael Chidester,


Serge W. Desir, Jr., Sean Johnston, Michael Jones,
Joe Karpan, Nicholas Varasse

Graphic Production:

Eli Atkinson

Dicefreaks Logo Design: Tim Moore

Additional Thanks:

Robert Coutier, John Harris, Alan Jacobs Richardson,


William Teebay, Simon Xu

In my youth, I sought power in strange and dark places; indeed, for a time I summoned lesser Devils to do my bidding,
as much as it shames me to admit it. And so it is with the
benefit of experience that I warn you now: they are deceivers
ever. Oh, they are not liars like the Daemons, for they love
the truth, and cling to cold hard reason. No, it is not in lying
that they deceive. Rather, it is in justification and rationalization; a lesson I wish I had learnt the sooner.
Perhaps the greatest of their deceits is in the amount of misinformation that they have allowed to be perpetrated concerning their race; for although the Devils will not lie, they
will speak the truth in such a way as to make its meaning
manifold. Too often have I seen a learned colleague learn too
late the true power of the creature he summoned, and too
often are the arcanists of our time seen to focus on the brute
strength of the diabolical fiend, forgetting that many of them
wield powerful magicks themselves.
For this reason - that is, a healthy interest in selfpreservation - I do not summon the Devils any longer. What
little I have learnt of their ways can be found in the following
pages, along with some notes I have made on the nature of
divinity and similar topics. I trust that those who read these
memoirs will read them with the old adage in mind: forewarned is forearmed.
Taken from the memoirs of Telm Tallbrow, Oversage of the
city of Master during the Age of Reason.
Both the treatises of Melginn and the memoirs of Telm Tallbrow seem suspect in their content. I cannot help but suspect
that they were influenced at the time of writing, or doctored
since - for what purpose, I cannot truly say. The fact remains,
though, that too many inconsistencies abound not only between these two contempories, but even within their own
works. It does not help that Telm has a reputation in history
as a liar himself, and a plagiarist of the worst sort. For one
reputed to have died in the midst of a planar binding ritual
gone wrong, he comes across as a hypocrite and a fool.
As found in Jaimin dElcrys Commentary Diabolique.

Cosmic Ranks and


Cosmic Entities Defined
Characteristics
This section highlights the abilities and characteristics
accessible to beings with cosmic ranks (CsR).
Cosmic entities and beings with cosmic ranks determine their skills, feats, and the like in a manner identical
to gods or epic mortals. Although a cosmic entity does
not have access to salient divine abilities, it may possess
comparable powers. It behooves one to review specific
cosmic entity templates to determine what such powers
may be.
A cosmic entity may have some or all of the following qualities, depending on its cosmic rank.
Quasi Divine Rank
A cosmic entity possesses a divine rank of 0 as de-

tailed in Deities and Demigods. As a result, it gains certain elements associated with this rank. The characteristics discussed below for the powers based upon cosmic
rank are those that supercede any benefits accorded to
the divine rank 0.
Cosmic Rank Acquisition
A cosmic entity with cosmic ranks determines its
status in the same manner identical to that of gods: the
cosmic rank is assigned. Many cosmic entities receive
bonuses to their cosmic ranks under special circumstances. For example, Dispater, like most of the Lords of
the Nine, receives an additional +3 to his cosmic rank in
Dis, allowing him to function as a cosmic rank 18 entity
in the Second Perdition. Cosmic rank allows the cosmic
entity to parallel the power of a god when it comes to
affecting its own realm/layer, imposing its will against
other beings, and resisting the cosmic or divine assaults
of other similarly endowed entities. A cosmic entity
typically does not use cosmic rank as a modifier for armor class, attack bonuses, spell casting level, and similar
elements; opposed rank checks and ability checks are an
exception to this rule.
Armor Class
A cosmic entity determines its armor class as a mortal
being. Many of the more powerful cosmic entities (like
the Demon Princes or the Seven Virtues), may have their
armor class determined in a manner similar to gods in the
event of mortal ascension.
Attacks
A cosmic entity with a cosmic rank of 1 or higher
does not treat a roll of 1 as an automatic failure. It
does not use cosmic rank to modify attacks or damage.
Saving Throws
A cosmic entity with a cosmic rank of 1 or higher
does not treat a roll of 1 as an automatic failure. It
does not use cosmic rank to modify saving throws.
Immunities
A cosmic entity may possess an array of immunities,
although most are associated with the specific type of
template rather than upon cosmic rank. A cosmic entity
does not possess the sweeping immunities of gods; however, such immunities, not conditional on divine rank,
are not overcome by opposed rank checks. See cosmic
entity groupings (templates) to determine immunities.
Regardless of cosmic rank, a cosmic entity can usually expect to be susceptible to effects that imprison or
banish it. Such effects include banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion,
soul bind, temporal stasis, and trap the soul. Bear in
mind that the common names for a cosmic entity may
not be its True Name. Thus spells like imprisonment are
of limited value against a Herald of Holiness as the name
to which it is referred is not its True Name.
A cosmic entity is resistant to the attempts to rebuke
or turn it. Interestingly, although it is utterly immune to
turning/rebuking attempts by gods and other cosmic entities, the cosmic entity is not immune to such attempts by
powerful mortals. In such cases, the cosmic entity receives turn resistance equal to half of its spell resistance,
as described in the Epic Level Handbook under the Planar Turning feat.

82

Spurn the Divine


A cosmic entity is resistant to the powers of the gods.
When determining if a cosmic entity can be affected by
divine power, it is entitled to an opposed rank check to
see if it is immune or resistant to divine assaults; the cosmic entity is entitled to a bonus to its rank check as if it
were a deity with the same divine rank as it has cosmic
ranks (this also holds true where cosmic entities face off,
and opposed rank checks come into play). For example,
if Vhanthermis, a divine rank 15 god, were to attack
Mephistopheles, a cosmic rank 16 cosmic entity, Vhanthermis would find that the Lord of the Eighth immune
to his Annihilating Strike, unless he succeeded on an
opposed rank check. Vhanthermis, an intermediate deity,
would have a total bonus of +15 on the opposed rank
check (+15 for his divine ranks), while Mephistopheles
would be treated as a DvR 16 greater god, with a total
bonus of +20 on the opposed rank check (+16 for his
cosmic ranks, +4 for each strata above his opponent).
A cosmic entity may be able to temporarily ignore
area divine shields, divine blasts, divine shields, and
mass divine blasts. The attacking deity must succeed on
an opposed rank check to affect a cosmic entity with
divine blasts or mass divine blasts. Against area divine
shields and divine shields, the cosmic entity can make an
opposed rank check to breach the effect; the cosmic entity can breach the shield for one rounds worth of actions. Thus, if Vhanthermis were to attack Mephistopheles with a divine blast, Vhanthermis would need to succeed on an opposed rank check. Likewise, if the Lord of
Loss was to attack the Merciful Judge with his Hells
Fire, he would need to succeed on an opposed rank
check. Note that in the second example, if Mephistopheles was unable to breach the divine shield with an opposed rank check, he would still deal damage as per normal to the divine shield with his Hells Fire.
A cosmic entity warps the powers of the gods drastically. If a god attempts to attack a cosmic entity, it may
not count on distance in a conflict. If the cosmic entity
has at least half as many cosmic ranks as the gods divine ranks, the god must confront the cosmic entity personally. Rather than distance for divine blasts, sensory
powers, and similar divine attributes being determined
by miles, these powers when used against a cosmic entity are changed to 100 feet. Thus, if Vhanthermis were
to attack Mephistopheles with a divine blast, Merciful
Judge would have to be within 1500 feet of the ArchDuke of Cania in order to have a chance to strike him.
Note that if an attack from a deity is not directly aimed at
a cosmic entity, but nonetheless includes said entity
within its area of effect, the above limitations still apply.
A cosmic entity is also difficult for gods to track. If a
cosmic entity is involved in any activity or action related
to a gods portfolio sense, there is no guarantee that that
god in question will be aware of it. When dealing with a
cosmic entity that possesses fewer than half the cosmic
ranks as the gods divine rank, the gods portfolio awareness and sensory powers function at half power, decreasing not only range and duration by half, but also the effective divine rank by half, so that even a Greater deity
will not be able to sense the cosmic entitys actions
ahead of time. When dealing with a cosmic entity that
possesses more than half but still fewer cosmic ranks as
the gods divine rank, the gods portfolio awareness and
sensory powers function at quarter power. When dealing
with a cosmic entity that possesses equal to or greater
cosmic ranks as the gods divine ranks, the gods portfo-

83

lio awareness and sensory powers do not function at all.


This power can essentially blind gods to the machinations of a cosmic entity. It also benefits the personal
servants of cosmic entities. Thus, if Mephistopheles
mortal servant were personally instructed by the Arch
Duke of Cania to cause the collapse of a major temple
dedicated to Vhanthermis, the Merciful Judge would
only become aware of the plot if one of his servants or he
himself heard of it first hand. Only if a gods name is
spoken can a god peer into the location within 100 feet
per divine rank for one round per divine rank as described in Deities and Demigods to learn about events
related to the plots of a cosmic entity. Certain Cosmic
entities have parallel limitations when dealing with divine beings.
Damage Reduction
A cosmic entity typically gains damage reduction in a
manner unique to its type. However, without such a provision, the cosmic entity determines its damage reduction
in a manner identical to that of a god as described by
Dicefreaks.
Immortality
A cosmic entity possesses quasi-divine status as described in Deities and Demigods. It is also not subject to
death from massive damage. A cosmic entity possesses
a form of rejuvenation that makes them extremely difficult to kill. When a cosmic entity is killed beyond its
Plane of origin or the Plane upon which it draws its
power, it does not die. Within 10d10 days, the cosmic
entity reforms in its home plane and, for the more powerful ones, in a specific area or layer. Upon reforming, the
cosmic entity is typically trapped within its Plane/layer/
realm for 5d20 years during which it can only be called
or summoned into another Plane by mortals, and then for
a limited time (usually 1d10 days).
Automatic Actions
A cosmic entity, like a deity, is able to take a certain
amount of automatic actions per round. The number of
such free actions that can be taken is as per the guidelines for deities (as found in Deities and Demigods), save
that the cosmic entity is treated uses its cosmic rank to
determine the number of free actions available per round.
The types of actions available to the cosmic entity are
always related to its portfolio, and are specified in the
individual cosmic entitys description.
Communication
A cosmic entity with cosmic ranks can understand,
speak, and read any language, including nonverbal languages.
Realm
The power of a cosmic entity to manipulate its own
realm is identical to that of a true god except the cosmic
entity uses its cosmic rank to determine the extent that it
can affect said realm. Many cosmic entities receive bonuses within their own abode.

Fiendish Oblivion
Fiends, like most outsiders, are extremely difficult to
permanently destroy. As they are the immortal manifestation of an Ideal, they effectively live forever unless

destroyed through special circumstances. This does not


mean that all fiends are immortal in the same sense that
quasi-gods or abominations are immortal. While all
fiends live forever and are not required to eat, breath, or
sleep, common fiends do not receive any special status
when dealing with threats from cosmic or divine beings
and do not benefit from the Immortal description.
Simultaneously, fiends are not mortal in the same
sense that humanoids, magical beasts, and other creatures are. They do not have biological functions (unless
they want to) and do not have traditional organs, fluids,
or the like. When a witch claims to need a barbazus
heart, what one acquires is a heart that comes into being at the moment it is culled from the fiends body. A
fiends body is in different stages of protoplasmic development over its existence depending on its status. Lowest ranked fiends, like lemures and manes, are the most
carnal in nature; as a fiend progresses in power, it loses
more and more of its physical nature. It is no accident
that pit fiends are usually translucent or that balors are
composed of flames, shadow, and hate rather than possessing bodies in the mortal sense.
It is for this reason (among others) that the Blood War
has persisted for so long. Devils cannot permanently
destroy their demonic adversaries in the vast majority of
cases. (There are rumors among daemons and demons
that devouring the protoplasmic remains of a fiend renders it completely destroyed; if such is the case, devils
have not adopted the practice as of yet). What happens to
a fiends life when its physical form is destroyed depends upon where it died, how it relates to the area in
which it died (called or summoned), and its station.
If a fiend is summoned and then slain, it is instantly
returned from whence it came. Most fiends encountered
in the mortal coil were summoned and are never in fear
of being permanently destroyed and rarely risk a loss of
face and/or station if defeated. The only time a fiend has
to be concerned with the latter is if they were summoned
by an immediate superior.
Fiends that have been called, whether by a planar
alliance, planar binding, gate, or similar magicks are at
a greater risk of being destroyed or punished. Indeed,
they suffer the exact same risk as those fiends encountered in the Realms Beyond. Being destroyed in the
Depth Below often risks permanent destruction. What
occurs depends upon a fiends status:
Least Fiend
Permanent destruction when slain, regardless of location.
Lesser Fiend
Reduced to least status for a century per hit die and
unable to travel beyond the confines of the appropriate
Depth Below. The fiend may be permanently slain anywhere in the appropriate Depth Below.
Greater Fiend
Reduced to the appropriate highest-ranking lesser
fiend status for a decade per hit die and unable to travel
beyond the confines of the appropriate Depth Below during that time. The fiend may be permanently slain anywhere in the appropriate Depth Below. It may also suffer
other penalties, as determined by a possible superior.
Minor Cosmic Fiend
Duke of Hell, Nether Heritor, unique demon. Such

creatures are unable to manifest in a corporeal fashion


for five years per hit die and confined to the appropriate
Depth Below for the time frame. Thereafter, the fiend
may enter the mortal coil only by being called first. A
fiend of this station risks permanent destruction if slain
on the appropriate layer of the appropriate plane (eg.
Martinet may only be slain on Nessus, Ninth of the Nine
Hells of Perdition). The fiend may possibly suffer other
penalties, as determined by a possible superior.
Greater Cosmic Fiend
Arch-Devil, Demon Lord, Nether Master. As minor
cosmic fiend, except confined to the appropriate Depth
Below for one year per hit die. These beings are typically
not tied to a superior.
True Cosmic Fiend
Demon Prince, Lord of the Nine, Nether Fiend. Confined to the appropriate Depth Below for one year per hit
die; otherwise as a minor cosmic fiend. Permanent destruction takes place only if the creature is slain on the
appropriate layer of the appropriate plane (eg. Grazzt
can be destroyed on Azzagrat, the 45th, 46th, and 47th
layers of The Abyss; Mephistopheles may be destroyed
only in Cania, Eighth of the Nine Hells of Perdition), and
only if the attacker succeeds in a rank check against the
fiend. Although such a creature is unlikely to suffer a
loss of status from a superior (assuming it has one), the
loss of face for being confined to a fiends layer is
enough to guarantee severe retaliation once the fiend
regains its ability to travel.
Deity
A god is as difficult (and probably more difficult) to
permanently destroy as a cosmic entity. A divine being
risks permanent destruction only if slain on its home
plane and only if the attacker succeeds on a rank check.
Otherwise the deity or patron reforms within its divine
realm after one year per Hit Die.
While the destruction of a cosmic fiend may adversely
affect the cult activities of its servants and
worshippers, the destruction, even temporary, of a god
may have vast consequences not only for its church, but
for its future in a mortal world.
A single-spheric deity slain on the world upon which
it is venerated loses jurisdiction on that world and seems
to die (as if destroyed on the planes). Such a deity may
reform after one year per Hit Die if sufficient worship is
available or a suitable ritual is performed (in some cases,
an overpower must allow the gods return).
If a multi-spheric deity is slain on one of the worlds
upon which it is venerated, the god is not destroyed nor
its activities restricted on the planes or on other worlds;
however, it is banished from that world/pantheon and
loses jurisdiction in said world. The god may attempt to
exert influence on that sphere again after one year per
Hit Die if sufficient worship is available or a suitable
ritual is performed (again, some cases will warrant the
approval of an overpower).

Variant Sorcerer
The sorcerer, as described in the 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

the Dicefreaks official campaign setting, this concept is


illustrated by making a simple tweak to the existing sorcerer.
Just as the wizard gains the Scribe Scroll feat for free
at first level, demonstrating through mechanics the
classs roots in power gained through research and intellect, the sorcerer gains the Eschew Materials feat for free
at first level.
This rule has been used in the creation of the beings
detailed in this book; if, therefore, you find the variant
rule distasteful, it is important that you change the stat
blocks of the relevant beings when using them in your
game.

Variant Witch
The Dungeon 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

fabricate, false vision, feeblemind, hold monster, lesser


planar binding, mage's private sanctum, magic jar, major creation, mind fog, mirage arcana, nightmare, passwall, permanency, restoration, sending, shadow evocation, summon nature's ally V, telekinesis, transmute mud
to rock, transmute rock to mud, wall of fire, wall of ice,
waves of fatigue.
6th Level: analyze dweomer, animate objects, bear's
endurance (mass), bull's strength (mass) call lightning
storm, cat's grace (mass), cloudkill, contingency, dispel
magic (greater), eagle's splendor (mass), eyebite, flesh to
stone, fox's cunning (mass), geas/quest, glyph of warning
(greater), guards and wards, hallow/unhallow, heroism
(greater), heroes' feast, legend lore, move earth, overland flight, owl's wisdom (mass), permanent image, planar binding, programmed image, repulsion, shadow
walk, stone to flesh, suggestion (mass), summon nature's
ally VI, veil, wall of stone.
7th Level: arcane sight (greater), animate plants,
banishment, circle of death, control weather, disintegrate, ethereal jaunt, hold person (mass), insant summons, invisibility (mass), limited wish, phase door,
power word blind, project image, scrying (greater), sequester, shadow conjuration (greater), simulacrum, spell
turning, statue, summon nature's ally VII, transformation, vision, waves of exhaustion.
8th Level: animal shapes, binding, charm monster
(mass), clone, demand, dimensional lock, discern location, forcecage, horrid wilting, iron body, irresistible
dance, maze, mind blank, moment of prescience, planar
binding (greater), power word stun, protection from
spells, reverse gravity, scintillating pattern, screen,
shadow evocation (greater), shout (greater), summon
nature's ally VIII, sunburst, telekinetic sphere, temporal
stasis, trap the soul.
9th Level: astral projection, dominate monster,
earthquake, etherealness, foresight, freedom, hold monster (mass), imprisonment, power word kill, refuge,
shades, shambler, shapechange, soul bind, summon nature's ally IX, storm of vengeance, time stop, wail of the
banshee, weird, wish.
In the event that the Book of Vile Darkness is used,
the following spells should be added to an evil witchs
repertoire.
1st level: bestow wound, nether trail, spider hand,
stupor, suspend disease.
2nd level: entice gift, sap strength, slow consumption,
wither limb.
3rd level: dread word, drown, evil eye, reality blind.
4th level: corrupt summons, mirror sending, psychic
poison.
5th level: call nightmare, morality undone, soul
shackles.
6th level: false sending, snare astral traveler.
7th level: imprison soul, pestilence.
8th level: bestow greater curse, befoul, steal life.
Finally, witches, like sorcerers, gain the Eschew Materials feat as a bonus feat at 1st level.

Quicken Spell-like Ability


Feat Expansion
The Monster Manual caps the feat Quicken Spell-like
Ability so that only spell-like abilities up to 6th level can

be quickened. This, however, appears to be because the


table doesnt take into account caster levels beyond 20th.
See below for the expansion of this feat, as well as for
the Empower Spell-like Ability feat.
Table 4-3: Minimum Caster Level for
Empower and Quicken Spell-like Ability
Spell
Level

Caster Level
to Empower

Caster Level
to Quicken

7th

18th

22nd

8th

20th

24th

9th

22nd

26th

Uncapped Spells
and Epic Level Casters
Epic levels present more problems than just challenge
rating issues. One of the things that we came across
whilst putting together creatures with caster levels higher
than their challenge rating (and, under the official Wizards of the Coast system, this sort of situation is not unusual) was that certain spells were too much. The biggest offenders were 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.

Additional Sacrifice Rules


The Book of Vile Darkness has rules for sacrifice as a
means of gaining power (see from p.26). In that tome,
the only types of sacrifice listed are those that involve
the shedding of blood (killing) of a creature as a sign of
devotion to an evil power.
Other types of sacrifice are also possible, depending
on the nature of the Power being dealt with. For example, Amdusias advocates vile rites that mark a child his.
Correct performance of such rites allow a servant of Amdusias to enter the Prime and steal the child away, leaving behind an unholy blessing on the invocant.
One of the most vile types of sacrifice is that espoused

by Rosier, Duchess of Witchcraft. Her licentious rites


involve the forceful stealing of virtue and innocence
from the sacrificial victims, in nothing more than an
aggrandized, celebratory excuse for rape.
In such a sacrifice (known as the Black Ritual), some
of the Knowledge (religion) modifiers are no longer appropriate, and new modifiers must be introduced. Any
element listed in the Book of Vile Darkness that hinges
on the death of the victim should be removed or changed
so that the focus is on allowing the victim to live on afterwards. Examples are given below, followed by new
modifiers.
Note that at least three unwilling creatures must be
involved in the Black Ritual. The witch conducting the
rite may use either Knowledge (religion) or Knowledge
(nature) to determine the final check and the unholy
blessings to follow (the modifiers in the table above can
apply to either Knowledge (nature) or Knowledge
(religion) at the invocants option). The check result
should follow the results given in the Book of Vile Darkness where appropriate, except that where a single wish
or miracle can be obtained, the nature of that reward
allows the benefits shown under Rosiers Black Ritual
entry (see Rosiers description in Chapter 7), save that
the benefits are one degree worse (e.g. if the sacrificial
victim is 6th to 10th level, the invocant gains the ability to
cast charm person 1/day as a 5th level sorcerer, instead of
suggestion 1/day and charm person 1/day as a 10th level
sorcerer). Those forced to participate do not suffer Rites
of the Flesh (see Rosiers description in Chapter 7), but
do suffer sanity damage of 2d6/5d6, with any cases of
insanity tending towards phobias or similar of a sexual
nature. If you do not use sanity rules, the victim must
instead make a Will save (DC = 10 + Class levels +
Charisma modifier) or suffer insanity as per the spell.
Table 4-4: Black Ritual Sacrifice Modifiers
Sacrifice Element

Knowledge (religion)
Modifier

Sacrifice is tortured for 1 day


prior to ceremony

+1

Sacrifice is genuinely willing1

+0

Conducted in a phallic grove2

+2

More than 3 couples involved

+1

More than 9 couples involved3

+2 (overlaps with 3
couples benefit)

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

grow, gaining access to abilities beyond that typically


expected by even the most learned mortal scholars.
Many of the rules detailed in the core rulebooks are
suitable for devils as detailed in the Monster Manual.
The core rulebooks assume an upper limit of 20 character levels. It is for this reason that the strongest devil in
the Monster Manual, the mighty pit fiend, is a CR 20
creature. However, many of the rules that are appropriate for core rule play lose much of their power and validity once players step into epic levels. The following
variant rules offer useful alternatives to ensure that advanced devils and the Powers of Hell detailed in The
Gates of Hell continue to offer a viable threat in epic
play.

Variant: Fiendish Advancement


As currently written in the Monster Manual, when a
monster advances its feat access, natural armor class,
physical attributes, and skill points are adjusted to reflect
the increase in Hit Dice. At Dicefreaks, we found that
while for most monsters, these improvements are good
enough, they do not greatly benefit outsiders and other
high-level threats that reach into epic CR levels. The
following variants offer new rules for maintaining a
meaningful level of challenge for advanced fiends; these
rules can be extrapolated for all outsider types. It should
be noted that these power increases, unless otherwise

stated, are based solely off of the racial hit dice of the
fiend, not any class levels.

Damage Reduction
When a fiend advances to CR 10, the amount of damage reduced increases to 10. Thus, while a CR 6 barbazu
posesses damage reduction 5/good or silver, a CR 10
barbazu possesses damage reduction 10/good or silver.
When a fiend advances to CR 15, change or qualities for damage reduction to and. Thus, while a CR 6
babau possesses damage reduction 10/cold iron or good,
a CR 15 babau possesses damage reduction 10/cold iron
and good.
When a fiend advances to CR 18, the amount of damage reduced increases to 15. Thus, while a CR 12 hamatula possesses damage reduction 10/good or silver, a
CR 18 hamatula possesses damage reduction 15/good
and silver.
If a fiend (i.e. an extraplanar outsider from the Depths
Below) does not possess a material damage reduction
quality, it gains one at CR 20. Devils gain silver, demons
cold iron, and daemons mithral.
When a fiend advances to CR 23, add epic to its damage reduction. Thus, while a CR 20 pit fiend possesses
damage reduction 15/good and silver, a CR 23 pit fiend
possesses damage reduction 15/epic, good, and silver.
When a fiend advances to CR 25, the amount of dam-

The Alignment Matrix


The shift from one alignment to another is generally not a sudden occurrence. Rather, over time, alignment progresses
gradually towards its end point. To represent this progression, Dicefreaks espouses the use of the following alignment
matrix. Apart from the nine major alignments, twenty-four tendencies are added to the mix. A tendency merely reflects a slight bias away from one of the true alignmentsLawful Good can really be separated into true Lawful Good,
as well as Lawful Good with Good tendencies (indicating a slight bias towards Neutral Good) and Lawful Good with
Lawful tendencies (indicating a slight bias towards Lawful Neutral). Note that for the purposes of qualifying for feats,
classes, or similar, tendencies should be ignored. A Lawful Good (Good) paladin, for example, loses no class benefits.
When progressing from one true alignment to a neighboring true alignment, the process is said to take three steps. A
Lawful Good character that begins to commit evil deeds would thus progress, in three steps, to Lawful Neutral; continued evil actions would lead to the final three steps to Lawful Evil (and, so long as his actions did not truly match his
alignment, such steps would continue).
In the diagram below, alignments shown within square brackets represent alignment tendencies.

87

age reduced increases to 20. Thus, while a CR 20 pit


fiend possesses damage reduction 15/good and silver, a
CR 25 pit fiend possesses damage reduction 20/epic,
good, and silver. At CR 35 and every increase of 10 CR
thereafter, the fiend increases its amount of damage reduction by 5.

Energy Resistance
When a fiend advances to CR 21, its racial energy
resistance increases to 15. At CR 26, it increases to 20.
At CR 31, it increases to 25. Although only the rarest
fiend's advancement will take it past this, the pattern can
continue indefinitely.

Regeneration
Regeneration improves in a ratio to the fiend's original HD. A cornugon has 15HD and regeneration 5. A
cornugon advanced to 18HD would have regeneration 6.
A cornugon advanced to 45HD would have regeneration
15.

Spell-Like Abilities
A 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.

When a fiend achieves maximum advancement, it


may summon one additional time per day, it increases the
number of creatures summoned by one more die type,
and its chance to successfully summon increases yet
again by 15%. In addition, the fiend may summon advanced versions (up to double HD) of the creatures it is
able to summon. Such summoning is the equivalent of an
epic spell. Thus, a 54 HD pit fiend would be able to
automatically summon 9 lemures, barbazu, or osyluths,
or 6 cornugons, erinyes, gelugons, or hamatulas four
times per day; this ability is the equivalent of an epic
spell.
When a fiend advances to CR 20, its chance to summon becomes automatic regardless of how many HD the
fiend has been advanced; the summoning ability increases by three levels. Thus, a CR 20 gelugon could
automatically summon 2d10 lemures, 1d6 barbazu, 2d4
bone devils, or another gelugon once per day; this ability
is the equivalent of a 7th level spell.

Telepathy
When a fiend reaches 24th caster level with its spelllike abilities, its natural telepathy increases to a range of
200 feet. Every ten levels of increase thereafter (so 34th,
44th, etc) increase the range of the fiend's telepathy by
100 feet.

Variant: Fiendish Caster Level


As immortal beings with innate magical power,
fiends acclimate to learned magic easily. Indeed,
fiends that take levels in spellcasting classes find that
their magical power is significantly enhanced. This variant ensures that a fiends CR is reflected in its magical
power in the same way that its increased HD or class
levels are reflected in its attack bonuses. A fiend that
possesses spell-like abilities other than greater teleport
has an effective caster level equal to three quarters of its
Hit Dice. If a fiend that takes levels in a spellcasting
class, the fiend adds its 3/4 HD to its caster level when
determining level-based functions of its spells, including
damage, range, and caster level checks to penetrate spell
resistance. This does not increase the fiend's access to
higher level spells or spells per day.

Summoning

Variant: Wish and Inherent Bonuses

When a fiend reaches one and a half times its initial


HD, it may summon one additional time per day and its
chance to successfully summon increases by 15%; the
summoning ability increases by one level. Thus, a 27 HD
pit fiend would be able to automatically summon 2 lemures, barbazu, or osyluths, or 1 cornugon, erinyes, gelugon, or hamatula thrice per day; this ability is the
equivalent of a 9th level spell.
When a fiend reaches twice its initial HD, the number
of potential creatures summoned increases by one die
type (for non-variable summoning, 1 increases to 3, 2
increases to 4, 3 increases to 6, and 4 increases to 9) and
its chance to successfully summon again increases by
15%. Thus, a 36 HD pit fiend would be able automatically summon 4 lemures, barbazu, or osyluths, or 3 cornugons, erinyes, gelugons, or hamatulas thrice per day;
this ability is the equivalent of a 9th level spell.

According to the Players Handbook, the wish spell


can be used to grant a creature a +1 inherent bonus to an
ability score. Furthermore, two to five wish spells cast in
immediate succession can grant a creature a +2 to +5
inherent bonus to an ability score (two wishes for a +2
inherent bonus and so forth).
At Dicefreaks, we believe that inherent bonuses stack,
no matter how far apart such bonuses may be in coming.
Under the official rules, a character who found a tome of
clear thought to increase his Intelligence by +1 (a +1
inherent bonus), and who later bought a tome to increase
his Intelligence by 4 (a +4 inherent bonus), would end up
with a +4 inherent bonus to Intelligence. In other words,
the benefits of the original tome would be overlapped by
those of the second. Under this variant rule, the two
would stack, and the character would have a +5 inherent
bonuses after reading both tomes.

88

This allows powerful devils such a pit fiends to use


their wish spell-like ability to grant inherent bonuses to
their ability scores. However, you will also note that
most of the entities presented in this book that could take
advantage of this rule have not. This is because such
creatures are wary of using such a powerful ability and
then being without it when they may need it. As a general rule, when calculating the wealth of a creature that
has used its wish spell-like ability to increase its ability
scores, count each inherent bonus as having cost the
creature 13,750gp. This is half the listed cost of a tome
or manual that would grant a +1 inherent bonus to a
score; reducing the wealth of the creature in this fashion
helps to keep its challenge rating in line, particularly for
those who generate wealth for creatures by assigning
items and so forth that will augment the creatures powers.
Additionally, for creatures that have used wish to in-

crease their ability scores in a significant fashion, it is


best to assume that they have no ready uses of wish
available at the time of combat, unless wish is available
to them more often than once per week. This illustrates
that the creature is a wastrel, seeking immediate power
with no thought for the future cost. From a mechanics
point of view, it helps to keep the challenge rating within
its proper frame.

Infernal Monsters and Templates


You may have noticed that we have included a few
familiar names in our list of Infernal Monsters and that
the statistics for these old friends are a little different
from what youve seen already. Why a revision? As you
know, the Dungeons & Dragons TM game became 3.5 as
of last year. One of the most notable of the changes was
the revamping of the demons and devils. While we think

Table 4-5: Common Devils and Other Lawful Evil Fiends by Challenge Rating
Devil

Challenge Rating

Source

Lemure

CR 1

Monster Manual

Imp

CR 2

Monster Manual

Nupperibo

CR 2

See below

Lemure X (Max HD)

CR 4

See below

Spinagon (spined devil)

CR 4

See below

Barbazu (bearded devil)

CR 5

Monster Manual

Imp, Ear of Hell (Max HD)

CR 5

See below

Kyton (chain devil)

CR 6

Monster Manual

Bezekira (hellcat)

CR 7

Monster Manual

Squamugon (scaly devil)

CR 7

See below

Erinyes

CR 8

Monster Manual

Kocrachon

CR 8

See below

Hierrmagon (hellsmith)

CR 9

See below

Osyluth (bone devil)

CR 9

Monster Manual

Narzugon

CR 10

See below

Hamatula (barbed devil)

CR 11

Monster Manual

Kyton, Chain Lord (Max HD)

CR 14

See below

Malebranche

CR 14

See below

Planetar, Fallen

CR 14

See below

Barregon (gate devil)

CR 15

See below

Cornugon (horned devil)

CR 16

Monster Manual

Erinyes, Glasyas Elite (Max HD)

CR 17

See below

Gelugon (ice devil)

CR 17

See below

Hellcat, Ultrezekira (Max HD)

CR 17

See below

Pit fiend

CR 20

Monster Manual

Pit Fiend, Nessian

CR 29

See below

Malefircarim (hellspawn)

CR 33

See below

89

most of the changes were necessary, some oddities did


occur.
First, the spell-like abilities for most of the demons
and devils were drastically reduced from their third edition counterparts. Although we suspect that this reduction was intended to reflect the fact that many spell-like
abilities are usable only once, perhaps twice in an encounter, this deteriorates the fact that many demons and
devils are intended to be powerful, background villains.
The pit fiend, for example, used to have unhallow, a spell
that it would have little to no reason to cast during combat; however, such a spell makes sense for a powerful,
supernatural leader of a cult who wants to reveal how
nasty it is by completely desecrating an entire edifice.
While the spell has little direct, in-combat importance, it
does reflect the nature of the pit fiend. So, we have included a Dicefreaks certified list of the spell-like abilities for each devil for whom we did not provide Dicefreaks revised statistics.
Second, we wanted to address the unexplained absence of the nupperibo. Present since first edition and
filling an interesting role in second edition Planescape
TM
, the nupperibo was something of an iconic monster.
Considering that we liked the suggestions offered in second editions Planescape TM regarding the metamorphosis nupperibos underwent, we wanted to incorporate this
into 3.5. Now, one can see how these beings evolve into
our versions of the first edition Styx devil/second edition
amnizu. Referred to as the barregon, these critters now
fill another challenge rating slot for devils.
Third, we found the new 3.5 ice devil/gelugon just
darn strange. The gelugon, for years considered the
second most powerful common devil, was now under the
horned devil/cornugon in terms of power. We still cant
figure out the rationale for this, particularly considering
how third edition has made such an effort to maintain
the feel of first edition. So, we decided to present a
Dicefreaks-certified gelugon.
Finally, despite the improvements of the monsters
found in the Monster Manual, those that were found in
other sources were not adjusted at all. Dicefreaks decided that in order to remedy this issue, we would provide new stat blocks for four of our favorite non-Monster
Manual devils, the kocrachon, malebranche, narzugon,
and spinagon. We hope you enjoy the hard work put into
these revisions!

Dicefreaks Devil Spell-Like Abilities


Barbazu: At will - command, desecrate, greater
teleport (self plus 50 pounds), magic weapon, produce
flame. These abilities are as spells cast by a 12th level
sorcerer (save DC 10 + spell level).
Cornugon: At will - animate dead, charm person,
desecrate, detect good, detect magic, detect thoughts,
dispel chaos, dispel good, greater teleport (self plus 50
pounds), magic circle against good, persistent image,
produce flame, pyrotechnics, suggestion; 3/day - fireball,
lightning bolt; 1/day - wall of fire. These abilities are as
spells cast by a 15th level sorcerer (save DC 16 + spell
level).
Erinyes: At will - animate dead, charm monster,
desecrate, greater teleport (self plus 50 pounds), invisibility, magic circle against good, major image, poly-

morph, produce flame, see invisibility, suggestion, unholy blight. These abilities are as spells cast by a 12th
level sorcerer (save DC 15 + spell level).
Hamatula: At will - animate dead, charm person,
desecrate, doom, greater teleport (self plus 50 pounds),
hold person, major image, produce flame, pyrotechnics,
scorching ray (2 rays only), suggestion; 1/day - 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).

Barregon (Gate Devil)


Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 15d8+75 (142 hp)
Initiative: +11 (+7 Dexterity, +4 Improved Initiative)
Speed: 30 ft., fly 90 ft. (average)
Armor Class: 32 (+7 Dexterity, +15 natural), touch 17,
flat-footed 25
Base Attack/Grapple: +15/+21
Attack: Infernal touch + 21 melee touch (2d4 plus 1
Wisdom and fatigue)
Full Attack: 2 infernal touches +21 melee touch (2d4
plus 1 Wisdom and fatigue) and 2 wings +16 melee
(1d6+3) and 1 bite +16 melee (1d10+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Amnesia touch, fatigue touch, fear
aura, spell-like abilities, summon devils
Special Qualities: Damage reduction 10/good and silver, darkvision 60 ft., immunity to fire and poison,
resistance to acid 10 and cold 10, regeneration 5, see
in darkness, spell resistance 27, sealed mind, telepathy
100 ft.
Saves: Fort +14, Ref +16, Will +18
Abilities: Str 22, Dex 25, Con 20, Int 18, Wis 24, Cha
18
Skills: Balance +17, Bluff +19, Concentration +20,
Diplomacy +13, Disguise +4 (+6 when acting), Escape
Artist +17, Gather Information +16, Hide +17, Intimidate +21, Knowledge (arcana) +19, Knowledge
(local - Nine Hells of Perdition) +14, Knowledge
(nature) +6, Knowledge (the planes) +19, Listen +19,
Move Silently +17, Profession (sailor) +18, Search

90

+19, Sense Motive +17, Spellcraft +21, Spot +24,


Survival +22 (+24 on another plane, +24 when tracking), Use Rope +7 (+9 with bindings).
Feats: Alertness, Improved Initiative, Iron Will,
Quicken Spell-like Ability (acidball), Quicken Spelllike Ability (major image), Quicken Spell-like Ability
(suggestion)
Environment: Stygia, Fifth of the Nine Hells of
Perdition
Organization: Solitary, team (2-4), or troupe (1-2 gate
devils, 1-6 hamatulas, 2-8 black squamugon, and 1-10
lemures)
Challenge Rating: 15
Treasure: Standard coins; double goods; standard items
Alignment: Always Lawful Evil
Advancement: 16-30 HD (Medium); 31-45 HD (Large)
Near the portal that will send you home is a horribly
deformed creature held aloft by black, buzzard-like
wings. Although roughly the height of a small man, the
things abnormally large head is dominated by a huge
mouth, with crocodilian teeth jutting from its lips. Small,
dead white eyes peer from the sickly, mustard colored
scaly flesh. The stunted body is covered in immaculate,
damp robes that conceal everything save its hands.
Bearing long, dexterous, clawed fingers, the hands are
encased in a throbbing, greenish aura. The creature gurgles obscenely as it launches itself towards you.
Barregons are among the least well known of the
more powerful devils that mar the horrible landscape of
Hell. Ranking slightly higher in station than cornugons,
barregons are the defenders of Hells many gates and
portals. In particular, barregons monitor and patrol the
River Styx as it winds its way through The Pit. In their
hands are the keys to escape Hell or suffer within The
Pit for all eternity.
Of the greater common devils, barregons are those
most frequently summoned to the Prime Material Plane.
Due to their great power, these devils are capable of accomplishing a great deal for a conjurer strong enough to
control them. However, such situations are only a pasttime for a barregon who uses its temporary servitude
to infiltrate the unsuspecting world in which it is imprisoned.
A barregon stands about 55 and weighs about 300
pounds. Barregons speak Infernal, Celestial, Common,
and Draconic.
Combat
A barregon is usually more interested in subduing
adversaries in order to take them back to Hell for ob-

scene torture sessions. It takes a lot, like certain death or


the direct orders of a higher ranking devil, for a barregon
to use lethal attacks.
A barregons natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawfulaligned for the purpose of overcoming damage reduction.
Amnesia Touch (Su): A guardian of the gates and
water-ways of the Nine Hells of Perdition, the barregon
has learned to manipulate the foul energies of the River
Styx. 3/day, a barregon can channel its feeblemind
power through its infernal touch as a free action. The
victim must succeed a Will save DC 21 or succumb to
the effects of feeblemind as the spell as though cast by a
15th level caster.
Fatigue Touch (Su): To further enhance its role to
bar the gates and water-ways of Hell from intruders, the
barregons touch causes fatigue in those that fail a Fortitude saving throw DC 21. The save DC is Charismabased.
Fear Aura (Su): A barregon can radiate a 5-footradius fear aura as a free action. A creature in the area
must succeed on a DC 21 Will save or be affected as
though by a fear spell as cast by a 15th level caster. A
creature that successfully saves cannot be affected again
by the same barregons aura for 24 hours. Other devils
are immune to the aura. The save DC is Charismabased.
Metamorphosis: A barregon that is allowed to advance beyond 39 HD begins to mutate and evolve into a
greater creature. At 45 HD, a barregon is due to transform into a malefircarim, although this does not necessarily happen immediately upon advancing to this level
of Hit Dice.
See table 4-6: Metamorphosis of the Barregon by Hit
Dice to determine what level of mutation the barregon
possesses.
Regeneration (Ex): A barregon takes normal damage from good-aligned silver weapons and from spells or
effects with the good descriptor.
Sealed Mind (Ex): As the guardian of the River
Styx, a barregon possesses an innate immunity to the
rivers memory sapping powers. A barregon is immune
to any effect that would damage, drain, or otherwise
harm its Intelligence, Wisdom, or Charisma scores.
Spell-like Abilities (Sp): At will - analyze portal,
animate dead, charm person, desecrate, detect good,
detect magic, dispel magic, feeblemind, greater invisibility, greater teleport (self plus 50 pounds only), hold
monster, knock, magic circle against good, major image,
suggestion; 3/day - dimensional anchor, acidball (as
fireball), force cage, polymorph, sending, trap the soul,
wrack; 1/day - imprisonment, improved portal alarm,
mass hold monster, plane shift, seal portal. These abilities are as spells cast by a 15th level sorcerer (save DC 14

Table 4-6: Metamorphosis of the Barregon by Hit Dice


Barregon Hit Dice

Metamorphosis Effect

40 HD

Nondetection, Intelligence +4, Charisma +4, natural armor +8

41 HD

Hit point per Hit Dice increase (5), immune to mind-affecting effects

42 HD

Intelligence +4, Charisma +4, natural armor +8, hit point per Hit Dice increase (6)

43 HD

Immune to polymorphing and form-altering attacks, hit point per Hit Dice increase (7)

44 HD

True seeing, two claw attacks (3d6), maximum hit points per Hit Dice

45 HD

Metamorphosis into a malefircarim (hellspawn)

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.

Erinyes, Max HD (Glasya's Elite)


Medium Outsider (Devil, Evil, Extraplanar, Lawful)
Hit Dice: 27d8+189 (310 hp)
Initiative: +16 (+8 Dexterity, +8 Superior Initiative)
Speed: 30 ft., fly 50 ft. (good)
Armor Class: 39 (+6 armor, +8 Dexterity, +11 natural,
+4 deflection), touch 22, flat-footed 31
Base Attack/Grapple: +27/+35
Attack: +3 keen dagger of wounding +38 melee
(1d4+11 plus 1 Con/19-20) or Glasya's Garrote +40
ranged (entangle)
Full Attack: +3 keen dagger of wounding +38/+33/
+28/+23 melee (1d4+11 plus 1 Con/19-20) or
Glasya's Garrote +40 ranged (entangle)
Space/ Reach: 5 ft. /5 ft.
Special Attacks: Entangle, spell-like abilities, summondevils
Special Qualities: Damage reduction 15/good and silver, darkvision 60 ft., immunity to fire and poison,
resistance to acid 10 and cold 10, see in darkness,
spell resistance 29, telepathy 200 ft., true seeing.
Saves: Fort +22, Ref +23, Will +21
Abilities: Str 27, Dex 27, Con 25, Int 20, Wis 22, Cha
29
Skills: Balance +12, Bluff +43, Concentration +37,
Diplomacy +51, Disguise +43, Escape Artist +38, Gather
Information +53, Hide +38, Intimidate +17, Jump
+12, Knowledge (Arcana) +35, Listen +36, Move
Silently +38, Perform (any) +13, Sense Motive +36,
Spot +36, Survival +6, Tumble +38, Use Rope +8
(+11 with bindings)
Feats: Combat Expertise, Dodge B, Greater Spell Focus
(Enchantment), Improved Combat Expertise, Improved Initiative, Mobility B, Quicken Spell-like Ability (invisibility), Spell Focus (Enchantment), Spring
Attack
Epic Feats: Epic Reputation, Epic Skill Focus (Gather
Information), Superior Initiative
Environment: Dis, Second of the Nine Hells of Perdition
Organization: Solitary, pair, or team (Elite plus 2d4
regular erinyes)
Challenge Rating: 17
Treasure: Double Standard
Alignment: Lawful Evil
Advancement: N/A
Glasya's Elite. Eighteen of the most powerful erinyes
in Hell, gathered for one purpose under its Princess: to
make disciples of all nations. Each member of the elite
has been assigned to a different world upon the Prime,
and ordered to bring it under Hell's control. Once their
task is complete, Glasya will be able to present to her
father proof that she is the only heir he needs.
Each member of the Elite has been given leeway in
accomplishing their missions; only success is important.
To that end, some have formed cults, others spark revolution, and there is talk of one who caused a thousand

kings to go to war over her, claiming the souls of all who


died in her name. No matter how they accomplish their
goal, Glasya will ensure the harvest of souls they reap is
a glorious one.
The members of the Elite have differing appearances:
neither build, nor hair color, nor skin colors are identical.
However, all are ravishing beauties whose very presence
can send men into frenzy. All of them are skilled in carnal pleasure, and take fornication to the heights of depravity. Even among the Courtiers of Perdition their
charms are potent; a member of the Elite can expect help
from nearly any Duke or devil in Hell, should she ask.
Entangle (Ex): Members of Glasya's Elite carry a 50
foot long cord of razor wire known as Glasyas Garrote.
This entangles opponents of any size as an animate rope
spell cast by a 27th level sorcerer, and can be hurled by
the Elite up to 30 feet with no range penalty. Entangled
opponents take 3d8+5 points of damage every round.
This damage is doubled if they struggle in any fashion,
such as attempting an Escape Artist check or strength
break check. Glasya's Garrote has a +5 magical enhancement to attack and damage.
Spell-like Abilities: At will - animate dead, charm
monster, desecrate, greater teleport (self plus 50 pounds
only), invisibility, magic circle against good, major image, polymorph, produce flame, see invisibility, suggestion, and unholy blight. Caster level 27th; DC 19+spell
level (21+spell level for enchantment)
Summon Devils (Sp): Thrice per day, a member of
Glasyas Elite may attempt to summon 6d8 lemures or
1d8 bearded devils with a 70% chance of success. These
devils may have twice their standard HD.
True Seeing (Su): An Elite constantly uses true seeing as per the spell. Caster level 27th.
Possessions: A typical member of Glasya's Elite
wears bracers of armor +6 and a ring of protection +4.
A member also usually carries a +3 keen dagger of
wounding.

Fallen Planetar
Large Outsider (Evil, Fallen, Lawful, Extraplanar)
Hit Dice: 14d8+70 (133 hp)
Initiative: +9 (+5 Dexterity, +4 Improved Initiative)
Speed: 30 ft. fly 90 ft. (good)
Armor Class: 33 (+5 Dexterity, +19 natural, -1 size),
touch 13, flat-footed 28
Base Attack/Grapple: +14/+26
Attack: +3 greatsword +26 melee (3d6+18/19-20) or
slam +23 melee (2d8+15)
Full Attack: +3 greatsword +26/+21/+16 melee
(3d6+18/19-20) or slam +23 melee (2d8+15)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, spells
Special Qualities: Change shape, cursed, damage reduction 10/good, darkvision 60 ft., immunity to fire
and poison, low-light vision, magic circle against
good, regeneration 10, see in darkness, spell resistance 28, telepathy 100 ft, teleport.
Saves: Fort +14 (+18 vs petrification), Ref +14, Will
+14
Abilities: Str 30, Dex 20, Con 20, Int 22, Wis 21, Cha
22
Skills: Concentration +22, Craft or Knowledge (any
four) +23, Diplomacy +25 (+23 with good creatures),
Escape Artist +22, Hide +18, Intimidate +25, Listen

92

+22, Move Silently +22, Sense Motive +22, Search


+23, Spot +22, Use Rope +5 (+7 with bindings)
Feat: Blind-Fight, Cleave, Improved Initiative, Improved Sunder, Power Attack
Environment: The Nine Hells of Perdition
Organization: Solitary or pair
Challenge Rating: 14
Treasure: No coins; double good; standard items
Alignment: Always Evil (any)
Advancement: 15-21 HD (Large); 22-42 HD (Huge)
There are few things more terrifying to behold than a
fallen planetar. Having fallen from so high, planetars
know full well what their pride and evil have caused
them to lose, but it is this very same pride and evil that
keeps them from returning to the Realms Above. Now
dedicated foes of all that is good and pure, fallen planetars find solace in leading their own personal campaigns
against the forces of light. While some have found a
place in the Nine Hells and lead legions of devils against
angels and demons alike, others rail against holiness on
their own, gathering mortal warriors on the Prime where
they pose as gods and topple entire nations.
Fallen planetars still bear the hugely muscled form of
a tall human. Now, however, their skin resembles that of
burning magma and tremendous vulture-like wings
sprout from their backs. Burning red eyes glare from
under their bald heads and spines tend to line their joints.
Flames often explode from their mouths as they speak,
revealing the anger and hatred that eternally burns in
their hearts.
Combat
Fallen planetars still value melee combat and eagerly
wade into battle against foes. Above all adversaries,
fallen planetars prefer destroying angels that did not
yield to temptation.
Magic Circle against Good (Su): A magic circle
against good always surrounds a fallen planetar (caster
level 14th). The defensive benefits of the magic circle
have not been included in the statistics block.
Regeneration: A fallen planetar takes damage from
good-aligned weapons and from spells and effects with
the good descriptor.
Spell-like Abilities: At will - bestow curse, contagion, continual flame, death knell, dispel magic, fear,
greater invisibility (self only), greater teleport (self plus
50 pounds only), speak with dead, unholy blight; 3/day blade barrier, flame strike, power word stun, slay living,
waves of fatigue; 1/day - destruction, earthquake, mass
charm monster, shapechange, waves of exhaustion.
Caster level 14th (save DC 16 + spell level).
Detect good is always active on the fallen planetars
person as a spell cast by a 17th level caster. It can be
dispelled, but the fallen planetar can reactivate it as a
free action on its turn.
Spells: Fallen planetars cast arcane spells as a 10th
level sorcerer (caster level as a 17th level sorcerer).
Telepathy (Su): A fallen planetar can communicate
telepathically with any creature that has a language
within 100 feet. This ability is always active.
Teleport (Sp): A fallen planetar can use greater teleport at will, as the spell, except that the creature can
transport only itself and up to 50 pounds of objects.

93

Fallen Angel Template


Angels, despite being the embodiment of holiness and
virtue in the cosmos, are not infallible. As each strives
to promote the cause of righteousness on behalf of the
Sarim or various goodly deities, each is regularly confronted by temptations. Everything from greed and lust,
to envy and pride threatens the integrity of the angel.
Although the vast majority never yields to temptation,
there are those who, for whatever reason, succumb to
some fatal flaw and fall from grace. These are the fallen
angels.
The greatest number of fallen angels are known to
have appeared during the earliest hours of the Prime Material. They were cast out of the Realms Above by the
Sarim for their pride, wickedness, and abuse of mortal
creatures. However, the greatest fallen angels were cast
down after mortals populated countless worlds. Known
as The Great Fall, this tribulation saw the likes of Belial,
Eblis, and Beelzebul cast out of the Lights from on High
and into the Depths Below. Although some of the better
known fallen angels became terrible powers of Evil,
most disappeared into obscurity, nursing their hatred
against their former master and the mortals that infest the
Prime even as they wallow in self-pity and despair, too
proud to sincerely ask for forgiveness.
Creating a Fallen Angel
Fallen Angel is a template that can be added to any
Outsider bearing the Extraplanar and Good sub-types
(referred to hereafter as the base creature). The creatures sub-type changes to Evil and the creature may also
assume either a Law (for diabolical) or Chaotic (for demonic) sub-type in its descriptor depending on its ethical
alignment. It gains the Fallen subtype; this replaces any
angelic choir subtype of the base creature. It uses all the
base creatures statistics and special abilities except as
noted here.
Speed: There is a 33% chance that the fallen angel
loses its wings and the ability to fly. Furthermore, most
angels that retain their wings (66%) experience cosmetic
changes in their wings; in some cases, the wings become
bat-like, vulture-like, or constantly molt.
Special Attacks: The fallen angel loses access to
much of its spell-casting ability. As it is no longer part
of the Celestial Choir, the fallen angel replaces all spelllike abilities bearing the Good descriptor with Evil counterparts. Thus, a fallen planetar would no longer retain
the ability to cast holy smite, replacing it with unholy
blight. Aside from detect evil (which becomes detect
good), fallen angels lose access to any permanent spelllike effects. Fallen angels also completely lose access to
any spell-like abilities with the Healing descriptor; if
there is a reasonable Necromantic replacement of the
same level, the fallen angel acquires it. The fallen planetar described above lost access to lesser restoration, remove disease, raise dead, and greater restoration and
replaced these spell-like abilities with death knell, contagion, slay living, and destruction.
Furthermore, if the fallen angel had the ability to cast
divine spells as a cleric, druid, ranger, or paladin, much
of this power is drastically reduced. A fallen angel immediately loses 7 levels of innate spellcasting ability. If
this would reduce the ability to 0 or less levels, the ability is completely gone (although advancement can allow
this ability to return, subject to the penalty described

above). There is a 50% chance that the ability will be


replaced by innate arcane spellcasting; such an alteration
still suffers the loss of levels described above.
Only the fallens spell access level suffers this penalty; the caster level remains the same. Thus a solar with
a 17th level cleric spellcasting would be reduced to 10th
level cleric spellcasting in terms of access to spells,
though it would still be treated as a 17th level caster for
the purpose of overcoming spell resistance, spell variables, and so forth.
A fallen retains access to the same number of domains, but these are changed to more appropriate ones.
The Depths Below offer Chaos, Destruction, Evil, Law,
Trickery and War as general choices. Swearing fealty to
a specific dark lord may allow access to other domains.
The Good, Healing and Protection domains are always
lost.
Special Qualities: The fallen angel loses any angelic
choir traits. It replaces them with the traits of the fallen
subtype, as detailed below:
Darkvision out to 60 feet, and low-light vision.
Immunity to poison, and one of acid, electricity or
fire.
+4 racial bonus on saves against petrification.
Magic Circle against Good (Su): A magic circle
against good always surrounds a fallen (caster level
equals the fallens Hit Dice).
Teleport (Sp): Fallen can use greater teleport at will,
as the spell, except that the creature can transport only
itself and up to 50 pounds of objects (caster level
equals the fallens Hit Dice).
Telepathy (Su): All fallen can communicate with any
creature that has a language within 100 feet. This ability is always active.
Cursed (Ex): Fallen have betrayed all they once stood
for and have an unsettling nature about them. A fallen
suffers a 2 penalty on Diplomacy checks when interacting with good creatures, but gains a +2 bonus on
all Intimidate checks.
In the case of any other qualities not replaced as a
result of losing the various choir traits and gaining
fallen traits, replace any instances relating to good
with the opposite. For example, damage reduction
would lose the evil qualifier (since this is appropriate
for good creatures) and gain the good qualifier instead. In the case of regeneration, where evil weapons
or spells previously dealt lethal damage, this would be
replaced by good weapons or spells.
Saves: Same as the base creature.
Abilities: All fallen angels suffer a -2 penalty to their
Wisdom; however, all gain a +2 bonus to any one ability
of choice save Wisdom.
Skills: Same as the base creature, adjusted for ability
score changes.
Feats: Same as the base creature.
Challenge Rating: -2
Alignment: Always evil (any)
Advancement: Same as the base creature.

Gelugon (Ice Devil)


Large Outsider (Devil, Evil, Extraplanar, Lawful)
Hit Dice: 16d8+128 (200 hp)
Initiative: +11 (+7 Dexterity, +4 Improved Initiative)
Speed: 40 ft.

Armor Class: 37 (+7 Dexterity, +21 natural, -1 size),


touch 16, flat-footed 30
Base Attack/Grapple: +16/+32
Attack: +3 cold iron spear of freezing burst +30 melee
(2d6+21+1d6 (cold) and slow 19-20/x3 +1d10 (cold))
or claw +27 melee (1d10+12)
Full Attack: +3 cold iron spear of freezing burst +30/
+25/+20/+15 melee (2d6+21+1d6 (cold) and slow 1920/x3 +1d10 (cold)) and bite +25 melee (2d6+6 plus
disease) and tail +25 melee (3d6+6 and slow) or 2
claws +27 melee (1d10+12) and bite +25 melee
(2d6+6 plus disease) and tail +25 melee (3d6+6 and
slow)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Disease, fear aura, slow, spell-like
abilities, summon devils
Special Qualities: Damage reduction 15/good and silver, darkvision 60 ft., immunity to cold, fire and poison, regeneration 5, resistance to acid 10, see in darkness, spell resistance 29, telepathy 100 ft.
Saves: Fort +18, Ref +17, Will +17
Abilities: Str 35, Dex 25, Con 26, Int 24, Wis 24, Cha
24
Skills: Bluff +26, Climb +31, Concentration +27, Diplomacy +30, Disguise +7 (+9 acting), Intimidate
+28, Jump +35, Knowledge (any three) +26, Listen
+26, Move Silently +26, Search +26, Sense motive
+26, Spellcraft +26, Spot +26, Survival +7 (+9 tracking)
Feats: Cleave, Combat Reflexes, Improved Critical
(spear), Improved Initiative, Multiattack, Power Attack
Environment: The Nine Hells of Perdition.
Organization: Solitary, team (2-4), squad (6-10) or
troupe (1-2 gelugon, 7-12 barbazu, and 1-4 osyluth)
Challenge Rating: 17
Treasure: Standard coins, double goods, standard items
Alignment: Always Lawful Evil
Advancement: 17-32 HD (Large), 33-48 HD (Huge)
Fear Aura (Su): A gelugon can radiate a 10 foot
radius fear aura as a free action. A creature in the area
must succeed on a DC 25 Will save or be affected as
though by a fear spell (caster level 16th). A creature that
successfully saves cannot be affected again by the same
gelugons aura for 24 hours. Other devils are immune to
the aura. The save is Charisma based.
Disease (Ex): A creature struck by a gelugon's bite
attack must succeed on a DC 26 Fortitude save or be
infected with a disease known as frigid ravaging.
(incubation period 1day; initial damage 1d6 Constitution,
secondary damage 1 point Constitution drain) The save
is Constitution based.
Regeneration (Ex): A gelugon takes normal damage
from good-aligned silver weapons, and from spells and
effects with the good descriptor.
Slow (Su): A hit from a gelugons tail or spear induces mind-numbing cold. The opponent must succeed
in a Fort save DC 26 or be affected as though by a slow
spell for 1d6 rounds. The save is Constitution based.
Spell-like Abilities: At will - animate dead, charm
monster, cone of cold, desecrate, detect good, detect
magic, fly, fog cloud, greater dispel magic, greater teleport (self plus 50 pounds), ice storm, magic circle
against good, obscuring mist, persistent image, polymorph, suggestion, unhallow, unholy aura, wall of ice.

94

Caster level 16th; DC 17+spell level.


Summon Devils (Sp): Once per day, the ice devil
may attempt to summon 2d10 lemures or 1d6 bearded
devils with a 75% chance, or 2d4 osyluths, 1d6 hamatulas or another gelugon with a 50% chance. This ability is
equivalent to a 6th level spell.
Possessions: A gelugon carries a +3 cold iron spear
of freezing burst.

Hellcats, Maximum HD (Ultrezekira)


Huge Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 24d8+216 (324 hp)
Initiative: +7
Speed: 50 ft.
Armor Class: 26 (+7 Dexterity, +11 natural, -2 size),
touch 15, flat-footed 19
Base Attack/Grapple: +24/+44
Attack: Claw +34 melee (3d6+12+1 vile/19-20)
Full Attack: 2 claws +34/+29/+24/+19 melee
(3d6+12+1 vile/19-20) and bite +32 melee (4d8+6+1
vile)
Space/ Reach: 15 ft. /10 ft.
Special Attacks: Improved grab, pounce, rake
(3d6+6+1 vile)
Special Qualities: Damage reduction 10/good, darkvision 60 ft., invisible in light, resistance to fire 10,
scent, spell resistance 29, spell-like abilities
Saves: Fort +22, Ref +21, Will +17
Abilities: Str 35, Dex 25, Con 26, Int 14, Wis 16, Cha
14
Skills: Balance +34, Climb +37, Hide +26, Intimidate
+29, Jump +57, Listen +34, Move Silently +38, Spot
+30, Survival +30, Swim +37
Feats: Improved Critical (claw), Improved Natural Attack (bite), Improved Natural Attack (claw), Improved
Rapid Strike, Improved Toughness, Multiattack,
Rapid Strike, Run, Track B, Vile Natural Attack
Environment: Malbolge, Fifth of the Nine Hells of
Perdition
Organization: Solitary, pair, or pride (6-10)
Challenge Rating: 17
Treasure: None
Alignment: Lawful Evil
Advancement: N/A
The ultrezekira, sometimes known as the 'dire hellcat',
roams the savage lands of Malbolge, hunting anything
that moves. Its invisible nature allows it to sneak up on
the unwary, and its vicious claws and fangs make quick
work of its prey. Unlike normal hellcats, the ultrezekira
possesses the ability to see in darkness as true devils do,
via its devil's eye spell like ability.
Improved Grab (Ex): An ultrezekira must hit with
its bite attack to use this ability. It can then start a grapple as a free action. If it wins, it establishes a hold and
can rake.
Pounce (Ex): If an ultrezekira charges, it can make a
full attack.
Invisible in Light (Ex): An ultrezekira is invisible in
any lighted area lit enough for a human to see. In darkness it shows up as a faint outline up to 30 feet away (60
ft. for low light vision). Magical darkness smothers this
glow.
Spell-like Abilities: At will - devil's eye, greater teleport (self plus 50 pounds only). Caster level 24th.

95

Skills: Ultrezekira receive a +4 bonus on Listen and


Move Silently checks.

Hierrmagon (Hellsmith)
Large Outsider (Devil, Evil, Extraplanar, Lawful)
Hit Dice: 12d8+60 (114 hp)
Initiative: +5
Speed: 40 ft.
Armor Class: 26 (+5 Dexterity, +12 natural, -1 size)
touch 14, flat-footed 21
Base Attack/Grapple: +12/+24
Attack: Masterwork warhammer +20 melee (2d6+8/x3)
Full Attack: Masterwork warhammer +20/+15/+10
melee (2d6+8/x3), 3 masterwork warhammers +20
melee (2d6+4/x3)
Space/reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, summon devils
Special Qualities: Damage reduction 10/good or silver,
darkvision 60 ft., eldritch smithing, immunity to fire
and poison, quick creation, resistance to acid 10 and
cold 10, see in darkness, spell resistance 21, telepathy
100 ft.
Saves: Fort +13, Ref +13, Will +11
Abilities: Str 27, Dex 20, Con 21, Int 18, Wis 16, Cha
10
Skills: Appraise +19 (+21 when dealing with metals),
Bluff +15, Concentration +20, Craft (armorsmithing)
+26, Craft (weaponsmithing) +26, Disable Device
+19, Listen +10, Knowledge (metallurgy) +19, Sense
Motive +18,Spellcraft +19, Spot +11, Use Magic Device +15 (+17 with scrolls)
Feats: Craft Magic Arms and Armor, Multiweapon
fighting, Skill Focus {Craft (armorsmithing)}, Skill
Focus {Craft (weaponsmithing)}, Craft Wondrous
Item
Environment: Avernus, First of the Nine Hells of Perdition
Organization: Solitary (with 1-4 bearded devil guards),
pair (with 2-8 beaded devil guards), or guild (5-10
hierrmagons, 4 barbed devils, 2-12 bearded devils)
Challenge Rating: 9
Treasure: Standard
Alignment: Always Lawful Evil
Advancement: 13-24HD (Large), 25-36 HD (Huge)
This four armed, bronze colored creature stands 9
feet tall. It holds massive hammers in all of its four
hands. With an oddly beautiful rhythm, it alternates each
arm as it strikes the red, hot metal before it. Sulfurous
smoke billows from its gaping maw, which is lined with
cruel pointed fangs. A pair of curving horns crowns its
head, while a long, thick tail drags behind it. Magma
bubbles from its flared nostrils when the creature notices
you, and it advances with sudden speed, each arm poised
to strike.
The hierrmagon is the armorer of Hell. It endlessly
toils at its forge, churning out weapons for the Blood
War. As such, one is almost never summoned to the
Mortal Coil (and woe betide those who do attempt to
take one away from its work.) With the help of the Soul
Forges, it creates magical weaponry for the elite of Perditions society from the spirits of damned mortals.
Combat
If a hierrmagon is actually involved in combat, which

is rare, it immediately summons more devils and uses its


buff spells before wading into combat with its hammers. If it is pressed, it will use mages sword to add to
its already impressive amount of attacks. Finally, if it
looks as if the tide has turned against the hierrmagon, it
will use summon monster spells to add even more combatants to the fray before teleporting away.
Eldritch Smithing (Su): The hierrmagon is capable
of creating magical items. It has an effective caster level
equal to its HD. It can use its spell-like abilities as the
prerequisites for special item abilities. A hierrmagon
must still have access to the proper spells in this manner
or from scrolls to create magical items. A hierrmagon
must still possess the proper feats to create magical
items. Hierrmagons with 21 or more Hit Dice may take
epic Item Creation Feats. Gold and XP costs are not reduced for the hierrmagon, although most work with a
Soul Forge.
Quick Creation (Ex): Because of its 4 arms, a
hierrmagon is capable of producing items at a much
faster rate than normal. Its Craft checks to determine
progress per day are done in silver pieces rather than
copper, and its checks per week are done in gold pieces
rather than silver. This has no effect on time spent enchanting weapons.
Spell-like Abilities: At will - greater teleport,
scorching ray (3 rays); 3/day - bull's strength, fireball,
keen edge, mage armor, resist energy, resistance, shield;
1/day - mages sword, orders wrath, summon monster
VI, unholy blight. Caster level 12th; DC 10 + spell level.
Summon Devils (Sp): Once per day, a hierrmagon
can attempt to summon 2d4 bearded devils with a 60%
chance of success. This is equivalent to a 5th level spell.
Skills: A hierrmagon receives a +4 racial bonus on
all Craft checks dealing with metal.
Feats: In combination with its natural abilities, a
hierrmagon's Multiweapon Fighting feat allows it to attack with all of its arms at no penalty.

Treasure: None
Alignment: Lawful Evil
Advancement: N/A
Even among the elite of infernal society there exists
the lowly, those who are beyond notice. The imps are
such creatures. Not even considered worthy of the name
devil, these lowly creatures are forced to make their
own way through Hell. The Ears of Hell are those imps
who have managed to find a powerful patron among the
Courtiers of Perdition, and they strive to make their
wretched lives somehow worthwhile to that master, in
the hopes of great reward.
The Ears of Hell are in constant competition with spinagons, which have the advantage of being devils true.
Even so, the Ears often manage to make themselves useful. Since they are not bound by the same laws that govern actual devils, they can make their abusive presence
known on the Prime much easier. Many an Ear has become an infernal spy upon a foolhardy mage that desired
a familiar. And so the Ears shuttle information back to
their dread masters in Perdition, keeping them informed
of the happenings of the Prime Material.
Poison (Ex): Initial damage 1d4 dexterity, secondary
damage 2d4 dexterity. DC 20 negates. The save DC is
Constitution-based, and includes a +2 racial bonus.
Spell-like Abilities: At will - detect good, detect
magic, invisibility; 3/day - greater teleport (self plus 50
pounds only); 1/day - suggestion. Caster level 9th; DC 13
+ spell level. 1/week- commune (6 questions). Caster
level 12th.
Alternate Form (Su): An Ear of Hell may assume
other forms at will as a standard action. This ability
functions as a polymorph spell cast on itself, except that
the Ear does not regain hit points for changing form, and
an individual Ear can only assume up to 5 different
forms, no larger than Large in size. Common forms include small humanoids, dire wolves, dire boars, rats,
ravens, and monkeys.

Imp, Max HD (The Ears of Hell)


Tiny Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 9d8+18 (58 hp)
Initiative: +10 (+6 Dexterity, +4 Improved Initiative)
Speed: 20 ft., fly 50 ft. (perfect)
Armor Class: 23 (+6 Dexterity, +5 natural, +2 size),
touch 18, flat-footed 16
Base Attack/Grapple: +9/+2
Attack: Sting +17 melee (1d4+1 and poison)
Full Attack: Sting +17 melee (1d4+1 and poison)
Space/ Reach: 2 ft. /0 ft.
Special Attacks: Poison, spell-like abilities
Special Qualities: Alternate form, darkvision 60 ft.,
damage reduction 5/good or silver, fast healing 2,
immunity to poison, resistance to fire 5.
Saves: Fort +8, Ref +12, Will +8
Abilities: Str 13, Dex 23, Con 14, Int 13, Wis 15, Cha
16
Skills: Bluff +15, Diplomacy +17, Gather Information
+15, Hide +26, Listen +14, Move Silently +18, Sense
Motive +14, Spellcraft +13, Spot +14
Feats: Flyby Attack, Improved Initiative, Virulent Poison, Weapon Finesse
Environment: The Nine Hells of Perdition
Organization: Solitary
Challenge Rating: 5

Kocrachon
Medium Outsider (Devil, Evil, Extraplanar, Lawful)
Hit Dice: 9d8 + 36 (76 hp)
Initiative: +10 (+6 Dexterity, +4 Improved Intitiative)
Speed: 30 ft., fly 60 ft. (good)
Armor Class: 24 (+6 Dex, +8 natural) touch 16, flatfooted 18
Base Attack/Grapple: +9/+12
Attack: Bite +15 melee (2d4+3 and poison)
Full Attack: Bite +15 melee (2d4+3 and poison) and 2
claws +10 melee (1d6+1 and pain)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Flense, pain touch, poison, spell-like
abilities, summon devils
Special Qualities: Damage reduction 5/good, darkvision, immunity to fire and poison, resistance to acid
10 and cold 10, sadism, see in darkness, spell resistance 20, talented torturer, telepathy 100 ft.
Saves: Fort +10, Ref +12, Will +8
Abilities: Str 16, Dex 23, Con 19, Int 17, Wis 14, Cha
17
Skills: Bluff +17, Craft (drug) +15, Craft
(poisonmaking) +15, Escape Artist +16 (+18 ropes),
Heal +14, Hide +13, Intimidate +20, Listen +14,
Move Silently +13, Sense Motive +14, Spot +14,
Use Rope +18 (+20 bindings)

96

Feats: Improved Initiative, Persuasive, Skill Focus


(Intimidate), Weapon Finesse
Environment: The Nine Hells of Perdition
Organization: Solitary or team (4-9) or squad (3 kocrachons, 2d4 barbazu, and 2d8 lemures)
Challenge Rating: 8
Treasure: Double Standard
Alignment: Lawful Evil
Advancement: 10-18 HD (Medium), 19-27 HD (Large)

+3 profane bonus to Intimidate checks made in conjunction with torture equipment and to the Escape Artist DC
set by the equipment. It also has great control over the
amount of damage it deals with such devices. A kocrachon can decrease the damage dealt by a device to the
absolute minimum, or increase the damage by 150%.
The choice for either is made before the application of
the torture device that round.

Combat
A kocrachons is a notorious coward, preferring to
allow others to subdue its foes rather than risk itself. A
kocrachon typically begins battle with hold monster and
attempts to incapacitate as many foes as possible. It
avoids getting drawn into melee combat, using its
greater teleport ability to stay out of reach. A kocrachon
immediately summons a squad of barbazu if it is outnumbered, is not sure of its foes capabilities, or if the fight
begins to go against it. Only in the presence of and under orders from greater devils will a kocrachon willingly
engage in physical combat.
Flense (Ex): A kocrachon can strip the flesh from a
victim who is helpless. Using its proboscis, it peels
away the skin, causing the victim to suffer 1 negative
level. This process takes one minute to complete, if the
kocrachon is interrupted at any point during the flensing,
the victim instead takes 1 point of Constitution damage.
Fleshcraft (Ex): A kocrachon can actually alter the
physical and spiritual makeup of its victims. Fleshcraft
requires one hour of uninterrupted work for the kocrachon. The victim must be rendered helpless the entire
time and receives a Fortitude save DC 18 to resist the
transformation. A kocrachon can turn its victims into
any devil or fiendish animal that does not exceed the
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

Kyton, Max HD (Chain Lords)

97

Medium Outsider (Evil, Extraplanar, Lawful)


Hit Dice: 24d8+144 (252 hp)
Initiative: +9 (+5 Dexterity, +4 Improved Initiative)
Speed: 30 ft.
Armor Class: 31 (+8 armor, +5 Dexterity, +8 natural),
touch 15, flat-footed 26
Base Attack/Grapple: +24/+31
Attack: Chain +35 melee (2d4+10+1 vile/19-20)
Full Attack: 2 chains +35 melee (2d4+10 +1 vile/1920) and 4 body chains +35 melee (2d4+10 +1
vile/19-20)
Space/ Reach: 5 ft. /5 ft. (10 ft. with chains)
Special Attacks: Dancing chains, unnerving gaze
Special Qualities: Damage reduction 10/good and silver, darkvision 60 ft., immunity to cold, regeneration
6, spell resistance 26
Saves: Fort +20, Ref +19, Will +16
Abilities: Str 25, Dex 20, Con 23, Int 14, Wis 15, Cha
16
Skills: Appraise (metalworking) +33, Climb +34, Craft
(blacksmithing) +45, Escape Artist +32, Gather Information +34, Intimidate +30, Jump +34, Knowledge (local - Minaruros) +29, Listen +29, Spot +29
Feats: Combat Expertise, Combat Reflexes, Improved
Critical (chain), Improved Disarm, Improved Initiative, Improved Trip, Power Attack, Vile Martial
Strike (chain), Weapon Focus (chain)
Environment: Minauros, Third of the Nine Hells of
Perdition
Organization: Solitary, or gang (2-4)
Challenge Rating: 14
Treasure: Standard
Alignment: Lawful Evil
Advancement: N/A
Upon their death, those who live lives of greed and
avarice often find themselves bound in chains of their
own forging, becoming the devils known as kytons. The
most powerful of these devils are known as the Chain
Lords.
The Chain Lords are the elite masters of Jangling
Hiter, answering only to the Amir. Each pursues their
own decadent path to wealth, but collectively they are
the richest independent devils in Hell. All ultimately
answer to the Archduke Mammon, of course, but he often is too busy to be bothered with false devils such as
the kytons.
Dancing Chains (Su): A Chain Lord can control up
to twelve chains within 60 feet as a standard action, making them dance or move as he wishes. These chains can
also grow up to 15 feet in length, and sprout vicious
barbs and spikes with which to rend a foe. The chains
under a Chain Lord's control attack as effectively as the
devil itself. If a chain is in another creature's possession,
it may attempt a DC 25 Will save to break the Chain

Lord's power over that chain. If the save is successful,


the Chain Lord cannot attempt to control that particular
chain again for 24 hours or until the chain leaves the
creature's possession.
Unnerving Gaze (Su): The Chain Lords can make
their face resemble their foe's loved ones or enemies.
This is a gaze attack with a range of 30 feet. Those who
fail their saves (Will save DC 25) take a -4 penalty on
attack rolls for the next 1d6 rounds. The save DC is Charisma-based.
Regeneration (Ex): The Chain Lords take normal
damage from good-aligned or silver weapons and from
spells with the good descriptor.
Possessions: A Chain Lord's chains have an enhancement bonus of +3. Furthermore, they wrap tightly
around the Chain Lord's body, creating a makeshift form
of armor. This functions as +3 chainmail with no maximum Dexterity bonus. This function only applies to the
Chain Lord itself; other creatures attempting to wear the
chains as armor find them no more than magical weapons.

Lemure, Max HD (Lemure X)


Medium Outsider (Devil, Evil, Extraplanar, Lawful)
Hit Dice: 6d8+30 (57 hp)
Initiative: +4
Speed: 20 ft.
Armor Class: 23 (+4 Dexterity, +9 natural), touch 14,
flat-footed 19
Base Attack/Grapple: +6/+10
Attack: Claw +10 melee (1d6+4)
Full Attack: 2 claws +10 melee (1d6+4)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Special Qualities: Damage reduction 5/good or silver,
darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, mindless, see in darkness
Saves: Fort +11, Ref +9, Will +5
Abilities: Str 18, Dex 18, Con 18, Int -, Wis 11, Cha 5
Feats: Great Fortitude, Improved Natural Attack (claw),
Improved Toughness
Environment: The Nine Hells of Perdition
Organization: Solitary , pair, gang (3-5), swarm (6-15),
or mob (10-40)
Challenge Rating: 4
Treasure: None
Alignment: Lawful Evil
Advancement: N/A
The Lemure X is the most powerful of its doomed and
tormented caste. Stronger, faster and tougher than the
standard lemure, they are no more respected. Usually
found only when summoned by a Duke of Hell, they also
are used in the Blood War, as secondary infantry troops,
following the waves of their lesser brethren.
Mindless (Ex): Immunity to all mind affecting effects.

Malebranche
Huge Outsider (Devil, Evil, Extraplanar, Lawful)
Hit Dice: 17d8+187 (263 hp)
Initiative: +2
Speed: 40 ft., fly 120 ft. (average)
Armor Class: 31 (+2 Dexterity, +21 natural, -2 size)

touch 10, flat-footed 29


Base Attack/Grapple: +17/+41
Attack: +1 axiomatic cold iron trident + 33 melee
(3d6+25+1d6 (axiomatic)/19-20/x3) or claw +31 melee (2d8+16)
Full Attack: +1 axiomatic cold iron trident +33/+28/
+23/+18 melee (3d6+24+1d6 (axiomatic)/19-20/x3)
and bite +26 melee (3d8+8) or 2 claws +31 melee
(2d8+16), bite +26 melee (3d8+8) and gore +26 melee (2d8+8)
Space/ Reach: 15 ft. /15 ft.
Special Attacks: Charge, fear aura, improved grab, supreme power attack
Special Qualities: Damage reduction 10/good or silver,
darkvision 60 ft., immunity to fire and poison, resistance
to acid 10 and cold 10, see in darkness, regeneration
5, spell-like abilities, spell resistance 26, telepathy
100 ft.
Saves: Fort +19, Ref +10, Will +7
Abilities: Str 42, Dex 15, Con 33, Int 10, Wis 9, Cha
10
Skills: Balance +4, Bluff +20, Climb +36, Diplomacy
+22, Intimidate +22, Jump +22, Listen +19, Move
silently +22, Spot +19, Tumble +22
Feats: Awesome Blow, Cleave, Great Cleave, Improved
Critical (trident), Flyby Attack, Power Attack B,
Weapon Focus (trident)
Environment: The Nine Hells of Perdition
Organization: Solitary, pair, or squad (2d8 malebranche and 1d4 cornugon leaders)
Challenge Rating: 14
Treasure: Standard
Alignment: Always Lawful Evil
Advancement: 18-34 HD (Huge), 35-51HD
(Gargantuan)
Charge (Ex): In addition to normal benefits of a
charge, a malebranche can make a single gore attack that
deals triple damage.
Fear Aura (Su): A malebranche can radiate a 15 foot
radius fear aura as a free action. A creature in the area
must succeed on a DC 18 Will save or be affected as
though by a fear spell (caster level 12th). A creature that
successfully saves cannot be affected again by the same
malebranches aura for 24 hours. Other devils are immune to this effect. The save DC is Charisma based.
Regeneration (Ex): A malebranche takes normal
damage from good aligned or silver weapons, and from
spells or effects with the good descriptors.
Spell-like Abilities: At will - greater teleport (self
plus 50 pounds only). Caster level 17th
Supreme Power Attack (Ex): A malebranche gains a
+2 damage bonus for every -1 penalty they take to their
attack while using power attack. (Or +4 if using a two
handed weapon)
Possessions: A malebranche usually carries a huge
+1 axiomatic cold iron trident as its weapon of choice.

Malefircarim (Hellspawn)
Large Outsider (Abomination, Evil, Extraplanar,
Lawful)
Hit Dice: 45d8+405 (765 hp)
Initiative: +16 (+8 Dexterity, +8 Improved Initiative)
Speed: 80 ft., fly 240 ft. (perfect)
Armor Class: 51 (+8 Dexterity, +34 natural, -1 size)

98

touch 17, flat-footed 43


Base Attack/Grapple: +45/+62
Attack: Claw +57 melee (4d6+13)
Full Attack: 2 claws +57 melee (4d6+13), bite +55 melee (4d8+6), 2 wings +55 melee (2d6+6), tail +55 melee (4d8+6)
Space/reach: 10 ft./10 ft.
Special Attacks: Fear aura, improved grab, Infernal
Heir, spell-like abilities, summon devils
Special Qualities: Abomination traits, blindsight 500
ft., damage reduction 20/epic, good, silver, darkvision
60 ft., divine immunities, immunity to fire and poison,
Infernal Might, resistance to acid 25 and cold 25, regeneration 15, see in darkness, spell resistance 45,
telepathy 1,000 ft.
Saves: Fort +33, Ref +31, Will +34
Abilities: Str 37, Dex 26, Con 28, Int 35, Wis 26, Cha
29
Skills: Balance +14, Bluff +57, Concentration +57, Diplomacy +69, Disguise +57 (+63 when acting in character), Escape Artist +56, Gather Information +11,
Hide +52, Intimidate +63, Jump +62, Knowledge
(arcana) +60, Knowledge (history) +36, Knowledge
(local - Hell) +36, Knowledge (nature) +18, Knowledge (the planes) +60, Knowledge (religion) +60,
Listen +56, Move Silently +56, Search +60, Sense
Motive +57, Spellcraft +66, Spot +56, Survival +56
(+62 on other planes, +62 when tracking), Tumble
+62, Use Rope +8 (+14 with bindings)
Feats: Awesome Blow, Cleave, Combat Reflexes, Corrupt Spell-Like Ability, Dark Speech, Great Cleave,
Improved Initiative, Iron Will, Multiattack, Power
Attack, Quicken Spell-like Ability (mass hold monster)
Epic Feats: Blinding Speed, Epic Devotion (chaotic),
Spell Stowaway (wish), Superior Initiative, Tenacious
Magic (unhallow)
Environment: The Nine Hells of Perdition
Organization: Solitary or pair
Challenge Rating: 33
Treasure: Standard
Alignment: Always Lawful Evil
Advancement: 46-60HD (Large), 61-75 HD (Huge),
76-90HD (Gargantuan)
The hell-fire red creature before you rises to a full 15
feet, its great, bat-like wings spreading to fill the altar
room. A look of utter contempt fills the handsome, yet
diabolical face as the blazing red eyes burn into your
soul. A pair of ebon horns crowns the bald head, while
black talons adorn the slender fingers. A serpentine tail,
tipped with a scaly tassel, dances behind the creature.
An aura of divine might suddenly radiates from its form,
joining the stench of brimstone and sulfur. Adjusting its
black robes with a regal gesture, the creature raises an
outstretched hand at you before a ball of flame bursts
from its palm. The creature laughs - a sound from the
depths of The Pit - and you glimpse fang-like teeth and
acrid smoke within the mouth before the fire melts your
eyes.
There are only a scant few in the Realities Beyond
who have encountered a malefircarim and lived to tell
the tale. One of the most powerful creatures in Creation,
the malefircarim (the singular form of malefircareim)

99

is cloaked in mystery and fear. Countless cults and


demagogues seeking to overthrow established governments can be traced back to one of these terrors. These
monstrosities are the stuff of legends and this should
come as no surprise as they are the direct spawn of The
Overlord of Hell.
Malefircareim, more commonly known as hellspawn,
are the offspring of The Overlord. When the tyrannical
member of the Circle of Three plummeted into the
Depths Below, his fall not only created the Nine Hells of
Perdition, but his blood merged with the young plane.
From the foul, hissing liquid and the essence of the
newly formed Hell rose the first malefircareim, the Children of The Devil. Most of these creatures would be
destroyed by their father and each other well before the
Dawn of the Gods and the Days of Antiquity. A few did
survive, though. The eight strongest became the original
Lords of the Nine. The balance was either locked away
in Stygia or Cania, or fled into hiding deep within the
recesses of Hell. Their true goals unknown, these few
remaining maleficareim are individuals at war with their
father, their siblings, and the rest of Creation as they seek
nothing less that total and complete domination of the
entire Cosmos.
Malefircareim who reveal themselves to others tend to
flee Hell, relocating in Acheron and sometimes Gehenna.
Their vast intelligence and great charisma draws even the
typically loyal pit fiend to their sides. Such malefircareim become terrible patrons of various tyrannical
vices for those foolish mortals in the Prime, seeking to
ascend into true divinity.
Combat
Each malefircarim is unique and fights in its own
way. While some relish melee, others prefer to work
from behind the walls of lackeys and servants, casting
spell-like abilities on their distant foes. However, almost
all malefircareim will call on their fear auras, and cast
unholy aura and mass hold monster immediately upon
initiating combat. Most are not afraid to use their wish
ability if they find themselves risking defeat and few are
so brave as to remain fighting when fleeing will ensure
their survival.
A malefircarim's natural weapons, as well as any
weapon it wields, is treated as epic, evil, and lawful for
the purpose of overcoming damage reduction.
Abomination Traits: Malefircareim are treated as
having Divine Rank 0. This gives them divine immunity
to ability damage, ability drain, death from massive damage, energy drain, mind affecting effects, polymorphing,
petrification and other form altering attacks. They are not
subject to death from massive damage, and have maximum hit points per Hit Die. A malefircarim is immortal
and cannot die from natural causes. It does not age, and
does not need to eat, sleep, or breathe. The only way for
a malefircarim to die is through special circumstances.
Malefircareim are also immune to fire, and have resistance to acid 25 and cold 25. They are affected as by a
nondetection spell with a caster level equal to their Hit
Dice. A malefircarim can communicate with any creature
using telepathy within a range of 1,000 ft, and it benefits
from blindsight out to 500 feet.
Fear Aura (Su): A malefircarim can radiate a 30foot radius fear aura as a free action. A creature in the
area must succeed on a DC 41 Will save or be affected as
though by a fear spell (caster level 45th). A creature that
successfully saves cannot be affected again by the same

malefircarims aura for 24 hours. Other malefircareim


are immune to this affect, although a malefircarim may
select which creatures within the radius are affected.
The save DC is Charisma-based.
Improved Grab (Ex): If a malefircarim hits with its
claw, it deals normal damage and may immediately attempt to start a grapple as a free action that does not provoke an attack of opportunity. A malefircarim can use
this ability on any creature of its size or smaller. Each
round, the malefircarim may choose to conduct the grapple normally, or simply use its claw to hold its opponent
(-20 on the grapple check, but the maleficarim is not
considered grappled). Every round the hold is maintained, the malefircarim deals automatic claw damage to
its victim.
Infernal Heir: As a direct offspring of The Overlord
of Hell, the malefircarim has inherited some of The
Overlords divine might. The malefircarim possesses a
special ability known to it alone. The Infernal Heir
power of a malefircarim is typically on par with salient
divine abilities available to demigods. An example of
Infernal Heir would be the Spell Suck as possessed by
the standard infernal.
Infernal Might: As a true devil, a malefircarim is
unique and possesses a singular special quality. This
power can be anything from a permanent spell-like ability to increased damage reduction or regeneration, or
even similar to certain salient divine abilities available to
demigods. An example of Infernal Might would be the
Learned Spell Immunity that a standard infernal possesses. Furthermore, a malefircarim is treated as a
unique creature with regards to summoning attempts like
the spell gate.
Regeneration (Ex): A malefircarim takes normal
damage from good aligned silvered weapons and from
spells and effects with the good descriptor.
Spell-like Abilities: At will - animate dead, baleful
polymorph, blasphemy, blur, charm monster, create
greater undead, deeper darkness, delayed blast fireball,
desecrate, detect chaos, detect good, detect magic,
greater dispel magic, greater invisibility, greater teleport (self plus 1,000 pounds only), hallucinatory terrain,
hold monster, magic circle against chaos, magic circle
against good, mass hold monster, persistent image, produce flame, polymorph, pyrotechnics, read magic, scrying, suggestion, symbol of pain, true seeing, unholy aura,
unholy blight, unhallow, wall of fire; 1/day- fire storm,
hellball, meteor swarm; 1/month - wish. Caster level
45th; DC 19+ spell level.
Summon Devils (Sp): A malefircarim can automatically summon 8d6 nupperibos or imps, 2d6 barregons or
4 renegade pit fiends thrice per day. These devils may
have double their standard Hit Dice (treat renegade pit
fiends as Nessian with standard hit points, i.e. 536 hp).

Marquis Half-Fiend
This example uses a 4th level fighter/8th level dark
marshal of Bael hobgoblin as the base creature. The
father of the creature is Abigor.

Guldag, Doom of the East


Marquis Half-Fiend Hobgoblin Fighter 4th/
Dark Marshal of Bael 8th
Medium Outsider (Augmented Humanoid, Native)

Hit Dice: 6d8 (outsider) + 4d10 (fighter) + 8d10 (dark


marshal of Bael) + 90 (183 hp)
Initiative: +5
Speed: 30 ft., 60 ft. (good)
Armor Class: 27 (+8 armor, +5 Dexterity, +4 natural)
touch 15, flat-footed 22
Base Attack/Grapple: +18/+26
Attack: Doombringer +29 melee (1d8+13+1 (vile)+2d6
(vicious) plus 1 con 17-20/x2) or claw +26 melee
(1d6+9+1 (vile))
Full Attack: Doombringer +29/+24/+19/+14 melee
(1d8+13+2d6 (vicious) plus 1 con 17-20/x2) and bite
+21 melee (1d8+4+1 (vile)) and claw +21 melee
(1d6+4+1 (vile))
Space/ Reach: 5 ft. /5 ft.
Special Attacks: Acidic blood, blood oath (improved),
dark smite 2/day, frightful presence, poison, smite
good, spell-like abilities, greater warcry 2/day
Special Qualities: Corruption affinity, damage reduction
15/good, darkvision 120 ft., fast healing 2, immunity
to poison, infernal rally, resistance to acid 10, cold 10,
electricity 10, and fire 10, spell resistance 28
Saves: Fort +22, Ref +14, Will +11
Abilities: Str 23 (29), Dex 21, Con 20, Int 14, Wis 12,
Cha 18
Skills: Bluff +17, Climb +21, Diplomacy +16, Disguise
+4 (+6 acting), Intimidate +31, Hide +14, Knowledge
(history) +11, Knowledge (the planes) +11, Listen
+10, Move Silently +22, Ride +26, Sense Motive +17,
Spot +18, Survival +1 (+3 on other planes), Swim
+12
Feats: Combat Reflexes, Devotee of Darkness (Bael),
Flyby Attack, Improved Critical (longsword), Iron
Will, Leadership, Vile Martial Strike (longsword),
Vile Natural Attack, Weapon Focus (longsword),
Weapon Specialization (longsword)
Environment: The Ash Mountains in the Lands of the
Pact
Organization: Solitary (unique) or with war band
Challenge Rating: 18
Treasure: Standard
Alignment: Lawful Evil
Advancement: By character class
Arrayed in mail that gleams with mithral and details
of blood-red gold, the mighty captain Guldag raises his
visor to look upon you across the battlefield. His hobgoblin features are made all the more predatory by his
oversized fangs, and the batlike wings furled behind him
remind you that this creature is not altogether mortal.
With a sneer, he throws your captured standard to the
ground, his soldiers cheering him on as he then pulls a
prisoner close, disemboweling the poor man so that blue
and purple entrails come boiling out to desecrate the
symbol you fight beneath. The enemy unit seems bolstered by this act; you call for calm within the ranks.
This will be a difficult fight.
Acidic Blood (Ex): When wounded by a piercing or
slashing attack, Guldags blood sprays outward in a 5
foot cone, dealing 1d6 points of acid damage; there is no
saving throw to avoid the effect. Creatures that do not
spend a move equivalent action to get the blood off them
suffer the same damage on the following round.
Corruption Affinity (Su): Guldag pays half the corruption costs when using corrupt spells. If this benefit

100

reduces the damage to less than 1, he suffers no damage.


Dark Smite (Ex): 2/day Guldag can make a Dark
Smite, adding his charisma modifier (+4) to his attack,
and dealing an additional 8 points of vile damage. He
may use Dark Smite simultaneously with his smite good
attacks, with attack bonuses overlapping and damage
bonuses stacking. Dark Smite works on any creature
(unless said creature is not affected by Vile damage). In
the event that a creature is unaffected by the smite, or the
attack misses, that use of Dark Smite is used up for the
day.
Frightful Presence (Ex): When Guldag attacks, he
inspires terror in those who oppose him. All foes within
20 feet of Guldag must make a Will save DC 24 or suffer
the effects of a fear spell. Those that save against his
frightful presence are immune to it for the next 24 hours.
Improved Blood Oath (Su): Guldag is able to make
a Blood Oath against an enemy that he has met in battle.
As a full round action, he wounds himself while making
the Oath, taking Constitution damage of up to his class
level. Thereafter, he gains a morale bonus to attacks,
damage, armor class, and saves against the individual
whom he has sworn to defeat equal to twice the amount
of Constitution damage that he took. Furthermore, he
can automatically sense the focus of his Oath when
within 90 feet as if by using blindsight. Guldag can only
have one Blood Oath at a time. He cannot end the Oath
without fulfilling it. He cannot heal the Constitution
damage until such time as the Oath is fulfilled.
Infernal Rally (Su): Guldag can rally the morale of
his troops through the use of eloquence coupled with
humiliation and violence. This can be done 8/day. Upon
giving a stirring speech to his troops (a full round action
that affects allies in a 30 foot radius), he grants them a
+1 morale bonus to attacks, and 1d8 temporary hit
points. If, at the same time as he delivers the speech,
Guldag performs an act of defiance against the enemy
(kills an enemy prisoner, urinates on their standard, sets
an enemy village alight, etc), he increases the morale
bonus as described on the table detailing the dark marshal prestige class. Furthermore, the morale bonus is also
applied to any one of the following that Guldag chooses:
Fortitude saves, Will saves, armor class or damage.
The speech can last longer than one round if desired;
for each round longer than one round that Guldag speaks,
the effects of the rally can be delayed for a round. If, for
example, Guldag speaks stirringly to his troops for 30
minutes before a battle, the effects of the rally could be
delayed for up to 30 minutes, and then activated once
battle was enjoined.
Guldag can attempt more than one insulting feat
against his foes; in such a case the benefits stack, but
only when used during the same speech as detailed in the
dark marshal prestige class section. An Infernal Rally
cannot bestow greater than +3 morale bonus, and the
bonus lasts for 11 rounds once activated. An Infernal
Rally ends prematurely if Guldag flees the field of battle,
or is killed. This is a mind-influencing effect. Lemures
are not immune to this effect. Guldag is not entitled to
the benefits of an Infernal Rally himself.
Poison (Ex): Injury, Fortitude DC 24, initial damage
1d6 Str and Dex, secondary damage 2d6 Str and Dex.
The save DC is constitution-based.
Smite Good (Su): 1/day, Guldag can make a normal
melee attack that deals 18 extra points of damage against
a good character.
Spell-like Abilities: At will - change self, deeper

101

darkness; 3/day - blasphemy, devil's eye, evil weather,


hellfire storm, liquid pain, soul's shackles. Caster level
18th, DC 14 + spell level. The save DC is Charismabased.
Greater Warcry (Ex): Guldag can utter a Greater
Warcry 2/day as a free action. All troops within 30 feet
under his command (including himself) are affected as if
by a rage spell, except that all affected creatures gain a
+4 morale bonus to Strength and Constitution, and a +2
morale bonus on Will saves. The effects of the Greater
Warcry last for 7 rounds. This is a mind-influencing
effect that can also affect the dark marshal. Lemures and
nupperibos benefit from this ability.
Note that a Greater Warcry can be used to activate the
effects of an Infernal Rally. The bonuses stack.
Possessions: Guldag is armed with a +2 cold iron
vicious longsword of wounding called Doombringer and
wears a +3 mithral breastplate. He also wears a ring of
invisibility and a belt of giant strength +6
Creating A Marquis Half-Fiend
Although rarely seen, it has always been speculated
that unique fiends produce greater spawn. Rumors of
this kind have recently been proven accurate with the
appearance of so called marquis half-fiends. Infused
with greater power than their lesser siblings, the vile
marquis half-fiend is a virtual paragon of evil.
Marquis Half-Fiend is a template that can be added
to any living corporeal humanoid, giant, or monstrous
humanoid with an Intelligence score of 8 or more
(hereafter referred to as the base creature). The parent
fiend must be a unique demon, Duke of Hell, Nether
Heritor, or greater arch-fiend in status.
A marquis half-fiend uses all the base creatures statistics and special abilities except as noted here.
Size and Type: The creatures type changes to Outsider. Do not recalculate Hit Dice, base attack bonus, or
saves. Size is unchanged. Marquis half-fiends are usually, but not always, native outsiders.
Hit Dice: Increase racial HD to d8 unless the base
creature possessed higher racial HD. Marquis halffiends gain an additional racial HD equal to one quarter
of the parent fiends to a maximum of ten.
Speed: A marquis half-fiend has bat wings. Unless
the base creature has a better fly speed, the creature can
fly at double base creatures land speed (good maneuverability).
Armor Class: Natural armor improves by +4.
Attacks: A marquis half-fiend has two claw attacks
and a bite attack, and the claws are the primary natural
weapon. If the base creature can use weapons, the marquis half-fiend retains this ability. A marquis half-fiend
fighting without weapons uses a claw when making an
attack action. When it has a weapon, it usually uses the
weapon instead.
Full Attack: A marquis half-fiend fighting without
weapons uses both claws and its bite when making a full
attack. If armed with a weapon, it usually uses the
weapon as its primary attack and its bite as a natural secondary attack. If it has a hand free, it uses a claw as an
additional natural secondary attack.
Damage: A marquis half-fiend has claw and bite
attacks. If the base creature does not have these attack
forms, use the damage values on the table below. Otherwise, use the values found below, or the base creatures
damage values increased by one die, whichever is higher.

Table 4-7: Marquis Half-Fiend Damage by Size


Size

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

Special Attacks: A marquis half-fiend retains all the


special attacks of the base creature and gains the following special attacks.
Acidic Blood (Ex): When wounded by a piercing or
slashing attack, the marquis half-fiends blood sprays
outward in a 5 foot cone, dealing 1d6 points of acid damage per every 5 racial HD possessed by the marquis halffiend; there is no saving throw to avoid the effect. Creatures that do not spend a move equivalent action to get
the blood off them suffer the same damage on the following round.
Frightful Presence (Ex): When the marquis halffiend attacks, it inspires terror in those who oppose it.
All within 20 feet of an attacking marquis half-fiend
must make a Will save DC equal to 10+ the marquis
half-fiends HD + the marquis half fiends Charisma
modifier or suffer the effects of a fear spell. Those that
save against the marquis half-fiends frightful presence
are immune to it for the next 24 hours.
Poison (Ex): Any creature bitten by the marquis half
fiend is infected with a vile paralyzing poison. It deals
1d6 Str and Dex initial damage, and 2d6 Str and Dex
secondary damage. Save DC is equal to 10 + of the
marquis half fiend's combined HD and class levels + the
marquis half fiend's Constitution modifier.
Smite Good (Su): Once per day a marquis half-fiend
may make a normal melee attack that deals additional
damage equal to its HD to a good creature.
Spell-like Abilities: A marquis half-fiend may use
change self and deeper darkness at will, and unholy
blight 3/day. A more powerful marquis half-fiend possesses additional abilities as noted on the table below.
Unless otherwise indicated, the ability is usable 3/day,
using the fiends combined character level and HD as the
caster level. Saves DCs are equal to 10 + spell level +
Cha modifier. The following list is typical for a marquis
half-fiend of diabolical parentage. Those marquis halffiends with a demonic or nether background commonly
have access to different spell-like abilities.
Special Qualities: A marquis half-fiend has all the
special qualities of the base creature plus the following:
Darkvision out to 120 ft.
Immune to poison.
Resistance to acid, cold, fire, and electricity 10.
Damage Reduction 15/good. This replaces any existing DR, but if a special material was needed to pene-

trate the DR before, that becomes an additional requirement.


A marquis half-fiends natural weapons are treated as
evil and magic weapons for the purpose of overcoming damage reduction.
Spell resistance equal to the creatures HD + 10.
Fast Healing equal to the marquis half-fiends Constitution modifier.
Corruption Affinity (Su): A marquis half-fiend pays
half the corruption costs when using corrupt spells. If
this benefit reduces the damage to less than 1, the
marquis half-fiend suffers no damage.
Abilities: Increase from the base creature as follows:
Str +6, Dex +6, Con +4, Int +6, Cha +6
Skills: A marquis half-fiend gains skill points as an
Outsider and has skill points equal to 8 + Int modifier x
(HD + 3). Do not include Hit Dice from class levels in
this calculation - the marquis half-fiend gains Outsider
skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat
skills from the base creatures list as class skills, and all
other skills as cross skills. Marquis Half Fiends have a
+4 racial bonus on Bluff, Intimidate and Move Silently
checks; these are considered class skills for a marquis
half-fiend.
Challenge Rating: As base creature +6.
Alignment: Usually Evil (any)
Level Adjustment: +6
Table 4-8: Marquis Half-Fiend Spell-like Abilities
by Hit Dice
Level/Hit Dice

Spell-like Abilities

7-8

Devils eye*

9-10

Blasphemy

11-12

Liquid pain*

13-14

Hellfire storm*

15-16

Soul shackles*

17-18

Evil weather* 1/day

19-20

Bestow greater curse* 1/day

21+

Eternity of torture* 1/month

*These are found in the Book of Vile Darkness. If you do not


have access to that book, use the normal spell list for half
fiends, but treat all spells as if they had been empowered or
enlarged.

Narzugon
Medium Outsider (Devil, Evil, Extraplanar, Lawful)
Hit Dice: 13d8+78 (136 hp)
Initiative: +3
Speed: 20 ft.
Armor Class: 30 (+9 armor, +1 Dexterity, +7 natural,
+3 shield), touch 11, flat-footed 29
Base Attack/Grapple: +13/+21
Attack: +1 heavy lance +22 melee (1d10+13 x3) or +1
heavy pick +22 melee (2d4+9 19-20/x4)
Full Attack: +1 heavy lance +22/+17/+12 melee

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(1d10+13 x3) or +1 heavy pick +22/+17/+12 melee


(2d4+9 19-20/x4)
Space/Reach: 5 ft. /5 ft. (10 ft. with lance)
Special Attacks: Baleful gaze, deadly charge, fell trample, spell-like abilities, summon devils, unhorse
Special Qualities: Bonded mount, damage reduction
10/good and silver, darkvision 60 ft., immunity to
cold, fire and poison, acid resistance 10, see in darkness, spell resistance 22, telepathy 100 ft.
Saves: Fort +14, Ref +11, Will +10
Abilities: Str 26, Dex 17, Con 23, Int 15, Wis 15, Cha
20
Skills: Concentration +22, Handle Animal +21, Intimidate +21, Knowledge (any one) +18, Listen +18, Ride
+21, Search +18, Spot +18, Survival +18 (+20 tracking), Tumble +19
Feats: Improved Critical (heavy pick), Mounted Combat, Ride-by Attack, Spirited Charge, Trample
Environment: The Nine Hells of Perdition.
Organization: Solitary, pair, or squad (3-12 narzugon
with mounts)
Challenge Rating: 10
Treasure: Standard
Alignment: Always Lawful Evil
Advancement: 14-39 HD (Medium)
Baleful Gaze (Su): The unmasked narzugon is a reflection of ones own sadness and inner fear. All creatures within 30 feet of the devil are affected by phantasmal killer (caster level 13th, DC 21). This is a gaze attack. The save DC is Charisma based.
Bonded Mount (Su): Similar to its antithesis, the
paladin, a narzugon may form a supernatural bond with a
mount (typically a nightmare). Forming this bond takes
1 hour. Should a narzugons bonded mount die, it must
wait 24 hours before bonding another. A narzugons
bonded mount receives the same bonuses that a paladins
mount would, using the narzugons Hit Dice in place of
paladin level.
Deadly Charge (Ex): Twice a day a narzugon may
make a deadly charge if mounted. On such a charge attack, the narzugon deals triple damage with a melee
weapon, or quadruple damage with a lance. An advanced
narzugon makes one additional deadly charge per day for
every 5 additional Hit Dice it possesses; thus a 15 HD
narzugon could make 3 deadly charges per day.
Fell Trample (Ex): A narzugons may make mounted
overrun attempts against as many foes as they are able
to, resolving each attempt separately. The narzugons
mount receives a hoof attack against each successfully
overrun foe.
Spell-like Abilities: At will - desecrate, doom,
greater teleport (self plus mount plus 50 pounds only),
hold person, produce flame, suggestion; 3/day - charm
person, major image, orders wrath, unholy blight.
Caster level 13th, DC 15 + spell level.
Summon Devils (Sp): Once per day, a narzugon may
attempt to summon 1d6 bearded devils or another narzugon with a 50% chance. This ability is the equivalent
of a 5th level spell.
Unhorse (Ex): If a narzugon successfully strikes a
mounted opponent during a mounted charge, he may
make a free bull rush attempt against the foe. If the narzugon wins, the foe is pushed backwards, but their
mount remains in place.
Possessions: The typical narzugon is equipped with

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spiked full plate armor, large shield, a heavy pick and a


heavy lance. These all bear at least a +1 enhancement
bonus, although more powerful narzugons often have
greater arms and armor. A narzugons weapons are always made from cold wrought iron.

Nephilim
This example uses a 4th level monk/4th level Dominator of Belial human as the base creature. The father of
the creature is Carniveau.

Brother Dalan the Meek


Nephilim Human Monk 4th/Dominator of Belial 4th
Medium Outsider (Augmented Humanoid, Native)
Hit Dice: 5d8 (outsider) + 4d8 (monk) + 4d6
(Dominator of Belial) + 42 (84 hp)
Init: +4
Speed: 40 ft., 60 ft. (good)
AC: 25 (+2 deflection, +4 Dexterity, +1 monk, +4 natural, +4 Wisdom) touch 21, flat-footed 21
Base Attack/Grapple: +11/+19
Attack: Unarmed strike +15 melee (1d10+4 +1 (vile)
19-20/x2)
Full Attack: Flurry of Blows +13/+13/+8/+3 (1d10+4
+1 (vile) 19-20/x2) and 2 wings +11 melee (1d4+2)
Space/ Reach: 5 ft. /5 ft.
Special Attacks: Fiery blood, flurry of blows, gaze of
iniquity, Ki strike (magic), presence of pain, presence
of passion, punishment, smite good, spell-like abilities, stun, touch of fire
Special Qualities: Corrupted Purity, damage reduction
15/good, darkvision 60 ft., evasion, fast healing 3,
immunity to disease and petrification, low light vision, resistance to acid 10, cold 10, electricity 10, and
fire 10, slow fall 20 ft., spell resistance 24, still mind,
true torturer
Saves: Fort +15, Ref +13, Will +16
Abilities: Str 18, Dex 18, Con 16, Int 14, Wis 19, Cha
19
Skills: Balance +12, Bluff +22, Diplomacy +8, Disguise
+16 (+18 acting), Escape Artist +16 (+18 with ropes),
Heal +12, Hide +16, Intimidate +28, Knowledge
(religion) +14, Move Silently +20, Sense Motive +20,
Spot +16, Use Rope +16 (+18 with bindings)
Feats: Combat Reflexes B, Devotee of Darkness
(Belial), Fly-by Attack, Improved Critical (unarmed
strike), Improved Grapple B, Multiattack, Persuasive,
Vile Ki Strike
Environment: The Desolate South
Organization: Solitary (unique)
Challenge Rating: 13
Treasure: Standard
Alignment: Lawful Evil
Advancement: By character class
The human before you gets to his feet with a supple,
feline grace. His blue-black hair is tied back with a simple leather thong to better show off his porcelain skin
and flawless features. Although not generally a word
you would use to describe a man, this particular one can
only be described as beautiful. He wears no shirt, showing off a well toned body without a single scar. What
betrays him as being more than human, though, are the
angelic wings that now unfurl at his back. He is glorious

to behold, and although you see the wickedness and danger in his gaze, you feel drawn to him.
Fiery Blood (Ex): When wounded by a piercing or
slashing attack, 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

referred to as the base creature). The parent Fallen must


be a Duke of Hell, Demon Lord, Nether Heritor, or
greater arch-fiend in status, or have formerly been of at
least Kerubim status.
A nephilim uses all the base creatures statistics and
special abilities except as noted here.
Size and Type: The creatures type changes to Outsider. Do not recalculate Hit Dice, base attack bonus, or
saves. Size is unchanged. Nephilim are usually, but not
always, native Outsiders.
Hit Dice: Increase racial HD to d8 unless the base
creature possessed higher racial HD. Nephilim gain an
additional racial HD equal to one quarter of the parent
fiends to a maximum of ten.
Speed: A nephilim has angel wings. Unless the base
creature has a better fly speed, the creature can fly at
double base creatures land speed (good maneuverability).
Armor Class: Natural armor improves by +4.
Attacks: A nephilim has two slam attacks and two
wing attacks, and the slams are the primary natural
weapon. If the base creature can use weapons, the
nephilim retains this ability. A nephilim fighting without
weapons uses a slam when making an attack action.
When it has a weapon, it usually uses the weapon instead.
Full Attack: A nephilim fighting without weapons
uses both slams and wings when making a full attack. If
armed with a weapon, it usually uses the weapon as its
primary attack and its wings as natural secondary attacks. If it has a hand free, it uses a slam as an additional
natural secondary attack.
Damage: A nephilim has slam and wing attacks. If
the base creature does not have these attack forms, use
the damage values on the table below. Otherwise, use
the values found below, or the base creatures damage
values increased by one die, whichever is higher.
Table 4-9: Nephilim Damage by Size
Size

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

Special Attacks: A nephilim retains all the special


attacks of the base creature and gains the following special attacks.
Fiery Blood (Ex): When wounded by a piercing or
slashing attack, the nephilims blood sprays outward in a
5 foot cone, dealing 1d6 points of fire damage per every
5 racial HD possessed by the nephilim; there is no saving
throw to avoid the effect. Creatures that do not spend a
move equivalent action to get the blood off them suffer

104

the same damage on the following round.


Gaze of Iniquity (Su): Those who meet a nephilim's
eyes are drawn into its seductive evil. All within 10 feet
of a nephilim must make a Will save DC equal to 10+
the nephilims HD + the nephilims Charisma modifier
or suffer the effects of a charm person spell. (This
works on outsiders native to the Prime Material as well)
This is a gaze attack.
Smite Good (Su): Once per day a nephilim may make
a normal melee attack that deals additional damage equal
to its HD to a good creature.
Spell-like Abilities: A nephilim may use change self
and obscuring mist at will, and unholy blight 3/day. A
more powerful nephilim possesses additional abilities as
noted on the table below. Unless otherwise indicated,
the ability is usable 3/day, using the fiends combined
character level and HD as the caster level. Saves DCs
are equal to 10 + spell level + Cha modifier. The following list is typical for a nephilim of diabolical parentage.
Those nephilim with a demonic or nether background
commonly have access to different spell-like abilities.
Table 4-10: Nephilim Spell-like Abilities by Hit Dice
Level/Hit Dice

Spell-like Abilities

7-8

Sadism*

9-10

Blasphemy

11-12

Morality undone*

13-14

Fiendish clarity*

15-16

Soul shackles*

17-18

Pestilence* 1/day

19-20

Bestow greater curse* 1/day

21+

Eternity of torture* 1/month

Resistance to acid, cold, fire, and electricity 10.


Damage Reduction 15/good. This replaces any existing DR, but if a special material was needed to penetrate the DR before, that becomes an additional requirement.
A nephilims natural weapons are treated as evil and
magic weapons for the purpose of overcoming damage reduction.
Spell resistance equal to the creatures HD + 10.
Fast Healing equal to the nephilims Constitution
modifier.
Corrupted Purity (Su): Due to its celestial blood, a
nephilim suffers one half the effect from alignment
based effects that target evil alignments, such as a
paladin's smite evil or a protection from evil spell.
Abilities: Increase from the base creature as follows:
Str +6, Dex +4, Con +4, Wis +4, Int +4, Cha +6
Skills: A nephilim gains skill points as an Outsider
and has skill points equal to 8 + Int modifier X (HD + 3).
Do not include Hit Dice from class levels in this calculation - the nephilim gains Outsider skill points only for its
racial Hit Dice, and gains the normal amount of skill
points for its class levels. Treat skills from the base creatures list as class skills, and all other skills as cross
skills. Nephilim have a +4 racial modifier to Bluff, Disguise, and Intimidate checks; these are considered class
skills for a nephilim.
Challenge Rating: As base creature +6.
Alignment: Usually Evil (any)
Level Adjustment: +6

Nupperibo

*These are found in the Book of Vile Darkness. If you do not


have access to that book, use the normal spell list for half
fiends, but treat all spells as if they had been empowered or
enlarged.

Stun (Ex): Any creature struck by both of the


nephilim's wing attacks must make a Fortitude save or be
stunned for one round. Save DC is equal to 10 + of
the nephilim's combined HD and class levels + the
nephilim's Constitution modifier.
Special Qualities: A nephilim has all the special
qualities of the base creature plus the following:
Darkvision out to 60 feet.
Low-light vision (Nephilim can see four times as
well as a human in low light.)
Immune to disease and petrification.

Medium Outsider (Evil, Extraplanar, Lawful)


Hit Dice: 3d8+3 (16 hp)
Initiative: +4 (Improved Initiative)
Speed:20 ft.
Armor Class: 15 (+5 natural), touch 10, flat-footed 15
Base Attack/Grapple: +3/+4
Attack: Slam +5 melee (1d6+1)
Full Attack: 2 slams +5 melee (1d6+1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Burning strike
Special Qualities: Damage reduction 5/good or silver,
darkvision 60 ft., immunity to fire and poison, acid
resistance 10, cold resistance 10, metamorphosis,
mindless, see in darkness, spell resistance 14
Saves: Fort +4, Ref +3, Will +3
Abilities: Str 12, Dex 11, Con 12, Int -, Wis 11, Cha 6
Feats: Improved Initiative, Weapon Focus (slam)
Environment: The Nine Hells of Perdition.
Organization: Solitary, gang (2d6) or mixed mob (4d10

Table 4-11: Metamorphosis of the Nupperibo by Hit Dice


Nupperibo Hit Dice

Metamorphosis Effect

10 HD

Intelligence +1, Wisdom +1, Charisma +1, remove Mindless trait, telepathy 50 ft., slam attack
deals 1 point of Wisdom damage

11 HD

Intelligence +1, Wisdom +1, Charisma +1

12 HD

Intelligence +1, Wisdom +1, Charisma +1, wings (fly 20 ft. [poor])

13 HD

Intelligence +1, Wisdom +1, Charisma +1

14 HD

Intelligence +1, Wisdom +1, Charisma +1, greater teleport (self plus 50 pounds) at will

15 HD

Metamorphosis into a barregon (gate devil)

105

nupperibo and 4d10 lemures)


Challenge Rating: 2
Treasure: None
Alignment: Always Lawful Evil
Advancement: 4-14 HD (Medium)

long before any of these changes can take place.


Mindless (Ex): Nupperibos are immune to mind affecting effects.

A barely discernable humanoid head and a pair of


pseudopods are the only appendages on what is best
described as a heaving mass of red clay and mud. Aside
from pock marks and dents where the eyes and nose
should be, the head is featureless. Indeed, so too is the
entire form. From time to time, it seems as if something
buried beneath the creatures mass struggles to pushes
free. As it reacts to your approach, shuffling aggressively towards you, whatever lies within the creature
becomes even more animated

Huge Outsider (Devil, Evil, Extraplanar, Lawful)


Hit Dice: 37d8+370 (666 hp)
Initiative: +17 (+9 Dexterity, +8 Superior Initiative)
Speed: 40 ft., fly 60 ft. (average)
Armor Class: 44 (+9 Dexterity, +27 natural, -2 size),
touch 17, flat-footed 35
Base Attack/Grapple: +37/+62
Attack: Claw +52 melee (3d8+17)
Full Attack: 2 claws +52 melee (3d8+17), bite +50 melee (6d6+8 plus poison and disease), 2 wings +50 melee (3d6+8), tail +50 melee (3d8+8 and constrict)
Space/Reach: 15 ft. /15 ft.
Special Attacks: Constrict 3d8+34, fear aura, improved
grab, spell-like abilities, summon devils
Special Qualities: Damage reduction 20/epic, good and
silver, darkvision 60 ft., immunity to fire and poison,
resistance to acid 20 and cold 20, regeneration 10, see
in darkness, spell resistance 41, telepathy 300 ft.
Saves: Fort +30, Ref +29, Will +32
Abilities: Str 45, Dex 28, Con 31, Int 27, Wis 27, Cha
27
Skills: Balance +13, Bluff +48, Concentration +50, Diplomacy +56, Disguise +48 (+52 acting), Hide +41,
Intimidate +52, Jump +25, Knowledge (arcana) +48,
Knowledge (the planes) +48, Knowledge (religion)
+48, Listen +48, Move Silently +49, Search +48,
Sense Motive +48, Spellcraft +52, Spot +48, Survival
+8 (+12 on other planes, +12 tracking), Tumble +49
Feats: Awesome Blow, Cleave, Corrupt Spell-like Ability, Dark Speech, Flyby Attack, Great Cleave, Improved Initiative, Multiattack, Power Attack, Quicken
Spell-like Ability (meteor swarm)
Epic Feats: Blinding Speed, Epic Will, Superior Initiative
Environment: Nessus, Ninth of the Nine Hells of Perdition
Organization: Solitary, squad (2d4) or troupe (2d10
plus 4d10 30HD cornugons)
Challenge Rating: 29
Treasure: Double Standard
Alignment: Always Lawful Evil
Advancement: 37-54 HD (Huge)

The nupperibo is a misshapen, damned being native to


the Nine Hells of Perdition. Bearing a passing familiarity to the better known lemure and sharing many of the
same duties, the nupperibo is even more detested by the
devils of Hell than its lower ranked cousin. Interestingly
enough, a nupperibo can never be promoted into another
form of devil; instead it must be demoted to a lemure in
order to progress. Even more intriguing is the fact that
cornugons, gelugons, and pit fiends do all they can to
ensure that a nupperibo never advances beyond 9 HD;
conversely, barregons often attempt to secretly coral dozens of nupperibo secretly in order to allow them to advance to 14 HD.
A nupperibo is about 5 feet tall and weighs about
250 pounds. Blind, deaf, and mute, a nupperibo is susceptible to telepathic messages from other devils.
Combat
A nupperibo is dedicated to physically harming and
oppressing other creatures. Although utterly mindless, it
is instinctually driven to attack those creatures unassociated with Lawful Evil. It will attack any non-devil as
soon as it is aware of such a creatures presence and can
only be stopped by being destroyed or order to cease by
a devil. Needless to say, a nupperibo has no strategy or
tactic other than to seek and destroy.
A nupperibos natural weapons, as well as any
weapon it wields, are treated as evil-aligned and lawfulaligned for the purpose of overcoming damage reduction.
Burning Strike (Su): A nupperibos slam attack
leaves behind a slimy residue that eats through the flesh
of those it strikes. Creatures struck by the nupperibos
slam take one-half the damage the following rounds for a
number of rounds equal to the nupperibos Constitution
modifier (one round for the average nupperibo).
Metamorphosis: A nupperibo that is left on its own
will continue to advance, eventually beginning a metamorphosis into something greater. For every HD beyond
9 that a nupperibo advances, it gains a 1 point increase to
all of its mental ability scores. It loses the Mindless trait
and replaces it with telepathy 50 ft. The nupperibo also
begins dealing 1 point of Wisdom damage on its slam
attack. Nupperibos of 12 HD and greater grow vestigial
wings, developing a fly speed of 20 feet with poor maneuverability. At 14 HD, a nupperibo gains the spell-like
ability greater teleport (self plus 50 pounds only) at will.
It should be noted that very few nupperibo survive to
evolve that far. Usually they are demoted into lemures

Pit Fiend, Nessian

The portal that roars into existence causes the entire


temple to quake. Accompanying the flames that burst
from the maw of the gate is a creature that seems much
like a pit fiend at first. The great horns, bat-like wings,
serpentine tail, and cloven-hoofed feet are identical to
the terror of the pit. Yet, this creature towers 20 feet in
height. Accompanying the flames that lick its translucent
flesh is a darkness that ripples the surrounding air. The
blood red form is covered in muscles and the burning,
white eyes glare from a shadowy face. With terrifying
quickness, it is upon you!
What lies in the depths of Nessus, the lowest of the
Nine Perditions, is unknown even to the greatest Powers
of Hell. None, not even the Lords of the Nine and the
Heirs of Hell, are permitted access to many of the cav-

106

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.

107

Spinagon (Spined Devil)


Small Outsider (Devil, Evil, Extraplanar, Lawful)
Hit Dice: 5d8+5 (27 hp)
Initiative: +10 (+6 Dexterity, +4 Improved Initiative)
Speed: Fly 120 ft. (average)
Armor Class: 22 (+6 Dexterity, +5 natural, +1 size),
touch 17, flat-footed 16
Base Attack/Grapple: +5/+1
Attack: Talon +12 melee (1d6+1d6 fire and blaze) or
spike +12 melee (1d6+1d6 fire and blaze)
Full Attack: 2 talons +12 melee (1d6+1d6 fire and
blaze) or 2 spikes +12 melee (1d6+1d6 fire and blaze)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Blaze, spell-like abilities, summon
devils
Special Qualities: Damage reduction 5/good or silver,
darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell
resistance 16, spike generation, telepathy 100 ft.
Saves: Fort +5, Ref +10, Will +6
Abilities: Str 10, Dex 23, Con 12, Int 8, Wis 14, Cha 15
Skills: Bluff +13, Diplomacy +10, Hide +22, Listen
+10, Move Silently +14, Search +7, Spot +10
Feats: Improved Initiative, Weapon Finesse
Environment: The Nine Hells of Perdition.
Organization: Solitary or flock (2d4 spinagons)
Challenge Rating: 4
Treasure: None
Alignment: Always Lawful Evil
Advancement: 6-15 HD (Small)
Level Adjustment: +4
Blaze (Su): A spinagon is constantly wreathed in tiny
flickering flames. Any creature struck by its talons or
spikes must make a Fortitude save DC 13 or catch on
fire, taking 1d6 points of fire damage per round until
extinguished. Rolling on the ground grants one a +2
circumstance bonus on the save. Holy water immediately
quenches the flames. The save DC is Constitution-based.
Spell-like Abilities: At will - change self, greater
teleport (self plus 50 pounds only), produce flame, stinking cloud, suggestion; 3/day - hold person, minor image.
Caster level 5th; save DC 12 + spell level.
Spike Generation (Ex): A spinagon can launch 2
barbed spikes from its body each round as standard action. The spikes re-grow within a round, giving a spinagon unlimited ammunition.
Summon Devils (Sp): Once per day, a spinagon can
attempt to summon 1d3 spinagons with a 35% chance of
success. This is equivalent to a 3rd level spell.

Squamugon (Scaly Devil)


Medium Outsider (Devil, Evil, Extraplanar, Lawful)
Hit Dice: 8d8+32 (68 hp)
Initiative: +3
Speed: 30 ft., fly 60 ft. (good)
Armor Class: 22 (+3 Dexterity, +9 natural), touch 13,
flat-footed 19
Base Attack/Grapple: +8/+14
Attack: Tail +14 melee (1d6+6+1d4 elemental damage)
Full Attack: Tail +14 melee (1d6+6+1d4 elemental
damage) and 2 claws +12 melee (1d4+3) and 2 wings
+12 (1d4+3)
Space/Reach: 5 ft./5 ft. (10 ft. with tail)

Special Attacks: Elemental affinity, spell-like abilities,


summon devils
Special Qualities: Damage reduction 5/good, darkvision 60 ft., immunity to fire and poison (see below),
infernal channeling, regeneration 2, resistance to acid
10 and cold 10 (see below), see in darkness, spell resistance 19, subdue, telepathy 100 ft.
Saves: Fort +10, Ref +9, Will +6
Abilities: Str 22, Dex 16, Con 18, Int 11, Wis 10, Cha
12
Skills: Balance +8, Bluff +12, Concentration +15, Diplomacy +9, Disguise +7 (+9 acting), Hide +14, Intimidate +14, Knowledge (arcana) +11, Knowledge
(nature) +2, Knowledge (the planes) +6, Listen +11,
Move Silently +8, Search +5, Spellcraft +15, Spot
+11, Survival +5 (+7 on other planes, +7 tracking),
Use Magical Device +8
Feats: Magical Aptitude, Multiattack, Power Attack
Environment: The Nine Hells of Perdition
Organization: Solitary, team (2-6), or troupe (1-2
squamugons, 2-12 lemures)
Challenge Rating: 7
Treasure: Standard goods, double items
Alignment: Always Lawful Evil
Advancement: 9 - 16 HD (Medium); 17 - 24 HD
(Large)
As the wizard prepares another feat of arcane might
beyond your expectations, you notice a diabolical figure
standing behind him. Tall and lithe, the being is covered
in scales and spines like black enameled plate armor. A
pair of bat-like wings is folded against its back and a
serpentine tail with a nasty stinger waves menacingly.
The horned head is somewhat draconic. The creatures
lips stretch into a sinister grin as it notices your attention. Waving a taloned hand, a small ball of flames
races from the beings finger simultaneously with the
bead of flame cast by the wizard, both headed in your
direction.
The squamugon is one of the most commonly encountered devils outside of Hell. Roughly ranking with a
barbazu, the squamugon captures the physical image of
all things diabolical. Unlike most devils, the squamugon
enjoys loyally serving pitiful mortals for as long as possible. While erinyes seek out mortals who seek power
over others, squamugons pursue those lacking in wisdom
and common sense in their pursuit for more personal
power. The overwhelming numbers of victims taken by
squamugons are counted among bards, sorcerers, and
wizards. Each of these classes benefit greatly from the
presence of a squamugon until, eventually, the power
they have gained from their diabolical servant proves
too much for them.
Until recently, it was believed that there were five
different varieties of squamugons. In reality, there is
only one squamugon type that has five different subranks. These ranks, based upon colors, have typically
identified squamugons with chromatic dragons and their
mistress, Tiamat. While there is certainly some kind of
connection between dragons and squamugons, these
scaly devils are slaves of Hell like all other devils and
owe no special fealty to the Queen of Dragons.
A squamugon stands about 6 and weighs about 250
pounds.

A squamugon speaks Infernal, Common, and Draconic.


Combat
A squamugon prefers to fight alongside its master,
knowing that it is not only more likely to defeat its foes,
but that its master is more likely to come to a nasty end
by utilizing the squamugons bolstering powers. A squamugon will often pull its punches against weaker foes,
ensuring that its master casts more spells. In such situations, the squamugon will remain in the background,
casting produce flame or pyrotechnics. If given the opportunity, it will offer suggestions to its master to take
advantage of its presence and cast stronger magic.
In situations in which it is battling worthy adversaries,
the squamugon will take to the air and will attempt to
summon reinforcements. It will then attack with its tail
and dispel magic.
Most adversaries of wizards approached by a lowly
peasant chafing under an evil mage never know that they
were approached by an altered squamugon who believed
that the time had come for its master to fall into Perdition.
Elemental Affinity (Su): A squamugon promoted
from spinagon rank is accorded the rank of White. Essentially, the squamugon is perceived as starting out with
a clean slate both in terms of record and in terms of its
descent into true depravity. In order to be promoted to
the next station, the White squamugon must successfully
lead nine mortal spellcasters into Perdition. While most
such accomplishments are due to the squamugons
unique powers, this need not be the case. Once the squamugon achieves its duty, it is promoted to the rank of
Red during which time it must again lead nine mortal
spellcasters into Hell. Beyond Red are the Blue, Green,
and Black ranks.
Each rank is associated with elemental power and
travel restrictions within Hell as follows (unless otherwise noted, the squamugon retains the immunities and
resistances listed above):
White: Deals cold damage and gains cold sub-type
(suffers fire damage when beyond Hell). Restricted to
Stygia and Cania.
Red: Deals fire damage and gains fire sub-type and
loses cold resistance 10. Restricted to Avernus, Dis,
Minauros, Phlegethos, Malbolge, and Maladomini.
Blue: Deals electrical damage and is immune to electricity. Free range in Hell.
Green: Deals acid damage and is immune to acid.
Free range in Hell.
Black: Deals corrupt damage and may select any one
elemental immunity. Free range in Hell.
Infernal Channeling (Ex): A squamugon can select
to grant this boon to any arcane spellcaster possessing
fewer caster levels than its HD. When within 20 feet of
the selected spellcaster, a squamugon bolsters the beneficiarys casting power by three levels. In most cases, the
beneficiary only sees a bonus in his caster power; i.e.
while a 6th level sorcerer would have an unmodified
spells per day spread of 6/6/5/3, he would cast such
spells as a 9th level caster. This boost may be used up to
three times per day at no penalty and may be activated as
a free action by the caster.
After three spells have been cast at the enhanced level
in a day, the squamugons threat begins to impose itself.
For each additional spell cast after the third, the caster
suffers a 10% chance of the spell backfiring. If the spell

108

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.

109

Grimoire of Cosmic Entities Volume One


By Eli Atkinson, William Church and Serge W. Desir, Jr.
Original Concept by Serge W. Desir, Jr.

by Eli Atkinson, Will Church and Serge W. Desir, Jr.


Original Concept by Serge W. Desir, Jr.
Development Team:

Eli Atkinson, Michael Chidester, Will Church,


Serge W. Desir, Jr., Sean Johnston, Michael Jones,
Joe Karpan, Nicholas Varasse

Graphic Production:

Eli Atkinson

Dicefreaks Logo Design: Tim Moore

Additional Thanks:

Andrew Cornax (Raithetarkon), Robert Coutier, John


Harris, Alan Jacobs Richardson, William Teebay
(Bezarakor), Simon Xu

We had fared well against the dreaded cavalry of the Supreme Legion. We crippled the wings of cornugons. We had cast down mighty pit fiends. We knew now, as we reached the Citadel of Ash in the
Forest of Ages, that the moment had arrived. We would meet Duke Abigor and cast him back into the
fiery pits of Avernus and his vile warmongering would plague us no more. Our lands would know
peace once again.
The six of us rushed into the huge chamber, a place once pristine and grand, now defiled with blood
and hate, the legacy of Abigor. We had it planned perfectly; we knew we had just enough power to defeat the Supreme General, to cast him down. We thought it was he when the huge, cursed horse - its
hooves, tail, and mane burning - emerged from behind the throne. On its back was a grand figure in
bronze, spiked armor, a lance and shield in its arms. But, when our eyes settled on the face, our souls
seized in our chests. Withered and filled with a terrible, sad wrath, we knew this to be a devil But it
was female! Abigor had always been described as male!
She must have noted the confusion and fear on our faces for she said, No, I am not the Supreme
General. I am Natara, Commander of the Infernal Charge of the Supreme Legion. Abigor has returned
to Hell on business. Do not fear. I plan on sending you to him posthaste.
Without warning, she charged. Of the six of us that entered, only I survived. To this day, I weep for
my friends, as I know that their fate was as Natara had promised
Taken from the Memoirs of Arkin the Quartered.

(4d6+25 plus antimagic and poison); or 2 claws +102


melee (3d8+45+1 (vile)), 2 wings +100 melee
(3d6+32+1 (vile)), bite +100 melee (6d6+32+1 vile
plus poison and disease), tail slap +100 melee
(3d8+32+1 (vile))
Space/Reach: 15 ft. /15 ft.
Special Attacks: Constrict 3d8+70, fear aura, improved
grab, spell-like abilities, summon devils
Special Qualities: Damage reduction 30/epic, good, and
silver, darkvision 60 ft., immunity to fire and poison,
regeneration 15, resistance to acid 45 and cold 45, see
in darkness, spell resistance 63, telepathy 600 ft.
Saves: Fort +57, Ref +54, Will +56
Abilities: Str 60, Dex 40, Con 46, Int 41, Wis 41, Cha 41
Skills: Balance +88, Bluff +82, Climb + 92,
Concentration +85, Diplomacy +90, Disguise +88,
Hide +74, Intimidate +88, Jump +98, Knowledge
(arcana) +82, Knowledge (nature) +88, Knowledge
(the planes) +82, Knowledge (religion) +82, Listen
+82, Move Silently +82, Search +82, Sense Motive
+37, Spellcraft +88, Spot +82, Survival +82 (+88
above ground, +88 on other planes, +88 tracking),
Tumble +82
Feats: Awesome Blow, Cleave, Corrupt Spell-like
Ability, Dark Speech, Great Cleave, Improved
Bullrush, Improved Critical (greataxe), Improved
Initiative, Improved Overrun, Improved Sunder, Iron
Will, Multiattack, Power Attack, Quicken Spell-like
Ability (meteor swarm), Vile Martial Strike (greataxe),
Vile Natural Strike, Weapon Focus (greataxe),
Epic Feats: Devastating Critical (greataxe), Dire Charge,
Epic Weapon Focus (greataxe), Overwhelming Critical
(greataxe)
Climate/Terrain: The Nine Hells of Perdition (Nessus)
Organization: Solitary (unique), troupe (10-20 Nessian
pit fiends and the Ashmadia), or as bodyguard

While the Courtiers of Perdition, from the lowest


Duke of Hell to the greatest Lords of the Nine, are of
great interest to countless mortals, those who contest
the power of The Pit are far more likely to run afoul of
the lower ranks of devils. Collected below are powerful devils, luminaries within their various ranks and
bodyguards, lieutenants, and advisors to the various
Courtiers of Perdition. Many of these devils make
excellent high-level adversaries without having to
worry about a great deal of epic power.

Aesmadeva, Lord of the Ashmadia


Pit fiend, Paragon
Huge Outsider (Devil, Evil, Extraplanar, Lawful)
Symbol: Red, stylized, fiend superimposed on a black
pentagram
Hit Dice: 54d8 +972 plus 648 (2052 hp)
Initiative: +19
Speed: 120 ft., fly 180 ft. (average)
Armor Class: 92 (+9 armor, +10 deflection, +15 Dexterity,
+12 insight, +12 luck, +26 natural, -2 size), touch 57,
flat-footed 77
Base Attack/Grapple: +54/+112
Attack: Hells Wrath +114 melee (4d6+66+3d6 (lawful)
and one negative level +1 (vile) /19-20 x3 +9d6 (lawful)
and three negative levels +2d6 (overwhelming critical)
and death (Fortitude DC 75); or Pain of Perdition +97
ranged (4d6+25 plus antimagic and poison); or claw
+102 melee (3d8+45 +1 (vile))
Full Attack: Hells Wrath +114/+109/+104/+99 melee
(4d6+66+3d6 (lawful) and one negative level +1
(vile) /19-20 x3 +9d6 (lawful) and three negative levels +
2d6 (overwhelming critical) and death (Fortitude DC
75); or Pain of Perdition +97/+92/+87/+82 ranged

110

(Aesmadeva and Asmodeus)


Challenge Rating: 51
Treasure: Hells Wrath, Pain of Perdition, Scale of
Tiamat, amulet of plane shifting, and a ring of mind
shielding
Alignment: Lawful Evil

It is not known when or why The Overlord of


Hell created the first pit fiends. It is commonly assumed that the creation of all the diabolical castes
occurred at the same time after The Overlord of
Hells fall created the Nine Hells of Perdition and
that devils of all kinds emerged from the coagulating
blood that infused the Nine Hells with evil sentience
and will. However such was not the case. Yes, terrible beings did emerge from the blood of Hells
Father, the ancient malefircareim, the forerunners of
arch-devils and the Lords of the Nine. For the longest time as their creator slumbered, these were the
only devils in Hell and they ruled Hell and quickly
proved to be a threat to the Cosmos. Then The
Overlord of Hell awoke and reigned in his children,
destroying most, exiling many and chastising a few.
After this purge, in the guise of Lucifer the Satan,
The King of Hell introduced his law and his own
creation: the pit fiend.
Although not as powerful as the malefircareim,
the pit fiend was utterly loyal to The Lord of the
Nine Hells, and capable of growth and adaptation to
a degree incapable for malefircareim. These beings,
created out of The Overlords blood in the Lake of
Fire, will be the first of the immense army that will
one day pour out of Hell and into the Cosmos when
the time is right. For now, these pit fiends are The
Overlord of Hells personal servants, his representatives, and the basis by which all other devils would
be forged. The first pit fiend was given a place of
station unsurpassed to this day, trillions of years
later. Called Aesmadeva, the first pit fiend is ever at
the side of Hells Father, and the only being in Hell
that knows all of the Dark Lord of Nessus secrets.
Aesmadeva has many names, of which Alastor,
Ala-Star, and The Grim Fiend are but a few. As the
first pit fiend, Aesmadeva is also the greatest of the
caste, surpassing all in every imaginable way. His
puissance is such that all the denizens of Hell, even
the Lords of the Nine, fear him. He has served under both Lucifer the Satan and Asmodeus as bodyguard, a situation that has given other devils cause to
declare that Aesmadeva is the devil most loyal to
Hell.
In addition to his role as Asmodeus bodyguard,
Aesmadeva also leads The Ashmadia, the Devils of
Wrath. Nine in number counting Aesmadeva, The
Ashmadia are the Executioners of Hell, leading assaults on all beings who have offended Asmodeus at
one time or another. Neither subtle nor sloppy, The
Ashmadia quickly destroy any being they are ordered to kill, previously including a few arch-devils,
other cosmic entities and demigods. Like Aesmadeva, The Ashmadia are utterly loyal to As-

modeus.
Aesmadeva has been approached in the past to betray his lord and will certainly be approached again in
the future. However, Aesmadeva is utterly loyal to his
creator, so much so that the few aware of Asmodeus
true nature suspect that Aesmadeva may actually come
close to being a construct intellectually. This is untrue;
Aesmadeva is simply incapable of turning against The
Overlord of Hell. He is the perfect slave, his will completely subsumed by The 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/

111

day - wish. Caster level 69th; DC 52 + spell level.


Summon Devils (Sp): Four times per day, Aesmadeva can automatically summon nine lemures, osyluths, or barbazu; or six erinyes, cornugons, gelugons,
or pit fiends. Such fiends always possess twice their
standard HD and maximum hp. Nine times per day, he
may call any one of the Ashmadia.
Regeneration (Ex): Aesmadeva takes normal
damage from epic, good-aligned silver weapons, and
from spells or effects with the good descriptor.
Possessions: Like the Ashmadia, Aesmadeva is
outfitted with a number of items unique to this greatest
of all pit fiend battalions. However, Aesmadeva is
unique in that he alone carries Hells Wrath. Forged
from the same metal that created Prince Lixers Eikonoclast, Hells Wrath is a huge +9 lawful power
greataxe that appears to be forged from one piece of
black metal, adorned only with a huge red symbol of
Asmodeus on either side of the blade. It ignores all
deflection bonuses to armor class and may strike incorporeal creatures with impunity.
Aesmadeva also wears the Pain of Perdition, black
iron +9 bracers of armor of moderate fortification.
The Pain of Perdition can fire spikes as a +5 repeating
great crossbow, although the bolts are automatically
replenished from an extra-dimensional storage space.
The bolts affect their target as an antimagic ray, requiring a Will save DC 36 to negate. They are also
coated Aesmadevas own venom, forcing a Fortitude
save 68 against that vile poison. If Aesmadeva is successfully struck in melee, the Pain of Perdition discharges 5d6 points of hellfire damage against his attacker.
Finally, Aesmadeva carries the red Scale of Tiamat.
As its name implies, it was forged from one of the very
scales of the Dragon Queen herself, as tribute to the
King of All Hell. Functioning as a bulwark of the
great dragon, the Scale differs in that it is a tower
shield rather than a large shield; furthermore, the bonus to armor class is a deflection bonus rather than a
shield bonus. The Scale does not inflict any penalties
on Aesmadevas attacks.

Space/Reach: 10 ft. /10 ft.


Special Attacks: Briny deep summoning, call maelstrom,
constrict, curses, disease, fear aura, improved grab, poison,
spell-like abilities, spells, summon devils
Special Qualities: Damage reduction 20/epic good and silver,
darkvision 60 ft., immunity to fire and poison, resistance to
acid 15 and cold 15, regeneration 7, see in darkness, spell
resistance 46, telepathy 200 ft.
Saves: Fort +42, Ref +41, Will +41
Abilities: Str 37, Dex 32, Con 34, Int 30, Wis 28, Cha 26
Skills: Balance +40, Bluff +37, Climb +36 (+38 with ropes),
Concentration +43, Diplomacy +28, Disguise +28 (+32
acting), Escape Artist +11 (+13 with ropes), Hide +22,
Intimidate +37, Jump +21, Knowledge (arcana) +60,
Knowledge (geography) +29, Knowledge (nature) +58,
Knowledge (the planes) +41, Knowledge (religion) +29,
Listen +29, Move Silently +30, Profession (sailor) +30,
Search +30, Sense Motive +34, Spellcraft +66, Spot +44,
Survival +40 (+46 above ground, +42 avoiding hazards,
+44 on other planes, +42 tracking), Swim +57, Tumble
+42, Use Rope +31.
Feats: Cleave, Corrupt Spell, Dark Speech, Energy Admixture
(cold), Energy Substitution (cold), Enlarge Spell, Great
Captain, Iron Will, Leadership, Multiattack, Piercing Cold,
Power Attack, Scribe Scroll, Ship's Mage, Track, Violate
Spell, Widen Spell
Epic Feats: Automatic Violate Spell (x2), Epic Leadership
Climate/Terrain: Stygia, Fifth of the Nine Hells of Perdition
Organization: Solitary (unique), or crew (9 pit fiends, 81
barregons, 270 hamatula)
Challenge Rating: 34
Treasure: Rod of tyranny
Alignment: Lawful Evil

It is often said of the barregons that their loyalty to


Hell has been swallowed whole into the maw of Leviathan, the Prince of Stygia and the Eternal Traitor of Hell.
Almost to the last, the barregons of Hell are more loyal
to Leviathan than they are to the Hierarchy of Hell,
spending their time plotting to undo the work of the
Dark Ministry and, more importantly, the plots of the
other Lords of the Nine - especially Asmodeus. In this
pursuit, the barregons focus a lot of attention on the pit
fiends that do business in Stygia since the greatest of the
common devils are wholly under the grip of The Overlord. However, like so many things said about Hell,
these rumors are not entirely accurate. Just as there are
barregons loyal to Hell, there are also pit fiends loyal to
Leviathan and Ariyan, Governor of Tantlin, is one such
pit fiend.
Ariyan has served as the Tantlins Governor for as
far back as most gods can recall. To those outside Hell,
her power over the primary city in Stygia is perceived as
a reward for her steadfastness, her management of the
River Styx, great diplomacy with the gods that have
realms in the Perdition, and her control over petitioner
souls. Indeed, even some devils believe that Ariyans
status is a reflection of her success. And, in a warped
way, both mortals and ignorant devils are accurate. Ariyan was successful and she was rewarded properly in a
manner unique only to Hell. Tantlin is her eternal punishment for supporting Prince Leviathan when he killed
Benzosia, the Queen of Hell. Ariyan served Leviathan

Ariyan, Governor of Tantlin


Pit Fiend (8th Circle General of the Legions of Hell)
Large Outsider (Devil, Evil, Extraplanar, Lawful)
Wizard 10/Sea Witch 9
Hit Dice: 28d8 + 19d4 + 564 (737 hp)
Initiative: +11
Speed: 40 ft., fly 60 ft. (average)
Armor Class: 48 (+5 armor, +11 Dexterity, +23 natural, -1
size), touch 20, flat-footed 32
Base Attack/Grapple: +38/+55
Attack: Rod of tyranny +59 melee (2d6+22); or claw +50
melee (2d8+13)
Full Attack: Rod of tyranny +59/+54/+49/+44 melee
(2d6+22), and bite +48 melee (4d6+6 plus poison plus
disease) and 2 wings +48 melee (2d6+6) and tail slap
+48 melee (2d8+6); or 2 claws +50 melee (2d8+13) and
2 wings and bite and tail slap

112

faithfully in all things, although much of her loyalty


was based upon fear and loathing. It was she who
alerted Leviathan and Geryon about the Queens approach and it was she who planned the destruction of
Benzosias honor guard. Shortly after Leviathan was
stripped of his Lord-Regency, locked into a tremendous
iceberg, and cast into the depths of the River Styx by
Asmodeus, Ariyan was visited by Martinet. As befitting
a pit fiend loyal to a Lord of the Nine, Martinet announced that Ariyan would be rewarded with a high
honor: rule of Tantlin. However, because Ariyan selected the wrong Lord to support, she - like her master would be frozen for all eternity. She would never receive another promotion, recognition, or benefit within
Hell. She would rule Tantlin and the waterways of Styx
for all eternity, never to forget how her stupidity cost
her.
Ariyan is filled with suppressed rage, anger always
lurking under the surface of her glassy demeanor. As
Governor of Tantlin, she oversees the security of Stygia,
Malbolge, Maladomini, and Cania and reports to Minister Zimimar of the Denomination of Morale. Theoretically, all transport on the River Styx is supervised by
her and commands a large number of barregons, especially in Stygia. In reality, a stupid mistake has cost
Ariyan much of her actual authority with these barregons. A particularly talented barregon known as Dulahad served as her lieutenant faithfully for many centuries. Rather than demote him to cornugon (and lose the
use of his services), Ariyan had him constantly transferred to different positions within her command. Her
plan worked well for a time since Dulahad succeeded
beyond expectations constantly. However, one day he
disappeared for nearly a year. When he returned, madness burned in his eyes, and a power potent and primal
emanated from his body. He threatened the bitter pit
fiend with her existence if she interfered with his actions in the future. Ariyan had no choice but to accede.
Since that day, although shes managed to transition
Dulahad more completely under the Denomination of
Strategy, she has had to cover up the loss of several
lesser and least devils being sacrificed to the Styx, grant
periodic leave to many barregons for their
pilgrimages, and offer a goodly portion of her own
wealth to the River. In return for this, Dulahad pretends
to remain her servant, keeping his change a secret from
Hell at large. Ariyan currently is considering whether
or not she can gain more from following Dulahad into
greatness or betraying him to the Dark Ministry. She is
yet unsure whether she would be rewarded for exposing
a hellspawn, or punished for allowing it to grow to maturity under her gaze in the first place.
As she cannot leave Tantlin, Ariyan knows the city
intimately and is capable of singling out new faces with
perfect accuracy. However, because of this, Ariyans
rule of the city has been haphazard and lackadaisical at
best, particularly during the reign of Geryon. However,
with the return of Leviathan, Ariyan is slowly regaining
her old pursuit of perfection, hoping against all hope
that one of Leviathans many plots releases him from

his prison, allowing him to gain his vengeance on Asmodeus, resulting in her own freedom.
Ariyan appears as a very fat pit fiend with moist,
drooping flesh and puffy eyes. Speaking in a gurgling
voice, Ariyan is always looking for an excuse to bring
misery to another. Ariyan carries little beyond her rod
of tyranny, although she herself is usually carried in a
sedan-chair by eight hamatulas.
Combat
Ariyan is always eager to beat some poor fool into
the ground. In the event that a fight ensues, Ariyan will
immediately invoke her fear aura and cast tyranny with
her rod of tyranny. She will then enter into melee, targeting the weakest looking opponent. In the event that
it appears that her targets may attempt to escape after
angering her enough, Ariyan will use her rod of tyranny
to lock the gates of Tantlin.
Briny Deep Summoning (Sp): Twice per day (or at
will within Stygia), Ariyan can summon forth creatures
of the deep to aid her. She can summon one caller from
the depths or scyllan, or 1d4+1 fiendish dire sharks,
greater water elementals or elder tojandidas.
Call Malestrom (Su): Once per day, or at will if in
Stygia, Ariyen may create a maelstrom within one mile
of her location that lasts for up to 9 hours. This can
range in strength from a normal maelstrom up to a
greater maelstrom in power. Ariyan's greater maelstrom
empties into the Elemental Plane of Water only if she
creates it in the waters of Stygia, otherwise it empties
into Stygia.
Constrict (Ex): Ariyan deals 2d8 + 26 points of
damage with a successful grapple check.
Curses (Su): Ariyan may awaken the dark side of
the ocean's power to curse her foes. The curses are usable at will if she is within Stygia, otherwise she may
use each of them twice per day.
Curse of the Sea Witch: This functions identical to
bestow curse except that a creature so cursed may remove it by spending an hour more than a mile away
from the nearest large body of water.
Curse of the Albatross: Ariyan may strike a ship and
its crew, slowing the ship's movement rate by 10 feet,
and inflicting a -4 penalty on the crew's Profession
(sailor) and Swim checks. This curse cannot be removed
by remaining away from water, but only through magical means such as break enchantment, remove curse or
more powerful spells.
Disease (Su): A creature struck by Ariyan's bite attack must succeed at a DC 36 Fortitude save or be infected with a vile disease called devil chills (incubation
period 1d4 days, damage 1d4 points of Strength).
Fear Aura (Su): Ariyan can radiate a 20-foot-radius
fear aura as a free action. Creatures in the area must
succeed on a DC 32 Will save or be affected as though
by a fear spell (caster level 28th). A creature that successfully saves cannot be affected again by her aura for
24 hours. Other devils are immune to the aura.
Improved Grab (Ex): To use this ability, Ariyan

113

must hit a Medium or smaller opponent with her tail


slap attack. If she gets a hold, she can constrict.
Poison (Ex): Injury; Fortitude DC 36; initial damage
1d8 Constitution, secondary damage death.
Regeneration (Ex): Ariyan takes normal damage
from good-aligned silvered weapons, and from spells or
effects with the good descriptor.
Spell-Like Abilities (Sp): At will animate dead,
blasphemy, charm person, create undead, desecrate,
detect good, detect magic, greater dispel magic, greater
invisibility, greater teleport (self plus 50 pounds only),
magic circle against good, major image, mass hold
monster, power word stun, produce flame, polymorph,
pyrotechnics, suggestion, unholy aura, unhallow, and
wall of fire; 1/day meteor swarm and symbol of pain;
1/year wish. Caster level 28th; DC 18 + spell level.
Spells: Wizard spells per day: 4/7/7/6/6/6/6/4/3/2
Caster level 38th; DC 20 + spell level. As an infernal
Governor, Ariyan has near limitless access to magical
knowledge. Her spellbooks contain all of the spells
found in the Player's Handbook, and many found in the
Book of Vile Darkness and Spell Compendium. Ariyan
favors spells that deal with water and ice of the Evocation and Conjuration schools, and also many abjurations. She tends to disdain spells from the Necromancy
and Enchantment schools.
Summon Devils (Sp): Thrice per day, Ariyan can
automatically summon two lemures, osyluths, or hamatulas; or one erinyes, cornugon, or gelugon.
Possessions: Aside from her rod of tyranny, Ariyan
only wears bracers of armor +5, a cloak of resistance
+5, and a ring of elemental command (water).
Cohorts: Ariyan's first mate Bhunik is an arrogant
and swaggering barregon who commands her flagship
in her absence. Her favor is all that stops the pit fiend
members of the crew from tearing him apart 26 HD barregon, legendary captain 10.

The Ashmadia
Pit Fiends, Advanced
Huge Outsider (Devil, Evil, Extraplanar, Lawful)
Hit Dice: 54d8+702 (1134 hp)
Initiative: +18
Speed: 40 ft., fly 60 ft. (average)
Armor Class: 72 (+9 armor, +10 deflection, +10 Dexterity,
+26 natural, +9 profane, -2 size), touch 37, flat-footed 62
Base Attack/Grapple: +54/+91
Attack: Nessian Cleaver +87 melee (3d6+35 plus 2d4 negative levels 19-20/x3); or Pain of Perdition +76 ranged
(4d6+14 plus anti-magic and poison); or claw +81 melee
(3d8+29 + 1 vile)
Full Attack*: Nessian Cleaver +87/+82/+77/+72 melee
(3d6+35 plus 2d4 negative levels 19-20/x3) and bite +79
melee (6d8+19+1 vile plus poison and disease) and 2
wings +79 melee (3d6+19+1 vile) and tail slap (3d8+19+1
vile) or Pain of Perdition +76/+71/+66/+61 ranged
(3d8+14 plus anti-magic and poison) or 2 claws +81 melee
(3d8+29+1 vile), and bite and 2 wings and tail slap
* If not holding their shields, the Ashmadia can make one claw attack
as a secondary attack during a full attack action

Space/Reach: 15 ft. /15 ft.

114

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

battlefield using walls of fire. The third uses damaging


attacks such as fireball, power word stun, and meteor
swarm. Ifallies are out of the line of fire, these attacks
are generally corrupted as well. The fourth attacks the
minds of the enemy with mass hold monster, suggestion
and charm person.
The Ashmadia are no fools, and in the absence of
Aesmadeva, will retreat via greater teleport once reduced to one-third of their hit points, or sooner if facing
an obviously superior foe. They tend to cover their retreat by summoning devils to the fray, usually cornugons and gelugons. They also make use of their summoning power if the first few rounds of combat go
against them, but not poorly enough for a retreat. In this
case, Nessian pit fiends are generally summoned, alongside the cornugons and gelugons. The Ashmadia rarely
summon lesser devils than this, seeing them as a waste
of time.
Constrict (Ex): The Ashmadia deal 3d8+39 points
of damage with a successful grapple check.
Disease (Su): A creature struck by one of the Ashmadias bite attacks must succeed on a DC 59 Fortitude
save or be infected with a vile disease known as devil
chills (incubation period 1d2 days, damage 1d6 Str).
The save DC is Constitution based.
Fear Aura (Su): The Ashmadia can radiate a 20
foot fear aura as a free action. A creature in the area
must succeed on a DC 56 Will save or be affected as
though by a fear spell (caster level 54th). A creature that
successfully saves cannot be affected again by the aura
for 24 hours. Dukes of Hell and higher ranked devils are
immune to the aura, and lesser devils can be excluded
from the effect should the Ashmadia so choose. The
save DC is Charisma-based.
Improved Grab (Ex): To use this ability, the Ashmadia must hit with their tail slap attack. They can then
attempt to start a grapple as a free action without provoking an attack of opportunity. If the Ashmadia wins
the grapple check, it establishes a hold and constricts.
Poison (Ex): Injury, Fortitude DC 59, initial damage
1d8 temporary Constitution, secondary damage death.
The save is Constitution based.
Spell-like Abilities (Sp): At will - animate dead,
blasphemy, charm person, create undead, desecrate,
detect good, detect magic, fireball, greater dispel
magic, greater invisibility, greater teleport, magic circle
against good, mass hold monster, meteor swarm, persistent image, power word stun, produce flame, polymorph, pyrotechnics, suggestion, unholy aura, unhallow, wall of fire; 1/week - wish. Caster level 54th; save
DC 29 + spell level.
Summon Devils (Sp): Four times a day, the Ashmadia can automatically summon nine lemures, barbazu, or osyluths, or six cornugons, erinyes, gelugons,
or hamatulas. These devils may have twice their standard HD. The Ashmadia can also summon 3 Nessian
pit fiends. Asmodeus has granted the Ashmadia this
additional measure of power.
Regeneration (Ex): The Ashmadia take normal
damage from good-aligned silver weapons, and from

spells or effects with the good descriptor.


Possessions: Seal of Malsheem (Minor Artifact).
Each member of the Ashmadia bear a pentagram seal
upon their foreheads, placed there by the hand of Asmodeus himself. This powerful brand bestows a +9
profane bonus to physical attacks, damage, armor class
and the DCs of their spell-like abilities and special attacks. It also allows the Ashmadia's fear aura to affect
any devil of pit fiend status or lower, if they so choose.
The Ashmadia wield battleaxes forged from the
souls of the damned. These powerful soulsteel items are
+6 keen souldrinker axes, known as Nessian Cleavers.
Black iron bracers surround the mighty pit fiends'
forearms. These weapons, known as the Pain of Perdition, can fire spikes as a +5 repeating great crossbow,
although the ammunition is automatically replenished
from an extra-dimensional storage space. The bolts
affect their target as an antimagic ray, requiring a Will
save DC 36 to negate. They are also coated in the pit
fiends' own venom, forcing a save against that vile poison.
The bracers also serve as +9 bracers of armor of
moderate fortification, and discharge 5d6 points of fire
damage against those who strike them in melee.
The Scales of Tiamat function as bulwarks of the
dragon, save that they are tower shields instead of large
shields, and the bonus to AC is a deflection bonus rather
than a shield bonus. As their name implies, they were
forged from the very scales of the Dragon Queen herself
as tribute to the King of All Hell. The Scales do not
inflict any penalties on the Ashmadias attacks. Two
members of the Ashmadia possess a different color
dragon shield, one for four of the five chromatic dragons; only Aesmadeva carries the red Scale of Tiamat.

Bezarakor, Stalker of Malbolge


Bezekira (Hellcat)
Huge Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 24d8+336 (444 hp)
Initiative: +14
Speed: 80 ft.
Armor Class: 34 (-2 size, +10 Dex, +16 natural), touch 18,
flat-footed 24
Base Attack/Grapple: +24/+49
Attack: Claw +39 melee (6d6+17+1 vile)
Full Attack: 2 claws +39/+34/+29/+19 melee (6d6+17+1 vile
19-20/x2) and bite +37 melee (8d8+8+1 vile 19-20/x2)
Space/ Reach: 15 ft. /10 ft.
Special Attacks: Frightful presence (DC 26), improved grab,
pounce, rake (4d6+8+1 vile)
Special Qualities: Damage reduction 15/good and silver,
darkvision 60 ft., fast healing 5, invisible in light, resistance to fire 10, scent, spell-like abilities, spell resistance
32
Saves: Fort +30, Ref +27, Will +22
Abilities: Str 45, Dex 31, Con 36, Int 17, Wis 20, Cha 18
Skills: Balance +41, Climb +44, Hide +29, Intimidate +31,
Jump +68, Listen +36, Move Silently +41, Spot +32, Survival +32, Swim +44, Tumble +41
Feats: Improved Critical (claw), Improved Initiative B, Improved Natural Attack (bite) Improved Natural Attack

115

(claw), Improved Rapid Strike, Improved Toughness, Multiattack B, Rapid Strike, Run, Track B, Vile Natural Attack
Epic Feats: Epic Speed
Climate/Terrain: Malbolge, Fifth of the Nine Hells of Perdition
Organization: Solitary (unique), or with pride (10-20 ultrezekiras)
Challenge Rating: 20
Treasure: None
Alignment: Lawful Evil

The greatest ultrezekira in existence is one of the


Planes most fearsome predators. Fully 25 feet long
from head to tail, this powerful beast roams Malbolge
with his pride, preying upon weak and foolish devils
that would venture out alone. The beast is capable of
tearing apart an elder dragon, and has even supposedly
destroyed a tarrasque. Occasionally he leaves Hell to
hunt on the outer planes, leaving a swath of death in his
path.
Combat
Bezarakor is straight forward in combat. He charges
the largest foe, pounces, attempts to rake, and continues
to tear into that foe until they are no more. Then he
moves on to the next. If foes manage to converge on
him, he teleports a short distance away and charges
again. While direct and vicious, he is still very intelligent, and will adapt his strategy to account for terrain
and other variables.
If surprised, he generally does not waste time with
his spell-like ability buffs unless obviously outmatched.
When outmatched, Bezarakor teleports away and casts
such spells in rapid succession before returning to combat. If stalking dangerous prey, he typically has them
cast upon himself just before pouncing.
Improved Grab (Ex): Bezarakor must hit with his
bite attack to use this ability. He can then start a grapple as a free action. If he wins, he establishes a hold
and can rake.
Pounce (Ex): If Bezarakor charges he can make a
full attack.
Invisible in Light (Ex): Bezarakor is invisible in
any lighted area lit enough for a human to see. In darkness he shows up as a faint outline up to 30 feet away.
(60 feet for low light vision) Magical darkness smothers this glow.
Spell-like abilities: At willdevil's eye, greater
teleport; 3/day - expeditious retreat, razorfangs, sharptooth, superior magic fang. Caster level 24th.
Skills: Bezarakor receives a +4 bonus on Listen and
Move Silently checks.

Byzine, Master of the Order of the Fly


Osyluth (9th Circle Major of the Legions of Hell)
Huge Outsider (Devil, Evil, Extraplanar, Lawful)
Hit Dice: 30d8 + 10d6 (Epic Infiltrator) + 280 (450 hp)
Initiative: +16
Speed: 40 ft.

Armor Class: 31 (+8 Dexterity, +15 natural, -2 size), touch


16, flat-footed 23
Base Attack/Grapple: +35/+52
Attack: Bite +42 melee (2d6+9)
Full Attack: Bite +42 melee (2d6+9) and 2 claws +37 melee
(1d6+4) and sting +37 melee (3d6+4 and poison)
Space/Reach: 15 ft. /15 ft.
Special Attacks: Sneak attack +4d6, spell-like abilities, summon devils
Special Qualities: Damage reduction 15/good and silver;
darkvision 60 ft., far senses (4/day, 220 ft.), immunity to
fire and poison, improved cover identity, mind blank 1/
day, read thoughts 2/day, resistance to acid 10 and cold 10;
see in darkness; specialist training, spell resistance 37;
telepathy 200 ft.
Saves: Fort +29, Ref +30, Will +27
Abilities: Str 29, Dex 26, Con 25, Int 21, Wis 21, Cha 20
Skills: Appraise +20, Bluff +66, Concentration +27, Disable
Device +20, Diplomacy +50, Disguise +51 (+55 acting in
character), Escape Artist +18, Forgery +28, Gather Information +70, Hide +44, Intimidate +28, Knowledge (local Nine Hells of Perdition) +45, Listen +50, Move Silently
+50, Open Lock +38, Search +32, Sense Motive +36, Spot
+50, Survival +5 (+9 tracking), Use Magical Device +25,
Use Rope +8 (+10 with bindings)
Feats: Alertness, Dark Speech, Greater Spell Focus
(Enchantment), Improved Initiative, Investigator, Persuasive, Skill Focus (Bluff), Spell Focus (Enchantment), Run,
Stealthy
Epic Feats: Epic Skill Focus (Bluff), Epic Skill Focus
(Gather Information), Polyglot, Superior Initiative
Climate/Terrain: Maladomini, Seventh of the Nine Hells of
Perdition
Organization: Solitary (unique) or with 3-8 aides (20 HD
osyluths)
Challenge Rating: 25
Treasure: Standard
Alignment: Lawful Evil

The Head of Internal Operations of the Order of the


Flies has spent a near eternity developing ever new
methods of gathering information for his master, the
Lord of the Seventh. As such, he rivals Corin for the
title of Master Spy of Hell. Indeed, Byzine was once a
pupil of the Corin and served for a time (and still holds
rank) in the Espionage Branch of Infiltration with high
distinction until he was approached by Beelzebul. Now,
Byzine and the Dark Minister have an unfriendly rivalry
with each other, although on occasion they have worked
together to the extreme success of both organizations.
Byzine appears as a fifteen foot tall osyluth, with
pale white flesh. His eyes dart about constantly, taking
in every detail available. He is always calm and collected, even in the face of the anger of his superiors. He
never loses his composure and maintains an observant
and open mind in the face of imminent defeat. His
voice is a monotone accompanied by ultrasonic undertones, like the droning of an insect. It is nearly hypnotic
in nature, a facet that has led to some of his less wary
rivals' demises.
Byzine is a recipient of the Order of Perfection, the
highest honor in Maladomini.
Combat

116

Byzine almost never has to engage in combat due to


his ability to melt into the background or perpetuate his
alter egos. If he is drawn into combat, Byzine favors
quick, effective strikes that carry the least risk. He will
typically try to evade his foes unless doing so would
risk his exposure. In that case, Byzine will fight much
as expected of his current guise until he can disengage
or retreat, making use of his illusionary and enchantment powers. If a foe has discovered his true nature,
Byzine will abandon all pretenses and attempt to destroy
the enemy as swiftly as possible, using his poison, summoned devils and most powerful spell-like abilities to
triumph. If reduced to one third of his hit points or less,
or if faced with an obvious defeat, Byzine does not hesitate to teleport away, viewing his survival as paramount.
Fear Aura (Su): As a free action, Byzine can create
an aura of fear in a 5 foot radius. It is otherwise identical with fear cast by a 30th level sorcerer (save DC 30).
If the save is successful, that creature cannot be affected
again by Byzine's fear aura for one day. Other Devils
are immune to the aura.
Improved Cover Identities: Byzine has three cover
identities, one of which has been twice improved. Currently, they are a scribe in Mephistopheles' library, a
minor necromancer in the service of Orcus, and an advisor to a powerful solar by the name of Galarnuon. The
advisor is the improved identity. While operating
within an improved cover identity, Byzine receives a +4
bonus to Disguise checks and a +2 bonus on Bluff and
Gather Information checks. (Or +8 Disguise and +4
Bluff and Gather Information when in his advisor identity.) Byzine also benefits from a constant undetectable
alignment effect that is always active as a supernatural
ability.
Poison (Ex): Sting, Fortitude save (DC 32); initial
damage 1d6 Strength, secondary damage 2d6 Strength.
Specialist Training (Ex): Byzine has studied concealment and interaction (x2) for his specialist training.
These bonuses are already included in his stat block
above.
Spell-like Abilities: At will- animate dead, charm
person, dimensional anchor, doom, fly, greater teleport,
invisibility, major image, suggestion, wall of ice. Caster
level 30th; DC 15 + spell level. (DC 17 + spell level for
enchantment)
Summon Devils: Thrice per day, Byzine can automatically summon 6d8 lemures or 1d6 bone devils.
These devils may have double HD.
Possessions: While Byzine has no signature possessions, he does have access to any magical items with a
value of 200,000 gold pieces or less. He frequently
makes use of items that aid him with his cover identities. While impersonating the necromancer in particular, Byzine relies heavily on items to duplicate the effects of the magic he supposedly has at his disposal.

Doralma the Wretched


Nupperibo

Medium Outsider (Evil, Extraplanar, Lawful)


Hit Dice: 14d8+42 (105 hp)
Initiative: +8 (+4 Dexterity, +4 Improved Initiative)
Speed: 20 ft., fly 20 ft. (poor)
Armor Class: 19 (+4 Dexterity, +5 natural), touch 14, flatfooted 15
Base Attack/Grapple: +14/+19
Attack: Slam +20 melee (1d8+5 plus 1 Wisdom)
Full Attack: 2 slams +20 melee (1d8+5 plus 1 Wisdom)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Burning strike
Special Qualities: Damage reduction 5/good or silver, darkvision 60 ft., immunity to fire and poison, acid resistance
10, cold resistance 10, metamorphosis, see in darkness,
spell-like abilities, spell resistance 19, telepathy 50 ft.
Saves: Fort +14, Ref +13, Will +12
Abilities: Str 20, Dex 19, Con 16, Int 5, Wis 16, Cha 11
Skills: Balance +21, Hide +21, Listen +20, Move Silently
+21, Spot +20
Feats: Diehard, Endurance, Improved Initiative, Improved
Natural Attack (slam), Weapon Focus (slam)
Climate/Terrain: Minauros, Third of the Nine Hells of Perdition.
Organization: Solitary (unique)
Challenge Rating: 7
Treasure: None
Alignment: Lawful Evil

This tormented devil is a slave in the court of Amir


Quimath. Captured by daemon mercenaries, the maturing nupperibo serves as a curiosity to the Amir. Neither
he, nor any other kyton, understands exactly what they
have in their possession, but for now the pathetic creature forced into gladiator style matches to sate the kytons' repressed wrath at their diabolical overlords.
For its part, Doralma is struggling to cope with its
sudden sentience. It has attempted to send messages out
of Jangling Hiter to the barregons, but so far all have
been intercepted. Doralma is drawn to the Styx and his
new impending duties, but as a prisoner, cannot leave.
The torment from this condition extends far deeper than
the body, to the very core of its reformed soul.
Combat
Doralma's limited intelligence makes him a predictable opponent: he lunges toward his nearest foe and
pounds on them until they move no more. He is easily
distracted and always attempts to attack the creature
who struck him the hardest in the preceding round.
Against groups of foes, he directs his attacks at two enemies rather than one alone. He has enough awareness to
realize that his burning strike causes some foes to withdraw from harming him, which is enough reason for
him to inflict it upon as many as possible.
Burning Strike (Su): Doralmas slam attack leaves
behind a slimy residue that eats through the flesh of
those it strikes. Creatures struck by Doralmas slam
take one-half the damage the following five rounds.
Spell-like Abilities: At will - greater teleport (self
plus 50 pounds only). Caster level 14th.
Metamorphosis: Doralma has reached the most
advanced stage of Nupperibo metamorphosis.

117

Drochmar the Many Colored


Squamugon
Large Outsider (Devil, Evil, Extraplanar, Lawful)
Hit Dice: 24d8+144 (252 hp)
Initiative: +3
Speed: 30 ft., fly 60 ft. (good)
Armor Class: 24 (+3 Dexterity, +12 natural, -1 size), touch
12, flat-footed 21
Base Attack/Grapple: +24/+38
Attack: Tail +33 melee (2d6 + 10 + 5d6 elemental damage)
Full Attack: Tail +33 melee (2d6 + 10 + 5d6 elemental damage) and 2 claws +31 melee (1d6+5 19-20/x4) and 2 wings
+31 melee (1d6+5)
Space/Reach: 10 ft./10 ft. (15 ft. with tail)
Special Attacks: Elemental affinity, spell-like abilities, summon devils
Special Qualities: Damage reduction 10/good, darkvision 60
ft., immunity to acid, cold, electricity, fire and poison,
infernal channeling, regeneration 6, see in darkness, spell
resistance 27, subdue, telepathy 200 ft.
Saves: Fort +20, Ref +17, Will +18
Abilities: Str 30, Dex 16, Con 22, Int 16, Wis 15, Cha 20
Skills: Appraise +19, Bluff +32, Concentration +26, Diplomacy +44, Disguise +25 (+29 acting), Intimidate +34,
Knowledge (arcana) +28, Knowledge (nobility and royalty) +28, Knowledge (the planes) +23, Listen +22, Sense
Motive +29, Spellcraft +28, Spot +22, Survival +2 (+4 on
other planes, +4 tracking)
Feats: Cleave, Dark Speech, Flyby Attack, Improved Critical
(claw), Improved Natural Attack (tail), Iron Will, Magical
Aptitude, Multiattack, Power Attack
Climate/Terrain: Avernus, First of the Nine Hells of Perdition
Organization: Solitary (unique), or Chromatic Flight
(Drochmar plus 1 20HD squamugon of each rank) or with
1d3 adult chromatic dragons
Challenge Rating: 15
Treasure: Coat of Many Colors, Ring of Dragon Friendship,
Claws of the Ripper1
Alignment: Lawful Evil

Drochmar serves as Hell's head diplomat to Lady


Tiamat. As the most powerful squamugon in Perdition,
his relationship with Lady Tiamat causes even more
speculation and rumor as to the mysterious connection
between the squamugons and chromatic dragon kind.
Drochmar plays up this reputation to the hilt, always
strengthening his connection with Tiamat whenever
possible. Calling himself the Many Colored, he also
fancies the title of "The Prismatic Squamugon."
Haughty and arrogant, Drochmar is ill-liked within the
courts of Hell, although he is careful never to misstep in
the dangerous game of Perdition's politics. He is not
above using his draconic connections to his advantage
however, and that fact alone is enough even to give
even pit fiends pause to evaluate the situation.
Drochmar is too canny to use outright threats or demands against superiors, but those in the courts still
eagerly wait for the day the prideful devil is humbled.
Well aware of this, Drochmar finds a multitude of reasons to remain with Lady Tiamat rather than his brethren for most of his time.

118

Drochmar appears to possess large black scales at


first glance. Closer inspection however, reveals that
they are actually all five chromatic colors, and just so
tightly packed as to give the appearance of black. Other
than his large powerful frame and unusual coloration,
Drochmar looks like a standard squamugon. He wears
his cloak, the Coat of Many Colors, at all times, and a
ring proclaiming his status as ambassador to Tiamat.
He speaks in a condescending manner, and expects his
orders to be obeyed immediately. He is usually found
with his five chief lieutenants, collectively known as the
Chromatic Flight. They are 20HD squamugons, one of
each color. Drochmar is also often encountered with
chromatic dragons or half dragons, of varying ages and
power.
Combat
As arrogant as the dragons he fancies, Drochmar
affects a superior attitude in combat. His coat of many
colors protects him from most attacks, so he engages in
melee with impunity, moving from foe to foe inflicting
damage. If faced with a particularly powerful melee
adversary, Drochmar will attempt to charm or command
the enemy into attacking the rest of his foes. If he imagines himself in any real danger, he activates his prismatic sphere. Once this is in place, he summons squamugons and flings elemental pain from relative safety.
He will also summon squamugons if he is reduced to
half of his hit points or grows bored with combat.
Drochmar does not retreat until he is reduced to one
fifth of his hit points or less.
Elemental Affinity (Su): Drochmar holds the highest rank possible of a squamugon, that of All Colors.
This is a self styled rank, and it is unsure why exactly
Drochmar is allowed to indulge this arrogance. Regardless, he possesses the strengths of all lower ranks. He is
immune to acid, cold, electricity, and fire, and deals 1d6
points of each type of damage (cold, fire, electricity,
acid, and corrupt) with a successful attack.
Infernal Channeling (Ex): Drochmar can select to
grant this boon to any arcane spellcaster possessing
fewer than 24 caster levels. When within 20 feet of the
selected spellcaster, he bolsters the beneficiarys casting
power by nine levels. This boost may be used up to
three times per day at no penalty and may be activated
as a free action by the caster.
For each additional spell cast after the third, the
caster suffers a 30% chance of the spell backfiring. If
the spell is intended to cause damage or adversely affect
another being, the spell instead affects the caster or else
another individual of Drochmars choosing. Thus, if a
fireball is cast by a 10th level sorcerer, but is enhanced
to 19th level in terms of its variable effects and range,
the sorcerer would suffer a 30% chance of the spell
backfiring, either causing harm to himself or to another
nearby ally if Drochmar so desires.
Whenever the caster uses spell completion devices,
he suffers a -3 penalty to checks for magic beyond his
capacity. When using spell trigger devices, the caster

must be at least the same level as that necessary to create the item.
Any time a backfire occurs, there is a flat 30%
chance that the caster dies immediately even if he did
not suffer enough damage. If the caster dies by this
30% chance or due to the damage caused by a backfire,
his soul is trapped within his body for a few precious
moments during which time Drochmar will offer him a
bargain. The caster may return to life immediately at
that moment and permanently retain a +6 bonus to his
Intelligence or continue into the afterlife. If the caster
accepts, he returns as irredeemably Lawful Evil and a
slave to Hell; he is usually informed at a later date by
Drochmar himself as to his new role in the Material
Plane. If the caster declines the offer, his soul progresses to its final destination in the Realities Beyond.
Subdue (Ex): If defeated in battle or confronted in
a hostile manner by an arcane spellcaster, Drochmar
may be subdued and forced into servitude. The spellcaster must make an Intimidate check, receiving a +1
bonus per caster level, against Drochmar. A successful
Intimidate check results in Drochmar behaving under
the effects of planar binding as cast by a 12th level
caster (or the 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

Found in the Draconomicon

Dulahad, Admiral of the Styx


Barregon (3rd Circle Admiral of the Legions of Hell)
Large Outsider (Devil, Evil, Extraplanar, Lawful)

Hit Dice: 45d8+270 (630 hp)


Initiative: +15 (+7 Dexterity, +8 Superior Initiative)
Speed: 30 ft., fly 90 ft. (average)
Armor Class: 47 (+7 Dexterity, +31 natural, -1 size), touch
16, flat-footed 40
Base Attack/Grapple: +45/+57
Attack: Claw +52 melee (3d6+8+1 vile plus 1 Wisdom and
fatigue)
Full Attack: 2 claws +52 melee (3d6+8+1 vile plus 1 Wisdom and fatigue) and 2 wings +50 melee (1d6+4+1 vile)
and bite +50 melee (1d10+4+1 vile)
Space/Reach: 10 ft./10 ft.
Special Attacks: Amnesia touch, fatigue touch, fear aura,
spell-like abilities, summon devils
Special Qualities: Damage reduction 20/epic, good and silver, darkvision 60 ft., immunities, nondetection, resistance
to acid 20 and cold 20, regeneration 15, see in darkness,
spell resistance 42, sealed mind, telepathy 400 ft., true
seeing
Saves: Fort +30, Ref +31, Will +33
Abilities: Str 27, Dex 25, Con 23, Int 26, Wis 24, Cha 26
Skills: Balance +39, Bluff +45, Concentration +43, Diplomacy +43, Disguise +8 (+12 acting), Escape Artist +39,
Gather Information +54, Hide +35, Intimidate +49,
Knowledge (arcana) +25, Knowledge (local - Nine Hells
of Perdition) +35, Knowledge (nature) +10, Knowledge
(the planes) +45, Listen +41, Move Silently +39, Profession (sailor) +40, Ride +24, Search +45, Sense Motive
+39, Spellcraft +35, Spot +46, Survival +54 (+58 on another plane, +58 when tracking), Use Rope +7 (+11 with
bindings).
Feats: Combat Expertise, Combat Reflexes, Corrupt Spelllike Ability, Dark Speech, Improved Initiative, Iron Will,
Multiattack, Power Attack, Quicken Spell-like Ability
(acidball), Quicken Spell-like Ability (major image),
Quicken Spell-like Ability (suggestion), Vile Natural Attack, Violate Spell-like Ability
Epic Feats: Blinding Speed, Spellcasting Harrier, Superior
Initiative
Climate/Terrain: Stygia, Fifth of the Nine Hells of Perdition
Organization: Solitary (unique), in chariot with 2 ultrezekira,
or Grand Pilgrimage (Dulahad, 4-10 barregons, and 10-50
wraiths and zombies).
Challenge Rating: 30
Treasure: Standard
Alignment: Lawful Evil

Dulahad is responsible for keeping all portals properly manned and diligently watched, as befits his position as Gate Master of the Styx. However, his existence
is tortured by the might he has gained. His metamorphosis is nearly complete, and his entire body shakes
with power. Determined not to succumb to the voices
in his head whispering of immortality and divinity, he
carries on his vigil over the Styx with a doggedness that
would do him credit, were he not completely insane.
Dulahad has sworn himself in the service of the
Styx, which he worships as a deity. He is convinced
that the Styx is the source of his power, and he is its
chosen champion. As such, he offers all of his foes to
the Styx, from which they typically rise as wraiths and
zombies. These "Styxslain" patrol the shores of the
mighty river, slaying any non-devils they come upon.
Dulahad considers them the children of his god, and he
their caretaker. The destruction of any of them results

119

in a frenzied investigation for their murderers, a horrible


fate awaiting those caught by the mad devil. Dulahad
also requires a pilgrimage from every barregon each
century. During this, the barregon must physically
travel 666 miles of the Styx, offering a sacrifice every
mile. Sacrifices include anything from a trapped soul,
to large amounts of mortal flesh (living or otherwise).
Needless to say, a barregon about to begin a pilgrimage
is a foe to be avoided at all costs.
Dulahads duty to the Strategic Branch of the Navy
brings him in constant contact with Ariyan and with
Dagos. To Hell at large, Dulahad is Ariyans loyal lieutenant, although an often absent one. However, the
truth is as his direct superior, Ariyan was unwittingly
the cause for his transformation. Her bitterness at her
own curse caused her to be overlong with promoting
those deserving. Rather than allow Dulahad to be
turned into a cornugon when his tenure and service merited it, she had him transferred to other departments in
her command. Once his mutation began, however, the
tables turned. He informed Ariyan in no uncertain
terms that her fate would be eternal destruction should
she try to interfere in his dealings. He would carry out
his duties on his own terms, in his own way. Unable to
resist his newfound power, Ariyan capitulated, albeit
reluctantly. Today the two hold a tense alliance with
each other and maintain the illusion that the pit fiend is
still completely in control. So far, Dulahad remains
ignorant of the fact that Dagos has long since grown
suspicious and is beginning to investigate.
Dulahad travels in a chariot pulled by two ultrezekira. He wears a hooded robe that covers his entire
body from head to toe, and allows him to hide his appearance. He rules the barregons unseen, punishing
those who are lax in their duties with destruction. He is
a legend among them; their motivation to stay alert in
their guardianship. When he speaks, it is in an unnerving whisper that echoes telepathically in one's head.
Combat
Dulahad opens combats with a quickened acidball
and a forcecage. He then uses a quickened major image
and his summoning powers to create an army of allies.
His illusionary forces generally make use of spell-like
abilities, while the true reinforcements are ordered into
melee. Through it all, Dulahad attempts to avoid melee,
but if confronted, he will make quick use of his amnesia
touch to eliminate the threat. He generally stays to the
fringes of combat, using spell-like abilities such as dispel magic, hold monster, and wrack to hinder his foes.
As his summoned and illusionary forces are downed, he
replaces them with more. Dulahad attempts to retreat if
he is reduced to half of his hit points or less, but he carries a long grudge and will continue to harass those who
defeat him. Those defeated by Dulahad are thrown into
the Styx, whether they were beaten through death, subdual, or surrender.
Amnesia Touch (Su): Dulahad is the master of
manipulating the foul energies of the River Styx. 9/day,

121

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


Spinagon
Small Outsider (Devil, Evil, Extraplanar, Lawful)
Hit Dice: 15d8+30 (97 hp)
Initiative: +12 (+8 Dexterity, +4 Improved Initiative)
Speed: Fly 120 ft. (average)
Armor Class: 24 (+8 Dexterity, +5 natural, +1 size), touch
19, flat-footed 16
Base Attack/Grapple: +15/+11
Attack: Talon +23 melee (1d6 + 1d6 fire and blaze) or spike
+23 melee (1d6 + 1d6 fire and blaze)
Full Attack: 2 talons +23 melee (1d6 + 1d6 fire and blaze) or
2 spikes +23 melee (1d6 + 1d6 fire and blaze)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Blaze, spell-like abilities, summon devils
Special Qualities: Damage reduction 5/good or silver, darkvision 60 ft., immunity to fire and poison, resistance to

acid 10 and cold 10, see in darkness, spell resistance 21,


spike generation, telepathy 100 ft.
Saves: Fort +11, Ref +19, Will +11
Abilities: Str 10, Dex 26, Con 14, Int 13, Wis 14, Cha 15
Skills: Bluff +20, Diplomacy +22, Gather Information +20,
Hide +30, Intimidate +4, Listen +20, Move Silently +26,
Search +19, Spot +26, Survival +2 (+4 tracking), Use
Magic Device +20
Feats: Combat Expertise, Flyby Attack, Improved Initiative,
Lightning Reflexes, Quicken Spell-like Ability (greater
teleport), Weapon Finesse
Climate/Terrain: Nine Hells of Perdition.
Organization: Solitary (unique)
Challenge Rating: 9
Treasure: Standard
Alignment: Lawful Evil

Foulblaze the Lowly serves as Merorem the Darkwind's scribe. For a thousand years he has faithfully
recorded the histories of the world, both before and after
the Darkwind had tampered with the time stream. His
duty is to report any issues with the new flow of time to
his master immediately, so that the attentions of greater
cosmic entities of Time will not be drawn. Foulblaze
carries out his duties most seriously, knowing that to fail
them will mean a long and painful demise. He has seen
his master cast people into partial temporal loops, forcing them to relive the most painful moments of their
lives a billion times over. Such a fate is to be avoided at
all costs.
In his true form, Foulblaze appears as a standard
spinagon three feet tall, with the coloration of a shimmering starry sky. He speaks in a rapid manner, and
appears anxious to conclude any business at hand as
quickly as possible. When matters call for a more impressive appearance, Foulblaze uses his illusionary
magic to affect the appearance of an elderly tiefling with
two small horns on his forehead and a pointed gray
beard. No matter what his form, the symbol of
Merorem always is present on the back of his right
hand.
Combat
Foulblaze does not engage in combat unless he cannot escape through teleport, or ordered to by Merorem
(a rare occurrence to be sure). His position is one of
observation, not combat. However, should it become
unavoidable, Foulblaze uses his Combat Expertise to the
maximum, goes on full defense, summons reinforcements, and uses minor image to create other false
threats. He is completely and unashamedly a coward
once a fight begins. He keeps out of danger as much as
possible, using stinking cloud and his spikes to remain
safe. He will make use of scrolls and wands as well,
focusing them expertly on weak targets (enchantments
on melee types, transmutations and evocations on spellcasters). If possible, Foulblaze uses change self to assume the appearance of an innocent bystander, and escapes while his minions buy him time with their lives.
Blaze (Su): Foulblaze is constantly wreathed in tiny
flickering flames. Any creature struck by his talons or

spikes must make a Fortitude save DC 19 or catch on


fire, taking 1d6 points of fire damage per round until
extinguished. Rolling on the ground grants one a +2
circumstance bonus on the save. Holy water immediately quenches the flames. The save is Constitution
based.
Spell-like Abilities: At will - change self, greater
teleport (self plus 50 pounds only), produce flame,
stinking cloud, suggestion; 3/day - hold person, minor
image. Caster level 15th; save DC 12 + spell level.
Spike Generation (Ex): Foulblaze can launch 2
barbed spikes from his body each round as standard
action. The spikes re-grow within a round, giving him
unlimited ammunition.
Summon Devils (Sp): Thrice per day, Foulblaze can
attempt to summon 1d6 spinagons with an 80% chance
of success. These devils may have twice their standard
HD.
Possessions: Foulblaze wears a tiny emerald cloak
with three pockets on the inside. This functions as a
Heward's handy haversack. Foulblaze usually has at
least 1 6th level scroll and 4 5th level scrolls on him at
all times. He also carries a wand of lightning bolt
(caster level 10th) with at least 20 or more charges remaining.

Gathgorian, Supreme Command Sergeant Major of the Pits


Cornugon
Huge Outsider (Devil, Evil, Extraplanar, Lawful)
Hit Dice: 45d8+405 (607 hp)
Initiative: +16 (+8 Dexterity, +8 Superior Initiative)
Speed: 30 ft., fly 50 ft. (average)
Armor Class: 51 (+5 armor, +5 deflection, +8 Dexterity, +25
natural, -2 size), touch 21, flat-footed 43
Base Attack/Grapple: +45/+70
Attack: Soul Lasher +65 melee (3d6+30 plus 1 Constitution
and stun 19-20/x2) or claw +60 melee (3d6+17)
Full Attack*: Soul Lasher +65/+60/+55/+50 melee (3d6+30
plus 1 Constitution and stun 19-20/x2) or 2 claws +60
melee (3d6+17) and bite +58 melee (3d8+8) and tail +58
melee (3d6+8 and infernal wound)

*
Gathgorian can make bite and tail attacks in addition to attacks with
Soul Lasher as a full attack

Space/Reach: 15 ft. /15 ft. (30 ft. with spiked chain)


Special Attacks: Fear aura, infernal wound, spell-like abilities, stun, summon devils
Special Qualities: Damage reduction 20/epic, good and silver, darkvision 60 ft., immunity to fire and poison, resistance to acid 25 and cold 25, regeneration 15, see in darkness, spell resistance 44, telepathy 400 ft..
Saves: Fort +33, Ref +32, Will +30
Abilities: Str 45, Dex 27, Con 29, Int 20, Wis 22, Cha 26
Skills: Bluff +56, Climb +65, Concentration +57, Diplomacy
+20, Disguise +8 (+14 acting), Hide +48, Intimidate +56,
Knowledge (tactics) +53, Listen +54, Move Silently +56,
Search +53, Sense Motive +54, Spot +54, Survival +54
(+60 tracking), Swim +65
Feats: Awesome Blow, Cleave, Combat Expertise, Combat
Reflexes, Great Cleave, Improved Bullrush, Improved
Critical (spiked chain), Improved Initiative, Improved
Sunder, Improved Trip, Multiattack, Power Attack, Vio-

122

late Spell-like Ability


Epic Feats: Blinding Speed, Dire Charge, Superior Initiative
Climate/Terrain: Avernus, First of the Nine Hells of Perdition.
Organization: Solitary (unique)
Challenge Rating: 32
Treasure: Double Standard
Alignment: Lawful Evil

Gathgorian is the brutal Supreme Command Sergeant Major of the Infernal Denomination of Strategy.
As the highest ranked non-commissioned officer in the
Legions, he directly advises Marshal Dagos on all matters military. He has held his position as long as there
has been a Dark Ministry, appointed by the first Dagos.
His no nonsense attitude and overly pragmatic nature
have been the cause of his continued success. He is
neither subservient nor rebellious in his dealings with
the Marshal as he merely advises as he sees fit.
Gathgorian is completely aware of the maximum
capability of every single combat unit in the Legions of
Hell, and he demands that that capability is met. He
accepts no excuse, brooks no insult, and allows no failure. He is quick to recognize devils that have proven
themselves worthy of a higher station, and also ruthless
in his demotion of those who continually show themselves unfit. Gathgorian is blunt and straight to the
point, even when dealing with Infernal nobility. He
approaches politics in the same manner as he does war,
which is the main reason the Marshal keeps him on the
lines of battle so often. Of course, this suits Gathgorian
just fine. He is most happy when he is crushing the
skull of a filthy demon between his powerful hands.
Gathgorian is a fifteen foot tall muscular cornugon
with red and purple colored scales. His voice is a rough
sounding rasp, capable of roaring commands over the
din of combat. His eyes are like miniature red suns and
his gaze is as unnerving as it is penetrating; many have
looked into his flaming red orbs to see their doom written there.
Combat
Gathgorian opens combats with a dire charge if possible or a violated lightning bolt if not. He engages in
melee as quickly as possible, making use of his fear
aura to break up foe formations. He is not above detonating fireballs on himself if enemies press in around
him. He also will frequently launch fireballs at groups
of weak bystanders or combatants, and cast animate
dead on them the following round. He understands the
value of his spell-like abilities and employs them to
their greatest possible effect; however his preferred tactic is to use his vicious Soul Lasher.
When he is fighting alone, he generally uses his vile
chain to rend his foes asunder, but when at the head of
an army, he moves through the ranks of lesser soldiers,
tripping them and sundering their weapons to make
them easier targets for his own troops.
Gathgorian summons reinforcements immediately if
combat does not go as he has anticipated or if he is

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faced with an overwhelming force. He almost always


summons more cornugons, although if faced with a
large force composed of weak beings, he will bring
hordes of hamatula to wreak havoc instead. Gathgorian
does not retreat unless faced with an obvious losing
battle or he is reduced to one sixth of his hit points or
less. He is a proud warrior, and dislikes losing face.
Fear Aura (Su): Gathgorian can radiate a 10-foot
radius fear aura as a free action. A creature in the area
must succeed on a DC 40 Will save or be affected as
though by a fear spell as cast by a 45th level sorcerer. A
creature that successfully saves cannot be affected again
by Gathgorians aura for 24 hours. Other devils are
immune to the aura. The save DC is Charisma-based.
Infernal Wound (Su): The damage dealt by Gathgorians tail attack causes a persistent wound. The injured creature loses 3 hp per round, and the wound does
not heal naturally. The loss can be stopped by a DC 41
heal check, or by a cure or heal spell. However, the
caster of the healing spell must succeed at a caster level
check DC 41 or the spell is lost with no effect. A successful heal check stops the bleeding and restores any
lost hit points due to the wound.
Spell-like Abilities: At will- animate dead, charm
person, desecrate, detect good, detect magic, detect
thoughts, dispel chaos, dispel good, fireball, greater
teleport (self plus 50 pounds), lightning bolt, magic
circle against good, persistent image, produce flame,
pyrotechnics, suggestion, wall of fire. Caster level 45th;
DC 18 + spell level.
Stun (Su): Creatures struck with Gathgorians
spiked chain whip must succeed at a Fortitude save DC
54 or be stunned for 1d4 rounds.
Summon Devils (Sp): Thrice per day, Gathgorian
can automatically summon 6d8 lemures, 2d6 barbazu or
hamatula, or 6 cornugons. These devils may have twice
their standard HD.
Regeneration (Ex): Gathgorian takes normal damage from good aligned silver weapons and from spells
and effects with the good descriptor.
Possessions: Gathgorian fights with Soul Lasher, a
specially crafted +5 spiked chain whip, forged from
links of adamantine, mithral, silver, and cold iron. It
penetrates damage reduction as if it were any of those
types of material. The chain also possesses the ghost
touch and wounding special abilities, and adds its enhancement bonus to the DC of Gathgorian's Stun attack.
Gathgorian also wears two gauntlets that function as
both bracers of armor +5 and a ring of protection +5.
The gauntlets are also enchanted to shatter weapons,
any weapon that successfully strikes Gathgorian in melee must make a fortitude save DC 35 or be sundered.

Gazra, Governor of Abriymoch


Pit Fiend (8th Circle General of the Legions of Hell)
Large Outsider (Devil, Evil, Extraplanar, Lawful)
Rogue 10/Guardian Paramount 7
Hit Dice: 30d8 + 17d6 + 376 (570 hp)
Initiative: +16

Speed: 40 ft., fly 60 ft. (average)


Armor Class: 46 (+6 armor, +8 Dexterity, +23 natural, -1
size), touch 17, flat-footed 40
Base Attack/Grapple: +39/+58
Attack: Rod of tyranny +62 melee (2d6+24); or claw +53
melee (2d8+15)
Full Attack: Rod of tyranny +62/+57/+52/+47 melee
(2d6+24) and 2 wings +51 melee (3d6+7) and bite +51
melee (4d6+7 plus poison and disease) and tail slap +51
melee (2d8+7); or 2 claws +53 melee (2d8+15) and 2
wings and bite and tail slap
Space/Reach: 10 ft. /10 ft.
Special Attacks: Constrict, fear aura, improved grab, sneak
attack +5d6, spell-like abilities, summon devils
Special Qualities: Adjust probability, damage reduction 15/
epic good and silver, darkvision 60 ft., evasive preceptor,
immunity to fire and poison, improved evasion, improved
uncanny dodge, protective aura, resistance to acid 15 and
cold 15, regeneration 8, see in darkness, spell resistance
46, telepathy 100 ft., trap finding, trap sense +3, uncanny
dodge, uncanny dodge enabler
Saves: Fort +34, Ref +36, Will +40
Abilities: Str 40, Dex 27, Con 27, Int 26, Wis 32, Cha 31
Skills: Balance +10, Bluff +62, Climb +36, Concentration
+29, Decipher Script +21, Diplomacy +60, Disguise +31
(+37 acting), Gather Information +41, Hide +48, Intimidate +62, Jump +38, Knowledge (arcana) +41, Knowledge
(local) +31, Knowledge (nature) +18, Knowledge
(nobility) +18, Knowledge (the planes) +45, Knowledge
(religion) +35, Listen +61, Move Silently +42, Perform
(oratory) +20, Search +44, Sense Motive +60, Sleight of
Hand +23, Spellcraft +39 (+41 with scrolls), Spot +55,
Survival +35 (+39 on another plane, +39 tracking), Tumble +31, Use Magical Device +24 (+28 with scrolls)
Feats: Alertness, Blind-Fight, Combat Expertise, Combat
Reflexes, Improved Combat Expertise, Improved Initiative, Investigator, Leadership, Lightning Reflexes, Mage
Slayer, Multiattack, Pierce Magical Concealment, Power
Attack, Track
Epic Feats: Blinding Speed, Epic Combat Expertise, Epic
Leadership, Epic Reputation, Superior Initiative
Climate/Terrain: Abriymoch, Phlegethos, Fourth of the Nine
Hells of Perdition
Organization: Solitary (unique), or pair (Gazra and Fierana),
or troupe (9 pit fiends, 27 cornugons, 81 hamatula)
Challenge Rating: 34
Treasure: Rod of tyranny and other possessions

Gazra is one of the most powerful pit fiends not directly associated with the Courtiers of Perdition. Technically serving under Dark Minister Zimimar, Gazra is
far more closely intertwined with the politics of
Phlegethos. Indeed, of his many responsibilities, including governing Abriymoch and overseeing the security of
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,

consequently, stewardship over the Lake of Fire. These


new appointments all came at the personal behest of
Lady Fierana and, at least publicly, have the support of
Arch Duke Belial. To date, Gazra has done a superlative
job with his expanded duties. His security forces have
uncovered plots against the Lords of the Fourth, incursions into Phlegethos, and even an attempt from a few
barregons to bathe within the Lake of Fire.
However, Gazra is far more interested in politics
than he is in continuing with the Legions of Hell. His
canny ability to use his resources to blackmail and cajole even Dukes of Hell has earned him regular invitations to the Court of Phlegethos. He has even been in
the Gatherings of Perdition in Nessus a number of
times. Although most suspect that Gazras interests are
to solely perpetuate his own power, in truth he is also
interested in seeing the rise of his secret love, Fierana.
Everything Gazra has done to for the past millennium has revolved around putting him in a position to
see Fieranas rise to power. Every Duke he has crossed,
every rival pit fiend he has cowed, every spy in his employ, every action Gazra has taken is dedicated to increasing Fieranas authority. Gazra is well aware of the
game he is playing. Should his perverted affections be
discovered, his successes would wither into smoke and
he would likely suffer at best an immediate demotion if
not annihilation. Somehow, though, Gazra has concealed not only his goals but his love.
Gazra has a cool relationship with his true master,
Zimimar. Both fiends are well aware of Gazras status
in Hell and Zimimar reluctantly accepts that she can
only expect so much from the Governor of Abriymoch
as it relates to military service; Gazra, for his part, has
done everything to reveal his lack of interest in performing additional duties for the Legions of Hell. Still, Gazra
is wise enough to know when he has to make concessions. The Governor of Abriymoch is universally hated
by most of the Dukes of Phlegethos, particularly those
of fiendish origins as they have suffered severely from
his blackmail and extortion. However, they all know
that he is a favorite of Fierana and leave him be for
now. Fierana is delighted with Gazra. While she has no
idea as to the depths of his affection, she does know that
he is almost stupidly loyal to her and manipulates his
emotions. Fierana has expertly created a great rift between her father and Gazra, hoping that one day the
Governor will dash all caution aside and join her in a
bid to cast Belial down. Belial is well aware of Gazras
contempt, but could not care less. So far as Belial is
concerned, Gazra is a lowly pit fiend, a mere play thing
of his daughter and, when she grows tired of him, he
will be crushed. For the time being, Belial allows Gazra
great lee-way within Phlegethos because it suits his purposes (chief among those, keeping the Dukes of
Phlegethos in check).
Gazra is appears as a fiery, red pit fiend in black
leather armor covered in silver spikes. He usually wears
a great black cloak and always carries his rod of tyranny. He speaks slowly and with great care, never
jumps to conclusions, and is an excellent judge of char-

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acterexcept where Fierana is concerned.


Combat
If engaged in combat by himself or with normal devils, Gazra casts greater invisibility and unholy aura on
his person before moving in for sneak attacks on his
foes. He reserves his usage of adjust probability for successful attacks against his own person rather than benefiting any of his troops. He likes to single out and close
with mages, who are especially vulnerable to his attacks
of opportunity.
If attacked while with Fierana, his first action is to
use his protective aura on her. He remains by her side as
best he can, using his Epic Combat Expertise to increase
her own armor class as much as possible. His evasive
preceptor is largely useless to defend her, as she already
possesses improved evasion, but he will have already
activated his uncanny dodge enabler on her person. As
Fierana likes to dance around the battlefield, Gazra is
often hard pressed to keep up with her.
Due to his lower than normal caster level for his
spell-like abilities, he rarely uses them offensively on
foes with spell resistance. Against mortal enemies, however, he is not at all above detonating fireballs on his
own person to clear away those who get too close.
Adjust Probability: Twice per day (or at will if in
Phlegethos) Gazra may force a creature within 25 feet of
him (enemy or ally) to reroll an attack roll, check or
saving throw as an immediate action. He may only use
this ability once per round, regardless of his location.
The second result is used regardless of whether or not it
is better than that original.
Call Back (Sp): Once per day, Gazra may restore
life to a creature that he used any of his guardian paramount special abilities on within the past twenty four
hours. This functions as true resurrection; 12th caster
level.
Constrict (Ex): Gazra deals 2d8 + 30 points of damage with a successful grapple check.
Disease (Su): A creature struck by Gazra's bite attack must succeed at a DC 32 Fortitude save or be infected with a vile disease called devil chills (incubation
period 1d4 days, damage 1d4 points of Strength).
Evasive Preceptor (Ex): Gazra can extend his own
improved evasion special ability to any creature within
5 feet of him. The effect lasts for 24 hours, but only
functions as long as the creature is within 5 feet. Gazra
may use this ability twice per day, or at will if within
Phlegethos.
Fear Aura (Su): Gazra can radiate a 20-foot-radius
fear aura as a free action. Creatures in the area must
succeed on a DC 36 Will save or be affected as though
by a fear spell (caster level 30th). A creature that successfully saves cannot be affected again by his aura for
24 hours. Other devils are immune to the aura.
Improved Evasion: Gazra takes half damage on a
failed reflex saving throw, and none on a successful
save.
Improved Grab (Ex): To use this ability, Gazra

125

must hit a Medium or smaller opponent with his tail slap


attack. If he gets a hold, he can constrict.
Improved Uncanny Dodge: Gazra can only be
flanked by a rogue of 29th level or higher, and does not
lose his Dexterity bonus to armor class when flatfooted.
Poison (Ex): Injury; Fortitude DC 32; initial damage
1d8 Constitution, secondary damage death.
Protective Aura (Sp): Twice per day, (or at will if
within Phlegethos) Gazra may use a special form of
shield other. The protective aura transfers the absorbed
damage to Gazra as non-lethal damage.
Regeneration (Ex): Gazra takes normal damage
from good-aligned silvered weapons, and from spells or
effects with the good descriptor.
Spell-Like Abilities (Sp): At will animate dead,
blasphemy, charm person, create undead, desecrate,
detect good, detect magic, greater dispel magic, greater
invisibility, greater teleport (self plus 50 pounds only),
magic circle against good, major image, mass hold
monster, power word stun, produce flame, polymorph,
pyrotechnics, suggestion, unholy aura, unhallow, and
wall of fire; 1/day meteor swarm and symbol of pain;
1/year wish. Caster level 22nd; DC 21 + spell level.
Summon Devils (Sp): Thrice per day, Gazra can
automatically summon two lemures, osyluths, or hamatulas; or one erinyes, cornugon, or gelugon.
Uncanny Dodge Enabler: Gazra can extend his
own improved uncanny dodge and trap sense abilities to
any creature within 5 feet of him. Gazra can use this
ability five times per day, or at will if within Phlegethos.
It is otherwise identical to his Evasive Preceptor ability.
Possessions: Gazra wields his rod of tyranny in
combat. He is also armored with a +5 ring of protection, a +2 cloak of resistance and a ring of mind shielding. Gazra also wears a suit of specially crafted black
leather armor, made from the burnt skins of newborn
humanoid babies; legend has it that the souls of those
babes that died to make the armor are still tied to the
armor, and are tormented in that they can never find
surcease. There must be some truth in this, for Amdusias of Malbolge has been quite vocal in his intentions
to rend both armor and Gazra if ever he gets the opportunity. In any case, the armor functions as +4 spiked
leather armor of minor fortification with no maximum
dexterity bonus or armor check penalty. As Governor of
Abriymoch, Gazra can acquire practically any non-epic
magic item he desires.
Cohort: Gazra and Fierana's son Saganth attends to
his fathers needs, whatever they may be. He largely
resembles his mother, with flaming hair and humanoid
features, but his powerful lower jaw and fangs are a
clear feature from his paternal side. Red and black
scales are scattered across his body. Treat Saganth as a
pit fiend with the nephilim template and 8 levels of warmage.

Helich the Mighty


Imp
Tiny Outsider (Evil, Extraplanar, Lawful)

Hit Dice: 9d8+18 (100 hp)


Initiative: +11 (+7 Dex, +4 Improved Initiative)
Speed: 20 ft., fly 50 ft. (perfect)
Armor Class: 36 (+3 deflection, +7 Dex, +2 luck, +12 natural, +2 size), touch 24, flat-footed 29
Base Attack/Grapple: +13/+6
Attack: Staff of power +18 melee (1d3+3) or sting +21 melee
(1d4+1 and poison)
Full Attack: Staff of power +18/+13/+8 melee (1d3+3) and
sting +16 melee (1d4+1 and poison)
Space/ Reach: 2 1/2 ft. /0 ft.
Special Attacks: High Arcana, poison, spell-like abilities,
spells
Special Qualities: Alternate form, darkvision 60 ft., damage
reduction 5/good or silver, familiar, fast healing 2, immunity to poison, improved evasion, resistance to fire 5, spell
resistance 30.
Saves: Fort +16, Ref +20, Will +23
Abilities: Str 13, Dex 23, Con 14, Int 20, Wis 15, Cha 16
Skills: Bluff +15, Concentration +30, Craft (Alchemy) +33,
Decipher Script +33, Diplomacy +17, Gather Information
+15, Hide +18, Knowledge (arcana) +33, Knowledge
(history) +33, Knowledge (the planes) +33, Knowledge
(religion) +33, Listen +14, Move Silently +18, Profession
(scribe) +33, Sense Motive +14, Spellcraft +37, Spot +14
Feats: Flyby Attack, Heighten Spell, Improved Initiative,
Weapon Finesse
Climate/Terrain: Dis, Second of the Nine Hells of Perdition
Organization: Solitary
Challenge Rating: 18
Treasure: Possessions
Alignment: Lawful Evil

Helich the Mighty is a textbook case of why even


slight dealings with the powers of Hell can be disastrous. Once a mere familiar to the Magistrate Tilbonis,
he betrayed his master, trapped his soul, and currently
siphons off his arcane energies to further his own hellish
pursuits.
Helich appears as a normal imp of dull green coloration, although he tends to use minor illusionary magic to
enhance his appearance, giving the impression that powerful arcana suffuses his very being. Most times he will
take his half fiendish form, which plays up his diabolical nature to the hilt. Two small horns on his forehead,
a red goatee and black eyes that glow when he gets excited complete this appearance of evil. Although extremely pompous when dealing with mortals, Helich is
shockingly subservient and humble when in the presence of a Devil. Few in Hell know that Helich often
misrepresents himself as a Duke of Hell when dealing
with those of the Prime. Certainly, the penalty for such
would be destruction, but so far he has escaped any consequences.
Combat
Helich immediately casts invisibility on himself in
combat, usually followed by a greater teleport. He
avoids direct conflicts for which he has not prepared
with all possible means. If he has prepared for combat,
he typically has a set plan that is calculated to maximize
the weaknesses of his foes and bring them down as

quickly as possible.
Barring the possibility of escape, Helich uses his
arcane fire and staff of power to visit death upon his
foes. His sharp mind has mastered the best possible use
for his spells, and he targets those most likely to be affected by which ever piece of arcana he is employing.
He favors paralyzing spells that allow him to gloat over
the fate of those who underestimated him, and summoning spells that allow others to be the targets of his foes.
Alternate Form (Su): Helich may assume other
forms at will as a standard action. This ability functions
as a polymorph spell cast on himself, except that Helich
does not regain hit points for changing form, and he can
only assume the forms of a wizened goblin, a wingless
half fiendish human, a rat, a raven and a small elven
girl.
Familiar: Helich is technically still a familiar, and
gains the benefits due one of his former master. This
includes his hp, base attack, base saves, and skill ranks
as well as using 25HD instead of 9 for calculating effects based on HD.
High Arcana: Helich can make use of his former
master's high arcana. This includes arcane fire, arcane
reach 60 ft., mastery of elements, and mastery of shaping.
Poison (Ex): Initial damage 1d4 dexterity, secondary damage 2d4 dexterity. DC 26 negates. (Save includes a +2 racial bonus)
Spell-like Abilities: At will- detect good, detect
magic, invisibility; 3/day- greater teleport; 1/daysuggestion; 1/week- commune (6 questions). Caster
level 9th; DC 13 + spell level.
Spells: 4/6/5/5/9/9/3/2/3/3/1 Caster level 25th; DC
15 + spell level.
Helich has access to his former master's spell books
which contain all spells of 7th level and lower. His
higher level spell books include dimensional lock, prismatic wall, trap the soul, binding, polar ray, clone, temporal stasis, imprisonment, dominate monster, power
word kill, soul bind and summon monster IX from the
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

126

V (one ring), a cloak of resistance +4, and a ring of protection +3. He wields a staff of power as well as a
greater metamagic rod of quickening. If encountered
outside of Hell, he typically has at least three wands and
27 spell levels worth of scrolls.

Hepharion, Master Smith of Hell


Hierrmagon (Sergeant Major of the Infernal Vanguard)
Huge Outsider (Devil, Evil, Extraplanar, Lawful)
Hit Dice: 36d8+360 (522 hp)
Initiative: +4
Speed: 40 ft.
Armor Class: 38 ( +10 armor, +4 Dexterity, +16 natural, -2
size), touch 12, flat-footed 34
Base Attack/Grapple: +36/+59
Attack: Flames of Phlegethos +54 melee (3d6 + 20 + 1d6
(hellfire) x3 +1d10 (hellfire)) or Discretion of Minauros
+43 ranged (3d6+20 x3)
Full Attack: Flames of Phlegethos +54/+49/+44/+39 (3d6 +
20 + 1d6 (hellfire) x3 +1d10 (hellfire)) and 3 warhammers
+54/+49/+44 (3d6+12 x3 plus special*) * Special: Vengeance of Avernus has the demon bane and Order of Dis has
the axiomatic enchantments upon them)
Space/Reach: 15 ft. /15 ft.
Special Attacks: Spell-like abilities, summon devils
Special Qualities: Damage reduction 15/good and silver,
darkvision 60 ft., eldritch smithing, immunity to fire and
poison, quick creation, resistance to acid 15 and cold 15,
see in darkness, spell resistance 33, telepathy 300 ft.
Saves: Fort +35, Ref +29, Will +28
Abilities: Str 40, Dex 19, Con 30, Int 22, Wis 16, Cha 21
Skills: Appraise +45 (+49 when dealing with metals), Bluff
+44, Climb +54, Concentration +49, Craft
(armorsmithing) +62, Craft (weaponsmithing) +62, Diplomacy +44, Disable Device +45, Jump +58, Listen +42,
Knowledge (Metallurgy) +45, Sense Motive +42, Spellcraft +45, Spot +42
Feats: Craft Magic Arms and Armor, Craft Wondrous Item,
Greater Multiweapon Fighting, Improved Multiweapon
Fighting, Leadership, Multiweapon Fighting, Skill Focus
{Craft (armorsmithing)}, Skill Focus {Craft
(weaponsmithing)}
Epic Feats: Craft Epic Arms and Armor, Craft Epic Wondrous Item, Efficient Item Creation (Arms and Armor),
Epic Skill Focus {Craft (armorsmithing)}, Epic Skill Focus {Craft (weaponsmithing)}
Climate/Terrain: Avernus, First of the Nine Hells of Perdition
Organization: Solitary (unique) or with bodyguard
(Malkadrac, unique cornugon)
Challenge Rating: 21
Treasure: Double Standard
Alignment: Lawful Evil

Hepharion is among the greatest of the hierrmagons.


He is the most skilled of their race, and has crafted the
personal arms of many Dukes and even those for a few
Lords of the Nine. He resides in Avernus, where his
talents and those of his underlings are needed the most,
as they churn out thousands of weapons an hour for
Baels Infernal Vanguard. Hepharion is obeyed without
question by the hierrmagons. His word is absolute law.
No one but Duke Malphas or Lord Bael is allowed to

127

gainsay his orders to them, save perhaps a Lord of the


Nine. Asmodeus himself has decreed thus. This prevents their valuable work from being interrupted or disturbed by the politics that pervade the rest of Hell.
Hepharion works directly for Duke Malphas, and has
the status of his most favored vassal. His passion for
creating weapons of destruction and war is matched
only by his talent. Despite holding the title of baron, he
sees little time in the courts of Avernus, due to his responsibilities in the forges. Although some question his
decision not to accept a promotion to Duke, the truth of
the matter is that he has never been offered such. His
true allegiance is ultimately to the war machine of Hell
itself, and he is content with his position as Master
Smith of Hell.
Hepharion stands fully 18 feet tall, and weighs 3000
pounds. Despite his immunity to fire, his body is blistered from the intense heat that he works with day after
day, and is colored dull red. He has six horns, which
ring his head in a crown like fashion. His massive arms
bulge with muscles, hardened from constant work. He
is never found without his bodyguard, Malkadrac (21
HD cornugon, 10th level devoted defender).
Combat
Hepharion is rarely involved in combat, but he is a
formidable opponent if roused. He usually casts mass
bull strength on his bodyguard, before using his buff
spells to aid himself. Following that, he usually summons more devils if there is a large group, or wades in
after his bodyguard if there is not. If the fight goes
against him, (reduced to half his hp or less) he teleports
away immediately, and will almost certainly be reporting to Duke Malphas of the transgression. His bodyguard will remain for 1 round after his escape to cover
the retreat before teleporting away himself.
Spell-like Abilities: At will - fireball, greater teleport, keen edge, mage armor, mass bull strength, resist
energy, resistance, scorching ray (3 rays), sheild; 3/day
- mages sword, orders wrath, summon monster IX,
unholy blight; 1/year - wish*. Caster level 36th; DC 15
+ spell level. *Hepharion may only use wish in conjunction with enchanting arms and armor, and never for
any other purpose.
Summon Devils (Sp): Thrice per day, Hepharion can
automatically summon 2d8 bearded devils, 1d4 hierrmagons, or 1 cornugon. These devils may have twice their
standard HD. Malphas has afforded Hepharion the ability to summon a cornugon to better keep his Master Armorer safe.
Eldritch Smithing (Su): Hepharion is capable of
creating magical items. He has an effective caster level
of 36. He can use his spell-like abilities as the prerequisites for special item abilities. However, Hepharion
must have the proper access to spells - be it from scrolls
or his spell-like abilities - and the appropriate item creation feats in order to create magic items. Gold and XP
costs are not reduced for Hepharion.
Quick Creation (Ex): Because of his 4 arms,

Hepharion is capable of producing items at a much


faster rate than normal. His Craft checks to determine
progress per day are done in silver pieces rather than
copper, and his checks per week are done in gold pieces
rather than silver. This has no effect on his time spent
enchanting weapons.
Possessions: Hepharion possesses 4 huge warhammers, each bearing a separate enchantment. Flames of
Phlegethos is a +5 hellfire burst warhammer. Vengeance of Avernus is a +5 cold iron demon bane warhammer. Order of Dis is a +5 lawful adamantine warhammer. Discretion of Minauros is a +5 hellforge iron warhammer of throwing, returning and distance.
Hepharion also wears an elaborate breastplate with a
flowing red cloak attached. This is a +5 mithral breastplate of heavy fortification, and a cloak of resistance
+5.
Skills: Hepharion receives a +4 racial bonus on all
Craft checks dealing with metal.
Feats: Coupled with his natural abilities,
Hepharion's Multiweapon Fighting feats allow him to
attack with all of his arms at no penalty.

Jezebel, Head of Glasya's Elite


Erinyes
Medium Outsider (Devil, Evil, Extraplanar, Lawful)
Hit Dice: 27d8 + 12d6 (Rogue) + 273 (436 hp)
Initiative: +18 (+10 Dexterity, +8 Superior Initiative)
Speed: 30 ft., fly 50 ft. (good)
Armor Class: 44 (+8 armor, +5 deflection, +10 Dexterity,
+11 natural), touch 25, flat-footed 44
Base Attack/Grapple: +33/+41
Attack: Twisted Passion +46 melee (1d4+13 and 2d4 negative levels) or Glasya's Garrote +48 ranged (entangle)
Full Attack: Twisted Passion +46/+41/+36/+31 melee
(1d4+13 and 2d4 negative levels) or Glasya's Garrote +48
ranged (entangle)
Space/ Reach: 5 ft. /5 ft.
Special Attacks: Entangle, enthrall, sneak attack +6d6, spelllike abilities, summon devils.
Special Qualities: Damage reduction 15/good and silver,
darkvision 60 ft., evasion (improved), fast healing 3, immunity to fire and poison, resistance to acid 10 and cold
10, see in darkness, spell resistance 35, telepathy 200 ft.,
trapfinding, trap sense +4, true seeing, uncanny dodge
(improved).
Saves: Fort +28, Ref +31, Will +27
Abilities: Str 27, Dex 30, Con 25, Int 21, Wis 23, Cha 31
Skills: Balance +14, Bluff +52, Concentration +39, Diplomacy +60, Disguise +52 (+56 acting), Escape Artist +50,
Gather Information +62, Hide +50, Intimidate +34, Jump
+12, Knowledge (Arcana) +35, Listen +48, Move Silently
+50, Perform (dance) +26, Sense Motive +40, Spot +40,
Tumble +52, Use Rope +10 (+14 with bindings)
Feats: Combat Expertise, Combat Reflexes, Dodge B, Greater
Spell Focus (Enchantment), Improved Combat Expertise,
Improved Initiative, Leadership, Mobility B, Quicken
Spell-like Ability (invisibility), Spell Focus
(Enchantment), Spring Attack
Epic Feats: Epic Reputation, Epic Skill Focus (Gather Information), Epic Spell Focus (Enchantment), Fast Healing,
Superior Initiative

Climate/Terrain: Dis, Second of the Nine Hells of Perdition


Organization: Solitary (unique), pair (Jezebel and Ahabrex,
advanced pit fiend) or harem (with 2d6 18HD erinyes)
Challenge Rating: 23
Treasure: Standard
Alignment: Lawful Evil

The leader of Glasya's Elite, Jezebel is the premier


erinyes in Hell. She commands a vast intelligence network in Hell surpassed only by the Legions of Hell, the
Order of the Fly, and the Order of Lies. However, upon
the Prime, even those dread Orders are not her equal.
Her mistress, the Princess of Hell, has determined that
the Elite will be the last word in terms of soul trade.
And so she has sent out Jezebel and the Elite to make
disciples of all nations on the Prime. Masterful seductresses, the Elite's true strength lies in their ability to
extract critical information from mortals in addition to
their souls. Countless kings, paladins, priests and others
have betrayed their beliefs for what they thought was
love. And so the Elite's power and prestige grows.
Jezebel stands above the rest of the Elite, a manipulator of words and men equaled by few. Her former
mentor, Furcas, is intensely proud of her. Glasya often
allows the Minister of Mortal Relations and Jezebel to
continue working together on a semi regular basis, as a
reward to her favorite servant. Jezebel admires the
Duke Caim, whom she also has a friendly rivalry with.
His cold and cutting logic contrast her passion and intimacy, and the two enjoy pitting their methods against
one another.
Jezebel is a being torn in loyalties. She is a pawn in
the game between Glasya and Dispater, and they both
know it. She lusts after both of them, and Glasya at
least has been known to take advantage of this on several occasions. Their charisma and beauty surpass her
own on so many levels, making her as an insect before
them, and swept away by their power. She freely offers
herself to them both, and has betrayed them to each
other so many times she fears for her existence. Neither
Dispater nor Glasya are fools however, and they are
both aware of her infidelity. They continue to use and
make use of her for reasons unknown.
Jezebel appears as an erinyes of unusual beauty, with
a curvaceous form and flowing black hair. She stands
five feet and ten inches tall, and possesses piercing red
eyes. Her skin is pale white, although at times it takes
on a reddish tint, especially when she is aroused. She
has a smile that simultaneously arouses and intimidates,
promising both pleasure and pain. She wears little in
Hell, preferring to mimic the sheer outfits worn by her
Princess. When on the Prime, she enjoys wearing modest outfits that still draw attention to her feminine
charms. Jezebel excels in coming across as the maiden
in despair, often appearing naive and unaware of the
world around her and her beauty. The foolish find out
far too late the reality of the situation.
Combat
Jezebel almost never engages in combat, although

128

she does not shy from it. If confronted in a situation


which she cannot talk or charm her way out of, Jezebel
summons cornugons and attacks foes from afar, sometimes using teleport to move in close for a sneak attack.
Should her enchantments appear to be failing, she will
activate the mind fog function of Lost Virtue before continuing her assaults. If truly threatened, she will summon her pit fiend guardian, Ahabrex, to deal with her
foes. Jezebel makes frequent use of Combat Expertise
and the Tumble skill. Should she be reduced to one half
of her hit points or less, Jezebel will retreat to fight another day. Those who accomplish such a feat should be
wary since Infernal assassins and infiltrators will likely
be paying them a visit soon thereafter.
Entangle (Ex): Jezebel carries a 50 foot cord of razor wire known as Glasya's Garrote. This entangles
opponents of any size as an animate rope spell cast by a
27th level sorcerer, and can be hurled by the Elite's
leader up to 30 feet with no range penalty. Entangled
opponents take 3d8+5 points of damage every round.
This damage is doubled if they struggle in any fashion,
such as attempting an Escape Artist check or strength
break check. Glasya's Garrote has a +5 magical enhancement to attack and damage.
Enthrall (Su): As the Head of Glasya's elite, Jezebel's powers of seduction are far beyond those of her
peers. Enchantment (compulsion) spells cast by her last
twice as long. Furthermore, any attempts to dispel her
enchantment magic must succeed at an opposed caster
level check against her. 1/year, Jezebel may cast a compulsion spell with a permanent duration.
Spell-like Abilities: At will - addiction, animate
dead, charm monster, darkness, desecrate, forbidden
speech, greater teleport, invisibility, love's pain, magic
circle against good, major image, mass charm, masochism, polymorph self, produce flame, sadism, seething
eyebane, stupor, suggestion, and unholy blight. Caster
level 27th; DC 20 + spell level (23 + spell level for enchantment).
Summon Devils (Sp): Thrice per day, Jezebel may
summon 6d8 lemures, 1d8 bearded devils, 1d6 erinyes,
or 1d4 cornugons. These devils may have twice their
standard HD. She may also summon Ahabrex (24 HD
pit fiend) or one of Glasyas Elite. Jezebel is afforded
this additional summoning power by Princess Glasya.
True Seeing (Su): Jezebel constantly uses true seeing as per the spell. (Caster level 27th)
Possessions: Jezebel wears bracers of armor +8
and a ring of protection +5. She carries Twisted Passion, a +5 souldrinker dagger. Twisted Passion was
forged from the soul of a notorious rogue, and surrounds
its wielder with a silence spell when it is drawn (Caster
level 20th). Jezebel also wears an amulet known as Lost
Virtue that allows her to create around herself at will a
mind fog, (Caster level 20th, DC 29) which does not
affect the wearer.

Kelvzeron, Warden of Cania


Gelugon (4th Circle General of the Legions of Hell)

129

Huge Outsider (Devil, Evil, Extraplanar, Lawful)


Hit Dice: 48d8+480 (696 hp)
Initiative: +16 (+8 Dexterity, +8 Superior Initiative)
Speed: 50 ft.
Armor Class: 49 (+8 armor, +8 Dexterity, +25 natural, -2
size), touch 16, flat-footed 41
Base Attack/Grapple: +48/+72
Attack: Absolute Zero +67 melee (3d6 + 29 + 3d6 (cold) and
slow and Cainian Wine 19-20/x3 +9d6 (cold)) or claw +62
melee (2d8+16)
Full Attack: Absolute Zero +67/+62/+57/+52 melee (3d6 +
29 + 3d6 (cold) and slow and Cainian Wine 19-20/x3 +9d6
(cold)) and bite +60 melee (3d6+8 and disease) and tail
+60 melee (4d6+8 and slow) or 2 claws +62 melee
(2d8+16) and bite +60 melee (3d6+8 and disease) and tail
+60 melee (4d6+8 and slow)
Space/Reach: 15 ft. /15 ft.
Special Attacks: Disease, fear aura, slow, spell-like abilities,
summon devils
Special Qualities: Damage reduction 20/good, epic and silver, darkvision 60 ft., immunity to cold, fire and poison,
regeneration 15, resistance to acid 25, see in darkness,
spell resistance 46, telepathy 400 ft.
Saves: Fort +36, Ref +34, Will +34
Abilities: Str 43, Dex 26, Con 30, Int 24, Wis 27, Cha 28
Skills: Bluff +60, Climb +67, Concentration +61, Diplomacy
+72, Disguise +9 (+15 acting), Gather Information +15,
Intimidate +66, Jump +75, Knowledge (Local- Cania) +58,
Knowledge (Nature) +64, Listen +59, Move Silently +59,
Search +58, Sense motive + 59, Spellcraft +58, Spot +59,
Survival +59 (+65 tracking)
Feats: Cleave, Combat Expertise, Combat Reflexes, Improved Combat Expertise, Improved Critical (spear), Improved Disarm, Improved Initiative, Improved Trip, Multiattack, Power Attack, Quicken Spell-like Ability (greater
dispelling), Quicken Spell-like Ability (ice storm), Run,
Track
Epic Feats: Dire Charge, Epic Speed, Superior Initiative
Climate/Terrain: Cania, Eighth of the Nine Hells of Perdition.
Organization: Solitary, troupe (20 elite (32HD) gelugons and
100 gelugons) or division (9999 gelugons)
Challenge Rating: 34
Treasure: Standard coins, double goods, standard items
Alignment: Lawful Evil

The Warden of Cania is in charge of 9999 battalions


of gelugons that patrol the glaciers of Cania, slaying all
beings unauthorized to travel the ice wastes. Kelvzerons keep, Deathfrost Spire, stands at the Pit of Despair
that leads to Nessus, the last barrier before the Ninth
Perdition. Kelvzeron holds the highest position in the
Legions of Hell of any non-pit fiend among the common devils, and ruthlessly carries out all appointed
tasks. Few indeed can penetrate as deep into Perdition
as Cania; those few are eradicated and any trace of their
existence purged by the chilling forces of the Warden.
Kelvzeron's body is completely white, except for his
soulless black eyes. He stands exactly 18 feet in height.
When he speaks, the air around his mouth freezes and
falls to the ground, shattering as those who would dare
oppose him do. A neutral evil white wyrm named Alrondor sometimes accompanies him on his patrols
across Cania.

Combat
Kelvzeron begins any combat with a charge if possible. Barring that, he casts fly and takes to the sky to
harass foes with his spell-like abilities. If ten or more
foes fall, he will cast animate dead on them, directing
the undead to grapple spellcasters if possible. Apart
from that, Kelvzeron likes to charge into the center of
enemy formations, attacking as many foes as possible,
inflicting frigid ravaging, slow, and the pain of Canian
Wine upon them. Those who do not succumb to his fear
aura often find the bitter burn of his cold abilities too
much to handle. Kelvzeron does not concern himself
primarily with making sure his foes are dead; he prefers
to hinder and infect as many as possible. He takes
pleasure from the knowledge that between his legacy of
pain and the unrelenting cold of Cania, they will eventually perish.
Fear Aura (Su): Kelvzeron can radiate a 15 foot
fear aura as a free action. A creature in the area must
succeed on a DC 43 Will save or be affected as though
by a fear spell (caster level 48th). A creature that successfully saves cannot be affected again by 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.

Malagon, High Animator of Lixer


Pit Fiend (1st Circle General of the Legions of Hell)
Large Outsider (Devil, Evil, Extraplanar, Lawful)
Hit Dice: 18d8 + 7d4 (Necromancer) + 10d6 (Pale Master) +
280 (413 hp)
Initiative: +16 (+8 Dexterity, +8 Superior Initiative)
Speed: 40 ft., fly 60 ft. (average)
Armor Class: 51 (+11 armor, +8 Dexterity, +23 natural, -1
size) touch 17, flat-footed 43
Base Attack/Grapple: +27/+46
Attack: Soulharrow +46 melee (1d8+27+1 vile 20/x2 and
one negative level); or claw +41 melee (2d8+15)
Full Attack: Soulharrow +46/+41/+36/+31 melee (1d8+27+1
vile 20/x2 and one negative level), or 2 claws +41 melee
(2d8+15), 2 wings +39 melee (3d6+7), 1 bite +39 melee
(4d6+7 plus poison plus disease) and 1 tail slap +39 melee
(2d8+7) *Malagon can make bite, wing and tail attacks in
addition to attacks with Soulharrow as a full attack.
Space/Reach: 10 ft. /10 ft.
Special Attacks: Constrict 2d8+30, fear aura, improved grab,
spells, spell-like abilities, summon devils, summon greater
undead, summon undead
Special Qualities: Bone mail, damage reduction 15/good and
silver, darkvision 120 ft., deathless mastery, immunity to
fire and poison, resistance to acid 10 and cold 10, regeneration 5, see in darkness, spell resistance 40, telepathy
100 ft, undead graft.
Saves: Fort +30, Ref +30, Will +34
Abilities: Str 41, Dex 27, Con 27, Int 34, Wis 29, Cha 26
Skills: Balance +10, Bluff +29, Climb +36, Concentration
+42, Craft (Alchemy) +50, Craft (Leatherworking) +29,
Diplomacy +10, Disguise +29 (+31 acting), Heal +23,
Hide +43, Intimidate +42, Jump +42, Knowledge (arcana)
+50, Knowledge (nature) +14, Knowledge (the planes)
+46, Knowledge (religion) +53, Listen +30, Move Silently
+40, Profession (taxidermist) +30, Search +33, Spellcraft
+54, Spot +30, Survival +9 (+11 on other planes, +11
tracking), Tumble +31
Feats: Corrupt Spell, Craft Construct, Craft Wondrous Item,
Dark Speech, Multiattack, Power Attack, Quicken Spell,
Quicken Spell-like Ability (animate dead), Scribe Scroll,
Skill Focus (Knowledge {Religion}), Spell Focus
(necromancy), Violate Spell
Epic Feats: Improved Metamagic (x2)
Climate/Terrain: Nine Hells of Perdition
Organization: Solitary (unique), or cabal (52 necrolytes (9th
level), 26 necromancers (12th level), and 13 high necromancers (15th level))
Challenge Rating: 28
Treasure: Double Standard
Alignment: Lawful Evil

Malagon was once a cruel and relentless colonel in


the Blood War. During an assault deep into Abyssal
territory, his command was in the process of exterminating a unit of demons when they were ambushed by none
other than Orcus himself. The brutal Demon Prince of

130

the Undead made quick work of the devils, eradicating


most from existence. In a stroke of luck, Malagon was
instead flung deep into the Plane of Oblivion, also
known as the negative energy plane. Rather than succumb to the plane's draining nature, he managed to establish a connection and master its energies for himself.
From there he devised how to escape his prison and
returned to Perdition to make a full report. Upon completion, he felt his talents would be better served in
working arcana rather than leading troops and applied
for reassignment. He was granted discharge at the request of Prince Lixer, who was bemused by the devil's
interest in his own chosen Art.
Once he was established as part of the court in
Gloomfire, Malagon began serving as the leader of
Lixer's Animators, the weaker and less talented necromancers who animate the majority of corpses that comprise the backbone His Highness's private army. Although this is considered inferior work, Malagon has
taken well to his role as Lord of the Bones. His experience in tactics forged on the battlefields of the Blood
War give him an insight no mere scholarly necromantic
acolyte could ever possess, and his power far exceeds
the others in his order. However, his once meteoric
progress has inexplicably ground to a halt. Malagon's
inability to learn the more powerful spells of necromancy baffle both the Prince and the pit fiend, although
each blames the other. Lixer voices suspicions of laziness and Malagon has mused privately of possible negative energy interference from his arch-devil master that
keeps him from advancing. Needless to say, their relationship is not born of trust and nurturing, but power
and ambition.
Malagon appears as a withered pit fiend with greying
scales. His eyes glow dull red and he speaks in a lowtoned, quiet voice. His tail has been warped completely
by negative energy, appearing as a rotted appendage.
Malagon never appears anywhere without being completely armoured in his custom bone mail. He often
leans on his staff as if too exhausted to stand on his
own. Woe to any that would mistake Malagon's weariness for weakness though. Death is the least of what
awaits such a fool.
Combat
Malagon initiates major combats with a meteor
swarm and closes with his opponents. Following this,
he will use a quickened animate dead on any casualties
and make a full attack, attempting to grapple the most
formidable combatant. He will constrict and use touch
attacks to dispose of any grappled enemies as soon as
possible. Malagon makes excellent use of quickened
touch spells while taking a full attack. If seriously outmatched, he will use create undead and flee upon the
wing. Malagon usually has a veritable army of skeletons and other undead with him, so he has no compunction against hanging back and harassing powerful or
stubborn foes with magic as they attempt to hack their

131

way to him, teleporting away if they reach him.


Constrict (Ex): Malagon deals 2d8+30 points of
damage with a successful grapple check against Large
or smaller creatures.
Disease (Su): Creature's bitten by Malagon must
succeed at a Fortitude save (DC 27) or be infected with
a vile disease called devil chills (incubation period 1d4
days, damage 1d4 points of temporary Strength).
Fear Aura (Su): As a free action, Malagon can create an aura of fear in a 20 foot radius. It is otherwise
identical with fear cast by an 18th level sorcerer (save
DC 27). If the save is successful, that creature cannot be
affected again by Malagon's fear aura for one day. Other
baatezu are immune to the aura.
Improved Grab (Ex): To use this ability, Malagon
must hit a Large or smaller opponent with his tail slap
attack. If he gets a hold, he can constrict.
Poison (Ex): Bite, Fortitude save (DC 27); initial
damage 1d8 temporary Constitution, secondary damage
death.
Spell-like Abilities (Sp): At will - animate dead,
blasphemy, charm person, create undead, desecrate,
detect good, detect magic, greater dispel magic, greater
invisibility, greater teleport (self plus 50 pounds only),
magic circle against good, major image, mass hold
monster, power word stun, produce flame, polymorph,
pyrotechnics, suggestion, unholy aura, unhallow, and
wall of fire; 1/day - meteor swarm and symbol of pain;
1/year - wish. Caster level 30th; DC 20 + spell level.
(21 + spell level for Necromancy).
Spells: 4/7/7/7/7/6/5/5/4; caster level 30th; DC 22 +
spell level. (23 + spell level for Necromancy spells).
As the High Animator, Malagon has access to all spells
of 8th level or lower except those from his prohibited
schools, Enchantment and Illusion.
Example spells prepared: 0 - disrupt undead, mage
hand, read magic, touch of fatigue; 1st - cause fear,
chill touch, detect undead (x2), expeditious retreat, ray
of enfeeblement, true strike; 2nd - blindness/deafness,
command undead (x2), detect thoughts, ghoul touch, see
invisibility, spectral hand; 3rd - arcane sight, gentle
repose, halt undead, magic missile (quickened), slow,
true strike (quickened), vampiric touch; 4th - bestow
curse, blindness/deafness (quickened), burning blood**,
enervation, grim revenge*, wrack* (x2); 5th - blight,
cloudkill, cone of cold, ice storm (violated), lightning
bolt (quickened), waves of fatigue; 6th - circle of death,
eyebite, fleshshiver**, revive dead** (x2); 7th - control
undead (x2), finger of death (x2), spell turning; 8th blackfire**, create greater undead (x2), horrid wilting.
* Book of Vile Darkness
* *Spell Compendium

Summon Devils (Sp): Twice per day, Malagon can


automatically summon two lemures, osyluths, or hamatulas, or one erinyes, cornugon, or gelugon.
Summon Undead (Sp): 2/day, Malagon can summon 2 wraiths, or 3 wights, ghasts, shadows or ghouls.
1/day he can summon 1 ghost or 2 vampires, spectres,
or ancient dead. These undead have +4 turn resistance
and remain for 3 minutes. Undead summoned may have

no more than a CR of 29.


Undead Graft (Ex): By treating his tail with constant negative energies, Malagon managed to warp the
spirit and physical substance into an undead appearing
appendage. 4/day, he may use the tail to make a special
touch attack with a +2 bonus on the attack roll. (+43
melee touch) He may choose any of the following attacks when doing so.
Commanding Touch (Su): Undead of 30HD or less
come under Malagon's control for 3 minutes. Intelligent
undead receive a Will save DC 32 to negate the effect.
Turn Resistance counts as HD for the purpose of this
effect.
Deathless Master Touch (Su): Fortitude DC 32 or
die. Corpse animates 1 round later as a corpse creature
and is under Malagon's control.
Degenerative Touch (Su): 1 negative level. Fortitude DC 32 removes the negative level after 24 hours.
Destructive Touch (Su): Fortitude DC 32 or 1d6
Constitution Drain.
Paralyzing Touch (Su): Fortitude DC 32 or paralysis
for 1d6+2 minutes. (Elves are immune)
Weakening Touch (Su): 1d6 Strength damage.
Deathless Mastery: Malagon is unaffected by stunning, subdual damage, or critical hits. He is permanently served by a 30HD dread wraith as a vassal.
Familiar: Malagon has a skeletal raven as a familiar. It receives benefits as a familiar of a 7th level wizard.
Regeneration (Ex): Malagon takes normal damage
from good-aligned silvered weapons, and from spells or
effects with the good descriptor.
Possessions: Malagon has specially augmented his
bone mail, which has a +5 enhancement bonus and also
functions as a black robe of the archmagi and robe of
bones. Malagon's bone mail has 2 figures of a large
ogre skeleton and zombie as well as the normal robe of
bones figures. If used, the figures of the robe of bones
function regrow within a day. The bone mail appears as
the blackened and charred bones of a great planetar.
The hollowed skull of the angel forms the helm of the
suit of armor. Supposedly Malagon destroyed this holy
creature in a combat that lasted weeks and laid waste to
an entire world. It is rumored the soul of the planetar is
still trapped within the unholy armor.
Soulharrow is Malagon's dread staff. It functions as
a rod of the blue wyrm, except that the wyrm summoned
is a ancient blue zombie dragon. In combat the staff
functions as a +5 vile quarterstaff of life stealing. The
staff appears as the spinal cord and skull of a blue
dragon. Unlike normal staves, Soulharrow deals slashing damage.

Natara, Narzugon Commander


Narzugon (1st Circle Major of the Infernal Vanguard)
Medium Outsider (Devil, Evil, Extraplanar, Lawful)
Hit Dice: 39d8+273 (448 hp)
Initiative: +7 (+3 Dexterity, +4 Improved Initiative)
Speed: 20 ft.

Armor Class: 46 (+13 armor, +5 deflection, +1 Dexterity,


+10 natural, +7 shield), touch 16, flat-footed 45
Base Attack/Grapple: +39/+52
Attack: +3 lawful heavy lance +55 melee (1d10 + 22 + 2d6
lawful 19-20/x3) or +2 demon bane heavy pick +54 melee
(2d4+15 19-20/x4)
Full Attack: +3 lawful heavy lance +55/+50/+45/+40 melee
(1d10+22+2d6 lawful 19-20/x3) or +2 demon bane heavy
pick +54/+49/+44/+39 melee (2d4+15 19-20/x4) and
spiked shield +50 melee (1d8+6 and Natara's Kiss)
Space/ Reach: 5 ft. /5 ft. (10 ft. with lance)
Special Attacks: Baleful gaze, unstoppable charge, fell trample, spell-like abilities, summon devils, unhorse.
Special Qualities: Bonded mount, damage reduction 15/epic,
good and silver, darkvision 60 ft., fast healing 3, immunity
to cold, fire and poison, resistance to acid 15 and cold 15,
see in darkness, spell resistance 35, telepathy 300 ft.
Saves: Fort +33, Ref +29, Will +31
Abilities: Str 30 (36), Dex 17, Con 25, Int 20, Wis 20, Cha 26
Skills: Bluff +40, Craft (alchemy) +47, Concentration +49,
Diplomacy +20, Handle Animal +50, Intimidate +54,
Knowledge (tactics) +47, Listen +44, Perform (oratory)
+20, Ride +61, Search +47, Sense Motive +22, Spellcraft
+20, Spot +47, Survival +47 (+51 tracking), Tumble +45
Feats: Improved Critical (heavy lance), Improved Critical
(heavy pick), Improved Initiative, Leadership, Mounted
Combat, Power Attack, Ride by Attack, Skill Focus
(Ride), Spirited Charge, Two Weapon Fighting
Epic Feats: Dire Charge, Epic Skill Focus (Ride), Fast Healing
Climate/Terrain: Avernus, First of the Nine Hells of Perdition
Organization: Solitary, (with Equstiax), or squad, (with
Equstiax, 6 narzugon and 8-16 Nessian hellhounds) or
company (Equstiax, with 9 advanced (25HD) narzugon,
and 81 standard narzugon)
Challenge Rating: 23
Treasure: Standard
Alignment: Lawful Evil

Natara is the commander of Duke Abigors Infernal


Charge. This order of infernal cavalry is one of the
most feared upon the battlefields of the Blood War, performing sudden strikes that decimate entire armies of
demons. It is a truly awe inspiring sight to see them
bearing down on a doomed foe, a giant tidal wave rushing upon an impotent shore.
Natara worked her way up the ranks of devil-hood,
but upon being promoted to narzugon, she decided to
remain in the station, rather than move on. She grew in
power, until she became the unquestioned leader of the
mounted devils. Her supremacy was challenged only a
few times before it became well known that to do so
was to ask for a messy death. Duke Abigor promoted
her to a 1st circle major for her excellence in both training and the field, and Marshal Dagos has commended
her on several occasions. Her knowledge of mounted
warfare and tactics is unsurpassed, and she is the highest
ranked non pit fiend in the Duke's court. Should she
continue to perform as she has, with unquestioned loyalty to the Supreme General, her continued success is
ensured.
Natara appears as a pretty, if exhausted, red haired
human woman of about five feet and ten inches. Her

132

body is trim and muscular, although it is rare that one


would see it outside of Dark Ward, her infamous spiked
armor. Her face always appears tired and nervous, although that is merely an effect of her diabolical heritage, causing others inner fears to boil up within them.
Her expression is actually usually one of grim concentration or fierce determination. She expects no less than
perfection from both her troops and herself, and it is
rare that she does not receive it.
Combat
An unstoppable dire charge against the largest or
obviously most powerful foe is Natara's opening move
in combat. Equstiax generally compliments this move
with a charging horn attack of his own. Once past the
foe, Natara wheels her steed and prepares to repeat.
Very little can stand against this devastating tactic, but
if by chance something does, Natara immediately summons cornugon reinforcements, followed by narzugons
the next round. In the meantime, she will remove her
helm and attempt to kill the foe with her baleful gaze.
Against multiple weak foes, Natara generally just
has Equstiax make a fell trample into their midst, and
then uses full attacks to crush them completely. Spellcasters who manage to harm Natara are targeted with an
unstoppable charge as well.
Baleful Gaze (Su): Nataras face is a reflection of
ones own insecurities. All creatures within 30 feet of
the devil are affected by phantasmal killer (DC 34).
This is a gaze attack.
Bonded Mount (Su): Natara has bonded Equstiax, a
unique black unicorn nightmare crossbreed, as her
mount. He gains the bonuses due to a 39th level paladins mount.
Fell Trample (Ex): Natara may make mounted
overrun attempts against as many foes as she is able to,
resolving each attempt separately. Equstiax receives a
hoof attack against each successfully overrun foe.
Spell-like Abilities: At will - desecrate, doom,
greater teleport (self plus mount and 50 pounds only),
hold person, produce flame, suggestion; 3/day: orders
wrath, unholy blight. Caster level 39th; DC 18 + spell
level.
Summon Devils (Sp): Thrice per day, Natara may
automatically summon 2d6 bearded devils, 6 narzugons,
or 3 malebranche. These devils may have twice their
standard HD. Abigor afforded Natara her enhanced
summoning ability.
Unhorse (Ex): If Natara successfully strikes a
mounted opponent during a mounted charge, she may
make a free bull rush attempt against the foe. If she
wins, the foe is pushed backwards, but their mount remains in place.
Unstoppable Charge (Ex): 7/day, Natara may make
an Unstoppable Charge if mounted. On such a charge
attack, she deals quadruple damage with a melee
weapon, or quintuple damage with a lance.
Possessions: Natara possesses Dark Ward, a suit of
black iron +5 spiked full plate mail. Each piece of this

133

foul suit of armor also grants her additional bonuses.


The helm grants a +5 resistance bonus to saves and +5
deflection bonus to AC. The gauntlets grant a +6 enhancement bonus to strength. The greaves are enchanted as boots of haste except they allow for 20
rounds of haste to be used per day. The breastplate constantly produces a minor globe of invulnerability which
can be lowered or raised as a free action.
Natara is armed with a +3 lawful cold iron heavy
lance, and a +2 demon-bane cold iron heavy pick.
Natara also carries a +5 large black iron shield of
major electricity resistance, which is also spiked. Both
armor and shield spikes are covered with a special
venom, called Nataras Kiss.
New Poison: Nataras Kiss. Injury. DC 24 Damage: 2d4 Dexterity initial, 1 minute paralysis (as hold
person) secondary. This also affects creatures normally
immune to poison, although such creatures get a +4
bonus on their save.

Equstiax, Infernal Mount


Large Outsider (Evil, Extraplanar)
Hit Dice: 22d8+220 (319 hp)
Initiative: +10 (+6 Dexterity, +4 improved initiative)
Speed: 70 ft., fly 90 ft. (good)
Armor Class: 41 (+6 Dexterity, +26 natural, -1 size), touch
15, flat-footed 35
Base Attack/Grapple: +22/+39
Attack: Horn +40 melee (3d6+18+1 (vile) + 2d6 (unholy) 1920/x4)
Full Attack: Horn +40 melee (3d6+18+1 (vile) + 2d6
(unholy) 19-20/x4), bite +32 melee (2d6+6+1 (vile) and
poison), 2 hooves +32 melee (1d8+6+1 (vile) + 1d4 fire)
Space/Reach: 10 ft./5 ft.
Special Attacks: Flaming hooves, poison, smite good (3/day,
+20 damage), smoke, spell-like abilities.
Special Qualities: Darkvision 60 ft., damage reduction 10/
good, empathic link, fast healing 5, resistance to cold 10
and fire 10, immunity to poison, charm and compulsion,
improved evasion, low light vision, magic circle against
good, scent, share saving throws, share spells, spell resistance 44, wild empathy
Saves: Fort +31, Ref +27, Will +27
Abilities: Str 37, Dex 23, Con 31, Int 15, Wis 23, Cha 24
Skills: Handle Animal +32, Intimidate +32, Jump +62,
Knowledge (arcana) +27, Listen +31, Move Silently +35,
Spellcraft +31, Spot +31, Survival +31, Tumble +31
Feats: Combat Reflexes, Extra Smite, Improved Critical
(horn), Improved Initiative, Improved Natural Attack
(horn), Multiattack, Power Attack, Quicken Spell-like
Ability (harm), Vile Natural Strike, Weapon Focus (horn)
Climate/Terrain: Avernus, First of the Nine Hells of Perdition.
Challenge Rating: 16
Treasure: Standard
Alignment: Lawful Evil

The equine terror before you sends a shiver down your


spine. It appears as a magnificent black unicorn, although its hooves and mane are wreathed in flame,
much like that of a nightmare. It snorts, throwing out a
cloud of soot and ash. As it lowers its horn and begins

to charge toward you, the very ground beneath your feet


seems to tremble, and you feel Deaths breath upon
your soul.
Equstiax is Natara's bonded mount. He is a unique
crossbreed between a black unicorn and a nightmare,
the pride of Warlord Bael's infamous stables. The stallion is as black-hearted as his mistress, and enjoys tearing apart foes in battle.
Dark Alicorn (Su): Equstiaxs horn functions as a
+5 unholy weapon.
Magic Circle against Good (Su): Equstiax is constantly surrounded by a magic circle against good. He
cannot suppress this ability.
Poison (Ex): Equstiax must deal damage with his
bite attack to use his poison. Initial and secondary damage is 1d6 strength. DC 31 to resist.
Smoke (Ex): Equstiax's snorts and neighs in battle
fill a 15-foot cone with hot sulfurous smoke that chokes
and blinds his opponents. Anyone in the cone must
succeed on a DC 31 Fortitude save or take a -2 penalty
on all attack and damage rolls until 1d6 minutes after
leaving the cone. The cone lasts 1 round, and Equstiax
uses it once as a free action during his turn each round.
Spell-like Abilities: At will - inflict moderate
wounds, contagion; 1/day- greater teleport*, harm.
Caster level 22; DC 17 + spell level. Equstiax must
touch a victim with his horn to affect them.
*Equstiax normally would only be able to teleport to a location within
his forest. His forest was burnt to the ground hundreds of years ago;
he has been replaced that facet with the ability to teleport to wherever
his mistress is currently located.

Wild Empathy (Ex): As the druid ability. Equstiax


is treated as a 28th level druid for this check.
Skills: Equstiax has a +4 racial bonus on Move Silently checks.

Quimath, Amir of Jangling Hiter


Kyton
Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 24d8+20d10 (Fighter) + 572 (790 hp)
Initiative: +16
Speed: 30 ft.
Armor Class: 47 (+12 armor, +8 Dexterity, +17 natural),
touch 18, flat-footed 39
Base Attack/Grapple: +34/+50
Attack: Chain +60 melee (2d4+30+1 vile 19-20/x2)
Full Attack: 2 chains +60 melee (2d4+30 +1 vile 19-20/x2)
and 8 body chains +60 melee (2d4+30 +1 vile 19-20/x2)
Space/ Reach: 5 ft. /5 ft. (10 ft. with chains)
Special Attacks: Dancing chains, spell-like abilities,
unnerving gaze
Special Qualities: Damage reduction 10/good and silver,
damage reduction 3/-, darkvision 60 ft., fast healing 3,
immunity to cold, regeneration 6, resistance to acid 10,
electricity 10, and fire 10, spell resistance 39
Saves: Fort +37, Ref +34, Will +28
Abilities: Str 43, Dex 27, Con 37, Int 20, Wis 19, Cha 22
Skills: Appraise +32 (+38 metalworking), Balance +11,
Climb +53, Craft (blacksmithing) +50, Diplomacy +36,
Escape Artist +35, Handle Animal +53, Gather Information +42, Intimidate +53, Jump +31, Knowledge (local

{Jangling Hiter}) +47, Listen +31, Ride +59, Spot +31,


Tumble +25
Feats: Ability Focus (Dancing Chains), Combat Expertise,
Combat Reflexes, Greater Weapon Focus (chain), Greater
Weapon Specialization (chain), Improved Combat Expertise, Improved Critical (chain), Improved Disarm, Improved Initiative, Improved Sunder, Improved Trip, Power
Attack, Vile Martial Strike (chain), Weapon Focus (chain),
Weapon Specialization (chain)
Epic Feats: Energy Resistance (acid), Energy Resistance
(electricity), Energy Resistance (fire), Epic Sunder, Epic
Weapon Focus (chain), Epic Weapon Specialization
(chain), Fast Healing, Multiweapon Rend, Penetrate Damage Reduction (silver), Penetrate Damage Reduction (cold
iron), Superior Initiative
Climate/Terrain: Panos Qytel, Jangling Hiter, Minauros,
Third of the Nine Hells of Perdition
Organization: Solitary (unique) or raiding party (2-12 Chain
Lords mounted on nightmares, 10-20 kytons mounted, 5
chain golems, 5-20 hellcats, 10-40 hellhounds)
Challenge Rating: 27
Treasure: Standard
Alignment: Lawful Evil

The master of Jangling Hiter appears as an ordinary


kyton, with dark olive skin and an immaculately
trimmed beard. His voice is silky smooth, and a self
amused smirk is perpetually upon his face. Woe to the
fool who makes the mistake of assuming a kyton cannot
be of consequence in Perdition. Even pit fiends tread
carefully when in his halls of chain, Panos Qytel, for his
slightest displeasure can spell doom. The Amir tends to
keep his city as far out of Infernal politics as possible,
but oft times it cannot be helped. Quimath is actually in
an unenviable position. On one hand his power is
matched only by the most powerful of pit fiends and the
Dukes, on the other, his actual authority is somewhat
fluid, a dangerous thing considering the Lawful nature
of Hell.
The court of the Amir is one of the most exotic
places one can visit in all Perdition. Lavishly decorated
with gems, tapestries, statues, plants and more hideous
attractions, the palace is a monument to wealth and
greed. Hellcats and hellhounds prowl the corridors unchecked, along with many varieties of fiendish animals,
including monkeys, leopards, lizards, and constrictor
snakes. Animated objects of all sorts also are present,
from cutlery that prepares food, to doors that open automatically and greet guests they recognize.
As a member of the Third Hell, the Amir has
amassed enormous wealth, through the trade of slaves
from the Prime. What is not well known (or provable)
is that he also sends his kytons on raids into Mammon's
hordes. While they don't disrupt the flow of wealth
enough to draw (much) notice from the Lord of
Minauros, this has caused some tension in relations between the two cities. However, as long as the kyton city
keeps its steady flow of live mortals coming, the Archduke will do little in punishment.
Combat

134

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.

Raithetarkon, Unholy General of Cania

135

Pit Fiend (8th Circle General of the Legions of Hell)


Large Outsider (Devil, Evil, Extraplanar, Lawful)
Hit Dice: 30d8+300 (435 hp)
Initiative: +12 (+8 Dexterity, +4 Improved Initiative)
Speed: 40 ft., fly 60 ft. (average)
Armor Class: 40 (-1 size, +8 Dexterity, +23 natural), touch
17, flat-footed 32
Base Attack/Grapple: +30/+53
Attack: Flame of Cania +52 melee (3d6 + 32 + 3d6 (hellfire)
x3) or claw +48 melee (3d8 + 19 + 1d6 (cold))
Full Attack *: Flame of Cania +52/+47/+42/+37 melee (3d6
+ 32 + 3d6 (hellfire) x3) or 2 claws +48 melee (3d8 + 19 +
1d6 (cold)), 2 wings +46 melee (3d6 + 9 + 1d6 (cold)),
bite +46 melee (4d6 + 9 + 1d6 (cold) plus poison and disease), and tail slap +46 melee (2d8 + 9 + 1d6 (cold))
*

Raithetarkon may make secondary attacks with his wings, bite and
tail while wielding his axe.

Space/Reach: 10 ft. /10 ft.


Special Attacks: Breath weapon, constrict 2d8+38, disease,
fear aura, frost enchanted, improved grab, poison, spelllike abilities, summon devils
Special Qualities: Damage reduction 20/epic, good and silver, darkvision 60 ft., immunity to cold, fire and poison,
resistance to acid 20, regeneration 8, see in darkness, spell
resistance 39, telepathy 200 ft.
Saves: Fort +27, Ref +25, Will +30
Abilities: Str 40 (48), Dex 27, Con 31, Int 30, Wis 28, Cha 28
Skills: Balance +29, Bluff +41, Climb +49, Concentration
+36, Diplomacy +47, Disguise +39 (+43 acting), Hide
+33, Intimidate +43, Jump +48, Knowledge (arcana) +43,
Knowledge (nature) +28, Knowledge (the planes) +40,
Knowledge (religion) +40, Listen +30, Move Silently +33,
Ride +26, Search +25, Sense Motive +33, Spellcraft +40,
Spot +30, Survival +39 (+43 above ground, +43 on other
planes, +41 tracking), Tumble +22, Use Magic Device +32
(+36 with scrolls)
Feats: Cleave, Combat Reflexes, Dark Speech, Great Cleave,
Improved Initiative, Multiattack, Power Attack, Quicken
Spell-Like Ability (iceball), Power Attack, Violate Spelllike Ability
Epic Feats: Epic Will
Climate/Terrain: Cania, Eighth of the Nine Hells of Perdition
Organization: Solitary (unique) or troupe (2-4 pit fiends, 410 gelugons, 20-50 barbazu)
Challenge Rating: 27
Treasure: Double Standard
Alignment: Lawful Evil

Raithetarkon is Cania's rising star. He currently


holds the rank of baron within Cania's holdings, is one
of the governors of the Infernal Denomination of Morale, and is one of Hells most respected military minds.
His success has been noted by Hell's elite and it remains
to be seen whether or not Mephistopheles will retain his
loyalties indefinitely.
Although physical prowess and martial might were
not respected areas within Cania, Raithetarkon still
chose to travel that route once he was transferred to the
Eighth Hell from the lines of the Blood War. His appointment came directly after Baron Molikroth was revealed to be Lord-Regent Mephistopheles himself, as
there were several "gaps" in the court and military that
needed filling after that particular event in Hell's history. Many of the older devils within the courts mocked

the new arrival's focus and military precision. They


scoffed at his constant attention to detail concerning the
armies of Cania. More "helpful" Courtiers informed
him of the focus in arcana that he would need to have if
he were to succeed. Raithetarkon ignored them all. He
was not concerned with making political friends or engaging in the backstabbing of court. He saw his purpose clear before him: to make Cania's army a force to
be reckoned with. He would no longer tolerate the lack
of discipline and neglect of melee warfare that the
forces seemed to be slipping into. Those devils who
resisted were either immediately demoted or transferred
back to the front lines of the Blood War. It became
quickly known that to question the new general was to
court ruin.
Mephistopheles was impressed with his new subject
and decided he would be the perfect test subject in his
new magical experiment. The idea was to infuse his
devils with the very nature of Cania, making them more
powerful and yet further under his control.
Raithetarkon accepted this duty and was remade. Immersed in the frigid Frore Sea, eldritch energies were
channeled into his essence, shaping him in form and
power. He now commanded the cold of Cania with
ease. He flung spheres of icy death and caused the very
snow of Cania to rise up and fight as his slave. His
body was surrounded with an aura of a cold so intense it
caused the air to crinkle and crack as he moved through.
Raithetarkon was reborn.
Currently, Raithetarkon has excellent relationships
with Hell at large. Although he is the highest ranked
general in Cania, he continues to have an excellent relationship with the Dark Ministry, particularly Dagos.
And Zimimar His relationship with Kelvzeron has been
one of partnership, unlike his predecessors who quietly
scoffed at the idea of a gelugon ever being their equal.
In treating Kelvzeron as a subordinate, yet valuing his
greater experience, Raithetarkon has ensured the support of the Warden of Cania in his future endeavors.
Raithetarkon also has the esteem of both Prince Lixer
and Merorem the Darkwind, two arch-devils of no small
stature to be sure. Prince Lixer was impressed with the
pit fiend's battle prowess when his entourage was beset
by daemons. The pit fiend was present as part of the
Prince's honor guard, and quickly both formulated and
implemented a strategy that cut the attackers apart. Afterwards, the Prince endorsed Raithetarkon's promotion
to Lord-Regent Mephistopheles. The Darkwind's motives for the pit fiend's success are as yet unclear; however, it is known that Raithetarkon currently wields a
weapon crafted by the Grand Duke's own hand. Even
the notice of one of these arch-devils would be amazing
for a mere pit fiend to have; the fact that Raithetarkon
has the attention of two is something that makes him
both envied and feared by all of the Courtiers in Cania.
Raithetarkon stands fourteen feet tall, and has deep
blue scales. His heavily muscled arms are surrounded
in a mist of freezing cold. His eyes are pure white and
often covered in an icy sheen. When he speaks, it is in a
flat, emotionless voice. Raithetarkon is nearly as cold

as his master, a fact that is chillingly clear to all who


encounter him.
Combat
Raithetarkon begins combat with a greater dispel
magic and a quickened iceball. After this, he adjusts his
tactics based around his foes. If there are multiple foes,
he will summon ice paraelementals or gelugons to aid
him. If there are a few powerful foes, he uses his charm
monster and power word stun. Although he recognizes
the value of his spell-like abilities, Raithetarkon is not
shy about moving into melee and making use of his
breath weapon, natural attacks, and his vicious great
axe. In short, Raithetarkon has little in the way of patterns for combat. He adapts to the situation and does
not hold himself to a losing combat. Raithetarkon retreats if he is reduced to one quarter of his hit points.
Breath Weapon (Su): As a standard action once
every 1d4 rounds, Raithetarkon can expel a gout of
Canian Wine from his mouth in a 30 foot cone. Creatures within this area must succeed a Fortitude save DC
35 or suffer the effects of the icy liquid. (2d6 points of
Dexterity damage initial and secondary; may affect
creatures immune to poison)
Constrict (Ex): Raithetarkon deals 2d8+38 points of
damage with a successful grapple check against Medium or smaller creatures.
Disease (Su): Creature's bitten by Raithetarkon must
succeed at a Fortitude save (DC 35) or be infected with
a vile disease called frigid ravaging (incubation period 1
day, damage 1d6 constitution, 1 point of permanent
drain on a failed secondary save).
Fear Aura (Su): As a free action, Raithetarkon can
create an aura of fear in a 20 foot radius. It is otherwise
identical with fear cast by a 30th level sorcerer (save DC
34). If the save is successful, that creature cannot be
affected again by Raithetarkons fear aura for one day.
Other devils are immune to the aura.
Frost Enchanted (Su): Raithetarkon has been permanently altered by Mephistopheles' magic. His natural
attacks are treated as frost weapons, dealing 1d6 points
of extra cold damage on a successful hit. In addition,
Raithetarkon is completely immune to cold.
Improved Grab (Ex): To use this ability,
Raithetarkon must hit a Medium or smaller opponent
with his tail slap attack. If he gets a hold, he can constrict.
Poison (Ex): Bite, Fortitude save (DC 35); initial
damage 1d8 temporary Constitution, secondary damage
death.
Spell-like Abilities (Sp): At will - animate dead,
blasphemy, charm person, create undead, desecrate,
detect good, detect magic, greater dispel magic, greater
invisibility, greater teleport (self plus 50 pounds only),
iceball (as fireball), ice storm, magic circle against
good, major image, mass hold monster, power word
stun, produce flame, polymorph, pyrotechnics, suggestion, unholy aura, unhallow, and wall of ice; 3/day Canian ice storm and symbol of pain; 1/month - wish.

136

Caster level 30th; DC 19 + spell level.


Summon Devils (Sp): Thrice per day, Raithetarkon
can automatically summon two lemures, osyluths, or
hamatulas, or one erinyes, cornugon, or gelugon. Gelugons summoned by Raithetarkon possess double their
standard HD and maximum hp. This superior summoning effect is granted Raithetarkon by Mephistopheles.
Summon Ice Elementals (Sp): Thrice per day,
Raithetarkon can automatically summon 3 elder ice
paraelementals or 6 lesser ice paraelementals. These
creatures possess a lawful evil alignment and remain for
one hour before disappearing.
Regeneration (Ex): Raithetarkon takes normal damage from good-aligned silvered weapons, and from
spells or effects with the good descriptor.
Possessions: Raithetarkon wields the Flame of
Cania, a +4 hellfire blasting great axe crafted from
soulsteel. He also wears a gauntlet crafted of dragon
bone which grants a +8 enhancement bonus to Strength
and causes his claws to deal damage as if he were one
size larger. As a standard action at will, Raithetarkon
can use the gauntlet to create a temporal field around
him that affects everyone within a 60 foot radius as a
slow spell. (Caster level 20th; DC 32 negates)

Ruthegax, Master of the Dark Flight


Malebranche (Command Sergeant Major of the Legions of
Hell)
Gargantuan Outsider (Devil, Evil, Extraplanar, Lawful)
Hit Dice: 51d8+663 (892 hp)
Initiative: +7 (+3 Dexterity, +4 Improved Initiative)
Speed: 50 ft., fly 120 ft. (average)
Armor Class: 47 (+9 armor, +4 deflection, +3 Dexterity, +25
natural, -4 size) touch 13, flat-footed 44
Base Attack/Grapple: +51/+83
Attack: Wrathwind + 71 melee (4d6 + 24 + 1d6 (fire) x3 plus
1d10 (fire)) or Perdition's Grasp +51 ranged touch (2d6
and anti-magic field and entangle) or +4 repeating crossbow of speed +54 ranged (4d8+14 19-20/x2) or claw +67
melee (3d8+20)
Full Attack: Wrathwind + 71/+66/+61/+56 melee (4d6 + 24
+ 1d6 (fire) x3 plus 1d10 (fire)) and Perdition's Grasp +51
ranged touch (2d6 and anti-magic field and entangle) or
+4 repeating crossbow of speed +50/+50/+50/+45/+40/
+35 ranged (4d8+14 19-20/x2) and +4 repeating crossbow
of speed +50/+50/+50/+45/+40 ranged (4d8+14 19-20/x2)
or 2 claws +67 melee (3d8+20), bite +62 melee (4d8+10)
and gore +62 melee (3d8+10)
Space/ Reach: 20 ft. /20 ft.
Special Attacks: Charge, fear aura, improved grab, supreme
power attack
Special Qualities: Damage reduction 25/good epic and silver,
darkvision 60 ft., immunity to fire and poison, regeneration 15, resistance to acid 25 and cold 25, see in darkness,
spell-like abilities, spell resistance 44, telepathy 400 ft.
Saves: Fort +40, Ref +30, Will +29
Abilities: Str 50, Dex 17, Con 37, Int 14, Wis 15, Cha 16
Skills: Balance +9, Bluff +57, Climb +74, Diplomacy +63,
Intimidate +63, Jump +34, Listen +56, Move Silently +57,
Spot +56, Tumble +57
Feats: Awesome Blow, Cleave, Combat Expertise, Combat
Reflexes, Exotic Weapon Proficiency (net), Exotic

137

Weapon Proficiency (repeating crossbow), Flyby Attack,


Great Cleave, Greater Two Weapon Fighting, Improved
Combat Expertise, Improved Disarm, Improved Initiative,
Improved Two Weapon Fighting, Point Blank Shot, Power
Attack B, Rapid Shot, Two Weapon Fighting
Epic Feats: Penetrate Damage Reduction (adamantine),
Penetrate Damage Reduction (silver)
Climate/Terrain: Avernus, First of the Nine Hells of Perdition
Organization: Solitary (unique) or with squad (Ruthegax
plus 2d4 malebranche) or Dark Flight (Ruthegax plus 30
elite malebranche (35 HD) and 900 malebranche)
Challenge Rating: 32
Treasure: Standard
Alignment: Lawful Evil

The mighty Ruthegax serves as the command sergeant major of the Dark Flight, reporting to General
Phanior. Smarter and more alert than most of his caste,
Ruthegax has a keen insight regarding the three dimensional combat of skies. Both a master combatant and
tactician, Ruthegax has formulated many of the strategies and maneuvers that make the Destroyer Corps so
lethal on the fields of the Blood War.
A hulking monster of a devil, Ruthegax stands
nearly 30 feet tall. His massive muscles ripple constantly, holding a strength that puts even pit fiends to
shame. The skull of a storm giant adorns his head as a
gruesome helm. His voice is like that of a thunderstorm, loud and booming across the battlefield. Countless scars cover his body from head to tail, each one a
testament to his invincibility.
Combat
Despite his massive size and strength, Ruthegax prefers ranged combat. Ruthegax forces foes to come to
him through a barrage of death from his forearm
mounted crossbows. However, those who are foolish
enough to come within range of the deadly Wrathwind
are handled with a skill that rivals the greatest weapon
masters of most worlds. Ruthegax alternates between
using his supreme power attack and Improved Combat
Expertise to keep his foes off balance. Perdition's
Grasp is employed against any foe who manages to
come within range; those who are entangled in the net
generally suffer a full attack from Ruthegax the following round.
Ruthegax does not retreat unless reduced to one
tenth of his hit points or less.
Charge (Ex): In addition to normal benefits of a
charge, Ruthegax can make a single gore attack that
deals triple damage.
Fear Aura (Su): Ruthegax can radiate a 15 foot fear
aura as a free action. A creature in the area must succeed on a DC 38 Will save or be affected as though by a
fear spell (caster level 51st) A creature that successfully saves cannot be affected again by 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

while using power attack. (Or +4 if using a two handed


weapon)
Regeneration (Ex): Ruthegax takes normal damage
from good aligned or silver weapons, and from spells or
effects with the good descriptors.
Spell-like Abilities: At will- greater teleport.
Caster level 51st.
Possessions: Ruthegax wields Wrathwind, a gargantuan +4 demon-bane, flaming burst trident, wrought of
cold iron. 3/day it can be used to cast greater dispelling
on a creature it has just struck as a free action.
Perdition's Grasp is a special adamantine mesh net
that deals 2d6 points of slashing damage every round
the target is entangled. It is enchanted with an antimagic field (caster level 20th) that activates upon a successful strike. On an unsuccessful strike, it returns to
Ruthegax's hand, folded again for use. The net has 60
hp, hardness 20, and can be burst with a DC 40 Strength
check, which is a full round action. One can also free
himself from the net with a DC 35 Escape Artist check
as a full round action. Attempting either of these actions inflicts 4d6 points of damage upon the victim,
regardless of success. In all other ways it is identical to
a regular net.
Ruthegax also wears two +4 repeating heavy crossbows of speed mounted on his forearms. Their ammunition is stored in an extra dimensional space, and automatically loaded as Ruthegax needs it. Common enchantments upon the ammunition include axiomatic,
bane (celestial or demon), unholy and vile. He also has
a significant amount of spectral and greater slaying
bolts. Many are treated with various poisons as well.
The crossbows fire with a significantly increased force
than normal, giving them an effective strength score of
30, and deal additional damage as a mighty composite
bow would.
Ruthegax also wears a +5 breastplate of moderate
fortification and a helm of protection +4, forged from
the ribcage and skull of a storm giant.

Sidiar, Maestro of the Infernal Choir


Kocrachon
Large Outsider (Devil, Evil, Extraplanar, Lawful
Hit Dice: 27d8 + 189 (310 hp)
Initiative: +12
Speed: 20 ft., fly 60 ft. (good)
Armor Class: 36 (+8 armor, +8 Dexterity, +11 natural, -1
size) touch 14, flat-footed 21
Base Attack/Grapple: +27/+39
Attack: The Flayer +38 melee (1d6+11 plus 2 Con and 2 Cha
19-20/x2) or bite +34 melee (2d4+7 and poison) or Lead
Flask +34 ranged touch (3d8 fire and 1d4 Dex plus splash)
Full Attack: The Flayer +38/+33/+28/+22 melee (1d6+11
plus 2 Con and 2 Cha 19-20/x2)and bite +29 melee (2d4+7
and poison) and claw +29 melee (1d6+3 and pain) or lead
flask +34 ranged touch (3d8 fire and 1d4 Dex plus splash)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Flense, pain touch, poison, spell-like abilities, summon devils
Special Qualities: Damage reduction 15/good and silver,
darkvision, immunity to fire and poison, resistance to acid

15 and cold 15, sadism, see in darkness, spell resistance


33, talented torturer, telepathy 200 ft.
Saves: Fort +22, Ref +23, Will +19
Abilities: Str 24, Dex 26, Con 25, Int 21, Wis 18, Cha 22
Skills: Bluff +42, Craft (drug) +35, Craft (poisonmaking)
+35, Diplomacy +28, Escape Artist +26 (+30 ropes),
Gather Information +42, Heal +34, Hide +29, Intimidate
+62, Knowledge (local: Phlegethos) +25, Listen +30,
Move Silently +33, Perform (musical composition)
+31, Sense Motive +34, Spot +30, Use Rope +30 (+32
bindings)
Feats: Ability Focus (pain touch), Dark Speech, Fly-by Attack, Improved Initiative, Persuasive, Quicken Spell-like
Ability (wrack), Skill Focus (Intimidate), Weapon Finesse
Epic Feats: Epic Reputation, Epic Skill Focus (Intimidate)
Climate/Terrain: Abriymoch, Phlegethos, Fourth of the
Nine Hells of Perdition
Organization: Solitary (unique) or with squad (Sidiar plus 3
kocrachon and 9 hamatuala)
Challenge Rating: 21
Treasure: Double Standard
Alignment: Lawful Evil

The songs of Belial the Lord of Light echoed


sweetly in the Seven Heavens before The Great Fall.
His voice was pure and sweet, a harmony of holiness
that edified and exalted those who heard it. The songs
of Belial the Dark Light of Hell continue in his new
kingdom, but the crystal tones have been replaced with
the screams of the damned. It is here that Sidiar makes
his music, an anthem of agony to soothe his Lord's ears.
Every shriek, moan, and whimper is precisely pitched to
present a malignant melody. Far from crass noise,
Sidiar ensures that the hymns of Hell have all the majestic quality as their counterparts from on High. There is
something dark and triumphant about the music, something that makes it easy to forget that it is created from
the sounds of torn flesh, shattered bone, and dominated
souls.
When Sidiar is not composing a new piece for the
halls of Abriymoch, he is usually found in the torture
chambers, overseeing operations therein. He is a true
disciple of pain and is always on the lookout for a new
technique that might add to his sinister symphony. For
Sidiar, merely causing pain is a base accomplishment,
worth almost nothing. It is in mastering pain, knowing
it so intimately, that one can produce the same results
over and over, with no variance; that is the true mark of
a virtuoso! Before a victim's bowels slide from the
belly, Sidiar knows how and when they will strike the
ground. He knows the exact moment in which to sever
the vocal cords to create a momentary rest, and at what
angle and pressure to which an arm must be bent for a
drawn out break rather than a sudden snapping. However, he is not content with his level of knowledge, and
seeks to expand it. The Despoiler of Flesh is fiercely
sought after by Sidiar for he is convinced that its powers
would finally unlock the secrets of true pain.
The denizens of Phlegethos who demand Sidiar's
personal attention were once the most depraved, sadistic, evil beings upon the Mortal Coil. Sidiar's official
work is to mold these vile beings into devils true. Sidiar

138

measures their quality, judging them worthy to be


promoted beyond the lowly lemure, or consigning
them to the Pits of Flame with the rest of the lot.
His investigations can take decades, yet that is still
considerably shorter than the eternities they would
otherwise spend as lemures. So far, none that Sidiar
has termed deserving of advanced promotion has
done ought but impress.
Sidiar is a hunched backed kocrachon of near
white coloration. His six wasp-like wings are transparent with black veins highlighting them. His carapace is covered in hair-line cracks, and his hide is
mottled with countless scars, most self-inflicted.
His left arm is severed at the forearm, and his
wicked weapon The Flayer is fused to the stump.
Sidiar speaks in a low, hoarse voice, dripping with
menace.
Combat
Sidiar does not enjoy combat and typically summons aid (usually a squad of barbazu) as soon as
combat seems imminent. In the event that he does
not immediately flee, Sidiar remains well behind his
troops, using hold monster and wrack as he sees
fit. Despite having access to curative magic, he
never voluntarily heals any of his allies, and only in
the most dire of situations (reduced to 10 hit points
or less) will he use it on himself. If his foes appear
to be overcoming his summoned help, Sidiar will
flee via greater teleport. If trapped, he will make
use of quickened wrack spells and full attacks. Sidiar will often attempt to take a hostage if
he can, typically someone who has succumbed to
wrack.
If he cannot flee and obviously cannot win,
Sidiar surrenders, promising any number of concessions to save his life, from information to conversion
to the path of righteousness. However, such concessions are but ploys to buy time to escape, which he
does at the first opportunity, or lull his captors into
complacency. If his foes do not appear responsive
to his entreaties, Sidiar abandons them quickly, and
attempts to cause as much pain to as many foes as
possible before dying.
Flense (Ex): Sidiar can strip the flesh from a
victim who is helpless. Using a combination of his
proboscis and The Flayer, he peels away the skin,
causing the victim to suffer 1 negative level. This
process takes five rounds to complete, if Sidiar is
interrupted at any point during the flensing, the victim instead takes 1d4 points of Constitution damage.
Sidiar's flense ability is enhanced by The Flayer,
described below.
This power can be used upon devils in conjunction with Sidiar's baleful polymorph ability to permanently reduce the victim in hit dice and station.
Fleshcraft (Ex): Sidiar can alter the physical
and spiritual makeup of his victims. This requires
one hour for him to accomplish. The victim must be

rendered helpless the entire time and receives a Fortitude save DC 30 to resist the transformation.
Sidiar can turn his victims into any devil or fiendish
animal possessing 27 hit dice or less. An altered
victim gets a Will save DC 29. If successful, the
change only lasts twenty-seven days. If failed, the
change is permanent.
Pain Touch (Su): The touch of Sidiar's claw
causes intense agony. A victim must succeed on a
DC 32 Fortitude save or be stunned for one round
from the pain. Sidiar can use this attack in conjunction with his claw attack or separate as a melee
touch attack that deals no damage. The save is Constitution-based.
Poison (Ex): Injury, Fortitude DC 30, initial
damage 1d6 Wisdom, secondary damage 2d6 Wisdom. The save DC is Constitution-based.
Sadism (Ex): For every 10 points of damage
Sidiar deals in a round, he gains a +1 profane bonus
to attack rolls, saving throws and skill checks the
next round.
Spell-like Abilities: At will animate dead,
contagion (may be administered as a bite attack),
cure moderate wounds, deathwatch, desecrate, detect good, greater teleport (self plus 50 pounds of
objects only), hold monster, inflict moderate
wounds, liquid pain*, magic circle against good,
minor image, suggestion, wither limb*, wrack*; 1/
day - symbol of pain, thousand needles*, wave of
pain*. Caster level 27th, save DC 16 + spell level.
*From Book of Vile Darkness
Summon Devils (Sp): Four times per day, Sidiar
can automatically summon 1d8 barbazu or 6 kocrachons. These devils may have twice their standard
amount of hit dice. This ability is the equivalent of
an epic spell.
Talented Torturer (Ex): Sidiar receives a +9
profane bonus to Intimidate checks made in conjunction with torture equipment and to the Escape
Artist DC set by the equipment. He also has great
control over the amount of damage he deals with
such devices. Sidiar can decrease the damage dealt
by a device to the absolute minimum, or increase the
damage by 200%. The choice for either is made
before the application of the torture device that
round.
Possessions: The Flayer, a wicked looking crescent blade that functions as a +4 dagger of greater
wounding and greater scarring, is fused to Sidiar's
left arm stump. This item enhances his flense ability, allowing him to accomplish the flensing in one
half the time and increasing the Constitution damage
should he be interrupted.
Sidiar also utilizes a unique splash weapon. The
weapon covers the targets with burning lead, which
hardens upon contact with the air. The weapon
deals 3d8 points of fire damage and 1d4 points of
Dexterity damage on a direct hit, and 1d8 points of
splash damage. Sidiar typically carries 10 of these
weapons if encountered outside of his torture cham-

139

bers.
Sidiar wears a cloak and mantle of cured human
hide that functions as a suit of +5 hide armor with
no maximum dexterity bonus and also grants him a
+5 bonus to Intimidate checks. Three times per day
he can use the cloak to make use of the alter self
spell to assume a humanoid form. While utilizing
this function, the cloak also grants him the benefits
of a nondetection spell. (caster level 20th).

Verrier, Hells Pawn


Malefircarim (Hellspawn)
Gargantuan Outsider (Abomination, Evil, Extraplanar, Lawful)
Hit Dice: 90d8+1170 (1980 hp)
Initiative: +15 (+7 Dexterity, +8 Superior Initiative)
Speed: 80 ft., fly 240 ft. (perfect)
Armor Class: 72 (+9 armor, +9 deflection, +7 Dexterity,
+41 natural, -4 size) touch 26, flat-footed 65
Base Attack/Grapple: +90/+123
Attack: Claw +107 melee (8d6+21+1 vile)
Full Attack: 2 claws +107 melee (8d6+21+1 vile), bite
+102 melee (8d8+10+1 vile), 2 wings +102 melee
(4d6+10+1 vile), tail +102 melee (8d8+10+1 vile)
Space/Reach: 20 ft./20 ft.
Special Attacks: Fear aura, improved grab, Spawn of
Hell, spell-like abilities, summon devils
Special Qualities: Damage reduction 35/good, epic and
silver, darkvision 60 ft., immunity to fire and poison,
resistance to acid 50 and cold 50, Pawn of Hell, regeneration 45, see in darkness, spell resistance 69, telepathy 1,000 ft.
Saves: Fort +60, Ref +54, Will +63
Abilities: Str 53, Dex 24, Con 36, Int 35, Wis 31, Cha 42
Skills: Balance +17, Bluff +109, Concentration +106,
Diplomacy +129, Disguise +109 (+119 when acting in
character), Escape Artist +100, Forgery +105, Gather
Information +119, Hide +88, Intimidate +119, Jump
+51, Knowledge (arcana) +105, Knowledge (history)
+105, Knowledge (local - Hell) +105, Knowledge
(nature) +20, Listen +103, Move Silently +100, Search
+105, Sense Motive +103, Spellcraft +115, Spot +103,
Survival +103 (+113 tracking), Tumble +100, Use
Rope +7 (+17 with bindings)
Feats: Awesome Blow, Cleave, Combat Reflexes, Corrupt
Spell-Like Ability, Craft Rune, Dark Speech, Dodge,
Empower Spell-like Ability (firestorm), Empower
Spell-like Ability (meteor swarm), Flyby Attack, Great
Cleave, Improved Initiative, Iron Will, Mobility, Multiattack, Power Attack, Quicken Spell-like Ability
(meteor swarm), Quicken Spell-like Ability (hold
monster), Quicken Spell-like Ability (greater teleport), Spring Attack, Vile Natural Attack, Violate
Spell-like Ability
Epic Feats: Blinding Speed, Epic Devotion (chaotic),
Epic Will, Improved Combat Reflexes, Spellcasting
Harrier, Spell Stowaway (wish), Superior Initiative,
Tenacious Magic (greater invisibility), Tenacious
Magic (unholy aura)
Environment: The Nine Hells of Perdition
Organization: Solitary (Unique)
Challenge Rating: 57
Treasure: Standard
Alignment: Lawful Evil

140

Hell is perfect in its tyranny. All fall in line with


the Laws of its King. There is no option other than
obedience. Or so the ignorant believe. There is another way in Hell, for those crafty enough, cunning
enough, and ambitious enough to seize the power
rightfully theirs. King Asmodeus is nothing more
than a petty thief, who hordes and squanders a vast
power he cannot possibly fathom. Those who realize
this truth, serve its author, Verrier the Defiant. The
leader of the infernal resistance. Master of the malefircareim. Hells Pawn.
Very few know much of the Wars of Dominance,
which raged across Hell while The Overlord slept.
Upon awakening, Lucifer swept through the ranks of
the malefircareim. A few embraced the power Lucifer offered and became arch-devils. Eight of the
most powerful bowed their heads and were given
places of honor. One rose above all this. The most
powerful of the Children of the Devil would neither
bow nor submit. Verrier continued to fight a hopeless war, untainted by divine or cosmic power. So
vast was his charisma that he bent his untainted
brethren to his will. Once he had done this, he
marched an army over nine million malefircareim
strong across the plains of Avernus, intent on eliminating Lucifer once and for all. Alight with power,
the Morningstar descended upon the forces.
Most were rent by the sheer majesty of The Lord
of the Nine; others fought with muscle and mind,
only to fall one by one. Some few were sealed away
in prisons of ice along the banks of the Styx and in
what is now the Frore Sea in Cania. Their dark
forms can still be made out, frozen in battle with
creatures summoned by Lucifer to aid in the slaughter. In the end, only Verrier remained. Held fast by
Lucifers unmatched might, he was forced to bear
the humiliation of the Hell Fathers taunting. He had
been duped. His gathering of an army had only allowed Lucifer to cleanse Hell in one fell swoop. He
was rewarded with a title: Hellspawn. Hells Pawn.
Then Lucifer hurled him down through the layers of
Perdition, in a parody of his own tremendous descent. Verriers broken body was tossed into the
caves of Malbolge, and for a thousand eons he slumbered. His blood flowed from countless wounds, the
essence of Hell leaking from his body. From this
liquid arose the first misshapen creatures that would
become known as nupperibo.
When he awoke, Verrier was alone. He was tentative in his forays into Hell at large, cautiously
seeking information. He soon discovered that Lucifer had been deposed by another devil. However,
this newcomer was as distasteful in policy to Verrier
as his predecessor. He immediately set out to depose
the new king, gathering once again a following.
However, Hell had changed. No longer did it war
with itself. No longer did violence run rampant. Instead, a vast order had been imposed. A multitude of
lesser beasts had overrun the plane, scurrying about

like insects. An overlying plan ordained all actions


taken. Thus Verrier was frustrated in his devices, as
he sat in the darkness and gnawed the memories of
past glory and power over in his mind. It was in such
a state that he was offered a new hope. Leviathan.
The former Lord of the Fifth, newly imprisoned
in ice, had already begun to search for a way to not
only break free of his prison, but to overthrow Asmodeus. Casting out his net wider and ever wider,
he came at last to the mighty mind of Verrier, who
paused to listen for a moment. Recognizing the
voice as one of the chief traitors in the old fight of
malefircareim against Lucifer, Verrier decided to
hear the others schemes. Leviathan whispered in the
mind of the Hells Pawn, and Verrier heard the hatred and contempt that his brother held for the current hegemony of Hell. The two of them quickly
formed an alliance of sorts, kindred spirits as they
were.
Whereas Leviathan schemesfar too openly at
timesto overthrow Asmodeus and place himself at
the helm of the new Hell, Verrier desires to return
Hell to the days he remembered before the coming
of Lucifer. Determined to undermine the new Hell
from within, Verrier sought what servants he could.
He found his first servants in the devolved forms of
his brethren, the nupperibo and barregon. These
creatures were naturally inclined to his cause, the
barregon in particular of great use; it is largely due
to Verrier that these creatures originally swore a
secret loyalty to Leviathan en masse. In more recent times, this arrangement has caused nothing but
grief for Verrier; with Leviathan restored to his position as Lord of the Fifth, most of the barregons now
heed Leviathans commands over his own of their
own volition.
Other servants were found, though; loyal true
devils swayed by the might and charisma of the
greatest of the Children of Hell, feeling that they
could ride a faster path to greatness with Verrier
than under the rule of the king. Some of these servants he gathered to serve him directly, but most he
sent forth into the armies of Perdition to spread the
word of rebellion and recruit new followers. Many
were caught of course, and horribly punished, but
this only spread the rumors of his power, on par with
that of the King of Hell himself. The rebellion had
begun.
Verrier has agents in every layer of Hell, from
Avernus to Nessus. Weaker arch-devils have
pledged themselves to his cause, as well as renegade
pit fiends. Nearly all surviving or reborn malefircareim serve him as well, and if he can ever take the
reins of power held by Duluhad and Leviathan, the
barregon might be turned in their loyalty to follow
him once more. Even a few lesser and demigods
who make residence in Hell support Verriers rebellion. While many suspect Prince Leviathan of being
tied to the resistance, the truth of this matter has ever
been complicated. The alliance between the Prince

141

of Stygia and Hells Pawn is all but dissolved and


little real support is shared between the two parties.
The change in the relationship between Hells Pawn
and the Prince can certainly be traced back to the
point where Leviathan was reinstated to his position
as Lord-Regent of Stygia, regaining the cosmic
power associated with that post, and stealing away
the loyalty of the barregons. Verrier does not trust
any of the so-called Lord-Regents of Hell, as he
(correctly) associates such power directly with Asmodeus. However, the influence of a Lord-Regent of
Hell is nothing to discount, and Verrier is loath to let
his alliance with Leviathan fall apart in its entirety,
looking for any and every advantage for his rebellion.
Outside of Hell, Verrier is all but unknown. His
few agents who operate outside of Hell usually make
contact with organizations of Good or Chaos, feeding them information designed to strategically
weaken or distract the loyal forces of Perdition.
Verrier usually resides in one of his multiple strongholds, which are located throughout Avernus, Malbolge, and Stygia. These fortresses are cloaked with
powerful illusions and anti-scrying magicks, and
randomly teleport to different unpopulated locations
within their respective layers of Hell every nine days
or as willed by Verrier. It is from these residences
that he controls the rebellion he hopes will one day
reshape the face of Hell. Lilith, the Lord of the
Sixth, is the closest to detecting Verriers presence,
as she has noted that a few pit fiends associated with
her court have disappeared in the dark chasms where
Verrier had laid for eons. Though she has marked
their disappearance, she is waiting on full consolidation of her power in Malbolge before launching a
full investigation.
Verrier appears in his true form as a 33-foot tall
muscular humanoid. Two pairs of horns adorn his
head, one pair curving around his temples as a ram's,
and the other curling upwards from his forehead. His
mouth is a sea of daggers, divided by a pitch black,
forked tongue. Hair the color of a dying sun falls
down the back of his head to his shoulders. His skin
is rich ebony, as if his very body was formed from
obsidian. Lines of red and orange run in strange designs upon his body, foul symbols of vile evil. His
feet are hoofed, like those of a massive bull, and his
powerful legs reveal a strength matched by few.
When he speaks, his voice is deep and powerful, yet
smooth and pleasing to the ear. It resonates within
one's body, mind and soul, compelling them to immediate obedience.
Combat
Verrier does not engage in combat if he can help
it. As the most wanted creature in Hell, he cannot
risk protracted fights that may compromise his position.
His usual tactic is to summon renegade pit fiends

and teleport away. If he is prevented from escaping,


Verrier will usually use greater dispel magic and
delayed blast fireball before moving into melee
where his tattoos can be brought into play. Spellcasters are his primary targets, although he will adjust to deal with physical fighters should they be
proving the real problem. He alternates between
both illusionary and real reinforcements, and takes
to flight on the wing as soon as he feels he can make
a clean escape.
Abomination Traits: Verrier is immune to polymorphing, petrification, and other forms-altering
attacks. He is not subject to energy drain, ability
drain, ability damage, or death from massive damage. Verrier is immune to mind-affecting effects.
He possesses cold resistance 50. Verrier is under a
persistent non-detection effect. He possesses true
seeing at will, blindsight out to 500 feet, and can
communicate telepathically with any creature that
has a language within 1000 feet. Verrier otherwise
functions as a divine rank 0 deity.
Fear Aura (Su): Verrier can radiate a 30 foot
radius fear aura as a free action. A creature in the
area must succeed on a DC 71 Will save or be affected as though by a fear spell (caster level 90th) A
creature that successfully saves cannot be affected
again by Verriers aura for 24 hours. Other malefircareim are immune to this effect, and Verrier can
select which creatures within the radius are affected.
Improved Grab (Ex): If Verrier hits with his
claw, he deals normal damage and may immediately
attempt to start a grapple as a free action that does
not provoke an attack of opportunity. Verrier can
use this ability on any creature of Gargantuan size or
smaller. Each round the hold is maintained, Verrier
deals 8d6+21 points of damage to his victim.
Malefic Reflection (Sp): Verrier is immune to all
1st 6th level spells that target him as though protected by a lesser version of epic spell reflection
(caster level 67th). This effect is tenacious; i.e. if
dispelled or disjoined, it is merely suppressed for
1d4 rounds.
Pawn of Hell: Verrier is resistant to damaging
cosmic powers (hellfire, damaging Diabolical Adaptations, etc.). He takes only half damage from these
effects; for those effects that allow a saving throw,
Verriers success means he takes no damage from
the cosmic effect. He possesses no such resistance to
divine powers, which affect him normally.
Verrier cannot be detected by the sensory powers
of deities or cosmic entities. Though he does not
know it, Verrier is protected from detection by Asmodeus himself (who can still sense Hells Pawn
with ease).
Spawn of Hell: Verrier's blood contains the very
essence of Hell within it. When struck with a piercing or slashing weapon, this blood falls to the
ground where it grows into a nupperibo in the next
round. The nupperibo possesses 1 additional HD for
every 10 points of damage over 20 that Verrier suf-

142

fered from the attack. If Verrier suffers over 150


points of damage in a single attack, the blood grows
into a barregon instead, with 1 additional HD for
every 10 points of damage over 150. If he suffers
over 450 points of damage in a single attack, the
blood becomes a fully grown malefircarim. For
every 20 points over 450, a nupperibo is grown in
addition to the malefircarim, with the pattern repeating itself. For example, should Verrier suffer 486
points of damage in a single attack, the blood would
form a malefircarim and a 3HD nupperibo.
Spell-like Abilities: At will animate dead,
baleful polymorph, blasphemy, blur, charm monster,
create greater undead, deeper darkness, delayed
blast fireball, desecrate, detect chaos, detect good,
detect magic, fire storm, greater dispel magic,
greater invisibility, greater teleport (self plus 1,000
pounds only), hallucinatory terrain, hellball, hold
monster, magic circle against chaos, magic circle
against good, mass hold monster, meteor swarm,
persistent image, produce flame, polymorph, pyrotechnics, read magic, scrying, suggestion, symbol of
pain, unholy aura, unholy blight, unhallow, wall of
fire; 3/day wish. Caster level 90th; DC 26+ spell
level.
Summon Devils (Sp): Verrier can automatically
summon 12d6 nupperibos or imps, 3d6 barregons or
9 renegade pit fiends four times per day. These devils may have triple their standard Hit Dice. (Treat
renegade pit fiends as 45 HD Nessians with 39 Con,
Toughness x3, and 999 hp).
Tattoos: Verrier has many marks all over his
body tracing vile symbols of evil. These are actually
potent arcane sigils that create a variety of effects
around Verrier. Where applicable, the save DC is 68
and the caster level is 67th.
Destruction: This symbol, located on Verrier's
chest, functions as a permanent symbol of death except that the hit point limit is 333 and the range is 20
feet. Merely coming within a 20 foot cone of Verrier's front triggers the effect.
Corruption: This pattern is located along Verrier's left arm. Any weapon striking Verrier is affected as though by a rusting grasp spell. This effect
can affect magical weapons of up to +8 enhancement.
Bereavement: This mark is located along Verrier's right arm. Creatures within 60 feet of Verrier
are affected as though by energy drain. A successful
Fortitude save negates the effect. Once affected, a
victim is not subject to the effect for 1 minute.
Suffering: Verrier's back bears this symbol which
functions as a permanent symbol of pain except that
the penalty imposed is -9. Any within a 60 foot cone
of Verrier's back trigger the effect.
Misdirection: Verrier's wings have this mark
etched into them. Those beyond 60 feet of Verrier
suffer a 50% miss chance on all ranged attacks
against him, including single target spells. He receives the benefits of improved evasion against area

effect spells originating from beyond that point as


well.
Power: This mark is located over Verrier's legs.
It is identical to a permanent symbol of stunning,
except the hit point limit is 333, and the range is 20
feet. All within 20 feet of Verrier are subject to the
effect.
Deception: This swirling pattern covers Verrier's
tail. Those within 60 feet of Verrier must succeed on
a Will save or be subject to a cruel illusion. The victim sees every creature he looks upon as having his
own appearance. This inflicts a -9 profane penalty
on attacks, as well as confuses the target as to who is
ally and who is enemy. A creature under the effects
of true sight receives a +7 bonus on his saving
throw, but is affected normally if he fails.
Tyranny: Verrier bears this brand upon his forehead. All within 20 feet of Verrier must succeed at a
Will save or be subjected to a dominate monster
effect. A potential victim that saves against this effect is immune to it for 24 hours.
Regeneration (Ex): Verrier takes normal damage from epic good aligned silvered weapons and
from spells and effects with the good descriptor.
Possessions: Aside from his multiple magical
tattoos, Verrier bears little on his person. Two wristbands of cold-wrought iron grant him the combined
benefits of a ring of protection +9 and bracers of
armor +9. However, he has access to vast hordes of
magical items, should he need them. Verrier can
obtain any magical item costing less than 900,000
gold pieces given a few days.
He also is rumored to possess several minor and
major artifacts.

Vhesage, Governor of Malsheem


Pit Fiend (8th Circle General of the Legions of Hell)
Large Outsider (Devil, Evil, Extraplanar, Lawful)
Cleric 10/Dread Inquisitor 10
Hit Dice: 47d8 + 470 (681 hp)
Initiative: +9
Speed: 40 ft., fly 60 ft. (average)
Armor Class: 41 (-1 size, +9 Dexterity, +23 natural),
touch 17, flat-footed 40
Base Attack/Grapple: +37/+55
Attack: Rod of tyranny +59 melee (2d6+23); or claw +50
melee (2d8+14)
Full Attack: Rod of tyranny +59/+54/+49/+44 melee
(2d6+23) and 2 wings +48 melee (3d6+7) and bite +48
melee (4d6+7 plus poison and disease) and tail slap
+48 melee (2d8+7); or 2 claws +50 melee (2d8+14)
and 2 wings and bite and tail slap
Space/Reach: 10 ft. /10 ft.
Special Attacks: Constrict, disease, fear aura, force
shapechange, improved grab, learn the truth, poison,
rebuke undead, spell-like abilities, spells, summon
devils
Special Qualities: Damage reduction 15/epic good and
silver, darkvision 60 ft., immunity to fire and poison,
inquisitor immunities, inquisitor sight, resistance to

143

acid 15 and cold 15, regeneration 7, see in darkness,


spell resistance 46, telepathy 200 ft.
Saves: Fort +35, Ref +34, Will +36
Abilities: Str 39, Dex 29, Con 31, Int 29, Wis 33, Cha 31
Skills: Bluff +64, Concentration +40, Decipher Script
+29, Diplomacy +54, Disguise +10 (+16 acting),
Gather Information +72, Hide +35, Intimidate +70,
Jump +17, Knowledge (arcana) +49, Knowledge
(local) +59, Knowledge (nature) +19, Knowledge
(nobility) +34, Knowledge (the planes) +24, Knowledge (religion) +59, Listen +41, Move Silently +39,
Search +56, Sense Motive +61, Spellcraft +53 (+57
with scrolls), Spot +56, Survival +11 (+13 above
ground, +13 on other planes, +17 tracking), Use Magical Device +40 (+46 with scrolls)
Feats: Divine Metamagic (Reach Spell), Divine Metamagic (Violate Spell), Flyby Attack, Investigator, Leadership, Multiattack, Power Attack, Reach Spell, Transdimensional Spell, Violate Spell
Epic Feats: Epic Leadership, Epic Reputation, Improved
Spell Capacity (x2), Spectral Strike, Spontaneous Domain Access (Inquisition)
Climate/Terrain: Malsheem, Nessus, Ninth of the Nine
Hells of Perdition
Organization: Solitary (unique) or with honor guard (9
Nessian pit fiends)
Challenge Rating: 34
Treasure: Rod of tyranny and other possessions

Throughout the Dark Ministry, there is only one


pit fiend more feared than Vhesage and that is Minister Zimimar.
The Governor of Malsheem,
Vhesage the Scourge is one of the most loathed devils in Hell and she would have it no other way. Convinced that there are spies and traitors scattered
across the Legions, Vhesage knows that only her
persistent searches can uncover them all, that only
her invasive pogroms can force the liars and the
cheats to divulge their secrets.
Vhesage does not believe that her duties end just
within the Ministry, but that they occasionally seep
into the upper echelons of Hells nobility. While she
always refers situations of that sort to the Infernal
Denomination of Espionage, she takes pride in
bringing down high-ranking, soft-souled nobles.
Vhesage is as conniving as she is brave; she possesses no fear of punishment because she knows that
her responsibilities ultimately benefit the only thing
that matters to her: Hell. She takes every high level
accusation of treason to heart and it takes much to
convince her that one is not guilty (she does not believe that anyone is innocent). Vhesage often takes
pains to maintain surveillance over those who she
finds not guilty; 60% of them are later charged and
found guilty of new, even greater crimes.
Although Zimimar is technically in charge of all
infernal agents, it is Vhesage who truly manages
these units. She also contracts moles, although she
technically must always go through Zimimar before
finalizing such arrangements. In reality, Vhesage
reports to Martinet, the Constable of Hell; nevertheless, Vhesage respects Zimimar enough to keep her
appraised of all investigations. Unsurprisingly, the

Scourge has no allies in Hell, although she is considered in a reasonably favorable light by the generals
of Espionage.
Vhesage is under orders from Martinet not to
investigate Ariyan and Gazra, her two peers whom
she strongly suspects are involved in inappropriate
situations. While she has absolutely no respect for
him, Vhesage is largely loyal to Martinet due to his
proximity to The Overlord. Vhesage is one of the
oldest devils in the Ministry and was there during
the Dies Irae; once a servant of Moloch, she knows
she will never rise to the status of Courtier anywhere
other than Nessus. This remains her only dream
besides the complete and utter victory of Hell.
Vhesage appears as an almost skeletal pit fiend
with tremendous, glowing white eyes. Her motions
are stiff and she does not seem to walk so much as
make short teleportations when moving from place
to place. She speaks with a cracked voice that condemns all that hear it.
Combat
Vhesage is rarely encountered beyond Malsheem
without at least her honor guard. If attacked, she
remains to the rear of combat, aiding her guardians
with magic. She tends to use touch spells in conjunction with her Flyby Attack feat. If she has prepared
violated spells, she will make use of them or use her
Divine Metamagic Feat to convert spells. If the battle turns against her, Vhesage immediately retreats
under any means necessary.
If attacked within Malsheem, Vhesage immediately activates the many alarms throughout the fortress. In moments, hordes of Nessian pit fiends will
fill the halls, making her further involvement unnecessary.
Constrict (Ex): Vhesage deals 2d8 + 28 points
of damage with a successful grapple check.
Disease (Su): A creature struck by Vhesage's
bite attack must succeed at a DC 33 Fortitude save
or be infected with a vile disease called devil chills
(incubation period 1d4 days, damage 1d4 points of
Strength).
Fear Aura (Su): Vhesage can radiate a 20-footradius fear aura as a free action. Creatures in the
area must succeed on a DC 33 Will save or be affected as though by a fear spell (caster level 27th). A
creature that successfully saves cannot be affected
again by her aura for 24 hours. Other devils are immune to the aura.
Force Shapechange (Su): Vhesage can force a
creature into its natural form with a touch attack.
She makes a caster level check (1d20+44) against
the effect which if successful, undoes any alter self,
polymorph, shapechange, or other alternate form
abilities, whether extraordinary, spell-like, or supernatural in nature. The creature cannot change its
shape again for 1d6 rounds.
Improved Grab (Ex): To use this ability,
Vhesage must hit a Medium or smaller opponent

with her tail slap attack. If she gets a hold, she can
constrict.
Inquistor Immunities (Ex): Vhesage is immune
to all charms, compulsions, and any abilities that
displace her life force such as magic jar, soul bind,
or trap the soul.
Inquisitor Sight (Su): Vhesage automatically
receives a Will save to disbelieve any illusions she
views. She does not need to interact with or touch
the illusion.
Vhesage gains a +4 bonus on Spot checks to oppose Disguise.
Vhesage constantly discerns lies as the spell.
Thrice per day (or at will if within Nessus)
Vhesage may detect chaos.
Learn the Truth (Su): By touching a creature
who has lied to her, Vhesage may force it to reveal
the truth. The creature gains a Will save (DC 30) to
resist, if failed the creature must speak the true version of the lie it uttered. This is a mind affecting
compulsion effect. Vhesage may use this ability
three times per day, or at will if within Nessus.
Poison (Ex): Injury; Fortitude DC 33; initial
damage 1d8 Constitution, secondary damage death.
Rebuke Undead (Su): 13/day, Vhesage may
rebuke or bolster undead. She rebukes undead as a
10th level cleric and gains a +6 profane bonus on her
rebuke checks.
Divine Metamagic: Vhesage may expend three
rebuke attempts to add the Violate or Reach metamagic to any of her spells without increasing the casting cost.
Regeneration (Ex): Vhesage takes normal damage from good-aligned silvered weapons, and from
spells or effects with the good descriptor.
Spell-Like Abilities (Sp): At will animate
dead, blasphemy, charm person, create undead,
desecrate, detect good, detect magic, greater dispel
magic, greater invisibility, greater teleport (self plus
50 pounds only), magic circle against good, major
image, mass hold monster, power word stun, produce flame, polymorph, pyrotechnics, suggestion,
unholy aura, unhallow, and wall of fire; 1/day
meteor swarm and symbol of pain; 1/year wish.
Caster level 27th ; DC 20 + spell level.
Spells: 6/8+1/8+1/8+1/7+1/7+1/6+1/6+1/5+1/5+
1/2/2; Caster level 40th; DC 21 + spell level
Example cleric spells prepared: 0 cure minor
wounds, create water, detect poison, light, mending,
read magic; 1st bane, curse water, deathwatch,
divine favor, doom, obscuring mist, protection from
chaos*, remove fear, sanctuary; 2nd calm emotions, detect thoughts*, enthrall, find traps, hold
person, shatter, silence, status, zone of truth; 3rd
bestow curse, blindness/deafness, clairaudience/
clairvoyance*, invisibility purge, magic circle
against chaos, remove curse, remove disease, speak
with dead; 4th death ward, dimensional anchor,
divination, orders wrath*, restoration, sending,
spell immunity, tongues; 5th greater command,

144

flame strike, mark of justice, mass inflict light


wounds, righteous might, slay living, symbol of pain,
true seeing*; 6th blade barrier, find the path, heal
(x2), hold monster*, symbol of fear, word of recall;
7th dictum, greater restoration, greater scrying,
harm (violated), legend lore*, repulsion, symbol of
stunning; 8th dimensional lock, destruction
(violated), discern location*, greater spell immunity,
harm (reaching), shield of law; 9th astral projection, energy drain, etherealness, implosion, miracle,
soul bind; 10th energy drain (transdimensional),
fire storm (transdimensional, violated); 11th storm
of vengeance (transdimensional, violated) (x2).
Domains: Inquisition, Knowledge, Law. Vhesage
has a +4 bonus on dispel checks, and casts Law
spells at +1 caster level.
Summon Devils (Sp): Thrice per day, Vhesage
can automatically summon two lemures, osyluths, or
hamatulas; or one erinyes, cornugon, or gelugon.
Cohort: Renardo, a twin bastard sword-wielding
osyluth, is never far from Vhesage's side. He defends his master to the death. 21 HD osyluth fighter
10.

Yzed, Guardian of the Armory


Barbazu (Sergeant of the Infernal Vanguard)
Large Outsider (Devil, Evil, Extraplanar, Lawful)
Hit Dice: 18d8+90 (171 hp)
Initiative: +8 (+4 Dexterity, +4 Improved Initiative)
Speed: 40 ft.
Armor Class: 28 (+5 armor, +4 Dexterity, +10 natural, 1 size) touch 13, flat footed 24
Base Attack/Grapple: +18/+30
Attack: Faithbreaker +29 melee (2d8+15 plus infernal
wound 19-20/x3) or claw +25 melee (1d8+8)
Full Attack:
Faithbreaker +29/+24/+19/+14 melee
(2d8+15 plus infernal wound 19-20/x3) or 2 claws +25
melee (1d8+8)
Space/ Reach: 10 ft. /10 ft. (15 ft. with glaive)
Special Attacks: Battle frenzy, beard, infernal wound,
summon devils
Special Qualities: Damage reduction 10/good or silver,
darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell-like
abilities, spell resistance 24, telepathy 100 ft.
Saves: Fort +16, Ref +15, Will +14
Abilities: Str 26, Dex 19, Con 21, Int 12, Wis 16, Cha 16
Skills: Climb +29, Concentration +26, Diplomacy +24,
Hide +21, Intimidate +24, Listen +24, Move silently
+25, Sense Motive +24, Spot +24
Feats: Cleave, Combat Reflexes, Improved Critical
(glaive), Improved Initiative, Improved Sunder, Power
Attack, Weapon Focus (glaive)
Climate/Terrain: Avernus, First of the Nine Hells of
Perdition
Organization: Solitary (unique) or with team (Yzed and
5-10 standard barbazu)
Challenge Rating: 12
Treasure: Standard
Alignment: Lawful Evil

Sergeant Yzed serves as the guardian of Bael's

145

armory in Avernus. This storehouse contains magical items of mass destruction and as such the Warlord does not fancy the thought of others being able
to make use of them. As the most powerful barbazu
ever to survive the front lines of the Blood War,
Yzed has so far shown himself equal to the task of
guardianship. His unusual intelligence and insight
have gained him the loyalty of his troops, who see
him as the epitome of their rank. However, it is not
his keen wit that placed him in his position, and he
knows it. Yzed is the most vicious, determined, and
brutal fighter the barbazu have ever produced, and
these qualities are what continue to keep him on top.
Yzed is ten feet tall and has dark brown coloration. His eyes are a feral red, and glow when he is
enraged. His beard is constantly writhing, as if it
were alive and independent of the devil. Yzed possesses a somewhat lanky frame, but his strength exceeds that of an ogre, to the dismay of those who
underestimate him. He carries himself with the confidence and punctuality of an elite soldier, and his
speech reflects this as well. He speaks in a staccato
burst of words, often punctuating sentences with the
title of the one he is addressing.
Combat
Yzed usually begins any combat in a frenzy. He
charges into the fray, viciously attacking the most
powerful opponent. When his foe drops, he moves
on to the next. If given a full attack opportunity,
Yzed generally attempts to sunder his foe's weapon.
Should he be confronted by a large group or superior
foe, Yzed will summon barbazu and lemure reinforcements before entering his frenzy. Yzed never
retreats, knowing that to fail his master is to earn a
long and painful demise.
Battle Frenzy (Ex): 5/day, Yzed can enter a
frenzy identical to the barbarian greater rage ability.
(+6 Str, +6 Con, +3 Will save, -2 AC) The frenzy
lasts 11 rounds, and he suffers no ill effects afterwards.
Beard (Ex): If Yzed strikes a creature with both
claws, he automatically strikes with his beard. This
deals 2d6+4 points of damage, and inflicts the creature with devil chills. (Fortitude DC 24)
Infernal Wound (Su): Creatures struck with
Yzed's glaive suffer a persistent wound that bleeds
for 2 hp of damage every round following. A Heal
check or cure spell with a caster level check of DC
24 is required to halt the blood flow.
Spell-like Abilities: At will - command, desecrate, greater teleport (self plus 50 pounds), magic
weapon, produce flame. Caster level 18th.
Summon Devils (Sp): Thrice per day, Yzed can
summon 6d8 lemures with a 90% chance of success,
or 4 barbazu with a 70% chance of success. These
devils may have twice their standard HD.
Possessions: Yzed carries a +3 adamantine
glaive with the properties of a shatterspike blade

called Faithbreaker. He wears a mithral breastplate


and a ring of invisibility.

sleekly muscular, honed to a terrible fighting edge.


Combat

Zadiax, Guardian of Gazra


Hamatula (Command Sergeant Major of the Legions
of Hell)
Large Outsider (Devil, Evil, Extraplanar, Lawful)
Hit Dice: 36d8+288 (450 hp)
Initiative: +13 (+5 Dexterity, +8 Superior Initiative)
Speed: 40 ft.
Armor Class: 39 (+3 deflection, +5 Dexterity, +22 natural, -1 size) touch 17, flat-footed 34
Base Attack/Grapple: +36/+64
Attack: Claw +48 melee (4d8+13 plus 1 Constitution and
fear 19-20/x2)
Full Attack: 2 claws +48/+43/+38/+33 melee (4d8+13
plus 1 Constitution and fear 19-20/x2)
Space/ Reach: 10 ft. /10 ft.
Special Attacks: Fear, improved grab, impale (6d8+18
plus 1 Constitution), summon devils
Special Qualities: Barbed defense, damage reduction 15/
good and silver, darkvision 60, immunity to fire and
poison, resistance to acid 15 and cold 15, see in darkness, spell resistance 36, spell-like abilities, telepathy
300 ft.
Saves: Fort +31, Ref +28, Will +25
Abilities: Str 31, Dex 21, Con 27, Int 15, Wis 14, Cha 18
Skills: Concentration +47, Diplomacy +8, Escape Artist
+44, Hide +40, Intimidate +43, Jump +53 Listen +41,
Move Silently +44, Search +41, Sense Motive +41,
Spot +41, Survival +2 (+6 tracking)
Feats: Combat Expertise, Combat Reflexes, Improved
Critical (claw), Improved Grapple, Improved Initiative, Improved Natural Attack (claw), Improved Rapid
Strike, Power Attack, Rapid Strike
Epic Feats: Dire Charge, Legendary Wrestler, Superior
Initiative
Climate/Terrain: Phlegethos, Fourth of the Nine Hells of
Perdition
Organization: Solitary (unique), or with troupe (6-10
standard barbed devils)
Challenge Rating: 24
Treasure: Standard
Alignment: Lawful Evil

Zadiax serves as the bodyguard to Gazra, the


Governor of Abriymoch. His is a straight forward
existence; should Gazra die, Zadiax will be made to
wish that he had taken the pit fiend's place. This
threat of endless torture at the capable hands of Lord
Belial ensures that Zadiax will suffer no threat toward his assigned charge, indeed he is among the
most loyal devils in all Hell.
Although he has no particular agendas beyond
keeping Gazra alive, Zadiax also serves Lady Fierana as a spy, ensuring her that Gazra has no other
lovers. Zadiax also practices several ancient hand to
hand combat styles, most involving chokes and
holds that allow him to use his body's barbs to the
utmost effect.
Zadiax appears as a twelve foot tall hamatula,
with rust gray skin. His spines are tinged with black
streaks, and his evil eyes glow orange. His body is

Zadiax opens combat with a charge, attempting


to establish a grapple with the most powerful looking foe. He generally moves from foe to foe, leaving bloody and dying enemies in his wake. He attacks to distract and draw fire, knowing the vicious
wounds his barbs inflict upon those who strike him.
His primary goal in any event is to make sure Gazra
is able to escape, after which Zadiax follows as soon
as he can.
Barbed Defense (Ex): Any creature striking
Zadiax with hand-held or natural weapons take
3d6+13 points of piercing and slashing damage and
1 point of Constitution damage from the devils
spines. Weapons with reach do not endanger their
wielders this way.
Fear (Su): Creatures hit by Zadiaxs claw attack
must make a will save DC 32 or be affected as by
fear (caster level 36th). Regardless of success, the
creature cannot be affected by Zadiaxs fear ability
again for 24 hours.
Impale (Ex): Zadiax deals 6d8+18 points of
damage and 1 point of Constitution damage to a
grabbed opponent with a successful grapple check.
Improved Grab (Su): Zadiax must hit with a
claw attack to use this ability. He can then start a
grapple as a free action that does not provoke an
attack of opportunity. If he wins the grapple check,
he establishes a hold and can impale the opponent
on his barbed body.
Spell-like Abilities (Sp): At will - animate dead,
charm person, desecrate, doom, greater teleport,
hold person, major image, produce flame, pyrotechnics, scorching ray, and suggestion. 3/day - orders
wrath, unholy blight. Caster level 36th; DC 14+spell
level
Summon Devils (Sp): Thrice per day, Zadiax
can automatically summon 2d6 barbazu or 1d6 hamatulas. These devils may have twice their standard
HD.
Possessions: Zadiax wears a ring of defense +3
and an amulet of wounding natural attacks +3.

146

Grimoire of Cosmic Entities Volume One


By Eli Atkinson, William Church and Serge W. Desir, Jr.
Original Concept by Serge W. Desir, Jr.

by Eli Atkinson, Will Church and Serge W. Desir, Jr.


Original Concept by Serge W. Desir, Jr.
Development Team:

Eli Atkinson, Will Church, Michael Chidester,


Serge W. Desir, Jr., Sean Johnston, Michael Jones,
Joe Karpan, Nicholas Varasse

Graphic Production:

Eli Atkinson

Dicefreaks Logo Design: Tim Moore

Additional Thanks:

Robert Coutier, John Harris, Ten Vee Kie, Sean


O'Keefe, Alan Jacobs Richardson, William Teebay, Orm
Udzeimer, Zeeshan Waheed, Jonathan K Watkins, Simon Xu

The following is an excerpt from the Diary of Drenicus the Wise when he peered through a mirror of the realities during the Age of Greatness.

Delving into Malsheem was a feat beyond compare. The sights I beheld! I saw the insides of the great fortress. Halls as wide
as lakes, obelisks as tall as mountains. This and more gorged the space within the Palace of the Serpent. Made from great, black
metal and stone, the obelisks, pillars, and arches were like huge bones lined with red veins. I am convinced that the veins pulsed
slowly, as if some great heart were forcing blood through a tremendous body. Only the eyes of my witless guide allowed me to see in
the darkness of the cyclopean halls. Only its diabolical body, immune to the cruelest heat, allowed me to withstand the fires that
danced around me in my keep. Yet, my eyes could not withstand the assault on my mind as I saw things no mortal was meant to
see. Souls in their purest state, shrieking like impotent ghosts as they were rent and warped by infernal machines and tools. Devas
chained not by physical restraints, but by their own minds and desires. To see legion upon legion of pit fiends of the greatest size
devouring nupperibo only to vomit them back into existence as lemures. Only the spells I cast before hand have kept me sane.
My guide did not flinch at any of this. The pit fiend I accompanied marched heedless of the spectacle as he entered a room
larger than many towns. A circular dome, its ceiling roaring flames and its floors forged from some kind of black and red metal,
held nine tremendous thrones of the deepest ebony at the center. All but one throne was occupied by a pit fiend of singular appearance. All were bloated on their own accomplishments and self-worth; I could feel their mutual animosity. More importantly,
however, I could feel their mutual commitment to the cause for which they were formed.
Each turned to witness the entry of my coach, glaring at it with insufferable arrogance. Then, as my guide took his place before
them, the pit fiends all rose as one and turned to center of the room. I hadn't noticed it before and I don't know how that occurred
for there, in the center of the room, was a pit of darkness. Utterly empty was this pit. And yet, something throbbed therein. Unreasoning fear struck me and I swiftly closed my mind's eye and temporarily abandoned my observation. There was still more time
and I had seen what I hoped to see this day: The Dark Ministry, the generals of the Legions of Hell, supreme strategists and tacticians of the Blood War, gathered in an unholy meeting.

The Blood War and Devils


Although most of this treatise has and will continue to
deal with the threat devils pose to the entirety of Creation,
it is important to never forget that a significant portion of
the diabolical is consumed with one of the greatest conflicts in the Cosmos: the Blood War. Having raged since
the Dawn of the Gods, the Blood War is an often forgotten
aspect of Hell and the Depths Below. Simply put, most
mortals have no idea of what is at stake in the Blood War.
To most mortals, the importance of the Blood War is transparent. After all, most mortals have never imagined, much
less seen, the tremendous skirmishes, battles, and destruction wrought by the War. What most mortals assume of
devils is that they are dedicated to corrupting the Mortal
Coil and that is the extent of diabolical interests. And, this
is true. The Blood War is the manifestation of this desire,
although many fail to realize this.
The origins of the Blood War are unclear. There are
many rumors and the following are the most popular.
Some suggest that, during the Dawn of the Gods, devils
and demons met in The Gray Wastes and due to some
kind of instinctual racial hatred immediately sought to
destroy each other. From a few skirmishes and small conflicts, this racial hatred escalated into full-scale battles until
a never ending war consumed the Depths Below. Another
theory suggests that the daemons, the mysterious fiends of
The Gray Wastes, sought to test the definition of Evil.

Through manipulation, lies, and intrigue, the daemons


tricked the devils and demons who already had no love
lost between them into battles that eventually exploded
into permanent war. As the paragons of organized, logical
evil and chaotic, passionate evil sought to obliterate each
other, daemons took advantage of both sides, simultaneously observing and reaping great spiritual benefits from
the calamity. Still other theories suggest that the Blood
War was started not by the denizens of the Depths Below,
but by the various angels of the Realms Above. Having
long since recognized that the forces of Evil far outnumber
those of Righteousness, the Sarim (the collective of the
Defenders of Freedom of Arborea, the Heralds of Holiness
of Elysium, and the Seven Virtues of Heaven) somehow
instigated this perpetual conflict, believing that such a
contest would forever keep the forces of Evil from uniting.
It is likely that in some ways each of these theories has
a grain of truth. After all, the daemons have and continue
to benefit from the Blood War. And the War does ensure
that no unity will ever come to pass with devils and demons. But, in the end, some scholars suspect that what the
War boils down to is a desire on the part of Hell to impose
definition to the state of Evil and this is something that the
demons of The Abyss simply cannot abide. The Blood
War, when stripped of the various rumors and legends, is a
desire to define Evil for the entire Cosmos.

The Formation of the Dark Ministry of Hell

147

The importance of the War is such that its effects can be


felt on every Perdition. However, most Courtiers of Perdition have little concern for the War, finding their time better spent on other endeavors. The reverse it true for the
common devil; simply put, the Blood War is the single
most important aspect of a common devils existence.
Performance in the War is a significant, if not the most
significant, means of promotion in the Hierarchy of Hell
and all common devils know this.
While Hell is often compared to a machine, it is also
fair to say that Hell exists as one huge military structure.
Hell wars against any and everything that attempts to oppose it. It should come to no surprise, then, to learn that
there are different armies in Hell. In days past, each of the
Lords of the Nine controlled monstrous armies. Each Lord
committed a small fraction of his or her forces to service in
the Blood War, with only the Lord of the First be it Tiamat or Astarte divesting more than 9% of her armies to
battles against demons and daemons. This was largely due
to the fact that Avernus was often the first and single most
important line of defense against demonic invasion. The
armies of Hell, collectively known as the Legions of Hell,
were little more than bodyguards for their Courtiers of
Perdition and their enemies were not demons but the armies of opposing Lords. While there were very few skirmishes, much less battles, those that did occur were mighty
contests that exhibited complex strategies and ingenious
tactics that put the best preparations of The Abyss to
shame. All of this came to an end with the Dies Irae.
In the depths of Nessus, The King of Hell recognized a
problem. The demonic and daemonic forces were growing
in strength and influence across the Cosmos while those of
Hell were weakening due to internecine conflicts. Rather
than concentrate in the steady, but subtle manipulation of
mortals and the direct and forceful confrontation against
the madness and selfishness of lesser fiends in order to
define the nature of Evil throughout Creation, Asmodeus
watched his vassals squander Hells resources on petty
maneuverings that not only threatened Hells cosmic
status, but the Lords own reputations. Asmodeus was
never concerned that any of the Lords would be a threat to
his station. Being smarter, wiser, and wilier than all of
them, not to mention significantly more powerful, Asmodeus had no reason to fear being dethroned; however,
this fact also meant that to the knowledgeable beyond Hell,
his most important vassals were perceived as imbeciles
which, in turn, reflected poorly on him and on Hell. So,
Asmodeus, through the witless servants of witless servants
of witless servants ensured that the two factions in Hell
the Devils True and The Fallen escalated their mutual
aggressions. While this occurred, he sent Constable Martinet out to secretly meet with the greatest pit fiends that
directly served the various Lords. No one knows how
many pit fiends were involved, but it probable that at least
81 were approached. In separate meetings, the Constable

told them that their King expected them to do everything to


ensure the victory of their Lord until a signal was given by
The Beast; at that time, the pit fiends would be given a
choice, if they did as they knew they must, their rewards
would make them the rulers of their kind. Thus did the
Dies Irae rage.
After years of fighting, the factions of the Dies Irae met
in the depths of Nessus, near the bottom of Malsheem
close to the Pit of Darkness. There, the eight Lords of the
Nine met in personal combat while their armies watched.
There, after a signal from Martinet, Geryon the Beast blew
his mighty horn and the pit fiends saw in their minds the
choice: the victory of any Lord and the destruction of Hell
or the defeat of all the Lords and Hells power shackling
the entire Cosmos. This was no choice at all, of course, so
the pit fiends did what no common devil had never previously done: attacked a sitting Lord of the Nine. Despite
being stripped of their cosmic powers, the Lords were still
mighty enough to annihilate quite a few pit fiends, but in
the end the Lords fell. Then the victorious Asmodeus appeared. His first act was to reward the pit fiends that revealed their ultimate loyalty to Hell. To the nine strongest
surviving pit fiends, The Overlord of Hell granted dominion of the Legions of Hell. It would fall to these nine pit
fiends to forge a grand Ministry of Hell. The purpose of
this Ministry would be to preach the doctrines of Hell, its
dominion, and its eventual control of all things, to the Cosmos. Through this Dark Ministry, the lesser fiends of The
Abyss and the Gray Wastes of Despair would be the first to
be reeducated with those that successful completing their
instruction becoming true fiends: devils. And once this
glorious doctrine was completed, the rest of Creation
would follow. So did The Overlord hand control of the
forces of Hell to the pit fiends, with nine serving at the
pinnacle of power. These nine, Baalzephon, Cantrum,
Corin, Dagos, Furcas, Pearza, Zaebos, Zapan, and Zimimar, became the Dark Ministers of Hell, the highest ranking military officials in Perdition. They answered to no
one but Asmodeus.
In one fell swoop, Asmodeus stripped the Lords of their
greatest assets against each other thereby forcing them to
find more subtle and appropriate means to seek greater
power and influence and placed this asset where it
needed to be: out in the open so the entire Cosmos, particularly the lesser fiend spirits, could see. Most devils suddenly no longer answered directly to the nobility as most
devils were now committed to the will of the Dark Ministry and, more importantly, to the King of Hell himself.

The Standing Armies of Hell


With the establishment of the Dark Ministry there are
few standing armies remaining in Hell. Most scholars
believe that, since the Dies Irae, there are only two armies
of importance in Hell. The smaller of the two is the Infer-

The Dark Host of the Pit


While the Dark Ministry is thought to have the largest army in Hell, some cardinals of Asmodeus and others that
have culled ancient texts believe there is an even larger, far more deadly army. These scholars and seers call this
hidden army the Dark Host of the Pit. Concealed in the depths of Nessus within the Pit of Darkness is an army at
least nine times larger than the Dark Ministry at its peak. The Dark Host of the Pit is composed entirely of Nessian pit
fiends, fully advanced cornugons, and malefircareim. All of the members of the Dark Host of the Pit are utterly, totally,
and completely loyal to The Overlord of Hell; most having been born from The Overlords bleeding husk have never
left their fathers side as they do all they can to keep to the peak of their abilities by torturing and destroying the damned
souls that are slowly consumed by The Overlord. They do this in preparation for the day The Overlord rises from the
depths of Perdition to reclaim the power he spent when he was part of The Circle of Three. This day may well be the Last
Day of Creation.

148

Army/Air

Table 6-1: The Legions of Hell Non-Commissioned Ranks


Naval
HD Minimum
Int Minimum

Greater Devil Caste


if applicable1

Sergeant

Able Hand

5 HD

10

Master Sergeant

Petty Officer

10 HD

13

N/A
N/A

Sergeant Major

Chief

15 HD

14

N/A

Command Sergeant Major

Master Chief

20 HD

14

cornugon

A cornugon may be a command sergeant major or master chief even if it does not meet HD requirements.

nal Vanguard of Avernus, the armies of Bael; the larger is


the Dark Ministry. While the other Lords still have their
own armies, they are vastly smaller than they used to be,
each composing approximately 3% of the total number of
devils serving in military capacity.
The Infernal Vanguard of Avernus has its roots in the
days of legendary Four Cross. Baels success with the
Four Cross and similar ventures solidified his status as one
of the premiere generals in Hell, gaining him a huge number of unusually loyal troops. After he deposed Astarte
and assumed the mantle of Lord of the First, Bael was
granted the right to maintain control of his armies; indeed,
he took at least one corps with him. In return for the huge
army, Bael is expected to lend regular support to the Dark
Ministry, particularly in their efforts to defend Hell against
abyssal assaults on Avernus. It is assumed that the Infernal
Vanguard has at least 9 trillion troops. This number does
not necessarily include the armies of Baels court; the 666
Legions that report to Abigor and the other ducal armies
are not counted in this number. This enormous army has
defended Avernus from all manner of assaults and, so long
as Bael does not make the mistake of attacking another
Perdition with it and continues to support the Dark Ministry, there is little to expect that it will do anything less than
grow. Indeed, Bael does relatively little to keep his numbers high despite the horrific attrition rate; with the Maggot
Pit and similar locations from which lemures emerge scattered across the First Perdition, Bael has a steady supply of
ammunition and potential troops at hand. Yet, the Infernal
Vanguard of Avernus is small compared to the number of
devils that serve in the Dark Ministry.
The Dark Ministry is thought to possess at least 72 trillion devils with 9 trillion devils in each Infernal Denomination. In addition to size, there are significant philosophical differences between the devils of the Dark Ministry and
those that serve in the Infernal Vanguard of Avernus.
Among those in the Infernal Vanguard, the emphasis is on

the act of genocide against those that do not submit to Hell


and, secondarily, to the glory of honorable War as represented in the person of the Lord of the First. The Infernal
Vanguard seeks to annihilate all opposed to the ideals of
Hell and establishes the most efficient and expeditious
means to do so. This is in stark contrast to the Dark Ministry and its Denominations. Asmodeus dictates continue to
be the center of the Dark Ministrys mission: the spread the
doctrine of Hell to all that continue to be lost. As such, the
Dark Ministry is not so much interested in annihilating its
foes as much as it is interested in forcing them to submit to
the unquestioned truth of Hells superiority and right to
rule over Creation. The devils that serve in the Dark Ministry see themselves as fulfilling a goal far nobler than just
making war for the sake of destroying enemies; they seek
to impose the reality and supremacy of Hell by converting
the ignorant to enlightenment. This is one of the reasons
that there are different Infernal Denominations, some that
do not appear to be as clearly military in nature.
Of course, aside from the Lords retinues, the Infernal
Vanguard of Avernus, and the Dark Ministry, there are
other armies in Hell that could be mustered if the need
arose. These values do not include the various Infernal
Realms of renegade arch-devils or fallen angels that reside
in Avernus (like Haagenti and Semyaza), nor the malefircareim that dwell in secret alliance under Verrier. Then
there are the forces of the Lawful Evil gods. Tiamat, although not longer an official part of the Hierarchy of Hell,
regularly lends draconic aid; her assumed son, Kurtulmak
the god of kobolds likewise has been known to curry
favors by granting his own servants to diabolical causes.
Despite increased tensions with the Prince of Stygia, both
Sekolah and Set could be persuaded to send in their own
troops if Hell as a whole were threatened by outside forces.
Finally, the Sovereigns of Sin Bythal Dalax, Dauth Alman, and Lestonises have been known to grant aid, albeit

Table 6-2: The Legions of Hell Commissioned Ranks1


Army/Air

Naval

HD Minimum

Int Minimum

Lieutenant

Lieutenant

10 HD

14

Minimum Caste Requirement2


Any

Captain

Commander

15 HD

14

cornugon

Major

Captain

15 HD

14

barregon

Colonel

Commodore

18 HD

18

gelugon3

General4

Admiral

24 HD

20

pit fiend

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.

149

reluctantly, and would probably do so again if approached


by Asmodeus.

not limited to Lawful Good angels and the axiomatic spirits of Nirvana as there are ties with the Gray Wastes,
Limbo, and even The Abyss.

Hierarchy of the Dark Ministry

Morale
This Denomination not only strives to keep devils and
associated warriors in peak physical, psychological, and
spiritual performance levels but distributes information to
the Cosmos at large that encourages the uninitiated to recognize Hells inevitable and rightful place ruling the Cosmos.

The Dark Ministry is Hells largest public organization


(it is probable that the cabals of the Order of the Lie and
the Dark Host of the Pit are larger). It is also the best described and understood of Hells organizations to those
beyond Hell and stands as a testament to the power of Order. It covers not just every element of war, but defines
the existences of the devils that serve within. It perfectly
incorporates all aspects of Perdition save that of rulership,
which is retained exclusively by the Lords.
The Dark Ministry can be perceived as two groups.
Generally speaking, it is accurate to say that the Dark Ministry is the entirety of the army that contributes its endeavors to the Blood War; however, it is just as accurate to say
that the Dark Ministry are the eight most powerful pit
fiends in Hell. Most beyond Hell, for the sake of easily
distinguishing the two groups, refer to the actual army as
the Legions of Hell and the eight generals as the Dark Ministers. The Dark Ministers themselves are equals in every
way, sharing the victories and the defeats Hell suffers in its
contests against The Abyss and to a lesser extent (for
now) everything and every place else in the Cosmos.
They are Hells greatest generals and directly control the
existences of the majority of Hells slaves. Despite this
equality, each Dark Minister is responsible for specific
elements in the War effort.
Despite what most may expect, although the Legions of
Hell are trained and expected to fight (the preferred term is
instruct) in real combat, most are not part of combat
arms. The Infernal Denomination of Strategy is just one of
eight Infernal Denominations that answers to just one of
the eight Dark Ministers.
Espionage
This Denomination is responsible for the gathering of
information for the benefit of Hell and for correcting the
information Hells foes receive as it relates to the War
effort.
Immortal Diplomacy
This Denomination is charged with establishing and
maintaining effective relationships with other immortal
constituencies to Hells benefit in the War effort. This is

Mortal Relations
This Denomination is charged with recruiting and maintaining healthy relationships with mortals as it pertains to
the War effort.
Promotion
In addition to tracking the performance of all devils
across the Ministry, this Denomination also supervises the
communication between the different lines.
Research
This Denomination develops more efficient means to
instruct non-devils on the primacy of Hell as well as means
to make devils themselves more productive in the reeducation of the Cosmos whether through magical, physical,
psychological, or spiritual means.
Strategy
This Denomination is the official combat arms branch
of the Dark Ministry. It includes those devils that contribute the entirety of their existence to on-site reeducation of
external forces.
Supply
The devils in this Denomination oversee the allocation
of all supplies in addition to providing transportation
across the Dark Ministry.
No one Infernal Denomination is accorded more respect
to another, although the Denomination of Strategy remains
the best known. Each Infernal Denomination shares a
number of things in common with its siblings. First and
foremost, there is a fairly consistent ranking system across
all Denominations. Each Denomination is composed of
both lesser devils, which typically serve in a capacity similar to that of non-commissioned troops (or acolytes), and

Table 6-3: Denomination Unit Structure


Unit*

Unit Composition

Denomination (e.g. Denomination of Strategy)

All Branches (typically three)

Branch

As many Corps as needed (typically nine)

Corps

99 Divisions

Division

81 Brigades

Brigade

81 Regiments

Regiment

81 Battalions

Battalion

9 Companies

Company

9 Platoons

Platoon

9 Squads

Squad

9 devils

*The Denomination of Strategys aerial and naval Branches have different unit names as described below

150

greater devils, who almost always serve as commissioned


officers (or clergy). While it is impossible for greater devils other than cornugons to be non-commissioned, there
are cases of certain lesser devils (usually erinyes, narzugons, and osyluths) to serve in commissioned capacities Tables 6 1 and 6 2 include both army and naval
rankings; there is not a rank for foot soldiers as they are
not considered worthy of any recognition until they do
something to earn it while the likes of lemures and nupperibos are considered ammunition rather than foot soldiers.
Each Dark Minister decides how to best supervise her or
his troops, but there are some parallels. All Denominations
have nine Branch heads, usually referred to as generals or
admirals, who report to a Dark Minister. The various
Branch heads are typically charged the responsibility of
overseeing one of the Corps within the branches. There
are many generals serving under the Corps general and
they are tasked with the supervision of a Division. Most
Division leaders are low to mid-ranked generals (pit
fiends) who receive direct report from high ranking colonels (gelugons) or low ranking generals (pit fiends) that
maintain a Brigade. Under each Brigade, there are no
longer similarities of any sort. Each is run differently and
based upon the mission. There also exist special force
groups that are the equivalent of Corps. In possession of
their own chain of command, such special forces have
different ranking systems from the traditional Corps structure and typically report directly to a Dark Minister. Other
military have no authority over special forces regardless of
rank. It is extremely odd to find lower ranked lesser devils, like spinagons, squamugons, and barbazu, serving in
special forces.
Typically speaking, the general unit breakdown in each
Denomination functions under the number (unsurprisingly)
nine. The smallest unit in most cases is a nine devil Squad.
Nine Squads form a Platoon. The chain of command is
given in total in Table 6 3: Denomination Unit Structure.

The Infernal Denomination of Espionage


(Dark Minister Corin the Spymaster)
Branches
Infiltration information gathering and study of opposed ideals.
Reconnaissance scouts the areas of combat, establishes frontline preparation.
Sabotage liquidation of blasphemous targets, burning
of supply lines, etc.
Generals
Infiltration Bendrist, Izmeldriel, Nurquist
Reconnaissance Hiistrial, Seraptic, Vistereon
Sabotage Krimwal, Ormam, Raptilion
The devils serving within the Infernal Denomination of
Espionage are among the craftiest and dangerous denizens
of the Depths Below. The only thing obvious about them
is their motive, the promotion of Hell; all other things,
from their true appearances to their powers and skills, are
rarely as they seem and always to the detriment of their
enemies. Of all the Denominations of the Dark Ministry,
only the devils serving under Pearza, the Chief of Research, have as much free reign. As far as Spymaster
Corin is concerned, so long as the operatives within his
Denomination get their jobs done without whole-heartedly

accepting the doctrines and natures of demons and daemons, he will support them (temporarily adopting demonic
or daemonic behavior is an expected aspect of an espionage operative's job).
The overarching goal of the Infernal Denomination of
Espionage is to gather information that will lead to the
elimination of demons with the lowest loss rate among
devils possible. Thus, in many ways, the devils of this
Denomination appear to share much with their brethren in
Strategy in that they are not interested in talking or considering alternatives to instruction. They live and breathe the
permanent re-education of demons and little else. Yet, the
operatives of Espionage are really a class unto themselves,
relying heavily on intuition, flexibility, creativity, and the
ability to think outside of the box in order to accomplish
their goals. They bear very little of the structure associated
with the devils of Strategy and none of the true charisma of
the devils of Immortal Diplomacy or Mortal Relations;
they are actors who perform their tasks with the sole expectation of overcoming enemy forces. The only devils
with whom those of Espionage have any regular dealings
with are those of Research, who value the information
collected by 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.

151

tive are also priority skills.


The Espionage Branch of Infiltration
(Generals Bendrist, Izmeldriel, Nurquist)
The Espionage Branch of Infiltration has one of the
most dangerous duties in the Legions. They usurp the
identities of enemy operatives, and remain with the enemy,
causing as much damage as possible through their actions.
They are also responsible for the gathering of information
that they in turn relay back to the Ministry.
Alter self, disguise self, polymorph, or magic items that
produce their effects are all commonly used throughout
this Branch. Non-detection and magic aura are also used
to maintain cover identities. However, mundane disguise
prowess is a requirement. Too many demons possess true
seeing to rely wholly on magical means for these devils to
successfully carry out their duties.
Infiltration units typically field three or nine agents at a
time in the equivalent of a battalion or larger-sized enemy
unit. The operatives typically assume the identity of low
ranking and unimportant personnel with access to key
areas, such as supply. Usually, placement occurs after
liquidators of the Espionage Branch of Sabotage remove
the enemy personnel intended for replacement allowing the
Infiltration troops to take over. Slowly they redirect information and resources to benefit Hell or cause the enemy to
fail in attacks or operations against the Legions at key
moments. These missions can last decades or more depending on how long the team is able to keep their identities concealed. Those who were assisting the Warlord
Bael when he was a general in the Legions during his infamous Four Cross remained undercover for three full centuries.
Higher ranking targets can be removed and replaced,
although these ventures are usually much shorter. The risk
of a higher level demon being found out is extremely high
(particularly those directly serving a unique demon or demon lord), and even the hardiest troops of Corin have no
desire to spend the rest of their existence under the ministrations of a molydeus. Thus, after removing and replacing
a high level demon, the plans are usually quickly set in
motion to exact the most desirable gain from the gamble. Usually this involves setting the troops under the
command against their allied units. The irony of the situation is that demons do this on their own with little to no
encouragement so often that it is rarely traced back to the
devils.
In addition to replacing demons and other enemies of
Hell, Infiltration also gathers information on activities
behind enemy lines, setting them apart from the devils of
the Branch of Reconnaissance. In this capacity, they often
have to appear as demons, but just as frequently take on
the shapes of those that would do business with demons,
giving them greater flexibility. Furthermore, these operatives are often found gathering information and learning
secrets across the Cosmos on matters of interest to Hells
eventual victory in the Blood War. However, they strive to
remain in the shadows and go out of their way to avoid
conflict even with far lesser beings. Interestingly, these
devils often discover acts of treason among the Courtiers
of Perdition due to their immersion and are unofficially
charged with handling such matters. Noble acts of treachery are always reported to and handled by Dark Minister
Corin.
Infiltration troops always have maximum ranks in Bluff,
Disguise, and Gather Information. Search and Sense Mo-

152

General Izmeldriel (7th circle 25 HD pit fiend, psion


10/uncarnate 10): The Supreme Commander of the
Branch of Infiltration, Izmeldriel is a sinister figure
cloaked in secrecy. Often referred to with a female pronoun, the truth is that no one save the Dark Ministers know
Izmeldriels true gender designation much less her true
form. That she is a pit fiend is generally unquestioned as it
is thought that the Dark Ministers would never give the
rank of 7th circle general to a non-pit fiend, much less a
non-devil. Still, this is but conjecture. Izmeldriel leads her
branch through mystic messages, dreams, nightmares, and
visions and then only with her Executive Officer, Bendrist,
and her Chief Operations Officer, Nurquist. Her control
over them is absolute and the only thing they fear more
than Izmeldriel is Corin himself. Izmeldriel appears to
know intimate details of all infiltration missions and is well
aware of the internal politics within the upper echelons of
the Legions of Hell. It is unclear to what degree she has an
interest in becoming the new Spymaster. Although she is
not thought to have served as the Supreme Commander of
Infiltration for an overly long period of time, she did predate Zaebos bid to promote all pit fiends, so she is not
indebted to the Minister of Promotions. As a result, her
goals are unclear and it doubtful that she looks out for
anyone but herself and the success of the missions she is
charged with overseeing.
General Bendrist (6th circle 20 HD pit fiend, assassin
20): Bendrist is the visible head of the Branch of Infiltration and, while not as shadowy as his commanding officer,
he is almost as talented an actor and possibly an even more
deadly assassin. As the Executive Officer of Infiltration,
all lower ranking generals and colonels of the branch work
very closely with him and, unlike the Supreme Commander, this interaction is in person. Bendrist is more
feared than he is respected by his subordinates. He is not
particularly honorable and has no issues with turning coat
on those that are brought under question by Izmeldriel or
Corin. Unfortunately for them, he knows his business
exceptionally well and is as crafty as he is treacherous;
none of the many forced retirement attempts have worked
on him to date (and the perpetrators all met with grisly
ends). Bendrist himself is terrified of Izmeldriel who has
proven a few times that she is not only capable of secondguessing his plots but also has her own personal agents
among his staff -- and is also careful not to appear to be a
challenge to Corin. The closest thing to an ally he has is
Nurquist, although he knows that Chief Operating Officer
is as untrustworthy as he.
General Nurquist (6th circle 23 HD pit fiend, exemplar 10/spymaster 7): As Chief Operating Officer of
Infiltration, Nurquist works as the primary liaison between
the various Branches of Espionage and, when needed, with
other Denominations (primarily Morale). He ensures that
implanted agents are never accidentally destroyed during
diabolical assaults and he makes sure that various agents
are never working towards opposite ends. As a result, he is
arguably the most well informed devil aside from his two
superiors and the Order of the Fly (if one excludes the
secretive Order of the Lie). He is as organized as Bendrist
is treacherous, but unlike the XO, he has managed to be
successful without backstabbing his subordinates. Of
course, Nurquist is extremely conniving; he just manages

to be so without being obvious. His knowledge of what is


occurring throughout the Ministry is such that he never has
to worry about his station being threatened; furthermore,
although he is not as political as most pit fiends, he has
used his information to ensure that those he perceives as
threats meet with unfortunate accidents in the field. The
only creatures Nurquist fears are his superiors (the Lords
of the Nine are too distant from his sphere of concern to
worry about) and Vhesage, the Governor of Nessus. He
covets Izmeldriels position, but knows, after watching the
numerous occasions she effortlessly embarrassed Bendrist,
that any attempts against the Supreme Commander are
likely to be futile. In Corin he sees what he could eventually become and is actually quite loyal to the Spymaster.
He and Bendrist work well together and appear to enjoy
each others company.
The Espionage Branch of Reconnaissance
(Generals Hiistrial, Seraptic, Vistereon)
The Espionage Branch of Reconnaissance is concerned
with the scouting and gathering of front line information
on active battles, particularly enemy troop breakdown and
advancement. Reconnaissance operatives often work directly in the path of an oncoming demonic horde; as a result their casualty rates are quite high.
Unlike recon units in mortal armies, those of the Legions of Hell will attempt thinning the herd of the enemy. Although they go out of their way to avoid direct
combat (that is the province of the Infernal Denomination
of Strategy), lingering demon troops tend to wind up missing in action as a result of unexpected encounters with
recon operatives. Recon troops also set traps along the
path of advancement. Although not as deadly or intricate
as those of the combat engineers, they serve their purpose.
Recon operatives often use their teleport ability to relay
information and messages back to their platoon leaders
who make sure the proper commanders receive access. They make extensive use of invisibility, so those
devils who do not possess it as a spell-like ability usually
carry scrolls or rings of invisibility on their persons. Items
that grant a Hide or Move Silently bonus are also prized.
Recon missions are executed in the typical squads of
nine although individual members are not often within
close range of each other. To aid them, the telepathic bond
spell is often cast in conjunction with permanency on
members of the same recon team, keeping them in mental
contact with each other.
Spot and Listen are priority skills for recon operatives
with Move Silently and Hide following right behind. Search and Survival are also very common.
General Vistereon (7th circle, Order of the Bleeding
Blade, 36 HD pit fiend, blackguard 9): Vistereon is one
of the oldest devils serving in the Dark Ministry. Indeed,
he is one of the devils rewarded for attacking the Lords of
the Nine during the Dies Irae. Although he was not destined to become of the Dark Ministers, Vistereon did have
his choice of appointments once the Legions of Hell were
restructured and, despite his options, he asked to work as
the Supreme Commander of Reconnaissance under Minister Corin. Given his talents as a field commander, Vistereons motives for requesting an assignment within the
Denomination of Espionage remain unclear to all but himself, but most have long since stopped publicly wondering
about his interests. He has been nothing short of remark-

able in his duties and routinely personally oversees recon


operations in the larger and more important battles. Vistereon is also one of the few devils outside of the Ministry
that is aware of the fact that at least some of the Dark Ministers are not the original appointees. To date, he has not
given so much as an indication of his knowledge. The
truth is that Vistereon is a double agent for the daemons
and has actually been in the pocket of the Poison of Perdition, Sammael, for some time. For reasons all his own,
Vistereon has not shared his knowledge of the Dark Ministrys secret with his true master. His working relationship
with Corin is among the best of the high ranking generals
in Espionage; Vistereon also seems to get along reasonably
well with the two other 7th circle generals. Vistereon is
leery of Hiistrial, but does not believe he has to truly worry
about the COO yet. He is also somewhat wary with Seraptic; he cannot understand how the XO manages to maintain
his job, particularly after he has asked Corin to remove the
XO. Despite his reservations, Vistereon has allowed himself to be taken in as Seraptics confidant in the hopes of
finding out what the XO knows about Corin that allows
him to maintain his post.
General Hiistrial (6th circle 27 HD pit fiend, marshal
14): As the Chief Operations Officer of Reconnaissance,
Hiistrial serves as the liaison between the branch and other
Denominations. Unsurprisingly, he works very closely
with the Infernal Denomination of Strategy; as a field commander before the Dies Irae, he is well versed in the art of
war and gets along easily enough with Minister Dagos and
his generals. Hiistrial is convinced of his own superiority,
however, and does little to conceal his arrogance before
those unfamiliar with his talents; to date, this smugness has
not gained him particularly dangerous enemies within the
Legions, but only his skill has dissuaded some from putting him in his place. Although he is not the XO, Hiistrial
is far more organized and authoritative than Seraptic. On
more than one occasion, Corin has gone to Hiistrial to tend
to matters in which Seraptic technically should have been
responsible. It is unclear whether or not Corin intends of
folding the XOs leadership duties into Hiistrials responsibilities, but the latter appears to have no qualms taking the
work and not receiving vocal credit For now. The Chief
Operating Officer works reasonably well with his peers; he
is also relatively fond of Krimwal of Sabotage and with the
generals of the Strategic Branch of Land.
General Seraptic (6th circle 23 HD pit fiend, cleric 5/
dread inquisitor 10/spymaster 6): Seraptic is a devil of
old. Like his peers in recon, he was once a field commander; although he was not one of the pit fiends approached by Martinet, he was present when the Lords of
the Nine fell. He spent centuries serving within the Infernal Denomination of Strategy and won many a battles
through careful planning, spying, and subterfuge. Then,
for no apparent reason, he requested a transfer to Espionage. Dagos and Corin agreed to the request and Seraptic
was even placed as the Executive Officer of Reconnaissance. Since his appointment, he has slowly been divested
of more and more of his responsibilities as Hiistrial assumes his duties. What no one other than Seraptic and the
Dark Ministers knows is that the Executive Officer is actually an operative from the Infernal Denomination of Morale sent to keep an eye on Vistereon. He feigns ignorance
and incompetence, apparently doing just enough to meet
the duties of his post as he is slowly stripped of more and
more responsibility. He has slowly taken to confiding in

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Vistereon, who to date has no reason to suspect anything amiss, but has not divulged any of his own secrets to
the mole. Seraptic is truly a gifted actor and has accomplished a great deal more in his relationship with Vistereon
than either Zimimar or Corin expected. Indeed, once
Seraptics job is completed, Corin intends on reshuffling
his senior generals by placing Seraptic in either Infiltration
or Sabotage.

Assassination missions usually call for three troops per


target: one primary, one cover, and a back guard. They are
often ranged sniper affairs, so all assassins boast high Dexterity score along with ranged combat feats. Hide and
Move Silently are a priority, with Listen, Spot and Survival
rounding out preferred Skills. Liquidators are issued whatever custom weaponry they like (within the realms of reality for their rank) but the brilliant energy and distant enchantments are universally popular.

The Espionage Branch of Sabotage


(Generals Krimwal, Ormam, Raptilion)

General Raptilion (7th circle 28 HD pit fiend, assassin 7/rogue 10): Often referred to as The Mute, Raptilion
is the exceptionally dangerous Supreme Commander of
Sabotage. Although far more visible than Izmeldriel, Raptilion is just as feared for he directly oversees all assassination orders for the Legions of Hell and it is thought that, on
rare occasion, his services are called upon by the Denomination of Morale to tend to devils as well. Raptilion rarely
speaks; indeed, he rarely even bothers to communicate
with telepathy, preferring to use a magical quill to write his
thoughts in air beside his head or else directly into the
minds of others. Raptilion is more of a big picture leader,
allowing his two subordinates to tend to day-to-day concerns and issues while he addresses overarching needs. In
some ways, he is the most able of 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.

Sabotage covers enemy asset liquidation. Assets can be


supplies, buildings, or creatures.
The covert destruction of supplies and buildings is typically accomplished prior to any actual force engagements. Despite what mortals would expect, teleportation
is rarely used to initiate these activities. Teleportation is
often one of the first warded and defended abilities. Sabotage teams do not teleport in first; rather, they teleport a
distance away from the target and move in under mundane
methods.
Structural damage is usually accomplished through acid
or sonic damage, although fire is not uncommon. When
subtlety is required, acid is the preferred method. If disruption and panic is part of the goal, fire and sonics are
brought into play. Magic often plays a large role in sabotage. Acid fog, earthquake, shatter and others are utilized,
generally through special 'delay' scrolls. These delay
scrolls must be activated like normal scrolls, but do not
take immediate effect. The delay can be anywhere from a
few rounds to a day. Casting dispel magic or counter
spelling can take place anytime from the time the scroll is
activated until it actually casts.
As the Espionage Branch of Sabotage relies heavily on
spell completion magical items, all branch operatives are
trained and possess maximum skill ranks in Use Magic
Device. Hide and Move Silently are also high priority
skills, with Disable Device, Gather Information, Listen,
Open Lock, Search, and Spot rounding out the list.
Sabotage missions usually call for three teams of three,
each attacking separate targets before a rendezvous for
extraction.
An important subset within the Branch of Sabotage are
the liquidators, which most would call assassins. Liquidators focus on the creature side of removable assets. While class levels are not a requirement, the majority
of the members of this corps possess them. Rogue, assassin, scout, and ranger are the most common by far, but
there are a few fighters, monks, and even wizards.
Like saboteurs, assassins do not clumsily blunder into
their targets with the telegraphed teleports that so often
mark demonic attempts. Instead they move under their
own power once they are in the hot zone.
Targets are usually taken out privately, swiftly, and
efficiently. At times members of the Strategic Branch of
Infiltration work with the liquidators, assuming the identity
and position of the slain in order to undermine the enemy
from within.
Other assassinations are huge public affairs designed to
sow fear and distrust in the enemy. The target is attacked
at a time and place where his demise is seen by as many as
possible. Only the boldest and best of the liquidators are
allowed to attempt these missions which are frequently
fatal even for the successful devil (who takes his own life
if he's lucky better that than taken prisoner by demons).

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General Krimwal (6th circle 18 HD pit fiend, warmage 22): Meticulous and hot-tempered, Krimwal is the
Executive Officer of Sabotage. If devils had anything like
a pyromaniac, Krimwal would fit the bill as he is obsessed
with watching things explode. He oversees all sabotage
efforts and tends to all branch related issues and details.
Junior officers fear and revile him, but are too afraid and
too aware of his leadership talent to risk seeking his retirement. He meets with his commanding officer more than
his peer, Ormam, although he finds no pleasure in doing
so. Krimwal detests Raptilion whom he perceives as a
theatrical fool. However, he knows better than to challenge the Supreme Commander whom he suspects would
not hesitate to destroy him At least until he discovers the
means to sabotage his 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

especially with the Denomination of Strategy. Self-reliant


and proactive, Ormam goes out of his way to discover
opportunities to weaken enemy fronts and, more importantly as far as he is concerned, areas behind enemy lines.
While he does not work closely with Raptilion, Ormam is
in some ways more like his Supreme Commander than
Krimwal in that he is more of an assassin than anything
else. To him, the destruction of non-sentient assets without
the destruction of enemy forces is a wasted effort and he
does his best to ensure that the greatest number of Hells
foes are destroyed when he works with other Denominations and Branches. Ormam views Raptilion as somewhat
odd, but ignores his idiosyncrasies so long as the Supreme
Commander continues to give him freedom to act. He
strongly dislikes Krimwal, whom he perceives as clumsy
and rash.

The Infernal Denomination of Immortal


Diplomacy (Dark Minister Zapan)
Branches
Ambassadorial Relations establishes diplomatic ties
with blasphemous agents in order to further Hells goals.
Informal Contacts establishes and maintains unofficial
relations with angels, demons, gods, and similar constituencies.
Military Coordination drafts treaties and contracts,
accepts and negotiates surrenders, ensures allied support is
properly directed, and keeps friendly fire to a minimum.

Generals
Ambassadorial Relations Auerias, Pallestrin,
Visterial
Informal Contacts Cartellic, Sarmel, Xalric
Military Coordination Baalberith, Gresticas,
Lisstel
Although one of the more prominent spiritual beings in
the Cosmos, devils cannot afford to ignore the efforts of
other similar entities. This is especially the case in the
Blood War for while bulk of the fighting is between devils
and the demons of The Abyss, other beings have a stake in
the eventual outcome. Rather than risk being affected by
the machinations of other spirits through ignorance, the
Dark Ministry erected the Infernal Denomination of Immortal Diplomacy. Through this facet of the Ministry, the
devils make it a point to determine where the other major
(and even minor) players stand in relation to the Blood
War and do their best to make their position work to the
advantage of Hell.
Immortal Diplomacy comes across as one of the least
militant Denominations in the Legions of Hell. Under the
leadership of Zapan, Immortal Diplomacy has striven to
offer 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-

phy, the rediscovery of ancient magic, or any number of


things, Hell is willing to consider quid pro quo opportunities.
Of course, to the Cosmos-at-large, the agents of Immortal Diplomacy are not dealt with lightly. These devils are
among the most gifted orators in the Ministry, in many
ways outstripping the devils of Mortal Relations. After all,
they must interact with creatures as old and almost as intelligent (as far as the devils are concerned) as they, and they
must do their best to make sure that whatever they offer
really does appear to be beneficial. It is a challenging
responsibility that has as many victories as failures and the
various ambassadors often consider their jobs successful if
they can maintain a status quo that does not grant demons
greater support. Indeed, Immortal Diplomacy is the only
Denomination that interacts with demons in any official
capacity excluding reeducation (combat) efforts, making
them unique among their peers. They also work very
closely with daemons, a dubious honor so far as the other
Denominations are concerned given the Neutral Evil
fiends predilection for traitorous behavior.
Immortal Diplomacy works extremely closely with
Espionage, relying heavily on intelligence that can be used
to the right amount of enticement in dealings, be that enticement pressure or promises. This working relationship
is very strong as the two groups perceive themselves as
working towards the same goals in different ways with
Espionage destroying the physical obstacles and Diplomacy the spiritual. Ambassadors occasionally work with
Mortal Relations, particularly when a powerful cosmic or
divine being is questioning the validity of an arrangement
with mortal agencies. Reports to Strategy are frequent
when it relates to daemonic mercenary deployments and
intelligence delivered from other constituents on demonic
incursions or efforts. Finally, Diplomacy has direct ties to
the Court of Nessus. Zapan often meets with the Constable
of Nessus, Duke Martinet, to be kept abreast on matters of
cosmic and divine import that may have an impact on the
Legions. Martinet has been ordered by Asmodeus not to
play the usual games with the Dark Ministry or Zapan, so
he is certain to give pertinent and accurate information (if
Zapan is smart enough to ask for it).
The devils of Immortal Relations perceive themselves
as extremely cosmopolitan. Chameleon-like in their ability
to adapt to different immortal groups, they enjoy knowing
how such creatures think in order to better manipulate
them to Hells ends. Ironically, though, these devils are
also conservative. Although not outwardly zealous, they
are convinced of Hells eventual hegemony. Zapan requires frequent Indoctrination sessions for his devils upon
completion of major assignments to ensure that they have
not been infected with improper ideas from their contacts.
Diplomatic Branch of Ambassadorial Relations
(Generals Auerias, Pallestrin, Visterial):
One of the most visible branches to immortal agencies
beyond Perdition, the Diplomatic Branch of Ambassadorial
Relations is responsible for long term, official contracts
between Hell and other parties from the Realms Beyond.
Due to the Legions ultimate diabolical goals, there are no
official relations conducted through this branch with the
Angelic Choirs or with the demons; such activities are
managed by the staff of Informal Contacts.
Spinagon, erinyes, cornugons and pit fiends make up
nearly the entirety of devils in the branch. Fallen angels are

155

also found in extreme abundance.


There are three corps within the Ambassadorial Relations: Corps of Blasphemers, Corps of the Heretics, and
Corps of the Lost. Each corps contains numerous divisions, although some are better known than others. Each
division is led by a 5th circle general referred to as Imperial
Ambassadors. Only a few maintain perpetual domiciles in
the realms of the beings with whom they officially interact
as most non-Evil spirits would prefer not to allow fiends
perpetual haven in their realms. Each Imperial Ambassador maintains his or her division based upon the relationship with the constituent in question. All Imperial Ambassadors report to an Arch Ambassador, one of the three 6th
or 7th circle generals that run the entire branch. What follows are brief descriptions of the better known divisions in
the three corps; there are many others to be sure, but these
have the most important duties.
Corps of Blasphemers (General Pallestrin)
The Corps of Blasphemers is considered the most important to the Dark Ministry as the diplomats herein are
tasked with dealing with creatures that are not known for
their dependability, but nevertheless have a profound impact on the direction the Blood War. Most of the diplomats of this corps actually live elsewhere, either in the
reality of their constituents or else in neutral territory
where they have easy access to their marks. The Corps of
Blasphemers relies heavily on intelligence from the Denomination of Espionage to be successful; the corps has a
battalion of Espionage Branch of Infiltration agents attached to them at all times.
The Bronze Division: A very large and diverse division,
the Bronze diplomats tends to immortal creatures that are
by-and-large Lawful Evil or at least Lawful Neutral but do
not have enough meaningful interaction with Hell to have
their own corps. Creatures like beholders and illithids are
the better known creatures with whom this corps interacts.
In most cases, the devils of the Bronze Division are more
interested in keeping track with the activities of these beings to make sure they do not eventually adversely impact
Hell. Until recently, the Dark Ministry would not allow
routine relations between the Legions and illithids, leaving
such interactions to the Dukes of Hell. The Dark Ministry
changed this policy a few hundred years ago and it is possible that the mindflayers will soon have their own dedicated division of ambassadors. This is a division for new
generals to test their skills. Many psions operate in this
division, as do those with significant arcane power. Sense
Motive is a highly prized skill.
The Ebon Division: Possibly the most important divisions in the Branch, the Ebon Division deals exclusively
with daemons and other Neutral Evil spirits. It is through
this division that all daemonic mercenaries and official
intelligence are arranged and gathered. Far more militant
in nature than the other divisions, the Ebon consist of some
of the most cerebral and gifted ambassadors in Hell. Routine success in this division all but guarantees promotion.
The Ebon Division is careful to make sure all of its deals
are upon the infernal parchments before considering any
mission a success. Most meetings between devils and daemons take place in the Concordant Opposition of the Outlands or Sigil (when between lesser fiends) or in Gehenna
(between greater fiends). There are few specific daemons
the devils seek to deal with, although greater devils always
deal with greater daemons and, if possible, prefer to assign
stronger lesser devils to interact with weaker lesser dae-

156

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.

General Pallestrin (7th circle Order of the Bleeding


Blade 24 HD pit fiend, evangelist 5/rogue 16): Arch
Ambassador Pallestrin is a wily pit fiend with a penchant
for beating terrible odds and, in the event that he does appear to fail, returning with inconceivable victories. Pallestrin is often called the Smiling Serpent for there are few
devils that smile as sincerely and handsomely as he. Pallestrin is a diplomats diplomat, courteous and inviting,
convincing and apparently interested in what others have
to say. Of course, the reality of the Arch Ambassador of
Blasphemers is that he is a suave tyrant, using his words
and his actions to make it clear that any that hope to get
anything of value out him had better have something
equally important to offer in return. Pallestrin is a task
master, never giving his subordinates rest if he can help it
and always expecting the utmost productivity from them;
fortunately, Pallestrin is not afraid of hard work himself
and is even willing to get involved in unpleasant affairs,
particularly if he can smell an opportunity (as a recent
example involving aboleths in the material plane indicates). Among the other Arch Ambassadors, Pallestrin is
admired; neither Aurieas nor Visterial are fooled by his
polite demeanor and do their best to keep on his good side.
He excels at double talk that Espionage agents respect.
Zapan is most impressed with Pallestrin as he has only
recently pulled himself from what appeared to be a political slump. With his star on the rise, Pallestrin is not distracted by attempts to retire Zapan nor is he currently the
target of any retirements. As such, he concentrates on
strengthening deals with some of the most difficult parties
in the Cosmos.
Corps of the Heretics (General Visterial)
The Corps of the Heretics tends to deal with creatures
with whom the Legions have common cause. For the most
part, the divisions within this corps interact with creatures
(usually spirits) that Hell finds amendable and the closest
to allies they have against The Abyss. The use of infernal
contracts are common occurrence, though, as neither side
really trusts the other to hold to all agreements. It is interesting to note that the devils consider a number of axiomatic spirits to be relatively close allies Once the conflict with The Abyss is over, the devils will move to correct the miseducation of their allies heretical perspectives
by revealing the full glory of Hell. In any case, the Corps
of Heretics has six companies of Espionage Branch of
Infiltration agents attached to it.
The Amber Division: A division that has experienced
recent growth and importance, the Amber Division serves
as ambassadors to the formians. Considered a cushy assignment, deals are relatively easy to make with the expansionist exemplars and tend revolve around opportunities
for the axiomatic spirits to settle areas dominated by Chaotic beings, particularly those under demonic siege. Rarely
do the devils bother to set agreements down on the infernal
parchments; both parties are more than willing to keep
their end of the deal. Both sides are comfortable with traditional contracts, which are filled with numerous foot notes
and end notes. To date, the devils have not attempted to
outwit the formians as they suspect that these spirits will
soon become the dominant representatives of Nirvana.
Diplomacy is the skill of choice in the Amber Division.
Fallen angels have historically been better received by the
formians, likely due to the time the spirits occupied Arcadia.

The Iron Division: An extremely important division,


the Iron Corps is responsible for modron relations. In the
past when modrons were dominant spirits of Nirvana, their
favorable responses from them were valuable to Hells
activities in the war effort. Now, the modrons find themselves competing with the formians for more of Hells
attentions, giving the devils greater access to modron information and support. Historically, the devils simply pointed
the modrons in the direction of Chaos and let them do their
work. Now, the devils actively seek to recruit modron
assistance in their endeavors, thereby reducing diabolical
losses. In return, the devils do what they can to redirect
formian interests away from the modrons (while ensuring
that, in the long run, both axiomatic spirits encounter a
stalemate from which Hell can benefit). Thus far, the
modrons, eager to regain their primacy in Nirvana, have
allowed this recent development although it is anyones
guess as to how long they will continue this venture.
Straightforward and mutually beneficial, devils in this
division tend to have above average ranks in Bluff, Diplomacy, and Sense Motive. Until recently, this division was
generally manned by the dullest of devils who had not
managed to anger someone enough to get stationed in the
Emerald Division. Now, it is considered a prized assignment. Fallen angels are found here in great abundance.
The modrons appreciate the superficial appearance of
goodness as a shell for vile evil.
The Ruby Division: One of the most highly desired
divisions, the Ruby Division concentrates its efforts with
the treat with the efreet and other evil denizens of the Reality of Fire; they also contact the gods of Hell. Almost as
cruel and opportunistic as devils, efreet make for staunch
allies. Several Dukes of Hell have their own personal dealings with the City of Brass and often will put Ruby Division diplomats up in their own embassies while they are on
missions to the Reality of Fire. Minister Zapan is meticulous in ensuring that favors are given and retained on a
fairly even basis so that his Denomination is not found too
greatly in the debt of any particular Duke. Despite the
general good will between devils and efreet, neither side is
dumb enough not to advocate the use of infernal contracts.
The City of Brass offers much opportunity for devils, if
they are canny enough to avail themselves of it. Another
frequent contact are the servants of Imix, the Lord of Unholy Flame; while meetings with the archomental are rare,
a former 1st circle pit fiend general of Strategy and current
proxy to Imix, Asgeroth, routinely sits with his former kin
in meetings with Hells ambassadors. Recently, this division has expanded dealings with the salamands. Interestingly enough, the Nemesis of the Heavens, Eblis, does not
receive frequent calls from this corps. Possibly the strongest arch-devil unassociated with Hell, Eblis frowns upon
Hells Hierarchy. Still, Eblis never overlooks opportunities to embarrass the Sarim and the Ruby Corps always
reports such possibilities to the Arch-Devil of Fire, particularly when asked to do so by the Corps of the Angelic
Choirs. This branch receives a great deal of information
through Zapan and Visterial from Martinet, the Voice of
Asmodeus, in order to facilitate arrangements with the
gods of Hell. Diplomacy and Gather Information are the
most vital skills for the division.
General Visterial (7th circle 23 HD pit fiend, rogue 7/
sorcerer 7/wilder 7): Visterial considers himself to be the
most talented diplomat in Hell due to his long tenure as the
Arch Ambassador of Heretics. He is well known by his

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various constituents and is frequently invited to attend


them; indeed, he has more embassies in his branch than the
other two Arch Ambassadors combined. He also has more
Espionage operatives at his beck and call, a testament to
the importance of his position. Despite Visterials high
opinion of himself, the reason for his perpetual position is
that Zapan thinks him a fool and would rather not transfer
him to become another Ministers problem (which is really
to avoid making enemies among his peers than any consideration of being ethical). Visterial is a blowhard who
makes foolish comments that give too much information.
When dealing with lowly spirits in the past, this was not a
problem, but among powerful beings like efreet or high
caste formians and modrons, this can be devastating. It is
for this reason that intelligence funneled to him is always
skewed. Given that he ultimately allows his Imperial Ambassadors to handle most contacts, they are the ones who
receive the proper information. Unfortunately for them,
Zapan has grown accustomed to Visterials stupidity and
finds it an effective means to lull Hells allies into a
sense of complacency. Until Zapan is tired of Visterials
foolishness, no forced retirements will occur.
The Corps of the Lost (General Auerias)
Devils have always been aware of the need to interact
with creatures that seems to either have little to offer them
or else could become grave risks to their goals. Thus,
rather than allow a relative unknown to grow into a potential problem, the Corps of the Lost actively interacts with
creatures that have either been thorns in Hells side or are
scheduled for liquidation once Hell defines Evil. Responsibilities in these divisions are either punishment or training opportunities as they are looked down upon by most
diplomats. This corps has three companies of Espionage
Branch of Infiltration agents attached to it.
The Brass Division: Another large and diverse division,
Brass operatives address the concerns of most other immortal races that are not perceived to have a great impact
on Hells interests. A Brass Division diplomat may start
the year interacting with undead in the Plane of Oblivion
(or anywhere for that matter), making arrangements with
ice elementals in the middle of the year, and then find himself dealing with fey creatures by years end. This is often
a division for beginners as it forces diplomats to spend
time learning about all the other blasphemous creatures
that fester in the Cosmos. Bluff and Diplomacy are the
most important skills in Brass.
The Emerald Division: Surprisingly, devils find reason
to engage in talks with the slaadi of Limbo and do so
through the Emerald Division. The devils of this division
are often placed here as punishment for minor failures and
this is a particularly distasteful assignment. After all, pacts
and slaadi seem incompatible with each other. Nevertheless, the Emerald Division does its best to direct slaadi
violence and interference into The Abyss and away from
Hell; barring that, they offer opportunities for entanglement with daemons and, if absolutely necessary, with axiomatics and the hashmallim choir of angels. Intimidate is
the priority skill in this division, as the slaadi care little if
they are lied to and rarely sign any actual contracts. Only
putting the fear of Hell into them encourages anything
useful out of the spirits of Chaos.
General Auerias (6th circle 30 HD pit fiend, mindbender 9): Despite the fact that he is forced to oversee the
least attractive diplomatic envoys, General Auerias takes
his position and duties very seriously. He has worked hard

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to make the best out of his difficult contacts, particularly


with the Emerald Division and their slaadi contacts. Auerias hopes that his successes, which have been steady in
appearance, will earn him an opportunity to transfer to the
Corps of Heretics. Auerias is not as strong-willed as Visterial though, and certainly not as imposing or dynamic as
Pallestrin, limiting his leadership ability. He has been
relatively slow to truly improve the productivity of his staff
(he prefers indoctrination sessions to simply beating or
demoting them), and thus has not truly impressed Zapan.
If Auerias does not learn how to become a more effective
leader, he may find himself in a situation paralleling that of
Visterial.
Diplomatic Branch of Informal Contacts
(Generals Cartellic, Sarmel, Xalric)
Despite expectations to the contrary, devils go out of
their way to maintain open lines of communication with
their historical foes, angels and demons. Although this
puts such devils at great risk, the opportunities more than
make up for this as the information and potential shortterm alliances may have significant impacts Hells maneuvers in the Blood War. The diplomats of this branch seek
to play their constituents against each other and possibly
against threats from other cosmic beings.
There are three corps within this branch, each dedicated
to one of the more troublesome spiritual groups. The
Corps of The Abyss is by far the best known and celebrated as it often means that a devil has to place himself in
situations that could mean its destruction. The other corps,
that of the Angelic Choirs (often referred to as the Celestial
Cacophony), is only slight less regarded than that of The
Abyss as it is typically more predictable. The final corps is
by far the most dangerous and, in the eyes of Zapan, the
most important: the Corps of the Divine. With so many
gods in existence with an interest, however informal, in the
resolution of the Blood War and the activities of the Denomination of Mortal Relations, meetings with divine
proxies and the occasional god can result in an entire platoon of devils being wiped out of existence in scant seconds.
The Corps of the Angelic Choirs (General Sarmel)
In Hell, the only spirits devils detest more than demons
are angels. Regardless of choir, angels are universally
despised and it takes a great deal for most devils not to
pursue their natural inclination to find the means to bring
angels low. Unlike demons, who often just want to rip an
angelic being into motes of weeping light, devils seek to
restructure the soul of angels, painfully contorting their
nature into a perverse moral reflection of what they represent. It is unsurprising, then, that so many fallen angels
have found their way into the Nine Hells of Perdition
rather than The Abyss for, although Hell is certainly Evil,
the aspect of order, the rationalization inherent in the diabolical, is tempting to many angels. However, devils fail
far more than myths and legends suggest in the temptation
of angelic beings. Even the weakest angel is typically far
too wise and too committed to its cause to be misled by
any but the most manipulative devil.
Most diplomatic ventures between angels and devils are
carried out in secret and usually in a remote location in the
Mortal Coil or in the Concordant Opposition of the Outlands (rarely in Sigil where there are too many prying
eyes). The choir most likely to treat with devils is the

tarshishim, the angels that dominate Elysium. The benefit


of treating with the tarshishim is that they will evaluate the
information on offer looking at both the potential to disrupt
or quash evil of some sort against the need to keep the
Celestial Compact against celestial incursions into the
Mortal Coil and beyond. Information that requires a strike
which seems likely to disrupt the Compact is usually referred by the tarshishim agent to an angel of the ophanim
(Chaotic Good) Choir to act on (often with a supporting
"impartial observer" from the tarshishim along for the
ride). The impartial observer would be deliberately chosen as someone to whom the ophanim involved would
benefit from the advice of; that observer can then help
channel the energies of the "strike team" into methods that
are less overt in breaking the compact. While it is no surprise that the ophanim of Arborea never have anything to
do with devils in a united capacity (they hate devils possibly more than demons), many are shocked to learn that the
Lawful Good hashmallim also avoid dealing with devils,
although the reason for this beyond their hatred for what
the fiends represent is unclear. When the hashmallim do
consent to working with the Corps of the Angelic Choirs,
they also have a very clear goal in mind and always include an impartial observer in the form of at least one
tarshishim. In any case, the Angelic Choirs never agree to
sign any contracts; the devils do not push for such as they
know that angels are disgustingly true to the letter and
spirit of any verbal agreement. Unfortunately for the devils, this also means that they have to work very hard at
getting an angel, especially one of the hashmallim, to make
such an agreement. So far, most devils have not had the
extreme displeasure of getting agreements from ophanim,
who are wont to change their minds on any agreement they
feel is not going to help promote good in the long run (and
since they do not believe any good can really come from
interaction with devils, routinely break agreements as soon
as the devils come through with their part of the deal).
This begs the question as to why angels bother to have
informal ties with devils. The answer is simple enough:
opportunities to sway fallen brethren back into the Light.
Zapan often has a few fallen angels appear as attendants to
the true diplomats, and their presence has a profound impact on the proceedings. In the past, only 5% of diplomatic envoys with angels met with success from the devils.
As soon as Zapan came upon the idea to include one or
two fallen angels in such meetings, success tripled. This
success has come at a price, though: quite a few fallen
angels are redeemed and welcomed back into the fold upon
the completion of the proper penance. Initially, Zapan
reacted to these events magnanimously as he figured the
gains were worth the reduction in staff; however, he has
recently learned through Espionage that many of these
fallen angels were either double agents themselves or else
might as well have been upon redemption. Furthermore,
angels while never liars are often three steps ahead of
Zapans typical diplomats, often coming out well ahead of
the devils in the final picture. Zapan is currently reevaluating the inclusion of fallen angels as a lure to the Angelic
Choirs. For now, he only allows angels who have fallen no
later than the Great Fall to have high level clearance into
the Denomination and only sends those who have fallen
within the past millennia as enticements.
Bluff and Diplomacy are the most important skills for
angelic diplomats; many take feats in Negotiator and Persuasive to improve their chances and wear magical enhancements as well. In recent centuries, quite a few angelic diplomats have started taking ranks in Sense Motive.

Most of the agents are rogues (as the angels react poorly to
clerics or wizards). This corps is dominated by erinyes and
pit fiends among the devils and has the highest concentration of fallen angels in the entire Ministry.
General Sarmel (6th circle 28 HD unknown outsider,
hierophant 5/high proselytizer 10): It is said that Sarmel
is not a true devil, but a fallen angel (usually thought to be
a planetar) that has taken the shape of a pit fiend when in
Hell. Whether a devil true or a fallen angel, Sarmel is an
ancient creature who has dwelled in Hell since before even
the Voyeurs arrived. However, as befitting her station, she
does not believe that Hell is Evil. Rather, she believes that
all else in Creation is an illusion and that Hell is the only
reality, the only Truth. The Cosmos needs Order and since
Order can never be achieved without the promise of purging pain and the oppression of individuality, the Cosmos
needs Hell. A former ally of Murmer, the Duke of Philosophy, Sarmel never shouts and exudes the calm of an
angelic figure; however, there is a miasma of vile evil
about her that she takes pains to conceal when meeting
with her angelic counterparts. Indeed, when meeting with
the Angelic Choirs, Sarmel appears as the planetar she is
thought to be and always includes a few recently fallen
angels in her retinue. As one of the oldest serving entities
in the Ministry, Sarmel is highly respected by Zapan. She
has no interest in his position and has worked well with all
Ministers of Immortal Diplomacy. 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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else upon something completely unrelated. It is through


this animosities that the devils apply leverage in order to
gain information or win a pivotal battle. Furthermore, the
fact that there are so many demons uninvolved in active
fighting prompt the agents of this corps to do all they can
to keep them out. Whether this means providing information on a hated rival or setting up situations that lead to the
destruction of a demon prince through divine or angelic
incursions, this corps is willing to do anything within the
bounds of order to limit more demonic forces entering the
war effort.
There are a number of demon factions with whom the
devils have routine dealings. The Demon Prince of the
Lower Aerial Kingdoms, Pazuzu, is a prominent figure.
His servants have historically kept out of the Blood War
since he would rather strengthen his own standing across
the Depths Below. The War is a troublesome distraction to
this endeavor. Pazuzu is the only demon prince known to
offer a safe haven to devils in The Abyss, although the
price for such aid is high (so far, the Denomination of Morale continues to accept that devils that take advantage of
his aid are not infected with the demonic, but still insist on
1001 day long Indoctrination sessions after such occurrences). Another demon with whom this corps has routine
dealings is the marquis half-fiend known as Rule-of-Three.
Supposedly a son of the Dark Prince of The Abyss,
Grazzt, Rule-of-Three agrees with his leader that the
Depths Below would be better served united than not.
Although the devils do not trust Rule-of-Three one wit,
they have acquired a great deal of consistently valuable
information from the half-demon even if this information
has weakened Grazzts personal enemies.
Bluff, Intimidate, and Sense Motive are the most important skills for members of this dangerous corps to take.
The regular display of great power, often physical punctuated by magical, is needed to impress upon demons the
stupidity in betraying diabolical diplomats and the ability
to read the mercurial natures of demons is central to success in the corps. Feats like Negotiator and Persuasive are
important, although Quicken Spell-like Ability (greater
teleport) is a given considering the regularity (33%) of
betrayals shortly after a meeting beings. Most of the devils
in this corps are greater devils, gelugons and pit fiends
dominating the ranks. Many have levels in cleric, fighter,
and wizard and most are multi-classed.
General Cartillic (7th circle 25 pit fiend HD 10 blackguard/10 planar champion): Arch Ambassador Cartillic
is the latest in a long line of Arch Ambassadors to The
Abyss. Despite the superb precautions the devils have
taken over the centuries, the demons consistently come up
with ingenious ways to assassinate the Arch Ambassadors,
often at the peak of some great agreement. While Cartillic
is not the longest served Arch Ambassador, he has maintained his position and his existence longer than most.
Clever and capable of analyzing, if not understanding, the
Chaos in which demons revel, Cartillic has avoided six
demonic plots and has even been able to establish a few
somewhat trustworthy arrangements with some marilith
generals (with whom Cartillic can converse the most successfully since they think strategically and tactically).
Cartillic often uses information from Espionage and from
the Ebon Division of Ambassadorial Relations to supplement his dealings with demons. Knowing that demons put
little to no stock in agreements for their own sake, he is
always certain to have some valuable and important information to offer that the demons are willing to wait until

160

after a deal concludes successfully for both sides. Cartillic


is one of the few pit fiends to have traveled to The Abyss
and back alive not involved in a battle. These successes
and traits have made Cartillic a target of a Morale probe; to
date, no incriminating evidence has been found to implicate him of treason or demonic influence. The truth is that
Cartillic is far more zealous of Hells position than most
pit fiends and his certainty of Perditions superiority is
what allows him to ignore the influence of Chaos. Indeed,
he has personally destroyed many of his own troops whom
he grew suspicious of. Still, Cartillic remains under investigation, one of which he is unaware.
The Corps of the Divine (General Xalric)
Possibly the most dangerous corps in the Denomination
of Immortal Diplomacy, the Corps of the Divine is a place
where only devils seeking a fast track to power find great
interest. This corps serves as a go-between for the Denomination of Mortal Relations when mortal souls are at
stake or when the devils are seeking divine aid (or the lack
of interference) in the Depths Below during battles against
demons. Like the demons, there are many vying parties
involved; good gods are rarely engaged and when they are,
the corps routinely asks for the assistance of their brethren
in the Corps of the Angelic Choir. Likewise, Chaotic Evil
gods may require aid from the Corps of The Abyss.
Historically, both demons and devils have sought to
keep the gods out of the Blood War and most gods are
content to let the fiends fight. Still, the devils know that
the gods have a stake in the outcome as there are plenty of
Lawful Good gods that detest demons and would love little
more than to have one-third of the fiend problem removed
even if that means unofficial alliances with Hell. However, the devils have to be cautious in these arrangements
as gods, capable of seeing through even the most elaborate
plans, have been known to annihilate the participants of
summits, including their own worshippers (who they can
return to life if they so please). There are often no warnings or inclination of such events. Additionally, the devils
of this corps have to contend with the fact that most gods
see very real little difference between the Dark Ministry
and the Lords of the Nine. Most gods willing to do business with the Corps of the Divine hope to get something
out of the rulers of Hell (often a soul); although Zapan
does have open lines of communication to Martinet to
reach any of the Lords, he knows that the Lords have
probably already turned down offers from gods seeking an
audience. Upon discovering that the diplomats from Hell
are of no use, devils consider it a gift if they make it back
to Hell alive. In any event, devils are still certain to request the signing of contracts for any agreements that are
reached. Such contracts are usually delivered sealed in
person by Duke Martinet, which suggests that a Lord of the
Nine possibly even Asmodeus writes them. Most gods
are informed well in advance that they will be asked to
sign a contract, thereby reducing the possibility of offense
when the deal is ready to close. Such contracts are binding
in a way that transcends even the best written infernal contract since devils are hardly in the position to track down
the god for failing to follow through. To date, not even
Zapan knows what failure to meet the stipulations of a
divine contract means as no god that has signed one has
abandoned his part of the bargain.
In recent years, Zapan has made it policy to meet with
divine proxies rather than with avatars and then only at the
base of the Spire in the Concordant Opposition of the Outlands where divine power is nullified. This policy adjust-

ment has greatly increased the survival rate of the corps


agents. It is important to note that the gods of Hell are not
handled by this corps but by the Ruby Division of the
Branch of Ambassadorial Relations. However, it is this
corps that deals with the Lords of the Nine.
Diplomacy and Sense Motive are the most important
skills for this corps (Bluff is worthless as most gods immediately see right through lies and have not compunction
against punishing those stupid enough to lie to them).
Feats that enhance these skills are par for the course. Like
the Corps of the Angelic Choirs, the most common class
here is the rogue; pit fiend commanders usually send high
level squamugons to parlay with divine proxies rather than
risk their own skins.
General Xalric (6th circle 37 HD pit fiend cleric 1/
contemplative 5): Xalric is a brash, confident pit fiend.
One of the more powerful pit fiends, it is often thought that
he may actually be a Nessian. Physically huge, only a few
pit fiends, notably The Ashmadia, are larger than him. He
is also incredibly insightful, something most do not expect
after meeting him. His assignment as the Arch Ambassador of the Divine was in part due to his capturing all that is
represented by Hell: great physical strength and impressive
intellect. Xalric has served in a number of capacities in the
Ministry, the most notable being Mortal Relations, Morale,
and (unsurprisingly) Strategy. So far, this has been his
most fulfilling assignment. Although brave, Xalric has a
healthy respect (fear would be too strong a word) for gods.
While he does not think gods are worthy of worship, he
understands that they feel differently and that some have
no problem violently expressing their displeasure with
those that feel otherwise. As such, Xalric knows how to
flatter them without coming across as pathetic. In his
meetings with high level proxies, Xalric keeps abreast of
all religious rites, performing those that are not excessively
righteous or chaotic in order to clarify his interest in
achieving relations beneficial to all sides. Still, he will not
treat with those unwilling to offer their own humility.
Xalrics ultimate goal is to become the next Minister of
Immortal Diplomacy. Despite his respect for Zapan, he
believes that he has a better grasp of the divine, something
that he believes has an influence all aspects of the Denominations responsibilities. To date, Zapan has not recognized the envy in Xalrics eyes as the latter has long since
learned how to conceal his true intent from gods. However, Xalrics fate may be to enter into the Court of Nessus
as Martinet is impressed with him.
Diplomatic Branch of Military Coordination
(Generals Baalberith, Gresticas, Lisstel)
The Diplomatic Branch of Military Coordination underwrites all contracts that involve the deployment of troops
on the part of other immortal beings (including singular
cosmic or divine assaults from cosmic entities and gods).
In addition, the branch tenders language for surrenders (a
responsibility rarely acted upon), and takes pains to make
sure that allied troops are not subject to friendly fire
(unless part of a plan).
It is typical that many diplomatic ventures get off track,
resulting in final decisions that were not part of the Legions intent. Usually, these occurrences can be addressed
with later diplomatic gatherings. Such is not the case when
contracts involving troop deployment to support Hells
actions are the end goal. Thus, before any final contract is

established, Military Coordination reviews the language to


make sure that both parties (but especially Hell) are in
complete understanding as to what the responsibilities are.
If military action is not part of contract, most corps draft
their own contracts in order to have greater direct control
and immediate attention to the matter. However, in recent
years, the Ebon Division of the Ambassadorial Relations
Corps of Blasphemers has included Military Coordination
in all arrangements made with the daemons (the Emerald
Corps has considered doing the same in their dealings with
the slaadi, but quickly abandoned the idea since the slaadi
are as prone to signing and adhering to contracts as they
are to eating them, lighting them on fire, or defecating on
them). In this task, the Branch of Military Coordination
often finds it useful to work with the Espionage Branch of
Infiltration and has a brigade of such devils attached to
them.
Part of all such contracts includes clauses on compensation for any troop loss due to friendly fire. The language
here is also clear that friendly fire is based upon immortal
troops fulfilling their mission successfully. It is not unusual for devils who are about to be overrun by demonic
forces due to allied failure to turn on such troops in retaliation for not fulfilling their obligations.
Another aspect of Military Coordination is that they
provide military support to all diplomatic ventures. Embassies are staffed with troops from this branch, meeting
places are evaluated for safety and guarded by this branch,
and high level ambassadors receive protection from this
branch. As needed, Military Coordination will request
supplemental troops from Strategy, although such rarely
occurs.
Devil populations in this branch closely mirror that of
Strategic Branch of Land.
General Baalberith (7th circle 31 HD, cleric 4 warpriest 10): General Baalberith was once a general in Strategy and the manner in which he oversees Military Coordination reflects this. He runs everything in a cold, military
fashion. There are no short cuts, but efficiency and precision are essential. Baalberith perceives his role as the
Chief Military Coordinator as a failsafe to the weaklings in
the other Diplomatic branches. Not only does he ensure
quality control, he also oversees the defenses of all embassies and all envoys led by one of the Arch or Imperial Ambassadors. Baalberith typically accompanies Zapan to any
summit the Dark Minister attends, and personally oversee
the security details. His subordinates fear him tremendously as he is not above sending them to meetings with
daemons or demons he knows are expected to become
hostile. Baalberith often finds that he has to work closely
with Retya, Dagos attach, a situation he enjoys as he
once reported to Retya in the distant past. Baalberith also
receives most reports from Espionage. Still, Baalberith
wants more. So far as he is concerned, Military Coordination should be the focal point of all Diplomatic efforts as
the Legions of Hell are about promoting the reeducation of
the Cosmos by beating them into submission, not talk.
Baalberith believes that the time will come when he will be
forced to pull the reins of leadership from Zapan. He has
wisely not made his dissatisfaction known.
General Gresticas (6th circle 25 HD pit fiend, blackguard 10/marshal 10): Gresticas serves as the Military
Coordination Liaison. While Baalberith addresses the big
picture, Gresticas tends to the daily operations, making

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sure that embassies are fully supplied and that any need to
request additional troops are made. Careful and observant,
Gresticas suspects his 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.

Infernal Denomination of Morale


(Dark Minister Zimimar)
Branches
Indoctrination Spreads the doctrines of the Ministry
through literature to the uninitiated (propaganda and demoralizing tactics against the enemy).
Medical handles the restoration of wounded soldiers.
Truth processes those slated for reeducation (prisoners
of war), provides reeducation (interrogation and brainwashing), and ensures the loyalty and cooperation of internal troops.
Generals
Indoctrination Destrom, Ignymiel, Sinhist
Medical Krelt, Neperiel, YZelrel
Truth Ariyan, Gazra, Vhesage

percentage of the Denominations efforts go. Whether


through the Branch of Indoctrination or Truth, the agents
of Morale are routinely evaluating their fellows for proper
behavior. They spend their time gathering evidence of
behavior and thoughts contrary to the will of Hell. In some
ways, poor thoughts are worse than behavior as the act of
concealment is considered a more severe crime as it can
infect more devils before the perpetrator is found and dealt
with.
The devils of Morale do not get along well with any
other Denomination, although they work the closest with
Espionage and Promotion. Morale and Espionage often
find that their duties overlap, particularly when dealing
with matters related to Hells nobility. Although Morale
has no jurisdiction over the Courtiers of Perdition, most
accusations of treason in those ranks are discovered after a
Morale agent pulls information from a common devil associated with the noble but working for the Legions. The
fact that Morale must turn such cases to Espionage is considered an insult. Furthermore, Morale is not convinced
that the double-agents of Espionage can act as demons so
well to avoid detection without actually becoming demons
themselves. As such, Morale conducts extremely regular
and invasive evaluations of Espionage agents, a frustration
to the senior officers of that Denomination.
The bulk of devils that work in Morale are hamatulas,
kocrachons, and osyluths; erinyes are typically found as
officers in Indoctrination. The bulk of the greater devils
are cornugons and pit fiends, although the 9999 battalions
of gelugons in the Truth Branch of Morale are among the
best known devils in Hell.
Morale and Promotion work very closely in order to
determine which devils are the most fit for promotion. The
problem is that Morale does not believe that bribery has
any place in the decision making process and that the devils of Promotion are little better than daemons in their behavior. Unfortunately for Morale, the Dark Ministers
(save Zimimar of course) prefer the current establishment
as they believe that the bribery and competition among
relative equals reveals those most capable of proving themselves. However, Zimimar is growing ever more suspicious of Promotion and is slowly filling their ranks with
spies.
The Medical Branch of Morale
(Generals Krelt, Neperiel, YZelrel)

No one is innocent. This is the motto of the Infernal


Denomination of Morale, the most feared of the eight ministries of the Legions of Hell, and one of the most powerful. With its talons deep into the husks of the other Denominations, the devils of Morale are arguably the most
zealous not just in the Denomination, but in Hell at large.
They are convinced that Hell offers the only right way and
believe that only they can ensure that none, especially
other devils, ever forget this fact. Unfortunately for the
other devils, the agents of Morale do not believe that most
adhere to this truth.
Morale is committed to the well-being of the Legions.
Although they are better known for their police and spying
agents within the Ministry, the Denomination also provides
the necessary healing attention to all Blood Warriors. Far
more important than physical health, though, is the
health of the diabolical soul and this is where the greatest

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The Medical Branch of Morale is unlike any institution


bearing a similar name in the Mortal Coil. Patients are not
seen as victims or unfortunate, but as lazy irresponsible
fools. An infernal infirmary is not a relaxing environment
for a devil. They are expected to heal quickly and return to
their stations.
Most medical troops are clerics, usually with the War
and Law domains. Most, if not all, combat clerics worship
Hell (in truth, they worship The Overlord). The remaining
medical troops are various devils with the Heal skill. The
branch is broken up into battalion level medic groups and
large field hospitals.
The average medic group is a platoon serving a regiment, each squad being attached to a battalion. All members of these groups are clerics. A field hospital also has
normal devils with ranks in Heal. These devils evaluate the
patients to determine what their needs. Many are sent
away with just a potion of cure moderate wounds. The
more serious cases are tended to by an actual cleric. Any

devil that has not lost enough hit points to be allowed to


withdraw (as described in the Denomination of Strategy) is
reported to the Truth Branch of Morale for further evaluation.
Generals have their own personal medics, usually a
captain for a 1st circle general. The branch heads have a 3rd
circle general tending to their needs and each Minister has
a 4th circle general. Like their personal mystic defense
entourage, these medics are near their charge at all times.
Sergeants must be capable of casting second level
spells, master sergeants must cast third level spells, and
sergeant majors must be able to cast fifth level. Spellcasting requirements are similar among commissioned officers: lieutenants must be able to cast third level spells and
each successive rank must be capable of casting a higher
level spell than the last, culminating with 1st circle generals
casting at minimum seventh level spells. A 5th circle general is capable of casting ninth level spells. Due to the
stringent requirements and demands for a high cleric level
throughout the branch, lesser devils such as erinyes and
narzugon often hold the higher officer ranks. While only
pit fiends (with very few exceptions) can be ranked as
generals, an erinyes that meets the prerequisites for the
position can be invested with the authority of the rank.
Throughout the branch, they are referred to by their actual
rank followed by general; thus, an erinyes major who
could cast 7th level spells would be called major general.
Interestingly, there are more kocrachons serving in
Medical than in any other branch save Truth. They are
charged with doing on the spot demotions for those too
pathetic to return to service. The upper ranks are dominated by cornugons and pit fiends. Most devils recuperate
as swiftly as possible in order to avoid the bed-side manners of Medical troops.
General Neperiel (7th circle, Order of the Bleeding
Blade, 23 HD pit fiend, cleric 5/12 mystic theurge/
wizard (necromancer) 5): The Chief Medical Officer of
the Legions of Hell, General Neperiel has few of the attributes most mortals would expect from a doctor. Cold, cruel,
and only interested in the amount of pain a patient suffers
in order to sate his own curiosities, Neperiel is far closer to
an arcane researcher in his attitudes Unsurprising consider that he spent considerable time in the Denomination
of Research in Experimental. Prior to that, Neperiel was a
member of Prince Lixers court where he was considered
one of the more talented necromancers. The cause of his
departure remains unclear (some whisper that he challenged His Infernal Highness to a mystic duel and lost), but
his skills continue to impress the Dark Ministry. Neperiel
despise weakness and expects his troops to despise it as
well. If a devil is too weak to recuperate without significant help from Medical, the devil is not worth saving and
should be demoted to lemure status to start anew. In a
way, this attitude has drawn the ire of Minister Zaebos who
does not appreciate so many demotions occurring in one
branch that affects all Denominations. So far, though,
Zimimar has not ordered Neperiel to stop as she believes
that his behavior is beneficial to the overall morale of the
Legions. Oddly, some of Neperiels greatest allies are in
the upper echelons of Strategy as Dagos and his senior
generals agree with Neperiels stance on troop availability.
Neperiel continues to have allies in Research, but is
strongly disliked elsewhere, especially Promotions. He
works very well with Krelt and YZelrel; although he
knows both of them hope to unseat him, he also knows that
they are as cruel and uncaring as he. Until one of them

makes a move, though, he has no intention of demoting


them; however, he already has bought out their supposed
allies and feels he has little to worry about from his subordinates.
General Krelt (6th circle 21 HD pit fiend cleric 12/
entropomancer 10): Krelt, the Chief Combat Medical
Officer, supervises the medical support exclusively for the
Denominations of Espionage and Strategy, the two that
experience the most frequent combats and injuries. This
responsibility differs from YZelrels as Krelt does not
assign medical teams to generals or serve as a liaison to
branches. Rather, Krelt sees to it that general medical
needs are met in the field for all soldiers. Like his superior
officer, Neperiel, Krelt has little patience for weakness.
Knowing that most devils can regenerate, the only ones he
expects his troops to encounter are those suffering from
non-regenerating wounds that expect to go back into battle
immediately. All others have a stipend of healing potions
to which they have access each year (typically one potion
of cure critical wounds per every two hit dice). Once this
ration is used, the devil in question risks severe treatment
at the hands of Krelts troops, if not demotion. Krelt respects Neperiel and YZelrel. He considers them to be
superb soldiers. He also considers them to be in his way,
particularly YZelrel. Due to his role, Krelt spends more
time afield than YZelrel which, he fears, makes it more
difficult for him to retire Neperiel. Krelt, who used to find
opportunities to eliminate Neperiel, has recently shifted his
focus to his colleague instead. What he does not know is
that YZelrel has done the same.
General YZelrel (6th circle 25 HD pit fiend favored
soul 7/hospitaler 10): As the Medical Liaison, YZelrel
oversees the deployment of platoon support to all Denominations except Espionage and Strategy; he is also responsible for the assignment of medical support to the generals of
the Legions. Despite what some would think, YZelrel
does not play favorites in these assignments; indeed, those
that have attempted to bribe him either found themselves
being retired by their medical support or else under investigation by the Branch of Truth. YZelrel is universally
hated by the generals, although only a few are foolish
enough not to respect him. YZelrel also serves as the
chief operations officer for the Medical Branch which
requires that he work closely with Neperiel. YZelrel likes
his superior officer and considers Krelt to be an able soldier and colleague; he also likes both of their positions.
Until recently, YZelrel was searching for opportunities to
retire Neperiel but has recently shifted gears to the more
accessible Krelt. He hopes that by eliminating Combat
Medical Officer he will reveal to those willing to support
him that he would be a more effective leader than Neperiel.
It is unclear how successful YZelrel has been in recruiting
co-conspirators so far.
The Morale Branch of Indoctrination
(Generals Destrom, Ignymiel, Sinhist)
The Branch of Indoctrination is focused on the spiritual
and/or mental (when dealing with half-fiends and mortal
agents) well being of diabolical agents. They do everything within the strictures of Hell to impose the proper
viewpoint from those that work towards the final victory of
Perdition over The Abyss and eventually the entire Cosmos.

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The Branch of Indoctrination spends the bulk of its time


spreading proper exposure on the values of Hell and ones
place in Perdition to the ranks of the Legions. This is not
limited to the Nine Perditions as the responsibility of
spreading accurate information on Hell often takes these
devils beyond the confines of the Depths Below and into
the Realms Above, between, and beyond into the Mortal
Coil itself. The devils of Indoctrination spend their time
writing Infernal Tracts. These tracts serve various functions; some are designed to question the value of righteousness and others seek to degrade the demonic while still
others offer logical support for Hells position and eventual
rise to power. Infernal Tracts are never placed haphazardly across Creation, but based upon research completed
by Espionage, Immortal Diplomacy, and Mortal Relations;
tracts are always written and placed to perpetuate a certain
attitude relevant to the target location. Many tyrannical
philosophies have sprung up without direct diabolical participation in the Mortal Coil due to the Tracts, while angels
have been known to lead strike forces against demons after
being exposed to Tracts if they are unaware of their origins. Most Tracts are not magical, making tracing difficult.
Another aspect of Indoctrination is the focus on the
diabolical soul, or brainwashing for want of a better
word. All devils are required to undergo routine Indoctrination Evaluation. Devils typically do so once for every
racial HD they possess in years; thus a hamatula would be
evaluated once every 12 years and a cornugon would be
evaluated once every 16 years. Most devils look forward
to these sessions as they are reminded of their purpose.
However, for some, these sessions are more invasive.
When agents of evaluation suspect they may be dealing
with potentially traitorous devils too valuable to lose, they
immediately enroll such devils into more intense sessions.
These devils undergo varying degrees of evaluation, some
simple (for devils) discussions to reveal the logic of Hells
hegemony; others are tortures more grotesque than those
experienced anywhere else. Mortal agents of Hell are
often taken by Indoctrination agents if they have already
been swayed to Lawful Evil. Otherwise, Indoctrination
never interferes with non-devils.
Most of the troops serving in Indoctrination are kocrachons and osyluths, although there are smatterings of erinyes as well. Senior officers are mostly gelugons with pit
fiends dominating the upper ranks. Most of these devils
are highly advanced racially in their caste with few if any
class levels; those with classes are usually Tract writer
archivists, clerics, or loremasters. Tract writers often have
high Bluff, Diplomacy, Forgery, and Knowledge (history)
or Knowledge (religion) skills. Evaluators tend to have
maxed out Bluff, Intimidate, and Sense Motive. Popular
feats for both groups are Investigator and Persuasive.
General Sinhist (7th circle 32 HD pit fiend cleric 6/
dread inquisitor 7): The Arch Indoctrinator, Sinhist is
one of the older devils. Only the second devil to serve in
his current role, Sinhist is patient, driven, and convinced of
Hells superiority and eventual victory and cannot understand why there is a Blood War in the first place as a result.
Sinhist spent a brief time in Strategy, Mortal Relations, and
upon transferring to Morale in Truth. These experiences have made Sinhist the ideal senior general in the
Branch of Indoctrination as he understands the importance
of spreading the good news of Hell in a variety of areas for
a variety of audiences. Sinhist runs his branch with an iron
fist; he does not accept nay-sayers nor does he appreciate

164

his decisions being questioned. Having gone through a


number of immediate subordinates, he is relatively satisfied with Destrom and Ignymiel, who seem to understand
that the only right way in Indoctrination is his way and his
way is right because it is Hells way. Sinhist expects all of
his troops to undergo regular evaluation and routinely asks
Vhesage to investigate his senior officers. While he is not
particularly paranoid, Sinhist fears that any small slip in
adhering to the proper diabolical standard can have an
adverse impact on the manner in which evaluations are
completed. Indoctrination is the most zealous group of
devils in the senior ranks as a result of Sinhists management. The only creatures Sinhist fears are the Dark Ministers (particularly Zimimar). He does not fear the Lords of
the Nine; rather, he is in awe of them.
General Destrom (6th circle 20 HD pit fiend virtuoso
10/warlock 10): High Indoctrinator Destrom is responsible for infernal tract writing. He works closely with the
Denominations of Espionage, Immortal Diplomacy, and
Mortal Relations as a result and himself regularly travels to
areas deemed important for his troops works. Destrom
sees himself as an artist of truth. He values the written
word and the impact it can have. He loves to read, particularly religious texts. Unfortunately, Destrom is not the best
writer; an excellent instructor, his passion has allowed him
to find and train the most talented writers in Hell outside of
the courts. Destrom has proven himself to be a team
player and an excellent strategist, particularly when it
comes to addressing mortal and angelic issues. It is possible that he will eventually be granted a transfer to Mortal
Relations or even Immortal Diplomacy That is if Sinhist
allows it. The Arch Indoctrinator values Destrom highly
and sees no reason why anyone would want to abandon
Indoctrination unless the devil in question was a traitor.
Zimimar is also not certain she wants to lose Destrom,
although she suspects that a transfer to Mortal Relations
may curry some favor from Furcas.
General Ignymiel (6th circle 21 HD pit fiend psion 10/
shadowmind 10): As the Executive Officer of Indoctrination, Ignymiel oversees the assignment of evaluations and
tends to the day-to-day spiritual health issues of the Legions of Hell. More visible than Sinhist, Ignymiel is not
exactly feared, but most that encounter him do their best to
reveal their dedication to Hell. Ignymiel personally tends
to the evaluations of all 6th and 7th circle generals in Hell.
He is committed to Hell so much, though, that he only uses
the information he acquires against them if he feels they
are a threat to Hells inevitable victory. In such cases, he
turns names over to Vhesage. Ignymiel is the closest thing
to a caring devil among the senior generals in the Legions. He seems genuinely interested in the health of his
peers. The wise know that this interest is in ensuring that
there are enough powerful devils available to lead Hell to
dominance over Creation and that Ignymiel would not
think twice if a single devil died in pursuit and achievement of this glorious end. Ignymiel works well with Sinhist and perceived Destrom to be a valuable peer, although
a bit theatrical. Ignymiel has no interest in promotion as
he believes that only he can do a proper job in his current
position.
The Morale Branch of Truth
(Generals Ariyan, Gazra, Vhesage)

The troops of the Branch of Truth are those who watch


the watchmen. They move with impunity throughout the
Legions, arresting those who would betray Hell for their
own selfish gains. They are fanatics of the highest order,
completely dedicated to Hell and the perfection Perdition
represents. They cannot be bargained with and are relentless in their pursuit for their version of truth.
Any that would break the Law of Hell are subject to
arrest. A devil slipping towards Chaos or Good, even in the
slightest, is the worst kind of traitor. Typical punishments
for these kinds of crime are consignment to the Lake of
Fire in Phlegethos for indeterminate amounts of time or,
for those who have truly spat in the face of Hell, being cast
in the Pit of Darkness for all eternity to be devoured by
whatever lies within. Lesser punishments are reserved for
those who would waste Hell's resources, fail through incompetence, speak against their superiors, or disobey orders. Punishments for negligence of this sort tend to be
anything from a reprimand (a severe beating that would
easily kill even mid-level mortals) to loss of rank (which
includes the reprimand) to demotion (all the way down to
lemure status).
While the police arrest and can punish for crimes like
speaking against superiors and minor acts of theft, higher
level crimes and those committed by gelugons and pit
fiends are evaluated by the dread inquisitors for truth.
Despite what most would expect, devils never punish for
the sake of punishment and only create false evidence for
those devils who have been marked by a Dark Minister.
However, once a dread inquisitor is convinced of a devils
guilt, only the direct intervention of a Dark Minister or
Asmodeus (and possibly another Lord of the Nine) will
sway the verdict. Most dread inquisitors hold the rank of
majors and are usually pit fiends, while advocates hold the
rank of lieutenant and are often erinyes, severely deteriorating a not guilty verdict for the accused. The dread inquisitors also assume responsibility for the care and treatment of any prisoners of war captured. Question and Answer sessions are common, although some commands are
better known for their successful conversion attempts.
Many a demon has withered into a lemure after repeated
indoctrination sessions with a zealous agent of the Branch
of Truth.
While the military police and dread inquisitors work
alongside generals, generals have no authority over them.
Utterly independent, military police and dread inquisitors
can initiate their own investigations and are under no compulsion to inform high ranking officials. Despite being
zealots, both the police and inquisitors are still very aware
of politics and typically keep generals to whom they are
attached informed of most investigations and often lend
their services to generals who request investigations. In
return, the generals ensure that the police and inquisitors
receive assistance and protection as needed. The distribution of police and inquisitors parallels that of medical. The
typical military police grouping is a platoon serving the
equivalent of a regiment, each squad being attached to the
equivalent of a battalion. Typically a squad of inquisitors
serves the equivalent of a brigade. While there are never
military police serving as guards for a general, each 7th
circle general has direct access to one 9th circle major
dread inquisitor.
Another section within the Branch of Truth are the
infernal agents, those that spy upon the others. These
moles are among the most detested devils in Hell as they
report any and all infractions, from the most minor misstep
or mispronunciation to the gravest of offenses. These

moles are often not full-fledged members of the branch and


are often already in a position to observe their marks when
they are approached to work for Morale. Most moles,
upon completion of their services, are rewarded by being
cast into the Lake of Fire; those that survive for a year and
a day are immediately promoted (pit fiends are made generals and given a special commendation and recommendation to the Courtiers of Perdition) while those that do not
survive were clearly traitors themselves. In any case, the
true infernal agents work relatively closely with the Infernal Denomination of Espionage to gather information on
double agents.
Of the branches, that of Truth is unique in that it possesses direct ties to the Courts of Perdition, namely those
of the Lords of the Nine. Through the Branch of Truth, all
security details for the common locations throughout Hell
are maintained. There are nine governors, although only
three are accorded the rank of 8th circle generals. These
three are the Overseers of Security and Truth in Hell; two
supervise the military police for four layers, one is responsible for all inquisitors. Gazra maintains his offices in
Abriymoch and manages security for Avernus, Dis,
Minauros, and Phlegethos (particularly the Lake of Fire
and Brimstone) while Ariyan is the governor of Tantlin
and is charged with supervising Stygia (especially the
River Styx), Malbolge, Maladomini, and Cania. Vhesage
conducts her operations from Malsheem in Nessus although she has offices in each ducal city in Hell.
Osyluths, kocrachons, and hamatula make up the bulk
of the lower tiers of this branch. Pit fiends are nearly the
only greater devil found among the upper officer ranks,
with a few cornugons. The devils of the Branch of Truth,
particularly the osyluths, often have higher than normal
Constitution and Strength scores. In most cases, pit fiend
traitors are only arrested by other pit fiends. Such conflicts
are terrible as pit fiends who have chosen to betray Hell
seldom go quietly into the night.
Blackguards, rogues, and clerics are found here, as well
as psions and wizards specializing in Divinations. Dread
inquisitors are a variant of the church inquisitor (the detect
evil ability is changed to discern lies at will, and the discern lies ability is changed to detect thoughts three times a
day).
General Ariyan (8th circle): See Chapter Five Powers
of the Pit
General Gazra (8th circle): See Chapter Five Powers
of the Pit
General Vhesage (8th circle):
Powers of the Pit

See Chapter Five

Infernal Denomination of Mortal Relations


(Dark Minister Furcas)
Branches
Controls and Contracts ensures that diabolical/mortal
obligations are met.
Conversion conducts the reeducation of mortals to the
primacy of Hell.
Mortal Contact establishes working military relationships with mortals for mutual gain.
Generals
Controls and Contracts Ecexrial, Hesmonondar, Phis-

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

difficulty in expressing his disappointment. He turns them


over to Zimimar promptly for her to do so. Thus the
branches under him work together with more cooperative
attitudes than found elsewhere in the Ministry, save perhaps those of Immortal Diplomacy.
Diplomacy and Sense Motive are of course the most
vital skills to a contractor. Bluff, Disguise, and Intimidate
are important as well. Knowledge (local) or Profession
(legal) are typically maxed in rank as well. Remaining skill
points are usually spent along the lines of Appraise, Decipher Script, Forgery, Spot and other general awareness
type skills.
Contractors are formed from the ranks of squamugon
and erinyes, with gelugon and pit fiend officers. New pit
fiends often hold very low ranks within the branch. The
enforcers, almost entirely high ranking officers and their
staffs, are composed almost solely of erinyes. The erinyes
in this branch are among the most powerful in the Ministry
(only Glasyas Elite wield more political clout) and often
command pit fiends themselves. In any event, the erinyes
in this branch are often promoted directly to pit fiends after
centuries of service while squamugons are promoted directly to erinyes.
General Ecexrial (7th circle, Order of the Bleeding
Blade, 37 HD pit fiend, evangelist 5/fiend of corruption
3): General Ecexrial is imposing even among pit fiends,
rivaling the vicious Nessian pit fiends in his size and demeanor. Prior to the Dies Irae and the establishment of the
Dark Ministry, Ecexrial spent a lot of time in the Mortal
Coil, effortlessly tempting and gaining the souls of countless mortals. Although most were damned to Hell, a fair
number of the more powerful were consumed by Ecexrial
who loved to reveal to them how, despite their thoughts to
the contrary, he was well within his rights to destroy them
utterly due to the contract they signed. He grew powerful
on these souls, so much so that it is possible that he would
have been among the pit fiends selected to become Dark
Ministers. Alas, he was traveling the Cosmos when Asmodeus created the august group, a situation Ecexrial laments to this day. Fortunately for him, word of his successes made Furcas call on him to serve as the head of
Controls and Contracts, an assignment that was clearly a
no-brainer. Ecexrial exhibits a noble certainty and chooses
his words carefully. In his dealings with others, both subordinates and his peers, Ecexrial makes his talents clear; he
also makes it clear that others will never achieve his greatness. While he is not a numbers cruncher, Ecexrial knows
that he has a quota to meet and cannot afford for those that
work below him to fail to pull their fair share. Thus,
Ecexrial works very closely with the senior staff of Mortal
Relations and often trains those with the most promise in
order to increase his bottom-line. Ecexrial has worked
with Furcas longer than any of the other generals save
Gallus; he has the utmost respect for the Dark Minister
and, after centuries of observing him, has decided it is not
worth the risk in retiring him. Ecexrial is willing to wait
Furcas out as he suspects that the Dark Minister will soon
be called into the Courtiers of Perdition. If this occurs,
Ecexrial is certain he will take Furcas place. He views the
other generals as talented children, although he shares a
mutual disapproval with Gallus. Furcas is considering
Ecexrial as his most likely replacement among the Dark
Ministers.
General Hesmonondar (6th circle 22 HD pit fiend,
geometer 5/wizard 12): The precise Hesmonondar com-

167

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

168

to the worship of Hell. They think in terms of years and


decades rather than centuries.
Conversion, contrary to popular mortal wishful thinking, rarely involves torrid sexual affair with erinyes (most
are likely confusing torrid affairs with demonic succubi).
While sex is a tool and one that can be used without compunction, the Branch of Conversion finds that simple talk
in the tavern or town square yields more promising results.
The souls that are converted to Lawful Evil through the
work of Conversion often do not have strict contracts or
benefits; that is the work of the Branch of Controls and
Contracts. While the best known goal of Conversion is
turning mortal souls to Lawful Evil, their lesser known
goal is just as important: turning souls away from Chaotic
Evil. In order to weaken the grasps of the hordes of The
Abyss from the Mortal Coil, the devils within Conversion
do anything within their power to tempt Chaotic Evil souls
away from their ethical stance. Some even go to the point
of luring the soul in question away from Evil if it becomes
apparent that Law will not win out.
The soldiers tasked with this mission employ a number
of options against Chaotic Evil. One, they seek to establish
Law as supreme in a mortal region. They provide the
means and rhetoric to cause strong and unyielding law to
take root in the hearts of the people. This causes those of a
chaotic disposition to come under oppression from their
mortal brethren. Two, they stir up local churches, dogooders, and the like to take the fight to Chaotic Evil's
doorstep. Red dragons slain, demonic agents rooted out of
their hosts, and marauding bandits slain or clapped in
irons. All this often occurs due to the influence of the soldiers of Hell rather than the forces of Realms Above. Finally, they approach the stubborn and open the door for a
Contractor to seal the deal. Many selfish people neglect the
consequences of signing an infernal contract, and in their
haste, the Chaotic Evil are bound toward Hell instead of
The Abyss.
Squamugon and erinyes make up nearly the entirety of
the non-commissioned soldiers of this branch. Imps and
spinagon serve similar capacities to lemures of the more
militant Denominations, that of ammunition. They are
enslaved to potential converts, used as gifts, familiars, and
other general purposes. Obedience and distinguished service in this capacity can often mean promotion though, so
the diminutive fiends rarely complain too loudly.
There are some erinyes and gelugon officers, but the
bulk are new pit fiends. Within this branch, one can find
some of the lowest ranking pit fiends in the entire Ministry.
This branch serves as a sort of testing ground for the pit
fiends, ensuring they are as subtle as they are brutal. It is
not unheard of for pit fiends of the Branch of Conversion
to be placed under the command of a gelugon, or in some
cases, an experienced erinyes. The humiliation they tolerate here wipes away any lingering weakness before they
are released into the rest of the Ministry as strong and
crafty leaders.
Many of the erinyes within this Branch possess class
levels, as do a fair number of gelugons and the higher
ranking pit fiends. Sorcerers and wizards with magic developed along the lines of Divination, Enchantment, and
Illusion are most common, with rogues making up most of
the remainder. Fiends of blasphemy and fiends of corruption can also be found in abundance here.
The skills Bluff, Diplomacy, Intimidate, and Sense Motive are the high priorities among this branch. Secondary
skills include Disguise, Forgery, Gather Information,
Knowledge (local) and any others that help their mission.

Handle Animal seems to be a common choice due to the


sometimes supernatural sense animals can display about
detecting fiends in mortal form.
General Gallus (7th circle 31 HD pit fiend, cleric 9/
high proselytizer 5): Spiteful, vindictive, and brilliant,
General Gallus is the Chief Administrator for the Conversion Branch of Mortal Relations. As flexible as he is cruel,
Gallus manages various means to cause more and more
mortals to yield to the temptations of Hell. Whether it is
the establishment of a new religious organization, the
promise of greater authority and control over a town, or the
guarantee of wealth and prosperity for a guild, Gallus uses
any and all opportunities to entice mortal greed, oppression, and tyranny. Gallus has historically been extremely
successful in his management of Conversion and has
served as a senior general almost as long as Ecexrial; however, his successes are not as broad as those of his peer and
this is due to his inability to avoid confrontation with those
who have wronged or challenged him particularly demons and powerful mortals. Gallus routinely accepts reports from CraLingen from the other Denominations on
demonic incursions in the Mortal Coil and goes out his
way to establish counter incursions in the same areas. In
the past, Gallus was at least somewhat subtle in his machinations, but now he extremely confrontational, a fact that
has caused an extremely small percentage of his operations
to fail. He has even ignored overtures from the Denomination of Immortal Diplomacy to allow angelic or even axiomatic alternatives, believing that allowing such compromises only weakens Hells position. Indeed, it is Gallus
who cost Furcas the most recent opportunity take a specific
mortal soul from the Demon Prince of Shadows, Grazzt.
Furcas has grown tired of Gallus foolishness and is contemplating retiring or at the very least transferring the general. For the time being, Gallus stands as the second most
influential devil in the Denomination of Mortal Relations
after Ecexrial, whom he strongly dislikes and views as
rival (so much so that only his busy schedule has stopped
Gallus from actively seeking to remove him). His immediate subordinates, CraLingen and Hebarlzel, are viewed
with suspicion, but he has found their work satisfactory.
Gallus dislikes Furcas, but knows that the Dark Minister is
too well placed to challenge.
General CraLingen (6th circle 24 HD pit fiend, exemplar 9/fiend of blasphemy 6): As the Chief Liaison of
Mortal Contact, CraLingen works closely with Phistrec,
Damen, the various liaisons of the other Denomination,
and the Courtiers of Perdition in all matters related to the
conversion of mortals to the cause of Hell. He oversees
the quota of conscripts (mortals that are damned to Hell
and turned into lemures) and non-commissioned mortals
(those mortals who either go into Hell alive or else are
considered more valuable with most of their original selves
intact after death), which makes him work relatively
closely with Dagos chief administrator, Retya. He also
gathers information from the Branch of Espionage of demonic influences in the material plane which he reports to
Gallus. Finally, CraLingen works with Hesmonondar to
ensure that all contracts are designed properly in the event
that they are used. In recent years (and in part based upon
his relatively frequent time in field), CraLingen has taken
the position that the Conversion Branch is better off taking
advantage of mortals obsessive need to worship virtually
anything in order to meet quotas. As such, he advocates
the use of false churches, ties with the Courtiers of Perdi-

tion, and even the worship of Lawful gods and outsiders in


order to curtail demonic worship (which has grown in
popularity in mortal realms). This stance has put him at
odds with Gallus, although the latter does not know how
strongly CraLingen disagrees with his position.
CraLingen is slowly stoking the fires of the Branch to
ensure that if he elects to retire Gallus that he will receive
support to replace him. So far, CraLingen seems to have
the general support of the newer pit fiend officers, erinyes,
gelugons, and even the few mortal operatives and halffiends while the older prefer Hebarlzel, who likewise seeks
to take advantage of Gallus recent failures. Fortunately
for CraLingen, Hebarlzel is unaware of his intentions,
which has given him room to maneuver around the more
established pit fiend. For the most part, CraLingen works
as well with those beyond his Branch as with those within;
this alone makes him the most likely candidate for a promotion should Gallus retire so far as Furcas is concerned.
General Hebarlzel (6th circle 33 HD pit fiend, rogue
10): The Operating Officer of Conversion, Hebarlzel manages the day-to-day activities of the Branch. Training,
distribution of units, and discipline fall under his responsibilities. Having served longer than CraLingen, he is
highly regarded by the older pit fiend generals, but having not spent much time in the field for the past few centuries he has not gained the respect of younger pit fiends
nor the erinyes or gelugon commanders. He is viewed as a
by-the-book devil, something that may be beneficial in
other Denominations, but of little use in Conversion. Hebarlzel sees CraLingen as too flexible, too loose in his
style and, therefore, a threat to the status quo of Conversion. One would think this means that Hebarlzel supports
Gallus; such is not the case. While Hebarlzel general
agrees with Gallus positions, he also knows that the old
devil has failed in his activities in recent years. Hebarlzel
could not care less about what has led to the failures, but
knows a lame-duck when he sees one and now hopes to
take advantage of it. The longer served pit fiends, a minority in Conversion, have flocked to support Hebarlzel.
What the Operating Officer does not know is that
CraLingen has broad support at the lower levels of the
officer ranks and into the Mortal Coil; more importantly,
Furcas himself prefers CraLingen and this alone likely
means that Hebarlzels old school intrigue will afford him
little.
Mortal Contact Branch of Mortal Relations
(Generals Damen, Surposis, Willum)
Hell's interests lie with the living Mortal Coil as much
as it does with the souls of those who pass from it. The
actions of dwarves, elves, sapiens, and others carry a reflection in the Realms Beyond that can mean the difference
between victory and destruction for Hell. The Mortal Contact Branch of Mortal Relations, also known as the shepherds, sees to it that these reflections mean victory.
Mortal Contact is concerned with large scale events
involving mortals and the influence of other spirits. On
each world, these agents work undercover for centuries to
counter the actions of angelic and demonic forces and keep
humenity on a course complimentary to Hell's aims.
A squad of soldiers takes responsibility for a population
group numbering roughly one hundred thousand individuals. Embedding themselves in the society, they have nine
years to evaluate (if in a new territory) or nine months to
acclimate (if taking over the mission for an established

169

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

170

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.

Infernal Denomination of Promotion


(Dark Minister Zaebos)
Branches
Communications relays messages from one commander or unit to another, keeping all troops aware of their
responsibilities and the battle situation.
Evaluation monitors high level officers to determine
those fit for promotion.
Logistics keeps records of all activity and ammunition
expenditures.
Generals
Communications Agthaniel, Kreptoth, Quilpeth
Evaluation Braalthibet, Jezerrik, Vendrin
Logistics Grogoris, Lamprist, Tarpelial
Those beyond Hell rarely consider the degree to which
the devils seek to quantify everything they do. This desire
permeates every aspect of existence in Hell, including the
Blood War. It falls upon the devils of the Infernal Denomination of Promotion to capture the value and expense
of Hells part in this conflict.
Although most think of the Infernal Denomination of
Promotion as only evaluating devils in their service to
Hell, the agents of this aspect of the Ministry are interested
in maintaining streamlined interactions between the various Denominations and the efficiency of the armies as a
whole. Thus, while Supply generates and distributes material orders and Research creates magical devices, Promotion oversees both Denominations to make sure that nothing is wasted as they pursue their tasks. While Morale
ensures that devils adhere to the soul of the Ministry, Promotions ensures that devils commit to its physical intent.
Promotion has the distinction of having some of the
least ethical devils in the Ministry, something of an irony
considering their role. What is odd with Promotion is that
while these devils would never offer strong recommendations to an unworthy devil, they are not above bribery
when forced to make a decision between relatively equal
devils (something that happens extremely often). This sort
of thing is rampant across the Denomination and, since
Morale only gets involved with Promotion decisions if it is
apparent that the inappropriate decision was made, little
has been done to address this seeming inequity. So far as
the devils are concerned, sometimes additional effort on
the part of promotion candidates is necessary in order for
the proper final decision to be made. Most Promotion
agents are very cautious, though, in taking gifts; they do
not display their wealth and they are extremely subtle
about suggesting bribes. The devil that blatantly offers a
promotion official a bribe is certain to end up in the White
Book, his name slashed from promotion opportunities for

centuries, if not forever at best; at worst, such devils may


receive a visit from the Denomination of Morale.
In addition to recommendations for promotion and demotion, the devils of this Denomination oversee communication efforts between the branches. The various liaisons
from the different Denominations often meet with the communication heads in order to ensure that all essential information is available to the movers and shakers in the Ministry. Logistics also works as a check to Supply, overseeing
the proper distribution of all wares across the Ministry.
While it is one of the more influential factions of the
Legions of Hell, the Denomination of Promotions is universally despised by most devils. There is not a single
Denomination that strives to work closely with Promotions
although all must to one degree or another. The two Denominations most closely attached to Promotions are Morale and Supply. Supply units often work very closely with
Promotion units in the distribution of wares. There are
plenty of pay offs from Supply colonels and generals to
reduce Promotion agent interests in their books; in recent
centuries as new pit fiends have risen in both areas, these
pay offs have increased substantially, creating greater tensions and even blatant assassination attempts. Morale must
also work closely with Promotions due to the latters heavily involvement in the regular assessment of devil productivity. If a Promotions agent suspects that a devil is stealing from the Ministry to a degree that is detrimental to the
war effort (and this degree changes from devil to devil),
the perpetrator is reported to Morale. It is not uncommon
for Promotion to have to answer to Morale concerns of
impropriety, though, which has made for many stiff interactions between operatives of the two Denominations.
Minister Zaebos has recently become an extremely
highly regarded general in the Dark Ministry. He is slowly
eradicating the bribery rampant in the Denomination by
eliminating devils that have served for over a thousand
years (either seeing to their retirement, transferring them to
the front lines of Strategy, or setting them up with the military police in Morale). He hopes to clean out the vice
within the next three hundred years. His relatively recent
adjustments to the promotions of greater devils has placed
more focus on his words and interests than ever before as
he and his senior staff now have greater opportunity to
observe up and coming officers. In particular, gelugons
and pit fiends have seen expectations to their castes adjusted due to Zaebos new promotion philosophy. Some of
the most productive pit fiends have been promoted in the
past few centuries, most of them in the 1st or 2nd circle
general ranks, although there are smatterings of 6th and
even 7th circle generals who have benefited from Zaebos
new paradigm. So far, most of these devils have not accorded the Minister of Promotions any additional consideration in their duties, but a small number suspect that
Zaebos is positioning himself to become the dominant
Minister in Hell. What these devils do not know is that
Minister Zimimar of Morale has planted spies throughout
Promotion to determine Zaebos ultimate goal. Once her
operatives complete their evaluations, it is possible that the
Ministry of Promotions will experience significant
changes.
The Promotional Branch of Communications
(Generals Agthaniel, Kreptoth, Quilpeth)
The Branch of Communications is responsible for keeping all commanders in touch with the overarching battle

171

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

172

his involvement. He now spends his time following after


rumors and appearances of these devices, turning down
offers of assistance from Morale. So far, no one suspects
his culpability as Corin, Zaebos, nor Zimimar think Quilpeth is capable of causing trouble. Recently, however,
Quilpeth learned that one of the devices he sent out was
taken up by agents of the demon prince, Apollyon. He is
hoping that the devices safe return and the destruction of
the demon will allow him to regain his former stature.
General Agthaniel (6th circle 28 HD pit fiend fighter
6/rogue 5): The Executive Officer of Communication,
Agthaniel also serves as the chief liaison to the various
Denominations, ensuring that their communication needs
are met. Lacking the ingenuity and creativity his superior
officer possesses, Agthaniel is content in his duties and
performs them well. He does not care that he is considered
a fool by all other senior generals in the Dark Ministry as
he knows that if he were so inclined, he could route much
of the chatter that sweeps across the Legions and use it to
his own advantage. Instead, Agthaniel pours over contracts, documents, and files to keep himself busy. The
recent situation with the communication devices has
caused Agthaniel more work than he would prefer and he
wholeheartedly supports Zaebos fierce reprisals for any
devil caught with one. He does find Quilpeths excitement
over the situation interesting, although he has no reason to
suspect anything untoward regarding his leaders behavior.
He oddly does not find himself threatened by the more
capable and dedicated Kreptoth, who has recently started
to pull minor duties Agthaniel used to oversee to his control. Zaebos finds Agthaniel to be an ancient throwback to
previous, non-seeded Zaeboses, but wants to see how
long the pit fiend can avoid retirement something he has
managed for an inordinately long period of time.
General Kreptoth (6th circle 24HD cleric 3/dread
inquisitor 3/void disciple 13): Kreptoth is the Chief Operating Officer of Communication and tends to the day-today business of the branch. He is a recent promotion, having served for a time in Morale and Strategy. Upon his
promotion to 6th circle general, he requested a transfer to
Communication for all the right reasons so far as Zaebos
was able to discern. Kreptoth plans on consolidating Communication into a hub of information gathering that will
allow the branch to assume greater assessment possibilities
for promotion and demotion decisions. What Zaebos does
not know is that Kreptoth was asked by Zimimar to take
the position in order to spy upon Zaebos and learn more
about the Minister of Promotions. Kreptoth, having only
served a century thus far, has already slowly stripped some
of Agthaniels authority and is consolidating the roles of
the communicators attached to other Denominations. So
far, he has not had the opportunity observe Zaebos as much
as he would like, but has grown suspicious of Quilpeth, his
nominal superior officer. Aware of the Chief Communications Officers past, Kreptoth treats Quilpeth with scorn
and has been surprised to see that the latter is too distracted
with the communication device issues to take note. Kreptoth is considering investigating Quilpeth and hopes that
his discoveries will lead him to a promotion that will put
him even closer to Zaebos.
The Promotional Branch of Evaluation
(Generals Braalthibet, Jezerrik, Vendrin)
The Branch of Evaluation works directly alongside

commanders. They are usually the junior-most officers in


the command group, but given a great deal of respect.
Their words can dictate a devil's future prospects, and no
devil is fool enough to tempt fate by antagonizing them.
On the other hand, giving them too much favor is seen as
an attempt to bribe, which can be just as devastating.
Evaluators are found in every brigade level command, and
often in regimental and battalion command groups as well.
Due to Zaebos' new policy of internal promotions, most of
these lesser units are being folded into larger ones, or disbanded and transferred elsewhere in the Legions.
The evaluators are highly trained in observation. They
are also extremely ethical and honest when it comes to
their duties not so much out of respect for their responsibilities but for their dedication to Hell And the promise
of the most horrific punishments if they recommend the
promotion of someone unfit for the opportunity.
The evaluators offer suggestions for promotion of lesser
devils but their opinions do not have to be entertained.
Conversely, evaluators are often called upon to relay their
observations of junior and senior commanders before Zaebos and, on occasion, before the entire Dark Ministry
coven. Surprisingly, there is a relatively low retirement
rate among the evaluators. The Dark Ministers frown upon
the elimination of the devils that have such an important
impact on the promotion of fit leaders and Zimimar has
been known to arrest entire regiments if an evaluator met a
mysterious end. It takes a lot, then, for a disenfranchised
devil to attack an evaluator; when this occurs, the devil
ensures that the evaluator is not killed but trapped somewhere for all eternity or, better yet, proven to have taken
bribes.
Many evaluators are erinyes and osyluths. Among the
officers, there are few that are not pit fiends. Skills needed
for this branch include Appraise, Diplomacy, Gather Information and Spot. Attention to detail is a must.
General Braalthibet (7th circle, Order of the Bleeding
Blade, 31 HD pit fiend, monk 9/survivor 5 ): Braalthibet
is one of the most hated pit fiends in the Legions. A long
time general in Evaluation, he has survived more retirement parties than any other Chief Evaluator. Braalthibet is
an ethical, but incredibly cruel pit fiend. As the penultimate authority on promotions and the devil responsible for
pit fiend promotion and demotion decisions, he does not
tolerate any slips or failures. A single blight on a record
over a 1000 year period and Braalthibet will not recommend a promotion within the caste and will certainly not
entertain gelugons or the rare erinyes seeking entry into the
caste. The nature of his job requires that Braalthibet be
surrounded by five squads of double advanced hamatulas;
he also has a squad of military police at his beck and call at
all times (in addition to the typical support possessed by all
7th circle generals). Braalthibet supervises his lieutenants
very closely and has demoted the vast majority over the
past few millennia. He has been most displeased with
Jezerrik due to what he perceives as the letter's regular
capitulation to branch heads on decisions over lesser devils
decisions. He is also displeased with the apparent lack of
attention to the relatively open bribery that has developed
in the branch. Braalthibet is likely to demote him in the
near future. Braalthibet has strong ties to the Denomination of Morale, particularly those in the Branch of Truth.
The Chief Evaluator considers Zaebos to be competent,
although he thinks the Minister of Promotions is too lenient, one of the many reflections of this being Quilpeths
status as a 7th circle general. Braalthibet records all demo-

tion recommendations and blacklists in the Legions in the


White Book. The cover of this monstrous tome is made
from the feathers of solars with pages pressed from trees
native to Elysium. Shimmering with white light and gilded
with diamonds, the White Book is on a chain attached to an
iron collar around Braalthibets neck. The only devil other
than Braalthibet allowed to touch, much less write in, the
White Book is Zaebos.
General Jezerrik (6th circle 24 HD pit fiend psychic
warrior 5/warmind 10): The High Evaluator of the
Lower Castes, not only does General Jezerrik sign off on
all lesser devil evaluations, he also deals with daily branch
operations. Although he has served longer as senior general than Yendrin, he has only done so for just under 300
years and is the first High evaluator of the Lower Castes to
deal with the greater Denomination control over lesser
devil promotions. As such, he is finding that the Denominations are very eager to get their own way and see no
reason to back down from their decisions regardless of
what Jezerrik says, although they are careful do so in the
proper manner. Thus, while the other generals treat Jezerrik with the respect due to his station, Braalthibet is disgusted with Jezerriks performance to date. To make matters worse, as the direct supervisor for all field evaluations,
Jezerrik has been unable to curtail the bribes that have
become more common place. Braalthibet has made it clear
that if he does not improve, his own demotion is assured.
Needless to say, Jezerrik hates the Chief Evaluator and,
despite the latters wall of security, has already made arrangements for a retirement attempt in the next 20 years.
Jezerrik knows if he fails that his existence is forfeit. Still,
he believes that since he is not using other devils but mortal contacts he made when he was in Mortal Relations
(who think they are going to kill a Dark Minister) he can
get away with it. Only recently has Espionage caught wind
of this and, fortunately for Jezerrik the agents from that
Denomination that have become involved were all turned
down promotion opportunities in part due to the Chief
Evaluator. They are considering allowing the mortals safe
passage into Hell
General Vendrin (6th circle 27 HD pit fiend, divine
crusader 4/templar 10): An even more recent appointee
into Evaluation, General Vendrin serves as the High
Evaluator of the Greater Castes and is technically the final
authority on all greater devil promotions and demotions.
Having served the bulk of his time in Morales Branch of
Truth, Vendrin knows how to eliminate bribery within his
staff and has no problem impressing upon the various generals that he is not a pit fiend to challenge. While he has
the tentative respect of the Chief Evaluator, Vendrin has
already suffered six retirement parties in his 200 year term
as a branch lead. Vendrin is cool and collected, though,
and has not bothered to increase his security detail as he
has no intention of showing fear. In this way, he regards
Brallthibet with contempt, something the Chief Evaluator
senses and loathes, although he is not yet ready to demote
Vendrin for his insolence. Furthermore, Vendrin has the
support of Zaebos. Despite his past work in Morale, Vendrin was not tapped by Zimimar to spy on the Minister of
Promotions as Vendrin is completely in Zaebos pocket.
Thus far, Vendrin is not aware of Kreptoths spying.
The Promotional Branch of Logistics
(Generals Grogoris, Lamprist, Tarpelial)

173

In all things, the Dark Ministry seeks to achieve and


maintain peak efficiency. The Branch of Logistics of the
Denomination of Promotion plays a chief role in ensuring this goal.
The Branch of Logistics contains the largely independent report writers, bean counters, and determiners of
the Ministrys efficiency from the single devil to a Denomination. Everything from a conflict between a single
devil and demon to the grandest military victory is distilled into a series of numbers and a bottom line. It is this
branch that records which units are making the most
efficient use of their lemures, which units have allowed
the highest number of sundered weapons, and which
have allowed the greatest losses; they also determine the
success ratio of all units. These various reports are compiled to form continuous, giant evaluations of the military efficiency of the Legions as a whole. While smaller
reports are used to determine where the best supplies are
sent first, which units bear watching for promotion or
demotion of their soldiers, and sometimes even discover
theft and treachery within the ranks, the Legionnaire
Report is accessible only to the Dark Ministers, who also
determine which of the smaller reports are accessible to
lower ranked personnel.
For every quartermaster in a unit, there are usually
one or two logistics soldiers as well. The logistics soldiers are regarded as fools at best, spineless cowards at
worst. Oddly, they have historically received the greatest abuse from the Denomination of Supply. Others,
particularly the troops of Strategy, have little use for
them. Accidents in the field are common place among
logistics troops; unlike the evaluators, retaliation from
the Dark Ministers is not as severe when logistics troops
disappear or are retired largely because the reports they
create are just as often written telepathically as manually.
The majority of logistics soldiers are hamatulas, although there are smatterings of osyluths. Erinyes tend to
be low-ranking officers with cornugons and pit fiends
rounding out the upper ranks. Psions, rogues, and wizards are the most common classes with Appraise, Search,
and Spot being the eminent skills.
General Grogoris (7th circle 35 HD pit fiend, exemplar 10): Chief Logistics Officer of the Dark Ministry,
General Grogoris functions is the devil responsible for
regular updates for the Legionnaire Report. An old
devil, Grogoris is meticulous to the point of obsession
surpassing that of other devils. He is never satisfied that
the reports he receives are accurate and requires that all
reports are triple checked sometimes even more. The
Chief Logistics Officer keeps to himself in Nessus. Although he has not been the focus of many retirement
parties, he knows that he is little liked among his peers
and sees no reason to place himself as a target. Still, he
is not exactly a coward and has no problem about informing Zaebos about questionable numbers and routinely recommends investigations from the Denomination of Morale, with whom has his most non-Promotion
allies. Grogoris is an overbearing supervisor, watching
every last thing Lamprist and Tarpelial do; unsurprisingly, his subordinates detest him. Still, neither wants to
the responsibility of managing the Legionnaire Report
and have played roles in foiling retirement parties
planned for the Chief Logistics Officer.
General Lamprist (6th circle 22 HD pit fiend, rogue
17): Slimy Lamprist is the Denominational Logistics

174

Manager, directing all logistic officers appointments to


the other Denominations. Conniving and fawning, Lamprist seeks to acquire as much personal reward for his
efforts. He issues platitudes and flattery to any in a
greater position of power, not-so-subtly making it clear
that he will allow for great lee-way in how his reports are
compiled in return for favors. Lamprist always keeps an
accurate report hidden somewhere in his offices in the
event that he is betrayed or offended at a later date, but
typically keeps to his word unless he is questioned by
Grogoris or Zaebos. What Lamprist does not know is
that Zaebos is aware of his shenanigans and is setting the
Logistics Manager up for a retirement as he is tired of
the graft out of this office. Zaebos hopes that Lamprists
example will encourage other logistics officers to take
their roles more seriously, which in turn may allow him
to put more pressure on his fellow Dark Ministers to
offer greater punishments to those that attempt or succeed in harming them. Lamprist is not a fool though; he
knows that Tarpelial hates him and knows that Grogoris
is constantly watching him. While he has done his part
to sabotage Tarpelial and keep Grogoris happy, he has no
idea what Zaebos has in store for him
General Tarpelial (6th circle 24 HD pit fiend, assassin
3/cleric 3/zealot 10): Tarpelial is a competent officer in
Logistics, fortunate considering that he is the Logistics
Operations Officer. In his role, he reviews all Denomination Reports he receives from Lamprists teams and
ensures that the information is transmitted into memory
gems, on parchment, precious metals and stone, on souls,
and other less savory or mystical structures. Tarpelial
also supervises the training of entry level logistics officers, impressing upon them the importance of their role
before they report to Lamprist, who invariably ruins
most of this training with his behavior. Tarpelial hates
Lamprist, but knows that the time swiftly approaches
when the Logistics Manager will be retired. Tarpelial
assumes that his duties will be shifted to fill Lamprists
current duties; in anticipation for this, he has groomed a
number of 5th circle general pit fiends to replace him. He
expects to see them struggle to gain the position, thereby
reducing the potential of more than one being an eventual threat to his own position. Tarpelial works well
with Zaebos, having benefited from the Minister of Promotions nouveau promoting philosophy. He hopes that
he will soon rise to the head of the branch, an occurrence
Tarpelial believes will allow him to bring greater respect
to Logistics across the Legions.

Infernal Denomination of Research


(Dark Minister Pearza, Chief of Research)
Branches
Alchemical Devices development of alchemical
agents to expedite the reeducation of blasphemers
(poison, disease and other biological agents).
Experimental development of new magical weaponry.
Mystic Defense development of magical defenses.

Generals
Alchemical Devices Cyndrel, XalDrial, Zalred
Experimental Goap, Nexroth, Salac
Mystic Defense Felsric, Immediel, Nacrottis

Research remains an under appreciated cornerstone in


the Dark Ministry. While many of the Legions most
spectacular victories, most insidious ailments, and exemplary invasive devices have been due to the phenomenal
creations and experiments of this Denomination, the
devils of Research are largely regarded with scorn by
their peers. This attitude stems from the historic fact that
the devils of Research are often those whose dedication
lies not in the mission of the Dark Ministry, but in using
the power of the mind to reveal the power of Order and
Evil. To the troops in Research, the use of intellect to
perpetuate organized vice is as, if not more, important as
the use of direct and physical force to impose the right of
Hell against the Cosmos. The benefit, as the diabolical
researchers see it, is that there is no need to waste time
discussing and debating with lesser beings when they
can be forced to do Hells bidding or else die in denying
Hell. This attitude, while not wholly beyond that of rest
of the Ministry, does not sit well because it is an almost
heretical interpretation of The Overlords original decree. Fortunately for the Denomination of Research,
what they bring to the Ministry is far too valuable for
there to be a purging of their ranks so they are allowed to
persist in their behavior.
Intuition, creativity, and a dedication to The Word are
all required aspects for the successful Research soldier.
The devils in this Denomination must be able to look
beyond the limitation of natural rules and regulations and
into the realm of possibilities and what ifs in order to
effectively manipulate the Ideal. This ability to step
outside of boundaries is one of the reasons why many
devils best suited for Research are reviled by their peers.
Devils of this sort would have long ago been forced to
conform to Hells strictures or else would have been
banished (forced to serve exiled arch-devils like Haagenti) or destroyed. Now, these devils have a place in
Hell, a place in which their intuition is rewarded if not
appreciated. It is interesting to note that the devils of
Research are among the most zealous believers in the
Dark Ministry. To date, not a single traitor has ever been
accused by anyone, not even the dread inquisitors of
Morale. These troops are proud of the fact that there is
something in which they can believe, something in
which they can research and learn more about. A further
irony is that the researchers have the third highest rate of
devils offered placement as servants of the Courtiers of
Perdition across all levels. Apparently, Hells nobles
have come to realize that such devils are as committed to
the cause of Hell as they, just in a variation of the established mold. This evolution and broadening of what is
considered proper diabolic behavior will perhaps eventually bleed into the more conservative elements of the
Dark Ministry. For now, it does little more than infuriate
troops in the other Denominations.
The troops of Research spend the bulk of their time
seeking out new forms of magic, the creation or manipulation of diseases and poisons, and the means to bring
The Word further under the control of Hell. They work
very closely with junior officers of Espionage, Strategy,
and Supply in the creation of magical weapons and mystical arts for use in the field. They often receive requests
for unique items from the agents of Mortal Relations that
are in turn given to mortal clients. Some of their most
interesting creations are those requested by Immortal
Diplomacy and Morale. While the former often seeks
items that can, with a word, change from boon to bane in
the hands of those that receive them, the latter are always

seeking new ways to spy upon possible traitors. Indeed,


of the Denominations, the Researchers get along best
with those of Morale, an irony given the stance Morale
officers tend to take.
If there is one overarching goal in the Denomination
of Research, it is to discover the means to control all
forms of magic. The original Pearza (her fate unknown)
created what is commonly referred to as Written Theory.
Written Theory holds that if the belief that empowers
The Word could be controlled, then all Creation would
fall under the dominance of Hell. So far, this theory is
known only the senior officers of the Denomination and
the Dark Ministers (and Asmodeus). It remains a highly
classified secret that has yet to fall into demonic or daemonic hands. However, aspects of this research may
have something to do with the steady shipping of certain
lemures gathered across Hell over the past few thousand
years. How these lemures, usually gathered directly
from the Lake of Fire, are distinguished from others is
unclear, but they are shipped to Pearzas Laboratory in
Malsheem. It is believed that Research has more lemures than any other Denomination in the Ministry, even
more than Strategy. The Denomination is preparing to
ship these lemures to the Pit of Darkness where they will
be used to perform a mission known only as The Bringing. What they plan on bringing forth is known only to
the Dark Ministers
The Research Branch of Alchemical Devices
(Generals Cyndrel, XalDrial, Zalred)
The Research Branch of Alchemical Devices is in
charge of developing new poisons, diseases, and other
forms of death and oblivion when reeducation efforts
fail. In addition, the researchers of Alchemical Devices
have used disease, poisons, and other products to create
many abominations by restructuring the laws of Nature.
The Branch of Alchemical Devices both develops and
tests their products often by introducing them into victims on the Mortal Coil. Plagues blamed upon the gods
are sometimes successful missions executed by the
branch. This has put the branch into some interesting
situations with and against entities better associated with
disease and poison, like daemons and even the inevitables of Nirvana.
Field agents of this branch are organized into a typical
military squad structures but most of the branch (indeed,
most of the Denomination) is structured similar to a
laboratory or medical environment, with a lead researcher overseeing multiple ongoing projects. Lower
level officers are expected to be accomplishing their own
projects rather than simply supervising others. Higher
level officers are always preoccupied with their projects;
the difference between them and lower ranked officers is
that they can allocate resources as they see fit to better
serve their needs.
Poisons have been developed by the branch with selective targeting, tertiary damage, and even immunity
overrides. All forms of introduction are considered. The
chief beneficiaries of this branchs endeavors are the
liquidators of the Denomination of Espionage and the
police of the Denomination of Morale, although they do
occasionally find their way into the Denomination of
Mortal Relations and Strategy, and even more rarely in
the Denomination of Immortal Diplomacy. Natara,
Commander of the Infernal Charge, was a successful

175

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

176

from those clients at the appointed time. He saw his


transfer to Research as an opportunity to continue his
swift rise and believed that his goals were met until he
became one of the three 7th circle generals under Pearza.
Now he finds that his skills, once lauded over by superiors, are regarded with scorn and derision by the Chief of
Research who regards his ideas as little more than interesting. Cyndrel has done little to conceal his hatred for
Pearza and the other eight ranking generals are looking
forward to the time Cyndrel goes to far and becomes
Pearzas next test subject. Pearza stays her hand because, for the time being, she needs a competent administrator of the Branch of Alchemical Devices, something
in which Cyndrel excels. Once she is satisfied that either
XalDrial or Zalred, or lower ranking generals are ready
for the opportunity, she will make one by destroying
Cyndrel. Unsurprisingly, Cyndrel has no real allies,
although he thinks that he can trust Nexroth, a foolish
position on his part as Nexroth is the reason Pearza
knows everything about her Arch Researchers issues.
XalDrial (6th circle 18 HD pit fiend, wizard 23):
XalDrial is the High Researcher of Alchemical Devices
and oversees poisons, diseases, and their testing. She is
very interested in field testing and often finds excuses to
travel to the Mortal Coil, or better yet into the Gray
Wastes to observe how other beings react to her staffs
creations. XalDrial is a relatively old devil and had
been in the erinyes caste for millennia before the Dies
Irae. She spent a long time working with daemonic mercenaries in the employ of Nergal, a Duke of the Seventh.
Her interest in plagues, diseases, and all manner of ailments took root during these years and she became an
accomplished researcher and spellcaster. Fear of losing
her talents kept her as an erinyes. When the Dark Ministry was created, she was forced to leave Nergals side
and enter the Denomination of Researchs Branch of
Mystic Defense. One of the earlier Pearzas noticed her
skills and offered her a chance to retain her memories but
not her skills upon promotion to pit fiend status. If she
could prove herself all over again, she would become a
chief researcher in Alchemical Devices. XalDrial accepted and, after a few thousand years of struggle, she
regained and then surpassed her former skills. The current Pearza promoted her, aware of the earlier agreement.
XalDrial is not much of an administrator and she would
rather not have to work closely with others, perhaps a
result of her long term exposure to daemons. Pearza
tolerates this so long as XalDrials productivity does not
wane. This could have been a problem as some of her
subordinates were slowly beginning to take advantage of
their leaders lax nature. XalDrial took notice and, to
her own surprise, swiftly reacted, demoting some of the
more notorious failures in her staff. She has little to do
with any of the generals save Cyndrel, whom she finds
quite foolish for letting his emotions get the better of
him.
Zalred (6th circle 24 pit fiend HD, master transmogrifist 10/sorcerer 10): Grafting, experimental creation techniques, and the like fall under the auspices of
High Researcher Zalred. Cold and twisted, Zalred is one
of a number of devils in Research that spent much time
as a slave within the Perdition of Phlegethos before entering the Denomination. In Zalreds case, he worked on
the staff of an inquisitor in Governor Gazras command,
experimenting on various means of extracting informa-

Diabolical Diseases
Although daemons and demons are better known for their diseases, devils have created some of the most pervasive
epidemics in the Cosmos. The following are among Minister 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.

177

Poisons of the Pit


The development of poisons is a long standing tradition within the Research Branch of Alchemical Devices. What
follows are three new poisons that have greatly impressed Chief of Research, Pearza. Aside from war ash, the materials needed to create these poisons are unknown, making them extremely expensive.
Blood Wind
Blood wind is a painful and debilitating poison developed used against powerful enemies resistant or immune to most
poisons.
Description: Light blue liquid that takes on a rich red upon entering the body of the victim
Application: Injury, DC 23
Initial damage: 2d6 Con
Secondary damage: 3d6 Con
Tertiary damage: 4d6 Con
Effect: The immediate effect of blood wind is to cause extremely rapid dilation and selective laceration of the internal
vasculature of an affected being, resulting in swelling of the airway and extensive leaking of fluids from vessels into surrounding tissue, as wells as internal bleeding . This causes the targets entire body to swell immediately and any wounds the
target has sustained begin to bleed vigorously.
However, it is mere minutes before the poisons true aspect is manifested. If the second save is failed, the skin over the
victims carotid arteries breaks and the carotid ruptures, spouting forth an impressive fount of blood. This spewing blood is
blood winds namesake, and is often used as a gruesome calling card by prominent assassins.
Blood wind can affect even creatures immune to poison, although such creatures gain a +8 bonus on their saving throw.
Price: 7500 gp
DC to Create: 25
Vision of Delight
Vision of delight serves as a potent way to control enemies while leaving them alive for interrogation . On occasion, it
is given to mortals as part of deals with the Infernal Denomination of Mortal Relations.
Description: Vision of delight is a clear liquid that must be administered through the mouth in pure form; it loses its
efficacy if mixed or diluted. It scalds the lips and tongue, but those who succumb quickly forget the pain.
Application: Ingestion Will DC 23 (antimagical poison)
Initial damage: 1d4 Wisdom damage and hallucination for one minute
Secondary damage: 1d2 Wisdom drain and hallucination (permanent)
Effect: The victim is overcome by hallucinations of bliss, believing that he has found a paradise tailored to his personal
desires. Depending on the amount of time the victim spends under the influence of vision of delight, he may experience a
fleeting vision of utopia or he may spend years living the fulfillment of all his dreams. A victim who fails the first save
against vision of delight, but succeeds on his second save, has largely managed to resist the poisons temptation. A victim
who fails the second save, however, does not truly recover from the poison even if he is cured at a later date. An intense
obsession with regaining the perfect world that he lost drives him, and he will often go to extreme lengths to regain what he
lost. Such victims suffers a 9 penalty on all saving throws associated with future exposures to this poison. Once a victim
has been cured of vision of delight, he is resistant to further damage, receiving a +9 bonus to save.
In the real world, the victim does not age and does not require food, water, or sleep; he simply remains in whatever
position he is put in (treat the victim as helpless). Injuries sustained in the real world, though they affect the body, do not
register in the mind of the poisoned creature; only the poison's cure or the victims death can release him from the delusion.
Price: 1500 gp
DC to Create: 25
War Ash
Throughout the ages and after countless war between the Legions of Hell against hordes of the Abyss, the dust and
ashes of war lies scattered over the Cosmos. Research conducted by Hell found that, when mixed with other horrific ingredients like angel tears, dragon bile, or the procreative juices of a tarrasque, the ashes create the poison known as war ash.
Description: Fine grey silvery ash, lighter than the finest sand.
Application: Ingested or inhaled DC 18
Initial damage: 3d6 Con and convulsion (see effect)
Secondary damage: 3d6 Con and hit point lost (see effect)
Effect: War ash is in fact minute metallic particles created from the fiery battles between Hell and The Abyss. War
ash, whether ingested or inhaled, will immediately take effect within the victims body. Once inside the body, the metallic
particles eviscerate the lungs and blood vessels to produce painful internal bleeding. Should the victim fail the first save he
suffer 3d6 Con ability damage as his body is wracked with pain and convulsions. Should the victim fail his second save, he
will suffer another 3d6 Con ability damage and will henceforth suffer 1 point of hit point damage per round until a heal
spell is cast on his person or he dies. War ash is only used by the most experienced assassin for a single mishandling can
prove fatal. It is fairly easy to detect when ingested as it has a acrid taste; when encountered beyond the Depths Below, it
carries the sickening-sweet scent of burning blood. It is interesting to note that war ash made from deposits in the Gray
Wastes of Despair has a DC 23.
Price: 5000 gp
DC to Create: 20

178

tion while creating new weapons or new creatures.


Gazra, while impressed with Zalreds obvious talents,
had little use for his interests (as they would have drawn
unwanted attention from Belial and his Dukes) and arranged a transfer to Research. Here, Zalred has excelled.
He sees neither the physical nor spiritual form as fixed;
rather, both can be restructured to create new Laws, new
order, to benefit Hell. During his time in Phlegethos,
Zalred plied his craft on other devils; now, he has a wide
range of creatures upon which to experiment, although
his favorites are demons, daemons, and other nonLawful fiends. He finds mortals far too fragile, although
he is musing about new ways to extend their lives to
make them worthwhile research subjects. Due to his
successes in grafting, Zalred is a favorite of Pearza. For
his part, Zalred could care less so long as he continues to
receive the necessary support from her. He controls his
staff through fear; quite a few who have failed him (often
without knowing how or when) disappear, although
pieces of them are later found as grafts. Still, Zalred
makes a point to interact with the other senior generals of
the Denomination, particularly Goap of the Experimental
Branch (through whom he gets some of his creations into
the Mortal Coil) and the generals of the Strategic Branch
of Land, who often find use for his creations. He has
recently caught the eye of Duke Malphas, who is quite
impressed with his creations. It is possible that Zalred
will be offered an opportunity in Malphas court in the
near future.
The Experimental Branch of Research
(Generals Goap, Nexroth, Salac)
The Research Branch of Experimentation is involved
with the development of new and devastating weapons
for the armies of Hell. These weapons may come in the
form of wondrous items, spells or innovative approaches
to existing materials.
Those charged with developing new spells and magical weapons for the Ministry are largely wizards. Eternally, they spend their time attempting to twist eldritch
energies to their desired ends. The demon dirge spell was
a direct result of this branch. The demon-bane enchantment is often attributed to their work as well, although
this is a dubious claim as there have been demon-bane
weapons older than the institution of the Dark Ministry.
Other members of the branch attempt to create rituals
and invocations to hasten Hells inevitable triumph.
Once a new spell or magical weapon formula has been
tested and proven capable, it is passed on to the Mystic
Defense branch and to the Denomination of Supply.
Pearza has formed a small elite corps charged with
battlefield testing new products. Only the bravest or
punished are placed in this corps as many of the missions
become suicidal when the product fails spectacularly. On
the other hand, these devils have also accomplished
some of the most devastating victories against The
Abyss due to the overwhelming spectacle the failure
produced. These units can be expected to carry roughly
triple standard equipment in magical items.
Due to the nature of the branch, only devils with class
levels or the ability to create magic items work herein.
Wizards dominate, with sorcerers, clerics, and psions
making up a small minority. Hierrmagons and erinyes
compose the lower level troops, with gelugons and pit
fiends in the higher officer ranks. The exception is the

battlefield testing squads, which are often barbazu, hamatula, and spinagon who have failed to meet the standard their superiors set for them prior to their transfer
General Nexroth (7th circle 27 HD pit fiend, archmage 5/wizard 15): In all ways, Arch Developer
Nexroth is the most powerful devil in the Infernal
Branch of Research and 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-

179

concerted with the High Researchers bizarre nature, he


often uses Zalreds creations in the field when the opportunity arises. He also works well with Nexroth, whom
he sees as a powerful, influential leader, one worthy of
respect and fear. He has interacts with Salac because he
has to, but finds the general to be not especially intelligent and therefore not worthy of respect.
General Salac (6th circle 22 HD pit fiend, wizard
(diviner) 13): Salac is the Chief Research Officer for
the branch, tending to the day-to-day activities, running
reports, training, and ensuring that Goap and his team
never lose sight of the branchs goals. While Salac continues to conduct research of his own, as more and more
productivity has become par for the course in the branch,
he has had less time to commit to his preferred work.
Salac has excelled in his role, though, and knows that he
will continue to function in this capacity until and unless
Nexroth and/or Goap depart for other opportunities.
Salac has considered retiring one or both of them, but
knows that Nexroth is far too established and receives
the support of Pearza, and that Goap has enough contacts
to make a move without the Chief of Field Experiments
hearing wind of plans. Salac has little good to say about
Goap, whom he finds to be too far removed from the
importance of tending to the realities of the war. Salac is
feared by the troops of Experimental Research for his
swift temper and willingness to severely punish those
who fail to adhere to the strictures he has put in place
over the branch. He views the other branch heads as
more or less competent, although he sees little reason to
become involved in intrigue if it can be helped.
The Research Branch of Mystic Defense
(Generals Felsric, Immediel, Nacrottis)
The Mystic Defense branch of Research provides the
bulk of magical support to the Ministry. Each and every
one soldier in this branch is focused in a particular area
of magic and is often called upon to exercise this talent
for the cause of Perdition. Thus, the bulk of these soldiers are wizards; relatively few sorcerers are found here
due to the heavy focus on research, but they are far more
numerous than other arcane spellcasters and certainly
more so than divine spellcasters. Finally, one can find
the occasional psion as well. Typical missions for
branch personnel include protecting high ranking officers, bringing down the protective abjurations of the
enemy, counter-spelling, and forming defensive wards
around camps and forts.
Most generals have a personal squad of mystic defenders attached to them. A 1st circle general can expect
three defenders, with at least one capable of casting 6th
level spells. Every day, these mages prepare and cast
protective spells upon their charge. False life, greater
magic weapon, mage armor, and nondetection are all
common every day choices. Protection from energy or
resist energy (often electricity) is cast before going into
any potentially dangerous area, along with heroism and
stoneskin. Once battle has been joined, a complete suite
of spells including blur, freedom of movement, greater
heroism, haste, resistance and shield is cast upon their
charge. Other common spells include bears endurance,
bull's strength, death ward, eagle's splendor, and expeditious retreat, depending on the nature of the foes at hand
and the personality of their charge. A common tactic in

180

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

plenty of allies scattered across the lower ranks in the


other two branches. As a leader, Immedial is not quite as
effective as Nexroth, but Felsric and Nacrottis know
better than to challenge Immedial as both of them were
recently promoted after the High Commander eliminated
their predecessors after a failed retirement attempt.
General Felsric (6th circle 25 HD pit fiend, warmage 18): The Mystic Artillery Commander of the Ministry, Felsric is probably the Research general who
comes across as though he is out of his element. Brash,
boisterous, and confrontational, most think he would
better serve his career and the Legions as a general in the
Denomination of Strategy. Although he may well be
loud and somewhat obnoxious by Research standards,
Felsric is every bit as intelligent as he peers. Felsric
serves as the chief liaison for the branch and often meets
with generals in Espionage, Strategy, and Supply regarding fortifications and mystic bombs, making sure that
they are properly outfitted. He pushes his troops hard,
never accepting slow production and has demoted quite a
few who have not been able to keep up with production
goals. Felsric has only recently assumed his post, benefiting from the removal of his predecessor at the hands of
Immedial. As such, Felsric is slowly determining where
he stands in relation to the other branch heads. He has
no love for Immedial but no dissatisfaction either. He
and Nacrottis have a tense rivalry as they both seek to
impress Immedial and Pearza; so far, this rivalry has not
developed into anything unpleasant, although the possibility is certainly there.
General Nacrottis (6th circle 22 HD pit fiend, archmage 3/argent savant 5/wizard 9): General Nacrottis
is the Chief Commanding Officer of the Branch of Mystic Defense. In addition to overseeing daily branch operations, he manages the assignment of spellcasters to
Ministry generals. As the new CCO, Nacrottis has been
forced to receive occasional audits of his assignments
from the Infernal Denomination of Morale to ensure that
his appointments do not benefit him. So far, the agents
of Zimimar have been impressed with Nacrottis apparent impartiality and professionalism in his duties. Nacrottis is himself a talented wizard, having once served
as an attendant to Dagos. His skill with the Word are
impressive as they should be considering that he was
trained by the Black Magus himself, Duke Leonar of
Cania. While his ties to the Eighth have long been discontinued, Nacrottis reputation as a loyal servant continue to echo across Perdition. His loyalty is to Hell and
it was this loyalty that prompted him to slip information
to Immedial regarding the treacherous acts of the former
MAC and OOC. Nacrottis is extremely slippery and
difficult to read, a trait he continues to nurse as he grows
in authority. Nacrottis is considering making his services known to Immedial in order to strengthen his own
position against Felsric, whom he sees as a threat to his
continued success.

The Infernal Denomination of Strategy


(Dark Minister Dagos, Marshal of the Pits)
Branches
Air Flying attack forces
Land Ground attack forces
Sea Naval attack forces

Generals
Air Alusiel, Galarond, Phanior
Land Hanariel, Meritos, Srelial
Sea Kobbis, Laginus, Meathe
By far, the best known Denomination within the Legions is Strategy, the most commonly encountered
instructional force. Controlled with brutal efficiency
and cold precision by the Marshal of the Pits, Dagos, the
Denomination of Strategy constitutes some of the most
powerful warriors in the Depths Below and the Cosmos
at large.
Although Dagos is the ultimate military strategist and
commander in the Ministry, his success is in part due to
the service provided by his supreme command sergeant
major, the cornugon Gathgorian, and the generals and
admirals of the Three Strategic Branches: Air, Land, and
Sea. Each Infernal Branch is controlled by three pit
fiend generals or three pit fiend admirals, one slightly
higher ranked than the other two but no greater in actual
authority without Dagos explicit leave. The generals
and admirals are renowned warriors, having overcome
inconceivable odds in scores of battles against demonic
forces and the machinations of subordinates through
guile, wit, and brute strength during their tenures. While
each is just a step from becoming the new Marshal of the
Pit, a goal every one intends on achieving, not a single
one would risk retiring the current Dagos if such an act
could threaten the fighting skill of the lower ranks.
The Three Strategic Branches are further divided into
three corps. Each of the generals or admirals is responsible for one of the corps. There are at least a billion devils reporting to each of the Strategic generals or admirals.
The Strategic Branch of Air
(Generals Alusiel, Galarond, and Phanior)
The troops of the Strategic Branch of Air are among
the most daring and crafty of 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

181

Table 6-4: Strategic Branch of Air Unit Structure


Unit
Unit Composition
Branch of Air

As many Corps as needed


(typically nine)

Corps

99 Forces

Force

81 Wings

Wing

81 Regiments

Regiment

81 Groups

Group

9 Squadrons

Squadron

9 Flights

Flight

9 Sections

Section

9 devils

far, Dagos has seen fit to allow this risk-taking attitude to


proliferate as it continues to bring results, even if it
means that the generals of the Branch are among the
most hated throughout the Dark Ministry.
Dark Flight (General Phanior)
The Dark Flight, also known as destroyers, is used to
eliminate the aerial forces of the enemy. Squamugons
make up the lower level infantry with squadrons led by
malebranche and cornugons.
The destroyers move in directly to engage flying enemy forces. Their goal is to counter and destroy enemy
air forces; as a result, they typically hold a line above the
allied land forces. They are never deployed too far beyond the ground forces line in order to avoid getting
caught between enemy air forces and archers from the
ground. Once air superiority has been established the
destroyers become a second front, attacking the rear
ranks of the foe.
Dark Flight troops often summon aid as a first attack,
usually directly in the path of an advancing foe. Destroyers are allowed to withdraw for restoration once they are
reduced to 5% of their hit points.
Typical Dark Flight Units
Section: Squamugon (9).
Flight: 9 sections led by malebranche sergeant and
cornugon lieutenant.
Squadron: 9 flights led by malebranche master sergeant and cornugon captain.
Group: 9 squadrons led by cornugon sergeant major
and cornugon 1st major.
Regiment: 9 groups led by cornugon sergeant major
and cornugon 1st colonel.
Wing: 9 regiments led by cornugon sergeant major
and pit fiend 9th colonel.
th

General Phanior (6 circle 24 HD pit fiend, legendary dreadnaught 19): The bombastic Phanior is one
of the most disliked senior officers in the Dark Ministry.
Arrogant and willful, he holds his tongue around no one;
even Dagos fumes when Phanior is near as the General
of the Dark Flight has few qualms about questioning the
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

182

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

him. It is no surprise that despite his short tenure that


ground assault has been the most productive it has been
in centuries. Galarond is an efficient leader who excels
in whipping his troops into preparation; his background
in the Infernal Denomination of Morale is likely key to
his success in this regard. Among the other generals of
the Denomination of Strategy, Galarond is viewed with
simmering loathing. They are watching for weakness
and to date none has been found. For the time being they
have left him be as his hands are full with completing the
restructuring of his branch. For his part, Galarond respects Alusiel and Srelial; he considers Meritos a satisfactory general and intends on using the General of Infantrys skills to weed out the failures of the lower ranks.
He views Dagos with restrained awe.
Skyriders (General Alusiel)
The aerial cavalry of Hell is mounted on either draconic (true) or half-fiendish steeds. There are two primary corps, the infernal riders and draco riders.
It
should be noted that the Land cavalry on nightmares is
also capable of aerial attacks.
The infernal riders consist of troops who ride diabolically fiendish monsters into battle. Mounts include manticore and griffon-bred stock (many of these creatures are
no longer remotely related to their mortal counterparts
and have various names, fell beast and fallen sun being
the best known species of fiendish manticores and
fiendish griffons). Most such creatures are usually ridden
by hamatula and narzugon. Gelugon commanders are
sometimes mounted on half-fiend behirs.
Draco riders consist of the troops who ride the blue or
green children of Tiamat. Such dragons typically join
the Legions of Hell of their own accord and often in
pursuit of greater wealth that they eventually transfer to
the Mortal Coil or else use to establish Infernal Realms
in Hell. They are better regarded as troops themselves
rather than as mercenaries, a fact of which too many
demons are ignorant. Hamatula and narzugon ride
young adult dragons while gelugon commanders ride
adult or mature adult dragons (older dragons either appear without a rider or deign to allow pit fiend mounts
and then only if the pit fiends CR is higher than its
own). Blue dragons are typically ridden by commissioned officers and often have feats or abilities that allow
them to penetrate electrical resistance and immunity.
With both flights of riders the devils are usually
armed with lances and ranged weapons. The mounts
handle the bulk of the melee combat although the devils
have natural weaponry for this task as well.
Draco riders are used as both aerial and ground assault forces; they are also often used to destroy fortifications. Infernal riders are used largely to engage other
aerial forces as they usually lack the powerful breath
weapons and spells possessed by draconic mounts. As
some of the most valuable troops of Hell, riders are usually the third or later wave of attack, behind both destroyers and assault troops.
Riders rarely summon aid due to their unique missions and equipment; however, some have taken to engaging other cavalry units and summoning aid directly
onto the enemy's mounts. Flinging the current occupant
to their death and establishing control over the riderless
mount is no easy trick and, as a result, this remains a rare
tactic. Riders are allowed to withdraw for restoration
once they or their mounts are reduced to 25% of their hit
points.

Typical Draco Rider Units


Section: Hamatula (9) on young adult green dragons.
Flight: 9 sections led by hamatula sergeant and narzugon lieutenant on young adult dragons.
Squadron: 9 flights led by hamatula master sergeant
and narzugon 9th lieutenant on young adult dragons.
Group: 9 squadrons led by hamatula sergeant major
and gelugon 1st colonel on adult dragons.
Regiment: 9 groups led by narzugon sergeant major
and gelugon 6th colonel on mature adult dragons.
Wing: 9 regiments led by narzugon sergeant major
and pit fiend 9th colonel on very old dragons.
Typical Infernal Rider Units
Section: Narzugon (9) on fiendish griffons
Flight: 9 sections led by narzugon sergeant and narzugon lieutenant on half-fiend griffons
Squadron: 9 flights led by narzugon master sergeant
and narzugon 5th lieutenant on fiendish manticores
Group: 9 squadrons led by narzugon sergeant major
and gelugon 1st colonel on fiendish manticores
Regiment: 9 groups led by narzugon sergeant major
and gelugon 3rd colonel on fiendish manticores
Wing: 9 regiments led by narzugon sergeant major
and gelugon 9th colonel on half-fiend behirs
General Alusiel (7th circle, Order of the Bleeding
Blade, 34 HD pit fiend, cavalier 10, dragonrider 1):
The most highly decorated general serving in the Infernal
Denomination of Strategy and even older than Srelial,
General Alusiel is one of the most influential and important pit fiends in the Dark Ministry. Not only is Alusiel
aware of this fact, he has no qualms in using his reputation and status to get what he wants when he wants it.
His power transcends just the Denomination of Strategy
as he has servants serving throughout the Ministry. The
other Dark Ministers are of the position that should the
current Dagos ever receive a promotion to a Court of
Perdition or experience an early retirement that Alusiel is
his certain replacement (Zaebos himself has assured
Alusiel of as much). Alusiel is counting on the latter as,
in his mind, the ability to retire a sitting Minister is a
testament to his power and ingenuity. Although he has
never betrayed Dagos nor been outwardly insolent, he
has never failed to make his intentions clear to the Marshal of the Pits. Dagos respects this and Alusiels status,
which is why he has not demoted the general or ensured
his retirement; Dagos is content to continuing playing a
very subtle and incredibly dangerous game with his most
gifted and powerful general, one that will eventually end
in one of their retirements. Alusiel has already established a plot that will ensure that no one will know when
he has replaced the current Dagos, as he intends on
replacing himself with a trusted (relatively speaking)
lackey. Alusiels attitude towards the other generals is
one of mild contempt at best, deep hatred at worst
(reserved for the coward Meritos and the imbecilic
Hanariel). The only general he treats with anything approaching equality is Srelial and that is because the two
have served for almost the same length of time and in the
same areas with equal success. Alusiel has ties with the
Courts of Bael and (surprisingly) Beelzebub and occasionally calls in favors from either.

183

The Strategic Branch of Land


(Generals Srelial, Hanariel, and Meritos)
The most likely to see hand-to-hand teaching opportunities in the Blood War, the devils of the Strategic
Branch of Land are thought to be the most violent and
direct of the various Denominations and Branches. They
suffer the highest casualty rates and incur the most consistent exposure to risks. Unsurprisingly, the rewards for
successful completion of land campaigns are great and
many of the best known and powerful devils in Hell were
served or continue to serve in the Strategic Branch of
Land.
The warriors within the Strategic Branch of Land
have little patience for flowery language or tactics, preferring what they know works over what may. This lack
of creativity on their part may be the sole reason their
Line suffers the highest casualty rates in the Denomination, something neither the corps generals nor Dagos
seem particularly concerned with since most casualties
are actually among the lemures and nupperibos.
The Strategic Branch of Land has three different
Corps, the infantry, artillery, and cavalry. These three
corps work together intimately, although there is little
love lost between those that serve in the Infantry and the
other two corps, who have a tendency to treat their brethren with disdain as they work so closely with lemures
and nupperibos.
Artillery (General Hanariel)
The infernal artillery contains typical siege engines,
crossbowmen, and archers. Their purpose is to provide
long range support fire for the infantry and cavalry.
Artillery bombardment precedes lemure rushes and
only breaks off once the infantry engages a foe in melee.
Artillery then provides support fire, targeting groups and
foe reserves who are not engaged. The siege engines are
typically only brought into play during large scale conflicts. They bombard the rear ranks of the enemy with
their ammunition which ranges from spell-bombs to
squads of lemures. These engines are considered heavy
artillery. On occasion, exotic creatures such as fiendish
fire giants or blue dragons are used in the heavy artillery.
Light artillery is made up largely of barbazu and
erinyes. Erinyes archers hover directly above the barbazu
crossbow men, creating a wall of arrows. Each light
artillery platoon is defended by a single squad of infantry. The squad sets up a wall of spears or glaives and the
archers fire over and through their ranks.
Typical Artillery Units
Squad: Barbazu (5), erinyes (4).
Platoon: 9 squads led by erinyes sergeant and hamatula lieutenant.
Battery: 9 platoons led by hamatula master sergeant
and cornugon captain.
Battalion: 9 companies led by hamatula sergeant
major and cornugon 1st circle major.
Regiment: 9 battalions led by cornugon command
sergeant major and cornugon 9th circle major.
Equipment: Barbazu artillery are equipped with
masterwork light crossbows and cold iron bolts. Erinyes
carry standard equipment. Artillery officers typically
carry hand crossbows and wands of fireball.
Sample Artillery Platoon
Barbazu (45)

184

Attack: Masterwork light crossbow +8 ranged (1d8


19-20/x2)
Full Attack: Masterwork light crossbow +6/+6/+1
ranged (1d8 19-20/x2)
Feats: Point Blank Shot, Rapid Reload (light crossbow), Rapid Shot
Special: An barbazu artilleryman deals infernal
wounds with its crossbow, just as a standard barbazu
does with a glaive.
Hamatula Lieutenant:
Attack: +1 hand crossbow of distance +19 ranged
(1d4+1 19-20/x2)
Full Attack: +1 hand crossbow of distance +19/+14
ranged (1d4+1 19-20/x2)
Skills: remove Search +16, replace with Use Magic
Device +19
Feats: remove Cleave and Alertness; replace with
Exotic Weapon Proficiency (hand crossbow) and Rapid
Reload (hand crossbow)
Erinyes (36): Standard equipment
General Hanariel (6th circle 25 HD pit fiend,
fighter 14): Hanariel is a swaggering, violent braggart
of a fiend who loves little else than the destruction of
demonic adversaries. He has little patience for the infantry or General Meritos. Indeed, Hanariel perceived
Meritos as a simpleton and believes that the General of
the Infantry is ripe for retirement, particularly if one of
Hanariels generals assumes his vacant station. Publicly,
Hanariel does his best to appear conciliatory to the
longer-serving Meritos. Hanariel is not as subtle as he
believes and Meritos is well aware of his peers attitude
and intentions and has already bought off most of
Hanariels loyal servants. In due time, Hanariel may
be the one facing retirement and Meritos will at last have
the respect he believes he deserves. Hanariel views
Alusiel and Srelial with something akin to awe, having
known about the generals since Hanariel himself was a
hamatula. He has spent considerable time contemplating
the best means to give Srelial an honorable retirement,
one that will allow the old pit fiend to die while doing
great service for Hell. Hanariel obeys Dagos unquestioningly as he fears his immediate supervisor tremendously; he also despises him and believes that if he can
eliminate Meritos and eventually the seemingly untouchable Srelial he may be in a position to even remove Dagos.
Cavalry (General Srelial)
The infernal cavalry contains the mounted troops.
Light cavalry is composed of narzugons and sometimes
barbazu mounted on nightmares. Heavy cavalry is
mounted on anything from creatures such as the gathra to
infernal dire beasts, and has hamatula as well as the
lesser ranked riders. Cavalry is used to follow up or support infantry charges, or in the case of heavily defended
targets (more often found in skirmishes with angelic foes
than with The Abyss), directly follow a lemure assault to
punch a hole through which the infantry can follow.
A standard light cavalry squad tactic is the dual
wedge charge. Two narzugons lead the charge leaving
roughly 15 feet between them. Three others form the
middle with four in the rear. The rows ride five feet behind each other, allowing the troops to the rear to target
any survivors of the initial rush.
When assaulting a position that has spearmen set to
receive a charge, the lead troops will often fight defen-

sively or use Combat Expertise to its fullest, knocking


away the set attacks while their companions in the rear
form the real offensive. In such cases, the dual wedge
will often reverse, sending four horsemen in the fore,
with two bringing up the rear.
Heavy cavalry mounted on an infernal dire elephant
typically ride in a battle platform that allows them to fire
arrows from relative safety. The platform provides
cover and allows eight Medium sized devils to fight from
it. The ninth member of the squad rides near the beast's
head, guiding it. The mounts usually charge the enemy,
trampling anything in their path, while the riders make
sure any survivors do not last long enough to threaten
their mount.
Typical Cavalry Units
Squad (light): Narzugon with nightmares (9).
Squad (heavy): Barbazu (9) on infernal dire elephant.
Squadron: 9 squads led by narzugon sergeant and
narzugon lieutenant
Company: 9 platoons led by narzugon master sergeant and narzugon 9th captain
Battalion: 9 companies led by hamatula sergeant
major and cornugon 1st circle major
Brigade: 9 battalions led by cornugon command sergeant major and gelugon 9th circle major.
General Srelial (7th circle 35 HD pit fiend, marshal
10): The pit fiend Srelial is one of the oldest pit fiends
serving in the Dark Ministry. He is also one of the deadliest, unsurprising considering his successes in the War
and his longevity in spite of numerous retirement attempts from former subordinates and peers. Although he
technically has no greater authority over the Strategic
Branch of Land, Srelial is the de facto leader through
sheer will. It is unclear if he has any desire to see Dagos
retired; he seems content to reap the benefits of his lofty
station and appears to respect the sterling military sense
his superior exhibits. Although he does not know it,
Dagos respects Srelial and pays attention to his suggestions; Dagos has standing orders to have Srelial killed in
the event it ever appears that he involved in an early
retirement attempt against the Marshal of the Pits. Srelial regards Hanariel as a fool who deserves no better
than an early retirement, but suspects that the General of
the Artillery is far trickier than he appears. He views
Meritos with disdain, but knows that the General of the
Infantry can be conniving and dangerous. Despite the
respect he has for him, Srelial has little good to say about
Alusiel, whom he perceives as a snob; he believes that
Galarond is a more worthy leader for the Strategic
Branch of Aerial Assaults, but suspects that Galarond
could also be a far greater threat to his current status.
Infantry (General Meritos)
Despite popular belief, the typical infernal infantry
grunt is not a lemure. Lemures (and nupperibos) are
considered to be ammunition, not soldiers. Barbazu
make up the lower level infantry, with companies led by
hamatulas. Infantry are used to seize and hold military
objectives.
The infantry moves in directly behind the initial lemure waves and makes short work of the wounded enemy. The infantry is more merciful than any other branch
of the military; they make efficient killing their priority.
Once they reach troops who have not suffered from the
lemures' charge the infantry withdraws via teleport to

follow another wave. Infantry troops generally wait to


summon aid until they have been reduced to a quarter of
their hit points, the idea being that the summoned devils
can finish the task that the soldier is about to fail through
death. Infantry troops are allowed to withdraw for restoration once they are reduced to 5% of their hit points.
Typical Infantry Units
Squad: Barbazu (9).
Platoon: 9 squads led by barbazu sergeant and hamatula lieutenant.
Company: 9 platoons led by hamatula master sergeant and cornugon captain.
Battalion: 9 companies led by hamatula sergeant
major and cornugon 1st circle major.
Regiment: 9 battalions led by cornugon sergeant
major and gelugon 9th circle major.
General Meritos (6th circle 24 HD pit fiend, rogue
15): Meritos is well aware of his peers disdain and, to
his fury, their attitude not only frustrates him, but he
knows it is well earned. Meritos is dull and plodding
when it comes to matters of combat strategy and tactics.
His ascension this far is not due to brilliant concepts or
strategy, but his willingness to throw more and more
troops against his foes until the enemy falls. Fortunately
for Meritos, Dagos has no qualms with this philosophy
as the Marshal of the Pit sees lemures and nupperibos as
not worth any concern. The problem lies with the fact
that Meritos wishes he were more of a military leader
despite his clear prediction for ferreting out secrets and
removing adversaries through intrigue. Meritos knows
he would be better off serving in the Infernal Denomination of Espionage or Morale, but believes that there is
more glory to be found in Strategy. He is wise enough to
keep more talented, but timid, subordinates around, but
wastes no time in discrediting or causing the disappearance of those that would threaten his station. Meritos
knows better than to do away with those who would
offer great service to the Legions, though; in such cases,
he typically arranges for them to be promoted out of his
Branch into another (usually Ground Assault if he can
help it). On the other hand, he is very good at discovering those who are a detriment to the Legions and ensures
that they are either at the front lines or else are caused to
disappear or lose face when a promotion is possible.
Dagos is well aware of Meritos scheming and his talents and lack thereof. Dagos allows the general to
continue his role because he values the unintended consequence of the General of Infantrys behavior: he wheedles out those unfit for their roles lower in the ranks
where it counts. Thus, Meritos will remain where he is
until his usefulness to Dagos is ended. To Meritos
credit, it is unlikely this will occur any time soon.
The Strategic Branch of Sea
(Admirals Kobbis, Laginus, and Meathe)
The sailors of Hell's navy form a finely honed machine, keeping the massive warships of Perdition running
and dangerous. Naval warfare is an often overlooked
branch of the Denomination of Strategy, but is nevertheless an important one.
Naval units are broken up by number of ships rather
than troops. Typical crews of war class ships (known as
vessels) number roughly the equivalent of a battalion of

185

land troops. Smaller destroyer class ships (known as


detachments) are crewed by the equivalent of a company
of land troops. Command ships can carry the equivalent
of an entire regiment, and the massive flagships of the
highest ranking admirals are manned by nothing less
than a brigade-sized crew. This does not count any marine units stationed on the ship, which are typically one
unit size smaller than the crew.
Another major difference in naval command and land
forces is the command structure. While there is still a
non-commissioned officer paired with commissioned
officers, they are not as influential as their land-based
counterparts. Instead, such influences fall with the First
Mate, typically the second ranking officer.
By and large, the sailors within the Strategic Branch
of Sea are the most loyal to each other among those serving in the Infernal Denomination of Strategy. Due to the
incredibly dangerous nature of their missions, they have
little patience for blatant in-fighting; however, they are
still devils and do not overlook opportunities to damage
the reputations of peers that make foolish decisions.
They view the rivalry between the Branches of Air and
Land as idiotic. After all, the devils of this branch know
good and well that they are the most important instructors in the Ministry and do not care if they are not immediately recognized for their service so long as the job
gets done.
Interestingly, despite the fact that barregons dominate
the upper echelons of power in this branch, there appears
to be little of their caste-wide treachery. This may be
due to the fact that, unlike barregons elsewhere, those
serving under Dagos are closely monitored and are generally more invested in the goals of Hell as a whole
rather than those of the Prince of Stygia or Hells Pawn.
However, 3rd circle Admiral Dulahad has become a recognized threat to Dagos; while the Marshal of the Pits is
not entirely certain of the Admiral of the Styxs activities, he knows (through both Corin and Zimimar) that the
barregon is behaving in an extremely odd fashion and
has quite a few barregons within the Denomination and
beyond swearing fealty to him and to the Styx. Dagos
plans on dealing with Dulahad once he establishes irrefutable evidence of his treachery and determines how
tightly the Admirals clutches are wrapped around his
Denomination.
Aquatic (Admiral Kobbis)
The submarines of Hell make up an elite force. They
are often tasked with some of the most dangerous missions in the navy and hazard the soul-stripping waters of
the River Styx.
Scuba troops swim along the bottom of waterways,
attacking unprotected (or under-protected) ships. Such
missions are hazardous for, although devils (like all
fiends) do not need to breathe, most will suffer from
amnesia just by touching the Styx while long-term exposure results in oblivion as the devils eventually forget
they exist (which is the goal scuba troops hope to
achieve against their foes). Missions that are in waters
other than the Styx typically are to disrupt cargo and
supply shipments, or remove large battleships without
undue conflict.
Scuba troops swimming the River Styx rely on a number of protective spells and arcana to keep them from
perishing in the hostile waters of the Depths Below. A
long history of failures and experiments has perfected a
variety of techniques and tools. The best known is a

186

Table 6-5: Strategic Branch of Sea Unit Structure


Unit
Unit Composition
Branch of Sea

As many Fleets as needed


(typically nine)

Fleet

99 Forces and 1 Command


Ship

Force

99 Armadas and 1 Command Ship

Armada

9 Flotillas and 1 Command


Ship

Flotilla

9 Battalions and 1 Command Ship

Battalion
Squadron
Vessel

9 Squadrons
9 Vessels
War class ship crew and
marines

Detachment

Destroyer class ship crew


and marines

magic collar forged of adamantine and soulsteel which


keeps the Styx at bay known as a memory coil. The coil
provides immunity to any water based attacks, including
holy water; however contact with holy water immediately neutralizes the coil, leaving the devil open to future
attacks. Likewise, the coil may be damaged or disrupted
through sundering or dispel magic and similar spells,
making the scuba troop subject to the ravages of the
Styx.
Submarines rarely summon aid due to their unique
missions and equipment, but if combat erupts outside of
the water, they have no compunction against summoning.
Scuba troops are allowed to withdraw at any time that
they see fit as their missions' successes do not always
rely on dead enemy troops.
Typical Scuba Units
Detachment: Osyluth (9)
Platoon: 9 squads led by osyluth able hand and osyluth lieutenant
Squadron: 9 platoons led by osyluth petty officer and
barregon commander
Admiral Kobbis (7th circle 24 HD pit fiend, fighter
6/legendary captain 10/ legendary leader 5): Kobbis'
status is that of a rising star. Only recently was Kobbis
promoted to the status of 7th circle admiral after having
served for some time as a 1st circle barregon admiral and,
for only a short 100 years, a 3rd circle pit fiend admiral.
All this time she undertook some of the most dangerous
tasks for Hell. Kobbis is a calm, silent leader, exuding
professional certainty with her demeanor. Although she
seems slow to react, Kobbis is always thinking and
evaluating, considering the mettle of her servants and of
her peers. She never hesitates to send her troops to their
deaths if it means success, but sees no value in wasting
lives or sending fools out for punishment as in dying,
they may fail Hell. Kobbis is not cowed by the fact that
the other two 7th circle corps leaders have served the
Dark Ministry for untold millennia. She knows she has
earned her station and does not fear them; still, she is not
interested in making enemies of them and typically defers to their positions so long as they do not interfere
with her missions. Of the two, Kobbis respects Srelial
more as she finds Alusiels obvious desire to retire Da-

gos a weakness that could (and eventually will) be exploited. She does not actively get involved with the
decision making of the Admirals Laginus and Meathe,
both of whom served longer than she. Rather, she
watches patiently for the opportunity to embarrass them
both enough to assume a de facto leadership role among
the three. Kobbis respects Dagos greatly, but is fully in
the pocket of Minister Zaebos.
Marines (Admiral Laginus)
Diabolical marines function very similarly to landbased infantry; it is fair to refer to them as naval infantry. Marines are the primary warriors in 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

large ships the size of small Mortal Coil lordships. Every


vessel boasts a few spell-cannons and every sailor is
expected to be proficient with them. Larger vessels also
have shields that range from simple protection from
chaos/good or energy to spell immunity and spell reflections.
Sailors summon aid immediately in the event of a
boarding or as a precursor to a boarding in order to tip
the odds in their favor as much as possible. There are no
backlines in naval combat, so sailors fight to the death.
After a battle is over, any survivors can seek medical
attention.
Typical Sailor Units
Detachment: Small warship led by an osyluth 6th
lieutenant with an erinyes 1st lieutenant.
Vessel: Standard warship led by a barregon 6th circle
commander with a osyluth 6th lieutenant.
Squadron: 9 vessels led by a barregon 6th circle captain with a barregon 9th circle commander.
Battalion: 9 squadrons led by a barregon 9th circle
captain with a barregon 8th circle captain
Flotilla: 9 battalions led by a barregon 6th circle commodore with a barregon 1st circle commodore
Armada: 9 regiments led by a pit fiend 1st circle admiral with a barregon 9th circle commodore
Admiral Meathe (6th circle 26 HD pit fiend, fighter
7/marshal 6): Meathe is in a very uncomfortable position. It has been during his long watch that one of his
barregon admirals, Dulahad, has become more powerful
and influential. Dagos has prided his Denomination for
its loyal barregons and, if his suspicions are right,
Meathes incompetence may have shattered this trend.
For his part, Meathe believes he has suffered from incompetent or traitorous underlings and he is not far from
the truth. Many of his lower ranking officers fear the
Admiral of the Styx and refuse to get involved in whatever the barregon is doing even if it means the disgrace
of their general. If it were not for Dulahad, Meathe
would be a satisfactory commander, only slightly more
productive that General Meritos. He knows that he has
lost any support from the other generals and suspects that
he will soon be retired. He is quite right for once Dagos
uncovers the truth behind Dulahad, the Marshal of the
Pit intends on making Meathe disappear.

Infernal Denomination of Supply


(Dark Minster Baalzephon, Supply Master)
Branches
Engineer prepares the battleground to favor
the Dark Mini
try; establishes defensive perimeters
Quartermaster handles supplies and ensures
units are properly equipped and outfitted
Transportation oversees the movement of
large, non-teleporting devices or troops
Generals
Engineer Azabon, Farhisst, Gerrenck
Quartermaster Carhmoc, Elhiak, TelRelial
Transportation Lernok, Manhyn, Rassbal
The Infernal Denomination of Supply is arguably at

187

the center of the Ministrys operations. Without this


Denomination, not only would the primary instructors of
the Denomination of Strategy find themselves in dire
straits, but the other Denominations would swiftly find
themselves unable to accomplish their tasks. Espionage
would not have access to tools essential to their trade;
Research would not receive the components necessary to
complete their projects; neither Immortal Diplomacy nor
Mortal Relations would be able to ensure that their clients received their material requests. In short, Supply is
the engine that pumps the oil throughout the diabolical
machine that is the Legions of Hell and all diabolical
soldiers know it.
The devils of Supply are among the most interesting
in the Ministry. On the one hand, they are extremely
organized, paying attention to the details of the contracts
they receive, tending to the working orders of whatever
wares they carry, and doing all they can to ensure that
their charges reach their destinations in pristine condition
(a relative term in Hell). On the other hand, the devils of
Supply have no patience for non-devils, killing mortals
out of hand when encountered and assuming that any
powerful non-devils with whom they come into contact
are an enemy intent on disrupting supply runs. Beings
that encounter Supply soldiers must quickly reveal their
allegiance to the Legions or risk immediate liquidation.
Although no where near as disciplined as the devils of
Strategy or even Espionage, those of Supply are vicious
combatants that will go to great lengths to destroy threats
to their missions.
As indicated earlier, this Denomination is extremely
organized; indeed, it would not be unfair to say that the
devils of Supply are obsessive-compulsive. They are
meticulous to a fault, making it difficult for their peers to
look forward to dealing with them. There are strict
guidelines in place for every order, for every transport,
for entry into every infernal warehouse; failure to adhere
to these guidelines convoluted even by devil standards
runs the risk of requests not being met. Even generals
from other Denominations are loathe to deal with their
peers in Supply; despite knowing that the rules exist for
a reason (to ensure productivity and eliminate the risk of
theft), the devils of other Denominations see those of
Supply as possessing misplaced attention since they do
not often offer instruction on the field. The troops of
Supply tend to view all other Denominations in the same
light: fools incapable to appreciating the importance of
Supplys role and task. The only Denomination that the
devils of Supply actively dislike are those of Promotion,
particularly the agents of Logistics. The routine scrutiny
of Supply logs and the persistent expectation for bribes
has created greater and greater tension in the more recent
centuries.
Baalzephon controls her Denomination with work
orders, contracts, and routine inspections. She expects
warehouses to be spotless, manufacturing facilities to be
always at peak performance, and shipments to arrive in
timely fashion if paperwork has been filled out properly.
She is very involved in day-to-day operations, so much
so that her generals know that she knows everything in
which they are involved. The Supply Master has demoted and even executed those who have attempted to
redistribute supplies to their own benefit, an irony considering that she routinely does the same. Fortunately
for her, she is one of the original Dark Ministers and the
most vocal of the group, so there is no one capable of
second-guessing her. It has only been recently that Baal-

188

zephon has taken notice of the increased scrutiny from


the Denomination of Promotion. To date, she has not
addressed the situation with Minister Zaebos.
Engineer Branch of Supply
(Generals Azabon, Farhisst, and Gerrenck)
Diabolical engineers work under the auspices of the
Infernal Denomination of Supply. They lay traps, establish defensive perimeters, and otherwise tailor the battlefield to meet the Ministry's needs. No demon charge is
allowed unmolested access to a diabolical perimeter.
Casualties are horrible, as the enemy is bogged down and
slaughtered.
Traps, both magical and mundane, are the cornerstone
of the engineers' work. Depending on the permanence of
a base, a radius known as a kill zone may be prepared
there around. Pit traps are common, particularly on Mortal Coil battlefields, but the best utilize sonic and fire
damage, combined with dismissal or banishment effects.
Proximity triggered dictums also find usage.
Devils of the Engineer Branch also erect physical
barriers against demonic advancement. The engineers
work closely with the operatives of Mystic Defense in
these endeavors; while the engineers construct and erect
physical obstructions, the mages enchant them with
magic or supplement them with magical walls. Most of
the walls are more than just physical barriers; some are
filled with shrapnel, others are covered in acid, while
others grow and change to react to assaults. These are
set around camps and bases and sometimes are triggered
appear just before battle is met on the field. Of course,
most demons can teleport past mundane obstacles, but
the standard diabolical barriers are anything but; they are
protected against teleport attempts through delay teleport, divert teleport, and other such wards. A demon
carelessly teleporting within the boundaries of a diabolical establishment will find himself quickly in the hands
of kocrachons and other researchers.
Just as the engineers fortify their own camps, they are
called upon to penetrate the fortifications of the enemy.
Sappers move through enemy territory, removing and
avoiding set traps to pave a smooth path for the Denomination of Strategy to assault.
Wizards make up the largest class composition among
the engineers, with rogues being found among the sappers. Both groups also find use for rangers and planar
champions.
The skills required by the Engineer Branch include
Craft (trapmaking), Disable Device, and Search. Sappers
also have high ranks in Hide, Move Silently and Spot.
Most of the grunt work in the engineers is conducted
by the hierrmagons, who have a knack for such things.
They also make up the low level officers of the corps.
Hamatulas excel as sappers, although plenty of hierrmagons are found here as well. All of the greater devils can
be found in the higher echelons of command.
General Azabon (7th circle 29 HD pit fiend, monk
16): Azabon has been recently promoted as one of the
High Distributors of Supply. Meticulous and well aware
of his responsibilities, Azabon is also quiet and reserved.
As the High Distributor of Engineering, Azabon signs
off on all activities and orders, and works closely with
the other High Distributors to ensure that his wares reach
their destinations. Dedicated as he is to efficiency, he

does not appreciate new ideas unless they have been


proven on the field and does not appreciate preemptive
changes to systems which results in little change in his
organization. Those that would try new things must be
certain of their success or else suffer severe punishments.
Azabon does not entertain suggestions frequently, believing that he has reached his level of success on his
own merits. Suggestions from the other two senior generals in Engineering are generally ignored, which has
created nothing remotely close to a team environment
between the three. Azabon could not care less as he does
not believe he needs Farhisst or Gerrenck to do his job,
but the longer serving generals have noticed that Azabon
has done well and fear that he may be right more often
than not and simply go with his orders. Baalzephon does
not like him at all as he is so organized and so numbers
driven that she has not been able to scrape off the top
without drawing undue attention to herself. Azabon is
well aware of Baalzephons attitude if not the reasons
behind it and does not really care as he knows she would
be hard pressed to find a better High Distributor.
Azabon also knows that if he continues to do well, he
will continue to receive high commendations from Zaebos.
General Farhisst (6th circle 28 HD pit fiend, scout
13): While Azabon has recently become the High Distributor of Engineering, Farhisst has served as the Senior
Distributor for millennia. He oversees designs of new
physical barriers, large siege engines, and other creations
helpful to education in the field. Given that he spends a
great deal of attention to work orders and pours over
material requests before setting to work, it would not be
unfair to expect that Farhisst is as meticulous as Azabon.
The reality contracts the impression as Farhisst spends as
little time doing much work and rarely truly understands
the orders he is given as he is not well-versed in such
matters, relying heavily on his subordinates. In the
distant past, Farhisst was significantly more competent,
but he ran afoul of Raptilion centuries ago after his designs botched the ability for one of the generals operatives to safely reenter a fortified camp after a successful
mission, resulting in the operatives capture and hemorrhaging of information (before Raptilion himself entered
the demonic stronghold and destroyed the devil in question). In retaliation for this abysmal failure, Raptilion
infected Farhisst with a wasting disease that has slowly
sapped the Senior Distributor of his higher-level cognitive skills. Farhisst has no idea to this day why his ability to lead has soured, but he is now fearful for his continued position as Azabon and Baalzephon are beginning
to notice how heavily he depends upon his subordinates
(who have made certain that their formerly talented
leader is utterly without support). It is probable that
unless Farhisst determines what ails him that he will be
given retirement. In the past, Farhisst was a shoe-in for
the High Distributor rank; this of course, is no longer the
case.
General Gerrenck (6th circle 25 HD pit fiend,
blackguard 17): While Farhissts incompetence is due
to a unique wasting disease, Gerrencks is due to feigned
laziness. Having spent time in the Denomination of
Supply since he was a barregon, Gerrenck has worked in
every branch and has had many different responsibilities.
In most cases, he has been extremely successful and
experienced a fairly swift promotion track, in part due to

Zaebos recent interests. Now, however, Gerrenck


seems largely unmotivated to do much since he does not
believe Azabon will ever give him the opportunity to
flex his wings and show how well the Engineers would
function if he were to take his advice. As the Senior
Distributor and the liaison to Strategy and the other
branches in Supply, Gerrenck is aware of the challenges
the Engineers face under the scrutiny of others and he
has ways to address those concerns. Unfortunately,
Azabon is uninterested and Farhisst has revealed himself
to be a half-wit. Gerrenck has come to the conclusion
that he can feign laziness, thereby convincing Azabon
that he is not a threat, at which point he will move to
retire him. Considering Azabons attitude regarding
Farhisst and Gerrenck, the plan may just work. What
Gerrenck does not know is that Baalzephon secretly
hopes that he does make such a move as she doubts that
Gerrenck would give her any trouble from her occasional
fraud.
Quartermaster Branch of Supply
(Generals Carhmoc, Elhiak, and TelRelial)
The Branch of the Quartermaster provides direct supply to the Ministry as a whole. They both produce and
distribute weapons, armor, magical items, shelters, and
everything else needed by the Legions of Hell.
On the production end, hierrmagons slave endlessly at
their forges, beating iron and soul steel into finished
products. Hierrmagon and erinyes wizards toil over projects, churning out rings of electrical resistance, bracers
of armor, and other magic items. Souls are often used to
pay the XP costs of these creations.
Distribution resembles a more militant operation. A
platoon of quartermasters is attached to every troop regiment, and they pass on all issued equipment. Gaining the
favor of a quartermaster is always beneficial to typical
infantry or artillery grunts since their very existences
may depend on the gear they are given. A company's
attached quartermaster usually works with their master
sergeant to determine what they need and how to obtain
it. Quartermasters interact very closely with the Transportation Branch to make sure their own units are
equipped to optimal performance. They also work directly with the Promotional Branch of Logistics; there
are quite a few soldiers in the branch who spent time in
the Denomination of Promotions.
Quartermasters place high priority on their bargaining
skills. As such, Appraise, Diplomacy, Intimidate and
Sense Motive are important (to get the best gear for their
unit) as is Bluff (in case they do not get the best gear for
their unit). The production end of the quartermasters
obviously places the most emphasis on Appraise and
Craft.
Quartermasters are usually composed of barbazu.
Every so often there is an erinyes, although they are
usually lieutenants. Hamatulas round out the lesser devils in the branch. As usual, the standard greater devils
form the high ranking officers.
General Elhiak (7th circle Order of the Bleeding
Blade 35 HD pit fiend, spellthief 10): Referred to as
The Quartermaster, General Elhiak is one of the most
influential generals throughout the entire Ministry. He is
also one of the most hated and, as a result, highly protected general. Aside from Baalzephon herself, Elhiak is

189

the final authority on all weapon and distribution orders.


He is manages the overarching budget for the Hells,
evaluating everything from the in-flow of distilled souls
and magical components to more mundane items like
precious metals and stones. He charges exorbitant prices
for all orders, ensuring that of the three branches under
Supply, his is the wealthiest. He has used his status to
enrich himself and to dictate policy in other Denominations to ensure that he continues to profit. Although the
7th circle generals of other Denominations have all long
since determined their own methods of dealing with
Elhiak (paying him off under the table for their own pet
projects and needs), lower ranking officers generally
detest him and most have retirement plans in place to
deal with Elhiak. Of the generals in Supply, Elhiak is
the longest served and almost as old as Alusiel and Srelial. The Quartermaster is leery of his current subordinates, both of whom he views as gifted and talented, and
therefore threats to his station. He knows that they are in
the pockets of Zaebos and has informed Baalzephon as
much. So far, though, they have done excellent jobs
(unlike their predecessors who disappeared some time
ago). He is a confidant of Baalzephon, which in part
accounts for his longevity. He is unusually loyal to her
largely because he has profited greatly from her leadership; for her part, the Supply Master respects The Quartermasters control over his branch, its smooth operation,
and its central importance to the entire Ministry. Baalzephon has gone out of her way to eliminate all threats to
Elhiaks status.
General Carhmoc (6th circle 26 HD pit fiend,
blackguard 7/rogue 8): Associate Quartermaster Carhmoc is the charged with distribution of all items to the
rest of the Ministry. He ensures that all orders reach
their destinations in timely fashions and, unlike those
that held the position prior, is willing to arrive in the
midst of combat to deliver supplies to those that need it.
During his tenure in the Ministry, Carhmoc served most
of his time in the Denomination of Strategy, first in the
Infantry and then among the Destroyers; thus, he knows
the importance of swift response to those in the trenches.
Still, he is a canny negotiator, determining who receives
their orders based upon political and professional standing and interest offers. Carhmoc is a recent promotion,
alongside TelRelial. Like the Associate Quartermaster
of Production, Carhmoc is a favorite of Zaebos and is an
excellent leader and tactician. His placement in Supply
has already had both a monetary impact on the Denomination and has reaped significant improvements in efficiency and victory for the Denominations of Research
and Strategy respectively. He works very closely with
Lernok and sees a potential (and easily malleable) ally in
the Master of External Distribution). His proven track
record has made Elhiak and Baalzephon wary of Carhmoc, who is as yet unaware of the grafting in which his
two superior officers partake. Carhmoc is not weighed
down by integrity, though, and it is likely that if he finds
out what his superiors are doing that he will offer a deal
to benefit the three of them. While he perceives TelRelial as a potential ally, he cannot read his peer and, as a
result, only deals with her in professional matters. His
best allies are those in the Branch of Logistics.
General TelRelial (6th circle 23 HD pit fiend,
maester 5/wizard 11): As the Associate Quartermaster
of Production, TelRelial comes across more as a mem-

190

ber of Research than Supply. Utterly uninterested in


monetary gain other than for the cause of generating
orders, TelRelial is wholly interested in providing the
best items for the Legions. A recent promotion by Zaebos, TelRelial is well aware of Baalzephon and Elhiaks
activities, but could not care less so long as their proclivities do not interfere with her productivity. So far,
she has kept her knowledge to herself, but has collected
enough evidence to use if she deems necessary. TelRelial has no interest whatsoever in Carhmoc; although she
recognizes his talents and his popularity, she is too invested in her work to get involved in politics. TelRelial
is on excellent terms with the Denomination of Research,
having once worked therein. She hopes to eventually
return to Research as a 7th circle general over Mystic
Defense. Since her tenure in Production, TelRelial has
become a scourge to her subordinates, expecting superb
results from them. She has increased quotas and has
established production requirements for promotions.
While her subordinates detest her, they are too busy to
contemplate means to retire her something neither
Elhiak nor Baalzephon would allow just yet as she has
been remarkably efficient.
Transportation Branch of Supply
(Generals Lernok, Manhyn, Rassbal)
While all true devils have the luxury of teleporting at
will there still exists the need to move large items and
the non-teleporting troops over long distances. The
Branch of Transportation addresses these needs.
Large equipment covers the wide variety of siege
engines, infernal beasts, and battle wagons of which the
Legions of Hell make use. Non-teleporting troops may
be fire giants, infernal petitioners, dragons, or undead
soldiers in the employ of Hell.
Teleportation circles and gates are utilized, but the
arcane power required to create such things renders them
a viable option only for the most important of missions.
Air transport, using dragons or platforms hauled by particularly strong (advanced) malebranche are only slightly
more feasible. Dragons tend to disdain being used as
beasts of burden and malebranche are hardly noted for
their swiftness on the wing. Land crawling caravans have
their purpose but only for basic supplies and ammunition. Most demeaning of all is the back and forth teleporting of fifty pound packages and crates of equipment.
Most members of the Transportation branch are wizards, sorcerers or psions with access to teleport, greater
teleport, and the like. Many possess levels in the wayfarer guide prestige class (the class is known as the infernal transporter to devils and enhances their innate teleport spell-ability, removing the self only? limit to their
power in addition to the other benefits.). Some operatives are also self-proclaimed "clerics of Baalzephon"
who access the Travel and War domains. Of course, they
draw their power from traditional divine sources, and not
the pit fiend herself, but this indulgence has stroked the
blacklisted Minister's ego somewhat and has not drawn
the ire of the other Ministers or the Courtiers of Perdition.
Lower ranking members, such as those who escort the
caravans, usually have access to expeditious retreat,
haste and more advanced versions of such spells that last
longer or affect more targets. Extend Spell is a common
metamagic to find among the lower ranks.

Devils of nearly every type can be found in the transportation branch, although erinyes and gelugons make up
the bulk of those with classes. Barbazu and spinagon are
utilized for the fifty pound crate transport, and malebranche are used as both aerial transport and caravan
guards. Only osyluth and barregon are seldom found in
the branch.
General Rassbal (7th circle 29 HD pit fiend, fighter
16): Rassbal, the Headmaster of Transportation, is a
gruff devil who has spent most of his immortal existence
within castes not known for their intelligence or personality, namely barbazu and malebranche. As a pit fiend,
this continues to be reflected as Rassbal rarely has much
to say and is very direct in his management of transportation Or so it would seem. In reality, Rassbal is extremely intelligent and very observant. He has served for
some time as the Headmaster of Transportation, but has
long been in the pocket of Zimimar who hopes to collect
as much information as she can on Baalzephon and Elhiak, both of whom she suspects of embezzlement.
While Rassbal has no idea what Zimimar would do with
the information gained, he does know that his time as her
mole is swiftly drawing near and fully anticipates being
highly rewarded for undertaking such a dangerous mission for so long. Within the Denomination of Supply,
Rassbal is respected for his forceful demeanor and control over his subordinates, but for little else. The other
7th circle generals are sure to treat him well as they know
that he has considerable influence over the delivery-side
of their operations, but otherwise have little use for him.
This suits Rassbal well as he cannot afford to give the
impression that he is more interested in their activities
than he otherwise should be. What Rassbal does not
know is that Manhyn is also on 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

offend the various Courtiers of Perdition who dislike


interruptions at their keeps. The Bronze Citadel, Dis,
Abriymoch, Tantlin, and Malsheem are the locations that
receive the most frequent visits from Manhyns troops
and he has taken pains to establish excellent ties with the
various governors and low ranking nobles who continue
to have interests in the Blood War. The only place in
which he rarely sends shipments are Cania; Raithetarkon
dislikes him for an ancient sleight and sees to his own
methods for receiving large-scale shipments. An otherwise crafty negotiator, Manhyn has been extremely successful in his job, a position he undertook through the
support of Zaebos and the secret guidance of Zimimar.
Manhyn has been tapped by Zimimar to spy on Headmaster Rassbal, although she has not bothered to inform
Manhyn as to why. Thus far, Manhyn has found nothing
inappropriate in the Headmasters behavior and perceives him to be somewhat of a dimwit. He likewise is
bemused by Lernoks status. However, Manhyn has
noticed occasional irregularities in his reports and is
slowly beginning to become concerned that he is being
set up. What he does not know is that Baalzephon herself has adjusted his records to her own benefit. Manhyn
has yet to approach Zimimar with his fears and is not
entirely sure he wants to implicate himself without having more information.

The Dark Ministers


The Dark Ministers of Hell are among the most powerful devils in Hell and certainly the best known devils to
those familiar with the spirits of the Cosmos. Their interests have a far greater impact on the live of mortals
and immortals than the Courtiers of Perdition largely due
to their involvement in the Blood War. While the Dukes
of Hell vie over their place in Hells politics and with
time-consuming plots with mortals in the material plane,
and while the arch-devils and Lords of the Nine attempt
to subvert the direction of mortal lives and the wills of
the gods and other cosmic entities over the course of
millennia, the Dark Ministers are involved in the day-today activities of a war that, for all points and purposes, is
waged in order for the victor to claim the right to dictate
the nature of Evil. The Dark Ministers decisions often
have far more relevance to the lives of mortals as devils
compete directly for their souls not just in the material
plane, but in the devils interactions across the Cosmos.
The Dark Ministers are not members of the Courtiers
of Perdition. They are not nobles in any sense; rather,
they are purely military beings, dedicated to fulfilling the
mission The Overlord of Hell established for them.
They are committed to the reeducation of all other
fiends, intent on purging them of the degrading nature of
Chaos and the wasteful selfishness of Neutrality, and
they pursue this commitment, ostensibly, with little concern for Hells politics. This is, of course, is the superficial view. While they are not nobles, the Dark Ministers
wield political clout just shy of that possessed by the
Dukes of Hell and they far outstrip the authority of
lower-ranked nobles. In this regard, as a group they have
contacts and access to supplies and armament on par
with any one of the Lords. They can influence the lower
rungs of a Lords retinue and they know which noble
servants to approach for additional information or assistance. Such actions, though, are not taken lightly and
usually require the majority agreement of the Ministers.
Even those branches with open lines to the Dukes of Hell

191

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

192

do anything to severely hamper the Legions, she would


ensure that a sitting Minister was so thoroughly proven
incompetent that he or she would be swiftly retired. She
cannot conceive of any plots against her as the thousands
before have failed (the only good thing about her being
blacklisted as far as she is concerned). However, there is
growing animosity towards the Supply Master and Zimimar is silently leading a charge against her.
In many ways, Zimimar has positioned herself as the
second-most influential Dark Minister and the others
have, largely in reaction against Baalzephon, flocked to
her. Zimimar does not believe that the Dark Ministry
can afford to have a single leader as the mandate handed
down by Asmodeus dictates otherwise and she is uncomfortable with her growing authority given this fact.
However, she has not stopped seeking alliances with the
other Ministers and is dedicated to her investigation of
Baalzephon.
The longest serving Minister after Baalzephon and
Furcas, Zimimar is a deadly adversary and her station as
the head of Morale and the military police and dread
inquisitors gives her significant power. For millennia,
it was professional courtesy that kept Zimimar from
using her to investigate sitting Ministers, but she is
slowly beginning to ignore the past as she is growing
tired and suspicious of the Supply Master. She has already placed some spies in the upper ranks of the Denomination of Supply with help from Zaebos, the Minister of Promotions. Zimimar has taken advantage of Zaebos overtures for an unsaid alliance in promoting cornugons, barregons, and gelugons. Ironically, Zimimar is
also wary of Zaebos. She has noticed some strange developments since the Ministers unanimously agreed to a
change in the promotion policy which granted the individual Denominations promotion rights over all lesser
devils while the Ministry of Promotions handled greater
devils. Zimimar now fears that this was a mistake and
has approached Furcas with as much. Although Zimimar
is uninterested in creating intrigue among the Dark Ministers, she has found herself reporting a great deal of
information to Furcas, the most respected of the Ministers. Zimimar also finds that she works closely with
Corin. Although she hardly trusts the Spymaster, Zimimar knows that aspects of her job cannot function without him. Corin, who keeps to himself, is well aware of
how Zimimar is witlessly increasing her station; having
no problem with a single leader among the Ministers and
uninterested in such a lofty position at this time, he
would support Zimimar if she were to grab the reigns of
power.
Dagos, Pearza, and Zapan tend to remain on the periphery of the slowly simmering intrigue in the Dark
Ministry. Dagos would rather fight and only speaks
when necessary in coven meetings. Still, he is also
growing weary of Baalzephon and it is likely that once
Zimimar is aware of his displeasure, she will approach
him on the matter. Zapan, a former general under Furcas, sees himself as the next true leader within the Ministry. Fortunately for him, he is too invested in his Denomination and with his occasional, secret meeting with
Asmodeus for his intentions to be clear to the others.
Although he has no love for Baalzephon, Zapan recognizes her status and defers to her. He has no idea of
Zimimars growing block of support.
Pearza is the one devil that is truly benefiting from
Zimimars investigations. As her interest in the Blood
War is based upon continuous access to research speci-

men and materials, she is something of an aberration


among the eight. In the past, her kind would have been
swiftly retired, but the distractions caused by Zimimar
have allowed her to not only flourish, but for her Denomination to greatly impact the Legions efficiency.
Furcas, his eyes on an all but guaranteed place in the
Court of Dis, has historically allowed Baalzephon to
dominate Ministry proceedings. He continues to ignore
Zimimars protests regarding the Supply Master (who he
comes as close to liking as possible), but is concerned
over her suspicions with Zaebos as he too has noticed
some strange developments in Promotions. Furcas, for
his part, sees Zimimar as potentially taking control of the
Dark Ministry; given that the Ministers are technically
all equals and has worked as a committee since the death
of Cantrum, he is not certain he likes the possibility but
is far less concerned about this now than would have
been thousands of years ago.
One of the most interesting aspects of the Dark Ministry is the fact that only two of the original nine continue
to serve, Baalzephon and Furcas. The first to leave the
Ministry was the greatest of the nine, Cantrum. Cantrum
is often credited as being the first devil approached by
Martinet and the former Marshal of Nessus who supposedly turned coat on Asmodeus and fled to serve under
Geryon, the Lord of the Fifth before the Dies Irae (now
revealed to have been a ploy orchestrated by The Overlord). One of the greatest pit fiends (and possible a Nessian pit fiend), Cantrum became the de facto leader of
the Dark Ministry by virtue of his political and personal
status and led the now defunct Infernal Denomination of
Command, the bureaucracy that oversaw the entirety of
the Ministry and maintained ties with the Court of Nessus. Unfortunately, Cantrum was destroyed a mere century after the Dark Ministry was established.
There are two dominant legends that relate Cantrums
demise. The most popular says he was destroyed when a
powerful paladin led an army of angels into Hell. RaThan was this paladins name and he was tricked by
demons to descend into Hell to destroy all nine of the
Dark Ministers. Through will, the blessings of his gods,
and inconceivable luck, he was able to descend deep into
Nessus where he met the Dark Ministers face-to-face.
Even as the remnants of his army were destroyed by the
waves of devils the Ministers summoned, Ra-Than
charged directly for Cantrum and plunged his enchanted
dagger into the pit fiends chest. While some legends
claim he was swiftly killed by the remaining Ministers
and others suggest that he escaped (and would later be
destroyed by the Demon Prince of The Undead, Orcus),
all agree that he succeeded in destroying Cantrum.
The other legend, promoted by many lower ranked
devils (who cannot conceive of a mortal killing one of
the Dark Ministers), suggests that a rogue squamugon,
again tricked by demons, backstabbed Cantrum with an
enchanted dagger. Whatever the truth, after Cantrum
fell, the Dark Ministers witnessed an amazing and deplorable reaction: a tremendous loss of morale among the
troops. They found that the presence of eternal leaders
in a vein similar to that of the Lords of the Nine was
essential in maintaining dedication to imposing the right
of Hell upon Creation and reeducating the Cosmos.
After the brief period of insurrection that followed Cantrums destruction was brutally put down, the Dark Ministers devised a plan. They displayed the dagger of RaThan (as the assassins weapon came to be called) for
1001 days before Malsheem during which time every

single warrior in Hell had to pass before it. During the


ceremony, the Dark Ministers guaranteed that never
again would a single Dark Minister perish until the mission of the Legions passed to the devils by The Overlord
was achieved: the reeducation of Creation under the
gospel of Hell. So fervent was the need to believe in
something that since the 1001 Days of Confirmation that
all devils subconsciously accept that there are never new
Dark Ministers that replace old ones. Any suggestion
that a Dark Minister has died or has been retired guarantees the accusation of treason and the casting of the perpetrator in the Pit of Darkness.
Devils, being what they are, still strive to overthrow
their leaders. A devil that knows the laws, how to manipulate them, and knows that it could do an equal, if not
better, job than a superior will always seek to take control of any organization. It is possibly this fact that allows powerful devils, usually pit fiends of 4th circle general ranking and higher, to conceive of the possibility of
retiring a Dark Minister. In their souls, they effectively
assume the station of the Minister, replacing only the
person, not the integrity of the position. It is the status of
eternal tyranny that these pit fiends seek to maintain. In
this way, insufficient or foolish Dark Ministers can be
removed, allowing more talented Ministers to assume the
role. When a former Dark Minister is retired or, more
rarely, promoted into the Courtiers of Perdition, the remaining Ministers find the best suited branch lead within
the departed pit fiends Denomination to replace him.
Revealed with the truth and the importance of the lie, the
replacement (often the devil responsible for the retirement) assumes the name of the original Dark General. If
any devils notice the obvious changes in mannerism,
attire, and/or gender designation, they subconsciously
meld the new behaviors into their expectations and no
one knows any different. So pervasive is this power of
belief that it has flowed out into the rest of the Cosmos.
Only a few spirits seem capable of recognizing different
Ministers (angels, 20+ HD outsiders, and all daemons
interestingly enough).
Despite the intrigue that will forever plague the Dark
Ministry, the members of this group remain the most
dangerous and politically powerful pit fiends in the Cosmos because they are all equally committed to Hells
victory. While the primary focus is always the war effort, the Ministers are always arranging alternative plots
to bring about Hells victory all the faster. The most
recent is something called The Bringing. The Dark Ministers know that there is something grand and powerful
deep within the Pit of Darkness at the bottom of Malsheem. They believe that whatever remains hidden in
the depths of Hell will require special enticement to be
drawn forth and, upon arriving, will lead Hell to total
victory over The Abyss. To this end, the Ministers have
been collecting billions of lemures (not larvae despite
some reports). These are not just any lemures; they are
those of especially powerful mortals or, and preferably,
those goodly mortals who were cursed (or accursed) into
lemures. Once the Dark Ministers reach an inconceivable number of such lemures (possibly 999 trillion), they
will sacrifice them all in a terrible eldritch display. The
collection of these souls is slow going since the Dark
Ministers, particularly Dagos, know that they need a
steady supply of ammunition and potential troops and
that they compete with the Courtiers of Perdition for new
souls.

193

What is amazing about The Bringing is not a single


one of the Dark Ministers have any idea of the truth of
Asmodeus nor have they been given any clues by The
Overlord. Delighted with these events, Asmodeus has
done nothing to indicate any special interest in their activities, anticipating that this will keep prying eyes away
from their plot.

Baalzephon, Supply Master


Dark Ministry of Hell
Pit fiend (9th Circle General of the Legions of Hell)
Large Outsider (Evil, Extraplanar, Lawful)
Seal: A gold coin resting on a tongue protruding from
red, feminine lips a black inverted triangle.
Rogue 5/Toll Warden 10
Hit Dice: 37d8 + 15d6 + 520 (739 hp)
Initiative: +21
Speed: 40 ft., fly 60 ft. (average)
AC: 58 (-1 size, +8 armor, +13 Dexterity, +23 natural,
+6 deflection), touch 27, flat-footed 58
Base Attack/Grapple: +45/+62
Attack:
Claw +58 melee (2d8+13)
Full Attack: 2 claws +58 melee (2d8+13) and 2 wings
+56 melee (2d6+6) and bite +56 melee (4d6+6 plus
poison and disease) and tail slap +56 melee (2d8+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict, demand toll, fear aura,
greater collect, improved grab, spell-like abilities,
summon devils, sneak attack +6d6
Special Qualities: Damage reduction 20/epic, good and
silver, darkvision 60 ft., evasion, immunity to fire and
poison, master of misappropriation, resistance to acid
30 (20), cold 30 (20), electricity 30, and sonic 30,
regeneration 10, see in darkness, spell resistance 49,
telepathy 300 ft., tincture of treasure, trap finding, trap
sense +1, uncanny dodge, weigh the wealth
Saves: Fort +38, Ref +41, Will +44
Abilities: Str 37, Dex 36, Con 31, Int 27, Wis 28, Cha
28
Skills: Appraise +52, Balance +15, Bluff +60, Climb
+34, Concentration +31, Decipher Script +20, Disable
Device +37, Diplomacy +33, Disguise +54 (+60 when
acting), Forgery +52, Gather Information +35, Hide
+50, Intimidate +40, Jump +38, Knowledge (arcana)
+30, Knowledge (nature) +21, Knowledge (the
planes) +48, Knowledge (religion) +30, Listen +58,
Move Silently +68, Perform (oratory) +20, Search
+54, Sense Motive +47, Sleight of Hand +47, Spellcraft +36, Spot +64, Survival +9 (+13 on other planes,
+15 tracking), Tumble +54, Use Rope +15.
Feats: Combat Expertise, Combat Reflexes, Deceitful,
Deft Hands, Diligent, Improved Initiative, Iron Will,
Leadership, Multiattack, Power Attack, Quicken
Spell-like Ability (greater teleport), Skill Focus
(Appraise)
Epic Feats: Additional Ring Space (x2), Epic Leadership, Epic Reputation, Epic Will, Superior Initiative
Climate/Terrain: Malsheem, Nessus, Ninth of the Nine
Hells of Perdition
Organization:
Unique (Solitary), with bodyguard
(Gelverted), or troupe (3 pit fiends, 9 cornugons, and
18 erinyes)
Challenge Rating: 37
Treasure: Possessions plus triple standard
Alignment: Lawful Evil

194

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-

zephon seeks to place as many other devils within the


path of her enemies as possible.
Constrict (Ex): Baalzephon deals 2d8 + 26 points of
damage with a successful grapple check against Medium
or smaller creatures.
Demand Toll (Sp): 3/day, Baalzephon can command
that an item or sum of money be surrendered to her.
This affects a single target within range of her voice,
who is then entitled to a Will save (DC 29). Failure
causes the victim to be dazed for 1d3 rounds and surrender the item or money. Success simply causes the victim
to be dazed for 1d3 rounds. A creature gains a +4 bonus
on their save if their most valuable possession is demanded, and a +2 bonus if their second most valuable
possession is demanded. Due to Baalzephon's Master of
Misappropriation special quality, she can continue making demands on a creature's wealth until they fail a save,
although the Will save DC decreases by 1 every round.
This is a mind-affecting, language dependent ability.
Disease (Su): A creature struck by Baalzephon's bite
attack must succeed at a DC 38 Fortitude save or be
infected with a vile disease called devil chills (incubation
period 1d4 days, damage 1d4 points of temporary
Strength).
Fear Aura (Su): Baalzephon can radiate a 20-footradius fear aura as a free action. Creatures in the area
must succeed on a DC 37 Will save or be affected as
though by a fear spell (caster level 37th). A creature that
successfully saves cannot be affected again by her aura
for 24 hours. Other devils are immune to the aura.
Greater Collect (Su): Baalzephon can always take 10
on Sleight of Hand checks. Furthermore, she can take
items one size larger than normal, and hide them on her
person as a supernatural ability.
Improved Grab (Ex): To use this ability, Baalzephon must hit a Medium or smaller opponent with her
tail slap attack. If she gets a hold, she can constrict.
Poison (Ex): Injury; Fortitude DC 38; initial damage
1d8 Constitution, secondary damage death.
Regeneration (Ex): Baalzephon takes normal damage from good-aligned silvered weapons, and from spells
or effects with the good descriptor.
Spell-Like Abilities (Sp): At will animate dead,
blasphemy, charm person, create undead, desecrate,
detect good, detect magic, greater dispel magic, greater
invisibility, greater teleport (self plus 50 pounds only),
locate object (items possessed for at least three hours
only), magic circle against good, major image, mass
hold monster, power word stun, produce flame, polymorph, pyrotechnics, suggestion, unholy aura, unhallow,
and wall of fire; 3/day meteor swarm and symbol of
pain; 1/week discern location (touched object only); 1/
month wish. Caster level 37th; DC 19 + spell level.
Summon Devils (Sp): Thrice per day, Baalzephon
can automatically summon four lemures, osyluths, or
hamatulas; or two erinyes, cornugons, gelugons, or pit
fiends.
Tincture of Treasure (Su): Baalzephon constantly
detects anything of monetary value. By concentrating on
the effect (a move equivalent action that does not provoke attacks of opportunity), she can discover more information. The first round (always active) allows her to
ascertain whether there are objects worth more than
333gp in the vicinity. The second round shows her the
approximate location and number of places where such
wealth is kept. The third round gives an approximation
of the value of the item(s), so long as Baalzephon suc-

ceeds on an appropriate Appraise check as a free action.


Vanishing Vault (Su): Baalzephon can access an
extraplanar vault to store her wealth within. This vault
functions similarly to a bag of holding, but there is no
weight limit. A total of 100 cubic feet can be stored in
Baalzephon's vault. The vault cannot be entered; its only
purpose is to store items and effects until they are needed
to be retrieved. The vault can be accessed as a standard
action using the opening to any container or bag that is in
Baalzephon's possession.
Possessions: As Supply Master of the Legions of
Hell, Baalzephon has access to an incredible array of
equipment. Within an hour she can obtain access to
nearly any item she requires. She always wears four
magical rings, usually a ring of protection +6, a ring of
blinking and freedom of movement, a greater ring of
universal elemental resistance, and a ring of sequestering. Her necklace functions as bracers of armor +8 and
moderate fortification, and she always wears a gown of
scintillating colors with no duration limit on its usage
and a DC of 31 against its effects.
Cohort: Baalzephon is usually accompanied by her
bodyguard, a cunning and relatively loyal hamatula
known as Gelverted. (25 HD hamatula, fighter 20).

Corin, Spymaster
Dark Ministry of Hell
Pit fiend (9th Circle General of the Legions of Hell)
Large Outsider (Evil, Extraplanar, Lawful)
Seal: Fiendish hand emerging from a pair of bat-like
wings, all dark red, on a black inverted triangle
Rogue 10/Epic Infiltrator 12
Hit Dice: 27d8 + 22d6 + 312 (475 hp)
Initiative: +13
Speed: 40 ft., fly 60 ft. (average)
AC: 45 (-1 size, +13 Dexterity, +23 natural), touch 22,
flat-footed 45
Base Attack/Grapple: +38/+55
Attack: Claw +50 melee (2d8+13)
Full Attack: 2 claws +50 melee (2d8+13) and bite +48
melee (4d6+6 plus poison plus disease) and 2 wings
+48 melee (3d6+6) and tail slap +48 melee (2d8+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict, crippling strike, fear aura,
improved grab, read thoughts, spell-like abilities,
summon devils, sneak attack +9d6 (see below)
Special Qualities: Damage reduction 15/epic, good and
silver, darkvision 60 ft., evasion, far senses, immunity
to fire and poison, improved cover identity, improved
uncanny dodge, mind blank, resistance to acid 15 and
cold 15, regeneration 7, see in darkness, specialist
training (concealment, espionage, interaction x2),
spell resistance 47, telepathy 200 ft., trap finding, trap
sense +3, uncanny dodge
Saves: Fort +34, Ref +39, Will +36
Abilities: Str 37, Dex 36, Con 27, Int 31, Wis 26, Cha 29
Skills: Balance +17, Bluff +67, Climb +34, Concentration +37, Decipher Script +28, Diplomacy +48, Disable Device +38, Disguise +67 (+73 when acting in
character), Escape Artist +41, Forgery +59, Gather
Information +64, Hide +59, Intimidate +60, Jump
+34, Knowledge (arcana) +31, Knowledge (nature)
+20, Knowledge (the planes) +39, Knowledge
(religion) +31, Listen +40, Move Silently +63, Open
Lock +41, Perform (act) +13, Search +45, Sense Mo-

195

tive +32, Sleight of Hand +37, Spellcraft +33, Spot


+51, Survival +17 (+19 above ground, +21 other
planes, +21 tracking), Tumble +42, Use Rope +13
(+17 with bindings), Use Magic Device +49
Feats: Arterial Strike, Combat Expertise, Hamstring,
Improved Combat Expertise, Improved Feint, Investigator, Leadership, Multiattack, Power Attack, Quick
Draw, Quicken Spell-like Ability (blasphemy),
Quicken Spell-like Ability (greater invisibility)
Epic Feats: Epic Leadership, Epic Reputation, Epic
Will, Lingering Damage, Polyglot
Climate/Terrain: Malsheem, Nessus, Ninth of the Nine
Hells of Perdition
Organization: Unique (Solitary), or squad (3 pit fiends,
9 gelugons, 27 osyluth)
Challenge Rating: 35
Treasure: Possessions plus triple standard magic items.
Alignment: Lawful Evil
The Spymaster of the Dark Ministry, Corin is the
most mysterious of his peers. A master of disguise and
lies, there is very little of which Corin is unaware when it
comes to matters concerning Hell. He has spies scattered
across the Cosmos, from the lowest reaches of the endless Abyss to the sweet waters of Elysium. However,
while the acquisition of information is important to
Corin, his primary interest is the elimination of Hells
enemies.
Corins background is a mystery. While it is known
that he is the fourth Corin to serve as a Minister, it is
unclear if his predecessors met with accidents or if
they were promoted into the Courtiers of Perdition.
Many believe that most, if not all, Corins came out of
the Court of Maladomini, a place where intrigue runs
thick. No one knows for certain; Corins true background
is even more difficult to ascertain because he happens to
have a great rapport with both cornugons, devils typically identified with His Grace, Beelzebub the Lord of
the Seventh, and gelugons, devils typically identified
with His Grace, Mephistopheles the Lord of the Eighth.
It is possible that both Lords are interested in currying
the Spymasters favor, perhaps grooming him for an
eventual offer to join their courts. The truth of the matter
is that Corin is fully in the pocket of the Dark Lord of
Nessus, Asmodeus, and that he does as The Overlord of
Hell commands a rare occurrence considering that
Asmodeus typically allows the Dark Ministry to do as it
pleases regarding the Blood War.
Within the Dark Ministry, Corin is neither seen nor
heard with any frequency. He provides a great deal of
information to all Denominations in the Dark Ministry,
particularly Immortal Diplomacy, Mortal Affairs, and
Strategy. He intercepts communiqus from a variety of
sources largely military and spies routinely on daemon mercenaries. Corin does not interfere with internal
conspiracy situations, as that is the province of Zimimar,
but he does get involved with the politics of the Courtiers of Perdition, giving information to Asmodeus himself
if a powerful noble seeks to betray Hell.
Corin has many different shapes and forms. In a way,
he is the most chaotic of the Dark Ministry, capable of
employing numerous disguises within a short period of
time. In meetings, he typically appears as a gaunt pit
fiend with a long black cloak; none of his peers believes
this to be his true form.
Combat

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Corin actively avoids combat. If threatened, Corin is


prone to teleport away immediately. If forced to fight,
Corins favorite method is to cast greater invisibility
immediately, then attack. His first sneak attack is always
an arterial strike, and his second always a hamstring. If
foes can see him, he will always attempt a feint in combat. He will make ample use of his scale stored weaponry while maximizing his armor class through Combat
Expertise, causing all manner of havoc with a wide variety of unexpected threats and remaining largely untouchable himself.
If possible, Corin likes to lead unwary, angry foes into
a pre-laid symbol trap, or into an area wherein he summoned a few devils. He is even likely to take the shape
of a foe, attack a powerful creature in his new form, and
then lead it to his enemies. In essence, Corin is the most
unpredictable of the Dark Ministry in a fight, making
him a difficult opponent.
Constrict (Ex): Corin deals 2d8 + 26 points of damage with a successful grapple check.
Disease (Su): A creature struck by Corin's bite attack
must succeed at a DC 31 Fortitude save or be infected
with a vile disease called devil chills (incubation period
1d4 days, damage 1d4 points of Strength).
Far Senses (Su): 5/day, Corin can extend his vision
or hearing into an area beyond his normal range, to a
distance of 260 feet. He must have personally visited the
area prior to using far senses on it. He may use this ability in conjunction with his read thoughts ability. This
power otherwise functions as a clairaudience/
clairvoyance spell. (Caster level 32nd)
Fear Aura (Su): Corin can radiate a 20-foot-radius
fear aura as a free action. Creatures in the area must succeed on a DC 32 Will save or be affected as though by a
fear spell (caster level 27th). A creature that successfully
saves cannot be affected again by his aura for 24 hours.
Other devils are immune to the aura.
Improved Cover Identity (Ex): Corin has three active cover identities at any one time. Two are secondary
covers, providing a +4 circumstance bonus on Disguise
and a +2 circumstance bonus on Bluff and Gather Information checks. The other is a primary cover, providing a
+8 bonus on Disguise and +6 on Bluff and Gather Information checks. With the Pool of Unbridled Thought,
Corin may 'retire' a cover identity in nine minutes, rather
than a week.
Improved Grab (Ex): To use this ability, Corin must
hit a Medium or smaller opponent with his tail slap attack. If he gets a hold, he can constrict.
Mind Blank (Sp): Corin is constantly under the effects of a mind blank spell. (Caster level 32nd) Should
this ability be dispelled, Corin may reactivate it once per
day. The effect is automatically renewed daily.
Poison (Ex): Injury; Fortitude DC 31; initial damage
1d8 Constitution, secondary damage death.
Read Thoughts (Su): 3/day, Corin may read the surface thoughts of any single creature he desires. This
functions as the detect thoughts spell, except that it immediately reveals the surface thoughts of the creature.
Caster level 32nd; DC 32
Regeneration (Ex): Corin takes normal damage from
good-aligned silvered weapons, and from spells or effects with the good descriptor.
Sneak Attack (Ex): Corin deals 9d6 additional damage and 2 points of Strength damage when he catches a
foe who is flanked or denied his Dexterity bonus to armor class. This damage repeats on the following round.

Corin may sacrifice 1d6 points of damage to cause a


bleeding wound, or 2d6 points of damage to reduce an
opponent's speed in half.
Spell-Like Abilities (Sp): At will animate dead,
blasphemy, charm person, create undead, desecrate,
detect good, detect magic, greater dispel magic, greater
invisibility, greater teleport (self plus 50 pounds only),
magic circle against good, major image, mass hold monster, power word stun, produce flame, polymorph, pyrotechnics, suggestion, unholy aura, unhallow, and wall of
fire; 1/day meteor swarm and symbol of pain; 1/year
wish. Caster level 27th; DC 19 + spell level.
Summon Devils (Sp): Thrice per day, Corin can automatically summon two lemures, osyluths, or hamatula;
or one erinyes, cornugon, gelugon, or pit fiend.
Possessions: Corin possesses a sky-blue soul gem that
contains the essences of several hundred beings called
the Pool of Unbridled Thoughts. With this gem, he can
access the memories and lives of the souls trapped
within, greatly aiding him in establishing cover identities
as described above.
A number of the Spymasters scales have been enspelled to produce various effects. Three scales on
Corin's body can be activated to produce the effects of
haste, mirror image or deeper darkness (caster level
25th). Each scale may be activated nine times per day as
a swift action. Corin has several other enchanted scales
on his body which function similar to bags of holding
and gloves of storing. Accessing an item from a scale is
considered the equivalent of drawing a weapon for
Corin. Corin stores a wide variety of items in these
scales, from dancing swords to rods of wonder. He has
mundane items as well, such as caltrops, tanglefoot bags
and self activating traps. One can be sure Corin will have
any item for nearly every situation.
Corin's other item of note is the Cloak of Uttervoid.
This jet black cloak provides Corin with a +20 bonus to
Hide and Move Silently checks, and attacks directed at
him suffer a 60% miss chance. Those who miss with
melee attacks due to this effect suffer 10d6 points of cold
damage and gain 1d4 negative levels; there is no save to
avoid this effect.
Cohort: Belmhus (10 HD osyluth, assassin 24) is
Corins chief administrator and his personal assassin. He
is extremely loyal and a former agent of the Order of the
Fly.

Dagos, Marshal of the Pits


Dark Ministry of Hell
Pit fiend (9th Circle General of the Legions of Hell)
Huge Outsider (Evil, Extraplanar, Lawful)
Seal: A gray war helmet bursting with red flames on a
black inverted triangle
Fighter 10/Legendary Leader 5
Hit Dice: 39d8 + 10d10 + 637 (867 hp)
Initiative: +12
Speed: 40 ft., fly 60 ft. (average)
AC: 56 (-2 size, +8 Dexterity, +26 natural, +10 armor,
+4 deflection), touch 20, flat-footed 48
Base Attack/Grapple: +42/+77
Attack: Halberd of the Pits +65 melee (3d8+35 plus 1d6
fire /19-20/x3 plus 1d10 fire)
Full Attack: +63/+58/+53/+48 Halberd of the Pits
(3d8+26 plus 1d6 fire /19-20/x3 plus 1d10 fire) and
+63/+58/+53 melee (2d6+16 /19-20/x2) and 2 wings

+54 melee (3d6+9) and tail slap +54 melee (3d8+9) or


2 claws +59 melee (3d8+19) and bite +54 melee
(6d6+9 plus poison and disease) plus 2 wings and tail
slap
Space/Reach: 15 ft./15 ft. (30 feet with halberd)
Special Attacks: Constrict, fear aura, improved grab,
quick rally, spell-like abilities, summon devils
Special Qualities: Command aura, damage reduction
20/epic, good and silver, darkvision 60 ft., fearless,
Hell and back, heroic success, hero's luck, immunity
to fire and poison, legendary reputation, natural commander, resistance to acid 20 and cold 20, regeneration 9, see in darkness, spell resistance 48, telepathy
300 ft.
Saves: Fort +42, Ref +37, Will +40
Abilities: Str 49, Dex 26, Con 36, Int 27, Wis 29, Cha 27
Skills: Appraise (weapons) +17, Balance +15, Bluff +47,
Climb +39, Concentration +42, Diplomacy +43 (+48
vs. indifferent or better), Craft (weapons) +36, Disguise +29 (+33 acting), Escape Artist +25, Gather
Information +17, Handle Animal +39, Hide +26, Intimidate +65, Jump +59, Knowledge (arcana) +37,
Knowledge (nature) +15, Knowledge (the planes)
+42, Knowledge (religion) +30, Listen +53, Move
Silently +34, Perform (oratory) +12, Ride +43, Search
+37, Sense Motive +54, Spellcraft +41, Spot +53,
Survival +35 (+39 on other planes, +39 tracking),
Tumble +29, Use Rope +8 (+10 bindings).
Feats: Awesome Blow, Cleave, Combat Expertise,
Combat Reflexes, Great Cleave, Greater Two Weapon
Fighting, Improved Critical (halberd), Improved Disarm, Improved Initiative, Improved Sunder, Improved
Two Weapon Fighting, Iron Will, Leadership, Multiattack, Power Attack, Quicken Spell-like Ability
(meteor swarm), Spinning Halberd, Two Weapon
Fighting, Weapon Focus (halberd), Weapon Specialization (halberd)
Epic Feats: Dire Charge, Epic Leadership, Epic Reputation, Legendary Commander
Climate/Terrain: Malsheem, Nessus, Ninth of the Nine
Hells of Perdition
Organization: Unique (Solitary), or squad (9 pit fiends
and 27 cornugons)
Challenge Rating: 36
Treasure: Possessions plus triple standard
Alignment: Lawful Evil
Dagos of the Dark Ministry is charged with maintaining the Legions of Hell. Referred to as the Marshal of
the Pit, Dagos is the most terrifying pit fiend to the
hordes of The Abyss.
A brilliant tactician and a deadly warrior, Dagos and
his stratagems have developed into legends across the
Planes. Only some of the gods of war can compare themselves to Dagos when it comes to battle-plans and preparation, and some bards tell tales suggesting that were it
not for their raw power, not even a greater god could
outwit or outfight Dagos! Whether or not this is true or
just a gross hyperbole, the vicious Marshal of the Pit has
proven time and again why devils have held their own
against the virtually limitless hordes of The Abyss.
What many do not know is that this is the third
Dagos. The original Dagos long since joined the ranks
of the Courtiers of Perdition. The second Dagos was
apparently obliterated by the Warlord Bael, Lord of the
First, shortly after assuming his station. The third and
current Dagos is the best known of the three and has

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served longer in this station than his predecessors. Rumors persist that the current Dagos was once a member
of 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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while his subordinates deal with them. Those who do not


fall to the blasphemy or hold are usually disarmed and
either subdued or slaughtered.
Commander Auras (Ex): Bloodthirsty and Pursuing.
Allies under the effects of Dagos' command auras gain a
+9 morale bonus on damage rolls against wounded foes,
and a +9d6 morale bonus on damage rolls against foes
who are frightened or panicked. Dagos' aura affects all
allied troops within 270 feet of him, due to the Helm of
the Pit.
Constrict (Ex): Dagos deals 3d8 + 38 points of damage with a successful grapple check.
Disease (Su): A creature struck by Dagos' bite attack
must succeed at a DC 40 Fortitude save or be infected
with a vile disease called devil chills (incubation period
1d4 days, damage 1d4 points of Strength).
Fear Aura (Su): Dagos can radiate a 30-foot-radius
fear aura as a free action. Creatures in the area must succeed on a DC 36 Will save or be affected as though by a
fear spell (caster level 34th). A creature that successfully
saves cannot be affected again by his aura for 24 hours.
Other devils are immune to the aura.
Hell and Back (Ex): Dagos' cohorts and followers
are immune to fear while they have line of sight to him.
Heroic Success (Ex): Once per day, Dagos may automatically succeed on a saving throw.
Improved Grab (Ex): To use this ability, Dagos
must hit a Large or smaller opponent with his tail slap
attack. If he gets a hold, he can constrict.
Poison (Ex): Injury; Fortitude DC 40; initial damage
1d8 Constitution, secondary damage death.
Quick Rally (Ex): Dagos may make a rally check
once a round as a free action.
Regeneration (Ex): Dagos takes normal damage
from good-aligned silvered weapons, and from spells or
effects with the good descriptor.
Spell-Like Abilities (Sp): At will animate dead,
blasphemy, charm person, create undead, desecrate,
detect good, detect magic, greater dispel magic, greater
invisibility, greater teleport (self plus 50 pounds only),
magic circle against good, major image, mass hold monster, power word stun, produce flame, polymorph, pyrotechnics, suggestion, unholy aura, unhallow and wall of
fire; 3/day meteor swarm and symbol of pain; 2/day
greater command; 1/month wish. Caster level 34th;
save DC 18 + spell level.
Summon Devils (Sp): Thrice per day, Dagos can
automatically summon four lemures, osyluths, or hamatulas; or three erinyes, cornugons, gelugons, or pit
fiends.
Possessions: Dagos wields the Halberd of the Pit, a
+5 demon-bane fiery bursting hellforge iron halberd.
The shaft is shod in adamantine, rendering it significantly harder to sunder than normal. The shaft carries a
+5 enhancement bonus, but no other enchantment.
The Standard of the Marshal is a simple banner bearing Dagos' symbol. It is carved on demon-hide and provides the effects of protections from chaos and good
spell to all devils within 900 feet. Three times per day,
the wielder of the Standard can activate a massive attack
on all foes within 900 feet. This produces a combined
blasphemy, dictum, dismissal, order's wrath, and unholy
blight effect on all non-devils in the area. (Caster level
20th, DC 28)
Dagos wears his Infernal Vambraces which function
as bracers of relentless might except that they provide a
+10 armor bonus instead of Strength and Constitution

enhancement. He also is armored with his Warlords


Pauldrons (gifts from Bael, Lord of the First) that provide both heavy fortification and weapon breaking (DC
20). His most impressive piece of armor, however, is the
Helm of the Pit.
Helm of the Pit (major artifact): The Helm of the Pit
was a gift given to the first Dagos by Asmodeus
shortly after the Dies Irae. The Helm may only be worn
by a devil of pit fiend or greater status; all other creatures
attempting to wear the Helm must make a Fortitude save
DC 54 (although crafted by Asmodeus, The Lord of the
Nine did not empower the Helm with all of his power,
thus the low DC) or die instantly as they are consumed
by the Helms flames. Those who survive the immolation still suffer 22d12 points of damage every day they
wear the Helm in addition to gaining one negative level.
The Helm grants Dagos the following benefits.
Continual shield of law (DC 25)
+9 profane bonus to saving throws made against
spells or spell-like abilities cast from the school of
enchantment (unless such magic is cast by a Lord of
the Nine, a stipulation of which Dagos is unaware).
Permanent circle of fire. This acts similarly to a wall
of fire except it is centered on Dagos and has a five
foot radius. Any creature within 15 feet of the circle
suffers 9 points of fire damage; those within 10 feet of
the circle suffer 27 points of fire damage; those who
pass through the circle or enter into melee combat
with Dagos suffer 81 points of fire damage.
Increases the range and effect of his command auras
by a factor of nine.
Cohort: Dagos is often accompanied by his executive
officer, a canny pit fiend named Retya (3rd circle general,
20 HD pit fiend, marshal). An advanced hamatula (9th
circle lieutenant, 23 HD) from his followers is usually
present as well as his herald and standard bearer.

Furcas, Minister of Mortal Relations


Dark Ministry of Hell
Pit fiend (9th Circle General of the Legions of Hell)
Large Outsider (Evil, Extraplanar, Lawful)
Seal: An open book on red field with a quill pen superimposed on top on a black inverted triangle.
Fiend of Corruption 6/Fiend of Blasphemy 9
Hit Dice:
46d8 + 6d6 + 520 (748 hp)
Initiative: +12
Speed: 40 ft., fly 60 ft. (average)
AC: 49 (-1 size, +8 Dexterity, +23 natural, +9 deflection), touch 26, flat-footed 41
Base Attack/Grapple: +45/+63
Attack: Claw +58 melee (2d8+14)
Full Attack: 2 claws +58 melee (2d8+14) and 2 wings
+56 melee (2d6+7) and bite +56 melee (4d6+7 plus
poison plus disease) and tail slap +56 melee (2d8+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict, fear aura, improved grab,
kill cultist, spell-like abilities, spells, summon devils,
torture cultist
Special Qualities: Alternate form, blood oath, damage
reduction 20/epic, good and silver, darkvision 60 ft.,
fiends favor, immunity to fire and poison, locate
cultist, mind shielding, resistance to acid 20 and cold
20, regeneration 10, see in darkness, soul bargain,
spell resistance 50, sponsor worshiper, telepathy 300

ft., temptation, transfer spell-like ability


Saves: Fort +38, Ref +36, Will +43
Abilities: Str 39, Dex 28, Con 31, Int 33, Wis 32, Cha
34
Skills: Appraise +30, Balance +11, Bluff +75, Climb
+35, Concentration +52, Diplomacy +82, Disguise
+69 (+75 acting), Gather Information +44, Hide +22,
Intimidate +63, Jump +41, Knowledge (arcana) +51,
Knowledge (nature) +15, Knowledge (the planes)
+44, Knowledge (religion) +65, Listen +65, Move
Silently +30, Perform (acting) +34, Search +59, Sense
Motive +68, Spellcraft +45, Spot +50, Survival +11
(+15 on other planes, +15 tracking), Tumble +35.
Feats: Cleave, Corrupt Spell-like Ability, Dark Speech,
Graft Flesh, Great Cleave, Improved Initiative, Iron
Will, Leadership, Mortalbane, Multiattack, Persuasive, Power Attack, Quicken Spell-like Ability
(greater teleport)
Epic Feats: Automatic Quicken Spell-like Ability
greater teleport), Epic Leadership, Epic Reputation,
Epic Skill Focus (Sense Motive), Epic Will, Legendary Commander
Climate/Terrain: Malsheem, Nessus, Ninth of the Nine
Hells of Perdition
Organization: Solitary (unique), or team (3 pit fiends, 9
cornugons, and 27 erinyes)
Challenge Rating: 38
Treasure: Amulet of the planes, Mark of the Dark Ministry, the Eight Rings plus triple standard
Alignment: Lawful Evil
The diabolical Furcas is one of the two remaining
original members of the Dark Ministry. Initially a high
ranking general within the Court of Dis, Furcas was
among the first pit fiends selected by Asmodeus to join
the Dark Ministry. Unlike most of his one-time fellows,
the Minister of Mortal Relations never accepted invitations to join the Courtiers of Perdition, claiming that his
service defending Hell was unfinished. Additionally,
unlike the few former Dark Ministry members who were
replaced, Furcas millennia of observing and studying
the art of betrayal have enabled him to eliminate every
pit fiend poised to retire him from service.
As the Minister of Mortal Relations, Furcas uses his
excessive knowledge of mortal (and immortal) ambition
and pride to not only woo and corrupt powerful mortals,
but immortals as well, steadily providing more fodder to
feed the Legions of Hell. Furcas is perhaps the most
unique of the Dark Ministry in that his duties overlap
with the interests of His Infernal Grace, the Archduke
Dispater, Lord of the Second, and Her Infernal Highness,
Princess Glasya. Furcas uses his operatives in the Infernal Denomination of Mortal Relations to make arrangements with mortals to assist in the Blood War directly;
whether through misdirection, corruption, or intrigue,
Furcas sees to it that mortals aggravate the goals of
Abyssal factions whether they know they are being used
or not. In contrast, Dispater and Glasya utilize their
diabolical forces for the purpose of damning more souls
directly to Hell rather than to the Blood War. There is
certainly a degree of overlap as Furcas was once in Dispaters Court and likely relies on the good-will of his
former master in getting his job done.
In Hell, Furcas is viewed as the most powerful of the
Dark Ministers. Indeed, he is possibly the most powerful
pit fiend in Hell, perhaps even surpassing Aesmadeva
due to the flexibility of his powers. Still, a minority of

199

highly placed pit fiends question Furcas intellect due to


his repeated refusals to join the Courts of Perdition. He
has been offered opportunities from Bael, Warlord of the
First, and Mephistopheles, Arch-Duke of the Eighth.
The truth is, Furcas is all but ensured a seat in Dispaters
Court, but he has some unfinished business regarding the
soul of a powerful mortal currently subservient to the
Dark Prince of the Abyss, Grazzt. Once this contract is
successfully closed, Furcas will reenter the Court of
Dispater, this time as a Duke of Hell with title of Duke
of Rhetoric, a role in which he already excels. There is
little doubt that Furcas will be one of the most powerful
Dukes of Hell upon joining the Courtiers, a fact of which
Dispater is most pleased and the other Lords and Dukes
somewhat concerned.
Among the Dark Ministry, Furcas works closely with
Minister Zapan who heads Immortal Relations. Furcas
largely seems beyond the intrigue that plagues the other
Dark Ministers as he has served in the council longer
than any save Baalzephon. His relationship with Baalzephon is oddly one of camaraderie. Although he has no
idea why she has not been offered promotion, he suspects that whatever has kept her back (or alive, for that
matter) has kept her from interfering with his plans. This
and the fact that they have served as Dark Ministers
since the beginning binds Furcas and Baalzephon somewhat closely. Furcas allows Baalzephon to take the lead
in matters of policy among the Ministers, knowing that if
he were to take a leadership role she would subtly acquiesce to his position. The others fear Furcas for his might
and ambition; unlike other devils, they all know that
should Furcas succeed in this last test for Dispater, that
his station is assured and that any attempt on their parts
to betray him would be well remembered. Indeed, Zapan
hopes to see Furcas succeed as he plans on melding the
two Ministries into one. Until that time, Furcas remains
one of the most influential non-divine beings in the Cosmos; even lesser gods shudder when they hear that Furcas is out recruiting.
Furcas is a particularly tall, gaunt, shadowy pit fiend.
His head is encircled with many horns, giving the impression of a large crown. He never touches, but hovers
just above the ground. More often than not, Furcas appears as an aged, wise seer in simple red robes with a
proud bearing. Whether in this form or his pit fiend
form, Furcas eyes glow a dull yellow.
Combat
Furcas rarely allows matters to deteriorate into personal fisticuffs. With his Diplomacy skill, he can easily
turn hostile creatures into friendly ones, and indifferent
ones into fanatics. If attacked alone, Furcas will usually
greater teleport or plane shift away, although he will
make note of the mortals who dared to assault his person.
However, Furcas is almost always accompanied with a
multitude of bodyguards, followers, cultists and other
allies. Furcas is often defended to the death by his allies.
When Furcas does deign to fight, he will typically
summon a pair of pit fiends before casting a mass hold
monster. He will then follow up with blasphemy if foes
are close, or begin covering the field with corrupt fireballs. In combat, he uses his greater teleport ability to
constantly change his position before launching his spelllike assault. Only when sorely pressed will Furcas engage in melee.
Alternate Form (Su): Furcas may take the form of
any humanoid from Small to Large size as a standard

200

action.
Blood Oath (Su): Furcas' blood oath ritual has a Will
save DC of 31 to resist the initial enthrall effect, and a
Will save DC 36 to resist the bond itself. Furcas may
prepare a room for the ritual within 9 hours, and the ritual itself takes eighty-one minutes plus nine minutes per
participant.
Constrict (Ex): Furcas deals 2d8 + 28 points of damage with a successful grapple check.
Disease (Su): A creature struck by Furcas' bite attack
must succeed at a DC 38 Fortitude save or be infected
with a vile disease called devil chills (incubation period
1d4 days, damage 1d4 points of Strength).
Fear Aura (Su): Furcas can radiate a 20-foot-radius
fear aura as a free action. Creatures in the area must succeed on a DC 40 Will save or be affected as though by a
fear spell (caster level 37th). A creature that successfully
saves cannot be affected again by his aura for 24 hours.
Other devils are immune to the aura.
Fiend's Favor (Su): Nine times per day, Furcas may
grant a touched creature a +9 bonus to one of the creature's ability scores. This bonus stacks with any other
bonuses the creature may have and lasts for one day.
When the effect expires, the creature takes a -9 penalty
to the same ability score for the next day. (This cannot
reduce a creature's ability score to below 1). Another
application of Furcas' favor negates the penalty and restores the bonus.
Improved Grab (Ex): To use this ability, Furcas
must hit a Medium or smaller opponent with his tail slap
attack. If he gets a hold, he can constrict.
Kill Cultist (Su): As a standard action, Furcas may
kill any creature who has sworn a blood oath to him.
Distance is not a factor, but he must be on the same
plane. A Fortitude save DC 31 is required to avoid
death. Success causes the creature to take 3d6+9 points
of damage. This is a death effect.
Locate Cultist (Su): Furcas can sense the location of
any creature that has sworn a blood oath to him, as with
the spell locate creature.
Mind Shielding (Su): Furcas is immune to detect
thoughts, discern lies, and any attempt to magically discern his alignment.
Poison (Ex): Injury; Fortitude DC 38; initial damage
1d8 Constitution, secondary damage death.
Regeneration (Ex): Furcas takes normal damage
from good-aligned silvered weapons, and from spells or
effects with the good descriptor.
Scry on Cultist (Sp): Furcas can scry on any creature
that has sworn him a blood oath, as long as they are on
the same plane as he. He can do this once per day per
cultist.
Soul Bargain (Su): Furcas may establish binding
agreements with willing mortals for their souls. Upon
their death, the mortal's soul is immediately transferred
into a gem prepared at the time of the bargain.
Spell-Like Abilities (Sp): At will animate dead,
blasphemy, charm person, create undead, desecrate,
detect good, detect magic, greater dispel magic, greater
invisibility, greater teleport (self plus 50 pounds only),
magic circle against good, major image, mass hold monster, power word stun, produce flame, polymorph, pyrotechnics, suggestion, unholy aura, unhallow, and wall of
fire; 3/day major creation, meteor swarm and symbol
of pain; 1/day geas, mark of justice, wish (others only),
1/month wish. Caster level 37th; DC 22 + spell level.
Spells: Furcas may cast a small number of divine

spells. He may prepare spells from the fiend of blasphemy class list, in addition to all spells from the Destruction, Domination, Evil, Knowledge, Law and Trickery domains. He possesses the domain powers of
Knowledge and Trickery.
Spells per day (1-9th): 7/7/6/5/5/4/4/3/2; caster level
36th; DC 21+ spell level.
Example spells prepared: 1st bane, command, detect
chaos, detect secret doors, doom, protection from chaos,
shield of faith; 2nd darkness, detect thoughts , enthrall,
hold person, shatter, silence, undetectable alignment; 3rd
bestow curse, clairaudience/clairvoyance, contagion,
deeper darkness, magic circle against chaos, nondetection; 4th death ward, discern lies, divination, sending,
tongues; 5th false vision, greater command, mass inflict
light wounds, slay living, true seeing; 6th find the path,
harm, hold monster, mislead; 7th dictum, disintegrate,
legend lore, screen; 8th discern location, earthquake,
polymorph any object; 9th implosion, time stop.
Sponsor Worshiper (Su): Furcas may sponsor clerics of up to 18th level, in his name. These clerics may
choose from any of Asmodeus' domains.
Summon Devils (Sp): Thrice per day, Furcas can
automatically summon four lemures, osyluths, or hamatulas; or two erinyes, cornugons, gelugons, or pit
fiends.
Temptation (Su): Furcas can offer good-aligned
creatures the opportunity to change their alignment to
evil. This functions identically to the temptation function of the atonement spell.
Transfer Spell-like Ability (Sp): Furcas can transfer
the use of his spell-like abilities to those who have sworn
him a blood oath. The caster level and DC remain unchanged. If he transfers the usage of an at will spell-like
ability, his own usage of that ability is reduced to 9/day.
Otherwise, he may transfer as many uses of a spell-like
ability as he chooses, to as many cultists as he chooses.
He may revoke this honor from any cultist at any time as
a free action.
Torture Cultist (Su): As a standard action, Furcas
may inflict pain on any creature who has sworn him a
blood oath. Distance is not a factor, but he must be on
the same plane. The affected creature takes a -9 penalty
on attack rolls, skill checks, and ability checks for 9
rounds. A successful Fortitude save (DC 31) reduces the
penalty to -3.
Possessions: Furcas is pierced by multiple rings
known as the Infinity Rings through the flesh of his
shoulders. Each one of them carries powerful enchantments, and as a result, Furcas can make no use of normal
wondrous items that require a body slot without first
deactivating a ring. While others can use these rings,
inserting the rings deal 5d6 points of damage each and
requires a Fortitude save (DC 40) against death. No
magical protection may be used to heal the wounds, bolster the Fortitude save, or avoid death else the rings fail
to function. All eight rings must be inserted for any one
to function.
Adamantine: Weapons striking Furcas must make a
Fortitude save (DC 28) or shatter.
Brass: 9/day, Furcas may call an efreet with up to 18
class levels to serve him for an hour.
Bronze: Furcas receives a +9 deflection bonus to his
armor class.
Copper: Dealing damage to Furcas releases a mindfog
(DC 28) in the area, within a 20 foot radius. Creatures
who need to breathe must hold their breath or make For-

titude saves against suffocation.


Golden: Creatures targeted by any of Furcas' special
attacks must roll two saves. If either fails, the saving
throw is considered a failure.
Iron: Furcas' powers as a fiend of blasphemy and a
fiend of corruption are enhanced to the levels described
above.
Lead: Those who penetrate Furcas' spell resistance are
subjected to his fear aura, disease, or poison (determined
randomly) and must save against it.
Silver: Furcas is allowed a saving throw every round
that he is under magical charm or compulsion.
Cohort: Furcas is often attended by his chief aide and
pupil, a 6th circle lieutenant named Alasta the Keen (10
HD erinyes, fiend of blasphemy 6/fiend of corruption 6/
fiend of possession 6/mindbender 10). Alasta serves as
the Chief Administrator the Denominations training
facility, the City of Man, in Minauros.

Pearza, Chief of Research


Dark Ministry of Hell
Pit fiend (9th Circle General of the Legions of Hell)
Large Outsider (Evil, Extraplanar, Lawful)
Seal: An open book with red, scalloped pages, on a
black inverted triangle
Wizard 5/Maester 5/Loremaster 10
Hit Dice: 28d8 + 20d4 + 384 (560 hp)
Initiative: +12
Speed: 40 ft., fly 60 ft. (average)
AC: 50 (-1 size, +10 armor, +8 Dexterity, +23 natural),
touch 17, flat-footed 42
Base Attack/Grapple: +38/+55
Attack: Malphas' Favor +54 melee (1d8+23 plus 1d4
Str and Con (DC 27 negates))
Full Attack: Malphas' Favor +54/+49/+44/+39 melee
(1d8+23 plus 1d4 Str and Con (DC 27 negates)) and 2
wings +48 melee (3d6+6) and bite +48 melee (4d6+6
plus poison and disease) and tail slap +48 melee
(2d8+6)
Space/Reach: 10 ft./10 ft.
Special Attacks:
Constrict, fear aura, improved
grab, spells, spell-like abilities, summon devils
Special Qualities:
Damage reduction 20/epic, good
and silver, darkvision 60 ft., familiar, immunity to fire
and poison, lore, quick crafting, regeneration 7, resistance to acid 15 and cold 15, see in darkness, spell
resistance 47, telepathy 200 ft.
Saves: Fort +44, Ref +42, Will +46
Abilities: Str 37, Dex 27, Con 27, Int 39, Wis 27, Cha
27
Skills: Appraise (alchemical components) +32, Appraise (metal work) +23, Appraise (poisons) +25,
Bluff +35, Climb +34, Concentration +51, Craft
(alchemy) +55, Craft (blacksmith) +33, Craft
(poisonmaking) +44, Decipher Script +39, Diplomacy
+20, Disable Device +41, Disguise +29 (+33 acting),
Gather Information +35, Handle Animal +14, Heal
+28, Hide +25, Intimidate +45, Jump +17, Knowledge (arcana) +63, Knowledge (architecture and engineering) +48, Knowledge (nature) +33, Knowledge
(the planes) +55, Knowledge (religion) +47, Listen
+31, Move Silently +31, Perform (oratory) +12, Ride
+10, Search +40 (+44 for secret doors), Spellcraft +69
(+73 to decipher scrolls), Spot +39, Survival +8 (+10
above ground, +12 on other planes, +12 tracking),

201

Use Magical Device +46 (+56 scrolls)


Feats: Brew Potion*, Craft Magic Arms and Armor*,
Craft Rod*, Craft Staff, Craft Wondrous Item, Extend
Spell, Forge Ring, Improved Familiar, Investigator,
Iron Will, Leadership, Multiattack, Power Attack,
Quicken Spell, Scribe Scroll*, Skill Focus
(Knowledge: arcana), Violate Spell
Epic Feats: Craft Epic Wondrous Item, Efficient Item
Creation (Wondrous Items), Epic Leadership, Epic
Reputation
Climate/Terrain: Malsheem, Nessus, Ninth of the Nine
Hells of Perdition
Organization: Solitary (unique), or troupe (3 pit fiends,
9 gelugons, 27 kocrachons)
Challenge Rating: 35
Treasure: Possessions plus triple standard
Alignment: Lawful Evil
There is a saying common to proponents of Order:
There is an answer to all things. This is an axiom in
which Pearza, the Chief of Research and Implementation, firmly believes. To Pearza, there are no secrets and
there are no mysteries. Knowledge is always waiting to
be uncovered. Whether that knowledge can be discerned
by careful reading, regular observation of cause and
effect, constant experimentation, or by drilling a hole
into a mortals head with an ice-pick, information can be
acquired.
Of all the members of the Dark Ministry, Pearza is the
least known and, in meetings, only Corin is more silent.
Pearza is interested in uncovering mysteries and in revealing the truths that will ensure victory to the Nine
Hells, and she does not perceive time spent in the meetings with her peers or interacting with lesser beings elsewhere in the Cosmos as conducive to her goals. Pearza,
instead, finds solace and success researching and developing new methods to make devils stronger, faster, hardier, and better prepared than every other being in existence. Of all the Dark Ministry, she is the most introspective and intuitive, capable of making tremendous
leaps of logic that result in fantastic discoveries that have
had a profound impact on the diabolical side of the Blood
War. In addition to researching new forms of magic and
technology that benefit the Blood War, Pearza also oversees the interrogation of non-combatant enemies. Those
across the Realities know that to be taken by Pearza is a
fate worse than permanent death. Pearza believes that
every prisoner has more information than they ever share
and that all prisoners require the proper motivation to
divulge their knowledge. And, even after Pearza is satisfied with the material gained from her subjects, she is
certain not to waste their value. These unfortunates are
then used in vile experiments to test concepts and ideas
Pearza and her subordinates have developed. Everything
has value, even if others are incapable of recognizing it.
It is unknown how many Pearzas have served in the
Dark Ministry. It is widely believed that Dispater, Belial, Beelzebub, and Mephistopheles have recruited earlier Pearzas frequently, valuing the knowledge they
have uncovered. It is also believed that a number of
Pearzas have been retired early, becoming test subjects
of their immediate subordinates. The current Pearza has
served for just over three centuries and rose through the
ranks of the last three Pearzas during the past 300 centuries. This particular Pearza is viewed with scorn
among the rest of the Ministry since it is clear that she
has no interest in the Blood War in and of itself and sim-

202

ply uses the War as an excuse to carry on experiments


for her own benefit. Whether the current Pearza is aware
of the attitude her peers have for her is unknown, but her
degree of individuality may well lead to her retirement
if she is not cautious.
Pearza appears as a normal pit fiend, although somewhat of a smaller, disheveled frame. Compared to the
burning eyes of other pit fiends, Pearzas eyes seem dim
and unsettled except when she becomes excited by some
new revelation.
Combat
Pearza will immediately teleport from any threat
unless she is in one of her many laboratories at which
time she will fight viciously to save her experiments. In
such situations, Pearza will cast unholy aura on her person and then proceed to either use blasphemy to banish
foes from Hell or use her spells to weaken adversaries so
that her servants can rip them to shreds as quickly as
possible. On in extreme cases or if she is corned beyond
one of her laboratories will Pearza use dangerous area of
effect spells like fireball or meteor swarm.
Constrict (Ex): Pearza deals 2d8 + 26 points of damage with a successful grapple check.
Disease (Su): A creature struck by Pearza's bite attack must succeed at a DC 32 Fortitude save or be infected with a vile disease called devil chills (incubation
period 1d4 days, damage 1d4 points of Strength).
Fear Aura (Su): Pearza can radiate a 20-foot-radius
fear aura as a free action. Creatures in the area must succeed on a DC 32 Will save or be affected as though by a
fear spell (caster level 28th). A creature that successfully
saves cannot be affected again by her aura for 24 hours.
Other devils are immune to the aura.
Improved Grab (Ex): To use this ability, Pearza
must hit a Medium or smaller opponent with her tail slap
attack. If she gets a hold, she can constrict.
Lore (Ex): Pearza has a +24 bonus on lore checks.
She can discover the magical properties of an item as
with the identify spell. Once per day, she may make use
of her lore to duplicate the effects of either analyze
dweomer or legend lore.
Poison (Ex): Injury; Fortitude DC 32; initial damage
1d8 Constitution, secondary damage death.
Quick Crafting: Pearza can create magic items more
quickly. She takes one day per two thousand gold pieces
of value to create most magical items, and one day per
twenty thousand gold pieces of value for wondrous
items.
Regeneration (Ex): Pearza takes normal damage
from good-aligned silvered weapons, and from spells or
effects with the good descriptor.
Secrets: Pearza has learned the following secrets:
applicable knowledge, newfound arcana, more newfound
arcana, secrets of inner strength and the lore of true
stamina.
Spell-Like Abilities (Sp): At will animate dead,
blasphemy, charm person, create undead, desecrate,
detect good, detect magic, greater dispel magic, greater
invisibility, greater teleport (self plus 50 pounds only),
magic circle against good, major image, mass hold monster, power word stun, produce flame, polymorph, pyrotechnics, suggestion, unholy aura, unhallow, and wall of
fire; 1/day meteor swarm and symbol of pain; 1/year
wish. Caster level 28th; DC 18 + spell level. Pearza has
a +4 enhancement bonus on caster checks to penetrate
spell resistance.

Spells:
Wizard
spells
per
day:
4/13/12/11/11/11/10/10/8/8. Caster level 40th; DC 24 +
spell level. As a member of the Dark Ministry, Pearza
has incredible access to magical knowledge. Her spellbooks contain all of the spells found in the Player's
Handbook, Book of Vile Darkness, and the Spell Compendium. Pearza has a +4 enhancement bonus on checks
to penetrate spell resistance.
Example Spells prepared: 0 arcane mark, mage
hand, message, prestidigitation; 1st charm person,
erase, expeditious retreat, feather fall, hold portal, identify, magic aura, magic missile, obscuring mist, shield,
silent image, sleep, true strike; 2nd blindness/deafness,
blur, darkness, detect thoughts, locate object, magic
mouth, mirror image, misdirection, obscure object, protection from arrows, shatter, whispering wind; 3rd
blink, clairaudience/clairvoyance, displacement, gaseous
form, illusory script, lightning bolt, major image, nondetection, slow, suggestion, tongues; 4th arcane eye, bestow curse, charm monster, detect scrying, dimension
door, dimensional anchor, enervation, fireball (violated),
locate creature, scrying, solid fog; 5th break enchantment, contact other plane, dominate person, fake vision,
feeblemind, hold monster, mind fog, passwall, prying
eyes, telekinesis, telepathic bond; 6th analyze dweomer,
antimagic field, eyebite, globe of invulnerability, legend
lore, mislead, permanent image, programmed image,
true seeing, veil; 7th banishment, disintegrate
(violated), ethereal jaunt, forcecage, greater scrying,
project image, reverse gravity, spell turning, teleport
object, vision; 8th dimensional lock, discern location,
greater planar binding, greater prying eyes, horrid wilting, maze, mind blank, moment of prescience; 9th dominate monster, etherealness, foresight, mass hold monster, power word kill, shapechange, soul bind, time stop.
Permanent spells: Pearza has the following spells cast
upon her in conjunction with permanency. Arcane sight,
comprehend languages, read magic, and see invisibility.
Summon Devils (Sp): Twice per day, Pearza can
automatically summon three lemures, osyluths, or hamatulas, two erinyes, cornugons, or gelugons, or one pit
fiend.
Possessions: Pearza does not often carry many magical items, although she is quite fond of a staff given to
her by Duke Malphas. Malphas' Favor functions as a +4
unholy quarterstaff that also deals ability damage as a
rod of withering (DC 27). It holds 81 charges which
renew weekly. The staff allows the casting of the following spells.
Commune (with Malphas only, no charge)
Explosive Runes (no charge)
Black tentacles (1 charge)
Greater glyph of warding (1 charge)
Malphas' private sanctum (1 charge)
Wall of iron (1 charge)
Disintegrate (3 charges)
Destruction (3 charges)
Malphas' lucubration (3 charges)
Limited wish (9 charges)
Pearza wears a supreme ring of wizardry that doubles
all of her spells from 1st through 9th level. She also
wears an epic black robe of the archmagi sewn from
elven flesh, but of double normal strength and powers.
Cohorts: Pearza employs her command sergeant
major Vulcas (20HD hierrmagon, wizard 13) as quality
control. He oversees most of the actual production line
as the Minister is frequently occupied with her own pro-

jects. Her familiar, a clever imp named Kappa, often


attends her.

Zaebos, Minister of Promotion


Dark Ministry of Hell
Pit fiend (9th Circle General of the Legions of Hell)
Large Outsider (Evil, Extraplanar, Lawful)
Seal: A stylized, inverted red mountain tipped with a star
on a black, inverted triangle
Telepath 18/Mind Spy 9
Hit Dice: 22d8 + 18d4 + 9d6 + 441 (616 hp)
Initiative: +16
Speed: 40 ft., fly 60 ft. (average)
AC: 45 (-1 size, +5 deflection, +8 Dexterity, +23 natural), touch 22, flat-footed 45
Base Attack/Grapple: +36/+53
Attack: Claw +48 melee (2d8+13)
Full Attack: 2 claws +48 melee (2d8+13) and 2 wings
+46 melee (3d6+6), and bite +46 melee (4d6+6 plus
poison and disease), and tail slap +46 melee (2d8+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Anticipate, constrict, fear aura, improved grab, psionics, spell-like abilities, summon
devils
Special Qualities: Combat telepathy, damage reduction
15/good and silver, darkvision 60 ft., immunity to fire
and poison, instant mindscan, multiple surface
thoughts, resistance to acid 15 and cold 15, regeneration 6, see in darkness, spell resistance 47, spherical
read thoughts, telepathy 100 ft.
Saves: Fort +42, Ref +41, Will +46
Abilities: Str 37, Dex 27, Con 28, Int 33, Wis 33, Cha 28
Skills: Appraise +46, Autohypnosis +40, Balance +12,
Bluff +65, Concentration +56, Diplomacy +58, Disguise +34 (+40 acting), Gather Information +63, Intimidate +54, Hide +24, Jump +21, Knowledge
(arcana) +36, Knowledge (history) +36, Knowledge
(local) +36, Knowledge (psionics) +53, Listen +41,
Move Silently +28, Perform (oratory) +23, Psicraft
+58, Search +31, Sense Motive +63, Spellcraft +40,
Spot +56, Survival +11, Tumble +50
Feats: Cleave, Combat Reflexes, Dodge, Enlarge Power,
Great Cleave, Improved Initiative, Iron Will, Leadership, Mobility, Multiattack, Overchannel, Power Attack, Psionic Dodge, Psionic Fist, Psionic Meditation,
Spring Attack, Unavoidable Strike, Widen Power
Epic Feats: Epic Leadership, Epic Reputation, Superior
Initiative
Climate/Terrain: Malsheem, Nessus, Ninth of the Nine
Hells of Perdition
Organization: Solitary (unique), or troupe (9 pit fiends,
27 gelugons)
Challenge Rating: 35
Treasure: Possessions plus triple standard
Alignment: Lawful Evil
Zaebos, the Minister of Promotions, is quite probably
the single most hated member of the Dark Ministry. As
the final determining factor for promotions within the
Legions of Hell, even the other Dark Ministers detest
him for they must all receive his approval in order for
their favorites to receive the necessary recommendations
for promotion. Zaebos, perhaps the only Minister to have
anything bordering on integrity, is meticulous and purposeful in his decision; he sees to it that every single

203

recommendation for promotion is not just for the benefit


of the promotee and his place in the Legions, but for the
benefit of Hell. If there is a single mar, a single question
or doubt, Zaebos does not hesitate to place a black mark
on the Ledger of Success.
Unsurprisingly, there have been many Zaeboses
within the Ministry. Of all the Ministry stations, this is
probably the only one in which none have been offered a
place in the Courtiers of Perdition as most Zaeboses
have disappeared entirely. The current Zaebos has served
for about a millennium now and seems to have succeeded where his predecessors failed. While he is very
particular about those whom he agrees to promote, he
recognizes that for every promotion he allows that he can
expect something in return. Zaebos has learned how to
walk this thin line well, balancing the needs of his fellow
Ministers with his own attitudes and the goals of Hell. So
far, he has yet to make any enemies among his peers.
About 300 years ago, in order to better facilitate the
manner in which promotions are handled, Zaebos temporarily granted each Denomination the right to promote all
devils from lemure to hamatula rank without his Denominations involvement. This test is designed to see if
better productivity results from the individual Denominations have greater responsibility for their own actions.
Thus far, the decision seems to have worked. In return,
Zaebos now has much greater investment in the promotions of pit fiends throughout the Legions of Hell. Zimimar suspects that Zaebos hopes to eventually overthrow
the other Dark Ministers since all pit fiends that have
been promoted in the past 300 years owe their newfound
stations to Zaebos. Zimimar has only informed Furcas of
her suspicions; however, since the promotions have all
resulted in some the best pit fiends in over 6000 years,
Furcas has decided not to confront Zaebos yet, instead
deigning to allow Zimimar to collect as much information on the promoted pit fiends for future blackmail as
necessary. Interestingly, Zaebos counts Zimimar as his
best ally among the Ministers.
What Zimimar has yet to determine is that most of
the Zaeboses have been mind seed implants of the
original. The original Zaebos (now known as Baron
Vhison) was clearly the most talented of the first six or
so that served in the Ministry and his talents won him an
offer to join the Courtiers of Perdition as a baron of
Maladomini. Due to his overwhelming need to maintain
control over all things of interest to him, the original
Zaebos could not help but keep tabs on the Dark Ministry after his promotion. Disgusted with the numerous
retirements and horrible failures that occurred since his
departure, the Baron Vhison tracked down the most talented pit fiend reporting to the then Minister of Promotions and infected him with a mind seed. In short order
and with no assistance from the other Dark Ministers, the
subordinate retired the Zaebos and promptly replaced
him. While Baalzephon, Furcas, and Zimimar were all
individually suspicious of the new Zaebos, noticing
some startling reminders from the past, they never discussed it among themselves and simply watched. In
short order, the new Zaebos proved himself and the suspicions although not gone were ignored in favor of
productivity. Every so often, Baron Vhison sprinkled
mind seeds to promising pit fiends in the Denomination,
ensuring that if the current Zaebos was retired or promoted, an appropriate replacement would eventually rise
through the ranks. The current Zaebos is the most recent beneficiary of a mind seed. Although he is not truly

204

interested in taking over the Ministry, he is convinced


that only he knows how to build a productive line of
high-ranking officers. So far, he has managed to fill his
Denomination with mind seed copies of himself; he is
also slowly beginning to place non-seeded favorites in
the upper echelons. Baron Vhison only occasionally
looks into his old Denomination at this point and has no
direct ties to the current Minister of Promotions; knowing he would be in enough trouble if his manipulations
with the non-political Legions were discovered, he sees
no reason to make himself even more culpable.
Zaebos is tall pit fiend with pristine scales and smoldering, red eyes. He tends to wear leather doublets, a
skullcap, a cloak, and a ring on each finger. He speaks
carefully and with a great deal of articulation, using the
right words to express his approval or disdain; in the
case of the latter, demotions are almost always around
the corner.
Combat
Zaebos is a shrewd, somewhat arrogant combatant,
unafraid to face up against any foe. He normally begins
combat by activating temporal acceleration, and using
the time-out-of-time to buff and prepare fully for combat. Usual preparations include inertial armor, defensive
precognition and ubiquitous vision, all augmented as he
deems necessary. Spell-like abilities such as magic circle against good and unholy aura are also activated if
facing a good aligned party.
Zaebos will only keep out of melee range as he
continues to prepare if he finds that his ability to secondguess opponents is not enough to keep him unharmed
(and, even then, he often resorts to activating an augmented mental barrier as an immediate action). Likwise, energy attacks that he is not immune to and that he
deemed threatening will be countered by energy adaptation. Before launching physical attacks, he will typically
manifest offensive precognition and offensive prescience.
His last move before truly beginning to fight is normally
to cloak himself in greater invisibility.
The Minister of Promotion loves to toy with his
foes for a season before going on the offensive. He is
extremely intelligent, though, and will not play with
powerful enemies that could get an advantage on him in
this time.
When he does finally go on the offensive he holds
nothing back. He will normally unleash his meteor
swarm spell-like ability into the center of a group, trying
to cause as much damage as possible. He will then instantly begin to attack spellcasters or psions with crisis
of breath augmented as needed and mindwipe likewise
augmented to reduce their effectiveness. As he takes
damage, he will use hostile empathic transfer to heal his
wounds and cause injury to enemies, targeting weaker
enemies first.
After unleashing his power allotment as his chosen
target, Zaebos will move in close to engage in hand-tohand combat, making a full attack. The order he will
attack enemies is psions, spellcasters, and then warriors.
After an attack he will use greater teleport to retreat an
appropriate distance and begin to attack again.
If any of his boosting powers expire, Zaebos will
again activate temporal acceleration to restore them.
Anticipate (Su): Zaebos gains a +9 insight bonus to
attacks made against any foes whose thoughts he is reading, and a +9 insight bonus to AC against attacks made
by those foes.

Combat Telepathy (Su): Zaebos can maintain concentration on his read thoughts power as a free action
with a successful concentration check (DC 10+damage
taken on the previous round). If he uses another power or
spell like ability, his read thoughts ends.
Constrict (Ex): Zaebos deals 2d8 + 26 points of
damage with a successful grapple check.
Disease (Su): A creature struck by Zaebos' bite attack must succeed at a DC 30 Fortitude save or be infected with a vile disease called devil chills (incubation
period 1d4 days, damage 1d4 points of Strength).
Fear Aura (Su): Zaebos can radiate a 20-foot-radius
fear aura as a free action. Creatures in the area must succeed on a DC 32 Will save or be affected as though by a
fear spell (caster level 22nd). A creature that successfully
saves cannot be affected again by his aura for 24 hours.
Other devils are immune to the aura.
Improved Grab (Ex): To use this ability, Zaebos
must hit a Medium or smaller opponent with his tail slap
attack. If he gets a hold, he can constrict.
Instant Mindscan: Zaebos immediately gains all the
knowledge from read thoughts on the first round.
Multiple Surface Thoughts: Zaebos can read the
thoughts of up to eight creatures at once.
Poison (Ex): Injury; Fortitude DC 30; initial damage
1d8 Constitution, secondary damage death.
Psionics: 279 PP. Manifester level 39th; DC 21 +
power level. Powers known: 1 - defensive precognition,
initial armor, offensive precognition, offensive prescience, vigor; 2 - biofeedback, cloud mind, detect hostile intent, ego whip, read thoughts; 3 - crisis of breath,
hostile empathic transfer, mental barrier, touchsight,
ubiquitous vision; 4 - correspond, detect remote viewing,
divination, energy adaptation, mindwipe; 5 - psychic
crush, mindprobe, true seeing, tower of iron will; 6 remote view trap, temporal acceleration; 7 - divert teleport, energy conversion, evade burst, ; 8 - mind blank,
mind seed*; 9 - affinity field, reality revision
*Zaebos targets outsiders with the devil subtype
instead of humanoids of Medium or smaller size with this
power.
Regeneration (Ex): Zaebos takes normal damage
from good-aligned silvered weapons, and from spells or
effects with the good descriptor.
Spell-like Abilities (Sp): At will - animate dead,
blasphemy, charm person, create undead, desecrate,
detect good, detect magic, greater dispel magic, greater
invisibility, greater teleport (self plus 50 pounds only),
magic circle against good, major image, mass hold monster, power word stun, produce flame, polymorph, pyrotechnics, suggestion, unholy aura, unhallow, and wall of
fire; 1/day - meteor swarm and symbol of pain; 1/year wish. Caster level 22nd ; DC 18 + spell level
Spherical Read Thoughts: Zaebos may use read
thoughts in a 60 foot sphere shaped area rather than a
cone.
Summon Devils (Sp): Twice per day, Zaebos can
automatically summon two lemures, osyluths, or hamatulas, or one erinyes, cornugon, gelugon, or pit fiend.
Possessions: Zaebos wears a skull cap that is in actuality a powerful cognizance crystal known as the Assessor. It holds 90 power points but these renew themselves
every hour without the need to recharge it from an outside source. It also translates telepathic sensations into a
heightened awareness. Any creature within range of
Zaebos' telepathy (usually 100 feet) suffer a -9 penalty to
all attack rolls against him; he cannot be flanked or

caught flat footed by such creatures. This special power


is canceled by mind blank or similar effects.
Zaebos also wears a cloak of resistance +7, fastened
at the throat by a greater torc of power preservation
(reduces the cost of all powers manifested by 3 power
points; minimum 0). A ring of protection +5 crafted of
adamantine adorns the middle finger of his left hand. On
his right is a cold iron band that turns the damage he
deals with his claws into stored power points. The ring
can hold up to 27 power points. Zaebos cannot manifest
powers from the ring, but he can draw from the points
within to replenish his own as a standard action.
Cohort: The mechanical Tyrpain (16 HD gelugon,
cerbremancer 10/psion 3/diviner 3) is Zaebos Inspector
General and receives all reports from the branch general.

Zapan
Minister of Immortal Diplomacy
Dark Ministry of Hell
Pit fiend (9th Circle General of the Legions of Hell)
Large Outsider (Evil, Extraplanar, Lawful)
Seal: Fiendish hand clutching at three stylized stars over
a black inverted triangle
Cleric 1/Divine Emissary 10/High Proselytizer 9
Hit Dice: 36d8 + 10d10 + 368 (585 hp)
Initiative: +8
Speed: 40 ft., fly 60 ft. (average)
AC: 53 (-1 size, +8 armor, +5 deflection, +8 Dexterity,
+23 natural) touch 22, flat-footed 45
Base Attack/Grapple: +36/+53
Attack: The Infernal Ambassador +54 melee (2d6+17)
Full Attack: The Infernal Ambassador +54/+49/+44/
+39 melee (2d6+17) and claw +44 melee (2d8+6) and
2 wings +44 melee (3d6+6) and bite +44 melee
(4d6+6 plus poison and disease) and tail slap +44
melee (2d8+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict, divine hand, fear aura, improved grab, proselytize, rebuke undead, smite, spelllike abilities, spells, summon devils
Special Qualities: Damage reduction 15/epic, good and
silver, darkvision 60 ft., emissary's favor, immunity to
fire and poison, resistance to acid 15 and cold 15,
regeneration 6, see in darkness, spell resistance 46,
telepathy 200 ft.
Saves: Fort +33, Ref +33, Will +39
Abilities: Str 37, Dex 27, Con 27, Int 31, Wis 35, Cha 32
Skills: Balance +10, Bluff +58, Climb +34, Concentration +55, Diplomacy +70, Disguise +43 (+47 when
acting in character), Gather Information +32, Heal
+37, Hide +35, Intimidate +57, Jump +36, Knowledge (arcana) +50, Knowledge (nature) +20, Knowledge (the planes) +57, Knowledge (religion) +55,
Listen +41, Move Silently +29, Perform (oratory)
+29, Search +37, Sense Motive +54, Spellcraft +64,
Spot +40, Survival +12 (+16 on other planes), Tumble
+31.
Feats: Dark Speech, Divine Metamagic (Maximize
Spell), Divine Metamagic (Quicken Spell), Divine
Metamagic (Widen Spell), Divine Might, Divine
Vigor, Domain Spontaneity (Trickery), Iron Will,
Leadership, Maximize Spell, Multiattack, Negotiator,
Power Attack, Quicken Spell, Weapon Focus (heavy
mace), Widen Spell

205

Epic Feats: Bonus Domain (Evil), Epic Leadership,


Epic Reputation, Great Smiting
Climate/Terrain: Malsheem, Nessus, Ninth of the Nine
Hells of Perdition
Organization: Solitary (unique), or troupe (9 pit fiends,
18 fallen planetars, 27 fallen astral devas)
Challenge Rating: 34
Treasure: Hells Vest, Mark of the Dark Ministry, Seal
of the Ministry and other possessions
Alignment: Lawful Evil
The Minister of Immortal Diplomacy is one of the
best known devils in the Cosmos, as well as one of the
few that most are willing to knowingly deal with. Zapan
is perceived as relatively honest, trustworthy, and sincere
in his diplomatic efforts at least for a devil. Even angels are taken aback when they treat with him, finding
him to be charming and courteous without the underlying slime exuded by most pit fiends. Zapans behavior
has won him and the Legions of Hell many powerful
alliances and treaties in The Blood War, many from the
most unlikely sources. Minister Zapan is considered one
of the best deal-makers in Creation. In the not too distant
future, he fully hopes to be one of the most powerful
fiends in existence.
Zapan is a crafty manipulator, taking the time to learn
the desires, goals, and needs of the beings and groups
with whom is Ministry interacts. Through Zapans Ministry, all non-divine immortal contacts are initiated and
maintained, and he regulates the mercenary dealings with
the daemons. He sees to it that information on demonic
incursions on other planar locations are leaked out to
angelic forces on a quid pro quo basis, and he sees to it
that diabolical interference is reduced in certain areas. Of
course, he never promises that diabolical acts of evil will
end, nor does he always provide 100% accurate information; Zapan gives just enough to make it appear that he is
being helpful and by the time his allies begin to suspect that they have been duped, he already has more
information on another threat and more deals on the way.
Zapan is aware of the treachery of the daemons and he,
along with the rest of the Dark Ministry, already has
plans on how to deal with them in the future. Zapan also
deals with demons. His most steadfast contact within
The Abyss is from a tiefling named Rule-of-Three, a
servant of the Demon Prince Grazzt. Zapan is cautious
in such engagements, knowing the god-like intellect of
Grazzt, but to date he has found the means to get a great
deal out of his Abyssal contacts.
Zapan is rising as a powerful force within the Dark
Ministry. It is unclear how long this particular Zapan has
served within the Ministry. Furthermore, it is also unknown that his position is the one most likely to be scrutinized by Asmodeus himself. The current Zapan is
suspected to be the second Minister of that name since
the Dark Ministry was instituted and many out of Hell
believe that due to his numerous successes across the
Cosmos and the clear support he receives from The
Overlord of Hell, Zapan will soon be in a position to
dominate the Ministry. Zapan eagerly supports Furcas,
believing that once the Minister of Mortal Relations is
promoted into the Courtiers, he will be able to consolidate the Ministry of Mortal Relations into the Ministry of
Immortal Diplomacy. It is unclear if the other Dark Ministers are aware of Zapans plans, but it is likely that they
would all stand opposed to his increased power. Along
with Furcas, Zapan works closely with Corin the Spy-

206

master, using his information as the basis upon which to


determine what kinds of alliances and concessions to
offer. Zapan turns to Marshal Dagos after he establishes
new treaties. In Hell, Zapan is the Minister that the
Courtiers and the Lords of the Nine seek out when they
need to get involved in the Blood War.
Zapan usually appears as a tall, slender bald human
male, with a red mustache and goatee, and black irises
and red pupils. Zapan wears expensive courtiers clothes,
likewise colored black and red. His true form is that of a
pit fiend the color of burning ash, his tremendous wings
perpetually covering his body as he hovers just off the
ground. In either form, Zapan speaks in a deep, purring
voice.
Combat
Zapan deplores violence and, as he usually has a full
complement of devils with him, tends to let his guards do
the fighting. If forced into a situation that requires combat, Zapan will usually cast a variety of boons, from
bless to aid, followed up with unholy aura on himself
and, if possible, his allies. Then, he will single out the
most annoying adversary and center a meteor swarm on
her. He will continue with fireballs, although he will cast
greater dispel magic as needed to eliminate and reduce
enemy defenses. If foes engage him in melee, he
unleashes smite attacks on them at once. If pressed, Zapan has no problem retreating immediately, although he
will use all his resources to punish his enemies in the
future.
Constrict (Ex): Zapan deals 2d8 + 26 points of damage with a successful grapple check.
Divine Hand (Su): As a free action once per day,
Zapan can gain a +20 profane bonus to a single attack
roll with a heavy mace.
Disease (Su): A creature struck by Zapan's bite attack
must succeed at a DC 31 Fortitude save or be infected
with a vile disease called devil chills (incubation period
1d4 days, damage 1d4 points of Strength).
Emissary's Favor (Sp): Zapan may call upon Asmodeus' personal blessing to produce any of the following effects.
Divine Inspiration: Zapan gains a +2 luck bonus on
his attack and damage rolls for 10 rounds. He may call
on this favor four times a day.
Greater Planar Ally: Zapan may call forth a planar
ally as the spell, with a caster level of 46th. This servant
does not request any return favors. Zapan may call on
this favor once per day.
Fear Aura (Su): Zapan can radiate a 20-foot-radius
fear aura as a free action. Creatures in the area must succeed on a DC 33 Will save or be affected as though by a
fear spell (caster level 26th). A creature that successfully
saves cannot be affected again by his aura for 24 hours.
Other devils are immune to the aura.
Improved Grab (Ex): To use this ability, Zapan must
hit a Medium or smaller opponent with his tail slap attack. If he gets a hold, he can constrict.
Poison (Ex): Injury; Fortitude DC 31; initial damage
1d8 Constitution, secondary damage death.
Proselytize (Sp): Three times per day, Zapan may
make use of his proselytize ability. The Will save to
resist enrapture or violate the sanctuary effect is 36. The
speech affects all those within 550 feet of Zapan and
those affected are enraptured for 55 minutes. Enraptured
beings temporarily change their alignment to Lawful
Evil and perceive Zapan's words as if under the effects of

charm monster. Lawful Evil creatures get no save if they


have 9HD or less; followers of Asmodeus get no save if
they have 18HD or less.
Deific Aura: At any point in his speech, Zapan may
allow the power of Hell to surge forth from his body.
This functions as both a dictum and blasphemy spell
(Caster level 20th) that only affects those not enraptured
within range of Zapan's sermon. Zapan may use this
ability a total of three times per day.
Deific Face: At any point in his speech, Zapan may
allow the flames of Hell to blast forth from his face,
consuming those not enraptured. This deals 3d6 points of
damage to everyone within range of his speech and
blinds those who fail a Reflex save (DC 36) Creatures
with the Good or Chaotic subtypes take 25d6 points of
damage. Zapan may use this ability a total of nine times
per day.
Deific Word: At any point in his speech, Zapan may
infuse his words with literal power, dealing 3d8 points of
sonic damage to everyone within range of the speech not
enraptured. Those so struck must make a Will save (DC
36) or be stunned for 3 rounds. Zapan may use this ability a total of nine times per day.
Divine Touch: Throughout his speech, Zapan may
move through the audience touching those enraptured.
This touch heals 1d4 points of damage and removes any
natural disease or poison from their bodies. He may
touch six people per round, and an individual can benefit
from the touch only once per session. Zapan may use this
ability throughout the entire duration of any of his sermons.
Rebuke Undead (Su): 14/day, Zapan may rebuke or
bolster undead. He rebukes undead as a 1st level cleric
and gains a +6 profane bonus on his rebuke checks.
He may also expend a single use (unless otherwise
noted) of this power to accomplish one of several effects.
Divine Metamagic: Zapan may expend four rebuke
attempts to add Widen or Maximize or five attempts to
add the Quicken metamagic to any of his spells without
increasing the casting cost.
Divine Vigor: Increase his base speed by 10 feet and
gain 92 temporary hit points for eleven minutes.
Domain Spontaneity: Spontaneously cast a spell from
the Trickery domain
Smite (Su): 5/day, Zapan can make a smite attack
against any foe. He gains a +4 bonus to his attack roll
and deals 22 additional points of damage.
Spell-Like Abilities (Sp): At will animate dead,
blasphemy, charm person, create undead, desecrate,
detect good, detect magic, greater dispel magic, greater
invisibility, greater teleport (self plus 50 pounds only),
magic circle against good, major image, mass hold monster, power word stun, produce flame, polymorph, pyrotechnics, suggestion, unholy aura, unhallow, and wall of
fire; 2/day heal; 1/day meteor swarm and symbol of
pain; 1/month wish. Caster level 26th; DC 21 + spell
level
Spells: 6/8+1/8+1/8+1/7+1/6+1/5+1/4+1/3+1 Caster
level 34th; DC 22 + spell level
Cleric Spells prepared: 0 create water, detect poison, inflict minor wounds, light, mending, resistance; 1st
bane, comprehend languages, disguise self*, divine
favor, doom, entropic shield, obscuring mist, remove
fear, sanctuary; 2nd calm emotions*, death knell, eagles splendor, enthrall, shatter, silence, sound burst,
undetectable alignment, zone of truth; 3rd bestow curse,
contagion, cure serious wounds, deeper darkness, dispel

magic, invisibility purge, locate object, nondetection*,


speak with dead; 4th cure critical wounds, death ward,
dimensional anchor, discern lies, dismissal, restoration,
tongues, unholy blight*; 5th dispel good, flame strike,
mass inflict light wounds*, plane shift, righteous might,
slay living, true seeing; 6th banishment, blade barrier,
harm, heal, mislead*, word of recall; 7th destruction,
dictum, disintegrate*, ethereal jaunt, greater scrying; 8th
antimagic field, discern location, earthquake*, greater
spell immunity.
Domains: Evil, Destruction, Law, Trickery. Zapan
casts Evil and Law spells as an 35th level caster.
Summon Devils (Sp): Twice per day, Zapan can
automatically summon three lemures, osyluths, or hamatulas, two erinyes, cornugons, or gelugons, or one pit
fiend.
Regeneration (Ex): Zapan takes normal damage from
good-aligned silvered weapons, and from spells or effects with the good descriptor.
Possessions: The Infernal Ambassador is a +5 angel
bane heavy mace that also functions as a celestial bane
rod. Any angel damaged by the rod must make a Fortitude save (DC 28) or die.
Hell's Vest is a red and black courtier's doublet enchanted as magic armor of darksoul protection. It provides a +9 armor bonus in addition to the darksoul protection effect. There are three pockets hidden in the doublet that function as bags of holding type IV. Any being
attempting to access the pockets without the devil subtype must make a Will save DC 28 or be planeshifted to
Hell.
The Seal of the Ministry is a signet ring that allows
Zapan to use his special proselytize abilities more often
than normal as described above. Also, by making his seal
on a written contract, he invokes a powerful binding
ritual. Should either party violate the text of the contract,
they suffer nine negative levels which cannot be restored
until the bargain has been satisfied. The affronted party
determines the conditions by which the bargain can be
satisfied if none are stated within the contract itself.
Subordinates of either party that violate the bargain enact
the binding curse; both the subordinate and the signed
party suffer the negative levels. When Zapan signs a
contract, he speaks for the entire Ministry as a whole, so
any violations perpetrated by the Ministry fall upon him
to make restitution. Needless to say, violating a treaty of
Zapan's is not a healthy decision for a devil to make.
Nearly all contracts signed by him include the clause that
a subordinate violator will be dealt a slow painful death
as satisfaction.
Zapan also has numerous other wondrous items and
magic rings that he wears on occasion, usually gifts from
other immortal delegations. He possesses several rings of
elemental command and djinni rings from the efreeti, a
master ring with nine matching slave rings from the formian envoys, and a darkskull from Rule-of-Three. If on a
mission to the corresponding area, he is almost sure to
have the appropriate gift on his person. He may or may
not be wearing these gifts if encountered elsewhere.
Zapan also frequently makes gifts to those he treats
with, so his treasure may be significantly higher if on
diplomatic mission.
Cohort: Pergrinial (20 HD fallen planetar, blackguard 4/paladin (fallen) 9) is one of Zapans favored
pupils despite her heritage and attends him on all his
dealings with the Realms Above.

207

Zimimar, Minister of Morale


Dark Ministry of Hell
Pit fiend (9th Circle General of the Legions of Hell)
Large Outsider (Evil, Extraplanar, Lawful)
Seal: Red, stylized, smiling fiend head on a black inverted triangle
Soul Eater 10
Hit Dice:
46d8+598 (805 hp)
Initiative: +13
Speed: 40 ft., fly 60 ft. (average)
AC: 50 (-1 size, +5 deflection, +13 Dexterity, +23 natural), touch 27, flat-footed 37
Base Attack/Grapple: +41/+63
Attack: Claw +59 melee (3d8+18 plus 1 Constitution
and energy drain /19-20/x2)
Full Attack: 2 claws +59 melee (3d8+18 plus 1 Constitution and energy drain /19-20/x2) and 2 wings +57
melee (2d6+9 and energy drain) and bite +57 melee
(4d6+9 plus energy drain, poison and disease) and tail
slap +56 melee (2d8+9 plus energy drain)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict, energy drain, fear aura,
improved grab, spell-like abilities, soul blast, soul
slave, summon devils
Special Qualities: Damage reduction 20/epic, good and
silver, darkvision 60 ft., immunity to fire and poison,
resistance to acid 20 and cold 20, regeneration 9, see
in darkness, soul abilities, spell resistance 43, telepathy 300 ft.
Saves: Fort +41, Ref +41, Will +38
Abilities: Str 46, Dex 36, Con 36, Int 31, Wis 31, Cha
31
Skills: Balance +18, Bluff +58, Climb +42, Concentration +63, Decipher Script +22, Diplomacy +23, Disguise +52 (+54 acting), Gather Information +37, Hide
+51, Intimidate +80, Jump +44, Knowledge (arcana)
+52, Knowledge (nature) +15, Knowledge (the
planes) +52, Knowledge (religion) +52, Listen +62,
Move Silently +65, Perform (act) +17, Search +64,
Sense Motive +61, Spellcraft +66, Spot +62, Survival
+13 (+17 on other planes, +19 tracking), Tumble +39
Feats: Alertness, Cleave, Great Cleave, Improved Critical (claw), Improved Natural Attack (claw), Investigator, Iron Will, Leadership, Multiattack, Persuasive,
Power Attack, Weapon Focus (claw)
Epic Feats: Epic Leadership, Epic Reputation, Epic
Skill Focus (Intimidate)
Climate/Terrain: Malsheem, Nessus, Ninth of the Nine
Hells of Perdition
Organization: Solitary (unique), or troupe (3 pit fiends,
9 osyluths and 27 kocrachons)
Challenge Rating: 34
Treasure: Possessions plus triple standard
Alignment: Lawful Evil
Within the Legions of Hell, there are few beings more
feared than Zimimar. To many outsiders, this is something of a surprise. Many people unfamiliar with devils
and Hell would expect the Minister of Morale to be a
guiding, clarifying force that promotes order and organization, adherence to a common cause, and ultimate loyalty. Indeed, Zimimar accomplishes all of these things.
But what many outsiders do not comprehend is the manner in which she succeeds in her responsibilities. Zimimar uses torture to maintain morale, and if torture does

208

not work, she uses the permanent death feared by all


outsiders.
As the Minister of Morale, it is Zimimars responsibility to ensure that the Legions of Hell adhere to the will
of the Nine Hells of Perdition and that they defend the
side of tyranny in the eternal Blood War to the utmost of
their abilities. Through her Denomination, Zimimar also
weeds out subversives and traitors, torturing them until
they reveal all they know. Any indication of dissatisfaction in the ranks brings Zimimar out and, due to the
many spies she has scattered across the Legions, few
ever voice opinions that do not fall in line with the will
of Hell. Such is the power of Zimimar.
Zimimars background is a muddied one. Many texts
insist that Zimimar was once a pit fiend general within
the Court of Minauros. However, this information is
correct so far as the original Zimimar went. The first
Zimimar was male and his style was more along the lines
of what many mortals expect when they think about
morale. But, the Zimimar that replaced the original was
initially a personal servant of His Infernal Grace Belial,
Archduke of Phlegethos and Lord of Pain and Sufferings. It was during her time in the Courts of Phlegethos
that this pit fiend honed her singular skills as a torturer.
Even Belial admired her touch and she would likely have
been promoted to a Duke of Hell had the Dies Irae not
occurred. Once the Days of Wrath were concluded and
Asmodeus formed the Dark Ministry, the original Zimimar, believing that bribes and gold could ensure the morale of the Legions of Hell, was soon viewed with displeasure among the other Ministers. Although exactly
what occurred has never been determined, something
happened to the original Zimimar, and where there was
once a male Minister of Morale there was suddenly a
female. This female has served in this capacity ever
since.
Zimimar uses torture not to gain information, but to
ensure obedience and productivity. As such, she works
closely with Dagos, the Marshal of the Pits, to maintain
the Legions of Hell. She also finds it necessary to work
with both Corin and Zaebos; with the former she uncovers internal spies and threats to the Legions, while with
the latter she ensures that only the best devils are promoted. Among the Dark Ministry, Zimimar is both
feared and respected; it is likely that a Courtier of Perdition will soon offer Zimimar a place as a Duke of Hell.
Zimimar often appears in a form similar to that of an
attractive, if somewhat plump, human woman, although
she bears the wings, scales, horns, tail, cloven hoofs,
and claws of a pit fiend. Her head is surrounded by a
nimbus of flames that mimics human hair. A wide smile
is frozen on her face, barring all of her large, sharp teeth.
This perpetual grin is very disconcerting as there is no
hint of pleasure or kindness in it. When devils believe
that one of their number has done something to warrant
punishment, they say Youve earned Zimimars smile.
Combat
Zimimar detests physical confrontations as she has
grown accustomed to having victims brought to her in
chains so she can torture them. Still, her skills have not
waned and she is still a formidable opponent.
When fighting mortals, Zimimar typically attempts to
charm the strongest looking one. If this proves successful, she orders the charmed victim to defend her while
she envelopes herself in an unholy aura. Then, Zimimar
will call down a meteor swarm centered on any nearby

spellcasters. If her enemies are still standing, she will


cast greater dispel magic for two rounds before either
casting fireballs or teleporting away for reinforcements.
Constrict (Ex): Zimimar deals 2d8 + 26 points of
damage with a successful grapple check.
Disease (Su): A creature struck by Zimimar's bite
attack must succeed at a DC 44 Fortitude save or be
infected with a vile disease called devil chills (incubation
period 1d4 days, damage 1d4 points of Strength).
Energy Drain (Su): Zimimar bestows 2 negative
levels on a target with a touch attack or successful attack
with a natural weapon.
Fear Aura (Su): Zimimar can radiate a 20-footradius fear aura as a free action. Creatures in the area
must succeed on a DC 41 Will save or be affected as
though by a fear spell (caster level 36th). A creature that
successfully saves cannot be affected again by her aura
for 24 hours. Other devils are immune to the aura.
Improved Grab (Ex): To use this ability, Zimimar
must hit a Medium or smaller opponent with her tail slap
attack. If she gets a hold, she can constrict.
Poison (Ex): Injury; Fortitude DC 44; initial damage
1d8 Constitution, secondary damage death.
Regeneration (Ex): Zimimar takes normal damage
from good-aligned silvered weapons, and from spells or
effects with the good descriptor.
Soul Abilities (Su): When Zimimar uses her energy
drain ability on a creature, she gains a +9 bonus to her
Strength, Dexterity and Constitution scores for 24 hours.
She gains a +3 enhancement bonus on saves, ability
checks and skill checks for 24 hours. She gains a +3
bonus to the save DC of her spell-like and supernatural
abilities as well as the ability to use them thrice as often
(this does not apply to her wish spell-like ability). If she
kills a creature with her energy drain, she may assume its
appearance and abilities (as the shapechange spell) for
24 hours.
Because she is so often personally involved in the
torture of creatures, these bonuses have been included in
her statistic block above. Rare indeed is the day that has
passed without Zimimar cutting deep into the very soul
of a helpless victim.
Soul Blast (Su): Thrice per day, Zimimar may project
a blast of soul searing force that deals 10d6 points of
damage against a target. A Reflex save DC 33 negates
the damage. Zimimar can only make use of this power
on a day she has drained energy, which means she almost always has this ability available.
Soul Slave (Su): The bodies of those slain by Zimimar's energy drain are reanimated as wights under her
control.
Spell-Like Abilities (Sp): At will animate dead,
blasphemy, charm person, create undead, desecrate,
detect good, detect magic, greater dispel magic, greater
invisibility, greater teleport (self plus 50 pounds only),
magic circle against good, major image, mass hold monster, power word stun, produce flame, polymorph, pyrotechnics, suggestion, unholy aura, unhallow, and wall of
fire; 9/day meteor swarm and symbol of pain; 1/month
wish. These abilities are as spells cast by a 36th level
sorcerer (save DC 23 + spell level).
Summon Devils (Sp): Nine times per day, Zimimar
can automatically summon four lemures, osyluths, or
hamatulas; or two erinyes, cornugons, gelugons, or pit
fiends.
Possessions: Zimimar wears little in the way of magical items, but she has had her claws enchanted with the

wounding enhancement, causing them to be even deadlier than they already are. She wears a ring of protection
+5, but only out of habit rather than need. The Infernal
Writ is a scroll that contains a contract between her and
an unknown entity that has increased her soul eater powers to the extent described above. This item never leaves
her possession.
Cohort: Zimimar is often in the company of her 'pet'
Angstier (15 HD hellcat, ranger 18). This hellcat enjoys
nothing more than hunting its favorite prey: devils.

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Grimoire of Cosmic Entities Volume One


By Eli Atkinson, William Church and Serge W. Desir, Jr.
Original Concept by Serge W. Desir, Jr.

by Eli Atkinson, Will Church and Serge W. Desir, Jr.


Original Concept by Serge W. Desir, Jr.
Development Team:

Eli Atkinson, Will Church, Michael Chidester,


Serge W. Desir, Jr., Sean Johnston,
Michael Jones, Joe Karpan, Nicholas Varrasse

Graphic Production:

Eli Atkinson

Dicefreaks Logo Design:

Tim Moore

Additional Thanks:

Robert Coutier, John Harris, Alan Jacobs


Richardson, William Teebay, Simon Xu

The following is an excerpt from the Diary of Drenicus the Wise when he peered through a Mirror of the Realities during
the Age of Greatness.

My 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.

Within the various Infernal Courts, competition


among the Dukes is fierce, although it is often subtle.
The nature of Hell demands that formality and structure
dictate every action in the Infernal Courts, so the Dukes
tend to fight with words and through the actions (or inactions) of their own lackeys. Like the Lords, turn-over
within the ducal ranks is relatively low and happens with
surprising infrequency from the mortal perspective.
Indeed, it has been well over 9,000 years since a single
Duke of Hell was assassinated and replaced by another.
A Duke of Hell is far more likely to be promoted to archdevil status (and immediately exiled) than to be killed
while serving a Lord of the Nine.
In a sense, the Dukes of a particular court create a
sub-pantheon within Hell. The Dukes serve specific
roles within the various Infernal Courts and these roles
rarely change but with the explicit will of a Lord of the
Nine. For example, the Dukes of Avernus all reflect
different aspects of the tyrannical nature of war and conflict; thus, while Abigor reflects the perfect field general,
Malphas represents the inventor of destructive technology. Like the Lords, Dukes tend to forge alliances
within the various Infernal Courts to reflect vying aspects of a certain Ideal; however, Dukes are often just as
likely to work with each other across layers and often to
great success. Still, if a Duke had to choose between a
hated Duke within his own Perdition and an ally from
another Perdition, it is safe to assume that the Duke
would support his peer.
While serving the wills of the various Lords, most
Dukes maintain their own demesnes within Hell with
their own courts. It is not unusual for these to be domi-

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nated by pit fiends, gelugons, and cornugons as well


half-mortal offspring and tyrannical monsters like aboleths, blue or green dragons, and illithids. These courts
are most likely to answer summons on a Dukes behalf
or else carry out his interests with weak mortals. It is
within these courts that great conflict occurs, much to a
Dukes amusement. However, all Dukes are certain to
ensure that upheavals do nothing to challenge their positions.
The following treatise details 18 of the better-known
Dukes of Hell. These beings, while not even truly quasideities, are extremely powerful and very dangerous.
Many have served as Dukes longer than most gods have
existed in the Cosmos, making them receptacles of great
knowledge. Their relative status among arch-devils and
the Lords of the Nine should not be taken to suggest
weakness. A single Duke of Hell could, if given the
authority from a Lord, effortlessly take over entire kingdoms. It would take next to no effort for a single Duke
to rub even the greatest would-be heroes out of existence.

Creating a Duke of Hell


"Duke of Hell" is a template that can be added to any
cornugon, gelugon, or pit fiend devil with at least 20 HD.
On rare occasions (DM discretion), the Lords of the
Nine, Hells god-like rulers, also grant this boon to very
powerful mortals of at least 31st level (ascended mortals
will use the totality of their character class in place of
HD where HD is used as a basis upon which to determine DCs unless otherwise noted). On extremely rare
occasions, fallen angels are granted this template. In all
cases, a Duke of Hell has at least 10 levels in at least one
class suited to his desires and duties. This acquisition
assumes that the Duke attained powers and experience
above and beyond his peers during his time prior to promotion, which puts him that much closer to the pinnacle
of diabolic power. Note that the example of the power
required for a powerful mortal to be promoted to Duke of
Hell already includes the necessary class levels.
The Dukes of Hell are the singular nobles that serve
under the might of Hell's masters, the Lords of the Nine.
Despite their sharing the appellation of Duke of Hell, the
various nobles often have different titles and different
responsibilities as they pursue the darkest of evils, the
blackest of souls, and more power for their masters and
themselves (these goals are not, of course, necessarily
listed in order of priority).
Although they share a common title, the Dukes of
Hells are all individuals with different powers and abilities at their command. Each has a singular appearance
(which can, of course, be mimicked with the use of illusions and similar magicks by rivals), and each deals with
allies and adversaries in different ways. Still, considering that they are defenders of Law, one can expect certain similarities from the Dukes of Hell.
The base creature's type changes to that of Outsider
with the Extraplanar, Evil, and Lawful subtypes. The
Duke of Hell uses all the base creature's statistics and
special abilities except as noted here:
Hit Dice: A Duke of Hell receives the maximum
amount of hit points per hit die.
Speed: The base speed of all modes of movement is
increased by 10 feet. There is a 50% chance that, if the
base creature could not fly, the new Duke of Hell will

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gain that ability at 90 ft. (average).


Armor Class: The Duke of Hell acquires a +3 profane bonus to its Armor Class.
Duke of Hell Qualities: The Duke of Hell retains the
base creature's special qualities. In the event that the base
creature has qualities that are alignment specific, like
protection from evil, the Duke of Hell replaces the ability
with the Evil and/or Lawful version. The Duke also
gains the following:
Immunity to fire and poison.
Resistance to acid 20 and cold 20.
See in Darkness (Su): The Duke of Hell can see perfectly in darkness of any kind, even that created by a
deeper darkness spell.
Telepathy 500 feet.
Damage reduction: The Duke acquires a DR of 20/
good and silver; if the damage reduced number for the
base creature was higher, the Duke retains it, although
the material(s) necessary to breach the reduction are
replaced with good and silver.
Regeneration (Ex): Regeneration equal to the Dukes
Constitution modifier. The Duke takes normal damage from good-aligned silvered weapons and spells
with the good descriptor.
Spell Resistance equal to the Dukes Challenge Rating + 12.
As a member of the lesser nobility of Hell, the Duke
of Hell gains a degree of might unknown to mortals
and common devils. The Duke of Hell gains immunity to polymorphing, petrification, or any other attack that alters its form.
Call Devils (Sp): The Duke of Hell, as a vassal to a
Lord of the Nine, commands the respect of lesser devils.
As such, a Duke of Hell can call devils or summon devils
as a standard action. The Duke may call up to one time
per day 12 lemures, 8 barbazu or erinyes, 6 hamatulas or
osyluths, 4 cornugons or gelugons, or 2 pit fiends. Since
these devils are called rather than summoned, they retain
the ability to summon other devils as their Monster Manual descriptions allow. Thrice per day, the Duke may
summon the same spread of fiends listed above. The
Duke may either call or summon in one day, not both; if
the Duke uses his calling ability, he cannot use his summon ability until the next day. The Duke is capable of
calling and summoning devils not listed above, but in the
same limited quantity based upon CR. Due to his
vaunted status, the Duke of Hell is not beholden to the
devils he calls or summons, so he rarely hesitates to do
so if pressed. Some Dukes are more likely to rely on
certain kinds of devils than others. While tricky
Titivilus, a Duke of Dis, is likely to call erinyes, Martinet, the Constable of Nessus, is likely to rely on pit
fiends.
Diabolical Adaptation (Su): The Duke of Hell will
exhibit special abilities or qualities different from his
peers. For example, while most Dukes are completely
immune to all kinds of fire, magical or mundane, a Duke
of Cania, a layer of malign cold, may be immune to cold.
Each Duke gains at least one special ability and one
special quality in keeping with his/her duties and areas of
interest upon its promotion; for every 30 total HD and
class levels possessed, the Duke acquires an additional
special ability or special quality.
Diabolical Metamorphosis: Almost all Dukes of
Hell experience some kind of physical change upon their
apotheosis into this new station. This new form always

relates to their duties and desires. For example, as 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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Presence, spell-like abilities


Special Qualities: Duke of Hell qualities, damage reduction 20/good and silver, darkvision 60 ft., immunity to fire and poison, Infernal Knight, regeneration
8, resistance to acid 20 and cold 20, Secrets of War,
see in darkness, spell resistance 47, telepathy 500 ft.
Saves: Fort +34, Ref +36, Will +38
Abilities: Str 38, Dex 31, Con 27, Int 26, Wis 31, Cha
30
Skills: Appraise +8 (armor +10, weapons +10), Balance
+22, Bluff +35, Climb +45, Concentration +38, Craft
(armorsmithing) +29, Craft (weaponsmithing) +30,
Diplomacy +16 (+22 with evil beings), Disguise +31
(+33 when acting in character), Gather Information
+14, Handle Animal +48, Hide +27, Intimidate +69
(+75 against evil beings), Jump +65, Knowledge
(arcana) +29, Knowledge (architecture and engineering) +20, Knowledge (nature) +18, Knowledge (the
planes) +42, Knowledge (religion) +42, Listen +31,
Move Silently +31, Perform (oratory) +14, Ride +54,
Search +29 (+31 for secret doors and passages), Spellcraft +31, Spot +50, Survival +35 (+39 on another
plane, +37 while tracking), Tumble +37.
Feats: Cleave, Combat Expertise, Corrupt Spell-Like
AbilityB, Dodge, Great Cleave, Improved Critical
(lance), Improved Initiative, Iron Will, Leadership,
Mobility, Mounted Combat, Power Attack, Quick
Draw, Quicken Spell-Like Ability (destruction), RideBy Attack, Spirited Charge, Spring Attack, Trample,
Weapon Focus (heavy mace), Weapon Focus (lance),
Weapon Specialization (heavy mace), Weapon Specialization (lance).
Epic Feats: Dire Charge, Devastating Critical (lance),
Epic Evil Brand B, Epic Reputation, Epic Weapon
Focus (lance), Epic Weapon Specialization (lance),
Legendary Rider, Spellcasting Harrier, Superior Initiative
Environment: Avernus, First of the Nine Hells of Perdition
Organization: Solitary; troupe (2 - 8 narzugons); battalion (5 - 20 red squamugon, 4 - 16 barbazu, 3 - 12
narzugons, and 1 - 2 cornugons); or legion (10 - 40
lemures, 5 - 20 red squamugon, 4 - 16 barbazu, 3 - 12
narzugons, 2 - 8 cornugons, 2 - 4 pit fiends)
Challenge Rating: 35
Treasure: Triple Standard plus +5 heavy fortification
full plate armor, Abigors Standard, Ebon Sunder, +5
ring of protection
Alignment: Lawful Evil
Abigor, the Supreme General of Avernus, is one of
the most powerful and well-known Dukes of Hell. There
is little doubt that he is the strongest and most important
Duke of Hell in Avernus and Lord Baels most trusted
and honored servant. He has received countless commendations for his service in the Blood War and in efforts against the enemies of Hell. His standard flies high
in the annals of Hell and some suspect that very soon,
Abigor will either become the new Lord of the First or
will be destroyed by Bael for his achievements.
Abigor has been a Duke of Hell for as long as any can
remember. It is believed that he rose from pit fiend rank
well before the Dies Irae and that he served as a minor though strong - vassal within the Court of Astarte alongside Bael. Abigor, alongside the marginally weaker
Bael, achieved many victories in the Blood War; how-

213

ever, since Abigor was a vassal subject to the whims of


Astarte, he did not travel as much as Bael, and ever was
he under Astartes glare. It was this proximity that
caused the potential for Lordship to pass over Abigor.
Bael, with his numerous contacts, tremendous popularity, and impressive skills in both military conflicts and
noble intrigue, was able to consolidate his power and
overthrow Astarte after the Dies Irae. Upon assuming
the Lordship of Avernus, Bael purged his court of Astartes sycophants; Abigor, however, was allowed to
remain. In Abigor, Bael recognized an untapped power
that would bring him greater glory and greater respect.
Bael knew that Abigor, who was already a minor legend
in Hell and among the hordes of The Abyss, would be an
asset to his goals. However, many believe that Bael is
making the same mistake his predecessor made as he
allows Abigor a long leash and confers great authority
and more glory upon the Supreme General. However,
Bael is not a fool and he has filled Abigors legions with
plenty of spies, most of who do not know that they are
working with others. To date, Abigor has done nothing
to suggest that he is anything but a loyal servant. Indeed,
Abigor seems to have no interest in the Lordship of
Avernus.
Abigor lives for combat and victory. He seeks nothing but the most difficult military challenges and the
opportunity to topple his adversaries in honorable (for a
devil) battle. As the Supreme General of Avernus,
Abigor commands 666 Legions under the auspices of
both Avernus and the Dark Ministry. Known as the
Supreme Legion, it numbers the best, bravest, and deadliest diabolical warriors in Hell. Unlike most Dukes,
Abigor spends a significant amount of time involved
with the Blood War. Abigor has a reasonably good relationship with Dagos of the Dark Ministry; still, Abigor
makes it clear that he does not take orders from the Marshall of the Pits so much as he deigns to do favors for the
Dark Minister every now and again. Abigor is viewed
with envy among the other Dukes of Baels Court.
While they cannot help but respect him, they all despise
Abigor and most have multiple plans in place to bring
low the Supreme General. So far, none of their plans
have met with any success as Bael himself values
Abigor. Across Hell, Abigor is respected and feared,
although some are beginning to question his seemingly
endless loyalty, a clear sign of weakness in Hell. This
notwithstanding, Mephistopheles himself has covertly
offered Abigor a place in his court on numerous occasions.
Abigor is as comfortable strategizing in the background as he is fighting in pitched battles. He seems to
have a supernatural ability to second-guess the actions of
his enemies even before combat begins. To date, he has
never lost a contest against the armies of any demon
lord. However, more than anything, he prefers one-onone confrontations that offer the chance to showcase his
power and honor. Abigor never cheats in combat once
the stakes and methods are solidified because he does not
believe he needs to cheat in order to overcome his adversaries.
Aside from his responsibilities in the Blood War,
Abigor is slowly fomenting cults across Creation. Made
up of powerful warriors of all types, his cultists seek
nothing more than to follow in the footsteps of their
master. It is for this reason that Abigor is uninterested in
the Lordship of Avernus. He believes that if he can create a large enough army of mortals, the belief they offer

him will allow him to break beyond the bounds of Hell


into true divinity. So far, Bael has no idea of this true
intent and, since Abigor does not share this goal with
subordinates, neither do any of Baels spies.
Abigor represents violence and atrocious acts masked
by false honor and misplaced commitment. Abigor does
not care about the pain and anguish he allows others to
suffer because, as far as he is concerned, all those opposed to the will of Hell are worthy of nothing better
than slavery and subjugation. Abigor believes that his
honorable behavior sets him apart from the rest of Hell;
however, his honor does not stop the atrocities carried
out by his troops and his allies. Abigor is guilty by association; he is an accessory to the crimes committed by
Hell. His honor is nothing more than a reflection of his
tremendous pride and self-righteousness.
Abigor appears as a large male humanoid covered in
highly stylized, fearsome burnt-gold and red plate-armor.
A diabolical helmet covers his face entirely, although
burning gold eyes gleam from behind the visor. A cloak
that crackles like flames whips around him. Abigor
speaks with a powerful, commanding voice that, although filled with evil, seems to capture the souls and
hearts of any warrior dedicated to a cause against anarchy. When he appears in Baels court, Abigor usually
removes his helmet. Abigors face is that of a handsome
humanoid male with saturnine features, well-groomed
fiery-red moustache and beard, and golden skin; a pair of
tiny horns on his forehead and pointed teeth betrays his
diabolical heritage.
Abigor is almost always accompanied by his mount
Bleak, a cauchemar nightmare with 27 HD, maximum hit
points, and a pair of bat-like wings.
Combat
Abigor favors honorable combat and prefers to fight a
single enemy with a number of provisions in place.
First, he expects his enemy to fight to his utmost. Second, he expects no quarter for he himself will not offer
any. Finally, he always fights to the death. What Abigor
never explains is that he only fights to the death of his
adversary rather than to his own demise. Once Abigor
realizes that he risks defeat, he immediately teleports
away.
Abigor will always offer to duel the strongest looking
melee warrior in a group. In such a situation, he immediately casts unholy aura on his person and then, if
mounted, charges into battle. He will usually only use
his weapons; if pressed, Abigor begins casting spells
(usually blasphemy and destruction). He never calls or
summons reinforcements in such circumstances.
If Abigor is forced to fight a group, he initiates combat by summoning narzugons and then detonates a meteor swarm on any obvious spellcasters. He then selects
the strongest melee fighter and concentrates all of his
efforts on him until he is dead. If the combat seems
especially fierce, Abigor will summon pit fiends the next
two rounds and then begin casting blasphemy and destruction when the opportunity permits.
Call Devils (Sp): Once per day, Abigor can automatically call 12 lemures; 8 barbazu, erinyes, or squamugons; 6 hamatulas, narzugons, or osyluths; 4 cornugons or gelugons; or 2 pit fiend. Since these devils are
called rather than summoned, they have the ability to
summon their own reinforcements if so ordered. Conversely, 3/day Abigor may summon 12 lemures; 8 bar-

bazu, erinyes, or squamugons; 6 hamatulas or osyluths, 4


cornugons or gelugons, or 2 pit fiends. Abigor may
either call or summon in a day; he may not do both.
Abigor loves a tough fight and, in the unlikely event he
is traveling without at least a troupe of narzugons, he
will not call nor summon reinforcements until he is near
the end of the combat against foes he has soundly defeated, allowing his devils to hunt down the few survivors. He never calls or summons devils if he is being
overcome, as he is too proud to lose face.
Infernal Insight (Ex): Abigors ability to secondguess the combat actions of his opponents is legendary.
In fact, many who have witnessed Abigor effortlessly
defeat adversaries that clearly outnumbered him have led
to the suspicion that Abigor somehow can look into the
future and determine the best course of action to take
against foes. 3/day, Abigor may use his Infernal Insight.
Abigor selects a specific enemy at the beginning of his
turn as a free action; usually, Abigor acknowledges his
target with an elaborate bow. Against this foe, Abigor
receives a +6 bonus to his armor class, attacks, damage,
and saves. The bonus lasts for 9 rounds or until Abigor
defeats his foe. Once Abigor selects a specific target, he
cannot switch until 9 rounds have passed or until the foe
lies unconscious or dead.
Infernal Knight (Su): Of all the devils in Hell, none
are considered as honorable as Abigor. So infectious is
his honor and his bravery on the field that even the most
cowardly devils in his armies are filled with dark exhilaration while in Abigors presence. As a full round action, Abigor may make an uplifting speech to his fellows. At the end of the speech, all of his allies within 66
feet receive a +3 circumstance bonus to their armor
class, attacks, damage, and saves and receive immunity
to spells and effects from the school of Enchantment.
This boon lasts for either 6 rounds or as long as the beneficiary remains within 66 feet of Abigor. Although
Abigor must wait 6 rounds between using this ability, he
seems to have no limit to the number of times he may
call on his power as an Infernal Knight.
Infernal Presence (Su): Abigors Infernal Presence
has a Will save DC of 32. His caster level is 34th.
Secrets of War (Ex): Abigors success on battlefields across the Cosmos is legend, and many warriors from tyrannical fighters to corrupted paladins to vile
blackguards - have sought out the Supreme General in
the hope of learning from him. Abigor offers his secrets
to those with enough courage and resources to call him
to the Mortal Coil. Once per day, Abigor can reveal a
Secret of War. In return for whatever price Abigor requests, he can grant his client +9 total bonus points that
can be assigned to the following elements as the client
chooses: Strength, Constitution, attack bonus, Fortitude
save, or skills from the fighter class; conversely, he can
grant the client a fighters bonus feat even if the client
does not meet the prerequisite(s). However, there is a
price for Abigors secrets. Each week the client takes
advantage of the boon, he receives a -1 penalty to his
Wisdom and Charisma. Thus, if the client applied +3
points to his Strength, +3 points to his attack bonus, and
+3 points to his Fortitude save, each week in which he
got into melee combat would result in him suffering a -2
penalty to his Wisdom and Charisma (he is benefiting
from both his increased Strength and attack bonus in
melee combat). Once the client reaches a total of -9
points in Wisdom and Charisma, he is compelled to
travel to an isolated place on his own where he is forced

214

to face a corrupted version of himself. In this conflict,


the corrupted version retains the bonuses the client received from Abigor, while the client himself loses his
bonuses and retains the penalties. If the corrupt doppelganger wins the battle, the client becomes Lawful Evil (if
he was not already) and Abigors slave (as if under the
effects of dominate monster) for eternity. If the client
overcomes his corrupted copy, he still suffers from the
penalties and receives another +9 bonus divisible as
described above; the process repeats itself. If the client
succeeds in defeating his doppelganger three times, he is
forced to do battle against Abigor himself without his
bonuses and with his penalties. To date, no one has defeated the Supreme General, so it is unknown what
would happen if the client won the final contest.
Spell-like Abilities: At will - animate dead, blasphemy, charm monster, create undead, deeper darkness,
desecrate, detect good, detect magic, fireball, flame
strike, greater dispel magic, greater invisibility, greater
teleport (self plus 1,000 pounds), magic circle against
good, mass hold monster, mirage arcana, persistent
image, polymorph, power word stun, produce flame,
pyrotechnics, suggestion, unhallow, unholy aura, wall of
fire; 3/day destruction; 1/day - meteor swarm (any),
symbol of pain; 1/week - wish. Caster level 34th; DC 20
+ spell level.
Possessions: Ebon Sunder (a +6 axiomatic, demonbane, unholy lance), Abigors Standard (a large +6 lawful power heavy mace), +5 heavy fortification full plate
armor, +5 heavy steel shield of greater electrical resistance, and a +5 ring of protection. As a Duke of Hell
and the Supreme General of Avernus armies, Abigor
has access to three times the treasure for his Challenge
Rating. Abigor has a vast collection of lances and
maces, including a few minor artifact versions of such
items. However, he rarely uses such items as he prefers
Dark Sunder (a gift from Bael) and Abigors Standard (a
gift from Malphas).
Summoning Abigor
In order to summon Abigor, the participants in the
ritual must provide the standards of military units as a
sacrifice (at least three different standards or emblems).
These emblems should be made of high quality materials, such as silk and thread of gold, to a value of not less
than 600gp. If the emblems were obtained by means of
conquest, the participants gain a +3 bonus on checks to
summon the Supreme General.
Upon successfully summoning Abigor, the standards
raise into the air, as if being hoisted aloft, and the sound
of brazen trumpets erupts throughout the area. The careful cadence of a military drum begins, before the standards burst into flame and fall to the floor. The smoke
and fire coalesce into Abigor, whose first act is to scatter
the ashes of the standards used to summon him to the
four cardinal directions.
Abigor treats any summoning event much as he
would a battlefield. He has numerous predetermined
tactics available for all types of clients, should the need
arise, and may demand answers to some rudimentary
questions to ascertain what type of client he faces. He
willingly offers his Secrets of War, albeit at a high price,
to any creature foolhardy enough to summon him, and
will typically remain for the full duration of the summoning, even if all bargains have been made (Abigor
uses this time to further assess the nature of his client, in

215

the event that he or she become an opponent).


At the time of departure, sulphurous smoke rises from
the ground within the area, slowly obscuring Abigor
from sight. From within the fog, a sooty red glow rises,
and the clash of army on army can be heard from within.
At some point during this, Abigor simply returns whence
he came, although the smoke - sometimes referred to as
Abigors fog of war - remains for three hours.

MALPHAS, Siege Master of Avernus


Duke of Hell
Large Outsider (Devil, Evil, Extraplanar, Lawful)
Symbol: A black siege engine encircled by orange
flames on an inverted, red triangle
Wizard 20
Hit Dice: 20d8 + 20d4 + 320 (560 hp)
Initiative: +14
Speed: 50 ft., fly 90 ft. (good)
Armor Class: 40 (-1 size, +3 armor, +10 Dexterity, +23
natural, +3 profane), touch 14, flat-footed 30
Base Attack/Grapple: +30/+42
Attack:
Wars Tool +40 melee (1d8+11 + 2d6
(axiomatic) + 1d6 (fire) + 1d6 (cold)/x4 + 3d10 (fire)
+ 3d10 (cold); or claw +37 melee (2d8+8)
Full Attack:
Wars Tool +40/+35/+30/+25 melee
(1d8+11 + 2d6 (axiomatic) + 1d6 (fire) + 1d6 (cold)/
x4 + 3d10 (fire) + 3d10 (cold); or 2 claws +37 melee
(2d8+8) and 2 wings +32 melee (2d6+8) and beak
+32 melee (4d6+4/19-20/x2 and 1 Constitution damage).
Space/ Reach: 10 ft./10 ft.
Special Attacks: Call devils, Infernal Presence, Observe Flaw, spell-like abilities
Special Qualities: Duke of Hell qualities, damage reduction 20/good and silver, darkvision 60 ft., immunity to fire and poison, Knowledge of War, regeneration 8, resistance to acid 20 and cold 20, Siege Master, see in darkness, spell resistance 43, telepathy 500
ft.
Saves: Fort +30, Ref +32, Will +29
Abilities: Str 27, Dex 30, Con 27, Int 36, Wis 20, Cha
26
Skills: Appraise +13 (alchemical items +17, armor +17,
metalwork +15, woodwork +17, shipping +15, weapons +17), Balance +12, Bluff +34, Climb +29, Concentration +39, Craft (alchemy) +39, Craft
(armorsmithing) +29, Craft (blacksmithing) +39,
Craft (carpentry) +39, Craft (shipmaking) +35, Craft
(weaponsmithing) +39, Decipher Script +37, Diplomacy +12 (+18 with evil beings), Disable Device +29,
Disguise +29 (+33 when acting in character), Hide
+27, Intimidate +43 (+49 against evil beings), Jump
+31, Knowledge (arcane) +47, Knowledge
(architecture and engineering) +47, Knowledge
(nature) +15, Knowledge (the planes) +34, Knowledge (religion) +34, Listen +26, Move Silently +31,
Search +34 (+38 for secret doors and passages), Spellcraft +50, Spot +26, Survival +5 (+7 on another plane,
+7 while tracking), Tumble +33
Feats: Cleave, Corrupt Spell-like Ability B, Craft Magic
Arms and Armor, Craft Rod, Craft Wondrous Item,
Diligent, Eschew Materials, Fly-by Attack, Great
Cleave, Improved Initiative, Iron Will, Maximize
Spell, Power Attack, Quicken Spell-like Ability
(power word stun), Scribe Scroll, Spell Focus

(Evocation).
Epic Feats: Craft Epic Magic Arms and Armor, Craft
Epic Wondrous Items, Efficient Item Creation (Magic
Arms and Armor), Epic Evil Brand B
Environment: Avernus, First of the Nine Hells of Perdition
Organization: Solitary or troupe (2 - 8 hamatulas)
Challenge Rating: 31
Treasure: Triple Standard plus War Engine, 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

216

can be steep. Many powerful minds, from former artisans and engineers, to arcane and divine spellcasters, use
their profound knowledge and skill to create weapons of
great destruction and pain to promote the war effort for
their side. These men and women, believing that their
actions will expedite the end of hostilities, are often willing to do whatever it takes to ensure the success of their
inventions. Many, for any number of reasons, eventually
seek out Malphas, hoping that his knowledge and advice
will help them create the ultimate weapon that, in the
end, will also be the ultimate peace-keeper. The Siege
Master is more than happy to grant some of his vast
knowledge to such patriots, but as all things in Hell, this
knowledge comes with a price.
Three times per day, Malphas may provide Knowledge of War. When Malphas is summoned, he is able to
either impart a +9 bonus to the skills listed below, or he
can allow a spellcaster with the Craft Magic Arms and
Armor feat to create such items as if he were three levels
higher and at 1/3 the cost and time. These bonuses are
permanent.
However, these boons are bought at a steep price.
All other skills possessed by the victim suffer a -6 penalty. Furthermore, the client finds his ability to craft all
other kinds of magical items dulled; he crafts such items
as if he were six levels lower in caster level and it takes
double the cost and time to complete the work.
If the client either takes up to three of these boons
(gaining a +27 bonus to skills, +9 caster level to magical
arms and armor creation, -18 penalty to all other skills,
and -18 caster level to magical item creation), or if the
client creates 9 items while benefiting from the bonuses,
he becomes irrevocably Lawful Evil and his soul becomes the property of Malphas. The only way to overcome this effect is for the client to atone for his actions
under the administration of a 21st level cleric, thereby
losing his bonuses; the penalties typically remain until
the client successfully completes a quest dedicated to
returning or preserving true peace. It is rumored that if
the client willingly sacrifices himself with his own weapons that he will likewise cleanse his soul of Malphas.
The following skills are those skills that a client of Malphas is able to increase by means of Knowledge of War:

Craft (alchemy)
Craft (armorsmithing)
Craft (bowmaking)
Craft (blacksmithing)
Craft (weaponsmithing)
Knowledge (arcana)
Knowledge (architecture and engineering)

Observe Flaws (Ex): As one of the best weapon


makers in Creation, Malphas has made, if not improved,
every weapon that has ever existed at one time or another. Thus, he knows every weapon and every piece of
armor intimately, so much so that he can find flaws in
arms that many others would consider to be the best
there is. Malphas may Observe Flaws in armor and
weapons of any kind so long as he studies them for at
least three rounds as a standard action; he may do nothing else other than move while Observing. Malphas
must select one entity and decide to Observe either his
armor or his weapon. Once the three rounds have
passed, Malphas receives a +3 bonus to his armor class
against any weapon (excluding natural weapons); Malphas may also impose a 27% chance that weapons that

217

strike his person shatter. Against armor, Malphas gains a


+3 bonus to by-pass the armor bonus. In any case, Malphas maintains the bonuses for three rounds.
Malphas may opt to Observe for a longer period of
time. If he Observes for six rounds, the bonuses and
duration double; if he Observes for nine rounds, the bonuses and duration triple.
Magical weapons and armor seem to acquire no special defense against Observe Flaws, although magic
weapons (including artifacts) only suffer a 10% chance
of being destroyed.
Siege Master (Su): As the Siege Master of Avernus,
Malphas is known for the creation of incredibly powerful
siege engines in addition to other terrible weapons of
war. Malphas may call on his power as Siege Master to
create especially powerful weapons in a shorter period of
time and with less cost.
Malphas is capable of producing items at a much
faster rate than normal. His Craft checks to determine
progress per day are done in silver pieces rather than
copper, and his Craft checks per week are done in gold
pieces rather than silver.
When crafting any magic armor or weapon, Malphas
crafts the items at an accelerated rate. He may craft such
items at a rate of 30,000 gp per day. Additionally, any
magical weapon designed by Malphas automatically
possesses the demon-bane enhancement; this does not
increase the cost of creation.
Once a year, Malphas may create a weapon that accomplishes one of three things:
1. Ignores Hardness;
2. Ignores Damage Reduction;
3. Deals maximum damage.
Unfortunately for Malphas and Avernus, whenever he
creates any weapon benefiting from one of the above
three benefits, he loses the ability to cast spells or spelllike abilities for one year as he is psychically drained.
Furthermore, although these weapons are considered
epic and evil for the purpose of overcoming DR, no other
enhancement may be applied to them.
Finally, Malphas has the ability to cannibalize magic
items to harvest the power held within. The process requires 1 day per 300,000 gp of the item, at the end of
which Malphas can add a number of points to his item
creation XP pool equal to one-half the XP required to
create the item. For instance, if Malphas cannibalizes a
+5 longsword (which costs 2,000 XP to create) he adds
1,000 points to his pool. A charged item that is not fully
charged only contributes a proportional amount of XP.
Spell-like Abilities: At will - animate dead, blasphemy, charm monster, create undead, deeper darkness,
desecrate, detect good, detect magic, fireball, flame
strike, greater dispel magic, greater invisibility, greater
teleport (self plus 1,000 pounds), magic circle against
good, mass hold monster, mirage arcana, persistent
image, polymorph, power word stun, produce flame,
pyrotechnics, suggestion, unhallow, unholy aura, wall of
fire; 3/day - destruction; 1/day - meteor swarm (any),
symbol of pain; 1/week - wish. Caster level 39th; DC 18
+ spell level.
Wizard Spells per day: 4/8/7/7/7/7/6/6/6/6; base DC
23 + spell level, 24 + spell level for Evocation. Caster
level 40th. As a Duke of Hell, Malphas has access to
every spell in the Players Handbook. Malphas tends to
prefer utilitarian spells as he does not believe that it is

worth his time to risk his life getting involved in combat


of any kind.
Typical Wizard Spells prepared: 0 - arcane mark,
mending, prestidigitation, read magic; 1st - alarm,
shield, comprehend languages, identify, magic aura,
magic missile, ray of enfeeblement, unseen servant; 2nd arcane lock, eagles splendor, foxs cunning, gust of
wind, knock, misdirection, obscure object; 3rd - arcane
sight, haste, nondetection, protection from energy, sepia
snake sigil, tongues, wind wall; 4th - black tentacles,
contagion, scrying, shadow conjuration x2, stoneshape,
stoneskin; 5th - fabricate, major creation, permanency,
sending, shadow evocation, telekinesis x2, wall of force;
6th - analyze dweomer, contingency, flesh to stone, globe
of invulnerability, legend lore, true seeing; 7th - greater
arcane sight, greater shadow conjuration, limited wish,
mages sword, project image, teleport object; 8th - dimensional lock, discern location, greater shadow evocation, polar ray, screen, temporal stasis; 9th - disjunction,
prismatic sphere, shades, shapechange, time stop, wish.
War Engine: Deep within the confines of Malphas
fortress in Avernus lies his War Engine, a vast pool of
energy he created millennia ago that stores vast amounts
of pure, infernal energy. Once a week, Malphas can
draw up to 3,000 experience points for the purpose of
Crafting Magic Arms and Armor. Malphas may draw on
this power from anywhere in Hell and even across planar
boundaries.
Possessions: Wars Tool, ring of spell turning, and
+3 bracers of armor. As the Siege Master of Avernus,
Malphas has access to every weapon and armor available
in the Dungeon Masters Guide, as well as quite a few
not listed therein. However, since Malphas prefers not to
use weapons in combat, he rarely finds cause to look for
weapons or armor. Instead, Malphas is more likely to
use powerful rods or staves to augment his already impressive arcane power.
Summoning Malphas
Malphas will accept as a sacrifice a portion of the life
energy of the participants of the ritual (in the form of
XP). A minimum amount of 500 XP must be contributed
(split equally between each participant), which flows
directly into Malphas XP pool for the development of
magic arms and armor. Alternatively, magic weapons
and armor to the value of 2,500gp can be sacrificed; in
such a case, the arms and armor are consumed during the
casting, and cannibalized for their XP energy as described in Malphas Siege Master ability.
Upon the correct pronunciation of the final incantation, the sound of hammers on anvils begins. Lines of
fire erupt in the air, quickly tracing out complex designs
of war engines and weapons of mass destruction. In the
midst of these designs, fiery tracery of the crow-headed
form of Malphas take shape. The fiery lines, once finished the outline of the Siege Master, proceeds to flesh
him out entirely, until he stands before his summoners.
Malphas comes across as very approachable, and gets
down to business straight away. He has little time for
questions, only time for decisions on what is wanted and
what will be paid for it. If he suspects that the summoners have powerful items dedicated to goodness or freedom, he will often appear to think heavily after each time
his summoners speak; in reality, he is using his Observe
Flaws ability in case he has need to destroy the item(s) in
question.

Once the summoners have done treating with the


Siege Master (or the duration of the summoning has
passes), Malphas explodes in sulphurous flame, appearing to disintegrate in the midst thereof. The sound of
hammers on anvils continues for three minutes before
fading.

CAIM, Duke of Logic


Duke of Hell
Medium Outsider (Devil, Evil, Extraplanar, Lawful)
Symbol: A black rapier piercing the pages of an opened,
gray book on a red, inverted triangle
Illusionist 17/Rogue 5
Hit Dice: 20d8 + 5d6 + 17d4 + 252 (510 hp)
Initiative: +12
Speed: 50 ft.; fly 90 ft. (good)
Armor Class: 51 (+4 armor, +5 deflection, +8 Dexterity, +21 natural, +3 profane), touch 26, flat-footed 51
Base Attack/Grapple: +31/+38
Attack: +45 melee Black Rhetoric (1d6+10 + 2d6
(axiomatic) + 2d6 (unholy)/18-20/x2
Full Attack: +45/+40/+35/+30 melee Black Rhetoric
(1d6+10 + 2d6 (axiomatic) + 2d6 (unholy)/18-20/x2
Space/ Reach: 5 ft./5 ft.
Special Attacks: Call devils, Deconstruct, Infernal
Presence, sneak attack +3d6, spell-like abilities, spells
Special Qualities: Dark Philosophy, Duke of Hell
qualities, damage reduction 20/good and silver, darkvision 60 ft., evasion, immunity to fire and poison,
Infernal Enlightenment, regeneration 6, resistance to
acid 20 and cold 20, see in darkness, spell resistance
44, telepathy 500 ft., trapfinding, trap sense +1, uncanny dodge
Saves: Fort +29, Ref +32, Will +33
Abilities: Str 21, Dex 29, Con 23, Int 34, Wis 26, Cha
32
Skills: Appraise +12 (calligraphy +20), Balance +12,
Bluff +41, Climb +26, Concentration +47, Craft
(bookbinding) +22, Decipher Script +37, Diplomacy
+63 (+69 with evil beings), Disguise +33 (+37 when
acting in character), Forgery +30, Gather Information
+33, Hide +29, Intimidate +39 (+45 against evil beings), Jump +28, Knowledge (arcane) +54, Knowledge (local) +36, Knowledge (nature) +32, Knowledge (the planes) +52, Knowledge (religion) +53,
Listen +29, Move Silently +29, Perform (oratory)
+19, Search +40, Sense Motive +21, Spellcraft +57,
Spot +29, Survival +10 in above ground natural environments, +12 on another plane, +12 while tracking,
Tumble +29.
Feats: Cleave, Corrupt Spell-like Ability B, Craft Wondrous Item, Dark Speech, Eschew Materials, Extend
Spell, Great Cleave, Greater Spell Focus (Illusion),
Improved Initiative, Iron Will, Negotiator, Persuasive,
Power Attack, Quicken Spell, Quicken Spell-like
Ability (charm monster), Scribe Scroll, Spell Focus
(Illusion), Weapon Finesse
Epic Feats: Craft Epic Wondrous Item, Epic Evil
BrandB, Epic Skill Focus (Diplomacy), Epic Spell
Focus (Illusion), Great Charisma, PolyglotB
Environment: Any land and underground
Organization: Solitary or barrister (2 - 8 erinyes)
Challenge Rating: 32
Treasure: Triple Standard plus Black Rhetoric, amulet
of the planes, +4 bracers of armor, +5 ring of protec-

218

tion, ring of wizardry III


Alignment: Lawful Evil
To many dwelling in sophisticated societies, the common assumption is that The Pit seeks nothing less than to
help the foolish and unwary condemn themselves to an
eternity of despair and suffering. For many such cultures, the urbane gentleman, always dressed in dapper
attire and possessing a quick wit, is the archetype of
devils. This image has become so popular that many
plays and stories across Creation from vastly different
cultures feature devils in this fashion. As a result this
has diluted the fear and threat that should be associated
with the forces of organized evil because the devils in
such tales often lose in the end. Alas that such happy
ends were more frequent. Despite the niceties in literature and the spoken word concerning devils, there is at
least one Duke of Hell that fits the mold so closely that
some suspect that he is the reason these attitudes exist.
That devil is Caim, the Duke of Logic and one of Dispaters most diabolical servants.
Caim is an ancient devil, having served Dispater for
as long as any can remember. And, for as long as anyone can remember, Caim has condemned countless mortal and immortal souls to Dis for betraying their beliefs
and ethics under the glare of his seemingly pristine logic.
More than any devil, Caim is the cause for the most nonviolent, societal shifts to Lawful Evil behavior in the
Cosmos.
As the Duke of Logic, Caim uses his fantastic intellect to reveal the flaws inherent in the attitudes and ideals
to which many cling. But Caim is not stodgy or boring;
Caim offers theatrics, razor sharp wit, clever analogies,
and the occasional exaggeration in his arguments, coming across as an inviting figure of common sense and
interest. His powerful personality and charm make
Caims illusions and logic all the more impressive.
Caim often asks questions that quickly put the unwary
on the defensive. What is goodness if those in power are
not willing to do what it takes to make sure everyone is
equal and benefits from societys bounty? What is balance if existence is always in flux because no one is
willing to institute perfect stability? What good is chaos
when no one is responsible for his or her actions, particularly when such people do not contribute to the greater
good of society? These ideas are no good and are nothing but illusions that accomplish little more than inequality and anarchy. But, Caim always offers a solution:
Truth.
The Truth, Caim states, does not encourage selfish
individuality nor does it encourage a lack of social responsibility. While Caim tears down the arguments of
those who support concepts of goodness, balance, or
chaos, he in turn offers arguments that support the notion
of a strong society with firm rules and swift consequences for breaking those rules. Caim argues that in the
ideal society, everything and everyone has a place and
that by accepting this, society can become better prepared for new challenges, better able to defend itself
against outsiders, and able to spread its ideals to those
who may need a push in the right direction. Of course,
such societies must have elites who recognize the importance of tradition and their station, as well as understand
that their goal is to promote the Truth for all Creation.
Those without the intellectual fortitude to lead must
serve the will of society in the proper capacity as deter-

219

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

of a different race, she makes another Will save with the


same DC as the initial. Each time she fails, her alignment shifts towards Lawful Evil as she acts out her new
alignment. Actions unassociated with her new alignment
cause severe discomfort (slow by a 37th level caster) until
the victim resumes the proper behavior based upon her
new alignment type. If the victim was a divine spellcaster, she will find that some of her spell selections
adjust to meet her new alignment, although she will not
view this as bad or as an abandonment of her beliefs;
rather, she will view this as an expansion in the right
direction. When the victim becomes Lawful Evil, the
victim must make a final Will save against the initial
DC. If she fails, she is irrevocably Lawful Evil and
views all those opposed to her concepts and ideals as
foes against whom she is justified to overcome and destroy. In most cases, the victim will pursue these goals
within the auspices of law and social mores and norms,
seeking to impose terrible sanctions against those opposed to her. While under the effects of Dark Philosophy, the victim is susceptible to making deals with devils
and agents of Hell; such victims suffer a -9 penalty to all
saves associated with deals offered by diabolical beings
and their allies. If the victim dies, her soul is condemned
to endless toil in the Second Hell of Dis.
Those who succumb to the second version of Dark
Philosophy can only be saved if they are confronted by
another, equally powerful argument. This is a difficult
process largely because the victim does not read as Lawful Evil until the final save is failed even if the victims
actions are clearly Lawful Evil in nature. Once the victims situation is determined, an atonement cast by a 21st
level cleric begins the process of spiritual cleansing; each
time the victim is faced with an ethical/moral dilemma,
someone must be present to provide an argument in opposition to Dark Philosophy (the benefactor must overcome Caim's original Diplomacy skill check). A successful argument allows the victim to remain stable,
but the victim will continue to feel discomfort as she
seeks to regain the truth. Each subsequent successful
argument against Dark Philosophy allows the victim to
revert closer to her original alignment. Once the victims
alignment is restored, she must undergo a quest to purge
the lingering evil and any evil/lawful acts she committed
within 30 days or else Dark Philosophy will rise again.
Once the quest is completed, the victim is immune to
Dark Philosophy for a year and a day.
Deconstruct (Su): Caim, the master of infernal logic,
can use his command of logic and language to temporarily challenge a victims beliefs and power with but a
statement. Caim can Deconstruct the ideals and abilities
of those he selects within 30 feet of his person 3/day as a
standard action. Deconstruct has two distinct components.
First, Caim can force those before him to see in their
minds the illogic of their ethical and/or moral positions
3/day. Caim does not necessarily need to speak to such
beings; rather, he imposes his view of the world against
their own, forcing victims to question their attitudes and
positions. Those who fail a Will save DC 31 (35 if Black
Rhetoric is drawn) behave as if under the effect of a slow
spell cast by a 37th level caster as they try to work
through the revelations that circle through their minds.
Further, divine spellcasters are unable to cast any spells
or call on unique powers during the nine round duration
of Deconstruct as they struggle to work through their
momentary loss of faith.

220

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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pyrotechnics, suggestion, unhallow, unholy aura, wall of


fire; 3/day - destruction; 1/day - meteor swarm (any),
symbol of pain; 1/week - wish. Caster level 37th; DC 21
+ spell level.
Wizard (Illusionist) Spells per day:
5/8/8/12/8/7/7/6/5/3; base DC 22 + spell level, 28 + spell
level for Illusion. Caster level 32nd. As a Duke of Hell,
Caim has access to every spell in the Players Handbook
save those from the schools of Conjuration and Evocation. Caim prefers spells that will offer vivid illusions of
future societies to his clients, or those that enhance his
fighting abilities.
Typical Wizard Spells prepared: 0 - arcane mark,
daze, ghost sound, prestidigitation, resistance; 1st - chill
touch, color spray, identify x2, nystuls magic aura,
shield, true strike, ventriloquism; 2nd - false life, foxs
cunning, mirror image, misdirection, obscure object,
resist energy, spectral hand, touch of idiocy; 3rd - arcane
sight, deep slumber, displacement x2, haste x2, hold
person, ray of exhaustion x2, slow, vampiric touch x2;
4th - enervation, locate creature, mnemonic enhancer,
phantasmal killer, shadow conjuration x3, stoneskin; 5th
- baleful polymorph, false vision, nightmare, seeming,
shadow evocation x3; 6th - disintegrate, eyebite, geas/
quest, mages lucubration, mislead x2, veil; 7th - greater
shadow conjuration x3, project image x2, spell turning;
8th - antipathy, greater shadow evocation, moment of
prescience, scintillating pattern, screen; 9th - shades,
time stop, wish.
Possessions: Black Rhetoric, amulet of the planes,
+4 bracers of armor, +5 ring of protection, and a ring of
wizardry III. Black Rhetoric is a recent gift from Dispater. A beautifully crafted sword with a black blade covered in ancient runes, Black Rhetoric grants Caim a +4
bonus to the DCs and caster level of all spells, spell-like
effects, or supernatural abilities that require verbal communication while drawn.
Summoning Caim
All that Caim truly demands as a sacrifice conducive
to his summoning is a crowd. No less than 9 additional
personages should be present during the summoning,
willing or unwilling. For the opportunity to speak with
Caim, each participant (including the extra personages)
loses 500 XP when Caim appears. He uses this XP to
fuel the costs of a wish if needed as his side of any bargain made.
Once the summoning has taken effect, the area dims
(or, in if previously dark, brightens) until it is as if the
area was suffused by the soft light of the moon and stars.
Footsteps can be heard in the distance, and after several
rounds, Caim walks into the soft light as if from a great
distance away. He will take the time to speak to all present, using spells and spell-like abilities to convince
them to follow a path which he has designed, for the first
few minutes of the summoning. Should the summoner
become impatient, Caim uses his logic to disabuse the
summoner of his rudeness. Following this, Caim will
listen to any proposals or requests, and make those bargains that he sees as ultimately benefiting him and Hell.
When all is finalized, or the summoning ends, Caim
bows to those present, and then disappears in a puff of
smoke, the type expected of cheap street magicians who
use no true power, only smoke and mirrors. The smoke
wafts throughout the area, and should the summoner
have neglected to put in place the proper protective

magicks, those who inhale the smoke must make a Fort


save DC 12 or suffer the effects of being poisoned with
sufferfume (this poison is described in the Book of Vile
Darkness).

TITIVILUS, Herald of Dispater


Duke of Hell
Medium Outsider (Devil, Evil, Extraplanar, Lawful)
Symbol: An iron colored scroll with red bat-like wings
sprouting from either side on a black, inverted triangle.
Duelist 10/Rogue 10
Hit Dice: 20d8 + 10d10 + 10d6 + 240 (560 hp)
Initiative: +21
Speed: 50 ft., fly 90 ft. (good)
Armor Class: 63 (+8 armor, +12 Dexterity, +9 canny
defense, +21 natural, +3 profane), touch 34, flatfooted 63
Base Attack/Grapple: +30/+31
Attack: Tongue Lasher +47 melee (1d6+6 + 2d6
(precise strike) + 2d6 (unholy) + 1 Charisma damage
per wound /18-20/x2 plus confusion
Full Attack: Tongue Lasher +47/+42/+37/+32 melee
(1d6+6 + 2d6 (precise strike) + 2d6 (unholy) + 1 Charisma damage/18-20/x2 plus confusion)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Acrobatic charge, call devils, Infernal
Presence, precise strike +2d6, Scathing Tongue, sneak
attack +5d6, spell-like abilities, Twisting Tongue
Special Qualities: Duke of Hell qualities, damage reduction 20/good and silver, darkvision 60 ft., deflect
arrows, elaborate parry, enhanced mobility, evasion,
grace, immunity to fire and poison, improved uncanny
dodge, Power of the Pen, regeneration 6, resistance to
acid 20 and cold 20, see in darkness, slippery mind,
spell resistance 41, telepathy 500 ft., trap sense, uncanny dodge
Saves: Fort +28 Ref +40 Will +35
Abilities: Str 13, Dex 35, Con 23, Int 28, Wis 36, Cha
29
Skills: Appraise +22, Balance +41, Bluff +52, Climb
+22, Concentration +29, Decipher Script +13, Diplomacy +60 (+66 with evil beings), Disable Device +16,
Disguise +44 (+49 when acting), Escape Artist +32,
Gather Information +20, Hide +45, Intimidate +29
(+35 against evil beings), Jump +40, Knowledge
(arcane) +31, Knowledge (nature) +10, Knowledge
(the planes) +36, Knowledge (religion) +27, Listen
+44, Move Silently +45, Open Locks +17, Perform
(oratory) +29, Search +41, Sense Motive +31, Sleight
of Hand +22, Spellcraft +45, Spot +51, Survival +13
(+15 on another planes, +15 when tracking), Tumble
+47.
Feats: Corrupt Spell-like Ability B, Dark Speech,
Dodge, Expertise, Fly-by Attack, Improved Disarm,
Improved Initiative, Improved Trip, Lightning Reflexes, Mobility, Negotiator, Quicken Spell-like Ability (blasphemy), Spring Attack, Weapon Finesse.
Epic Feats: Epic Evil Brand B, Epic Reflexes, Epic Skill
Focus (Diplomacy), Superior Initiative
Environment: Dis, Second of the Nine Hells of Perdition
Organization: Solitary, or troupe (1 - 6 erinyes and 1 2 pit fiends)
Challenge Rating: 29

Treasure: Triple standard plus Tongue Lasher and +8


bracers of armor
Alignment: Lawful Evil
One of the best known of the Courtiers of Perdition,
Titivilus the Duke of Misinformation has long served as
Dispaters Herald and advisor. It is believed that Dispater keeps Titivilus close for two reasons. First, the clever
Lord of the Second values Titivilus scheming, crafty
nature, recognizing a kindred spirit in the Duke. Second,
Dispater knows better than to ignore one almost as crafty
as himself, aware that Titivilus, despite his weak physical strength, could be a threat to Dispaters power.
Titivilus is completely and wholly evil. The Herald
of Dispater easily disguises his corrupt nature behind his
vast, and amusing, command of language. Often speaking in complex rhymes, Titivilus is considered one of the
best tempters in Hell. As such, Titivilus splits his time
between meeting with other members of Hells nobility
(including the other Lords of the Nine), various gods and
other beings of power on Dispaters behalf, as well as
actively pursuing the most debased souls in Mortal Coil
and elsewhere that have betrayed their ethics. When in
the Material Plane, Titivilus offers mortals cruel gossip,
debauched tales, and lewd rumors that serve only to
distract their minds from more important concerns, like
salvation and helping their fellows. These fools become
so caught up in the scandals of distant personalities and
lands that they are never aware of the threats in their own
backyard. They continue to witlessly toil under the heel
of invisible masters, the trivial information they have
been given serving as pacifiers.
To Titivilus, knowledge for the sake of knowledge is
worthless. He could not care less about knowing why
celestial winds stink with goodness, or why Dark Speech
causes the ears of mortals to bleed. What he does care
about is the fact that there are so many out there interested in all manner of information. Titivilus is ever
ready to acquire such information and sell it to the highest bidder. Most amusing to Titivilus is the fact that he
himself is rarely certain if the news he comes by is accurate or not. This attitude puts him in a bizarre relationship with the Dukes of Cania, for whom thought and
knowledge are pursued for their own sake. On the one
hand, the Courtiers of Cania value the information
Titivilus teases them with, hoping that some of it will
lead them to the next big discovery. On the other hand,
the Dukes of Cania despise the fact that the well-traveled
Titivilus always seems to know a little bit more than he
lets on, not to mention the fact that much of what he
reports is incomplete if not totally untrue. Titivilus is not
like the Dukes of Maladomini who seek information for
the sake of controlling others. Instead, Titivilus is interested in scraps of paper and sound bytes that sound interesting and seem filled with promise that he then turns
around and offers to those too foolish to do enough research for themselves. He passes on worthless information that sounds as important as it is meaningless. And,
more importantly, he hoards information that could be
used to help others not because he needs the information
but because he can. Thus, the Dukes of Maladomini and
the Order of the Fly find a kindred spirit in Titivilus,
although not a single one trusts him.
As Dispaters Herald, Titivilus has access to more
information about Dis and its Iron Duke than any other
Courtier in Perdition. Consequently, Titivilus is ac-

222

corded a great deal of respect due to this position, even


among higher-ranking nobles. He has also garnered no
little hatred from his peers as he has routinely reported
on the activities of his peers if he felt that doing so
would increase his already enviable station. Most have
done well to conceal their animosity towards the Herald
to date, although if any opportunity ever arises to cast the
Little Duke (a derogatory term often used when it is
believed that Titivilus is not around) down, all will take
it. Needless to say, Dispater trusts Titivilus to be honest
with him up to a point; after all, Dispater knows his Heralds mind as well as he knows the mind of anyone and
is well aware of what would prompt Titivilus to betray
him (the certainty of greater power). Dispater always
keeps close observation on his Herald and, as Titivilus
knows this, the Duke of Misinformation tends to do his
jobs for Dispater well knowing that to betray Dispater
would mean long-term, grisly torture. Among the other
Courtiers of Dis, Titivilus counts only Merorem the
Darkwind as a somewhat trustworthy ally. For reasons
known only to the Grand Duke of the Ebon Gale,
Merorem has regularly assisted Titivilus in efforts to
discredit not just fellow Peers of Dis, but Dukes and
Grand Dukes across Hell. So far, Merorem has not
called in any favors, and Titivilus is beginning to consider finding the means to greatly embarrass The Darkwind and ensure that he is never in the position to receive payment for his many services. After all, no good
deed goes unpunished in Hell. Beyond his liege and
Merorem, Titivilus treats all other Dukes in a friendly
fashion, although he always makes it clear that he knows
more than they know and that he is more than willing to
sell more information to them if offered the right price.
Titivilus is small compared to most Courtiers of Perdition, just 55. He has a cherubic, perpetually smirking
face with large child-like eyes, small horns, pointed ears,
and red hair under a small hat. Relatively small bat-like
wings sprout from his back, and his legs are like those of
a goat. At first glance, he resembles a cute, wellgroomed satyr. Titivilus dresses in elaborate heraldry
bearing the symbol (an iron rod) and colors (red and steel
gray) of Dispater, although his flowing cape is a majestic
blue. Depending on the situation, Titiviluss voice may
be like that of an announcer, or a whispering conspirator;
when he is in an especially theatrical mood, Titivilus
loves shouting like a fire and brimstone preacher. Despite these changes, everything Titivilus does serves the
benefit of himself, Dispater, and the Legions of Hell.
Combat
Titivilus loathes physical confrontations. Used to
talking his way out of dangerous situations, he tends to
do his best to avoid fights. However, as a Duke of Hell,
Titivilus is more than capable of dealing with any foes
foolish enough to attack him. Typically, he will try to
scare off attackers with his Infernal Presence.
Titivilus will usually begin with an assault from his
Scathing Tongue against foes he believes are incapable
of dealing a lot of damage. He will then begin casting
charm monster against various attackers, typically targeting burly fighter types, who he then orders to occupy any
troublesome spellcasters. Although evil, Titivilus has
too many important matters to attend to; as a result, after
a few of his enemies are dead, hell typically teleport
away and leave the situation to resolve itself.
Against more dangerous foes, Titivilus will summon

223

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,

desecrate, detect good, detect magic, fireball, flame


strike, greater dispel magic, greater invisibility, greater
teleport (self plus 1,000 pounds), magic circle against
good, mass hold monster, mirage arcana, persistent
image, polymorph, power word stun, produce flame,
pyrotechnics, suggestion, unhallow, unholy aura, wall of
fire; 3/day - destruction; 1/day - meteor swarm (any),
symbol of pain; 1/week - wish. Caster level 29th; DC 19
+ spell level.
Tongue Lasher: A gift from Dispater, Titivilus always carries this elaborately designed and bejeweled +5
unholy humiliating rapier, although he rarely finds cause
to use it. On a successful critical hit, Tongue Lasher
automatically casts confusion on victims as a 29th level
caster with no save; confused victims babble senselessly
for the duration of the effect.
Twisting Tongue (Su): Aside from his master, Dispater, and Asmodeus himself, there are no devils in Hell
that can challenge Titiviluss mastery of language and
verbal manipulation. In conversation or in combat,
Titiviluss ability to confuse and obfuscate is legendary.
3/day as a standard action, Titivilus can use his Twisting
Tongue. In normal conversation, Titivilus can speak so
fast and use such strange words that it becomes difficult
to determine if he is being honest, while he in turn causes
his victims to fall over their own words, revealing potentially vital information. Titivilus gains a +20 circumstance bonus to his Bluff, Diplomacy, and Sense Motive
while all those within 20 feet of the Herald of Dispater
suffer a -10 circumstance penalty to their Bluff, Diplomacy, and Sense Motive checks if a Will save DC 29 is
not achieved. Effects associated with Twisting Tongue
persist for nine rounds after leaving the area of effect.
Possessions: Tongue Lasher and +8 bracers of armor. As a Duke of Hell and the most influential member
of Courtiers of Perdition serving in the Iron Tower of
Dis, Titivilus has access to three times the treasure for
his CR. However, he rarely has the time (or in his mind,
the need) for it, preferring to use his wit and charm to
overcome his enemies.
Summoning Titivulus
Titivulus does not have a sacrifice per se that he requires in order to successfully summon him. Rather, he
requires that the summoning be performed using alternate words to those normally used specifically, a
lengthy sonnet that incorporates the necessary formulas
in such a fashion as to hide its purpose. The same sonnet
never works twice, and thus it is necessary to arrange for
a new composition at each summoning. For those able to
compose poetry themselves, the research and development cost is 1,800gp. If a bard or similar must be hired
to do the work, the cost is 3,600gp. This development is
taxing on the soul, costing the composer 1/25th of the
development cost in XP.
As the composition is read and the summoning draws
near to fruition, the words spoken start to take on the
manifold hues of the rainbow, darting from the casters
mouth to the middle of the summoning area. These
words then reform and twist themselves into the visage
of the Herald of Dispater himself. When he is entirely
summoned, Titivulus gives a small bow, and usually
makes a response to the prose with some off-the-cuff
poetry of his own. Once this is done, he is ready to get
down to business, although his words demonstrate
throughout the exchange how willing he is to play with

words and meanings in order to gain the upper hand or


even for amusement.
When the summoning is at an end, Titivulus once
again breaks into prose; with each phrase, he appears to
unravel, leaving the words as glowing sigils in the air.
This prose is not related to the summoning, and each
who listens hears something different. If the recommended magicks are not in place to protect the summoner and his aides, each creature present is targeted by
a suggestion that they make a new composition and attempt to summon Titivulus again (even if the target cannot perform the summoning, they nonetheless make the
attempt and toil needlessly to the delight of the Herald
of Dispater). A successful Will save DC 12 negates this
effect.

MELCHOM, Duke of Profit


Duke of Hell
Large Outsider (Devil, Evil, Extraplanar, Lawful)
Symbol: An open white ledger, a black pen down the
spine, with a gold coin resting on each page on a
green, inverted triangle
Rogue 20
Hit Dice: 20d8 + 20d6 + 320 (600 hp)
Initiative: +18
Speed: 50 ft.
Armor Class: 58 (+8 armor, +5 deflection, +10 Dexterity, +23 natural, +3 profane, -1 size), touch 27, flatfooted 58
Base Attack/Grapple: +30/+41
Attack: Stylus +42 melee (1d6+13 + 2d6 (unholy) + 1
Constitution damage 19-20/x2)
Full Attack: Stylus +42/+37/+32/+27 melee (1d6+13 +
2d6 (unholy) + 1 Constitution damage 19-20/x2)
Space/ Reach: 10 ft. /10 ft.
Special Attacks: Call devils, Infernal Presence, sneak
attack +10d6, spell-like abilities, Tax
Special Qualities: Boon of the Bourgeois, damage reduction 20/good and silver, darkvision 60 ft., defensive roll, Duke of Hell qualities, Haggle, immunity to
fire and poison, improved evasion, improved uncanny
dodge, regeneration 8, resistance to acid 20 and cold
20, see in darkness, skill mastery (Appraise, Bluff,
Decipher Script, Disable Device, Disguise, Escape
Artist, Forgery, Intimidate, Move Silently, Open
Locks, Sleight of Hand, Use Magical Device), slippery mind, spell resistance 46, telepathy 500 ft, trapfinding, trap sense +6
Saves: Fort +30, Ref +32, Will +33
Abilities: Str 25, Dex 31, Con 27, Int 29, Wis 28, Cha
26
Skills: Appraise +45, Balance +14, Bluff +66, Climb
+28, Concentration +29, Decipher Script +32, Diplomacy +16 (+22 with evil beings), Disable Device +33,
Disguise +53 (+57 when acting in character), Escape
Artist +20, Forgery +34, Gather Information +36,
Hide +51, Intimidate +57 (+63 against evil beings),
Jump +32, Knowledge (arcane) +30, Knowledge
(local) +22, Knowledge (nature) +30, Knowledge
(planes) +30, Knowledge (religion) +30, Listen +34,
Move Silently +31, Open Locks +33, Search +50,
Sense Motive +32, Sleight of Hand +40, Spellcraft
+23 (+25 to decipher scrolls), Spot +30, Survival +11
on another plane, +13 while tracking, Tumble +40,
Use Magical Device +31 (+35 to use scrolls), Use

224

Rope +10 (+12 with bindings)


Feats: Corrupt Spell-like Ability B, Deceitful, Dodge,
Improved Initiative, Iron Will, Mobility, Persuasive,
Quicken Spell-like Ability (power word stun), Skill
Focus (Bluff)
Epic Feats: Epic Evil Brand B, Epic Skill Focus
(Appraise), Epic Skill Focus (Bluff), Self Concealment x2, Superior Initiative
Environment: Minauros, Third of the Nine Hells of
Perdition
Organization: Solitary or attaches (2 - 4 pit fiends)
Challenge Rating: 34
Treasure: Triple standard plus Stylus, The Ledger, +8
bracers of armor, +5 ring of protection
Alignment: Lawful Evil
More than any other fiends, devils are known for their
predilection for drafting contracts with those with whom
they deal. Legends and myths associate devils appearing
to work out deals with foolish mortals, promising them
wealth and power in return for mortal souls. These deals
are often signed with the mortals blood, consigning the
mortals soul to unending torment in Hell once the contract has been fulfilled. In many ways, these legends are
not exaggerations for at least one Duke of Hell comes
close to actualizing these stories. That Duke is Melchom, the Treasurer of Minauros.
Like most of Mammons Courtiers, Melchom rarely
finds himself at the beck and call of his master as he
spends the bulk of his time bringing ever more material
wealth to Minauros in order to satiate not only the greed
of Mammon, but his own avarice as well. Like Mammon and most of the other Courtiers of Minauros, Melchom is consumed with material gain with the least
amount of work on his part. What is more, Melchom is
also responsible for the coffers of Minauros; the coffers
must always be overflowing with gold and platinum or
else Melchoms existence becomes forfeit. Clearly,
Melchom excels at his job as he has served Mammon
longer than almost any other Duke of Hell.
Melchom seeks to fill his pockets with as much coin
as possible by granting improved skills to workers but
not compensating them appropriately for their efforts.
To many beyond Hell, this behavior would apparently
place Melchom closer to Dispater than Mammon; however, there is no real confusion. Melchom does value the
skill of his workers. The faster they complete a project,
the sooner he can turn a profit. The more his workers
think they are being treated fairly, the more productive
they become, which results in greater production and a
heavier purse for Melchom. This contrasts with the attitudes of Dis in which there is no concern about valuing
those who toil under the oppressive weight of a corporate
structure, never receiving any increased knowledge or
even the illusion of improvement. In Dis, there is naught
but stagnation or the slow movement of a lead wheel,
while for Melchom everything must happen quickly in
order for his coffers to expand.
But, herein lies the evil associated with Melchom.
Not only does Melchom not compensate his workers
properly, he only grants them enough to make them productive for his own wealth. Once he is done with his
workers, they are cast aside unless they can prove their
worth in some other manner. Most cannot and these are
often sold to the allies of Dis.
In Hell, Melchom has a comfortable relationship with

225

his liege. Although the two share a mutual distrust,


Mammon has not been able to satisfactorily prove that
Melchom has robbed him, likely because the Duke of
Profits is either too good with balancing the books or
because he is a loyal servant. Mammon knows the answer is the former and has a grudging respect for Melchoms abilities. Melchom has healthy business arrangements with virtually every Lord of Perdition that interacts with mortal clients. The strongest partnership he
claims is with Scax. These two Dukes of Minauros have
carved up entire worlds; while Scax enriches and curses,
Melchom taxes and makes everyone destitute. Both
Dukes have benefited greatly from each other. Still,
Melchom does not particularly like Scax, whom he perceives as haughty and overweening; fortunately for both
Dukes, Melchom is not interested enough in Scaxs responsibilities to attempt assuming them. Beyond Mammon and Scax, Melchom counts his greatest allies among
the Courts of Dis and Cania. In Dis, Melchom has an
excellent relationship with Caim, the Duke of Logic,
from whom he acquires the bulk of his business contacts
in the Mortal Coil; he also has a relatively open line of
communication with both Glasya and Dispater through
their erinyes. Among the Dukes of Cania, Melchom
deals most frequently with Leonar. There are many
foolish spellcasters who require plenty of laborers and
supplies in pursuit of their endeavors, and Leonar directs
such unscrupulous individuals to Melchom, who reaps
greatly from this service. In return, Melchom greatly
discounts all material items he offers to Leonar. Recently, Melchom has opened up lines of communication
with the Court of Stygia; although aware of Leviathans
treacherous intent, Melchom believes that so long as
none of Leviathans machinations come to fruition he
does not have to worry about what the Prince does with
his services. For centuries, Melchom has had business
contacts with all kinds of fiends, even demons. To date,
those who have worked with Melchom know that he
charges far more than necessary; however, most willingly pay his exorbitant prices since without his aid, their
schemes would not have been successful.
Melchom appears as a large humanoid male dressed
in unassuming merchants attire usually dark green and
mustard in color with hints of silver and gold jewelry.
His hands are large and almost ape-like; despite this, his
penmanship is graceful. His head is somewhat too large,
and he has a rat-like muzzle beneath a heavy, simian
brow. A pair of small horns grows from the bushy mass
of wiry hair that tops his head. A rat-like tail twitches
from the base of his back, apparently as a useless appendage. Melchom always carries his Stylus, a magical
writing instrument made from the teeth of all ten common species of true dragons, and his Ledger, which is
chained to his right arm at all times. If this book were to
ever get into the hands of mortals seeking to escape the
collectors of Hell, many souls would be freed. To date,
all who have tried to steal Melchoms Ledger have met
terrible, permanent fates.
Combat
Melchom is not a combatant. As soon as combat
appears imminent, he orders the 2 to 4 pit fiends who
always accompany him to handle the problem. If it appears that his bodyguards are outmatched, Melchom will
summon more devils before teleporting from danger.
In the unlikely event that Melchom has to engage in

battle, he will call on his Infernal Presence before covering the surroundings with a meteor swarm. In the next
round, he will cast mass hold monster or power word
stun depending on how many adversaries remains standing. He will then select the weakest looking opponents
for destruction spells.
Boon of the Bourgeois (Su): Melchom is often contracted by unscrupulous guilds leaders and artisans seeking to increase their productivity without necessarily
having to pay for it. These men and women call on Melchom, only a few unaware of his true nature, to appear
and grant greater talent either to them or (preferably) to
their employees. Thus, the employers take advantage of
their worker, while the workers ignorantly consign their
immortal souls to Hell.
Three times per day, Melchom can call on Boon of
the Bourgeois. Through the Boon, Melchom can increase the productivity of those who agree to the Duke of
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

sentient, there is a 30% chance that if the item is used in


pursuit of an act of goodness or chaos that it will break
without warning, ceasing to function.
Those who take advantage of Melchoms Boon of the
Bourgeois risk eternal damnation if ever they use their
newfound gifts. After the nine week period is met, the
victims soul is considered Melchoms property and he
can do with it as he pleases. Melchom often arranges
accidents to befall these unfortunates; sometimes an
imp pushes heavy machinery onto a blacksmith, or an
inn collapses on the inn keep courtesy of an osyluth.
Once dead, the soul is consigned to Minauros in Hell.
Only those who gain atonement from a cleric of at least
21st level and then undergo a quest to buy back - at full
price - whatever their talent wrought within another nine
weeks (during which, Melchom will not harm them since
their souls would not be his) can cleanse their soul of
Melchoms Boon of the Bourgeois.
Call Devils (Sp): Once per day, Melchom can automatically call 12 lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4 cornugons or gelugons, or 2 pit
fiends. Since these devils are called rather than summoned, they have the ability to summon their own reinforcements if so ordered. Conversely, 3/day Caim may
summon 12 lemures, 8 barbazu or erinyes, 6 hamatulas
or osyluths, 4 cornugons or gelugons, or 2 pit fiends.
Melchom may either call or summon in a day; he may
not do both. Melchom believes that he is one of Hells
most important commodities. As such, as soon as he
feels that his health is in danger, he begins summoning
pit fiends.
Haggle (Su): With a sniff of his rat-like muzzle,
Melchom can determine the value of any mundane material item he sees and examines for at least six rounds.
Once Melchom determines an items true value, he can
Haggle.
In attempting to buy or sell any material item or service, Melchom acquires a +13 circumstance bonus to his
Bluff and Sense Motive checks. Furthermore, the Treasurer of Minauros can also attempt to convince those with
whom he is Haggling to do a service for him without
earning compensation for the work once a day. In such
situations, this element of Haggling affects all potential
workers within 30 feet of Melchom, requiring them to
make a Will save DC 28. They end up thinking that they
heard a price offered when indeed none ever was.
Infernal Presence (Su): Melchoms Infernal Presence has a Will save DC of 28. His caster level is 29th.
Spell-like Abilities: At will - animate dead, blasphemy, charm monster, create undead, deeper darkness,
desecrate, detect good, detect magic, fireball, flame
strike, greater dispel magic, greater invisibility, greater
teleport (self plus 1,000 pounds), magic circle against
good, mass hold monster, mirage arcana, persistent
image, polymorph, power word stun, produce flame,
pyrotechnics, suggestion, unhallow, unholy aura, wall of
fire; 3/day - destruction; 1/day - meteor swarm (any),
symbol of pain; 1/week - wish. Caster level 29th; DC 18
+ spell level.
Tax (Su): Melchom can cause the value and efficacy
of material objects to decrease thrice per day. All items
within 30 feet of Melchom must make a Fortitude save
DC 28. Failure indicates that the value of the item
(reflected in its appearance, ability to use safely, and the
like) is reduced by half unless the item was a masterwork. Masterwork items simply become mundane.
Magical items within the area risk losing a 50% reduc-

226

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.

227

Summoning Melchom
Melchom has simple if expensive demands for a
sacrifice used to summon him: wealth. Using only rare
gems, the summoners must sacrifice the equivalent of
6,666gp to the Duke of Profits.
At the end of the summoning ritual, the sound of tinkling coins fills the air, and a fiendish eye appears reflected in each gem, one by one. The gems seem to
stretch and grow, slowly forming into a crystalline effigy
of the Duke of Profit. The statue then shatters, and Melchom stands before his summoners.
Melchom first picks up the fragments of gems, scattered by his appearance, and pockets them, before opening his ledger and asking the name and details of the
summoners. He will quickly ascertain whether the summoners have any outstanding debts owed to Hell; if so,
he will bargain even more ruthlessly than usual.
The Duke of Profit will proceed to offer Boon of the
Bourgeois to the supplicants; if they refuse, or seek
something else, Melchom will use his Haggle ability
throughout negotiations.
At the end of the meeting, Melchom simply disappears, with no spectacle or fanfare.

SCAX, Duke of Riches


Duke of Hell
Large Outsider (Devil, Evil, Extraplanar, Lawful)
Symbol: An hourglass etched on a golden coin, set
against a black, inverted triangle
Arcane Trickster 10/Rogue 3/Sorcerer 7
Hit Dice: 20d8 + 3d6 + 17d4 + 320 (566 hp)
Initiative: +10
Speed: 50 ft., fly 90 ft. (average)
Armor Class: 51 (+10 Dexterity, +23 natural, +6 armor, +3 profane, -1 size), touch 22, flat-footed 41
Base Attack/Grapple: +30/+39
Attack: Ruin +43 melee (2d6+9 vile and poison) or
slam (2d6+5)
Full Attack: Ruin +43/+38/+33/+28/ melee (2d6+9 vile
and poison) or 2 slams +34 melee (2d6+5) and 2
wings +32 melee (1d8+2)
Space/ Reach: 10 ft. /10 ft.
Special Attacks: Call devils, Impromptu Sneak attack
2/day, Infernal Presence, Ranged Legerdemain 3/day,
Root of All Evil, sneak attack +7d6, spells, spell-like
abilities
Special Qualities: Duke of Hell qualities, damage reduction 20/good and silver, darkvision 60 ft., evasion,
immunity to fire and poison, regeneration 8, resistance to acid 20 and cold 20, see in darkness, spell
resistance 46, telepathy 500 ft., trapfinding, trap sense
+1
Saves: Fort +30, Ref +32, Will +33
Abilities: Str 21, Dex 31, Con 27, Int 29, Wis 30, Cha
29
Skills: Appraise +45, Bluff +52, Concentration +51,
Diplomacy +53 (+59 with evil beings), Disguise +45
(+49 acting), Escape Artist +50, Forgery +35, Gather
Information +45, Hide +46, Intimidate +39 (+45
against evil beings), Knowledge (Arcana) +19,
Knowledge (History) +29, Listen +23, Move Silently
+46, Open Lock +46, Search +35, Sense Motive +46,
Sleight of Hand +69, Spellcraft +52, Spot +23, Survival +10 ( +14 Tracking), Use Rope +12 (+16 with
bindings)

Feats: Combat Expertise, Corrupt Spell-Like Ability B,


Deft Hands, Eschew Materials, Exotic Weapon Proficiency: Bladed Gauntlet, Extend Spell, Heighten
Spell, Multiattack, Quicken Spell-Like Ability
(greater teleport), Weapon Finesse
Epic Feats: Epic Evil Brand B, Epic Skill Focus (Sleight
of Hand)
Environment: Minauros, Third of the Nine Hells of
Perdition
Organization: Solitary (Unique) or with guards (5 - 20
Hamatulas)
Challenge Rating: 31
Treasure: Triple standard plus Ruin
Alignment: Lawful Evil
The vile Duke Scax serves as Mammons chief of
investments. It is he who determines where the flow of
Mammons wealth is directed, his aim always to do the
most harm to the cause of good as efficiently as possible.
Scax represents the distrust that is associated with
wealth and power. He destroys reputations, lives and
even empires with the calculated usage of money. He is
also the patron of those who prey on good intentions and
who use charity as a means to line their own pockets.
Many foolish mortals perceive Scax as a vicious liar,
which for a devil is not too far from the truth. While all
devils twist the truth to their purpose, those who are
duped by Scax are amazed at the lengths he has gone to
warp the meaning of what they thought was a fairly simple agreement. He is entirely without shame however,
and considers treachery merely a rude word for changing
one's mind.
Patience is Scaxs watchword. He especially loves
long term plans that bring in rich rewards, in both souls
and money. He particularly enjoys destroying entire
generational lines. He is known to lay curses, bringing
once rich families to rags. Watching spoiled brats eat
their own vomit to survive brings a warm feeling to the
cruel Duke, who possesses an odd sense of humor and
justice.
Scax is the master of ruining a good name. Orphanages and other charity organizations are often assisted by
his money, only to go under when the source of their
funding is revealed. (A trail of murdered robbery victims leading to the door is a particular favorite.) Other
times the organization will be headed by a particularly
cruel and greedy individual, who takes others charity
and turns it to his own gain. The children eat week old
gruel while their master partakes of a feast every night.
Even when such an organization is brought down, it
serves Scaxs purpose, by increasing the doubt in the
masses minds about the honesty and integrity of actual
service groups.
Scax's Lord treats his chief of investments with doubtfulness at every newly proposed venture. Mammon has
a great deal of his own personal wealth invested in
Scax's operations, so Scax's existence will become forfeit
should he ever fail in his task. However, he is not overly
concerned about his master, since his schemes and plans
offer Mammon some small justification of the Lord's
usefulness to Hell at large. He is very good at his job,
and in the end, it is his competence that both damns and
saves him. Mammon will not destroy a valuable asset to
his own operations, but neither will he suffer a threat to
his own power. Scax walks that thin line with care, and
so far he has yet to misplace a step.

Scax has a reasonably good working relationship with


Melchom, his fellow Duke in Mammon's service. Although Melchom saves money, and Scax spends it, the
two have forged an alliance based on mutual beneficence. Scax's schemes tend to produce more money than
they cost, and Melchom's expertise with cutting costs
and making the most out of every gold piece only improves that. Of course, neither of the Dukes is so foolish
as to actually trust the other, but this matters little so
long as the arrangement continues to aid them both.
The Duke of Riches possesses a humanoid head, although his nose is elongated like the beak of a stork.
Two hateful eyes are set deep in his head. His torso is
covered in golden feathers, all of which are razor sharp.
His feet are hoofed like those of a goat, and a pair of
tattered bird wings extends from his arms to the ground.
His hands have abnormally long and spindly fingers on
them, which the Duke constantly taps together while
speaking. When he speaks, his voice has a metallic quality about it, almost like coins clinking together. Scax is
fond of wearing expensive clothing, usually gaudy merchant outfits that showcase his incredible wealth. He is
adorned with expensive jewelry, much of it magical in
nature.
Combat
Scax avoids straightforward combat as much as possible. Typically he will call in barbazu or hamatulas, before teleporting away as quickly as possible. Should the
mission at hand prove too important to abandon, Scax
will immediately cast greater invisibility on himself and
greater dispelling on his foes to eliminate any chance of
them seeing him. He then summons reinforcements,
typically cornugons in these situations, and teleports to a
different location where he continues summoning real
and illusionary reinforcements, supplemented with an
occasional fireball. He uses feeblemind and baleful polymorph quickly against foes who distinguish themselves
as formidable, and haste on his own person as well as
that of his reinforcements. Unless his opponents possess
the power to pierce his illusions and invisibility through
his dispelling, he refuses to place himself in physical
danger. Should it become unavoidable though, he attempts to flank whenever possible to utilize his devastating sneak attack, using Combat Expertise and displacement to keep himself from as much harm as possible. If
reduced to 100 hp or less, Scax will immediately flee the
battle, regardless of the cost. He bears long grudges
though, and is not above harming members of that family, even several generations removed, after a humiliating defeat.
All That Glitters (Su): Scax is a master at disguising
his foul, soul stained money as humble, well-intentioned
charity. 3/day, when offering monetary goods to an
organization, Scax may invoke All That Glitters. The
intended recipient of the offering must make a Will save
(DC 29 + 1 per 10,000 gp of offering) or be forced to
accept it. Should the recipient fail the save, Scax may
make one suggestion per ten thousand gold pieces offered. There is no save against the suggestions offered,
but Scax must make them within 9 days of his temptation. Scax normally uses this power to corrupt noble
organizations or charities into using their influence in
ways that benefit him and Hell of course.
Call Devils (Sp): Once per day, Scax can automatically call 12 lemures, 8 barbazu or erinyes, 6 hamatulas
or osyluths, 4 cornugons or gelugons, or 2 pit fiends.

228

Since these devils are called rather than summoned, they


have the ability to summon their own reinforcements if
so ordered. Conversely, 3/day Scax may summon 12
lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4
cornugons or gelugons, or 2 pit fiends. Scax may either
call or summon in a day; he may not do both. Scax prefers to summon osyluths, as their sneaky nature reflects
his own, although if physical combat prowess is needed,
he generally summons hamatulas.
Infernal Presence (Su): Scaxs Infernal Presence
has a Will save DC of 29. His caster level is 37th.
Root of All Evil (Su): Scax takes pleasure in tainting
wealth. Those who obtain money from him in any manner, whether it was freely offered or taken by force, suffer a vicious disease. (Incubation 1d3 days, damage 1d6
Int, Wis and Cha, Fortitude save DC 28) Those who
would attempt to remove this disease with magic must
succeed at a caster level check against Scax's own spell
resistance to affect the victim. However, the ravages of
this malady can be abated for one day by offering Scax
100gp per point of ability damage suffered. The victim
intuitively knows that he must sacrifice this gold, and
often is turned to vile and depraved acts to ease his suffering. The offering is left in a small box in a certain
place, and an imp comes daily to bring the gold back to
the Duke of Riches.
Sins of the Father (Su): Scax has a unique method
of gathering entire generational lines of souls. When one
entreats Scax, they must sign a contract, as normal for
infernal dealings. This contract is binding for 1200
years, and concerns not only the original signer,
(hereafter referred to as the client) but all of his or her
descendants as well. The client, in exchange for his soul,
receives financial wealth beyond his wildest dreams.
The client receives his HD x 500 in platinum, gold, and
silver pieces up front. Every year, he receives an additional amount of platinum, gold and silver coins equal to
his HD x 100. As a side effect, the client is extremely
fertile after dealing with Scax. If male, there is a 75%
chance any female he sleeps with becomes pregnant. If
female, there is a 90% chance that she becomes pregnant
after any sexual encounter. (Roll 1d4 to see how many
children are conceived.) This is to ensure Scax reaps a
harvest of souls. After the client dies, whether by Scaxs
hand or not, everything monetary that the family of the
client lies their hands on ends in ruin. All skill checks
related to work or earning money suffer a -10 penalty,
and only produce half the earned result. Any savings
they may have are reduced by one half every month,
with this money going into Scaxs coffers. This includes
trade goods or other material wealth. The result is a
family forever crushed by poverty. Those who attempt
to help the cursed must make a Will save DC 29 or suffer
a -5 penalty to skill checks involving work, similar to
that of the cursed themselves. Those who suspect a
curse are usually handled by hamatulas should they be
too eager in voicing their opinions.
All of the clients descendants souls are laid claim to
by Scax. He holds these souls in stasis, for they are not
truly his until the contract is complete. After 1200 years
pass, Scax comes to tempt the youngest living descendant of the client, who is usually more than willing to
get rid of his family curse. Should the descendant sign
a contract with Scax, the circle is completed and all souls
between the original client and the new client are Scaxs.
Should he refuse to sign, upon his death the souls of his
family are released to their proper destinations.

229

Scaxs curse may be lifted by a remove curse cast by


a 31st level cleric after completing a quest set by the
same. However, Scax is allowed to tempt the person
who is attempting to lift the curse in the same manner as
the youngest descendant. Should this person fail, the
consequences are the same. Should he succeed however,
only he and his descendants escape the curse. The other
members of the cursed family however must find their
own means to remove it, or wait for the 1200 years to
expire.
Sorcerer spells known: 6/9/8/8/8/8/7/7/5 Caster level
37th, DC 19+spell level. 0 - acid splash, flare, ghost
sound, mage hand, no light*, open/close, prestidigitation, read magic, slash tongue*; 1st - disguise self, identify, magic aura, mount, nether trail*; 2nd - addiction*,
blindness/deafness, entice gift*, misdirection, resist energy; 3rd - displacement, haste, phantom steed, ray of
exhaustion, 4th - bestow curse, dimensional anchor,
solid fog, 5th - baleful polymorph, call nightmare*,
feeblemind, major creation; 6th - false sending*, repulsion, wall of gold (as wall of iron); 7th - insanity, power
word blind, project image; 8th - bestow greater curse*,
moment of prescience.
Spell-like Abilities: At will - animate dead, blasphemy, charm monster, create undead, deeper darkness,
desecrate, detect good, detect magic, fireball, flame
strike, greater dispel magic, greater invisibility, greater
teleport (self plus 1,000 pounds), magic circle against
good, mass hold monster, mirage arcana, persistent
image, polymorph, power word stun, produce flame,
pyrotechnics, suggestion, unholy aura, unhallow, wall of
fire; 3/day - destruction; 1/day - meteor swarm, symbol
of pain; 1/week - wish. Caster level 37th; DC 19 + spell
level.
Possessions: Ruin, a +4 vile wrist dagger (treat as a
bladed gauntlet). The weapon is connected to a bracer
of armor +6 and coated in pit fiend venom. (DC 28)
The dagger also functions similarly to a staff, although
the 50 charges renew themselves every month. The
dagger can be used to cast the following spells, all at 37th
caster level. The DCs are based off Scax's Charisma,
just as any caster using a staff (currently 19 + spell
level).

Slash tongue (1 charge)


Addiction (1 charge)
Sap strength (1 charge)
Vanish (3 charges)
Souls treasure lost (4 charges)

Those who touch Ruin without Scax's permission


must immediately make a save against Root of All Evil
at a -3 penalty. The price to abate the disease's effects is
tripled for those who would affront the Duke of Riches
so.
Summoning Scax
Scax accepts gold and platinum coins of at least 2,500
gp in value as a sacrifice. Such treasure must have been
embezzled, misappropriated, or otherwise taken illegally
from an organization dedicated to doing good work.
This may be a good or neutral aligned church, an orphanage, or any charitable organization.
When Scax is successfully summoned, the floor
within the summoning area takes on a gilded appearance
and gold coins begin spraying from around the center, as
if flipped from the ground itself. As the coins pile up,

they form a rough image of Scax. Once complete, the


coins seem to melt into a perfectly formed statue of the
Duke. The gold then vanishes from the head to the feet,
and Scax is revealed.
Scax will frequently attempt to verbally mislead the
summoner, promising them anything they ask for while
in actuality offering absolutely nothing or as close to
nothing as possible. He will bargain for their soul via
Sins of the Father, swearing to turn their small investment into wealth that will stretch for generations. Multiple Sense Motive checks will be required. He does not
anger or attempt to break through the wards unless his
personal Infernal honor is affronted (which typically can
only happen if another devil is present and/or Scax is
deliberately insulted). Scax will typically bear any number of indignities, although he is always intent on having
his vengeance served cold in the future.
Upon departing, Scax strikes an impressive pose.
Gold rises up from his feet to his head, creating the
statue once more. It then reforms into the pile of gold
coins, which explodes harmlessly, sending gold everywhere. Although most of it disappears, 10d10 gold coins
are left behind. These carry with them the power of
Scax's own All That Glitters power, but the DC is a base
19, with no possible enhancement. The coins retain this
power for one week, after which they will become lead.

CARNIVEAU, Duke of Purity


Duke of Hell
Large Outsider (Evil, Extraplanar, Fallen, Lawful)
Symbol: A white disk on a flaming circle with a black
border over a red, inverted triangle
Blackguard 10/Monk 15
Hit Dice: 20d8 + 10d10 + 15d6 + 270 (650 hp)
Initiative: +11
Speed: 90 ft.
Armor Class: 54 (+8 armor, +7 Dexterity, +5 insight,
+3 monk, +19 natural, +3 profane, -1 size), touch 27,
flat-footed 46
Base Attack/Grapple: +33/+44
Attack: Hand of Purity +46 melee (3d6+13 + 2d6
(axiomatic) + 2d6 (unholy) + 1 (vile) + 1 Charisma
19-20/x2)
Full Attack: Hand of Purity +46/+46/+46/+41/+36
melee (3d6+13 + 2d6 (axiomatic) + 2d6 (unholy) + 1
(vile) + 1 Charisma 19-20/x2)
Space/ Reach: 10 ft./10 ft.
Special Attacks: Bind Lust, call devils, Infernal Presence, ki strike (lawful, magic), quivering palm
(Fortitude DC 27), smite good 6/day (+9 attack, +20
damage), sneak attack +4d6, spell-like abilities,
spells, stunning fist 20/day (Fortitude DC 27)
Special Qualities: Aura of despair, aura of evil, Blind
to Beauty, command undead, Cursed, damage reduction 20/good and silver, dark blessing, darkvision 60
ft., detect good, diamond body, diamond soul, Duke
of Hell qualities, fiendish servant, immunity to fire
and poison, improved evasion, lay on hands - self
only (90 hp), low-light vision, magic circle against
good, poison use, Power of Purity, purity of body,
regeneration 6, resistance to acid 20 and cold 20, see
in darkness, slow fall 70 ft., still mind, spell resistance
46, telepathy 500 ft., undead companion, wholeness
of body.
Saves: Fort +39 (+43 vs petrification), Ref +40, Will

+40
Abilities: Str 25, Dex 25, Con 22, Int 22, Wis 21, Cha
30
Skills: Balance +24, Bluff +36, Concentration +44,
Craft (blacksmith) +23, Craft (weapon smith) +23,
Diplomacy +31 (+29 with good beings, +37 with evil
beings), Disguise +10 (+14 when acting in character),
Escape Artist +45, Gather Information +19, Heal +15,
Hide +24, Intimidate +44 (+50 against evil beings),
Jump +9, Knowledge (arcane) +24, Knowledge
(planes) +34, Knowledge (religion) +54, Listen +33,
Move Silently +39, Search +34, Sense Motive +53,
Spot +33, Survival +5 (+9 on another plane, +9 while
tracking), Tumble +19, Use Rope +7 (+11 with bindings).
Feats: Blind Fight, Cleave, Combat Expertise, Combat
Reflexes, Corrupt Spell-like Ability B, Dark Speech,
Great Smiting, Improved Critical (unarmed strike),
Improved Initiative, Improved Sunder, Improved Trip,
Iron Will, Power Attack, Stunning Fist, Vile Ki
Strike, Weapon Focus (unarmed strike)
Epic Feats: Axiomatic Strike, Blinding Speed, Dire
Charge, Epic Evil Brand B, Unholy Strike
Environment: Phlegethos, Fourth of the Nine Hells of
Perdition
Organization: Solitary or squad (2 - 8 Hamatulas)
Challenge Rating: 34
Treasure: Triple standard plus Hand of Purity, amulet
of the planes and +8 bracers of armor
Alignment: Lawful Evil
Carniveau is one of the most confounding of the
Courtiers of Phlegethos, as well as one of the greatest
threats to mortals across the Cosmos. On the one hand,
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-

230

sires. Carniveau became convinced that he was that


hand.
Thus, well before The Great Fall, Carniveau began to
impose his Principles of Purity. He instituted strict social standards for dress, interaction between men and
women, relations across races, and how to manage courtship. Initially, these Principles seemed to work well as
mortals began to behave in a more civilized and cultured
manner. However, Carniveau continued to see the stain
of lust and sex. Thus, he sought ways to enforce his
Principles. Women, for example, were forced to conceal
their sexuality and had to follow the lead of the man.
The men, on the other hand, were forced to cover their
entire body at all times and had to wear girdles that required significant time to remove. Marriages between
people of different castes were frowned upon while those
between different races were outlawed. Arranged marriages that promoted the good of society became the
norm while love became synonymous with lust. Within
a few short years, the restrictions became social mores
that, when breeched, brought severe punishment and
torture. Men, viewed as the primary instigators of sexual
escapades, became second-class citizens, while women
were forced to sterilize themselves after giving birth to a
certain number of children as decreed by the state. Any
sexual activity not sanctioned by the state resulted in
castration and sometimes death. Societies under Carniveaus Principles became despotic tyrannies. And no
one realized it until it was too late; often times, those that
spearheaded the Principles were clerics and paladins who
believed that the goals of Carniveau were exemplary.
Thus, as they erected great Inquisitions, these clerics and
paladins fell into darkness, although like Carniveau, they
never realized that they lost their way.
It was no surprise that when Eblis and Beelzebul
called for the downfall of the Sarim that Carniveau
joined with them. And like them, he was purged from
the Realms Above during The Great Fall. Carniveau fell
into Phlegethos and realized that he now had the opportunity to impose his will on mortals since he no longer
had to concern himself with short-sighted fools in
Heaven. Joining with Belial and other fallen angels,
Carniveau became a powerful member of Hells hierarchy. While Belial and Rosier and their ilk delved into
acts of lust and deviance, Carniveau became ever more
restrained. Dwelling in his Pristine Palace in the middle
of a tremendous lake of fire, Carniveau soon became
known as the Duke of Purity throughout Hell. Remaining allied to Belial, he was rewarded with station and
honors when Belial became Lord of the Fourth.
Carniveaus relationship with his peers is the opposite
of what many would expect. He does not frown upon
the actions of Belial, Fierana, or Rosier. Indeed, he applauds them because he believes that their actions reveal
the weakness of mortal flesh. In truth, Carniveau has
become much like his compatriots as he hoards a great
deal of lust within his being. This lust is only rarely
sated, as Carniveau prides himself on restraint. Still,
Carniveau lusts after Rosier and Fierana and virtually
every other female in existence. His desires have never
been rewarded, although he has been seduced by Belial
countless times. Carniveau hates and fears his Lord, but
knows that he has no power to overcome Belial. The
truth is Carniveau, in spite of recognizing the value of
his peers, has come to despise them all; he believes that
he knows how to make mortals accept their rightful station within Creation.

231

Across the rest of Hell, Carniveau has many allies,


particularly those who wish to forge tyrannies. Chief
among these are those who serve Beelzebub. It is also
said that Bael has considered inviting the fallen angel to
his court. Carniveau has no relationship with the archdevil Semyaza, whom he still views as a failure. Carniveau has received a great deal of support from Glasya
the Progeny despite Dispaters decree to the contrary.
The Princess of Hell regularly sends erinyes aids when
Carniveau calls, often promising the fallen angel intimate
pleasures in the near future. To date, Carniveau has not
had the pleasure of Glasyas company, and this is slowly
forging a great deal of anxiety and resentment on his
part.
Since his time in Hell, Carniveau has become a powerful force of constraint and physical oppression. Thousands of social upheavals are linked to him and he was
intimately involved in most of them. Recently, Carniveaus actions resulted in him not only causing a restraining of sexual behavior, but being worshipped by
those who served him directly. Initially taken aback,
Carniveau, historically interested in just impacting societies through those he has taught, now seeks to become a
god rather than receive a promotion in Hell. To date,
only Glasya knows of this goal, although it is probable
that Dispater is aware as well.
Carniveau appears as an incredibly tall man with severe facial features. His face seems to have been carved
from stone and is lined with many creases. He does not
appear to have smiled in hundreds of years, and his face
is pulled into a perpetually disapproving frown. His eyes
glow a dull yellow under a heavy brow and bald head.
All of Carniveaus body, save his hands, is covered by a
voluminous white robe that trails into motes of dust at
the sleeves and hem. Carniveaus hands are wrapped in
bands of iron which he never removes. In spite of his
stern demeanor, Carniveau speaks with a reasonable
voice infinite in patience and certain in its convictions.
Combat
Carniveau is never hesitant to fight once he realizes
that his words are being ignored. Once he engages in
combat, Carniveau calls on his Infernal Presence and
Binds Lust. Then, he will often summon devils (as described below). He will usually enter melee at this point
and attack the most attractive opponent. He prefers to
cast spells like unholy blight, waves of fatigue, and
waves of exhaustion, although he will throw in an occasional fireball or destruction. Carniveau will not hesitate
in retreating if he finds his opponents to be a challenge,
but he will return at the first possible opportunity to destroy or convert them.
Bind Lust (Su): Carniveau strongly believes that one
of the problems with the Cosmos, particularly among
mortals, is the fact that they are too driven by animal
instincts and lust. To Carniveau, sex is something that
should only occur when it serves the needs of a system
and even then such activities should be heavily regulated. Unsurprisingly, Carniveaus presence stunts sexual arousal and seeps the physical attractiveness from
mortal creatures. Carniveau may call on his Bind Lust
power at will as a standard action. All creatures within
50 feet of Carniveau must make a Will save DC 30.
Those that fail the save immediately feel any kind of
sexual interest, be it latent or immediate, dulled. Not
only does this impact a victims physical appearance, it

also saps the victims vitality; the victim suffers 4 points


of Constitution and Charisma damage. The ability damage lingers for 24 hours. During this span of time, the
victim will not engage in any kind of sexual activity.
Upon the end of the duration, the victim may make another Will save DC 30. If failed, the victim suffers another 2 points of Constitution and Charisma damage. At
this point, not only will the victim avoid any kind of
sexual contact, he will also be offended by the presence
of overt sexuality; that is, if the victim encounters any
creature with the same type with a Charisma of 16 or
greater, he will seek to attack and maim the
perpetrator. Attacks made against such a creature are
designed to reduce their Charisma rather than cause permanent physical harm. In such situations, the victim of
Bind Lust attempts to grapple and pin the offender, dealing one point of Charisma damage each round in which
he successfully pins. While some victims of Bind Lust
seek to deface an offender, others go as far as to sexually
assault those who have gone too far in being sexual
creatures. In any event, such attacks persist until the
victim of Bind Lust successfully reduces an offenders
Charisma to nine or lower or is forcefully removed and
kept away from the offender.
The victim continues to make saves against Bind Lust
each day, losing 2 points per failure. The victims Constitution and Charisma will never drop below 3. Aside
from making a successful save, the only way to be rid of
Bind Lust is through the power of a 21st level goodaligned cleric casting restoration or true restoration.
Once a save is made, the victim makes separate saving
throws for each initial failure to overcome Bind Lust. If
these saves are failed, the victim only regains his Constitution and half of his lost Charisma points.
Once a victim saves against Bind Lust, he is immune
to it for one day.
Blind to Beauty (Ex): Carniveau is immune to any
and all spells, spell-like abilities, and effects from the
School of Enchantment except those cast by beings possessing a divine rank of 0 or greater.
When mortals cast such spells against Carniveau, not
only do they have no effect on him, they have a 10%
chance per Charisma bonus of the caster of rebounding.
Those who succumb to their own enchantment effect
become Carniveaus thrall under the effects of both Bind
Lust and Power of Purity for 9 days.
Although cosmic and divine beings can affect Carniveau with enchantments, the Duke of Purity is still an
elusive target. Carniveau has a chance of ignoring even
these effects (including salient divine abilities and the
like) based upon the power of the cosmic entity or god as
follows:

Quasi entity: 80%


Demi entity: 60%
Lesser entity: 40%
Intermediate entity: 20%
Greater entity: 10%

In spite of his resistance to enchantments, Carniveau


still has trouble quelling his own lusts. Whenever Carniveau encounters a humanoid being that possesses a
natural Charisma of at least 21, he must make a Will
save DC = 10 + the half the beings combined class levels/Hit Dice + the beings Charisma modifier. If he fails,
Carniveau must immediately attempt to seduce the being; he enters into a blind rage if he is refused and will

not stop attacking until the being is unconscious or dead.


When Carniveau encounters a group of humanoid creatures with a Charisma over 21 within the course of one
turn, he need only make one saving throw during that
time. Once Carniveau makes this save for a specific
being, he can control himself for a year and a day.
Blackguard Spells known (4/3/3/2; base DC 15 +
spell level. Caster level 25th): 1st - corrupt weapon,
doom, inflict light wounds x2; 2nd - bulls strength, inflict
moderate wounds, shatter; 3rd - inflict serious wounds x2,
protection from the elements; 4th - freedom of movement,
poison.
Call Devils (Sp): Once per day, Carniveau can automatically call 12 lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4 cornugons or gelugons, or 2 pit
fiends. Since these devils are called rather than summoned, they have the ability to summon their own reinforcements if so ordered. Conversely, 3/day Carniveau
may summon 12 lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4 cornugons or gelugons, or 2 pit
fiends. Carniveau may either call or summon in a day; he
may not do both. Although a fallen angel, Carniveau
does not disdain the presence of devils like most of his
ilk. In fact, he perceives them to be far more honest than
even his Fallen peers when it comes to maintaining restraint and discipline. Thus, Carniveau is always ready
to summon hamatulas and cornugons at the first sign of
trouble. Carniveau rarely summons erinyes as they
arouse him.
Infernal Presence (Su): Carniveaus Infernal Presence has a Will save DC of 32. His caster level is 34th.
Power of Purity (Su): More than anything, Carniveau wishes to force others to see existence as he sees
it. He hopes to force lesser, weaker creatures to embrace
their inhibitions and place severe restrictions on acts of
passion and so-called love. To those willing to accept
his leadership, Carniveau offers the Power of Purity. 3/
day as a standard action, Carniveau may grant persuasive
power to a client in his presence. The client receives a
+2 bonus to Bluff and Intimidate checks per his base
Charisma modifier. Furthermore, those with the Power
of Purity gain the ability to cast mass suggestion 1/day as
a 34th level caster. Unlike the traditional spell, however,
this version of mass suggestion lasts so long as the client
lives and selects to leave the effect in place. In all cases,
the use of mass suggestion curtails sexual behavior, from
attitudes about deviancy to attitudes about gender status.
Each time a client uses Power of Purity, he suffers a 1 penalty to his Charisma. This does not affect his base
Charisma or modifier, but is tabulated separately for the
purpose of initial encounter determinants and Diplomacy
checks. Once the victim has a net of 0 for his Charisma,
he immediately becomes a Lawful Evil thrall of Carniveau, his soul consigned to Phlegethos upon his death.
Most beings never realize what has happened to them
until it is too late. Those that do must seek atonement
from a 21st level cleric of a good god of love or sex and
then complete a quest to bring two lovers together within
40 days. During this time, Carniveau and his allies cannot harm the victim; once the time frame elapses, however, Carniveau often attempts to kill the former client as
soon as possible, thereby sending his condemned spirit to
Hell.
Spell-like Abilities: At will - bestow curse, blasphemy, charm monster, contagion, continual flame,
death knell, deeper darkness, desecrate, detect good,
detect magic, fireball, flame strike, greater dispel magic,

232

greater invisibility, greater teleport (self plus 1,000


pounds), magic circle against good, mirage arcana,
persistent image, polymorph, speak with dead, suggestion, unholy aura, unholy blight, unhallow, and wall of
fire; 3/day - blade barrier, destruction, power word stun,
slay living, waves of fatigue; 1/day - earthquake, mass
charm monster, meteor swarm (any), shapechange, symbol of pain, waves of exhaustion; 1/week - wish. Caster
level 34th ; DC 20 + spell level.
Spells: As a fallen planetar, Carniveau has access to
divine spells as an 8th level cleric. Carniveau has access
to the Evil and Law domains.
Typical Cleric spells prepared (6/4+1/4+1/3+1; save
DC 15 + spell level. Caster level 15th: 0 - create water,
guidance, light, purify food and drink, resistance, virtue;
1st - bane, command, divine favor, obscuring mist, protection from chaos*; 2nd - bulls strength, calm emotions*, death knell, enthrall, status; 3rd - bestow curse,
invisibility purge, magic circle against chaos*, searing
light.
*Domain spell.

Possessions: Carniveau does not carry much. He


always wears his Hands of Purity, which are +6 humiliating hand-wrappings, an amulet of the planes, and +8
bracers of armor. Still, as a Duke of Hell, Carniveau has
access to a great deal of magic items within a short period of time should he have need of it.
Summoning Carniveau
In summoning Carniveau, the supplicants are expected to sacrifice a female virgin of marriageable age.
Robed and covered entirely save for her eyes and neck,
she is expected to be sacrificed by means of cutting her
throat. Her blood is then used to augment the symbols
and so forth used to call forth the Duke of Purity.
A decorated wooden chamber, similar to a confession
box, rises from the ground. Carniveau speaks from
within the box, and does not stir from it for the duration
of negotiations; all that the summoners ever see of him is
the occasional eye peeking from within. Of course,
should any of the summoners or their attendants have a
Charisma score of 21 or higher, Carniveau must make a
Will save as described under his Blind to Beauty ability,
or attempt to seduce that individual this is the only
situation that will draw him from his booth into plain
sight. Should the seduction fail, Carniveau falls into a
rage and attempts to break free of the circle that he has
been called into, so as to fall upon and maim the beauty
who has denied him.
Carniveau bargains with the summoners should they
wish to obtain the Power of Purity, but does not haggle
endlessly like the Dukes of Minauros. He is more interested in the side effects of his gift than in the price paid
to obtain it. For other bargains or questions, supplicants
are just as likely to be ignored as anything else, unless
the matter is one close to the Duke of Puritys ideals.
When the summoning is over, the wooden booth descends back into the earth. The ground is thereafter
scorched and burnt, and any structure built on that spot
within the following four years will spontaneously burn
into flame at the next lunar eclipse no matter what
material it is made of.

ROSIER, Duchess of Witchcraft


Duchess of Hell

233

Large Outsider (Evil, Extraplanar, Fallen, Lawful)


Symbol: A black phallus descending into orange flames
on a blood red triangle
Assassin 7/Witch 18
Hit Dice: 20d8 + 7d6 + 18d4 + 270 (429 hp)
Initiative: +9
Speed: 40 ft.
Armor Class: 49 (+8 armor, +5 deflection, +5 Dexterity, +19 natural, +3 profane), touch 22, flat-footed 49
Base Attack/Grapple: +33/+43
Attack: +43 melee Wand of the Chaste, a +5 unholy
heavy mace (2d6+11 + 2d6 (unholy) +1 (vile) + 2
Charisma/x2
Full Attack: +43/+38/+33/+28 melee Wand of the
Chaste, a +5 unholy heavy mace (2d6+11 + 2d6
(unholy) +1 (vile) +2 Charisma/x2
Space/ Reach: 10 ft./10 ft.
Special Attacks: Call devils, death attack (Fortitude DC
24), Infernal Presence, Rites of the Flesh, sneak attack
+4d6, spell-like abilities, spells
Special Qualities: Black Ritual, cursed, damage reduction 20/good and silver, darkvision 60 ft., Debased
Aura, Duke of Hell qualities, immunity to fire and
poison, improved uncanny dodge, low-light vision,
magic circle against good, poison use, regeneration 6,
resistance to acid 20 and cold 20, see in darkness,
spell resistance 46, telepathy 500 ft.
Saves: Fort +30 (+34 vs petrification), Ref +29, Will
+29
Abilities: Str 23, Dex 21, Con 22, Int 24, Wis 21, Cha
30
Skills: Appraise +4 (+11 potions and elixirs), Bluff +54,
Concentration +44, Craft (alchemy) +37, Craft (gem
cutting) +24, Craft (leatherwork) +24, Diplomacy +53
(+51 with good beings, +59 with evil beings), Disguise +25 (+29 when acting in character), Escape
Artist +22, Gather Information +28, Hide +18, Intimidate +51 (+57 against evil beings), Knowledge
(arcane) +48, Knowledge (local) +12, Knowledge (the
planes) +20, Knowledge (religion) +30, Listen +22,
Move Silently +22, Search +24, Sense Motive +37,
Spellcraft +51, Spot +22, Survival +7 on another
plane, +7 while tracking, Use Rope +7.
Feats: Brew Potion, Cleave, Corrupt Spell-like AbilityB,
Craft Rod, Craft Wondrous Item, Dark Speech, Eschew MaterialsB, Extend Spell, Improved Initiative,
Improved Sunder, Malign Spell Focus, Negotiator,
Persuasive, Power Attack, Vile Martial Strike
Epic Feats: Craft Epic Rod, Epic Evil BrandB, Permanent Emanation (desecrate)
Environment: Phlegethos, Fourth of the Nine Hells of
Perdition
Organization: Solitary or coven (2 - 8 erinyes)
Challenge Rating: 34
Treasure: Wand of the Chaste, amulet of the planes, +8
bracers of armor, +5 ring of protection
Alignment: Lawful Evil
In Hell, there is no such thing as love expressed in the
act of sex. Indeed, there are few cases of sex as an act of
mutual satisfaction for both participants. In Hell, sex is
simply another tool to demonstrate power and this is
especially the case in the sadistic circle of Phlegethos,
the Fourth Hell. Here, pain and suffering know no
bounds, and some of the preferred means of torture revolve around sexual acts. It is within Phlegethos that the

most practiced manipulators of physical expression and


subjugation can be found and near the forefront of these
actors is the Duchess of Debauchery, foul Rosier.
Rosier, like most of Phlegethos Courtiers, counts
among those who were cast out of the Realms Above
during The Great Fall. Prior to The Great Fall, Rosier
was a great patron of love and the expression of love
during acts of sex. She oversaw the weddings of great
paragons of goodness and offered blessings to those
who, despite all manner of hardship, overcame adversity
to be with those they loved. During this time, Rosier
was truly beautiful, possibly the most beautiful angel in
the ophanim choir after bright Belial, perfect Beelzebul,
and glorious Tifereth. It was this beauty that brought
Rosier into Perdition.
Rosier was bitter. Like many angels, Rosier avoided
liaisons with mortals. For a long time, Rosier honored
this tradition, in no small part due to her growing contempt for the ugly creatures she was required to look
after. Indeed, Rosier viewed acts of love among mortals as lies. Such interactions, although blessed by expressions of true love and devotion, were often shallow
infatuations when initiated by mortals who beheld only
the visual appeal. She witnessed numerous marriages
established for political gain, often times with women
forced to marry much older men who tended to have
numerous mistresses while they themselves were condemned to being trinkets for their husbands. Rosier
became convinced that mortals could not achieve the true
love angelic beings exhibited and simply used the word
love as a ploy to promote their own ends.
Rosiers jaded attitude initially prompted her to simply accomplish her established duties, but eventually she
sought to investigate her beliefs, her disgust transforming into intrigue. Rosier was pleased to find that her
opinions were often justified, particularly among the
nobility and those in power. But, despite the numerous
examples of true love and commitment she witnessed,
Rosier was convinced of her position regarding mortal
love. To prove her hypothesis, Rosier began to tempt
mortal women to give their bodies to those in positions
of power in return for greater influence. Stunning, and
condemning, results bolstered Rosiers beliefs and she
could well have turned away from pursuing her darkening road. Instead, Rosier promoted ever greater obscene
acts, granting personal power to those women (and few
men) who aided her in her cause. Indirectly, Rosier
found herself controlling entire countries through her
servants and their sex. Rosiers hatred for her initial task
and her newfound proof of mortal lowliness made her
easy prey for Eblis and Beelzebul when they instigated
The Great Fall.
Rosier was among the first to join with the rebel angels, believing that the Sarim were fools coddling to
gods and mortals. Although it is a certainty that her
obscene acts would have eventually come to light, the
casting out of the rebel angels expedited Rosiers decent
into perdition. Rosier found herself, along with the majority of the Fallen, in the Nine Hells of Perdition. Initially in shock at her new station, Rosier was drawn to
Phlegethos and the banner of Belial. In Belial, Rosier
believed she found true love for he took her under his
wing as she cowered in fear. It is known that for a long
time, Rosier was a favorite of Belial as he rose through
the ranks of Phlegethos Court. Up until the moment he
overthrew the previous Lord of the Fourth, Belial kept
Rosier at his side, using her and numerous other Fallen

to bolster his own strength. Upon his ascension as the


Lord of Pains and Suffering, Belial revealed to Rosier
and the others his infidelities and forced them under his
yolk. Betrayed even by another of her kind, Rosier abandoned any remaining vestige of morality and became the
first of Belials Dukes of Hell.
Rosier is dedicated to using sex in the pursuit of
power. To Rosier, no act is too heinous in the pursuit of
control over ones destiny, and acts of sexual deviance,
more than any other, truly reveal just how much an individual is willing to sacrifice in pursuit of power. Rosier
tends to prefer female servants, often referred to as
Witches of Flame, since women are often viewed as
weaker than men in most humanoid cultures and, therefore, wield less power. Women, often sexually objectified, are empowered by Rosier to use their sex to manipulate those in power. Thus, these Witches soon become the true powers behind the crowns of major civilizations. More to the point, Rosier seeks to strip the
power from those who thought they were in control
sexually and condemn their souls to Hell.
In Hell, Rosier is a relatively low-profile Courtier in
spite of her background with Belial. She finds a great
deal more pleasure with mortals, a stark contrast to her
attitudes when she was an angel. When she does appear
in the Court of Phlegethos, Rosier is known to have only
one ally among the Courtiers: Carniveau. While Rosier
seeks to use sex to gain political power, Carniveau seeks
to encourage a tightening of sexuality, turning sex into a
sinful, deplorable aspect of existence. This attitude
works well for Rosier since it allows her Witches to
accuse those in their way of debauchery. In spite of their
complementary goals and alliance, both Carniveau and
Rosier are eager to subsume the others responsibilities
as soon as possible. Aside from Carniveau, Rosier deals
well with Fierana, the Arch-Devil of Passion. Although
incalculably older than Belials daughter, Rosier has
learned much from Fierana. Unlike her relationship with
Fierana, Rosier does not have a healthy relationship with
Lilith, the Lord of the Sixth. Lilith and Rosier both
heavily rely on female servants, although for different
ends. While Rosier simply seeks to insert women into
positions of power through their sex, Lilith seeks to rob
women of their natural make-up regardless of whether or
not they attain greater power. Lilith would like nothing
better than to subsume Rosier and become the Goddess
of Witches. To date, only Belials support has kept Lilith from destroying Rosier. Belial himself routinely
seeks to bed Rosier in order to remind her of her servitude. However, Rosier believes that by allowing her
Lord to use her in such a fashion that she grows ever
more powerful. Indeed, Belial has yet to tire of her and
continues to support and protect her, so perhaps Rosiers
ploy is working. Interestingly, Rosier seems to have no
clear stance regarding the Demon Lady of Lust, Babylona, instructing her servants to avoid the Demons followers. The reason behind Rosiers attitude is unclear,
although it is possible that the Duchess of Witchcraft is
either hoping to forge a truly unholy alliance with Babylona or hopes to lull the Demon into a false sense of
security before striking against her.
Rosier appears as a tall, very handsome, slender
woman with short white hair and pale skin. Her eyes,
like twin moons, are sunken under dark brows, and she
has a generous, pouting mouth. Rosier tends to wear
stately, yet sensual, burgundy gowns, and is often bedecked with classy jewelry. Although she has long since

234

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

235

Table 7-1: Benefits of a Black Ritual


by Hit Dice of Associated Creature

HD/Level of
Uninitiated/Unwilling
Creature

Benefit

1-5

The celebrant gains the ability to cast charm person 1/


day as a 5th level sorcerer

6-10

The celebrant gains the ability to cast suggestion


1/day as a 10th level sorcerer

11-15

The celebrant gains the ability to cast charm monster 1/


day as a 15th level sorcerer

16-20

The celebrant gains the ability to cast dominate person 1/


day as a 20th level sorcerer

21+

The celebrant gains the ability to cast dominate monster


1/day as a 21st level sorcerer

succeeds, she must make another save 9 days later unless


she succeeds in corrupting another in a Black Ritual.
Second, the decrepitude of a soul who engages in this
heinous ritual is such that the forces of good automatically sense a wrongness in the character. Good-aligned,
divine spellcasters receive a +2 bonus on Sense Motive
checks per each level of Black Ritual through which the
celebrant participated. A paladin automatically detects
evil when within 20 feet of a celebrant who participated
in Black Ritual over the past three months (although she
cannot pin point the evil precisely, the paladin detects
evil as if the celebrant were a cleric).
Once a person partakes in Rosiers Black Ritual, the
only way to cleanse the soul is for an atonement to be
cast by a 21st level cleric of good alignment. After
which, the penitent must complete a goodly quest within
nine days. Those who fail are immediately struck with
Rites of the Flesh.
There are persistent rumors that Rosier has taught a
few very powerful witches the secret to casting Black
Ritual. If so, this is sure to be an epic level spell. Less
powerful versions of the Black Ritual can be emulated
by means of a wish or miracle spell (as revealed by Rosier); in such a case the Will save DC for any effects is
18.
Call Devils (Sp): Once per day, Rosier can automatically call 12 lemures, 8 barbazu or erinyes, 6 hamatulas
or osyluths, 4 cornugons or gelugons, or 2 pit fiends.
Since these devils are called rather than summoned, they
have the ability to summon their own reinforcements if
so ordered. Conversely, 3/day Rosier may summon 12
lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4
cornugons or gelugons, or 2 pit fiends. Rosier may either
call or summon in a day; she may not do both. Rosier
hates calling devils, finding them repellent. If she must,
Rosier will try to call only erinyes, but if truly threatened, she will not hesitate to summon pit fiends.
Debased Aura (Su): Rosier is perhaps one of the
most heinous Courtiers of Perdition in the minds of most
clerics and other good-aligned, divine spellcasters. Her
dedication to perverting acts of love and procreation into
something to acquire power and manipulate the weak

make her especially despised. It is said that Rosier simultaneously exudes a sensuality mixed with the highest
degrees of offense. Her very presence is a blight against
the souls of good-aligned spellcasters.
Rosier is surrounded by a Debased Aura, adversely
affecting any spells, spell-like abilities, or supernatural
abilities cast by good-aligned divine spellcasters or angelic beings. All such effects cast within 90 feet of Rosier require that the caster succeed in a Concentration
check DC 30. Even if the check succeeds, all effects
(like duration, damage, etc.) are only half as effective as
they would otherwise be. If Rosier is confronted within
one hour after conducting a Black Ritual, the Concentration check is made at a -3 penalty and the effects are only
one-quarter effective.
Furthermore, any good-aligned creature within 10 feet
of Rosier must make a Fortitude save DC 30 each round
or become nauseated by the seductive evil that wafts
from her person.
Infernal Presence (Su): 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

must be of at least 21st level and must cast atonement,


remove curse, and greater restoration in immediate succession. The victim must then remain chaste for at least
seven days; if she fails, Rites of the Flesh returns where
it was initially stalled.
Spell-like Abilities: At will - bestow curse, blasphemy, charm monster, contagion, continual flame,
death knell, deeper darkness, desecrate, detect good,
detect magic, fireball, flame strike, greater dispel magic,
greater invisibility, greater teleport (self plus 1,000
pounds), magic circle against good, mirage arcana,
persistent image, polymorph, speak with dead, suggestion, unholy aura, unholy blight, unhallow, and wall of
fire; 3/day - blade barrier, destruction, power word stun,
slay living, waves of fatigue; 1/day - earthquake, mass
charm monster, meteor swarm (any), shapechange, symbol of pain, waves of exhaustion; 1/week - wish. Caster
level 39th; DC 20 + spell level).
Spells: As a fallen planetar, Rosier has access to
divine spells as an 8th level cleric. Rosier has access to
the Evil and Law domains.
Typical Cleric spells prepared (6/4/4/3; save DC 15 +
spell level, 17 + spell level for Evil spells. Caster level
15th): 0 - create water, guidance, light, purify food and
drink, resistance, virtue; 1st - curse water, doom, protection from chaos*, sanctuary, shield of faith; 2nd - align
weapon, calm emotions*, resist energy, silence, sound
burst; 3rd - cure serious wounds, invisibility purge, magic
circle against chaos*, obscure object. *Domain spell.
Witch Spells known (6/9/9/8/8/8/8/7/6/4; base DC 20
+ spell level, 22 + spell level for Evil spells. Caster level
38th): 0 - arcane mark, cure minor wounds, dancing
lights, detect poison, flare, ghost sound, light, mending,
read magic; 1st - command, doom, identify, speak with
animals, ventriloquism; 2nd - blindness/deafness, calm
emotions, cure moderate wounds, detect thoughts, detect
thoughts, whispering winds; 3rd - clairvoyance/
clairaudience, magic circle against chaos, remove blindness/deafness, tongues; 4th - crushing despair, discern
lies, divination, locate creature; 5th - baleful polymorph,
feeblemind, greater command, nightmare; 6th - control
weather, greater scrying, repulsion; 7th - creeping doom,
finger of death, insanity; 8th - polymorph any object,
bestow greater curse; 9th - dominate monster.
Wand of the Chaste: In witches covens and other
occult circles, Rosiers Wand of the Chaste is an infamous totem of power. The Wand of the Chaste was
initially a gift given to Rosier by the Seven Virtues.
When she was cast out of Heaven during The Great Fall,
the Wand, initially used to uphold acts of true love and
commitment, was spoiled into an evil, minor artifact.
The Wand of the Chaste strikes as a large +5 unholy
heavy mace; in addition, a strike from the Wand also
deals 2 points of Charisma damage to an opponent (as if
a double strength humiliating enhancement had been
placed on the wand). On a successful critical hit, the
Charisma damage is permanent. Thrice per day, Rosier
may call on the Wand to cast eagles splendor as a 20th
level caster. Once per day, the Wand may be used to
cast mass eagles splendor as a 20th level caster. Rosier
may cause the Wand to cause a Charisma penalty rather
than provide bonuses when using its eagles splendor
powers at double potency; a Will save DC 29 negates
this effect.
The Wand of the Chaste is more accurately described
as a rod. Bearing the general shape of a large phallus,
the Wand seems to be carved from ivory. Intricate de-

236

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.

CAARCRINOLAAS, Duke of Intrigue


Duke of Hell
Medium Outsider (Devil, Evil, Extraplanar, Lawful)
Symbol: A forward-facing, black, stylized dogs head
with blood dripping from the smiling maw on a blue,
inverted triangle.
Assassin 15/Rogue 10
Hit Dice: 20d8 + 15d6 + 10d6 + 270 (580 hp)
Initiative: +18
Speed: 50 ft., fly 90 ft. (good)
Armor Class: 56 (+8 armor, +5 deflection, +10 Dexterity, +20 natural, +3 profane), touch 28, flat-footed 56
Base Attack/Grapple: +33/+40
Attack: Claw of Despair +44 melee (1d10+7 + 2d6
(unholy) + 1 Constitution damage + despair (Fortitude
save DC 28)/17-20/x3
Full Attack: 2 Claws of Despair +44 melee (1d10+7 +
2d6 (unholy) + 1 Constitution damage + despair
(Fortitude save DC 28)/17-20/x3) and bite +38 melee

237

(3d6+3 + 2d6 (unholy) + 1 Constitution damage) and


2 wings +38 melee (1d8+3) and tail slap +38 melee
(1d10+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Call devils, Claws of Despair, crippling strike, death attack (Fortitude DC 38), Infernal
Presence, Paranoid Conspiracy, sneak attack +13d6,
spell-like abilities, spells
Special Qualities: Damage reduction 20/good and silver, darkvision 60 ft., Duke of Hell qualities, evasion,
Fair Weather Friend, hide in plain sight, immunity to
fire and poison, improved uncanny dodge, poison use,
regeneration 6, resistance to acid 20 and cold 20, see
in darkness, spell resistance 42, telepathy 500 ft.,
Thinning the Blood, trapfinding, trap sense +3, uncanny dodge
Saves: Fort +30, Ref +34, Will +35
Abilities: Str 25, Dex 31 Con 23, Int 32, Wis 28, Cha 32
Skills: Balance +23, Bluff +71, Climb +38 (+40 with
rope), Concentration +29, Diplomacy +48 (+54 with
evil beings), Disable Device +25, Disguise (acting)
+61 (+67 when acting in character), Escape Artist +40
(+42 when escaping ropes), Forgery +43, Gather Information +41, Hide +60, Intimidate +67 (+73 against
evil beings), Jump +30, Knowledge (arcana) +32,
Knowledge (local) +26, Knowledge (the planes) +32,
Knowledge (religion) +32, Listen +57, Move Silently
+60, Open Locks +38, Perform (oratory) +26, Search
+32, Sense Motive +22, Sleight of Hand +44, Spellcraft +34, Spot +30, Survival +9 (+11 while on another plane, +11 while tracking), Tumble +33, Use
Magical Device +26, Use Rope +15 (+19 with bindings).
Feats: Corrupt Spell-like Ability B, Deceitful, Fly-by
Attack, Improved Critical (claw), Improved Death
Attack, Improved Initiative, Iron Will, Persuasive,
Power Attack, Quicken Spell-like Ability (deeper
darkness), Stealthy, Weapon Finesse, Weapon Focus
(claw)
Epic Feats: Blinding Speed, Epic Evil Brand B, Epic
Skill Focus (Bluff), Lingering Damage, Superior Initiative
Environment: Stygia, Fifth of the Nine Hells of Perdition
Organization: Solitary, or troupe (1 - 6 barregons)
Challenge Rating: 30
Treasure: Triple standard plus +5 ring of protection,
amulet of the planes, and +8 bracers of armor
Alignment: Lawful Evil
To many, acts of sedition and treachery appear to be
antithetical to the nature of Law. After all, mutinies and
revolutions result in a great deal of anarchy and chaos as
people are driven by heightened emotions in a desire to
tear down the establishment. On the surface, sedition is
the hallmark of the Child of Chaos, treachery the tool of
the demon lord. However, while these attitudes do have a
degree of truth, they are not entirely true, for even the
forces of Law have reason to tear down existing rules
and traditions once it is determined that they have lost
their usefulness or stand in the way of the rule of another. For the Courtiers of Perdition, any rule that does
not promote the tyranny of Hell is worthy of nothing
short of extinction. Caarcrinolaas is the foremost agent
of Hell in its desire to overthrow all rules across the Cosmos that do not exist under the will of Hell.

Caarcrinolaas is the Duke of Conspiracy. On the one


hand, he appears to be the pinnacle of trustworthiness
and friendship, ever offering aid and advice to those in
need of it, apparently with no ulterior intent beyond the
happiness of his friends. He is always available, willing
to hear all secrets and dreams. His honesty is never second-guessed, his dedication never questioned. Like the
loyal hound, he is the best friend to all those either in
power or seeking to acquire power.
However, all of this is but an act and one of the greatest, for Caarcrinolaas is nothing more than a bloodthirsty, mangy jackal who wishes to see all organizations
associated with goodness laid waste, allowing decadent
tyrannies to take up control. He wishes to see powerful,
structured merchant guilds destroy small shops and businessmen. He wants to see young people, seduced by the
promise of a new, grand order, condemn their parents,
friends, or any other opposed to the will of the new order, to imprisonment or execution. So great is his need to
see pain and misery in the transference of power that
Caarcrinolaas has been given the sobriquet, Duke of
Blood, for once Caarcrinolaas revolutions reach their
peak, plenty of blood will flow.
The Duke of Conspiracy is a powerful agent of Hell in
the Material Plane. He has cells of followers scattered
across lands and kingdoms like termites, encouraging
them to slowly tear down established rule even as other
cells seek to cultivate new, potential rulers. Caarcrinolaas himself often serves in the guise of a lowly, but
honorable left-tenant to a powerful member in the established order, from whom the Duke of Blood draws
plenty of information that will be later used for blackmail or extortion. No act is too gross for Caarcrinolaas,
no threat too obscene. In the end, those who were foolish
enough to trust Caarcrinolaas die either at a chopping
block of the new rulers or by Caarcrinolaas own hands,
a just reward - so far as the Duke of Conspiracy is concerned - for those too weak and too stupid to see that
their time was long since over.
Due to his almost constant presence in the Mortal
Coil, Caarcrinolaas regularly interacts with the Duke of
Logic, Caim. Indeed, these two devils often coordinate
their efforts to bring down entire lands. While Caim
sows discord among the young intellectuals who will
serve as the drafters of various tracts and letters calling
for revolution, Caarcrinolaas will implore his mark to
ignore the threat even as his cells organize the ignorant
populace for insurrection. Caim and Caarcrinolaas are
among the two closest Dukes of Hell, largely because the
Duke of Logic does not trust the Duke of Intrigue and
wishes to keep him close. Caarcrinolaas knows full well
that Caim does not trust him, but believes that one day
his ally will make the mistake of giving up too much
information at which time Caarcrinolaas will betray him
to Dispater and take his power. So far, however, the two
Dukes get along famously. Caarcrinolaas finds plenty of
common ground with Carniveau, as the latters desire to
constrain social behavior is valuable for either an established order ripe for overthrowing or for the new order
waiting in the wings who wish to set themselves apart
from an the current government through strict, moral,
self-righteousness. However, Caarcrinolaas does not get
along well with Rosier at all since the Duchess of
Witches seeks to establish the rule of women and cannot
abide any assault on established matriarchies. Caarcrinolaas also finds Amdusius a foe since the Chancellor of
Malbolge hopes for his version of Nature to sweep over

the world permanently.


In Stygia, Caarcrinolaas is highly respected and
greatly hated. Although he spends most of his time in the
Material Plane, Caarcrinolaas is believed to be Leviathans favored Duke. Caarcrinolaas successes provide
more souls for Stygia, further bolstering the Imprisoned
Ones power, which may eventually free him from his
icy cage. However, Leviathan has yet to know two important facts regarding Caarcrinolaas. First, the Duke of
Conspiracy has a secret vault in his keep wherein millions of souls are stored for his own future bid to take
control of Stygia. Second, Caarcrinolaas is in talks with
the Poison of Perdition, Sammael. Like the arch-devil of
Venom, Caarcrinolaas knows full well the power of
words and of how these can be used to facilitate change.
These two evil creatures suspect that a permanent alliance would promote each far more than working separately. To date, Caarcrinolaas has not abandoned his role
in Hell, but Sammaels overtures are becoming increasingly difficult to resist.
Caarcrinolaas has many different disguises thanks to
his polymorph powers, and often has at least three different personas on every planet. Sometimes, he is the
charming, but witless squire while at other times, he is
the startlingly wise maid-in-waiting. However, those
who eventually see Caarcrinolaas discover that he is
nothing more than a despicable beast. Caarcrinolaas
takes the form of a lithe humanoid male with long doglike legs in tight-fitting leather pants and doublet dyed in
sea-green. His body is covered in short, black hair like
that of a dog and his long, slender hands end in razor-like
talons. Great wings like those of a vulture emerge like a
black cloud from his back, and a long, lashing tail often
whips anxiously from behind. Caarcrinolaas head is like
that of a Doberman with twin horns jutting from his
forehead, although his mouth seems to be twisted in a
permanent grin. When he opens his mouth to smile,
Caarcrinolaas many shark-like teeth glitter with horrible
whiteness. In this form, he speaks with a quiet, ironic
voice that does nothing to conceal his contempt and hatred.
Combat
Caarcrinolaas will avoid combat if it will disturb his
plans. However, Caarcrinolaas enjoys fighting and killing those foolish enough to get in his way and has been
known to play dead for years before tracking down and
killing former adversaries.
In combat, Caarcrinolaas often initiates battle with a
quickened deeper darkness before summoning barregons
or cornugons. Then he uses his Conspirator power, setting it to progress by rounds, before darting into melee.
Caarcrinolaas has no second thoughts about attempting
to transfer significant amounts of damage to one of his
summoned servants. If he suffers a lot of damage, Caarcrinolaas will teleport to another location and summon
more devils before directing a meteor swarm and destructions against his foes. Once Caarcrinolaas withstands one fifth of his maximum hit points in damage, he
will retreat, taking note of those that defeated him for
future attempts for revenge.
Call Devils (Sp): Once per day, Caarcrinolaas can
automatically call 12 lemures, 8 barbazu or erinyes, 6
hamatula or osyluths, 4 cornugons or gelugons, or 2 pit
fiends. Since these devils are called rather than summoned, they have the ability to summon their own rein-

238

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-

239

ments are suddenly brought into question in their minds.


Over time, a victim slowly begins to act on his impulses
as his own emotions get the better of him and he finds
himself opposed to the actions of his family and friends.
Caarcrinolaas can assign the five stages of his Paranoia
to occur over the course of one round, one hour, or one
day a piece, although once he decides the progression, he
cannot adjust it.
The first stage causes the victim to perceive all allies
with distrust. The victim suffers a -2 penalty on all
Charisma based skills for the remainder of the Paranoia effect.
The second stage causes the victim to second-guess
himself and his relationships as he realizes that his socalled friends have always sought nothing less than
his downfall and failure. The victim suffers under the
effects of slow and cannot take 10 or 20 on any Skill
check. Although he suffers no further ill-effects on
his Charisma based skill checks with strangers, all
allies and friendly acquaintances he encounters are
met with hostility.
The third stage causes the victim to react angrily to
any and all encounters with allies and friends. Although the victim will not necessarily attack allies, he
responds to them as he would an antipathy spell cast
by a 36th level caster, removing himself from their
presence with all due speed. If pursued for more than
five rounds, the victim attacks with the intent to disable - not kill - allies.
The fourth stage completely eradicates any friendships the victim may have had. In the event that he is
cured of this affliction, the best that one can expect
from him is Unfriendliness. The victim will avoid his
former friends and, if forced to remain in their presence for more than five rounds, there is a 50% chance
that the victim will attack with the intent of killing.
The fifth stage causes the victim to become violent
and aggressive against former friends. If encountered
by allies and forced to remain in their company for
more than five rounds, the victim attacks, this time
with the intent to kill. Very little will steer the victim
from fulfilling this overwhelming desire short of disabling or killing him.
If Caarcrinolaas allows for a slower deterioration of
friendships by the day, the victim receives a Will save
each day with a cumulative -1 penalty to the save. Once
the victim is affected by Paranoid Conspiracy, he can be
cured of it only by a 21st level, good-aligned cleric casting remove curse on him.
Caarcrinolaas also has the ability to use this ability on
those strongly associated with organizations or committed to a government. In short order, he can cause a
ships crew to mutiny or incite a riot against a lord or
king. Thus, Caarcrinolaas has the power to direct his
Paranoid Conspiracy, whatever his preference. Those
affected by this version of the power follow the same
stages as above, although all of the anger is directed
towards those representing the established power structure rather than (in most cases) known friends. Caarcrinolaas never uses this power with the intent of sowing
Chaos; rather, this power is used for the intent of overthrowing a current institution and replacing it with a new
institution. In most cases, the new institution waiting in
the wings is backed by the Powers of Hell.
Spell-Like Abilities: At will - animate dead, blas-

phemy, charm monster, create undead, deeper darkness,


desecrate, detect good, detect magic, fireball, flame
strike, greater dispel magic, greater invisibility, greater
teleport (self plus 1,000 pounds), magic circle against
good, mass hold monster, mirage arcana, persistent
image, polymorph, power word stun, produce flame,
pyrotechnics, suggestion, unholy aura, unhallow, and
wall of fire; 3/day - destruction; 1/day - meteor swarm
(any), symbol of pain; 1/week - wish. Caster level 36th;
DC 21 + spell level.
Thinning the Blood (Su): Caarcrinolaas seeks to
prove the motto Blood is thicker than water a lie.
Caarcrinolaas believes that there are times when family
honor and commitment stifle progress and societal order
and believes that those who are willing to cast aside
family and rural life in pursuit of urban expansion and
the power of a centralized government should be rewarded if they are willing to make the appropriate sacrifices.
5/week, Caarcrinolaas may Thin the Blood. When
summoned by a mortal, Caarcrinolaas is able to see to it
that a mortal dedicated to expansion of a tyrannical government, overbearing merchant guild, or some other
organized institution receives the proper aid to fulfill
their dreams. However, for every desired boon from
Caarcrinolaas, the mortal must prove that he is willing to
betray those who should mean the most to him: family
and close friends.
Depending on what the mortal is willing to sacrifice,
Caarcrinolaas will grant a boon to the mortal that promotes the mortals position within the organized institution he represents. These benefits function as a limited
wish or wish depending on the sacrifice the mortal is
willing to make with a family member or close friend as
detailed below:
Betrayal leads to a significant loss of money: one
limited wish
Betrayal leads to loss of face and reputation: one
limited wish
Betrayal leads to a severe physical assault: one limited wish
Betrayal leads to exile/imprisonment: one wish
Betrayal leads to death: one wish
Any mortal that takes advantage of Caarcrinolaas
Thinning the Blood moves one step closer to Lawful Evil
for every act of betrayal save Death, which results in an
immediate shift to Lawful Evil. In any case, a victim
who has used Thinning the Blood five times signs his
soul over to Caarcrinolaas, who in turn may do as he
wishes to the client anything short of killing him in cold
blood after the passing of five days, five months, or five
years depending on the original agreement. In most
cases, Caarcrinolaas will incinerate the client with a
fireball or will attack him from behind after ensuring the
client that his blood is quite warm.
A victim who has effectively lost his soul to Caarcrinolaas is sent to Stygia to serve the Duke of Intrigue for
all Eternity. Only a client who receives atonement from
and successfully completes a quest issued by a goodaligned cleric of at least 21st level within 5 weeks
(typically to help some other family reunite) can hope to
escape his terrible fate.
Assassin Spells known (6/6/6/5; base DC 21 + spell
level. Caster level 30th): 1st - detect poison, ghost sound,
stupor, true strike; 2nd - cats grace, foxs cunning, pass

without trace, undetectable alignment; 3rd - deep slumber, false life, nondetection, sadism; 4th - clairaudience/
clairvoyance, freedom of movement, locate creature,
stop heart.
Possessions: Caarcrinolaas is never without a pair of
+8 bracers of armor and a +5 ring of protection. Centuries ago he acquired an amulet of the planes from a former (and betrayed) ally that he still has to this day.
Caarcrinolaas has access to an impressive vault of purloined treasure in his keep in Stygia when he needs
weapons or magic items.
Summoning Caarcrinolaas
It is by means of blood that Caarcrinolaas is summoned. The summoner must either wound himself
(dealing one third of his maximum hit points in damage),
or kill a servant or loved one, using the blood to prepare
the area for the ritual.
Once the last invocation has been chanted, a red mist
rises from the ground, from every place where the blood
has been laid. A low growl fills the area as the mist coalesces into Caarcrinolaas. Typically, he appears in a
polymorphed form as per his description above his true
form is usually only revealed to the vilest supplicants.
Upon treating with the summoner, Caarcrinolaas
transforms into a wave of blood that washes outwards.
Those who have summoned him without the necessary
protective magicks are splashed by the blood, and must
then succeed on a Fort save DC 15 or contract faceless
hate, as described in the disease section of the Book of
Vile Darkness.

DAGON, Duke of the Deep


Duke of Hell
Huge Outsider (Devil, Evil, Extraplanar, Lawful)
Symbol: An indistinct face within a murky blue and
black inverted triangle
Fighter 10
Hit Dice: 40d8 + 10d10 + 550 (970 hp)
Initiative: +12 (+11 Dex, +4 improved initiative)
Speed: 50 ft., swim 100 ft., fly 70 ft. (average)
Armor Class: 58 (-2 size, +11 Dex, +36 natural, +3
profane), touch 22, flat-footed 47
Base Attack/Grapple: +45/+72
Attack: Claw +66 melee (3d8+19+1 vile 19-20/x2)
Full Attack: 2 claws +66 melee (3d8+19+1 vile 19-20/
x2) and bite +62 melee (6d6+9+1 vile plus poison
plus disease 19-20/x2) and tail slap +62 melee
(4d8+9+1 vile 19-20/x2 +1d6 and Fort DC 54 or die)
Space/Reach: 15 ft./ 15 ft.
Special Attacks: Call devils, infernal presence, improved grab, rake 3d8+28, spell-like abilities, swallow
whole
Special Qualities: Damage reduction 20/epic good and
silver, darkvision 60 ft., Duke of Hell qualities, regeneration 11, immunity to fire and poison, resistance to
acid 20 and cold 20, see in darkness, spell resistance
47, telepathy 500 ft.
Saves: Fort +38, Ref +38, Will +37
Abilities: Str 49, Dex 32, Con 33, Int 26, Wis 30, Cha
29
Skills: Bluff +54, Concentration +54, Diplomacy +64,
Disguise +52 (+58 when acting in character), Gather
Information +52, Handle Animal +62, Hide +46, Intimidate +68, Knowledge (religion) +54, Listen +62,

240

Move Silently +64, Sense Motive +55, Spellcraft +51,


Spot +62, Survival +53, Swim +80
Feats: Dark Speech, Cleave, Corrupt Spell-like Ability
B
, Great Cleave, Greater Weapon Focus (claw), Improved Critical (bite), Improved Critical (claw), Improved Critical (tail), Improved Multiattack, Multiattack, Power Attack, Vile Natural Attack, Violate
Spell-like Ability, Weapon Focus (claw), Weapon
Specialization (claw)
Epic Feats: Armor Skin (x3), Devastating Critical (tail),
Epic Evil Brand B, Epic Weapon Focus (claw), Overwhelming Critical (tail), Penetrate Damage Reduction
(adamantine), Penetrate Damage Reduction (cold
iron), Penetrate Damage Reduction (silver)
Environment: Stygia, Fifth of the Nine Hells of Perdition
Organization: Solitary,
Challenge Rating: 35
Treasure: Triple standard
Alignment: Lawful Evil
The darkness of the ocean depths is not merely the
absence of light. It is a palpable thing; an entity that
devours the unwary. Within, no warmth, no light, no life
exists. Only the crushing pressure and the darkness, the
always present darkness, offer their company. Those
who truly believe they are alone in this murky void are
terribly wrong however. Dagon lurks in the deep, its
dark essence and soul.
The foul Dagon serves Prince Leviathan in the deepest depths of Stygia, preparing for a coming war that will
consume the entire cosmos. Presumably this conflict
will be directed at the Realms Above or the Mortal Coil,
but some scholars have speculated that it is in actuality
one that will be the culmination of Stygia's schism from
Hell. A great civil war that will encompass all Hell, the
likes of which have not been seen since the Wars of
Greed and Light. Of course, such speculation is the
meaningless babble of minds maddened by forces they
should have left well enough alone. One thing is certain,
Dagon is amassing an army, both in the Mortal Coil and
the Realities Beyond.
Dagon is a complex devil. He represents the dark and
unforgiving nature of the sea, its lack of mercy and the
mysteries concealed in its depths. He patrons those pirates who promise not to harm their victims, and then
throw them into the sea. He is the champion of those
who would use the ocean to advance their tyranny or
hide their secrets. He is the watery grave of traitors; he
is the just reward of the deceitful. He both delights in
and is the death of the double crosser.
Dagon and the sahuagin god Sekolah have long been
at odds with each other. Dagon appears to the sea devils
as a demigod, and infringes upon Sekolah's worship and
portfolio. The Duke is protected by his master Prince
Leviathan in this encroachment, for the sahuagin god
would surely destroy him for this constant insult. So far
Dagon's cult among the sea devils is insufficient to gain
the Duke godhood, but it grows with every year. Soon,
the sahuagin deity may well find he has overstayed his
welcome in Hell, as a truly divine Dagon sweeps down
upon his tattered lair and devours his essence. What that
would mean for the Lordship of the Fifth Hell, only time
will tell. However, as loyalty reaps little fruit in Stygia,
an all out war between Dagon and his master would be
the most likely outcome.

241

Dagon currently is breeding himself an army of his


own offspring. His cultists, known as the Brood, supply
him with women, and he fathers as many marquis half
fiends upon them as their womb will allow. After they
are no further use to him, they are usually turned over to
his court for amusements. Occasionally these women
are allowed back to the Mortal Coil, their minds horribly
shattered by the horrors they have endured. Few believe
the wild tales that these poor souls tell. Those who do
believe them find that it is best leaving the truth covered
in mystery and disbelief.
Dagon is partially humanoid in appearance. He is
covered in mottled blue-green scales from head to toe,
like those of a shark. Webbing lines his hands and feet,
both of which end in wicked claws. His head sits atop a
powerfully muscled neck. Mostly human in appearance,
long curly hair springs from his face and head, giving
him a tangled beard. Powerful jaws, lined with multiple
rows of shark like teeth form his most distinctive feature.
His gaping maw seems to go on forever, easily large
enough to swallow even an ogre in a single gulp. When
Dagon deigns to clothe himself, he dresses in simple
loincloths made from humanoid hide and sharkskin.
Combat
Call Devils (Sp): Once per day, Dagon can automatically call 12 lemures, 8 barbazu or erinyes, 6 hamatulas
or osyluths, 4 cornugons or gelugons, or 2 pit fiends.
Since these devils are called rather than summoned, they
have the ability to summon their own reinforcements if
so ordered. Conversely, 3/day Dagon may summon 12
lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4
cornugons or gelugons, or 2 pit fiends. Dagon may either call or summon in a day; he may not do both.
Feast of All Souls (Su): 3/day as a standard action,
Dagon may open his maw and rip the souls of his foes
from their still living bodies. All living creatures within
a 60 foot cone receive 4d6 negative levels. (Fortitude
DC 41 for half) Any creatures who fail their saves by
more than 10 are instantly slain, their souls devoured by
Dagon. Only the direct intervention of a lesser or higher
ranked god with the Gift of Life SDA can restore a creature killed by this power. Dagon gains 10 temporary hit
points per HD of the slain creatures. He also gains a +1
profane bonus to attacks for every 10HD of creatures
slain in this manner. Both the temporary hp and profane
bonuses last for one hour.
Improved Grab (Ex): Dagon must hit with two claw
attacks to use this ability. If he establishes and maintains
a hold, he deals automatic claw damage every round. If
he is in the water or air while he maintains the hold, he
can also rake.
Infernal Presence (Su): Dagons Infernal Presence
has a Will save DC of 39. His caster level is 49th.
Regeneration (Ex): Dagon takes normal damage
from good-aligned silvered weapons of at least +5 enhancement, and from spells with the good descriptor.
Sovereign of the Sea (Ex): When in contact with
water, Dagon gains a competence bonus of +5 to his AC,
attacks, saves, and special attack DCs. He possesses a
blindsight to a range of 200 feet while immersed as well.
3/day Dagon can increase the pressure of the ocean
around him. All within 60 feet of Dagon take 15d6
points of bludgeoning damage and are paralyzed for 1d4
rounds. Movement speeds are halved for 9 rounds. A
successful Fortitude save DC 46 halves the damage and

negates the paralysis effect.


Spell-like Abilities: At will - animate dead, blasphemy, charm monster, create undead, deeper darkness,
desecrate, detect good, detect magic, fireball, flame
strike, greater dispel magic, greater invisibility, greater
teleport (self plus 1,000 pounds), magic circle against
good, mass hold monster, mirage arcana, persistent
image, polymorph, power word stun, produce flame,
pyrotechnics, suggestion, unhallow, unholy aura, wall of
fire; 3/day - destruction, meteor swarm; 1/day - symbol
of pain; 1/week - wish. Caster level 49th; DC 19 + spell
level.
Swallow Whole (Ex): If Dagon strikes with his bite
attack, he can immediately make a grapple check against
a large or smaller creature without invoking an attack of
opportunity. If he wins, the creature is considered grappled within his mouth. On the following round, Dagon
may make another grapple check; if he succeeds, the
creature is considered swallowed. The swallowed creature takes 3d8+11 points of bludgeoning damage and 10
points of profane acidic damage per round from Dagon's
stomach. A swallowed creature can cut its way out by
using a light slashing or piercing weapon to deal 40
points of damage to the stomach liner (Armor Class 31,
Dagon's damage reduction applies). Once the creature
exits, Dagon's regeneration closes the hole, another swallowed creature must cut its own way out. Dagon's stomach may hold 1 Large, 2 Medium, 8 Small, 32 Tiny, or
128 Diminutive or smaller opponents. Creatures slain
within Dagon's belly have their very souls devoured, and
are beyond any hope of resurrection save that of a wish
or miracle (which must still penetrate Dagon's spell resistance to succeed).
Tides of Treachery (Su): Dagon can grant great
prowess to those who are willing to pay the price. Those
that summon him (henceforth referred to as the
"Brood") can submit to an unspeakable ritual by which
they are infused with the powers of Hell. In game terms,
the Brood gains the half-fiend template with no overt
changes to their physical appearance. The Brood also
gains a swim speed equal to double his land speed and
the ability to breathe underwater as a permanent water
breathing spell. Since their physical makeup is not altered greatly, the Brood does not gain wings or the ability to fly from this ritual. All of the changes from this
ritual are instantaneous and extraordinary, so they are not
subject to dispelling.
However, every month, the Brood must sacrifice an
unwilling sentient female maiden who has just reached
the age of puberty for her species. The ritual for the
sacrifice sends the girl into Dagon's fortress Gathron in
the seas of Stygia where she is used to bear the Duke's
children. Failure to produce the sacrifice in time inflicts
1 negative level on the Brood. In addition, the Brood
can use none of his special attacks or spell like abilities
from the template during this time. Every week the sacrifice is delayed inflicts another negative level. These
levels can never be removed through restoration or
other such spells, the only way to rid them is to make the
sacrifice with one additional victim per negative level
received, or to atone, as described below. Should a
Brood receive a number of negative levels equal to his
total HD, he immediately dies and his soul becomes
Dagon's for eternity.
Atonement for the vile servitude of Dagon is a long
road of hardship. First, a 21st level cleric must cast a
miracle that rids the Brood of the half fiend template.

There is a 15% chance that this loss kills the Brood,


sending him immediately to Hell. Those who do not die
must then perform a quest to free at least one of the girls
who were sacrificed by the Brood. The Brood is not
required to perform this rescue by himself, but he must
be present for and take part in the dangers. The Brood
still receives negative levels every week he does not
make sacrifices. Upon a successful rescue, the Brood
can receive an atonement spell by a 21st level cleric,
which removes the negative levels.
Summoning Dagon
Dagon will accept a live female of breeding age as a
sacrifice. Using a female sahuagin provides a +2 bonus
to the check. Using a willing female provides a +2 bonus to the check. These bonuses stack. The woman is to
be presented for sacrifice on her hands and knees, naked
and bound.
Once successfully summoned, black water begins to
ebb from the circle, flowing inwards and forming a fifteen foot tall pillar. The faint outline of Dagon can be
seen within, just the barest hint. Without warning, water
blasts forth from the circle, striking all the summoners
and the sacrifice. It is essential that the summoners keep
their gaze upon Dagon at this moment, even in the rush
of water. A Fortitude save DC 21 is required to resist
blinking or turning away. If this is failed, the summoners are at the mercy of Dagon for 1 round before he
leaves. Dagon typically attempts to swallow a summoner before he is forced back to Hell. If this save succeeds, the summoners see Dagon appear ever more
clearly in the water until he emerges just barely, his face
being the only portion of his body that is not immersed
in the water.
If the summoning is successful and the summoners do
not look away from the Duke during the initial rush,
Dagon accords them with a very slight respect. He offers them the Tides of Treachery, and will agree to
nearly anything should they accept this. If they do not
accept Tides, he is still willing to deal with them, provided the task is overtly violent or involves either the
ocean or the chance at female captives. Dagon is rough
in his speech, but focused. If it seems he is being toyed
with, he will attempt to shatter the barrier and inflict
great harm on his summoners. If it seems he is being
offered a fair deal, he is quick to make it and be done.
Should the summoners bother to look around during
proceedings, they find the sacrifice is already gone, taken
by the Duke. A spot check DC 30 reveals her struggling
in the water, most likely drowning, obviously in pain.
Undue attention to her causes Dagon's ire however, and
should not be the concern of those who wish to remain in
the Duke's good graces.
After the bargaining is complete, Dagon's face withdraws back into the water. Seizing his captive, the water
grows opaque once more, concealing them from sight.
The pillar of water then splashes to the ground, leaving
behind 2d10 gallons of double strength unholy water.

AMDUSIUS
Major Domo of Malbolge
Duke of Hell
Large Outsider (Evil, Extraplanar, Lawful)
Symbol: An inverted, green triangle formed entirely of

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alicorns wreathed with vines.


Blackguard 10/Ranger 20
Hit Dice: 38d8 + 10d10 + 480 (884 hp)
Initiative: +10 (+10 Dexterity)
Speed: 70 ft, fly 130 ft (good)
Armor Class: 51 (+15 armor, +10 dexterity, +10 natural, +7 profane, -1 size), touch 26, flat-footed 41
Base Attack/Grapple: +34/+52
Attack:
Dread Alicorn +52 melee (3d6+26+2d6
(unholy) +1 (vile) and Angry Ache)
Full Attack: Dread Alicorn +52 melee (3d6+26+2d6
(unholy) +1 (vile) and Angry Ache), 2 claws +45/+40
melee (1d8+7 and poison), 2 hooves +45/+40 melee
(1d6+7) and 2 wings +45/+40 melee (2d4+7)
Space/ Reach: 10 ft. /10 ft.
Special Attacks: Call devils, Call of the Wild, combat
style, favored enemy (Aberrations +4, Dragons +4,
Evil Outsiders +2, Fey +6, Magical Beasts +2), Infernal Presence, rebuke undead (+4 rebuking bonus),
Reform the Savage Soul, smite good (Blackguard: 3/
day, +10 damage; Marquis: 1/day, +48 damage),
sneak attack +3d6, spells, spell-like abilities
Special Qualities: Animal companion, aura of despair,
camouflage, Damage reduction 20/good and silver,
dark blessing, darkvision 120, detect good, Duke of
Hell qualities, evasion, fast healing 10, fiendish servant, hide in plain sight, immunity to charm, compulsion, fire and poison, low light vision, magic circle
against good, regeneration 10, resistance to acid 20
and cold 20, scent, spell resistance 47, swift tracker,
telepathy 500 ft., wild empathy (As 42nd level druid),
woodland stride
Saves: Fort +48, Ref +48, Will +47
Abilities: Str 39, Dex 30, Con 31, Int 20, Wis 34, Cha
30
Skills: Bluff +19, Climb +34, Concentration +50, Diplomacy +14, Gather Information +15, Handle Animal +57, Hide +61, Intimidate +66, Jump +50,
Knowledge (Nature) +36, Knowledge (Religion) +30,
Move Silently +65, Listen +61, Ride +16, Search +40,
Sense Motive +22, Spellcraft +26, Spot +60, Survival
+63 (+67 when tracking or above ground), Swim +34
Feats : Cleave, Combat Reflexes, Corrupt Spell, Corrupt Spell Like Ability, Endurance, Extend Spell,
Favored Power Attack, Improved Favored Enemy
(Fey), Improved Natural Attack: Horn, Improved
Rapid Strike B, Improved Sunder, Leadership, Multiattack B, Power Attack, Rapid Strike B, Track, Vile
Natural Attack, Violate Spell
Epic Feats: Bane of Enemies, Death of Enemies (DC
32), Epic Evil Brand, Great Smiting, Improved
Metamagic, Widen Aura of Despair
Environment: Malbolge, Sixth of the Nine Hells of
Perdition
Organization: Solitary (Unique), with urban gang (6d6
various level human children and 2 polymorphed
cornugon guards), with pack (6d6 fiendish or corrupted animals and 2 polymorphed cornugon guards)
or with honor guard (6 cornugons and 12 hamatulas)
Challenge Rating: 35
Treasure: Triple standard
Alignment: Lawful Evil
Duke Amdusius serves as Lady Liliths major domo
and caretaker of her many fortresses on Malbolge. He is
the perfect servant to the vicious Lady, the spawn of her

243

lusts and the heir to her dominion over all Nature.


The Duke was born long ago, during Liliths original
stint as Lady of the Sixth. During one of the Ladys
ventures to the Mortal Coil, she sought to seduce the
original Lord of the Forest, a unicorn of immeasurable
power. His fall began the Ladys mastery of Natures
Mystery, allowing Hell a claim to the foolish Lords
territory. His last act was to curse her womb with fertility, that none of her children would be able to be terminated before their birth.
Amdusius received no love from his mother; his was
an existence of torture and abuse. He finally escaped the
prison that Liliths fortress had become, only to find that
outside was no better. He was forced to survive on his
own, a cruel existence for a fragile creature. He quickly
learned the lessons of Hell, that mercy was weakness,
hatred was power, and that the strong ruled the weak.
He then turned his attentions to the material plane to
forge himself his own kingdom.
His arrival upon the Mortal Coil alerted the leaders of
the druidic circle, the masters of Natures power. Amdusius was thought to be the King of the Forest reincarnated and given worship. As he learned from them, he
realized foolish errors in their ways, and determined that
as rightful ruler of all Nature he was obligated to reforge
them in his image. A new order was needed in Nature,
Amdusius order. He cut down the members of the archdruid circle, keeping their children alive. Amdusius
shared with these children the secrets of subjugating
Nature. He corrupted the sacred places of the world,
reforming them into a proper monument to his glory. It
was not long before the animals and plant creatures of
the Mortal Coil were Amdusius' loyal subjects, bowing
to his might.
Amdusius then turned his attentions to the hated cities
that encroached upon his territory. Assuming the guise
of a human, he entered with the intention of scouting.
Upon coming across a child who was being beaten by
her father, something changed in Amdusius. He identified with the poor abused soul, so much like his own
younger self. He loathed the man above the sniveling
child, so much like his own hated mother. His dark anger flooded into the child, infusing her with power. The
child looked as surprised as the man when she crushed
the fist descending to strike her. A wicked gleam stole
into her eye, and she tore out the mans windpipe with a
vicious chop to his throat.
This sparked a new focus of Amdusius grand dream.
He lured children into his fold, children who had reason
to hate as he hated. They would be the catalysts of his
new order alongside his warriors of nature. Once united,
he would bring the entire world to its kneesand then
into Hell.
Nature itself rose up against Amdusius before he
could bring about his grand plan. The fey, elves, and
other sylvan creatures united and fought against him.
Amdusius found himself banished back to Hell, trapped
by potent eldritch weaving of fey origin. Not to be discouraged, Amdusius made his way back to his mothers
abode and supplicated himself before her. The prodigal
son returned. He had not set aside his hatred of her, but
he buried it deep. He needed her power to return and
conquer his kingdom, and so he became her servant. His
ruthless power quickly elevated him through the ranks
and soon he was Liliths right-hand man. He was on the
verge of obtaining the power he needed when The Great
Fall heralded the arrival of the new Lord of the Sixth,

Moloch. Rather than perish fighting against Molochs


inevitable victory, Amdusius faded into the background.
When his mother was forced to bend her knee before the
former astral deva, Amdusius was nowhere to be found.
For millennia he roamed Malbolge, seeking a way to turn
this humiliating retreat into victory. He supported his
mother throughout her submission and sabotaged as
many of Molochs murderous plans for children as he
could. He hunted those who would serve the Childslayer
and was heartened when the Dies Irae ended Molochs
usurpation of his rightful throne.
Amdusius has now resumed his duties as Liliths
chief lieutenant and spends his time repairing the twicerifted Court. He has exploited some loopholes in the
banishment spell and made several forays to the Mortal
Coil Material to continue his building of an army, of
both beasts and children. His twin portfolios have afforded him a surprisingly diverse amount of power and
he remains unchallenged among his fellow Dukes of
Malbolge.
Amdusius is allied with Duke Abigor of Avernus who
respects both his sense of twisted honor and his combat
skill. He is uncomfortable with those of the Court of
Phlegethos as their focus on pain and suffering oppose
his defense of children. Amdusius completely despises
the Dukes of Minauros, whose focus on wealth and
profit is in direct conflict with his ideal image of a natural order where all are given what they take for themselves. The Dukes of Cania are somewhat beyond him,
as their rhetoric and philosophy have no place in his New
Order, but he has no open hostilities with them. In fact,
he respects Murmurs teachings for he views their focus
on grasping the power within ones self as an integral
facet of his own doctrine of power.
Amdusius resembles a powerful humanoid unicorn,
standing 9 feet tall. Gargoyle-like wings resembling
those of a pit fiend sprout from his back. His arms end
in savage claws rather than hooves, and his eyes glow
red. His horn is pure ebony, and its very touch brings
with it pain. His coat is black, although there is a large
patch of red on his chest that resembles a burning bush.
He is often accompanied by his two companions, Hroth
and Kanar. Kanar is a fiendish boarhound, standing 5
foot tall at the shoulder with yellow glowing eyes. Hroth
is a bonded legendary wolf, a vicious creature with bristling gray and white fur, powerful muscles and fangs that
can tear through the hide of a dragon. Both of them are
devoted to Amdusius and would willingly give their
lives to defend him.
Combat
Amdusius fights using an unarmed combat style he
developed. He is a blur in combat, striking out with his
horn, feet, claws and wings simultaneously. When surrounded, he usually spreads out his attacks, punishing all
who would dare defy him. He begins combat with melee, although he is quick to retreat and bring natures
fury down upon those who begin to damage him. He has
no qualms about summoning a large number of creatures
into the fray if he feels things are going poorly. His
druidic magic can often keep his allies in the fight longer
than they would last standing with other Dukes, due to
his access to cure and buff spells. His hounds remain
near him, any who would approach must first get
through them.
Amdusius does not hesitate to call upon the Infernal

March if he has access to it, and will likely avoid battle


in areas devoid of animal or plant life. Should he be
forced to retreat, he summons devils to cover his escape,
usually barbazu or cornugons.
Acidic Blood (Ex): When wounded by a piercing or
slashing attack, Amdusius blood sprays outward in a 10
cone, dealing 1d8 points of acid damage to all in range;
there is no saving throw against this effect. Creatures that
do not spend a move equivalent action to get the blood
off them suffer another 1d8 points of acid damage the
following round.
Call Devils (Sp): Once per day, Amdusius can automatically call 12 lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4 cornugons or gelugons, or 2 pit
fiends. Since these devils are called rather than summoned, they have the ability to summon their own reinforcements if so ordered. Conversely, 3/day Amdusius
may summon 12 lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4 cornugons or gelugons, or 2 pit
fiends. Amdusius may either call or summon in a day;
he may not do both. He will usually summon bezekira
in combat situations, although if needed to cover his
retreat he calls cornugons. The savage and powerful
nature of these devils appeals to the Duke.
Call of the Wild (Ex): Natures essence flows
through Amdusius veins on both sides, suffusing him
with its power. Even as he rejects its nurturing side, he
embraces all that is noble, predatory and majestic. This
might of nature is expressed in a number of different
ways.
Amdusius has a number of spell-like abilities that are
normally only available to druids. His command of their
magic is usurpation, a coup allowed by his heritage. His
Lawful Evil stance attempts to reform nature into his
own image and ideal, while retaining that primal strength
and instinct.
Amdusius can rebuke and command animals and
plants as a cleric rebukes undead. His effective cleric
level is 38 for this purpose. He can speak with animals
and plants at will; naturally, he does not need to take an
action to activate this ability, nor does it vanish in an
anti-magic field.
Amdusius can animate trees within 300 at will.
These animations fight as 16HD fiendish treants. Amdusius can animate up to 10 trees at one time in this manner. Except where changed above, this ability is otherwise identical to the animate trees power possessed by a
treant.
Combat Style (Ex): As a ranger, Amdusius trained in
a combat style; however, due to his unique heritage and
disdain for mortal weaponry, he developed one all his
own. Amdusius gained Improved Rapid Strike, Multiattack, and Rapid Strike in place of the usual ranger bonus
feats; furthermore, the benefits of these feats apply to all
three pairs of Amdusius natural weapons.
Dread Alicorn (Su): His heritage granted Amdusius
an alicorn atop his head, commonly considered a tool of
healing. This ebon spike has been altered by Amdusius
into a vicious weapon of tyranny. It functions as a +5
unholy piercing or slashing weapon, and also casts angry
ache. (Fort DC 29 negates, 32nd caster level) upon striking. 1/day, Amdusius can use his horn to cast pestilence
(Fort DC 29 negates, 36th caster level).
Infernal Presence (Su): Amdusias Infernal Presence has a Will save DC of 44. His caster level is 32nd .
Poison (Ex): Any creature struck by Amdusius claws
is infected with a vile paralyzing poison. It deals 1d6 Str

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and Dex initial damage, and 2d6 Str and Dex secondary
damage unless they succeed a DC 44 Fort save.
Reforge the Savage Soul (Su): Amdusius represents
the ruthless and merciless side of nature, the aspect of
the wilderness that uses the tools of civilization to wreak
revenge against those no longer welcome within the new
paradigm of the Natural Order. 3/day, he can unleash the
glory of Hell upon the wilds, causing evil and law to
pour forth. This has a variety of uses.
Unhallowed Ground: Using this form of the power,
Amdusius unhallows a section of nature with a 6 mile
radius. (Using all three uses of the power for the day
will increase the radius to 18 miles) All wildlife birthed
in the area are corrupted, as per the Book of Vile Darkness template. Should two corrupted creatures born from
this area mate, the resulting offspring acquires the fiendish or axiomatic template in addition to the corrupted.
(75% chance for fiendish.) Should two of these offspring mate, the resulting scion gains the half fiendish
template in addition to the first two. All wildlife that die
in the area rise up as zombies on the next moonless
night. The effects of the corrupted area last for 6 years.
The evil offspring and undead birthed in this area are not
under Amdusius command, although they cannot attack
him. Often this is moot, because their purposes coincide
with his own. Should this not suffice, he can attempt to
control them as he would other animals or undead, although they are counted as having 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

245

to answer it, but it should take no more than 3 rounds for


the first 1d6 creatures to begin showing up, often marching in unison, purposefully striding toward the doomed
opponents of Amdusius.
Infernal Caretaker: By expending one years usage of
this power, Amdusius can create a vile servitor from an
animal. This functions as an awaken animal spell, and
also adds the legendary and corrupted templates to the
creature. This creature is completely loyal to Amdusius
and serves to watch over a section of land that the
Duke needs cared for. Only one such creature can exist
on any one material plane world, and only one per plane
elsewhere (excepting Hell, where he can have up to 6
within Malbolge, and none elsewhere).
Spell-like Abilities: At will - blasphemy, change
self, charm monster, damning darkness, desecrate, detect
good, detect magic, entangle fireball, firestorm, flame
strike, greater dispel magic, greater invisibility, greater
teleport (self plus 1,000 pounds), mass bear's endurance,
mirage arcana, persistent image, polymorph, sleet storm,
soften earth and stone, spike stone, suggestion, transmit
mud to rock, unhallow, unholy aura, wall of fire; 3/day bestow greater curse, death by thorns, destruction,
earthquake, evil weather, pox, unholy blight, wrack,
wretched blight; 1/day - eternity of torture, meteor
swarm, shambler, symbol of pain; 1/week - wish. Caster
level 32nd; DC 20 + spell level.
Spells prepared (Blackguard): (5/5/5/4. Caster
level 23rd, DC 22 + spell level) 1- Boneblast*, cause
fear, cure light wounds x2, summon monster I; 2- bull
strength, cure moderate wounds x2, eagles splendor,
summon monster II; 3- contagion, cure serious wounds,
protection from energy, red fester*, rotting curse*; 4cure critical wounds, hells power*, summon monster IV
(x2)
Spells prepared (Ranger): (6/6/6/6 Caster level
23rd, DC 22+spell level) 1- alarm, longstrider, magic
fang, resist energy x3; 2- barkskin, bears endurance x2,
cats grace x2, wind wall; 3- greater magic fang, cure
moderate wounds x4, water walk; 4- animal growth x2,
cure serious wounds x2, freedom of movement, tree
stride.
Soothe the Suffering Child (Su): As patron of broken homes and the abused, Amdusius bestows dark gifts
upon children. Those who are willing to focus their
hatred and pain find it amplified in strange and terrible
ways. 6/week, Amdusius may bestow upon willing children a variety of effects.
In game terms, a child must have less than 6 levels in
rogue or sorcerer, or only 1 in any other class. They
must have less than 8 levels in the commoner class.
They may never be multi-classed.
Should a child mature into an adult, it retains its gift,
and may stack it with similar effects from its new class;
however, the gift is fixed at the level it existed before the
child became an adult. For instance, Jack, a young boy
with the Gift of Pain and a Charisma of 15 has a sneak
attack of +2d6. If he gained a permanent increase of +5
in Charisma as a child from a wish, he would have a
sneak attack of +5d6. However, if he started gaining
levels in a PC class, and increased his Charisma, his
sneak attack from the Gift of Pain would forever remain
at +5d6, although it could be improved by taking levels
in a class that has a sneak attack ability of its own.
Amdusius children have several gifts from which to
choose. The price of each is the child's soul, and he or
she has the gift for 1 week. During that time, the child

must kill its parents (If the parents 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

or bonuses to the caster's skill checks for any summoning


attempt. These bonuses stack.
When Amdusius is successfully summoned, a giant
alicorn erupts from the ground, rising nine feet in the air.
Thorns and vines sprout wind from the ground, weaving
around the alicorn. Once completely cocooned, the alicorn shatters, revealing Amdusius in all his glory.
Once summoned, Amdusius initially ignores the
caster, questioning his sacrifice as to its treatment, its
knowledge of the situation, and whatnot. If he finds that
Table 7-2: Bonuses to Summoning
Amdusias by Sacrifice

Sacrifice Is...

Bonus Granted

Not of casters race

-5

Of casters race

Of casters lineage

+5

Unwilling

-5

Unknowing

Willing

+5

the child has been mistreated, Amdusius immediately


attempts to break through the barrier. If successful, he
will kill or maim the summoner(s) and leave with the
child. If Amdusius receives satisfactory answers, he then
turns his attention to the summoner(s). Amdusius is
typically impatient during bartering and contract sessions
as he is not as canny a bargainer as other devils. He will
generally agree to any task within his power so long as
the task does not offend his diabolical principles. A
summoner that takes the entire nine minutes to chat is
likely to face Amdusius attempts to break through the
barriers after 6 minutes and every minute thereafter as he
grows annoyed with the discourse. Amdusius does this
by slamming his fist or hoof against the barrier and demanding that the caster get to the point. If he does manage to break through due to impatience, he physically
abuses the summoner(s) to teach him the folly of trying
his patience (in other words, Amdusius beats the summoner to between 1 and -9 hp). After his annoyance is
sated, Amdusius leaves with the child, often (90%) still
providing whatever service the summoner(s) requested.
Amdusius departs in a manner reversed to his entry.
A giant alicorn covered in vines cocoons Amdusius and
the child, the vines recede, and the alicorn sinks into the
ground.

AGUARES, Duke of Earth


Duke of Hell
Large Outsider (Devil, Evil, Extraplanar, Lawful)
Symbol: A bloodied, barbed yoke set over a sicklygreen, inverted triangle
Rogue 20
Hit Dice: 28d8 + 20d6 + 380 (724 hp)
Initiative: +9
Speed: 50 ft., fly 70 ft. (average)
Armor Class: 44 (-1 size, +9 Dex, +23 natural, +3 profane), touch 21, flat-footed 44
Base Attack/Grapple: +38/+57
Attack: Earthreaver +58 melee (3d8+21/x3 plus 2d8

246

sonic plus deafness (Fort save DC 14 negates))


Full Attack: Earthreaver +58/+53/+48/+43 melee
(3d8+21/x3 plus 2d8 sonic plus deafness (Fort save
DC 14 negates)) and claw +47 melee (2d8+7) and 2
wings +47 melee (2d6+7) and bite +47 melee (4d6+7
plus poison plus disease) and tail slap +47 melee
(2d8+7); or 2 claws +52 melee (2d8+7) and 2 wings
+47 melee (2d6+7) and bite +47 melee (4d6+7 plus
poison plus disease) and tail slap +47 melee (2d8+7)
Space/Reach: 10 ft./ 10 ft.
Special Attacks: Call devils, constrict 2d8+30, improved grab, Infernal Presence, sneak attack +10d6,
spell-like abilities, Yoke of Nature
Special Qualities: Bones of the Earth, damage reduction 20/good and silver, darkvision 60 ft., Duke of
Hell qualities, evasion, Gain of the Gentry, immunity
to fire and poison, improved evasion, improved uncanny dodge, Natural Hunter, opportunist, regeneration 10, resistance to acid 20 and cold 20, slippery
mind, spell resistance 47, telepathy 500 ft., trapfinding, trap sense +6, uncanny dodge
Saves: Fort +36, Ref +35, Will +33
Abilities: Str 40, Dex 28, Con 30, Int 26, Wis 25, Cha
33
Skills: Appraise +38, Balance +44, Bluff +64, Climb
+26, Concentration +42, Diplomacy +72 (+78 with
evil creatures), Forgery +43, Hide +55, Intimidate
+83 (+89 with evil creatures), Jump +38, Knowledge
(arcana) +24, Knowledge (nature) +45, Knowledge
(religion) +43, Listen +58, Move Silently +60, Profession (lawyer) +27, Ride +19, Search +59, Sense Motive +29, Sleight of Hand +50, Spot +58, Survival +68
(+62 in aboveground natural environments, +64 following tracks), Tumble +42
Feats: Awesome Blow, Corrupt Spell-like Ability B,
Dark Speech, Improved Bull Rush, Mounted Archery,
Mounted Combat, Negotiator, Persuasive, Skill Focus
(Intimidate), Power Attack, Track, Vile Natural Attack
Epic Feats: Blinding Speed, Epic Dodge, Epic Evil
Brand B, Epic Skill Focus (Intimidate), Epic Skill
Focus (Survival), Legendary Tracker, Self Concealment, Sneak Attack of Opportunity
Environment: Malbolge, the Fifth Hell of Perdition
Organization: Astride Cauchemar Nightmare, or with 4
Fiendish elder earth elementals
Challenge Rating: 35
Treasure: Earthreaver plus triple standard
Alignment: Lawful Evil
Power is always found in the hands of those who
control the land. Money may confer some authority, as
does muscle; but in the end it is the soil of a place which
grants the influence. Land is power, and no Duke in Hell
has more lands to his name than the Patrician, Aguares.
Aguares was one of the very first Baatezu, and the
acquisition of land has been his focus from the very beginning. However, the Patrician is also a miser of the
worst sort, and so his methods of obtaining his lands
have always been...questionable. An extremely able
administrator, Aguares has been known to orchestrate
some calamity to aid him in bargaining for a spot of
land, before moving in and taking control as only he can.
Some of the greatest conquerors of the Mortal Coil have
taken a leaf out of the Patricians book when they have
exiled entire nations, relocating tribe after tribe as a

247

method of control. If such control cannot be achieved,


genocide is always a viable option.
Sometimes also referred to as the Duke of Instability, some have mistaken Aguares desires as chaotic at
times. This could not be further from the truth. While the
Duke has no qualms at allowing chaos a free hand before
he arrives on the scene, it nonetheless has no place in the
big scheme of things. Aguares uses his powers to turn
the land that he controls to his purposes: forests are reordered into orderly columns of trees, with not a branch or
root out of place; rivers are set straight in their courses;
animals are set to work or displaced. That such order
over the land is at odds with the soul of the land itself is
evident in the fact that any land controlled by the Patrician is prone to frequent earthquakes, violent protests of
nature herself.
Aguares has been wooed from an early age by Dispater, the Lord of the Second seeing great profit to be had
by the Patricians services, due to the unethical practices
he uses to gain his lands. Alongside Caim, who uses
logic to ensnare and then enslave mortals, and Titivulus,
the master of rumor and useless information, used to
sedate or mollify those who toil as a result of Hells
power, Aguares could do great things. Nothing would
please Dispater more than a myriad of serf-states under
his control. Aguares, though, has never appeared to be
tempted by such offers, and indeed his work ethic would
be out of place in Dis; moreover, he considers the Dukes
of the Second to be imprudent wastrels. It seems that the
Patrician, once having obtained his lands, no longer sees
the need to deceive and manipulate the populace thereon;
instead, he uses the land itself as a method of control,
using slavery, instilling fear (his peasant-hunting expeditions are legendary), and perpetuating dependency.
Along these lines, Aguares has a sometime alliance with
Melchom, who has been involved on the side of the
client during many of Aguares business transactions
(though never to the clients benefit). Aguares has a
general hatred of Amdusias, whom he considers to be
unfit to be Major Domo of Malbolge due to his slave
heritage. Amdusias, of course, resents the fact that
Aguares considers his father to have been nothing but a
slave. The two of them never work together, unless
forced by Lilith herself. Amdusias also despises Aguares
for his treatment of children within serf-states.
His relationship with Lilith herself is only slightly
better that with that of her bastard son. She delights in
the increases to Aguares property, because it is, in effect,
an increase in her property. However, Aguares does his
best to hide new acquisitions from her, unwilling to
share, and this in turn has made her distrustful of him
and his intents. However, Lilith continues to allow the
Patrician a large amount of freedom in his activities,
because even with his sometime dishonesty he is still a
very profitable servant, and he thinks so closely to her
own ideals.
Aguares chafes over the restrictions placed on him
entering the Mortal Coil, although they are no different
to any other Duke of Hell. He is extremely active in
tempting mortals to summon him to that plane, and he is
sought out by rulers, or would-be-rulers, in feudal states
in many worlds hoping to accumulate greater lands of
their own. It is his desire to reorder entire worlds of the
Mortal Coil, before transferring those lands directly to
Malbolge and Hell.
Although over 9 feet tall, Aguares appears as an old
man, bent and stooped. His torso is covered in liver spots

and other signs of age, and his face is wrinkled and timeworn. He bears a pair of wicked, curved horns on the top
of his balding, gray head, and retains the fearsome fangs
of the typical pit fiend. Aguares wings bear no sign of
old age, appearing full of vigor. His legs are like those of
the hind legs of a goat, with cloven hoofs, and his tail is
sinewy and strong. Aguares typically wears silk robes,
looking much like a toga, and rarely travels by means of
his own locomotion except at great need; instead, he is
carried about in a palanquin borne by four fiendish elder
earth elementals.
Combat
Aguares does not hesitate to enter combat should the
opportunity present itself. If in the middle of a hunt, he
may be astride one of his many Cauchemar Nightmare
steeds; if overseeing his possessions, in his palanquin. In
either case, he generally begins combat by casting blasphemy to kill off weak enemies, and gain some idea as to
the power of those he faces. If his opponents look weak,
he will typically utilize his at will spell-like abilities to
finish them off.
For more difficult opponents, Aguares will quickly
call on his Yoke of Nature ability to give him an edge,
and will either dismount from his steed or leave his palanquin in order to face his foes whilst touching the earth.
Flying foes are targeted by greater dispel magic if the
nature of their flying ability is supernatural. He will generally pepper the area with earthquakes, and use call
lightning storm as appropriate. Those that manage to
close with him he attempts to flank and sneak attack,
using his Cauchemar or palanquin bearers to help him in
the maneuver.
Bones of the Earth (Su): Aguares draws on the
strength of the land to empower himself. So long as he
touches land of some sort, he gains a +3 bonus on saves
and damage reduction 10/-. If on land that he controls,
this bonus increases to +6, and his damage reduction
increases to 15/-. These numbers have not been factored
into his stats above.
Call Devils (Sp): Once per day, Aguares can automatically call 12 lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4 cornugons or gelugons, or 2 pit
fiends. Since these devils are called rather than summoned, they have the ability to summon their own reinforcements if so ordered. Conversely, 3/day Aguares
may summon 12 lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4 cornugons or gelugons, or 2 pit
fiends. Aguares may either call or summon in a day; he
may not do both.
Disease (Su): A creature struck by Aguares bite must
succeed on a DC 34 Constitution save or be infected
with a vile disease known as devil chills (incubation
period 1d4 days, damage 1d4 Str). The save DC is Constitution-based.
Gain of the Gentry (Su): Those who hold land, or
those who wish to hold land, often seek out Aguares in
their efforts to increase their holdings. Aguares offers
such individuals the Gain of the Gentry, benefiting a
client by doing any of the following:
Murder the 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

set up to inherit everything


Destroy the last will and testament of an individual of
the clients choice
Target another individuals lands with a natural disaster (usually multiple earthquakes throughout the fief).
This is also used to scare natural inhabitants from
otherwise unoccupied land, so as to be able to take
control of the resources found thereon
In return, Aguares asks for legal possession of the
land upon the clients death, assuming that there are no
heirs. If the client leaves an heir (or heirs), Aguares asks
for one sixth of the land at each generational change
(thus controlling all the land after the death of the heir
six generations removed). The Patrician is a patient
devil, and does not seek to kill the client or his heirs, but
he will bring calamity after calamity upon the client and
his heirs in the form of natural disasters, trying to scare
them from the land so that he can take possession.
A client who swears his soul and the entirety of his
land to Aguares upon his death is able to avoid any
plagues throughout his life, and Aguares will generally
deal directly with his heirs (if any) to allow them the
chance to swear their own souls and retain the land for
another generation, continuing ad infinitum. Such a client appears to all to be the measure of success, noble in
bearing in many cases, and enviable for his position; this
makes the temptation of his peers so much the easier
when the Patrician comes calling.
Any Gain apart from that obtained by murder immediately shifts the client three places towards Lawful Evil.
Any gain obtained by murder shifts the clients alignment directly to Lawful Evil.
Land obtained by Gain of the Gentry is treated as
Aguares own land for the purposes of Bones of the
Earth.
Infernal Presence (Su): Aguares infernal presence
has a Will save DC of 35. His caster level is 37th.
Natural Hunter (Ex): Aguares has the tremorsense
special quality, as described in the Monster Manual, to a
range of 60 feet.
Poison (Ex): Injury, Fortitude DC 34, initial damage
1d6 Con, secondary damage death. The save DC is Constitution-based.
Spell-like Abilities: At will: animate dead, blasphemy, call lightning storm, charm monster, create undead, deeper darkness, desecrate, detect good, detect
magic, fireball, flame strike, greater dispel magic,
greater invisibility, greater teleport (self plus 1,000
pounds), magic circle against good, mass hold monster,
mirage arcana, persistent image, polymorph, power
word stun, produce flame, pyrotechnics, suggestion,
unhallow, unholy aura, wall of fire. 3/day: earthquake,
control weather, destruction. 1/day: meteor swarm,
symbol of pain. 1/week: wish. Caster level 37th; save
DC 21 + spell level.
Yoke of Nature (Su): Animals and plants within 60
feet of Aguares can be commanded as a standard action
each round. Plant life (but not plant creatures) entangles
as per the spell, with a reflex save DC 35 to avoid. Familiars and animal companions are not affected. Animals
and plants continue to carry out Aguares will for 6 minutes, unless they succeed on a Will save DC 35. Plant
creatures are not immune to this ability, even though it is
similar to a mind-influencing effect.
Should Aguares wish it, he can make it so that his
commands are permanently obeyed. This prevents fur-

248

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).

RHALIK, The Bigot,


Duke of Intolerance
Duke of Hell
Large Outsider (Devil, Evil, Extraplanar, Lawful)
Symbol: An inverted triangle within an inverted triangle
within an inverted triangle.

249

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-

ance understands that devils are the master race of the


Cosmos, destined to rule all. Furthermore, he has long
felt that he is the epitome of devils - although in public,
at least, he puts himself beneath the Lords of the Nine
and Aesmadeva (whom he considers an equal). This
attitude is mirrored in all that he does: he does not deal
with those who are not worth his attention, and those he
does deal with feel naught but contempt (although he
manages to hide this to some extent from his superiors).
He treats those beneath him like slaves or chattel, and
does not hesitate to kill or maim them when they are
beyond use to him.
Due to his general contempt for those who are not
devils (and even those who are devils but not pit fiends),
Rhalik counts enemies amongst many of The Fallen,
though he does not deign to consider any of them more
worth his time than any other. As for other enemies, he
despises the work of the Heralds of Holiness in particular, and he is known to have fought openly with the
Scion of Anarchy, Dulkeem. Rhalik is known to be on
good terms with Abigor and Malphas, and he claims
friendship with both Aesmadeva and Bael, the latter of
the two hoping to use Rhalik to advance his own power
at the expense of the Lord of the Flies. Beelzebub,
though, is very much aware of both Rhaliks true feelings and Baels intentions. For all this, Rhalik is honored
within the court of Beelzebub, and the reason for his
continued success there is difficult to understand to the
non-diabolical mind. However, one must remember this:
blind, unrelenting hatred with no rational basis is nothing
if not predictable. Rhalik is a pawn to the true epitome of
intolerance.
Rhalik is black from head to toe, though his eyes and
teeth gleam white like new snow. His wings give off the
constant smell of sulfur and ash, and his entire body
ripples with muscles. When he speaks, Rhalik sounds
like the depths of Hell, powerful and intoxicating. The
Bigot does not deign to wear finery of any sort, sneering
at those who must hide their form behind apparel, and
unashamedly using his naked form as a method of intimidation for those with flaws and weaknesses. He appears in every way to be the measure of the pit fiend,
perfect in form and feature. He has many magic items
available to him, but rarely uses them, considering them
a crutch for the weak. However, he does not treat his
equipment poorly; such treatment is appropriate only for
the creatures that serve him. A select group of pit fiends
follow the Duke, sharing his elitist view, and acting as a
brute squad when necessary.
Combat
Rhalik prefers to kill creatures in a way that can be
used as an insult to others of its type. If he is surprised in
combat, he generally will not retreat to prepare himself,
instead using mass hold monster to make his foes helpless. If given time before battle, he will use buff spells
only if he believes that the foes might prove to be a
threat (a rare thought for him).
Helpless foes are generally taken, if possible, to a
place where Rhalik can inflict great pain at his leisure,
before returning the corpse to a place where it will cause
outrage and fear. If possible, he will pass the deed off as
a crime of discrimination, furthering bigotry between
two or more groups.
More difficult foes will be targeted by Rhaliks Bigoted ability - he is smart enough to use the more power-

ful aspects of the ability in such a fashion as to give him


an edge over as many foes as possible.
Call Devils (Sp): As a standard action, Rhalik, as a
vassal to a Lord of the Nine, commands the respect of
lesser devils. As such he can call devils or summon devils. Rhalik may call up to one time a day 12 lemures, 8
barbazu or erinyes, 6 hamatulas or osyluths, 4 cornugons
or gelugons, or 2 pit fiends. Since these devils are called
rather than summoned, they have the ability to summon
their own reinforcements if so ordered. Conversely, 3/
day, Rhalik may summon 12 lemures; 8 barbazu or erinyes, 6 hamatula or osyluths, 4 cornugons or gelugons, or
2 pit fiends (Rhalik may either call or summon in a day;
he may not do both). Unless he has no other option,
Rhalik will only summon pit fiends.
Bigoted (Su): Rhaliks belief that almost every creature is beneath him adds efficacy to his attacks. Any
weapon Rhalik wields, including natural weapons, is
treated as a bane weapon of every type. 1/day, after being damaged by any creature in any way, Rhalik can
choose to change the bane effect to a dread effect against
that creature type only, dealing 4d6 extra damage, and
forcing a save DC 41 on any hit to avoid being destroyed
instantly. This effect lasts nine hours. The save DC is
strength based. This ability is ineffective when used on
any Lord of the Nine, or on any arch-devil that is of pit
fiend or hellspawn origin. Furthermore, Rhaliks spell
resistance against any foe that he is bigoted against (see
guidelines above) increases by three.
Devilish Supremacy (Su): Rhalik is so in tune with
the devil race that he can automatically tell a devil on
sight, including knowing its hit dice and class levels.
Because all other creatures are inferior to devils, he can
also tell the type, including subtypes, of creatures within
300 feet of him, but this information does not come so
readily to the Bigot. Rhalik must concentrate on an individual, as a standard action that does not provoke an
attack of opportunity, to be able to determine its type and
any subtypes. By concentrating another round, he is able
to determine the creatures hit dice and class levels.
Three times per day Rhalik is able to ignore the adverse effects of an attack on his person, so long as the
attacker was not a true devil, arch-devil, or Lord of the
Nine. This can be activated as a free action, and need not
happen on his turn. For example, Rhalik may choose to
automatically successfully save against a spell, or choose
to avoid all damage from an attack. This ability would
even allow Rhalik to avoid all damage from a deitys
Divine Blast - except one originating from Asmodeus.
Rhalik can choose to invoke this ability once all factors
have been resolved, i.e. after discovering the consequences of the effect.
Infernal Presence (Su): Rhaliks Infernal Presence
has a Will save DC of 37. His caster level is 48th.
Spell-like Abilities: At will animate dead, blasphemy, charm monster, create undead, deeper darkness,
desecrate, detect good, detect magic, fireball, flame
strike, greater dispel magic, greater invisibility, greater
teleport (self plus 1,000 pounds), magic circle against
good, mass hold monster, mirage arcane, persistent
image, polymorph, power word stun, produce flame,
pyrotechnics, suggestion, unhallow, unholy aura, wall of
fire; 3/day - destruction; 1/day - meteor swarm, symbol
of pain; 1/week - wish. Caster level 48th. The save DC is
equal to 21 + spell level.
Spells - Hexblade spells prepared (4/4/4, DC
19+spell level, caster level 36th): 1st - charm person,

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magic weapon, phantom threat, undetectable alignment;


2nd - bulls strength, eagles splendor, spider climb,
touch of idiocy; 3rd - arcane sight, charm monster, poison, protection from energy
Unshakeable Morale (Su): Rhalik is immune to any
mind influencing effect (including positive effects) or
fear effect, unless the source of such an effect is a creature that he actually respects (i.e. any true devil of archdevil or higher status).
Summoning Rhalik
Rhalik is difficult to summon, due to his hatred of all
things non-baatezu. Still, those who have attempted such
a feat suggest that a blood sacrifice of every member of a
family or race in a community will suffice.
At the end of the incantation, three sizable wooden
holy symbols (representing the deity of the sacrificed
group) fall from the sky and implant themselves in the
earth. Accompanied by the sound of a murderous mob,
the symbols burst into hellish flame. Rhalik appears in
the midst, wreathed in the same flames, and dancing with
glee. Before speaking with the summoner, he casts the
burning symbols down, where they turn instantaneously
into ash that blows away before a scorching wind.
Rhalik often attempts to break free of any summoning
circles and so forth, just to show his might. However, so
long as he does not feel that his time is being wasted, he
generally will not attack his summoners. Although
Rhalik has no special abilities to grant to those who summon him, he is quite capable of performing or organizing
a great many things in the name of bigotry and hatred,
and will use his wish ability to help in that department.
Those who swear their souls to Rhalik are often promised rapid ascension after death from lemure to higher
forms of baatezu.
At the end of the summoning effect, Rhalik raises his
arms in the air, and is struck by a sheet of black fire. He
disappears in the midst of the conflagration. The flames
continue to burn for 7 rounds, afterwards leaving a
greasy ash behind. Thereafter, non-magical fire cannot
be lit in that place, and non-magical fires brought within
five feet go out.

SURGAT, Duke of Secrets


Duke of Hell
Medium Outsider (Evil, Extraplanar, Fallen, Lawful)
Symbol: A silvery web set over a black, inverted triangle.
Assassin 15/Rogue 5/Shadowdancer 10
Hit Dice: 20d8 + 5d6 + 15d6 + 10d6 + 300 (640 hp)
Initiative: +21
Speed: 60 ft., climb 40 ft.
Armor Class: 41 (+13 Dex, +15 natural, +3 profane),
touch 26, flat-footed 41
Base Attack/Grapple: +35/+39
Attack: Leverage +52 (1d4+10 plus 1 Constitution/1920)
Full Attack: Leverage +52/+47/+42/+37 (1d4+10 plus
1 Constitution/19-20) and Steel Whisper +52/+47/
+42/+37 (1d4+10 and silence/19-20) and Silhouette +52/+47/+42/+37 (1d4+10)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Call devils, death attack (Fortitude DC
34), Expos , Infernal Presence, sneak attack +11d6,
spell-like abilities, spells, stun, summon shadow

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Special Qualities: Cursed, Broker of Secrets, damage


reduction 20/good and silver, darkvision 60 ft., defensive roll, Duke of Hell qualities, evasion, hide in plain
sight, immunity to fire and poison, improved evasion,
improved uncanny dodge, low-light vision, magic
circle against good, Prehensile Tail, regeneration 6,
resistance to acid 20 and cold 20, see in darkness,
shadow illusion, shadow jump 160 ft. or at will, slippery mind, spell resistance 48, telepathy 500 ft., trapfinding, trap sense +1, uncanny dodge, Watching
from the Wings
Saves: Fort +33 (+37 vs petrification), Ref +40, Will
+31
Abilities: Str 18, Dex 37, Con 23, Int 35, Wis 19, Cha
22
Skills: Appraise +45, Balance +63, Bluff +31, Climb
+55, Decipher Script + 50, Diplomacy +52 (+50 with
good creatures, +58 with evil creatures), Disable Device +57, Disguise +59 (+63 acting), Escape Artist
+66, Forgery +55, Gather Information +56, Hide +66,
Intimidate +50 (+56 with evil creatures), Jump +38,
Listen +59, Move Silently +66, Open Lock + 63,
Perform (dance) +21, Search +67, Sense Motive +49,
Sleight of Hand +70, Spot +61, Survival +4 (+10
tracking), Tumble +63
Feats: Alertness, Combat Reflexes, Corrupt Spell-like
AbilityB, Dodge, Greater Multiweapon Fighting, Improved Initiative, Improved Multiweapon Fighting,
Investigator, Jack of All Trades, Mobility, Multiweapon Fighting, Nimble Fingers, Spring Attack,
Suspicious, Weapon Finesse
Epic Feats: Epic Evil BrandB, Perfect Multiweapon
Fighting, Polyglot, Superior Initiative, Trap Sense
Environment: Maladomini, Seventh of the Nine Hells
of Perdition
Challenge Rating: 36
Alignment: Lawful Evil
Treasure: Triple standard plus Leverage, Steel Whisper
and Silhouette.
The Dukes of Avernus clench their fists when they
see him about on his masters business. The Dukes of
Cania refuse to speak with him, and ward their fiefs as
best they can from his presence. The Dukes of Dis delight in what he leaves with them from time to time. The
other Dukes of Maladomini those Dukes call him the
Snitch, a little name for a little devil who slinks about
watching, listening, and then returning to whisper in his
masters ear.
Surgat is the most trusted of Beelzebubs servants; he
has the ear of the Lord of the Flies, as he has had since
before The Great Fall. Once an astral deva of mighty
bearing, he walked nonetheless in the shadow of Beelzebuls greatness, seeking always to please the mighty
Angel. Even in Heaven there were rumors to be had,
dissension amongst the ranks, and Surgat learnt to ferret
such information out. When Beelzebul fell, he took with
him Surgat, and promised him a place of power when all
was set aright. The Snitch could not conceive of any
place but in perfect Beelzebuls shadow, for he had come
to rely on the Angel; Heaven had long since shunned
him for his secretive habits.
Having fallen into Hell, Surgat found himself quickly
relegated to the retinue of Beelzebul, now called Beelzebub, the Lord of the Flies. Surgat was given the same
duties that he had taken on before: watching, listening,

reporting - and even silencing, as appropriate. He quickly


came to relish the power that he exercised over others in
knowing secret knowledge about them, and began to use
his knowledge as a threat. More and more often he
started to hide secrets from his master - but only when he
was sure that he could get away with doing so. Such
knowledge he promised to keep secret from those who
feared its consequences; in return, Surgat learned secrets
even more damning.
The Snitch has no allies. He has only his master,
Beelzebub, who treats him in a condescending fashion,
and a myriad of creatures fearful of what he might know
about them. For his part, Surgat bullies those he can,
feeling pride over the look of fear and hate that he
evokes in so many creatures. Surgat also operates as the
Chamberlain of Maladomini, and all happenings in the
Seventh Hell are recorded by him in the Ledger of Secrets. Perhaps most importantly, he keeps a record of all
those souls that fall under the dominion of Beelzebub,
and, as part of an unholy triumvirate with Byzine and
Beelzebub himself, oversees the efforts of the Order of
Flies. From time to time he has minor dealings with emissaries from Dis, selling morsels of information at high
prices. Surgat has been instructed to step carefully in this
area, and his actions are carefully choreographed and
watched by the Lord of the Seventh. None can tell yet
why Beelzebub allows these meetings to happen at all,
but it is clear that it is part of some grand intrigue.
Surgat bears almost no resemblance to the angel that
he once was. Though he stands six feet tall, he habitually
stoops, as if trying to diminish his presence even further.
His face is long, his nose almost absent, his lips thin and
bloodless. Though his sense of hearing is extraordinary,
he has no apparent ears. A thin, whiplike frame hides
surprising strength, and hints at his incredible agility.
Surgat bears a lizard-like tail that can act as a prehensile
appendage, and his tongue is forked like that of a snake.
Entirely hairless, the Duke of Secrets looks on the world
with lidless eyes, never blinking, never missing a detail.
His apparel changes to meet various situations, but when
at court in Malodomini, he wears overlarge black robes
that emphasize his emaciated frame.
Combat
Surgat prefers to avoid combat as much as possible,
and so he will generally run from combat using his
shadow jump ability, or greater teleport. However, in
those few cases where it is in his best interests to fight,
Surgat will begin combat by using Expos on the most
martial of his opponents. He will make liberal use of
deeper darkness and existing shadows, looking to use his
sneak attack a myriad of times in melee. If possible, he
will start combat from a place of concealment, using his
death attack on wizards or sorcerers as a preference.
Broker of Secrets (Su): Surgat is sought out by mortals in order to reveal secrets, or hide them permanently.
As such, he is referred to as the Broker of Secrets. A
prospective client can ask Surgat to do any of the following:
Discover and reveal a secret known by a friend or
rival of the client, or obtain the answer to a question
or puzzle.
Hide all evidence of some activity or deed performed
by the client or an associate of the client.
Organise for the removal of a rival of the client

(generally by means of abduction or assassination).


As part of the deal, Surgat guarantees that he will not
reveal the clients dealings with him for a period of time,
generally between 7 weeks and 7 years. However, the
client is thereafter beholden to Surgat, who can call in a
favor at any time (treat this as a geas effect with no
save). For each day that the client does not follow the
terms of the geas, the usual penalties are tripled; after a
reasonable period of time (as set by Surgat, but generally
7 days, 7 weeks or 7 years), if the favor has not been
completed, Surgat claims the clients soul as restitution.
The Duke of Secrets will generally kill the client without
delay, so that he can take possession of the soul. In the
event that the favor is done within the time frame (and
Surgat never calls in favors too difficult for the client to
attempt, although the favor is always distasteful for the
client), Surgat declares the deal finished, the client immediately shifts two degrees towards Lawful Evil, and
thereafter takes a -3 penalty on saves against Surgats
abilities.
However, the deal is never truly finished. At the end
of the period of silence on the matter, Surgat will contact
the client again and offer to make another deal. Surgat
will perform a service as above, but the client will owe
two favors to the Duke of Secrets. In the event that the
client declines, Surgat will attempt to blackmail the client by threatening to disclose the previous dealings in a
most embarrassing manner. The client is allowed a Will
save DC 32 to avoid caving in and doing another favor
for Surgat (the -3 penalty applies on this save). A successful save still inflicts the client with persistent nightmares (Will save DC 32 negates, one save per night) that
his base dealings will be exposed.
After each deal, the clients alignment shifts two degrees towards Lawful Evil and suffers an additional -3
penalty to all saves against Surgats abilities. After the
completion of each deal, Surgat will once again approach
the client to offer a new deal, and each new deal will
require one more favor than the last time in return for
Surgats services.
A client who has dealt with the Broker of Secrets can
only escape this spiral of intrigue, offer and counter-offer
by confessing his deeds to a cleric of 21st level (or
higher), who then casts miracle, break enchantment and
atonement. As part of the terms of atonement, the client
must abide by the lawful punishment for his crimes.
No creature that makes a deal with Surgat as the Broker of Secrets is immune to any aspect of the ability.
Call Devils (Sp): Once per day, Surgat can automatically call 12 lemures, 8 barbazu or erinyes, 6 hamatulas
or osyluths, 4 cornugons or gelugons, or 2 pit fiends.
Since these devils are called rather than summoned, they
have the ability to summon their own reinforcements if
so ordered. Conversely, 3/day Surgat may summon 12
lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4
cornugons or gelugons, or 2 pit fiends. Surgat may either call or summon in a day; he may not do both. Surgat, if presented with a situation that he cannot slink
away from, immediately calls pit fiends, and then instructs them to summon additional reinforcements. The
Duke of Secrets will then try to disappear during the
ensuing melee.
Expos (Su): Seven times per day, Surgat may make
an Expos. Selecting one creature within 90 feet, he
broadcasts that creatures most embarrassing secret by
means of a programmed image in the air directly above

252

its head. The target creature is entitled to a Will save DC


32 to avoid the effect, but even a successful save leaves
the target unnerved, taking a -2 penalty on attacks, damage, checks and saves with regards to Surgat for the next
24 hours. A failed save leaves the creature paralyzed
with shame and fear for seven rounds, as the scene plays
out. Other creatures in the area must succeed on a Will
save DC 32 or be fascinated (as per the bard class ability). The creature thereafter takes a -4 penalty on attacks,
damage, checks and saves with regards to Surgat for the
next 24 hours. A creature cannot be affected by Expos
more than once per day. Only cosmic or divine beings, or
beings with no Intelligence score, are immune to this
ability. This is an enchantment (charm) [mind-affecting]
effect.
Infernal Presence (Su): Surgats Infernal Presence
has a Will save DC of 32. His caster level is 36th.
Prehensile Tail (Ex): Surgats tail, though lizardlike
in appearance, is able to be manipulated as if it were a
third hand, easily grasping all manner of tools (and
weapons). It also grants him a +6 racial bonus on Balance and Jump checks, and allows him to climb at a
speed of 40 ft. (and thus granting him a +8 racial bonus
on Climb checks). Using his tail and his natural ability at
climbing, Surgat scurries across walls and ceilings with
as much ease as he does floors.
Spell-like Abilities: At will - aid, animate dead, bestow curse, blasphemy, cause fear, charm monster, continual flame, deeper darkness, desecrate, detect good,
detect magic, discern lies, dispel good, fireball, flame
strike, greater dispel magic, greater invisibility, greater
teleport (self plus 1,000 pounds), knock, mass hold monster, mirage arcana, persistent image, plane shift, polymorph, power word stun, suggestion, unhallow, unholy
aura, unholy blight, wall of fire; 7/day - inflict light
wounds, see invisibility; 3/day - destruction; 1/day blade barrier, harm, meteor swarm, symbol of pain; 1/
week - wish. Caster level 44th; DC 26 + spell level.
Stun (Su): If Surgat strikes an opponent twice in one
round with one of his daggers, that creature must succeed
on a DC 24 Fortitude save or be stunned for 1d6 rounds.
The save DC is Strength-based.
Watching from the Wings (Sp): Surgat seeks out
secrets constantly. Each day, Surgat is able to select up
to seven keywords; anytime any one of these keywords
is used, he is able to use scrying as a 36th level caster
centered on the creature who spoke or wrote the word
(no save allowed, although spell resistance does apply).
He has no limit on how often he can use scrying. This
ability even works across planar boundaries, but it cannot penetrate divine shields or an area otherwise blocked
by a deity or Cosmic Entity of at least intermediate status
(Divine Rank 11 or higher). Watching from the Wings
cannot be foiled by misdirection or nondetection or similar spells, and it does not create a magical sensor that
other creatures can detect (as the scrying spell does).
Surgat can concentrate on up to seven different locations
at once (one is always his own actual location).
As part of his Watching from the Wings ability, Surgat retains the spell-like ability to discern lies and see
invisibility that he possessed as an astral deva, even
though such abilities are generally lost upon gaining the
fallen angel template.
Possessions: Leverage is a +6 wounding dagger that
also casts fear on any creature that it successfully damages as a 20th level caster (Will save DC 20 negates).
Steel whisper is a +6 dagger of silence, casting a silence

253

effect on a successful hit that affects only the creature


damaged, rather than a radius of effect. Silence is as per
the spell cast by a 20th level caster (Will save DC 20
negates). Silhouette is a +6 cold iron dagger that allows
Surgat to shadow jump (as the shadowdancer class ability) at will when it is drawn. This does not count against
the maximum distance that Surgat can shadow jump due
to his own levels in shadowdancer.
Surgat also carries on his person the Ledger of Secrets, within which is kept notes on all the happenings
with which Beelzebub would have Surgat concern himself with, including the names of all those who have
made agreements with Maladomini, and the terms
thereof. The Ledger of Secrets is a simple, unassuming,
black leatherbound book of middling size.
Summoning Surgat
Surgat will accept the journal or memoirs of a stillliving individual as a suitable sacrifice, so long as it has
been illegally obtained. Additionally, he can only be
summoned into a secret room, i.e. a room only accessible
by a secret door.
When Surgat is successfully summoned, shadows
shroud the area, and all lights (including magical light
effects) go out. A myriad of whispers sound through the
room, and the journal or book of memoirs opens as the
pages turn rapidly. The shadows then coalesce into the
form of Surgat.
Surgat, as one of the more intelligent Dukes of Hell,
is particularly dangerous to deal with. He will not speak
except in a whisper, and he takes careful note of any
other individuals in the room, to whom he will offer
other bargains by means of telepathy. If he is aware of
previous activities of the client, he is very likely to use
such knowledge to improve his bargaining position,
happily resorting to blackmail should it be in his interests.
At the end of the summoning, Surgat simply fades
away into shadow. Disembodied whispers continue for
seven minutes after he leaves.

LEONAR, Chancellor of Cania


Duke of Hell
Large Outsider (Devil, Evil, Extraplanar, Lawful)
Symbol: A three-horned black goats head tattooed with
infernal symbols of power, set over an inverted triangle of white frost.
Wizard 36
Hit Dice: 20d8 + 36d4 + 448 (752 hp)
Initiative: +8
Speed: 50 ft., fly 70 ft. (average)
Armor Class: 73 (-1 size, +8 Dex, +23 natural, +3 profane, +40 armor*), touch 17, flat-footed 65
*armor bonus from greater epic mage armor

Base Attack/Grapple: +38/+52


Attack: Cold methodology +53 melee (1d8+16/ x2 plus
2d6 lawful, or 1d8+16/ x2 plus 1d6 cold/ 1d10 cold)
Full Attack: Cold methodology +53/+48/+43/+38 melee (1d8+16/ x2 plus 2d6 lawful, or 1d8+16/ x2 plus
1d6 cold/ 1d10 cold) and 2 wings +42 melee (2d6+5)
and 2 bites +42 melee (4d6+5 plus poison plus disease)
Space/Reach: 10 ft./ 10 ft.

Special Attacks: Call devils, constrict 2d8+26, Dark


Eloquence, Infernal Presence, spell-like abilities,
spells.
Special Qualities: Black Magus, cold immunity, damage reduction 20/good and silver, Double-tongued,
Duke of Hell qualities, immunity to fire and poison,
Knowledge of the Damned, magic circle against
good, regeneration 8, resistance to acid 20 and cold
20, see in darkness, spell resistance 53, telepathy 500
ft.
Saves: Fort +38, Ref +38, Will +38
Abilities: Str 30, Dex 27, Con 27, Int 42, Wis 26, Cha
30
Skills: Bluff +52, Concentration +67, Decipher Script
+75, Diplomacy +66 (+72 with evil creatures), Disguise +10 (+14 acting), Gather Information +58, Intimidate +56, Knowledge (arcana) +75, Knowledge
(dungeoneering) +75, Knowledge (geography) +75,
Knowledge (history) +75, Knowledge (local) +75,
Knowledge (nature) +75, Knowledge (nobility and
royalty) +75, Knowledge (religion) +75, Knowledge
(the planes) +75, Listen +50, Profession (lawyer) +67,
Sense Motive +50, Sleight of Hand +12, Spellcraft
+94 (+104 casting evil epic spells), Spot +50, Survival +8 (+14 underground, avoiding hazards or getting lost, natural environments, other planes), Use
Magic Device +13 (+25 to use scrolls)
Feats: Corrupt Spell, Corrupt Spell-like Ability B, Craft
Staff, Dark Speech, Empower Spell, Energy Admixture (sonic), Energy Substitution (sonic), Eschew
Materials, Heighten Spell, Improved Counterspell,
Maximize Spell, Quicken Spell, Scribe Scroll, Skill
Focus (Spellcraft), Spell Penetration, Violate Spell
Epic Feats: Automatic Quicken Spell (x2), Craft Epic
Staff, Enhance Spell, Epic Evil Brand B, Epic Skill
Focus (Spellcraft), Epic Spellcasting, Improved
Heighten Spell, Improved Metamagic, Improved Spell
Capacity (x3), Intensify Spell, Master Staff, Multispell
Environment: Cania, Eighth of the Nine Hells of Perdition
Organization:
Solitary, or with 1d3 Acolytes
(Soulsworn mortal wizards of 21st level)
Challenge Rating: 41
Alignment: Lawful Evil
Treasure: Triple standard base creature, including cold
methodology.
The frigid wastelands of Cania are marked with the
indelible print of their master, Mephistopheles. From
time immemorial he has ruled the cold fastness, and all
who live therein confess his fell Lordship. He is the
greatest entity in the Eighth Hell. None approach his
puissance: not in terms of might, nor in terms of magic,
nor in terms of the mind.
None, that is, except for one. The Chancellor of
Cania, Leonar, is powerful enough to warrant the attention and concern of even one as mighty as his master.
Almost from the beginning has Mephisto ruled, and from
almost as far back in the cold, dark past, has Leonar
served him. Whereas Mephisto delights in the hoarding
of Knowledge, taking the souls of the most intelligent for
himself, and locking away newfound lore in his dispassionate heart, Leonar focuses instead on overseeing the
teaching and propagation of infernal arcane knowledge though he does so only to increase his own arcane

knowledge and might. His is the hand that parcels out


such knowledge that will damn a soul in life, and it is he
who, in many cases, teaches mortals the secrets of the
Dark Speech, of which he is the ultimate authority (save,
perhaps, Asmodeus). Many a Lawful Evil wizard will
take on Leonar as a diabolical patron, seeking his aid in
dark, tyrannical experiments; and Leonar is the type of
Duke who will answer a summons for such aid. Indeed,
he presents himself as one of the most approachable of
the Dukes of Hell.
Leonar, however, is never referred to as kind, weak,
or generous, for all these things are done on his terms,
and in his time. The knowledge that he teaches is designed always to twist and subjugate the student, or it
comes at some other price - whether paid by the student
or someone else matters not. At other times he gives
away only a portion of the required knowledge, or a
portion at a time, but demands a price commensurate for
the entirety up front. He recognizes that it is not by giving knowledge that he grows more powerful, but rather it
is by the development of said knowledge by those who
are beholden to him that his power grows. Leonar is best
identified with the covetous professor who shows contempt for his underlings by never giving away all that he
thinks or knows, but claiming their work as his own. For
this reason it is understood that Dispater has tried many
times to sway him to his service. Never, though, has he
appeared to waver in his duty. It should be mentioned
that he seems to gain no pleasure from his activities with
mortals, and some suspect that he is more interested in
noting the reaction of those who fall to his power than in
the increase of his own power.
Reserved in his discussions with those whom he
meets, Leonar appears to suffer from a constant melancholy, although some merely take his expression to be a
frown of concentration, as he meticulously takes notes
on the reactions of his peers and pawns. He is often away
from Cania overseeing Black Rites performed by mortal
followers of the Infernal Ways, where his knowledge of
rules and regulations is legend. He presides over the
grande sabbat, held on a world of the Mortal Coil every
999 days, though it is known that he does not involve
himself in the revelry, except to issue commands regarding protocol.
Within Hell, Leonar associates with other Courtiers of
Hell infrequently, except as part of ceremony. This is not
to say that he does not know how to play at politics: he
has retained his place as Chancellor for millennia, even
coming out of the false coup of Baron Molikroth unscathed. Most of his time, though, is spent in his duties
as Chancellor of Cania, keeping meticulous records in
his ledger of all the souls sworn or condemned to the Icy
Hell. He is on good terms with Caim, who is known to
be the frequent bearer of overtures from Dispater, but has
no time for fellow Duke of Cania, Murmer, whom he
believes is a fool that is too willing to seek for flawed
knowledge given power by belief, rather than knowledge
of a perfect principle which gives power irrespective of
faith. He does not seem to share the same hatred for
Martinet that most in Hell do, and Mephistopheles is
well aware and wary of that fact. Indeed, Mephisto
watches his servant carefully, fearing that Leonar wishes
the dominion of Cania for himself. The Duke of Infernal,
though, is not interested in such Lordship, desiring instead the dominion of a god of Magic.
Leonar appears as a 9-foot tall humanoid with slightly
saturnine features, with three goats horns atop his head,

254

foxs ears, and a goats beard. His body is black and


scaled, and otherwise like that of a typical pit fiend.
However, he has no tail, and a second face adorns his
posterior, echoing the same image as his primary face even speaking as he speaks. He tends to wear elaborate
tunics and leggings, although the latter article of clothing
never covers his second face. Over the top of these he
wears a flowing, though short, cape; this article has been
carefully tailored to avoid impeding his voluminous batlike wings. Leonar favors black in all his apparel,
touched with minor aspects of blue and white. His eyes
appear almost human, though the whites are instead
black, and the irises red; furthermore, they appear always
inflamed. It is said that he takes the form of a great black
goat as he pleases.
Combat
Black Magus (Su): It is for good reason that those
who practice The Word often turn to Leonar as patron,
for he is the Black Magus. His mastery of magic allows
him to cast any spell of 1st through 9th level as if it were
affected either by the Vile Spell or the Corrupt Spell feat
without preparing it beforehand and without increasing
its casting time. Any evil spell cast by him has its save
DC and caster level increased by 3 (this does not stack
with other Spell Focus type feats or abilities). Finally, he
gains a +9 competence bonus on Spellcraft checks to cast
epic spells with the Evil descriptor.
Call Devils (Sp): As a standard action, Leonar, as a
vassal to a Lord of the Nine, commands the respect of
lesser devils. As such, he can call devils or summon
devils. The Duke may call up to one time a day 12 lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4
cornugons or gelugons, or 2 pit fiends. Since these devils are called, they have the ability to summon other devils as their Monster Manual descriptions allow. Thrice a
day, the Duke may summon the same spread of fiends
listed above. Leonar may either call or summon in one
day, not both. Leonar usually calls gelugons only.
Dark Eloquence (Su): Leonar is a master of the Dark
Speech. Some claim that he helped to develop the
tongue, or at least some aspects of it. Whatever the truth,
his mastery of the Dark Speech is greater than the norm.
If Leonar uses the dread aspect of Dark Speech (as
described in the Book of Vile Darkness), creatures of any
hit dice can be affected as Leonar chooses (selecting, of
course, from the possibilities given in the Book of Vile
Darkness. Alignment conditionals still apply). No creature of less than intermediate god or equivalent status is
immune to this effect, even if normally immune to mindinfluencing effects.
Furthermore, if he uses Dark Speech in conjunction
with an evil spell, the caster level of such a spell increases by +3. At his option, speaking in the Dark
Speech deals 1d6 points of damage to objects within 30
feet per round, ignoring hardness.
Finally, Leonar can use Dark Eloquence 3/day to
darken the minds of those around him. Any non-evil
creature within 30 feet must succeed on a Fort save DC
36 or be rendered deaf and blind. Creatures that use
blindsense, blindsight, tremorsense, or similar methods
of seeing are also rendered effectively deaf and blind if
they fail the Fort save, but gain a +4 bonus on the saving
throw. This is a sonic effect. The blindness/deafness can
only be removed by a 21st or higher level Cleric casting
miracle then break enchantment using the Words of

255

Creation in pronouncing the verbal components.


It is rumoured that Leonar has developed the means to
twist the Dark Speech to yet other uses. These rumors
are, as of yet, unconfirmed.
Doubletongued (Ex): Strange as it appears to the
uninitiated, the second face that Leonar bears on his
posterior is a great benefit to him. He is immune to all
silence type effects, can speak and understand any language as per the tongues spell, and is able to store
enough energy to have access to magic even in an antimagic field or dead magic area.
This store of energy allows him to partially ignore
anti-magic fields, dead magic areas and similar effects
even if the originating source is a deity or cosmic entity.
While in an anti-magic field, Leonar suffers a spell failure chance of (10 + attempted spell level) %. He may
take a full round action to cast the spell with no spell
failure chance.
Although Leonar can cast spells within an anti-magic
field, once cast, his spells are still vulnerable to the effects. For spells with a duration longer than instantaneous or per concentration, Leonar must succeed at a Concentration check DC 25 to maintain them. This DC increases by 5 for every additional spell Leonar wishes to
maintain within the anti-magic field. For example, if
Leonar wished to maintain stoneskin, summon monster
IX, eagle's splendor, bull's strength, and haste, he would
have to make a Concentration check DC 45 or all of the
spells would suffer the effects of the anti-magic field as
normal.
Infernal Presence (Su): Leonars Infernal Presence
has a Will save DC of 37. His caster level is 47th.
Knowledge of the Damned (Su): It is with knowledge that Leonar tempts mortals, and it is with knowledge that he dominates and condemns them. Those who
willingly seek out the Chancellor of Cania, or summon
him, may be granted knowledge, but such knowledge
always comes with a terrible price.
For those who will sign away their souls willingly in
exchange for knowledge (if not already evil, the individual thereafter becomes irredeemably evil), Leonar grants
a 1d3+2 inherent bonus to Intelligence, with the promise
to those who do not gain the maximum benefit that they
will gain it in time (always within 99 years, sometimes
not being bestowed until the instant before death). Each
time a +1 inherent bonus is gained, the recipient gains an
additional benefit. She can choose from the following:
Black Apprentice: The recipient gains the Automatic
Vile Spell or Automatic Corrupt Spell feat, so long as he
would normally qualify for it. This ability can be bestowed multiple times.
Dark Focus: The recipient gains the Spell Focus
(Evil) feat (also called Malign Spell Focus).
Dark Speaker: The recipient gains the Dark Speech
feat. If this benefit is taken twice, the recipient takes 1d4
points of Constitution and Charisma drain that can never
be restored without revoking all gifts of Knowledge of
the Damned, but he can thereafter use Dark Speech with
impunity, never suffering corruption damage for doing
so.
Mind over Morality: The recipient gains a +3 profane
bonus on saves against spells with the good descriptor.
Soulsworn: The recipient gains the Soulsworn feat
(this is always the first benefit bestowed). If the client
has already taken this feat, and has sworn to another
devil patron, Leonar will not treat with the client. If the
client already has the feat but is sworn to Leonar, the

client may be granted any other benefit listed as the first


benefit.
Spell-like Abilities: at will: animate dead, blasphemy, charm monster, create undead, deeper darkness,
desecrate, detect good, detect magic, fireball, flame
strike, greater dispel magic, greater invisibility, greater
teleport (self plus 1,000 pounds), magic circle against
good, mass hold monster, mirage arcana, persistent
image, polymorph, power word stun, suggestion, unhallow, unholy aura, wall of fire. 3/day - destruction. 1/day
- meteor swarm, symbol of pain. 1/week - wish. Caster
level 47th, save DC 20 + spell level.
Spells: Leonar casts spells as a 51st level Wizard (54th
for spells with the evil descriptor). Spells per day:
4/8/8/8/8/7/7/7/7/6/3/3/3. Typical spells prepared: 0
arcane mark, mage hand, open/close, read magic; 1
alarm, burning hands, floating disk, identify, mage armor, magic missile, ray of enfeeblement, true strike; 2
acid arrow, bears endurance, eagles splendor, foxs
cunning, glitterdust, scorching ray, shatter, web; 3
arcane sight, displacement x2, haste, lightning bolt,
nondetection, slow, tongues; 4 black tentacles, contagion, enervation, ice storm, lightning bolt (violated),
mnemonic enhancer, shadow conjuration, stoneskin; 5
baleful polymorph, cloudkill, cone of cold, feeblemind,
ice storm (violated), telekinesis, wall of force; 6 - contingency, disintegrate, freezing sphere, geas/quest, legend lore, mages lucubration, true seeing; 7 delayed
blast fireball, forcecage, grasping hand, greater arcane
sight, reverse gravity, spell turning, waves of exhaustion;
8 binding, demand, dimensional lock, discern location,
horrid wilting, moment of prescience, polar ray; 9
apocalypse from the sky, dominate monster, energy
drain, gate, mages disjunction, meteor swarm; 10
delayed blast fireball (maximized), meteor swarm
(violated), wish (heightened); 11 delayed blast fireball
(maximized and violated), finger of death (quickened),
polar ray (maximized); 12 meteor swarm
(maximized), time stop (maximized) x2. Save DC 26 +
spell level, 29 + spell level for spells with the evil descriptor.
Epic Spells: 5/day. Epic spells known: greater epic
mage armor, first taste of winter, Leonars thaumaturgic
boost, momento mori, oppress, superb dispelling, tyranny.
Cold Methodology: Cold Methodology is a large +6
cold burst, lawful quarterstaff affixed with a sapphire cut
into the shape of a snowflake at each end. Cold Methodology has 50 charges, and is able to be recharged in the
same fashion as a staff of the magi. When first created, it
granted the wielder immunity to cold damage when the
staff was held; Leonar has long since siphoned that
power off for himself. The staff grants the following
powers:
1 charge: corrupt cone of cold, dimensional anchor,
intensified magic missile, freezing sphere, quickened
foxs cunning, quickened mage armor, vile delayed
blast sonicball, violated polar ray
2 charges: quickened Canian ice storm*, quickened
moment of prescience, quickened sonic admixed cone
of cold, sonic admixed delayed blast fireball
3 charges: animus blizzard.
Cold Methodology is a minor artifact.
*Canian ice storm works as per meteor swarm, except that the
fire damage is instead ice damage, and the bludgeoning damage
is replaced by piercing damage.

Possessions: As a Duke of Hell, and one of the most


powerful of that echelon, Leonar has access to any magic
item (save artifacts) mentioned in the Dungeon Masters
Guide, given time. He generally carries a dozen or so
powerful scrolls (8th level and higher), and does not hesitate to use them if pressed. He always carries Cold Methodology.
Summoning Leonar
Leonar can only be summoned by offering him
knowledge, but this knowledge must be in a form that he
can exploit. He desires individuals who are willing to
partake of his Knowledge of the Damned ability. Additionally, a newly researched spell with the evil descriptor, or vile material components (either one worth in
excess of 500gp) is required.
When all is in readiness, a dark mist rises from the
ground, obscuring all sight. Low voices begin to chant
softly in the Dark Speech, and a single image appears in
the midst of the darkness, able to be seen only by the
primary caster. It seems to be a scroll made of something
so black that it makes the surrounding darkness appear
bright in comparison. The scroll unfurls to reveal glyphic
pictures of a black devil in the midst of a sabbat. The
picture moves as if real, and the black devil walks from
the midst of the rites and steps out of the scroll. The
scroll then disappears, though the darkness remains.
When at last the summoning ends, the area grows
chill. Dark clouds gather over Leonarss head, before a
heavy fall of black snow begins to fall. This lasts for
nine rounds and obscures all sight within the area. When
the dark blizzard stops, Leonar is nowhere to be seen.
For those who summon Leonar without the appropriate
protections, the black weather deals 3d10 points of cold
damage per round (Fort save DC 15 for half). Black ice
remains on the surface where Leonar stood for nine days.
Note that these effects happen in the midst of darkness,
which also persists for nine days; thus creatures without
the ability to see in magical darkness see none of these
things.

MURMER, Duke of Philosophy


Duke of Hell
Large Outsider (Evil, Extraplanar, Fallen, Lawful)
Symbol: A golden ducal crown set over a barbed shepherds crook on an inverted triangle formed of bluegreen ice.
Cosmic Descryer 10/Sorcerer 8
Hit Dice: 32d8 + 18d4 + 416 (744 hp)
Initiative: +11
Speed: 60 ft., fly 160 ft. (good)
Armor Class: 40 (+7 dex, +21 natural, +3 profane, -1
size), touch 19, flat-footed 33
Base Attack/Grapple: +44/+55
Attack: Philosophers Crook +56 melee (1d8+13 plus
3d6 sonic plus blindness/x2)
Full Attack: Philosophers Crook +56/+51/+46/+41
melee (1d8+13 plus 3d6 sonic plus blindness/x2), or 2
slams +50 melee (2d8+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Call devils, Complicated Creed, cosmic connection 1/day, enduring gate (3 days), Philosophical Conquest, spell like abilities, spells
Special Qualities: Cursed, Duke of Hell qualities, damage reduction 20/good and silver, darkvision 60 ft.,

256

immunity to fire and poison, low-light vision, magic


circle against good, Master of the Academy, naturalization (Arcadia, Astral, Carceri, Outlands, Mortal
Coil), regeneration 8, resistance to acid 20 and cold
20, see in darkness, spell resistance 50, Stoic, superior
planar summoning (+12 HD), telepathy 500 ft.
Saves: Fort +33 (+37 vs petrification), Ref +32, Will
+31
Abilities: Str 24, Dex 24, Con 26, Int 35, Wis 23, Cha
35
Skills: Bluff +69, Concentration +61, Diplomacy +78
(+76 with good creatures, +84 with evil creatures),
Escape Artist +39, Gather Information +20, Hide +35,
Intimidate +69 (+75 against evil creatures), Knowledge (arcana) +66, Knowledge (history) +44, Knowledge (local) +44, Knowledge (religion) +61, Knowledge (the planes) +61, Listen +51, Move Silently +52,
Perform (Oratory) +61, Profession (teacher) +42,
Search +47, Sense Motive +58, Spellcraft +84 (+88 to
decipher scrolls), Spot +54, Survival +54 (+58 tracking, +60 on other planes), Use Magic Device +47
(+53 with scrolls), Use Rope +7 (+11 with bindings)
Feats:
Arcane Preparation, Augment Summoning,
Combat Casting, Combat Reflexes, Corrupt Spell-like
B
Ability , Empower Spell, Eschew MaterialsB, Improved DisarmB (when wielding Philosophers
Crook), Improved Initiative, Maximize Spell, Practiced Spellcaster, Quicken Spell, Spell Focus
(Conjuration)
Epic Feats: Energy Resistance (sonic), Enhance Spell,
Epic Evil Brand B, Epic Reputation, Epic Skill Focus
(Spellcraft), Epic Spellcasting, Improved Combat
Casting, Improved Metamagic (x2), Improved Spell
Capacity, Intensify Spell
Environment: The Academia Caniae, Cania, Eighth of
the Nine Hells of Perdition.
Organization: Solitary or with 2 Prefects (ha-nagas or
fallen solars)
Challenge Rating: 38
Treasure: Philosophers Crook plus triple standard
Alignment: Lawful Evil
Heaven laments to this day the fall of the likes of
Beelzebul and his brethren. Some may even understand,
to the minutest degree, why such mighty exemplars of
righteousness fell from the grace wherein they had
grown. Before these deplorable events, though, one other
fell. He fell not because he doubted the lore of Heaven,
nor did he fall because of the lusts of his own heart. This
angel fell because he sought alternate, unsolicited knowledge, trusting in his own intellect and might above that
of the celestial agenda.
Murmer, he came to be known, and none now speak
his original name. The infernal patron of philosophers
and all those who seek for complication over simplicity,
Murmer teaches not that the Powers are non-existent, but
rather that they have power only because of belief. Furthermore, he teaches that belief in alternate forms of
power can allow the knowledgeable to elevate themselves as they would, rather than remaining dependent
upon deity.
In his quest to prove his theories, and to disprove or
discount others, Murmer believes that the end justifies
the means. He has been known to abduct children for
experimentation, toying with their young, impressionable
minds, leaving some mad and others helpless thralls. He

257

experiments upon live creatures, seeking for the spark of


intelligence so as to find a way to isolate it from all else.
The greatest portion of his time is spent in his school,
Academia Caniae, teaching people to doubt what they
see, to question what they hear, and to suspect all simple
answers. His teachings find their way even into mainstream religion, where clerics, desiring the praise of
others for their intellect, will preach sermons so littered
with jargon and ostentatious rhetoric that the underlying
message becomes garbled and unintelligible. In such a
manner, even the devout followers of the most simple
faith can stumble and fall away.
What his students do not realize - at least, not at first is that each creature that falls to the teachings of the
Philosopher Duke begin to channel their powers through
him, thus increasing Murmers powers. It is thus not a
surprise to find that Murmer is one of the more powerful
Dukes of Hell. He is known to be responsible for the fall
of Carreau, the Apostate, with whom he remains in contact. On good terms with many other fallen angels in
Hell, he is nonetheless at enmity with the Lord of the
Flies. He respects Caim for what he represents, but takes
every opportunity he can to discredit the Duke of Logics
words, whilst avoiding an organized debate with the
Logical Devil.
Many wonder how it is that a fallen angel such as
Murmer has managed to retain such power and influence
at the court of the Lord of the Eighth, whose hatred of
the fallen angels is legendary. Murmer, though, predates
the general influx of these former angels, and found
favor of a sort in the eyes of Mephistopheles from an
early date. In earlier times, more so than now, Mephisto
even benefited from the efforts of the Philosopher Duke.
Murmers efforts now, though, seem focused on providing an alternative source of knowledge and power - self
knowledge and power of presence - to Mephistos own
paradigm. It is said that Mephisto merely waits for an
opportunity to present itself to allow him to limit his
servants freedom. Murmer, on the other hand, seems
content in striving to set up an alternate center for the
fallen angels in Hell - even going so far as to tempt yet
more angels to the path he treads. In this, at least, Mephisto will not try to prevent him, for every success that
Murmer claims is a loss to Beelzebub, Lord of the Seventh.
Murmer appears as a solar with vultures wings. His
skin is like tarnished silver, and his eyes are like brilliant
blue stars. He often wears a toga and sandals, and carries
the Philosophers Crook with him wherever he goes. His
voice is like brazen trumpets when angry, or like panpipes when calm.
Combat
If combat even looks like it may ensue, Murmer always summons or calls as many reinforcements to his
aid as possible, trusting in their greater strength due to
his Augment Summoning feat (this applies to his call
devils ability as well). He is fond of preventing foes from
closing by means of an intensified black tentacles, and
does not hesitate to gate in further reinforcements should
things look difficult. When his foes are busy, distracted
by his lesser allies, Murmer will use Philosophical Conquest, sometimes weakening his foes resistance first
with greater dispel magic and intensified touches of
idiocy.
Call Devils (Sp): As a standard action, Murmer, as a

vassal to a Lord of the Nine, commands the respect of


lesser devils. As such, he can call devils or summon
devils. The Duke may call up to one time a day 12 lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4
cornugons or gelugons, or 2 pit fiends. Since these devils are called, they have the ability to summon other devils as their Monster Manual descriptions allow. Thrice a
day, the Duke may summon the same spread of fiends
listed above. The Duke may either call or summon in
one day, not both. Murmer often uses this ability to call
barregons to his side.
Complicated Creed (Su): Murmers teachings twist
in upon themselves, but it is still difficult to find the evil
at the core of them. His alignment cannot be detected by
any means, although spells and effects that otherwise
affect evil creatures also harm him.
Murmer can teach his Complicated Creed to any willing creature, and force some aspects of it on others - but
such an individual must first fall sway to Philosophical
Conquest, and fail at least three of the saves associated
with it. Even then, an unwilling recipient gains a Will
save DC 38 to avoid the effects. The following effects
are possible as a result of teaching his creed to an individual:
Add to the Doctrine: Primarily for those that can use
divine magic, Murmer grants them greater access to such
power by teaching them to awe their congregations. By
adding their own thoughts and philosophies to the doctrine they preach, and mystifying the simple truths
therein, such an individual can cast one additional domain spell of each level per day. The spellcaster must
change their domains to Law and Evil, or some other
domain approved by Murmer. If the individual had no
domain previously, she now gains one, including the
domain powers. The individual becomes Lawful Evil in
alignment if she was not already.
Spark of Self-Assurance: An affected creature can
choose to trade up to nine levels of any class for sorcerer.
He gains a +2 bonus to Charisma for every three levels
traded in. Those who are already sorcerers can instead
permanently trade in spell slots for a bonus to Charisma,
on a three to one basis. Thus a sorcerer who permanently
surrendered a 9th level slot would gain a +3 bonus to
Charisma. The maximum bonus in either case is +6. The
individual becomes Lawful Evil and can cast Vile Spells
spontaneously.
Sway the Masses: The affected creature gains the
supernatural ability to use charm person or suggestion at
will. The save DC for this ability is equal to 10 + class
levels + Charisma-modifier. The creature moves one step
towards Lawful Evil for every eight times he uses the
ability.
No matter which effect is bestowed, the affected creature considers Murmer thereafter in the most favorable
light, treated as being fanatic in attitude towards him.
Unless a cleric of 21st level or above intervenes by casting miracle, followed by atonement, the creatures soul
becomes the property of Murmer to deal with as he sees
fit.
As well as the above effects, any creature under the
influence of Complicated Creed cannot be detected as
evil, and even retain class abilities that they would otherwise lose due to any change in alignment caused by this
ability.
Infernal Presence (Su): Murmers Infernal Presence
has a Will save DC of 38. His caster level is 47th.
Master of the Academy (Ex): Whilst within the halls

of the Academia Caniae, Murmer enjoys a +9 morale


bonus to attacks, damage, checks and saves. In any other
place of learning (a school, a library, a university, etc),
he gains instead a +3 morale bonus to attacks, damage,
checks and saves. Murmer cannot be banished from any
building that has more than 99 books or scrolls within it.
Philosophical Conquest (Su): The philosophies of
Murmer, whether they are scathing attacks on others
beliefs, or gentle assurances that there is no such thing as
Evil or Hell, can have a profound effect on those that
hear them. 3/day Murmer can speak and attempt a Philosophical Conquest. All creatures within 80 feet must
succeed on a Will save DC 38 or recognize the Dukes
superiority and admire him for 9 rounds. Creatures that
admire him are stunned. Should he so desire, Murmer
can make a suggestion to each creature on each round
that it is stunned, against which the creature attempts a
save as per the DC above. Each failure, not including the
original save check, increases the DC by +1. Thus, a
creature that failed seven saves against the first eight
suggestions would make a save against the ninth suggestion at a DC of 45. Any creature which fails to save
against all nine suggestions becomes Lawful Evil and
swears its soul in service to Murmer, leaving behind all
other fealties and associations to study at the Academy.
This is a mind-influencing effect. The DC is Charismabased.
Spell-Like Abilities: At willaid, animate objects,
blasphemy, charm monster, continual flame, death knell,
deeper darkness, desecrate, detect good, detect magic,
dimensional anchor, fireball, flame strike, greater dispel
magic, greater invisibility, greater teleport (self plus
1,000 pounds), imprisonment, mass hold monster, mirage arcana, persistent image, polymorph, power word
stun, remove curse, remove disease, remove fear, resist
energy, suggestion, summon monster VII, speak with
dead, unhallow, unholy aura, unholy blight, wall of fire,
waves of fatigue; 3/day-blade barrier, destruction, earthquake, harm, mass charm monster, permanency, waves
of exhaustion; 1/day-meteor swarm, protection from
spells, power word blind, power word kill, power word
stun, prismatic spray, symbol of pain, wish. Caster level
47th, save DC 22 + spell level (conjuration spells 23 +
spell level). The save DCs are Charisma-based.
Spells: Murmer can cast arcane spells 33rd level Sorcerer. All spell save DCs are equal to 22 + spell level
(conjuration spells 23 + spell level). The save DCs are
Charisma-based. Spells/day: 6/9/9/9/9/8/8/8/8/7/2. Sorcerer Spells Known: 0-acid splash, arcane mark, dancing lights, detect magic, ghost sound, prestidigitation,
read magic, resistance, touch of fatigue; 1st-grease,
mage armor, magic missile, shocking grasp, expeditious
retreat; 2nd- acid arrow, eagles splendor, detect
thoughts, touch of idiocy, web; 3rd-heroism, hold person,
lightning bolt, vampiric touch; 4th-dimensional anchor,
dimension door, enervation, black tentacles; 5thcloudkill, dominate person, hold monster, telekinesis;
6th-analyze dweomer, disintegrate, mass suggestion;
7th-mass hold person, plane shift, prismatic spray; 8thgreater planar binding, incendiary cloud, protection
from spells; 9th-gate, summon monster IX, wish.
Epic Spells: 5/day. Epic spells known: contingent
true resurrection, curse of apostasy, greater epic mage
armor, greater ruin, lure of loquacity, momento mori,
spell worm, superb dispelling. Murmer loves to use lure
of loquacity on foes.
Stoic (Ex): Murmers tremendous pride and confi-

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dence have granted him immunity to critical hits, disintegration, ability damage, ability drain and energy drain.
He is likewise immune to cold.
Possessions: Murmer has access to many magical
items due to his station, and can access scrolls of any
spell in the 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

Is highly intelligent (Int 15


or greater)

+5

Each additional caster


beyond three (maximum
9)

+1

Two casters

-4

One caster

-8

Absence of a suitable
throne

-8

laden wind rushes into the area, instigating a full-blown


sandstorm for several seconds, before centering over the
throne (or some other appropriate place in the absence of
a throne) and coalescing into Murmer. With an arrogant
gesture from the Duke of Philosophy, the music ceases.
Murmer will use every opportunity to show his superiority to his summoners. Should the summoners injure
his pride somehow, Murmer will attempt to break
through any protections that they have employed so as to
affect them with his abilities.
Upon the cessation of dealings, Murmer disintegrates
into sand, which is then caught up in a sandstorm once
again. Those who have summoned him without appropriate protective magicks find that the sandstorm fatigues
them with its fury, preventing them from breathing. A

259

successful Fortitude save DC 18 avoids both the fatigue


and the suffocation, but must be made for each round
that the character is within the sandstorm (which lasts for
six rounds). Suffocation continues after the sandstorm
ends; only a remove curse or heal spell can end the effect.

CARREAU
The Dissenter, Duke of Apostasy
Duke of Hell
Large Outsider (Evil, Extraplanar, Fallen, Lawful)
Symbol: A leaden trumpet, cloven in two, superimposed
over a black, inverted triangle.
Athar 12
Hit Dice: 48d8 + 384 (768hp)
Initiative: +9
Speed: 50 ft., fly 100 ft. (good)
Armor Class: 34 (-1 size, +5 Dex, +17 natural, +3 profane), touch 17, flat-footed 29
Base Attack/Grapple: +42/+57
Attack: Fallocantum +58 melee (3d6+22 plus 3d6
(unholy) plus 1 negative level (unholy)/ 19-20 x2 plus
6d6 (unholy) plus 2 negative levels (unholy))
Full Attack: Fallocantum +58/+53/+48/+43 melee
(3d6+22 plus 3d6 (unholy) plus 1 negative level
(unholy)/ 19-20 x2 plus 6d6 (unholy) plus 2 negative
levels (unholy)) and 2 wing slams +52 melee (2d6+5)
Space/Reach: 10 ft./ 10 ft.
Special Attacks: Apostate Power, Banishment, call
baatezu, Dishearten, divine prevention, divine retribution, spell-like abilities, spells, trumpet, Voice of
Apostasy
Special Qualities: Angel of Light, damage reduction
20/good and silver, darkvision 60 ft., divine and holy
damage immunity, divine cancellation, divine interference, divine resistance, Duke of Hell qualities,
immunity to electricity, fire and poison, low-light
vision, magic circle against good, nondetection, regeneration 8, resistance to acid 20 and cold 20, see in
darkness, spell immunity, spell resistance 46 (58 vs.
divine spells), telepathy 500 ft., tongues, 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

dictate the course of their own lives. He furthermore


encouraged individuals to serve their own selfish desires,
teaching that love was a weakness through which the
gods manipulate the Cosmos.
His steps always returned to Hell, though, and eventually he found his way to Nessus, into the presence of
Asmodeus himself. The Lord of the Nine forced the
former trumpet malak to bend the knee, and promoted
him to Dukehood. The court at Nessus speculates that
this was more to keep Carreau in line, and to provide a
method of control, than out of any real desire to increase
the Apostates power.
Carreau appears as a 12 foot tall humanoid with emerald green skin and silver-gold eyes. His wings are white
like the driven snow, as are his robes, and his countenance shines with a faux holy radiance. His appearance
as an angel of light has led many a servant of good to
stop and speak with him when otherwise they would not.
Carreau carries his trumpet, Fallocantum, on his person
at all times. It is fractured, and appears to be made out of
lead, but he will not be parted from it.
Among the denizens of Hell, Carreau counts Murmer
and Caim among his allies. He has a healthy respect for
Dispater, but loathes many of the angels who fell because of lust, particularly Semyaza. Carreau works most
diligently to disrupt the work of the Virtues of Heaven,
and any Lawful Good deity.
Combat
Carreau prefers to masquerade as an agent of good
(using his high Bluff skill to fool alignment detecting
spells), sowing seeds of doubt and apostasy amongst his
foes, than to get involved in physical combat. Indeed, he
is likely to teleport out of harms way should his usual
guise fail him. On the rare occasions where he feels the
need, or when he is unable to flee his foes, Carreau still
tends to fight with a certain amount of subtlety, employing greater dispel magic or epic dispelling to negate
foes protective magic (particularly effects that protect
against mind influencing effects). He follows such efforts with his Dishearten ability, or a blast from his trumpet.
Disheartened spellcasting foes may be a target for
spell worm, whilst divine spellcasters in particular may
be ignored, due to Carreaus contempt for their class
abilities (many of which he is immune to), but he tends
to move close enough to them to allow his Divine Interference ability to disrupt their spells.
Carreau always casts epic mage armor on himself at
the beginning of each day, increasing his AC by 20.
Once in melee, Carreau is a shrewd opponent, quickly
assessing whether he needs to fight defensively and flee,
or deal extra damage by means of Power Attack.
Angel of Light (Ex): Carreau retains his appearance
as a heavenly messenger, suffering no cosmetic changes
due to his fall. He gains a +3 bonus on Bluff, Diplomacy
and Intimidate checks made against good creatures (not
factored into his stats above). As a consequence, he does
not gain the usual cursed power of a fallen angel, and
retains the tongues ability of the malakim choir.
Apostate Power (Su): There are many across the
Realities Beyond who have now heard Carreaus message. Some of these go so far as to desire that Carreau
share his god-thwarting power with them, and go to great
lengths to meet with the Apostate. To such individuals,
Carreau willingly bestows favors. He is able to grant a

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+3 bonus to all mind affecting abilities possessed by the


client (this stacks with Spell Focus: Enchantment and
similar effects); he is able to grant spell resistance
against divine magic equal to the characters level plus
10; or he is able to grant the client immunity to holy and
divine damage. Thereafter, the client must make a Will
save DC 38 each day or be disheartened permanently.
Each successful save increases the DC by 3. There are no
other adverse effects while the creature is alive, but on
death the suitors soul is taken and rent by Carreau, so
that no resurrection is ever possible, not even by means
of wish or miracle. Apostate Power can be erased from
an individuals life only by the casting of a miracle, followed by an atonement spell. The client is considered to
have spell resistance equal to his character level plus 20
against this effect, which cannot be suppressed. The save
DC is Charisma based.
Banishment (Sp): Once per day, Carreau can send
away an extraplanar creature as per the banishment spell
as cast by a 44th level Cleric.
Call Devils (Sp): As a standard action, the Duke of
Apostasy, as a vassal to a Lord of the Nine, commands
the respect of lesser devils. As such, Carreau can call
devils or summon devils. The Duke may call up to one
time a day 12 lemures, 8 barbazu or erinyes, 6 hamatulas
or osyluths, 4 cornugons or gelugons, or 2 pit fiends.
Since these devils are called, they have the ability to
summon other devils as their Monster Manual descriptions allow. Thrice a day, the Duke may summon the
same spread of fiends listed above. The Duke may either
call or summon in one day, not both; if the Duke uses his
calling ability, he cannot use his summon ability until the
next day. Carreau generally summons erinyes to aid him
in his duties, since they are the most comely of the devils. If faced with battle, however, he will always call pit
fiends to his side, and instruct them to summon additional reinforcements.
Dishearten (Su): Perhaps because his own love was
destroyed because of heaven - or so he believes - Carreau
cannot abide the thought of closeness between any two
creatures. He finds it repulsive, and actively teaches that
love is a weakness. He furthermore uses his influence to
make cold the hearts of those he comes into contact with.
3/day, Carreau can dishearten his foes. As a full round
action, Carreau speaks out against love and compassion,
calling on hearers to be true to themselves. Hearers
must succeed on a Will save or Sense Motive check (DC
equals Carreaus diplomacy check) or grow cold towards
their friends and loved ones, and indifferent to enemies.
An affected creature will not help any individual in need,
will not work with another creature, and takes a -9 penalty on all Charisma based checks. In combat, such a
creature will never use the aid another option, will allow
allies to die rather than come to their aid (and actively try
to prevent their resurrection), and, if a spellcaster, will
tend to use spells and effects that will harm both friend
and foe with no compunction or guilt. However, affected
creatures are unlikely to enter combat without provocation from their foe, unless they succeed on another Will
save (DC as above). Dishearten also ends rages, negates
morale bonuses, and unravels the effects of bardic music;
and spells or abilities that grant these effects cannot be
used by a disheartened character unless she succeeds on
a Will save (DC as above). This is a mind-affecting,
language dependent ability.
Divine and Holy Damage Immunity (Ex): Carreau
is immune to damage from divine power, such as that

261

from half the damage of a flamestrike spell. He is also


immune to holy damage, such as that dealt by a weapon
with the holy special ability. Holy weapons still bypass
his damage reduction - only the holy damage itself is
ignored.
Divine Cancellation (Sp): Carreau can counterspell a
divine spell by casting any spell of an equal level; it need
not be the same spell. He must choose a target, ready an
action, and make a Spellcraft check to determine the
spell as normal.
Divine Disavowal (Su): Carreau has spell resistance
58 versus divine spells.
Divine Interference (Su): Carreau generates a field
that interferes with all divine spellcasting (except his
own). Any divine spellcaster within 10 feet of the Duke
of Apostasy must make a caster level check (DC 51) in
order to successfully cast the spell. Failure indicates that
the spell does not take effect but is lost as though cast.
This ability can be suppressed or resumed as a free action.
Divine Prevention (Su): Once per day as a standard
action, Carreau can bestow a +48 resistance bonus to
saving throws upon a recipient. The bonus applies
against the next divine spell to which the recipient is
subjected, even beneficial spells such as bless and cure
light wounds. If the recipient is unwilling, Carreau must
make a successful touch attack and the target must succeed at a Will saving throw DC 51 or be subject to the
bonus.
Divine Resistance (Ex): Carreau has a +2 resistance
bonus to saves against divine spells. This has already
been factored into the stat block.
Divine Retribution (Sp): When using Divine Cancellation, Carreau can reflect a divine spell back at the
caster instead of causing it to fail. He can use this ability
only on spells that target him personally, not areaaffecting spells or those targeting a different creature.
Infernal Presence (Su): Carreaus Infernal Presence
has a Will save DC of 38. His caster level is 50th.
Nondetection (Su): Carreau is constantly under the
effects of a nondetection spell, as cast by a 50th level
caster (DC 27). This ability can be suppressed or resumed as a free action.
Spell Immunity (Su): Carreau is immune to the following spells: bestow curse, blasphemy, doom, holy
word, and geas/quest.
Spell-like Abilities: at will: animate dead, blasphemy, charm monster, continual flame, deeper darkness, desecrate, detect good, detect magic, fireball, flame
strike, greater dispel magic, greater invisibility, greater
teleport (self plus 1,000 pounds), mass hold monster,
message, mirage arcana, persistent image, polymorph,
power word stun, suggestion, unhallow, unholy aura,
wall of fire. 3/day: destruction. 1/day: meteor swarm,
symbol of pain. 1/week: wish. Caster level 50th, save
DC 20 + spell level.
Spells (athar): 6 / 8+1 / 8+1 / 8+1 / 8+1 / 7+1 /
6+1/6+1/6+1/5+1; save DC 22 + spell level, caster level
37th. Carreau has access to the Evil and Law domains.
Typical spells prepared: 0- no light, resistance x3, read
magic, slash tongue; 1- angry ache x2, bless, command,
divine favor, heartache, protection from good*, seething
eyebane, shield of faith; 2- aid, desecrate*, eagles
splendor, hold person, owls wisdom x2, silence, spiritual weapon, wave of grief; 3- bestow curse x2, dispel
magic x2, loves pain x2, magic circle against good*,
protection from energy, wrack; 4- cure critical wounds,

damning darkness x2, death ward, divine power, restoration, spell immunity, stop heart, unholy blight*; 5dispel good*, dispel good, flamestrike, greater command, insect plague, morality undone, power leech, true
seeing; 6- blade barrier, create undead*, fiendish quickening, greater dispel magic, harm, heal, thousand needles; 7- bestow greater curse x2, blasphemy*, blasphemy, dictum, greater restoration, wretched blight; 8antimagic field, dimensional lock, evil weather, fire
storm x2, pestilence, shield of law*; 9- apocalypse from
the sky, despoil, energy drain, gate, soul bind, summon
monster IX (evil creatures only)*. *Domain spells.
Epic Spells: 5/day. Epic spells known: epic mage
armor, greater ruin, nailed to the sky, spell worm, superb dispelling. Caster level 37th, save DC 30. Carreau is
usually under the effects of epic mage armor (armor
bonus not factored into stat block; 33% chance that he
has used a spell slot for the day to cast it, otherwise the
spell was cast on a previous day and the duration has not
yet expired).
Trumpet (Su): Fallocantum (false sound) is 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).

MARTINET, Constable of Nessus


Duke of Hell
Medium Outsider (Devil, Evil, Extraplanar, Lawful)
Symbol: A small red pentagram within a large black,
inverted triangle surrounded by a red circle
Cleric 29/Hierophant 5
Hit Dice: 54d8 + 528 (960 hp)
Initiative: +14
Speed: 50 ft., fly 70 ft. (average)
Armor Class: 58 (+6 armor, +6 deflection, +10 Dexterity, +21 natural, +3 profane), touch 25, flat-footed 44
Base Attack/Grapple: +37/+42
Attack: The Black Baton +49 melee (1d8+11 + 2d6
(lawful) + 2d6 (unholy); or claw +42 (1d10 + 5)
Full Attack: The Black Baton +49/+44/+39/+34 melee
(1d8+11 + 2d6 (lawful) + 2d6 (unholy); or 2 claws
+42 (1d10 + 5), 2 wings +37 melee (1d8 + 2), and tail
slap +37 melee (1d10 + 2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blast infidel, call devils, Constable of
Hell, Infernal Presence, rebuke undead or outsiders
13/day (+10 to checks), spell-like abilities, spells
Special Qualities: Damage reduction 20/good and silver, darkvision 60 ft., divine reach, Duke of Hell
qualities, immunity to fire and poison, Infernal Ambassador, Infernal Diplomat, mastery of energy, regeneration 7, resistance to acid 20 and cold 20, see in
darkness, spell resistance 52, telepathy 500 ft.
Saves: Fort +42, Ref +45, Will +50
Abilities: Str 21, Dex 30, Con 24, Int 28, Wis 36, Cha
31
Skills: Balance +12, Bluff +48, Climb +26, Concentration +59, Diplomacy +67 (+73 with evil beings), Disguise +33 (+37 in character), Gather Information +50,
Heal +18, Hide +31, Intimidate +37 (+43 against evil
beings), Jump +28, Knowledge (arcana) +51, Knowledge (history) +19, Knowledge (local) +35, Knowl-

262

edge (the planes) +61, Knowledge (religion) +66,


Listen +36, Move Silently +31, Search +32, Sense
Motive +38, Spellcraft +70, Spot +34, Survival +13
(+17 on other planes, +15 following tracks), Tumble
+31
Feats: Cleave, Corrupt Spell, Corrupt Spell-like Ability
B
, Dark Speech, Eschew Materials, Extend Spell,
Improved Initiative, Investigator, Iron Will, Negotiator, Power Attack, Quicken Spell, Quicken Spell-like
Ability (destruction), Spell Focus (enchantment),
Spell Penetration, Weapon Focus (morningstar),
Epic Feats: Automatic Quicken Spell (x3), Bonus Domain (Knowledge), Epic Evil Brand B, Epic Spellcasting, Improved Spell Capacity (10th), Improved Spell
Capacity (11th), Multispell, Planar Turning
Environment: Nessus, Ninth of the Nine Hells of Perdition
Organization: Solitary, or squad (1 - 4 Nessian pit
fiends)
Challenge Rating: 40
Treasure: Triple standard plus the Black Baton and the
Constables Keys
Alignment: Lawful Evil
There is no doubt that the most powerful and influential Duke of Hell is Martinet, the Constable of Nessus
and the Voice of Asmodeus. There is also little doubt
that he is the single most despised Courtier of Perdition
and that many, particularly the Lords of the Nine, eagerly anticipate the day that his favor before the eyes of
The Overlord dims. Fortunately for Martinet, he is well
aware of the fine line he walks and he revels in it, knowing full well that Asmodeus is not prone to flippancy or
sudden change and that, so long as he stays absolutely
loyal to The Overlord - or at least, as loyal an appearance
as necessary - he will be able to continue behaving as if
he were an equal to the Lords of Hell.
Martinet is one of the oldest Dukes and many suspect
that he may even be one of the first pit fiends. His name
has been found in texts and grimoires that date back to
the Days of Antiquity when Lucifer the Satan ruled Hell
and there were few fallen angels in Perdition. Indeed,
Martinet was even then on the Court of Light, a midlevel pit fiend who had risen in station due to his gilded
tongue and his unswerving loyalty to Lucifer. But, Martinet was, as he is now, loyal only to Martinet and Hell.
When it became apparent that Lucifers almost personal
war with the Realms Above and the rest of the Cosmos
could bring ruin to Hell, Martinet was among the first to
join with the conspiracy led by a relatively unknown
arch-devil called Asmodeus. Martinet became Asmodeus right hand throughout the conspiracy and the
subsequent coup. It is said that when Lucifer spied Martinet among the conspirators just before his fateful and
final confrontation with Asmodeus that he was struck
speechless at the presence of his most loyal servant
among traitors. For his dedication to Hell and Asmodeus, the new Overlord promptly promoted Martinet
to Duke of Hell status and named him the Constable of
Nessus.
As the Constable of Nessus, Martinet was initially
responsible for the armies of the Darkest Land of Hell,
and he stood high in the Infernal Court. Unlike most of
the higher armies, which were martial in nature, the army
Martinet led was far more religious and philosophical as
it was charged with waging an intellectual war against

263

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

that which he is instructed without any regard for how


vile, unethical, or evil his words and intent are. Martinet
does not question the woes that Asmodeus has brought to
Creation and, indeed, believes that by continuing to
stand behind Asmodeus he will reap fantastic rewards for
his service. However, Martinet is loyal not so much to
Asmodeus as he is loyal to Hell. Martinet believes in the
dictate of his government and its ideals, which he believes are realities that need to be spread across the entire
Cosmos. His betrayal of Lucifer was in defense of the
indefensible: the proliferation of Hell. Should Asmodeus ever reveal that he is a liability to the existence
Martinet supports, the Constable would betray him at the
soonest opportunity.
Martinet is the classic devil. Standing at 6 feet, Martinets torso and arms are those of an athletic, slender man
while his legs are like those of a hairless goat, complete
with a long, barbed tail. His entire body is a hell-fire
red, including the massive, bat-like wings that are usually furled at his back. His face is narrow and chiseled,
with a look of amused arrogance typically accompanied
by a smug smile. Martinets eyes are large and emit a
golden glow, while long black horns rise from his forehead. He always wears rich black and red livery covered
in pentagrams, inverted triangles, and Asmodeus symbol. He is never without his Black Baton, and often has
an imp named Damien, who has a tendency to ask rhetorical questions when Martinet meets with others.
Combat
Although more than capable of holding his own in a
physical conflict, Martinet is no fighter. He absolutely
despises getting personally involved in violence, which
is why he is almost always accompanied by a squad of
Nessian pit fiends. When threats arrive, Martinet is
quick to order his squad to action before plane shifting or
teleporting away.
However, if fighting proves to be the only option,
Martinet will always begin by activating his Infernal
Presence and calling another pit fiend. He will then cast
epic mage armor and follow up with any number of
powerful spells, spell-like attacks, or epic spells depending on the situation.
Call Devils (Sp): Once per day, Martinet can automatically call 12 lemures, 8 barbazu or erinyes, 6 hamatula or osyluths, 4 cornugons or gelugons, or 2 pit
fiends. Since these devils are called rather than summoned, they have the ability to summon their own reinforcements if so ordered. Conversely, 3/day, Martinet
may summon 12 lemures, 8 barbazu or erinyes, 6 hamatula or osyluths, 4 cornugons or gelugons, or 2 pit
fiends (Martinet may either call or summon in a day; he
may not do both). Martinet has no qualms about immediately calling a couple pit fiends and instructing them to
bring in more reinforcements if it appears that combat is
imminent. In any case, Martinet is almost always accompanied by a squad of Nessian pit fiends whenever he
travels beyond Nessus.
Cleric Spells per day: 6 / 9+1 / 8+1 / 8+1 / 8+1 /
8+1/6+1/6+1/6+1/6+1/3/3; base DC 23 + spell level, 24
+ spell level for Enchantment. Caster level 49th ; caster
level 50th for Divination, Evil, and Lawful spells. Martinet chooses domain spells from the Evil, Knowledge and
Law domains. As a Duke of Hell, Martinet has access to
every cleric spell in the Players Handbook. Martinet
typically prepares spells that will enhance his effective-

ness as a diplomat and those that will protect him from


harm or threat; he typically has a few powerful, offensive
spells as well. Typical spells prepared: 0 guidance x2,
inflict minor wounds, resistance x2, virtue; 1st detect
secret doors*, bane x2, bless, curse water, divine favor,
doom x2, shield of faith x2, 2nd calm emotions*, bears
endurance, bulls strength, death knell, eagles splendor,
enthrall, hold person, owls wisdom, spiritual weapon;
3rd clairaudience/clairvoyance*, bestow curse x2, contagion x2, magic circle against chaos, prayer x2, stone
shape; 4th orders wrath*, damning darknessVD, death
ward, dimensional anchor, discern lies, poison, restoration, stop heartVD, tongues; 5th true seeing*, greater
command x2, morality undoneVD x2, resonating resistanceVD, slay living, true seeing, wall of stone; 6th find
the path*, blade barrier, fiendish quickeningVD, forbiddance, geas/quest, harm, heal; 7th legend lore*, bestow
greater curseVD, control weather, dictum x2, fiendish
clarityVD, imprison soulVD; 8th discern location*, antimagic field, dimensional lock, earthquake, fire storm,
quickened damning darknessVD, quickened death ward;
9th foresight*, apocalypse from the skyVD, energy drain,
gate, implosion, miracle x2; 10th quickened blade barrier, quickened harm, quickened heal; 11th quickened
blasphemy, quickened wretched blightVD, quickened
death by thornsVD.
VD

Spell found in the Book of Vile Darkness.


* Domain spell.

Epic Spells: 5 per day. Spells known: contingent true


resurrection, epic mage armor, greater ruin, soul dominion, tyranny. Martinet typically has epic mage armor
prepared, and will often cast greater ruin when in the
midst of heated battles.
Constable of Hell (Ex): As the Constable of Hell,
Martinet is charged with maintaining his Lords order
throughout Hell. Thus, Martinet is often sent out to retrieve or constrain those who have offended Asmodeus
and he must do so quickly before the condemned can
escape. A reflection of his power as Constable of Hell is
that Martinet uses the entirety of his HD to determine the
DCs of all special attack saves.
Martinet exudes a powerful enchantment that prevents
any devil or servant of Hell (devil-worshippers, mercenaries, and the like) from using extraordinary means to
escape, like dimension door or greater teleport. All
within 90 feet of Martinet must make a Will save DC 47
to use such means. Martinet may determine which beings within the radius are affected, and may use this
ability as a standard action.
Furthermore, Martinet may cast trap the soul on any
devil or servant of Hell 3/day as a 46th level caster. This
functions as the spell except the target suffers a -15 penalty to his SR (if applicable) and does not gain a Will
save. The targets soul is typically trapped in The Black
Baton. Only arch-devils with official status within Hell
and the Lords of the Nine are immune to this ability;
however, Martinet will not use this power lightly on
Dukes of Hell or high-ranking pit fiends and agents of
Hell without good cause.
Martinet may also scry on any devil or servant of Hell
as if he were a 46th level caster.
Martinets enviable rank as the Constable of Hell
makes him resistant to all but the most powerful attacks
from devils. Any devil or servant of Hell that attacks
Martinet suffers a -9 penalty to attacks, a -9 penalty to all
DCs, and -9 penalty to Initiative. Although the Lords of
the Nine are immune to this effect, all other devils

264

(including Dukes and arch-devils) are not.


Infernal Ambassador (Ex): Martinet is the Voice of
Asmodeus and, in order to facilitate this role, The Overlord has granted Martinet powers typically reserved for
an arch-devil.
Martinet may cast astral projection, etherealness, or
plane shift as a 46th level caster at will. With these
spells, Martinet can enter any plane, domain, or realm
without risk of suffering any form of damage based upon
the locations nature. Thus, if Martinet plane shifted to
the Elemental Plane of Ice, he would suffer no cold damage; likewise, if he entered Lunia, the First Heaven and
bathed in the Silver Sea, he would not suffer any holy
damage from the water.
Martinet may enter any cosmic or divine realm, or
hallowed site without threat of harm, although he cannot
mask his presence. Furthermore, Martinet may also call
or summon allies to these locations. Once Martinet enters, he acquires either a flat +3 bonus to his armor class
and saves, or a bonus equivalent to the divine rank or
virtual divine rank of the being that controls the area.
Thus, if Martinet enters a temple hallowed to Nemaria,
he would receive a +17 bonus to his armor class and
saving throws. These bonuses are continuous so long as
Martinet does nothing to physically or psychically harm
another within the area. If this occurs - even in response
to an attack from another source - Martinet retains the
bonuses for three rounds after which the bonuses disappear.
Finally, Martinet can commune with Asmodeus 9/day.
Unlike the typical commune, Martinet cast this version as
a standard action and suffers no chance for misinformation or adverse affect unless Asmodeus wills it. It is
believed that Martinet is also a focal point for Asmodeus Hells Mouth, although these rumors are as of
yet unconfirmed.
Infernal Diplomat (Su): The Voice of Asmodeus is
exceedingly versed in acts of diplomacy, particularly
among Fiends and those that serve them. Martinet gains
a +9 circumstance bonus to his Bluff and Diplomacy
skills when treating with fiends, fiend worshippers, or
those working for fiends.
Furthermore, Martinet can offer suggestions to these
beings during the course of regular conversation. 3/day,
as a full round action, Martinet can affect all he selects
within 30 feet with a suggestion as cast by a 46th level
caster if they fail a Will save DC 47.
Infernal Presence (Su): Martinets Infernal Presence
has a Will save DC of 47. His caster level is 46th .
Spell-Like Abilities: At will - animate dead, blasphemy, charm monster, create undead, deeper darkness,
desecrate, detect good, detect magic, fireball, flame
strike, greater dispel magic, greater invisibility, greater
teleport (self plus 1,000 pounds), magic circle against
good, mass hold monster, mirage arcana, persistent
image, polymorph, power word stun, produce flame,
pyrotechnics, suggestion, unhallow, unholy aura, wall of
fire; 3/day - destruction; 1/day - meteor swarm (any),
symbol of pain; 1/week - wish. Caster level 46th; DC 20
+ spell level.
The Black Baton: Martinet always carries his office
standard, a sleek, onyx baton. Both ends are studded
with sharpened diamonds that give off a luster similar to
that of a distant star. The Black Baton strikes as a +6
axiomatic, unholy morningstar. In addition, 3/day the
Black Baton may grant Martinet a +10 circumstance
bonus to his rebuking power or to any skill; it may also,

265

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).

Grimoire of Cosmic Entities Volume One


By Eli Atkinson, William Church and Serge W. Desir, Jr.
Original Concept by Serge W. Desir, Jr.

by Eli Atkinson, Will Church and Serge W. Desir, Jr.


Original Concept by Serge W. Desir, Jr.
Development Team:

Eli Atkinson, Will Church, Michael Chidester,


Serge W. Desir, Jr., Sean Johnston, Michael Jones,
Joe Karpan, Nicholas Varrasse

Graphic Production:

Eli Atkinson

Dicefreaks Logo Design: Tim Moore

Additional Thanks:

Robert Coutier, John Harris, Alan Jacobs Richardson,


Adam Silva-Miramon, William Teebay, Simon Xu

It was not until I uttered the final phrase that I was sure that I had performed the invocation correctly. Even so, I could not
help but wonder whether I had erred in my judgment. I quickly put aside the notion. I am rarely wrong and this summons had a
great purpose. With the knowledge acquired, I would come closer to uncovering the secret after which 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?

266

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-

267

stroyed by Lucifer the Satan before the Dawn of the


Gods, a fair number were granted arch-devil status;
while most were subsequently exiled Hellish politics, a
few like Merorem the Darkwind were granted official station in Hell. Other arch-devils appeared with the
coming of fallen angels; whether from the Voyeurs (like
Semyaza) or The Fallen (like Astarte, Beelzebub, Belial,
and Moloch), most of these were likewise granted infernal cosmic power, but denied a true role in Hells official
politics.
Despite sharing the appellation of arch-devil, these
scion devils are very much individuals with varying
goals, power, and interests. They are extremely powerful and so dangerous that even the Lords of the Nine
treat them with caution. A few are exiled to the first
layer of Hell, Avernus, although a fair number have their
own realms in places like Gehenna, the Plane of Elemental Fire, and The Outlands. Due to their unique station in the hierarchy of Hell, few command vast numbers
of devils, but all have powerful servants at their disposal.
Some are not above working with daemons, demons, and
even celestials in pursuit of their desires. Arch-devils
are purveyors of tyranny, stealth, corruption, betrayal,
and all other aspects of Lawful Evil. They are never to
be handled with anything less than supreme respect and
the utmost prudence.

The Arch-Devil Template


Creating an Arch-Devil
"Arch-devil" is a template that can be added to any
Duke of Hell, malefircarim, or Lawful Evil Fallen celestial with at least 30 HD. On rare occasions (DM discretion), Asmodeus, The King of Hell, may grant this boon
to other powerful Lawful Evil creatures with at least 31
Hit Dice; mortals promoted in this fashion must be at
least 31st level. Ascended mortals will use the totality of
their character class in place of HD where HD is used as
a basis upon which to determine DCs unless otherwise
noted. Additionally, when used on a Duke of Hell, many
of the arch-devil adjustments do not stack unless otherwise noted.
The base creature's sub-types change to Extraplanar,
Evil, and Lawful. An arch-devil uses all the base creature's statistics and special abilities, and special qualities
except as noted here:
Hit Dice: The arch-devil receives maximum hit points
per Hit Die.
Speed: The base speed of the creature is increased by

30 to all modes of movement except fly; this stacks with


the increase granted by the Duke of Hell template. All
arch-devils gain the ability to fly 200 ft (perfect). If the
base creature had a better fly speed, it retains that speed.
Armor Class: If the base creature or Duke of Hell
already has a natural armor class, it remains the same. If
the base creature does not have an inherent natural armor
class, it gains natural armor of +20. In either case, the
creature gains a +6 profane bonus to armor class (which
overlaps with that possessed by the Duke of Hell template) and a deflection bonus to Armor Class equal to its
Charisma bonus.
Arch-Devil Qualities: The arch-devil retains the base
creature's special qualities. The arch-devil also gains the
following:

Immunity to fire and poison.


Resistance to acid 30 and cold 30.
See in Darkness (Su): The arch-devil can see perfectly in darkness of any kind, even that created by a
deeper darkness spell.
Telepathy 1,000 ft.
Damage Reduction: The arch-devil acquires damage
reduction 30/epic, good, and silver; if the damage
reduced number for the base creature was higher, the
arch-devil retains it, although the material(s) necessary to breach the reduction are replaced with epic,
good, and silver.
Regeneration (Ex): Regeneration equal to double the
arch-devils Constitution modifier. The arch-devil
takes normal damage from epic, good-aligned silvered
weapons, or from spells and effects with the good
descriptor.
Spell Resistance equal to the arch-devils challenge
rating +12.
Arch-devil Awareness: An arch-devil can sense anything within one mile around the mentioning of its
name, titles, or an item of importance to it for up to
one hour after the event. This power is barred from
places associated with gods of goodness, the Lords of
the Nine, and beings with divine ranks or cosmic
ranks of 1 or higher.
Divine Rank 0: As part of the higher-level nobility of
Hell, the arch-devil gain a degree of might unknown
to mortals and common devils. An arch-devil gains
immunity to polymorphing, petrification, or any other
attack that alters its form. An arch-devil is not subject
to energy drain, ability drain, or ability damage. An
arch-devil is immune to mind-affecting effects. An
arch-devil is immortal and cannot die from natural
causes. An arch-devil does not age, and does not need
to eat, sleep, or breathe. The only way for an archdevil to die is through special circumstances.
Call Devils (Sp): Like the Dukes of Hell, arch-devils
are able to call devils. However, despite their vaunted
status as near supreme devils, many arch-devils rarely
attempt to call common devils, fearing the wrath of The
Overlord of Hell. Additionally, many common devils,
aware of the outcast nature of most arch-devils, often
ignore calling attempts. As a standard action, an archdevil can attempt to call devils. The arch-devil may attempt to call up to three times a day, 3 pit fiends, 9 gelugons or cornugons, or 18 of any lesser type of
devil. An arch-devils commands more powerful devils
than average. When the arch-devil calls devils, these

devils have twice their normal Hit Dice. For instance, if


Merorem the Darkwind were to call gelugons, the gelugons who answered would possess 32 Hit Dice. Since
these devils are called, they have the ability to summon
other devils as their Monster Manual descriptions allow. For outcast arch-devils, there is only a 50% chance
the call will be answered. Outcast arch-devils maintain
their own cadre of servants, which they can call in a
manner similar to devils, falling within the same CR
spread. They do not suffer the 50% penalty when calling
these servants. For example, Semyaza, a fallen solar, has
his own array of fallen planetars who serve his whims.
Call devils is equivalent to an epic spell.
Diabolical Adaptation (Su): Some arch-devils will
exhibit special abilities or qualities different from their
peers. For example, while most arch-devils are completely immune to all kinds of fire, magical or mundane,
an arch-devil hoping to become a god associated with
winter may be immune to cold. Each arch-devil gains at
least one special ability or one special quality in keeping
with his/her duties and areas of interest upon its promotion; for every 20 total Hit Dice and class levels possessed, the arch-devil acquires an additional special ability or special quality. This replaces, and does not stack
with, any existing benefits from previous Diabolical Adaptations from the Duke of Hell or another similar template. It is interesting to note that some creatures, particularly malefircareim, do not retain their racial special
abilities upon gaining the arch-devil template.
Diabolical Aura (Ex): The presence of an arch-devil
is so vile that it causes lesser beings to cower or pay
homage to the might of the evil they represent. All
within 90 feet of an arch-devil must make a successful
Will save equal to 10 + the devils Hit Dice + the
devils Charisma modifier + any existing enchantment
bonuses (e.g., from the Spell Focus: Enchantment feat).
Those who succumb to the evil the arch-devil represents
suffer one of the two following effects as determined by
the arch-devil (who can change the effect, or discontinue
it, as a free action):
Cower: Affected beings cower before the might of the
devil. They can defend themselves normally but take no
actions.
Induce Fear: Affected beings become panicked and
suffer a 4 morale penalty on attack rolls, saves, and
checks. The merest glance or gesture from the devil
makes them frightened, and they flee from it as quickly
as they can. A panicked creature has a 50% chance to
drop what its holding, chooses its path randomly (as
long as its getting away from immediate danger), and
flees any other dangers that confront it. If cornered, a
panicked creature cowers.
The arch-devil can make its servants, worshippers,
beings of Lawful Evil alignment, or a mixture of all three
types immune to this effect as a free action. This immunity lasts one day or until the arch-devil dismisses it.
Deities and cosmic entities are immune to an archdevils diabolical aura, except on a successful opposed
rank check.
Diabolical aura replaces any existing fear auras of the
base creature.
Diabolical Metamorphosis: Almost all arch-devils
experience some kind of physical change upon their apotheosis into this new status. This new form always relates to their duties and desires. For example, the lustful
Semyaza often appears as the physically beautiful Solar
he once was. This allows a degree of flexibility for the

268

designer. Any adjustments in size and physical make up


may affect the arch-devils attack methods or his advancement benefits. The designer should modify attack
methods and locomotion accordingly, but keep basic
combat statistics the same.
Diabolical Prowess: An arch-devil possesses might
beyond that of lesser beings. He receives a +9 profane
bonus to the DC of his special attacks, spells, and spelllike abilities, and to the effective caster level of his spellcasting, if any.
Locked Within the Gates: An arch-devil cannot
travel into the Prime Material Plane by traditional
means. Thus, the arch-devil cannot use nor take advantage of spells like planeshift or gate to travel between the
Realities. Only powerful magicks, like circle of the Nine
Pits, grants an arch-devil the ability to enter the Prime.
Interestingly, if an arch-devil is given certain magic
items, such as an amulet of the planes, by a mortal, he
can use it to travel to the mortal coil once a year for up to
nine days; while the mortal must be willing, he cannot be
a sworn servant or worshipper of the arch-devil.
The Presence of Hell (Su): So terrible is the presence of an arch-devil that it may corrupt an entire area
with but a thought. Once per day as a standard action, an
arch-devil may unhallow an area with a radius centered
on its person equal to 30 feet per Hit Dice. The archdevil can determine which spell to attach to unhallow as
listed in the Players Handbook. The duration and all
associated effects of unhallow and the adjoined spell are
based upon the arch-devils spell-like ability caster level.
Although an arch-devil detests the forces of righteousness, he also fears them. As a result, an arch-devil finds
it difficult to enter any hallowed site. An arch-devil attempting to enter a hallowed site must make a Will save
DC equal to 40 + the divine rank of the represented god
(if unknown, assume the highest possible numeric value
of the divine ranks) + the gods Charisma modifier (if
this is unknown, assume a +9); an arch-devil cannot use
its spell resistance to overcome this effect. If the archdevil succeeds in entering the hallowed area, the area
immediately becomes unhallowed as described above.
Once an arch-devil breaches holy ground, the god in
question is immediately alerted to the fiends presence
and will often (DMs discretion) send a proxy or an avatar to deal with the intrusion.
Spell-like Abilities or Psionics: An arch-devil retains the spell-like abilities and psionic attacks of the
base creature. Across the board, however, an arch-devil
will lose abilities that allow it to see through illusion or
determine if another creature is being honest; thus a
fallen advanced Solar would lose the ability to discern
lies and true see. The caster level for spell-like abilities
is always the arch-devils Hit Dice + 9, with spellcasting
class levels having a 50% chance per level of increasing
the caster level by +1. Ascended mortals cast as 40th
level Sorcerers; additionally, for every spellcasting class
level over 31st level, there is a 50% chance that the mortal will gain a one level increase in their spell-like ability
caster level. All arch-devils gain the following spell-like
abilities: at will: animate dead, blasphemy, charm monster, deeper darkness, delayed blast fireball, desecrate,
detect chaos, detect good, detect magic, flame strike,
greater dispel magic, greater invisibility, greater teleport, magic circle against chaos, magic circle against
good, mass hold monster, mirage arcana, persistent image, polymorph, power word stun, raise dead, suggestion, symbol of pain, unhallow, unholy aura, wall of fire.

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3/day: destruction, firestorm, meteor swarm, oppress.


1/day: hellball, wish. If the base creature already had
access to a listed spell, it does not gain the ability to cast
the spell multiple times. In other words, an infernal that
becomes an arch-devil cannot cast hellball twice a day
despite having the ability to cast the spell naturally.
Abilities: The arch-devil may apply up to a total of 9
points to his ability scores, scattering as necessary to
meet his new responsibilities in Hell (the designer is under no obligation to use these points). The arch-devil
may also swap existing ability scores on a two for one
basis; i.e. the Arch-Devil could exchange 2 points of
Strength for 1 point of Intelligence. These bonuses stack
with those gained by the Duke of Hell template.
Feats: The arch-devil typically retains any existing
feats of the base creature, although at times the archdevil will swap one feat for another so long as the
arch-devil meets the prerequisites for the new feat. All
arch-devils gain the Corrupt Spell-like Ability and Dark
Speech feats listed in the Book of Vile Darkness as bonus
feats and Epic Evil Brand as a bonus feat as listed in
Epic Insights, a Wizards of the Coast web enhancement.
Class Levels: The arch-devil may acquire class levels. An arch-devil tends to have at least 15 levels in at
least one class suited to his desires and duties; indeed,
many are multi-classed. Semyaza, for example, a lecher
and whore, has levels in bard, while arrogant Eblis has
levels in fighter and ur-priest. This class level acquisition assumes that the arch-devil attained power and experience above and beyond those of his peers during the
time before his ascendancy. In certain instances, some
class options may seem incompatible due to alignment
concerns; however, the arch-devil likely attained such
levels prior to become Lawful, Evil, or both. While level
advancement does not provide size increase adjustments,
the arch-devil gains feats, skills, increased attack bonuses, and the like as if he were an epic NPC. See the
Epic Level Handbook, in addition to the Dungeons and
Dragons Core Rule Books, for level acquisition guidelines.
Challenge Rating: +6 + class level. It is important to remember to adjust the CR of the base creature
beyond just size adjustments (as described in the Monster Manual). For example, if a pit fiend was the base
creature and, upon its promotion to arch-devil status, it
lost its disease, poison, and constriction, the base CR
should be reduced by 2 (each ability counts as 2 points to
the CR equation divided by 3). Note that this increase to
CR overlaps (does not stack with) that granted by the
Duke of Hell template.
Treasure: Quadruple standard
Alignment: Always Lawful Evil
Advancement: By character class
Summoning: An arch-devil can be summoned using
the guidelines found in Chapter 2: Forbidden Magic.
Note that in the summoning descriptions of certain archdevils found below, some adverse effects are mentioned
for those who summon arch-devils without protective
magicks in place a foolish venture. These adverse effects are supernatural in nature in all cases, and thus are
not thwarted by spell resistance.

ADREMALECH, Chancellor of Hell


The Hidden Lord
Assassin 20/Bard 10

Large Outsider (Abomination, Evil, Extraplanar,


Lawful)
Symbol: A shadow of a fiend in a wall of red flames on
a black, inverted triangle
Hit Dice: 45d8 + 30d6 + 750 (1290 hp)
Initiative: +18 (+10 Dexterity, +8 Improved Initiative)
Speed: 120 ft., fly 240 ft. (perfect)
Armor Class: 72 (-1 size, +10 Dexterity, +13 deflection, +34 natural, +6 profane), touch 38, flat-footed 72
Base Attack/Grapple: +60/+77
Attack: Dissembler +84 melee (1d6 + 22 + 2d6 (lawful)
+ 2d6 (unholy) + 1 (vile)/17-20/x2 + 2d6 (lawful) +
2d6 (unholy) + 1 (vile) + 1d6); or claw +72 melee
(4d6+13)
Full Attack: Dissembler +84/+79/+74/+69 melee (1d6
+ 22 + 2d6 (lawful) + 2d6 (unholy) + 1 (vile)/17-20/
x2 + 2d6 (lawful) + 2d6 (unholy) + 1 (vile) + 1d6); or
2 claws +72 melee (4d6+13) and 2 wings +67 melee
(4d8+6)
Space/Reach: 10 ft./10 ft
Special Attacks: Call devils, death attack (Fortitude DC
50), Diabolical Aura, the Presence of Hell, Deny Diabolism, Infernal Glare, Wilt Morality, spell-like
abilities, spells, sneak attack +10d6, poison use
Special Qualities: Abomination traits, arch-devil qualities, bardic knowledge +30, bardic music
(countersong, fascinate, competence, suggestion, inspire courage +2, inspire greatness), blindsight 500 ft.,
damage reduction 30/epic, good and silver, darkvision
60 ft., Diabolical Prowess, divine immunities, Furnace of Falsehoods, hide in plain sight (flames or
shadow), immunity to fire and poison, improved uncanny dodge, nondetection, regeneration 20, resistance to acid 30 and cold 30, see in darkness, spell
resistance 63, telepathy 1,000 ft., uncanny dodge
Saves: Fort +49, Ref +49, Will +50
Abilities: Str 37, Dexterity 30, Con 31, Int 39, Wis 32,
Cha 36
Skills: Balance +51, Bluff +95, Concentration +67, Decipher Script +47, Diplomacy +109 (+115 with evil
beings), Disable Device +33, Disguise +73 (+81 when
acting in character), Escape Artist +88, Forgery +60,
Gather Information +87, Hide +76, Intimidate +94
(+100 against evil beings), Jump +69, Knowledge
(arcana) +72, Knowledge (history) +62, Knowledge
(local) +71, Knowledge (nature) +20, Knowledge (the
planes) +72, Knowledge (religion) +72, Listen +82,
Move Silently +80, Open Lock +33, Perform
(oratory) +36, Search +82, Sense Motive +69, Spellcraft +68, Spot +64, Survival +59 (+65 on another
plane, +67 while tracking), Tumble +84, Use Rope
+10 (+18 with bindings)
Feats: Alertness, Alluring, Cleave, Corrupt Spell-Like
Ability B, Dark Speech B, Dodge, Great Cleave, Impostor, Improved Critical (dagger), Improved Initiative, Mobility, Persuasive, Power Attack, Quicken
Spell-Like Ability (fireball), Spring Attack, Stealthy,
Trustworthy, Vile Martial Strike (dagger), Weapon
Focus (dagger)
Epic Feats: Blinding Speed, Epic Evil Brand B, Epic
Skill Focus (Gather Information), Epic Weapon Focus
(dagger), Improved Death Attack, Lingering Damage,
Overwhelming Critical (dagger), Polyglot, Superior
Initiative, Tenacious Magic (greater invisibility), Vile
Death Strike
Environment: The Hidden Flame, Nessus, Ninth of the

Nine Hells of Perdition


Organization: Unique (Solitary)
Challenge Rating: 51
Treasure: Quadruple standard plus Dissembler
Alignment: Lawful Evil
In a past long forgotten, the Infernal Perdition of
Phlegethos, the Fourth Hell, was not a place filled with
the howling and teeth gnashing of petitioners. It was not
a place dominated by fallen angels. Belial, the Master of
Pain and Suffering, did not always rule. Although Belial
and his allies have done all in their power to purge the
truth of Phlegethos past from the Cosmos, there continues to be a few ancient beings who remember when the
Fourth Hell was ruled by another and there are but a few
who know that the original ruler of Phlegethos still exists. That being is Adremalech, the Hidden Lord.
In Antiquity, Phlegethos, while still Hells center of
pain and purification, was not truly a place of physical
oppression and sexual gratification and torment.
Phlegethos was more similar to Maladomini of contemporary times, as it was a place of lies, deception, intrigue,
and murder. It was here that the flames of hatred and
tyranny were concealed beneath a veneer of culture and
sophistication. These attitudes were no better exemplified than by the original Lord, Adrammelek. Adrammelek was one of the original hellspawn, the first beings
born from The Overlords blood shortly after his fall
created The Pit. Spared the destruction that took most of
his kin, Adrammelek was granted rule over the Fourth
Hell by Lucifer the Satan where he remained for untold
millennia. As the original Lord of the Fourth, Adrammeleks power was significant. He claimed every flame as
his totem, allowing him to see within the layers - but not
personal abodes - of his peers, drawing their enmity and
wrath. But Adrammelek, who buried his burning contempt and loathing for his comrades beneath a vast intellect, often bested the others, acquiring greater power as
time progressed. Adrammeleks patience was like smoldering magma, waiting just under the surface until, with
sudden violence and accuracy, he would act.
Like all Lords of the Nine, Adrammelek coveted The
Serpents Throne and sought to supplant Lucifer the Satan. Adrammelek believed that he alone would achieve
this lofty goal through involved plots, covert activities,
and intrigue. Adrammelek served as a key conspirator
with Asmodeus when the latter arch-devil orchestrated a
successful coup against Lucifer. Adrammelek believed
that Asmodeus, a relative unknown and much weaker
being compared to The Satan, would be far easier to
eliminate single-handedly when the time came. Once
Adrammelek helped install Asmodeus to the Serpents
Throne during the Battles of Light and Greed, he began
the second part of his ploy to become the King of Hell:
he pursued divinity. Adrammelek became a powerful
patron to nobles who valued the spark of fire that motivated and drove them to success regardless of the obstacles in their way. While some ritualistically burned trees
or precious metals, others went as far as to burn children;
in all cases, these sacrifices were said to strengthen the
souls and resolve of those who performed them. Adrammelek gained much from these cults and soon the spark
of divinity kindled within him. Seeking to expand his
power-base, Adremalech loosened his orderly nature,
believing that in doing so even more foolish mortals
would find their way to him. It was here that Adrammelek would fail.

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In becoming pure evil, 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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than he appears and one and the same with Lucifer)


would destroy him. Still, Adremalech searches for a way
to avenge himself against his master and Belial. The
vast majority of Adremalechs spying activities revolve
around Phlegethos as he hopes to discredit Belial. Indeed, although Gazra does not know it, his rise to power
and success in Phlegethos is partially due to Adremalechs influence. Adremalech also maintains tabs on
Sammael in the Gray Wastes; he hopes to one day reunite with the Arch-Devil of Venom if and when that
devil abandons pure evil and returns to Law. Although
Beelzebub does not know the Hidden Lords true identity, the Lord of the Seventh counts him as a rival and
enemy as the Order of the Lie clearly surpasses his own
Order of the Fly in its level of secrecy and mastery of
conspiracy. Beelzebub has put a great deal of effort into
uncovering the true identity of the Hidden Lord and it is
known that he has come close to revealing Adremalech
four times. Adremalech hates Beelzebub almost as much
as he hates Belial, but knows that to challenge a Lord of
the Nine directly would spell disaster, so he bides his
time for the proper opportunity to discredit the Lord of
the Flies.
Adremalech is very rarely seen in his true form by any
save the highest-ranking members of the Order of the Lie
and Asmodeus. More often than not, he appears as a pit
fiend or a cornugon, although one of considerable size
and power. He is also fond of the guise of an older, yet
handsome, half-elven man in expensive attire. His true
form is clearly diabolic. Almost 9 feet tall, Adremalech
is long and lean with flesh that seems to glow like scalding iron, and his eyes are like pits of molten lava. Adremalechs very handsome, mature face with an almost
perpetual smirk is topped with a pair of long horns and a
mane of flaming hair. While he sports vast bat-like
wings similar to most hellspawn, Adremalechs are beautiful to behold when unfurled, resembling a peacocks
tail, albeit covered in lurid flames. Adremalech speaks
in a soft, sultry voice that seems incapable of issuing an
angry tone in spite of the hatred and anger that drags at
his soul.
Combat
Adremalech despises physical combat, preferring his
perpetual anonymity by far, and will avoid physical altercations at all costs. Indeed, Adremalech is of the opinion that the pen is mightier than the sword, and will
seek means to discredit rather than engage. He will typically teleport away immediately. However, if forced into
a situation where fighting is a necessity, Adremalech
immediately calls on his servants, and other associates of
the Order of the Lie and will attempt to Deny Diabolism
on those of Hells bosom. Such is the reality that Adremalech envisions for his victims death eternal.
Assassin spells known: 1st - detect poison, ghost
sound, obscuring mist, true strike; 2nd - cats grace, foxs
cunning, illusory script, pass without trace; 3rd - deep
slumber, false life, misdirection, nondetection; 4th - clairaudience/clairvoyance, freedom of movement, locate
creature, modify memory. (8/8/7/7. 62nd level caster;
base DC 33 + spell level).
Bard spells known: 0 - daze, lullaby, mage hand,
message, open/close, prestidigitation; 1st - cure light
wounds, erase, identify, undetectable alignment; 2nd blindness/deafness, eagles splendor, locate object, silence; 3rd - crushing despair, displacement, glibness,

scrying; 4th - legend lore, zone of silence. (7/6/6/4/3.


52nd level caster; base DC 32 + spell level).
Call Devils (Sp): As a standard action, Adremalech
can call devils. He may attempt to call up to three times
per day, 3 pit fiends, 9 gelugons or cornugons, or 18 of
any lesser type of devil. Unlike many arch-devils, Adremalech does not suffer any penalties in calling devils.
Since these devils are called, they have the ability to
summon other devils as their Monster Manual descriptions allow. In spite of his ability to call devils, Adremalech rarely does so since he values his anonymity. If
put into a situation in which he requires their presence,
Adremalech will call only on Nessian pit fiends associated with the Order of the Lie.
Deny Diabolism (Su): As the Chief of Hells Secret
Service, Adremalech has power beyond that of many of
the Infernal Peerage. These powers are manifested in one
of two ways. First, Adremalech has the ability to strip
lesser devils (i.e. arch-devils unassociated with Hell,
Dukes of Hell, and common devils) and official servants/
worshippers of Hell of their powers 4/day. When Adremalech attempts to use this power, all devils or diabolical
servants within a 90 foot cone must make a Fortitude
save 54 + 1 per 20 levels and/or HD. Those that fail the
save lose the Devil subtype, supernatural powers
(including damage reduction and spell resistance), and
spell-like abilities; beneficiaries of prestige classes associated with Hell or those who serve as Lawful Evil clerics or Clerics of Asmodeus also suffer a full loss of
spells and any special attacks or special qualities derived
from their affiliation. Furthermore, mortals lose access
to any special boons they may have acquired from a pact
made with a devil for the duration of the effect, like ability increases, bonus feats, and the like. Deny Diabolism
lasts for 24 hours after which the victims (assuming they
are still alive) may make another Fortitude save to regain
their powers. Adremalech can return powers as he sees
fit, seeming to have no upward limit, as a free action.
Second, Adremalech has a 40% miss chance if lesser
devils (i.e. of Duke of Hell status or lower) attack him.
There are rumors that Asmodeus can cause Adremalechs powers to either fail or reflect back onto the
Hidden Lord.
Diabolical Aura (Ex): Adremalechs Diabolical
Aura can be ignored on a successful Will save DC 54.
Furnace of Falsehoods (Su): Adremalech knows
well the power of sight. Indeed, during his tenure as
Lord of the Fourth, he led many into Perdition due to his
ability to stoke the fires of the soul and mind to pursue
pleasures of the flesh. Since he was cast out of
Phlegethos, Adremalech has perfected his ability to offer
powerful images, but he no longer limits himself to visions of passion or pleasure, preferring to do whatever it
takes to get what he wants for the glory of Hell. As a
result, Adremalech is utterly immune to any attempt on
the part of others to pierce his own illusions.
Adremalech may call on the Furnace of Falsehoods 4/
day. The Hidden Lord unfurls his massive, beautiful
wings, causing a gust of scalding - but otherwise harmless - heat to expand in an 80-foot radius centered on his
person. Depending on his want, Adremalech can cause a
number of different effects with the Furnace (he can also
select which creatures are affected).
First, Adremalech can select to force all beings within
the radius to return to their true forms if they fail a Will
save DC 54. Whatever effect is in place, be it a polymorph spell or cloak of change self, is simply cancelled

and unable to be reinstated for 24 hours. Shapechanging


creatures, like lycanthropes, always revert to their least
threatening forms.
Second, Adremalech can cause a powerful medley of
spells to take place in the radius. All at once (as a full
round action) or one at a time (one per round as a free
action), Adremalech may cause the following spells to
take effect: mirage arcana, mirror image, scintillating
pattern, suggestion, veil, or weird. Each of these functions as the spell except the DCs for all the above spelllike abilities is 56 (as if Adremalech benefits from Spell
Focus: Enchantment). Even beings typically immune to
illusion or with true seeing and similar sensory powers
must succeed this save (although with a +9 bonus).
Third, Adremalech can bolster his or the illusory powers of other beings within the radius as he selects. The
DCs of all illusion spells and spell-like abilities are increased by 4. Furthermore, illusion spells requiring concentration, like major image, find that the length of time
that the spell functions without concentration is doubled.
This boon lasts for 9 rounds.
Fourth and finally, Adremalech can cause a massive
amount of damage to all within the radius. Composed of
energy similar to Hells Fire, this blast of energy causes
90 points of damage, 45 points on a successful Reflex
save DC 54.
Infernal Glare (Su): As part of his responsibilities
as the head of the Order of the Lie, Adremalech has mastered the ability to track and spy upon those who have
attracted the attention of Hell. Adremalech may select
any creature he has met over the past nine years and focus his Infernal Glare upon them.
Infernal Glare functions in a manner similar to the
scry spell as cast by a 64th level caster with the following
adjustments. First, Infernal Glare allows the Hidden
Lord to not only see but to hear what occurs around the
target as if he were actually the target. He may attempt
to Listen, Search, or Spot using the target's modifiers on
the target's turn without alerting the target. Second, the
Chancellor of Hell also finds that his remote sensing
ability is slightly enhanced, granting him the ability to
widen the ability to anywhere within four miles of the
target and to "hear" anything related to Hell, be it the
name of a location in Hell, an artifact associated with
Hell, or the name of any being (including Lords of the
Nine) connected to Hell. Third, Adremalech may
"jump" from one target to another through the use of his
remote sensing or from one target to another with whom
he is familiar up to nine times a day. Finally, Adremalech suffers no reduction in his Glare's power through
planar boundaries so long as the realms of gods or personal abodes of cosmic entities with divine rank 0 or
greater are not breached. In such cases, Adremalech can
breach any such location only once a day and for only
nine rounds.
The save associated with Infernal Glare depend upon
the creature type of the target. While Adremalech may
target up to 81 devils (including Dukes of Hell), he may
only target up to 18 non-devils (each non-devil counts as
4 devils for determining how many total targets can be
affected at once). For the purpose of this ability, members of prestige classes of perdition count as devils. Common devils and mortal servants with fewer than
20 HD receive no saving throw against Infernal Glare
unless they are direct servants of a Lord of the Nine or
Duke of Hell; Dukes of Hell, powerful diabolical servants, mortals servants with more than 20 HD, and mor-

272

tals not tied to Hell in an official capacity receive a Will


save DC 54 to avoid the affect. Those that roll at least a
63 also immediately sense that someone or something
was scrying upon them as they feel a sudden flash of
uncomfortable heat across their bodies. Adremalech
may scry upon nine different targets simultaneously with
no ill effect, although in doing so, he may only take
move equivalent actions each round. If he decides to
focus upon up to three targets, Adremalech may cast the
following spells through the Infernal Glare (these are in
addition to those included in the scry spell description): charm monster 9/day, dominate monster 3/day,
and suggestion at will as a 64th level caster. Adremalech
may target either the subject of his Infernal Glare or another within visual sight of the target, establishing a kind
of remote relationship.
The Presence of Hell (Su): Adremalechs Presence
of Hell has a 1350-foot radius centered on himself, and
all effects are as those cast by a 64th level caster. The
Will save DC is 54.
Spell-Like Abilities: At will - animate dead, blasphemy, blur, charm monster, create undead, deeper
darkness, delayed blast fireball, desecrate, detect chaos,
detect good, detect law, detect magic, fear, flame strike,
fireball, greater dispel magic, greater invisibility,
greater teleport, magic circle against chaos, magic circle against good, major image, mass hold monster, mirage arcana, persistent image, polymorph, power word
stun, produce flame, pyrotechnics, raise dead, read
magic, suggestion, symbol of pain, telekinesis, unhallow,
unholy aura, unholy blight, unhallow, wall of fire; 3/
day - destruction, firestorm, meteor swarm; 1/day - hellball, implosion, wish. Caster level 64th, save DC 32 +
spell level.
Wilt Morality (Ex): Although he rarely interacts
with mortals due to his new duties as the Chief of Hells
Secret Service, Adremalech continues to exhibit some of
the near-divine ability to grant power to lesser creatures.
3/day, Adremalech may Wilt Morality to any non-evil
being. Adremalech enters into a contract with the mortal, granting up to four wishes over the course of nine
days. The results of the wishes seem to occur naturally
within 1d4 days, although often in the most unfortunate
manner for the surrounding society (like a thief, having
recently robbed the local baron, slips and breaks his
neck, but not before the bag of gold tumbles right before
the client).
All Adremalech asks for in return for this service is
the ability to add a little spark into the clients life.
Essentially, Adremalech infects the victims soul with a
bit of his own diabolical energy, causing the morality
within to burn away. For every wish granted, the spark
devours more of the clients morality, drawing him ever
closer to Perdition.
Upon the first granted wish, the victim suffers a -4
penalty to his Wisdom and his alignment moves one step
closer to Lawful Evil.
With the second wish, the victim suffers a -4 penalty
to his Charisma as the wilting of his soul produces a
sweating, uncomfortable, yet haughty appearance on the
clients face; furthermore, he also suffers a -4 penalty to
Bluff, Diplomacy, and Intimidate checks with goodaligned beings, who sense his growing evil. He also
moves one step closer to Lawful Evil.
The third wish grants the client the Evil Brand feat as
described in the Book of Vile Darkness even if the client
is not yet evil. It is at this time that the client has lost

273

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.

EBLIS, Arch-Devil of Fire


Nemesis of the Heavens
Fighter 20/Ur-Priest10
Huge Outsider (Evil, Extraplanar, Fallen, Lawful)
Symbol: A gray greatsword with two rams horns jutting from the hilt on field of flames superimposed on
a black inverted triangle.
Hit Dice: 76d8 + 20d10 + 960 (1768 hp)
Initiative: +11 (+7 Dexterity, Improved Initiative)
Speed: 90 ft., fly 200 ft. perfect
Armor Class: 63 (-2 size, +8 armor, +10 deflection, +7
Dexterity, +24 natural, +6 profane), touch 31, flatfooted 56
Base Attack/Grapple: +81/+107
Attack: Heavens Sorrow +107 melee (10d6+39+1
(vile)/17-20 x2 +1d6 plus death (Fortitude save DC
76); or Heavens Tears + 93 ranged (death; Fort save
DC 36 negates) or slam + 97 melee (3d8+27)
Full Attack: Heavens Sorrow +107/+102/+97/+92
melee (10d6+39+1 (vile)/17-20 x2 +1d6 plus death
(Fortitude save DC 76); or Heavens Tears +93/+88/
+83/+78 ranged (death; Fort save DC 36 negates) and
one negative level 19-20/x3 +9d6 (fire) +9d6 (unholy)
and three negative levels), or 2 slams + 97 melee
(3d8+27)

Space/Reach: 15 ft. /15 ft.


Special Attacks: Burning Earth, call devils, diabolical
aura, Divine Impotence, the Presence of Hell, spelllike abilities, spells
Special Qualities:
Apostate, arch-devil qualities,
cursed, damage reduction 30/epic, good and silver,
darkvision 60 ft., Diabolical Prowess, immunity to
fire and poison, Lord of Flames, low-light vision,
magic circle against good, Nemesis of the Heavens,
rebuke undead (15/day, +8 rebuke bonus), regeneration 20, resistance to acid 30 and cold 30, see in darkness, siphon spell power, steal spell-like ability, spell
resistance 79, telepathy 1,000 ft.
Saves: Fort +60 (+64 vs petrification), Ref +57, Will
+60
Abilities: Str 46, Dex 25, Con 30, Int 30, Wis 27, Cha
34
Skills: Appraise +16, Bluff +68, Climb +41, Concentration +93, Craft (armorsmith) +58, Craft
(weaponsmith) +58, Diplomacy +51 (+49 with good
creatures, +57 with evil creatures), Disguise +12 (+18
when acting in character), Escape Artist +76, Gather
Information +47, Hide +32, Intimidate +69 (+75
against evil creatures), Jump +42, Knowledge
(arcana) +89, Knowledge (nature) + 18, Knowledge
(the planes) +89, Knowledge (religion) +89, Listen
+39, Move Silently +32, Search +52, Sense Motive
+77, Spellcraft +97, Spot +77, Survival +77 (+82
when on another plane, +80 when following tracks),
Use Rope +15 with bindings, Tumble +9
Feats: Armed Deflection, Awesome Blow, Cleave,
Combat Casting, Combat Expertise, Corrupt Spell,
Corrupt Spell-like Ability B, Craft Magical Arms and
Armor, Dark Speech B, Exceptional Deflection, Flyby
Attack, Great Cleave, Greater Weapon Focus
(greatsword), Greater Weapon Specialization
(greatsword), Improved Bullrush, Improved Critical
(composite longbow), Improved Critical (greatsword),
Improved Disarm, Improved Initiative, Improved
Sunder, Improved Trip, Iron Will, Leadership, Malign
Spell Focus, Many Shot, Mortal Bane, Persuasive,
Point Blank Shot, Power Attack, Precise Shot, Quick
Draw, Rapid Shot, Vile Martial Strike (composite
longbow), Vile Martial Strike (greatsword), Weapon
Focus (composite longbow), Weapon Focus
(greatsword), Weapon Specialization (greatsword)
Epic Feats: Blinding Speed, Craft Epic Magical Arms
and Armor, Devastating Critical (greatsword), Dire
Charge, Epic Evil Brand B, Epic Weapon Focus
(greatsword), Epic Weapon Specialization
(greatsword), Overwhelming Critical, Penetrate Damage Reduction, Planar Turning
Environment: Any land and underground (The Tower
of Burnt Ash, Elemental Plane of Fire)
Organization: Unique (Solitary), or elite (Eblis and the
Sundered Suns), or squad (Eblis, 1 6 fiendish elder
elementals)
Challenge Rating: 67
Treasure: Quadruple standard plus Bracers of armor
+8, Heavens Sorrow, and Heavens Tears
Alignment: Lawful Evil
The Nemesis of the Heavens. The Lord of Flames.
The Virtues Failure. These and other titles belong to
what was once the greatest seraph ever. Eblis. Now,
Eblis stands as one of the greatest foes to the gods and

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the Bastions of Righteousness. He is also one of the


greatest threats to humanoids in the Prime Material Plane
and the Realms Beyond, seeking nothing less than their
extermination.
Eblis story is one generally unknown to all but the
most informed sages and scholars. Indeed, many have
no idea that Eblis exists, or confuse him with the likes of
Mephistopheles and other Lords of the Nine, the Prince
of Unholy Flames, Imix, or even Asmodeus himself. In
truth, Eblis may pose a greater threat to mortals than any
of his contemporaries. Eblis was once the greatest seraph drawn from solar stock. Legends suggest that he
was the first one created by the joint action of the Supreme Virtue of Celestia, the Herald Mikhail, and the
Defender of Freedom, Sanoi, after the Holy Compact of
the Realms Above. Imbued with the responsibility of
promoting goodness across Creation, Eblis was a sworn
foe to the Lords Below and to all that sought to offend
the powers of goodness. Often, Eblis would be sent on
missions to aid the gods of goodness in remote Prime
Material worlds, or to decimate troublesome fiends in the
Astral or Elemental Planes. He was the Purging Fire of
the Heavens, and eventually grew to such might that he
became the right hand of the Supreme Virtue herself. It
was Eblis who cast out the likes of Semyaza and Azazael
when these beings betrayed their trust and co-mingled
with lesser beings called Humans. Eblis wielded the
power and trust of the Bastions of Righteousness. Eblis
was virtually a god.
However, Eblis grew proud and arrogant, and gathered like-minded beings to him, luminaries like Belial,
Moloch, and Beelzebul. He came to view the various
gods as weak, having to rely on the worship of pathetic
beings like dwarves and elves for their survival. He
came to view the Holy Compact as a mistake, and felt
that beings such as himself should be worshipped for the
protection they provided to Creation. So convinced was
Eblis of his greatness that he soon came to challenge the
gods themselves, aggressively seeking to force mortals
to submit to him. The gods, in return, called on their
divine servants, many of these other celestials who were
now forced to contend with the greatest of their number.
In short order, a full-scale war erupted throughout the
Realms Above as the gods, furious at the apparent betrayal of the Celestial Hosts, sought to eradicate the Bastions of Holiness from Creation. However, calmer
minds eventually prevailed and determined that it was a
small group of insurrectionists that caused the trouble
and these were eventually defeated and captured. Sensitive to the demands of the gods, the Bastions of Righteousness still offered their greatest champion the opportunity to humble himself and repent. The Bastions went
as far as to extend to him the new duty of serving the
needs of the mortals he so wronged. Incensed and offended, Eblis cursed the Bastions of Righteousness and
the gods, and swore to be an implacable foe to Creation
in general, and mortals in particular. Eblis, and others
like him, was cast into the Depths Below. Thus passed
The Great Fall.
In Hell, Eblis was offered a place in the courts of Perdition. However, unlike Beelzebul, Moloch, Belial and
others, Eblis scoffed at the notion of working with Asmodeus and The Legions of Hell, viewing them as no
better than their celestial counterparts. Indeed, Eblis
suggested that he could do a better job than the King of
Hell in bringing the Realms Above and the gods to their
knees. Asmodeus, for his part, was mildly concerned, a

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rare occurrence. Unlike Beelzebub or Mephistopheles,


who were so consumed with hate and meaninglessness
that they would inadvertently create the means that
would lead to their own defeat, Asmodeus sensed in Eblis a sense of meaning almost as profound as his own.
This sense of meaning, the destruction of the Heavens
and mortals, was something that Asmodeus knew could
lead to Eblis making true his threat. So, without a further word, Asmodeus banished Eblis forever from Hell.
However, Asmodeus did grant Eblis the power of an
arch-devil. The Overlord of Hell knew that Eblis, in
spite of his contempt for Hell, would still carry on the
deeds of The Pit in his unholy pursuits. As is always the
case, Asmodeus was correct in his assumption. Still,
Eblis is not a witless patsy; while he knows that his actions and interests indirectly benefit Hell, he believes
that once he has his revenge on the Realms Above, he
will have enough power to deal with Asmodeus and the
Legions of Hell.
However, few know of the Nemesis of the Heavens.
Of his own volition, Eblis has become essentially lost to
the knowledge of most beings. Dwelling in the Tower of
Burnt Ash in the Elemental Plane of Fire, Eblis has perpetrated his own silent war against the forces of the
Realms Above. Aware that any direct assault would
likely lead to his defeat, Eblis quietly assists all Lawful
Evil attempts to destroy souls and mortals, even those
directed by the forces of Hell. Likewise, he offers an
alternative to evilly inclined fire elementals, who historically have served the will of Imix. Still, he continues to
be confused with Imix, as well as the Grand Sultan of the
Efreeti (with whom Eblis has a friendly relationship). If
Eblis has an overarching goal, it is unknown. Still, in
recent centuries, Eblis has taken to using the modus operandi of other fire-related devils, namely Adremalech
and Belial, to promote his goals. To date, neither the
Chancellor of Hell nor the Lord of the Fourth, who have
suffered minor set-backs due to heroic incursion against
their plots, have determined Eblis hand in their troubles.
If they do, they are likely to retaliate strongly against the
arch-devil.
It is safe to say that Eblis despises the various archdevils and Lords of the Nine. He sees them as evil and
pathetic as they wallow in eternal, meaningless struggles
against each other and their master. Still, Eblis does
keep tabs on a few, including Beelzebub and Belial.
Although he counts neither as an ally, Eblis knows that
they hate the Realms Above almost as much as he hates
them, and knows that he can count on their quiet support
on occasion. Among the other Fallen, Eblis is something
of a hero and many, even those serving in Hell, have
come to his aid on occasion (save the Voyeurs who still
despise Eblis for his role in their fall from grace). Eblis
has a strong relationship with the Grand Sultan of the
Efreeti, although what backs this alliance is unknown.
Eblis pays Kossuth, the Lord of Fire, grudging respect,
but does not count the temperamental elemental as an
ally. Eblis has nothing to do with demons and largely
ignores them unless they get in his way with the distinct
exception of the demon prince, Apollyon. It is believed
by many of the older beings in the Cosmos that Apollyon
the Dark Angel is the First of the Fallen and that he was
cast out, at least in part, by Eblis. While the truth of this
event is not a certainty, there is no doubt that Eblis harbors a great hatred for Apollyon and, if confronted with
evidence of the Demon Prince of Destructions presence,
will often postpone current plots in favor of destroying

ploys of the Dark Angel and his servants. Apollyon, for


his part, seems to regard Eblis in the same fashion he
regards other powerful entities: resigned loathing but
nothing more. To date, though, Eblis has avoided any
direct conflict with the Dark Angel, who may well be
strong enough to defeat and destroy Eblis in a second
encounter.
Eblis is a huge being, his silhouette that of a solar.
However, upon closer inspection, one sees how his hatred has burned away his beauty. His great, muscled
body seems to be made from flowing magma and his
face, imperious and cruel, is gaunt, with heavy brows
over his great, red eyes. Two goat-like horns jut from
his temples and his wings burn eternally. Eblis is truly a
terrible sight.
Combat
Eblis enjoys combat, but he never enters into violence
unless he is aware of the power of his adversaries. If
possible, Eblis will remain in the background for up to
six rounds as he attempts to pin-point divine spellcasters
and those dedicated to good gods or cosmic entities.
Once this is accomplished, Eblis will enter combat, focusing his attention on the strongest divine spellcaster.
If the divine spellcaster is particularly well defended or
seems powerful, Eblis will attack with Heavens Tears
for as long as possible, hoping to kill the divine spellcaster quickly. Once he deems it safe, Eblis, surrounded
by his Diabolical Aura, will enter into melee. He always
begins with Divine Impotence, followed by Burning
Earth. He will then begin butchering his foes with
Heavens Sorrow, peppering them with spells, spell-like
abilities (affected by his Lord of Flames ability), and
Burning Earth.
Apostate (Ex): The very nature of Eblis makes him
possibly the greatest loss to the forces of goodness and
law. It has been suggested that Eblis hatred of the gods
and the Celestial Host is what drives and empowers him
and this hatred has given him great power and severe
weakness. In the event that Eblis has the opportunity to
fight a god dedicated to goodness, he jumps to the
chance. All attacks a god directs against Eblis are weakened. All forms of attempts to adversely affect or harm
Eblis outside of melee or non-magical ranged attacks
(including salient divine abilities) deal only half damage
to Eblis; furthermore, attempts to limit, change him, or
control Eblis are likewise weakened; not only does Eblis
gain a saving throw against such effects and get to use
his spell resistance to ignore effects, those that do manage to affect him have the duration quartered. Eblis is
utterly immune to death effects performed by gods
(including salient divine abilities). When Eblis attacks a
god, he gains a 50% chance of breaching any divine defense. Even attacks against which the deity should be
immune may harm him if he is attacked by Eblis (but not
those related to the nature of the deity; i.e. an elven deity
would still be immune to sleep because she is an elf and
a god).
Although Eblis lack of belief in the gods affords him
unprecedented power against them, he cannot abide the
power of those mortals who serve them in his stead.
Any divine spell or spell-like effect produced by a humanoid being serving a good god or cosmic entity (a
cleric, druid, paladin, etc.) functions as if it were Intensified when used against Eblis. Additionally, when Eblis
is within 20 feet of a good-aligned divine spellcaster, he

suffers a 1 penalty for every two divine ranks of the god


worshipped by the caster to his attacks, armor class, saving throws, and spell resistance. If there are multiple
divine spellcasters in the area, the penalties Eblis suffers
are based upon the divine rank of the strongest god worshipped. It is for this reason that Eblis tends to focus on
divine spellcasters before all others, striking them with
Divine Impotence.
Burning Earth (Su): Eblis hatred for mortals knows
no bounds. So intense is his hatred that mortals who
behold his anger may die on the spot. 3/day, Eblis can
call on the Burning Earth, forcing mortal beings to return
to the clay from which some legends say they were
formed. All humanoids within 30 feet of Eblis must Fortitude save DC 64 or die instantly, engulfed in flames in
a manner virtually identical to the destruction spell cast
by a 80th level cleric. Humanoids killed in this manner
are utterly destroyed; nothing, not even a miracle or wish
spell, can bring a being so destroyed back to life. Indeed, only gods of life (of at least Lesser god rank) or
gods with access to the Mass Life and Death salient divine ability can return a humanoid so destroyed back to
life. Those that manage to save against this dreadful
attack suffer 60 points of damage. For each good
aligned, divine spellcaster of at least 21st level (or 21
HD) killed in this manner, Eblis gains +3 bonuses to his
armor class, attacks, and saving throws for 1 day.
Call Devils (Sp): As a standard action Eblis can attempt to call devils. He may attempt to call up to three
times a day, 3 pit fiends, 9 gelugons or cornugons, or 18
of any lesser type of devil. Eblis has a 50% chance of
success with each calling attempt. Since these devils are
called, they have the ability to summon other devils as
their Monster Manual descriptions allow. Although a
foe to the Upper Planes and gods of goodness, Eblis is
also an enemy to The Legions of Hell and the other powers of the Depths Below. As such, he rarely attempts to
call on devils, and if he does, he typically limits himself
to pit fiends. However, Eblis has found the means to call
other beings, namely fiendish fire elementals and efreeti.
Thrice per day, Eblis can call 18 small fiendish fire elementals, 15 medium-sized fiendish fire elementals, 12
large fiendish fire elementals, 9 huge fiendish fire elementals, 6 greater fiendish fire elementals or 6 efreeti, 3
elder fiendish fire elementals or 8 efreeti; once per
month, Eblis can also call 1 primal fiendish fire elemental. These beings serve Eblis unquestioningly, although
he has had to make occasional concessions to the Lord of
Fire Elementals, Kossuth, and the Grand Sultan of the
Efreeti, for the access he has to their kind. Eblis also
counts on the continued allegiance of at least a score of
fallen solars, particularly the Sundered Suns, five solars
of exceptional power rumored to be Eblis sons. They
are Awar, Dasim, Sut, Tir, and Zalambur; each is rumored to have at least 60 hit dice and/or class levels.
Diabolical Aura (Ex): Eblis Diabolical Aura can be
ignored on a successful Will save DC 64.
Divine Impotence (Su): Well aware of the power
divine spellcasters have over him, Eblis has the ability to
punish them for their divine connection. 3/day, Eblis can
infect a divine spellcaster with Divine Impotence if he
fails a Will save DC 64. An infected spellcaster behaves
as if he were half his current levels with regards to all
spell-casting effects and special abilities associated with
their connection to divinity (turning undead, smite evil,
etc). This infection lasts for one day. Once a divine
spellcaster is affected by this power, he is immune to it

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for one day, likewise if he succeeds in his saving throw.


Lord of Flames (Ex): Eblis has taken the flame as his
totem, reveling in its power to burn, appreciating how it
perfectly mirrors the hate that rages in the depth of his
soul. As Lord of Flames, all fire-based attacks cast by
Eblis, whether they are spells or spell-like abilities, function as if they were Corrupt and Intensified, i.e. they deal
double the maximum damage, half of which is unholy in
nature. Furthermore, Eblis is perpetually surrounded by
waves of fire and burning air; all beings within ten feet
of Eblis suffer 120 points of fire damage and 120 points
of corrupt damage. So great is his connection to fire that
Eblis can command fire elementals as if he were an 80th
level cleric.
Nemesis of the Heavens (Ex): Asmodeus granted
Eblis the power of an arch-devil, suspecting that the Lord
of Flames would, by his actions, benefit Hells agenda.
Part of the powers granted to Eblis upon becoming an
arch-devil were powers of anonymity, whereby the deities and cosmic entities of the Realms Above struggle to
keep tabs on the Nemesis of the Heavens. Eblis is unable
to be sought out by means of any mortal divination effect
(epic spells may be able to overcome this), and deities
treat Eblis as a cosmic rank 15 being for the purposes of
whether they can use their portfolio senses to detect him
and his activities. Cosmic entities, even those not of
good persuasion (but excluding Asmodeus), treat Eblis
as a DvR 15 deity for determining whether or not they
can sense the Lord of Flames. This sensory blocking
power surrounds Eblis in a 900-foot radius, as also his
realm at the Tower of Burnt Ash in a 9-mile radius.
Once per year, Eblis is able to sense a major activity
conducted by a cosmic entity or deity from the Realms
Above. This works as per the portfoliosense of a greater
god, save that he is aware of the activity only 9 days before it should come to pass. Overdeities and cosmic powers of greater than cosmic rank 20 and their activities
cannot be sensed by means of this ability. Eblis has his
own agents, and often uses the information garnered
from them to determine whether or not to use this aspect
of his Nemesis of the Heavens ability. It is rumored,
though, that Eblis has on certain occasions received an
impression to look in on a particular deity or cosmic entitys actions; almost every time this has occurred, it has
led to Eblis discovering and then thwarting events of
major significance to his enemies in the Realms Above.
The Lord of Flame suspects that these inklings come
from directly from Asmodeus, but generally acts on them
all the same.
The Presence of Hell (Su): Eblis Presence of Hell
has a 1,980-foot radius, and all effects are as those cast
by an 80th level sorcerer.
Spell-Like Abilities: At will aid, animate deadE,
animate objects, bestow curse, blasphemyE, cause fear,
charm monster, contagionE, continual flame, deeper
darkness, delayed blast fireball, detect chaos, detect
good, dimensional anchor, flame strike, greater dispel
magic, greater invisibility, imprisonment, magic circle
against chaos, magic circle against goodE, mirage arcana, persistent image, polymorph, raise dead, resist
energy, summon monster VII, speak with dead, symbol of
painE, unhallowE, unholy auraE, unholy blightE, waves of
fatigue. 3/day blade barrier, destruction, earthquake,
firestorm, harm, mass charm monster, meteor swarm,
permanency, waves of exhaustion. 1/day energy drain,
hellball, power word blind, power word kill, power word
stun, prismatic spray, wish. All spells are cast as an 80th

277

level caster (save DC 31 + spell level, E 33 + spell level


for spells with the evil descriptor).
Spells: Eblis lost all access to clerical spells upon
being cast out of the Realms Above. Now, Eblis casts as
an ur-priest (this is an exception to the guidelines on
fallen angels as discussed in Chapter 4). Typical urpriest spells prepared (6/7/7/6/6/5/5/4/3/1; 68th level
caster; base DC 27 + spell level, 29 + spell level for
spells with the evil descriptor): 0 guidance x2, preserve organV, read magic, resistance, no lightV; 1st angry acheV, bane, doom, extract drugV, shield of faith x2,
sorrowEV; 2nd boneblastEV, bulls strength, death knell,
eagles splendor, enthrall, spiritual weapon, undetectable alignment; 3rd masochismEV, protection from energy, red festerEV, sadismEV, wrackEV x2; 4th damning
darknessEV, divine power, poison, psychic poisonEV, stop
heartEV x2, ; 5th dispel chaos, greater command, heartclutchEV, resonating resistanceV, true seeing; 6th blade
barrier, fiendish quickeningV, harm, heal, thousand
needlesEV; 7th bestow greater curseV, dictum, repulsion,
wretched blightEV; 8th dimensional lock, discern location, evil weatherEV; 9th apocalypse from the skyEV.
E

spell with the [Evil] descriptor


found in The Book of Vile Darkness

Possessions: Eblis is never without his sword,


Heavens Sorrow, a +6 greatsword made entirely of divine fire dealing base 10d6 damage plus Strength as normal; note that the fire is divine in nature and so is not
subject to fire resistance or the like. He also always carries Heavens Tears, a +6 composite longbow that shoots
arrows composed of pure destructive energy (as per the
destruction spell, Fort save DC 36 negates). Both are
major artifacts directly linked to Eblis hatred of humanoid beings. Interestingly, both of these artifacts were
gifts given to Eblis by the Virtues of Mount Celestia for
his service before the Great Fall. Heavens Sorrow appears like a huge, unadorned greatsword with a bright
blade of silver fire; Heavens Tears is likewise a plain
looking composite longbow with the exception of its
string, which appears as silver fire. If touched by any
humanoid, both artifacts will kill the wielder if he fails a
Fortitude save DC 50. Even those that save are struck
with three negative levels while they wield either
weapon or keep them in their possession. Eblis can effortlessly track either item. Eblis always wears a pair of
+8 bracers of armor.
Summoning Eblis
Drawing Eblis attention is a foolhardy venture for
mortals since he despises them all to the last. However,
powerful mortals attempting to do away with troublesome servants of the Realms Above may be able to entice Eblis if the Nemesis of the Heavens is properly cajoled into service.
Eblis requires the sacrifice of 45 HD worth of good
aligned divine spellcasters. The casters must have died
within three days of the intended summons, hacked into
quarters while they are still conscious and fully aware of
what is happening to them. Their bodies are then cremated and mixed with their blood to form a grisly clay.
The clay is then placed in the area of the intended summons.
After successfully completing the summons, the clay
slowly begins to burn as, in the air directly above, a dark
red cloud of flame and brimstone, billows from nothing.
Once the cloud extends in a 90 foot radius from the cen-

ter of the summoning area, a tremendous cyclone of


flame will descend into the clay. With an explosion of
infernal energy, Eblis will appear standing over the clay
which will have become ash at his feet. The Lord of
Flames will always stoop to scatter the ashes. The entire
area within 90 feet of Eblis will become swelteringly, but
not dangerously, hot.
The summoner(s) has one minute to convince Eblis
that there is a reason for the Apostate not to destroy him
(DMs discretion, although a base Diplomacy DC of 81
is a good starting place). If the summoner fails to accomplish this, Eblis will immediately seek to tear down
the barriers that bind him. If he succeeds in breeching
the wards, Eblis will attempt to kill every mortal in the
room as quickly as possible before returning to the
Tower of Burnt Ash.
If the summoner manages to convince Eblis that the
death of another mortal is not an immediate necessity,
the Virtues Failure will treat as normal, although he has
no patience for tithering fools and bores easily. If an
agreement cannot be determined within the next seven
minutes, Eblis will return to the Tower of Burnt Ash.
When a summons is concluded, the heat that filled the
room suddenly dissipates as it all seems to coalesce
around Eblis. The cyclone of flames engulfs him and, in
an explosion that shakes the foundations again, he disappears. If a summoning sanctuary spell is not up, all
within 90 feet suffer 120 points of fire damage (DC 53
for half damage).

FIERANA, Arch-Devil of Passion


Lady of Lust
Assassin 20/Monk 30
Medium-sized Outsider (Evil, Extraplanar, Lawful)
Symbol: Feminine red eyes superimposed on a flaming
pentagram on a black field.
Hit Dice: 40d8 + 20d6 + 300 (740 hp)
Initiative: +16 (+8 Dexterity, +8 Superior Initiative)
Speed: 170 ft., fly 200 ft. (perfect)
Armor Class: 72 (+14 deflection, +8 Dexterity, +7
monk, +21 natural, +6 profane, +6 Wisdom), touch
51, flat-footed 72
Base Attack/Grapple: +37/+56
Attack: Fieranas Displeasure +54 melee (2d10+13 +
3d6 (hellfire) +2d6 (unholy) + 1 (vile) 18-20/x2 + 6d6
(hellfire))
Full Attack: Fieranas Displeasure +54/+54/+54/+49/
+44/+39 melee (2d10+13 + 3d6 (hellfire) + 2d6
(unholy) + 1 (vile) 18-20/x2 + 6d6 (hellfire))
Space/Reach: 5 ft. /5 ft.
Special Attacks: Arouse the Passion, call devils, death
attack (Fortitude DC 35), Diabolical Aura, greater
flurry of blows, Passions Lips, Presence of Hell,
Price of Passion, quivering palm 1/week (Fortitude
DC 31), smite good 1/day (+60 to damage), sneak
attack +10d6, spell-like abilities, stunning fist 37/day
(Fort DC 46)
Special Qualities: Abundant step, arch-devil Qualities,
damage reduction 30/epic, good and silver, darkvision
60 ft., Diabolical Prowess, empty body (30 rounds),
Flames of Despair, hide in plain sight (flames or
shadow), immunity to fire and poison, improved evasion, improved uncanny dodge, ki strike (adamantine,
lawful, magic), purity of body, regeneration 10, resis-

tance to acid 30, cold 30, and electricity 10, see in


darkness, slow fall, spell resistance 61, telepathy
1,000 ft., tongue of the sun and moon, wholeness of
body (60 hp)
Saves: Fort +42, Ref +45, Will +43
Abilities: Str 21, Dex 27, Con 20, Int 26, Wis 23, Cha
38
Skills: Balance +37, Bluff +70, Climb +15, Concentration +24, Craft (leatherwork) +20, Craft (blacksmith)
+20, Diplomacy +74 (+80 with evil beings), Disguise
+40 (+46 acting in character), Escape Artist +53, Hide
+60, Intimidate +62 (+68 against evil beings), Jump
+67, Knowledge (arcana) +19, Knowledge (the
Planes) +18, Knowledge (religion) +30, Listen +55,
Move Silently +56, Perform (dance) +55, Search +28,
Sense Motive +55, Sleight of Hand +32, Spot +55,
Survival +6 (+8 on other planes, +8 tracking), Tumble
+70, Use Magical Device +30, Use Rope +8 (+14
with bindings)
Feats: Cleave, Combat Reflexes, Corrupt Spell-like
Ability B, Dark Speech B, Deflect Arrows, Dodge,
Improved Critical (unarmed strike), Improved Combat
Expertise, Improved Disarm, Improved Grapple, Improved Initiative, Improved Trip, Mobility, Pain
Touch, Persuasive, Power Attack, Quicken Spell-like
Ability (flame strike), Roundabout Kick, Spring Attack, Stunning Fist, Vile Ki Strike, Weapon Finesse
Epic Feats: Blinding Speed (x2), Dire Charge, Epic
Evil Brand B, Exceptional Deflection, Improved Death
Attack, Infinite Deflection, Keen Strike, Legendary
Wrestler, Superior Initiative
Environment: Phlegethos, Fourth of the Nine Hells of
Perdition
Organization: Solitary (Unique), or couplet (Fierana
and Gazra), or squad (Fierana, 1-6 erinyes and 1-2 pit
fiends)
Challenge Rating: 49
Treasure: Quadruple standard
Alignment: Lawful Evil
The Lady Fierana is the daughter of Belial, ostensibly
sharing rulership of Phlegethos with her father. Indeed,
for centuries after the Dies Irae, many mortal sages and
scholars thought that Fierana had deposed her father. In
truth, Asmodeus required that Belial, a perennial
schemer with Beelzebub, take a background role in the
politics of The Fourth Hell in return for his continued
status as a Lord of the Nine. Fierana would rule publicly
while Belial would control things from behind the
scenes. To this day, Asmodeus ultimate goal with this
arrangement is a mystery, but it is almost a certainty that
the decision will play a significant role in one of his
scores of schemes.
For her part, Fierana is delighted with her highlighted
responsibilities in Phlegethos. The trip to this level of
power was long and arduous. One of Belials many offspring from his time pillaging the Prime prior to The
Great Fall, Fierana is apparently the only one ever to do
anything to draw his attention. Born on some long-dead
Prime world, Fierana was born as evil as her sire, killing
her mother (who was violated by the former planetar)
and siblings when she came of age. Indeed, in a mirror
image of the behaviors engaged in by her father, Fieranas desire to oppress others sexually and physically
made her a terrible enemy to men and women in the
Prime world she inhabited. During her time in the

278

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

279

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

until the 4 hour period transpires. Creatures naturally


resistant to enchantments lose such bonuses to their saving throws (and do not gain the benefit for the save
against Arouse the Passion). Creatures that had no immunities or resistances to mind-influencing effects take
a 4 penalty against Fieranas lust-based special attacks
for the next 4 hours. A successful save against Arouse
the Passion renders the creature immune to its effects for
24 hours, after which the first time Fierana is encountered a new save must be made.
Assassin spells known: 1st - detect poison, ghost
sound, sleep, true strike. 2nd - cats grace, illusory
script, pass without trace, undetectable alignment. 3rd deep slumber, false life, misdirection, nondetection. 4th freedom of movement, glibness, modify memory, poison.
(5/5/5/4. Caster level 36th; DC 27 + spell level)
Call Devils (Sp): As a standard action Fierana can
call devils. She may attempt to call up to three times a
day, 3 pit fiends, 9 gelugons or cornugons, or 18 of any
lesser type of devil. Since these devils are called, they
have the ability to summon other devils as their Monster
Manual descriptions allow. Fierana loves to call in assistance as soon as a fight begins, hoping not to kill her
adversaries, but to subdue them before taking them into
the heart of Abriymoch where she tortures them for days
on end. For this reason, she will usually call cornugons
and pit fiends, instructing them not to kill, but to subdue
her would-be victims. Fierana may also call the pit
fiend, Gazra, once per day. This powerful Pit fiend general supervises the security of the first four levels of
Hell, so Asmodeus does not allow him to be easily contacted. Still, if Fierana requests his aid, Gazra, something of her paramour for the time being, will appear.
Finally, Fierana has a 50% chance of calling her father,
Belial. Typically, Belial is more interested in watching
his daughter (as well as her adversaries) writhing in pain
than he is to answering her call, the sight giving him
perverse pleasure.
Diabolical Aura (Ex): Fieranas Diabolical Aura can
be ignored on a successful Will save DC 58.
The Presence of Hell (Su): Fieranas Presence of
Hell has a 1,800-foot radius, and all effects are as those
cast by a 40th level sorcerer.
Spell-Like Abilities: At will - animate dead, blasphemy, change self, charm monster, deeper darkness,
delayed blast fireball F, desecrate, detect chaos, detect
good, detect magic, flame strike F, greater dispel magic,
greater invisibility, greater teleport (self plus 1,000
pounds), magic circle against chaos, magic circle
against good, mass hold monster, mirage arcana, persistent image, polymorph, power word stun, raise dead,
suggestion, symbol of pain, unhallow, unholy aura, wall
of fire F; 9/day - angry ache, burning hands, elemental
swarm (as fire spell only), eternity of torture, fire seeds F,
fire shield, fire storm F, incendiary cloud F, liquid pain,
pox, produce flame F, resist energy (as a fire spell only),
sadism, symbol of pain, thousand needles, wave of pain,
wrack; 3/day - bestow greater curse, destruction, evil
weather, hellfire storm, meteor swarm F, poison, soul
shackles, unholy blight. 1/day - contagion, hellball, horrid wilting, summon monster IX (fiends only), wish. All
spells are cast as a 40th level Sorcerer; save DC 33 +
spell level (F DC 35 + spell level for fire-based Evocation spells).
As a gift to Fierana (and a bribe to ensure her cooperation for his future plans), Asmodeus granted the ArchDevil of Passion access to the Fire and Pain domains;

these spells are included in the list above and Fierana


may cast each up to 9/day.
Flames of Despair (Ex): All fire-based attacks cast
by Fierana are corrupt, i.e. half of the damage is evil
rather than elemental in nature. Fierana may also cast
any fire-based spell as if they were empowered or quickened every 1d4 rounds. All of her fire-based spells benefit from a +2 bonus to their DC (her fire-based spells are
indicated with an * in the spell-like abilities list). To
make matters worse, beings that do not possess the fire
subtype and other devils have a 50% chance of suffering
damage from fire-based spell-like abilities cast by Fierana regardless of their elemental protection. Finally, any
being engaged in a grapple with Fierana suffers 10d6
points of damage, which is half fire and half profane in
nature; there is no save.
Interestingly, despite her association with flames, Fierana is completely immune to cold or water-based attacks (which do nothing more than annoy her). Additionally, this ability allows Fierana to create her sword,
Fieranas Displeasure as a free action at will. Essentially an extension of the flames she commands, this
powerful weapon ignores most defenses, and cuts
through almost anything. Fierana's Displeasure functions as a +9 brilliant energy, hellfire blast, unholy unarmed strike. Fierana can suppress the brilliant energy
quality of her strike if she needs to (if fighting an undead
or a construct for example).
Passions Lips (Su): Fierana may manifest her
power to ignite the corrupting flames of passion within
the souls of lesser beings. She may accomplish this in
one of two ways. First, Fierana may attempt to kiss as a
touch attack 4/day. If she connects and the victim fails a
Will save DC 58, the victim receives a + 3 bonus to his
Strength and Dexterity for each round for the next 9
rounds. Simultaneously, the victim suffers 2 points of
Wisdom and Constitution damage each round until he
dies or until the effect wears off. Once the effect wears
off, the victim will gain these lost points naturally, while
the bonuses disappear immediately.
Fieranas second manifestation of this power allows
her to force males of all kinds to submit to her perverse
whims and desires. 1/day, Fierana can request a favor
from all sentient males within 40 feet of her person in
return for a later tryst with her. This essentially acts as a
dominate monster spell, forcing the male(s) to do virtually anything Fierana requests for the next 9 days if he
fails a Will save DC 58. Interestingly, Fierana rarely
uses this during combat, preferring to use it during torture sessions. Those who do receive some manner of
carnal pleasure from Fierana during or within 9 rounds
after the effect wears off suffer the Price of Passion.
Price of Passion (Su): When Fierana reveals the
Price of Passion, all within 40 feet of the Lady are struck
with pleasure so intense that it hampers their ability to
function, affecting victims in a manner similar to a symbol of pain if they fail a Fortitude save DC 58 with the
following adjustments. After the first three rounds, the
pleasure intensifies significantly, increasing associated
effects by 2 points. After six rounds, the pleasure coursing through the victim is so intense that he becomes
helpless and unable to move or defend himself. By the
ninth round, the pleasure is so intense that it utterly incapacitates the victim in a bout of miserable pleasure.
Upon reaching the ninth round and for each round thereafter, the victim must make a Fortitude save DC 58 or
lose half his Constitution (the minimum Constitution the

280

victim may be reduced to is 1). This Constitution loss is


considered a drain and can only be restored by true restoration, miracle or wish cast by a 21st level goodaligned spellcaster. Fierana may call on the Price of Passion 1/day or any time while in the throes of passion with
someone she has seduced. Most affected by this power
foreswear acts of physical pleasure for the rest of their
lives.
Possessions: Fierana rarely carries (or wears) much
of anything.

tears run from her eyes, igniting into liquid flame that
quickly burns away her flesh. Within seconds, her form
is burnt away in a final cry of anguish or ecstasy even as
any remaining fabric and/or roses explode into dust.
Echoes of her scream will remain in the area for the next
four hours. Males who participated in the summons will
not be aroused by another woman for the next four hours
after 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

The Tenth Lord of the Nine


Cleric 10/Invisible Blade 5/Swashbuckler 20
Large Outsider (Abomination, Evil, Extraplanar,
Lawful)
Divine Rank: 5
Symbol: A gold, broken fertility symbol (often a bulls
horn) superimposed on a black inverted triangle
Portfolio: Betrayal, Cruelty, Corruption, Power
Cleric Alignments: LE, NE, LN
Domains: Charm, Evil, Law, Trickery
Favored Weapon: "Sharp Wits" (dagger)

281

GARGAUTH, Arch-Devil of Irony

Hit Dice: 62d8 + 5d6 + 20d10 + 870 (1596 hp)


Initiative: +16 (+12 Dexterity, +4 Improved Initiative)
Speed: 120 ft., fly 240 ft. perfect
Armor Class: 86 (+15 deflection, +12 Dexterity, +5
divine, +34 natural, +6 profane, -1 size, +5 unfettered
defense), touch 52, flat-footed 69
Base Attack/Grapple: +70/+88
Attack: Sharp Wits +90 melee (1d6+20 +2d6 (lawful)
+3d6 and 1 negative level (unholy)/18-20/+6d6 and 2
negative levels (unholy)); or Sharp Wits +90 ranged
(30 feet) (1d6+20 +2d6 (lawful) +3d6 and 1 negative
level (unholy)/18-20/+6d6 and 2 negative levels
(unholy))
Full Attack: Sharp Wits +90/+85/+80/+75 melee
(1d6+20 +2d6 (lawful) +3d6 and 1 negative level
(unholy)/18-20/+6d6 and 2 negative levels (unholy));
or Sharp Wits +90/+85/+80/+75 ranged (30 feet)
(1d6+20 +2d6 (lawful) +3d6 and 1 negative level
(unholy)/18-20/+6d6 and 2 negative levels (unholy))
Space/Reach: 10 ft./10 ft.
Special Attacks: Diabolical aura, domain powers, the
Presence of Hell, salient divine abilities, spell-like
abilities, spells.
Special Qualities: Abomination traits, arch-devil qualities, blindsight 500 ft., damage reduction 30/epic,
good and silver, Diabolical Prowess, divine aura (50
ft., DC 30), godly realm, divine immunities, greater
teleport at will, immunity to acid, cold, fire and poison, nondetection, plane shift at will, regeneration 20,
remote communication, resistance to electricity 25,
see in darkness, speak and read all languages and
speak directly to all beings within 5 miles, spell resistance 73, telepathy 1,000 ft.
Saves: Fort +60, Ref +62, Will +62
Abilities: Str 29, Dex 35, Con 30, Int 38, Wis 35, Cha
41
Skills: Balance +51, Bluff +104, Climb +40, Concentration +85, Decipher Script +35, Diplomacy +122, Disguise +87, Escape Artist +92, Forgery +35, Gather
Information +48, Hide +78, Intimidate +87, Jump
+88, Knowledge (arcane) +89, Knowledge (history)
+79, Knowledge (local) +34, Knowledge (nature)
+20, Knowledge (nobility and royalty) +40, Knowl-

edge (the planes) +89, Knowledge (religion) +94,


Listen +74, Move Silently +75, Perform (oratory)
+36, Search +67, Sense Motive +92, Sleight of Hand
+43, Spellcraft +87, Spot +74, Survival +67 (+75 on
other planes, +73 following tracks), Tumble +91, Use
Rope +8 (+20 with bindings)
Feats: Alertness, Cleave, Charlatan, Combat Expertise,
Corrupt Spell-like Ability B, Dark Speech B, Dodge,
Far Shot, Improved Critical, Improved Disarm, Improved Initiative, Improved Rapid Shot, Many Shot,
Mobility, Persuasive, Point Blank Shot, Power Attack, Precise Shot, Quicken Spell-like Ability
(fireball), Ranged Disarm, Rapid Shot, Spring Attack,
Weapon Finesse, Weapon Focus (dagger)
Epic Feats: Blinding Speed x2, Epic Evil Brand B, Epic
Weapon Focus (dagger), Multispell-like Ability,
Overwhelming Critical, Spellcasting Harrier, Uncanny Accuracy
Salient Divine Abilities: Divine Blast (18/day, 20d12
damage), Divine Glibness (62nd level caster, 15 creatures, DC 60), Divine Shield (50 hp, 13/day), Golden
Rule*, Hoarding of Hell*, Infernal Glamer*. *Unique
Salient Divine Abilities; see below for details.
Environment: Any land and underground (Faerun,
Abeir-Toril)
Organization: Solitary (Unique) or with Rathguul
Challenge Rating: 61
Treasure: Quadruple standard plus Sharp Wits
Alignment: Lawful Evil
Within the crystal sphere of Abeir-Toril lie realms
largely forgotten by the bulk of the Cosmos. Indeed,
many gods ignore this planet, oblivious to the fact that a
greater number of its powerful arcanists, warriors, and
divine worshippers are making tremendous headway into
the Realities Beyond. An increasing number of gods
forgotten in their own pantheons have flocked to AbeirToril, but these beings are relative latecomers when compared to the likes of cosmic entities. For millennia before the appearance of the first gods, powerful cosmic
beings ruled these forgotten realms, warring against each
other and eventually bringing lowly humanoids into the
world. But, even as these cosmic beings did battle, the
Powers of Hell realized that these forgotten realms filled with magic and wonder - would one day have a
profound influence on all Creation. Chief among these
powers was the very first Lord of the First, the obscenely
powerful Astaroth.
Many assume that Tiamat was the first Lord of Avernus, having been placed into the position by Lucifer after
repeated angelic and demonic incursions into the layer.
However, before Tiamat, Astaroth ruled although only a
sparse few recall such a time. In the Days of Antiquity,
after Lucifer the Satan smashed the contesting malefircareim that organized across Hell, he established the
Lords of the Nine, placing the eight greatest malefircareim as regents of the Nine Perditions. The cleverest
and one of the most powerful was Astaroth who was
placed over Avernus.
Those who know where to look have found at least
three different legends associated with Astaroths exile
from Hell. The following is given the most credence by
residence of Abeir-Toril. According to this legend, Astaroth, as the arch-fiend closest to the rest of the Cosmos
due to his lofty perch in Hell, was far more interested in
observing the miserable lives and toils of the gods and

their mortal creations than he was in ruling Avernus. He


knew that it would be among those gods and mortals that
the future of the Cosmos would be determined. One
world in particular, Abeir-Toril, with its waning cosmic
beings, fledgling gods and mortals, and wellspring of
magic, caught his eyes. However, Astaroth knew that
Lucifer placed him in Avernus for the explicit reason to
guard against invasion from beyond and that this duty
would occupy the bulk of his time. So, Astaroth developed a plan: he would seek and intentionally fail to overthrow Lucifer. Hedging his bets, Astaroth believed that
if he played his role of traitor and coward well enough
that Lucifer, rather than destroy him, would exile him
from Hell.
Thus it came to pass that even as the Voyeur angels
arrived in Hell, Astaroth sought out allies and found two:
the relatively innocuous Asmodeus and the conniving
Beherit. The three forged a plan to cast down The Overlord and, in doing so, forged a strong bond among each
other - for devils. The Wars of Light and Greed erupted
and Astaroth quietly took a back seat to Asmodeus, fully
expecting the weaker devil to fail and for his plan to succeed. But, alas, Asmodeus far exceeded Astaroths expectations as he had forged his own alliances among the
Dukes of Hell and notable Lords. At the end of the conflict, it was Lucifer who was banished and Asmodeus
who descended to the Serpents Throne. In a startling
move, Asmodeus rewarded all those who assisted him,
effectively betraying each of them by giving them precisely what they wanted (which resulted in the destruction of Beherit). To Astaroth, Asmodeus granted permanent exile from Hell to Abeir-Toril wherein he would
serve as a diplomat for Hell. As a seal on his exile, Asmodeus changed his name to Gargauth and wiped the
name Astaroth from all mention in Hell. However, since
he was officially a traitor, Asmodeus decreed that Gargauth existence was forfeit if he ever returned to Hell.
So well carried out was this plan that, aside from the
Lords of the Nine, Tiamat, and a few arch-devils of Hellspawn background, none remember that there was ever
an Astaroth ruling in Hell.
Gargauth embraced his new name and role, arriving
into Abeir-Toril with glee. For, what no one knew was
that both Asmodeus and Gargauth had concocted a plan.
By declaring him an exile from Hell, the entire Cosmos
believes that Gargauth is out of Hells favor and therefore not part of the Hierarchy. This is further compounded by the death-threat placed on Gargauths head
should he return to Hell. It is for these reasons that the
over-god, Ao, not only allowed Gargauth to occupy
Abeir-Toril, but eventually granted him divine status
within the world. Essentially, Ao does not perceive Gargauth as a threat. However, the truth is that Gargauth is
a great threat to Abeir-Toril. Gargauth is still a strong
ally to Asmodeus and has one major responsibility in this
little world: to drag it in its entirety into Hell. Should
Gargauth grow in enough power and become a greater
god, he will then return to Hell. Immediately, the entity
known as Gargauth will be destroyed and Astaroth,
whose name has been placed within a single tome deep
within the Pit of Darkness, will return to life. The resulting backlash of energy will drag millions of souls into
Hell, perhaps enough to not only destroy quite a few
gods, but to greatly weaken Ao. Astaroth will then return as the sole god of consequence in the realms Creation forgot. What Gargauth does not know is that he is
still being duped by The Overlord who expects that the

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influx of souls and the deaths of a few gods could result


in his true form being healed enough to fully emerge
from The Pit in his horrific glory.
The veracity of this legend is suspect for a number of
reasons. First, according to most histories, the Battles of
Light and Greed occurred well after Astaroth was exiled.
Second, worshippers of Tiamat hold firm on their position that the Queen of Dragons was the first Lord of the
First; supporters of this claim point out that as Tiamat is
no longer the ruler of the First Perdition, she has no reason to contest meaningless, little known myths and rumors. Third, it is doubtful that an overpower like Ao
would allow an arch-devil into his crystal sphere without
first having considered the potential for disaster. Many
believe that Ao is more than capable of uncovering any
plot concocted by Gargauth and that any intent to drag
Abeir-Toril into Hell would swiftly and immediately be
stopped by Ao. Four, Gargauth himself has neither denied nor admitted to this legend. Of course, he has also
been silent about all suggestions about his background,
so the Arch-Devil of Irony is probably not the best recourse to denounce these legends.
Most of the details and legends surrounding Gargauth
(including his appearance) have been told in such ancient
tombs as Faith and Pantheons and Powers and Pantheons. However, these texts offer little on Gargauths continued relationship with Hell. The Lords of the Nine all
despise Gargauth, although Dispater and Mephistopheles
cannot help but respect him and have been known to lend
him assistance from time-to-time. Gargauth gets along
quite well with the Duke of Logic, Caim, and has been
known to entertain the likes of Carreau, Melchom, Murmer, and Scax on occasion. Generally speaking, he has
little to do with the Fallen and spends a lot of time allowing Beelzebub to think that he is ignorant of the Lord of
Flies spies. Gargauth has a fair relationship with Tiamat;
indeed, one of her direct offspring, a powerful great blue
wyrm named Rathguul, has been an ally to Gargauth for
millennia and frequently accompanies him in polymorphed form. However, Gargauths greatest ally is Asmodeus. Although Gargauth does not know Asmodeus
true nature, after eons of contemplation, Gargauth now
knows that Asmodeus is far more than he appears and in
recent centuries has begun to take his own precautions in
case the current Overlord betrays him. Chief among
these is Gargauths ability to absorb devils. Gargauth
believes that if he can absorb enough devils on his own
that he will not have to ever return to Hell, but can still
reap the benefits of being a true god. To date, only
Adremalech (whom Gargauth does not know still exists)
has learned of this ability and he has long since reported
it to Asmodeus.
Combat
Gargauth is a superb combatant, willing and eager to
showcase his martial skills when combat erupts. However, he is also vain and unlikely to do battle with lowly
mortals, far preferring combat with demigods and powerful monsters.
In combat, Gargauth enters with his divine shield and
infernal glamer, draining energy levels. He rarely uses
his Diabolical Aura, preferring a fair fight that allows his
foes to become aggravated and annoyed rather than cowering in fear. He also scorns the use of his spell-like
abilities or divine blast, much preferring Sharp Wits.
Unlike most arch-devils, however, Gargauth is com-

283

pletely unable to call devils, so he is willing to beat a


hasty retreat should combat go poorly for him.
Alter Reality: Gargauth exerts a considerable measure of control over reality itself, and his presence can
command the very essence of the world around him. This
warping of reality manifests in a number of ways.
Gargauth can use limited wish with regard to his portfolio. This ability costs him no XP, and requires a standard action to implement. In effect, Gargauth can duplicate practically any spell effect of up to 6th level, so long
as the effect promotes betrayal, cruelty, corruption, or
power. When he attempts to alter reality in opposition to
another deity, he must succeed at an opposed rank check.
As a free action, Gargauth can assume any size from
Tiny to Huge. He can also change the size of up to 100
pounds of objects he touches. Gargauth's Strength, Armor Class, attack bonus, and damage dealt with weapons
changes according to the size he assumes. His Strength
score can never be reduced to less than 1 through this
ability.
Cleric Spells: Gargauth casts spells as a 58th level
cleric (59th level for spells with the Evil or Law descriptors, or spells from the Evil or Law domain list), though
he has access to spell slots only as a 10th level cleric.
Gargauth can spontaneously cast any spell from the
cleric or ranger spell lists, or from the Charm, Evil, Law
and
Trickery
domains.
Spells/day:
6/7+1/7+1/6+1/6+1/4+1. Save DC 31 + spell level.
Divine Immunities: Gargauth is immune to ability
damage, ability drain, acid, cold, death effects, disease,
disintegration, electricity, energy drain, mind-affecting
effects, paralysis, poison, sleep, stunning, and transmutation. Interestingly, perhaps due to his diabolical heritage, Gargauth is not immune to banishment or imprisonment.
Diabolical Aura (Ex): Gargauths Diabolical Aura
can be ignored on a successful Will save DC 60.
Domain Abilities: 5/day, Gargauth can increase his
Charisma by 4 as a free action. This boost lasts for 1
minute.
Golden Rule (unique salient divine ability): Gargauth always initially appears as a friend and ally, promising riches and power for what originally appears to be
at no cost. For many, this is best represented by his
Golden Touch. 5/day, Gargauth can transmute any metal
save silver into gold. At any one time, the Lord Who
Watches can transmute up to 500 pounds of metal into
the equivalent of 25,000 gold pieces. Usually, Gargauth
allows the gold to be very pure, soft, and crumbly, but he
has been known to create unmarked bars or coins for
market purposes.
Any that willingly take Gargauths gold from him
initially find that their luck improves in any venture they
undertake for five days. In essence, the client receives a
+5 luck bonus on all saves and skill checks. After five
days pass, the +5 bonuses end and the client receives -1
cumulative penalty on saves and skills for the next five
days. Upon the fifth day, gold - even that given to others - turns to lead. Furthermore, any form of riches, be it
gold, jewelry, art, or magic items, the client receives
becomes utterly worthless lead or wood once in the clients possession/ownership (thus, asking someone else to
hold onto ones gold or magic sword still renders the item
in question worthless).
At this point, the client falls under a terrible curse. In
addition to being unable to acquire new resources and
(more than likely) pay off debts, he also finds that any ill

word he speaks of another comes true within five days.


Thus, if a client wishes death on an ally in the heat of
anger, that ally will die in some ironic fashion within
five days of the utterance. Many clients, upon discovering this curse, use it to eliminate creditors, rivals, and the
like. For game purposes, this power works as bestow
greater curse or wish, depending on the nature of the illwill and, when applicable, requires a Will saving throw
DC 60 to overcome the effects. Once the client uses the
power five times, he becomes irrevocably Lawful Evil
and a servant of Gargauth, his soul bound to Gargauth
upon death; the penalties to skills are removed and the
client can begin to acquire material wealth again. The
power of Golden Rule remains, although the client may
use it only 1/week.
Those who succumb to Golden Rule may escape their
terrible fate only if they seek atonement from a good
cleric of at least 41st level. The penitent must then complete a quest to repay those to whom he owes money and
those who suffered from his ill-will within five weeks. If
the penitent fails in his quest, he dies instantly, his soul
the property of Gargauth.
There are increasingly persistent rumors that Gargauth
has the ability to transmute almost any inanimate material with but a touch into some other kind of precious
item and apply similar curses. To date, these rumors
have been unsubstantiated.
Hoarding of Hell (unique salient divine ability):
Gargauth still retains some of the power he once had as a
Lord of the Nine. Gargauth has the ability to turn any
soul he owns into a devil caste of his choosing 5/day (see
the Lords of the Nine template for details on this power).
Most assume that Gargauth does this in order to create
his own army, but the truth is far more deadly for those
Gargauth transforms.
Gargauth has the ability to consume and totally destroy any common devil. 5/day, all devils within 50 feet
of Gargauth are forced to make a Will save DC 60. A
successful save imposes 5 negative energy levels to survivors. However, failure results in the destruction of the
devil as Gargauth absorbs its soul.
The Tenth Lord of Nine receives different benefits
from absorbing devils based upon type as listed above.
Note that other devils may also provide benefits; these
benefits should be in line with those given above as determined by challenge rating.
Infernal Glamer (unique salient divine ability):
Gargauths charming personality is not entirely natural.
Gargauth is surrounded by a continuous mass charm
effect that extends within 50 feet of his person. The effect functions as though cast by a 61st level sorcerer, requires a Will save DC 60 to overcome and, as a salient
divine ability, it cannot be dispelled by mortal magic
(cosmic and divine beings may dispel it, although Gargauth can reactive it as a free action during his next
turn). Those that save against Gargauths Infernal
Glamer are immune to it for 24 hours. The mass charm
does not function simultaneously with Gargauths Diabolical Aura. Gargauth can select who he wishes to be
affected by this power.
Gargauth can also use his Infernal Glamer to enhance
feelings of joy and pleasure, or impose a terrible spiritual
malady. On one hand, Gargauth can grant +5 bonuses to
the Constitution, saving throws, and certain skills (Bluff,
Diplomacy, Disguise, and Intimidate) for five rounds; in
return, the victim suffers -5 penalty to Wisdom and Charisma (there are rumors that Gargauth can make this ef-

Table 8.1 Hoarding of Hell Benefits by Devil


Type of Devil

Benefit

Lemure

Heal one hit point

Imp

Heal two hit points and receive a +1 bonus


to Gather Information for 24 hours

Barbazu

Heal two hit points and receive a +2 bonus


to Strength for 24 hours

Chain Devil

Heal two hit points and receive a +2 bonus


to attacks for 48 hours

Hellcat

Heal two hit points and receive a +2 bonus


to Hide and Move Silently for 48 hours

Erinyes

Heal three hit points and receive a +2 bonus to the DCs for Enchantment spells and
spell-like abilities for 72 hours

Osyluth

Heal three hit points and receive a +2 bonus to Intimidate and Sense Motive for 72
hours

Hamatula

Heal three hit points and receive a +2 bonus to Listen and Spot for 72 hours

Barregon

Heal six hit points and receive a +4 bonus


to all spell-like abilities for 144 hours

Cornugon

Heal six hit points and receive a +4 bonus


to all attacks and damage for 144 hours

Gelugon

Heal six hit points and receive a +4 bonus


to armor class, all skills, and class-based
abilities for 144 hours.

Pit Fiend

Heal nine hit points, receive a +6 bonus to


all salient divine abilities for 216 hours.
For every 999 pit fiends Gargauth consumes within 1001 days, there is a 1%
chance that he will experience a permanent +1 increase in his divine rank.

fect permanent if the beneficiary so desires). Conversely, Gargauth may burn the souls of all living or undead creatures within the radius, imposing 1d4 negative
energy levels each round for five rounds. In either case,
Gargauth can determine who he wants to effect and unwilling targets within the area of effect receive a Will
save DC 60 to overcome the effect.
The Presence of Hell (Su): 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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from good, raise dead, screen, shield of law, suggestion,


summon monster IX (Lawful Evil only), symbol of pain,
time stop, unhallow, unholy aura, unholy blight; 3/day:
destruction, fire storm, meteor swarm; 1/day: hellball,
wish. As a demigod, Gargauth has access to the Charm,
Evil, Law, and Trickery domains in addition to spells
granted by the arch-devil template. All spells are cast as
a 66th level Sorcerer except Evil and Law spells, which
are cast at 67th level (save DC 34 + spell level).
Possessions: Gargauth always carries Sharp Wits,
two non-descript platinum throwing daggers. Both daggers are +6 axiomatic unholy power returning throwing
daggers.
Other Divine Powers
As a demigod, Gargauth treats a 1 on an attack roll or
saving throw normally and not as an automatic failure.
He is immortal.
Senses: Gargauth can see, hear, touch, and smell at a
distance of five miles. As a standard action, she can perceive anything within five miles of his servants or
worshippers, holy sites, objects, or any location where
one his titles or name was spoken in the last hour. He
can extend his senses to up to two locations at once. He
can block the sensing powers of deities or cosmic entities
of his rank or lower at up to two remote locations at once
for five hours.
Portfolio Sense: Gargauth can sense any act that
promotes spiritual corruption in pursuit of power that
affects at least a thousand people.
Automatic Actions: Gargauth can use Bluff, Diplomacy, Intimidate, Forgery, or Sense Motive as a free
action as long as the DC is 15 or less. He can perform up
to two such free actions each round.
Create Magic Items: Gargauth can create any wondrous item with an enchantment effect so long as it does
not exceed 4,500 gp.
Summoning Gargauth
Although exiled from Hell, Gargauth can still be summoned in the same fashion as any other arch-devil. The
only place it is known that he cannot be summoned into
is Hell.
In order to facilitate Gargauths summoning, the
Arch-Devil of Irony demands the presence of five devils,
one of which must be a pit fiend. Thus the devils must
be summoned and restrained. If the devils are subject to
a planar binding, there is a 50% chance that the bonds
that hold them will be released upon Gargauths successful summons. A better way to restrain the devils is
through trap the soul. In either case, the restrained devil
must be within fifty feet of the summoning circle when
the summons is completed. In addition to the five devils,
Gargauth requires that he is summoned within a place of
nobility that at one time also housed great sorrow.
Abandoned castles and keeps are favored locations, although some thoughtful summoners have resorted to
using dungeons that once held wrongly accused nobles
and royals. Beyond this, Gargauth does not require any
special trappings.
When Gargauth is brought into the mortal coil, the
summoning chamber shudders and groans. A blast of air
issues from the center of the location as the surface of
the floor is suddenly transmuted into pure gold. Four
columns of golden light erupt around the center of the
room as a final shaft of golden light descends from the
ceiling to the center. Gargauth will descend to the

285

ground within the shaft of light. As he lands, the Tenth


Lord of Nine will immediately turn his attention to the
devils. Due to the unique nature of his summons, Gargauth can use Hoarding of Hell on the sacrifices through
the wards without breaching them. If the devils are released prior to Gargauth consuming them, the summoners must bind the devils or else summon more devils
within the next three rounds; failure to do so cancels the
wards and gives Gargauth complete access to the material plane. Once Gargauth consumes the devils, he is
prepared to parley.
Gargauth is extremely courteous and patient in his
dealings. He never appears to be in a rush and always
seems more than happy to offer advice and suggestions
to those seeking his aid. Gargauth often asks for clarity
in his dealings, giving the impression that he wants to
adhere to both the letter and spirit of any agreements; in
truth, Gargauth asks clarifying questions hoping to expand his own options once an accord is established.
Still, Gargauth does have specific interests in such arrangements and prefers contracts that will lead not only
to the corruption of the summoner(s) but to a near-by
place of benign or honorable leadership. Gargauth will
always ensure that his deals involve the local ruler,
church, druidic circle, or some other center of power
(however, this is not always obvious to his summoner
(s)).
When Gargauth and his summoner(s) reach a satisfactory conclusion, Gargauth will create a physical contract
out of a sheet of gold. The summoner(s) must sign this
in his own blood, although he has up to one minute to
read it in its entirety. As Gargauth does not believe he
needs to lie to rip the intent of any arrangement to shreds
if he is so inclined, he never hides misleading language
on contracts. In truth, Gargauth has no real need for the
contract, but feels that having something in writing to
show to his client later is always an effective way to reveal how corrupt the client is.
Observant participants (those who succeed in a Spot
check DC 60 every minute) will notice that the spectacle
of Gargauths summons slowly shifts during the duration
of his presence. The pillars of light slowly become pillars of darkness while the gold tarnishes and eventually
becomes cracked, pitted lead. Gargauth himself will also
slowly shift in appearance, becoming more grotesque
and monstrous with each passing minute. Once the summoning is complete, the summoning circle is as hideous
in appearance as Gargauth himself. The Tenth Lord of
Nine will descend into the ground, causing the lead to
further crack and squeal in his passing. The pillars of
darkness will expand and engulf the entire summoning
area in deeper darkness that lasts for five hours. If a
summoning sanctuary was not erected for the summons
and a mortal enters the darkness, he suffers the full effects of damning darkness (all spells are treated as
though cast by a 67th level caster).
It is interesting to note that even in Faern Gargauth
will rarely treat with mortals that do not take the time to
summon him. Only those who seem pure of heart, but
have just the right amount of corruption in their hearts,
can cause the Arch-Devil of Irony to barter.

GERYON, Arch-Devil of Duplicity


Lord of Fraud
Fighter 5/Monk 20

Gargantuan Outsider (Devil, Evil, Extraplanar, Lawful)


Symbol: Handsome male head on a black field surrounded by a serpents coils
Hit Dice: 45d10 + 20d8 + 910 (1520 hp)
Initiative: +14 (+10 Dexterity, Improved Initiative)
Speed: 120 ft., fly 200 ft. perfect
Armor Class: 75 (-4 size, +10 deflection, +10 Dexterity, +4 Monk bonus, +34 natural, +6 profane, +5 Wisdom), touch 41, flat-footed 65
Base Attack/Grapple: +53/+92
Attack: Claw +79 melee (6d10+29 + 2d6 (lawful) 1820/x2)
Full Attack: Greater flurry of blows (claws) +79/+79/
+79/+74/+69 (6d10+29 + 2d6 (lawful) 18-20 x2) and
2 wings +71 melee (4d8+13 + 2d6 (lawful)) and tail
sting +71 melee (5d8+13 + 2d6 (lawful) and poison)
Space/Reach: 20 ft. /15 ft.
Special Attacks: Binding of the Beast, breath weapon,
call devils, diabolical aura, the presence of Hell, quivering palm (Fortitude DC 25), rend, spell-like abilities, stunning fist 32/day (Fortitude DC 50)
Special Qualities: Abundant step, arch-devil qualities,
damage reduction 30/epic, good and silver, darkvision
60 ft., Diabolical Prowess, Duplicitys Boon, empty
body (20 rounds), Face of Fraud, Mark of the Beast,
immunity to acid, fire and poison, improved evasion,
ki strike (adamantine, lawful, magic), purity of body,
regeneration 28, resistance to acid 30 and cold 30, see
in darkness, slow fall, spell resistance 65, telepathy
1,000 ft., tongue of the sun and moon, wholeness of
body (40 hp)
Saves: Fort +48, Ref +44, Will +41
Abilities: Str 65, Dex 30, Con 38, Int 28, Wis 20, Cha
30
Skills: Appraise +13 (+17 for sculptures, +17 for stonework), Balance +62, Bluff +53, Climb +62, Concentration +78, Craft (sculpture) +32, Craft
(stonemasonry) +29, Diplomacy +56 (+62 with evil
beings), Disguise +32, Escape Artist +30, Hide +53,
Intimidate +67 (+73 against evil creatures), Knowledge (arcana) +29, Knowledge (nature) +33, Knowledge (the planes) +49, Knowledge (religion) +69,
Listen +68, Move Silently +77, Search +49, Sense
Motive +15, Spellcraft +33, Spot +68, Survival +48
(+52 above ground, +52 on the planes, +52 while
tracking), Swim +68, Tumble +50
Feats: Awesome Blow, Cleave, Combat Expertise, Corrupt Spell-like Ability B, Dark Speech B, Deflect Arrows, Dodge, Great Cleave, Improved Bullrush, Improved Critical (claws), Improved Disarm, Improved
Initiative, Improved Overrun, Improved Sunder, Improved Trip, Iron Will, Mobility, Multiattack, Power
Attack, Quicken Spell-like Ability (blasphemy),
Snatch, Stunning Fist, Weapon Focus (claws),
Weapon Specialization (claws)
Epic Feats: Epic Evil Brand B, Epic Weapon Focus
(claws), Exceptional Deflection, Improved Stunning
Fist, Infinite Deflection, Keen Strike, Righteous
Strike, Shattering Strike,
Environment: Coldstone, Stygia, the Fifth of the Nine
Hells of Perdition
Organization: Unique (Solitary) or squad (Geryon, 1
6 osyluths, 1 2 gelugons, and Amon)
Challenge Rating: 53
Treasure: Quadruple standard plus Horn of the Beast

Alignment: Lawful Evil


Geryon the Deposed is the best known of the archdevils, although this status is not one Geryon himself
appreciates. In the not too distant past, Geryon was the
Lord of the Fifth and the trusted lackey of Asmodeus.
Despite his former station and his loyalty, Geryon was
cast down from his Lordship and finds himself cowering
in the shadows of Stygias icebergs, awaiting the opportunity to return to his former station and avenge himself
against his master.
Geryons past is filled with disparate reports. Most
who know of Geryon only know him to be the Lord of
the Fifth before Prince Leviathan (indeed, some think
that Geryon was the original Lord of the Fifth). Some
legends insist that Geryon was simply a monster that
Asmodeus raised to Lordship to offset the predations of
Sekolah, the goddess of the sahuagin. Others insist that
he was a Fallen Lillend, the serpentine celestials known
for their love of music. However, a growing number of
explorers and scholars have appeared bearing documents
long thought lost that reveal a totally unexpected tale of
Geryons origins. These texts explicitly state that
Geryon is the result of a pairing between the greatest of
all pit fiends, Aesmadeva, and the Queen of Dragons,
Tiamat.
According to these legends, the original ruler of Hell,
Lucifer the Satan, believed that his control over Tiamat
was waning. Tiamat had become integrally involved
with a number of Prime worlds, attracting attention not
just to herself (and receiving worship as a goddess at
that), but to Hell. Lucifers concern was that this attention would result in certain groups and entities coming to
Hell to conduct investigations that could have uncovered
information he was not ready to see leave his domain.
Thus, Lucifer sent his most trusted servant, Aesmadeva,
to convince Tiamat to curtail her behavior or suffer the
wrath of The Satan. Aesmadevas audience was a success for Tiamat would faithfully obey Lucifer for eons to
come and would even bow her heads to Asmodeus when
he took the Serpents Throne. It is believed that part of
Aesmadevas success stemmed from a liaison between
the paragon Pit Fiend and Tiamat. The result of this liaison would be the half-devil, half-dragon monster,
Geryon.
It is unknown how long Geryon remained confined to
The First. It is known that in the early centuries of his
existence, Geryon was known for a lust for destruction
more worthy of a demon than the nature of his parents
would have suggested. For whatever reason, it was Tiamats black head, an aspect of Chaos inherit in most
Chromatic Dragons, which dominated Geryons being.
As the centuries passed, and as Geryon suffered endless
torture from his mother, the Serpentine Lord slowly
purged his destructive desires and eventually became a
purveyor of order and tyranny. Satisfied that his existence would not be an embarrassment to her, Tiamat formally announced Geryon to Lucifer (who likely knew
about the Beast all along). Geryon became a Duke in the
Court of Stygia.
In Stygia, Geryon would prove to be a loyal retainer
for the ravenous and traitorous Prince Leviathan. As a
Duke of Hell, Geryon saw to the borders of Stygia, patrolling The Fifth with legions of barregons and answering only to Leviathan. Leviathan valued Geryons
strength, which stood only second to his own physical

286

might in Hell. However, Leviathan did not know that


Geryon was playing him for a fool. Geryons position in
Stygia was granted by Lucifer to prepare for what The
Overlord of Hell knew to be the Princes eventual treason.
After the Battles of Light and Greed, which resulted
in Asmodeus successful coup of Hell, Leviathan sensed
that his opportunity to take control of Hell had arrived.
He commanded Geryon to hunt and subdue Queen Bensozia, Asmodeus consort; Leviathan had learned of her
travels through his layer through reliable informants
(actually agents of Asmodeus) and decided to strike.
When Geryon brought the Queen to Tantlin, Leviathan
demanded that she disclose the secret to Asmodeus
power. The Queen almost acceded to the Princes demands, but Geryon blew his mighty horn. Suspecting
that Geryons intent was to announce danger, Leviathan
slew the Queen and was prepared to flee when he realized that Asmodeus himself had appeared. Seemingly
enraged with Leviathans act, The Overlord of Hell
stripped him of his Lordship, encased him inside a huge
iceberg, and sent his comatose form into the depths of
Stygia. To Geryon, who knew all along that he was to
blow his horn the moment Bensozia seemed prepared to
disclose whatever secrets she knew, Asmodeus granted
the Lordship of Stygia.
For untold years, Geryon ruled Stygia. Unlike the
other Lords, The Beast was always satisfied with his
station and utterly loyal to Asmodeus, although he
bowed to his masters wishes and joined up with Mephistopheles cadre of true devils after the arrival of the
fallen angels. Geryon enjoyed traveling to the Prime to
lure unsuspecting mortals to his layer where he could
hunt them for years within his fortress. He accomplished
very little else during his incredibly long tenure as Lord
of the Fifth, always believing that his loyalty ensured
him a permanent place of power in Hell. Asmodeus, of
course, had other ideas.
Asmodeus did indeed value Geryons loyalty; however, Asmodeus also found it repellent. The Nine Hells
was no place for that kind of weakness and Asmodeus
determined that Geryon needed a painful lesson about
how such weakness was culled from Hells servants. As
was so often the case, Asmodeus plans for Geryon coincided with his decision to teach all of his wayward vassals a much needed lesson about humility. In preparation, Asmodeus explained to the fawning and unsuspecting Geryon that the Dies Irae was approaching and how
it would change the face of Hell for hundreds of thousands of years. Asmodeus instructed The Beast as to his
own role in the Dies Irae and promised that the rewards
would be incalculable.
Even as Beelzebub and Mephistopheles slowly increased the pressure against the others camp, Geryon
remained in the background, taking orders from Mephisto and relaying valuable bits of information to Asmodeus, who in turn made sure that Beelzebub was informed. In time, the Dies Irae raged into an inferno and
eventually the Lords of the Nine found themselves and
their armies at the base of Fortress Malsheem in Nessus.
As instructed, Geryon again blew his horn even as Asmodeus stripped the Lords of their power. The pit fiends
that commanded the armies quickly defeated their almost
powerless masters and waited as Asmodeus appeared
and declared his intent. The rewards were indeed great
for the pit fiend generals, who would become the Dark
Ministry, and they were indeed great for Asmodeus who

287

had just again proved his status as The Overlord of Hell.


For Geryon, however, the reward was a lesson in the true
nature of Hell and evil. Loyalty had no place in Perdition. Geryon, the Lord of Fraud, found himself the victim of his masters duplicity as his Lordship was removed. Cast out of Nessus with a flick of Asmodeus
hand, Geryon returned to his former layer as an archdevil even as Prince Leviathan was partially raised from
his imprisonment to once again rule Stygia.
It is unclear whether Geryon did learn his lesson. He
continues to be manipulated by Asmodeus who knows
that The Beast would do anything to regain his status as
Lord of the Fifth. However, there is no doubt that
Geryon absolutely hates Asmodeus and this hate has
made Geryon far craftier than he was in the past. Geryon
is actively involved in various activities for Asmodeus,
all of which, The Overlord claims, will play a meaningful role in Geryons return to power. Geryon is dubious
about anything Asmodeus tells him, but believes that he
has no choice but to accept these opportunities since they
do allow him continual access to Hells resources.
Geryon is cautious when he travels outside his hidden
fortress Coldstone, knowing that Leviathan continuously
seeks him (Coldstones location is kept hidden by Asmodeus himself). When he does leave, he usually does
so disguised.
Geryon used to spend his time hunting and studying.
Since his fall from power, he only hunts that which will
aid him and studies that which will bring victory. His
title of Arch-Devil of Duplicity is well-earned as he has
betrayed his allies twice, and continues to promote the
same behavior in mortals. However, the title is really
directed towards his dual nature as a being of immense,
monstrous strength coupled with a keen intellect and
clean appearance. Geryon values cleanliness and crispness. He despises dirt, and always wears white and silver. Oddly, though, Geryon loves to get his hands covered in blood from time-to-time, and often allows the
blood of his victims to bathe his titanic body. Of course,
once he overcomes this brief bloodlust, he is always appalled to discover his appearance and the appearance of
his surroundings.
Geryon has few allies in Hell. He continues to maintain the loyalty of Amon, the Dog of Hell. Or so it
seems. In truth, the deposed Duke of Hell is currently
serving a new master in Malbolge, Lilith. Why Lilith is
encouraging Amon to maintain ties with Geryon is anyones guess, but it is possible that Lilith has a mind to
incorporate aspects of Geryons nature under her influence and is biding her time before dealing with the ArchDevil of Fraud. When they were Lords of Hell, Geryon
and Moloch had a heated, bitter rivalry that almost
matched that of Beelzebub and Mephistopheles. The
two came to blows during the Dies Irae and each almost
killed the other. However, when they were both deposed
at almost the same time, they found that they had a great
deal more in common that they had thought. Still, neither former Lord is interested in establishing ties with
each other, although this seems to be more due to Moloch than to Geryon. Beyond Hell, Geryon detests the
Demon Prince Baphomet. The nature of this animosity
is unclear, although some suggest that it is due at least
in part to minotaurs. While most legends insist that
Baphomet is responsible for the proliferation of this
cursed race, there are a minority that believe that
Geryon, himself a half-breed, had some role in the
growth of minotaurs. To what lengths this is true, it is

known that Geryon has a small percentage of minotaur


worshippers and that these are always harassed by those
that call Baphomet their patron. Baphomet, particularly
since his apotheosis to Demon Prince status, all but ignores Geryon, viewing him as an incompetent fool with
whom he will deal with when his affairs in the Abyss are
tended to and under control.
Geryon is one of the largest devils in existence. Towering over 30 feet high, Geryon possesses a heavily muscled torso of a giant man with a beautiful sea-green
color. Geryons arms are likewise thick and heavily
muscled and covered in groomed, black, feathery hair.
His hands are large and end in very sharp, hooked black
claws. Geryons face is like that of a ruggedly handsome
man with somewhat reptilian features. His amber eyes
never blink and his check bones and eye-sockets are
prominent. Two small, black horns adorn his head, and a
mane of well-groomed black hair course down to his
broad shoulders. Trailing from his torso is a 60-foot
long draconic tail, which allows Geryon to slither about
like a serpent, ending with a needle-pointed tip. Beautiful decorations adorn the scales, which are largely a seagreen, light purple, and ivory white in color. Tremendous bat-like wings of the same color sprout from his
back. Geryon speaks with a powerful, booming voice
that exudes masculinity. Aside from the Horn of the
Beast, Geryon rarely carries any weapons, knowing that
his claws and tail can rip apart most adversaries.
Combat
Although Geryon often claims a disinterest in battle,
the truth is he loves to fight and loves to rip creatures
apart with his bare hands.
Geryon will always enter battle with his Diabolical
Aura and Presence of Hell and lead with his breath
weapon. He will then begin casting quickened blasphemy only so those in the area are frozen long enough
for him to begin ripping them to pieces. He will only
snatch spellcasters, and almost always Awesome Blow
warriors. If Geryon finds that his adversaries are up to
the challenge, he will cast greater invisibility on his person and then begin to Bind the Beast. Only after a significant amount of time has passed will Geryon use his
Horn or call devils.
Binding of the Beast (Su): In the same manner he
mastered his initial need for destruction and his tendency
towards Chaos, so too can Geryon Bind the Beast within
lesser beings. Three times a day as a standard action,
Geryon can reduce the physical prowess and overall
power of all creatures less than demigod status within a
50-foot cone. Binding of the Beast has a number of different attributes, all of which possess a Will save DC 49.

First, Binding of the Beast allows Geryon to reduce


certain physical modifiers and scores of those caught
in its blast. The victims Strength, Dexterity, Constitution, Initiative, Fortitude, Reflex, damage, and base
attack bonus are all reduced by 5 points for the next 5
rounds; furthermore, the victim behaves as if slowed
by a 49th level caster.
Second, Geryon can use Binding of the Beast to immediately end any form of raging, like that of a Barbarian. A being cannot fall under the effects of rage
before 5 rounds pass.
Third, Geryon can force shapechangers that take the
form of beasts (like Lycanthropes) to assume their

least dangerous form (usually their humanoid shape).


Geryon cannot affect beings like Doppelgangers or
Phasms since these entities possess numerous
shapechanging options. Once so changed, the being
cannot change shape before 5 rounds pass.
Fourth, Geryon can quell the destructive intent of dangerous animals or magical beasts. No animal, aside
from a familiar or a Druids animal companion, will
attack Geryon unless he attacks them first. Magical
beasts will attack Geryon only when magically compelled to do so; under such compulsion, the magical
beast receives a Will save DC 49 to overcome
Geryons Binding.
Fifth, Geryon can use all three of his Bindings to accomplish his Binding Curse 1/day. Those within the
cones area of effect suffer permanent reductions in
physical modifiers and scores, and slowness unless a
remove curse is cast by a 31st level cleric or a demigod or greater cosmic or divine power.
Breath Weapon (Su): Once per day as a standard
action, Geryon can exhale a 120-foot line of freezing
acid; those within the range suffer 6d12 points of acid
damage unless they succeed in a Reflex save DC 53 for
half damage.
Call Devils (Sp): As a standard action Geryon can
attempt to call devils. He may attempt to call up to three
times a day, 3 pit fiends, 9 gelugons or cornugons, or 18
of any lesser type of devil. Since these devils are called,
they have the ability to summon other devils as their
Monster Manual descriptions allow. Geryon is one of
the few arch-devils who still retains the ability to call
devils with no impediments due to his unique situation in
Hells hierarchy. Still, Geryon is extremely hesitant to
call on too many devils since he fears that this will eventually draw the attention of one of Leviathans allies, if
not the current Lord of the Fifth himself; indeed, Geryon
will use his Horn of the Beast before calling devils.
Geryon prefers osyluths beyond all other devils, approving of their cool efficiency and their willingness to take
bribes for their services. Geryon will call Gelugons only
if sorely pressed, knowing that their presence is almost
certain to draw the attentions of Leviathans agents.
Diabolical Aura (Ex): Geryons Diabolical Aura can
be ignored on a successful Will save DC 49.
Duplicitys Boon (Ex): Geryons dual nature, though
sometimes an embarrassment to him, is also a great aid
to him at times. Any time that Geryon is subjected to an
effect that allows a saving throw and that specifically
targets him, he rolls twice and takes the best result. This
boon does not extend to saves against his Face of Fraud
ability in the event that it is reflected back on him, nor do
area effects.
Additionally, 3/day Geryon can force an opponent to
reroll an attack, caster level check, or other variable roll
that affects him, and force his opponent to take the lower
result.
Face of Fraud (Ex): Those that look into Geryons
handsome face often forget that they are dealing with an
extremely evil monster. This effect is not entirely natural, as Geryon has mastered illusory magic to increase
his comeliness when interacting with other beings, particularly during his Mark of the Beast (q.v.). Geryon can
call on his Face of Fraud 3/day. All beings within 50
feet of Geryon who can see his face receive a Will save
DC 49. Those who fail behave as is under the combined
effects of a charm monster and suggestion spells cast by

288

a 49th level Sorcerer, believing that Geryon has nothing


but their best interest in mind. Such beings are willing to
engage in any kind of action Geryon proposes. In the
event that Geryon proposes an act detrimental to victims
(like his Mark of the Beast), they receive another Will
save, although the DC is increased to 54. In any case,
the effect lasts for 5 rounds at which time another Will
save DC 54 is made; if successful, the effect ends, if unsuccessful the effect continues another 5 rounds. However, there is a flip-side to Geryons Face of Fraud.
Those who manage to save against it can in return attempt to make a suggestion Geryon himself for one
round! Geryon does not receive a normal save from this
ability, instead using his Sense Motive as his Will save
modifier; the suggestion functions as if cast by a 49th
level Sorcerer. Geryon will do almost anything asked of
him that does not risk harm or injury to himself or to
something (and rarely someone) of value to him. Amazingly, Geryon seems utterly unaware of this aspect of his
power and some believe that another Lord of the Nine
(probably Asmodeus) cursed him with this bizarre sideeffect.
Mark of the Beast (Ex): Geryon can make deals
with mortals seeking to increase their physical attributes
in return for the small price of their soul. 3/day, Geryon
can write the Mark of the Beast on the soul of a lesser
being. For the next ten days, Geryon can increase their
physical prowess or appearance as requested by the client. Geryon can only affect the following: physical ability scores (Strength, Dexterity, and Constitution), Charisma, base attack bonus, physical saves (Fortitude and
Reflex), Bluff skill, or Diplomacy skill. Each day,
Geryon can grant a +2 bonus to any one of these attributes. For each increase, the victim receives a -2 penalty
to his Will save (this cumulative penalty is kept from the
victim). Once the ten days conclude (or if Geryon determines that he is uninterested in granting more boons) the
victim makes a Will save DC 49. If the victim fails, he
slowly and painfully dies as his muscles, sinew, and
bones explode from a sudden increase in even more
power; his soul finds its way to Geryons stronghold in
Stygia, Fifth of the Nine Hells. If the victim succeeds in
his save, he immediately loses the bonuses but his Mark
of the Beast suddenly becomes noticeable to others. The
Marked victim will be unable to enter any consecrated or
hallowed place, will immediately register as evil in the
eyes of Paladin or goodly cleric, and will not allow the
victim to be healed by any good spell (or any magic item
created by a good being). In order to remove the Mark
of the Beast, the victim must have an atonement spell,
followed by a quest spell, cast on his person by a 31st
level good cleric; the quest must be completed within 10
days or else the victim is forever Marked. If a victim
dies with the Mark still in place, his soul is sent to
Geryon in Hell.
Poison Sting (Ex): Those who believe the tales that
present Geryon as the son of Tiamat point to the deadly
poison of Geryons tail as proof. Like Tiamat, Geryons
long, serpentine tail ends in a rapier-like stinger. Any
being struck by Geryons tail sting not only takes the
skewering damage, but must also make a Fortitude save
DC 53 or suffer 3d8 points of Constitution damage; one
minute later the victim must make another Fortitude save
DC 53 or suffer 3d8 points of Constitution damage.
The Presence of Hell (Su): Geryons Presence of
Hell has a 1,200-foot radius, and all effects are as those
cast by a 49th level sorcerer.

289

Rend (Ex): If Geryon hits with two of his claws in


the same round, his talons dig into the victims body and
tear the flesh. This attack automatically deals an extra
6d10+ 58 + 2d6 (lawful) points of damage.
Spell-Like Abilities: At will animate dead, blasphemy, charm monster, create undead, deeper darkness,
delayed blast fireball*, desecrate, detect chaos, detect
good, detect magic, flame strike, greater dispel magic,
greater invisibility, greater teleport, magic circle against
chaos, magic circle against good, mass hold monster,
mirage arcana, persistent image, polymorph, power
word stun, raise dead, suggestion, symbol of pain, unhallow, unholy aura, wall of fire*; 3/day destruction, firestorm, meteor swarm; 1/day hellball, wish. *These
spells deal cold damage. All spells are cast as a 49th
level Sorcerer (save DC 29 + spell level).
Horn of the Beast (major artifact): Geryons legendary Horn of the Beast appears to be made from the horn
of a tremendous bull. Its shell is a pristine white, and it
is austerely decorated with inlays of gold and silver. The
Horn of the Beast possesses a number of powers.
Sounding the Horn of the Beast is a standard action
that produces a blast of sonic energy that deafens and
stuns any foes within 60 feet of the Horn's bearer. The
deafening effect is permanent; the stunning lasts for one
round. A Fortitude save (DC 49) negates both effects.
The Horn's blast also summons bovine creatures to
the aid of its bearer when sounded. With a single blast, it
can summon 2d10 minotaurs, 1d8 gorgons, or 1d6
gathras which remain for 10 minutes before disappearing. By sounding a longer call upon the Horn, more
powerful creatures may be summoned. If the Horn is
sounded as a full round action, the summoned gorgons or
gathras will be fully advanced. If sounded for 2 full
round actions with the intent to bring minotaurs, it summons a single minotaur champion. (Treat as a 20th level
minotaur fighter).
Anyone touching the Horn of the Beast without
Geryons express permission must succeed in a Fortitude
save DC 49 or immediately be polymorphed into minotaur under the domination of Geryon. Only creatures
possessing a divine rank of 0 or greater are immune to
this effect. Creatures that are not alive are simply dominated.
Summoning Geryon
Geryon requires very precise conditions in order to
respond to a summons. First, most of the summoning
chamber must be constructed of white marble (at least
the floor). Second, the location must be within a place
that serves an intended dual purpose; a thieves guild
masquerading as a church or a hospital that also serves as
a brothel are examples of appropriate environments. If
one of these two conditions is not met, the DC to summon Geryon increases by 10 points; if both conditions
are not met, the DC increases by 50 points. Geryon will
refuse any summons if the location is a place of filth and
dirt; however, if Geryon is summoned via circle of locking the Nine Gates, he will arrive dazed in a filthy environment for 1d6 rounds.
If the location is sufficient and the summoning attempt successful, a chilly wind will race through the
chamber followed by the crashing of water against rocks.
The floor within the magic circles against evil will fall
away as murky, ice-cold water fills them. From the
storm clouds that gather overhead, fluffy white snow will

descend. As snow touches the dark water, the dirty liquid will quickly appear crystalline and sparkling.
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.

GLASYA, Princess of Hell


The Progeny
Medium Outsider (Abomination, Evil, Extraplanar,
Lawful)
Divine Rank: 5
Symbol: A pair of alluring, dark, feminine eyes superimposed on a red pentagram
Portfolio: Intrigue, Lust, Subterfuge
Cleric Alignments: LE, NE, LN
Domains: Evil, Law, Trickery
Favored Weapon: "Caress" (short sword)
Hit Dice: 45d8+405 (765 hp)
Initiative: +19 (+11 Dex, +8 Superior Initiative)
Speed: 120 ft. (24 squares), fly 240 ft. (perfect)
Armor Class: 84 (+11 Dex, +18 deflection, +5 divine,
+34 natural, +6 profane), touch 50, flat-footed 73
Base Attack/Grapple: +45/+60
Attack: Caress +61 melee (1d6+16 +1d10 Constitution
(poison Fort DC 36) +3d6 and 1 negative level
(unholy)/19-20/+6d6 and 2 negative levels (unholy));
or claw +55 melee (3d6+15)
Full Attack: Caress +61/+56/+51/+46 melee (1d6+16

+1d10 Constitution (poison Fort DC 36) +3d6 and 1


negative level (unholy)/19-20/+6d6 and 2 negative
levels (unholy)); or 2 claws +55 melee (3d6+15) and
2 wings +50 melee (1d8+10) and tail slap +50 melee
(3d8+10)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Call devils, diabolical aura, domain
powers, the Presence of Hell, salient divine abilities,
spell-like abilities.
Special Qualities: Abomination traits, arch-devil qualities, blindsight 500 ft., damage reduction 30/epic,
good and silver, Diabolical Prowess, divine aura (50
ft., DC 33), godly realm, divine immunities, greater
teleport at will, immunity to acid, cold, fire and poison, nondetection, plane shift at will, remote communication, resistance to sonic 25, regeneration 18, see
in darkness, speak and read all languages and speak
directly to all beings within 5 miles, spell resistance
57, telepathy 1,000 ft.
Saves: Fort +38, Ref +40, Will +39
Abilities: Str 30, Dex 33, Con 28, Int 35, Wis 30, Cha 46
Skills: Balance +20, Bluff +80, Concentration +57, Diplomacy +82 (+88 with evil beings), Disguise +58
(+62 when acting in character), Escape Artist +59,
Gather Information +25, Hide +59, Intimidate +72
(+78 against evil beings), Jump +52, Knowledge
(arcana) +50, Knowledge (history) +45, Knowledge
(nature) +21, Knowledge (nobility and royalty) +47,
Knowledge (the planes) +60, Knowledge (religion)
+53, Listen +48, Move Silently +54, Perform (dance)
+45, Perform (sing) +50, Sleight of Hand +40, Search
+50, Sense Motive +58, Spellcraft +62, Spot +52,
Survival +48 (+52 on another plane, +52 while tracking), Tumble +57, Use Rope +20 (+22 to bind someone)
Feats: Alluring, Charlatan, Combat Expertise, Corrupt
Spell-like Ability B, Dark Speech B, Deft Hands, Flyby Attack, Improved Combat Expertise, Improved
Disarm, Improved Feint, Improved Initiative, Persuasive, Power Attack, Quicken Spell-like Ability
(charm monster), Trustworthy.
Epic Feats: Blinding Speed, Epic Evil Brand B, Epic
Skill Focus (Bluff), Superior Initiative.
Salient Divine Abilities: Alluring Gaze*, Dark Desire*,
Divine Blast (21/day, 23d12 damage), Divine Glibness (DC 52), Divine Dodge (55%), Know Secrets
(DC 52).
*Unique Salient Divine Abilities; see below for details.
Environment: Dis, second of the Nine Hells of Perdition
Organization: Solitary (unique)
Challenge Rating: 49
Treasure: Quadruple standard plus Caress
Alignment: Lawful Evil
In many mortal worlds, the king is the single greatest
individual. Although he often functions in an orderly
environment in which he has to consider the implications
of his decisions, it is generally thought that his rule is
absolute. However, most kings are only as strong as the
advisors they surround themselves with. The wise king
listens to the suggestions his court offers for he knows
that they have a stake in whatever decisions he makes.
The unwise king either listens too infrequently or too
much and it is here that the Mortal Coil could learn
something from Hell.

290

To many scholars, the Nine Hells of Perdition are a


warped reflection of the feudal system common to many
mortal worlds. Huge swaths of commoners do the will of
the various nobles, hoping to be rewarded for their efforts and loyalty. The various nobles occupy different
ranks, each answering to a slightly more powerful noble.
Across the top of this pyramid are the Lords of the Nine,
the ruling dukes of the largest lands. The Lords do as
they will in their Perditions, promoting the cause of tyranny and oppression in various ways and based upon
their own desires. However, even the least observant
person knows that this reflection only goes so far for,
aside from truly extraordinary circumstances, the various
rulers never die. As a result, they have no real need to
perpetuate their line. They have no need for heirs. In
Hell, tyranny is eternal in part due to the eternal presence
of the same ruler. The same horrible attitudes. The same
deplorable goals. The same stifling existence. The various rulers do not live on in their children; they live on in
themselves and have no intention of ever giving up their
power.
Yet, the various Courtiers of Perdition have created
offspring. The Dukes of Hell have sired countless marquis half-fiends, littering the Cosmos like piles of dung
where they fester until either overthrown by mortal agencies or they are taken into Hell to suffer the vile wills of
their diabolical parents. Even the Lords of the Nine have
spawned offspring; Lilith has spat out scores of diabolical whelps and Belials own voracious sexual appetites
doubtlessly have created numerous offspring. Even the
likes of Mephistopheles is thought to have children. Yet,
none call these offspring heirs. At worst, they are fodder,
bit players in some diabolical campaign; at best, they are
valuable possessions to be used and, if necessary, discarded if ruined. They will struggle all the while to become the devils their parents have ever been but will
never meet their parents expectations, never make their
parents proud.
Yet, every rule has an exception and such remains the
case in Hell for, at the top of the hellish pyramid of
power, Asmodeus himself has fathered two offspring.
The Infernal Highnesses, Glasya and Lixer, have long
been prominent participants in Hells machinations.
Slightly higher in rank than the greatest Grand Dukes
and just shy of the political power of the Lord-Regents,
the Princess and Prince of Hell are not just Asmodeus
children, they are his heirs. To the rage of the eight lesser
Lords, the Heirs of Hell are guaranteed the Serpents
Throne should anything ever happen to their father.
Glasya the Progeny, the elder of the two, is considered
by most to be but a pale reflection of her father. Many
presume that Lixer the Scion-Emperor is closer to his
fathers image. And this is precisely the way Glasya
wishes it to appear for, despite the superficial, the Princess of Hell has all of her fathers subtlety and ability to
manage intrigue. She cares not if her father is proud for
she is proud of herself.
Glasya is one of the greatest mysteries in Hell but one
of the most frequently debated, discussed, and desired of
Hellish beings to the sages and scholars that study such
material. While the source for desire is obvious enough,
it is her precise nature and background that is the source
of much discourse. According to legend, Glasya is the
child of Asmodeus through his now deceased consort,
Benzosia. The source of debate is multi-tiered. First,
many sages argue that Glasya is not the true offspring of
Asmodeus or, if she is, she cannot be the offspring of

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Benzosia. It has been commonly held that devils are incapable of procreating among each other and, given this,
Glasya cannot be related to both devils if she herself is a
devil. Furthermore, some point to the question of why
Asmodeus would risk creating an heir when such has
never occurred in Hell. He already has to deal with the
machinations of his most powerful vassals, so why introduce another potential threat to his power?
What is not commonly known is that the Dukes of
Hell, arch-devils, and the Lords of the Nine are more
than capable of procreating with other spirits, even devils, if they so desire. This is greatly frowned upon by
most nobles as it does little else than create an immediate
threat to both parents station, something jealously
guarded by the canniest movers and shakers in Hell.
Such offspring are certainly greater than a lowly halffiend. Fortunately, Courtiers of this level of power are
capable of determining whether or not a coupling with
another devil will result in the creation of a new spirit.
Thus, Asmodeus The Lord of the Nine and Bensozia once a powerful arch-devil would have been
capable of creating a child. Furthermore, even if such
procreation was impossible between devils, what most
do not know is that Asmodeus is hardly a normal devil,
but the avatar of an overpower; in essence, the expected
for other devils often do no apply to him.
However, it is commonly accepted that Glasya is indeed Asmodeus daughter and her arrival was no accident. Benzosia was a courtier within the Court of Nessus
when Lucifer still ruled and of middling import. Known
for her almost angelic beauty and her inscrutable, cold
demeanor, she was left to her own devices by the Dukes
of Nessus. Her interests laid in ruling from behind the
throne, offering subtle urges and encouragements to allies and even foes that seemed unrelated, when in truth,
acceptance of the suggestions would ensure that her
goals were met. It was in this vein that Bensozia eventually grew attached to Asmodeus, the Treasurer of Nessus
at the time. Through her unrelated contacts and advice,
Bensozia redirected thousands of souls from 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-

vants that the Prince would learn of her travels in the


Fifth. She was taken to Tantlin where she did her best to
give the appearance of hesitancy, of reluctance to reveal
all the secrets she knew of Nessus and its Dark Lord. She
knew that she could easily escape Leviathan upon his
taking her memory of the darkness she feared, but she
did not know that Asmodeus was as much a participant
in her ploy as she was. Just as she was about to offer the
truth to the traitorous Lord of the Fifth, Geryon who
had long since been ordered by Asmodeus to do so
blew his horn. Even as the panicked Leviathan rose his
massive claws to slay her, Bensozia felt her power
wither. Even as Leviathan lowered his huge talons, she
realized that she was never more than a tool to be used
and discarded, an incubator for her only child. Even as
she was ripped to pieces, Bensozia knew that her fate
was to fear for eternity in the maw of that which she had
fled, knowing that whatever plan it had for her daughter
would be safe. The Queen of Hell was dead.
Glasya learned of her mothers assassination swiftly
and reacted to it in her singular manner: feigned pain,
guaranteeing that the various Powers of Hell would see
her as weak and pathetic for caring about her mothers
death. Mammon attempted to find the means to bring his
consort encouragement. She encouraged him to set up
the framework to eventually betray Dispater and Mephistopheles. She encouraged him to weaken his own defenses in order to provide her with gifts. She even suggested that she would eventually allow him to bed her if
he would do as she wished. Through her behavior,
Glasya caused a great deal of trouble for Mammon and
his allies, so much so that it is rumored that Mammon
almost lost his Lordship a number of times. Some think
that these behaviors were intended by Glasya so she
could attain her own Lordship; however, the reality was
that Glasya was simply testing her own abilities. She
believed that if she could manipulate a Lord, she could
eventually work her way to having enough power to address her father.
After her mothers death and the Dies Irae that followed millennia after, Glasya was taken from Minauros
and Mammon by her fathers decree. For reasons still
unknown to any but Asmodeus, Glasya was set up as the
head of the erinyes, a role previously filled by the Lord
of the Second, the Arch-Duke Dispater. Now the two
share the responsibility, Glasya taking a direct role overseeing the erinyes in the Prime while Dispater keeps
track of their numbers and controls precisely which targets are chosen. Currently, as head of the erinyes, Glasya
spends much time traveling to the Mortal Coil where she
has likewise used her manipulative nature on mortals.
Since their pairing, the Lord of the Second and the Princess of Hell have been extremely productive.
Like her mother before her, Glasya represents that
Power behind the Throne, the hidden agency that manipulates matters in pursuit of some end that reveals itself when it is too late to be stopped. Her interest does
not lie in direct power for that way ensures that others
will want to take it from her. Instead, Glasya promotes
the authority of the bureaucrats and the advisors that
stand behind the throne, that make the real decisions,
who have the real contacts; while rarely publicly recognized for their work, they reap the greatest benefits with
the least risk. Blackmail, extortion, backroom dealings,
promises of power and pleasure; all these are part of the
intrigue upon which Glasya feeds. The fact that others
are rolled over and crushed by the apparently vying posi-

292

tions, the fact that others suffer as some shadowy force


quietly advances some plot, the fact that only a select
few truly benefit, the fact that the manipulation ensures
the perpetuation of tyranny, only make the ploys all the
more meaningful. Glasya loves to see mortals led down
the path of Perdition due to their inability to control
themselves. She enjoys manipulating them and events in
their lives that seem to lead them to a point in which they
have no other options but to commit acts of evil. Sex is
little more than an additional incentive, although in the
end it means nothing to Glasya. There must always be
something others want and, in her mind, this is the one
thing they will never have. Sex and sensuality are simply
another set of tools Glasya uses to weaves intrigue.
Unlike Fierana or Belial, who oppress the physical body
through sex, Glasya uses the promise of sex to curry favors, acquire information, uncover secrets, sow gossip,
and achieve more power.
Glasya has had affairs with numerous Powers of Hell.
These affairs are all one-sided for Glasya has yet to be
touched by mortal or immortal. She is a diabolical virgin,
her purity superficial for she is nothing less than rotten
through and through. Of her dalliances, the best known
of these was her time with Mammon. Glasya perceived
and continues to view Mammon as beneficial for the
material wealth he lavished (and continues to lavish) on
her; however, Glasya viewed (and views) Mammon with
nothing but contempt and, generally speaking, a traitor to
her father. Aside from Mammon, Glasya has numerous
contacts across Hell, most of them with devils who believe they will eventually dominate her. One of her
strongest allies is Fierana, the Grand Duchess of
Phlegethos. While the Arch-Devil of Passion believes
their alliance is mutually beneficial and lusts after the
Princess, Glaysa has not once shared anything untoward
with Fierana while she has learned a great deal about
Phlegethos and diverts such information to her father.
Her relationship with Dispater is largely congenial and
professional; however, not even the Iron Duke has been
immune to her wooing, although she has never so much
as let him touch her (while she touches him all the time).
Glasya possesses no formal relationships with the other
Lords of the Nine; she is on reasonably good terms with
most of them, although she and Beelzebub have conversed a few times with him implying the benefits of an
alliance. She has no interest in such, but has not indicated as much to the Lord of the Flies.
However, there is one devil for whom Glasya does
have actual feelings, although none know of it and even
she refuses to admit it. Merorem the Darkwind, the powerful Grand Duke of the Ebon Vale, has witlessly drawn
Glasyas inhuman and unholy affections. Of course, being a devil, Glasya has no idea how to cope with her
feelings and, as a result, toys mercilessly with the Darkwinds own emotions. Glasya hopes, perversely, to push
Merorem to the point of rape, knowing full well the implications for her status and, as importantly, her fathers
reaction to such a violation. The source of this behavior
is unknown, although it is possibly due to the manner in
which she was conceived. In any event, this capacity to
love however perversely makes Glasya unique in
Hell.
There is little love between Glasya and her brother
Lixer, the Prince of Hell. Glasya detests her brother for
two reasons: first, he is not a true devil due to his mortal
heritage; and second, she despises the fact that he is
more intelligent and makes no attempt to hide it. Still,

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Glasya is very capable of manipulating others to cause


interference to Lixers plans and is intimately aware of
most of his major activities. The truth is Glasya is far
more motivated to do well when she competes with
Lixer and this is precisely what their father wants to see.
Glasya does not dwell much on the loss of her mother,
Bensozia. When the Queen of Hell was alive, she taught
her daughter a great deal about intrigue and Hell, but
never shared her dread secret. Glasya perceived her
mother as weak and witless and with a great deal of contempt and disappointment. Still, she counts both Leviathan and Geryon as foes for their rolls in the Queens
murder. She has no idea that Bensozias death was orchestrated by Asmodeus.
It is known that Glasya fears her father immensely
and that she has no interest in trying to betray him... at
least not until she is absolutely certain that such an act
would result in his death. Still, while she does not love
her father, he is the only thing in Hell to whom she is as
loyal as a devil can be. Likewise, Asmodeus does not
love his daughter, but she is one of his most prized possessions, made by him for some unknown purpose, and
any who would dare to soil or damage her would be the
target of his infinite rage. So far, while Glasya instinctively knows that she, her brother, and her father are
something different from the rest of Hells cosmic powers, she has not bothered to investigate further.
Glasya is unbelievably beautiful despite her obviously
diabolical appearance. Its likely that, aside from Belial,
shes the most attractive devil in Hell. Glasya appears as
a human woman just under 6 feet tall. Every aspect of
her body somehow exceeds the desires of every male
(and some females) of every humanoid race and subgroup while at the same time maintaining the same general perception. Glasya tends to wear long, white gauzy
gowns that do nothing to hide her voluptuous form. She
tends to go about barefooted, each toe adorned with a
ring, much like her long fingers. Her wrists are bejewelled with bangles and bracelets, most beautifully crafted
but mundane. She has long, black hair that reaches the
small of her back, from which spread her large bat-like
wings. Her skin is coppery, although she can change the
color easily enough, and she has a pair of small coppercolored horns on her forehead. Her diabolical appearance
is culminated with a long forked tail. Glasya speaks with
a voice that communicates only pleasure, often punctuating her comments with by rolling her tongue across her
teeth. Its a shame that such beauty also houses such immense evil.
Combat
Glasya detests physical altercations, fearing that blood
and gore may soil her clothes. Indeed, Glasyas likely to
teleport or planeshift at the first sign of danger regardless
of whether or not the threat can actually harm her.
Glasya believes that, as the Princess of Hell, she must
represent demure sophistication that disallows stooping
to such a base level as fighting. However, if Glasya is
offended or interrupted in a major operation, not only
will she fight, but she will reveal the full terror of her
infernal heritage.
Glasya will begin every combat round by calling on
her Diabolical Aura to induce fear and calling in three
pit fiends. In the next round, she will use dark desire or
divine glibness to offer a suggestion, often encouraging
those who succumb to her wiles to overthrow their fool-

ish allies who seek to impede the progress of an ordered


society.
In the next round, Glasya will usually target the most
powerful adversary with a divine blast; she rarely seeks
to destroy handsome rogues or bards. If she still finds
that she faces stiff opposition, Glasya will call in more
pit fiends and offer another suggestion.
Once Glasya commits to a fight, she will not stop until her foes are dead or until she has lost a notable
amount of hit points (over 1/5th), at which point she will
planeshift or teleport away with little else on her mind
save revenge.
Alluring Gaze (unique salient divine ability):
Glasya may transmit any of her enchantment spell-like
abilities through her gaze, using the normal rules for
gaze attacks. The range of this ability is 60 ft. Changing
the current effect of her gaze is a swift action; suppressing her gaze is a free action. The Will save DC to resist
any of the effects of Glasya's gaze is 52. Glasya typically
has her gaze transmitting charm monster.
Alter Reality (Su): Glasya exerts a considerable
measure of control over reality itself, and her presence
can command the very essence of the world around her.
This warping of reality manifests in a number of ways.
Glasya can use limited wish with regard to her portfolio. This ability costs her no XP, and requires a standard
action to implement. In effect, Glasya can duplicate practically any spell effect of up to 6th level, so long as the
effect promotes intrigue, lust, or subterfuge. When she
attempts to alter reality in opposition to another deity,
she must succeed at an opposed rank check.
As a free action, Glasya can assume any size from
Tiny to Huge. She can also change the size of up to 100
pounds of objects she touches. Glasya's Strength, Armor
Class, attack bonus, and damage dealt with weapons
changes according to the size she assumes. Her Strength
score can never be reduced to less than 1 through this
ability.
Call Devils (Sp): As a standard action Glasya can
attempt to call devils. She may attempt to call up to three
times a day, 3 pit fiends, 9 gelugons or cornugons, or 18
of any lesser type of devil except erinyes, of which she
can call 27. Since these devils are called, they have the
ability to summon other devils as their Monster Manual
descriptions allow. Unlike many arch-devils, Glasya is
not restricted in her ability to call devils. After all,
Glasya is the Princess of Hell and no devil is stupid or
crazy enough to risk offending her or her dreaded father,
Asmodeus. Having been placed in charge of the erinyes
that haunt the Prime Material plane in pursuit of mortal
souls, Glasya prefers to call these devils over all others.
In fact, this is the reason she can call such a high number. Like these devils, though, Glasya detests physical
confrontations not so much because shes concerned
about getting hurt but because she frets about damaging
her nails or dishevelling her hair. Thus, Glasya is almost
always in the company of a polymorphed pit fiend or
two. There are persistent rumors that Glasya has the ability to call on her father as well. Whether or not Asmodeus can actually appear to assist her is unknown, but
to draw his attention in any fashion is probably fatal at
best for those who offended or threatened his daughter.
Dark Desire (unique salient divine ability): Possessing inhuman beauty, the Princess of Hell can cause
all kinds of beings, from the lowest of mortals to gods
and cosmic entities, to be drawn to her and, furthermore,
to do her dark bidding. Not only do targets seek to be-

come physically intimate with Glasya, they will do one


service for her if they fail the save against the effect
(Will save DC 52) as if under the effects of a suggestion
spell. (Gods and cosmic entities are susceptible to this
power regardless of their cosmic or divine rank). Those
unable to quench their desire rapidly lose their composure and senses over the next nine rounds. During this
time, they suffer a cumulative -1 penalties to their Wisdom and Charisma and are unable to take 10 (much less
20) on any skill, and must make Concentration check in
order to cast spells or spell-like effects. Glasya may use
this ability five times per day, and may target up to five
creatures at a time. She frequently targets powerful mortal males, often having them sign their souls to Hell.
Diabolical Aura (Ex): Glasyas Diabolical Aura can
be ignored on a successful Will save DC 59.
Divine Immunities: Glasya is immune to ability
damage, ability drain, acid, cold, death effects, disease,
disintegration, electricity, energy drain, mind-affecting
effects, paralysis, poison, sleep, stunning, and transmutation. Interestingly, perhaps due to her diabolical heritage,
Glasya is not immune to banishment or imprisonment.
The Presence of Hell (Su): Glasyas Presence of Hell
has a 1,350-foot radius, and all effects are as those cast
by a 54th level sorcerer.
Spell-Like Abilities: At will - blasphemy, calm emotions, change self, charm monster, confusion, create undead, deeper darkness, delayed blast fireball, desecrate,
detect chaos, detect good, dictum, dispel chaos, dispel
good, dominate monster, false vision, flame strike,
greater dispelling, greater invisibility, hold person, invisibility, magic circle against chaos, magic circle
against good, major image, mirage arcana, mislead,
nondetection, orders wrath, persistent image, polymorph self, polymorph any object, protection from
chaos, protection from good, raise dead, screen, shield
of law, summon monster IX (as a lawful evil spell only),
symbol of pain, time stop, unhallow, unholy aura, unholy
blight; 3/day - destruction, fire storm, meteor swarm; 1/
day - hellball, wish.
As a demigod, Glasya has access to the Evil, Law,
and Trickery domains in addition to spells granted by the
arch-devil template. All spells are cast as a 54th level
sorcerer except Evil and Law spells, which are cast at
55th level (save DC = 37 + spell level; mind affecting,
language dependant save DCs = 39 + spell level).
Other Divine Powers
As a demigod, Glasya treats a 1 on an attack roll or
saving throw normally and not as an automatic failure.
She is immortal.
Senses: Glasya can see, hear, touch, and smell at a
distance of five miles. As a standard action, she can perceive anything within five miles of her servants or worshippers, holy sites, objects, or any location where one
her titles or name was spoken in the last hour. She can
extend her senses to up to two locations at once. She can
block the sensing powers of deities or cosmic entities of
her rank or lower at up to two remote locations at once
for five hours.
Portfolio Sense: Glasya is aware of any act of intrigue or subterfuge guided by a lust for greater power
within a social (lawful) environment that involves one
thousand or more people.
Automatic Actions: Glasya can use any Charismabased skill, or a skill that promotes intrigue, as an immediate action if the DC for the task is 15 or lower. Glasya
can also cast any Enchantment or Illusion spell-like abil-

294

ity as a swift action. To use a skill in this way, Glasya


must have ranks in the skill, or the skill must be usable
untrained. Glasya cannot do anything as am automatic
action if the task would involve actual movement.
Glasya can perform up to two such swift actions each
round.
Lixer can use any Intelligence-based skill, or any skill
that deals with arcane knowledge, as an immediate action if the DC for the task is 15 or lower. Lixer can also
cast any necromancy spell as a swift action.
Create Magic Items: Glasya can create any wondrous item with an enchantment effect so long as it does
not exceed 4,500 gp.
Possessions: Glasya frequently carries Caress, a +6
poisonous, unholy power short sword.
Summoning Glasya
The Princess of Hell is perhaps the most frequently
summoned of the arch-devils as she has taken pains to
ensure that the means to transport her to the mortal coil
are widely distributed across the Cosmos. Her interest is
transparent enough: Glasya seeks more power from mortal souls and knows that the more fools allowed to summon her draw their souls ever closer to eternal damnation in Hell.
Glasya has very particular requirements for her summons. First, Glasya must be summoned in a place of exquisite, physical yet stately beauty. Such locations must
also exhibit a subtle degree of sensuality without being
coarse. Typical locations that will draw Glasya include
royal gardens, castle grand ball rooms, and the waiting
chambers of royal concubines or noble women. If such
locations are not used, Glasya will simply not respond to
the summons at all. Second, Glasya expects to be called
by one with royal or noble blood. The summoner need
not know of her royal heritage, but must be able to trace
such lineage no further back than three generations. If
one without royal blood attempts to summon Glasya, the
DC on the summon increases by 90. Third, there must be
some manner of marble statuary depicting a noble female
figure or else a stately throne or chair. Lack of such an
item increases the summoning DC by 30 points. In these
latter two requirements, successful summoning Glasya
yet not fulfilling her expectations results in Glasya arriving in a less than pleased state. Finally, the area must be
surrounded with 99 white candles that burn saffron, lilacs, black orchids, and similar expensive, pleasant
smelling herbs and flowers (this essentially lays just outside the perimeter of the magic circle against evil).
Once the summoning ritual is completed, the summoning area is filled with an indescribable, somehow
forbidden, yet intoxicating odor as the candles and incense immediately burn down into small reddish-purple
tongues of flame. A warm, comfortable breeze will descend into the area even as the floor of the summoning
area turns into black marble. If there is a statue in the
area, Glasya will abruptly emerge from behind it; if there
is a throne, she will likewise materialize from behind.
The Princess of Hell will always address the summoner if she possesses royal blood, although she will not
necessarily ignore the presence of others. If there is no
such person in the area, The Progeny will be terse and
catty, although not precisely rude. So long as she is
treated with deference and respect, Glasya will be extremely polite and diplomatic, answering any and all
questions (although she is certain to bend the truth to suit

295

her). She will pay a great deal of attention to the interests


and reactions of her summoners, seeking to learn any
weaknesses they may have or discover anything to increase her bargaining posture. Glasya will move about
the summoning area in a casually seductive manner,
never doing anything particularly sexual yet somehow
exuding a great deal of calm passion. If she deems it useful or necessary, Glasya has the power to use her Dark
Desire power without having to breach the summoning
area; she may target only one individual in this manner
per summons. If at any time Glasya is treated disrespectfully, she will leave immediately although she will note
those who angered her for future (and certain) reprisals.
Once the summons is concluded, Glasya will slowly
walk towards the edge of the summoning area towards
the most attractive summoner (gender does not matter), a
sultry look on her face. Just before she reaches the magic
circle against evil, she will turn to her left, waving a lazy
hand at each flame. Each flame creates a huge fiery arch
towards either the statue or the throne.
Once all flames are connected, a tremendous pentagram opens over the statue or throne, turning it into a
burning effigy. With a wink or some other subtle motion,
Glasya will enter into the pentagram, dissolving into
ashes. The pentagram will suddenly disappear, leaving
the burnt husk of the statue or throne behind.

HAAGENTI
Arch-Devil of Inspiration
The Dark Dreamer
Bard 10/Loremaster 20
Large Outsider (Abomination, Evil, Extraplanar,
Lawful)
Symbol: A black cloud filled with stars on a dark blue,
inverted triangle
Hit Dice: 45d8 + 10d6 + 20d4 + 675 (1175 hp)
Initiative: +18 (+10 Dexterity, +8 Superior Initiative)
Speed: 120 ft., fly 240 ft. (perfect)
Armor Class: 74 (-1 size, +14 deflection, +10 Dex, +34
natural, +6 profane), touch 40, flat-footed 64
Base Attack/Grapple: +60/+73
Attack: Claw +68 melee (4d6+9)
Full Attack: 2 claws +68 melee (4d6+9), 2 wings +63
melee (4d8+4), 1 gore +63 melee (2d8+4)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Call devils, Darkest Dreams, Diabolical Aura, Live the Nightmare, the Presence of Hell,
Shattered Dreams, spell-like abilities, spells
Special Qualities: Abomination traits, arch-devil qualities, bardic music (countersong, fascinate 4 creatures,
inspire competence, inspire courage +2, inspire greatness, suggestion Will DC 29), blindsight 500 ft., damage reduction 30/epic, good and silver; darkvision 60
ft., Diabolical Prowess, divine immunities, greater
lore, immunity to fire and poison, Inspired Addiction,
lore +52, nondetection, regeneration 18, resistance to
acid 30 and cold 30, see in darkness, spell resistance
63, telepathy 1,000 ft., true lore
Saves: Fort +50, Ref +51, Will +51
Abilities: Str 28, Dex 31, Con 28, Int 42, Wis 26, Cha
38
Skills: Appraise +16 (alchemical devices +41), Balance
+16, Bluff +84, Concentration +87, Craft (alchemy)
+39, Decipher Script +52, Diplomacy +92 (+98 with

evil beings), Disguise +62 (+70 when acting in character), Escape Artist +58, Gather Information +58,
Heal +31, Hide +64, Intimidate +72 (+78 against evil
beings), Jump +64, Knowledge (arcane) +94, Knowledge (architecture) +52, Knowledge (dungeoneering)
+52, Knowledge (history) +74, Knowledge (local:
Hell) +74, Knowledge (nature) +22, Knowledge
(nobility and royalty) +29, Knowledge (the planes)
+94, Knowledge (religion) +78, Listen +56, Move
Silently +58, Perform (orator) +50, Search +58 (+62
finding secret doors), Sense Motive +66, Spellcraft
+104 (+112 deciphering scrolls), Spot +56, Survival
56(+60 underground, +64 on another plane, +62 while
tracking), Tumble +64, Use Magical Device +96
(+108 with scrolls), Use Rope +13 (+21 with bindings)
Feats: Brew Potion, Corrupt Spell-like Ability B, Craft
Magical Arms and Armor, Craft Wondrous Items,
Dark Speech B, Energy Admixture (sonic), Energy
Substitution (sonic), Eschew Materials, Greater Spell
Focus (divination), Improved Initiative, Iron Will,
Magical Aptitude, Persuasive, Power Attack, Quicken
Spell, Quicken Spell-Like Ability (charm monster),
Skill Focus (Knowledge [arcana]), Spell Focus
(divination)
Epic Feats: Efficient Item Creation, Epic Evil Brand B,
Epic Spell Focus (divination), Epic Spellcasting, Ignore Material Components, Improved Metamagic,
Improved Spell Capacity (7th), Improved Spell Capacity (8th), Improved Spell Capacity (9th), Improved
Spell Capacity (10th), Improved Spell Capacity (11th),
Multispell, Polyglot, Spell Stowaway (wish), Superior
Initiative
Environment: The Infernal Realm of Dark Dawn,
Avernus, First of the Nine Hells of Perdition
Organization: Unique (Solitary)
Challenge Rating: 51
Treasure: Quadruple standard
Alignment: Lawful Evil (Neutral Evil tendencies)
Every revolution, every change, every act of creation,
everything mortals aspire to often geminates from
dreams. Dreaming is typically perceived as the ability to
think beyond the constraints of the present, to peer into a
possible, undiscovered future, in order to bring about
something new and innovative. Strongly identified with
change and whim, few associate dreams with the suffocating darkness of Hell. In Hell, dreams are ruthlessly
stamped out Or so many from The Abyss or the
Realms Above would have mortals believe. Indeed,
there is some truth to the position of 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

emerged from the blood of The Overlord. From the start,


Haagenti was different from his peers. While they
sought to impose their own order on each other, Haagenti
sought another route. Rather than fight against his brethren, Haagenti sought to do the unthinkable: understand
their motivations. Haagenti sought to explore the dreams
that moved his brothers, encouraging them to think and
perceive beyond their constraints and boundaries. This
peculiar behavior cast Haagenti on the periphery of the
battles that rocked Hell before Lucifers appearance, the
other malefircareim regarding the Dark Dreamer as a
weak fool not worthy of inclusion in their conflict Yet
and still, many secretly traveled to Haagenti to find the
means to overthrow their self-imposed restrictions, their
personal limitations. Grudgingly, many viewed their
successes as revelations from their time spent with their
outcast brethren, believing that his flawed nature benefited them due to their own perfection. What so many
never understood was that Haagenti learned a great deal
more about them than they learned about themselves and
this knowledge Haagenti coveted not because he planned
on using it to rule Hell, but because it provided satisfaction in his own superior ability to exist on a higher plane.
Haagenti could do what the others could not: he could
ignore the binding impulses of Perdition and carve his
own destiny, all the while ensuring that those that met
with him witlessly fed his insatiable curiosity about Existence.
Eventually, Lucifer arose and reined in the malefircareim, slaughtering tens of thousands of them. Haagenti remained one of the few unscathed by the first
Overlords purge. However, when called before Lucifer,
Haagenti was simultaneously rewarded and punished.
Although gifted with great power as an arch-devil, the
Dark Dreamer was also marked as a traitor to his kind
and was cast out of Hell. This was of minor importance
to Haagenti, for in the countless eons he traveled the
Cosmos, seeking to inspire others to unbind their own
limitations in favor of a greater cause. Haagenti inspired
revolutionaries, offering them glimpses into a future in
which all was orderly and all were equal in utopia. He
inspired propaganda, allowing artists to subtly encourage
unity and hard work in pursuit of a common cause. Haagenti turned the still waters of the mind into the wine
from a vineyard of ideas. He forged gold from the iron
mind of mortals and immortals alike, never remaining in
place too long, always pursuing a new opportunity.
Many wonder if Haagenti is truly evil. After all, he
seeks to unbind the creativity, to inspire and grow. What
too many do not realize is that Haagenti seeks not to release creativity for the sake of art and expression, but for
the purpose of channeling specific attitudes and goals
through art and expression. Namely, Haagenti seeks to
fulfill the darkest, most tyrannical dreams of mortals. He
encourages those strong of mind, but weak in spirit, to
attack the joys of independence and freedom in the name
of unity. This unity is a faade, for in reality, Haagenti
wants nothing less than the binding of the body and emotions of all under a common banner. Although Haagenti
seeks not to rule, he himself is as bound by the laws of
Hell for all he can do is perpetuate tyranny and oppression. The inspiration he unleashes, the dreams he helps
bring to reality always have an end result that promotes
evil and order. The revolutionaries impose martial law,
overthrow existing democracies or beneficent monarchies in return for massive empires. The artists create
music or murals that speak to the heart of the oppressor

296

and open the mind of the demagogue. Haagenti inspires


nothing less than Hell.
Although Haagenti has spent the majority of his time
traveling the Cosmos, particularly the Prime, since the
Dies Irae, he has found his way back to Hell. As time
has progressed, Haagenti has slowly abandoned his selfcentered nature as he has become more convinced that
the knowledge he has acquired may have put him in a
position to inspire change in the changeless places for a
greater rule. Thus has Haagenti returned to Hell. Setting
up his Infernal Realm of Dark Dawn on Avernus, Haagenti although still an outcast has received a pardon
from Asmodeus. Haagenti has no allies among the Peerage of Perdition, particularly the oldest Lords of the
Nine, ensuring his continued isolation. Dispater and
Mephistopheles, in particular, despise him, viewing him
as a mutant among their kind, an example of a devil infected with elements demonic. Indeed, Mephistopheles
would like nothing better than to consume Haagentis
knowledge and then cast his lifeless husk into the Pit of
Darkness. Dispater fears Haagentis ability to give
meaning to the most deplorable task, knowing that such
an attitude upsets his dedication to the status quo. Haagenti also finds that he is opposed by Belial and Beelzebub; while the Master of Pain and Sufferings regards the
Dark Dreamer as a flighty simpleton, Beelzebubs ideas
about perfection cannot support the arch-devils promotion of individualism. The only Lord that has any meaningful relationship with Haagenti is Bael who recognizes
the value of thinking outside the box. Still, Bael is cautious with Haagenti, knowing that although his exile has
been released the Dark Dreamer still remains beyond the
bonds of Hell. Interestingly, Haagenti has quite a few
allies among the Dukes of Hell, particularly with Caim,
Caarcrinolaas, Amdusias, and Carreau. Each of these
Dukes inspires change of some sort and sees a kindred
spirit in the Dark Dreamer. Still, the Dukes are careful
to conceal any alliances they may have with Haagenti
and it is unlikely that they are aware of others. Interestingly, Haagenti has no known alliance with other cosmic
entities or gods.
Haagenti appears as a hefty humanoid with vaguely
bovine features. His flesh is like the moody night sky,
dark blue with white and gray clouds perpetually drifting, and his amber eyes are like those of an owl. A pair
of bull-like horns juts from the side of his head and a
pair of blue and gray wings sprout from his back. Haagenti tends to dress in very stylish black doublets and
high, black leather boots. He rarely carries anything
other than a medallion (actually an amulet of the planes).
Haagenti speaks in a deep, soothing voice and he has
never been known to raise his voice; the only way to
know that Haagenti is filled with rage is when he is utterly silent an occurrence that happens very infrequently.
Combat
Haagenti is not a combatant by any stretch of the
imagination. He hates fighting, physical or otherwise
and other arch-devils and Lords of the Nine of hellspawn
origins point to this aversion as further proof of his
weakness. If faced with a situation that requires combat,
Haagenti will immediately teleport or plane shift away,
rarely taking time to determine who dared to attack him.
In a situation that requires combat, Haagenti uses his
Diabolical Aura, Presence of Hell, and Shattered Dreams

297

in immediate succession. He will then attempt to curse


the most dangerous opponent before taking to the skies
in order to maintain distance. From here, Haagenti will
concentrate on remaining adversaries with his most powerful spell-like abilities.
Bard spells known: 0 daze, flare, know direction,
mage hand, prestidigitation, read magic; 1st cure light
wounds, extract drug*, hypnotism, sorrow*, undetectable alignment; 2nd addiction*, calm emotions, eagles
splendour, foxs cunning; 3rd crushing despair, cure
serious wounds, displacement, glibness, remove curse;
4th detect scrying, dominate person, modify memory,
rainbow pattern, zone of silence; 5th dream, false vision, mass suggestion, mind fog, nightmare; 6th analyse
dweomer, bestow greater curse*, greater scrying, project image (4/8/8/7/7/7/7/3/3/3/3/2/2. 60th level caster;
base DC 33 + spell level, DC 37 + spell level for divination).
Call Devils (Sp): As a standard action Haagenti can
attempt to call devils. He may attempt to call up to three
times per day, 3 pit fiends, 9 gelugons or cornugons, or
18 of any lesser type of devil. Haagenti has a 50%
chance of success with each calling attempt. Since these
devils are called, they have the ability to summon other
devils as their Monster Manual descriptions allow. Haagenti loathes calling on devils, fearing swift reprisal from
Asmodeus or any of the Lords of the Nine. However, if
in a situation that warrants it, the Lord of Luster will call
on erinyes. He will only call on more powerful devils if
his very existence is threatened.
When in a spot, Haagenti will call on axiomatic
dream larvae. These creatures represent his own warped
values with regards to dreams and follow his will to the
spirit and letter. The Dark Dreamer may call one axiomatic dream larva thrice per day.
Darkest Dreams (Su): As the Arch-Devil of Inspiration, Haagenti often sends dreams to those with delusion
of grandeur and those with misguided goals to improve
society through propaganda and creativity. Thrice per
day, Haagenti may call on Darkest Dreams.
When the Lord of Luster uses Darkest Dreams, he
does not necessarily sleep himself and is perfectly able to
react to any attack against his person, although in doing
so he voluntarily ends the effect. Should Haagenti decide to attempt to continue his assault against an unsuspecting soul, he may receive a Concentration check DC
as if he were attempting to cast a spell while being distracted (this effect functions as a 10th level spell).
Ostensibly, Darkest Dreams functions in a manner
similar to the dream or nightmare spells and Haagenti
can chose between the two. Haagenti can extend his
Darkest Dream ability to any being whose name he
knows within a one mile radius of his person. The recipient must be asleep when Haagenti contacts him. The
victim believes that he is dreaming and has no reason to
suspect that he is being contacted by a devil. In the
dream, Haagenti uses poetry, music, or speech to convince the recipient of a course of action relevant to the
recipients goals and desires. In most cases, Haagenti
offers dreams that prompt recipients to engage in acts in
pursuit of stronger governmental control over creativity,
art, and cultural elements. Thus, to a guildsman interested in curtailing artistic expression, Haagenti would
provide a dream to bolster the recipients Charisma when
promoting his position before his peers. In any case,
when Haagenti appears in the dream, the recipient receives a Will saving throw DC 55 to refuse the offer and

immediately wake up; if the recipient fails, he is affected


by a suggestion spell that persists for the next nine days
as he does everything within legal means to achieve his
goal; Haagenti even offers a wish to the victim, allowing
strange coincidences to occur to promote a successful
meeting of the victims goal. Each day, he receives a +2
bonus to Charisma even as his Wisdom suffers a -2 penalty. Once the victim reaches his goal, the bonuses immediately disappear; unfortunately, the penalties are released by 2 over the next nine days. If the recipient
never achieves his dream, then he suffers from the nightmare aspect of the effect.
When using the nightmare aspect of Darkest Dreams,
Haagenti sends a disturbing image of a goal or desire
being shattered by another or by a weak government. In
this version of Darkest Dreams, the victim likewise feels
a strong suggestion to do whatever is necessary within
legal means to protect his dreams. However, he becomes
obsessed with his goal and suffers a -2 penalty to his
Charisma for each day as he becomes more forceful; this
is coupled with a loss of 10 hit points. Otherwise, this
version of Darkest Dream is identical to nightmare.
Haagenti finds the nightmare aspect of Darkest Dreams
to be beneficial to weed out those in the way of his reforms and propaganda, finding amusement in them
knowing what is about to happen to their world but with
reduced means to stop the outcome. The nightmare portion of Darkest Dreams can only overcome by a good
aligned cleric of at least 31st level.
Diabolical Aura (Ex): Haagentis Diabolical Aura
can be ignored on a successful Will save DC 55.
Inspired Addiction (Ex): Haagenti finds that at
times, inspiration requires a bit of a push and he is more
than willing to provide that push. Haagenti offered Inspired Addiction to those foolish enough to take his offers of help.
Nine times per day, Haagenti may offer a boon to
almost any aspect of a clients life. Typical boons include a +2 bonus to ability scores, a +3 bonus to skill
ranks, a new feat or spell, or an enchantment to a magic
item (that exceeds the typically limits of said item).
Every three days for the next three months, these bonuses increase as the client slowly sees his dreams fulfilling, his inspiration fueling his creativity and success.
However, in return for these boons, Haagenti sees to it
that the victim pays. The victim becomes addicted to
something related to his dreams, but dangerous to his
being or freedom. Thus, a musician may find himself
addicted to stimulant drugs or sensations while a sculptor
may find herself addicted to acts that harm her body.
The addiction must be fed for at least one hour every
three days or else the victim suffers from fatigue and
takes 10 points of damage each day until the addiction is
accepted (for every required time skipped, the client
must satisfy the addiction twice).
Haagenti is capable of removing the addiction by
rarely does so unless the client swears his soul to the
Arch-Devil of Inspiration. Once this occurs, the victim
becomes irrevocably Lawful Evil and his soul is consigned to the Infernal Realm of Dark Dawn under Haagentis control. Conversely, the victim may approach a
31st level cleric, receive restoration, atone, and pursue a
quest to overcome the addiction permanently; this must
be accomplished within three weeks or else the addiction
remains permanently.
Live the Nightmare (Su): The Arch-Devil of Inspiration knows how to make the dreams of success turn into

failures. He also knows how to turn dreams against the


dreamer.
Nine times per day, Haagenti can bring nightmares
into flesh. This allows him to magnify adverse effects on
the targeted creature while belittling beneficial effects.
When used in this fashion, Live the Nightmare seems to
cause all negative effects to function at maximum intensity for the next nine rounds. Thus, if a victim takes
damage, he suffers the maximum amount of damage
caused by the source; if the victim is forced to make a
saving throw to avoid harm, he automatically fails.
However, what the victim does not know is that these
adverse effects are all in his imagination which now
functions under Haagentis control. Thus, real damage is
rolled separately and that is truly what the victim suffers
although he will not know this unless he makes a successful saving throw against Live the Nightmare. Conversely, Haagenti makes beneficial effects seem inconsequential to the victim; thus, healing spells seem to provide the lowest possible benefit, restorative magicks do
not function at all and so on. Again, these effects truly
work as normal save that the victim does not see it. As a
result, a victim of Live the Nightmare may die from a
poisoning against which he really saved; or the victim
continues to lose hit points after a successful heal skill
check (the victim does not have to be conscious to avoid
Live the Nightmare power as it affects the soul, not the
mind).
Live the Nightmare affects all creatures within 90-feet
of Haagenti that fail a Will save DC 55.
The Presence of Hell (Su): Haagentis Presence of
Hell has a 1350-foot radius centered on himself, and all
effects are as those cast by a 54th level sorcerer. The
Will save DC is 55.
Regeneration (Ex): Haagenti takes normal damage
from epic good-aligned silvered weapons, and from
spells or effects with the good descriptor.
Shattered Dreams (Su): Haagenti knows all about
the dreams that motivate beings. He knows well that
most dreams are built upon the premise of things
achieved and earned through hard work, perseverance,
and luck. Haagenti knows how to tear down the qualities
within beings that forge realities out of dreams.
Nine times per day, Haagenti can call on Shattered
Dreams. This power extends in a 90 foot radius from
Haagentis person, possesses a Will saving throw DC 55,
and actively affects creatures over nine rounds; those that
fail their saves are permanently affected by Shattered
Dreams. Shattered Dreams allows Haagenti to make the
things gained in pursuit of ones dreams turn against the
owner. This focuses on a characters most prized possession or on the most important element of the victims life
at the time; thus, a cleric in the heat of battle against undead may find his ability to turn them tarnished; the next
day, while trying to heal allies, the same cleric finds that
he cannot reach his deity. Furthermore, the most prized
possession does not necessarily have to be an item; for
one wizard it may be his ability to cast spells while for
another it may be the ability to use a powerful magic
item. A fighter swinging a sword would find himself
incapable of attacking with the sword at all, while a
rogue may not be able to climb walls for the duration of
the effect. Minor or major artifacts are not affected by
Shattered Dreams ability and always function properly.
Shattered Dreams can only be removed by a cleric of
at least 31st level casting miracle followed by remove
curse.

298

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

299

depending on the viewer, but invariably are a mix of


people, places and events seen by the individual over the
last nine days; those already steeped in evil will generally see horrible things, with a Will save DC 55 required
to avoid becoming shaken. Non-evil summoners are
more likely to see images that only enhance their desires
to bargain with the Dark Dreamer. These images eventually shimmer and fade, so that Haagenti is revealed
standing upon a swathe of vivid green lawn, while stars
begin to appear and circle him. While most of the stars
are blue-white, a single, malevolent red orb is the last to
appear, and it moves swiftly to engulf and consume all
the other stellar bodies. Haagenti watches this display,
though he must have seen it many times before, with
undisguised longing. Once the display is complete, the
red star is about the size of Haagentis head, and it thereafter orbits him throughout the encounter.
Haagenti does not rush through any bargains made,
nor does he use threats to reach the desired end. He
makes liberal use of illusion not to deceive so much as to
show possible futures for potential clients, awakening
their greed and passion for the path he offers. Many
times the bargain is not complete when the summons
ends, though the Arch-Devil of Inspiration tells such
clients that he will contact them in their dreams.
At the end of the summons, the clouds that appear to
move across Haagentis skin begin to race as if before a
furious wind. The light within the area flickers on and
off, and the red star expands behind the Dark Dreamer,
appearing soon thereafter to sink into the ground like a
hellish sunset. Inky darkness fills the area, and Haagenti along with the sleeping sacrifice disappears in
the midst of it. Those who summon Haagenti without a
summoning sanctuary in place must make a Will save
DC 55 or suffer nightmares every night from that time
onwards. While evil creatures will generally dream of
the consequences of crossing Haagenti (the Dark
Dreamer has meted out some particularly exotic punishments over the eons), non-evil creatures merely dream
and remember how much more vivid life was when Haagenti met with them, and will seek out narcotics in order
to try and replicate the experience.

LIXER, Prince of Hell


Arch-Devil of the Undead
Archivist 15/Necromancer 3/True Necromancer 17
Medium Outsider (Augmented Humanoid, Evil, Extraplanar, Human, Lawful)
Divine Rank: 5
Symbol: A skull within a black pentagram on a purple
field
Portfolio: Knowledge, Negative Energy, Undead
Cleric Alignments: LE, NE, LN
Domains: Death, Deathbound, Knowledge, Undeath
Favored Weapon: "Eikonoklastos" (rapier)
Hit Dice: 10d8 + 32d6 + 3d4 + 405 (689 hp)
Initiative: +11
Speed: 90 ft., fly 200 ft. (perfect)
Armor Class: 68 (+12 deflection, +11 Dexterity, +5
divine, +24 natural, +6 profane), touch 44, flat-footed
57
Base Attack/Grapple: +28/+43
Attack: Eikonoklastos +52 melee (1d6 + 19 plus unholy
power/15-20/x2 plus unholy power)

Full Attack: Eikonoklastos +52/+47/+42 melee (1d6 +


19 plus unholy power /15-20/x2 plus unholy power)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acidic blood, call devils, diabolical
aura, domain powers, the Presence of Hell, rebuke
undead, salient divine abilities, spell-like abilities,
spells.
Special Qualities: Arch-devil Qualities, damage reduction 30/epic, good and silver, dark knowledge 8/day,
Diabolical Prowess, divine aura (50 ft., DC 36), divine qualities, divine immunities, fast healing 5, immunity to acid, fire and cold, lore mastery, necromantic prowess, regeneration 18, resistance to electricity
25, spell resistance 59, still mind, zone of desecration
(major)
Saves: Fort +40, Ref +34, Will +43
Abilities: Str 30, Dex 33, Con 28, Int 46, Wis 35, Cha 35
Skills: Balance +24, Bluff +64, Concentration +62, Decipher Script +73, Diplomacy +83 (+89 with evil beings), Disguise +30 (+36 acting), Escape Artist +29,
Gather Information +71, Heal +65, Hide +29, Intimidate +70 (+76 against evil beings), Jump +44, Knowledge (arcana) +73, Knowledge (architecture and engineering) +71, Knowledge (history) +71, Knowledge
(local - Sharnth) +73, Knowledge (nobility and royalty) +71, Knowledge (psionics) +71, Knowledge
(religion) +73, Knowledge (the planes) +71, Listen
+30, Move Silently +29, Ride +46, Search +71 (+77
with secret doors), Sense Motive +65, Spellcraft
+105, Spot +30, Survival +17 (+23 on other planes,
+23 tracking), Tumble +29, Use Rope +16 (+18 bindings)
Feats: Combat Expertise, Combat Reflexes, Corrupt
Spell-like AbilityB, Craft Wondrous Item, Dark
SpeechB, Extend Spell, Extra TurningB, Fell Weaken,
Fortify Spell, Greater Spell Focus (Necromancy),
Greater Spell Penetration, Heighten Spell, Improved
Critical (rapier), Persistent Spell, Scribe ScrollB, Skill
Focus (Spellcraft)B, Spell Penetration
Epic Feats: Craft Epic Wondrous Item, Epic Evil
BrandB, Epic Skill Focus (Spellcraft), Epic Spell Focus (Necromancy), Epic Spell Penetration, Epic Spellcasting
Salient Divine Abilities: Arch-Devil of the Undead*,
Automatic Metamagic (Fell Drain), Divine Corpsecrafter*, Divine Spellcasting, Extra Domain
(Knowledge), Extra Domain (Undead)
Environment: Gloomfire, the Negative Energy Plane or
Malsheem, Nessus, the Nine Hells of Perdition
Organization: Solitary (Unique)
Challenge Rating: 49
Treasure: Quadruple standard plus The Eikonoklastos
Alignment: Lawful Evil
The Overlord of Hell is a crafter of countless plans.
Having waited in the infinite depths of darkness and infinite evil, Asmodeus has had an eternity to compose a
myriad of plots and goals. While many of Asmodeus
plans are singular and independent of each other, others
are intimately entwined in a stately dance, spinning towards an end only The Overlord can see. Like a master
architect, Asmodeus has created countless designs that
will allow his plans to fall into place one at a time, plans
so insidious and complex that not even the greatest gods
of knowledge can easily piece them together. The Overlord shares his plans with none (save perhaps Aes-

madeva). Not the other Lords of Perdition, his own


Court, and not even with his own children. Indeed, some
believe that the creation of his children are all part of
some plot that will take shape in a future so dim that
only gods of time can see possible outcomes. The creation of Lixer, the Prince of Hell, may well be one of the
many keys Asmodeus has created to unlock the future he
seeks to create.
Lixer, the Pale Prince of Hell, is the spawn of Asmodeus through a powerful mortal noblewoman. Relissa
Trebonaris was a mighty infernal speaker and a baroness
on a world known as Sharnth. At the pinnacle of her
power as a dedicated servant of Hell, Relissa realized
that her thirst for knowledge and rulership could not be
accomplished through the strength of her own knowledge. Not even undeath would be good enough. So, in
an act of desperation, Relissa considered and acquiesced
to the unthinkable: she offered her body to The Overlord
of Hell. It is believed that Relissa did what no other
mortal in any world at any time dared to do: she summoned Asmodeus to the mortal coil of Sharnth. In an
unspeakable ceremony and rite, before 27 cardinals of
Asmodeus, vile blackguards, and other infernal speakers
gathered from across her realm, Relissa gave herself to
The Lord of the Nine. When the act was completed,
Asmodeus promised Relissa that the knowledge gained
would fulfill the great plans he had for her. As the dark
seed within Relissa grew as a normal human child, so too
did her knowledge and her command over the bodies and
minds of her subjects strengthened. Her burgeoning
power led her to overthrow rival baronies and lay waste
to those in her barony who dared to challenge her. Yet,
her dreams became more profound and dismal as time
passed. By the end of her term, Relissas dreams had
taken her into the depths of Hell, into the past that Time
long since devoured, and into the future Asmodeus had
planned. So depraved was this final vision that preyed
on her soul - which occurred at the beginning of her nine
hours of labor - that Relissa went mad. Her nursemaids
and midwives were driven from their queen by a terrible
fear, leaving Relissa alone in darkness. As she died,
Relissa fully realized the horror of The Overlord and her
quest was fulfilled as her soul was consumed by the father of her first and only child. As Relissas body died,
so too did new life emerge from her fevered husk.
Named Lixer by the disembodied voice of Asmodeus,
the child was dubbed Prince of Hell by the sudden arrival
of Martinet and Aesmadeva. Speaking for Asmodeus,
Martinet granted custody of the preternaturally intelligent child to Relissas brother and adversary, Jarun, a
powerful baron in a rival realm.
Lixers childhood is shrouded in darkness. It is
known that he was evil from the moment he bled from
his mothers cadaver. He saw through the small minds
of mortals and Outsiders. He could see into the very
world of shadow and death. Lixer took to the study of
magic - necromancy in particular - well and had power
rivaling that of men twice his age by his 16th birthday.
Before he was 18, Lixer had completely overpowered the
minds and souls of his court. Jarun was spared domination by Lixer (probably due to Lixers intent), and was
able to raise an army to take what he believed was rightfully his. Through ingenious strategy, a willingness to
kill thousands, and his own personal power, Lixer decimated his uncles armies and captured his uncle alive.
Lixer executed his uncle himself, using his magic to pull
every single bone from Jaruns body. Lixer then pun-

300

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,

301

his tertiary realm in the Plane of Oblivion, Lixer seeks to


solidify his power over undeath. Indeed, this is his primary goal as he believes that he is destined to take command of undeath. Lixer counts Orcus as his primary
adversary. It is unclear as to when Lixer came to this
conclusion, although it is known that he has battled
against the forces of The Goat since before his apotheosis. Lixer frowns upon the madness and blind hatred
Orcus represents, believing that such power over negative energy belongs in the hands of one who knows how
to manipulate it properly. So far, Lixer has demanded
that he deal with the Demon Prince of the Undead on his
own, ignoring offers from his father and other Peers of
Perdition for aid. The war between Lixer and Orcus has
become very personal for Lixer, who believes that his
victory over a demon prince is a reflection of his own
personal power. Orcus, for his part, feels a loathing for
Lixer that rivals his hatred for Demogorgon and Grazzt.
In Hell, Lixer has historically been subtly ostracized
by arch-devils and the Lords of the Nine. However, as
his successes across the Cosmos have grown, all are
forced to grudgingly admit his prowess. He has found
himself invited to meet at court with both Mephistopheles and Dispater. This direction, from two of the
classic Lords, suggests that Lixer is perceived as a
devil true rather than a mortal at this point. Of course,
it is equally likely that both Lords wish to eventually
subsume some - if not all - of Lixers portfolios. While
Mephistopheles would value Lixers knowledge, Dispater could benefit from identification with eternal stability
represented through undeath. Lixer is well aware of the
risks he takes with the two oldest Lords, but knows that
he needs allies and that these two are certainly powerful
ones. On the other hand, Lixer has made the canny decision not to needlessly antagonize the Fallen. Beelzebub
has been forced to react to Mephistopheles wooing of
the Pale Prince and treats with him as opportunity allows. Belial has yet to open official channels, although
he has sent Gazra on occasion to The Gloomfire. The
other Lords tend to ignore Lixer All but Bael. Bael
and Lixer detest each other. Relative newcomers to their
respective positions, each feels threatened by the other.
Indeed, Bael has regularly questioned Lixers status in
Hell. So far, Lixer has shrugged off Baels insolence,
but has done much to sabotage the Warlords alliances
with mortal agents across the Cosmos. Aside from the
Lords, the only other alliances Lixer has established are
those with Merorem and Glasya. Merorem, one of the
oldest arch-devils and master of the Darkwinds of Time,
seems to have an odd interest in Lixer that may stem
from something the Grand Duke of the Ebon Gale has
seen regarding Lixers possible future. Still, Merorem
takes every opportunity remind Lixer the truth of Hell
and has no qualms about embarrassing the Pale Prince so
long as he does not anger The Overlord.
Lixer and Glasya seem to completely despise each
other. Glasya perceives him as an unworthy ant, while
Lixer views his sister as a worthless harlot. Their relationship is complex; Lixer represents the logical appeal
of Law and Evil while Glasya the emotional. There is
certainly no love shared between the two and their rivalry is fierce. However, the two have been know - for
reasons inexplicable - to eliminate plots and threats to
each other. For Lixers part, he believes that none but he
should orchestrate the destruction of Glasya, thereby
revealing to Asmodeus his right to be the sole heir to the
Serpents Throne. Indeed, this rivalry has made both

Lixer and Glasya very productive in Asmodeus eyes,


ensuring that they both perform to their utmost in their
attempt to impress him.
Lixer still considers the Lucent Hand, having ascended into the Realms Above as Kerubim, enemies of
the highest order. In particularly, Lixer seeks the permanent removal of Athern, Seraph of the Celestial Moon.
At one point in recent history, Lixer orchestrated the
capture and decimation of the Lucent Hand and even had
the pleasure of torturing Athern. Still, although Athern
escaped and has fouled many of Lixers plans, the ScionEmperor cannot help but respect the Seraph of the Celestial Moon - although he will not hesitate to kill him immediately if their next meeting allows.
Finally, Lixer has a very secret relationship with the
Dark Prince of The Abyss, Grazzt. The depths of this
alliance, known only to the Order of the Lie and Asmodeus in Hell, is unknown; however, it is likely that
whatever bargain has been struck between these two
monsters is based upon a mutual hatred for Orcus. Still,
Lixer does not trust Grazzt in any sense of the word and
looks forward to the day he can end their agreement and
the demon princes existence.
Lixer is loyal to his father, but only to the extent that
he realizes his own authority derives partially from that
of Asmodeus. Unlike his sister, Lixers jaded heart is far
too cold to feel any emotion so mortal as fear. Yet, at the
same time, he is more than intelligent enough to realize
the limitations of his freedoms and to observe them. The
Overlord allows his son to test the limits of his chain; to
Asmodeus, Lixer is his only other offspring and it is only
fitting he should seek to rule. This should not be taken to
convey any love of his son of the part of the King of Hell
for Asmodeus is incapable of such an emotion; his children are only valued by him in terms of his own pride
and lust for power.
Lixer appears as a tall, slender man with an incredibly
regal bearing. His entire body is a glimmering marble
with hints of violet. His large eyes glow a rich purple
and his hair is dark and feathered. A pair of small horns
adorn his forehead, and large feathered wings - black as
night - spread from his broad back. Lixer tends to dress
in stylish, black leather gowns with high collars. He
rarely smiles, but it is known that he has a pair of small
fangs and that his tongue is forked. Lixers angular face
bears a look of perpetual contempt, and his voice is little
better. In addition to various purple stones on his fingers, Lixer always wears an amethyst crown and carries
a single weapon, a rapier that seems to be forged of pure
darkness.
Combat
Assuming Lixer feels significantly threatened by his
opposition, he will initiate combat with a barrage of five
powerful necromantic spells, which can all be cast as
free actions. If his opponents appear badly injured by this
onslaught, the Prince of Hell will cast transformation
and enter melee in preparation to make a full attack the
next round.
If his opponents appear unfazed by this barrage of
necromantic magic, the Arch-Devil of the Undead will
cast hellball and then take to the air, ascending some 200
feet. If his opponents appear particularly vulnerable to a
specific energy type, Lixer will use divine spells to target
their weaknesses.
If his opponents continue to appear relatively intact,

the Pale Prince will flee next round via his greater teleport, returning at a later date after researching his enemies weaknesses and preparing the appropriate spells. If
prevented from fleeing either by greater teleport or by
air, Lixer will call devils in an attempt to swarm his enemies and will seek to escape combat at the first opportunity.
Acidic Blood (Ex): When wounded by a piercing or
slashing attack, Lixer's blood sprays outward in a 5 foot
cone, dealing 2d6 points of acid damage to all in range;
there is no save against this ability. Creatures that do not
spend a move equivalent action to get the blood off them
suffer another 2d6 points of acid damage the following
round.
Alter Reality: Lixer exerts a considerable measure of
control over reality itself, and his presence can command
the very essence of the world around him. This warping
of reality manifested in a number of ways. Lixer can use
limited wish when doing so could help him to command
negative energy, break spirits, or gain knowledge. Note
that in the situation where Lixer and another deity both
try to Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how
reality is actually altered.
As a free action, Lixer can assume any size from Tiny
to Huge. He also can change the size of up to 100 pounds
of objects he touches. 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-

302

erful mortals (and mortals only for some reason likely


associated with his heritage) can attempt to turn or rebuke him. Any good-aligned divine caster can attempt to
turn Lixer as if he were undead. Any non-evil divine
caster can attempt to rebuke Lixer as if he were undead.
Lixer possesses a turn resistance of +9 and he is never at
risk of being controlled or destroyed. In recent years,
Lixer has found the means to ignore rebuke and command attempts by evil-aligned divine casters.
Call Devils (Sp): As a standard action Lixer can attempt to call devils. He may attempt to call up to six
times a day, 3 pit fiends, 9 cornugons or gelugons, or 18
of any lesser type of devil. Since these devils are called,
they have the ability to summon other devils as their
Monster Manual descriptions allow. Lixer also commands more powerful devils than average; those called
by Lixer possess double their normal HD. As the Prince
of Hell, Lixer is not restricted in his ability to call devils,
as outcasts are. No devil is stupid or crazy enough to risk
offending him or his dreaded father. There are persistent
rumors that Lixer has the ability to call on his father as
well. Whether or not Asmodeus can (or will) actually to
assist him is unknown, but to draw his attention in any
fashion is probably fatal at best for those who offended
or threatened his son.
Diabolical Aura (Ex): Lixers Diabolical Aura can
be ignored on a successful Will save DC 48.
Divine Corpsecrafter (New Salient Divine Ability):
Undead raised or created by Lixer's necromancy gain a
+5 bonus to strength and +5 hit points per hit die. They
gain +5 natural armor, +5 turn resistance, +5 initiative,
deal +5d6 points of cold damage with their natural weapons and have a +25 foot enhancement bonus to their
movement speed. (Such undead when encountered without Lixer would have a CR of +1 or +2.)
Divine Immunities: Lixer is immune to ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, and transmutation. Interestingly, perhaps due to his diabolical heritage, Lixer is not immune to banishment or imprisonment.
Domain Powers: 5/day death touch (roll 5d6; if subject touched does not have at least that many hit points, it
dies); improved limit for controlling spell animated undead; all knowledge spells are class skills; Extra Turning
as a bonus feat; all divination, evil or law spells cast at
+1 caster level.
Necromantic Prowess (Ex): Lixer has a +5 caster
level bonus when casting necromancy spells or spell-like
abilities.
The Presence of Hell (Su): Lixers Presence of Hell
has a 1,350 foot radius, and all effects are as those cast
by a 42nd level sorcerer.
Smite Good (Su): Once per day Lixer may make a
normal melee attack that deals 45 points of additional
damage to a good creature.
Spell-Like Abilities: At will - animate dead, avascular mass*, avasculate*, awaken undead*, blade of pain
and fear*, blasphemy, calm emotions, cause fear, change
self, charm monster, chill of the grave*, circle of death,
clairaudience/clairvoyance, control undead, create
greater undead, create undead, death knell, death ward,
deeper darkness, delayed blast fireball, desecrate, destruction, detect chaos, detect good, detect magic, detect
secret doors, detect thoughts, detect undead, dictum,
discern location, dispel chaos, dispel good, divination,

303

energy drain, fangs of the vampire king*, find the path,


flame strike, foresight, greater dispel magic, greater invisibility, greater teleport, hold monster, legend lore,
magic circle against chaos, magic circle against good,
mass holy monster, mirage arcana, order's wrath, persistent image, plane shift, polymorph, protection from
chaos, protection from good, power word stun, raise
dead, revive undead*, shield of law, slay living, suggestion, summon monster IX (Lawful or Evil only), symbol
of pain, true seeing, unhallow, unholy aura, unholy
blight, wail of the banshee, wall of fire, wither limb*; 3/
day - destruction, devil's eye**, firestorm, hellfire
storm**, liquid pain**, meteor swarm, soul shackles**;
2/day - create greater undead, horrid wilting; 1/day bestow greater curse*, energy drain, evil weather**,
hellball, wish; 1/month - eternity of torture. Caster level
54th; DC 32 + spell level (Caster level 59th; DC 34 +
spell level for Necromancy spells)
As a demigod, Lixer has access to the Death,
Deathbound, Evil, Knowledge, Law and Undeath domains in addition to spell-likes granted by the ArchDevil and marquis half-fiend templates.
Spells (archivist): Spells per day: (Levels 0-10)
4/8/8/8/8/7/7/7/7/6/2/2/2; caster level 46th; DC 38 +
spell level (caster level 51st; DC 40 for necromantic
spells).
Spells (necromancer): Spells per day: (Levels 0-18)
4/10/10/9/9/9/9/8/8/8/5/4/4/4/4/3/3/3/3; caster level 34th;
DC 38 + spell level (caster level 39th; DC 40 + spell
level for necromantic spells). Prohibited schools- Evocation and Illusion. Typical spells prepared: 0th - arcane
mark, mage hand, prestidigitation, slash tongue, touch of
fatigue; 1st - alarm, ectoplasmic armor, identify, obscuring mist, ray of enfeeblement (x2), reduce person, seething eyebane, shield, summon undead I; 2nd - alter self,
fox's cunning, ghoul glyph, locate object, sap strength,
shriveling, slow consumption, summon undead II, unheavened, touch of idiocy; 3rd - absorb mind, blink, eyes
of the zombie, glimpse of truth, love's pain, nondetection,
red fester, summon undead III, vampiric touch; 4th assay resistance, bestow curse, black tentacles, burning
blood, enervation (x2), grim revenge, psychic poison,
wrack; 5th - extended scrying, feeblemind, mind fog,
night's caress, power leech, prying eyes, soul shackles,
vitriolic sphere (x2); 6th - circle of death, disintegrate,
fell weaken vitriolic sphere, globe of invulnerability (x2),
repulsion, revive undead, transfix, transformation; 7th chain of sorrow, energy ebb, finger of death, greater
scrying (x2), sequester, vision, waves of exhaustion; 8th blackfire, greater anticipate teleportation, gutwrench,
flensing, horrid wilting (x2), moment of prescience, rapture of rupture; 9th - absorption, foresight, mindrape,
programmed amnesia, reaving dispel, soul bind, time
stop, vile death; 10th - extended dominate monster, extended prismatic sphere, extended sphere of ultimate
destruction; 11th - fortified (x3) bestow greater curse
(x2), extended fortified (x2) plague of nightmares (x2);
12th - fortified (x4) blackfire, fortified (x4) gutwrench
(x2), fortified (x7) refusal; 13th - fortified (x6) finger of
death, fortified (x9) orb of cold, fortified (x9) orb of
electricity, fortified (x9) orb of fire; 14th - fortified (x10)
blast of flame, fortified (x6) flensing (x2), fortified (x5)
mindrape; 15th - fortified (x7) horrid wilting (x3); 16th fell weaken fortified (x8) finger of death (x3); 17th - fell
weaken fortified (x12) orb of force (x2), fell weaken fortified (x11) orb of sound; 18th - fell weaken fortified
(x13) burning blood, fell weaken fortified (x9) horrid

wilting, fell weaken fortified (x12) vitriolic sphere.


As Prince of Hell, Lixer's prayerbooks and spellbooks
collectively contain every spell in the Player's Handbook, the Book of Vile Darkness, and the Spell Compendium, save those from his prohibited schools. He has
invented several unique and personal spells as well,
known only to him and a few of his favored subordinates.
Epic archivist spells per day: 4
Epic wizard spells per day: 4
Epic spells known: animus blizzard, eclipse, eidolon,
epic spell turning, greater epic mage armor, greater
ruin, momento mori, tyranny.
Zone of Desecration: An aura of negative energy
surrounds Lixer with a radius of 150 feet. This produces
the effects of a desecrate spell that only affects allied
undead.
Other Divine Powers
As a demigod, Lixer treats a 1 on an attack roll or
saving throw normally and not as an automatic failure.
He is immortal. The only way for him to die is through
special circumstances, usually by being slain in magical
or physical combat. Lixer risks permanent destruction
only if slain on Nessus and provided the attacker succeeds at a rank check. Otherwise, he reforms within
Gloomfire after 45 years.
Automatic Actions: Lixer can use any Intelligencebased skill, or any skill that deals with arcane knowledge, as an immediate action if the DC for the task is 15
or lower. Lixer can also cast any Necromancy spell as a
swift action. To use a skill in this way, Lixer must have
ranks in the skill, or the skill must be usable untrained.
Lixer cannot do anything as an automatic action if the
task would involve actual movement. Lixer can perform
up to two swift actions each round.
Create Magic Items: Lixer can create any wondrous
item with a necromantic effect so long as it does not exceed 4,500 gp.
Portfolio Sense: Lixer is aware of any act of callous
evil motivated by a lust for knowledge that involves one
thousand or more people. He is also aware of any organized effort to manipulate negative energy or undead beings if the effort involves one thousand or more people.
Senses: Lixer can see, hear, touch, and smell at a distance of five miles. As a standard action, he can perceive
anything within five miles of his servants or
worshippers, holy sites, objects, or any location where
one his titles or name was spoken in the last hour. He can
extend his senses to up to two locations at once. He can
block the sensing powers of deities or cosmic entities at
up to two remote locations at once for five hours with a
successful rank check.
The Eikonoklastos (Major Artifact)
The Eikonoklastos is an ancient artifact of unknown
origin. It was excavated from the Nessian rocks by Aesmadeva and The Ashmadia during the rule of Lucifer the
Satan during the Days of Antiquity. It is somewhat of a
misnomer to call The Eikonoklastos a blade; The Eikonoklastos is a made from pure, lawful energy that has the
ability to transmute into any simple or martial weapon
best suited to the current wielder. The likes of Leonar
and Mephistopheles believe that it is older than the current configuration of the Cosmos, further suggesting that
something existed in Hell before the arrival of the devils.
One thing is certain: The Eikonoklastos is both Lawful
and very Evil.
The Eikonoklastos is exceptionally powerful, espe-

cially when used against beings empowered by belief.


Interestingly, it has no effect on the Circle of Three (The
Overlord, The Progenitor, and The Supreme Virtue) and
those who have gained divinity from them. However,
gods and divine beings worshipped by mortals are susceptible to The Blades powers.
Regardless of its assumed shape, The Eikonoklastoss
properties are always the same. It is a +9 soul-drinking,
unholy weapon with the dread enhancement against divine spellcasters. According to Lixer, the dread effect
does not extend to those that worship Lixer, Glasya, Asmodeus, or the Lords of the Nine; it is unclear if he has
tested this theory.
When used against a god, The Eikonoklastos behaves
as a +9 unholy power weapon with an additional +1 enhancement per divine rank of the divine target. Additionally, the wielder may invoke the following powers:
Strike the Divine: 9/day, The Eikonoklastos may
automatically penetrate a god's damage reduction.
Smite the Divine: 9/week, The Eikonoklastos may
ignore a god's divine bonus to armor and deflection bonus to armor class (this only applies to those bonuses
accrued through divine rank).
Sever the Divine: 9/year, a successful strike from The
Eikonoklastos drains 1d6 divine ranks from a god; a successful opposed rank check (The Eikonoklastos has a
+18 on this initial check, and neither the god nor it gains
a bonus for divine strata) negates this effect. Twentyfour hours later, an affected god must make a second
opposed rank check (The Eikonoklastos has a +9 on this
secondary check, and neither the god nor it gains a bonus
for divine strata) or permanently lose the divine ranks.
Temporary loss of divine rank lowers a deity's bonuses derived from that rank, may render some salient
divine abilities unusable, and reduces the deity's control
over his portfolio, realm, and the like. If the deity permanently loses ranks, he must sacrifice surplus salient divine abilities. No god can be reduced to a divine rank
below 0.
When wielded by the Pale Prince, The Eikonoklastos
takes the shape of a rapier with a blade of pure darkness.
Summoning Lixer
The Prince of Hell is very particular about environment and sacrifices for his summons. The summoning
must take place in a chamber within which have been
placed the corpses of at least 13 sentient creatures. Lixer
prefers chambers that are the tombs or mausoleums of
nobles and kings and has been known to ignore summons not in such areas. Furthermore, an offering of
ground black sapphires with a combined value of not less
than 5000 gp must be placed in the center of the chamber. Finally, the ceremony must take place in total
(including magical) darkness.
Upon successful completion of the summons, an icy
wind will cut through the chamber, forcing the ground
sapphires into the air where they combusts with a violet
flame, illuminating the chamber. This purple fire will
return to the center of the room, revealing the form of the
Arch-Devil of the Undead.
The primary challenge with summoning the ScionEmperor lies in the fact that Lixer refuses to deal with
any mortal who does not possess what he deems to be
the necessary intellect. Indeed, it is probable that establishing any agreement or arrangement with Lixer will
require numerous summoning attempts. As far as the

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Prince of Hell is concerned, those who wish to parley


with his person must be truly powerful individuals not
only capable of showing more intelligence than most
mortal apes but also have the ability to afford his presence.
In the initial summons, Lixer will want the summoner
to prove that his intellect is worthy of the Prince of
Hells presence. The Scion-Emperor will make obscure
references to subjects such as advanced necromancy,
ancient history, and/or planar geography. The summoner
must acquit himself well by succeeding in a DC 48 Intelligence check (the summoner receives a +2 bonus for
every Knowledge skill in which he has 5 or more ranks,
this bonus increasing by +2 for every additional 20 ranks
the summoner has in any knowledge skill, as per epic
synergy bonuses) on at least five questions related to one
of the above topics. Lixer pointedly ignores any questions asked of or comments made to his person until his
questions are answered. He is in no way conversational
and offers his questions in a blunt manner, like that of a
grave instructor before a pathetic student. If the summoner fails to accurately answer more than three questions, Lixer will end the summons immediately, uttering
some scathing remark about the summoners existence in
his wake. Each answer counts as five rounds worth of
activity. In the time remaining during a successful summons, Lixer will bid the summoner to ask one question
related to the business of the summons. Unless the summoner was able to answer every question accurately,
Lixer will respond to the request with a long answer that
reveals very little other than the summoners ignorance.
Then Lixer will depart, suggesting that the summoner
prepare himself appropriately for future summons.
If the summoner answered all questions satisfactorily
and enters into bargaining with the Arch-Devil of the
Undead, Lixer will offer curt answers, all the while observing the summoners reactions. Lixer will continue to
tete a tete for the remainder of the summons, agreeing to
nothing and requiring that at least one more summons
takes place within nine days.
In the second summons, Lixer will again require accurate questions to at least five questions. If in the initial
summons, the summoner missed one or two answers,
Lixer will add one or two additional questions. These
additional questions are always related to the summoners personal life and aspirations as the Prince of
Hell begins to seek out bargaining chips. In any event,
the summoner must successfully answer at least five
questions. If he fails in any question, Lixer will immediately depart in a conflagration of purple flames, never to
again respond to the summoners call.
If the summoner satisfies Lixers questions, the Prince
of Hell will continue with the bargaining, although at
this point, Lixer spends a lot of time asking questions to
glean anything useful from the summoner. If Lixer discovers that there is nothing of value that the summoner
can offer, he will allow the remainder of the summons to
expire and will return to The Gloomfire, commanding
the summoner to not attempt to parley with him for at
least five years or suffer Hells wrath.
Based on his assessment of his summoner's usefulness
gleaned from the previous stage, Lixer will either work
to secure his summoner more power in exchange for
future unspecified "favors" or play for time in the hope
of trading any information gained to the summoner's
rivals. His Infernal Highness will be more interested in
quality than quantity of any souls gained, preferring

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those that are both intelligent and magically able. If offered neither favors nor souls, he may accept new epic
necromancy spells as a substitute.
It takes a lot for Lixer to try tearing down the barriers
around the summoning circle. Really, only a grave insult
on his station (like suggesting that he is a bastard child of
Asmodeus and not a true Heir of Hell) will prompt Lixer
to bother. In the event that Lixer escapes the bindings,
he will interrogate his summoner either before or after
death in an attempt to extract any information that might
recompense him for his inconvenience. In most cases,
he will seek to return to his demesne with the souls of
those who offended him.
When Lixer returns to Hell, his form will burst into
heatless black flames and implode into the center of the
summoning area where a gaping rift of negative energy
will appear. The thirteen corpses will rise from their
slumber and will march into the rift. Not only will the
area of the summons be considered desecrated for the
next nine hours, those who summoned Lixer must succeed a Will save DC 48 or feel emotionally deadened
(suffering from the effects of calm).

MEROREM the Darkwind


Grand Duke of the Ebon Gale
Prince of the Powers of the Air
Nomad 15/Elocator 10
Large Outsider (Abomination, Evil, Extraplanar,
Lawful, Psionic)
Symbol: A silver hour glass on a black inverted triangle
Hit Dice: 50d8 + 15d4 + 10d6 + 666 (1,186hp)
Initiative: +16 (+8 Dexterity, +8 Superior Initiative)
Speed: 120 ft., fly 240 ft. (perfect)
Armor Class: 72 (-1 size, +14 deflection, +8 Dexterity,
+34 natural, +6 profane), touch 38, flat footed 72
Base Attack/Grapple: +63/+83
Attack: Paradagrim +84 melee (2d6+22 and 2d4 negative levels 19-20/x2) or claw +78 melee (4d6+16+1
vile) or Eternal Regret +76 ranged (1d6+21+1 Con
and fleshgrinding 19-20/x2 and teleportation)
Full Attack: Paradagrim +84/+79/+74/+69 melee
(2d6+22 and 2d4 negative levels 19-20/x2) and claw
+76 melee (4d6+8+1 vile) and 4 wings +76 melee
(3d6+8+1 vile) or Eternal Regret +76/+71/+66/+61
ranged (1d6+21+1 Con and fleshgrinding 19-20/x2
and teleportation) or 2 claws +78 melee (4d6+16+1
vile) and 4 wings +76 melee (3d6+8+1 vile)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Call devils, call servants of the wind,
Dark Winds, diabolical aura, dimension spring attack,
flanker, opportunistic strike +6, psionic powers, Presence of Hell, spell-like abilities
Special Qualities: Abomination traits, accelerated action, arch-devil qualities, blindsight 500 ft., capricious
step, damage reduction 30/epic, good and silver, darkvision 60 ft., Diabolical Prowess, dimension step,
divine immunities, immunity to fire and poison, nondetection, regeneration 18, resistance to acid 30 and
cold 30, see in darkness, scorn earth, spell resistance
79, telepathy 1,000 ft., Temporal Mastery, transporter,
Winds of Time
Saves: Fort +48, Ref +47, Will +54
Abilities: Str 43, Dex 26, Con 28, Int 40, Wis 40, Cha
39

Skills: Autohypnosis +85, Balance +16, Bluff +79,


Concentration +87, Diplomacy +95 (+101 with evil
creatures), Disguise +72 (+80 when acting in character), Escape Artist +71, Forgery +75, Gather Information +84, Hide +62, Intimidate +79 (+85 against evil
creatures), Jump +61, Knowledge (arcana) +88,
Knowledge (psionics) +101, Knowledge (religion)
+88, Knowledge (the planes) +88, Listen +80, Move
Silently +71, Perform (oratory) +79, Psicraft +101
(+109 when addressing power stones), Sense Motive
+85, Spellcraft +83, Spot +80, Survival +16 (+24 on
other planes), Tumble +76, Use Magic Device +72
(+80 using scrolls), Use Psionic Device +87 (+95 using power stones), Use Rope +8 (+16 involving bindings)
Feats: Burrowing Power, Combat Expertise, Corrupt
Spell-like Ability B, Craft Psionic Weapons and Armor, Craft Universal Item, Dark Speech B, Delay
Power, Flyby Attack, Improved Combat Expertise,
Improved Disarm, Improved Initiative, Improved
Natural Attack (wings), Improved Sunder, Malign
Spell Focus, Maximize Power, Multiattack, Psionic
Meditation, Quicken Power, Quicken Spell-like Ability (destruction), Power Attack, Sidestep Charge, Vile
Natural Attack, Violate Spell-like Ability, Violate
Power
Epic Feats: Craft Epic Universal Item, Epic Evil Brand
B
, Epic Manifestation, Epic Skill Focus (Bluff), Spell
Stowaway (time stop), Spell Stowaway (wish), Superior Initiative
Environment: Dis, Second of the Nine Hells of Perdition
Organization: Solitary (Unique)
Challenge Rating: 53
Treasure: Quadruple Standard
Alignment: Lawful Evil
The demand of Hell's law goes beyond merely enslaving mortals to eternal torture. It pulls on every other
institution of Law in the multiverse, demanding that they
bow to the true Law of Tyranny. The laws of magic, the
laws of war...and even the Law of Time.
Merorem is an extremely old arch-devil, although due
to his time warping ways, none can be sure when exactly
he appeared on the scene in Hell. Scholars place him in
Hell as far back as Lucifer's rule of Perdition, as a minor
power in Avernus, leading a small army in the Blood
War. The next references to Merorem place him in
Cania, as a vassal of Mephistopheles, not long after Asmodeus had taken the throne of Hell. An incident with
the traitorous pit fiend Astaroth there led to his estrangement from Cania, and Merorem disappeared from Hell's
history for eons. Not long after the Great Fall though, he
resurfaced, with a new title, The Darkwind, and a new
patron, Dispater. Since then, he has been a major power
in Dis, holding a keep named Ebon Gale on the outskirts
of the metropolis.
Merorem holds the portfolios of Wind and History
within Hell. Both are fluid entities, constantly changing,
full of chaos. Merorem seeks to end that chaos, to crush
that change, to order the fluidness. His powers over time
and history allow him to correct the mistakes of the past,
to alter the present, and to ensure the future always holds
a place for him. Heroes never born of a murdered
mother, prophecies of hope left unspoken by their authors, this is the work of Merorem. There is nothing

more important than furthering the tyranny of Hell to


him. All Law everywhere must conform.
Merorem's one weakness is the Princess Glasya. She
has woven enchantments beyond mere magic into his
mind, and torments him shamelessly. His lust for her
drives him to a frenzy, and yet somehow he has managed
to keep this knowledge from Hell at large. His current
liege, Dispater, would likely destroy him were he to
show such a lack of control, or perhaps from jealousy.
Even more ominous is the Princess' father, King Asmodeus. The Darkwind knows all too well he cannot
afford to risk his position for a base coupling, and yet in
her presence, all logic vanishes. Her power and aura is
intoxicating to him in ways that words cannot adequately
describe. He longs to make her his own, to use her until
she is no more, and to make her suffer the desires that
torment his own being. It is a state beyond mere lust.
Hellish love would be a more adequate description, although the twisted and evil passion of Merorem would
hardly be classified as "love" by an outsider.
Merorem has multiple relationships throughout Hell.
He is, of course, on excellent terms with the Dukes of
Dis, and does not hesitate to assist them when he can.
The Courts of Avernus also welcome him, for his reputation as a warrior has not faded with time. As a power
before the institution of the Dark Ministry, he carries a
degree of stature that few of the current soldiers of Hell
can claim. He aids Abigor on occasion with information
from impending battles, which is a resource more valued
than troops at times. His own penchant for creating
weaponry gives him a rapport with Malphas, although
even he admits that the Duke's talents far exceed his own
in that area. Mammon's courts are left alone by
Merorem, who has little use for any form of material
wealth. Belial and Fierana both arouse Merorem, yet he
will not partake in their "pleasures." To do so would
eliminate his base of established allies, and so he refrains. The courts of Leviathan and Malbolge offer even
less than Minauros' to the Prince of the Power of the Air,
and so are rarely dealt with by him.
Merorems relationship with Beelzebub is many layered. On the surface, the two are enemies, for Merorem
is allied with his primary foes. When one digs deeper
however, a relationship of mutual interest is found.
Never directly, of course, but through agents of agents,
the two have been allies nearly since the Fall. Merorem
has shown Beelzebub two possible futures that interest
the Lord of the Seventh very much. The first is that of
the Lord of the Flies sitting on the Serpents Throne, his
former beauty restored. The second is even more incredible. Beelzebub, Virtue of the Seventh Heaven,
Master of Perfection. It is possible that Merorem may
have played a role in the Great Fall, although this is
speculation at best. No one knows just how long
Merorem has been in contact with the Fallen Seraph, but
that could be the first step in solving the mystery that is
this alliance.
Merorem has had tense relations with Mephistopheles
since his pupil Diabolus destroyed his largest library in a
Chaos poisoned rampage. Although since then they have
mended the rift, the two do not share the same camaraderie that they do with Dispater. The Cold One's lust for
learning is often temporarily sated by Merorems offerings, for the Darkwind can bring forth the knowledge of
the past, present or future. Still, this one sided partnership does nothing for Merorems ambitions, and so the
two remain in a state of cool professionalism when deal-

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ing with each other.


Merorems true goals however, are neither the conquest of Princess Glasya, nor his advancement in Hell or
its politics.
Although Time itself has bowed to
Merorems diabolical might, he is not yet its master.
There are entities more powerful than he, who share his
ideal of an ordered history, with no divergence from its
course. Chief among these are Paradox, the Axiom of
the Temporal Flux, and Eth, Seraph of the Heavenly
Timetable. These cosmic powers are both Merorems
allies and his prey. It is only a matter of time before the
Darkwind has learned all he needs to dominate the Temporal Storm, and upon that very hour, he will seize their
omnipotence for his own.
Merorem appears as a dignified and beautiful humanoid male of about 9 feet in height. Two small horns
curve around from his temples like those of a ram. His
hair is black, salted with gray at the sides. His eyes are a
dull orange, but glow fiercely when he is angered. His
black skin appears as if made from obsidian, glossy in its
darkness. Two pairs of bat wings extend out of his back,
and his fingers end in iron sharp claws. When he smiles,
his mouth reveals a pair of elongated canine teeth, like
the fangs of a viper. A forked tongue completes his devilish appearance. He wears noble outfits when appearing
in public, regal finery that shows off his perfect appearance.
Combat
Merorem always has foresight cast on his person, and
so is never surprised or flat-footed. That said, he rarely
fights without a reason to do so, preferring to use diplomatic and oratorical skills. Should eloquence fail the day,
and there be no reason not to just teleport away, the
Darkwind will immediately manifest temporal acceleration, and use his exceptional maneuverability to keep a
step ahead of his foes. For foes that he recognizes as being of no real concern, he will use his lesser powers to
grind them under his heel.
The Darkwind seems to be able to sense more powerful foes, though, and against such he opens with his Presence of Hell, followed by calling on the Dark Winds.
From the midst of this, Merorem manipulates the time
stream as necessary, using spell-like abilities and heavily
augmented psionic powers with cold precision.
Call Devils (Sp): As a standard action Merorem can
call devils. He may attempt to call up to three times a
day, 18 lemures, 9 osyluths or barbazu, 7 erinyes or hamatulas, 6 cornugons or gelugons, or 3 pit fiends.
Unlike outcast arch-devils, Merorem does not suffer any
penalties in calling devils. Since these devils are called,
they have the ability to summon other devils as their
Monster Manual descriptions allow. Due to his connections with Dis, he often calls erinyes, although if combat
is at hand he calls upon gelugons, who recognize him as
an ally of Dispater and Mephistopheles.
Call Servants of the Wind (Sp): Thrice per day, as a
standard action, Merorem can call upon his association
with the wind, and bring forth fiendish creatures of the
air to aid him. He may call 7 elder air elementals, 9
greater elementals, or 18 lesser elementals at a time. He
may also call one Lawful Evil chicimec, however this
uses two of his three uses of this ability.
Dark Winds (Su): Mastering the power of the winds
is a goal Merorem seeks to achieve, as they embody the
spirit of change, his greatest enemy. 3/day he may

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unleash the full fury of his dark mastery, which expresses itself as a blast of pure darkness accompanied by
hurricane force winds. This attack lasts for 14 rounds,
dealing 7d8 points of vile damage per round to all within
60 feet of Merorem. During this time, he may focus
these winds as a move-equivalent action, dealing 14d8
points of vile damage in a 90-foot cone. Those caught
within the bounds of the winds are affected by a heightened (6th level) blindness effect (Fort save DC 58 negates). The save to resist the effects of the winds themselves is DC 58. The further effects of the hurricane
force winds are for the DM to determine, but loose debris and objects are likely to be caught in the gale and
hurled about.
If Merorem utilizes this power outside of the normal
time stream (such as whilst under the effects of a time
stop), each focusing of the dark winds is delayed until a
reentry into the normal time stream, meaning that multiple blasts of wind can tear through an area all at once.
Deities and cosmic entities are able to ignore the effects
of such temporal manipulation, unless Merorem succeeds on an opposed rank check.
Diabolical Aura (Ex): 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

assumes control of the power and can redirect it where


he chooses.
Merorem possesses the ability to step through time,
although he has little control over where he emerges. 1/
week, Merorem may transport himself and anyone he is
touching through time. There is no save against this effect, but Merorem must succeed on a touch attack to take
an unwilling creature. Magic and effects blocking astral
travel have no effect on this ability, as Merorem and any
travelers are moving through the Temporal Storm, not
the Astral Plane.
Merorem chooses whether he is moving to the past or
the future, and a point in time of no greater accuracy than
a day. He immediately appears in that time, within d%
millennia of his goal. Should he desire greater accuracy
than this, he can sacrifice his future use of his ability to
decrease the offset. By reducing his uses of the power to
once a year, Merorem may appear within d% years of the
goal. Reduction to once a century allows him to appear
within d% days, and at his most accurate, Merorem can
sacrifice his use of this power for a millennia and appear
at the exact day he desires.
By taking a full round action, Merorem can produce a
minor Temporal Step at will. This produces the effects
of greater teleport but Merorem appears 1d10 rounds in
the past or future. If he approaches within one mile of
another one of his "selves" using this power, both are
immediately stunned for 1 round, after which they have 1
round to separate to a less paradoxical distance. This
effect is also impossible to block with effects such as
dimensional anchor and the like.
Winds of Time (Su): As a result of his involvement
with time and history, Merorem has a control over spatial
and temporal magicks. Any spells that alter speed, the
flow of time, or instantaneously transport material
(including teleport and summon spells) with an origin or
target located within 60 feet of Merorem are subject to
his power. The caster must make an opposed caster level
check against Merorem (caster level 69th) or have his
spell retargeted as Merorem wishes. Regardless of the
success of the level check, Merorem himself is immune
to any hostile temporal magicks.
The Winds of Time also grant Merorem spell-like
abilities not normally associated with arch-devils. He
has access to contingency, foresight, haste, slow, and
time stop, as defined in his Spell-like Abilities section.
Finally, Merorem may make minor tweaks in the time
stream 6/day. Below are listed some common uses of
this power.
Rewind: Merorem may cause time to flow backwards,
essentially undoing the last round of actions.
Slow Time: Merorem may cause creatures within an
area to be suffused with slow time. This affects an area
with a 60-foot radius. All creatures within the area must
make a Will save DC 58 or be held as per hold monster.
Those who make their save are treated as though affected
by the slow spell, except their speed is quartered, and the
penalties are at -6. Merorem is also affected by this slow
time, should he remain within the area. The slow time
dissipates after 14 rounds.
Fast Time: Merorem may cause creatures within an
area to be suffused with fast time. This affects an area
with a 60-foot radius. Creatures within the area are
treated as if affected by a haste spell, except that they
receive two rounds worth of actions every round, and the
bonuses are +6. This fast time lasts for 14 rounds.
Possessions: Merorem wields an adamantine +6 soul-

drinking longsword named Paradagrim and four +5


fleshgrinding cold iron daggers of wounding and returning collectively called Eternal Regret. On a critical hit,
these daggers cast teleport on their target (no save), removing the victim 1d% x100 miles from his current location. He also wears a ring of greater spellstoring with
a mages disjunction cast into it, and an amulet of moderate fortification.
The Darkwind also has the following contingencies
always active on his person. If he ever suffers over 500
points of damage at one time, that damage is instead
transferred onto a humanoid child. This affects as many
humanoid children as it takes to absorb the damage. If
Merorem is ever reduced to below 100 hp, a time stop
spell is cast.
Summoning Merorem
Few are the mortals that have sought to summon
Merorem, and so the lore surrounding such summons is
difficult to come by. Such difficulties are further compounded by the fact that the Prince of the Powers of the
Air, with his knowledge of the Temporal Storm, often
knows ahead of time those that would summon him,
meaning that those with whom he would prefer not to
meet generally ever get the chance.
Those that have discovered the method to summoning
Merorem to the Prime indicate that time is the key component the invocants must supply gems encoded with
temporal acceleration or time stop, with said gems set
within the magic circles and activated simultaneously as
part of the invocation. The total number of spell levels to
be used should be no less than twenty-seven; for psionic
powers, the total power points harnessed within the gems
should be no less than thirty-three. A dollop of quintessence used at each of the cardinal points of the circles
grants the summoner a +3 bonus on the summons.
With the rite begun and the gems activated, a portion
of the Temporal Storm is called into being within the
circles. Bolts of temporal energy scatter throughout the
circles and, if a summoning sanctuary is not in place,
those within the immediate vicinity (99 feet) have a 30%
chance of being hit by a bolt, aging 1d4 age categories in
an instant (or reverting in age an equivalent amount;
50% chance of either). A Fortitude save DC 58 negates
this effect.
The Temporal Storm quickly changes from apparent
chaos to a more orderly cyclonic effect, and a calm
grows at the center of it, though temporal energy bolts
continue to scatter every few seconds. Within the eye of
the storm a shadow grows, and a dark shape seems to fall
from the sky as if from a great height. This shape
smashes into the ground with tremendous force, rending
the earth with its passage deep into the underground.
From this pit a dark ichor rises, bubbling furiously. A
part of the ichor is caught up by the wind, and a countercyclone begins. The temporal energy bolts dance about
this counter-cyclone as it rapidly solidifies into the ebon
form of Merorem.
At a gesture from his hand, the storm quietens, though
it does not die. Merorem, with his knowledge and command over time, is usually cognizant of those that have
summoned him, and will offer changes in their past or
visions of their future as a means to distract them from
their true goals and to ensure that any bargain entered
into is on terms that suit him. Visions shown by The
Darkwind are not illusions or mind-influencing effects;

308

they are actual events that have been carried to him on


the Temporal Stream that either never had the chance to
occur (as a consequence of the summoners past actions)
or events that have a possibility of occurring in the future
if the summoner chooses the correct path. Often it is the
case that those that treat with the Prince of the Powers of
the Air are glad of the arrangement and some even feel
they have done some noble deed by righting a previous
wrong. Merorem does not care for motive, only for an
ordered timeline that benefits Hell and him most of all;
moreover, the souls of those that treat with him increase
his power over the Temporalis Procellos.
Once the appointment has concluded, Merorem allows the Temporal Storm to return to its previous fury.
He walks calmly through the winds to the center of the
circles, raises his arms, and vanishes in a flash of vibrant
purple temporal energy. Those not protected by a summoning sanctuary see the immensity of time in a single
moment and are driven insane unless they succeed on a
Will save DC 58; a successful save allows them to instantly forget what was seen. A pool of ichor remains at
the center of the area, purple-black in color, and pulsing
with a strange energy. The ichor can be used to create a
potion which reverses the negative effects of one age
category, although the blood of nine murdered children
must also be incorporated for the potion to become potent. Needless to say any individual that successfully
brews this potion (the Brew Potion feat is not required,
although a Craft Alchemy DC 33 skill check is) becomes
irredeemably Lawful Evil and forfeits his soul to
Merorem, if such were not already the case.

MOLOCH, Arch-Devil of Torment


The Twice Fallen
Fighter 25/Lasher 10
Huge Outsider (Evil, Extraplanar, Fallen, Lawful)
Symbol: A nail-tailed barbed whip, each lash wreathed
in flames, on a dark blue inverted triangle
Hit Dice: 40d8 + 35d10 + 825 (1495 hp)
Initiative: +16 (+12 Dexterity, Improved Initiative)
Speed: 90 ft., fly 200 ft. (perfect)
Armor Class: 65 (-2 size, +8 armor, +10 deflection,
+12 Dexterity, +21 natural, +6 profane), touch 34,
flat-footed 65
Base Attack/Grapple: +58/+91
Attack: Oppressor +95 melee (3d6 + 44 + 2d6 (lawful)
+ 3d6 (electric) + 2d6 (evil) + 1 (vile)/17 20/ x 2 +
2d6 (lawful) + 6d6 (electric) + 2d6 (evil) + 1 (vile) +
1d6 + death (Fortitude save DC 52); or +83 melee,
claw (3d6+25)
Full Attack: Oppressor +95/+90/+85/+80 melee (3d6
+ 44 + 2d6 (lawful) + 3d6 (electric) + 2d6 (evil) + 1
(vile)/17 20/ x 2 + 2d6 (lawful) + 6d6 (electric) +
2d6 (evil) + 1 (vile) + 1d6 + death (Fortitude save DC
52); or Oppressor +93/+93/+88/+83/+78 crack of fate
melee; or Oppressor +91/+91/+91/+86/+81/+76 crack
of doom melee; or 2 claws +83 melee (3d6+25) and
bite +77 melee (3d6+12)
Space/Reach: 15 ft. /15 ft. (30 ft. with Oppressor)
Special Attacks: Call devils, diabolical aura, the Presence of Hell, spell-like abilities, Lash of Punishment,
Suffer the Children, crack of doom, crack of fate,
death spiral, lashing whip, stunning snap 10/day
(Fortitude DC 45), whip sneak attack +3d6, whiplash,

309

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

allies in Hell and few beyond. If Moloch finds success


in his venture as a cosmic alternative for sun worshippers, it is probable that he will expand his list of enemies. As a god of vitality, Moloch is offers a version of
sun worship in which the fires of the sun offer energy
and strength to those with the will and noble nature to
use it. Sun gods across the Cosmos particularly those
of good intent would likely turn a disapproving eye to
the Twice Fallen. Moloch has few diabolical ties, and all
are filled with antipathy on both sides. His greatest rival
and a constant thorn in his side is Duke Amdusias of the
Sixth Hell. Harboring a perverse dedication to children,
Amdusias loathes Moloch and his appetite for child sacrifices. Although his own mother and liege, Lilith, also
demands child sacrifices, Amdusias has no power to confront her; thus, Amdusias places all of his anger and disgust against the practice by harrying Molochs worshippers. Moloch has responded by sending his worshippers
into forests he suspects have been dominated by Amdusias where they raze the entire area. The enmity between
Moloch and Amdusias continues to grow and it is probable that Moloch and Amdusias will one day come to
personal combat; although Moloch is clearly the stronger
of the two, it is possible that Lilith herself may intervene
on her sons behalf not out of maternal instinct (she has
none) but out of a need to humiliate Moloch once again.
Moloch continues to have a severe rivalry with Geryon
the Beast. Although not as intense with loathing as it
once was, Molochs relationship with Geryon is still
filled with hate. If Moloch could put aside his anger, it
is probable that Geryon would take any offer of temporary unity in order gain revenge against the current Peers
of Perdition. The final devil of note with whom Moloch
has any dealings is Bael the Lord of the First. Although
Moloch is not dedicated to warfare and combat, most
who have started to worship him are drawn to his portfolio that promises strength of arms and uses flames as a
totem. This is startling close to some Bael worshippers.
So far, Bael is unaware of what has swelled his cultists
on the world in which Moloch is currently operating, but
once he takes the time to explore, Bael will probably
continue to allow the charade. So far, Moloch has done
nothing to contest Bael, although it is likely that if Moloch decides upon demi-godhood rather than revenge
against Asmodeus and Lilith that he will respond to the
Warlord of Avernus forcefully.
Moloch has long since lost his angelic features. Incredibly tall, Moloch towers over most pit fiends and
even most of the Lords of the Nine. His body is athletic
and angular, seemingly made from a block of immobile
stone, and is the color of a rotting orange. His head is
large, as are his slanted glowing black eyes. He typically
wears a large, iron crown that conceals most of his face,
although wisps of flame and tendrils of smoke often drift
from behind the grates of the front-piece of the crown.
When Moloch removes the crown, he reveals his perpetually gaping maw, rows of shark-like teeth that glint
in even the dimmest light. Two small horns top his
head; the horns, like his face, are vaguely bovine in nature. Moloch wears severe clothes that cross the finery
of a noble or king with that of a mortal taskmaster or
torturer. Moloch speaks with booming declarations and
screaming vindictives, often punctuating points with a
crack of Oppressor.
Combat

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If there is one area in which Moloch excels, it is martial combat. Moloch relishes physical confrontations as
he always eager to beat, lash, and whip pliable flesh into
bloody, lacerated mewling victims. It takes little effort
to instigate a fight with Moloch; often, a single poor
phrase or strange look is all it takes to throw the ArchDevil of Torment into a rage.
Moloch always begins battle with his Diabolical
Aura; he always sets it to force his foes to cower as he
wants them within easy reach to physically abuse. If
facing good aligned adversaries, he will also call on his
Protective Aura. Moloch will then use Suffer the Children, positioning himself in order to affect arcane and
divine spellcasters to the utmost. When Moloch enters
melee, he will use Lash of Punishment to different degrees. Against warriors and rogues, the Twice Fallen
will beat them into submission; he will seek to sap spellcasters of their vitality and casting power. From this
point on, Moloch will concentrate on horribly killing all
within sight in the most gory, painful fashion. He will
often draw out combat, leaving certain foes writhing pain
for a few rounds before killing them. He has been
known to accept damage in order to commit to a coup de
grace.
It takes a lot for Moloch to bother with spell-like
abilities in combat. If he does resort this sort of thing,
the focus will be in tearing down any magical defenses
his foes have. Multiple meteor swarms are par for the
course. Moloch will rarely summon allies, believing that
he must show all challengers that he is truly worthy of
regaining his station as Lord of the Sixth.
Call Devils (Sp): As a standard action Moloch can
attempt to call devils. He may attempt to call up to three
times a day, 3 pit fiends (see below), 9 gelugons or cornugons, or 18 of any lesser type of devil. Moloch has a
50% chance of success with each calling attempt. Since
these devils are called, they have the ability to summon
other devils as their Monster Manual descriptions allow.
Since he was deposed, Moloch has been wary to call any
devils, fearing further reprisals from Asmodeus (who, in
truth, could care less if Moloch calls devils and is
amused by 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,

wall of fire; 7/day inflict light wounds, see invisibility;


3/day destruction, firestorm, meteor swarm; 1/day
blade barrier, harm, hellball, wish. All spells are cast as
a 49th level Sorcerer (save DC 29 + spell level).
Submission of the Child (Su): As a former patron of
children, Moloch now hates the young and the innocent.
Where he once embraced them in love and protection,
Moloch now seeks to watch them writhe in torment as
flames, acid, or other terrible conditions consume their
soft flesh. Although no longer a Lord of the Nine, Moloch can still grant power to those willing to commit the
atrocious act of child sacrifice.
For every six children sacrificed to Moloch (see Suffer the Children below) within a six day period, the celebrant gains a boon from Moloch as per the Sacrifice rules
in the Book of Vile Darkness. If the child is murdered in
a quick ceremony (10 minutes), the rewards are as listed
in the Sacrifice rules. If the child is murdered in an involved ritual that maims or mauls her before death (30
minutes), the celebrant receives a +3 bonus to his
Knowledge (religion) check. If the child is consumed in
flames in an altar dedicated to Moloch, the celebrant
receives a +6 bonus to his Knowledge (religion) check.
Moloch prefers the sacrifice of children who are
aware of what is happening to them, so they must be at
least 10 years of age and no older than 16. They must
always be unspoiled and of good alignment. Finally,
the child must be unwilling to die. If these three criteria
are met, there is no limit to the nature of reward the celebrant gains (essentially, the celebrant can acquire a wish
numerous times).
In the event that the celebrant is not evil upon his first
sacrifice, he becomes irrevocably Lawful Evil and his
soul condemned to serving Moloch as a lemure upon
death. In most cases, Moloch consumes the former client, although in the past, Moloch usually used the
stronger victims as slaves in his armies. The only way to
escape this terrible fate is for the celebrant to acquire
atonement from a 31st level cleric of a good aligned god,
losing all of his benefits from the sacrifice in the process;
the penitent must then undergo a quest to right the
wrongs and heal the hurts he caused to the loved ones of
the murdered children. The penitent receives two weeks
per child murdered. If the penitent cannot accomplish
the quest with the time frame, he dies instantly and his
soul becomes Molochs.
Suffer the Children (Su): Upon his Fall from the
Realms Above, Moloch abandoned his patronage of children and demanded their deaths as punishment for what
the Bastions of Righteousness did to him. Moloch can
cause all within 60 feet to suffer in a manner similar to
that of a symbol of pain in addition to the effects described below. While children (up to 16 years of age) do
not gain a saving throw against this effect, all others
must make a Fortitude save DC 49. Affected beings
suffer for 9 rounds at which time they receive another
Fortitude save DC 49 (while under the effects of the symbol of pain). Those who are successful only suffer 6
points of damage. Those that fail die, their souls consumed by Moloch.
When Moloch consumes an innocent soul (a child as
described in Submission of the Child), all of Molochs
ability scores, armor class, caster levels, and DCs are
increased by one per soul for one day per soul. Nothing
short of a miracle or wish cast by a good divine or arcane
caster of at least 31st level (or the direct intervention of a
god or cosmic entity with access to Alter Reality, Hand

of Life, Life and Death, or Mass Life and Death salient


divine abilities) can restore a soul (one soul per spell
cast). If this soul is restored within three days of its being devoured by Moloch, he suffers a 2 penalty on all
abilities for each restoration for three days at a time.
Regardless of whether or not Moloch is adversely impacted by a restored soul, he is still aware of the restoration, as well as the location and power of the one who
would dare rob him. There is a 1% chance per number
of souls restored by a particular caster that Moloch will
decide to avenge himself in a most gruesome manner.
Moloch does not receive any benefit from sacrifices
done in his name unless he is physically present during
the event or unless six children are sacrificed within a 24
hour period by the same celebrant.
It is suspected that when he was a Lord of the Nine,
Molochs Suffer the Children was far more potent.
Oppressor: The origin of this powerful whip is unknown, although most suspect that it was a gift from
Molochs former master, Beelzebub the Lord of the Seventh. Oppressor is a six-tailed whip, its lashes made
crackling lightning bolts, its handle the solidified protoplasm of a balor. Oppressor strikes as a +9 axiomatic,
lightning blast, unholy mighty whip. Any being touching
Oppressor without Molochs express permission must
make a Fortitude save DC 49 or be struck dead; one that
survives suffers three negative energy levels so long as
the whip is in her possession. Moloch can effortlessly
track Oppressors location and will do virtually anything
to retrieve his favorite weapon. In Molochs hands, Oppressor always confers his maximum strength score on
attacks and damage (included in the statistics above). In
the hands of another, the whip grants a +4 Strength bonus to attack damage only.
Possessions: Moloch always carries Oppressor, and
typically wears +8 bracers of armor. Due to his exile
from Hell, Moloch has taken to carrying a bag of holding
IV in which he carries a wide variety of items.
Summoning Moloch
Molochs summoning ritual is among the most elaborate and disturbing of all the Powers of Hell short of the
Lords of the Nine. Moloch requires the sacrifice of the
innocence in order to appear in the mortal coil and he
accepts no substitutes.
The summons must take place in a stone encased location that is open to the sky. Unlike most devils, Moloch actually prefers to be summoned during the heat of
the day under a burning sun; in such conditions, the summoner receives a +3 bonus to the Spellcraft check. Dormant volcanoes, abandoned temples of the sun, and similar locations are known to be ideal for summoning Moloch. Within the summoning area the summoner must
place a stone likeness of Moloch that doubles as an oven.
The likeness must be at least ten feet high and five feet
wide. In some perverse parody of the celestial number
seven, the likeness must have seven compartments that
can be shut with either a stone or bronze cover while the
base of the image must have enough room for coal or
wood for burning fuel. Aside from the lowest compartment, which is fairly large and in the belly region of the
image, the other compartments are typically small (the
size of a small chest). There must be religious drumming and chanting (usually a refrain in which Molochs
name is repeated over and over, growing in intensity and
speed as the ritual progresses).

312

At the beginning of the ritual, the summoner enters


and lights the furnace at the bottom of the image. As the
other summoners begin to chant and drum, the summoner begins placing different items within the upper
most six compartments. Moloch does not require specific offerings other than they must represent concepts
related to purity, innocence, healthy, fecundity, or youth.
Typical offerings include such things as the remains of a
calf, the lock of a childs hair, dove feathers (or a whole
dove), and flour or yeast. In the final compartment, the
summoner must place a living (preferably conscious)
child no older than 16 years of age. The child must be
devoid of blemishes (Charisma of at least 14) or hair and
must be of good alignment. The child is burned alive
within the lowest chamber. As the child is sacrificed, a
blast of flames will explode from the belly of the image
to consume the offerings in the upper chambers. Once
the child is dead, eyes of the image will flare up with
yellow flames and a roaring column of fire will launch
into the air. With an earth-shaking explosion, the image
will burst apart leaving Moloch in its stead.
Moloch is extremely unpleasant in most summons,
demanding that the summoners worship and praise him
for at least one full minute, all the while debasing and
insulting them. He is easily angered and it takes the
most insignificant ill-thought comment to enrage and
cause him to attempt tearing down the wards of his summons. For all points and purposes, Moloch is considered
Hostile as soon as he appears unless there are five more
sacrifice victims present. In such cases, Moloch will
immediately call on Submission of the Child and consume their souls. Moloch will then offer any number of
boons as described in Submission of the Child. In any
case, Moloch will march around the summoning area,
cracking Oppressor on occasion when making a point.
He will shout, scream, and threaten. Although this behavior may seem Chaotic, in truth, Moloch is testing the
mettle of his summoners. He hates weakness and will
not parley with those who cannot at least try to conceal
their fear (Moloch wants them to be afraid, though, make
no mistake).
When the summons is complete, Moloch will return
to the center of the room and his form will begin to glow
an ugly, burning orange. Cracking and hissing sounds
will fill the room as he turns into a new stone image of
his person which can be used for future summons. As he
disappears, the screams of any child sacrifice victims
will fill the room and remain therein for the next nine
hours. Any that enter the room during this time must
make a Will save DC 49 or be affected by wail of the
banshee (only one save is needed during the nine hour
period per sacrificed child).

SAMMAEL, Arch-Devil of Venom


The Poison of Perdition
Assassin 10/Rogue 25
Large Outsider (Abomination, Evil, Extraplanar,
Lawful)
Symbol: A pale green tear or water drop on a vivid
green background within a black, inverted triangle
Hit Dice: 50d8 + 35d6 + 935 (1545 hp)
Initiative: +21 (+13 Dexterity, +8 Superior Initiative)
Speed: 120 ft., fly 240 ft. (perfect)
Armor Class: 75 (-1 size, +13 deflection, +13 Dex, +34

313

natural, +6 profane), touch 41, flat-footed 75


Base Attack/Grapple: +68/+86
Attack: Defamator +90 melee (1d8+20+2d6 (lawful)
+3d6+1 negative energy level (unholy power) 17-20/
x2 +6d6 (unholy) + 2 negative levels + 1d6); or claw
+ 82 melee (4d6+14)
Full Attack: Defamator +90/+85/+80/+75 melee (1d8 +
20 + 2d6 (lawful) + 3d6 +1 negative level (unholy
power) 17-20/x2 +6d6 (unholy) + 2 negative levels
+1d6); or 2 claws +82 melee (4d6+14) and 2 wing
buffets +76 melee (4d8+7)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Call devils, Diabolical Aura, the Presence of Hell, Caustic Words, Scathing Words, Touch
of Malice, spell-like abilities, spells, death attack
(Fortitude DC 33), crippling strike, opportunist, sneak
attack +18d6
Special Qualities: Abomination traits, arch-devil qualities, blindsight 500 ft., damage reduction 30/epic,
good and silver, darkvision 60 ft., Diabolical Prowess,
displacement (20%), divine immunities, hide in plain
sight, immunity to fire and poison, improved evasion,
improved uncanny dodge, nondetection, regeneration
22, resistance to acid 30 and cold 30, Rotting Words,
see in darkness, spell resistance 67, Spite, telepathy
1,000 ft., trap finding, trap sense +8
Saves: Fort +55, Ref +61, Will +52
Abilities: Str 38, Dex 36, Con 33, Int 37, Wis 26, Cha
36
Skills: Appraise +15 (+17 alchemy), Balance +62, Bluff
+103, Concentration +54, Craft (alchemy) +54, Decipher Script +54, Diplomacy +120 (+126 with evil
beings), Disable Device +54, Disguise +105 (+115
when acting in character), Escape Artist +83, Forgery
+56, Gather Information +78, Hide +99, Intimidate
+113 (+119 against evil beings), Jump +65, Knowledge (arcane) +66, Knowledge (history) +66, Knowledge (nature) +17, Knowledge (the planes) +78,
Knowledge (religion) +78, Listen +96, Move Silently
+93, Open Lock +54, Search +91, Sense Motive +96,
Spellcraft +74, Spot +96, Survival 51(+59 on another
plane, +59 while tracking), Tumble +82, Use Rope
+13 (+21 with bindings)
Feats: Alertness, Arterial Strike, Cleave, Charlatan,
Combat Expertise, Corrupt Spell-like Ability B, Dark
Speech B, Deceitful, Dodge, Flyby Attack, Great
Cleave, Improved Critical (rapier), Improved Flyby
Attack, Improved Disarm, Improved Initiative, Improved Sunder, Persuasive, Power Attack, Quick
Draw, Stealthy, Weapon Focus (claw), Weapon Focus
(rapier)
Epic Feats: Blinding Speed, Epic Evil Brand B, Epic
Poison Crafter, Epic Reflexes, Epic Weapon Focus
(rapier), Lingering Damage, Overwhelming Critical
(rapier), Self Concealment x2, Spellcasting Harrier,
Sneak Attack of Opportunity, Superior Initiative, Trap
Sense.
Environment: The Venal Fortress, The Gray Wastes of
Despair
Organization: Unique (Solitary)
Challenge Rating: 55
Treasure: Quadruple standard plus Defamator
Alignment: Lawful Evil (Neutral Evil tendencies)
There is no devil in existence closer to true evil than
Sammael, the reviled Arch-Devil of Venom. Exiled in

his Venal Fortress in the Gray Wastes, Sammael seeks


nothing less than to infect all Creation with evil and vice.
Sammael is on the brink of abandoning the last vestiges
of order and law as he is willing to do almost anything to
achieve his goal.
Sammael is the personification of those that seek to
manipulate perceived and actual weaknesses in organizations, kingdoms, or individuals in order to bring about a
new order. The master of infiltrating any environment
like a terrible virus, Sammael has mastered the use of
words to bring ruin to even the most upstanding person
or ideal. Sammael delights in petty acts of jealousy and
envy, as eager to poison friendships or the love between
two individuals as much as he pursues the crumbling of
ancient treaties, timeless alliances and benevolent religions.
Sammael is one of the original hellspawn and was the
first Lord of the Seventh Hell. Alongside Dispater,
Mammon, Adrammelek, Leviathan, Lilith, and Mephistopheles, he numbered among the original Lords of the
Nine, his station as Lord-Regent of Maladomini appointed by Lucifer the Satan during the Days of Antiquity. Among the eight Lords of Perdition, Sammael was
second only to Mephistopheles and the contests between
these two paragons of Hell were monumental. While
Mephistopheles favored cold, logical thought and the
damnation of souls ripe with intellect and flawed wisdom, Sammael promoted secrecy, lies, and corruption of
the spirit due to emotional imbalances and misplaced
anger. Sammael personified these aspects perfectly, believing that he alone was worthy to rule not just Hell, but
the Depths Below and eventually the entire Cosmos. He
and Mephistopheles warred perpetually during the Days
of Antiquity, their conflicts an amusing farce to Lucifer
the Satan and a deadly game of politics among the other
Lords. While Mephistopheles gathered the likes of Dispater and Mammon to his side, devils interested in possessions and ownership, Sammael led the faction of devils dedicated to acts of evil indignation and hunger,
counting Leviathan and Lilith among his allies. Much
like his cold rival, Sammael believed that in dominating
at least half of the Hells, he would acquire the strength to
smash his adversary and bring ruin to Lucifer. However, unlike Mephistopheles, who tended to keep his
allies strictly among the forces of Hell, Sammael was not
above consorting with lesser beings like daemons and
the denizens of Mechanus. In short order, Sammael appeared poised to quash Mephistopheles and his faction
when the Battles of Light and Greed erupted. Rather
than risk throwing support in with the likes of Asmodeus, Adrammelek, and Mephistopheles, Sammael
determined that supporting Lucifer was a safer position.
However, Lucifer was soundly defeated by Asmodeus
who, in a startling and unexpected act of treachery, took
the Serpents Throne for himself. Rather than punish
those devils who supported the fallen Lightbringer, Asmodeus allowed the Lords, including Sammael, to retain
their positions. Believing this decision the act of a coward and fool, Sammael resumed his plotting.
Then The Great Fall occurred and thousands of fallen
angels were cast into Hell. Asmodeus welcomed these
new servants, and many were conscripted into the various Courts of Hell. Among these was Beelzebul the
Great, now called Beelzebub, The Fallen, who joined the
Court of Maladomini. Sammael saw in the fallen solar
what he thought was a pale reflection of himself, a being
who knew about loss and anger, but did not know how to

control it. Sammael believed that he had the perfect


pawn to eventually use against both Asmodeus and
Mephistopheles. Sammael named Beelzebub as his
Chancellor and gave him a great deal of authority over
his holdings, believing that the fallen solar would do
well enough to keep him abreast of all of his foes activities. Alas, Beelzebub, now referred to as the Lord of the
Flies, proved not only up to the task, but the greatest
adversary Sammael had encountered. An even greater
liar and charlatan than Sammael himself, Beelzebub used
the power Sammael granted him to isolate the Poison of
Perdition completely from his allies; indeed, not only
was Sammael trapped within his fortress Venal, but his
strongest supporter among the Lords, Lilith, was besieged by Beelzebubs Viceroy, Moloch. Worst still, the
fact that Adrammelek had been removed from his station
as Lord of the Fourth revealed to Sammael that Asmodeus himself favored the fallen angels. Filled with
resigned wrath, Sammael fled Maladomini, using ancient
magic that caused Venal to relocate to the Gray Wastes.
In some ways, Sammaels defeat in Hell was a boon
to him. No longer chafing under the rule of another and
wasting time and effort battling an immediate rival, Sammael has been able to concentrate on his goal: corrupting
all existence. On the brink of abandoning his hellspawn
heritage, Sammael is almost Neutral Evil in his behavior,
if not his goals, and has become a powerful force in the
Gray Wastes. Sammael commands the respect of legions of daemons, particularly ultrodaemons who likewise work from the shadows while manipulating the
weaknesses of others. In scores of worlds, Sammael is
The Adversary or the Prince of Poison. A master manipulator of language and a destroyer of reputations and
kingdoms, Sammaels presence is felt but rarely seen as
he seeks to use words to slowly poison friendships, alliances, and morals in the worlds he infects. Indeed, Sammael has learned from his former enemy, Beelzebub,
having adopted song and speech to empower his own
works. Countless gods count Sammael as a vile foe, but
because he hides behind the words of often innocent,
witless mortals and even some celestials, most cannot
directly deal with the Arch-Devil of Venom. Now, at
least a dozen worlds are on the brink of revolutions that
could bring about the direct rule of Sammael as his
forces have shattered the worship of gods and ruined
concepts related to goodness and virtue. If these ploys
reach fruition, Sammael may well become a Nether
Fiend or even a full-fledged god.
Still, Sammael does retain contacts with Hell. In an
interesting turn, he and Mephistopheles have a very secret alliance forged upon a mutual hatred for Beelzebub
and the fallen angels that have impacted Hell. Sammael
also maintains some manner of association with Lilith,
the Lord of the Sixth. During Antiquity, Lilith and Sammael were consorts of a sort, and as close as two Lords
of the Nine could get; indeed, it was this relationship,
albeit filled with lust, loathing, and misplaced passion,
that Beelzebub and Moloch addressed by isolating the
two original Lords of the Sixth and Seventh Hells. Now
that Lilith has returned to her former station, she is cautious about interacting with Sammael, but believes that
an alliance with such a powerful outcast (and potential
god or Nether Fiend) would be to her benefit in the future. Aside from his ultrodaemon servants in the Gray
Wastes, Sammael has a tenuous alliance with the mighty
Nether Fiend, Anthraxus. These two paragons of corruption and pain do not trust each other, but both recognize

314

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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Regeneration (Ex): Sammael takes normal damage


from epic good-aligned silvered weapons, and from
spells or effects with the good descriptor.
Spell-Like Abilities: At will - animate dead, blasphemy, blur, charm monster, create undead, deeper
darkness, delayed blast fireball, desecrate, detect chaos,
detect good, detect chaos, detect magic, fear, flame
strike, fireball, greater dispel magic, greater invisibility,
greater teleport, magic circle against chaos, magic circle against good, major image, mass hold monster, mirage arcana, persistent image, polymorph, power word
stun, produce flame, pyrotechnics, raise dead, read
magic, suggestion, symbol of pain, telekinesis, unhallow,
unholy aura, unholy blight, unhallow, wall of fire; 3/
day - destruction, firestorm, meteor swarm; 1/day - hellball, implosion, wish. Caster level 64th; DC 32 + spell
level.
Assassin spells known: 1st - detect poison, jump, obscuring mist, true strike; 2nd - cats grace, foxs cunning,
pass without trace, undetectable alignment; 3rd - deep
slumber, false life, misdirection, nondetection; 4th - freedom of movement, glibness, modify memory, poison.
(6/6/5/5. Caster level 56th; DC 32 + spell level.
Caustic Words (Ex): Sammael is second only to
Asmodeus among Hells more powerful members in his
ability to bring others to their knees with his venomous
words. Indeed, there are those who believe that Sammael was once an angel who fell so long ago that he himself has forgotten his true nature; such individuals point
to Sammaels command over words and sonic energy,
powers traditionally held only by spirits from the Realms
Above. Sammael is always looking for and remembering weaknesses in every situation and in every soul in
order to use these weaknesses in the future.
Seven times a day, Sammael may use his Caustic
Words as a standard action. This extremely potent
power is manifested in a variety of ways, but all require
that the target or targets can hear, although not necessarily understand, what Sammael is saying (language is
irrelevant since the threat comes from hearing the intent
in Sammaels voice rather than understanding specific
words). The radius for Caustic Words is 70 feet (in
which Sammael may select targets) and the saves are DC
57 unless otherwise noted.
Open Old Wounds: This version of Caustic Words
allows Sammael to re-open the wounds of those who
have been wounded over the past 24 hours. All those
within range must make a Fortitude save. Failure indicates that any being that suffered any kind of physical
damage within, again takes the greatest amount of damage that was dealt in one round during the past 24 hours.
Thus, if a fighter was in battle against a group of pit
fiends 16 hours before his fateful meeting with Sammael
and, during the confrontation with the pit fiends, he suffered a total of 58 points of damage in one round from all
three, he would again suffer 58 points of damage from
Sammaels Open Old Wounds. Such wounds may be
healed per normal.
Offend: When Sammael offends with his Caustic
Words, he causes those who fail a Will save DC 57 to
become enraged. An enraged victim gains a +2 bonus to
Strength and Constitution, suffers a -4 penalty to attacks,
saves, and skill checks, must make a Concentration
check to cast any spell or spell-like effect, and cannot
perform any task that requires patience (like taking 10 or
20 on skill checks). Furthermore, the victim will not use
any feat that has a prerequisite base attack bonus of +4 or

higher, Combat Expertise, or Dodge. The victims only


thought is to punish Sammael for his cruel words. The
effect lasts for up to 50 minutes, although Sammael may
end the effect as a free action. Once the Offense ends,
the victim is fatigued.
Slander: Sammael may present doubts in the minds
of animal companions, cohorts, familiars, and called/
summoned creatures. Such beings are forced to make a
Will save to avoid turning against their leader. While
animal cohorts and familiars use their masters Will save
modifier to overcome the effect, cohorts and called/
summoned creatures use their own modifiers. The effects of Slander last for up to 7 rounds or until the master
is killed. Sammael can probably cancel the effect, but
has never bothered to do so.
Rotting Words (Su): Sammaels presence empowers
evil spells, spell-like abilities, and supernatural effects
driven by language, making them sound all the more
horrible. Even Dark Speech is more dreadful when spoken in the presence of the Arch-Devil of Venom. Sammael affects language and magic of this nature within 70
feet of his person and may enact the power of Rotting
Words once a day, the effects persisting for up to 21
rounds.
When Dark Speech or Corrupt spells with verbal components are used within the appropriate range, the
speaker/caster suffers only of the corruption cost. Any
spell bearing the Evil descriptor requiring verbal components are Maximized when cast in Sammaels presence.
Sammael may select which speakers/casters benefit from
this aspect of Rotting Words once such individuals enter
the radius.
The same seething evil Sammael radiates that empowers evil words also stifles words of peace and hope.
Words of Creation or Sanctified spells with verbal components within 70 feet of Sammael are treated as though
they the casters level were seven lower; further more,
such effects always require a full round action to perform.
Scathing Words (Su): Any damage dealing spell or
spell-like ability cast by Sammael deals an additional
50% of pure sonic damage at the fullest possible amount
if he so chooses. Thus, if Sammael casts a delayed blast
fireball, not only will it deal 20d6 points of fire damage
but an additional 60 points of sonic damage.
Spite (Su): Sammael loves few things better than to
watch the powerful and the strong brought into ruin due
to the anger, malice, and wrath of others particularly
those who seek greater power for themselves at any cost.
Thus, Sammael rewards those who are willing to harm
themselves just a little in order to hurt another even
more.
Seven times per day, Sammael may offer Spite to any
being that calls on him. In return for the information and
the ability to harm the power, reputation, or support of
another individual, the victim must bring about some
small form of harm, emotional or physical, to himself.
The greater the sacrifice, the greater the act. The following is a general list of potential sacrifices and rewards
for those who take Sammaels Spite:

Nothing Lost, Nothing Gained: In return for one permanent hit point loss, the client receives a +1 permanent skill increase in Bluff, Gather Information, Intimidate, or Sense Motive. Each additional loss accepted increases a given skill or can be used for another skill.

Gouge the Eye, Reveal the Truth: The client must

blind himself with a sharp object. In doing so, the


client can then curse another person to blindness if the
target fails a Fortitude save = 10 + the clients character level + the clients Cha modifier. The client
may regain his sight, but only through a servant of
Sammael; the victim may regain his sight only if the
spiteful one is forced to admit to the act.
Drain the Soul: In return for one point of Constitution drain, the client may select any feat for which he
qualifies (the drain cannot be returned by any means).
Cut Nose, Spite Face: The client must hack off his
nose. In doing so, the client can then curse another to
insanity if the selected target fails a Will save 57. The
nose can be healed, but only by a servant of Sammael.
The victim may be cured of insanity, but only if the
spiteful one is forced to admit to the act.
Misery and Company: In return for a two point Charisma drain, the client forces another to make a Will
save = 10 + the clients character level + the clients previous Cha modifier. If the victim fails, he
suffers a -2 drain to his Charisma. While the spiteful
ones Charisma drain cannot be returned by any
means, the victims may be if the client is forced to
admit to the act and honestly asks for forgiveness.
Leech the Soul: In return for one character level, the
client can force another to make a Will save DC 57 or
suffer the effects of bestow curse; the victim suffers
all of the effects on the list. The curses may only be
removed if the client is forced to admit to the act and
honestly asks for forgiveness. If the spiteful one sacrifices three character levels, the victim suffers from
bestow greater curse.
Sell Soul to Sammael: The client willfully sells his
soul to Sammael, becoming irrevocably Lawful Evil.
He is then granted three wishes that can be used for
one of three purposes (or a medley of the three): 1)
Ruination of anothers political power/economic
standing; 2) Increase ones own political power/
economic standing; 3) Engage in an act of vengeance.
The wishes take effect over the course of seven days,
after which the client lives as he chooses for up to
seven years. After that time elapses, the victim dies
from an allergic reaction and his soul is sent to the
Venal Fortress where is becomes Sammaels plaything (note: Sell Soul to Sammael does not stack with
the Soulsworn feat).

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

316

venom are transmitted due to injury; the Fortitude save


DC is 55 for all poisons and venoms. Sammaels Touch
of Malice lasts for seven rounds after which he can select
to allow it to persist or change to another kind of poison
as a move equivalent action. Sammael may transfer the
poison to any weapon he wields.
Defamator (Major Artifact): Sammael is rarely without his rapier, Defamator. The blade is golden with a
sickly green groove running lengthwise down the middle, seeming to pulse with a life of its own. Images of
vines and ivy have been carved along the two sides of
the blade; these meet in the middle, forming an intricate
and flawlessly beautiful pattern of sparse leaves on
vines. These images hold no small power of their own
and spell out the title Venom of God in the Infernal
tongue. A single, tear-shaped emerald is insert in the
cross hilt, while an ovoid emerald forms the pommel.
The long, gold shaft has on close inspection veins of
green quartz running through it; these too appear to pulse
occasionally.
Defamator was a gift from Lilith during the Days of
Antiquity. It is a +6 axiomatic, humiliating, unholy
power, wounding rapier, cold forged from iron drawn
from the blood of thousands of humanoid beings. Those
who suffer damage from the blade must make a Fortitude
save (DC 55) or lose the ability to heal any type of damage either magically or naturally. Should the creature
possess regeneration or fast healing, this ability is suppressed as well. The only way to remove the condition
is to consume an entire gallon of holy water which has
been blessed by a good aligned caster of at least 21st
level.
If any creature touches Defamator without Sammaels
permission, that creature must make a Fortitude save DC
55 or die; those that survive suffer three negative energy
levels.
Possessions: As the master of the Venal Fortress,
Sammael has a tremendous cache of treasure and is not
above wearing items to enhance his deadliness.
Summoning Sammael
The summoning of Sammael cannot be done without
the willing self-mutilation of the primary summoner as
part of the incantation. Furthermore, each additional participant must also harm themselves during the ritual. The
mutilation of the primary summoner is a painful affair,
usually involving the severing of a finger, toe or ear; this
deals damage to the summoner of 1/10th of his total hit
points, as well as 2 points of Constitution damage. The
mutilation can be healed once the summons is concluded
(but see below). For secondary summoners, the wounding is either a cut across the upper abdomen, just below
the heart, or a slit in the tongue. This deals 7 hit points
damage. All ritual mutilation and wounding must be performed with daggers set with emeralds as pommel
stones, each to the value of at least 666gp. Furthermore,
the magic circles must be traced using a mix of emerald
dust alongside the silver dust; the value of this dust
should be in excess of 9,999gp.
With blood on hand and hilt, each dagger is placed so
that the pommel rests on the edge of the outer magic
circle, with the point facing inwards. Fell words of hate
and malice are spoken, and the blood within the magic
circle responds, running in rivulets directly into the center of the inner circle and forming a gruesome pool of
liquefied hate. The color changes by degrees to a virulent
green, and then begins to pulse with an evil energy.

317

Slowly, Sammael rises from the pool, his body dripping


with venom, and his eyes glowing and pulsing with enmity.
If the summoners have not put in place a summoning
sanctuary, Sammael shows his hatred for them by instantly pronouncing a curse, preventing the healing of
the wounds suffered in order to summon him. Creatures
already Soulsworn to him are not affected, as the ArchDevil of Venom is content to wait until the time when he
can torture their souls instead; otherwise, a successful
Fortitude save DC 55 prevents the curse from taking
effect. Whether or not the summoners save, further danger awaits them for their lack of preparation; Sammaels
very words are poison, and for each minute that they
speak with him, each creature within 70 feet of the magic
circles that can hear the arch-devil speak takes 1d6
points of Constitution damage. Sammael can suppress
this should he desire, for all or some or none as he
wishes; generally, he is not inclined to do so.
Sammael offers power to the primary summoner by
means of his Spite diabolical adaptation. He does not
care so much for hammering out the details of any contract being entered into as most Peers of Perdition;
though he is still Lawful Evil, his Lawful nature is close
to disappearing, and he will lie or cheat if he feels it is
necessary.
When at last the summons ends, Sammael draws himself up and holds himself quite still. The pool beneath his
feet draws up and over him, before solidifying so that a
perfect emerald statue of the arch-devil remains. A poisonous mist hovers about the effigy, but before any of
the summoners can think to step within the circles and
seize this enormous gem, the statue shatters sending a
spray of fine green slivers bulleting through the area. A
summoning sanctuary prevents those without from being
hit; otherwise, each creature within 70 feet takes 7d6
points of damage. A successful Reflex save DC 55
halves the damage and also prevents any splinters from
lodging in the skin. Should any splinters of emerald become lodged in the skin, that creature contracts faceless
hate (as described in the Book of Vile Darkness) and
automatically fails his save each day until the splinter is
removed. Any damage from the disease can only be
healed by a good-aligned cleric of at least 31st level, but
magic cannot remove the splinter, which requires a successful Heal check against DC 55 to remove. Such an
operation deals 7 points of Constitution damage from
trauma and blood loss.

SEMYAZA
Arch-Devil of Sensuality
The Seducer of Hell
Bard 20
Large Outsider (Evil, Extraplanar, Fallen, Lawful)
Symbol: A gold lute or harp surrounded by red flames
on a black, inverted triangle
Hit Dice: 40d8 + 20d6 + 480 (1360 hp)
Initiative: +14 (+10 Dexterity, Improved Initiative)
Speed: 80 ft., fly 200 ft. perfect
Armor Class: 62 (-1 size, +16 deflection, +10 Dexterity, +21 natural, +6 profane), touch 41, flat-footed 52
Base Attack/Grapple: +50/+67
Attack: Alluring Harp +69 ranged (2d6+14 +3d6
(sonic) + 3d6 and 1 negative level (unholy)/19-20/x3

+ 9d6 (sonic) + 9d6 and 3 negative levels (unholy));


or slam +62 melee (2d8+13)
Full Attack: Alluring Harp +69/+64/+59/+54 ranged
(2d6+14 +3d6 (sonic) + 3d6 and 1 negative level
(unholy)/19-20/x3 + 9d6 (sonic) + 9d6 and 3 negative
levels (unholy)); or slam +62 melee (2d8+13)
Space/Reach: 10ft./10ft.
Special Attacks: Call devils, Diabolical Aura, Presence
of Hell, Sweet Words, spell-like abilities, spells
Special Qualities: Arch-devil Qualities, bardic knowledge +32, bardic music (countersong, fascinate (7
targets), inspire competence, inspire courage (+4 morale bonus), inspire greatness (4 allies), inspire heroics, mass suggestion, song of freedom, suggestion
(Will DC 46)), cursed, damage reduction 30/epic,
good and silver, darkvision 60 ft., Diabolical Prowess,
immunity to fire and poison, low-light vision, magic
circle against good, regeneration 16, resistance to
acid 30 and cold 30, Seducer, see in darkness, spell
resistance 58, telepathy 1,000 ft., Vainglory, Voyeur
Saves: Fort +40, Ref +42, Will +38
Abilities: Str 36, Dex 30, Con 26, Int 34, Wis 23, Cha
42
Skills: Appraise +12 (+14 alchemical devices, +16 instruments, +14 jewelry), Balance 22, Bluff +85, Concentration +71, Craft (alchemy) +33, Craft
(instruments) +37, Craft (jewelry) +21, Decipher
Script +22, Diplomacy +75 (+73 with good beings,
+81 with evil beings), Disguise +23 (+29 acting in
character), Escape Artist +35, Gather Information
+40, Hide +54, Intimidate +46 (+52 against evil beings), Jump +11, Knowledge (arcana) +55, Knowledge (the planes) +78, Knowledge (religion) +73,
Listen +31, Move Silently +53, Perform (string instruments) +83, Search +37, Sense Motive +69, Sleight of
Hand +48, Spellcraft +64, Spot +49, Survival +6 (+14
in the planes, +10 while tracking), Tumble +23, Use
Rope +10 (+14 with bindings)
Feats: Alluring, Corrupt Spell-like Ability B, Dark
Speech B, Dodge , Fly-by Attack, Great Cleave, Improved Critical (composite longbow), Improved Initiative, Improved Rapid Shot, Leadership, Many Shot,
Mobility, Persuasive, Point Blank Shot, Power Attack, Rapid Shot, Weapon Focus (composite longbow), Trustworthy
Epic Feats: Epic Evil Brand B, Epic Skill Focus (Bluff),
Epic Skill Focus (Perform), Inspire Excellence, Lasting Inspiration, Music of the Gods, Rapid Inspiration
Environment: Infernal Realm of Allure in Avernus,
First of the Nine Hells of Perdition
Organization: Unique (Solitary), or quintet (4 advanced fallen planetars)
Challenge Rating: 46
Treasure: Quadruple standard plus Alluring Harp
Alignment: Lawful Evil
Although almost all worlds and cultures recount The
Great Fall in some manner, few know that angels have
Fallen into Perdition since before the Dawn of the Gods.
Some, like Apollyon the Dark Angel, fell so long ago
that but a few recall that he was once an angel. However, even the most righteous beings have yielded to
temptation and many, so self-righteous and proud, never
repented of their betrayal to the Bastions of Righteousness or the gods of the Realms Above.
Aside from those angels that fell during The Great

Fall, the best known group of fallen angels was the Voyeurs or the Watchers, so named because they spent
countless eons watching and lusting after the mortals of
the earliest Prime worlds. Chief among the Voyeurs was
the great solar, Semyaza.
Semyaza was a solar serving the will of the Heralds of
Holiness. Semyaza granted boons to the greatest servants of good regardless of the gods these mortals worshipped. With song and a soothing voice, Semyaza encouraged mortals to hold true to goodness and honesty.
However, for all his words of kindness and love,
Semyaza felt nothing but amused contempt for mortals.
He saw how his appearance affected even the greatest of
their number, how they listened to him and fawned after
him. Semyaza was aware of the limited will mortals
possessed and he believed, in his arrogance, that much of
this was a testament to his beauty. This attitude became
a fetish to Semyaza and soon, his contempt germinated
into unnatural lust. It is probable that if Semyaza had
truly fallen in love with a single mortal or perhaps even
made a mistake in the heat of the moment that his crimes
would have been forgiven. Yet, this was not the case for
what Semyaza wanted was all mortals to serve his desires, for their self-determination to become subject to
his will and whim. Semyaza yielded to his temptation,
taking advantage of beautiful women of all walks of life,
smothering their will and independence.
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

318

it. He is not interested in ruling an entire layer of Hell,


so does not get involved in the politics of the Lords of
the Nine and other arch-devils. In fact, the few devils
with whom Semyaza interacts include Belial and Fierana. His relationship with the father and daughter rulers
of Phlegethos is rife with competition, hatred, and
smothering lust. Semyaza would love nothing better
than quench either of their flames under his power.
Semyaza also finds occasion to treat to Glasya, whom he
also finds most appealing but off limits due to her status
as Princess of Hell. On occasion, Bael the Lord of the
First sends diplomats to visit Semyaza, believing that
doing so will ensure that the powerful arch-devil never
takes an interest in ruling Avernus himself. Most of
Semyazas relationships continue to be with mortals.
Even before he was cast from the Realms Above,
Semyaza had sired quite a few offspring and had taken a
number of concubines. The chief of his mortal allies is
the powerful sorceress, Ishtahar. To Ishtahar, Semyaza
had granted numerous secrets of the Realms Above, effectively making her immune to most attacks from angelic or good-aligned divine sources. He also provided
her with the key to uncover the True Names of the Bastions of Holiness and dozens of powerful gods of good.
While Semyaza does not know the Names specifically,
he knew that the secret to their names could be uncovered in various repositories of knowledge scattered
across Creation. In return for his knowledge, Ishtahar
the only woman to control Semyaza (although he himself
refuses to believe this) allowed him to bed her. The
result of this unholy union was the creation of Semyazas
greatest children, Hiwa and Hiya. These tremendous
nephilim continue to stalk the Material Plane, creating
huge tyrannies that eventually topple over from their
own evil and gluttony. Aside from these two eldest sons
(who despise their father but do his bidding when commanded), it is believed that Semyaza has scores of offspring in the Material Plane, most of them unaware of
their heritage.
Most of the other Voyeurs hate Semyaza, blaming
him for their fall. However, he remains the greatest of
their number and few would dare to challenge him. The
only Voyeur who continues to seek ways to confront and
destroy Semyaza is Azazel, now called the Demon
Prince of the Desert. Azazel looks for every opportunity
to attack Semyaza, his children, or his allies. Semyaza
routinely leaks information on his weaker children to
Azazel, occupying the vengeful Demon Princes time
and distracting him from Semyazas true plots and goals.
To this day, Semyaza still functions at the behest of
The Overlord of Hell as he pursues the souls of mortals
who find solace in the arms of another and those who
need anothers strength to give their lives value. Women
are his most frequent target as he believes them to be
weak and soft, but a fair number of men yield to the
temptation he offers as well. Like Belial, Semyaza uses
sex as the crux of his evil, but unlike Belial, Semyaza is
not interested in pain or gross acts of oppression; he prefers to let those he controls believe that they have wills
of their own despite the fact that he has long since
robbed them of their self-determination. He seeks to
make them dependant upon the physical pleasure he
grants leaving them utterly swayed by his will. However, Semyaza has a secondary goal. Semyaza is slowly
and quietly building his own army of nephilim. Although most who are familiar with this steady proliferation assume that Semyaza means to overthrow a Lord of

319

the Nine or perhaps even The Overlord of Hell, in truth


Semyaza wishes to tear down the Heavens themselves in
revenge for what they did to him. Once Ishtahar completes the research she has been working on for uncounted millions of years and uncovers the True Names
of the Realms Above, Semyaza will have his revenge.
It is unclear when Semyaza lost his naturally glorious
form. Some believe it occurred well before the Heralds
cast him out, while others believe it happened during the
fall itself. At any rate, Semyaza has taken pains to hide
the truth of his appearance. To most, Semyaza appears
as a solar of such piercing beauty that to see him pains
the heart with desire. Those who find the means to look
beyond his inhuman beauty see nothing more than a
somewhat sad solar. Those with the power to strip aside
all of his illusions see Semyaza as he truly is: a solar
with dead, blotched ash-white flesh covered in deep
wrinkles. His tattered wings shed constantly, and his
once fair face is devoid of any love or happiness.
Combat
Semyaza despises physical altercations and does everything in his power to avoid them. Semyaza typically
believes that forestalling potential conflicts before they
begin is the best policy, so he often encounters all beings
with his Seducer power in effect. If Semyaza suspects
that potential victims are strong enough to overcome his
power, he is more than happy to parley, often sprinkling
his conversation while strumming his harp. Semyaza
always concentrates his attention on the most attractive
female in the group; if there is not a woman present, he
will then target elven or human males with the highest
Charismas. In either case, he will attempt to diplomatically avoid combat and seek to relocate only so he can
then cast greater invisibility on his person before attempting to mass charm monster an entire group or
dominate person on the most attractive female (or male)
in the party. He will usually instruct charmed victims to
convince their allies of his beneficence and desire to help
mortals; only if he feels especially threatened will he
cause these charmed victims to attack their allies.
If Semyaza does get involved in a fight, he is a very
capable opponent. He will always surround himself with
his Protective Aura before casting unholy aura on himself. He will then detonate a meteor swarm either among
the tightest group of opponents or with himself at the
center before attempting to call devils. Semyaza will
then seek to relocate to a safe distance that still allows
him to assist his allies with his bardic abilities. If the
fight progresses past six rounds, Semyaza will begin
calling down meteor swarms and will start casting destruction on the most dangerous enemies.
Once
Semyaza suspects that a fight is going against him, he
will immediately retreat although he will do his best to
charm at least one PC before leaving.
Call Devils (Sp): As a standard action Semyaza can
attempt to call devils. He may attempt to call up to three
times a day, 3 pit fiends, 9 gelugons or cornugons, or 18
of any lesser type of devil. Semyaza has a 50% chance of
success with each calling attempt. Since these devils are
called, they have the ability to summon other devils as
their Monster Manual descriptions allow. Semyaza finds
the physical presence of most devils repugnant, so he
rarely attempts to call unless he calls erinyes.
Semyaza may instead automatically call 3 fallen solars or 9 of any lesser type of Lawful Evil Fallen.

Semyaza is often in the company of four fallen planetars. It is a widely held rumor that Semyaza has the ability to call on his two greatest sons, Hiwa or Hiya once
per day (treat as nephilim titans with fly speeds of 120
good).
Diabolical Aura (Ex): 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

compelled to obey him; they receive a -9 penalty in any


action to harm their father or resist any spells, spell-like
abilities, or other supernatural effects he casts at them.
There is only one way to force Semyaza to discontinue the use of his Seductive power. While most beings
see Semyaza as the epitome of splendor, there are those
who suspect that his true form is far from perfect. However, not even gods have an easy time piercing
Semyazas illusions. Mortal creatures that try to pierce
the illusions that wrap Semyazas body with spells like
true seeing are stunned for nine rounds upon their first
attempt, overwhelmed by the fleeting image of
Semyazas true appearance; this does nothing to hinder
Semyazas Seductive power. Despite desires to do otherwise, the memory of his appearance often immediately
departs after being seen. Only by successfully making a
Will save DC 57 can the mortal recall the terrible truth of
Semyazas true form after witnessing it through true seeing; those who fail are stunned for 1 round for each point
they failed their save and suffer a -1 cumulative penalty
for subsequent attempts to pierce Semyazas appearance
during a 24 hour period. Cosmic and divine beings likewise have difficulty seeing Semyazas true form. Cosmic and divine beings with access to salient divine abilities Know Secret, Power of Truth, or similar cosmic
powers must concentrate as a full round action to see
through Semyazas glamer; these beings receive an additional +3 to their saves against The Seducers power. All
cosmic and divine beings with divine ranks may attempt
to break Semyazas power by making an opposed Will
check to Semyaza. Those who fully view Semyaza in
his true form are immune to his Seductive power for a
year and a day.
Spells (bard): Bard spells known (4/8/8/8/8/7/7; base
DC 35 + spell level; 41 + spell level for Enchantment; 43
+ spell level for Enchantments with somatic components): 0 daze, detect magic, flare, lullaby, mage hand,
prestidigitation; 1st charm person, hypnotism, identify,
undetectable, ventriloquism; 2nd blindness/deafness,
eagles splendor, enthrall, mirror image, sound burst;
3rd blink, displacement, glibness, scrying, see invisibility; 4th break enchantment, dominate person, legend
lore, locate creature, modify memory; 5th dream,
greater heroism, mind fog, mislead, nightmare; 6th
greater shout, quest, sympathetic vibration, veil. Caster
level 59th.
Spells (cleric): As a fallen solar, Semyaza still retains the ability to cast divine spells from the cleric list
and from the Evil and Law domains as a 39th level cleric:
6/7+1/7+1/6+1/6+1/6+1/5+1/4+1/3+1/3+1 (save DC 25
+ spell level, DC 27 for spells of the enchantment
school, DC 27 for spells with the Language Dependent
descriptor, DC 29 for spells of the enchantment school
with the Language Dependent descriptor).
Spell-Like Abilities: At will aidE, animate dead,
animate objects, bestow curse, blasphemy, cause fear,
charm monsterE, contagion, continual flame, deeper
darkness, delayed blast fireball, detect chaos, detect
good, dimensional anchor, flame strike, greater dispel
magic, greater invisibility, imprisonment, magic circle
against chaos, magic circle against good, mirage arcana, persistent image, polymorph, raise dead, resist
energy, summon monster VII, speak with deadL, symbol
of pain, unhallow, unholy aura, unholy blight, waves of
fatigue. 3/day blade barrier, destruction, earthquake,
firestorm, harm, mass charm monsterE, meteor swarm,
permanency, waves of exhaustion. 1/day energy drain,

320

hellball, power word blindE, power word killE, power


word stunE, prismatic spray, wish. All spells are cast as
a 59th level Sorcerer (save DC 35 + spell level, DC 37 for
spells of the enchantment school, DC 37 for spells with
the Language Dependent descriptor, DC 39 for spells of
the enchantment school with the Language Dependent
descriptor).
E
L

Spells of the Enchantment school


Spells with the Language Dependent descriptor

Sweet Words (Ex): As a free action, Semyaza may


use any bardic music ability. Conversely, he may use
any arcane spell from the school of Enchantment 7th
level or lower as a quickened spell. Semyaza may do
one or the other each round. Finally, Semyazas enchantment powers (and associated Diabolical Adaptations listed above) all function as if benefited from Epic
Spell Focus.
Vainglory (Ex): In the same way that Semyaza can
induce others to depend upon him for love and affection,
so too can The Seducer grant power to those seeking to
force others to do their bidding. The Seducer can offer
the power of Vainglory to any mortal willing to offer his
soul to the Arch-Devil of Lust, forever giving the mortal
great beauty and strength of personality that crushes the
wills of others.
Nine times a week, Semyaza can call on Vainglory,
granting the boon to one individual. While simultaneously scarring the clients soul, the Lord of Voyeurs increases the clients Charisma by one point. Every day
thereafter for the next eight days, the clients Charisma
increases by one point (to a maximum of nine additional
points). However, for every increase in Charisma, another of the clients ability scores decreases by one point
or else he voluntarily gives up a feat or two points from
any skill. After the Charisma bonuses are all earned, the
client retains them for three days before they disappear;
the client does not regain whatever was traded. In any
case, once the client takes this first step, the client moves
one point closer to Lawful Evil.
The benefits of the Charisma boost transcend just increased force of personality and physical appearance. If
the client is a spellcaster, he uses his new Charisma
modifier for bonus spell allocation and DC determination
when and if the modifiers exceeds the modifier typically
used for spellcasting when the client casts spells from the
school of Enchantment.
However, as the client becomes ever more attractive,
his arrogance and disgust towards less appealing people
intensifies. The client feels entitled to having his desires,
often sexual in nature, satisfied by others. Indeed, he
wishes to smother the independence of others in order to
aggrandize himself. This is the only way to maintain the
Charisma bonuses. Once per week, the client must impose his will on another being, forcing them to do his
bidding. When stripping the victim of her or his will, the
client ensures the continuity of his Charisma bonuses.
While the client may use any means to force another to
submit, the use of spells and other magical effects requires that the client overcome three victims rather than
one a week. Once the client proves his importance, the
victim is allowed a Will save DC = 10 + the clients
level + the clients modified Charisma. Failure indicates
that the victim is effectively dominated as per dominate
person; the caster level is based upon the clients character level. If the victim succeeds, there is naught but hate
and fear for the client. It is interesting to note that victims of the Vainglorious with a Charisma of 9 or less

321

suffer a penalty to their save equal to their negative


modifier, as their lack of personality makes them easier
prey for the servants of Semyaza.
As soon as the client essentially rapes his first victim,
he is automatically Lawful Evil and wholly a servant of
Semyaza. Only miracle, followed by atonement cast by
a 31st level good-aligned cleric can absolve the client of
his evil acts. The client immediately loses his Charisma
bonuses. The only way to retrieve lost ability scores,
feats, or skill points is to complete a quest appointed by
the same cleric. The quest must be completed within
three weeks or else the victim will never regain that
which they sold.
A client that dies while under the effects of Vainglory
finds his soul forever bound to Semyazas Infernal
Realm of Allure in Hell.
Voyeur (Su): As one of the chief Watchers, or Voyeurs as they came to be known, Semyazas eye roved
far and wide, seeking out the most beautiful mortals. As
his arrogance and lust flared ever greater, so to did his
ability to both find and watch great beauty. This talent he
took with him when he Fell; Semyazas arch-devil
awareness is augmented by this talent so that he is able
to use his senses in up to nine places simultaneously, and
only greater gods or equivalent powers (DvR 16 or CsR
16 or higher entities) can bar his ever-roving eye, and
weaker entities do not even know that the Voyeur is
watching.
Semyaza, though, is so consumed with lust that at all
times at least six of his nine possible sensors will be focused on great beauties, particularly mortal female humanoids; sometimes, for a particularly stunning woman,
Semyaza will focus more than one of his sensors on a
place in order to get several different points of reference.
Rumor has it that the Arch-Devil of Sensuality has focused all nine sensors on such places as Glasyas bath
and Fieranas bed, watching from every possible angle
simultaneously, and writhing in lust and desire to
smother their wills beneath his velvety heel.
In the event that Semyaza is entirely focused on one
place, he is treated as fascinated for so long as his attention is thus caught up; even mention of his name is not
enough to draw his attention at such times.
The Alluring Harp: Semyaza made this minor artifact shortly after his fall from grace. Made of gold, this
garish lap harp allows all of his enchantments and Bardic
songs to behave as if benefiting from the Extend Spell
feat. As a free action, Semyaza can turn the harp into his
+9 sonic blast, unholy power, mighty composite longbow
(+5).
Possessions: The Alluring Harp. As an arch-devil,
Semyaza has access to countless resources and magic
items. However, he does not see himself as a combatant,
preferring to pursue more mortal and immortal women of
incredible beauty to grind under his velvety heel.
Summoning Semyaza
Semyaza must be seduced into being summoned; a
mortal woman of great beauty (Charisma 18 or higher) is
a suitable sacrifice. The more stunning the creature,
the more likely that the summoner(s) will attract
Semyazas attention (for every 2 points over 18 that the
sacrifice has in Charisma, the summoner receives a +1
bonus on summoning the Arch-Devil of Sensuality).
This woman must be placed naked within the magic circles, staked and tied spread-eagled on the ground.

Aphrodisiacal incense must be burned throughout the


area: jasmine, sandalwood and other intoxicating perfumes.
At the height of the summoning, the vapors and
smokes coalesce immediately over the form of the
woman, and Semyaza appears. His immediate attention
is for the sacrifice, whom he uses his Sweet Words on,
seducing her and bending her to his will, until her only
desire is to please the Arch-Devil of Seduction. Should
the woman resist his advances, he will take her on the
spot to prove his dominance over her; otherwise he will
leave her for the time being to conduct business. In either
case, Semyaza takes the woman with him back to Hell at
the end of the summons.
Semyaza takes his time in conducting business with
the summoner, using flattery and wit to put her off
guard, and generally not making concrete pacts
(including the Vainglory boon) until less than a minute
remains of his summons. In such a fashion many have
made rash deals, conscious only of either Semyazas
flattering words or of bargaining time running out; the
Arch-Devil of Seduction loves those who stop thinking
logically and instead choose emotionally, for he manipulates them all the better.
With affairs ended, Semyaza takes hold of the woman
in the circles, before slowly dissipating into the vapors
and smokes from which he appeared. Several white swan
feathers drift amid the fumes (1d6); each feather is
treated as a dominate monster scroll (caster level 20th,
Will save DC 21 negates), except that no spellcasting
ability is needed in order to use a feather. Any creature
that touches one of the feathers without using it within
24 hours must make a Fortitude save DC 52 or contract
Miserys Passage (see the Book of Vile Darkness). Any
creature dominated through the use of one of Semyazas
feathers automatically contracts Festering Anger (no
save, see the Book of Vile Darkness for details). Any
creature which uses one of the feathers to attempt to
dominate another creature takes a 6 penalty on future
saves against Semyaza or any of his progenys special
attacks.

322

Grimoire of Cosmic Entities Volume One


By Eli Atkinson, William Church and Serge W. Desir, Jr.
Original Concept by Serge W. Desir, Jr.

by Eli Atkinson, Will Church and Serge W. Desir, Jr.


Original Concept by Serge W. Desir, Jr.
Development Team:

Eli Atkinson, Will Church, Michael Chidester,


Serge W. Desir, Jr., Sean Johnston,
Michael Jones, Joe Karpan, Nicholas Varasse

Graphic Production:

Eli Atkinson

Dicefreaks Logo Design:

Tim Moore

Additional Thanks:

Robert Coutier, John Harris, Alan Jacobs


Richardson, William Teebay, Simon Xu

The following is an excerpt from the Diary of Drenicus when he peered through a mirror of the realities during
the Age of Greatness.

Now that the various Grand Dukes and Imperial Highnesses had arrived, the creature I recognized as the Constable of Nessus
approached the bottom stair that led to the ruby throne shaped like a coiled serpent. There the creature offered a flourished bow
before the 999 attendees. Although a dreadful illness fills my soul even as I recall what I saw, I will recount the words he used as I
heard them through the pit fiend I used to observe the proceedings.
Loyal Courtiers of Perdition, Slaves of Hell, Scions of the Pit," he said with regal air, "I, Martinet, the Constable of Hell,
Knight of the Nine Circles, and Most Honored Servant of The Overlord of Hell, now call on you to pay homage to the LordRegents of the Nine Circles of Perdition!
Bow before His Imperial Grace, Warlord of Avernus and Master of the Infernal Gates, Bael, the Lord of the First!"
The entire chamber shook as nine tremendous meteors burst from the floor before the Constable. When the flames and smoke
cleared, a hulking figure remained. It appeared to be a tremendous pit fiend, although the face bore some human qualities. A
bronze kilt concealed the great hoofed feet, and the translucent, reddish body shimmered with burning scales. The monster rose to its
full height, bowed before the empty Serpent's Throne, then made its way to the first alcove on the Constable's right.
"Bow before His Imperial Grace, Arch-Duke of Dis and the Potentate of the Iron City, Dispater, the Lord of the Second!"
The ground before the Constable bubbled and hissed as burning, liquid iron appeared. Abruptly, it shot up in a great line,
quickly taking the form of a tall, slender older man in conservative, yet regal robes and cloak the color of steel lined in blood-red.
The man held a long, iron rod in one hand and an iron staff in the other. Burning, cloudy eyes devoid of emotion in spite of smirking lips glanced at the Constable before turning to the Serpent's Throne. Then, the man turned to the left and limped to the appointed alcove.
"Bow before His Imperial Grace, Arch-Duke of Minauros and the Marquis of Avarice, Mammon, the Lord of the Third!"
Thousands of sparkling gold and platinum coins fell from above. In short order they formed a tall, pudgy hellspawn. All manner of jewels adorned his horns, clawed hands, and tail. A self-absorbed smile stretched the jowly face as the infernal being winked a
glittering eye at the Constable before offering a very elaborate bow to the Serpent's Throne. Then, with a flap of his wings, the creature made his way to the second alcove on the left.
"Bow before His Imperial Grace, Arch-Duke of Phlegethos and the Master of Pains and Suffering, Belial, the Lord of the
Fourth!"
Thousands of voices filled the room, some screaming in ecstasy, others in torment. A pillar of flames shrieked from above and
shortly revealed an angelic man of incomparable beauty floating just above the ground. Dressed only in black leather against whitehot flesh, with burning wings and a halo of flame, the fallen angel held a great black trident in both hands. The Fallen gave the
Constable a demure smile before blowing a kiss at the Serpent's Throne. He then took his place on the second alcove to the right.
"Bow before His Imperial Grace, Arch-Duke of Stygia and Prince of Wantonness, Leviathan, the Lord of the Fifth!"
The sound of tons of ice and water moving with terrible swiftness filled the room before a massive chunk of ice exploded from the
floor. Deep within, barely discernable, was a large creature, its body a marriage between a human male and whale, its shark-like
head too small for its huge, toothy maw. Frozen, only its soulless, black eyes moved, glaring at the surroundings. The creature did
not even acknowledge the 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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of Lies glided gracefully to the fourth alcove on the left.


"Bow before His Imperial Grace, Arch-Duke of Cania and Lord of Loss, Mephistopheles, the Lord of the Eighth!"
A single shaft of ice-blue light, accompanied with shards of ice and sleet, descended from above. Abruptly, a tall infernal being
with great wings appeared. Dressed in pristine white robes that contrasted the blue-black flesh, he carried a ranseur, each of the
weapon's tips humming, crackling, or hissing a different kind of element. Ice-white eyes studied the surroundings, emotion of any
kind invisible on the chiseled face. The infernal inclined his head to the Constable before staring at the Serpent's Throne. Lust
danced on the hellspawns face briefly before he turned and strode to the fourth alcove on the right.
Terrible though what I beheld had been, a fear beyond that of any Ive ever experienced kindled within me as the Constable
reared himself to his full height, his arms spread in perverse welcome as he fell to both knees. I knew what was next and I nearly
turned away from the spectacle but found myself transfixed. The Constable began to speak:
"And now, all prostrate yourselves before the Serpent's Throne, for He now arrives to dictate unto us all, His worthless slaves
For millennia untold, the true nature of Hells enigmatic rulers, the infamous Lords of the Nine, has been
steeped in rumor, buried under myth, and spoken of in
hushed tones. To this very day, the Lords of the Nine
remain enigmas, yet none doubt their existence, much
less their power and evil.
The pinnacles of Hells nobility, the Lords of the Nine
are masters of the nine layers of Hell, the heart of all
Lawful Evil in Creation. The Lords of the Nine are all
extremely independent, greedy, tyrannical, and evil. In
short, they are among the most debased beings in the
Cosmos. Like arch-devils, each of them possess powers
well beyond those of the devils they command, and like
arch-devils, they are enemies to the forces of goodness
and chaos. However, unlike arch-devils, the Lords of the
Nine rule not a paltry realm, but an entire layer of the
Nine Hells of Perdition.
Lords of the Nine is somewhat of a misnomer when
it comes to who is included. As a group, it would appear
that they make up the highest strata of Hells nobility,
commanding the Dukes of the lowest strata, and wielding greater authority and more power than the archdevils of the second strata. And this is true as far as eight
of the Lords are concerned. The Lords of the First
through Eighth are powerful arch-devils with the added
potency given them by The Lord of the Nine, Asmodeus.
However, the eight all bow (unwillingly) to the power of
Asmodeus, who ranks as the only member of Hells
royalty (neither Glasya nor Lixer are accorded this recognition).
Unlike arch-devils, the Lords of the Nine maintain
powers that rival those of the gods. While not completely
omnipotent, a Lord in his layer is virtually unstoppable,
capable of feats beyond that of most beings in the Cosmos. Additionally, each maintains his own unique powers related to his interests, goals, and the nature of the
layer he commands. Thus, as the ruler of the largest and
most inviting city in Hell, Arch-Duke Dispater is a
canny, witty, almost friendly fiend with powers to
smother weaker minds in order to maintain the law of
Dis; on the other hand, the narcissistic Beelzebub, committed to achieving perfection, reveals the weakness and
impurity in all lesser creatures, forcing them to wither
into nothing with but a touch.
Although they hate each other, the Lords of the Nine
are well aware of the necessity for treaties and political
maneuvering even as each strives to eventually overthrow Asmodeus and rule the Hells. During the years of

Classic Perdition, the Lords composed three distinct


political camps. One, made up by former and now fallen
angels, included Beelzebul, Astarte, Belial, and Moloch.
The other camp composed of fiends always thought to
have been devils, including Mephistopheles, Mammon,
Geryon, and Dispater. Asmodeus stood alone. Each
camp claimed that it existed to ensure that the other
camp did not attempt to overthrow The Overlord of Hell.
Eventually, the political maneuvering of these camps
came to a head during the Dies Irae and ended in disaster
for all save Asmodeus. Since then, the Lords of the Nine
largely work independently of each other, although both
Bael and Leviathan are greatly hated by the others. Additionally, the Lords hate malefircareim and loath other
arch-devils, knowing that such creatures are only one
step removed from taking a sitting Lords place.
The arch-devils that have been Lords of the Nine have
changed a number of times. For example, the rulership of
the First, Fifth, and Seventh Hells have changed hands a
few times over the past few hundred million years, with
some Lords being killed, others imprisoned, and still
others banished by Asmodeus. The best known restructuring of the Lords occurred during the infamous Dies
Irae in which Asmodeus eliminated two Lords, Geryon,
former Lord of the Fifth, and Moloch, former Lord of the
Sixth; the new Lords are Leviathan and Lilith respectively. The former Lord of the First, Astarte, often confused with the dragon goddess Tiamat, has also been cast
aside, imprisoned somewhere on Avernus by the new
Lord, a former pit fiend, Bael.
Beyond a doubt, there are few beings in existence that
wield as much power as the Lords. Although not true
gods, the Lords have god-like might at their disposal,
and are always eager to gain more power. They are
among the most dangerous beings in existence, capable
of cheating even gods. All creatures, mortal or not,
should avoid dealing with these monsters at all costs.

Creating a Lord of the Nine


Lord of the Nine is a template that can be added to
any creature bearing the arch-devil template with at least
40 HD. On rare occasions (DM discretion), Asmodeus,
The Overlord of Hell, grants this boon to very powerful
mortals of at least 41st level (he grants them both the
arch-devil and Lord of the Nine templates simultaneously). Ascended mortals will use the totality of their
character class in place of HD where HD is used as a

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basis upon which to determine DCs unless otherwise


noted.
The base creature gains the Evil, Extraplanar and
Lawful sub-types, and loses any other alignment subtypes. A Lord of the Nine uses all of the features and
benefits from the arch-devil template in addition to those
benefits listed here; unless otherwise noted, these elements replace those associated with the arch-devil template.
Armor Class: The Lord acquires a +9 profane bonus
to armor class; this overlaps with the profane bonuses
gained from the arch-devil and/or Duke of Hell templates.
Aura of Hell (Ex): The presence of a Lord is so vile
that it causes lesser beings to cower or pay homage to the
might of its evil. All within 900 feet of a Lord must succeed in a Will save equal to 10 + the devils racial HD
+ the devils selected modifier + 9 (from the Lords Diabolic Prowess) + any existing enchantment bonuses (e.g.,
from the Spell Focus [Enchantment] feat). Those who
succumb to the evil the Lord represents suffer one of the
two following effects as determined by the Lord (who
can change the effect, or discontinue it, as a free action):
Cower: Affected beings cower before the might of the
devil. They can defend themselves normally but take no
actions.
Induce Fear: Affected beings become panicked and
suffer a 6 morale penalty on attack rolls, saves, and
checks. The merest glance or gesture from the Lord of
the Nine makes them frightened, and they flee from it as
quickly as they can. A panicked creature has a 50%
chance to drop what its holding, chooses its path randomly (as long as its getting away from immediate danger), and flees any other dangers that confront it. If cornered, a panicked creature cowers.
The Lord can make its servants, worshippers, beings of Lawful Evil alignment, or a mixture of all three
types immune to this effect as a free action. This immunity lasts one day or until the Lord dismisses it.
Other Lords of the Nine, and beings possessing divine
ranks or cosmic ranks equal to or greater than that of the
Lord, are immune to the Aura of Hell.
The Aura of Hell replaces any existing fear auras of
the base creature.
Call Devils (Sp): Lords, as the near supreme devils,
command the absolute respect of lesser devils. As such, a
Lord can call devils as a move equivalent action. Nine
times per day, a Lord may call a Duke of Hell, 9 pit
fiends or 18 of any lesser type of devil. A Lord also commands more powerful devils. When he calls devils, common devils may have 3 times their normal HD up to a
maximum of 45 HD. For instance, if Belial, Lord of the
Fourth was to call hamatulas, the hamatulas who answered would possess 36 HD. Since these devils are
called, they have the ability to summon other devils as
their Monster Manual or template descriptions allow. As
the masters of devils, the Lords of the Nine never hesitate to summon servants if they fear that their lives are in
danger, or if they grow bored with a confrontation. In
short order, a Lord can fill an entire chamber with a legion of devils.
Damage Reduction (Ex): The Lord of the Nine acquires damage reduction 40/anarchic, epic, good and
silver. In essence, only the most powerful magic items
(mostly artifacts and relics) can fully harm a Lord of the
Nine.
Diabolical Adaptation: Each Lord will exhibit spe-

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cial abilities or qualities different from its peers. While


Leviathan may be able to strip minds of their wits,
Mephistopheles is capable of arranging deals that result
in the damnation of mortal souls. Each Lord of the Nine
typically gains one special ability or one special quality
in keeping with his/her duties and areas of interest upon
its promotion; for every 15 total HD and class levels
possessed, the Lord acquires an additional special ability
or special quality. Many of these abilities are on par with
the powers of gods. This replaces, and does not stack
with, any existing benefits from previous Diabolical
Adaptations from the Duke of Hell and/or arch-devil
templates. It is interesting to note that Lords ascended
from galaxar or malefircareim stock do not retain all
their special attacks and special qualities.
Diabolical Decree: Each Lord of the Nine has the
ability to demote or promote lesser devils with but a
thought. Nine times per day as a move equivalent action,
a Lord may demote any number of devils. The range of
this power depends on the location of the Lord. The Lord
may use this power anywhere within his layer of Perdition and the target(s) does not receive a save. In another
part of Hell or a divine (but not cosmic) realm (even on
the Lords layer), the Lord may extend this power only
to devils sworn to him and such a target(s) receives a
Fortitude saving throw. Beyond Hell, the Lord must be
within 900 feet of the target(s), who receives a +3 bonus
to save against the effect. The Lord may demote devils to
whatever power level he determines appropriate. While a
Lord may demote any common devil from pit fiend to
lemure status, a Lord may only strip a Duke of Hell of its
template (although, afterward, the Lord may then use its
power again to demote the Duke to a lower station).
Conversely, the Lord may promote a devil as a move
equivalent action. This ability possesses the same limitations on layer and planar boundaries as the demotion
ability. A Lord may raise a common devil from lemure
all the way to pit fiend status and the Lord may apply the
Duke of Hell template to any cornugon, gelugon, or pit
fiend with at least 20 HD; in rare circumstances, a Lord
will grant the Duke of Hell template to worthy creatures
not of diabolical origins. A Lord may promote up to nine
times per day. See Chapter 6: The Dark Ministry for
more details on devil promotions.
Lords may not affect arch-devils through their Diabolical Decree unless given specific leave to do so by
Asmodeus.
Diabolical Empowerment: Each Lord of the Nine
has the ability to select the ability modifier to enhance its
special attacks and special qualities. The Lord must select from one of his three mental ability scores
(Intelligence, Wisdom, or Charisma) and use the associated modifier for all special abilities and special qualities. Once the Lord selects this modifier, it cannot be
changed unless the Lord is somehow stripped of his Lord
of the Nine status and later regains it.
Diabolical Metamorphosis: Almost all of the Lords
experience some kind of physical change upon their
apotheosis into this new status. This new form always
relates to their duties and desires. Any adjustments in
size and physical make up may affect the Lords attack
methods or his advancement benefits. The designer
should modify attack methods and locomotion accordingly, but keep basic combat statistics the same.
Hells Fire (Su): All Lords of the Nine have the ability to unleash Hells Fire on their foes. A Lord may use
Hells Fire a number of times per day equal to the Lords

selected mental modifier (see Diabolical Empowerment


for details) + 3, dealing a number of points of damage
equal to 1d12 points multiplied by the Lords selected
modifier + 3. Similar to a gods divine blast, this line of
diabolical energy is 10 feet wide, with a range of 100
feet per the Lords selected modifier; victims caught in
the line may attempt a Reflex save DC 10 + the Lords
HD + selected modifier. As with all of a Lord of the
Nines special attacks, the save DC also benefits from
the Diabolical Prowess special ability granted by the
arch-devil template; thus the final save DC is increased
by an additional +9. Hells Fires appearance differs
from Lord to Lord; Mephistopheles Hells Fire appears
as shards of ice while Liliths seems like torrents of rotten flesh and blood. The damage and range of a Lords
Hells Fire is listed in its description. Hells Fire ignores
mortal magic like anti-magic field, but may only remove
one layer of prismatics per blast. Walls of force are not
affected by Hells Fire; divine shields always absorb the
maximum possible damage (and often collapse after
doing so).
Infernal Nobility (Ex): Although not gods, the fact
that each Lord of the Nine rules an entire layer of Hell
affords them a grotesque amount of power. All possess
cosmic ranks. Furthermore, while on its layer, each Lord
functions as an even more powerful being, having abilities that give the true deities of Hell pause. Each Lord
adds +3 to its cosmic rank while in its own layer, increasing its ability to control and manipulate its layers as
described in Appendix C of The Gates of Hell. Perhaps
most frightening about a Lords command over its layer
is the fact that it has no upper limit with regard to range.
Only the realms of gods are resistant to the power of the
Lord; in order to affect a divine realm on Hell, the Lord
must be physically within the realm and then affects it as
a cosmic entity of its cosmic ranks +3. Hellish deities do
not gain the usual +8 bonus on opposed rank checks in
these circumstances (refer to Appendix C for more information on Godly Realms).
Only Asmodeus has the power to supercede a Lords
ability to manipulate his or her assigned layer, not to
mention the ability to strip the Lord of his or her power
altogether.
Locked Within the Gates: A Lord of the Nine cannot travel into the Prime Material Plane by traditional
means. Thus, the Lord cannot use nor take advantage of
spells like planeshift or gate to travel between the Realities. Only powerful magicks, like circle of the Nine Pits,
grants a Lord of the Nine the ability to enter the Prime.
Interestingly, if a Lord is given certain magic items, such
as an amulet of the planes, by a mortal, he can use it to
travel to the mortal coil once a year for up to nine days;
while the mortal must be willing, he cannot be a sworn
servant or worshipper of the Lord of the Nine.
Lord of the Nine: A Lord of the Nine is immune to
fire and poison; he also possesses resistance to acid 40
and cold 40. The Lord can see perfectly in darkness of
any kind, even that created by a deeper darkness spell.
He possesses telepathy 1,000 ft. The Lord can sense
anything within one mile around the mentioning of his
name, title(s), or an item of importance to him for up to
one hour after the event. This power is barred from the
other layers of Hell and from the realms of beings with
divine ranks or cosmic ranks greater than the Lords. The
Lord can understand, read, write, and speak all languages. Finally, the Lord possesses a divine rank 0.
Among other things, this grants him immunity to poly-

morphing, petrification, or any other attack that alters his


form. The Lord is not subject to energy drain, ability
drain, or ability damage; he is also immune to mindaffecting effects. The Lord is immortal and cannot die
from natural causes. He does not age, and does not need
to eat, sleep, or breathe. The only way for the Lord to die
is through special circumstances.
The Might of Hell (Su): So terrible is the presence of
a Lord of the Nine that it may corrupt an entire area with
but a thought. Thrice per day as a free action, a Lord of
the Nine may unhallow an area equal to 30 feet per hit
die. The Lord can determine which spell to attach to the
unhallow as listed in the Players Handbook. The duration and all associated effects of the unhallow and adjoined spell are based upon the Lords spell-like ability
caster level.
Although the Lord of the Nine detests the forces of
righteousness, he also fears them. As a result, the Lord
find it difficult to enter any hallowed site. A Lord of the
Nine attempting to enter a hallowed site must make a
rank check against the god (if the deitys rank is unknown, assume the highest possible numeric value of its
divine strata); a Lord cannot use its spell resistance to
overcome this effect. If the Lord succeeds in entering the
hallowed area, the area immediately becomes unhallowed. Once a Lord breaches holy ground, the god in
question is immediately alerted to the devils presence
and will often (DMs discretion) arrive in person to deal
with the intrusion.
Regeneration (Ex): The Lord of the Nine is fully
susceptible to attacks made by anarchic, epic, good, and
silver weapons, and by spells or effects with the [Good]
descriptor.
Spell-like Abilities or Psionics: A Lord of the Nine
retains the spell-like abilities and/or psionic powers of
the base creature. The caster level for such abilities is
always the Lords racial HD + spellcasting/psionics
manifesting class levels + 9. Ascended mortals cast as
50th level sorcerers; additionally, for every spellcasting/
psionics manifesting class level over 41st level, there is a
50% chance that the mortal will gain a one level increase
in their spell-like ability caster level. Lords gain the following spell-like abilities: at will: animate dead, baleful
polymorph, blasphemy, charm monster, deeper darkness,
delayed blast fireball, detect chaos, detect good, detect
magic, dominate monster, flame strike, greater dispel
magic, greater invisibility, greater teleport, magic circle
against chaos, magic circle against good, mass hold
monster, mirage arcana, persistent image, polymorph,
power word stun, restoration, resurrection, suggestion,
symbol of pain, unhallow, unholy aura, wall of fire. 9/
day: destruction, firestorm, greater restoration, meteor
swarm, true resurrection. 6/day: accursed, hellball, oppress, tyranny. 3/day: wish. If the base creature already
had access to a listed spell, it does not gain the ability to
cast the spell multiple times. That is, a malefircarim
ascended into the ranks of the Lords will not be able to
cast hellball seven times a day.
In addition, each Lord chooses one domain over
which s/he has authority. The Lord may cast all domain
spells listed nine times a day. The Lord also gains the
benefit of the domain power (as a cleric of their spelllike ability caster level).
Abilities: The Lord of the Nine may apply up to a
total of 9 points to his ability scores, scattering as necessary to meet his new responsibilities in Hell. He is under
no obligation to use these points. The Lord of the Nine

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may also swap existing ability scores on a two for one


basis; i.e. the Lord of the Nine could exchange 2 points
of Strength for 1 point of Intelligence. These bonuses
stack with those gained by the Duke of Hell template or
the arch-devil template.
Feats: The Lord typically retains any existing feats of
the base creature, although at times the Lord will swap
one feat for another so long as the Lord meets the prerequisites for the new feat. All Lords gain the Corrupt Spelllike Ability and Dark Speech feats listed in the Book of
Vile Darkness as virtual feats.
Class Levels: The Lord may acquire class levels.
Most Lords of the Nine have at least 25 class levels
suited to their desires and duties. Bael, for example, who
controls the largest armies in defending Hell from outsiders, is a fighter, while the crafty Dispater is a powerful
seer. This class level acquisition assumes that the Lord
attained power and experience above and beyond those
of his peers during the time before his ascendancy. In
some cases, some of the classes may seem incompatible
due to alignment concerns; however, the Lord likely
attained such levels prior to become Lawful, Evil, or
both. While level advancement does not provide size
increase adjustments, the Lord gains feats, skills, increased attack bonuses, and the like as if he were an epic
NPC. See the Epic Level Handbook, in addition to the
Dungeons and Dragons Core Rule Books, for level acquisition guidelines. In the distant past, when Tiamat
was a Lord of the Nine, she did not possess any class
levels; thus, it is possible that gaining class levels is not a
requirement.
Challenge Rating: +9 + class levels. (Note that a
creature that has benefited from the Duke of Hell and
arch-devil templates beforehand does not add each challenge rating to the final creature; in the case of these
templates they largely overlap, and so too does the Challenge Rating).
Treasure: Quintuple standard base creature's.
Alignment: Always Lawful evil
Advancement: By class progression
Infernal Arms: The Lords of the Nine all have signature items that serve as symbols of their station and authority over all that is diabolical. The weapons and magic
items used by the Lords are true artifacts in every sense
of the word. While some were crafted by the Lord in
question or by a powerful subordinate, some of the
weapons were created by Asmodeus himself. Although
each signature item is unique to each Lord, these infernal
arms all maintain a number of similarities.
Touching a living Lord's signature item without his
permission can bring grave woe to one so foolish. Any
being with fewer divine ranks or cosmic ranks than the
Lord must make a Fortitude save (DC based upon the
Lord) or be instantly killed. The victims soul is instantly
transported either to the Lords demesne in Hell into the
weapon itself (in the latter case, the signature items
description will stipulate). Souls so taken cannot be retrieved save by a god or cosmic entity bearing the Life
and Death salient divine ability (or something similar).
The cosmic or divine being must possess a divine or
cosmic rank at least equal to the Lord in question to
make the attempt. This can only occur once every nine
years and the cosmic or divine being must succeed at a
rank check against the Lord.
Should the being touching the Lords weapon survive
the death assault, the victim must still make a Will save
or else be permanently controlled by the Lord as though

327

under the influence of a dominate monster spell. A Lord


has no upward limit to the number of thralls in this manner, although traditional means may be undertaken to
dispel the compulsion.
If the interloper survives the death effect and overcomes the domination, he suffers from the following
curses. First, the victim suffers nine negative levels while
holding the signature item. This cannot be dispelled or
removed under any circumstances save by the will of the
owner (or Asmodeus). Second, every day the victim
suffers 9 points of damage. This damage cannot be
healed as the victim finds that he slowly rots away from
the profound evil of the item. Finally, every nine days,
the victim must make another set of saves as described
above (against death and dominate monster). This assumes that the signature item has been in the thiefs possession for that length of time, although not necessarily
carried. If the victim bequeaths the weapon to another
who accepts knowing the nature of the item, not only
does the new wielder suffer the entire list of adverse
effects and curses, but the initial thief continues to suffer
as before. If the thief gives the weapon to another ignorant of its power or else abandons the weapon, the thief
no longer accrues more damage, but does not regain lost
hit points or negative levels. Only by returning the item
to the Lord (or to the Lords appointed surrogate) can the
thief be restored.
It is unclear if the Lords have the means to track their
own weapons if they are stolen, although each Lord can
instantly call his or her infernal arms as a free action at
will so long as it has not been stolen (that is, taken without the Lords permission). However, one thing is for
certain: if Asmodeus decides that he wishes for another
to have a Lords signature item, none of these curses or
adverse effects occur.

BAEL, Lord of the First


The man finished sketching out the infernal triangle
on the floor in the blood of the wife he had just killed. He
sprinkled powdered bone into the proper symbols of
violence, painstakingly crafting each one. It was not
good enough to get just the shape correct; bits of his own
hatred needed to reside within each sigil, giving the
necessary energy with which to complete the act.
King Orbora dwelled on what led him to this juncture
as he finished the final symbols. He was a master of
warfare. His armies had thrown a huge chunk of Linscend into turmoil. He had incited hatred within his people's hearts and fear within the rest of the continentrealms souls. He ordered absolute conformity. Those
who did not meet the new standards were executed. Entire cultures no longer existed thanks to his pogroms. He
allowed nothing to stand in the way of his goals. In
short, King Orbora had done as he was instructed.
The Bloody King (a title he knew referred to him and
enjoyed, although he had killed all brave enough to use
the term in the wrong place) donned his finest military
dress. At the center of the massive triangle, he placed his
army's standard and the greatest suit of armor he had
taken from a deceased rival. He sprinkled the items with
the blood of a unicorn then set the collection ablaze. He
then bowed low, touching his forehead to the ground.
The flames burned fiercely, supernaturally, for unicorn
blood was not combustible. The heat was unbearable. He
spoke the words he had used eight times before. Orbora

was pleased that he did not know precisely what they


meant. He suspected that such knowledge would have
killed him instantly.
He should have known something was amiss, but his
need overcame his caution. The flames roared from the
center of the symbol to consume the powdered bone sigils. Orbora gasped as tongues of fire licked his hair,
setting it aflame. Tears welled in his eyes but he dared
not wipe them away lest it spoil the incantation. Of
course, he never considered that the aggressive flames
were a sign of what approached. Just as the conflagration threatened to turn the sanctum into a pyre, Orbora
felt the arrival of his lord.
Rather than ease his suffering, the presence of his
master only intensified it. Although his hair stopped
burning, he felt fear so fierce it threatened to stop his
heart. He trembled, but dared not speak until so ordered.
Arise, slave, and behold my glory, the deep voice
he heard with his head rather than his ears commanded.
Quaking, the Bloody King obeyed.
Although the stone sanctums ceiling was only 10 feet
high, the creature that loomed before him was at least 18
feet tall and dark wings scraped the corners of the 30
foot wide room. Wrapped in marching flames, its red
form was partially concealed by suffocating black
smoke. It reminded him of the gargoyles that perched
along the parapets of his castle, although this was a real
monster despite its lack of substance. Of the spiked head
concealed by an impenetrable darkness all Orbora could
see were a pair of eyes. Like lightning, they glowed and
flashed as they struck his soul. Orbora felt as though he
was sweating blood as he faced The Warlord Bael, Lord
of the First Perdition of Hell.
You have called to me, slave. What aid do you beg of
me?
Licking his lips, the king began carefully. It would not
do to offend for he would be destroyed before he could
stammer out an apology. My lord, you have granted me
much. I am but a lowly worm, not fit to beg you for a
single favor...
The point, worm. Get to it. The Lord of the Firsts
thunderous voice, that terrible projection that sounded in
the emptiness of Orboras soul but refused to echo, readily conveyed the irritation that Bael felt at the fawning of
his servant.
Taking a deep breath, Orbora prattled on. My lord
and master, if you could but tell me why, with all that
you have given me, we seem to be . . . losing, I would be .
. . satisfied. He winced at the harshness of his words
and wished again that his language was as eloquent as
that of his master. Surely this request would not have
sounded so offensive in the Infernal tongue.
Bael snarled as he made his reply. You would dare
question me, you who has no knowledge? Gird up your
loins like a man, for I will question you, and you will
answer me.
Did I not give unto you weapons beyond those of
your fellow man?
Panicked, the king replied, Yes my Master. His
Grace, the mighty Malphas, fashioned me items of incredible power and destruction.
And did I not bestow upon your forces cohesion and
fighting skill beyond that of your enemy?
My army is reckoned to be the finest in Linscend, my
Master. The counsel of His Grace Duke Abigor has become law within the chain of command.
And did I not command you to exterminate the peo-

ple who would have stood in your path to greatness?


My Master, I force what remains of those people to
work my mines, to slave away toward their own destruction. They curse my name daily.
Bael's countenance grew darker at this. Then they
still live?
Yes, my lord, Orbora stammered, but not what
you could call living . . . They are dead but in name only.
I have done your bidding.
Bael strode forward, a crackle of energy flashing as
he penetrated the impotent barriers of the summoning
circle. His huge taloned hand snatched the man by his
chest, lifting him so that they were face to face. Orbora
shrieked as he felt his face melt under the heat of his
masters presence. He could smell his flesh cooking. The
hair in his nostrils withered and fell out from the assault
of ordure and heat.
Baels projection was a roar. My bidding? I do not
bid you! I command you! I commanded the extermination of those people! I commanded that this conflict give
me the glory! What do they call this war? Do they
scream my name in triumph or defeat? Do they name the
rivers of blood that flow after me or my court? No! They
name you its instigator! The people name you their
master! The land howls curses to your name! The
terrified masses quake in fear of you! And what are you?
Nothing!
Orbora babbled feebly, painfully as Bael shook him
as an abusive child would a small, mangy dog. It availed
him naught. He had failed. He had been handed the tools
of destruction and he had failed to use them properly. He
had not followed his master's dicta.
Bael flung the man against his sanctum's wall. His
crumpled body landed on top the woman whose blood
had summoned the great warlord. Barely alive from
burns and the impact with the stone edifice, the man
struggled to rise. His gaze locked with that of his dread
master's. Bael spoke but nine words.
You have failed me, worm. Your soul is mine. A
single digit of that clawed hand dug deep into the man's
skull. Orbora had never experienced pain so pure or so
swift. He screamed a hundred days if he screamed a
minute. His body went rigid as his bones locked and his
bowels tightened. Then, he looked down and saw his
burnt husk and realized that he what remained of him
was hanging like a thread from Baels talon. The Lord of
the First held the struggling spirit with the strength that
had doomed demons and damned alike. As pit fiends and
cornugons swept from the open portal with legions of
lesser devils, Bael returned to Hell, dragging King Orboras screaming soul with him.
The Warlord of Avernus
Fighter 30
Huge Outsider (Devil, Evil, Extraplanar, Lawful)
Symbol: A blood red silhouette of a pit fiend surrounded
by orange flames on a black, inverted triangle.
Cosmic Rank: 9 (12 in Avernus)
Hit Dice: 40d8 + 30d10 + 840 (1460 hp)
Initiative: +15 (+7 Dex, +8 Superior Initiative)
Speed: 90 ft., fly 200 ft. (perfect)
Armor Class: 69 (-2 size, +9 armor, +10 deflection, +7
Dexterity, +26 natural, +9 profane), touch 34, flatfooted 62
Base Attack/Grapple: +55/+85

328

Attack: Abyssbane + 85 melee (4d6 + 47 + 3d6 (hellfire)


17-20/x3 +9d6 (hellfire) and death (Fortitude DC 67);
or claw + 75 melee (3d8 + 22 + 1 vile 19-20/x2)
Full Attack: Abyssbane +85/+80/+75/+70 melee (4d6 +
47 + 3d6 (hellfire) 17-20/x3 +9d6 (hellfire) and death
(Fortitude DC 67); or 2 claws +75 melee (3d8 + 22 +
1 vile /19-20) and 2 wings +73 melee (3d6 + 11 + 1
vile) and bite +73 melee (6d6 + 11 + 1 vile plus poison and disease) and tail slap +73 melee (3d8 + 11 + 1
vile)
Space/Reach: 15 ft. /15 ft.
Special Attacks: Aura of Hell, call devils, constrict 3d8
+ 44, Hells Fire, improved grab, Might of Hell, spelllike abilities, Genocidal Strike, Fires of Avernus
Special Qualities: Damage reduction 40/anarchic, epic,
good and silver, Dark General of Avernus, Diabolical
Decree, Diabolical Empowerment, Diabolical Prowess, divine immunities, immunity to fire and poison,
Infernal Nobility, Infernal Strategist, Lord of the
Nine, Master of the Infernal Gates, regeneration 24,
resistance to acid 40 and cold 40, see in darkness,
spell resistance 68, telepathy 1,000 ft.
Saves: Fort +49, Ref +44, Will +50
Abilities: Str 55, Dex 25, Con 35, Int 28, Wis 32, Cha 31
Skills: Appraise +9 (armor +13, metal work +13, weapons +13), Balance +11, Bluff +72, Climb +73, Concentration +43, Craft (blacksmithing) +34, Craft
(armorsmithing) +34, Craft (weaponsmithing) +34,
Diplomacy +84 (+90 with evil creatures), Disguise
+41 (+47 when acting in character), Gather Information +16, Handle Animal +37, Heal +26, Hide +30,
Intimidate +93 (+99 against evil creatures), Jump +67,
Knowledge (arcana) +34, Knowledge (architecture
and engineering) +19, Knowledge (history) +41,
Knowledge (local [the Nine Hells of Perdition]) +19,
Knowledge (nature) +13, Knowledge (the planes)
+42, Knowledge (religion) +34, Listen +40, Move
Silently +28, Perform (oratory) +14, Ride +39, Search
+40 (+42 for secret doors), Sense Motive +38, Spellcraft +38, Spot +54, Survival +54 (+56 following
tracks, +58 when on another plane), Tumble +40
Feats: Awesome Blow, Cleave, Combat Brute, Combat
Expertise, Combat Reflexes, Corrupt Spell-like AbilityB, Dark SpeechB, Flyby Attack, Great Cleave,
Greater Weapon Focus (greatsword), Greater Weapon
Specialization (greatsword), Improved Bullrush, Improved Combat Expertise, Improved Critical (claws)
Improved Critical (greatsword), Improved Disarm,
Improved Initiative, Improved Sunder, Improved Trip,
Iron Will, Leadership, Multiattack, Negotiator, Power
Attack, Quick Draw, Quicken Spell-like Ability
(deeper darkness), Quicken Spell-like Ability
(fireball), Quicken Spell-like Ability (greater teleport), Vile Natural Attack, Weapon Focus
(greatsword), Weapon Specialization (greatsword)
Epic Feats: Devastating Critical (greatsword), Dire
Charge, Epic Evil BrandB, Epic Leadership, Epic
Reputation, Epic Weapon Focus (greatsword), Epic
Weapon Specialization (greatsword), Overwhelming
Critical (greatsword), Penetrate Damage Reduction
(adamantine), Penetrate Damage Reduction (cold
iron), Spellcasting Harrier, Superior Initiative
Environment: The Bronze Citadel, Avernus, First of the
Nine Hells of Perdition
Organization: Unique (Solitary) or battalion (Bael, 2 - 8
squamugon, and 1 Duke of Hell)
Challenge Rating: 56

329

Treasure: Abyssbane, +9 kilt of armor and moderate


fortification, quintuple standard
Alignment: Lawful Evil
War is Hell. Many would claim the statement to be a
clich unworthy of being printed in any serious text.
However, on occasion, the simplest statements are the
most accurate. War has always been and will always be a
blight upon Creation. There is little doubt that in a Cosmos in which there are all manner of monsters, mortal
and immortal alike, seeking to bring woe, injustice, and
torment to others that, in the face of such evil, the need
and will to overcome such vileness is a must. It is for this
reason that there have and will continue to be righteous
gods and cosmic entities that hold war as their totem.
Most war gods dedicated to holiness do not find war as
their first resort or as their primary concern. Such divine
beings see war as the final answer while they seek to
spread wisdom, mercy, freedom, or justice in order to
avoid unleashing the misery of war upon their faithful
and the innocent. Although honor can be found in battle,
good-aligned war gods know that honor and true courage
can be discovered in even greater degree through peace.
Still, these paragons of righteous combat remain vigilant
for those who would ignore diplomacy, who would spit
upon peace. They are ready and willing to make the difficult choice for war when no other option is available.
In the Depths Below, a completely different attitude is
held with regards to war. It is in the Depths Below that
the greatest war the Cosmos has ever seen has raged for
as long as most gods and cosmic entities have existed.
This conflict, the Blood War, is the war to define the face
of Evil for all Creation. Theories abound related to the
whys and hows of the Blood War, but all agree that this
single, eternal event has affected existence across the
Cosmos. For the devils of the Pit, the Blood War is an
act of wisdom, an event to articulate the cause and will
of Evil, for in Hell Evil must have meaning, even if that
meaning is an illusion. With logical precision, patience,
and well-planned tactics, the Legions of Hell have
sought to define the nature of Evil as they commit to
battle against the hordes of The Abyss. Some would go
as far as to argue that for a devil, everything done is for
the cause of the Blood War.
It is unsurprising then, that the devils as a whole have
been more committed to the Blood War than either demons or even daemons. The War unifies the vying diabolical factions under a common goal that receives support from the highest echelons of Perdition. An entire
component of diabolical society, the infamous Dark Ministry, is dedicated to the Blood War and Asmodeus himself meets with them regularly. However, there is one
other Lord who is even more concerned with the end
result of the Blood War than The Overlord of Hell: Bael,
the Warlord of Avernus.
Throughout the Depths Below, and particularly within
the ranks of demons involved in Blood War, Bael is one
of the most visible of the Lords of the Nine. Of all the
Lords, he is the only one who has not only taken a vested
interest in the Blood War, but has personally fought in
pitched battles against demons and daemon mercenaries.
His infamy was well established long before he became a
Lord-Regent. Baels name was known in the highest
reaches of Heaven and throughout the divine realms. He
served as a loyal retainer to previous Lords Tiamat and
Astarte. He received more honors for his bravery and

successes in the field than any other general in Hell. And


yet, all of this recognition was no more than a steppingstone for Bael for he always sought more than just fame.
Bael wished to have the necessary power to not just defeat demons, but to wipe them and all those that share
their destructive, chaotic ways from the face of the Cosmos. Bael wants to cleanse the Depths Below of the
Chaotic Evil before focusing his attention on systematically eradicating all other obstacles to the hegemony of
Hell.
Baels origins are little known to those beyond Hell
and even within Perdition, Baels background is obscure.
Before his ascendancy in Avernus, Baels name was
associated with Minauros. Baels supposed connection
with the Perdition known for its obsession with wealth
and the corruption of the soul through monetary gain is
largely discounted by most contemporary observers of
diabolical history. After all, there seems to be little to no
affiliation with war and wealth that most can see at least
as how it relates to Hell. Most of the longer-lived beings
in the Cosmos know that before there was ever a known
devil called Bael that there were a number of deities that
were recognized by the same name or title, Baal or
Bael during the Days of Antiquity. Supposedly meaning lord or perhaps god in some lost language, many
of these deities were if not exactly benign not evil.
Why and how a devil came to adopt such a well-known
name during the Days of Antiquity is as unclear as how
this name became identified with Minauros. Many suspect that The Overlord himself is responsible for this
confusion. There are quite a few devils (and quite a few
demons and daemons as well) that have taken names
similar, if not identical, to those of gods or other cosmic
entities. Some suspect that this confusion serves the
cause of Hell as Dukes or arch-devils may be inadvertently summoned to the mortal coil rather than the proper
god or divine servant.
In any event, Baels name and his possible connections with Minauros and other gods is as mysterious as
his history prior to rising to pit fiend status. At some
point during the so-called Classic Perdition, Bael was
no longer mentioned in the context of Minaruos, and
instead found solely in Avernus.
Once Bael was located in Avernus, his nature seemed
to take on that warlike countenance so prominent in the
layer. Millenia before the founding of the Dark Ministry,
Bael appeared, fighting side by side with the likes of
Dagos, Srelial, and Alusiel. Mention of him in the Infernal Charge of Abigor has been found as well. Wherever
bloody conflict occurs in Hell's history, one can dig
deeper to find Bael involved. Well into Astarte's rule of
Avernus, Bael begins to take on a greater role in Hell's
politics.
It would be during the rule of Astarte that Bael would
under take his most infamous ploy, the legendary Four
Cross. Told in greater detail in the apocryphal text, Hellbound: The Blood War (in the volume popularly called
the Dark of the War), the Four Cross was orchestrated by
Bael to weed out powerful, but inept pit fiends; it also
earned him a terrible foe in the fallen angel, Balam,
whose demonic armies were among those that Bael
would decimate at the end of his long plot. It is known
that he had the tacit support of Astarte who had determined that her status in Hell was dependant upon her
station as defender of the First Perdition. Baels success
not only eliminated pit fiends who were detrimental to
Hell as a whole and strengthened Avernus (and Astarte),

it also marked Bael as the most gifted, brilliant warrior


this side of Dagos in Hell; indeed, some claimed that
Bael was the greater of the two. If Dagos took issue with
this, there was little he could do for Bael had won the
support of not just Astarte but Asmodeus himself who
honored him by placing him within the court of Avernus.
Bael would continue to serve Astarte well for centuries to come, leading gargantuan armies even by Hells
standards into pitched battles against countless demonic and daemonic forces and always returning victorious. So great was Baels success that Astarte believed
that she would be in a prime position to eventually topple other Perditions, even Dis. Astarte never had any
reason to suspect Bael as she believed him incapable of
questioning, much less threatening, her station. Over
time, she gave him significant power not only over common devils but also within her court and among the
Dukes. This trust, this belief in Baels loyalty would
prove her undoing. At what point Bael determined that
he could overthrow Astarte is unclear, although most
suspect that the decision was made shortly before or
perhaps during the Dies Irae. It was Bael who led the
armies into Dis that officially started the Days of Wrath,
but it would be end of the Dies Irae that gave Bael the
opportunity he needed.
Bael was alone among the pit fiends during the Dies
Irae, in that he did not turn against his sitting Lord. Instead, he fought most fiercely to defend her, slaying
those who would try to bring harm to her. Fearlessly, he
slew her oppressors by the hundreds. Back to back, Lord
and vassal fended off all challengers. It was a concentrated effort by Dagos and Cantrum, on top of the bodies
of scores of dead fiends, that finally brought the pair
down.
It was in this defeat that opened Bael's eyes. He saw
with clarity that not even the Lords of the Nine (save
Asmodeus) were omnipotent and that they were prone to
mistakes. Astarte had made a tremendous error in her
tactics by trusting Bael and this was a weakness to be
exploited. Although Astarte was given back her station,
Bael knew he now was viewed as the single most important devil in Avernus. Even more importantly, his stand
against his fellow devils proved his loyalty far better
than he could have ever dreamed.
Bael found himself in the Denomination of Strategy
after the reorganization of the pit fiends. He was made a
3rd circle general and placed within the Infantry. His
successes there propelled him through the ranks despite
his "betrayal" and in no time at all, he was the 7th circle
general in charge of the Infantry.
Using his ties to both the court of Avernus and the
Legions of Hell, Bael formulated a master plan. Together
with Dagos, Bael led a coup that resulted in an imprisoned Fallen angel, a new Minister of Strategy and a new
Lord of the First.
How Bael imprisoned Astarte continues to be unknown. It is known that with offensive ease that he rallied almost all of the Dukes of Avernus and the armies of
the First under his banner before somehow sealing Astarte deep within the Bronze Citadel. Many doubt that
Bael accomplished the coup on his own. Some believe
that Bael benefited from the philosophy of a faction
known as the Sign of One, or Signers, who believe that
they are the center of the universe and the dictators of
their own achievements and power. Bael simply came to
believe in his own success, his own value, and found
himself with the power of a Lord of Hell. Most, how-

330

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

331

historic relationships seem to be thawing. The Order of


the Lie knows that both Beelzebub and Mephistopheles
have sent secret couriers to Bael to test the Lord of the
Firsts dedication to an alliance. It is largely believed that
Bael, being a true devil and responsible for overthrowing
a Fallen, will eventually join up with Mephistopheles
and Dispater.
Beyond the nobility of Hell, Bael has plenty of allies
in Perdition, chief among them the Queen of Dragons,
Tiamat. At some point, many millennia ago, Bael
pleased Tiamat enough to gain the promise of five favors
of any kind. To date, Bael has used two of these favors to
great gain. Other gods that call Hell home, like Druaga,
also perceive Bael as an ally largely because they view
him as more tractable than the older Lords. So far, none
of these fools have learned that everything they do is
reported to Asmodeus. Across the Cosmos, Bael is either
hated or feared as all know that he wishes to systematically destroy them. Still, he has some powerful foes.
Virtually every demon lord and demon prince with a
vested interest in the Blood War would like few things
more than to kill Bael. One of his greatest foes is the
former fallen angel and now demon prince, Balam, who
suffered a great loss of face during the climax of Baels
Four Cross. For his part, Bael looks forward to facing
and defeating these foes. Unfortunately for the Warlord
of Avernus, as he has slowly grown more established in
his role as Lord of the First, Bael has found fewer and
fewer opportunities to enter the field, so his chance to
cross swords anytime soon appears unlikely.
Until recently, Bael appeared as a tremendously huge
pit fiend wearing elaborate bracers, often astride a gargantuan nightmare, wielding his huge sword, Abyssbane.
In the past few decades, as the mantle of Lordship has
settled on him, Baels physical appearance has changed.
Although he still bears the general build of a pit fiend,
Baels head is far more humanoid in appearance with the
ears, eyes, and teeth of a great cat, the flesh the color of a
rust-colored toad, and great bull-like horns that curve up
from his temples. He favors baroque attire and sports
elaborate armored kilts. Baels voice is a brooding croak
that can often be heard across miles on any field and the
very ground beneath him bubbles and gurgles with
magma if he stays in place for too long. When excited or
angered, a nimbus of brimstone and heated air surrounds
his body.

Combat
Bael is always eager for a fight. However, he never
rushes into combat and prefers to spend at least three
rounds observing foes in order to take advantage of his
Infernal Strategist power. If possible, Bael will also use
this time to grant all allies within the sound of his voice
bonuses to their martial skills. Once Bael is satisfied that
he understands what it is he is up against, he eagerly
wades into battle.
With his Aura of Hell activated to cause his opponents to cower, Bael will begin his offensive with Fires
of Avernus, typically targeting a spellcaster, preferably a
cleric. Then, he will blast as many opponents as possible
with 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

332

6d12 points of fire damage to all within 10 feet of the


impact.
Improved Grab (Ex): To use this ability, Bael must
hit with his tail slap attack. He can then attempt to start a
grapple as a free action without provoking an attack of
opportunity. If he wins the grapple check, Bael establishes a hold and can constrict.
Infernal Nobility (Ex): As the Lord of the First, Bael
has a status equivalent to that of the gods. Bael possesses
a cosmic rank of 9. While in Avernus (and anywhere else
on Hell that Asmodeus allows), Bael functions as an
Intermediate god with a cosmic rank of 12.
Infernal Strategist (Ex): Baels legendary leadership
skill bolsters his servants and terrifies his foes. As an
Infernal Strategist, Bael recognizes no equal when it
comes to military strategy and tactics. Bael enjoys speaking to his troops, bolstering their courage and dedication
in the cause of war. As a full round action, Bael may
give a rousing speech to his troops instructing them how
to overcome even the most impossible odds. All beings
allied to Bael who hear his speech receive a +9 circumstance bonus to their armor class, attacks, damage, and
saves and receive immunity to spells and effects from the
school of Enchantment (save those cast by Bael himself).
This boon lasts for either 9 rounds or as long as the beneficiary remains within 999 feet of Bael. If Bael does not
have the opportunity to provide such a speech to his
allies before engagement, he may do so on the field as a
standard action; in this event, the bonus is +3. Although
Bael must wait at least three rounds between this use of
Infernal Strategist, he seems to have no upward limit.
When in combat, Bael may also determine the most efficient, brutal fashion to defeat his adversaries. After being
engaged in combat for three rounds against any opponent, Bael receives a +6 circumstance bonus to all rolls
made regarding that opponent, while the opponent takes
a -6 circumstance penalty to all rolls regarding Bael
(these bonuses and penalties do not apply to rank
checks). Thus, if Bael is facing two fighters and one
cleric for three rounds, he would gain this advantage
against all three adversaries. If a barbarian entered combat two rounds later, Bael would gain the advantage
against this new threat after three rounds. The benefits of
this aspect of Internal Strategist last as long as Bael remains in combat with the foe or foes that initiated the
benefit. If Bael and his adversary/adversaries are separated for more than nine rounds, the effects of this ability
are eliminated until another three consecutive rounds of
combat passes.
Master of the Infernal Gates (Su): Charged with
defending the First Perdition, Bael can sense the presence of any non Lawful Evil being that enters Avernus.
He is immediately aware of the location of entry to
within 100 miles, relative strength (in levels (Hit Dice),
but not class), number, and alignment and conviction (as
a detect spell) of such beings the instant they enter Avernus. Bael suffers no discomfort even if millions of beings enter Avernus simultaneously. As Master of the
Infernal Gates, Bael may also close any and all portals in
Avernus as a full round action 3/day. Not only does this
keep beings from using any portal from any location
across the Cosmos to enter Avernus, it also sharply limits the power of planeshift and other forms of travel into
and out of Avernus. Attempts to planeshift or teleport
when Bael closes the gates require that the caster succeed in an opposed caster level check against Bael
(caster level 49th). Bael may keep the portals closed for

333

up to nine minutes with no adverse effects. If he needs to


close them longer, he can do so for up to nine hours by
taking a full round action each round to maintain the
block. Bael is exhausted after keeping the gates open
past nine minutes, for a length of time equal to twice the
amount of time the gates were closed.
Deities or cosmic entities can make an opposed rank
check rather than a caster level check to breach the gates
of Avernus; Bael gains a +8 bonus to resist such attempts.
The Might of Hell (Su): Baels presence is so terrible
that he can corrupt an entire area with but a thought.
Thrice per day as a free action, Bael may unhallow an
area equal to 1200 feet (associated spell effects function
as though cast by a 49th level Sorcerer).
Poison (Ex): Injury, Fortitude DC 51, initial damage
1d8 Constitution, secondary damage death.
Regeneration (Ex): Bael takes normal damage from
anarchic, epic, good, and silver weapons.
Spell-Like Abilities: At will - animate dead, baleful
polymorph, blasphemy, charm monster, create undead,
deeper darkness, delayed blast fireball, desecrate, detect
chaos, detect good, detect magic, dominate monster,
fireball, flame strike, greater dispel magic, greater invisibility, greater teleport, magic circle against chaos,
magic circle against good, mass hold monster, mirage
arcana, persistent image, polymorph, power word stun,
produce flame, pyrotechnics, restoration, resurrection,
suggestion, symbol of pain, unhallow, unholy aura, wall
of fire; 9/day - blade barrier, destruction, divine power,
greater restoration, magic vestment, magic weapon,
meteor swarm, power word blind, power word kill, spiritual weapon, true resurrection; 6/day accursed, hellball, oppress, tyranny; 3/day wish. Caster level 49th;
save DC 30 + spell level. Bael also casts spells from the
War Domain; these are included in the list above.
Abyssbane: This powerful artifact, a gift from Asmodeus for Baels Four Cross, is dreaded by all demons
and has killed hundreds of thousands, if not millions, in
the years Bael fought against the Abyssal hordes. Abyssbane appears as a simple single shaft of dark gray hellforged iron with a simple cross-guard and hilt. The blade
itself has terrible Infernal runes in the bloodgrove, and it
is constantly wreathed in orange flames. Abyssbane is a
+6 hellforge iron greatsword of hellfire blasting. It
grants its wielder the ability to smite demons 6/day, dealing an additional 60 points of damage on a successful
strike. Any demon struck by the blade must make a Fortitude save DC 50 or lose the benefits of their damage
reduction, poison immunity and spell resistance for 9
rounds.
Possessions: Bael always carries Abyssbane and normally wears an enchanted kilt that functions as a +9 kilt
of armor and moderate fortification. As the Lord of the
First and the commander of the largest armies in Hell
outside of those commanded by the Dark Ministry, Bael
has access to any and every non epic weapon in creation.
His personal armories are said to contain numerous epic
artifacts and several artifact weapons, along with an
array of various magical items that can be turned toward
war and battle.

Summoning Bael
Those desiring to summon and speak with the Lord of
the First are few and far between. There are those, how-

ever, who are obsessed with becoming great conquerors


and destroyers of nations and races. Such individuals
may seek out the forbidden lore to bring the Warlord of
Avernus to the mortal coil.
In order to show what lengths the invocant is prepared
to go to in order to speak with Bael, all symbols must be
painted using the blood of one beloved of the invocant,
such as a spouse or child. The creature from which the
blood was taken must have been killed and bled personally by the invocant; this is an extreme sacrifice requiring the invocant show his devotion to Bael is above that
of his devotion to his loved ones. Each symbol (of which
there are nine) represents a different aspect of the coldhearted bloodshed and ruthlessness in warfare, the largest representing the absolute destruction of a race in
order to entrench a cause. The painting of the symbols
cannot be done by proxy and require a Craft (painting)
check against DC 18 to succeed. It is allowable for an
accomplished artist to paint or draw guides for the painting to follow; such preparation grants a +6 circumstance
bonus on the check by the invocant. An artist used for
this purpose must be killed once the task is complete.
Surrounding the symbols, the invocant must trace a
triangle, using the same gore as paint. Whereas the symbols can use a mixture of blood and wine (in a ratio of
1:3), the infernal triangle must be unadulterated blood.
Any blood left over at this juncture is mixed with wine
and drunk by the invocant. Wise invocants use weak
wine to avoid drunkenness during the proceedings, as
any mistake can easily prove fatal.
The bones of the loved one must be crushed into a
fine powder. This powder is used as a medium to transfer
the invocants hatred into the symbols hatred reserved
for an enemy whom the invocant wishes to conquer and
destroy so strongly as to lead him down the path of sacrifice and supplication to the Warlord of Avernus. Failure
to channel this hatred into the symbols can have terrible
consequences, the least of which might be that the summoning fails. This act also prevents the sacrificed one
from being raised or resurrected (save by a deity with the
Life or Death salient divine ability); the invocant is not
ignorant of this detail.
The invocant then begins to speak in words taken
from the Dark Speech, as he places a weapon or suit of
armor taken from a defeated and slain enemy, covering it
with his own armys standard. Finally, he dresses in his
finest military garb, sprinkles unicorn blood over the
entire area using a desecrated aspergillum, and then sets
it all alight in a supernaturally-fed blaze. The final words
of the invocation true are repeated over and over until the
flames reach their crescendo.
Bael appears in the midst of the flames, with a clap of
thunder like a two armies meeting. Malevolent, dark
crimson fire burns along his bat-like wings, but his face
remains hidden throughout the audience, apart from his
eyes, which flash and glow like malefic lightning. The
Lord of the First does not bother with theatrics or the
like, and prefers that the invocant get straight to the
point. To those he deems worthy, he teaches the tenets of
his doctrine before asking what the summoner wishes.
Bael, apart from being able to offer the benefits of his
own powers and abilities, will sometimes offer the services of members of his court in order to fulfill his side
of a contract.
When Bael is done with the audience, he spreads his
wings and roars a battle-cry to the heavens. Darkness
mingled with fire rolls over him, diminishing in an in-

stant to flickering embers with no sign of the Lord of the


First remaining. If Bael was displeased with the invocant, and especially if no contract was agreed to, the
embers explode outward in a fury dealing 33d6 points of
fire and bludgeoning damage (half each) with no save for
anyone within 60 feet; however, if an affected creature
has living offspring, the damage is instead apportioned
equally between each child along with the parent. Otherwise the embers slowly cool and leave greasy, red ashes
behind. The stain of these ashes cannot be washed away
if handled, but can be used when tempering a single
metallic weapon to increase its hardness by one.

DISPATER, Lord of the Second


The world was dark; dark and filled with the scent of
old fear and excrement. Somewhere nearby someone
labored to breath, a horrible, rattling sound, shallow
and quick. Sometimes it stopped for a time, but always it
returned after a season. Gedek held his breath, straining
his ears as he listened again for the sound. There! It had
disappeared again, almost as if the breather knew that
Gedek was listening in.
A different sound broke the darkness then, just as
familiar though Gedek heard it far less often: the squeak
of an iron hinge, followed by a gentle movement of air.
The room seemed to shrink, the very walls pressing in,
and Gedek felt his throat tighten as his breath came in
short, shallow bursts. Almost unconsciously he huddled
over himself, rocking slightly. He knew the cell door was
open again. Dare he seek his freedom? Dare he run by
his captor and seek for the light?
Personally I dont see the point, noted an urbane
voice, and as he spoke Gedek felt his strength leave him.
After all, there are other doors beyond this one for you
to pass, and you cannot see your way to them or through
them. Also, it continued in deep, sonorous tones, there
is the matter of you being chained to the wall.
Yes, the chains, Gedek wheezed, exhaling at last.
The voice was right. It was too much effort to run anyway. Better to rest a while longer, build up strength.
There! The labored breathing could be heard again. The
prisoner turned his head from side to side, vainly seeking
for some hint as to its origin. The fact that his jailer had
responded to things he had not said aloud did not seem
to register with the wretch.
Footsteps sounded then on the cold, iron tiles of the
cell, syncopated and slightly irregular. Ive come to
hear your progress, Gedek. Each word was as hard as
iron, but the delivery was smooth like grease. Are you
ready to pay the price demanded of you?
His hands twitched for a moment, as Gedek thought to
pull lanky hair from in front of his face. To what point,
though? he thought. It would not help him penetrate the
gloom any better. No. Rest. It was all too much. Too
much to bear, too much to face. The darkness was better
than the light, for it allowed him toHe shook his head
mutely for several seconds, until despair ripped the shattered, No! from between his lips. I cannot. You know
it. I must not think like this. I must act! There was silence for a moment. Gedek held his breath again. The
creature with the death-rattle for breath might have left
at last, even if the other one were still there.
You are right; it is a difficult task they have demanded of you.
Yes. Too difficult. Why bother to fulfil the task? Can

334

it truly save me?


Do they truly believe that you will remember the
name of every slave you ever mistreated? Every man,
woman and child that ever you trod on in your life of
luxury?
A memory came to Gedek then, a sliver of hope, a
light shining somewhere in the distance. They promised
that I would remember them. All of them. The task is not
impossible. They do not lie.
Nor do I, the voice responded without embellishment, and Gedek knew it was so. You will remember
them all in time, because eternity is long enough for you
to examine and remember everyone you ever saw and
everything you ever did.
Eternity. Darkness. The task is too big. I cannot do it.
And I am tired. So very tired
The voice sighed then, as if in pity. So harsh, your
Lords, to punish you like this. Which is why I offer my
help once again. Two times before you have refused it in
your pride, but reconsider once again. Swear allegiance
to me and I will end their punishment.
Gedek, as before, felt wary of this offer, as appealing
as an end to his punishment might be. Eternitysuch a
long time to spend confinednever-ending misery...If I
were to say yes, he began, hope turning his wheeze into
a whisper, you would not punish me yourself?
You do not warrant any punishment, came the gentle reply.
Gedek thought the darkness lifted slightly. You
would not have me killed?
You are already dead, so I cannot. Instead I offer
you a chance to live again.
Think, man! Gedek hissed in his mind. Thoughts
turned only sluggishly before his mind returned to its
previous torpor. They asked too much. I cannot pay the
price. I cannot think. Too hard. I cannot think. Gedek lay
silent for a time. Fleeting memories of mortality, an easy
life in which he never raised a finger if he could help it,
came to him. Why did he balk at the offer of freedom? A
return to what he knew? The gods he had served had
condemned him for his life of sloth, his lack of ethics,
sending him to this place until he could remember all
those to whom he must make restitution. But why? How
could a slave be deserving of such a thing? A slave was
aa thing, no longer a creature. Why should he suffer
discomfort for age upon age while their own souls were
long since freed? And what would be the end result?
Service in the heavens. A servant. A slave. A thing. Less
than nothing.
Somewhere, the raspy breathing started again, and
the wretched prisoner cringed. Oh to be free of that
ones presence!
I will not offer again, the voice said, and the walls
closed in even further.
Wait! I will swear, Gedek cried, as a great weight
settled heavily on him. I swear to serve you and you
alone, he sobbed. Free me from my punishments, my
Lord. Take the weight of this responsibility from me.
You must swear by my name, Gedek, came the
gentle, urbane response.
Dispater, Gedek breathed, and fear washed
through him at the mention of the name; he plunged on
nonetheless. I am your servant, Lord Dispater.
Instantly, the prisoner felt something leave him, something ethereal and tiny, a mote that ripped from him
leaving him feeling less than whole. What? he began.

335

Your last shred of ethics, my friend. The voice,


while still refined, was now dark and terrible. All that
kept me from taking you as my own was the fact that you
were prepared to meet your allotted punishment. Since
you were ready to shirk that task too, your gods no
longer have any connection to you.
But you promised me
What did I promise you? Dispaters voice was an
iron whisper. That I would not kill you only!
You promised you would not punish me! Gedek
wailed in true terror.
No, Dispater responded, back to his cultured voice.
I told you that you did not warrant any punishment.
And you can look at this next step in two ways. One, that
you now warrant punishment because you have turned
from your previous masters
Gedek felt an itch begin along the back of his head
and down along the spine. He struggled still to rip the
cobwebs from his head. What had been said? What had
been agreed? What have I done?
Or, two
A scream erupted from him then, as his skull and face
contorted and his arms shrunk.
this is not a punishment. Indeed, this is better
treatment than many consigned here could hope to receive.
Gedeks body seemed to melt then, until all that was
recognizable of the soul-that-was-Gedek was the misshapen face seeming to boil from the middle of a
twoarmed blob of tortured flesh.
Really, Dispater said reasonably, watching the
newly born lemure from the Iron Throne that he had
never left, though still speaking through an illusion
standing in Gedeks cell, Ive done you a favor. Advancement opportunities are manifold here, after all.
He paused, watching as a squamugon commanded the
new lemure to fall in with a lemure gang being gathered
from the prisons. And if you manage to finish the tasks
that I give you, you can bet that Ill have my eye on
you. A small smile crossed the Arch-Dukes lips. Well,
a committee, at least. Im a busy devil after all.
The Arch-Duke of Dis
Seer 10/Abjurer 10/Cerebremancer 10
Large Outsider (Abomination, Evil, Extraplanar,
Lawful)
Symbol: The Iron Tower on a red background in an irongray, inverted triangle.
Cosmic Rank: 15 (18 in Dis)
Hit Dice: 52d8 (Outsider) + 30d4 + 1,148 (1,648hp)
Initiative: +11 (+11 Dexterity)
Speed: 120 ft., fly 250 ft. (perfect)
Armor Class: 82 (-1 size, +11 Dex, +34 natural, +9
profane, +19 deflection), touch 48, flat-footed 71
Base Attack/Grapple: +67/+83
Attack: The Iron Staff of Dis +84 melee (2d6+18/x3); or
the Rod of Dis +84 melee (2d6+18 plus 3d6 lawful
plus 1 negative level (lawful)/x2); or spell +78 melee
touch or +77 ranged touch.
Full Attack: The Iron Staff of Dis +84/+79/+74/+69
melee (2d6+18/x3); or the Rod of Dis +84/+79/+74/
+69 melee (2d6+18 plus 3d6 lawful plus 1 negative
level (lawful)/x2)
Space/Reach: 10 ft./ 10 ft.
Special Attacks: Acedias Influence, Aura of Hell, call

devils, Hells Fire, the Might of Hell, Perseverating


Glance, psionic powers, spell-like abilities, spells
Special Qualities: Abomination traits, blindsight 500 ft.,
Chains of Toil, damage reduction 40/ anarchic, epic,
good and silver, darkvision 60 ft., Diabolical Decree,
Diabolical Empowerment, Diabolical Prowess, divine
immunities, Ferric Affinity, immunity to fire and
poison, Infernal Majesty, Iron Curtain, locked within
the gates, Lord of the Nine, Polished Faade, regeneration 22, resistance to acid 40 and cold 40, see in
darkness, spell resistance 73, telepathy 1,000 ft.
Saves: Fort +57, Ref +54, Will +62
Abilities: Str 35, Dex 32, Con 39, Int 48, Wis 48, Cha 48
Skills: Appraise +74 (+84 for alchemical appraisals),
Balance +82, Bluff +122, Concentration +99, Craft
(alchemy) +104, Decipher Script +39, Diplomacy
+150 (+156 with evil beings), Disguise +19 (+29
when acting), Escape Artist +66, Forgery +74, Gather
Information +114, Hide +77, Intimidate +114 (+120
against evil beings), Jump +54, Listen +94, Knowledge (arcana) +104, Knowledge (history) +94,
Knowledge (local: Nine Hells of Perdition) +104,
Knowledge (nature) +94, Knowledge (nobility and
royalty) +94, Knowledge (the planes) +94, Knowledge (psionics) +104, Knowledge (religion) +94,
Move Silently +81, Psicraft +124, Search +74, Sense
Motive +122, Spellcraft +114, Spot +104, Survival
+19 (+25 when following tracks, +27 in aboveground
natural environments and on other planes), Tumble
+66
Feats: Corrupt Spell-like AbilityB, Dark SpeechB, Burrowing Power, Chain Power, Chain Spell, Craft Contingent Spell, Craft Magic Arms and Armor, Craft
Rod, Craft Staff, Craft Universal Item, Empower
Power, Inquisitor, Psionic Meditation, Quicken
Power, Quicken Spell, Scribe Scroll
Epic Feats1: Craft Epic Contingent Spell, Craft Epic
Rod, Craft Epic Staff, Craft Epic Universal Item, Epic
Evil BrandB, Epic Manifestation, Epic Psionic Focus
(x2), Epic Skill Focus (Psicraft), Epic Spellcasting,
Focused Metapsionics (Quicken Power), Improved
Metapsionics (x3), Improved Spell Capacity (x4),
Multipower (x3)
1
While wielding the Iron Staff, Dispater gains the benefits
of the following epic feats: Spell Stowaway (greater spell immunity), Spell Stowaway (heal), Spell Stowaway (mass heal),
Spell Stowaway (shapechange) and Spell Stowaway (time stop)

Environment: The Iron Tower, Dis, Second of the Nine


Hells of Perdition
Organization: Unique (solitary)
Challenge Rating: 63
Treasure: Quintuple standard plus the Iron Staff of Dis
and the Rod of Dis.
Alignment: Lawful Evil
Across the Cosmos, mortals and immortals alike constantly seek to achieve the greatest value for the least
amount of effort. In many cases, this attitude is common
sense and productive; however, there are those that seek
not only to make the most with least amount of work, but
those that seek to ensure that any and all work is done
through the efforts of others. Some go as far as to pursue
the most underhanded, offensive means to acquire their
wants. Such individuals ignore what they know to be
right in favor of doing all they can to meet their ends
within the bounds of law. What comes of their actions,
the pains and sorrows of others, mean less than nothing

to such people who long ago abandoned their own morals in return for greater power. Shiftless, stubborn, and
lazy, when such individuals die, their blackened souls
descend into the Second Perdition of Hell. Here they find
that they are forced to meaningless labor. Now, what
they sought, power and wealth with no effort, is returned
to them in gross irony ten fold. All they do forever more
will amount to nothing despite the effort and pain they
put into their work. There is only one who will truly
benefit from the efforts of these damned fools. From the
heights of the ever-present Iron Tower, Dispater watches
and reaps the toil of the masses.
Called the Lord of the Second, Arch-Duke of Dis, His
Iron Grace, and many other names, Dispater is the best
known and most visible of the Lords of the Nine. In
controlling the largest city in Hell, the Arch-Duke is very
interested in maintaining his high standard of living. He
encourages regular trade between his city and every
other place in Creation, doing all he can to invite mortals
and immortals from across the Cosmos. Maintaining an
open admittance policy for his city, Dispater does all he
can to appear inviting and harmless. Of course, few
things can be further from the truth.
Dispater is one of the oldest devils in existence. He
was one of the first malefircareim granted the status of
Lord of Perdition by Lucifer the Satan before the Dawn
of the Gods. Dispater is also the only Lord who has
never been deposed from his station at Lord of the Second. Even Mammon shared his power in Minauros with
Glasya and Mephistopheles was forced to orchestrate his
own coup in order to maintain his infernal fief. Not so,
Dispater. Since he was raised to Lord-Regent of Dis, the
suave, cultured Iron Duke has never been threatened by
lessers, much less cast down. Dispater views his status as
eternal and as certain as the strength of the iron he has
taken as his totem. Dispater credits (naturally) his own
unique take on rulership: never allow your subjects time
to contest your station. Everything in Dis, from the magnificent Iron Tower to the tasks of the lowliest lemure,
functions under this principle. Everyone and everything
in Dis toils for the sole purpose of maintaining 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

336

through all manner of trouble to see their lord, Dispater


has already seen to it that an organized, invading force
manipulated by another Duke has taken over the kingdom. To those on the outside looking in, these activities
appear to be nothing less than the acts of a demon. However, only the unenlightened fail to see how these activities further Hells interest. Not only are Dispaters servants too busy to threaten his rule, Dispater is well aware
of the benefits of any of his numerous plans. All such
plans promote the cause of Hell and the will of the Iron
Duke.
Dispater himself is always involved in one plot or
another. The Iron Duke has established countless committees to study problems or establish new goals to improve the position of Hell. While some of his Dukes are
responsible for discovering ways to breach Sigil, creating
elaborate, intricate models of the Cage, others undergo
training to uncover the means to disallow secundi promotion when a former Primus dies. Dispater knows all
too well the likelihood of any success in these endeavors.
It is the meaningless effort and the corruption of the soul
that matters to Dispater. Still, in the unlikely event that
any success may come of any committee action, Dispater
who is very keen on being kept abreast of all advances
in his assignments will sabotage the potential with
another committeeor else, he will create a subcommittee to ensure that there is no threat to his person;
such committees are just as beneficial as the former since
they take a great deal of time to achieve anything useful.
Many point to Dispaters behaviors as the actions of a
coward. To a point, this is accurate. Dispater fears the
loss of power. He also fears change. Dispater is paranoid
and insecure about his station and will do anything to
maintain it within the iron bounds of order. However,
Dispater is not afraid to move forward with a plot once
he is certain that the end results will strengthen his own
position. Unfortunately for Dispater, the same kind of
plotting and counterplotting that he uses to stymie any
real or imagined attempts on the part of his servants to
overthrow him are also used before Dispater ever makes
a move. Dispater will study an issue for centuries before
making a decision. Many opportunities have passed the
Lord of the Second by as a result; however, Dispater
tends to focus on long-ranged interests rather than goals
that require swift responses. Once Dispater decides that
the time for action is imminent, he moves with surprising
speed and force, often shattering any obstacles and overwhelming any foe.
Due to the numerous machinations across the Cosmos
in which the Courtiers of Dis are involved, Dispater is
well known to all interested in dealing with Hell. Dispater, unlike the various Lords that have ruled Avernus, is
not an outwardly violent Lord, nor does he appear to be
immediately dangerous. Dispater is dedicated to trade
and to commerce. He has done his part to make Dis as
hospitable as possible to most sentient beings to a degree
surpassing that of any other Lord. Countless creatures
trade in Dis every day. Of course, like all things in Hell,
the value of such trade in Dis benefits the interests of
Hell. Dispater encourages the trade of any good so long
as the merchant involved has abandoned his own beliefs
in order to reap a profit. Whether the goods are not as
valuable as they seem or the goods were created through
slave labor, Dispater does not care; what mattes to him is
that the merchant has revealed his sloth or his lack of
ethics in order to achieve greater profit or power. Of
course, there are many who have no idea that this is what

337

Dis represents until it is too late (typically when they die


and find that their souls are trapped within Dis for eternity).
In spite of his behavior, Dispater has very few active
enemies across the Cosmos. Simply put, Dispaters patience and caution makes it difficult for any to accuse
him of cheating or lying. Indeed, Dispater never lies and
he never cheats. The Lord of Dis simply never says the
entirety of what he means or else finds a useful interpretation for his interests. Dispater uses rules, regulations,
and the written word (or lack thereof) as weapons in his
bid to control all within his reach. Even if former allies
thought they were getting the better of the Iron Duke,
they find out that the stipulations of the contract always
ensure that they lose out in the end. As a result, while
Dispater has no clear foes, he certainly has few allies
across the Cosmos. While it is safe to say that most gods
dedicated to honesty, freedom, and trustworthiness perceive Dispater as an adversary, the truth is that Dispater
rarely allows himself to get personally involved in the
activities of his servants that bring him greater wealth
and stability. Dispater apparently ignores most insults
directed his way unless they in some way threaten his
station in Hell. Still, Dispater does have beings he counts
as foes. Essentially, anything or anyone that seeks to
upset the status quo that has thus far supported directly
or indirectly his status in Hell is perceived as a threat to
be dealt with. What is difficult for most outsiders to determine is what Dispater considers a threat and how he
comes to such a determination. Dispater, through his
numerous committees and contacts, is often aware of
potential risks to his hegemony that could occur only if
numerous incidents happen. The death of a child, which
leads to the rise of a sibling, which leads to the marriage
of two remote nobles, which leads to a slaad mating with
the nobles offspring, which creates the foundation of a
kingdom that will one day create a weapon strong
enough to breach the defenses of the Iron Tower Such
possibilities are enough of a threat for Dispater to do all
he can to see to it that the child in question never dies,
that the sibling himself is killed, that the marriage never
occurs, and that the slaad is ripped apart by a contingency of pit fiends. Of course, none will ever discover
that Dispater was behind it all because Dispater will
never order the act, but will allow his various committees
to do so instead. Only massive events of cosmic impact
can cause Dispater to get personally involved, as with the
events surrounding the Sword of Daneel, a legend considered true as described in the ancient text Fires of Dis.
So severe were the results of this action that many point
to it as the reason why the formians, initially associated
with Arcadia, relocated to Nirvana.
Those with the power to look beyond the iron curtain
of red tape, rules, and laws that obscure the truth of Dis
and its master know that Dispater is as hateful and spiteful as any other Lord of the Nine. In some ways, he is the
most dangerous after The Overlord himself, as his cultured, inviting manner and seeming affability distract
those expecting a tyrannical devil. Dispater always has a
plan and an angle and knows how to use the desires and
dreams of others to further his own goals. Sure, many
mortals may not find themselves dealt a final blow by
the Arch-Duke of Dis immediately, but most can be
certain that eventually, Dispater will return any insults he
found worthy of his attention ten-fold in the distant future.
Within Hell, Dispater is held in high esteem. Of all

the Lords, there is little doubt that Dispater commands


the greatest amount of loyalty from his Dukes. Although
his Courtiers know that they are just cogs within their
masters convoluted machine, all of them are too terrified of the possibility that their cog may be cleaned or
removed in the middle of one of Dispaters plots. Fear of
the future is what drives the Courtiers of Dis to do their
lords command. Interestingly, Dispater is one of the
only Lord besides Asmodeus who has not just one, but
two arch-devils under his control. The Grand Duke of the
Ebon Vale, Merorem, serves Dispater and is part of the
Court of Dis. Dispater finds Merorem useful in that the
Grand Duke provides the Lord of the Second warning of
undesirable futures. Furthermore, Merorem supports
Dispaters position that change must be strictly regulated. Although Dispater does not trust Merorem, he
doubts that The Darkwind would bother wasting his time
trying to mislead him as they both know that such a thing
would probably result in the Grand Dukes permanent
death. Dispater is far more cautious in his dealings with
Glasya, though. It is improbable that Dispater has any
true interest in Glasya, although there have been rumors
that Dispater has already risked Asmodeus wrath in
wooing the Princess of Hell. It is known that both the
Arch-Duke and the Princess have benefited greatly from
their partnership, their diabolical servants reaping many
souls in the past few eons. Another certainty is that Dispater is well aware of the romantic tension between
Glasya and Merorem. To what end the Iron Lord plans
on using this knowledge is unclear. What is clear is that
Dispater is fond of Lixer, the Scion-Emperor. While
Dispater still views the Prince of Hell as an upstart, he
can sense the younger devils nobilitynot to mention
the power that Lixer has uncovered in his interest in
negative energy. When the time is right, Dispater intends
to absorb Lixers knowledge if not his life and use
the information gained as the foundation for a source of
eternal, undead slaves.
Among the other Lords of the Nine, Dispater hates
each and every one. However, he has a very strong alliance with Mephistopheles, the Cold Lord. This union is
one forged of familiarity and mutual success. Both Lords
have served longer and with greater result than any other
Lord save Mammon, their former ally. Both value the
hegemony of true devils, particularly those of hellspawn
origins. And both hate The Fallen. While Mephistopheles despises the fact that The Fallen have brought change
to Hell without his leave, Dispater has a far more practical reason to hate them: they overthrew standing Lords.
The success of Astarte, Beelzebub, Belial, and Moloch
reveals to Dispater that his station is never entirely safe;
their downfall would simply grant him reassurance. It is
for this same reason that Dispater hates Bael, who revealed that perseverance can overcome any obstacle.
Still, Dispater sees potential usefulness in Bael, who
overthrew not another devil, but a Fallen. Mammon
holds a special place of loathing in Dispaters heart. Former allies, Mammon betrayed both Dispater and Mephistopheles at the end of the Dies Irae; furthermore, he has
stolen much from Dispater over the millennia. While
Dispater has no immediate plans for the Lord of Avarice,
he does intend on having his revenge.
If there is one thing that Dispater fears, it is his master, Asmodeus. Of all the Lords, Dispater is the most
loyal to Asmodeus, although this loyalty is not blind like
that of Geryon. Dispater knows that Asmodeus would
not hesitate to abandon him to another if it suited his

needs and Dispater knows that there would be little he


could do about it. Still, Dispater sees no reason to attempt to overthrow Asmodeus himself until such time
that he knows without a doubt that such a thing could be
accomplished. It is this one place that Dispater and
Mephistopheles vociferously disagree. Indeed, since the
Dies Irae, it has been Mephistopheles goal to overthrow
Asmodeus that has caused a growing rift between the
two classic Lords. To date, Dispater has kept his growing
dissatisfaction largely to himself, but he knows that he
would have to chose to side with Asmodeus should
Mephistopheles make a sloppy move to take the Serpents Throne. Asmodeus, for his part, views Dispater as
the most capable Lord and views him with something as
close to respect as The Overlord is capable of possessing.
This respect is bolstered by the fact that Asmodeus
knows that Dispater would defend himself against an
attack, but is wise enough to know that any offense
would be foolish.
Dispater is suave, sophisticated, and cultured. He is
witty and charming, although he often has a scathing
retort for those that seek to insult him. Often dressed in
conservative, iron gray and red robes and cloaks, he
appears as a very tall, slender, handsome older man with
a long white moustache and trimmed goatee. He always
carries the Iron Staff of Dis and the Rod of Dis, laying
the former across his lap when seated in his throne in the
Iron Tower (from which he rarely ever leaves). An archaic smile often softens his somewhat saturnine features. It is rare to find Dispater displaying any emotion
other than contentment. Those that pay attention, though,
can discern the Iron Dukes emotions by watching his
eyes. Typically, Dispaters pupiless eyes look like dark
clouds smoldering with concealed flames. In the rare
occasions that he is excited, Dispaters eyes flare to a
dull, burning red. Dispaters mildly diabolical appearance is solidified with two small horns that crown the top
of his head. Dispater walks with a pronounced limp,
suggesting a past injury. Some legends insist that the
limp is due to the fact that his left foot is similar to that
of a goat.

Combat
Dispater is a cautious devil, always scheming and
planning. Even if it were possible to surprise him, the
Lord of the Second has so many contingencies and plans
for every conceivable situation that any edge bestowed
by surprise is quickly lost.
Dispater is a reluctant combatant at best, preferring to
rely on his wit and charm, followed by called help,
should his words prove ineffective. If away from the Iron
Tower, he will make all efforts to return there if possible;
whether in the Iron Tower or not, he enters combat already protected as best as possible. Long lasting powers
and epic powers of defense, such as psionic moment of
prescience and esoteric aegis, are always cast or manifested ahead of time. Likewise, the Lord of the Second
takes no chances within combat, happily using immediate action defensive measures as an extra precaution. For
those who attack him likewise buffed up, a chained
reaving dispel allows the Arch-Duke of Dis to simultaneously dispel ongoing spells, power down magic items,
and gain the benefits of those spells dispelled should he
desire.
Using Sense Motive to assess the competence (or lack

338

thereof) of any foes, Dispater does not foolishly expend


too much of his power; wherever possible, he lets
Acedias Influence and Ferric Affinity bring his foes
low, followed by his Perseverating Glance and Might of
Hell if necessary. In the most dire circumstances he will
use overtly aggressive spells and powers, such as Hells
Fire and heavily augmented concussion blast, all from
within the safety of his Iron Curtain.
Acedias Influence (Ex): To those of a good bent,
Dispaters very presence is a curse. Creatures within 200
feet with any good portion in their alignment
(including good tendencies) are struck by this curse
unless they succeed on a Will save DC 64. Failure indicates that the creature contracts Acedias Influence, preventing them from performing good deeds. Each round
that an afflicted creature attempts to perform a good deed
(or part of a good deed, DMs discretion), he must save
once more against the same DC or else be rendered helpless and unable to move until he resolves not to attempt
that action again. Deities and cosmic entities are immune
to Acedias Influence, except on a successful opposed
rank check.
Acedias Influence can only be removed by a deity or
cosmic entity who makes a successful rank check against
Dispater. Those that swear a diabolical oath to serve
Dispater and renounce goodness are likewise healed of
the curse for as long as they hold true to the Diabolical
Oath.
Those that successful save against Acedias Influence
are immune to its effects for the next 24 hours.
Aura of Hell (Ex): Dispaters Aura of Hell can affect
all creatures within 1400 feet of him, with a Will save
DC 64 allowed to negate the effects.
Call Devils (Sp): As a move equivalent action, Dispater can call devils. Nine times per day, Dispater may call
a Duke of Hell, 9 pit fiends, or 18 or any lesser type of
devil; devils so called have triple standard Hit Dice, to a
maximum of 45 Hit Dice. Since these devils are called,
they have the ability to summon other devils as their
Monster Manual descriptions allow. Dispater is quick to
call others to do his work for him, but believes in a
devil for all seasons, using his incredible intelligence
and intuition to call on the right devil for the right task.
Chains of Toil (Su): There are some foolish enough
to deal with Dispater, and to those he offers his Chains
of Toil. Dispater can grant this boon up to nine times per
day. The client is granted the ability to use monstrous
thrall* as a spell-like ability once per month. This thrall,
His Iron Grace explains, will then work for the client at
no cost as a slave. Each month the clients number of
slaves will increase by means of this power, leaving him
free to live a life of leisure. Each time the client uses the
monstrous thrall ability, he moves one step closer towards Lawful Evil on the alignment axis.
In return, Dispater asks for an item of great worth to
the client (generally 1,000gp per Hit Die of the client). If
the client does not have an item of sufficient worth
(which is usually the case, and the Iron Dukes preference), Dispater will accept the clients soul with the understanding that the client will use Chains of Toil to buy
his soul back over time. The initial price set will appear
quite achievable, but interest quickly accumulates above
and beyond the amount that the client can repay. Even if
the client does manage to repurchase his soul, he has
done so with lucre ill-gotten and taken from those he has
enslaved; when he dies, his soul will still find its way to
Dis to toil endlessly in cruel irony.

339

Chains of Toil can only be removed by a miracle


followed by atonement as cast by a 41st level (or higher)
caster. Each thrall must similarly have miracle cast to be
returned to normal, at the clients cost; those that were in
thralldom remember vividly their treatment and are
prime candidates for infernal help in order to have their
revenge. Finally, the client must give back all that he
gained from this boon in order to be free of its curse.
*found in Complete Divine under the Domination domain.

Diabolical Empowerment: Dispater uses his Intelligence modifier instead of his Charisma modifier when
determining the power of special attacks and special
qualities.
Ferric Affinity (Su): Having taken iron as his symbol, Dispater enjoys a tremendous power over the silvergray metal and all alloys composed predominantly of it.
He can sense all iron (or iron alloy) within 15 miles (18
miles when in Dis), can pinpoint its exact location (no
miss chance if attacking), and he can animate any such
object (so long as it is unattended) as a free action (but
never more than 38,400 pounds of objects at once). By
using a move action, he can see through iron or iron
alloys, and is then able to treat creatures on the far side
of such an obstacle as being both in his line of sight and
line of effect (the iron allows his spells and powers to
pass directly through). Dispater also adds wall of iron to
his list of spell-like abilities, usable at will.
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.

Epic Psionic Powers: Dispater can manifest an epic


power up to eight times per day. Powers known: Dispaters iron defense, epic dimension door, esoteric aegis,
greater epic psionic armor*, Trojan curse.
*As per greater epic mage armor, except as an epic
psionic power.
Spell-like Abilities: At willanimate dead, baleful
polymorph, blasphemy, blur, charm monster, create
greater undead, deeper darkness, delayed blast fireball,
desecrate, detect chaos, detect good, detect magic, dominate monster, flame strike, greater dispel magic, greater
invisibility, greater teleport (self plus 1,000 pounds),
hallucinatory terrain, hold monster, magic circle against
chaos, magic circle against good, mass hold monster,
mirage arcana, persistent image, polymorph, power
word stun, produce flame, pyrotechnics, read magic,

restoration, resurrection, scrying, suggestion, symbol of


pain, unhallow, unholy aura, unholy blight, wall of fire,
wall of iron; 9/daydestruction, detect thoughts, dictum,
discern lies, fire storm, geas/quest, greater restoration,
imprisonment, meteor swarm, shield of law, true resurrection, true seeing, zone of truth; 6/dayaccursed,
hellball, oppress, tyranny; 3/ daywish. Caster level
76th; save DC 38 + spell level. Dispater is closely associated with the Inquisition domain and gains a +4 bonus
on all dispel checks.
Spells: Dispater casts spells as a 68th level abjurer.
His forbidden schools are Conjuration and Evocation.
Spells/day: 4/9/9/9/8/8/8/8/7/7/4/4/3. Dispaters spell
books include all spells (other than those from forbidden
schools) from the wizard spell list in the Players Handbook, the Book of Vile Darkness, and Complete Arcane.
It is likely that he also has access to spells that no mortal
mind has ever conceived of. Typical spells prepared: 0
flare, no lightVD, resistance, touch of fatigue; 1st
alarm, obscuring mist, ray of enfeeblement (x2), shield
(x2), true strike (x3); 2ndaddictionVD, arcane lock,
bears endurance, foxs cunning, sap strengthVD, slow
consumptionVD, spectral hand, touch of idiocy, wither
limbVD; 3rdexplosive runes, haste (x3), ray of exhaustion, reality blindVD, slow (x3); 4thcrushing despair,
dimensional anchor, enervation, grim revengeVD, mnemonic enhancer, psychic poisonVD, rainbow pattern,
stoneskin; 5thchained addictionVD*, dismissal, feeblemind, mindfog, quickened true strike, resonating resistanceVD, stop heartVD, telekinesis; 6thanalyze dweomer
(x2), antimagic field (x2), fiendish quickeningVD, globe
of invulnerability, repulsion, true seeing; 7th banishment
(x2), chained enervation*, ethereal jaunt, greater arcane
sight, greater shadow conjuration, project image, reverse gravity; 8thbestow greater curseVD, chained stop
heart*, dimensional lock, mind blank, moment of prescience, prismatic wall, souls treasure lostVD; 9th
foresight, imprisonment, mages disjunction, prismatic
sphere (x2), time stop (x2); 10thchained finger of
death*, chained insanity*, quickened globe of invulnerability, quickened greater heroism; 11thchained polymorph any object*, quickened limited wish x2, quickened spell turning, ; 12thchained reaving dispelCA* x2,
quickened absorbtionCA. Save DC equals 38 + spell
level.
CA

Found in Complete Arcane


Found in the Book of Vile Darkness
* Spells that are noted as chained take advantage of the
Chain Spell feat found in Complete Arcane
VD

Epic Spells: Dispater can prepare up to eight epic


spells per day. Spells known: contingent true resurrection, esoteric aegis, greater epic mage armor, oppress,
superb dispelling, tyranny.
The Iron Staff of Dis: This plain, unadorned iron bar
functions as a +6 quarterstaff of defending, save that it
deals 1d8 points of damage and has a x3 critical multiplier. The Iron Staff grants Dispater incredible defensive
powers. Foremost, Dispater gains the benefits of the
Spell Stowaway feat for the following spells: gate, heal,
miracle, time stop, and wish. Dispater may set two contingencies upon his person, except that the attached
spells have no level limit, and up to two (non-epic) spells
can be attached to the contingency.
Spells or spell-like abilities that fail to penetrate Dispaters spell resistance are reflected upon the caster as if
they had been subjected to spell turning. This does include area-affecting spells which are typically not sub-

340

ject to spell turning; for example, if an enemy wizard


casts an ice storm in an area of effect that could affect
Dispater, the ice storm would be redirected to an area of
effect centered on the caster.
Iron and iron-alloy metal weapons that deal damage to
Dispater must make a Fortitude save DC 64 or rust away
completely. The damage must be real damage rather than
damage absorbed by Dispaters DR; thus, if a sword
strikes the Arch-Duke but deals no damage, the sword is
not affected by the rusting power. Only the weapons of
cosmic or divine beings with equal or greater divine
ranks are immune to this ability. Successful critical hits
and sneak attacks have a 75% chance of being negated.
The Rod of Dis: A four-foot length of twisted iron
adorned with chain links of adamantine and capped with
a fist-sized ruby surrounded by garnets, the Rod of Dis
functions as a +6 heavy mace of lawful power with a x3
critical rate. It functions as a rod of epic rulership with
the following modifications. First, it can affect up to
1500 creatures at one time, none of which can exceed 30
Hit Dice, at a distance of 15 miles. Within Dis, this increases to 1800 creatures with no more than 36 Hit Dice.
Creatures with an Intelligence score of 24 or higher are
entitled to a Will saving throw DC 64 to negate the effect. The rod has no limit on how long it can be used.
When used in combat, those struck by the rod must succeed in a Will save DC 64 or be affected as though by
dominate monster.
The Iron Tower: While in the Iron Tower, Dispater
has numerous defensive options.
A dimensional anchor effect is constantly in effect
within the Tower (Dispater himself is immune to this
effect; note this affects psychoportation powers as well).
A token of Dis is required to circumvent this effect. Different tokens have different security accesses. Dispater is
aware of every creature holding a token of Dis; he can
pinpoint their location to within two miles (anywhere in
Dis), ascertain their general state of health, and can determine their alignment.
Those who would attack Dispater by spell or by
sword within the Iron Tower find that telekinetic effects
hinder their efforts. Those attacking with weapons contend with telekinetic attempts to force their weapons
from their hands. An opposed Strength check is required
to hold onto the weapon (the force has a "Strength" score
of 48); those attempting to hold on to metallic weapons
suffer a -9 penalty on the check. Those casting spells
with material or somatic components must also succeed
in an opposed Strength check, or their spells are spoiled
and lost. These checks must be made every round.
A constant catapsi effect interferes with all psionic
activity; furthermore, each round that a psionic power (or
psi-like ability) is in use by a particular creature, it must
also make a concentration check as if it were manifesting
the power defensively, with a penalty on the check of
36; failure of this check means that the manifestation
fails.
In any event, all who would attack Dispater within the
Iron Tower suffer a reprisal in the form of corrupt, intensified lightning bolts. Each round, one bolt strikes any
foe that attempted to physically attack Dispater, dealing
120 points of electricity damage and 120 points of corrupt damage. A Reflex save DC 64 is allowed for half
damage, but one must first succeed in an opposed
Strength check versus the telekinesis in order be able to
attempt the save.
To make matters worse, a particularly potent hold

341

monster spell targets all of Dispater's foes every two


minutes. Those that fail are paralyzed for two minutes.
The Will save DC to avoid the effect is 64.
Finally, every four rounds, the Iron Tower casts
mages disjunction as a 76th level caster. Dispater can
determine which creatures and/or items within the edifice are subject to this powerful disenchanter.
The power of the Iron Tower is such that cosmic and
divine beings may be affected by it. Such beings do not
receive rank checks to ignore the effects of the Iron
Tower and make saves as all other beings.

Summoning Dispater
Dispater cannot be summoned except into a specially
prepared sanctum, the core of which must be a section of
flooring with a 30-foot radius made entirely of iron.
Plush carpeting and fine draperies both red and gray
should dress the area in preparation for the Lord of the
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

those who summon him, no matter how they have acted.


Throughout the audience, the platinum slowly dulls
and changes until it is nothing but iron, although summoners must succeed at a Spot check opposed by Dispaters Diplomacy or Bluff check in order to notice. The
iron then begins to pit and rust, so that by the time the
audience is at an end it is absolutely worthless.
The slaves and attendants likewise are of no use to the
summoners by the end of the audience. While the platinum has turned to iron and then begun to corrode, the
slaves and attendants have slowly sunk into the floor.
Once again, a Spot check opposed by Dispaters Diplomacy or Bluff check is required to notice this effect
(including those being affected), so gradual it is, and so
much do Dispaters words demand attention. Creatures
taken in this way are transported back to Dis when the
Lord of the Second finishes his audience.
As the audience ends, Dispater will generally bow his
head slightly to the chief invocant, as if saying farewell
to an equal or friend, whilst a stairway appears in the
room behind him. The Arch-Duke of Dis then limps
carefully down the stairs, out of sight. Iron-gray steam
then hisses from the opening, and when it disperses, only
pitted iron remains.

MAMMON, Lord of the Third


I don't see how there is any other interpretation,
Temple Master Jahn said, exasperation creeping into his
tone. We fought with the Marquis and his court for
ages over their tax...!
Tithes, brother, came the bored rebuke from Temple Master Ames.
Minister Jahn and Temple Master Ames walked sideby-side down the grand halls of the Temple of the Gilded
Gauntlet, the largest church dedicated to Celzar in the
March of Evensheer in the Duchy of Barthrod. Jahn was
surprised when he received the invite from the Lord Minister, Baron Peter, considering that he pastured one of
the smallest and poorest temples not just in the march,
but in the entire duchy. Most men of his stature would
have been honored at such an invite, especially when
paired with Temple Master Ames, head of the nearby
church in the Barony of Deep Spring. Yet, he had long
since determined that he was wary of the politics of the
Church of Celzar at these levels. The compromises of
the faith, the lack of gracethe blatant greed.
If he could have afforded to shirk the invite, Jahn
would have, but such would have been a disservice to his
parishioners. And to Celzar, Hallowed be His name.
Despite his decision, Jahn was shocked with what he had
learned upon arriving earlier in the morning and immediately made his thoughts clear when he met Temple
Master Ames at the gates of the Gilded Gauntlet.
Taxes, tithes, whatever! Jahn snapped.
Ames glanced at Jahn. He was a slightly younger
man, his temples just beginning to grey, his belly just
beginning to soften. His satin white robes were linked
with white mink and gilded in thread of silver. Jahn had
no doubt that the temple at Deep Spring was hardly
wealthy enough to afford such vestments. Still, when
Ames said under his breath, Lower your voice, Temple
Master. Remember where you are! Jahn complied.
Ames was rising in Bainland and a favorite not just of
the Lord Minister of Evensheer, but of the High Minister
of the entire kingdom.

Glancing around the halls, Jahn did notice that some


adepts and lower ranked ministers were watching them
as they made their way to the Lord Ministers antechamber. In a whisper, he snarled, In any case, we told the
Marquis that the coin would go toward fortifying the
march from the predations of Ironoak. And now you
wish to use the money as funds for personal projects?
He paused as one of the two temple guards opened the
heavily decorated maple double doors.
This borders on blasphemy! Jahn said as they entered the plush and immodestly decorated waiting room
which itself was adjoined to another room hidden in
darkness.
Calm yourself, brother Jahn, Ames sighed as he
crossed the room to the flask of chilled wine and two
goblets. As he poured, Ames spoke with the patience one
uses when training a dog. Of what use are fortifications in these peaceful times? No, do not answer my
friend, for I know war oft lies on your mind. I know you
lost a son to the Duchy of Ironoak. But how can you
consider the aid of the poor and destitute to be blasphemous? Ames drank deeply and then watched the pale
liquid swirl in his goblet. I would be most interested to
hear your reasoning.
Acquired under false pretexts, the aid and blessing
we would grant is tainted!
No more so than wasting the money given in good
faith on protections against imaginary threats.
Enough. The voice was soft, but the command
carried steel that silenced both clerics immediately.
They made the gesture of the Sword and Shield as Lord
Minister Peter entered. A baron and distant cousin to
the Marquis of Evensheer, Lord Minister Peter almost
looked like the High Minister in his heavy, multilayered
white silk and satin robes accented with tufts of expensive roc feathers. He even wore a gold-embossed copy
of the Holy Writ on a chain attached to his sash. Jahn,
already feeling out of place in his simple cotton robes,
felt more so as the Lord Ministers grey eyes fell on him.
We do not bicker about such matters. We are children
of Celzar, Hallowed be His name.
Ames was quick to say, Forgive us our Father. We
did not mean to offend.
Jahn remained silent.
The matter has already been decided, Peter announced as he crossed the room. I wanted you both
here because this boon will affect both of your parishes.
Indeed, your reverence? Jahn almost rolled his
eyes at the lust in Amess voice.
Yes, the grey eyed, older man said. Both of you
have done well. While you, Temple Master Ames, have
done well for your barony and the church, you Temple
Master Jahn, have done much with little. It is time that
you are both rewarded.
Ames was thanking the Lord Minister when Jahn
could not help but blurt out, Father, although I appreciate the recognition, I cannot help but feel that this is
not the right way to go about doing things. Its
Its what, Jahn? Peter asked in a threatening tone.
Wrong? I dont see it that way. I see this as an opportunity to ensure the hegemony of the church across the
march. Besides, are we not servants of the Most High?
Should we not be rewarded for our efforts, our service?
The Lord Minister moved to look Jahn in the eyes. We
fought together many times in our youths, Jahn. I know
what you lost. I also know what you lack. I am offering

342

you a chance that my predecessors did not Now, if


you dont want to go with this, you will see what little
tithes you currently receive dwindle away to nothing.
Somehow, I doubt this is what you want for your adepts
and ministers.
Jahn glared back at his former friend, holding the
others gaze. After some time, he finally nodded, his
eyes lowering. He could not force the others to suffer for
his own pride.
Good, Peter said, although he did not smile.
Now, come, our guest awaits us in the Room of Salvation. Do show him that his efforts on our behalf were not
wasted on squabbling fools or mindless rabble.
The walk to the Room of Salvation was a short one. It
lay near the center of the temple within a large, beautifully manicured garden. Marble statuary, many goldgilded, stood impressively throughout the area. Jahn
had been here many times over the years, but until today
he never noticed how strongly the gold gleamed. He
also thought that it was unusually dark despite the cloudless day. Jahn swiftly forgot about the sun as he spied
the doors to the Room of Salvation. Standing before
them was the Lord Ministers guest.
He was a fat little man. His eyes were smiling and his
perfect teeth gleamed. He was dressed in the robes of a
modest noble, and wore an elaborate red-haired wig
atop of his very bald head. He waddled across the
courtyard to where the priests were assembled and
bowed so low to the Lord Minister he nearly fell over.
Before the Lord Minister could introduce him, the little
man spoke.
Your Most Holy Blessedness, I have done what you
asked! The guest bobbed wildly as he spoke, gesturing
grandly with his pudgy hands. His voice was shrill and
grating. Temple Master Jahn stifled a grimace at the
butchering of the Lord Ministers title as he stared at
this character that had been admitted into the most sacred places of their god. His eyes smarted as a reflected
ray of light stabbed into them. What was the fool wearing that could reflect anything? The bishop noticed no
jewelry on the man. He glanced at Ames, but his young
peer seemed not to notice anything amiss so intently
were his eyes upon the visitor.
The Lord Minister spoke. Viscount An uncharacteristic pause marred his speech as Peter struggled to
recall the mans name. He looked meaningfully at his
guest, who appeared to misunderstand his intent, and
bowed low again.
I am ever the most humble of servants, Your Gracious and Sacred Benevolence.
The Lord Minister scowled and continued. The Viscount here has done us a favor, my sons. He has convinced the nobles of the divinity of the tithe and collected
it for us. It is that which he brings to us now.
The Viscount beamed. Well, your Munificence, I
merely acted as a bearer of the sacred word. Render to
Man that which is mans, and give to the gods that which
is the gods, thats what I always say.
Temple Master Jahn blinked. Had he heard the Viscount correctly? It seemed as if he had said man, but
what an odd pronunciation. He glanced at Ames again,
who still seemed enthralled. He shook his head in irritation. That infernal light kept getting in his eyes every
time he tried look directly at the Viscount. Squinting, he
tried again as he suddenly felt that something was amiss.
Now, your Consecrated Magnanimousness, you did
mention a small reward, the Viscount was saying. I've

343

simply come to honor our arrangement.


Yes, yes, certainly, the Lord Minister seemed impatient, as if he were reconsidering allowing this buffoon
into his audience chamber. He was rubbing his temples
and squinting. Temple Master Ames, give this man
thirty pieces of silver.
What? The Viscount's face was flushed purple as
Ames held out a bag to him. That was not our agreement!
It is more than we agreed upon, Viscount. The
Lord Minister seemed taken aback.
Precisely! It is not what we agreed upon. My honor
would be tarnished if I were to take a single copper more
than I had accepted. I apologize, of course; you are
clergymen and did not mean to insult me. The Viscount
smiled. A single silver piece is all I asked.
Take it then, Viscount, and go. And know that the
Church is always your friend should you need one.
The Viscount bowed low again as he accepted the
silver piece. He beamed another huge smile at the Lord
Minister and turned to leave. Almost as an afterthought,
he turned back. Tell me truly, Lord Minister. Will this
gold you have gathered go to the one you serve?
The old man glared at the impertinence of the question, then seemed to think the better of it. Yes, Viscount.
It will go to His work. The aspects of His work which I
see fit to place it towards.
The Viscount beamed and bowed yet again. One
more indulgence, Gracious Father of Salvation. Could
you read to me a page from your Holy Writ? I have
always had a passion for hearing it spoken aloud. Any
passage will do
Almost snarling, the Lord Minister yanked the book
from its chain and angrily opened it, tearing several
pages in the process.
No man can serve two masters. Either he will hate
the one and love the other, or he will be enslaved to one
and betray the other. One cannot serve both God and
Mammon.
As the Lord Minister concluded the passage, the
sound of a thousand golden coins falling to the ground
resounded throughout the temple. The Viscount's smile,
now framed by a red moustache and forked beard, became ugly as his teeth lengthened into golden fangs. He
tore his wig from his head, revealing a pair of diamond
capped horns. Massive wings, encrusted with precious
metals and rocks, unfurled from the Viscounts back and
his body seemed to be made from individual gold and
platinum pieces. His once humble attire was now gaudy
in its richness. He grew in size as he strode on goat-like
feet toward the now quaking Lord Minister. Ames was
screaming.
Although the Viscount loomed over him, exuding an
unsettling heat that wilted the plants, his voice was still
shrill and annoying. Now, Your Pathetic Grovelence, I
must demand we enforce church doctrine here. After all,
it was doctrine that gathered these riches together. It
should be doctrine that redistributes it. You are a slave
to the lure of coin, a thrall to mammon. You betrayed
the ideals of your faith for wealth. Therefore I shall free
you of your burden, and you shall forever after serve
your true master. The Viscount slapped the Holy Writ
from Peters hand to across the courtyard even as Jahn
fought against his trembling and yanked out his wooden
holy symbol.
The guards, other priests, and parishioners had arrived at the sound of Ames continued screaming. The

Viscount ignored them, snapping his fingers, and the


scattered thirty silver pieces exploded into silken clad
black, scaly fiends with sinister yellow eyes, black wings,
and whip-like tails. Four of them ran to the Viscount,
leaving the stench of stagnant water in their wake, to
hoist him aloft on a jewel encrusted litter that materialized beneath him. The others produced golden trumpets
and began to sound them mightily as their master was
swiftly borne out of the courtyard.
There was a golden flash and Jahn ducked, covering
his eyes. When he opened his eyes, he noted that Ames
had stopped screaming and he struggled to his feet. The
gold and silver in the courtyard, whether from the statues or from the people, was melting and disappearing
into the ground. Stunned, Jahn gave chase. Pushing
through the panicked throngs, he neared the outer doors
to witness a magnificent fire encapsulated golden carriage emerge from the ground. It was drawn by nine
enormous horses, black as obsidian with daemonic red
eyes. Smoke fumed from their nostrils and flames roared
from their hooves and manes. A vicious lizard-like creature with great cat-like ears and small, shifty yellow eyes
covered in barbs and spines sat as coachman, a whip in
one hand and the reins in the other.
The Viscount sprang lightly into the carriage, and
Jahn could now see the gleaming baubles which adorned
him. Still trembling, Jahn presented his holy symbol to
the fiend. The Viscount gave a disdainful glance at the
Temple Masters efforts as the carriage began to pull
away. The horses began to rise, galloping on the air
itself, and then suddenly dove straight into the ground.
A cacophonous bomb shook the entire temple. A circle
of smoldering grass was all that marked the passage.
Temple Master Jahn turned and slowly trudged back
into the temple, feeling more drained and dejected than
he ever had before. Once grand, the temple was now
devoid of anything remotely resembling material value.
The gold, silver, bronze and marble that had covered it
was stripped away, leaving bare wood and a dilapidated
frame. The priceless relics of their history were gone.
The coffers, once filled with the offerings of the faithful,
were empty. Nothing remained.
As he made his way into the audience chamber, the
Temple Master nervously wondered what wrath the Lord
Minister would unleash at this misfortune. The scene
that greeted his eyes in the chamber gave light to the
absurdity of his thoughts.
A perfect likeness of Lord Minister Peter was cowering in courtyard. A perfect golden likeness. A look of
absolute horror was engraved onto his face. Likewise
was Ames, still screaming in silence. Both slowly melted
into the ground until they too were gone.
Temple Master Jahn struggled not to faint but could
not keep his feet. He fell to the ground, his hand landing
on something. He lifted it to see the open Holy Writ and
his eyes read the passage.
Give unto Mammon that which is man's, and unto
the gods whatever is left over.
As Jahn passed out, the profaned tome beneath him,
the last thing he heard was the tinkling laughter of the
Viscount.
The Arch-Duke of Minauros
Large Outsider (Abomination, Evil, Extraplanar,
Lawful)
Symbol: Three gold coins bearing diabolical faces on a

dark green inverted triangle.


Cosmic Rank: 13 (16 in Minauros)
Hit Dice: 45d8 (Outsider) + 25d6 (rogue) + 10d6
(perfect wight) + 880 (1450 hp)
Initiative: +27 (+19 Dexterity, Superior Initiative)
Speed: 120 ft., fly 250 ft. perfect
Armor Class: 71 (+11 deflection, +19 Dexterity, +34
natural, +9 profane, -1 size), touch 37, flat-footed 71
Base Attack/Grapple: +63/+75
Attack: Avarice + 80 melee (1d6+18+2d6 (axiomatic) +
2d6 (unholy)/18-20/x2); or Greeds Breath +87
ranged (2d6+18+2d6 (unholy)/19-20/x3); or claw +74
melee (4d6+12)
Full Attack: Avarice + 80/+75/+70/+65 melee
(1d6+18+2d6 (axiomatic) + 2d6 (unholy)/18-20/x2; or
Greeds Breath +87/+82/+77/+72 ranged
(2d6+18+2d6 (unholy)/19-20/x3); or 2 claws +74
(4d6+12), 2 wing buffets +69 melee (2d6+6), and tail
+69 melee (4d8+6).
Space/Reach: 10 ft. /10 ft.
Special Attacks: Aura of Hell, call devils, Carnal Covet,
Hells Fire, Might of Hell, Lien, sneak attack +18d6,
spell-like abilities
Special Qualities: Abomination traits, blindsight 500 ft.,
Crippling strike, damage reduction 40/anarchic, epic,
good and silver, defensive roll, Diabolical Decree,
Diabolical Empowerment, Diabolical Prowess, displacement (50%), divine immunities, immunity to fire
and poison, improved evasion, improved invisibility 2/
day, improved legerdemain 2/day, improved uncanny
dodge, incorporeal 2/day, Infernal Nobility, Infernal
Rogue, Infernal Usury, Lord of the Nine, opportunist,
Property of the State, regeneration 22, resistance to
acid 40 and cold 40, shadow form 2/day, spell resistance 71, telepathy 1,000 ft., trapfinding, trap sense
+6.
Saves: Fort +52, Ref +60, Will +56
Abilities: Str 35, Dex 48, Con 33, Int 44, Wis 39, Cha 31
Skills: Appraise +86, Balance +65, Bluff +93, Climb
+12 (+16 with ropes), Concentration +71, Decipher
Script +31, Diplomacy +107 (+113 with evil creatures), Disable Device +60, Disguise +93 (+101 when
acting in character), Escape Artist +102 (+106 with
ropes), Forgery +66, Gather Information +61, Hide
+102, Intimidate +91 (+97 against evil creatures),
Knowledge (arcana) +70, Knowledge (history) +51,
Knowledge (local [Hell]) +66, Knowledge (nature)
+23, Knowledge (the planes) +75, Knowledge
(religion) +78, Listen +98, Move Silently +102, Open
Locks +62, Search +101, Sense Motive +75, Sleight
of Hand +122, Spellcraft +71 (+75 to decipher
scrolls), Spot +98, Survival +37 (+43 on the planes,
+45 while tracking), Tumble +108, Use Magical Devices +45 (+55 for scrolls), Use Rope +40 (+48 with
bindings).
Feats: Alertness, Cleave, Combat Reflexes, Corrupt
Spell-like AbilityB, Dark SpeechB, Dodge, Far Shot,
Improved Critical (composite longbow), Improved
Disarm, Improved Initiative, Iron Will, Mobility,
Point Blank Shot, Power Attack, Precise Shot, Quick
Draw, Quicken Spell-like Ability (mass hold monster), Quicker than the Eye, Snatch Weapon, Spring
Attack
Epic Feats: Additional Magic Item (ring), Blinding
Speed, Epic Evil BrandB, Epic Skill Focus (Sleight of
Hand), Lingering Damage, Improved Sneak Attack

344

(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.

345

Until such time, Mammon has taken it upon himself to


hold in perpetuity onto the gains of others across
Creation. A difficult task, he knows, but someone has to
do it.
According to Mammons worshippers, the Lord of
Avarice (an unfair appellation, but one that does not
bother Mammon since he is above such concerns) believes that the love of money is not just the beginning of
all that is foul and loathsome, but that such a love distracts all sentient beings from a far more important truth.
Wealth is and has always been distributed unevenly.
Even in cultures in which everyone supposedly benefits
equally, there are some who do more than others and
receive some sort of compensation for their extra effort,
be it greater authority or special perks. This unfairness,
this gross inequity, is a deplorable consideration to one
such as Mammon. The wealthy continue to grow in
power and influence while the poor scuttle about like
vermin, willing to do anything to acquire the very same
dirty gold that the wealthy hoard for themselves. As far
as Mammon is concerned, the best option is for all to
have nothing and be equal in nothing. All must pay a
surplus of whatever they have gained to something
greater that allows them to live and breathe. This
agency, always an official entity that works for the
greater good for all involved, is where the repository of
all material gains should go as far as Mammon is concerned. Since Mammon knows that all other beings are
incapable of taking possession of wealth without becoming enamored with it, he believes that it is in his vaults
that the wealth of the Cosmos would be the safest.
Mammon does not equate his behavior as a lust for
wealth despite what others have and will continue to say.
Rather, he perceives it as a meaningful sacrifice. He is
more than willing to be unpopular and unloved as he
takes that which others have no right to have. He knows
that his goal, equality in all, is a just one. As importantly, Mammon knows how to spend and redistribute
the wealth that others so foolishly squander. He knows
how to grant those in need the proper amount, how to
make sure that all have the right amount in order to live.
Yet, the wise see through to Mammons true nature.
In the end, Mammon, with all of his high-minded rhetoric of equality, is only interested in the possession of all
that is considered of material value. True, he does believe that equality for all is right; yet, his true mission is
to make all others subservient to his will and influence as
all will be equal in poverty and impotence as they just
barely scrape by a life. Mammon believes that financial
strength is indeed the driving force of power. By controlling the most capital, Mammon believes that he will
control the souls of mortals and, through them, eventually the entirety of Creation. This ultimate investment,
the only worthy investment, will grant Mammon complete independence from the Hierarchy of Hell and the
power to define Creation in his own image: him at the
top with all others groveling and begging him for succor.
That is the equality Mammon seeks, that of the State
taking everything that beings have earned through hard
work or not earned and using it for his own ends. That
is the threat of Mammon.
Beyond Hell, Mammon is viewed as one of the more
sinister and dangerous Lords. Mammon routinely
selectively redistributes (steals) from any number of
beings. Gods and powerful cosmic entities are not excluded from this pursuit. To date, Mammon has few
allies. However, Mammon is often approached by un-

scrupulous demi-gods and lesser cosmic entities seeking


access to greater power. With these weaker beings,
Mammon is something of a business partner. Although
his fees are astronomical, once a contract is signed, most
expect to get something of value out of Mammon before
the business arrangement concludes. It is not unusual for
powerful gods to seek out Mammon when they need for
something important to disappear or reappear for that
matter. These arrangements are always kept under a fog
of secrecy as few are interested in being associated with
the Arch-Duke of Minauros. It is important to note that
Mammons most dangerous foes beyond Hell are gods of
thieves and greed. As Mammon believes that they have
more than their fair share of wealth, he targets the majority of his redistribution efforts on their worshippers.
From Abbathor and Vhaeraun of the dwarven and drow
pantheons, to Mask and Olidammara of the Farun and
Oerth pantheons, Mammon has made an enemy of all of
them. The only prominent god of greed Mammon has
steered clear of offending is Tiamat due to her uncomfortably close proximity.
In Hell, Mammon is isolated from the other Lords of
the Nine, a situation that suits him just fine. Nevertheless, this is an interesting position for the Lord of the
Third for he is numbered among the original hellspawn
and Lords of the Nine. Since before the Dawn of the
Gods, Mammon was an ally of Dispater and Mephistopheles, as he like the Lords of the Second and
Eighth sought to solidify power and authority through
elitism. Dispater enforced the toil of the masses and
heretics; Mephistopheles enforced the will of the cold,
ruling intellectuals; and Mammon enforced the consolidation of wealth to those at the head of the table. These
three, opposed to the likes of Adrammelek, Sammael,
and Lilith, reaped a great deal of power, catapulting them
to the forefront of Hellish politics. Yet, neither Dispater
nor Mephistopheles placed much trust in Mammon for
they saw that his interests were limited to what he could
gain financially in their pursuits. Dispater rightfully
assessed that if Mammon believed he could gain by
switching sides, he would do so. Still, this alliance between the three Lords would last for countless millennia.
It would not be until the Dies Irae that Mammons
treachery would be revealed to his allies. Not only did
Mammon succeed in sending his servants into Dis and
Cania to redistribute a great deal of treasure as the
Lords armies descended into Nessus, he also betrayed
them to Asmodeus when The Overlord stripped his vassals of their power. This dual treachery forever shattered
any union between Mammon and Dispater and Mephistopheles once the three were allowed to return to their
stations as Regents of Hell. Mammon, the first to grovel
at Asmodeus feet, was the first to return to his fief and
the first to receive a full pardon. Mammon has not
looked back and has done nothing to try to reestablish
ties with his former allies. As far as he is concerned, he
acquired what he needed from them and now it is time
for him to invest in new opportunities.
Mammon is often confused with his former ally, Dispater. Many scholars and sages have viewed Dispater as
being interested in the acquisition of wealth, thereby
creating difficulty in distinguishing him from Mammon.
However, the difference between the two Lords is simple
enough. Dispater is the personification of the corrupt
business man who seeks to increase his wealth, political
power, and military power through doing as little work
as possible while hiding behind rules and laws, his ser-

vants accomplishing all of the work with little or no gain


for themselves. He supports conservative practices that
maintain the status quo with him at the top. In contrast,
Mammon represents the power and greed of the State
that overtaxes, always has an outrageous share to take,
and is never satisfied with its gains. He is the ultimate
materialist, often claiming that his need for more wealth
will eventually trickle down to benefit others, when all
he does is hoard it himself. Mammon is uninterested in
business and could care less how he receives his share
as long as he receives it. He is not above selective redistribution (what most would call stealing) to increase
his holdings, and is more than willing to get his hands
dirty to do so. Dispater is the faceless, iron-shod corporation while Mammon is the money-hungry State.
There are some legends that insist that Mammon is
not truly a scion of Hell, but a fallen angel. There are a
number of religious texts that point to an angelic being
who fell for want of material gain, his avarice like lead
on his soul that dragged him screaming and spitting into
Hell. However, few believe this possibility for it would
be unlikely that Mammon would have ever have been
allied to Dispater or Mephistopheles who are acknowledged bigots with regards to angelic beings. Interestingly, Mammon was never threatened by the Fallen after
The Great Fall. Mammons court, filled with greedstricken bureaucrats, has lead many to believe that
Minauros would have been easy pickings for any number
of fallen angels or even powerful devils. Many point to
the former presence of Glasya, the Princess of Hell, as
the reason for Mammons continued control of the Third
Perdition. Still, Mammon never forged a beneficial relationship with The Fallen, although he has had numerous
skirmishes with the sadomasochistic Belial and the
forces of Phlegethos over the eons. Precisely what Belial
wants out of Minauros is anyones guess; after all, Mammon has never sought to face Belial or any other Lord or
arch-devil in combat, so it is probable that Belial wants
to expand his power base by taking over another Perdition. It is known that Mammon has no relationship with
Bael, Leviathan, or Lilith beyond the occasional need to
be diplomatic during Processions of Perdition. However,
Mammon has been contemplating establishing an alliance with Beelzebub. Through the Lord of the Flies,
Mammon believes he could expand his ability to ferret
out hidden troves of treasure across the Cosmos, greatly
expediting his goal to make the rest of Creation bitterly
poor. So far, however, Mammon has not approached the
Lord of the Seventh as he does not trust that an alliance
with the overweening Beelzebub would be balanced on
the front end.
Mammon continues to lust after Glasya, the Princess
of Hell; however, since The Overlord decreed that the
Princess of Hells time would be better spent elsewhere
after the Dies Irae, Mammon had little choice but to
quietly acquiesce. What these two horrible creatures saw
in each other is simple enough to determine; Glasya
desired Mammons considerable wealth, and Mammon
was obsessed with Glasyas background and connection
to Hells ultimate power. Mammon is so fearful of Asmodeus wrath that he does not even send secret messages to Glasya. Mammon has no relationship with the
Prince of Hell, seeing no value in meddling with an annoying, insufferable, half-mortal brat. Indeed, the only
other arch-devil with whom Mammon has any relationship is Geryon, whose form Mammon has been known to
mimic when entertaining guests in Minauros, ruthlessly

346

mocking the former Lord of the Fifth. Simply, if none of


the arch-devils or Lords offers him anything, Mammon
sees no reason to treat with them, especially if he continues to enjoy his own success.
Within his court, Mammon keeps a watchful eye on
his Dukes. Mammon knows that each of them keeps a
bit of whatever they bring in, but so long as the amount
is less than 3%, the Lord of Avarice does not bother to
retaliate. After all, he is capable of tracking down their
treasure vaults if he were so inclined and plans on doing
so one day once he has risen to a point to challenge Asmodeus for the Serpents Throne. Mammons is the least
organized Court, his servants spread across stinking
Minauros like scattered gold pieces. All of the Courtiers
of Minauros spend their time, in their own way, enriching Mammon. That is their only goal as far as he is concerned and Mammon could care less how they accomplish this task so long as they do so without wasting or
stealing needlessly.
Mammon has few qualms about spending the money
that he has redistributed from others. One of his favorite
pastimes is betting. If he cannot win in a bet, Mammon
will find a way to bend the end result to his favor (some
would call this cheating, a term Mammon despises). If
he still looses, Mammon beats a hasty retreat to avoid
paying up his side of a debt, claiming the need to process
the winnings. Another one of Mammons favored excursions is hunting, on which he often bets. Many scholars
have cited that Mammon hunts himself, but this is not
entirely accurate. Mammon rarely rides a horse (or in
Hell, a nightmare), but sits in an elaborate open litter
pulled by nightmares, where he watches his servants
hunt. He often unleashes his team of Nessian warhounds
in these times, sometimes wounding the target with
Greeds Breath before the hounds give chase. Most of
the targets are former servants that have displeased
Mammon or else powerful mortals who lost their souls to
Mammon.
Mammon rules from Minauros, the Sinking City.
Mammon takes no time to shore up the citys foundation,
believing that there is no point in wasting money on it.
Rumors abound that Minauros sinks because of the tremendous weight of Mammons hoard. The city is filled
with all manner of destitute soul shells and lemures.
These creatures are cursed with eternal starvation as they
wallow in poverty. Mammon never enters the streets of
the city without a hunting party, fearing that the destitute
souls will try to rob him.
Mammon appears as a plump malefircarim with a
large, toothy smile, red moustache, and a forked red
goatee. His skin is a shimmering, reddish gold, and his
short red horns and talons are capped with diamond
studs. The Lord of Avarice often wears an elaborately
designed kilt that descends from below his ample stomach and stops over his cloven hoofed feet. His huge
wings glow a warm golden color from the coins he has
had grafted to them, their weight having no apparent
effect on Mammons ability to fly with surprising speed.
He speaks with a supreme amount of arrogance in a
high-pitched, grating voice. His beady eyes, which glow
a warm gold, twinkle any time he senses that someone
has more than 100 gp in value in possession. Most who
would meet with Mammon tend to do so almost naked.

Combat

347

Mammon is a coward. Even if he is facing clearly


weaker adversaries, Mammon will seek to avoid any
kind of violence if he can help it, ordering his servants to
deal with threats. Mammon never travels alone and typically has the company of at least his pack of Nessian
warhounds. These beasts and any other servants will be
ordered in combat while Mammon flees for safetythat
is, unless his aggressors are in possession of extremely
valuable magic items or wealth. Essentially, if Mammons foes are in possession epic magic weapons or
major artifacts of any kind, he is guaranteed to remain in
combat.
When forced into combat, Mammon will seek to retreat to high ground at least 100 feet away after he calls
either one Duke of Hell or 18 advanced barbazu. While
these beings summon additional support, Mammon will
use his Hellish Aura to force his foes to cower. Then, he
will follow up with his Audit centered on the wealthiest
creatures in the area. In most cases, Mammon will opt to
transfer the enhancement values of magic items into
coin; if he finds that his foes are resilient, he will transfer
the enhancement powers into DC increases. If Mammon
finds that his foes are willing to pursue him, he will call
in Nessian pit fiends before attempting either another
Audit or he will use Property of the State to make them
relinquish their most powerful weapons. In any case,
Mammon will seek not to kill his adversaries unless they
clearly have nothing of value. If they seem wealthy,
Mammon will take them back to Minauros where they
will be interviewed for information on the whereabouts of more treasure before Mammon turns them into
lemures.
Audit (Su): The Lord of Avarice believes that all
creatures, great and small, possess far more than their
equal share. This is especially the case for those in possession of well-crafted or magical items and a great deal
of treasure. Mammon frowns upon such foppishness,
viewing those that have the audacity to own such items
as having extreme bad taste. When confronted with such
beings, Mammon usually believes that he must take it
upon himself to relieve them of their ill-gotten, undeserved gains for future redistribution. In such circumstances, Mammon will exact an Audit.
Up to nine times a day, Mammon can target a 30-foot
radius within his line of sight (or, in Minauros, within 16
miles) and elect to Audit either items or currency. Any
and all masterwork or magic items within the area must
make a Fortitude save DC 58 (items in the possession of
another may use their own save or the save of their possessor, whichever is the highest). Failure indicates that
masterwork items immediately become mundane while
magic items lose 50% of their enhancement bonus. Furthermore, the amount lost is immediately transferred into
gold pieces of the appropriate value and deposited into
Mammons Gilded Vault; alternatively, the amount taken
is added to the DCs of one of Mammons abilities or
spell-like abilities. Such bonuses last for nine rounds.
Mammon does not gain DC bonuses from masterwork
items, only from magical items. Thus, if Mammon were
to audit a +2 holy short sword, he could either take
16,000 in gold pieces or he could increase his spell-like
ability DCs by 2 points. While Mammon may elect to
return enhancements to the original item (or enhance a
mundane item with the Audited enhancement), he may
not do this if he has used the enhancements to empower
his own DCs.
Mammon may also use his ability to Audit coins.

Unclaimed coins or other forms of currency (including


jewelry, expensive art pieces, and the like) within the
area of effect are immediately taken. Claimed coins
receive the owners Will save against a DC of 58 or else
they are also taken. For every 10,000 gp Audited, Mammon may increase a DC for an ability or spell-like ability
by 1 point.
Finally, Mammon may also Audit artifacts. In auditing an artifact, Mammon cannot permanently strip it of
its powers; however he can borrow any one power for up
to nine rounds. The artifact receives a Will saving throw
DC 58 for each Audit attempt. Mammon then gains the
ability to select which power he hopes to use. There is
some risk for Mammon, however; if the artifact in question is not Neutral Evil or Lawful Evil in alignment, at
the end of the nine round period there is a 30% chance
that Mammon will suffer a reduction in all of his abilities
as though suffering from nine negative levels. This ailment lasts for nine days. Needless to say, Mammon does
not use this aspect of Audit lightly. It is known that
Mammon cannot affect so-called signature weapons or
artifacts that are in the physical possession of any cosmic
or divine being (including those with divine rank 0).
Aura of Hell (Ex): Mammons aura can affect all
creatures within 900 feet of him, with a Will save 58
allowed to negate the effect.
Call Devils (Sp): As a move equivalent action, Mammon can call devils. Nine times per day, Mammon may
call a Duke of Hell, 9 pit fiends, or 18 lesser devils; devils so called have triple standard Hit Dice, to a maximum
of 45 Hit Dice. Since these devils are called, they have
the ability to summon other devils as their Monster Manual descriptions allow. Despite his size and tremendous
strength, Mammon, more than any other Lord of the
Nine, is a true coward. Only dedicated to the balance
and spread of wealth (to himself, mostly), Mammon
hates being in the middle of a fight once he realizes that
one is imminent. It is fitting, then, that Mammon will
call on the most violent devils in Hell to kill his enemies
at the first sign of a threat: barbazu. If matters continue
to deteriorate, Mammon will then bring in pit fiends and
hamatulas. Mammon is often in the company of nine
Nessian warhounds that are willing to die to defend
Mammon.
Carnal Covet (Su): It is the nature of all sentient
beings to be selfish. From the greatest god who covets
the worship of mortals, to the lowly peasant who steels
even the smallest grain from the fields of his master,
creatures across the Cosmos reflect their selfishness
everyday. This attitude, this gross violation of the natural order in which all must lend aid, in which all must
share equally, is one that greatly offends Mammon.
Indeed, he has found that those who would are to challenge him are often covered in all manner of gain that
they have only because of their selfishness and greed.
On these, Mammon forces them to share whether they
will it or not through his Carnal Covet.
Three times a day, Mammon can cause Carnal Covet
in all beings within 300 feet of his person (Mammon can
select which beings he wishes to effect). Similar to a
confusion spell, Carnal Covet forces those who fail the
Will save DC 58 to seek out any random item they either
see or know about that is considered valuable that they
do not currently possess. Mammon may determine if
certain locations or being within the area of effect can be
targeted by those infected with Carnal Covet (he often
ensures that his own guards and his person are not sub-

ject those under the influences of this power). While the


target of the infected is determined randomly, the victim
of Carnal Covet will always attempt to take the item with
the most value. It does not matter if the item in question
is of any immediate or even future benefit so long as its
value is at least 100 gp. Thus, a wizard may attempt to
steal his paladin allys holy avenger, while a cleric may
attempt to pry loose valuable jewels attached to an altar
dedicated to her god. Any attempt to stop the coveting
victim results in the victims retaliation that only lasts as
long as someone or something is between the victim and
the object of desire. Once the victim acquires what he
covets, he turns his attention to another item. Carnal
Covet lasts for 45 rounds.
Diabolical Empowerment: Mammon uses his Intelligence modifier for determining DCs for all saves.
Hells Fire (Su): Mammon may use Hells Fire 20/
day, a ten-foot wide line of diabolical energy dealing
20d12 points of damage, up to 1700 feet away. Victims
caught in the blast may make a Reflex save DC 58 for
half damage. Mammons Hells Fire appears like a blast
of scalding, liquid gold and silver that burns into the
body and the spirit of those caught in the effect.
Infernal Nobility (Ex): As the Lord of the Third,
Mammon has a status equivalent to that of the gods.
Mammon possesses a cosmic rank of 13. While in
Minauros (and anywhere else on Hell that Asmodeus
allows), Mammon functions as a greater god with a cosmic rank of 16.
Infernal Rogue (Ex): While Mammon certainly does
not perceive himself as a thief every other being that has
dealt with him would not hesitate to name him one.
Indeed, Mammon possesses a number of qualities that
makes him almost as frustrating as various gods of
thieves across the Cosmos.
When Mammon is struck by an attack from an opponent he has designated as his dodge target, Mammon
may make a Reflex save (DC 10 + damage dealt) to negate all damage from the attack.
Mammon also knows the exact value of any treasure
he can see. He can immediately determine what any
creature is carrying and where each carried item is.
Any attack of opportunity Mammon makes is considered a sneak attack. Mammon also receives 3d6 additional points of damage on his sneak attacks.
Infernal Usury (Ex): Of all the Lords, Mammon has
the most precise offering to mortals: the acquisition of
wealth. Mammon does not have elaborate schemes nor
does he offer strange agreements in his offerings. If a
mortal client wishes to do business with the Lord of the
Third, that business will revolve around the client becoming wealthy. What the mortal does with his wealth
is his business. Finance an orphanage or a war; it is all
the same to Mammon so long as the client remembers
one important thing: anything given by Mammon is not a
gift but a loan. And loans must be repaid. In Hell, repayment is always not as simple as it seems.
If Mammon (or one of his Courtiers on his behalf) is
summoned to the mortal coil, Mammon can offer Infernal Usury up to three times a day. Infernal Usury is as
simple as it sounds. Mammon may grant a mortal one
wish to become wealthy. The amount of wealth is a base
of 5000 gp per character level (NPC classes count as
levels for the purpose of this effect). The client receives
an additional 1000 gp per level as he works out the loan
arrangements with Mammon in a Diplomacy check
(Mammon will set the check during each parley; see

348

below for more). The client explains the details of his


wish to his own satisfaction as the entirety of his request
is drawn up on a contract written on parchment made
from the flesh of angels. The contract is signed and
written in the clients blood, imposing 1d3 points of
Constitution damage. Once signed, the contact immediately disappears from sight and is magically transferred
into the Ledger of Melchom, the Duke of Profit. The
loan proceeds are given to the client in the appropriate
number of bags of holding (the value of the bags is taken
out of the clients proceeds and may well be far larger
than the client needs unless the client stipulates that he
wants a bag of the proper size).
Payment for the loan is simple. The client has to
make good on three requests issued by Mammon at a
moment and time of the Lord of the Thirds choosing.
These requests can be of any sort, although they tend to
revolve around assisting the monetary acquisition of
Dukes of Minauros or servants of Mammon in the Prime.
Mammon has up to three years to make this request either personally or through a servant. If the client states
that this was never part of the contract, Mammon typically will say that it was never discussed or never explicitly stated that such a payment would not be in the contract. The client does have a choice in the matter but
only if he succeeds in a Will saving throw with a DC 58
plus 3 per 1000 extra gold pieces that the client successfully bartered out of the original bargain. Failure indicates that the client is under the effects of a geas as cast
by a 54th level caster and will comply with Mammons
requests. This geas cannot be removed by normal
means; only the direct intervention of a cosmic entity or
god with divine or cosmic ranks greater than 16 can end
this curse, and then only on a successful rank check. The
client will have three weeks to complete each request.
Once completed, the client finds that he gets to keep his
ill-gotten gains but that such gains are cursed in a manner identical to that of Scaxs Sins of the Father. If the
client cannot complete the request, his soul is immediately forfeited to Mammon who may slay the client at
any time and across planar boundaries in a manner identical to that described in Lien.
Two possibilities exist should the client save against
the initial request. First, he may offer to repay the loan.
Mammon always agrees to this, although he will require
that that loan is not only repaid within three days, but
with 50% interest. Failure results in the clients soul
being forfeit to Mammon (who can kill the clients mortal body and take possession of the soul at any time,
anywhere within the same limitations as described in
Lien). The client may borrow the money from others. If
this occurs, upon transference of the proceeds, those that
loaned the money are immediately cursed in a manner
identical to the clients curse under Infernal Usury.
Those who loaned the money must be repaid by the client, with the same interest, or their souls are forfeit (as is
the clients soul since he had to borrow the money). The
second option is that the client immediately sells his soul
to Mammon. The loan is immediately considered paid
off and the client will not receive any requests from
Mammon. However, there are different end results for
this option. If the client possesses at least 15 class levels
or HD, he will grow more in wealth as his death from old
age approaches, thereby increasing the chance that the
wealth left over after his death causes more greed. Conversely, a client with fewer 15 class levels or HD quickly
become destitute (within 3d6 months), his money disap-

349

pearing (and possibly magically transported to


Minauros). In either case, upon his death, the clients
soul is consigned to the Third Perdition of Hell.
The effects of Infernal Usury can only be ended by an
atonement cast by a 40th level, good-aligned cleric followed by a quest. This quest usually involves divesting
oneself of the loan proceeds into a direction that has
nothing to do with the clients initial requests or interests, but simultaneously promoting holiness and freedom. Those under the quest must complete it within
three months; failure indicates that the victim dies immediately, his soul taken to Minauros; the entirety of his
loans and any works accomplished through the proceeds
are also lost.
Lien (Ex): Mammon believes that all other beings
are obsessed with ownership. This obsession is often
due to the fact that such beings often see what others
possess and then try to acquire such possessions themselves. Over the countless millennia, Mammon has
found that if lesser creatures cannot see the desires of
their hearts, they would soon forget about such things
and move onto more important considerations. The
Arch-Duke of Minauros will attempt to place a Lien on
items, locations, and even individuals until such time as
they can be safely released into a more mature environment.
Thrice per day as a standard action, Mammon can
place a Lien on up to three items or individuals, or a
single place, protecting them from all forms of detection,
scrying, or tracking. Mammon need only be aware of the
item in order to affect it. If Mammon has an official
right to the individual (like a worshipper), place (a
temple dedicated to him), or thing (an item he has owned
at one point or one that a servant of his has taken in his
name), he may effect his Lien from any distance and
across planar boundaries. Such items, individuals, and
locations do not receive a saving throw from the effect
unless they are within the realm of a cosmic entity, deity,
or a location not subject to cosmic or divine power (like
areas within The Outlands and Sigil). Items, individuals,
and locations in such areas or not officially tied to Mammon receive a saving throw; furthermore, such items
must be within three miles of Mammons person. Living
beings receive a Will save. Items either receive their
own saving throw or, if they are in the possession of
someone unwilling to part with them, they receive the
individuals save modifier. Locations receive a base
save modifier of +20 plus 5 for every 100 square yards
Mammon attempts to place a Lien. Mammon may affect
up to three square miles of a location in this way. He
seems to have no limit in size for sentient beings. Items
exceeding 100 square feet are considered locations for
the purpose of Mammons Lien. In all cases, the Will
save is made against a DC 58.
If Mammon attempts to affect anything within a cosmic or divine realm, he must first succeed on a successful rank check against the entity concerned. Even if he
succeeds, the object receives a save as described above.
Locales that stunt cosmic or divine power also grant
objects or persons within a save against Mammons
power.
Mammon does have an upper limit on things on
which he places a Lien. He may Lien up to 81 items, 27
beings, or three square miles of location. If Mammon
ever places a Lien beyond his limit, he immediately must
give another possession up within the same category.
Possessions under a Lien are kept in a demiplane within

Minauros know as the Gilded Vault. The Gilded Vault


can only be entered by Mammons leave or through an
extremely well worded wish (miracles and Alter Reality
can also grant access); beings possessing divine or cosmic ranks cannot enter the Vault without Mammons
explicit allowance (Asmodeus is the only such being
besides Mammon that can enter the Vault). Even if the
Gilded Vault is breached, it is impossible to leave with
anything without alerting Mammon of an attempted
theft. Upon leaving the Vault, one finds oneself in the
fortress Minauros; attempts can be made at this point to
flee the Third Perdition as per usual. Mammon can enter
the Vault at any time and he may pull anything from the
vault that he chooses as a standard action. All items
within the Vault are in stasis, so there is no damage or
wear on them (sentient creatures are treated as if imprisoned as per the spell). Mammon often places elaborate
traps on whatever is in the Vault, the most common being a unique form of maze that lasts for a year and a day
on any that dares to touch an item under Lien (this maze
can be escaped by means of an Intelligence check before
then as per usual, but the DC is increased to 58).
Mammon is willing to release a Lien under a variety
of arrangements, most which require some kind of tithe
or sacrifice of a valuable. In most cases, after centuries
have past and those interested in what was taken are
either dead or have given up on looking, Mammon will
end the Lien. He is under no obligation to do so nor is
he required to return the item, person, or location to the
place from which it was originally taken.
The Might of Hell (Su): Mammons presence is so
terrible that he can corrupt an entire area with but a
thought. Thrice per day as a free action, Mammon may
unhallow an area equal to 1350 feet (associated spell
effects function as though caster level 54th).
Property of the State (Su): Mammon can demand
that those before him relinquish their valuable possession
on the spot. 3/day, Mammon can declare any one valuable on each and every being within 30 feet to be Property of the State if they fail Will saves against DC 58.
Mammon must first succeed on a successful rank check
to affect deities or cosmic entities of greater cosmic
status. The victims will then deliver the item of Mammons choosing to the Lord of the Third. Mammon can
pick precisely which item he wants and can do with it as
he pleases, including use it against its former owner.
Any item so stolen by Mammon in this fashion allows
Mammon to use it as a spell completion device even if
the Lord of the Third does not possess the necessary
caster levels; however, Mammon cannot necessarily use
similar or identical items that he just happens to come
across.
Spell-Like Abilities: At will animate dead, baleful
polymorph, blasphemy, blur, charm monster, create
greater undead, deeper darkness, delayed blast fireball,
desecrate, detect chaos, detect good, detect magic, dominate monster, flamestrike, greater dispel magic, greater
invisibility, greater teleport (self plus 1,000 pounds
only), hallucinatory terrain, hold monster, magic circle
against chaos, magic circle against good, mass hold
monster, mirage arcana, persistent image, polymorph,
power word stun, produce flame, pyrotechnics, read
magic, restoration, resurrection, scrying, suggestion,
symbol of pain, unhallow, unholy aura, unholy blight,
wall of fire; 9/day cheat, destruction, emotion, entice
gift, fabricate, firestorm, greater restoration, guards and
wards, knock, meteor swarm, phantasmal thief, sympa-

thy, true resurrection, vanish; 6/day accursed, hellball, oppress, tyranny; 3/day wish. Caster level 54th;
save DC 36 + spell level. Mammon also casts spells
from the Greed Domain from the Book of Vile Darkness;
these spells are included in the list above.
Avarice: Avarice is a thin blade of sparkling, white
steel; its hilt is a length of silver and gold celestial bone.
The pommel of the blade is sturdy and adorned with a
lustrous, nameless black jewel of unknown quality. Avarice is a +6 axiomatic, unholy dagger.
Avarice seeks to steal the best qualities from those
that feel its blade. First, Avarice maims its victims, robbing them of their health. All random damage Avarice
deals is always doubled, the surplus replacing any lost
hit points to Mammon (for instance, if he dealt 24 points
of damage and an additional 28 points of sneak attack
damage, the victim would suffer 48 + 56 points of damage and Mammon would be healed 52 points of damage).
Second, Avarice drains 1d6 points from any ability score
of 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

351

a portion of each of those Powers divine might.


Once each stanza has been read aloud, gold, silver,
and other precious metals (along with any gems in the
room) are torn from their places to mesh and coalesce
into the form of Mammon in the midst of the room. He
looks over the room with a glittering smile, weighing up
the value of all that remains (the initial despoiling should
account for no more than 18,000gp worth of materials);
each round that the audience continues, he sends more of
the wealth in the room to his Gilded Vault (3,000 gp
allotments). Should Mammon believe that the invocant
will not prove to be a worthy deal, he will generally delay proceedings long enough to take everything of value,
even the clothes of the summoner and his underlings,
before informing all present that he must leave to attend
to matters of state, giving the invocants a chance to
gather more wealth for next time.
While it seems that a meeting with Mammon is expensive and it is for those that plan well it can also be
extremely profitable (at least while mortality continues).
The founding fortunes of some of the wealthiest mortal
families have been attributed, at least in part, to Mammons patronage. Likewise, the sudden reversal of
such economic good fortune has been laid at the feet of
dealings with the Lord of the Third.
As the audience draws near its close, the gems and
finery which sparkle over Mammons great girth begin to
dull and then disappear, as if the stars in the firmament
were being whisked away. Thus he disappears by degrees, until not a red penny remains of his form. When
he finally vanishes, his last act is to purloin the expensive architecture of the very room that he was summoned
into; without the supporting pillars, the ceiling generally
collapses in 1d3 rounds. Wise invocants prepare for such
an eventuality by specially designing the room to be used
to avoid such a fate, or merely staying within an easy
dash of an exit. It is typical that the room in which
Mammon was summoned to be completely empty of
anything of value once the interaction is concluded.

BELIAL, Lord of the Fourth


The flames raged in a cacophonous din but they
couldn't drown out the screams of the women. Such an
inferno would normally draw a crowd, yet tonight those
who frequented such places remained hidden from
sight. The area about the old brothel was deserted, the
roads silent. Save for six men, in whose eyes the blaze
was reflected clearly. One stood apart from the others,
closest to the flames. The fiery light illuminated the look
of grim satisfaction on his face.
Brother Ficiant, local preceptor of the Order of
Mercy, listened to the whores cries for help as the fire
devoured their flesh. The damnable wantons would no
longer plague society with their carnal ways. No longer
would they tug at the unholy desires of the decent men of
town. He permitted himself a small smile at the fate of
the unrighteous before he nodded to those behind him.
In unison, they began to chant and undulate, performing
the ritual that would send the damned souls into the
furnaces of Hell to be cleansed of their sins.
A blast of flames exploded from the house, sending
the brotherhood reeling. Ignoring the gasp and moans
of his brethren, Ficiant pushed himself up on his elbows.
The vision he saw caused him to gape. Even from so far
away, he recognized the wings, the flawless form, the

unearthly beauty and grace. Although partially obscured by the smoke and debris, an angel hovered in the
doorway of the burning brothel. In his arms, the angel
cradled the charred, barely living body of a young prostitute, her face a grimace of pain. Ficiant struggled to
focus on the being's face, to properly place the emotion
he was seeing there. Was it condemnation? - Vengeance? Or did he spy satisfaction? - Pleasure? These that
were punished were not women. They were unworthy
wretches, cursed witches who beguiled man with their
vile ways. Surely his actions were good and pure!
The angel's lips barely moved, but Ficiant heard
every word inside his head. The holy being's voice was
so pure and melodious, he felt lost in the words and their
meaning. A sharp stabbing pain in his elbow it was
broken to be sure reminded him of his situation. The
angel had spoken; he expected a response. Helplessly,
Ficiant tried to formulate what he hoped was an intelligent response.
Holy One, what service may I offer you?" He tried
to blink the blood and tears out of his eyes; if only he
could see properly this wouldn't be so awkward.
Warmth and pleasure spread from his loins at the
sound of that voice. "My daughters cried out to me in
their suffering and anguish. And now I have answered
the faint call of my faithful child. What is the meaning of
this?"
Gasping for air, Ficiant tried to dissemble. "My
lord? Your daughters? I thought them to be mere
whores, debased creatures of sin and iniquity! How was
I to know?" Oh, would he gain the mercy of this heavenly agent?
"By their actions they were named whores by you. By
their inner-most thoughts they were named my daughters. Perhaps you look on the outside, but I look to the
heart."
Ficiant's heart was pounding wildly: he thought it
would burst from his chest. "No, my Lord, you misunderstand my intent. I wished to burn the sin from these
women! I only wished to help their souls find the peace
that all deserve! I only wished to make them worthy! Please, my Lord!"
"You will be judged, Brother Ficiant by your own
measure."
The angel was suddenly hovering over Ficiant. In
spite of himself, Ficiant could not help but drink in the
unearthly beauty that loomed above him. Silken flesh
like the sun flowed over smooth muscles. Flaming wings
fluttered in the night. A perfect face full of love and
promise of incredible sensation gazed at him. The
Brother of Mercy was all too aware of the celestial being's utter maleness, making his own shell seem crude
and base. He trembled as the angel bent down to whisper in his ear, shamed and awed at his arousal by the
contact. The being's eyes burned with white-hot flame as
he proclaimed his sentence.
"Well done, my good and faithful son."
Master of Pains and Suffering
Healer 15/Rogue 10/Shadowbane Inquisitor 10
Large Outsider (Evil, Extraplanar, Fallen, Lawful)
Symbol: A black trident rising out of a lake of fire on a
black, inverted triangle
Cosmic Rank: 13 (16 in Phlegethos)
Hit Dice: 57d8 + 10d6 + 10d10 + 770 (1386 hp)

Initiative: +20 (+16 Dex, +4 Improved Initiative)


Speed: 70 ft., fly 200 ft. (perfect)
Armor Class: 73 (-1 size, +20 deflection, +16 Dexterity,
+19 natural, +9 profane), touch 54, flat-footed 73
Base Attack/Grapple: +60/+76
Attack: Pains Pleasure +78 melee (2d6+25 plus 3d6
(fire)/x3 plus 9d6 (fire)); or spell +71 melee touch or
+75 ranged touch.
Full Attack: Pains Pleasure +78/+73/+68/+63 melee
(2d6+25 plus 3d6 (fire)/x3 plus 9d6 (fire)); or spell
+71 melee touch or +75 ranged touch.
Space/Reach: 10 ft. /10 ft.
Special Attacks: Aura of Hell, call devils, cleansing,
crippling strike, Eternal Torment, Hells Fire, Might
of Hell, rebuke/command fire creatures 23/day, sacred
stealth, smite, sneak attack +8d6, Soulfire, spell-like
abilities, spells, Whispers of Pain and Passion.
Special Qualities: Absolute conviction, damage reduction 40/anarchic, epic, good and silver, darkvision 60
ft., Diabolical Decree, Diabolical Empowerment,
Diabolical Prowess, effortless healing, evasion, fallen,
healing hands, immunity to fire and poison, improved
uncanny dodge, Infernal Nobility, Lord of the Nine,
low-light vision, magic circle against good, merciless
purity, Purifying Pain, regeneration 20, resistance to
acid 40 and cold 40, righteous fervor, Supreme Sadist,
spell resistance 69, trapfinding, trap sense +3, uncanny dodge.
Saves: Fort +50 (+54 vs petrification), Ref +56, Will
+54 (+60 vs. mind affecting effects)
Abilities: Str 35, Dex 42, Con 30, Int 31, Wis 39, Cha 50
Skills: Appraise +20, Balance +47, Bluff +112, Climb
+12 (+18 with ropes), Concentration +80, Diplomacy
+118 (+116 with good beings, +124 with evil beings),
Disguise +71 (+79 when acting in character), Escape
Artist +71 (+77 with bindings), Gather Information
+112, Heal +94, Hide +36, Intimidate +122 (+128
against evil beings), Jump +36, Knowledge (local [the
Seven Heavens]) +30, Knowledge (local [the Nine
Hells of Perdition]) +60, Knowledge (the planes) +30,
Knowledge (religion) +80, Listen +59, Move Silently
+81, Perform (dance) +71, Sense Motive +94, Sleight
of Hand +29, Spellcraft +70, Spot +59, Tumble +71,
Use Rope +71 (+77 with bindings).
Feats: Blind-Fight, Cleave, Combat Expertise, Corrupt
Spell-like AbilityB, Dark SpeechB, Devoted Inquisitor,
Divine Metamagic (Reach Spell), Extra Smite (x2),
Flyby Attack, Force of Personality, Improved Combat
Expertise, Improved Initiative, Improved Sunder,
Improved Unarmed Strike, Pain Touch, Persuasive,
Power Attack, Reach Spell, Sacred Healing*, Staggering Strike, Stunning Fist (19/day, save DC 77), Trustworthy, Violate Spell-like Ability.
*For the purposes of Eternal Torment, this feat has a save DC of
60.

Epic Feats: Epic Evil BrandB, Epic Skill Focus (Bluff),


Epic Skill Focus (Heal), Epic Skill Focus (Intimidate),
Epic Smiting (x2).
Environment: Abriymoch, Phlegethos, Fourth of the
Nine Hells of Perdition
Organization: Solitary (unique), quartet (Belial and
three erinyes), or troupe (Belial, Fierana, Gazra and
16 hamatula)
Challenge Rating: 61
Treasure: Pains Pleasure plus quintuple standard
Alignment: Lawful Evil

352

It is a common misconception that the Realms Above


do not accept physical pain as part of concepts associated
with holiness. Most would presume that complete health
and wholeness are what the Sarim seek to provide exclusively to all that would follow in the paths of light. Yet,
across the Realms Above, particularly in the Seven
Heavens, there is the recognition that the need to struggle
is often an essential aspect of recognizing the value of
joy, freedom, justice, or any combination of the three.
The need to struggle, to experience discomfort in pursuit
of righteousness strengthens the soul and builds endurance of the spirit. It broadens the appreciation of what
has been achieved and ensures that nothing is taken for
granted. Pain is not experienced for its own sake and
certainly not because pain is perceived as good in and of
itself or to the delight of others. The pain is merely a byproduct of the difficulty in training the body to exceed its
accepted limitations. In the Realms Above, more so that
any place in the Cosmos, the body is expected to be a
servant to the soul and, in order for the soul to grow and
become stronger in its holy conviction, the body must be
made to move beyond what is often expected. Whether
through fasting, rigorous exercise, or chastity, the carnal
must be moved aside in order for the spiritual to extend
into the Light From on High.
Thus, pain is a necessary component in those seeking
to grow firmer in their resolve to goodness. In the end,
however, the pain will disappear as the body learns to
transcend its limitations and as the soul expands and
assumes greater oneness with the body. Pain is the resistance of the carnal to the spiritual and for those who
overcome that resistance, the soul and the body ultimately benefit.
It is for this reason that angels rarely directly get involved in the physical aspects of mortal existence. Having by and large transcended the carnal, angelic beings
can scarcely comprehend the limitations that mortals
accept in their own lives. Still, if gods can seek physical
experiences despite their almost entirely spiritual natures, so too can angels. The vast majority of angels
limit their carnal experiences to simply living among
mortals, dining, exercising, and loving in a purely mortal
sense. Those that experience the mortal way do so in
order to better guide mortals on the path of righteousness. Unfortunately, there have been those who scoffed
at mortals weaknesses and needs. These angels, initially
curious or perhaps even envious, took their first tentative
steps into abuse and cruelty at the expense of mortals.
Among the first such angels were those known as the
Voyeurs. These angels, led by Semyaza and Azazel,
looked on mortals as small, weak things beholden to
their own fleshly lusts. For the Voyeurs, the desire was
to force mortals to literally worship them, to become
dependant upon them. As suddenly as the Voyeurs perversions began they were ended when they were cast out
of the Realms Above by the Celestial Hosts. Still, there
remained others who still wished to know mortals and,
by knowing them, control them. Chief among these was
one of the greatest kerubim, Belial.
Belial was a powerful servant of the Virtues of
Heaven, although he was not associated with any one in
particular. Instead, he served as the greatest healer in the
Heavens, granting knowledge and wisdom to other angels as they flew like motes of light across Creation,
bringing relief and health to those infested with the darkness of the Depths Below. Belial was offered the status
of seraph countless times, but always refused. He was

353

perceived as the most honorable and beautiful of the


angels for his humility as he claimed that he could not in
good consciousness abandon the mortal coil that relied
on his healing hands. And indeed, Belial was beautiful
even if he did not have the same powerful force of personality exhibited by Beelzebul; there were none as glorious to behold as Belial who was also known for his
chasteness, for his only pleasure was said to be seeing
the relief on the face of those to whom he brought peace.
Cults dedicated to Belial blossomed across the mortal
coil and even into the Realms Beyond themselves as
mortals who had been touched by Belial sought to spread
news of his pity and mercy to all that would hear. And,
although Belial deplored such adoration, even the Seven
Virtues could find little fault with the mortals who
sought to recognize the kerubim that healed them. Belial
was the silent hero, the friend to all, and among the most
blessed of the Celestial Host. He was also the greatest
liar and darkest threat to ever reside in Heaven.
It is not known when it occurred or how, but Belial
was evil long before The Great Fall. To this date, not
even Asha, the Virtue of Justice, knows how Belial managed to conceal his perversion from the rest of Heaven.
It is now known that Belials routine declines for advancement to seraph status as due to his desire not to be
any closer to the Virtues than necessary, who after a
short period of time would have quickly ascertained his
true nature. Belials nature was to bring pain and torment to all in Creation, but especially mortals. There is
no doubt that Belial offered healing to mortals throughout the Cosmos and that he did indeed provide that healing. What healing he granted was only after he tortured
those that depended on his mercy, on his gift. He would
make them commit all manner of vile acts to be free of
their afflictions. Yet this was but the pale beginnings of
Belials sins. The Lord of Light, as he was called in
Heaven, sought to impose a strict guideline for living
based upon his own ideals.
Mortals, to Belial, were little more than vermin. They
were created to serve and nothing more. However, they
could not serve properly if they were not forced to constrain themselves, to live precisely as Belial thought they
should live. Mortals possessed too many freedoms, too
many choices. Belial was not interested in creating perfect slaves, empty of their individuality, as Beelzebul
was; rather, the Lord of Mercy wished to see mortals
forced to abandon their wants, knowing what they have
lost, and serving those greater than themselves. The best
means to accomplish this was to constrain their carnal
desires, to strip them of their ability to control their own
bodies. Pain was the best means to accomplish this.
Through suffering and torment, mortals would learn to
do what they were bid. Through occasional treats of
mercy and pleasure, mortals would be the well-behaved
pets, currying to their masters desires for fear of pain.
Belial represented an obscene twist on what the Realms
Above taught about suffering. For Belial, suffering was
as much the goal as the means, for the eternal threat of
pain resulted in the kind of behavior he desired.
Perhaps most troubling of all, Belial equated pain
with love. Love was an illusion as far as Belial was
concerned, a weakness of dependency on others. Unlike
Semyaza and the others who preceded him, Belial did
not want mortals to depend on him as much as he wanted
them to fear him. Sex, perhaps the most intimate aspect
of carnal independence, became a tool, a weapon, for
Belial to force mortals to do his bidding. The body

would be punished in the very same way it would be


pleasured for rape was just another form of power and
Belial learned this well with his millions of victims prior
to The Great Fall. There is no love, just obedience.
There is no independence, just servitude. There is no
Heaven, only Hell.
It is unclear at what point suspicions began to arise
concerning Belial. It is now known that he had so thoroughly created dread in his victims that they would not
ever divulge what they had experienced to their gods.
While Belial was cautious not to oppress clerics and
other divine servants, he knew that upon death, the
memories of life would be purged from new petitioners,
disappearing into repositories in the Realms Above or
being devoured elsewhere across the Cosmos. The Virtue of Justice, Asha, became wary of Belials growing
legend and was beginning to investigate when the uprising started with Eblis and Beelzebul. Believing that he
had nothing to lose, Belial joined with them, revealing
his true nature. Arrogantly, Belial released his miserable
slaves from their bonds of silence, allowing them to
finally reveal the torment they had undergone. Belial
hoped that his outburst would cow the Bastions of Righteousness. Instead, they redoubled the efforts of those
angels that remained true and Belial soon found himself
the personal target of the Celestial Hosts. He was seen
finally in the correct light as a fiend and predator, anathema to all that is good and holy. When The Great Fall
occurred, Belial fell the swiftest and the hardest, becoming the first to land in Hell due to the great weight of his
evil.
Like the other leaders of the celestial insurrection,
Belial was called to the fortress Malsheem in Nessus
where he stood before Asmodeus, King of the Nine-fold
Realm. There, Belial finally witnessed a being that
could appreciate what he himself represented, a creature
that could respect what he sought. Second only after
Beelzebul, Belial knelt before The Overlord of Hell and
was damned as a Duke of Perdition. Furthermore, Asmodeus offered Belial an opportunity to acquire even
more power in the Fourth Perdition, suggesting that the
environment would be to his liking even if he served
under the original ruler of Phlegethos, Adrammelek.
Belial was not displeased with Asmodeus suggestion.
Phlegethos was more than to Belials liking: it was the
physical personification of all that he represented. Although Phlegethos was a place of intrigue and brutal
sophistication, it was also the center of purification and
punishment in Hell for here boiled the Lake of Fire and
Brimstone. Here, all of what Belial sought to impose on
mortals in life could be forced upon them in the afterlife.
All he needed to do was eliminate a simple threat to
realizing his perverse dreams: Adrammelek
The original Lord of the Fourth had long since abandoned his purely Lawful Evil nature in favor of Neutral
Evil in a desire to ascend into true divinity rather than
remain subservient to the will of The Overlord. Unfortunately for Adrammelek, he could not serve two masters
(namely, himself and Asmodeus) and the King of Hell
could not tolerate a less than Lawful nature ruling one of
his Perditions. The arrival of thousands of fallen angels
was just what he needed to institute some adjustments to
his fiefs and Belial would be a far more appropriate Lord
of the Fourth. Thus, through Martinet, Asmodeus
granted Belial with information and some of the resources he would need to lead a successful coup against
Adrammelek. Belial revealed to the various devils of

Phlegethos the disease of Chaos that Adrammelek had


allowed into his being and promised these devils a place
in a new order if they would follow him. He promised
sweet pleasure and greater adherence to law and order in
the Fourth. Belial even laid bare his soul to reveal that
he was telling the truth, a seeming sign of weakness to
the politically savvy Dukes of Phlegethos. The Dukes,
viewing Belial and his Fallen allies as easy prey for the
future, agreed to aid him in destroying Adrammelek only
if Belial faced the current Lord of the Fourth alone.
Before Adrammelek was aware of what had happened, he found himself without allies when Belial and
his Fallen fell upon Abriymoch. Even as the Fallen decimated the few devils loyal to Adrammelek, Belial confronted the original Lord of the Fourth. Filled with newfound power from the depths of Nessus, the two did
battle, one of the few such conflicts among cosmic entities in Hell. Belial quickly gained the upper hand and
was prepared to slay Adrammelek when the wily hellspawn fled for his life, never to be seen in Hell again.
Belial retained the power he had received and was
swiftly named the new Lord of the Fourth. When the
Dukes of Hell emerged to demand their reward for their
support, they received it. Belial never lied to the Dukes,
but after dealing with Adrammelek for so long, their
greed and their complacency blinded them to Belials
simple double-speak. Belial said that the pleasure in
Hell was a new rule in Phlegethos in which pain and
suffering would strengthen Perditions cause. He ordered most of the Dukes cast into the Lake of Fire and
Brimstone wherein they would suffer and burn until they
became slaves to Belials wants. Soon to be recognized
as the Master of Pains and Suffering or the Dark Light of
Hell, Belial granted Duke of Hell status to those Fallen
who were bound to his will, eager to do anything to escape his punishments. His status in Phlegethos solidified; Belial was a Lord of the Nine.
Like his former leader Beelzebub, Belial hoped to
expand his authority throughout Hell. He looked to both
the Third and Fifth for possible incursions. Belial
swiftly earned the enmity of both Mammon and Geryon
and found himself forced to accept occasional aid from
Beelzebub as a result to stave off the predations of both
more experienced Lords. However, Belial proved as
capable of taking what he delivered and revealed great
talent as a general and diplomat, enough to convince
Mammon to leave well enough alone for most of the
eons preceding the Dies Irae. Such would not be the
case with Geryon, against whom Belial would engage in
a persistent, yet subtle, war.
Belials desire to spread his oppressive nature across
the mortal coil did not prove as successful as he would
have liked. Belial found that any indication of his presence resulted in the immediate reaction of the Realms
Above. Nevertheless, Belial oppressed many mortal
worlds through pain and torment, fathering many children in the process. Among these offspring would be
Fierana, whom he actually sired before The Great Fall.
Although devoid of anything as pathetic as love for his
daughter, in her Belial saw a great source of power,
pleasure, and potential. One of a few made into Dukes
of Hell, Fierana proved to be the only child of Belial that
would become an arch-devil. The other children are
relegated to positions of authority in Phlegethos, fearful
of their fathers power and knowing that at any time he
may call them to service him and suffer his vile touch.
Belial is likely the most feared among the Lords of the

354

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

355

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

feel whole again by means of dominating others. At


other times, he merely throws such captives into the
Lake of Fire and Brimstone, denying their souls rest and
condemning them to Hell.
Aura of Hell (Ex): Belials Aura of Hell can affect
all creatures within 900 feet of him, with a Will save DC
60 (DC 69 in Hell) allowed to negate the effects. Apart
from the usual Cower and Induce Fear effects, Belial
also has the option of an Adoration effect, as described
below.
Adoration: Belials celestial beauty causes beings
affected to defend him from all harm to the best of their
ability. They immediately attack anyone who attempts
to harm Belial in their presence.
Call Devils (Sp): As a move equivalent action, Belial
can call devils. Belial may call, up to nine times a day, a
Duke of Hell, 9 pit fiends, or 18 or any lesser type of
devil; devils so called have triple standard Hit Dice, to a
maximum of 45 Hit Dice. Since these devils are called,
they have the ability to summon other devils as their
Monster Manual descriptions allow. Despite the fact
that Belial is not a coward, he enjoys watching others
writhing in misery and pain. As such, he is quick to call
devils if he suffers more than 200 points of damage.
Belial favors hamatulas due to the amount of blood their
victims shed when struck. However, he will not hesitate
to call on a pit fiend and a squad of cornugons if he is
pressed. Finally, Belial has a mental link with his
daughter, Fierana, and can call her once per week.
Diabolical Empowerment: Belial uses his Charisma
modifier for all special abilities and special qualities
involving a mental ability.
Eternal Torment (Ex): Belial retains his heavenly
healing abilities, but they have been tainted by his sadism. When he casts any healing spell (or uses a spelllike ability or supernatural ability that mimics a healing
spell), the target must also succeed on a Fortitude save
against the spell or suffer a horrid wracking pain. The
victim is rendered helpless for four minutes as they are
doubled over in incredible agony, supernatural flames
bursting from his pores and orifices. The burning flames
blind the victim as per the blindness spell, and the victim
is also considered slowed during the effects duration.
While this lasts, the victim is covered in white-hot flame
that rejects healing attempts. Any such spells or effects
cast on someone suffering from Eternal Torment cures
no damage, instead dealing an amount of damage to the
caster equal to what they would have otherwise healed.
Thereafter, every time the victim is threatened, he
must make the save again or suffer the effect once more.
This persists until the victim has made four consecutive
successful saves. For the purpose of this ability, being
threatened is defined as being forced to roll initiative,
make an opposed skill check, or make a sudden out of
combat save.
Belial cannot choose when Eternal Torment occurs; it
happens every time he uses a healing spell, spell-like
ability, or supernatural ability, including when healing
himself.
Hells Fire (Su): Belial may use Hells Fire 23/day, a
10 ft. wide line of diabolical energy dealing 23d12 points
of damage, up to 2000 feet away. Victims receive a
Reflex save DC 60 for half damage. Belials Hells Fire
appears as a line of scalding, red liquid surrounded by
orange and yellow flames. The liquid is said to be his
seed, although some insist that it is simply blood.
Infernal Nobility (Ex): As the Lord of the Fourth,

356

Belial has a status equivalent to that of the gods. Belial


possesses a virtual divine rank of 13. While in
Phlegethos (and anywhere else on Hell that Asmodeus
allows), Belial functions as a greater god with a virtual
divine rank of 16.
The Might of Hell (Su): Belials presence is so terrible that he can corrupt an entire area with but a thought.
Thrice per day as a free action, Belial may unhallow an
area equal to 1260 feet (associated spell effects function
as though caster level 51st).
Purifying Pain (Su): Belial may attack, harm, or
order suicidal actions of those charmed or dominated by
him without breaking the spell effect.
Soul Fire (Su): Those with the power and inclination
and desiring more power over others by means of pain
and affliction will seek out and summon the Dark
Light of Hell. To such creatures (and often those with
whom he beds), Belial offers the boon of the Soul Fire.
A creature under the influence of the Soul Fire gains
the following benefits. First of all, she becomes exceptionally beautiful for her race (in game terms, her Charisma score gains a profane bonus sufficient to place her
as if they had rolled an 18 for Charisma before adding
racial modifiers; thus a human that had an initial score of
11 would gain a +7 profane bonus to Charisma, even if
inherent bonuses and level bonuses to Charisma had
raised her score above 11 before gaining the boon). She
also becomes exceptionally cruel, willful, and able to
intimidate others through threat of pain, gaining the
benefits of the Epic Reputation feat even if she would
not normally qualify for it (if she has already taken, or
subsequently takes the feat, the benefits stack). She cannot be magically aged and never appears a day older than
in her prime; indeed, the Soul Fire means that the creature no longer needs to eat or drink or even sleep
(although if a spellcaster, she still requires eight hours of
rest before preparing or regaining spells), and does not
take penalties to ability scores as she ages (although she
still dies when her time is up).
The Soul Fire must be fed, though, at least once every
four days, a fact of which the summoner is most cognizant. It requires fuel, fuel in the form of pain. Those
blessed with it tend to become both sadists and masochists, their attitudes becoming more and more like the
Master they have taken. In each four-day period the
beneficiary will harm themselves (by means of ritual
cutting as part of prayers taught to them by Belial when
Soul Fire is conferred) or others; each +1 part of the
profane bonus to Charisma requires 4 hp damage to
some other creature under the beneficiarys control (such
as through magic or imprisonment, or simply through
fear), or 8 hp damage if the beneficiary is instead harming herself. The beneficiary cannot be magically healed
of this damage, and fast healing or regeneration likewise
does not heal it; others harmed heal normally. To continue to gain the benefits of the Epic Reputation feat as
well as no longer aging, needing to eat, drink or sleep
requires psychological damage dealt to another creature
of no less than 4 points of Wisdom (if you are using
Sanity rules, 12 points of sanity damage). This is most
easily done through emotional, sexual and physical abuse
all combined into one. Each day that the beneficiary
feeds the Soul Fire in this manner, her alignment shifts
one point along the alignment axis towards Lawful Evil.
Once the creature has become Lawful Evil, the Soul Fire
consumes the last of her soul, and she remains a soulless
husk, empty and yet devoted to that emptiness. Should

357

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

(x2), resist energy (x2), spiritual weapon; 3rd cure


serious wounds, invisibility purge, magic circle against
chaosD L, mass lesser vigorCD, masochismVD E, sadismVD
E
, wrackCD E; 4th assay resistanceCA, cure critical
wounds (x2), damning darknessVD E, orders wrathD L,
poison; 5th blistering radiance CA, dispel goodD E,
greater vigorCA, mass cure light wounds, true seeing,
wall of stone.
Healer: 6/10/10/9/9/8/8/6/5; Caster level 55th; DC 39
+ spell level. Spells typically prepared: 0 cure minor
wounds (x5), deathwatch; 1st cure light wounds (x9),
goodberry*; 2nd cure moderate wounds (x4), delay
poison, remove blindness/deafness, remove disease,
lesser restoration (x4); 3rd close woundsM (x3), cure
serious wounds (x3), neutralize poison, restoration,
status; 4th cure critical wounds (x3), death ward, freedom of movement, mass cure light wounds (x3), panaceaM; 5th mass cure moderate wounds (x3), raise dead,
revivify (x3), true seeing; 6th greater restoration (x2),
heal (x4), mass cure serious wounds, regenerate; 7th
mass cure critical wounds (x4), repulsion (x2); 8th
discern location (x2), mass heal (x3).
CA

Found in Complete Arcane


Found in Complete Divine
D
Domain spell
E
Spell with the [Evil] descriptor
L
Spell with the [Lawful] descriptor
M
Found in Miniatures Handbook
VD
Found in Book of Vile Darkness
* Eternal Torment applies to those who eat any berries Belial
has affected with goodberry
CD

Supreme Sadist (Ex): Belial draws power from the


suffering of others, eagerly seeking to cause more pain
and suffering. The Lord of the Fourth receives a +1
bonus to his attacks for every 5 points of damage he has
dealt to every creature with 60 feet of his person. For
every creature within 60 feet of his person who is currently under the effects of a pain effect (whether one
Belial has caused or not), Belial receives a +1 bonus to
melee damage per spell level of the effect. These bonuses disappear if the creatures move more than 80 feet
away from Belial, cure their hit point damage, end the
pain effect, or die.
Furthermore, Belial is able to draw upon the pain he
has inflicted to shield himself. For every 400 points of
damage Belial deals, he may activate a personal force
shield once per day. This shield absorbs up to 200 points
of damage from all sources directed against Belial before
collapsing. While the shield is active, Belials regeneration rate is doubled. An aggressor dealing melee damage
to the shield must succeed at a Fortitude save DC 60 or
be disarmed and knocked prone as pain spasms through
his limbs (a deity or cosmic entity is immune to this
aspect except upon a successful opposed rank check).
The shield is immune to negative energy damage, but
takes double damage from positive energy such as cure
or heal spells. Belial cannot adjust the shield to ignore
attacks to which he is immune.
Whispers of Pain and Passion (Su): Belial knows
how closely pain and pleasure are tied and he has the
ability to blur that distinction in the minds of lesser creatures. Nine times per day Belial can Whisper to any and
all beings within 400 feet of him, or within 400 feet of
his remote sensing ability; a creature does not have to
hear the Whisper to be affected, as the effect is communicated telepathically as well as verbally. Each creature
that hears the Whisper feels racking pain across their
bodies, growing worse as time goes on. This pain deals a

cumulative 4d6 points of damage each round that Belial


continues the Whisper (a free action that prevents him
nonetheless from further spellcasting or activities that
have verbal requirements) and a cumulative 1 penalty
on all checks and rolls. Thus a creature exposed to Belials Whispers for four rounds would suffer, in the
fourth round, 16d6 points of damage and a 4 penalty on
all checks and rolls. Any creature within range of the
Whispers can make a Fortitude save DC 60 to halve the
damage and ignore the penalty for that round. Note that
the damage caps at a maximum of 16d6 points of damage per round, and the penalty caps at a maximum of 9.
Belials Whispers do more than inflict pain, however,
for Belials intent is far more insidious than to merely
harm others physically. Each round that a creature is
within range of the Whispers, it must also make a Will
save DC 60, or believe that the pain it is experiencing is
deserved. So strong does a creature feel this that it will
actively try to resist being healed, and, if healed, will do
all in its power to re-inflict the damage originally caused
by the Whispers on itself. Failure of this Will save also
means that the creature will no longer attempt to resist
the affects of Whispers of Pain and Passion, suffering the
full damage and penalties for each round within the effect.
A creature affected in this manner comes to experience pleasure from pain, both that it has experienced
itself, as well as by harming others. It will seek out
means to cow and dominate others in order to satisfy its
newfound sadistic desires. Each day it feels compelled to
inflict physical pain equal to the damage it took from
Whispers of Pain and Passion, or psychological pain (in
the form of Wisdom damage) equal to the total penalty
inflicted by the Whispers (through torture, rapine, etc).
In doing so, the creature feels fulfilled, experiencing a
type of sexual pleasure, and granting the creature a morale bonus on all checks equal to the ongoing penalty
from Whispers of Pain and Passion, as well as temporary
hit points equal to the amount of hit points lost due to
Whispers. This is the only way that the creature can feel
whole, although a miracle followed by remove curse,
atonement and greater restoration can end the effect, so
long as the caster succeeds on a caster level check
against DC 62.
Deities and cosmic entities are immune to the psychological aspects of Whispers of Pain and Passion except
on a successful opposed rank check.
Pains Pleasure: Belial carries this trident made of
white-hot flame with him at all times. In addition to
functioning as a +7 trident of fiery blasting, those struck
by it must succeed at a Fortitude save DC 60 or suffer
the effects of a symbol of pain. Those who strike Belial
in melee suffer half of the damage they deal him. Damage dealing spells that harm Belial backlash against their
caster for 1d4 per caster level.

Summoning Belial
In summoning Belial, the prerequisites are quite simple: pain and suffering in the name of the Lord of the
Fourth, though he demands that this is done is a precise
fashion. The room into which the Dark Light of Hell is
summoned must bear the anguish of forty days and forty
nights of torture and abuse, all at the hands of the chief
invocant. The blood-stains on the walls should bear mute
tribute to the lengths that he went to in order to perpetu-

358

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

359

offer.
Being who he is, Belial does not waste time
bargaining with those he believes do not deserve his
attentions. Instead, he will promptly restrain either
mundanely or magically the invocant, violate him,
inculcate in him a sense of worthlessness, and then leave
him to determine what was done wrong. As many of
those abused do, such an invocant will generally try the
invocation again and again as soon as possible, either to
succeed and gain the blessing, or at least to experience
again the torment that has become the center of his life.
Belial leaves in a cloud of fire that rises suddenly
towards the ceiling, before raining down in a scorching
white liquid ash on the backs of those beneath, spraying
them with his searing seed.

LEVIATHAN, Lord of the Fifth


The room was dark and silent. Outside, a heavy rain
poured from the night sky and beat against the tiled roof
above. Open windows let in the chill, vaporous air of the
storm. Every now and then a flash of lightning crackled
across the sky, to be answered in kind by a thunderous
boom.
Phaeton knelt in the middle of the floor, his shoulders
moving up and down slowly, his arms holding tightly to a
still form. No sound escaped his lips, save for a keening
that rose with each bolt of anger in the sky, and which
ended with a strangled cry each time the thunder quieted. A dark stain was drying on his hands, across his
forehead, through his clothing, and across the floor; the
elf, normally so fastidious, did not notice and did not
care.
Lightning flashed so close that it must have earthed
itself just outside the window, drawing Phaetons tearstreaked face up from that of the child he held. Speak to
me, he whispered. Thunder crashed again. SPEAK TO
ME! he demanded in grief and a rage, shaking the body
he held; it flopped about like a rag doll.
Slowly, Phaeton got to his feet, proceeding to drag the
child quickly, purposefully towards one of the windows.
Leaving the body momentarily, the grief-stricken elf tore
a curtain from its place at the window, before kneeling
again to hold the child. Using a corner of the material,
he wiped blood from the little boys face and neck.
Please, he sobbed, please speak to me.
The creak of a floorboard across the room sounded
out, stark against the silence, just a heartbeat before the
storms own cacophonous roar rang in Phaetons ears.
Who is there? he demanded in a sudden fear. Lightning struck once again; no one could be seen, and the elf
began to turn back to his grief.
Another lightning flash, and Phaeton cried out in
terror, for it revealed a monster immediately before him.
Its overlarge head nonetheless seemed too small for its
mouth, which bore too many teeth. Man-sized, it appeared hunched over; somehow emphasizing this apparent deformity were robes that appeared leeched of all
color, almost immaculate save for that they were damp,
perhaps from the storm. A set of wings, obscured by the
darkness and the robes, lay furled behind the creature.
Who are you? Phaeton cried in a shrill voice, noting
with horror the eldritch, greenish glow that came from
the creatures hands and overlong fingers, and pulling
the boy closer to him.
A disturbing gurgling sound came from the creature;

Phaeton realized after a moment that it was laughter.


Must we go through this again? it said from the
midst of the darkness. Its voice soundedwrong. Not
exactly suited to the creature from whence it came. It
was deep and ominous, and Phaeton unconsciously felt
as if the creature had somehow moved behind him. Such
a thing could not be, of course; the elf had his back now
against the wall.
Natures fireworks showed that the creature had not
stirred from where it had appeared; Phaeton closed his
eyes, and the silhouette of the creature remained burned
behind his eyelids, though it started to fade back to welcome blackness. Again? he asked then, confused at
the things response. After a moment of silence save for
the rain outside, he turned back to the still body, new
tears starting in his eyes.
Your grief hangs heavy over you. It drags you down,
like a millstone about your neck, the voice noted, and
Phaeton felt small, insignificant. Just like before.
My son, the elf responded, holding the body out
slightly towards the greenish glow that marked the position of the creature, a gesture suggesting both supplication and explanation. He is lost to me. He blinked at
tears. Before? The thought washed away under a new
shower of tears. He will not speak. Will not say the
words. Phaeton shook his head, his grief a palpable fog
that obscured all other thoughts.
What words?
He should sayshould say The elf looked
blankly at the creature, illuminated once again against
the room; it had moved so that it was right in front of
him, staring back intently. I cant remember! he
gasped, feeling as though he were drowning, caught in a
mighty current and tossed about. I cant remember!
Something! He wont say it! Phaeton blinked his grayblue eyes to dislodge yet more tears, before wiping at his
nose with his sleeve. The metallic smell of blood filled
his nose, washing through him. I cant remember, he
mumbled once more. Do you remember?
You wanted to forget, the creature responded. I
helped you forget. It brushed a long-fingered hand over
Phaetons forehead, and the elf gasped again.
The fog lifted momentarily, and he saw himself huddled over a small boy in a well-lit room. He was crying.
Blood covered his hands, and filled the clothing of the
boy. The boys eyes wereopen. Dimming. The little
mouth opened. I hurt, papa, the boy said in a weak
voice. I hurt.
What Phaeton began. What wasthat was me.
Who was the boy? he demanded, his voice carrying the
hard edge of anger and fear rising.
Dont you remember? the creature asked, sounding
almost amused.
I hurt. He wont say it. Not again. Phaeton drew in
a shuddering breath. Why wont my son speak to me?
He is not your son, the voice responded. The one
you hold. Your son is long dead. You hold anothers
son. Lightning illuminated a grin on the creatures
face. Just like before.
What before? the elf demanded. I dont remember!
The eldritch glowing hand reached out to touch his
forehead again.
Like a flash of light, another memory returned. A fine
night. Lamps well trimmed lighting the room. Phaeton
dressed in his finery, his son sitting on a rocking-horse
at one side of the room, watching as the elf pranced

about, flourishing his longsword in a martial dance. The


boys mouth hanging agape as Phaeton moved faster
and faster. A stumble. A fall. An accident. The gleaming
blade, lodged deep in the chest of his own flesh and
blood. A rush of feet, before the elf cradled his son,
blood splashing over him, onto his hands, and soaking
the boys clothes. Im sorry, Phaeton remembered
himself saying. The boy opened his mouth again.
I hurt, papa.
Lightning flashed, bringing the elf back to the present.
With a howl of grief, he leaped to his feet, abandoning
the childs body the creature spoke truly, it was not his
son. And, like a dam breaking, other memories streamed
back. A score of children, held in the same way he had
held his son that night. The creature, present after each
such incident, asking Dont you remember? But he
did. All of it. Every red-handed murder he had committed. One child after another, trying in vain to recapture
the last precious moment with his own son. None of them
spoke, though. None said the words.
I told you I wanted to forget! he roared, pulling at
his bloody rapier and leveling it threateningly at the
creature. You said I would remember none of it!
In the darkness, he nonetheless noted then a deeper
shadow than the rest of the night. It was immense, and it
engulfed the room, tied somehow to the creature before
him. The elf sunk to his knees. I want to forget, he
begged.
Just like before, the creature murmured.
No! Not like before. I want to forget everything,
Phaeton sobbed. No dreams, no flashes, no nothing. I
want to forget it all. Why cant I?
This world you live init works against your efforts.
Though you try to forget, circumstances remind you, and
then you hunger to experience the circumstances again.
The creature paused, noting how its words were being
received. Of course, there is a place where you will be
washed clean of both memory and guilt.
Phaetons head raised then. There is? He shuffled
forward on his knees, desperation driving him. Take me
there. Please. I hurt.
Very well, said the creature, and it laid both hands
on the elfs head.
Phaeton felt a rushing then, as if he were being pulled
quickly through many waters. After a time he realized
that he did indeed feel wet soaking wet but the blackness here was absolute, and the pressure on him immense. Something swam by him, and the elf recognized
the creature again, grown somehow into immensity, and
glowing eerily. It peered at him and spoke in his mind;
the foundations of his sanity trembled. Somehow Phaeton could perceive that this was just an image, a shadow
of something far greater; he saw in his mind's eye a
creature encased in ice, frozen and unable to touch the
world.
Here you will forget. The creature seemed to swim
lazily about him. But there is something you must yet do.
What? Phaeton thought back.
Dont you remember?
A strange sensation burned in the elfs lungs, and
recognition dawned.
Oh, yes, he thought. I must breathe.
The Prince of Stygia
Tekepath 30
Colossal Outsider (Abomination, Evil, Extraplanar,

360

Lawful)
Symbol: Many, but the best known and most recent is a
black viper in a block of ice on a blue, inverted triangle.
Cosmic Rank: 13 (16 in Stygia)

Challenge Rating: 62
Treasure: The Diadem of Amnesia plus quintuple standard
Alignment: Lawful Evil

Hit Dice: 48d8 + 30d4 + 1248 (1,752 hp)


Initiative: +6 (+6 Dexterity)
Speed: 120 ft., swim 120 ft., fly 250 ft. (perfect)
Armor Class: 78 (+6 Dex, -8 size, +46 natural, +15
deflection, +9 profane), touch 32, flat-footed 72
Base Attack/Grapple: +63/+100
Attack: Bite +76 melee (16d8+21); or spell (or psionic
power) +76 melee touch or +61 ranged touch
Full Attack: Bite +76 melee (16d8+21), 2 claws +71
melee (12d6+10) and tail +71 melee (12d8+31); or
spell (or psionic power) +76 melee touch or +61
ranged touch
Space/Reach: 90 ft. / 45 ft.
Special Attacks: Aura of Hell, call devils, Confer Ignorance, Hells Fire, improved grab, the Might of Hell,
psionic powers, spell-like abilities, Subvert the
Senses, swallow whole
Special Qualities: Abomination traits, blindsight 500 ft.,
Damage reduction 40/anarchic, epic, good and silver
(damage reduction 15/-), darkvision 60 ft., Diabolical
Decree, Diabolical Empowerment, Diabolical Prowess, Eternal Traitor, Forget the Flesh, immunity to fire
and poison, Imprisoned, Infernal Nobility, The Leviathan, Lord of the Nine, regeneration 32, resistance to
acid 40 and cold 40, see in darkness, spell resistance
74, Strip the Memory, telepathy 1,000 ft.
Saves: Fort +57, Ref +47, Will +56
Abilities: Str 52, Dex 22, Con 42, Int 44, Wis 28, Cha 40
Skills: Appraise +17 (+25 with gems, +23 with sculptures), Balance +10, Bluff +108, Concentration +97,
Craft (gemcutting) +95, Craft (sculpting) +60, Diplomacy +112 (+118 with evil creatures), Disable Device
+57, Disguise +96 (+120* when acting in character),
Escape Artist +47, Forgery +83, Gather Information
+96, Hide +10, Intimidate +106 (+112 against evil
creatures), Jump +49, Knowledge (arcana) +98,
Knowledge (psionics) +98, Knowledge (religion) +98,
Knowledge (the planes) +98, Listen +90, Move Silently +57, Psicraft +119, Search +68, Sense Motive
+90, Sleight of Hand +54, Spellcraft +76 (+80 deciphering scrolls), Spot +90, Survival +39 (+47 on other
planes), Swim +80, Tumble +36, Use Magic Device
+56 (+62 using scrolls), Use Rope +6 (+12 when
binding someone)
*Includes bonus from Eternal Traitor
Feats: Burrowing Power, Corrupt Spell-like AbilityB,
Craft Universal Item, Dark SpeechB, Enlarge Power,
Greater Psionic Endowment, Iron Will, Overchannel,
Persuasive, Power Attack, Psionic Endowment,
Psionic Meditation, Quicken Power, Skill Focus
(Psicraft), Spell Focus (Enchantment) B
Epic Feats: Craft Epic Universal Item, Epic Evil
BrandB, Epic Manifestation, Epic Psionic Endowment, Epic Psionic Focus (x2), Epic Skill Focus
(Bluff), Epic Skill Focus (Psicraft), Epic Will, Focused Metapsionics (Quicken Power), Improved
Metapsionics (x2), Multipower, Polyglot, Tenacious
Magic (unhallow)
Environment: Stygia, Fifth of the Nine Hells of Perdition
Organization: Solitary

Eternity. Infinity. Immensity. Who can hope to understand and know all that there is to know within the
Cosmos? Who can fathom all that has been, all that is,
and all that will be? A thousand thousand prime worlds,
each with different laws, different expectations. A greeting in one tongue may be the cruelest of insults on the far
side of a globe. A single step kills scores or more of tiny
creatures; does that make the typical traveler a terrible
murderer? Is there any action at all which is not a sin
somewhere, someplace, sometime? It is too great for the
mind to comprehend, and there are many, a great many,
that recognize that there is simply too much to learn, and
too much to consider, to even begin to attempt the task.
Ignorance, therefore, is bliss.
Instead of trying to look at the bigger picture, the
secret to the enjoyment of life is to work in smaller and
smaller circles. Was the meat for sale at a local inn
slaughtered in a humane manner? Surely that is something for the slaughterer to worry about, not the eater.
Did children die in the deeps of the world to mine the
diamond adorning a finger? Let the mine operator examine his own soul; the jewelry should be worn untarnished
and not worried about. And for the mine operator himself, should not the children be responsible for their own
safety? Never mind the fact that they have been enslaved the blame in that lies, obviously, with the parents. The finger-pointing and blame-shifting goes on
and on, although all have dirtied their hands along the
way. There is no foundation for evil in any 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.

361

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

of the Styx is greater on the current Lord of the Fifth


than that of Hell itself. Likewise, Leviathan has taken
water as one of his symbols, water which flows and
changes constantly, more appropriate perhaps for a demon prince or even a scion of anarchy. What they do not
understand is that water, when contained, is defined by
the shape it has been contained within. The River Styx
is contained by Stygia, and controlled by Leviathan and
his loyal barregons, and it flows as the Lord of the Fifth
commands. Unlike Sammael and Lilith, associates of
Leviathans since before the coming of Lucifer, Leviathan has never allowed himself to become tainted by
Chaos or even Neutrality. Though he betrays the current
order of Hell at every turn, there is nonetheless predictability in his actions; such actions have actually forced
others among the Lords of the Nine to tighten their own
rules and regulations in order to prevent Leviathan from
lasting success in his plottings.
When Lucifer first appeared, Leviathan was already
close to absolute power in Stygia. He had managed this
feat by means of backstabbings, double-crossings and
general underhanded conspiracies. Having seen firsthand the extent of Lucifers power, when the Satan went
through Stygia like a storm of light and terror, he did not
hesitate to bow his knee to the new power in Hell; but
even as he knelt and swore fealty, being raised to the
position of Lord of the Fifth, Leviathan was already
plotting how he might overthrow the Satan and thus
come to rule all of Perdition. This attitude did not
change with the coming of Asmodeus, whom he both
admired and hated for the masterful coup that overthrew
the Satan; on the one hand, he envied the brilliance with
which all had been executed, but on the other hand
this new upstart had used tactics of which Leviathan was
the undisputed master to steal the place which the Prince
rightly deserved. Also chagrined that he had been kept
from the conspiracy, when those less crafty (such as
Mephistopheles) had been initiated into the secret combination, Leviathan immediately transferred his aspirations
of usurpation to Asmodeus. Unlike several other Lords
of the Nine, Leviathan does not underestimate the power
of the current King of Hell, and believes that he is more
powerful than he has been given credit for. While he has
entertained the thought that Asmodeus and Lucifer might
be the same creature, or at least allies that deliberately
engineered the course-change in Hellish politics and
power, generally he chooses to ignore such possibilities,
believing that none but he could come up with such a
cunning stratagem. Believing that if he could but find
the secret to Asmodeus power, Leviathan moved too
quickly too soon, abducting the consort of Asmodeus,
Bensozia, and interrogating her with the aid of Geryon,
with whom he had entrusted more and more over the
centuries. When the Queen of Hell was about to betray
the ultimate secret in Hell, Duke Geryon blew his horn,
and Leviathan realized his folly: he had placed too much
trust in another being, and that trust had now been betrayed. In a cold rage and fear, Leviathan slew Bensozia,
knowing that his fate was sealed if she were allowed to
speak of all he had done. The truth was best hidden, and
he began to consume the Queens essence, already planning out how to do the same to Geryon and any other
whom he did not trust. In truth, Leviathan was prepared
to erase the existence of his entire court, and to let events
there disappear forever, save for those half-truths he
would need to use as an explanation to the King of Hell
himself. Unfortunately for the Prince, Asmodeus ap-

362

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

363

cause; however, the true level of contempt that the Prince


holds for Mephistopheles is seen in his having taken ice
as a symbol, an act for which the Lord of the Eighth has
never forgiven Leviathan. Bael, meanwhile, is a warmongering fool to the Princes mind, better suited to
taking orders and fighting demons than to offer any vision for a unified, single Hell. Dispater he views as cowardly, unwilling to take risks in the name of what he
believes; the two otherwise operate somewhat similarly,
a fact which Leviathan consistently tries to ignore. Belial and Beelzebub he hates, as he does all of the Fallen,
for he believes that they represent a risk to his desires in
Hell; though he has betrayed them many a time, the Lord
of the Fifth still believes himself a champion of the devils true, and the malefircareim in particular. He envies
Beelzebub, and hates the Lord of Flies for that reason,
greatly desiring to consume the Lord of the Sevenths
powers and influences, controlling the ordered realm of
Maladomini, and spring boarding from there into the rest
of Hell. First, though, he knows that he needs to overrun
a weaker realm; Phlegethos has long been a target. He
believes that the Lake of Fire and Brimstone will grant
him great strength in the form of newly formed lemures
and, perhaps more importantly, nupperibos; simultaneously, he knows that his control of the Lake may grant
him another Lordship: Avernus. Bael, facing continued
blood war casualties, will come to rely on the Prince for
more troops, eventually rescinding the mantle of Lordship to Leviathan. The Prince has grown mildly concerned with the Countess of Malbolge of late. Although
she was reinstated as a Lord at the same time he was,
Lilith due to her freedom has been quicker in reestablishing control over the entirety of her domain. Furthermore, Leviathan would rather that Lilith did not discover
Verriers continued existence as it could threaten his
plans with Hells Pawn should the two forge a new alliance. However, Leviathan knows that Verriers hatred
of the other Lords would make such an alliance unlikely
and is doing all he can to ensure that Verrier would go to
war with the Queen of Desolation if discovered. Leviathan would love little else but to consume Malbolge,
valuing the ties between storms and water but has considered forging a temporary alliance with her to overthrow one of The Fallen.
Both Set and Sekolah have realms within Stygia, and
both face almost constant encroachments (successful and
attempted) from the current Lord of the Fifth. Sekolah in
particular is alarmed at the fact that Leviathan is slowly
but steadily reclaiming his godly realm, but can
breathe a little easier in that Leviathan largely relies on
his servant, Dagon, to do this. In treating with Set, Leviathan acts himself; the crafty deity is used to dealing
with powerful entities, though, and his realm is quite
different and far removed from the waters of the Styx
where Leviathans power runs deepest. Thus far, Leviathans gains have been minimal at best; his purpose in
both of these cases is borne of a desire to control the
entire layer himself, as well as a petty attack on Asmodeus decrees. For his part, Asmodeus has remained
silent on the matter, which can be nothing less than disquieting for the two deities embroiled in the conflict.
Strangely enough, Leviathan has left Lestonises realm
alone at this stage, and even sends periodic envoys to the
courts of the Winter Tyrant. In his own court, Leviathan
has long since killed every official and courtier from the
time of Geryon, and a good deal that survived from his
original stint as Lord of the Fifth. Dukes Dagon and

Caarcrinolaas are two of the few who remain; Leviathan


periodically allows other courtiers to attempt to move up
in the hierarchy, testing the cunning and mettle of his
two greatest servants, whilst keeping them too occupied
in looking over their own shoulders to even think of
challenging him. In terms of Geryon himself, demoted
to arch-devil status at the end of the Dies Irae, Leviathan
continues to expend resources in order to attempt to find
him, although the protections of Asmodeus himself have
prevented the Prince of Stygias efforts from being successful. Leviathan has come to suspect that another Lord
of the Nine may be responsible along these lines although the truth has yet to occur to him, that his greatest
enemy may be his most proximate enemy as well.
Outside of Hell, Leviathan maintains no known alliances; indeed, he has few enemies beyond Perdition
either. Because his efforts have largely centered on
events within the Pit, non-hellish entities generally ignore his presence. The exception to this is Behemoth,
the Demon Prince of Gluttony, whom Leviathan hates
with a passion. When Leviathan has set Hell under his
heel, it is expected that his first attentions will be given
to his demonic counterpart, believing that gluttonous
souls and memories will be solely his own to consume. Legend has it that they have met in the past, but
both have grown in power and stature since then; another
meeting would be cataclysmic.
Prior to his imprisonment, Leviathan frequently
changed his form as the situation demanded. Favorites
were a 12-foot tall malefircarim with subtle fishlike features, including webbing between his claws and a flukelike tail his eyes were overlarge and never appeared to
blink in that form and a second form, the most immense of all the malefircareim, fully one hundred and
eighty feet in length. In this form his head was lean and
smooth, his glittering black eyes situated on either side
of a bullet-shaped head. He lacked an external nose and
ears, though he could both hear and smell incredibly
well, and a smoke constantly issued from the nostrils set
directly into his head. His wide mouth was filled with
nine rows of razor-sharp teeth. His torso was almost
humanoid in appearance, though covered in scales of
black and gray, and two immense arms sprouted from his
sides. His clawed hands were similar enough to those of
a typical malefircarim, though they were webbed, like
that of his smaller form. Leviathan lacked legs, his body
resembling that of a large whale from below his torso to
the end of his massive, spiked tail. While his physical
appearance is now obscured due to his prison, it appears
that Asmodeus has confined him to his colossal form. It
is said that his immense mental and psionic powers are
not at all restricted by his prison, and though the memories of the Styx are not accessible to him, there are few
that come into contact with him that do not lose at least a
part of themselves.
Those reputed to have met with the Lord of the Fifth
account these things as no longer accurate of Leviathan,
stating that he has changed. They suggest that past misdemeanors should be allowed to sink into the past and be
forgotten, like water under a bridge.

Combat
Leviathan, being imprisoned, is unlikely to face anyone in combat. Such a combat would require the foes to
either successfully summon him away from the harbor at

Tantlin, or else face him from within or upon the dark


waters of the Styx. Leviathan, in such a situation, uses
the benefits conferred by his Forget the Flesh ability to
bring combat to his foes, calling a myriad of barregon for
him to do his will. His opponents, on the other hand, do
not have line of sight or effect to him, but obviously can
enter combat with creatures controlled by the Prince.
To truly enter combat with Leviathan requires that he
first be freed from his imprisonment. While an unlikely
event, such a thing is possible. In such circumstances,
Leviathan will always seek to fight in places where he
has an edge such as within the River Styx. Against foes
he has determined are weak, such as those he recognizes
do not have protection from his awesome mind-affecting
powers, Leviathan utilizes his psionic powers to subdue
foes before subjecting them to Confer Ignorance preferably after swallowing them whole, as this does not
count against his daily limit for that ability. More powerful foes may be targeted first by Subvert the Senses.
Leviathan ultimately tries to consume all foes, body,
mind and soul.
Aura of Hell (Ex): Leviathans aura can affect all
creatures within 900 feet of him, with a Will save DC 60
allowed to negate the effect.
Call Devils (Sp): As a move equivalent action Leviathan can call, up to nine times a day, one Duke of Hell, 9
pit fiends, or 18 of any other sort of devil; devils so

called have triple standard Hit Dice, to a maximum


of 45 Hit Dice. Since these devils are called, they have
the ability to summon other devils as their Monster Manual or template descriptions allow. Leviathan generally
calls barregons to do his bidding, as they are the most
loyal of his servants, and having them present bolsters
his own combat effectiveness while he is imprisoned. He
can call devils normally despite his imprisonment.
Confer Ignorance (Su): Five times per day as a free
action, Leviathan can Confer Ignorance. A wave of
smoke issues from his nostrils, and a flaming liquid
pours from his mouth. If used underwater, the effect
appears as an ink cloud instead. This fills five 50-foot
cubes (the effect is shapable), obscuring sight within
(20% miss chance within 5 feet, 50% miss chance beyond). Those caught in the effect are drained of 5000
experience points each round unless they succeed on a
Will save DC 60, as the flaming liquid burns away
memories. A successful save halves the XP damage.
Confer Ignorance lasts for 9 rounds. The effect is static
after the first round, but can be dispersed by magical
winds (or magical currents) originating from a deity or
cosmic entity that succeeds on a rank check versus the
Prince.
Leviathan can consume these memories as a standard
action (he must spend a standard action in each round
that he desires to consume memories). Doing so allows
him to steal one-fifth of the XP burnt away in memory
loss; these experience points last up to one hour and can
only be used in conjunction with psionic powers
(including epic powers) in offsetting XP costs.
Diabolical Empowerment: The Prince of Stygia
uses his Intelligence score in place of his Charisma score
as a modifier for his special attacks and special qualities.
Eternal Traitor (Ex): Leviathan has been a traitor
from the beginning. Like the water he has taken as his
totem, he has always had the ability to change his form
to fit the situation. This is similar to the effects of alter
self, save that Leviathan can take on the aspect of any

364

creature he has seen or can imagine. Refer to alter self


for further details on this ability; note that Leviathan
retains his own natural armor class and natural attack
damage in whatever form he takes.
The form that Leviathan takes is actually treated as
his true form; true seeing and the like do not penetrate it,
although a deity or cosmic entity with Know Secrets or
similar abilities can determine that the creature is Leviathan with a successful rank check. Leviathan gains a +3
bonus on such a check.
Finally, Leviathan gains a +16 bonus on Disguise
checks when using a form not recognized as one of his
own.
Forget the Flesh (Ex): Trapped as he is, Leviathan
nonetheless is not entirely prevented from acting. Firstly,
any willing barregon can act as a vessel for his mind to
act from. Leviathan does not actually leave his entrapped
body, but he is able to treat the barregon as the starting
point when determining line of effect and line of sight,
using his own senses from that point. Barregons that
have started their metamorphosis are never willing and
cannot be possessed in this way. This requires concentration as a move-equivalent action in each round that
Leviathan uses it, and the barregons own actions are
subsumed by Leviathans. If a barregon used as a focal
point for Leviathan is slain, the Prince of Stygia must
make a Will save against a DC equal to the damage dealt
to slay the barregon or be stunned for 1d4 rounds. A
barregon that Leviathan is using as his vessel in this
manner is immune to most forms of magical detection
against beings that are possessed.
For powers of the telepathy discipline or the enchantment school, Leviathan is treated as having line of sight
and effect from within the iceberg; his incredible telepathic powers coupled with the might bestowed upon
him as a Lord of the Nine effectively give him typical
senses even while he is locked away. Some of his special
abilities can likewise be used normally despite his imprisonment; this has been noted in each case.
Hells Fire (Su): Leviathan may use Hells Fire 20/
day, a ten-foot wide line of diabolical energy dealing
20d12 points of damage, up to 1,700 feet away. Victims
caught in the blast may Reflex save DC 60 for half damage. Leviathans Hells Fire appears as a tsunami of
black ice and liquid oblivion.
Imprisoned (Ex): Leviathan is encased in thick ice
within which he cannot move. While so imprisoned, his
Dexterity score is effectively 0 and he suffers all the
associated effects with that condition. He uses his Intelligence modifier for any Initiative rolls he may have to
make, as well as for ranged attacks with spell-like abilities, spells, psionic powers and similar effects. He cannot
make physical attacks, and cannot be physically or magically attacked. The iceberg is immune to all known damage, and exists simultaneously on the ethereal and
shadow planes where appropriate. Leviathan cannot use
teleportative or plane shift-like spells, spell-like abilities,
powers or psi-like abilities to move the iceberg from its
location in the middle of the harbor at Tantlin; he can,
however, still be summoned or called by means of powerful magic as per normal. On occasion, Leviathan finds
himself temporarily freed from the prison of the iceberg
when he is summoned; generally this is not the case, and
such freedom always ends with the cessation of the summons. In the case of the Processions of Perdition, Leviathan never appears freed in even the smallest degree, but
Asmodeus does allow him to take a smaller form within

365

the ice throughout such a summons.


Whilst imprisoned, Leviathans stats change as follows: Initiative: +17 (+6 Intelligence); Speed: 0 ft.; Armor Class: N/A; Attack: spell or psionic power +87
ranged touch; Space/Reach: 90 ft. / 0 ft.; Saves: Ref ;
Abilities: Dex 0
Improved Grab (Ex): To use this ability, Leviathan
must hit with his bite attack. He can then attempt to start
a grapple as a free action without provoking an attack of
opportunity. If he wins the grapple check, he establishes
a hold and can try to swallow the foe the following
round.
Infernal Nobility (Ex): As the Lord of the Fifth,
Leviathan has a status equivalent to that of the gods.
Leviathan possesses a cosmic rank of 13. While in Stygia (and anywhere else on Hell that Asmodeus allows),
Leviathan functions as a greater god with a cosmic rank
of 16.
The Leviathan (Ex): Though Leviathan can take on
many forms his most recognized is that of a Colossal
aquatic malefircareim. His teeth are terrible round about,
as those who have been swallowed whole can attest. His
scales are his pride, so close and hard it is as if they were
sealed with adamantine. When not imprisoned, a hellish
glow emits from his mouth and eyes, whilst a deep,
brooding vapor issues constantly from his nostrils.
Consequentially, while in this form, he enjoys certain
benefits. His bite is treated as one size larger, as if affected by the Improved Natural Attack feat. He posses
Damage Reduction 15/- and is immune to vorpal weaponry and similar effects. The clouds of vapor which are
different to those specifically emitted when he Confers
Ignorance, grant him partial concealment (20% miss
chance).
In addition, it is said that Leviathan's heart is a stone.
He has a cosmic rank of 20 with respect to mindaffecting effects.
The Might of Hell (Su): Leviathans Might of Hell
affects an area with a 1,440-foot radius (caster level 72nd,
save DC 60). This functions normally despite his imprisonment.
Psionic Powers: Leviathan manifests powers as a 75th
level Telepath. Power points/day: 513. Powers known:
1stattraction, conceal thoughts, crystal shard, empty
mind, psionic charm; 2ndbrain lock, concussion blast,
id insinuation, read thoughts; 3rddispel psionics, energy burst, false sensory input, telekinetic force; 4th
correspond, mindwipe, psionic modify memory, telekinetic maneuver; 5thcatapsi, mind probe, psychic crush,
shatter mind blank; 6thaura alteration, co-opt concentration, temporal acceleration; 7thcrisis of life, decerebrate, insanity; 8thbend reality, mind seed, recall
death; 9thapopsi, assimilate, microcosm, psychic chirurgery, reality revision.
Spell-like Abilities: At will: animate dead, baleful
polymorph, blasphemy, charm monsterEN, deeper darkness, delayed blast fireball, detect chaos, detect good,
detect magic, dominate monsterEN, flame strike, greater
dispel magic, greater invisibility, greater teleport, magic
circle against chaos, magic circle against good, mass
hold monsterEN, mirage arcana, persistent image, polymorph, power word stun, restoration, resurrection, suggestionEN, symbol of pain, unhallow, unholy aura, wall of
fire. 9/day: commandEN, destruction, dominate personEN,
enthrallEN, firestorm, geas/questEN, greater commandEN,
greater restoration, mass suggestionEN, meteor swarm,
monstrous thrallCD EN, true dominationCD EN, true resur-

rection. 6/day: accursed, hellball, oppress, tyranny. 3/


day: damnationEN, wish. Caster level 72nd; save DC 36 +
spell level, 37 + spell level for spells of the Enchantment
school. Leviathan gains the granted power of the Domination domain.
CD
EN

Found in Complete Divine.


Spell from the Enchantment school.

Epic Psionic Powers: Leviathan can manifest an epic


power up to nine times per day. Powers known: greater
epic psionic armor*, long arm of the treacher, spell
worm (psionic)*, Trojan curse.
*As per greater epic mage armor and spell worm, except as
epic psionic powers.

Strip the Memory (Ex): In order to perpetuate his


own order (and ultimately to feed his immense hunger
for souls and memories), Leviathan willingly offers aid
to those who seek and summon him. Five times per day
he (in person or through a barregon) can offer to Strip
the Memory. He does this in one of two ways.
First of all, he can offer to Strip the Memory of another individual or individuals. This is typically done to
cover the actions of the summoner or supplicant, such as
to remove the memory from those who saw him murder
an important official or the like. Leviathan can erase up
to 5 hours of events from an individuals memory, or a
total of 5 hours of events from any number of creatures,
so long as it encompasses the same event. Thus a murder
in the middle of a royal ball with 300 people would qualify for 1 minute of erasure for each person present at the
time. Memories can be altered rather than erased if the
supplicant wishes. Each creature so affected gets a Will
save against DC 60 to avoid the alteration; this recurs
daily until successful for five days. Affected creatures
that successfully save are not aware that an attempt to
alter their memories has been made. Where creatures
have immunity to mind-affecting effects, whether mundane or magical, this can be breached by a successful
rank check (they are treated as having divine or cosmic
rank 0 for this purpose). Should the supplicant require a
greater degree of memory manipulation, Leviathan can
offer additional uses of Strip the Memory, but usually
only does so if he is summoned additional times.
Secondly, Leviathan can Strip the Memory of the
supplicant himself. In this case, Leviathan can maintain
an ongoing link with the supplicant. The Prince first
erases up to 5 separate events, of any length, from the
supplicants mind. The benefit of this, of course, is that
no manner of magical investigation can detect these
memories ever again; additionally, it acts as a universal
atonement spell, also counting as having fulfilled a quest
of some sort. For those who contact Leviathan specifically to find an easy way to atone, Strip the Memory is
boon enough at this juncture.
Whether the first or second version of Strip the Memory is enacted, the supplicant moves one step towards
Lawful Evil each time he benefits from the boon. Additionally, each week he takes a 3 penalty to Will saves,
and must make a Will save DC 60 or be compelled to
repeat the events stricken from either his own or others
minds. Such reenactments will not be exactly the same as
the original event (such a thing may not be possible), but
will have similar circumstances and repercussions. Note
that the penalty on Will saves applies only against Leviathan and his servants.
The atonement effect, granted in the second version of
Strip the Memory, continues its efficacy at Leviathans
option, allowing a supplicant to indulge in inappropriate

appetites (usually at the compulsion of this effect) and


still appear, on the surface, to be on the right path. Leviathan often removes this benefit at the most damning of
times, hoping to drive his clients to more desperate acts.
A client who uses Strip the Memory five times or more
automatically becomes Lawful Evil; when he dies, his
soul is consigned to Stygia, where Leviathan consumes
his soul and lingers over his memories.
Subvert the Senses (Su): Leviathan knows that the
perceptions can be fooled, and that through such chicanery that a creature can come to be dominated. Five times
per day, the Prince can Subvert the Senses. Any one
creature that he can see can be targeted with a use of this
ability, for which the creature is entitled to five saving
throws against DC 60. With each failure, one of that
creatures senses is repressed and replaced by perceptions directly controlled by Leviathan; the order of
senses so affected is touch, sight, hearing, smell and
taste. Because this is a direct manipulation of the creatures body, as opposed to merely an illusion, true seeing
or similar does not counter the effect, nor does immunity
to mind-influencing effects protect the creature. Once a
creatures senses have been subverted, the effect can
only be removed by a successful rank check followed by
a successful caster level check against DC 71. Where a
creature fails all or most of the saving throws, she may
be totally unaware of the subversion of her senses and as
such may not seek help in removing the effect. If all five
senses are subverted, the creature is permanently helpless
and will die of starvation, thirst, or exposure as appropriate. Leviathan can concentrate as a move action on a
creature so subverted and effectively possess the creature, using spell-like abilities, manifesting powers, or
using special abilities as he deems appropriate with the
creature as a conduit. Concentration must continue each
round or else the possession ends. This otherwise
works as per the barregon possession effect of Forget the
Flesh.
Subvert the Senses is a mind-affecting effect; Leviathan can penetrate mind-affecting immunity with a successful rank check. In this case, creatures with no Intelligence score are treated as having divine rank 0.
Swallow Whole (Ex): While in his colossal form,
Leviathan can try to swallow a grabbed opponent of
Huge size or smaller by making a successful grapple
check. Once inside, the opponent takes 4d8+10 points of
crushing damage and is exposed to a permanent confer
ignorance effect (Will DC 60 half). A swallowed creature can cut its way out by dealing 50 points of damage
to Leviathans digestive tract (AC 72). Once the creature
exits, muscular action closes the hole; another swallowed
opponent must cut its own way out. Leviathans gullet
can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512
Tiny or smaller creatures.
The Diadem of Amnesia: This fist-sized jewel, cut so
that it does not gleam even in the brightest of lights, is
the only item supposed to be on Leviathans person in
his icy prison. The Diadem is held in place in the middle
of his forehead by a chain made of myriad links of gold,
inlaid with ninety-nine pieces of black opal.
Those who make physical or mental contact with the
bearer of the Diadem are stuck with a horrible mindwiping affliction unless they succeed on a Will save DC
60. The victim immediately loses access to all special
class abilities, skill ranks, feats, and racial abilities that
require active effort (a drow would retain spell resistance, but not be capable of using spell-like abilities).

366

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

367

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.

LILITH, Lord of the Sixth


A flash of lightning illuminated the dimly lit room
where Dunstan was reading by candlelight. The flame
was barely flickering now, and he was growing tired.
He looked up and listened wistfully to the pounding rain

outside. It had been on just such a night, over six years


ago, that his wife had passed away, only days after giving birth to their daughter. He had retired from his career as an adventuring warrior then to take care of his
child.
Another thunderclap shook Dunstan from his reverie.
His candle blew out, plunging him into darkness. Yet, in
the moment the lightning had lit the room, he saw his
daughter walking towards his chair.
Amaya? he called out, "Is something the matter?"
She had gone to sleep over an hour ago . . . the storm
must have scared her, he reasoned. He rose from his
chair and struggled to see in the gloom. He whirled
around at the sound of his door creaking open. With
another flash of lightning, Dunstan saw his daughter
walk out into the downpour, paying him no heed.
Springing to his feet, Dunstan charged out after her
but found it too dark to see. He yelled for her, then
again, louder. Still there was no response. Lightning
struck again, nearer to his house this time. In the blinding flash, he saw a shocking sight: dozens of children
marching mindlessly through the town, all heading in the
same direction.
Wide-eyed, Dunstan stumbled back into his house,
pushing the wet hair from his face. He fumbled around
until he could find and light his covered lantern then
threw on a cloak and hurried back outside. Several
other parents were outside now, calling for their children. "Come, this way! Dunstan shouted over the din
of the thunder and rain, motioning with his lantern,
"They were all going this way!"
They continued calling their childrens names as they
caught up to the children. A small girl at the front of the
procession stopped and turned. The other children did
the same a moment later. Dunstan strode forward and
held up his lantern, looking for his daughter, yet found
himself drawn to the little girl. Even in the light, the girl
was difficult to see. Her long, glossy black hair concealed most of her pale face, and her dark clothing
seemed to draw on shadows. Her amber eyes, somehow
serpentine, reflected in the light. Yet there was something familiar about her Somehow, he knew her to be
cause of this madness.
As the other parents strode forth to collect their children, Dunstan confronted the girl. "Who are you?
Wheres Amaya? What have you done to the children?
The girl smiled only slightly, but her mocking laugh
could easily be heard over the rain. In an instant, all the
children turned on the parents that tried to comfort them,
scratching and biting. Some even drew knives they must
have taken before they left their homes. Most adults
tried to defend themselves without harming their children, though several were wounded and struck out in
rage. Others fled, unable to fully comprehend what was
happening.
Dunstan's eyes shot back and forth, trying to find his
daughter amidst the confusion. He turned back to the
shadowy girl. "What have you done with my daughter?
he demanded. She merely locked her snake-like eyes on
his and smiled again. This was no little girl, he realized
as impotent rage bubbled within him. Regardless, he
threw a punch at her. Dunstan was once a warrior of no
small skill; he knew that this girl inhuman though she
may be could not dodge his attack from this range.
Impossibly, she raised a single, pale arm and caught his
fist in her small hand. Her grip was crushing and the
incredulous Dunstan was tossed backwards, landing

hard on his back in the muddy street.


Just as he was trying to rise, he felt a stabbing pain in
his thigh. Instinctively, the former warrior lashed out,
backhanding the assailant away from him. He pulled a
dagger from his leg and looked down to see his daughters unconscious form a few feet away. Forgetting
about the bewitched girl, he knelt down beside his child,
laying a shaking hand on her tiny chest. She was still
breathing! "Forgive me, Amaya! he cried, tears joining
the rain on his face as he cradled her in his arms. What
would your mother think of his madness if she were
alive today? Dunstan thought as he looked around his
village in increasing horror.
"Who says she isn't? intoned a soft voice behind him.
Turning, he looked up and saw the smiling face of his
beloved wife. A mixture of shock and awe could not stop
him from reaching out to touch her face . . . which was
replaced by another, her smile now bearing fangs, her
once-kind eyes now glowing amber. Dunstan pushed
himself back as the stunning woman glided towards him.
Despite her unholy qualities, she was taller and more
beautiful than any he had seen. Her perfectly proportioned body and flawless white skin was covered only by
the rivulets of rain and long, silken black hair. She
leaned down towards him. Transfixed, it took Dunstan a
few moments to realize that the woman had picked up
Amaya. Holding the girl to her breast, the woman
spread large wings, covered with glossy black feathers
like those of a raven. "This one shows promise", she
said, running a snake-like tongue across her lips, or
will when its older. Ill take good care of it." The
woman laughed no, she cackled. Even as the horrid
sound filled Dunstans mind, he watched in horror as the
woman was replaced by a withered old crone. Flesh
sagged from her bones and her breasts hung limply over
her distended stomach. A rancid stench engulfed him as
she laughed even louder, rising into the air as she did.
She cast one last look at him with her blind eyes before
she sped into the angry sky.
"No no! Wait! Dunstan screamed, returning to his
senses. He struggled to his feet, vainly wiping the water
from his face as he looked for his daughter and the
woman. He could not see them against the rain pouring
on his face. Desperately, he looked around. Some children were still locked in combat with their families. Others were pounding on doors or trying to break windows,
attempting to get to the terrified people inside.
Then the ground began to tremble.
Everyone in the town fell to the ground. Buildings
began to shake and then fall apart. Trees cracked and
toppled, and the street began to splinter. The ground
itself split asunder, forming a seemingly bottomless
chasm which continued to grow, running through the
entire length of the town. Dunstan turned to run, but
knew escape was impossible. He fell into the yawning
abyss, and a cry of terror was ripped from him as he fell.
All around he saw others were falling: adults, children,
and a cascade of stone and timber, the remnants of their
houses, tumbling and bouncing against the jagged rocky
walls. Dunstan heard scores of screaming voices, his
own among them as he plummeted. Below, Dunstan
could see no bottom to the pit, nothing but a faint red
glow. He continued to fall for what seemed an eternity
but he would not fall forever. A realization dawned:
death would not await him at the end. The nightmare
was just beginning.

368

The Countess of Malbolge


Druid 15/Wizard 5/Geomancer 10
Large Outsider (Abomination, Evil, Extraplanar,
Lawful)
Symbol: A black bolt of lightning sundering a black
mountain on a brick-red, inverted triangle.
Cosmic Rank: 14 (17 in Malbolge)
Hit Dice: 65d8 + 5d4 +10d6 + 800 (1,400 hp)
Initiative: +17 (+13 Dexterity, +4 Improved Initiative)
Speed: 100 ft, fly 250 ft. (perfect)
Armor Class: 81 (+16 deflection, +13 Dexterity, +9
profane, -1 size, +34 natural), touch 47, flat-footed 68
Base Attack/Grapple: +65/+84
Attack: Thunders Voice +85 melee (3d6+28 plus 3d6
sonic/19-20/x2 plus 6d6 sonic); or spell +79 melee
touch or +77 ranged touch.
Full Attack: Thunders Voice +85/+80/+75/+70 melee
(3d6+28 plus 3d6 sonic/19-20/x2 plus 6d6 sonic); or
spell +79 melee touch or +77 ranged touch.
Space/Reach: 10 ft. /10 ft.
Special Attacks: Aura of Hell, call devils, Corrupt Nature, Hells Fire, Impotence, Might of Hell, Natures
Infernal Wrath, smite 1/day (+4 to attack, +74 damage), spell-like abilities, spells, The Profane Feminine
Special Qualities: Abomination traits, blindsight 500 ft.,
Damage reduction 40/anarchic, epic, good and silver,
The Dark Goddess, Diabolical Decree, Diabolical
Empowerment, Diabolical Prowess, divine immunities, immunity to fire and poison, Infernal Elementalist, ley lines, Locked Within the Gates, Lord of the
Nine, nature sense, regeneration 20, resistance to acid
40 and cold 40, resist natures lure, see in darkness,
spell resistance 74, spell versatility, telepathy 1,000
ft., a thousand faces, timeless body, trackless step,
venom immunity, wild empathy +31, wild shape (5/
day), woodland stride
Saves: Fort +52, Ref +55, Will +58
Abilities: Str 40, Dex 36, Con 30, Int 37, Wis 43, Cha 43
Skills: Appraise +13 (+15 alchemical items, +15 forged
items, +15 metal items), Balance +43, Bluff +71,
Climb +35, Concentration +93, Craft (alchemy) +48,
Craft (blacksmithing) +43, Craft (metalworking) +43,
Diplomacy +79 (+85 with evil creatures), Disguise
+36 (+40 when acting in character), Gather Information +65 (+71 in Hell), Handle Animal +51, Heal +71,
Hide +43, Intimidate +60 (+66 against evil creatures),
Jump +37, Knowledge (arcana) +91, Knowledge
(geography) +53, Knowledge (history) +74, Knowledge (local [Hell]) +76, Knowledge (nature) +104,
Knowledge (the planes) +89, Knowledge (religion)
+94, Listen +61, Move Silently +43, Perform (dance)
+21, Ride +37, Search +49, Sense Motive +91, Spellcraft +104, Spot +69, Survival +99 (+107 in aboveground natural environments, +105 on other planes,
+103 to find or follow tracks, +103 to keep from getting lost), Tumble +43, Swim +35.
Feats: Born of the Three Thunders, Brew Potion, Combat Expertise, Corrupt Spell, Corrupt Spell-like AbilityB, Craft Magic Arms and Armor, Craft Wondrous
Item, Dark SpeechB, Energy Admixture (electricity),
Empower Spell, Eschew Materials, Explosive Spell,
Fly-by Attack, Greater Spell Focus (evocation), Improved Initiative, Improved Sunder, Maximize Spell,
Power Attack, Quicken Spell, Reach Spell, Scribe
ScrollB, Spell Focus (evocation).
Epic Feats: Craft Epic Magic Arms and Armor, Epic

369

Evil BrandB, Epic Spellcasting, Epic Spell Focus


(evocation), Epic Sunder, Improved Spell Capacity
(10th), Improved Spell Capacity (11th), Improved Spell
Capacity (12th), Improved Spell Capacity (13th), Intensify Spell.
Environment: Malbolge, the Sixth of the Nine Hells of
Perdition
Organization: Solitary (Unique)
Challenge Rating: 62
Treasure: Thunder's Voice, The Scourging Stone plus
quintuple standard
Alignment: Lawful Evil
Among mortals, there are few gifts more precious
than the birth of a child. The creation of a child, across
most mortal cultures, is the manner in which mortals
reveal their own creative power, their own divinity.
Even among the more brutal mortals, the birth of a child
guarantees the continuation of the species, the promise of
a new tomorrow. Children are the future and, in some
ways, a harkening to the past. Among more beneficent
cultures, child-rearing requires that parents and society
reflect on how they were raised to maturation, requiring
those charged with protecting their offspring to consider
the past from which they themselves emerged. So great
are children perceived in many mortal societies that all
but a few worship gods or call on celestial patrons to
defend and protect them, to ensure their physical and
spiritual growth and survival.
Innocent and without blemish, mortal children are
clean slates upon which goodness can be stamped and
shaped. They are naturally drawn to goodness and support, carelessly upholding the values championed by the
Realms Above. It is said that in the Realms Above, angels sing when a new child is born. To angels and gods
of righteousness, children reflect the rightness of the path
mortals naturally take as they attempt to achieve that
which is right in their lives. It is only as mortals grow,
only as they are exposed to cruelty, carnality, vice, and
death that the innocence of childhood is overthrown and,
for the unfortunate, shattered. The Realms Above deplore the manner in which the natural path is corrupted
due to the machinations of not just misguided mortals,
but also by the denizens of the Depths Below.
In the Depths Below, children are viewed in various
ways, none of them remotely decent. There are countless creatures of evil that value the pure, smooth flesh of
children, the pristine nature of their blood and souls. The
demons of The Abyss crave this innocence, delighting in
ravaging the unsoiled light children represent. Daemons
enjoy leeching the life and vitality from children, finding
the young a threat to the apathy and selfishness the
Wastes represent. However, in the Nine Hells, children
often mean hope, a concept that has no place in the Pit,
for it can lead to a desire to cast off Perditions yoke.
Children are worthless and useless until they are old
enough to be mercilessly programmed by cold logic and
scalding irons. At best, children are tools in Hell, ripe to
be used to extort, intimidate, or threaten. The Hells seek
to overthrow the current order, the natural order, in
which children currently exist. They hope to replace the
weakness and foolishness of this paradigm in favor of
their own that will naturally lead mortals down a path
accepting oppression and tyranny. There are no devils in
Hell more dedicated to the establishment of this new

order than the Lord of the Sixth Lilith, the Countess of


Malbolge.
Lilith is one of the original Lords of Perdition and,
some say, even more ancient than Mephistopheles and
Dispater (a claim hotly contested by both Lords). In
texts older than most current pantheons, her name can be
found associated with the domination of the winds and
earth, symbols of the male and female. Storms and ravaging winds were said to be signs of her approach and
her will. In these ancient times, Lilith was the most recognized Lord in the mortal coil, the mistress of destruction and sterility, a foul irony given the traditional ideas
of the sacred feminine. In the mortal coil, Lilith discovered what she believed could be the source of ultimate
power: Nature. Of all the aspects of the mortal coil,
Nature was among those most difficult for the Powers of
Hell to dominate. Free and not dedicated to anything
other than the perpetuation of life and balance, Nature
was possibly the greatest threat to Perditions desires in
the material plane. While the other ancient Lords believes that dominating the mortal soul would grant them
eventually power over Nature, Lilith believed that Nature
itself needed to be enslaved, needed to be reconstituted
under the will of Hell. After all, mortals are dependent
upon Nature, in a sense enslaved to it. Men cannot birth
children and women cannot provide the seed to fertilize
their own eggs. Children need the support and guidance
of their parents to survive and grow. If these aspects of
Nature were overthrown and dictated by Lilith, her command over the mortal coil would be unsurpassed.
Liliths presence in the mortal coil in the Days of
Antiquity and during the Dawn of the Gods was said to
have been one of the reasons that men were driven to
dominate women. In nature, male and female although
serving different responsibilities and abilities coexisted in balance. They constituted two parts of one
whole. Lilith sought to overthrow that balance; taking
one aspect and making it dominant over the other. Lilith,
the only female among the Lords of the Nine in the
ancient days, selected women. Having been a slave to
Lucifer the Satan since his establishment of the Hierarchy of Hell, Lilith thought it to be amusing and appropriate if among mortals the reverse were true. She had no
special love for women beyond men, but believed that in
establishing a new ordering she would lay the foundations for more expansive changes in the future. Across
the Cosmos, the first witches dedicated to tyranny and
oppression emerged. They enslaved men and murdered
their own children in order to redress what they claimed
were shackles to their own powers and station. Men
were useful only as objects of reproduction and manual
labor. They were relegated to a station barely greater
than that of beasts of burden. Children became no longer
viewed as blessings, but as potential slaves or servants of
Lilith; their numbers were regulated in order to ensure
the appropriate ration of men to women and reduce the
need to tend to their care any more than necessary. In
short order, and with help not from the Realms Above
but from Agents of Balance and the Scions of Anarchy,
mortal males overcame these oppressive times. Unfortunately for many female cults across the Cosmos dedicated to mutual respect of both genders, the backlash was
such that women became viewed as less than men and
children the responsibility of the weaker sex.
In spite of setbacks such as these, Lilith continued to
corral Nature to her will. In her attempt to better understand and react against the free range Nature represented,

Lilith began to abandon her Lawful core. Initially disgusted by the infection of Chaos, Lilith quickly reaped
the benefits of not only an expanded worshipper base,
but more direct control over matter; she also rationalized
that her Neutral Evil nature would last just long enough
for her to realize her conquest. She birthed her greatest
number of monstrosities during this time, including her
best known child, Amdusias, and possibly even the first
lamias. She gathered to her powerful priests, one of the
greatest being Lamatsu, one of the first two vampires.
Lilith leeched the material plane of its energy, its vitality,
corrupting it with her need to control and regulate. The
mortal coil suffered immeasurably, so much so that
eventually the gods themselves were forced to put aside
their petty concerns to deal with the Dark Goddess directly.
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

370

attention to the on-goings in Hell. Her only ally and


occasional lover, Sammael, found himself too occupied
with observing the machinations of the recently arrived
Fallen, Beelzebub, to be bothered to warn her of the
celestial threat in Maladomini. While the Lord of the
Flies ensnared Sammael in webs of intrigue, he sent
Moloch, his brutal viceroy, into the Sixth. Of her various Dukes, only Amdusias and Aguares managed to
survive Beelzebubs plots; the rest were either publicly
executed or disappeared as Molochs army swept across
the mountains of Liliths domain. Simultaneously, Beelzebub leaked information out to his former angelic allies
about Liliths depravities in the mortal coil. The Celestial Hosts and the various gods of Nature and even evil
gods wasted no time in tracking down and destroying the
thousands of cults Lilith had cultivated over the millennia. Finally recognizing that something was amiss, Lilith turned her attentions to Maladomini too late, finding
herself alone and surrounded by Beelzebubs forces.
Although the Arch-Devil of Pride did not arrive in person to deliver his ultimatum, Moloch did. If she hoped
to survive, Lilith would have to accept the new order of
the Fallen and serve as Molochs slave and concubine.
When she attempted to call on her power as a LordRegent to cast down Moloch, Lilith realized that Asmodeus had stripped her of her cosmic power. She was
forced to accept Beelzebubs stipulations.
For countless millennia, Lilith chafed in obscurity
under Molochs rule. It was initially believed that Moloch did not destroy Lilith because he enjoyed forcing
her to engage in acts of lust with him, forever reminding
her of the power and authority she lost. In reality, Moloch was ordered to keep Lilith alive by Beelzebub (who
did not want to give Asmodeus an excuse to grant Moloch regency over the Sixth odd, considering that Asmodeus could do so if he wanted to even with Lilith still
alive). While Moloch ruled Malbolge, Liliths name all
but disappeared from the minds of even the most informed sages and scholars. Indeed, the Realms Above
and the Agents of Balance and Nature thought her dead
like Adrammelek, and soon forgot about her. Liliths
many aliases were either forgotten or were adopted by
other cosmic entities and gods. Yet, Lilith found the
means to adapt and survive in spite of her new station.
Slowly and secretly, she stole into the mortal coil on
occasion, growing new cults. Unlike before, however,
Lilith instituted strict, orderly guidelines for her new
servants and limited her areas of influence. Cults associated with oppressed women, women who viewed children as shackles placed on them by men, women who
sought to reverse what they perceived as the natural order (male dominance), and those interested in power
flocked to cults that worshipped the Hag, the Harlot, or
the Waif, all aspects of the corrupt side of nature, life,
and destruction. Unknown to most, all of these cults
were controlled and empowered by Lilith herself. Although nowhere near as prolific as they once were, these
cults would sow the seeds for the future as Lilith waited
for the proper opportunity to regain her former station.
The Dies Irae would be that time.
When the Days of Wrath came to a head and the
Lords were forced to submit to Asmodeus, Lilith whispered defiance in Molochs ears, encouraging him to
disrespect Asmodeus. This Moloch did and Asmodeus,
with grim amusement, banished the Twice Fallen from
Hell. As a reward for her efforts, and believing that she
learned her lesson, Asmodeus reinstated Lilith as the

371

Lord of the Sixth. Since that time, Lilith has traveled


throughout Malbolge, personally destroying all those that
helped overthrow her even as she redoubled her efforts
to rebuild her cult presence in the mortal coil. Now that
her consolidation of power is almost complete, Lilith
plans on completing her rise to divinity. Whether or not
Asmodeus (who has been aware of her machinations the
entire time) seeks to impede Liliths progress is unclear,
but if he does not, she may well become the first god
among the lesser Lords of the Nine.
Since her return to power, many of Liliths old foes
have taken up arms to fight her once more. The various
Agents of Balance stand in opposition to her, as do the
various powers of Nature. Even the likes of Malar and
other evil gods of Nature fear and oppose her, concerned
that their own powerbase would be shattered if her goal
to restructure Nature was successful. Among her greatest adversaries is the Defender of Freedom, Sanoi the
Heavenly Mother. Sanoi has been recognized as the
most powerful celestial dedicated to children and their
defense. She despises Lilith and her heinous desire to
murder or mistreat the young and does all she can to
stymie her activities. Indeed, Sanoi would love nothing
better than to meet Lilith in combat. Lilith has no fear of
Sanoi but knows that a direct confrontation with her
would likely draw the attention of her other enemies,
which would probably result in her defeat.
In spite of, or perhaps due to, her successes in the
Days of Antiquity, Lilith has few allies in or out of Hell.
When they were both Lords of the Nine, Lilith and Sammael maintained something of a lovers bond (or as
much as can exist between devils of their evil). When
Sammael was forced to flee Hell and Lilith was ground
under Molochs heel, the two did not maintain any contact. Although Lilith has regained her power, she has
been cautious with dealing directly with Sammael as she
is concerned with Asmodeus reprisal. Needless to say,
Lilith continues to detest Moloch. If it were not due to
her efforts to finalize her claim on Malbolge and her
responsibilities to her witches, Lilith would have put a
great deal of effort into tracking down and destroying the
Twice Fallen. Moloch, for his part, destroys any and all
witch covens he comes into contact with if he suspects
that they are servants of the Queen of Desolation. Despite this show of bravado, Moloch is fearful of his fate
should Lilith ever capture him.
Although she may be their precursor, there is no indication that Lilith shares any association with demons like
Babylona, Lolth, or Zuggtmoy. However, a growing
minority of scholars do believe that the ancient rumors
linking Lilith to Grazzt may be true. It is known that a
fair number of lamias hold Lilith in a regard almost as
high as they hold Grazzt, leading some to suspect that a
union between Lilith and Grazzt created the race. To
what extent Lilith currently interacts with Grazzt is
unknown, although the dominant scholarly position is
that she, once again a paragon of Law, perceives him as
a threat to Hells Hierarchy and her own thirst for dominion over Nature. An even more nebulous relationship is
what she shares with Orcus, the Demon Prince of the
Undead. Among devils, only the Scion-Emperor, Lixer,
commands more respect from undead than Lilith. The
Countess is revered largely by flesh eating and blood
drinking undead, particularly wights and vampires. As
mentioned earlier, one of the primal vampires, Lamatsu,
was believed to have been one of Liliths priests in the
Days of Antiquity. Of course, such tales are of question-

able validity, but it is known that Lilith has routinely


commanded her mortal servants to hunt down and destroy any trace of Orcus worshippers they can find. To
date, Orcus has been slow to respond in kind to Lilith,
but time will tell. Of Lamatsu, Lilith is believed to currently have limited dealings. The truth, however, is that
Lilith plans on reclaiming her former servant once she
has reestablished her rule in Malbolge. Of course, Lilith
is no longer Neutral Evil, as she was when Lamatsu
originally served her, and the Countess likely plans on
reeducating the chaotic Mother of Vampires. What
Lamatsu, nigh a cosmic entity in her own right, thinks of
this assuming she knows is a mystery.
So far as Hell is concerned, Lilith again does not
count many as allies. Lilith has gotten herself into a
bitter, yet subtle conflict with the Duchess of Witchcraft,
Rosier. In many ways, Rosier benefited from Liliths
overthrow, taking aspects of the Dark Goddess original
nature and warping them to fit her own attitudes regarding witches. Lilith has put some effort into leading Rosier into traps that have to date failed largely due to the
attentiveness of Belial, Lord of the Fourth. It is likely
that Lilith will one day abandon subtlety for direct action
and will attempt to destroy Rosier; such an event would
ensure a war between Phlegethos and Malbolge. Lilith,
who hates Belial almost as much as she hates Beelzebub,
welcomes a confrontation but wants to make sure that
she has regained the power she lost after The Great Fall.
There is simmering tension on the borders of
Maladomini and Malbolge as Lilith has used all of her
restraint to keep from invading Maladomini. She knows
that Beelzebub is extremely clever and well established
in his Perdition and that she would be certain to lose a
direct confrontation against him. It is due to her hatred
of the two remaining Fallen that Lilith is almost guaranteed to join with Mephistopheles and Dispater once she
is confident that her control over Malbolge is complete.
To date, though, Lilith has not established any formal
ties with the Lord of No Mercy or the Urbane Fiend.
When Lilith is not cultivating her cults in the mortal coil,
she spends her time restructuring Malbolge. Almost
complete, Lilith has recently turned her attentions to the
caverns at the outskirts of the Sixth, having noticed the
disappearances of some pit fiends over the centuries.
Lilith knows that there is another significant power in
her regency, although she is not yet certain of its nature.
It is unclear what Lilith will do when she discovers Verrier, Hells Pawn, an event that is likely to occur in the
not too distant future. Lilith has no relationship to speak
of with Bael or Mammon but she does loath Leviathan,
whom she remembers from days long past. Since their
mutual reclamations of their layers, neither Lord has
tested the strength of the other as each tends to his or her
own internal affairs. Some scholars think that Leviathan
and Lilith may put aside their ancient enmity and unite to
overthrow Belial, Beelzebub or both.
Liliths relationship with Asmodeus is one of fearful
loathing. On the one hand, Lilith knows all too well that
she lost her regency in part due to Asmodeus. On the
other hand, Lilith also knows that she abandoned her
tyrannical nature in order to acquire more power, so she
knows that she is in part to blame for her own downfall.
Still, she seeks vengeance against her master and only
her fears concerning his true nature have kept her from
bothering with any attempts. After years of seeking
divinity, Lilith has come to recognize aspects of the same
in Asmodeus and has also noted similarities in these

aspects with long forgotten Lucifer. Lilith is perhaps the


only Lord to believe that Asmodeus and Lucifer are one
and the same, but has done nothing with this knowledge.
Lilith also suspects that something far darker may also
be pulling Asmodeus strings, although she cannot
fathom the existence of The Overlord. What is interesting is the fact that Lilith has given birth to quite a few
powerful beings that she either abandoned some time
after they were born or felt compelled to give up immediately after birth, leaving them in the wastes of Malbolge. In all such cases, Lilith was never able to determine the father, although she always believed that Lucifer or Asmodeus were responsible. One such being was
Benzosia, the former and now dead Queen of Hell. It is
unlikely that Lilith has any knowledge of Benzosias
relationship to her (or Glasyas, for that matter) as the
former Queen of Hell was one that the Dark Goddess
was forced to give up upon birth. If Lilith has any
knowledge of this or that the Princess of Hell, Glasya
(with whom she has no political arrangement), is her
grandchild, she has not made it clear.
Although Lilith has long since purged any Chaos
from her nature, she continues to have fits of rage and
possesses a mercurial attitude for a devil. This is further
reflected in her penchant for taking different forms,
something no other Lord save Leviathan is prone to do.
However, she is best known for three forms. First is the
form of the Hag, a withered, decrepit old crone in tattered clothing with rotting flesh that hangs from her
bones, stark white hair, rancid breath, and great black
ravens wings. This is the form Lilith takes when she is
intent on destruction and desolation. The second, the
Waif, is a small girl with serpentine eyes, raven hair, and
dark clothes that cling to the shadows. The Waif often
appears when Lilith travels the mortal coil to either lure
children to their deaths or women down the path of Perdition. The Harlot is Liliths final shape and the one
most likely to be her true form: a statuesque, extremely
beautiful woman with long black hair that covers her
naked white body, glowing amber eyes, and a large,
shapely red mouth. This form also has large black wings
and blood often trickles from the corners of her mouth,
which are said to have at least two very long, sharp teeth
and a forked tongue. The Harlot is how Lilith typically
presents herself to her witches and when she is in Hell.
In all cases, Lilith carries Thunders Voice.
Recently there have been even older texts unearthed,
that are said to have their origins before the Days of
Antiquity and that suggest that Lilith may also be tied to
even older beings of The Abyss and the Gray Wastes,
namely the mysterious Pale Night and murky daemonic
abominations. To date, thorough translations of these
writings have not been completed as the languages
save for a few words related to ancient elven are extinct. If these links between Lilith and the other denizens
of the Depths Below are true, her original station in Hell
may have far exceeded what is written in these very
pages. Whether this is a ploy orchestrated by Lilith to
restructure history to suit her or the truth is unclear.

Combat
Lilith has a wide array of abilities to use, depending
on the location of the battle and the nature of her foes.
In an urban setting, Lilith will call upon the Profane
Feminine to take control of children. She usually directs

372

them to pick up whatever weapons they can find and to


attack any males or pregnant females they come across
as they make their way towards her. If adults respond to
these attacks with lethal force, Lilith will not intervene
she will only personally enter battle if she is discovered
and attacked directly, or if someone has found a means
of subduing the children without harming them. If the
children are successful in their attack, or if it seems that
they will be stopped without being injured, Lilith will
begin to destroy them herself.
In single combat, Lilith will activate her Aura of Hell
(cower) and cast greater epic mage armor on herself,
then meet the foe in melee with Thunders Voice. She
will first attempt to destroy her opponents weapon
(using Epic Sunder to add double her Strength modifier
to the damage). If the opponent proves capable dealing
significant damage to her, she will begin to use fly-by
attacks, hoping to stun him. If the opponent falls prey to
the sonic boom effects of her weapon, Lilith will attack
viciously while they are stunned, using Power Attack to
deal as much damage as possible. If Lilith appears outmatched, she will cast a quickened heal on herself, call a
team of pit fiends, then fly backward (or upwards) and
begin to rain elemental spells down upon her enemy
(altering the energy types as seems to be most effective),
calling rolling thunder every three rounds and directing
the full damage upon the foe.
In a serious battle against multiple opponents, Lilith
usually begins combat by activating her Aura of Hell
(fear) and Might of Hell (usually tied to dispel magic, to
remove energy protection spells) abilities as free actions.
She will then use Natures Infernal Wrath as a free action, usually calling rolling thunder if faced by a small
group, or triggering a pyroclasm if beset by a large one.
If her opponents do not seem seriously harmed, she will
attempt a quickened greater dispel magic (targeted upon
a specific foe, if it seemed to take less damage than the
others), then will fly upwards and attack with powerful
elemental spells (often chained or area of effect spells
that will strike as many opponents as possible). She will
use her Infernal Elementalist powers to adjust the damage type often to sonic, but she will take note of which
energy types (if any) the opponents seem resistant to. If
her initial assault fails to destroy her opponents, she will
call pit fiends to keep her foes occupied while she either
moves into melee (attempting to sunder the weapons of
enemy fighters) or continues to blast them with powerful
spells (including epic spells, if necessary), while using
her Infernal Elementalist ability to divert all energybased spells away from herself or her minions and back
towards their casters (or any innocents they may be trying to protect). If multiple foes remain on the ground,
she will attempt to catch as many as possible within an
earth rift.
If Lilith loses over a third of her hit points, she will
use a quickened heal and another heal to regain them. If
she loses that amount again, she will likely flee the scene
unless her victory seems assured at that point. Whenever
possible, Lilith will distract good foes by placing innocents at risk, such as by luring children onto a battlefield
or dropping large chunks of earth on their homes. If she
is forced to flee combat, she will often part by first targeting a village with an icequake, or placing an entire
town in the path of an earth rift.
Aura of Hell (Ex): Liliths Aura of Hell can affect
all creatures within 900 feet of her, with a Will save DC
60 allowed to negate the effects.

373

Call Devils (Sp): As a move equivalent action, Lilith


can call devils. Nine times a day, Lilith may call a Duke
of Hell, 9 pit fiends, or 18 lesser devils; devils so called
have triple standard Hit Dice, to a maximum of 45 Hit
Dice. Since these devils are called, they have the ability
to summon other devils as their Monster Manual descriptions allow. Lilith has no problem engaging those foolish enough to assault her one on one. In fact, she will
often insist that any member of her entourage remain on
the sidelines while she deals with opponents personally.
Still, in the unlikely event that Lilith finds herself threatened, she immediately calls in a team of pit fiends before
unleashing all of her might on those capable of harming
her. Aside from pit fiends, the Countess does not seem
to have any special preference for any kind of devil;
indeed, the only reason she calls pit fiends is because she
knows them to be the most powerful of the common
devils.
Corrupt Nature (Su): As she pursues her quest to
become the mistress over all elements of the destructive
side of nature, Lilith has found the means to punish the
very matter she seeks to dominate. 6/day, as a full-round
action in a manner similar to the despoil spell, Lilith can
corrupt and curse the natural surroundings within 14
miles of her person. Plants with 1 HD or less shrivel and
die, and the ground cannot support such plant life ever
again. Plants with more than 1 HD must succeed at a
Fortitude saving throw (DC 60) or die. Even those successful on their saves take 44 points of damage. All
living creatures in the area other than plants (and Lilith)
must succeed at a Fortitude saving throw (DC 60) or
suffer 4 points of Strength damage and contract a contagion. Unattended objects, including structural features
such as walls and doors, grow brittle and lose 6 point of
hardness, then take 12 points of damage (Lilith may
reduce the damage if she wishes).
The Dark Goddess (Ex): During her years seemingly under Molochs yoke, Lilith spent her time researching religion and the nature of divinity. Through
her own research, Lilith discovered the first steps to true
godhood, and one day hopes to be completely independent of Asmodeus and the rest of Hell as she pursues her
evil goals. She also found the means, despite her clearly
Lawful behavior, to grow in power as a druid, forcing the
elements and nature to bend to her will.
Lilith can actually grant spells to those that worship
her, although she only accepts female clerics (or, in rare
cases, men that have castrated themselves). The women
that follow her are often referred to as infernal witches or
dark sorceresses, and are both dangerous and alluring;
however, there is a price for their power. Each worshipper must sacrifice children (of age 12 or under) to Lilith
in order to receive her blessings. Lilith grants one virtual
cleric level (providing the spellcasting ability but not the
hit dice) to each servant that slays a number of children
equal to the effective level they are trying to reach (1
child for 1st level, 2 more for 2nd, 3 more for 3rd, 4 more
for 4th, and so on). These effective levels stack with any
actual cleric levels the servant may have, and if she does
not already possess domains, she is entitled to select
either Evil or Law, and either Destruction, Storm, or
Weather. These followers may gain no more virtual
levels than their number of actual Hit Dice.
If the follower does not slay at least one child every
nine weeks, then they lose one effective level at the end
of that time period. These slayings must not be simple
murders, but sacrifices specifically dedicated to Lilith

and performed during the worshippers menstrual cycle.


If a follower ever accomplishes a sacrifice in the direct
presence of Lilith herself, the effective cleric levels they
have gained are converted to actual, permanent levels.
Of course, all of these women are forever lost of the
forces of good for the horror of their unnatural crimes,
and will spend an eternity rotting in Malbolge with Lilith.
Diabolical Empowerment (Ex): Lilith uses her Wisdom modifier instead of her Charisma modifier when
determining the power of special attacks and special
qualities.
Hells Fire (Su): Lilith may use Hells Fire 19/day, a
ten-foot wide line of diabolical energy dealing 19d12
points of damage, up to 1,900 feet away. Victims caught
in the blast may Reflex save DC 60 for half damage.
Liliths Hells Fire appears like a torrent of corrupt, putrid blood and flesh mixed with components of the four
elements.
Impotence (Su): Aside from children of virtually
any race, Lilith hates males. This hate has grown significantly since the time she was deposed by Moloch, and
has come to fruition since she reclaimed her status as
Lord of the Sixth. Six times per day, all males within
1,200 feet of Lilith can be struck by Impotence. They
suffer 1 point of Constitution drain each round for the
next six rounds so long as they are within 1,200 feet of
Lilith; however, they are allowed a Fortitude saving
throw each round (DC 60) to negate the Constitution
drain. Those who suffer at least three points of Constitution drain in this manner must make another Fortitude
save (DC 60); those that fail this save take no further
Constitution drain but are permanently sterilized and can
be restored only by a miracle cast by a 31st level cleric of
a god dedicated to nature or love.
Women may also be affected by Lilith's Impotence,
seeing life through Lilith's eyes for a time. Those who
fail a Will save (DC 60) are wracked with hatred for men
and life for six rounds. Those who have line of sight to a
humanoid male of any species will attack that male to the
exclusion of all else, attempting to subdue the male,
render him helpless, and castrate him. Those who have
no males within sight turn their hatred upon their womb,
attempting to remove or destroy it. The woman attacks
herself, hitting automatically. Each attack that deals
damage forces a Will save (DC 10 + damage dealt) to
avoid passing out, and a Fortitude save (DC 10 + damage
dealt) to avoid destroying the womb. Pregnant women
who deal any damage to their womb in this manner terminate their pregnancies. The womb can be restored
only by a miracle cast by a 31st level cleric of a god dedicated to nature or love.
Deities and cosmic entities can be affected by this
power only upon a successful opposed rank check.
Infernal Elementalist (Ex): Lilith has mastered manipulating the destructive side of nature to rival that of
even an antagonistic god. In addition to her standard
immunities, Lilith is immune to electricity and sonic
energies. She gains an additional +9 bonus to her caster
level and spell save DCs when casting spells or spell-like
abilities with an elemental descriptor.
Lilith can take control of any elemental effect
(whether spell or naturally occurring) within 1,200 feet
that has the acid/earth, cold/water, electrical/air, or fire
descriptor. She can also control sonic energy if it is part
of an air related effect (as in many storm spells). The
Countess can automatically take control of a natural

element, such as a forest fire or a storm cloud, up to 12


times per round as a free action. Once she has gained
control, she may move it or adjust its shape or size
(within the limits of her range) as she wishes. If she
takes control over a heavy object, such as a section of
earth, ice, or water, she may attempt to lift and move it in
a manner similar to telekinesis, though this requires a
standard action to implement and she must concentrate
each round to continue moving it (she can maintain concentration for up to 89 rounds, and move a solid object at
up to 30 ft. in a full round). Her lifting capacity limits
what she can affect in this manner, particularly with
heavier substances such as stone she may lift up to
4,800 lbs. in this fashion. If she throws the object
(relinquishing control over it as a standard action), it
travels up to 120 ft. in an arc towards the ground, striking objects in its path and dealing 1d6 points of damage
for every 25 pounds that it weighs. Creatures in the path
of the object may make a Reflex save to dodge it the
DC is 60 -1 for every 200 lbs. the object weighs.
To gain control over a spell or spell-like ability, Lilith
must succeed on a Spellcraft check (DC 10 + spell level
+ caster level). She may target up to 12 persistent effects
(such as a wall of fire) per round, each as free actions.
She need not ready an action to gain control of a spell as
it is being cast, and may still make the check as a free
action, but may do so only 3 times per round. If Lilith
successfully gains control of the spell, up to 12 times per
round as a free action, she can redirect it to another target
(adjusting the caster level and save DC as though she
were the caster), or she can cause it to fizzle out harmlessly.
Whenever Lilith casts or takes control of a spell with
an elemental descriptor, she may change the elemental
type to another type of her choosing (including sonic) as
a free action. She may also choose to divide up the
spells energy amongst any number of elemental types
(such as altering a 10d6 fireball to deal 5d6 fire and 5d6
electric damage, or 4d6 electric and 6d6 sonic damage,
or 2d6 cold, 3d6 electric, and 5d6 fire damage).
Furthermore, Lilith may apply any metamagic feats
she possesses to any elemental spell she casts or gains
control of, by expending one of her own prepared spells
of a level equal to the feats level increase (such as expending a third level spell to gain the effects of Maximize Spell).
Infernal Nobility (Ex): As the Lord of the Sixth,
Lilith has a status equivalent to that of the gods. Lilith
possesses a cosmic rank of 14. While in Malbolge (and
anywhere else on Hell that Asmodeus allows), Lilith
functions as a greater god with a cosmic rank of 17.
The Might of Hell (Su): Liliths presence is so terrible that she can corrupt an entire area with but a thought.
Thrice per day as a free action, Lilith may unhallow an
area equal to 1,500 feet.
Natures Infernal Wrath (Ex): Lilith has all but
mastered complete command over the destructive side of
nature. Every three rounds as a free action, Lilith may
cause one of the following effects:
Earth Rift: While flying at a height of 1,200 ft. or
less, Lilith can open a flaming crack in the earth, beginning below her and extending in any direction of her
choosing. The crack is up to 1,200 ft. long and up to 120
ft. wide. Anyone standing on the ground within the area
must succeed at a Reflex save (DC 60) or fall into the
chasm. This effect lasts for one round, during which
time the ground shakes violently anyone within a mile

374

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

375

single foe. Those targeted can attempt a Reflex save


(DC 60) for half damage.
While in Malbolge, Lilith can call on Natures Infernal Wrath as often as she likes; elsewhere, she can cast
each of these thrice per day.
The Profane Feminine (Su): Lilith views children
as nothing more than slaves to her whims, in a perverse
reversal of the natural order for most sentient beings. As
such, she routinely goes out her way to harm and destroy
them. However, at times she finds it more amusing to
shatter the hope of those who fight against her by turning
the very children they strive to defend into the enemy.
6/day, the Countess may call all children (12 years old
and younger) within 1200 ft. to her position and take
command over them. A magic circle will protect them
from this influence, as will having a holy symbol of a
good deity in the area of effect otherwise, they immediately comply unless they succeed at a DC 60 Will save.
Arming themselves with whatever they can find (usually
knives, scythes, sticks, and the like) they march, nearmindlessly, upon the adversaries of Lilith. Being innocent and magically compelled, a good character cannot
simply slay these children (every child a character murders moves them one step towards Evil). Those that slay
at least six children under these situations must succeed
at a Will save (DC 60) or contract a curse that fills them
with hatred, believing the children themselves are to
blame for what happened. If they fall prey to this, they
will begin to sacrifice at least one child a month to Lilith.
A miracle cast by a 31st level cleric of a god of children,
love, or nature can remove this curse, though the character may have to atone in other ways as well.
An example of such a child is given here: Male or
female human: CR 1/6th; small humanoid; HD d4-2; hp
1; Init -1; Spd 20 ft.; AC 9 (touch 9, flat-footed 9); BAB
+0; Grp -6; Atk knife -2 melee (1d4-2/1920); AL N; SV
Fort -2, Ref -1, Will -2; Str 7, Dex 8, Con 7, Int 8, Wis 7,
Cha 8.
The children Lilith takes control over remain under
her command for up to 12 hours, or until Lilith returns to
Malbolge (whether by her own volition, or by being
forced back by the destruction of her physical form on
the Prime). In her spite, Lilith often slays these children
herself (especially if she intends to return to Malbolge
early), the children receiving another Fortitude save DC
60 to survive. Those that are destroyed while under her
control find their spirits consigned to Malbolge unless a
31st level cleric (as described above) requests a miracle
on their behalf, or a deity intervenes directly (making a
successful rank check against Lilith), within six hours of
their deaths.
The children controlled in this manner often suffer
later in life even if they do survive, remembering everything they did while under Liliths fell influence. At the
onset of puberty, females that were subjected to this
ability have a 50% chance of becoming Lawful Evil (and
in many cases, going on to become infernal witches),
while males have a 50% chance of either castrating
themselves or committing suicide at that same age.
Lilith also has more subtle means to corrupt children
rather than controlling or destroying them outright. In a
mockery of normal motherhood, Lilith can corrupt or
poison any child who feeds on her breast milk. She can
infect them with a disease, as per any of the contagion
effects (DC 60). Those that survive (or that she chooses
not to infect) have a 50% chance of acquiring the halffiend template during puberty (also shifting their align-

ment two steps towards Lawful and Evil). Females generally transform into full-fledged erinyes instead.
Finally, Lilith is incapable of creating normal children. The majority of her pregnancies conclude with a
miscarriage (sometimes resulting in an atropal or atropal
scion). Of those that survive, almost all are Lawful Evil,
though in some rare cases the nature of the father might
affect this. Furthermore, her children are generally either
marquis-half fiends or malefircareim, depending on the
status of the father, though other types of beings are not
unknown. Many of 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,

chained twinned flame strike, quickened heal; 12th


corrupted intensified lightning strike, maximized thunderswarm, maximized storm of vengeance; 13th
intensified cometfall, twinned thunderswarm.
CA

VD

Found in Complete Arcane.


Found in the Book of Vile Darkness.

Spells (Wizard): Lilith casts spell as as a 57th level


wizard (66th level for elemental spells). Spells per day:
4/8/8/7/6/5; base DC 35 + spell level, 38 + spell level for
Evocation spells (+9 for elemental spells). Typical
Spells Prepared: 0tharcane mark, detect magic, flare,
ray of frost; 1st charm person, magic missile (x2),
obscuring mist, ray of enfeeblement, shield, sleep, true
strike; 2nddetect thoughts (x2), melfs acid arrow,
scorching ray, shatter (x2), web, whispering wind; 3rd
dispel magic (x2), fireball, haste, reach vampiric touch,
three thunders lighting ball, wind wall; 4th bestow
curse, corrupt lightning bolt, dimension door, ice storm,
shout, wall of fire; 5th cone of cold, empowered reach
shocking grasp, nightmare, quickened magic missile,
wall of force.
Spellbook: Although one of the oldest devils in existence, Lilith has not spent considerable time studying the
arcane, concentrating her efforts in imposing her desires
on the natural order. As such, she has access to every
spell up to fifth level in the Players Handbook and any
other source allowed by the DM. Lilith is most fond of
spells that burn, electrocute, freeze, or sunder.
Epic Spells: 8/day. Epic spells known: crown of
vermin, curse of apostasy, eclipse, greater epic mage
armor, hellball, Liliths life siphon, mass frog, miasma of
hatred, nailed to the sky, pestilence, rain of fire, verdigris.
Thunders Voice: The well-known and dreaded
sword of Lilith is a gift from Asmodeus after he reinstated her as Lord of the Sixth. Thunders Voice is a
huge sword with a blade of pure, crackling darkness and
a hilt of lightning. This sword caused many citadels in
Malbolge to come crashing down.
Thunders Voice is a +6 greatsword of sonic blasting. It is treated as adamantine for the purposes of bypassing damage reduction and hardness, and the sonic
damage dealt by this weapon also harms all adversaries
within 10 feet of the target.
With each swing, Thunders Voice issues a sonic
boom capable of stunning all within ten feet of the
wielder; thus for every attack Lilith makes, whether she
hits or not, those within range must make a Fortitude
save (DC 60) or be stunned for 1 round. Creatures that
fail by 30 points or more are also knocked prone. Creatures with sonic immunity are unaffected by this ability,
while those with sonic resistance gain a saving throw
bonus equal to their resistance.
On a critical hit, Thunder's Voice releases a crackling
blast of black lightning that deals 20d6 points of violated
electrical and sonic damage to all foes within 30 ft. Creatures in the area can make a Reflex save (DC 60) for half
damage.
In addition to the curses associated with all Infernal
Arms, those that manage to wield this weapon without
Liliths express permission must also make a Will save
(DC 60) whenever they come within the presence of a
child; failure indicates that they attempt to strike the
child down.
The Scourging Stone: 3/day, this fist-sized pale
green orb allows the blighting of a 14-mile radius of
land. All animals, magical beasts, plants and vermin

376

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

377

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.

BEELZEBUB, Lord of the Seventh


Flies buzzed across the floor, feasting on the decaying, rotting filth scattered throughout. Flies landed on
his face, walked across him, vomited their food on his
nose or eyes before eating it again. They sang around his
head, mocking him with their freedom to be that which
they were made to be. They danced along his scalp and
drank the vomit that soiled his satin slippers. His vomit.
Dominis sat slackly in the plush, black chair, oblivious to the swarm of flies that played on his still form.
Still but for the throbbing of his heart. He did not notice
how mightily it struggled or how beads of sweat made
comfortable lakes for the vermin that used his body. He
was gasping audibly, drinking in the foul stench of his
surroundings in desperation. He smelled nothing, of

course. Neither did he see anything but the image that


hovered before him. The saliva in Dominis mouth dried
up again as he watched in growing terror. His stomach
tightened and, without warning, he wretched again. It
was a bitter, dry heave, hacking and impotent for the
filth was not in his stomach. The filth was in his soul.
Looking up again with blood-shot eyes, drool hanging
from his bottom lip, Dominis whimpered. He whimpered
for himself. He whimpered for his daughter.
The glamer was real enough, as though looking at
something through clear water. If he were paying attention, Dominis a bold poet in addition to being a powerful Ashturian nobleman and member of the High Halls
would have chuckled at the irony of the comparison.
Seeing the dirtiness and foulness of life through clear,
clean water! And to witness it in the depths of Ashturs
multi-lined, multi-tiered sewer system aye, it was the
greatest of ironies. But Dominis was not a poet now. He
was a man struck dumb, a mute in the face of what he
witnessed. His daughters behavior for the past couple of
months. The haunted look in her eyes. His own discomfort in her presence. It all made so much sense now!
Standing on either side of the High Lord were a pair
of large creatures most terrible. Dominis had encountered such beings in his days of travel and knew the
darkness of its presence. They were terrible to behold
with hunched over, nine-foot cadaverous frames, sickly
gray flesh stretched tight across long, thin bones, scorpion-like tails darting from their backsides to quiver
over a heads that bore subtle features of human skulls
warped into something diabolical. Red lights glared
from the eye sockets, lights that settled onto ones soul,
judging instantly. But Dominis did not feel their eyes. He
only saw the image before him and the creature that
stood beside it. It seemed as if it tried to hide in the shadows, this slight, black-robe-and-hooded creature. A pale
face, somewhat like the marriage of a snake and a man,
peered out from within the cowled hood. Occasionally, a
black tongue flickered out to taste not the air, but
Dominis soul. It had done so to Dominis since the vision
began. But Dominis was even unaware of this creature.
Only saw the image commanded his full attention. His
ragged breath had become more pronounced.
The voice behind Dominis drew him from stunned
concentration. A perfect tenor, it annunciated each word
perfectly, with no hint of accent. The words almost
seemed performed to a bold, gorgeous melody. Yet, there
was a coarseness underneath, a hum that made his mind
swim. That stung his spirit.
Yes, this is most alarming. A pause. Then, You
have seen enough for now. Indeed, I am certain that you
know how it ends. To the slinking, robbed figure, the
voice commanded, You may stop now, chamberlain.
The serpentine bowed elaborately. The image disappeared.
Whatever shall we do, the voice hummed behind
him, about this situation, High Lord Dominic?
Dominic choked as he tried to catch his breath. He
continued to stare in the space where the image once
stood. I didnt know He whispered. The silence
dragged on for some second before he screamed, I
didnt know! Oh, gods! Oh, gods!
The hum of the voice darkened the laughter. Gods,
Dominis? Gods have nothing to do with this. Indeed, the
gods of your people would surely look upon you in disgust. Fortunately, they do not look on you. Yet.
But my daughter! The words came out in a gasped

rush. He felt a pressure in his chest and he reached to


clutch his tingling left arm with his right hand. My
daughter! Oh, no! No, no, no!
Be quiet, Dominis. And attend, the voice commanded. When it resumed, the voice spoke with assured
reasonableness. Imperfection. It is the nature of your
kind, Dominis. I told you as much a few months ago
when we first met to discuss what I had to offer Ashtur. I
warned you and you defied me. And now look at what
you have done.
But I didnt I couldnt! Dominis hissed when flies
on his face bit him.
I said silence, High Lord. The voice was strained in
its pleasantness. You were drunk. Too much sweet beer,
Dominis. You stumbled into the wrong room. Slept for a
time in the wrong bed. The voice gasped. And the dear
girls mark has not been made these past two months!
Dominis spun around to deny the possibility as the
pressure in his chest swelled into pain. He felt none of it,
though, for all he could do was look at the thing that
towered behind his chair. A giant swarm of flies buzzed
diabolically. They pulsated in a rhythm not unlike thunderclouds billowing eagerly towards an unprepared city.
Near the peak of the swarm he spied two monstrous,
glass-like eyes. He saw his image reflected a hundred
times in those multi-faceted eyes, yet not the form he and
others saw every day. Instead, he witnessed his true
form, a rotten, decrepit form Dirty and soiled. He bit
his tongue.
The eyes regarded him coolly then the voice said. I
see you have questions. Kneel and I will hear you.
Dominis dropped from the chair to his knees.
No, the voice stated. Prostrate yourself. Hands
and knees, Dominis.
Dominis obeyed, soiling himself further and not noticing. He looked up to the form and wheezed, Please!
Ill do anything! Dont Dont let this happen!
The swarm tightened. I will clean up this mess for
you, Dominis. I will even save your life and ensure that
no one ever learns of your evening with your daughter.
Not even she will recall. All you need do is support the
call to denounce the Doctrine of Churches in the Halls
tomorrow. And defend the rights of the Guild of
Parshtons to sell their wares to Xyl without interference. You do this, and other favors for me for the next
seven years, and you will have nothing to worry about.
Dominis was not so sick, not so desperate not to be
wary. He peered into those glass-like eyes. He saw nothing there but his own sickly, dying reflection. Yet, he
somehow knew that the voice was not lying. He nodded,
Ill do whatever you ask.
The pain in Dominis chest threatened to overwhelm
him as the voice decreed, I do not ask you anything,
Dominis. I will command. Tell me you understand.
Beads of sweat falling from his face, Dominis nodded
wearily. Yes, Lord. I will do as you. command.
Swear it, Dominis.
I swear to do your commands, Lord.
In my name, the voice said with infinite patience.
Swear in my name.
I swear to do your commands, Lord Beelzebub!
Dominis could hear the smile. Excellent. Now, I will
get you all cleaned up, High Lord Dominis. You will be
none the worse for wear. Now, sleep and feel restored.
Blackness engulfed Dominis and he flopped to the

378

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,

379

good and silver, Diabolical Decree, Diabolical Empowerment, Diabolical Prowess, fallen, fast talk, discover subterfuge +14, great orator (convert the unfaithful DC 36, inflame the righteous, inspire dread),
immunity to fire and poison, improved uncanny
dodge, Infernal Nobility, inspire allies, Locked Within
the Gates, Lord of the Flies, Lord of the Nine, Lord of
Lies, Master of the Web, opportunist, Price of Perfection, regeneration 26, resistance to acid 40 and cold
40, sacred defense, sacred stealth +12, see in darkness, skill mastery (Bluff, Diplomacy, Disguise, Intimidate, Sense Motive), spell resistance 77, telepathy
1,000 ft., trapfinding, trap sense +3
Saves: Fort +58 (+62 vs petrification), Ref +53, Will
+66
Abilities: Str 40, Dex 26, Con 37, Int 37, Wis 45, Cha 52
Skills: Appraise +15 (+17 alchemical items, +17 carpentry, +19 sculptures), Bluff +123, Concentration
+88, Craft (alchemy) +23, Craft (carpentry) +23,
Craft (sculpture) +35, Decipher Script +33, Diplomacy +118 (+116 with good beings, +124 with evil
beings), Disguise +61, Escape Artist +65, Forgery
+35, Gather Information +123, Heal +24, Hide +59,
Intimidate +98 (+105 against evil beings), Knowledge
(arcana) +78, Knowledge (architecture and engineering) +38, Knowledge (local [The Nine Hells]) +48,
Knowledge (local [The Seven Heavens]) +28, Knowledge (nobility and royalty) +28, Knowledge (the
planes) +98, Knowledge (religion) +98, Listen +104,
Move Silently +63, Perform (acting) +68, Perform
(dance) +68, Perform (oratory) +68, Perform (sing)
+65, Search +114 (+118 for secret doors), Sense Motive +123, Sleight of Hand +51, Spellcraft +96, Spot
+114, Survival +17 (+27 on other planes, +27 following tracks), Use Magic Device +33 (+43 with scrolls),
Use Rope +8 (+14 with bindings).
Feats: Cleave, Corrupt Spell, Corrupt Spell-like Ability
B
, Craft Magical Arms and Armor, Craft Wondrous
Item, Dark Speech B, Deceitful, Eschew Materials,
Force of Personality, Great Cleave, Improved Initiative, Improved Sunder, Investigator, Leadership, Negotiator, Persuasive, Power Attack, Quicken Reconnoiter, Quicken Spell, Reach Spell, Silent Spell, Versatile Performer.
Epic Feats: Automatic Silent Spell (x3), Craft Epic
Wondrous Item, Epic Evil Brand B, Epic Skill Focus
(Bluff), Epic Skill Focus (Gather Information), Epic
Skill Focus (Intimidate), Epic Skill Focus (Spot), Epic
Spellcasting, Improved Spell Capacity (10th), Improved Spell Capacity (11th), Multispell, Violate
Spell.
Environment: Malagard, Maladomini, Seventh of the
Nine Hells of Perdition
Organization: Unique (Solitary) or troop (Beelzebub, 1
Duke of Hell, 1-12 cornugons, 2-24 osyluths)
Challenge Rating: 65
Treasure: Quintuple Standard
Alignment: Lawful Evil
Perfection. The desire to achieve the pinnacle of development is shared by mortals across the Cosmos. This
insatiable desire has prompted the greatest acts and
works within the mortal coil. The wisest mortal teachers
extol the pursuit of perfection in form, intellect, understanding, and spirituality as the greatest desire a person
can have. The wisest also know that perfection can

never truly be attained for there is no such thing as


perfect among mortals. It is not perfection in and of
itself that one should seek, but dedication to constant
improvement and never settling for just good enough.
Among the righteous, perfection is recognized as seeking
to attain a degree of holiness that is simultaneously selfless and filled with self-love. Whether such mortals
dedicated to ultimate righteousness believe in order or
value liberty, all that seek perfection under the banner of
holiness cast aside their pride in pursuit of perfection,
carefully and studiously studying their own hearts
against conceit.
Of all the Realms Above, the Seven Heavens are perhaps the most associated with perfection. The wisest
clerics of heavenly gods and the Virtues have been
blessed with visions of seven mounting heavens, each
glorious in their bounty, eternal in their goodness, pure
in their commitment in service to and unity of all. Here,
the souls of the noble dead seek the next path of enlightenment that will vault them higher up the Eternal Tower
until they reach the unknowable pinnacle of Chronias
where they disappear into Glory. All the while, such
blessed souls are surrounded and guided by angels of
order, the hashmallim, who sing encouragement. These
same angels are the examples upon which living mortals
turn to in seeking to live their lives properly. Of the
angels, the servants of gods and Virtues alike, it is often
thought that they are as close to perfection as any being
short of divinity can hope. Simultaneously, it is said that
these angels possess no haughtiness in their bearing.
These spirits know their limitations and seek to help
others achieve greatness at the top of the Endless Mountain.
Like many beliefs, that of angelic perfection is not
entirely accurate. The wisest and most knowledgeable
mortals suspect even among the angelic, flaws can and
have appeared. Through material gleaned from texts
older than many worlds, some are aware of a distant past
in which a relative handful of angels grew proud of their
light. These ancient writings reveal that these angels
believed they were the standard upon which mortals
seeking perfection in ordered righteousness were based.
And they believed that none could ever achieve the reality they thought they represented. Religious texts from
across a multitude of worlds tell of The Great Fall when
these angels persecuted a celestial revolt against the
powers of the Realms Above. After achieving early
victories, these rebel angels were overwhelmed by the
combined might of the Celestial Host and were cast into
the Depths Below. Thus, the wisest know that not even
the angelic is infallible and that all must guard against
the darkness that can creep into the heart of the selfrighteous.
Texts from Hell, however, expand upon the legends.
Diabolical propaganda claims that from among the
Fallen there was one who was too perfect for the Eternal
Tower. In being cast out, this one would find liberation
from the imperfections of Heaven. In this one, Hell
would gain its greatest asset. And, it will be from this
one that the Heavens, the Hells, and the entire Cosmos
will one day come to know true perfection. This one is
Beelzebub, the Lord of the Seventh, Lord of Lies, and
Lord of the Flies.
One of the greatest of the Lords of Perdition, Beelzebubs history across the Cosmos is long and filled with
accolades to both goodness and evil. According to legends, Beelzebub was also known as Triel, although it

is largely believed by most scholars that his name was a


title of some sort related to his duties. His real name was
Beelzebul, Lord from on High. This name was indeed
an accurate one. He once served as a great seraph, possibly directly under the will of the Supreme Virtue herself.
As he bore her standard and sung her praises, he became
the standard upon which other angels were measured.
His wisdom was unquestioned, his beauty unparalleled.
Only two other angels came close to rivaling Beelzebuls
glory: Metatron and Eblis. While Metatron all but
served as an avatar for the Supreme Virtue and Eblis was
clearly the strongest of the seraph, neither was as holistically accomplished as Beelzebul. Of the Angelic Choirs
across the Realms Above, his was the brightest light, the
greatest song. For countless millennia, Beelzebul was
filled with light and love. Across Creation, he offered
wisdom, insight, and guidance to mortals and immortals
alike, from the lowliest peasant to the greatest of rulers.
Never one to fear confronting evil, the Lord from on
High also directed mortals against chaos and neutrality,
pointing out that either were just one step from decadence and villainy. He cast his gaze everywhere, always
seeking out new challenges in the war against evil, always looking for opportunities to aid those less fortunate
than he. It was in this that the darkness began to creep
into his soul. It was in this that his pride got the better of
his wisdom. Beelzebul not only came to believe that his
perfection was one of his own making but that he had a
mandate to make others live up the perfection he embodied. He saw how the various gods and celestial cosmic
entities had allowed not only the creation of imperfect
mortals, but an entire Cosmos. Like the Demon Prince
of Destruction, Apollyon who preceded him into the
Depths countless eons before, Beelzebul believed that
the Defenders, Heralds, and Virtues were likewise imperfect. However, unlike Apollyon, Beelzebul did not
believe that the Cosmos needed to be destroyed. Instead,
the Cosmos needed to worship him.
Beelzebul would find that there were other angels
with similar attitudes regarding their own infallibility.
The likes of Belial, Eblis, Moloch, and others soon found
each other and Beelzebul. While they all had varying
reasons for their disdain for mortals and their status
within the Realms Above, only Beelzebul really believed
that what he sought was not only for his own good but
for the good of all. Unlike Belial, Beelzebul was not
interested in physical and sexual oppression and, unlike
Eblis and Moloch, he did not feel resentment to the
lesser beings he was made to help. Beelzebul believed
that mortals and immortals alike needed a firm hand to
move them in the right direction. They needed a symbol
upon which to base their growth. He would be that hand
and he would be that symbol. While Eblis would rise to
prominence by stoking the resentment of angels that
shared similar attitudes about mortals and the Celestial
Hosts, Beelzebul asked the other Fallen to recognize that
what they did was for the good of Creation. Beelzebuls
became the eloquent voice, passionate and reasonable,
energetic and convincing, that would aid Eblis in his bid
to tear down the restrictions in the Heavens.
Of course, the revolt in the Realms Above failed and
Beelzebul, along with his allies, was cast out during The
Great Fall. Into Hell he arrived. However, unlike his
former ally Eblis, Beelzebul did not view his new station
as one of defeat nor did he turn his ire toward the Heavens immediately. Beelzebul believed that there was an
opportunity in Perdition that would lead him closer to his

380

goal of perfection. Beelzebul believed that it was better


to reign in Hell than to serve in Heaven. After all, Hell
was as organized as Heaven, but did not practice foolish
ideals that pampered the weak and encouraged imperfection. In Hell, the strong and wise survived to grow
stronger and wiser while the weak and stupid served
their betters. Though this philosophy did harbor some
foolish perspectives, like needless violence, Beelzebul
believed he would do well to watch, wait, and learn from
the creatures he once viewed as foes. Thus, when he was
called to the Serpents Throne in Nessus, Beelzebul eagerly accepted The Overlords offer to serve as a Duke
of Hell.
For centuries, Beelzebul served as a Duke under the
original Lord of the Seventh, Sammael. While the Poison of Perdition sought to increase his powerbase by
becoming more purely evil, Beelzebul slowly began to
consolidate his place in the Seventh. Beelzebul became
an honored, if not trusted, servant within Sammaels
court when the Lord of Venom named him chancellor.
Beelzebul sought out and took a wide array of responsibilities, even those that seemed mundane, like the tabulation of records and note keeping. Beelzebul restructured
Sammaels court, making it more organized and streamlined. He placed other Fallen into positions of authority
across the Seventh Perdition, slowly weeding out true
devils that were loyal to Sammael and avoiding his masters wrath by revealing their inefficiencies. Although
Sammael was aware of the threat Beelzebuls burgeoning authority could pose to his hegemony, the cautious
Lord of Venom was swayed by his servant into believing
that everything being done was for his own good. As he
did in Heaven, not only did Beelzebul use his sweet
words and his convincing arguments to maintain just
enough of his lieges trust, he also could prove the value
of his works benefit to Sammael. The original Lord of
the Seventh gained victories against his hated foe,
Mephistopheles; he established ties with various nether
fiends in the Gray Wastes of Despair; he toppled empires
dedicated to good gods. All of these things were accomplished due to Beelzebuls dedication to perfection. He
and his allies became aware of everything that transpired
in the Seventh Perdition and, eventually, throughout The
Pit. Across Hell, those angered at Beelzebuls actions
claimed that he had cast a web across Perdition fine
enough to catch even a fly. Indeed, he was drawn to the
filth of diabolical intrigue like a fly, eagerly devouring
the offal of the Nine-Fold Realm. Some began to call
him Beelzebub, the Lord of the Flies; this moniker, initially despised by Beelzebul, soon became embraced by
those loyal to the Duke of Pride.
Even as Beelzebub was gathering his own power in
Maladomini, he was carefully maintaining alliances
across Hell with the other Fallen. Chief among these
was his relationship with Moloch, whom he kept close to
him at all times. Through Beelzebubs guidance, Moloch was becoming a powerful warlord among the
Fallen. Likewise, Beelzebub kept in contact with Belial,
who had become a rival to the Lord of the Fourth,
Adremmalek. While he believed that he could accomplish his goals without allies, Beelzebub knew that he
could reach his goals much faster and with greater success if he forged beneficial relationships with those of a
similar background. Even as he aided Belial in his bid to
overthrow a standing Lord, so too did Belial aid his former leader.

381

Sammael was ill-prepared for Beelzebub when he


struck. Sammael recognized that his station was threatened when he realized that all of his Dukes had disappeared or been replaced, and found himself surrounded
by Fallen. He knew that his time was at an end when he
saw his lover Lilith, Lord of the Sixth, being threatened
by Moloch, his own servants viceroy. He saw Adremmalek destroyed by Belial. Thus, when Beelzebub arrived at The Venal Fortress, Sammael did not waste time
fighting but fled. At that instant, Asmodeus himself
appeared in Maladomini, congratulated the Duke of
Pride with his success, and remade him as a Lord of the
Nine.
Since his ascension to the near pinnacle of diabolical
power, Beelzebub has pursued his desire to spread his
brand of perfection across the Cosmos. Having consolidated his authority in Maladomini shortly after Sammael
fled, Beelzebub quickly turned his attention to Malbolge.
After filling Liliths court with spies, who in turn shrank
her armies and assassinated her most loyal servants, the
Lord of the Flies sent his viceroy Moloch into Malbolge.
Through Beelzebubs perfect strategies and Molochs
impressive skills as a field commander, Lilith soon found
herself trapped in Malbolge at her foes mercy. However, Beelzebub ordered Moloch to keep her alive as an
example of how imperfection in rulership can lead to
defeat. In truth, Beelzebub wanted her alive in order to
avoid giving Asmodeus an excuse to promote Moloch to
complete Lordship over the Sixth. Thus did Beelzebub
become the Lord of two Perditions; he directly ruled
Maladomini and indirectly ruled Malbolge through Moloch, who was named Imperial Duke of the Sixth. At no
point did Beelzebub concern himself with the possibility
of Moloch seceding from his authority for the very same
spies he had placed in Malbolge that facilitated Liliths
overthrow remained in place and loyal to their master.
Beelzebub had spies scattered across all of Hell by the
time Malbolge was his. In short order, this massive spy
network, known as The Order of the Fly, was not only in
Hell, but was scattered across the Depths Below like a
swarm over a rotting corpse. The only places in the
Depths Below free of Beelzebubs prying eyes were the
personal demesnes of gods and powerful cosmic entities,
and Nessus itself. Not even Cania, the Perdition controlled by Mephistopheles, was completely free of the
buzz of Beelzebubs order. Beelzebub wasted no time in
attempting to repeat the same success that led to his victories in the Sixth and Seventh Hells. However, his own
pride blinded the Lord of the Flies from recognizing why
he was so successful in his bids against Lilith and Sammael: Asmodeus. Unlike the deposed Lords of the Sixth
and Seventh (and Fourth), who willingly corrupted their
lawful natures with Chaos, Mephistopheles for all his
limitations and failures was still a creature of tyranny
and oppression to a fault. Beelzebub never learned that
Asmodeus in part was responsible for his victories, and
even if he had, it is unlikely he would have accepted the
truth as it would have contradicted his own personal
perceptions. In the end, there would be no victory for
Beelzebub in Cania, although it is said that the beginnings of Mephistopheles problems with the pit fiends
and some Dukes of the Eighth can be traced back to
Beelzebubs attempts at attaining more power in Hell. It
is certain that Mephistopheles was well aware of The
Fallens actions and that this would begin the formal
enmity of the two Lords that in many ways would define
the political atmosphere in Hell until the Dies Irae.

Of all the Lords, none know more about external ongoings than Beelzebub. However, Beelzebub does not
pursue knowledge through his Order of the Fly for the
sake of knowledge. 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

himself in the third person, and spends the bulk of his


time developing incredible, infallible plots to bring down
the Seven Heavens, destroy the demons of The Abyss, or
lay low The Lady of Pain. Once he deals with Mephistopheles and Asmodeus, all of his dreams will be perfected.
It is safe to say that Beelzebub has no allies beyond
Hell. Other beings simply cannot abide his arrogant selfrighteousness. Of the few non-devils or Fallen with
whom he is willing to work with, most have no idea that
they have dealings with the Lord of the Seventh. In this
sense, Beelzebub rivals Asmodeus in his ability to manipulate countless individuals as he works towards a
goal. Beelzebub maintains an incredible amount of pent
up hatred for the Realms Above, particularly Heaven.
However, he counts his most significant foe outside of
Hell as the Herald of Holiness, Mikhail. It was Mikhail
who personally shattered Beelzebubs weapons during
The Great Fall and cast him low. To this day, Beelzebub enjoys tracking the activities of those special to the
Herald of Valor, striking them with diseases, madness,
and worse. The Lord of Lies also holds a deep hatred for
the Virtue of Justice, Asha, who is almost a Lawful
Good mirror of Beelzebub, using his own spy networks
to overcome The Order of the Fly. There is no one Defender of Freedom that Beelzebub counts as a primary
foe, but all of them detest him to the last. Of all the
Lords, Beelzebub is the only one known to have a personal enemy in the Scions of Anarchy, particularly
Rennbuu and Xestomul. As he values symmetry and
equilibrium, Beelzebub believes that slaadi should be
wiped from the face of Cosmos. His Order of the Fly
has orchestrated countless holocausts against slaad over
the centuries and there are continued plans for more such
actions. Beelzebub detests Rennbuu, the Scion of Colors, who values independence of form and expression,
finding him an insufferable, talentless fool. Xestomul
has long been a foil to Beelzebub since the Lord of Lies
fell into Hell, striving to ensure that the Lord of the Sevenths perfect plans do not guarantee a predetermined
future. Among divine beings, Beelzebub has gained the
enmity of the entire Elven pantheon. Beelzebub hates
elves because they represent everything against which he
is opposed even while creating some of the most beautiful works of art and magic. Even the drow and their
chief goddess, Lolth, find cause to put aside their differences with their light-worshipping kin when it is determined that Beelzebubs shadow is near. Elves follow
very closely behind slaad as the Order of the Fly targets
enemies to Beelzebubs perfection.
In Hell, Beelzebubs alliances are based upon his own
political needs. Aside from Asmodeus, Beelzebub
wields the greatest political power among the Lords of
the Nine. His Order of the Fly offers information to
Dark Minister Corins spy network and often participates
with the Ministry of Morale in finding potential rogue
devils. He has so much blackmail information on Dukes
across Hell that he has little trouble calling in a favor or
two when he needs something done. It is possible that
without his political power, Beelzebub would have long
since lost to the slightly stronger and better established
Lord of Darkness, Mephistopheles, centuries ago. Still,
Beelzebub does not abuse his political power, knowing
that to do so would bring the combined wrath of the
other Lords and possibly Asmodeus as well. The Lord
of the Flies greatest ally is undoubtedly Belial, the Master of Pains and Suffering. Although these two Lords are

382

not as strongly bound as Dispater and Mephistopheles,


they were clearly the most successful of the Fallen. Indeed, this is the only reason Beelzebub maintains the
alliance as he needs Belial to offset the threat of Mephistopheles camp. With the Dies Irae, Beelzebub saw the
loss of two of his other allies, Astarte and Moloch. He
recognizes that Mephistopheles camp, which already
has the benefit of longevity and experience, may grow if
Bael and Lilith decide to take up with a fellow pure
devil. To that end, Beelzebub has made it very clear to
the Lord of the Fourth that their continued alliance is
essential to both of them maintaining their stations in
Hell. However, neither Lord trusts the other and Belial
is wary of his former leaders spies in Phlegethos while
Beelzebub in turn frowns upon Belials carnal desires.
Among the other Fallen, Beelzebub is something of a
legend. In spite of their respect for him as a group, the
other Fallen know better than to expect Beelzebubs aid
unless he can acquire something of value from them.
The one Fallen with whom Beelzebub maintains little
contact is Eblis, the Nemesis of the Heavens. After The
Great Fall, these two paragons of angelic might parted
company as Eblis was removed from Hell and Beelzebub
embraced Perdition. There are occasions that Beelzebub
finds it convenient to provide his former companion with
information regarding the Heavens as they both continue
to despise their initial masters. It is important to note
that by Fallen, one does not mean the Voyeurs as they
were cast out long before Eblis and the others. The few
Voyeurs in Hell loathe Beelzebub, who partook in casting them out of the Realms Above.
Even as Beelzebub considers the threat of Mephistopheles increasing his diplomatic associations with
Bael and Lilith, the Lord of the Seventh has never turned
away overtures from the Warlord of Avernus. Beelzebub respects Baels political savvy and his ability to
overcome the odds and overthrow a former Lord, even a
Fallen. In this respect, Beelzebub has not forgotten the
fact that Bael is treacherous and is slowly filling the
Bronze Tower with spies with the future intent of blackmailing the Lord of the First. Beelzebub all but ignores
the Heirs of Perdition. Of the two, the only one to have
overtly made offers to him was Lixer, the Prince of Hell.
Interestingly, it is in Glasya that Beelzebub has an interest. He respects the Princess of Hells ability to effortlessly manipulate other Lords and wonders how much
valuable information she could provide to him regarding
her father, Asmodeus. With the other Lords, Beelzebub
bears no special emotion, hating them all equally; it is
known that Lilith blames him for her subservience to
Moloch and plans to avenge herself. Needless to say,
Beelzebub still counts Sammael as a foe. Although
Beelzebub has not bothered with trying to assassinate
him, the Lord of the Flies has plans for destroying the
Poison of Perdition at the earliest possible time. Sammael, in return, takes any opportunity to assault Beelzebub or his activities. Although Beelzebub does not know
it, he also has an enemy in Adremalech. While he remains ignorant of the true nature of his opponent, Beelzebub does know of the mysterious Order of Lie and its
Hidden Lord. The idea that there is another, even more
shadowy order in Hell besides his own Order of the Fly
infuriates the Lord of Lies. It is said that Beelzebub has
almost uncovered the identity of the Hidden Lord four
times.
In all his dealings, Beelzebub is a study in courtesy,
charm, and patience. In all his dealings save those with

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Mephistopheles and Asmodeus. Beelzebubs hatred for


the Lord of the Eighth borders on obsession. The Lord
of the Flies sees so much wasted potential in his frigid
neighbor that it offends him. In his mind, Mephistopheles is a prime example of why lesser beings should not
be granted power or authority. Simultaneously, Beelzebub is unable to understand how Mephistopheles has
managed to stymie his plots, how he has managed to
counter his every move. Beelzebub cannot accept the
possibility that Mephistopheles may be his equal in most
ways, and may actually surpass him in others. There are
few things the Lord of Lies wishes more than to crush
Mephistopheles. One, of course, is his ultimate intent to
rule the entire Cosmos. However, Beelzebubs most
immediate and important goal beyond taking Cania and
destroying Mephistopheles is to rule Hell and kill Asmodeus.
If Beelzebub sees wasted potential in Mephistopheles,
he sees the evil reflection of the very same faults he laid
at the feet of the Supreme Virtue in Asmodeus. Like his
first mistress, Asmodeus is nothing more than a fool who
unwittingly stifles perfection. True, Hell comes far
closer than Heaven since it does not coddle, but surely,
Beelzebub believes, Asmodeus must recognize that he is
not capable of bringing about the kind of revolution the
Cosmos needs. After all, Beelzebub looks to the fact that
Asmodeus allows the other Lords to challenge him, and
that he has created a situation that keeps Hell from
spreading across the Depths Below. So many centuries
and no successes reflect Asmodeus inability to rule, his
own imperfection. Yet, most importantly, Beelzebub
tires of having to answer to anyone but himself. His
humiliation at the hands of Asmodeus at the end of the
Dies Irae revealed to him the clear possibility that his
view of himself is wrong and this possibility must be
confronted. The only means to do this is by destroying
Asmodeus and taking the Serpents Throne.
There are varied depictions of Beelzebub. This is
expected considering that the Arch-Duke of Pride rarely
leaves Malagard where he spends his time spying and
dreaming. It is known that before his fall, Beelzebub
appeared as a six-winged seraph that towered some 21
feet tall. Enveloped by soft, golden light, in this form
Beelzebub wore a platinum crown and sung, rather than
spoke, when he uttered a word. Upon his fall, Beelzebub
retained most of his beautiful appearance, although there
were some adjustments. Chief among them were his
eyes; formerly exuding a soft golden glow, they become
glass like and were multi-faceted like a flys. Rather
than gold light, he was surrounded with black and blue
mist that was actually formed by thousands of small
flies; when he spoke, his powerful voice often droned
like a gnat. His wings lost their feathers and became
clear like that of a giant insect. His crown melted away
and, in addition to a pair of bull-like horns, two antennae
also appeared on his forehead. It is unclear whether or
not Beelzebub recognizes that his features have changed
and most that see him do not immediately recognize his
vermin-like qualities. In the end, it does not really matter as Beelzebub believes that, regardless of his form, he
is the ultimate standard that none can ever meet.

Combat
Beelzebub does his best to avoid physical confrontation, finding it beneath his station. Instead, he believes

that his foresight and planning should allow him to avoid


such nonsense. However, in the event that he allows
for leeway in his plans that do bring about combat in
which he is involved, Beelzebub is a lethal adversary.
Beelzebub always calls devils before calling on his
Aura of Hell and retreating to the rear. Those beings that
manage to withstand Beelzebubs Aura of Hell are then
subjected to his crown of vermin. Those still standing
after this second round are barraged by Hells Fire and
creeping doom. A fight that progresses past this point
results in Beelzebub unleashing another blast of Hells
Fire and using his Song of Perfection. Unless circumstances dictate otherwise, he will then repeat the process
from the beginning anew. Only if pressed will Beelzebub engage in direct melee combat.
Aura of Hell (Ex): Beelzebubs Aura of Hell can
affect all creatures within 900 feet of him, with a Will
save DC 66 allowed to negate the effects.
Call Devils (Sp): As a move action, Beelzebub can
call devils. Nine times a day, Beelzebub may call a
Duke of Hell, 9 pit fiends, or 18 lesser devils; devils so

called have triple standard Hit Dice, to a maximum


of 45 Hit Dice. Since these devils are called, they have
the ability to summon other devils as their Monster Manual descriptions allow. Beelzebub has always been of
the opinion that great generals lead from the rear, instructing their troops with the proper strategy and utilizing the appropriate tactics to ensure victory. As such,
Beelzebub will call devils as soon as he finds himself
under attack before retreating to the rear to cast all manner of terrible spells and effects. Beelzebub calls on
cornugons over all others, valuing their extreme loyalty
(as far as devils go), their healthy array of powers, and
their organized and dependable nature. All cornugons
are then expected to summon a troupe of hamatulas who
then form an infantry. Beelzebub will call gelugons if it
appears that his cornugons are not up a task, but tries to
avoid them since he knows that they are the favored
devil of Mephistopheles. Only under extreme duress
will Beelzebub call pit fiends, whom he perceives as
spies for Asmodeus.
Diabolical Empowerment: Beelzebub uses his Charisma modifier for determining DCs for all saves.
Hells Fire (Su): Beelzebub may use Hells Fire 24/
day, a ten-foot wide line of diabolical energy dealing
24d12 points of damage, up to 2100 feet away. Victims
caught in the blast may Reflex save DC 66 for half damage. Beelzebubs Hells Fire appears like a black bolt of
negative energy surrounded by thousands of horribly
buzzing and stinging flies.
Infernal Nobility (Ex): As the Lord of the Seventh,
Beelzebub has a status equivalent to that of the gods.
Beelzebub possesses a cosmic rank of 16. While in
Maladomini (and anywhere else on Hell that Asmodeus
allows), Beelzebub functions as a greater god with a
cosmic rank of 19.
Lord of the Flies (Ex): Having grown accustomed to
this once hated title, Beelzebub has embraced the idea of
being Lord of the Flies. No manner of vermin will attack
Beelzebub unless compelled to do so by a being that
makes a successful rank check against him. Furthermore, no manner of insect-related spell, be it insect
swarm, creeping doom, or crown of vermin, can harm,
distract, or otherwise be a detriment to the Lord of the
Flies.

Lord of Lies (Ex): So great is Beelzebubs ability to


tell people what they want to hear, so dreadful is his
ability to proselytize the most decadent of thoughts into
the grandest of dreams, that all that hear his voice risk
falling under his power. When Beelzebub speaks, a
barely audible buzzing or droning sound fills a radius of
700 feet extending from his person. All those the Lord
of Lies selects within the radius must succeed in a Will
save DC 66 or feel compelled to do whatever the Lord of
the Seventh decrees for the next seven days. This effect
is similar to the suggestion spell except that the victim
believes that what he is doing is for the best and will
promote the general good (or whatever is beneficial to
the victim if the victim is of neutral or evil alignment).
Any deed that does not directly and immediately betray
the victims morals is considered acceptable. Cosmic
and divine beings may seek to avoid this power through
a successful rank check. The Lord of Lies may call on
this power 7/day and may be used through his Master of
the Web ability.
Master of the Web (Ex): Of all the Lords of the
Nine (save Asmodeus), Beelzebub has the widest network of spies and informants. Spread across the Cosmos
like maggots on a colossal corpse, this network is further
bolstered by Beelzebubs extremely powerful remote
sensing ability. As a standard action, Beelzebub can
perceive everything within a 16-mile radius at up to 16
locations 16/day for an hour at a time. This supernatural
effect can take place anytime Beelzebubs name or one
of his titles is spoken and for up to an hour after it is
spoken. Master of the Web crosses planar boundaries
and penetrates all barriers. In order to breech an area
blocked by beings of divine or cosmic rank, Beelzebub
must make a successful rank check against them. He
suffers a -9 penalty when attempting to use this power
against the personal abode of a Lord of the Nine and the
Lord in question is immediately alerted to the intrusion
on a failure. The exception to this rule is Nessus, into
which Beelzebub cannot see. This ability is not affected
by misdirection or nondetection or similar spells; however, seven flies always appear in the given area, generally settling on a nearby surface, causing some to feel a
terrible, oppressive presence as if they were being scryed
upon. Additionally, while Beelzebub can attempt to use
this ability in an area protected by the hallow spell, he
must penetrate the area as stipulated The Might of Hell
ability; if he succeeds in breeching the area, the god is
not alerted of his presence.
The Might of Hell (Su): Beelzebubs presence is so
terrible that he can corrupt an entire area with but a
thought. Thrice per day as a free action, Beelzebub may
unhallow an area equal to 1560 feet.
Price of Perfection (Ex): Beelzebub can aid a being
in growing closer to perfection for a minor price. 7/day,
Beelzebub can grant a being an additional level in the
highest applicable class, or grant a person a level in a
class if that person possesses an NPC (aristocrat, commoner, etc.) class. When this occurs, the client receives
the maximum hp, skill points, any feats or bonus feats,
and most other class benefits. However, the client does
not receive any bonuses to saves and actually receives a
3 penalty to her Will save with each increase. These
effects are cumulative and kept secret from the client.
Usually, Beelzebub will then send a servant to tempt
the foolish client to a terrible, Lawful Evil act, hastening
the clients death and descent into Maladomini. Occasionally, Beelzebub will instead allow the victim to rise

384

to 21st level, or until she reaches a 21 penalty on her


Will save. At this point, the victim is immediately required to make a Will save 66. If the victim fails, cornugons burst from the ground (or the sky, or the ocean,
or from some other part of the surroundings) and drag
the victim down into Hell. If the victim succeeds, she is
required to make this save every day, incurring a cumulative 1 penalty each day. Only an atonement spell and
a quest cast by a 31st level cleric can absolve the fool
who agreed to the Price of Perfection. While the atonement eliminates the penalties and stalls the impending
doom that awaits the victim for 21 days, the victim also
loses all levels gained from the Price of Perfection while
on his quest. If the victim does not complete the quest
within 21 days, she is immediately dragged into Hell and
is subjected to the Song of Perfection.
Protective Aura (Su): As a free action, Beelzebub
can surround himself with a cloud of buzzing flies with a
20 foot radius. This acts as a double-strength magic
circle against good and as a minor globe of invulnerability, both at 52nd level. The aura can be dispelled, but
Beelzebub can create it again as a free action on his next
turn.
Rotting Wrath (Ex): In the unlikely event that Beelzebub actually engages in melee combat, not only do his
powerful strikes deal damage, but they also confer his
Rotting Wrath. Similar to the effect of a rod of withering, this horrible attack is more potent, causing maggots
to explode from a terrible, magically induced wound.
While it deals the same 1d4 points of temporary Constitution and Strength damage (permanent drain on a critical hit), there is no save to avoid the effect.
Song of Perfection (Ex): Although Beelzebub has
long since lost his angelic voice, the Lord of the Flies
still finds power in song. Once every 1d4 rounds, Beelzebub may sing his Song of Perfection as a move action.
All within a 70-foot cone, stunned with the quality of the
Lord of Lies voice, feel their souls purged of impurities
when faced with the miniscule amount of the perfection
Beelzebub delivers. A victim comes ever closer to the
perfect servant envisioned by Beelzebub, one with great
physical prowess and limited intellect and personality:
the perfect slave. A victim that succumbs to the Song of
Perfection, must make a Will save DC 66 to withstand
the effect. If the victim fails, he immediately receives a
+7 bonus to his Strength, Dexterity, and Constitution,
while simultaneously suffering a 7 penalty to Intelligence, Wisdom, and Charisma. The effect lasts for
seven rounds as the victim attempts to deal with utter,
diabolical perfection. Encores of the Song of Perfection
cause the bonuses and penalties to stack. If either the
victims Wisdom or Charisma reaches 0, he is immediately struck dead; he retains the physical bonuses and
takes on Construct traits, but is otherwise utterly and
totally subservient to Beelzebub. Only the direct intervention of god or cosmic entity can hope restore the
victim. Such an attempt requires that the entity first
make a successful rank check against Beelzebub, and
then a successful caster level check against the Lord of
the Flies.
Spell-Like Abilities: Constantdetect good; at
willaid, animate dead, animate objects, baleful polymorph, bestow curse, blasphemy, charm monster, commune, contagion, continual flame, deeper darkness, delayed blast fireball, detect chaos, detect good, detect
magic, dimensional anchor, dominate monster, flame
strike, greater dispel magic, greater invisibility, greater

385

teleport, imprisonment, magic circle against chaos,


magic circle against good, mass hold monster, mirage
arcana, persistent image, polymorph, power word stun,
resist energy, restoration, resurrection, summon monster
VII (as an evil or lawful spell only), speak with dead,
suggestion, symbol of pain, unhallow, unholy aura, unholy blight, wall of fire, waves of fatigue; 3/dayblade
barrier, earthquake, mass charm monster, permanency,
waves of exhaustion; 9/daydivine favor, demand, destruction, discern lies, enthrall, firestorm, geas, greater
command, greater restoration, magic vestment, meteor
swarm, repulsion, storm of vengeance, true resurrection;
6/dayaccursed, hellball, oppress, tyranny; 3/day
wish; 1/daypower word blind, power word kill, prismatic spray. Caster level 78th; save DC 40 + spell level.
Beelzebub gains the granted power of the Nobility domainCW, allowing him to inspire his allies as a standard
action to grant them a +2 morale bonus on saving
throws, attack and damage rolls, ability checks, and skill
checks. His allies must be able to hear him speak for 1
round. This effect lasts 21 rounds and can be used once
per day.
CW
Found in Complete Warrior.
Keen Vision (Ex): Beelzebub has low-light vision
and 60-foot darkvision.
Spells: As a fallen solar, Beelzebub retains the ability
to cast divine spells as a 65th-level cleric. Spells per day:
6/11/10/10/10/10/8/8/8/8/4/4; save DC 40 + spell level.
Typical Cleric Spells Prepared: 0create water, guidance (x2), mending, resistance (x2); 1stbane, cause
fear (x2), curse water, deathwatch, divine favor (x2),
doom, entropic shield, protection from good*, resurgence CD, shield of faith; 2ndalign weapon, calm emotions*, cure moderate wounds, death knell, desecrate,
eagles splendor, find traps, lesser restoration, shatter,
silence, status; 3rdbestow curse, blindness/deafness,
contagion, cure serious wounds, invisibility purge, locate object, magic circle against good*, protection from
energy, remove curse, wrack CD (x2); 4thcure critical
wounds, dimensional anchor, discern lies, dismissal
(x2), divination, divine power, giant vermin (x2), orders
wrath*, poison; 5thbreak enchantment, dispel chaos*,
insect plague, righteous might (x2), slay living, subvert
planar essence CD, symbol of pain, true seeing (x3); 6th
banishment, cometfall CD, find the path, geas/quest, heal
(x3), hold monster*, word of recall; 7thbestow greater
curse CD, dictum*, ethereal jaunt, greater scrying, reaching slay living, regenerate, slime wave CD, quickened
dispel magic, violated blade barrier, violated harm;
8thantimagic field, brain spider CD, dimensional lock,
discern location (x2), earthquake, reaching harm (x2),
shield of law*; 9thenergy drain (x2), etherealness,
dictum*, implosion, miracle, storm of vengeance, violated fire storm, violated mass inflict critical wounds;
10thdictum*, quickened cometfall CD, quickened heal
(x2), quickened violated flame strike; 11th dictum*,
quickened blasphemy, quickened destruction, quickened
violated harm (x2).
* Domain spells. Domains: Evil and Law (cast evil and law
spells at +1 caster level).
CD
Found in Complete Divine.

Epic Spells: 8 per day. Epic spells known: contingent


true resurrection, create living vault, crown of vermin,
curse of apostasy, damnation, demise unseen, dreamscape, enslave, epic counterspell, epic dispel magic, epic
repulsion, esoteric aegis, greater epic mage armor,
greater ruin, kinetic control, lord of nightmares, lure of

loquacity, miasma of hatred, momento mori, nailed to


the sky, peripety, pestilence, ruin, soul hold, soul scry,
tyranny.
All-seeing Eye of the Fly: This major artifact allows
Beelzebub to use the remote sensing and godly senses
abilities as a god of his cosmic rank. The remote sensing
is not linked to an area with his name spoken, or a site
dedicated to him, but instead any location that Beelzebub
chooses. However, the power does not function within 1
mile of any creature with divine rank.
Seven times per day, Beelzebub may spy upon someone who has spoken his name or title that day. He may
freely view and sense through this person, regardless of
defenses against mental effects, scrying, or even divine
intervention. This power does function in the presence
of beings of cosmic or divine power. However, Beelzebub is limited by the being he is sensing through. If that
creature cannot see in darkness, Beelzebub cannot while
using this power.
Once every seven days, Beelzebub may instantly slay
someone by using this power. The targeted being must
have spoken his name or title within the last 24
hours. They must succeed on a Fortitude save DC 66 or
their internal organs are transformed into infernal flies.
A number of hell-fly swarms equal to their HD pour
forth from their facial orifices and attack all living creatures in the area. Beelzebub usually reserves this use of
the power to punish traitors.
The origins of this potent artifact remain nebulous
even to those that are unaware of its existence. Certain
scholars claim that it was presented to Beelzebub by
Asmodeus when the Lord of the Flies first bowed his
head to his new master. Others claim that he possessed it
before his Fall and that the Eye was corrupted into its
current state in a manner paralleling Beelzebubs own
disgrace.

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

386

creature retching as it swallows flies, but also drains it of


1d6+1 points of Constitution. A successful save halves
the Constitution damage.

MEPHISTOPHELES
Lord of the Eighth
Looking over the board, Imperious Sebastinian considered all the possible outcomes of his move. With
great care, he repositioned an onyx shard, removing his
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-

387

ing to a foolish child, is to collect whatever it is you


think I owe you. And, I truly suspect, he added, ignorant of the pride in his voice, to prove yourself better
than me.
This fact is in doubt?
Sebastinian offered a dead smile as he breathed in on
his hands. The draft from the air was cooling down his
solarium quickly. With a wave of his hand, he closed the
window and returned his attention to the Game.
The silence lasted briefly as the Imperious made his
next move. In a supremely confident tone, he responded
to his opponents presumptuous comment, Well, certainly. One can't always win.
His opponent arched one black eyebrow. I suppose
you cannot. Cold air escaped from his mouth.
Despite having closed the window, the room seemed
to have gotten colder. Sebastinian was distractedly rubbing his hands together as he watched his rude opponent
with sudden anger. His opponent made another quick
move. Sebastinian started as studied the board carefully. Amazingly, his opponent left few openings with
this careless maneuver. He attempted to strike up a
conversation as he contemplated his next move. You
know that this game is hundreds of years old?
Is it now? The opponent steepled his hands, which
had long, slender fingers with black lacquered talon-like
nails.
Sebastinian was tapping a finger on his lip while his
other hand toyed with one of the pieces. His annoyance
finally crystallized on the surface as he snapped, You
don't believe me? He suppressed a shiver as he slowly
placed his piece.
I merely question your intellectual grasp of the
facts. The voice was barely a whisper and leaked with
venom.
Sebastinian, unaccustomed to being spoken to in such
a manner, started to glare at his guest, but something
about his opponents eyes gave him pause. A strained
smile cracked his face briefly. Allow me to clarify, he
said as he flexed his fingers several times to get the
blood flowing back into them. Where was this chill coming from?
Sebastinian went on to explain the history of the
game, how his ancestor had created it as a battlefield
strategy device for young officers. He explained how his
family had gained great power and prestige throughout
history as a result of their command of the game and the
tactics it required. No army could defeat them on the
battlefield; no political opponent could outwit them in
court. As time went on, the game passed from a tool for
tactics to an amusement for intellectuals, but his family
still maintained their command of the game as a tradition. All the while the contest continued, although Sebastinian found that his opponent had made numerous
significant errors. To think he was worried for a moment. He smiled from the inner warmth of impending
victory as he wrapped himself deeper in his robes. Were
it not for tradition, he would have gotten up to light the
fire ages ago.
As a matter of fact, the Imperious concluded as he
made the game-winning move, it has been said that I
am the greatest player our family has seen in ages. He
waved frostbitten hands over the board, a horrid smile
frozen on his face. As my victory clearly indicates, he
chattered.
A construction of your fool's wit. Your storytelling
skills lack as much as your command of the facts.

How dare you ? Sebastinian began as he tried


and failed to rise from his chair. He gasped in horror as
he realized his joints were stiff and his extremities numb.
His opponent rose from his seat to tower imperiously
over him. Sebastian watched in awe as his opponent
began to change. The whisper of a voice deepened and
the ice-blue eyes flashed menacingly.
Enough of your prattle. Omniscient I am not, yet
many things I know. The Game is not hundreds of years
old; it has existed for eons. It has seen the rise and fall
of countless worlds much as I myself have, for I am its
creator. It was brought here to this world ninety generations ago, when your patriarch engaged in an arrangement with me. Much like the one you made with me
twenty-four years ago.
The opponent had drawn himself up fully now, standing nine feet in height. His sooty skin was now an almost
crystalline blue-black, a stark contrast to his white and
silver robes. Frosty tendrils wisped from the creatures
body and a pair of great horns curved from its forehead.
Like your patriarch, you sought knowledge and truth.
And, like your patriarch, you spent that knowledge well.
How many nymphs and dryads did you enslave to your
will? How sweet was the Glade Queens kiss?
The creature sneered, revealing ice-white fangs in his
mouth. Sebastinian heard the crystal pieces crack from
the cold the creature emanated. The fruit of knowledge
and truth. And, as with your patriarch, tradition will be
maintained. As I left this mortal coil with his soul, so too
shall I depart with yours. Great, black wings unfurled
from the creatures back as a blast of cold air coalesced
in its clawed hand. A crystal ranseur appeared, its
barbs illuminated with frost, fire, and lightning. The
creature tapped the ranseur on the ground, issuing a
sound akin to that of shattering bone.
Sebastinian struggled mightily now, but it was no use.
He felt nothing as the layers of frost became as razors
and began to slice through his extremities, seeking to
reach the spark within. An undignified whimper escaped
his frozen lips. Who... What are you?
His opponent almost smiled. A voice seemed to sound
in his head as the tendrils of cold reached his soul.
Memories rushed back with the force of a glacier.
Memories twenty-four years old, which he had conveniently forgotten.
Mephistopheles! Sebastinians cracked lips bled
as they voiced the identity of his opponent. Tears welled
in his eyes, cutting them as they froze to ice.
Yes. The first correct statement you have uttered
today. As Sebastinians body fell apart, Mephistopheles glanced at the game board, and an unseen hand
made the true last move of the game. Sebastinian heard
one last thing from the devil as his frozen soul plummeted into Hell.
Checkmate.
Arch-Duke of Cania
Wizard 10/Loremaster 20/Archmage 5
Large Outsider (Abomination, Evil, Extraplanar,
Lawful)
Symbol: A stylized, diabolical dark-blue head encased
in a silver diamond on an inverted black triangle.
Cosmic Rank: 16 (19 in Cania)
Hit Dice: 53d8 + 25d4 + 1,056 (1,620 hp)
Initiative: +17 (+13 Dexterity, +4 Improved Initiative)

Speed: 120 ft, fly 250 ft. (perfect)


Armor Class: 79 (+13 Dexterity, +34 natural, +13 deflection, +9 profane, +1 dodge, -1 size), touch 45, flatfooted 66
Base Attack/Grapple: +70/+86
Attack: Cold Soul +89 melee (2d6+26 plus 2d6 unholy
plus 3d6 elemental/x3 plus 9d6 elemental and 3 negative levels); or claw +81 melee (4d6+12); or wing +81
melee (2d6+6); or spell +82 melee touch or +83
ranged touch
Full Attack: Cold Soul +89/+84/+79/+74 melee
(2d6+26 plus 2d6 unholy plus 3d6 elemental /x3 plus
9d6 elemental and 3 negative levels); or 2 claws +81
melee (4d6+12) and 2 wings +76 melee (2d6+6); or
spell +82 melee touch or +83 ranged touch
Space/Reach: 10 ft. /10 ft.
Special Attacks: Aura of Hell, call devils, Cold Shoulder, Hells Fire, Might of Hell, Soul Freeze, spell-like
abilities, spells, Spiritual Desolation
Special Qualities: Abomination traits, blindsight 500 ft.,
Damage reduction 40/anarchic, epic, good and silver,
Diabolical Decree, Diabolical Empowerment, Diabolical Prowess, divine immunities, Dread Secret,
greater lore, high arcana (arcane reach, mastery of
counterspelling, mastery of elements, mastery of
shaping, spell power), immunity to fire and poison,
Infernal Pact, Lord of the Nine, lore, regeneration 24,
resistance to acid 40 and cold 40, secrets (applicable
knowledge, dodge trick, secret knowledge of avoidance, secret of inner strength, the lore of true stamina), spell resistance 79, Stoic Spellcaster, telepathy
1,000 ft., true lore
Saves: Fort +59, Ref +60, Will +57
Abilities: Str 34, Dex 36, Con 35, Int 53, Wis 30, Cha 36
Skills: Appraise +97 (+107 alchemical items), Balance
+41, Bluff +89, Climb +37, Concentration +108,
Craft (alchemy) +117, Craft (bookbinding) +77, Craft
(calligraphy) +77, Decipher Script +117, Diplomacy
+95, Disguise +13 (+21 when acting in character)
Escape Artist +43, Gather Information +84, Hide +42,
Intimidate +107, Jump +41, Knowledge (arcana)
+127, Knowledge (geography) +90, Knowledge
(history) +117, Knowledge (nature) +85, Knowledge
(nobility & royalty) +95, Knowledge (local [the Nine
Hells]) +117, Knowledge (the planes) +117, Knowledge (religion) +117, Listen +70, Move Silently +43,
Perform (oratory) +53, Search +97, Sense Motive
+96, Spellcraft +135 (+145 for scrolls), Spot +81,
Survival +40, Swim +37, Tumble +39, Use Magic
Device +99 (+119 for scrolls).
Feats: Chain Spell, Corrupt Spell-like AbilityB, Corrupt
Spell, Craft Magic Arms & Armor, Craft Staff, Craft
Wondrous Item, Dark SpeechB, Delay Spell, Empower Spell, Energy Admixture (cold), Enlarge Spell,
Eschew Materials, Extend Spell, Heighten Spell, Improved Initiative, Maximize Spell, Repeat Spell, Silent Spell, Scribe Scroll, Skill Focus (Spellcraft),
Spell Focus (all)B, Still Spell, Twin Spell, Violate
Spell.
Epic Feats: Craft Epic Magic Arms & Armor, Craft
Epic Staff, Craft Epic Wondrous Item, Enhance Spell,
Epic Evil Brand B, Epic Skill Focus (Knowledge
[arcana]), Epic Skill Focus (Spellcraft), Epic Spellcasting, Improved Heighten Spell, Intensify Spell,
Multispell (x6).
Environment: Mephistar, Cania, the Eighth of the Nine
Hells of Perdition

388

Organization: Solitary (Unique)


Challenge Rating: 66
Treasure: Cold Soul, quintuple standard
Alignment: Lawful Evil
In the Eternal Pit of Hell, there is nothing that does
not serve the promotion of organized Evil. Whether it is
war, meaningless toil, wealth, sex, hunger, nature, or the
need to improve, all things can find their dark side in
Hell. Of all the elements of existence warped by Hell,
knowledge is perhaps the most affected. To many, the
pursuit of knowledge has become an end unto itself.
Knowledge for the sake of greater understanding or
deeper wisdom has caused many, mortal and immortal
alike, to disregard the emotion, the value, of their pursuits. To these, emotion is a shackle that drags them
down, limiting their ability to look objectively, coldly at
what lies before them in order to learn more. Of course,
many such seekers believe that what they are doing is, at
the very least, beneficial to the rest of the Cosmos if not
necessarily righteous. For the healer, new insights in
strengthening the body without magic is far greater than
caring about the annoying pleas of the test subject who
undergoes excruciating pain in the name of knowledge.
For the lawyer, who uncovers ways to manipulate the
law to the benefit of his crooked client, never concerned
about those who suffer from his clients wiles. For the
wizard who seeks to peer into the Realms Beyond, having no need for faith, companionship, compassion, or
love as she seeks to ascend the pinnacle of wisdom. To
these, knowledge in pursuit of a greater, objective meaning is what drives them. For these, who seek to eliminate the lingering shackles of morality and light, Hell
often opens its lusting maw, wherein countless others
who likewise sought to know at the expense of loving
now dwell. In Hell, in the endless expanse of cold, waits
the lord of those who seek to know and abandon light in
their goal. In the freezing depths of Cania, they too late
realize the fallacy of their pursuits, the sophistry in their
arguments. The see that in seeking to gain, they have
done nothing but lost. Yet, in Cania they find that their
patron, powerful though he may be, is no better than they
in this regard. Like his victims and servants, Mephistopheles, the Lord of the Eighth, in the depths of his
damned heart knows naught but loss.
Mephistopheles is the quite possibly the most powerful of the Lords of the Nine after Asmodeus. Within
Hellish lore, it is often said that he is the oldest as well.
According to frigid dirges occasionally sung in Cania,
the Lord of Darkness was said to have risen deepest and
first in the pit among the malefircareim. The very same
songs claim that he was the first to gather others to him
in a bid to cast down lesser hellspawn. He was Verriers
most terrible rival and, according to the songs, would
have cast down Hells Pawn had not Lucifer appeared.
The greatest of intellect among the hellspawn, Mephistopheles did not prove to be the wisest as he was prepared to battle against the Lightbringer. However, the
power of The Overlord overwhelmed him and forced
him to his knees with a choice - eternal oblivion or serve
under but one other. The Arch-Duke of Cania selected
the latter option and, in doing so, he became the first to
receive his own layer, the first to be served by various
Dukes of Hell and other lesser devils, and the first to
condemn mortals to Hell. He was the first to openly challenge The Overlord of Hell for the Serpent's Throne and

389

the first to fail. He is also the first and only one of the
Lords and probably all of Perdition to recognize that, in
the grand scheme of things, nothing matters and that in
the darkness in which he and his peers dwell, nothing
ever will. And, like the fool he knows himself to be,
Mephistopheles strives to create meaning by seeking out
a deeper meaning in the organized Evil he serves, all the
while knowing that this knowledge cannot and will never
exist.
Mephistopheles is a cold-hearted tyrant. Utterly merciless, he is almost completely devoid of emotion and
spends as much of his time computing, experimenting,
reading, and studying as possible. When not engaged in
these activities, he seeks out mortals that lust for power
and knowledge or else initiates a new plot to cast down
his rival Beelzebub or overthrow his hated master, Asmodeus. One thing Mephistopheles never does is consider how pointless his pursuits are or consider the darkness that has gnawed his soul for as long as he can remember. To do so, he unconsciously knows, will cause
him to descend into the despair that he just barely keeps
at bay. One could say that all of what Mephistopheles
does is to ignore the darkness that he sees hovering just
beyond his gaze. His dedication to knowing, to understanding, is utterly empty of compassion and wisdom
and it is due to this that Mephistopheles shall eternally
find no solace through his great mind. Still, as a paragon
of Hell, Mephistopheles cannot help but become embroiled in the intrigue and violence of the Pit and few
have ever bested him.
During the rule of Lucifer the Satan, Mephistopheles
was very open and aggressive with his desire to rule
Hell. He concocted countless plots to bring about Lucifer's downfall and was among the first Lords approached
by Asmodeus when it was clear that the flames of Hell
were about to change. However, Asmodeus betrayed
Mephistopheles and took the Serpent's Throne for himself. Although Mephistopheles still does not hide his
ambition, he is far more subtle about his goals and desires. He remembers how Asmodeus manipulated and
used him to achieve his power, and he has seen the likes
of Adrammelek, Astaroth, and Sammael removed from
their lordships by The Overlord of Hell, and quietly fears
that such a fate could happen to him if he is not more
careful.
It was this new discretion that saved Mephistopheles
from being overthrown in the not too distant past. For
untold centuries, the pit fiends and some Dukes of Hell
that lived in the Eighth challenged Mephistopheles, as
they were well aware of his desire for Asmodeus' throne
and the political weakness this created for their Lord.
Their interference and intrigue cost him dearly as he
tread carefully to maintain Cania lest some arch-devil or
other Lord of the Nine decided to take advantage of
Mephistopheles' tentative control. Eventually, such a
devil did indeed appear, one Duke Molikroth. In short
order, Molikroth overthrew Mephistopheles with the
help of the pit fiends and a few Dukes of Hell. For a time
Molikroth ruled until, upon hosting a grand celebration
with his accomplices, he revealed that he was truly
Mephistopheles. With the proof of their insurrection
revealed, the few who continued to be loyal to the Lord
of Cold overcame the traitors who have since disappeared from Cania.
The success of this plot temporarily bolstered Mephistopheles, who eagerly pushed his rivalry with Beelzebub to its limits. It could be argued that Mephistopheles

was responsible for the beginning of the Dies Irae for


without his increased aggression against the Lord of the
Flies, it may never have started. In any event, Mephistopheles actions in the Dies Irae cost him almost everything. Like most of the other Lords, Mephistopheles
was allowed to maintain his status as Regent and now
concentrates most of his internecine interests exclusively
against Beelzebub and, on occasion, Leviathan, as he
seeks more subtle means to address his hated master.
Indeed, Mephistopheles has redoubled his efforts to increase his supply of powerful souls, believing that he
may find the means to rid himself of his diabolical enemies through their power.
Among mortals, Mephistopheles is best known for his
temptation of powerful, brilliant men and women. Two
of the tales that have spread across the Cosmos revolve
around Theophelus and Faust. In both cases, the Lord of
Loss was summoned to the mortal coil by these powerful
men, both wizards. In both cases, Mephistopheles
agreed to broaden their intellects in return for their souls
after a certain period of time. And in both cases, Mephistopheles gifts corrupted their souls and destroyed their
mortal lives. However, their ends were not identical. In
Theophelus case, the great wizard overcame his despair
and set aside aside his pride even as he fell in love with a
poor woman (called Gretchen by some and Margaret by
others). These acts of contrition and his willingness to
make right the wrongs he caused in his pursuit of cold
knowledge allowed Theophelus to atone for his sins and,
upon his death bed, a wrought Mephistopheles was denied his prize Theophelus soul by the presence of
Theophelus worlds god of justice and mercy. However, most of Mephistopheles contracts end in a manner
similar to that of Faust. While Theophelus abandoned
pride and despair, Faust having seen the depths of Hell
and balking at the limitation of righteousness embraced
his despair and continued to seek knowledge, although
all too soon even what he knew failed to please him. In
his world, Faust would die alone and in terrible agony,
his body found in neatly stacked pieces in his castle
chamber, ice and snow covering the entirety of the room.
Most know the lesson of deals with devils and deals with
Mephistopheles are among the most deadly. Still, these
tales have not stopped those seeking to expand their
minds from calling on the Lord of Darkness.
Mephistopheles is probably the Lord most frequently
called to the mortal coil and the Lord personally responsible for casting the most souls into Perdition. He values
knowing for knowing grants understanding which leads
to the ability to control which in turns leads to power.
Mephistopheles caters to those who have scorned physical strength (and were perhaps abused by it) and seek to
bring Creation to its knees through their understanding.
Of course, many would be servants of Mephistopheles
fail to recognize this aspect of their being. To be sure,
there are many that pursue knowledge for other ends,
who truly wish to make the life better for others, who are
filled with love or at least compassion, recognizing that
the reason to know is to improve the soul. Yet, those
that fall to Mephistopheles way of thinking are not interested in their souls. They are interested strictly in
their minds and their ability to impose their minds on
others. Yes, many believe that they are driven to know
because they can make lives better, but they will not
offer those they deem as lessers a choice in accepting
their discoveries for such are too ignorant and stupid to
recognize that they have no idea what is good and right

for them. All those of this mind are unwitting servants


of the Lord of Loss, unwitting servants of Hell.
Between searching for more mortals to damn, Mephistopheles does little more than study and pursue greater
knowledge and power. Within Hell, the Arch-Duke of
Cania is feared and hated more than any other Lord save
Asmodeus, his cold countenance and frigid arrogance
having insulted everyone. Still, there are a few that are
willing to tolerate the Cold Lords insufferable arrogance
from time to time. Chief among these is the Lord of the
Second, Dispater. Of all the Lords, Mephistopheles and
Dispater have the closest relationship and are fairly loyal
to each other. Still, Mephistopheles can barely tolerate
his brothers lethargy and cowardice and only deals with
him when necessary. The Lord of No Mercy rarely finds
a reason to deal with lesser nobles beyond his court,
although he has a mild and growing interest in the Prince
of Hell. While Mephistopheles could care less about
Lixer himself, he suspects that the Emperor Scions
knowledge of necromancy would be extremely useful in
his hands. So far, Mephistopheles has allowed a chilled
diplomatic relationship to form between him and the
Prince as he considers how he could get away with consuming Lixer and his knowledge without raising Asmodeus ire. Beyond Hell, Mephistopheles has passing
acquaintances with gods and cosmic entities of knowledge. He counts none of them as allies, but quite a few
as rivals and foes. He loathes Mystra (in all of her incarnations) as he has yet to uncover the secrets behind her
control of her worlds Weave, which he believes if duplicated in Hell would catapult him to the bottom of Nessus. He finds no cause to begin an enmity with Boccob,
although his stoics have often run awry of the Uncarings
servants. Within The Abyss, Mephistopheles has no
allies and counts all of the ravening hordes as foes although he holds a special hatred for Diabolus, a former
servant that robbed him millennia ago. He also detests
Grazzt, who stands as his evil antithesis. While Mephistopheles scorns emotion and physical lust in his pursuit
of knowledge, Grazzt offers both knowledge and sex to
those who would accept his embrace. It is unknown
whether these two evil creatures have ever met in person,
but if such a day ever arrives, it will be a dreadful one.
Although he claims that The Wastes have little to offer
him or his servants, Mephistopheles has secretly wondered if he would find kindred spirits in the plane of
despair. Since Mydianchlarus took the Siege Malicious
and became The Oinodaemon, Mephistopheles has contemplated establishing a secret alliance but has yet to do
anything for fear of what happened to Sammael happening to him.
It is within Hell that Mephistopheles finds his most
hated foes. One of his greatest is Leviathan, the selfstyled Prince of Stygia. Since the time that the Eternal
Traitor originally ruled the Fifth Perdition, he has
mocked Mephistopheles by taking cold as one of his
totems. Furthermore, not only does Leviathan seek to
overthrow Asmodeus, he has also routinely sabotages
Mephistopheles plots. Since the Princes return, the
Lord of Loss has filled Stygia with many spies and does
all he can to stymie Leviathans attempts to escape his
icy prison. Yet, while Mephistopheles hates Leviathan,
his true loathing is reserved for Beelzebub and the feeling is mutual. These two devils have hated each other
since the latter's arrival in Hell untold millennia ago. It
was this rivalry that led (at least in part) to the Dies Irae,
and many scholars believe that if there is a change in

390

Hell, it will be due to the machinations carried out by


either or both of them. Mephistopheles' cold hatred for
the former seraph stems from a variety of factors. On the
surface, Beelzebub and his ilk brought offensive change
to Hell. The only changes Mephistopheles wishes to see
are those which he institutes; to have these upstarts appear and so quickly transform the face of Hell (and to do
so with such success, no less) is an insult Mephistopheles claims to be unable to abide. Furthermore, Mephistopheles has always known that Beelzebub desired the
Serpent's Throne for himself, a desire Mephistopheles
fears could undo him. In order to combat his rival,
Mephistopheles has established alliances with other
"true" devils, chief among them Dispater. He also maintains contacts with deposed Lords like Geryon and Sammael. Although he does not trust him, Mephistopheles is
considering the strategic advantage having Bael as an
ally would bring and may eventually succumb to the
Pretender's overtures for alliance. However, these rationalizations for his enmity with Beelzebub are utterly
false. In a truth Mephistopheles is barely subconsciously
aware of, the Lord of No Mercy sees how pervasive
despair is if it can cast down one as formerly good as
Beelzebub. The fear of this being a universal truth deepens Mephistopheles own meaninglessness and forces
him to confront it. It could be said that, aside from his
pursuit of the Serpents Throne, the Lord of Loss war
with Beelzebub is the only thing that keeps him from
destroying himself.
It must be wondered why, if Mephistopheles finds
nothing but despair in his quest for knowledge, he seeks
to take the throne of The Overlord. The truth is, while in
the depths of his being he knows otherwise, Mephistopheles hopes that the pinnacle of organized Evil will
grant him the answers to his questions. Mephistopheles
believes that he can make a reality of the illusion of
meaning that Asmodeus and his predecessor provided if
he sat on the Serpents Throne. It is unclear if Mephistopheles has given much thought to the tremendous
power both Asmodeus and Lucifer have exhibited. Just
as he knows how meaningless his evil is deep in his subconscious, it is probable that Mephistopheles has long
since realized that he has no chance of ever defeating
Asmodeus and that the current Lord of the Ninth and
Lucifer are one and the same. However, as overthrowing
Asmodeus is the means to his assuming the ability to
truly give meaning to Evil, Mephistopheles continues to
lie to himself about this as he has about many other
things. Asmodeus is fully aware of Mephistopheles
struggle; after all, The Overlord himself knows that what
he represents is an illusion to give meaning to meaninglessness. Asmodeus allows Mephistopheles to exist
because the Lord of Loss is the pinnacle of what corrupt
knowledge in the name of an illusion represents. Besides, Asmodeus feels that allowing Mephistopheles to
die would be a release for the Lord of the Eighth and he
much prefers seeing his oldest child and servant suffering.
Mephistopheles is perhaps the most classically diabolical of the Lords of the Nine. Nine feet tall, Mephistopheles has long horns jutting from his forehead, over
his slanted, glowing ice-blue eyes. His body is almost
always covered in grandly elaborate and flowing pristine
white robes and capes (studded with diamonds), concealing his slender, but athletically built, utterly blue-black
body. He sports two massive, dragon-like wings, and his
long hands end in hooked talons. A frigid mist sur-

391

rounds his body; small plants have been known to perish


from frost in his passing. Mephistopheles speaks with a
chilling whisper, his breath escaping with frigid plumes
of smoke. It is said that Mephistopheles has never
laughed and that the only time he shows any emotion is
when a plot of his failed, unleashing a blizzard of rage,
or on the rare occasion a chilled smirk cracks his face
when he damns a soul to Hell.
Combat
Mephistopheles hates fighting. Although he is not a
coward, he finds hand-to-hand combat barbaric and lacking any sense of decorum or style. However, if it is obvious that fisticuffs are necessary, Mephistopheles does not
hesitate to bloody his claws.
Mephistopheles will begin every combat with Spiritual Desolation, seeking to eliminate as much competition as possible. Then, he will call on his Aura of Hell
and his Might of Hell (usually attached to dispel magic).
From there he will cast greater dispel magic, reaving
dispel, or mages disjunction on his adversaries, depending on what he has prepared. He will then unleash a
salvo of Hell's Fire along with corrupted delayed blast
fireballs, polar rays, and meteor swarms. Mephistopheles will often convert his elemental spells to the cold
descriptor with his mastery of elements; if his foes resist
cold, he will select whichever element he believes will
be most effective. Against foes that seem particularly
difficult to affect with cold spells, the Lord of No Mercy
is quick to unleash his first taste of winter upon them
followed by Mephistopheles Frore Blast. His incredible
intelligence allows Mephistopheles to determine the
most dangerous threat quickly, and he likes to concentrate on one foe at a time if at all possible. If it becomes
clear that he is actually taking substantial damage (if he
loses of his hit points), Mephistopheles will call 18
gelugons and instruct them to summon more devils. If he
feels it necessary to retreat, Mephistopheles will always
call 18 more gelugons before greater teleporting away to
safety; there is a 25% chance that he will Soul Freeze a
groups most powerful spellcaster, believing that for any
group to come so close to defeating him, such a prisoner
may have information he could use in his desire to overthrow Asmodeus.
Aura of Hell (Ex): Mephistopheles Aura of Hell
can affect all creatures within 900 feet of him, with a
Will save DC 67 allowed to negate the effects.
Call Devils (Sp): As a move equivalent action,
Mephistopheles can call devils. Nine times a day,
Mephistopheles may call a Duke of Hell, 9 pit fiends, or
18 lesser devils; devils so called have triple standard Hit
Dice, to a maximum of 45 Hit Dice. Since these devils
are called, they have the ability to summon other devils
as their Monster Manual descriptions allow. Mephistopheles detests physical confrontations and is certainly
not interested in fair fights, so he will begin calling devils as soon as he loses of his hit points. Although he
has managed to quell the pit fiend uprisings in Cania,
Mephistopheles still harbors no trust for these devils, so
he is unlikely to call on their aid. He prefers gelugons to
all other devils.
Cold Shoulder (Ex): Mephistopheles enjoys making
his servants, clients, and other fools suffer the same kind
of desolation he suffers. Any creature engaged in some
manner of official business with Mephistopheles,

whether through his Dread Secret, Horrific Secret, Infernal Pact, or some other contract, runs the risk of suffering from the Cold Shoulder. During the time of the contract or up to eight days after the contract ends, Mephistopheles can cause, as a standard action, his client to
exude an odd enchantment that causes the 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

392

requires that mortals to do his bidding and sometimes


has to offer the proper motivation for their utmost performance. Three times per day, Mephistopheles can call
on Soul Freeze. Mephistopheles can target any one creature with his Soul Freeze; any creature with divine rank 1
or greater cannot be affected, but must make a save or be
banished to its home plane for 8 days. Those who fail the
Will save (DC 66) feel an indescribable coldness as their
soul is sucked from their body and deposited into Mephistopheles clawed hand in the form of an ice-covered
diamond. This ability essentially functions as a trap the
soul with the following modifications. First, the being is
still alive in their body. They suffer neither level loss
nor any adverse affect (unless Mephistopheles so wills it;
see below). Second, although he cannot compel the
actions of those whose soul he has stolen in this fashion,
Mephistopheles can instantly kill their physical body and
keep their soul trapped in the diamond. Two results
occur if the diamond is smashed. First, if the being is
still alive, he dies instantly (no save) but his soul is freed
and travels to the appropriate Realm Beyond unless the
body was in Hell at the time, in which case the soul is
trapped in Hell as a petitioner in the Lake of Fire on
Phlegethos. If the being is dead when the diamond is
smashed, the soul is released into Cania where the soul is
subject to Mephistopheles terrible whims. Mephistopheles apparently has no limit to the number of souls
he can freeze, but he does not use this power lightly for
reasons he stoically equates with honor. Mephistopheles often sells the souls to night hags, powerful liches,
and other vile entities. The diamonds are worth 1000
gold pieces for every Hit Dice/class level possessed by
the trapped soul. The diamonds shatter as normal diamonds.
Spell-like Abilities: At will - animate dead, baleful
polymorph, blasphemy, blur, charm monster, deeper
darkness, delayed blast fireball, desecrate, detect chaos,
detect good, detect magic, dominate monster, flame
strike, greater dispel magic, greater invisibility, greater
teleport, hallucinatory terrain, hold person, magic circle
against chaos, magic circle against good, mass hold
monster, mirage arcana, persistent image, polymorph,
power word stun, pyrotechnics, read magic, restoration,
resurrection, scrying, suggestion, symbol of pain, unhallow, unholy aura, unholy blight, wall of fire; 9/day
clairaudience/clairvoyance, destruction, detect secret
doors, detect thoughts, discern location, divination, find
the path, firestorm, foresight, greater restoration, legend
lore, meteor swarm, true resurrection, true seeing; 6/day
- accursed, hellball, oppress, tyranny; 3/day - wish.
Caster Level 78th, save DC 40 + spell level. Mephistopheles also casts spells from the Knowledge Domain;
these are included in the list above.
Spells
(Wizard):
Spells
per
day:
4/10/9/9/9/8/7/6/7/8/4/4/4/4/3/3/3/3/2/2/2/2; base DC 41
+ spell level. Caster level 84th. As one of the oldest of
the original Lords of the Nine, Mephistopheles has access to all wizard spells in the Players Handbook and
any other source the DM chooses, including many as yet
unfound by mortals. Mephistopheles prefers spells that
cause a numbing cold in his victims.
Typical Spells Prepared: 0mending, open/close,
preserve organVD, prestidigitation; 1stalarm, erase,
expeditious retreat, hold portal, magic aura, obscuring
mist, protection from good, true strike, unseen servant,
ventriloquism; 2ndblindness/deafness, blur, darkbolt
VD
, knock, phantom trap CA, shatter, violated magic mis-

393

sile, whispering wind, wither limb VD; 3rdblink, gaseous


form, haste, keen edge, reality blind CA, sleet storm, slow,
stinking cloud, suggestion, violated darkbolt VD; 4th
arcane eye, bestow curse, black tentacles, dimensional
anchor, ice storm, maximized magic missile, psychic
poison VD, stoneskin, wrack VD; 5thcorrupted violated
lightning bolt, dismissal, false vision, hold monster, improved blink CA, nightmare, passwall, telekinesis; 6th
disintegrate, false sending, fiendish quickening VD, flesh
to stone, maximized lightning bolt, maximized violated
darkbolt VD, mislead; 7thcorrupted maximized violated
darkbolt VD, corrupted violated cone of cold, forcecage,
mass hold person, maximized grim revenge VD, spell
turning; 8thmaze, mind blank, moment of prescience,
protection from spells, repeating stop heart VD, reverse
gravity, souls treasure lost VD; 9thcorrupted violated
delayed blast fireball, foresight, hindsight CA, imprisonment, maximized disintegrate, mind rape VD, superior
invisibility CA, utterdark VD; 10thcorrupt silent violated
delayed blast fireball, corrupted violated polar ray,
maximized violated disintegrate, silent still bestow
greater curse CA; 11thcorrupted violated meteor
swarm, maximized horrid wilting, maximized polar ray,
silent still mages disjunction; 12thmaximized meteor
swarm, maximized time stop, repeating mages disjunction, repeating reaving dispel CA; 13thcorrupted delayed violated polar ray, corrupted enlarged maximized
violated delayed blast fireball, delayed violated meteor
swarm, twinned sphere of ultimate destruction CA; 14th
delayed maximized polar ray, intensified violated disintegrate, empowered maximized time stop; 15thdelayed
maximized meteor swarm, heightened wail of the banshee, intensified violated delayed blast fireball; 16th
delayed maximized violated meteor swarm, intensified
energy drain, intensified time stop; 17thcorrupted intensified meteor swarm, corrupted intensified violated
polar ray, intensified silent energy drain; 18th
corrupted intensified violated meteor swarm, intensified
twinned delayed blast fireball; 19thchained maximized
twinned violated polar ray, intensified twinned polar
ray; 20thintensified twinned violated polar ray, intensified twinned energy drain; 21stheightened wail of the
banshee, intensified twinned violated meteor swarm.
CA

VD

Found in Complete Arcane.


Found in the Book of Vile Darkness.

Epic Spells: 8 per day. Epic spells known: accursed,


animus blast, animus blizzard, cold anchor to the soul,
condemn, create living vault, damnation, demise unseen,
dreamscape, enslave, epic counterspell, epic dimension
door, epic dispel magic, epic repulsion, esoteric aegis,
eternal freedom, first taste of winter, greater epic mage
armor, greater ruin, hellball, kinetic control, Leonars
thaumaturgic boost, lord of nightmares, lure of loquacity, Mephistopheles' frore blast, miasma of hatred, momento mori, nailed to the sky, raise island, ruin, soul
hold, soul scry, tyranny. Mephistopheles has access to
additional epic spells beyond this list; the actual extent of
his knowledge of epic magic is unknown.
Spiritual Desolation (Su): Thrice per day, Mephistopheles has the ability to reveal to others the insignificance of their beliefs and faith against the darkness of
cold, orderly logic. With a chilling glance, Mephistopheles can cause feelings of intense inferiority and
hopelessness to all within 1600 feet of him if they fail a
Will save (DC 66). Those who fail initially obey simple
demands issued by Mephistopheles or those in the ArchDukes command in a manner similar to a suggestion

spell. If there are no foes present, there is a 25% chance


that the victim proves unable to take any action except to
hold its ground. If the victim remains free to act, there is
a 25% chance it retreats from the site where it failed its
save at normal speed. In either case, the victim can defend normally if attacked. If the victim is not killed by
Mephistopheles or one of his servants, the feeling of
insignificance lasts for 24 hours. After this time elapses,
the victim is allowed an additional Will save (DC 66)
with a penalty based upon the amount by which they
failed their initial save (i.e. if the victim failed the save
by 20, the second save would be against DC 86). One of
two events occurs if the victim fails again. There is a
50% chance that the victim will commit suicide, renouncing his god or faith, and paying homage to Mephistopheles who revealed to him the truth of lifes meaninglessness without a cold, orderly heart. Such victims,
upon their death, are consigned to the Eighth Perdition.
The other half swear allegiance to Mephistopheles in
life, taking on the Soulsworn feat at that moment and
pursuing whatever goals Mephistopheles or his accomplices command. Mephistopheles cannot use Spiritual
Desolation on those he is not actively engaged with in
some kind of immediate conflict, be it physical, magical,
or mental. Scholars believe that Mephistopheless
source of this power is his own sense of meaninglessness.
Stoic Spellcaster (Su): Mephistopheles is without
doubt the greatest practitioner of the arcane arts within
Hell. His untold millennia of mastery of The Word grant
him access to levels of magic that rivals the gods.
Mephistopheles automatically gains access to spells over
9th level as befits his station and intelligence he gains
one base spell slot per day at each spell level above 9th in
which he would receive bonus spell from his Intelligence
score (he also gains those bonus spell slots). In addition,
his spells are more difficult to resist - he gains a virtual
Spell Focus feat for all schools of magic. Furthermore,
Mephistopheles automatically gains the benefits of the
Quicken Spell feat upon all spells he casts. For the purposes of his Lore ability, he uses his total caster level to
determine the bonus (usually +115).
Mephistopheles power also waxes in those areas of
extreme cold, whether literal or emotional. In any area
where the temperature is below 30 degrees Fahrenheit or
where at least nine individuals within 160 feet are emotionally distant (such as those suffering from Mephistopheless Cold Shoulder ability), Mephistopheles gains
a +9 bonus to his caster level and the save DCs of his
spells.
Finally, Mephistopheles has long since discovered
knowledge that allows him to spontaneously cast arcane
spells (i.e. he does not need to prepare spells ahead of
time). While this knowledge does not allow him to spontaneously apply metamagic feats (such spells require that
he prepare them in advance), he can spontaneously convert any number of prepared spells into other arcane
spells as a standard action (thus an empowered polar ray
could be converted into an imprisonment spell).
Cold Soul: This beautifully crafted ranseur appears to
be made from a single shard of crystal, its surface covered with elegantly carved runes. Each tip glows, the
sides like flame or electricity, the center a nimbus of cold
mist. Mephistopheles rarely uses Cold Soul in combat,
preferring to use it as a symbol of his status as Lord of
the Eighth. Cold Soul is a +8 unholy souldrinking ranseur of elemental blasting. It deals 1d6 points each of

cold, electricity, and fire damage, or 3d6 points of each


on a critical hit.
On a critical hit, one must succeed in a Fortitude save
(DC 66) or die. Those slain in this manner have their
souls trapped in one of the eight gems that decorate the
weapon. Each gem can hold 80 souls. Souls provide the
weapon with 10 charges per HD of the soul.
Mephistopheles can draw out the knowledge and experience of the souls within Cold Soul. For every 10
souls within the weapon, Mephistopheles receives a +1
insight bonus to all his Knowledge and Spellcraft checks.
When the gems are full, which they usually are, this
grants him a +64 bonus to each (these bonuses are not
included in his stat block).
By expending a charge, Mephistopheles can negate
100 xp or 1000 gp of a component cost or 1d6 points of
backlash damage when casting spells (particularly epic
spells). He may also expend a charge to gain a +1 bonus
on caster level checks to penetrate spell resistance.
By expending a number of charges equal to the spell
level increase, Mephistopheles may apply a metamagic
feat to any spell he casts. For instance, if he were to
expend three charges, he could maximize a spell without
having prepared it as such. He may only apply metamagic that he actually knows to his spells in this manner.
By expending a number of charges equal to twice the
spell level, Mephistopheles can cast a spell without using
the spell slot for the day. He must still have the spell in
his memory to do so. For instance, if Mephistopheles
had prepared a fireball as one of his third level spells, he
could expend 6 charges from Cold Soul to cast it and still
retain his fireball spell in his mind.
By expending a number of charges equal to thrice the
spell level, Mephistopheles can counter a spell cast
within 800 feet of him. He need not have prepared a
counter action to do so (he may act out of turn up to
three times per round in this fashion), and the charges
spent replace the need to use a specific spell for counterspelling purposes. Conversely, Mephistopheles may
expend the same value in charges to prevent one of his
spells from being countered. The caster who intends to
counter his spell fails in the attempt (and losing the spell
used for counterspelling purposes), but may make an
immediate counter attempt provided he is able (i.e. has
another spell appropriate for counterspelling). This action is resolved when the caster can or will not continue
to expend spells to counter Mephistopheles's, or when
Mephistopheles can or will not continue to expend
charges from Cold Soul. Mephistopheles can activate
this power in response to a counter attempt - he need not
do it beforehand.
There is no limit to the number of charges Mephistopheles can expend in a round other than the total number of charges within Cold Soul. Mephistopheles typically has 640 charges within Cold Soul. If there is a way
to free the souls trapped within Cold Soul, no one, not
even greater gods, has discovered it. Fortunately,
Mephistopheles usually fills the ranseur with the souls of
devils that angered or betrayed him (really, one and the
same to the Arch-Duke of Cania).
Each negative level bestowed by the souldrinker
power of Cold Soul provides ten temporary charges that
last 24 hours if they are not used. Also, the souldrinker
property works on creatures normally immune to energy
drain, provided that Mephistopheles's succeeds on an
opposed rank check.
Possessions: As the Arch-Duke of Cania, Mephi-

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stopheles has access to the wealth of a dozen worlds. He


has access to legions of major magic items, scores of
minor artifacts, and at least a dozen major artifacts.

Summoning Mephistopheles
Mephistopheles has set very particular requirements
for those seeking to summon him into the Prime; for all
this, he is the one of the most frequently summoned of
all the Lords of the Nine, especially by those who desire
great power and knowledge irresponsible of the cost.
First, the Lord of Loss prefers to be summoned into
the presence of only one mortal at a time. Secondary
casters or invocants do not actually prevent the success
of the summons, but must make a Fortitude save against
DC 66 or else die of fright when Mephistopheles first
appears. Such creatures immediately turn to ice statues,
though their hearts turn to stone instead; mortal magic
cannot reverse this effect.
Secondly, the room into which the Lord of No Mercy
is summoned must be a stone chamber lacking both windows and heat sources. Only one door can provide entry
to this room, and that door must be made of cold, clinical
steel. Light is allowed so long as it sheds no warmth;
alchemical mixtures providing alien glows have often
been used. Fixtures in the room must be made of cold
iron, and lead must replace silver in magic circles and
the like (but to the same value). At eight points around
the room, equidistant from each other, the symbol of
Mephistopheles must be inscribed, each such inscription
then surrounded by an additional eight symbols representing power borne of knowledge. These symbols are
not readily available and require research costs of at least
72,000 gp (9,000 gp for each additional symbol), with
a successful Knowledge (arcana) check against DC 33
demonstrating the success of that portion of the research.
If a check is failed, that 9,000 gp portion of costs must
be paid over and the check tried once again.
Finally, the temperature of the room must be below
the freezing point of water.
When the final words of the summons are uttered, the
entirety of the summoning chamber shudders. The stone
of the floor splits asunder, ice quickly engulfing the
edges of the rent with frigid steam blasting into the
room. The Arch-Duke of Cania slowly rises from the pit,
wrapped in chilling darkness and bearing a visage terrible to behold, composed of the stuff of nightmares and
utterly devoid of hope or mercy. Although this is not his
true form, it may well be the best reflection of what
Mephistopheles really is as he breaches the wards between the Realities. So frightening is the experience for
those that summon him that they must make a Will save
against DC 66 or plead with Mephistopheles to appear in
a less horrific form. Having tested the mettle of his summoner and, by this point, generally being alone with
that creature Mephistopheles coalesces into his
normal form; whether the summoner was cowed by his
appearance or not never seems to faze the stoic devil.
Mephistopheles is easy to bargain with in a sense. His
immense power and knowledge allow him to give most
anything that the client desires of him, and he readily
offers what appears to be a generous fulfillment of his
side of the terms. All he asks in return is that the client
provides payment, at some future date, for the desires so
granted; though he may dress his words well, he rarely
spells out specifics for such payment, though there are

395

some already beyond feeling and willing to surrender


their souls in an effort to better define what is otherwise
a meaningless existence.
Throughout the summons, the chamber becomes increasingly inhospitable. During the first two minutes,
the room is considered to be cold; unprotected characters
must make a Fortitude save DC 66 or suffer 1d6 points
of cold damage each round. The room becomes severely
cold during the third and fourth minutes of the summons,
requiring that unprotected summoners to make a Fortitude save DC 66 or suffer 2d6 points of cold damage per
round and 2 points of Constitution damage each minute;
additionally, such creatures are considered slowed for the
next 1d8 rounds. By the fifth and sixth minutes, the
room is extremely cold, automatically dealing 2d6 points
of damage each round and slowing characters for 1d10
rounds; characters are also required to make a Fortitude
save DC 66 to avoid 4 points of Constitution damage
each minute. Furthermore, characters in the chamber
wearing metal armor or coming into contact with cold
metal are affected as if by a chill metal spell. During the
seventh and eighth minutes, the room is unearthly cold.
All effects are doubled as described above. In the ninth
and final minute, those in the chamber must succeed on a
Fortitude save DC 66 each round; failure results in death.
Mephistopheles has been known to resurrect those with
whom he established an arrangement. Upon the Lord of
Losss return to Cania, the cold effects reverse themselves minute-by-minute.
Once all has been arranged to the clients (temporary)
satisfaction, Mephistopheles floats out over the pit from
whence he came, and then descends gradually into it,
whilst the frigid steam swirls around him. When at last
he disappears, the chasm which opened to allow him
entry slams shut. Any secondary casters or invocants that
had been transformed into ice and stone shatter at the
impact.
Any creature (including the summoner) that lives
through an audience with Mephistopheles must succeed
on a Will save DC 66 or suffer the effects of Spiritual
Desolation. If the summoner made an arrangement
with the Lord of the Eighth, he is temporarily immune to
this effect.

ASMODEUS, The Lord of the Nine


And The Devil that is called Asmodeus shall

tempt the Redeemer. And the Redeemer will


claim his mantle from the Lord of the Pit. The
Devil shall return to Perdition, acknowledging
that the future of Drm is in the hands of the
Savior, that his victory is assured, and that all
would follow his will. (The Cilidian, Reckoning,
Chapter Nine, verse 9).
He sat in the middle of a great valley next to a long
dead river. Tattered, dust-gorged robes covered his
dusky, burnt flesh and his hair was in tangles. If any
living thing were within a few hundred feet, his odor
would have soured the others nostrils. None of this
bothered him, though. The prophecy would be fulfilled.
Alman raised his head. The sun blazed down upon
him even in the depths of this canyon. It was noon on the
45th day and 44th night. Once this night had passed, it

would be over. Alman bowed his head again and closed


his eyes, willing himself to ignore the bodily reactions of
his fasting. A lesser man would have long since faltered,
would have long since wept dry tears. Yet, he was no
ordinary man. Here, in the Pit Eternal, bones were his
only company, the wind the only sound. Here, in the Pit
Eternal, he would purge himself of all the physical limitations and impurities as his soul was cleansed of
worldly thoughts, eliminated of its dependence upon the
carnal. He meditated on the path that was foretold,
making it his sustenance. He dwelt on the promise that
would be fulfilled, drinking it as his water. The spirit
would manifest itself over his flesh and the prophecy
would be fulfilled.
Shall it truly?
Alman stirred. He felt the voice rather than heard it.
It slithered through his mind. It was heavy and dense
like the ground beneath him. To a lesser man, it would
have been inviting. To him, it was part of the prophecy.
A grim smile came eagerly to his face. The time had
come.
Indeed.
Alman opened his eyes. Where once had been naught
but flat, emaciated ground and dead sky was what took
the shape of a man. Casting no shadow, he was tall and
stood with regal bearing, his hands hidden in the sleeves
of his attire. Dressed in black and red robes made from
fabrics that could pay for an entire kingdom and spun in
the shape of priestly vestments, the mans face was handsome in its paleness. Red eyes, like blood, glared down
at Alman while a smile darkened the mans countenance.
Abruptly, the man bent to look Alman in the eye.
Alman refused to allow himself to stiffen at the insolence
of the man who knew very well who he was. After all,
the prophecy already named him victor, that he would
redeem humenity and the continent-realm. Yet, even he,
trapped in his mortal shell, could feel the weight of darkness that emanated from the man. This he did not expect. Nevertheless, Alman prepared himself for the challenge.
As suddenly as he stooped, the man stood again.
Alman looked up at him, confused. He had expected a
battle of wills, questions and retorts, his victory. Yet, the
man who had turned his back on him and was slowly
moving away had scarcely paid him more than a few
seconds of time.
Wait! Alman demanded. His voice was dry like
ancient bones, issued through lips cracked like leather
hide, so different from the mans who ignored him. A
tinge of anger touched Alman and he shouted as well as
he could again, Wait!
The man stopped, but did not face him.
Alman struggled to his feet. He swayed slightly and
was suddenly pleased that the man did not turn to him,
see him stumble. What are you doing?
The man shrugged. Alman countenance darkened at
how graceful that simple motion was. There is no reason
for us to question thee, young savior, the word was
said with thick sarcasm, for thou art not worthy of our
attention. He began walking away again.
Alman shuffled in pursuit. What do you mean? Tell
me! He caught up with the man, falling to his knees at
an unexpected swoon, but managing to grab the hem of
the black and red robes. The fabric felt like nothing on
this world, like nothing of any world and he felt security
in their touch. He gripped them as he snarled, How
dare you turn your back on me? You are to tempt me

and I am to defy you!


The man, who had stopped, cocked his head toward
Alman, but still did not turn around. Tempt thee for
what, young savior? Thou art not strong enough to
face us. Thou art not worthy of our concern. The man
motioned with a hand, showcasing his immaculate hands
and fingers. This world shall be ours in its entirety because thou canst not stop us.
In his fury, Alman did not notice that the man, who
had said his piece, continued to wait. I am strong
enough! My Mother in the Mountain has given me the
power to defeat you, to overcome you! My sacrifice will
destroy you and all in Drm will be made safe and pure
for eternity. I will be victorious!
The man turned around a bit more. Thou shalt be
victorious?
Yes! Alman screamed as he lifted himself to his
feet, taking on his true form. His filthy clothes and mangled hair were replaced by pristine robes and golden
tresses. A silver crown rested on his head and his entire
form was illuminated in ethereal light. His feet did not
touch the firmament.
Behold me, Serpent! Alman commanded. Behold
me and despair for I shall fulfill the prophecy! I shall
destroy your works and bind the people to me! I will be
victorious and you will rot in the depths of Perdition!
Alman swelled with satisfaction and pride. None, especially the likes of this thing, would speak or treat him
thus!
At last, the man turned to him. A smirk ruptured the
smooth face. We see there is no defeating thee. No need
at all. We shall return to Perdition, confident that thou
shall fulfill thy destiny.
The man was gone as suddenly as he appeared. Almans laugh was triumphant. His head cast back in
mirth, he did not notice how the borders of his robes had
darkened and how his light seemed to dim or how the Pit
Eternal seemed to widen as if fleeing his presence. Reveling in his victory, he decided there was no need to
disguise his true nature as he sought to overthrow the
yoke of Hell. He would return in glory!
In the Deepest Pit, infernal land of Nessus, the man
sat in the Serpents Throne of the fortress Malsheem,
watching Alman. He smiled as he opened the Cilidian
and read the prophecy aloud. And The Devil that is
called Asmodeus shall tempt the Redeemer. And the
Redeemer will claim his mantle from the Lord of the Pit.
The Devil shall return to Perdition, acknowledging that
the future of Drm is in the hands of the Savior, that his
victory is assured, and that all would follow his will.
Casting one last look at Alman as he made his way
back to civilization, Asmodeus the Devil closed the book
softly, although an echo reverberated across all of Hell.
Our will be done, Alman.
The Overlord of Hell
Medium Outsider (Abomination, Evil, Extraplanar,
Lawful)
Divine Rank: 18 (cosmic rank 21 in Hell)
Symbol: A pentagram surrounded by eight 9s with a
final 9 in the center
Portfolio: Damnation, Devils, Tyranny, Power, Oppression, Lost Knowledge, Intrigue
Cleric Alignments: LE, NE
Domains: Destruction, Domination, Evil, Knowledge,
Law, Trickery
Favored Weapon: The Ruby Scepter of Hell (heavy

396

mace)
Hit Dice: 45d8 (Outsider) + 20d8 (cleric) + 25d4
(wizard) + 990 (1,610 hp)
Initiative: +21 (+13 Dex, +8 Superior Initiative)
Speed: 120 ft., fly 250 ft. (perfect)
Armor Class: 97 (+13 Dex, +18 divine, +34 natural,
+22 deflection), touch 63, flat-footed 84
Base Attack/Grapple: +68/+101
Attack: The Ruby Scepter of Hell +110 melee (1d8+24
plus 3d6 and 1 negative level (axiomatic) plus 3d6
and 1 negative level (unholy) plus Tyrant's Taint/1520/x4 plus 12d6 and 4 negative levels (axiomatic)
plus 12d6 and 4 negative levels (unholy)); or spell
+101 melee touch or +99 ranged touch.
Full Attack: The Ruby Scepter of Hell +110/+105/+100/
+95 melee (1d8+24 plus 3d6 and 1 negative level
(axiomatic) plus 3d6 and 1 negative level (unholy)
plus Tyrant's Taint/15-20/x4 plus 12d6 and 4 negative
levels (axiomatic) plus 12d6 and 4 negative levels
(unholy)); or spell +101 melee touch or +99 ranged
touch.
Space/Reach: 5 ft. /5 ft.
Special Attacks: Domain powers, gaze of Hell's depth,
rebuke/command undead 25/day, salient divine abilities, spell-like abilities, spells.
Special Qualities: Abomination traits, Avatar, Diabolical Decree, Diabolical Empowerment, Diabolical
Prowess, divine aura (18 miles, DC 72), divine immunities, damage reduction 40/anarchic, epic, good, and
silver, godly realm, greater teleport at will, Infernal
Knowledge, Infernal Majesty, immunity to acid, cold,
electricity, and fire, malefircarim traits, plane shift at
will*, regeneration 22, remote communication, resistance to sonic 23, see in darkness, spell resistance
115, telepathy (18 miles), understand, speak, and read
all languages and speak directly to all beings within
18 miles.
*As The King of Hell can only send one avatar beyond the
confines of Hell at a time, he rarely uses this ability.

Saves: Fort +75, Ref +77, Will +86.


Abilities: Str 40, Dex 36, Con 32, Int 54, Wis 54, Cha
54.
Skills: Appraise +105 (+113 alchemical items, +113
books, +113 paintings, +113 forged items), Balance
+96, Bluff +141, Concentration +122, Craft (alchemy)
+110, Craft (blacksmithing) +105, Craft
(bookbinding) +105, Craft (painting) +100, Decipher
Script +90, Diplomacy +169 (+175 with evil beings),
Disguise +112 (+122 when acting in character), Escape Artist +76, Forgery +110, Gather Information
+139 (+149 in Hell), Heal +115, Hide +119, Intimidate +149 (+155 against evil beings), Knowledge
(arcana) +133, Knowledge (architecture and engineering) +85, Knowledge (dungeoneering) +85, Knowledge (geography) +90, Knowledge (history) +120,
Knowledge (local [Hell]) +133, Knowledge (nature)
+90, Knowledge (nobility and royalty) +105, Knowledge (the planes) +133, Knowledge (religion) +133,
Listen +100, Move Silently +81, Perform (dance)
+89, Perform (oratory) +89, Perform (string instruments) +89, Search +115 (+121 to find secret doors),
Sense Motive +133, Sleight of Hand +45, Spellcraft
+143, Spot +90, Survival +40 (+46 in aboveground
natural environments, +50 on other planes, +48 to
find or follow tracks, +46 to keep from getting lost,
+46 while underground), Use Rope +31 (+37 to bind

397

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.

Environment: Malsheem, Nessus, Ninth of the Nine


Hell of Perdition
Organization: Solitary (unique); or with bodyguard
(Aesmadeva); or with attendees (The Ashmadia and
Aesmadeva); or with court (The Ashmadia, Aesmadeva, Martinet, 1d8+1 Dukes of Hell, and 1d3+1
arch-devils); or with Infernal Procession (4d20 + 1
common devils, The Ashmadia, Aesmadeva, Martinet, 1d8+1 Dukes of Hell, and 1d3+1 Arch-Devils).
Challenge Rating: 81
Treasure: The Ruby Scepter of Hell
Alignment: Lawful Evil
Up until this point, this treatise has dealt with the
individual threats of the lowliest lemure to the god-like
Lords of the Nine. Yet, in all cases, an astute reader has
noted that the threat of these creatures, while immense,
was nevertheless limited by their own emptiness, their
own meaninglessness. For that is what Evil is: negation.
There is nothing in Evil; indeed, Evil can exist only by
taking away something from another, consuming anything of value only to be empty and hungry for more.
For the demons of Chaos, this is a raging, destructive
need with an unassailable appetite for ever more destruction. For the daemons of pure Evil, it is selfish apathy
and lies, a study in darkness and depravity. However,
for the devils of Law, it is an attempt to drag others
down into a mire of vice and oppression, making all
slaves to the emptiness from which they too suffer.
The devils of the Nine Hells of Perdition want all to
wallow equally in iniquity; yet, as mentioned earlier,
devils believe that what they want, to impose pain and
emptiness on others, can be explained logically, can be
rationalized. It is unclear to what degree that the greatest
of the devils recognize the futility of their cause. Not
even Mephistopheles can comprehend what the depths of
his soul has revealed to him, that his pursuits are mean-

ingless; not even Beelzebub can recognize that in his


prideful search for perfection, he has only degenerated.
To the last, all in Hell, despite their varying degrees of
cosmic or divine power, are equal in their loss. There is
one, however, who knows full well the emptiness of
Evil. There is one who revels in the pathetic nature of
those who have enslaved themselves to his will through
their pursuit to rationalize something that has no meaning. There is one whose very existence is defined by his
own emptiness, his own terrible desire to enforce that
emptiness on all others, making them through force do
what they are made to do: suffer in darkness and misery
for all eternity. That one is The Overlord of Hell: Asmodeus.
There is no single being in Creation that is more mysterious, more confusing, or more feared. Since time
immemorial, Asmodeus has ruled from the bottom of the
Pit, controlling virtually every aspect of the Nine Hells
of Perdition and manipulating organized, tyrannical evil
throughout the Cosmos. He is the face of active, directed
evil and vice, the Adversary that has intellectualized Evil
in the universe. He is the one that seeks to shackle the
Cosmos under the weight of a logical emptiness, a confounding impossibility that leads to spiritual oblivion.
Asmodeus is the greatest of the spirits of Hell and the
one that is the personification of all that is prideful in its
emptiness and its will to crush the spark of others until
they too are empty. Asmodeus knows very well that
what he wants offers nothing of value to any being but
himself: Asmodeus seeks empty slaves, their souls devoid of light, hope, joy, or love, yet simultaneously
aware of what they have lost, making their misery all the
more pleasant for him. He knows that in every soul the
same desire lurks, the need and will to crush the wills of
others in order to shore oneself up. He offers this ability
by revealing to Creation the value of Evil, its sensibility,
knowing that most will never recognize that there is no
meaning, no value in the grand scheme of things to any
but The Overlord.
Asmodeus is the Prime Evil, the intellectual center of
all that is unholy. Indeed, the various nether fiends may
well be seeking to unite the Cosmos under a banner of
Evil for Evils sake. True, the multitudes of demon
princes wish to see the overthrow of restraint and explanation in the Evil they hope to spread. These alternatives
are terrible, make no mistake. But neither is so seemingly reasonable, so logical as what The Overlord offers.
Asmodeus, The Devil, is Hell.
In spite of so many knowing of the King of the Ninefold Realm, few know of his origins. There are numerous stories and myths about The Overlord of Hell. In the
past, popular myths claimed that he was not Hells first
Overlord, but a powerful arch-devil or Lord of the Nine
that overthrew the previous Overlord, a being called
Lucifer (or The Satan). In a war that rocked Hell, these
two beings battled to be the penultimate face of organized Evil and, through trickery and diplomacy in some
stories or physical might in other stories, Asmodeus
overcame Lucifer. Some say that Lucifer was obliterated
by the new Overlord of Hell, while some insist that Lucifer escaped Hell and now roams Creation pursuing new
goals.
A more recent legend insists that Asmodeus has not
only always ruled the Nine Hells, but that he was one of
the initial forces of Law in the Cosmos and was known
as Ahriman. These legends claim that Ahriman and
another powerful being of Law, called Jazirian, were

joined in some kind of uroborus, a mystical circle.


Emerging from the destruction, freedom, and madness of
Chaos, these two beings are credited with defining the
borders of the Space and Time, thereby determining how
the Realms Beyond would be structured. However, the
two disagreed on where the Cosmos center should be
and, in a titanic struggle, pulled each other apart. Both
were and continued to be severely injured from this ordeal before Time and are still recovering. For whatever
reason, Ahriman changed his name to Asmodeus and hid
himself in the plane in which he fell where he slowly
plots a terrible Armageddon at the End of Time.
Needless to say, there are other legends, but none, not
even these two popular versions, are entirely accurate.
And do not make the mistake of thinking that these errors are accidental for, like virtually everything associated with Hell and Asmodeus, these legends exist and
in some cases are spread for a reason. Virtually every
story has a kernel of truth buried under the detritus of
misinformation.
The realities of Asmodeus origins are remarkably
similar to the two preceding false legends. The being
that would become Asmodeus was originally linked with
the being that would become The Supreme Virtue of
Heaven (whose name, incidentally, is not Jazirian). And,
in truth, these two beings were responsible for creating
two of the Rules of Three. And, in truth, they did do
battle. However, they did not create the planes, nor did
they have names any would recognize today. And they
were not alone in their bond. These two paragons of
Law were joined by the being that would become the
Progenitor of Nirvana. They were the Circle of Three.
They sought to order everything, including morality and
the fledgling gods; they also hoped to do away with annihilation, chance, and liberty. This Circle of Three
battled against Chaos, hoping to overthrow the roiling
spontaneity by defining everything and establishing borders in the Cosmos.
However, all Three could not agree on the sole important element of the Cosmos: The Center. The definition
of The Center, the physical manifestation of ultimate
reality, of the total Truth, would have been the final component to secure the power of Law and defeated Chaos
for all time. While the Three could agree on the ordered
elements of reality, they could not agree on the moral
elements. One vied for honesty, truth, and integrity,
believing that Law should seek to make all equal in happiness and goodness. The other wanted to eliminate
goodness and evil, viewing both as irrelevant, in favor of
pure logic and unfettered order. But the last, the quiet
one, wished to see all of Creation ground into submission and all beings and concepts serving its every whim.
Reaching an impasse for the first time, the Circle of
Three struggled and their struggle became a war. As
they fought, much of what they built unraveled as Chaos
rebounded, and when it seemed that Chaos would rise
triumphant (despite dealing with its own internal conflicts), the unthinkable occurred. The Three separated.
The separation was not painless. Exploding from
each other, the Three were sent reeling into different
directions. The personification of Justice and Truth rose
into the defined Realms Above, the scorching wind of
her passing creating the mountains of the Seven Heavens, her blood the Silver Sea. The Progenitor stopped
shortly after the separation, latching onto the far left of
the Concordant Opposition, his body shattering into
thousands of pieces, creating the first cogs of Nirvana.

398

The personification of Tyranny and Oppression fell,


plummeting until he slammed into the defined Depths
Below, his passing creating the inverted mountain of
Hell, his blood the Lake of Fire. Even as the Three separated, the energy unleashed in their passing infected the
numerous champions of Chaos, dwindling Chaos numbers and creating beings of Balance.
It is unknown how long the Father of Hell lay at the
bottom of the Pit his fall created. It is known that, due to
the conflict of the Three and their separation, he like
his brethren suffered a great loss of power, finding
himself trapped in a prison of his own making. The
Serpents Coil, the Pit of Darkness, and the Endless
Chasm of Fire - all of these serve as names for the place
that held, and continues to hold, The Overlord.
While the Father of Hell recuperated, the first forms
of life emerged from the coagulating blood of the Lake
of Fire. These would be the malefircareim, the original
devils. Reflections of their father, these terrible creatures
sought to dominate each other, instinctively knowing
that an entire Cosmos awaited the victor. But, eventually, the Father of Hell awoke. Watching his children
from the Pit of Darkness, the Dark Lord of Nessus realized that he did not have the ability to return to his lofty
position, but could use these beings, his children, as
slaves, forcing them down a path that would eventually
lead to his freedom. The Overlord of Hell extended a
small bit of his will to create a score of avatars called
Lucifer. Through these avatars, the King of Hell destroyed the more troublesome hellspawn (or rather dispersed their forms) then selected eight of the most powerful to rule over eight equally infinite layers of Hell.
These included Astaroth, Dispater, Mammon, Adrammelek, Leviathan, Lilith, Sammael, and Mephistopheles.
Thus were the Lords of the Nine established. To occupy
these beings until he was ready to use them to their fullest extent, Lucifer created more creatures, the common
devils, and enforced a rigid hierarchy that encouraged
the slavery of the weak and foolish under the strong and
clever.
Lucifer was a force of tremendous evil in the earliest
days of the Dawn of Gods. However, still dedicated to
the eradication of Chaos, The Overlord of Hell became
wary of the gods, knowing that they would create mortals and that these mortals would eventually have a role
to play in his secret goals. Through his various vassals
and slaves, Lucifer corrupted countless worlds, appearing as an angel of light and betraying the trust of mortals,
leading them into damnation and evil. Through Lucifer,
who became known as The Satan, The Overlord of Hell
drew attention to Hell. As the gods and the first of the
powerful mortals sought to end the threat of Hell forever,
The Lord of the Nine created a second avatar, calling it
Asmodeus. Even as Hells enemies sought to destroy
Lucifer, Hells Master staged a civil war, The Battles of
Greed and Light, between Asmodeus and Lucifer. Lucifer lost, either killed or exiled, and a new Dark Lord of
Nessus was established. The Cosmos could feel at least
a bit safer knowing that even the greatest of evils could
be destroyed and that this new Lord would have to struggle to maintain his fiefs. Since that day of treachery, the
face of Hell has been Asmodeus, most of the Cosmos
having no idea that Lucifer and Asmodeus are essentially
one and the same.
Asmodeus has many goals. Chief and foremost is the
spread of Lawful Evil throughout the Cosmos. He
strongly, but secretly, supports a wide array of plots

399

across Creation, from the corruption of entire worlds, to


the creation of so-called messiahs, to bringing about
some worlds Armageddons. Ultimately, Asmodeus
simply wants one thing: to rule all Creation.
Unlike a true god, Asmodeus does not require worship. What he does require is belief and veneration
through actions or inactions that promote his portfolio.
For every act of tyranny, corruption, and vice, Asmodeus
grows in power. It does not matter if the act was in his
name or not (although this certainly helps) so long as the
act is committed. Sacrifices of goodly creatures in his
name also empower The Lord of the Nine, their souls
sent directly to Hell to be consumed. Eventually, Asmodeus will gain enough power to break free from his
imprisonment, at which point he will be one of the most
powerful beings in Creation, towering over even the
overpowers of singular worlds. He will strip back the
power he spent in aligning the Universe, toppling it entirely. All will come to naught and only Asmodeus will
remain with the power to rebuild.
In his goal to regain his former power, The Overlord
of Hell consumes souls. All mortals bound by tyranny
and vice in their hearts find their souls in Hell upon
death. However, aside from those who have been personally touched by an evil god or a Lord of the Nine,
even these mortals have some spark of light, some shred
of decency, in their souls. When these souls emerge in
the Lake of Fire and Brimstone in Phlegethos, any remaining spark is seared away, melting into the supernatural flames, along with much of their memory. As
mentioned earlier, the Lake of Fire also serves as the
primary location for both purification and punishment
for devil; it is so important that the Lord of the Fourth,
Belial, has ordered Gazra to guard it at all times. However, not even Belial knows the truth of the Lake of Fire.
The Lake of Fire is a vein of The Overlord, his
blood. It leads directly into the universe spanning
body of the creature that lies in the Pit of Darkness in the
deepest rift in Nessus. While Asmodeus grants power to
those he finds worthy, so too does he strip any light from
those that bathe within his blood. He drags their goodness, their meaning, away, consuming it utterly, enslaving it to his will, and growing closer to wholeness. So,
the arrival of lemures in Phlegethos is no accident, but
by design. Indeed, Asmodeus takes their memories as
well as he hopes to consume every good thought along
with the bad, smothering them within his being, enslaving them to his will to corrupt. While Asmodeus is capable of returning memories, he rarely does so, savoring
the fact that anything decent his slaves may have felt has
been shackled within his being. It is unknown if he has
the capacity to return any spark of goodness once taken.
The more he consumes, the closer Asmodeus comes to
freeing himself from his imprisonment.
Asmodeus spends his time ruling Hell, which does not
require much direct effort on his part. The other Lords
of the Nine, a good number of arch-devils, and a few
Dukes of Hell, although unaware of the truth of their
masters origins and form, suspect that Asmodeus is far
more than he appears and fear him tremendously. Still,
that has not stopped each of the other Lords, at one time
or another, from challenging Asmodeus power - the
most recent and explosive example being the Dies Irae.
However, all Lords obey a direct order from Asmodeus,
although the more powerful, like Beelzebub and Mephistopheles, are likely to find the means to obey just the
letter of his rulings something Asmodeus respects and

always takes into account.


Beyond managing Hell and the political status quo
therein, Asmodeus opposes the acts of the demons of
The Abyss. Although not integrally involved in The
Blood War largely viewing it as a meaningless pastime
without a resolution for trillions of years to come Asmodeus does support the appointments of the Dark Ministry and allows these dreaded pit fiends to meet in Nessus four times a year. For his part, Asmodeus is very
wary of the actions taken by a few demons, namely Orcus, Lolth, Grazzt, and Demogorgon. Asmodeus is
mildly amused by the lies spread by the nether fiends and
their daemon lackeys. Indeed, he views their desire to
place themselves as the creators of all fiends as ideal to
his desire to remain in the background and out of sight.
Still, Asmodeus has numerous plans in place to topple
many daemon plots should their lies come dangerously
close to reality. Beyond the demons of The Abyss and
the daemons of the Gray Waste, Asmodeus opposes
actions taken by the forces of righteousness, whether
they are of a lawful or chaotic bent. Asmodeus hates
both The Supreme Virtue of Heaven and The Progenitor
of Nirvana, never forgetting what their insolence cost
him.
Asmodeus does not often interact with traditional
gods and most are unaware of his true nature. The gods
of Hell, though, do fear and respect him and all have
some manner of pact or arrangement with him that bars
him from their realms. Asmodeus has even allowed
many gods to assume titles and names that suggest that
they are Lords of Hell; this is not a concern to Asmodeus
since he still receives power from their worshippers. Of
course, Asmodeus, far older and far more intelligent than
any of them, has built-in numerous loop-holes should the
need arise for him to destroy a realm. Indeed, it was
such a loop-hole that allowed Asmodeus to drive both
the orc and goblin pantheons from Hell untold millennia
ago.
Asmodeus seeks to damn as many mortals as possible.
Although he is infinitely patient, Asmodeus would love
to accelerate the moment of his freedom and damning
entire worlds is an excellent means to that end. Not even
the greatest gods (save perhaps those associated with
wisdom and knowledge) can see as far as Asmodeus.
His foresight and craftiness allows him to use one simple
mortal to cause the downfall of entire civilizations. One
of Asmodeus means to accomplish this is to spread
information to all that would accept it. While Mephistopheles represents cold, clinical knowledge in the pursuit of greater understanding, Asmodeus represents
knowledge that has been lost or concealed for fear of it
being abused for the cause of Evil. Asmodeus encourages intrigue and conspiracy in the pursuit of knowledge,
dropping hints and scraps to those seeking to learn more
about that which they have no business knowing. Such
seekers invariably are in pursuit of more power and control. Their dreams are filled with passion, for the desire
to take what they have learned and to use it to become
stronger or to create dark cabals to control the lives of
others from the background.
What is amazing about the ploys Asmodeus uses is
the fact that he encourages the spread of truth. Those
that would follow Asmodeus often learn early on that the
path upon which they have embarked will lead them into
Perdition, yet anyway they come. This is because Asmodeus offers a reasonable explanation for why their
pursuits are worthy, why the knowledge they will un-

cover will improve their lives. The damnation Asmodeus delivers is never due to anything he forced upon
others directly; rather, it is something that the damned
take upon themselves in their desire to have more, control more, be more. Many find this interesting for it is
often expected of Asmodeus that he will force mortals to
take the path he demands. In point of fact, Asmodeus
does accomplish this through the other Lords of the Nine
and the various Powers of Hell. Whether it is through
the various unique servants of Hell (like the dark marshal
of Bael or the stoic of Mephistopheles) or through the
Legions of Hell, Asmodeus has plenty of means to impose his will on others. However, when he becomes
personally involved, The Overlord prefers to allow others to willfully place the shackles on their souls, to willfully accept him as their true lord and master.
Asmodeus is even craftier than Dispater when it
comes to arranging contingencies. More than almost any
other being in Creation, Asmodeus has the capacity to be
patient and has no problem with manipulating events
over the course of a thousand generations to lead to one
end. Whether it is in Hell, with the death of Bensozia,
the Dies Irae and the dismissal of Geryon, or the creation
of false messiahs on countless worlds, there is nothing
Asmodeus does not do that does not play some role in
his desire to rule over all. What is never clear until it is
too late is precisely what Asmodeus is hoping to accomplish. Asmodeus will guide apparent servants down a
path only to abandon them at what appears to be the
strangest moment while at other times he will make sure
that a single child is saved from a collapsing building. In
the end, it is always better to assume that whatever Asmodeus does is done to benefit himself and Lawful Evil.
There are two public faces of The Overlord of Hell.
The first was Lucifer the Satan. In this guise, The King
of Hell appeared as being of inhuman, angelic beauty,
his androgynous, glowing white body held aloft by six
wings, his evil only hinted at through his blood red eyes.
The guise of Asmodeus is notably different and more
subtle. As Asmodeus, The Overlord of Hell appears as a
slightly taller-than-average, very handsome mature man
with slicked back, ebon hair, and blood red eyes. His
skin is like white marble and his red lips are framed by a
neatly trimmed moustache and goatee. Dressed in extremely expensive, yet conservative red and black robes
and cloaks that bring to mind religious attire, Asmodeus
seems to glide rather than walk with tremendous grace.
In either guise, the avatars of the King of Hell always
carry the Ruby Scepter of Hell, an artifact of almost
incomparable power.
The true form of The Overlord of Hell is unknown.
Apocalyptic texts and the visions of lunatic seers claim
that the true appearance is similar to that of a tremendous
black serpent or legless dragon with broken bat-like
wings and with flaming, blood-red eyes. The body of
The Overlord is said to be as large as a single mortal coil
and that a single, ebon scale can hold an entire world.
These apocalyptic visions often end with this tremendous
monster rising from the depths of the Pit of Darkness,
followed by countless legions of pit fiends, as it slowly
coils about the Cosmos, suffocating it of love, joy, peace,
and freedom, smothering all under the weight of tyranny
and evil. To date, all those who have publicly shared
their dreams disappear within nine days, never to be seen
or heard from again. Yet, their books remain, hidden in
dusty libraries across the Cosmos, ready to be read by
those eager to learn more of Hell and its master, prepar-

400

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):

401

Cower: Affected beings cower before the might of


Asmodeus. They can defend themselves normally but
take no actions.
Induce Fear: Affected beings become panicked and
suffer a -9 morale penalty on attack rolls, saves, and
checks. The merest glance or gesture from Asmodeus
makes them frightened, and they flee from him as
quickly as possible. A panicked creature has a 50%
chance to drop what its holding, chooses its path randomly (as long as its getting away from immediate danger), and flees any other dangers that confront it. If cornered, a panicked creature cowers.
Obeisance: Affected beings drop to their knees at the
sound of Asmodeus voice, acknowledging The ArchFiends sovereignty. While bowing, victims are considered prone and flatfooted until their next turn. Asmodeus can use Obeisance in conjunction with any 9th
level or higher spell that requires a verbal component
(this includes spells adjusted by metamagic feats). Doing so uses up a spell slot as per usual.
Asmodeus Aura of Utter Hell supersedes the effects
of his divine aura for those beings within 9 miles of his
presence. Deities and cosmic entities can only be affected on a successful opposed rank check.
Avatar: Asmodeus is the avatar of The Overlord of
Hell (Lawful Evil overdeity). As the avatar of an overgod, Asmodeus possesses the powers of a true deity
rather than those of a conventional avatar. Asmodeus
also keeps his malefircarim special abilities, and was
given several unique salient abilities to help facilitate his
rule over Perdition.
The Overlord may generate up to 20 avatars within
Hell at one time and typically has at least nine (including
the dominant avatar) available. However, due to the
nature of his imprisonment, The Overlord may only
maintain one avatar outside of Hell at any one time; if
The Overlord sends an avatar beyond Hell, he can neither generate nor maintain other avatars (already created
avatars go into stasis until the avatar returns to Hell).
It takes 90 days for the Overlord to create a new avatar
unless an avatar was destroyed beyond Hell. In such
cases, The Overlord will lose all current avatars save one
and it will take nine months for him to create a new avatar. It is unknown what would happen if The Overlord
lost access to all his avatars. The Overlord may select
different appearances, ability scores, classes, feats, salient divine abilities, skills, and so on when creating an
avatar, as was the case with Lucifer and Asmodeus.
Damnation (unique salient divine ability): Many
desperate mortals have made deals with devils over the
centuries, seeking the quick (yet dangerous) road to
knowledge, power, or wealth. Some of the most arrogant
or foolish have attempted to bargain with the King of
Hell himself. Assuming the client signs several contracts
of terrifying complexity, thereby agreeing to repay the
Overlord at some point in the future, Asmodeus will
grant the client whatever his or her heart desires. Using
his ability to alter reality, Asmodeus will generally grant
the client great power (whether personal or political)
and/or the ability to completely dominate or oppress a
person, group of people, or even country of their choosing.
Asmodeus can grant virtually any boon that suits him
and his clients needs. For instance, Asmodeus might
grant the client a +9 profane bonus to an ability score or
skill (especially Bluff, Diplomacy, or a Knowledge
skill), or the ability to cast a spell like dominate monster

or mass charm monster (with a +9 profane bonus to the


save DC) 9 times per day as a spell-like ability. Asmodeus is quite flexible with the boons he offers those
insane enough to deal with him; so long as their desires
promote organized evil, The Lord of the Nine is likely to
grant them their request, even in the form of a wish.
Furthermore, it is believed that Asmodeus has the ability
to mimic the soul-bargaining powers of any being bearing a Duke of Hell, arch-devil, or Lord of the Nine template. To date, this has neither been confirmed nor debunked. It is known that Asmodeus has the ability to
grant Damnation boons through a proxy; such proxies
are typically Nessian pit fiends, extremely powerful (21st
level +) cardinals of Asmodeus, or Dukes of Hell
(particularly Martinet).
Asmodeus can bestow up to nine such benefits per
client, but one such benefit is lost every nine months
unless the client sacrifices the soul of a willing or dominated subject to Asmodeus before that time. Such sacrifices must be worth no less than one-third the HD of the
victim and must have noble or royal blood in their veins
(no more than nine generations removed). Such sacrifices must take place in regal environments and at midnight. When all of a client's powers have been lost, or
when all nine sacrifices have been made, the client usually dies (The Devil has been known to let his favored
clients live on for quite some time, often killing them
when they least expect it or right before they assume
their hoped for destiny). Short of the direct intervention of a deity while the client lives, there is no chance of
reprieve from the damnation awaiting this corrupt soul.
Even with the direct intervention of the deity, the victim
must undergo some form of atonement to release his soul
from Asmodeus. The deity may offer atonement and a
quest to the client to not only undue the wrongs he committed, but to release the souls he consigned to Hell to
gain more power. The quest must be completed within
nine months after which the clients soul is forfeit and he
immediately dies and descends into the Pit of Darkness
where his oblivion will be endless and complete. To
retrieve such a soul is an epic adventure of almost divine
proportions as it requires that one bargain with Asmodeus . . .
Divine Immunities: Ability damage, ability drain,
acid, binding, cold, death effects, dimensional anchor,
disease, disintegration, dismissal, electricity, energy
drain, imprisonment, mind-affecting effects, paralysis,
poison, repulsion, sleep, soul bind, stunning, temporal,
stasis, trap the soul, turning or rebuking, transmutation.
Unlike most deities, Asmodeus is subject to banishment
and similar effects. This unique status is due to the nature of The Overlord, who itself has effectively been
banished from the Cosmos.
Domain Powers: Cast divination, evil, and law spells
at +1 caster level; smite 18/day (+4 to attack, +20 to
damage); treats Bluff, Disguise, and Hide as class skills.
Gaze of Hells Depth (Su): Asmodeus gaze reveals
the depth of depravity, loss, and wickedness that is Hell.
Those subjected to Asmodeus blood red gaze may suffer
one of the following effects, as chosen by Asmodeus
(each is a mind-affecting gaze attack with a range of 60
feet):
Chill: The target creature must make a Fortitude save
(DC 72) or begin to feeling numbingly cold and empty.
If affected, it can take only a single move action or standard action each turn, but not both (nor may it take fullround actions). It moves at half its normal speed (round

down to the next 5-foot increment). This effect lasts for


up to 63 rounds and does not stack with other slow effects. Additionally, the creature takes a 9 penalty on all
attack and damage rolls, saving throws, ability checks,
and skill checks for the next 24 hours.
Fear and Weakness: The target creature must make a
Will save (DC 72) or cower before Asmodeus for up to
63 rounds. If the Will save is successful, the creature is
instead shaken for 9 rounds. In addition, if Asmodeus
wills it, the target may also take 9 points of Strength
damage. A Fortitude save (DC 72) halves the effect. A
creature cannot drop below Strength 1 in this manner.
Madness: If the target creature fails a Will saving
throw (DC 72), its mind becomes overwhelmed by the
sheer power and otherworldliness of Asmodeus. The
creatures Intelligence and Charisma scores each drop to
1. The affected creature is unable to use Intelligence- or
Charisma-based skills, cast spells, understand language,
or communicate coherently. The subject remains in this
state until a heal, limited wish, miracle, or wish spell
(succeeding at a DC 45 caster level check) is used to
cancel the effect. If the variant sanity rules are being
employed (see Appendix D: Infernal Insanity), the creature instead takes d% points of sanity damage (minimum
9) on a failed save and 3d6 points of sanity damage on a
successful save.
Deities and cosmic entities can only be affected on a
successful opposed rank check.
Hells Mouth (unique salient divine ability): As the
King of Hell, Asmodeus has absolute control over all of
the gates and portals that lead to Hell from any location,
reality, or plane of existence, as well as those within
Hell. Up to 18 times a day, The Lord of the Nine can
cause a gate or portal to open and can accomplish different feats with it. First, Asmodeus may use the Hells
Mouth to interact with beings within his sensory range.
Secondly, Asmodeus may cast spells, use salient divine
abilities, spell-like abilities, or any other power through a
Hells Mouth. Asmodeus may also send devils through
the Mouth; such beings are treated as if called rather than
summoned. Finally, Asmodeus can cause the Hells
Mouth to inhale sharply; sucking in those within 90 feet
into a location in the Nine Hells of Asmodeus choosing
if they fail a Will Save (DC 72). In any event, the Mouth
remains open for nine rounds.
Asmodeus can only open existing gates to Hell or
those that have been opened by spellcasters, magic items,
or artifacts within the past nine days at the location the
gate was created. Thus, if a wizard casts a gate spell to
Hell in his sanctum, for the next nine days, Asmodeus
can create a Hells Mouth in that location. Asmodeus
cannot use Hells Mouth on typical summon monster
spells. He is limited in his ability to create Hell's Mouths
on planes apart from Hell and the Prime - he does not
have direct access to the Ethereal Plane or the Elemental
Planes. He has no access to the plane of Concordant
Opposition or to Sigil, though he is able to open a Hell's
Mouth in the gate towns. He may open Hell's Mouths on
the Outer Planes, but only 18/year, and only within 18
miles of an existing monument or portal to Hell. Note
that these restrictions do not prevent him from opening
standard gates to these locations (save Sigil).
A Hells Mouth usually appears as a great, diabolically evil human male face with jagged, chewing
teeth. Flames burst from the gaping maw as it attempts
to suck in unlucky victims or when Asmodeus uses the
Mouth to communicate. On other occasions, it appears

402

as a particularly sinister-looking portal complete with a


diabolical, enflamed frame. Asmodeus may adjust the
Mouths appearance as he desires.
Infernal Knowledge: As the driving force of Lawful
Evil in the cosmos for countless millennia, Asmodeus
possesses untold knowledge. He may use the lore ability
as a 45th level loremaster (+85 to his check).
Infernal Majesty (Ex): Within Perdition, the power
of the King of All Hell is incomparable. On any layer of
Hell, Asmodeus possesses a cosmic rank of 21, ranking
him as an overdeity. This does not alter his statistics and
is applied in addition to his divine rank (the better of the
two, in this case the cosmic rank, is used for rank
checks). Asmodeus may select up to nine locations
within Hell at any one time, which he may affect as a
godly realm. It is unclear if he has any limitations in
terms of range or duration in accomplishing such feats.
Although it is believed that he must succeed in a rank
check to overcome the cosmic or divine defenses of
other Lords or gods, the certainty of this position is unclear.
The Lord of the Nine (unique salient divine ability): Asmodeus is affected as though by a permanent
nondetection spell (caster level 45th) and can see in perfect darkness, even that created by deeper darkness
spells. He can communicate with any creature within 18
miles using telepathy. He gains the Damage Reduction,
Infernal Majesty, Regeneration, and bonus feats of the
Lord of the Nine template, and reaps improved versions
of some of their other powers, as follows:
Call Devils (Su): As a move equivalent action, Asmodeus can demand the respect of any devils. Asmodeus may call, up to 9 times a day, up to 3 archdevils, 6 Dukes of Hell, 9 pit fiends, or 18 of any lesser
type of devil. Any devil or being with a diabolic template
is vulnerable to being called by Asmodeus, regardless of
location. No devil is brave enough (save Mephistopheles) or stupid enough (save Moloch) to verbally challenge Asmodeus in Hell, much less to his face, so all
obey his commands.
Diabolic Supremacy: Akin to (but more potent than)
the diabolic prowess of lesser arch-devils, Asmodeus
receives a +18 profane bonus to the DCs and effective
caster levels of his special attacks, spells, and spell-like
abilities. Asmodeus calculates the save DCs for his divine aura and salient divine abilities as he does his other
special abilities.
Spell-Like Abilities: Asmodeus may cast all spell-like
abilities available to the Lord of the Nine template at
will. These abilities are included in the list below.
Overlord of Hell (unique salient divine ability): As
the true and undisputed King of the Nine Hells, Asmodeus has powers that transcend those of the other
Lords of the Nine.
Infernal Potentate (Ex): As the personification of
Lawful Evil, Asmodeus mere presence automatically
unhallows an area equal to 9 miles in Hell. Not only can
Asmodeus select any spell from the unhallow list in the
Players Handbook, he may also use any of his domain
spells as potential attachments to the effect, can attch up
to nine different spells at once, and can change the associated spells 9/day as a move equivalent action. While
he can suppress (and reactivate) this ability as a free
action, he rarely does so. Asmodeus can use this ability
through his Hells Mouth salient divine ability.
Submission of the Lords (Ex): Once a month, Asmodeus can force the other eight Lords of the Nine to

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submit to him. Asmodeus may call them to his fortress


in Nessus, Malsheem, where they must pay obeisance to
him. This power also allows Asmodeus to terminate any
and all infernal abilities of the Lords or any other devil.
Asmodeus may do so 18 times a day as a moveequivalent action, the devil (even an arch-devil or Lord)
receiving no saving throw or spell resistance to avoid the
effect. The devil retains its hit dice, class levels, feats,
skills, and ability scores, but loses its Abomination and
Devil traits, supernatural abilities, spell-like abilities, and
any benefits and/or features associated with the Duke of
Hell, arch-devil, and/or Lord of the Nine templates.
Asmodeus may also grant these benefits up to 18 times
per day, again as a move equivalent action. Finally,
Asmodeus can simply transform a devil into another
kind of devil, the devil again receiving no save against
this ability. This power extends beyond Hell through the
use of a Hells Mouth, although there are rumors that
Asmodeus can reach beyond Hell without the benefit of
the Mouth. Asmodeus power to promote or demote
devils as described here is in addition to the powers of
the Diabolical Decree.
Spell-Like Abilities: Asmodeus uses these abilities
as a 99th level caster, except for divination spells, evil
spells, and law spells, which he uses as a 100th level
caster. The save DCs are 78 + spell level. At will - accursed, animate dead, baleful polymorph, blasphemy,
blur, calm emotions, change self, charm monster, clairaudience/clairvoyance, command, confusion, contagion,
create greater undead, create undead, deeper darkness,
delayed blast fireball, desecrate, destruction, detect
chaos, detect good, detect magic, detect secret doors,
detect thoughts, dictum, discern location, disintegrate,
dispel chaos, dispel good, divination, dominate monster,
dominate person, earthquake, enthrall, false vision, find
the path, firestorm, flame strike, foresight, geas/quest,
greater command, greater dispel magic, greater invisibility, greater restoration, harm, hellball, hold monster,
implosion, inflict critical wounds, inflict light wounds,
invisibility, legend lore, magic circle against chaos,
magic circle against good, mass hold monster, mass
inflict light wounds, mass suggestion, meteor swarm,
mirage arcana, mislead, monstrous thrall, nondetection,
oppress, order's wrath, persistent image, polymorph,
polymorph any object, power word stun, protection from
chaos, produce flame, protection from good, pyrotechnics, read magic, restoration, resurrection, screen, scrying, shatter, shield of law, suggestion, summon monster
IX (as evil or law spell only), symbol of pain, time stop,
true domination, true resurrection, true seeing, tyranny,
unhallow, unholy aura, unholy blight, wall of fire, wish.
Spells: Asmodeus may spontaneously cast up to 9
arcane and 9 divine epic spells per day. The forbidden
spells accursed, Asmodeus' heretical infection, the Serpent's sibilant whisper, and tyranny are all closely associated with the Lord of the Nine, though he is familiar
with an untold number of spells.
Cleric Spells Per Day:
(Levels 0-22)
6/11/11/10/10/10/9/8/8/8/5/4/4/4/4/3/3/3/3/2/2/2/2.
Caster level 71st (72nd for divination, evil, or law spells).
Base DC = 51 + spell level, or 53 + spell level for mindaffecting, language dependant spells.
Wizard Spells Per Day:
(Levels 0-22)
4/10/10/9/9/9/9/8/8/8/5/4/4/4/4/3/3/3/3/2/2/2/2. Caster
level 76th (77th for divination, evil, or law spells). Base
DC = 51 + spell level, or 53 + spell level for mindaffecting, language dependant spells.

The Ruby Scepter of Hell: Asmodeus carries The


Ruby Scepter of Hell. The scepter is carved from pure
ruby, with an onyx pentagram at its head. Of unparalleled craftsmanship, it glistens with an unimaginable,
unearthly luster. This item would be worth more than
1,000,000 gp in gem value alone, before even considering its immense magical power.
The Ruby Scepter is a +9 axiomatic power unholy
power heavy mace with a threat range of 18-20 and a x4
critical multiplier. Any creature struck by the Scepter is
affected as by blasphemy and dictum (caster level 45th).
The Ruby Scepter also possesses the following powers.
While Asmodeus may use each of these powers at will,
unless otherwise stated, all others may use each power
no more than three times per day.
Tyrants Taint: On any successful strike, the Ruby
Scepter may confer Tyrants Taint. If a victim fails a
Will save DC 72, he suffers from this insidious effect.
Tyrants Taint has an incubation period of 9 days and
deals one negative level. The damage dealt by Tyrants Taint shifts the victim one alignment step
closer to Lawful Evil. What makes Tyrants Taint
particularly dangerous is that a new save must be
made every nine days for the next 81 days. Nine successful consecutive saves indicate that one has become free of the disease.
Tyrants Taint may be
removed by a 31st level, good aligned cleric who must
cast greater restoration and miracle in immediate
succession, succeeding on a DC 45 caster level check
each time; this may be done at any time during the 81
day period. Like the Serpent's sibilant whisper (see
Chapter 2: Forbidden Magic), it is all but impossible
to detect Tyrants Taint.
The Ruby Scepter grants a +9 profane bonus to the
saves of all Lawful Evil creatures within 90 feet (all
wielders save Asmodeus benefit from the bonus).
The wielder may withdraw this effect on an individual
basis should a powerful Lawful Evil creature challenge his authority. Further, all Lawful Evil creatures
within 900 feet with 45 or fewer combined HD or
class levels may be commanded by the wielder as an
evil cleric commands undead. All other non-Lawful
Evil creatures with fewer than 45 HD may be turned
as a good cleric turns undead.
Absorption: The Ruby Scepter can be used as a rod of
absorption, capable of absorbing up to 27 spell levels
per day.
Armor of Malsheem: When this ability is activated (a
full round action), the wielders damage reduction,
fast healing, and regeneration are doubled for the next
9 rounds (if the wielder does not possess one or more
of these boons, he receives a DR of 9/ , fast healing
equal to his Constitution modifier, and regeneration
equal to double his Constitution modifier). When in
Asmodeus hands, the Scepter also doubles the hit
points of his divine shields for the duration. While
this power may be used once a day for others, Asmodeus take on the Armor of Malsheem thrice per
day.
Bolt of Lightning: 180 foot long, 10 foot wide line;
deals 180 points of corrupted, violated electricity
damage (Reflex DC 72 for half). Failure of the Reflex knocks a victim prone; furthermore, failure by 10
points or more throws a victim back 10 feet plus 10
more feet for every additional 10 points by which the
save was failed (thus a being that received a result of

40 would be knocked back 30 feet). If this effect


causes the victim to strike a solid object (like a wall),
the victim suffers 1d6 points of damage for every 10
feet they travel before striking. A victim must also
make a Fortitude save DC 72 or become paralyzed for
9 rounds. Whether the victim succeeds or not, he
becomes charged with static electricity for the next 9
rounds and deals 15d6 points of electricity damage
whenever they come within reach of or touch another
being.
Cone of Frost: 90 foot long cone; deals 180 points of
corrupted, violated cold damage (Reflex DC 72 for
half). Those struck must also make a Fortitude save
DC 72. On a successful save, victims are slowed for 9
rounds. On a failure, victims are stuck in place as
though by hold monster for 9 rounds. If they fail the
Fortitude save by 18 points or more, they are frozen
into ice and rendered helpless for up to 9 days (a
miracle or wish cast by a 31st level caster that succeeds at a DC 45 caster level check can thaw victims
out). If they take 50 points of damage or more from
any one attack while in this state, victims shatter into
pieces and die.
Inflict Wounds: On any successful melee attack with
the Ruby Scepter, the wielder may choose to inflict
wounds upon the target of a melee attack (this is done
as part of the melee damage rather than as a separate
action). This effect deals 52 points of corrupted, violated negative energy damage to the target (Will save
DC 72 for half). Undead are neither harmed by nor
benefit from this power. Thrice per day, Asmodeus
(and Asmodeus only) can increase the effect, dealing
200 points of corrupted, violated negative energy
damage instead (Will save DC 72 for half). In both
cases, Asmodeus heals a number of hit points equal to
half the damage dealt in this fashion (he cannot exceed his normal maximum hit points in this fashion).
Jet of Acid: 360 foot long, 5 foot wide line; deals 180
points of corrupted, violated acid damage (Reflex DC
72 for half). Failing the Reflex save requires that a
victim must also make a Fortitude save DC 72 for one
magic item; failure indicates that the item takes the
damage as well (see Items Surviving after a Saving
Throw in the Magic Overview section of the Players
Handbook to determine which items are affected
first). At the beginning of each of the next two
rounds, another of their items must save as well. In
addition, the acid eats away at the flesh, dealing 3
points of Constitution damage (Fortitude DC 72 for
half) immediately and an additional 3 points at the
beginning of each of the next two rounds (unless a
heal, miracle, or wish spell from a 31st level caster
that succeeds at a DC 45 caster level check is cast on
the victim).
Tyrant Triumphant: Activating this ability causes
pulsing, red and black waves to emanate from the
Scepter in a 90 foot radius. The area within 90 feet of
the Scepter is surrounded by a wall of anti-magic.
The wall is razor thin, but prevents spells or supernatural abilities originating from within the area from
affecting those without and vice versa, similar to the
lesser layers of a prismatic wall. All save the wielder
within the area are affected as if by disjunction, blasphemy, dictum, and repulsion in that order during the
round that the effect begins (caster level 99th, DC 72
where applicable). A nearly impenetrable shield is

404

erected around the wielder, and remains for 3 rounds.


Each round the barrage of spells repeats within 90
foot radius of the Scepter. The shield surrounding the
wielder is immune to all forms of attack save those
with the good or chaotic descriptor. The shield has
999 hit points. Even from those forms of attack
against which it is vulnerable, the shield ignores the
first 90 points of damage per round. Good or chaotic
aligned spells which do not normally deal damage
deal 1d10 points of damage per spell level to the
shield. During the first round, the Scepters wielder is
purged of all unwanted effects, including but not limited to, disease, poison, enchantments, curses, debilitations, and death. In the second round, the wielder is
healed to full hit points. By the third round, the
wielder regains spells, spell-like abilities, and any
other limited-use abilities innate to his nature (not
granted by an item) as if he had rested for a day.
While Asmodeus may use this ability thrice a day, all
others benefit from it once a day. Tyrant Triumphant
will automatically activate once per day should its
wielder perish. In either case, once Tyrant Triumphant is used, the wielder may not call on any of the
Scepters other powers save its melee effects
(including axiomatic power, unholy power, blasphemy, dictum, and Tyrants Taint, but excluding
inflict wounds), or the remaining uses of Tyrant Triumphant (Asmodeus only), for the next 24 hours.
A being that touches or holds the Ruby Scepter
against Asmodeus will suffers several dire consequences. In addition to the saves required by Infernal
Arms, the DCs increase by +1 every nine hours. Even a
being that saves against these effects suffers nine negative levels when holding the Ruby Scepter.
Any being slain by the Ruby Scepter finds his soul
consigned to Nessus trapped in the Serpents Throne.
No being save Asmodeus himself can restore such a soul
to life. Asmodeus has a price for the release of each one,
assuming someone is willing to travel to his domain in
order to bargain for it.
Some say the Supreme Virtue once traveled into Hell
to liberate her follower, and she was the only one to ever
receive a soul back free of cost. The modron bureaucrats
of Mechanus offer pricey legal advice for discovering
loopholes in a contract offered by Asmodeus...some go
mad after seeing perfect logic so tainted by evil.
Other Divine Powers
The statistics here reflect the powers of the avatar of
the King of Hell, whom most simply call Asmodeus,
although the true name of this being is unknown. As far
as the devils of Hell, most gods, and virtually all lesser
beings know, the avatar is the true Asmodeus.
Although these statistics are for the avatar of the true
King of the Nine Hells (what or whoever that being
might be), it is only through the use of the Hells Mouth
salient divine ability that the avatar can interact with (or,
more rarely, enter) the Prime Material Plane.
Senses: Asmodeus can see (using normal vision or
darkvision), hear, touch, and smell at a distance of eighteen miles. As a standard action, he can perceive anything within eighteen miles of his worshipers, holy sites,
objects, or any location where one of his titles or name
was spoken in the last hour. He can extend his senses to
up to twenty locations at once. However, his remote

405

sensing is limited to Hell, or to Prime worlds he has


accessed with a Hell's Mouth. While he can completely
block the sensing power of any god or cosmic entity
attempting to peer into Nessus, he does not have this
ability beyond his layer.
Portfolio Sense: Asmodeus can sense anything that
pertains to Lawful Evil acts (trickery, tyranny, etc.)
eighteen weeks before it happens and retains the sensation for eighteen weeks after the event occurs. However,
he is limited in his ability to perform this feat beyond
Hell except with the use of a Hells Mouth.
Automatic Actions: Asmodeus can use Bluff, any
Knowledge skill, or Sense Motive as a free action if the
DC for the task is 30 or lower. He can perform up to
twenty such free actions each round.
Create Magic Items: Asmodeus can create any
magic item that has lawful or unholy attributes, that
smothers the will, or that otherwise brings the wielder
ever closer to a Lawful Evil alignment.

Summoning Asmodeus
The summoning of the King of Hell is a rare event
indeed, but it has been attempted - and even been successful on certain occasions, most often immediately
before the absolute triumph of 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-

mos. To date none have found any viable loophole in


even one of The Overlords contracts.
When business has been concluded, Asmodeus, in the
midst of the darkness, covers his face with the hood of
his robes and whispers an unholy prayer. The darkness
takes on a malevolent feel, transmuting into a permanent
damning darkness effect through which only the chief
invoker (typically) can see. Joining Asmodeus in his
unholy, blasphemous prayer are the souls of the countless damned, whispering and weeping as their sorrow
and damnation leeches from the Pit of Darkness. The
arch-devil begins to swell into immensity, his shape
elongating and becoming serpent-like, his face becoming
too terrible to behold. All those that witness this transformation immediately lose nine years from their lives
and suffer 9 points of Wisdom drain (if the variant sanity
rules are in use, victims lose d% sanity points). In short
order, the King of Hells bulk strangles the entire room.
As the whispers of the damned reach a chilling crescendo, The Overlords form explodes into a cloying,
black mist that forces its way into every creature present.
This process is a violation of the highest order that eternally marks the soul. Animals, magical beasts, oozes,
plants, or vermin immediately take on the fiendish template and become Lawful Evil. All others are thereafter
under a permanent serpents sibilant whisper effect (Will
save DC 72 negates). Unlike the version of the spell
detailed in Chapter Two, a successful rank check is required to not only magically discern the enchantment,
but to remove it once found. If the rank check is not
exceeded by at least ten points, the victims soul is immediately rent from wherever it resides and is dragged
screaming into Nessus.
The pit fiends present, having suffered humiliation
and a loss of intellect, are banished from Hell, but are
granted an ethereal form by which they may tempt and
possess the souls of the children of humanity (see the
Book of Vile Darkness for rules on possession and the
Fiend Folio for the fiend of possession prestige class).
Generally, these pit fiends remain close to the chief invocant, possessing those closest to him and influencing all
his affairs in such a way as to please Asmodeus, hoping
for a reprieve and return to Hell.
Once the pit fiends take ethereal form, illumination
returns to the summoning chamber and all seems as it
was save that burnt into the precise center of the floor is
a small (nine inch) and invisible symbol of Asmodeus.
The summoning chamber is forever marked as a place of
immense and eternal evil. Although Asmodeus often
leaves the mortal coil without any indication of a spiritual wound, it is a certainty that the effects of his spiritual wounds far exceed those caused by his vassals. The
following affects are the better known:
Evil and Lawful spells function at +9 caster level (this
supersedes the caster level described in Chapter One.
Asmodeus has the ability to select what creatures are
affected by the spiritual wound maladies within the
range.
Asmodeus may cause weather in the area to function
as evil weather cast by a 99th level caster with all applicable saves at DC 72 in addition to the effects described in Chapter One
Asmodeus may open a Hells Mouth up to nine times
a year for the next nine years in the summoning chamber.

406

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

407

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.

408

unclear which of the three factions dominates the decisions, although it is probable that Hell gets more than a
fair share.
While the best known mortal servants of Hell tend to
come from the ranks of the Prestige Classes of Perdition
in Chapter Three, there are many others that serve the
cause of tyranny and oppression. Whether clerics, blackguards, or another class, all Lawful Evil divine spellcasters that do not bow to a specific god witlessly serve
goals of Hell.

Minions of Lawful Evil


Lawful Evil clerics or other classes that serve the
general concepts or tenets of Lawful Evil are typically
considered unofficial servants of Perdition even if they
have not taken diabolical oaths of service (see the Devotee of Darkness and Soulsworn feats in Chapter 3).
However, some of these divine spellcasters draw their
power from one of the other Lawful Evil planes. It is
typically assumed that a LE cleric who possesses only
the Law domain is a servant of Acheron and a LE cleric
who possesses only the Evil domain is a servant of Gehenna. Clerics possessing both domains are considered
to be of Perdition.
Most minions of Lawful Evil do not practice a specific dogma or religious tradition. Clerics of this sort
form tyrannical cults that pursue various goals that may
include the overthrow of a beneficent ruler, the establishment of an atheistic empire, or the summoning of a great
evil dedicated to organized vice (typically a malefircarim, arch-devil, or even a Lawful Evil cosmic aberration like Ilsensine). In the event that such clerics abandon their dedication to Lawful Evil, they will experience
a loss of their divine power until such time that they
make amends to their specific worship of Lawful Evil.
While they often traffic with devils, they are not beholden to them in the same way true servants of a Lord
would be. Devils rarely attempt to bring such clerics
into the fold unless directed to do so by a Peer of Perdition. These clerics are not bound by any of Hells laws
directly; however, by default all such clerics are slaves to
Asmodeus. Although he does not directly grant them
spells, they gain their spells from their faith in Lawful
Evil which is personified by The Overlord. Asmodeus
does have the power to take a personal interest in minions of Lawful Evil, but rarely does so, believing that if
they are too witless and lazy to recognize a greater power
behind them and to seek it out, they are not worthy of his
attentions.
When these Lawful Evil clerics die, they are invariably damned to Hell; however, unlike servants of specific
Lords or other Powers of Hell, these fools are cast into
the Pit of Darkness where their souls are immediately
consumed by Asmodeus.
For those Lawful Evil mortals who are not clerics, or
who do not possess neither the Law nor Evil domains, a
formal tribunal awaits after death. It is before this tribunal that the soul is judged and sent to Acheron, Perdition,
or Gehenna for eternity. The tribunal consists of a representative from each of the three Depths Below. They
hear the claims of all interested parties as to the disposition of the soul (who typically has no say in the proceedings) before rendering judgment. The decisions by the
tribunal are final and irrevocable. A Count of Nessus
usually sits as Hell's representative to the tribunal. It is

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Minions of Hell
There is a growing minority of clerics and other Lawful Evil divine spellcasters that serve Hell directly. They
tend to serve no specific doctrine other than tyrannical
evil and this is what sets them apart from the Minions of
Perdition. Such clerics are very similar to minions of
Lawful Evil save they have either taken a diabolical oath,
or they have made a pact with a Power of Hell. About
25% of the minions have taken oaths while the balance is
those who have made pacts. Of those who have made
pacts, over 50% are Lawful Evil and sometimes interact
within a more formal religious structure.
Minions of Hell are all considered servants of Asmodeus even if they made a pact with another Lord of
the Nine for they receive their spells through him; however, for the purposes of portfolio sensing, minions of
Hell are still considered servants of the Power of Hell
with whom they made an oath or established a pact.
Since minions of Hell are not directly tied to Asmodeus
(and rarely to a Lord for that matter), they tend to have
much greater lee-way in their activities unless they are
directly overseen by their patron. Indeed, it is unusual
for the Powers of Hell to take direct and immediate interest in the actions of minions of Hell since most of them
are created through pacts with Dukes of Hell.
Minions are rarely called to service for their master
(s). As most of them have established pacts with Powers
of Hell in order to achieve their desires, they tend to be
obsessed in the pursuit of their goals. However, for
those who are devotees or soulsworn, it is not unusual
for them to be called on from time to time to engage in
some kind of task for Hell.
On occasion, there are clerics and other divine spellcasters associated with other gods or concepts that become minions of Hell after making a pact with a Power
of Hell. Although many such men and women do not
immediately become Lawful Evil, they no longer receive
their spells from their god or from the concept that empowers them but from The Overlord. Since they are not
necessarily Lawful Evil at such times, these fools still
cast domain spells as before until they either become
Lawful, Evil, or both.
Minions are most likely to be encountered either in
places where there are very powerful, established godworshipping religions or in places where the Hells have
limited interest or influence. In both cases, most minions
are learned men and women with access to vast resources, allowing them to at the very least summon
greater devils, if not Peers of Perdition, to the mortal
coil. Upon their deaths, most minions are sent to the
Lake of Fire and Brimstone where they are accursed into
lemures. Those who attempted to avoid their fate
through atonement are usually taken bodily into Hell by
their master. These unfortunate souls are subjected to
countless years of torture until their master grows bored
and casts them into the Lake of Fire and Brimstone.

Minions of the Lords


There are two different kinds of divine servants of the
Lords. First and foremost are those who claim member-

ship to the various Prestige Classes of Perdition; second,


there are those who serve a specific Lord of Hell. In
both cases, such minions recognize themselves as part of
an organized religion and pursue the cause of their
Lords take on Lawful Evil. They also have taken either
the Devotee of Darkness or Soulsworn feat. Many have
also summoned powerful devils to the prime and established pacts of some sort. Only the most powerful (and
certain in their dedication to Hell) have attempted to
summon a Lord of the Nine.
Each Lord has his or her own way of managing their
cults as detailed below. Thus, while cardinals of Asmodeus rule over the church of Asmodeus across the
Cosmos, the structure of Mammons churches and the
relationships between toll wardens and his clerics differ
from place to place. Further, each Lord is associated
with two or three domains, although a cleric is not beholden to these so long as they select either Evil or Law.
While such minions venerate specific Lords, they all
receive their divine power from Asmodeus with the Lord
in question serving as proxy. Thus, Asmodeus can strip
any servant of another Lord of his divine abilities; however, in most cases, Asmodeus allows his Lords to govern their worshippers as they see fit. The only regulation that Asmodeus has strictly enforced is no overt
fighting among the different churches (covert fighting
must be done in such a way as to avoid any indication of
treachery and must not degenerate into Chaos or selfcentered acts).
Minions of the Lords are usually found in hamlets,
towns, and small cities that have limited or weak godassociated religions.
In such locations, diabolical
churches often flourish in secrecy, slowly asserting
greater and greater control and/or influence in the surrounding environs. Only a select few in such locations
are explicitly invited to join such a church; others are
tempted to acts perpetuating a specific Lords aspect of
Lawful Evil, but rarely made aware of the terrible secret
that lies so close. Most diabolical churches have large,
subterranean temples that are usually removed from their
town or city, thereby reducing the impact of spiritual
wounds when devils are summoned to the mortal coil. It
should be noted that in rare cases entire nations can fall
under the power of a diabolical church. This only occurs
when other churches are wiped out or are violated under
the power of Hells mortal servants. The empire of
Narq, ruled by the Prince of Hell, Lixer, is an example of
such an event.
Upon death, minions of the Lords find their souls
taken directly to the Lord in question who can do with
the soul as he or she pleases as described below. Asmodeus rarely seeks to take such souls, valuing the fact
that such minions can continue their acts of organized
evil in the afterlife. After all, their works will bring ever
more souls to Hell, so he can afford to be without a few.

Honored Petitioners
Not all of the minions of a Lord of the Nine are condemned to existence as a lemure (or worse). A select
few are granted higher forms upon their arrival in
Hell. These beings gain the Baatezu, Evil, Extraplanar,
and Lawful subtypes as well as the half-fiend template
(the energy resistance granted by the Baatezu subtype
overrides that granted by the template). They generally

also gain greater teleport (self plus 50 pounds of objects


only) as a spell-like ability usable at will.
Many of these servants appear as true devils - and for
most intents and purposes, they are. In these cases, the
natural and special attacks (but not spell-like abilities) of
the half-fiend template are replaced with those of the
devil they resemble, along with the appropriate natural
armor bonus and size modifiers. For instance, a cornugon would have the Stun special attack instead of
Smite Good, as well as the bite, claw, and tail damage of
a standard cornugon. Such a servant must possess a
number of Hit Dice at least equal to the minimum Hit
Dice of the type of devil they are to appear as. It should
be noted that it is not unheard of for servants to experience a reduction from their original level.
Other servants maintain their original appearance or
assume a unique one upon receiving this blessing. Some Lords are known to exchange the spell-like
abilities of the half-fiend template with equivalent abilities that are more appropriate for the tasks the new devil
will be assigned. For instance, Dispater is known to
grant such servants wall of iron in place of contagion.
Both types of servants advance in Damage Reduction
and summoning ability as per the rules for advancing
fiends found in Chapter 4.

The Lords of the Nine


and their Cults
All Lords grant access to the Evil or Law domains.
Any other options are detailed in individual listings.
Bael: Destruction, Hatred, War. Bael expects military
precision in his churches, which are most often found in
tyrannical and oppressive kingdoms and empires where
they wield significant authority. Dark marshals of Bael
tend to serve within the church of Bael as crusaders and
templars. The few clerics of Bael are usually vicious,
plotting racists that promote hostility against any and all
that stand opposed to their ideas as to what is right and
wrong. The churches of Bael promote strife and war.
When such servants pass into the afterlife, their fate
depends on how well they served Bael in life. Those
who failed to impress Bael are accursed into lemures and
sent to the front lines in the Blood War. The rewards of
those who pleased Bael depend upon their level of
achievement, but many become honored petitioners (see
above).
Dispater: Inquisition, Mind, Protection. Dispaters
church, surprisingly, is not especially organized. Most
clerics devoted to the Iron Duke are so involved in their
own goals that interacting with each other is too much of
a bother. Furthermore, they all know that they are often
working at odds with each other (none know that in the
end only their Lord benefits from the confusion). Minions of Dispater are often found in large towns and small
cities where business is flourishing. Whether cleric or
mogul, Dispaters servants promote sloth and unethical
behavior in all, particularly among the wealthiest. Some
control merchant guilds or serve as advisors in such organizations; others are the heads of or powerful members
in thieves guilds. Moguls of Dispater have no special
relationship with clerics of the Second Perdition, although it is more usual to see a mogul working with a
cleric rather than two moguls or two clerics. Upon
death, minions of Dispater are taken to the Second Hell.
The vast majority are turned into lemures or soul shells

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and made to commit to meaningless toil for at least 99


years. Those lucky few selected by committee after this
time frame are promoted as necessary to fill whatever
stations are available in Dis. There are a rare few who
were so productive in their lives at making others unproductive that they are allowed to keep their mortal forms
and abilities as honored petitioners. Such minions serve
Dispater or one of his Dukes directly.
Mammon: Greed, Trickery. Diabolical churches
dedicated to Mammon do not exist in a formal fashion
because the members are too greedy to share the wealth.
While toll wardens tend to focus on the acquisition of
wealth, clerics of Mammon often promote the idea of
even ownership for all. Thus, toll wardens and clerics
are often at odds with each other. Toll wardens usually
control thieves guilds while clerics of Mammon usually
serve in government roles and wield great power therein.
While toll wardens often travel from place to place, clerics are stationary in small to mid-size cities. Upon death,
minions of Mammon are taken to Minauros where they
are cast out as lemures or soul shells into the city or sold
to devils from other Perditions (usually Phlegethos); a
few are sold to night hags. This notwithstanding, some
minions of Mammon believe that they will prove themselves of enough worth that they will escape such a fate
and instead be place in a position in the Third Perdition
where they can continue to satisfy their greed for the
remainder of eternity. Mammon and his court remain
reticent on this matter.
Belial: Domination, Fire, Pain. Belials minions
flourish in large, cosmopolitan cities where the wealthy
and perverse are plentiful. They take advantage of those
that seek new experiences, offering them intense, terrible
sensations. Clerics and dominators have been known to
work closely together, with the cleric typically controlling the dominator. While the cleric may pose as an
upstanding citizen, the dominator manages brothels,
torture chambers, and other areas fit for his calling.
While the cleric seeks to denounce acts of perversion,
promoting strictures in behavior, the dominator enforces
those ideals. Of all the minions of the Lords save Asmodeus and Beelzebub, minions of Belial work most
closely with devils, particularly erinyes or kochrachons.
Belials churches are extremely organized and are often
provided cover by brothels and slave trade cartels.
Weekly rituals of pain are typical and expected. Those
that die dedicated to the Master of Pains and Suffering
are cast into Phlegethos where they are guaranteed years
of torture as soul shells. Those who prove themselves
capable of appreciating their station and the pain they
suffered are often promoted into erinyes or kochrachons;
the balance are cast into the Lake of Fire and Brimstone
and accursed as lemures.
Leviathan: Gluttony, Water. Weather. Among the
Lords, Leviathan is the least interested in mortal worshippers as he is more interested in netting their souls.
Those that serve him find their master capricious and
treacherous. As a result there are few clerics and plenty
of veils. Clerics of Leviathan often prey upon towns and
cities along rivers and coasts and often pursue elaborate
plots and schemes to take control of the environment;
they are not adverse to making arrangement with seafaring races and monsters. These clerics rarely work
with each other as they never trust others of their kind.
Conversely, veils of Leviathan can be found anywhere,
but particularly in good or neutral dominated places.
Like their cleric counterparts, veils seek power, but are

far more subtle and difficult to discover. They often are


at odds with minions of Dispater and Mammon as they
tend to use thieves guilds and mercantile organizations
to further their goals. Likewise, they struggle against
each other as they compete for their Lords favor. Upon
death, servants of Leviathan are cast into Stygia where
they are usually thrown into the Styx. Those that manage to survive those waters intact are collected by barregons and are never seen again in their mortal forms.
What happens to them is unknown, but the Order of the
Fly suspects that they are turned into nupperibo and
eventually into barregons.
Lilith: Destruction, Storm, Weather. Minions of
Lilith function under very specific strictures. The Lord
of the Sixth requires that all her servants are female or
males that have castrated themselves. She also requires
that her servants actively seek to cast down gods of nature, creation, or sex. Clerics of Lilith compete with
their despoiler allies for control of her churches. Clerics
tend to focus on the dark goddess aspect of their matron,
focusing their attentions on overthrowing male dominated societies, the ritual sacrifice of children, and the
emasculation of males of all sort. They tend to be found
in hamlets and towns where they spread their teachings
in relative isolation from established power structures. It
is not unusual for clerics of Lilith to rule such locations,
concealing their acts by masquerading as clerics of a true
god. In contrast, despoilers are as likely to have arcane
or druidic backgrounds as not. Despoilers tend to focus
a great deal more on control over nature. Despoilers are
often found in advanced societies that hope to expand
and grow. They often work well with others, particularly
servants of Dispater and Mammon, and have no qualms
about working with each other. They are rarely in obvious positions of authority but tend to wield considerable
influence. While they hate men, despoilers do not actively seek to kill them, viewing them as useful in the
reordered natural environment they champion for their
mistress. Children, however, are killed if the opportunity
presents itself. The differences between the clerics and
despoilers of Lilith results in the two factions rarely interacting. When they do, there is often a power struggle
between the groups. Once dominance is established, it
usually remains so long as the despoilers, who are prone
to relocation, are in the area. Upon death, the souls of
Liliths minions are taken to Malbolge where they are
often immediately turned into lemures for at least 99
years. Upon the end of that duration, these lemures are
often put on a fast track to promotion and granted their
old appearances upon becoming erinyes. Most of Liliths servants remain erinyes for the duration of their
existence, while a few are promoted directly to pit fiend
status. Lilith treats her minions relatively well after their
deaths.
Beelzebub: Nobility, Oracle, Trickery. Minions of
Beelzebub consider themselves to be members of an elite
group whose powers transcend the boundaries of one
plane of existence. Unlike the servants of other Lords
(save Asmodeus), those that serve the Lord of the Flies
are unified in their activities and all of their pursuits
promote a common goal: complete control of the world
around them. Clerics of Beelzebub are the leaders of
their Lords church while infiltrators of Beelzebub are
considered church specialists. Minions of the Seventh
can be found almost anywhere. There are typically six
major hubs or webs located in major cities of a given
continent or world, the leaders of these webs answering

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to a single powerful cleric located in a major metropolis.


This leader in turn answers to a high ranking member of
the Order of the Fly (epic leaders answer to Beelzebub
himself).
Upon death, minions of Beelzebub are
reeducated in the ways of Hell as lemures in
Maladomini. They are often left in this state for a time
based upon their successes as mortals. The most successful are typically promoted to osyluths while the least
remain lemures for an indeterminate duration. The successful leaders of Beelzebubs church are always reformed in the forms they had in life, retaining their abilities with the application of the honored petitioner traits.
They are usually placed within the Order of the Fly. The
greatest of these often rise quickly within Beelzebubs
court assuming theyre not assassinated. It is generally agreed that Beelzebub takes decent care of his favored minions.
Mephistopheles: Cold, Knowledge, Magic. Mephistopheles is close to Leviathan in his disdain for mortal
servants. Those who would seek him out are not denied,
however, as Mephistopheles knows that some mortals
can exhibit some degree of intelligence from time to
time. There are very few clerics dedicated to the Eighth
as Mephistopheles draws from the mind, not the heart.
Such clerics are typically multi-classed wizards (never
sorcerers) and do not practice within a unified church.
Stoics of Mephistopheles are even more isolated, spending their days seeking out more knowledge and imposing
their whims on those less intelligent than they. In either
case, both clerics and stoics of Mephistopheles are usually found in large towns or cities that are considered
centers of knowledge. They often work closely with
unscrupulous types (especially moguls of Dispater) to
procure books, scrolls, and magic items to facilitate their
research. When they die, minions of Mephistopheles are
cast deep into Cania where they are stripped of their
knowledge and memories and forced to exist as lemures
until they are fortunate enough to be promoted. Of those
who discover this truth prior to death, most are smart
enough to quickly determine the secrets of lichdom or
else create spells to transform themselves into gelugons
upon death, the beneficiary gaining honored petitioner
traits. Others seek reprieve from this terrible destiny by
leading others into Perdition (although it is questionable
how well this path works). In any case, some of these
former servants are recognized for their initiative in the
court of the Eighth with minor titles and/or station.
Asmodeus: Destruction, Domination, Knowledge,
Trickery. Of all the minions of Perdition, none are as
organized, unified, or driven as those that serve Asmodeus. Minions of The Overlord account for over 50%
of all minions of Perdition or Lords combined. They are
a blight upon any world unfortunate enough to attract
their attention. Al though they have no real authority to
do so, minions of Asmodeus often seek out and take
control of the churches of minions of other Lords, using
their greater access to resources to accomplish the task.
Warlords of Bael serve as templars and warriors, moguls
of Dispater and toll wardens of Mammon ensure the
regular intake of coin, dominators of Belial serve as
assassins, and stoics of Mephistopheles offer guidance in
lost or corrupt knowledge. Cardinals of Asmodeus control the church of The Overlord, while clerics are the
rank and file members. The church is very hierarchical
and maintains the same titles across the expanses of the
Cosmos. While churches of Asmodeus can be found in
any civilized area, the epicenter of their authority is usu-

412

ally in the capital city of a powerful nation or kingdom.


There is always one supreme leader over the church of
Asmodeus in a given world; such a one is always a cardinal of Asmodeus and many claim diabolical blood in his
or her veins. The churches are extremely wealthy yet
very subtle and difficult to detect, often masquerading as
merchant guilds or aesthetic sects. Their goal is simple:
to corrupt and damn as many as possible into serving the
King of Hell. Although they often also seek regional or
world domination, they are content to simply damning
the most powerful and capable people in their realm of
influence. Upon death, successful minions of Asmodeus
find themselves as honored petitioners, usually appearing
as erinyes or hamatulas. A select few honored petitioners are transformed into unique devils; they gain unique
forms of their choosing and are knighted (see Chapter 4).
For those who displeased Asmodeus, the reward is eternal damnation as their souls are devoured by their Master.
Everything in Hell, particularly the existence of every
diabolical being, is strictly regulated. From the moment
a new soul arrives in Phlegethos, every aspect of its being is monitored, catalogued, and evaluated. Depending
upon a devils success and failures, its existence as a
slave of Hell may be relatively pleasant or exceptionally
excruciating. Eventually, a devil will either learn how to
succeed and advance, thereby bringing ever closer the
goals of Perdition, or it will be demoted repeatedly until
it is eventually cast into the Lake of Fire and Brimstone
where it is annihilated utterly, its essence merging with
the plane and/or The Overlord, finally achieving some
level of success in the end.

The Hierarchy of Hell


Demotion of Devils
The manner in which devils are demoted is a closely
guarded secret. It is known that kocrachons, the torturers
considered native to Phlegethos, have the ability to demote devils by slowly and painfully defacing them. It is
also known that osyluths can demote devils accused of
infractions in the Blood War. Finally, all greater devils
but particularly pit fiends have the ability to demote
lower ranking devil castes. While designated lesser devils are typically granted the right to demote by only one
caste, greater devils can demote lesser devils all the way
to lemure status and lower ranked greater devils to cornugon status (cornugons are typically demoted to barbazu or squamugon). Whether this process is accomplished by long term ritual, magic, or some kind of mechanical process when done by common devils has not
been determined. Of course, the Lords of the Nine suffer
no restriction and may demote or promote as they see fit;
for them the process is entirely magical.
A superior never demotes a subordinate without
strong, documented cause for to do so risks the efficiency of Hells order. A hasty demotion almost always
results in the supervisor suffering demotion and serving
under the power of the wrongly accused.
Devils may be demoted in form as a punishment. A
demotion in form may not result in a reduction in hit
dice, but such a devil must not possess more hit dice than
allowed by the new form. For instance, a pit fiend with
20 hit dice demoted to cornugon could retain its 20 hit
dice, but if the same devil was demoted to lemure it
would have to be reduced to at least 6 HD, the maximum

allowed for a lemure. This is not to say that a punished


devil is often allowed to retain any additional hit dice. In
nearly all circumstances, devils are completely reduced
to the base hit dice of the lower form.
A devil that suffers energy drain and loses levels that
places it below the base hit dice of its form is expected to
report to its immediate superior as soon as possible for
judgment. Depending on the superior, the devil may be
demoted to a lower form appropriate to the level loss or
receive magical restoration of the lost level.

Promotion of Devils
Just as none beyond Hell know how devils are demoted, so too is the manner in which they are promoted
a closely guarded secret. Typically, only pit fiends are
granted the right to promote devils, although there have
been cases in which gelugons have been accorded such
power. Promotions in Hell are significantly rarer than
demotion as a promotion not only brings a subordinate
closer in status (and threat) to the supervisor, but if the
promotion proves to have been a mistake, the promoter
may himself be demoted by his own superior.
Devils have various methods of advancement. A
standard promotion is through the various methods established and executed by the Dark Ministry. Lords of
the Nine can circumvent these lengthy procedures and
immediately promote a devil to a higher form. In any
case, a devil cannot be promoted to a form for which it
does not possess the base number of hit dice. Class levels acquired by a devil do not count for this purpose.
When a devil is promoted, class levels it may have obtained previously are usually lost. Lords of the Nine
may choose to allow the devils they promote to retain
some or all of their class levels; the Dark Ministry never
allows this for the rank and file.
Rank and Recognition
Life in Hell is almost entirely a military one for
most devils. The vast majority of common devils contribute the bulk of their existence to the Blood War.
Precision and rules dictate everything a devil does as it
pursues the cause of Perdition in the War Eternal while it
strives to rise above its peers to achieve the pinnacle of
diabolical existence as a pit fiend. Less than one in a
million devils ever make it to this lofty achievement.
However, even fewer devils ever enter into the arenas of
true power in Hell, the Courts of Perdition, where Lawful Evil is at its mightiest in the Cosmos.
The nobility and royalty of Hell is deceptively involved within the hazy area below the Courtiers of Perdition. While the description of rank among the Dukes
of Hell, arch-devils, and Lords of the Nine was clearly
described in Chapter One, there are plenty of lower
ranked nobles that serve in various capacities across
Perdition. For the most part, these lower ranked nobles
will be powerful greater devils (usually pit fiends), powerful Lawful Evil monsters (beholders, blue or green
dragons, illithids, or undead), or unique petitioners that
continue their service in the afterlife.
Scholars have determined that there are nine infernal
noble rankings (which would include the Courtiers of
Perdition), nine knightly orders, and nine military designations (described in Chapter Six). It is not unusual for
some devils to have earned titles from two or even three
of these different ranking systems. However, the true
power lies within the upper echelons of the nobility and
royalty (the Courtiers of Perdition); below that, authority

413

is not as clear although some generalities can be assumed as described below.


Orders of Infernal Knighthood
Common devils that distinguished themselves in service to Hell are sometimes rewarded. Most such devils
are pit fiends, although there are known to be a few gelugons, barregons, and cornugons so recognized. There
are nine orders; one for each circle (save Stygia) and one
for the Blood Warriors. This award is a new addition and
replaces the Order of the Crystal Depths, whose members, loyal to Geryon, were slain when Leviathan returned to rulership of Stygia. To date, the Prince has
seen no reason to institute a new Order. If he does, it is
unclear how the perfect numerology represented below
will be affected.
The Orders of Infernal Knighthood serve in the lower
realms of Hells nobility. Such Knights are not part of
the Courtiers of Perdition, but they wield considerable
authority in the appropriate circles. Although the Orders
have traditionally honored devils, there are a fair number
of petitioners that have been recognized for their actions
in life that promoted Lawful Evil. One may also find a
few Lawful Evil monsters as well.
Order of the Bleeding Blade prestigious service in
the Blood War. Awarded by the Dark Ministry. There
are various lesser orders as well.
Order of the Bronze Sword prestigious service to
Avernus. Awarded by Bael.
Order of the Iron Shield prestigious service to Dis.
Awarded by Dispater.
Order of the Golden Idol prestigious service to
Minauros. Awarded by Mammon.
Order of Fiery Ecstasy prestigious service to
Phlegethos. Awarded by Belial/Fierana.
Order of Black Lightning prestigious service to
Malbolge. Awarded by Lilith.
Order of Perfection prestigious service to
Maladomini. Awarded by Beelzebub.
Order of the Glacial Heart prestigious service to
Cania. Awarded by Mephistopheles.
Order of the Nine Circles Highest honor in all Hell
short of promotion to the Courtiers of Perdition.
Awarded only by The Overlord of Hell.
Infernal Royalty and Nobility
Nobles of Hell rank above the Knights of Hell, although in many cases, lower ranking nobles are Knights
as well. The four lower ranks wield no little power in
certain circles. The vast majority of these nobles are pit
fiends, although there are a few unique devils that are
not quite Dukes of Hell among these ranks as well as
Lawful Evil monsters. The upper four ranks are considered the Courtiers of Perdition. These are the true Powers of Hell. Finally, at the top is The Overlord himself,
who shares the designation as king and royal with no
one.
Lesser Nobles
Baronet The least of the nobility and often a recently recognized knight. A baronet must have at least
20 HD. Although the vast majority are pit fiends, there
are smatterings of gelugons, barregons, cornugons, minions of Hell, and powerful monsters in this rank.
Baron Barons often administer minor affairs within
a Perdition and are better established than baronets, although they cannot technically command them. A baron

must have at least 22 HD. While there are a few gelugons and barregons in this rank, there are no cornugons.
Count Counts typically maintain important cities
within a layer not tied to the Blood War (unlike a governor of Hell) or else administer tasks of medium import.
Among devils, only pit fiends are found in such stations.
There are some minions of Hell and a few fallen angels
and monsters. A count has at least 25 HD.
Marquis The marquis is just one step below the
cusp of true power in Hell. Often a powerful member in
a Dukes court or perhaps even serving directly under a
Lord of Perdition, a marquis both glories in and chafes
under the scrutiny of its superiors and the threats of its
subordinates. A marquis has at least 27 HD.
Courtiers of Perdition
Duke of Hell The Dukes of Hell serve directly under
a Lord of the Nine. There are 81 Dukes of Hell.
Grand Dukes of Hell Most arch-devils that are part
of 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.

414

The Powers of Hell


and the Mortal Soul
Dicefreaks takes the position that the Realms Beyond,
or outer planes, embody realities that the mortal world
has no business having direct interaction with At least
not until after death. In The Gates of Hell, spiritual
wounds and the deadly impact on the mind when using
Forbidden Magic, particularly spells to summon Powers
of Hell, reflect Dicefreaks stance. Devils of all types,
like most outsiders, aberrations, elementals, and undead,
are beings that are so pure in their otherness that to
confront them can shatter most mortal minds and souls.
For those that wish to have this aspect of the Realities
Beyond exemplified in their games, further revealing the
threat that Hell and the other Depths Below represent,
the use of Sanity rules is heartily recommended.
The variant Sanity rule is presented in full detail on
pages 194 through 210 of Unearthed Arcana. Dicefreaks advocates the active use of all Sanity rules save
the variants on Casting Spells and Learning Spells as
described on page 196. Sanity rules offer a greater degree of terror and darkness when used properly in more
sophisticated games. Before making use of these rules
for The Gates of Hell, it is imperative that readers review
the material in Unearthed Arcana for applicability to a
given campaign.
Although insanity is typically perceived as the dominion of Chaos, both Law and Neutrality can provide the
proper stimulation to send a mind reeling into madness.
In the D&D game, and in Dicefreaks, insanity is not
always the result of natural ailments; in many cases,
insanity is the result of malevolent intent on the part of
another being or else the victim becoming too deeply
immersed in the darkness or Chaos that exists just beyond the fabric of the mortal coil. Those who have seen
too much of the evil may find their souls may be irrevocably soiled. Experiencing the inconceivable mercilessness, unbridled hatred, and overwhelming tyranny of
Hell is a kind of darkness no mortal should ever be exposed to in any form. Whether it is the slithering, pitiful
form of a lemure or the terrible, awe-inspiring appearance of a pit fiend, the reality of Hell is too much for any
but true spirits or those who have long since abandoned
the traditional tenants of mortality to withstand. However, unlike the presence of Chaotic Evil or Chaotic
Neutral, the mortal soul does not recoil in fear or unravel. In Hell, the reverse occurs; those that witness Hell
too frequently become shackled to the hatred, tyranny,
and oppression of the Nine-Fold Realm. Their souls
abdicate their independence and their minds move ever
closer to Hells Ideal.
Encounters with Hell will result in varying degrees of
insane reaction. Depending on the nature of a campaign
setting, Hell may be very involved with a given world,
sending emissaries on a routine basis. In other situations, the reverse may hold sway in which the gods and
their servants actively seek to keep Hell at bay. In either
event, Hell should be perceived as so otherworldly that
humanoids cannot ignore the appearance of even a lemure without some manner of adverse impact. It will
ultimately depend upon the DM to determine how and
when Sanity checks should be instituted.

When certain denizens of Hell are encountered, it is


likely that most humanoid mortals may eventually develop a kind of resistance to some. The following list
divides devils into the three common varieties and then
into the Courtiers of Perdition.
Common Devils: These devils are the most likely to
threaten the mortal coil on a regular, personal basis.
How adversely the appearance of such creatures is depends on their place in Hells Hierarchy. The greater the
status, the greater the impact. While some mortals may
eventually overcome the appearance of a barbazu, only
those that have exceeded the traditional limitations of
mortal existence can hope to withstand the presence of
the likes of a pit fiend.
There are a number of suggestions in using Sanity
rules when encountering common devils. One is to base
Sanity checks upon the devils CR. If an individual
devils CR exceeds the character levels of four PCs, the
encounter warrants the use of Sanity rules. For example,
if a cornugon, a CR 16 devil, encounters four 16th level
characters, the characters will be able to withstand the
overwhelming oppression the devil represents; however,
if one 16th level PC encounters the same cornugon by
herself, she will be forced to check her Sanity. Since the
CR is the determining factor for Sanity checks, it is not
necessary to increase Sanity damage for higher HD devils; i.e. a CR 20 and CR 25 pit fiend warp the minds of
mortals to the same degree, although the latter pit fiend
will have a broader range since its CR is higher. Another
recommendation is to not require Sanity checks for any
summoned lesser or least devil (greater devils should
always constitute Sanity checks). Finally, use common
sense. If 13th level characters have encountered cornugons six or so times within a short period, perhaps
they have managed to overcome the soul-shattering presence of these beings for a certain time frame, say 1d6
days.

Least Devils: imp 0/1d4, lemure 1/1d4, spinagon


1/1d4

Lesser Devils: barbazu 1/1d6, erinyes 1/1d6*, hamatula 1/1d6, hell cat 1/1d8, kocrachon 1/1d8, kyton
1/1d10, malebranche 1/1d10, narzugon 1/1d10, osyluths 1/1d8, squamugon 1/1d6
Greater Devils:
barregon 1d2/1d12, cornugon
1d2/1d10, gelugon 1d3/2d6, pit fiend 1d4/2d8
*Erinyes can select not to allow their presence to warp the
souls of mortals in their natural forms as a free action. This
helps facilitate their temptation powers.

Unique Devils: For the likes of malefircareim, halffiends, and petitioners, the impact on the mortal mind
may or may not be severe. Malefircareim, essentially
quasi-gods, will always adversely affect mortals while
most half-fiends will not.
Malefircareim deal 2d4/2d10 in Sanity damage.
Half-fiends generally do not deal Sanity damage
unless they are encountered under special circumstances that highlight their otherworldly natures. A
group of PCs encountering a half-fiend brutally beating another person into submission with its claws or a
whip may well constitute a Sanity check as the halffiend reveals its overwhelming need to oppress. Sanity damage in such cases should be based upon the

415

half-fiends HD. Those between 1st and 6th levels


deal 1/1d4; those between 7th and 14th deal 1/1d6;
those with 15 and higher levels deal 1d2/1d10. Marquis half-fiends should deal an additional die of Sanity damage (1d4 to 1d6 and so on). For all points and
purposes, honored petitioners should be treated as
marquis half-fiends.

ier should inflict an additional 1d4 in Sanity damage


whenever they attack PCs or PCs loved ones/allies.
Dukes of Hell: 1d8/2d10
Arch-devils: 1d10/2d12
Lords of the Nine: 3d6/d% (always a minimum of 9)

Courtiers of Perdition: The Courtiers of Perdition


should always require Sanity damage when first encountered in their true forms regardless of how often PCs
have encountered other Courtiers (for summons, this
would be in addition to whatever damage invocants suffered). Thereafter, Sanity threats should be circumstantial and usually based upon further revelation of how
terrible these creatures are. Like common devils, they
deal damage based upon their CR; however, each Court-

Madness and Hell


Those that go insane after too many encounters with
Hell tend to suffer very specific ailments. Encountering
a Duke of Dis is likely to always result in the same kind
of madness that may well be different from that caused
by a Duke of Nessus. The following lists are variants to
the Short-Term Temporary Insanity Effects, Long Term
Temporary Insanity Effects, and Indefinite Insanity.

Table B 1: Short-Term Temporary Insanity Effects


D%

Effect and Associated Perdition if applicable*

01 20

Character shows physical hysterics or emotional outburst. Any Perdition

21 30

Character has a screaming fit. Any Perdition

31 40

Character becomes homicidal, dealing harm to the nearest person as efficiently as possible. Avernus.

41 50

Character faints (can be awakened by vigorous action taking 1 round; thereafter, character is shaken
until duration expires). Dis.

51 55

Character flees in panic. Minauros

56 60

Character gripped by echolalia (doing whatever those nearby say or do). Phlegethos

61 65

Character gripped with desire to consume anything belonging to another. Stygia.

66 70

Character falls into a stupor (assumes fetal position, oblivious to events around him). Malbolge.

71 75

Character has delusions of grandeur. Maladomini.

76 80

Character babbles in incoherent rapid speech or in logorrhea (a torrent of coherent speech). Cania.

81 90
91 100

Character becomes catatonic (can stand but has no will or interest; may be led or forced to simple actions but takes no independent action). Nessus.
Roll on Table D 2: Long-Term Temporary Insanity Effects.

*The associated Perdition applies when the denizen of 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.

416

Table B 2: Long-Term Temporary Insanity Effects


D%

Effect and Associated Perdition if applicable

1 20

Character performs compulsive rituals (washing hands constantly, walking in a particular rhythm,
never stepping on cracks, constantly checking to see if crossbow is loaded, and so on). Any Perdition.

21 30

Character has uncontrollable tics or tremors (-4 penalty on all attack rolls, checks, and saves, except
those purely mental in nature). Avernus.

31 39

Character becomes paranoid. Dis.

40 49

Character develops an attachment to a lucky charm (embraces object or type of object as a safety
blanket) and cannot function without it. Minauros.

50 59

Character has aberrant sexual desires (typically exhibitionism, nymphomania, or sadomasochism).


Phlegethos.

60 69

Character has amnesia (memories of intimates usually lost first, Knowledge skills useless). Stygia.

70 79

Character develops psychosomatic blindness, deafness, or the loss of the use of a limb or limbs. Malbolge.

80 89

Character has delusions of grandeur. Maladomini.

90 99

Character loses ability to communicate via speech or writing (and cannot cast spells requiring verbal
components). Cania.

100

Character becomes catatonic (can stand but has no will or interest; may be led or forced to simple actions but takes no independent action). Nessus.

Table B 3: Indefinite Insanity


D%

Mental Disorder Type and Associated Perdition if applicable

1 20

Other (megalomania, impulse control)

21 30

Schizophrenic (psychotic). Avernus.

31 39

Anxiety (includes severe phobias). Dis.

40 49

Eating. Minauros.

50 59

Psychosexual. Phlegethos.

60 69

Dissociative (amnesia). Stygia.

70 79

Somatoform (night terrors). Malbolge.

80 89

Schizophrenic (delusions). Maladomini.

90 99

Mood (manic/depressive). Cania.

100

Personality (compulsive, histrionic, narcissistic). Nessus

417

Since its original publication in 2002, third edition


Deities and Demigods by Wizards of the Coast has been
a controversial text. A great deal of discussion revolved
around the fact that this book preceded the Epic Level
Handbook by about three months. It was revealed that
although there was some degree of intertextual relationship between the two books, divine and epic mechanics
did not truly meld together well.
Although gods as presented in Deities and Demigods
were extremely powerful, not a single one progressed
beyond 20th level in any one class, had access to epic
feats, or could cast epic spells. Elements as mundane as
damage reduction and spell resistance for gods were
sorely out of balance with the same elements held by the
higher tier epic monsters.
On the other hand, there were some glaring balance
issues within Deities and Demigods. Some salient divine
abilities, like Alter Reality and Annihilating Strike, were
too powerful given the manner in which the rules were
presented. An example often raised was why Corellon
Larethian had not destroyed Gruumsh during their fateful battle that resulted in the orc god losing his eye;
Corellon, with his Annihilating Strike, probably should
have destroyed Gruumsh at some point during their conflict. Some of the salient divine abilities were so incredible as to completely eliminate any opportunity for mortal
interaction with the gods. A god with Divine Splendor
could instantly destroy any being with no divine ranks,
no saving throw. Furthermore, it was a bit odd to see
that Boccob, a god of magic, could swing a staff as well
as a 60th level fighter and that Kord, a god of martial
strength, could cast spells much like a 60th level wizard.
In creating cosmic entities, Dicefreaks came to realize that the gods needed to be overhauled. Even without
cosmic entities in a campaign, the gods as written in
Deities and Demigods do not take advantage of epic
mechanics to their fullest and are not in balance with
each other.
After hours spent collaborating and writing, Dicefreaks came up with some variant deity rules compatible
not only with Deities and Demigods, but also with our
rules for cosmic entities. These rules meld a lot of mechanical issues between divine and epic rules, as well as
insert some changes for how gods are designed. Gone
are base outsider hit dice and in are straight class progressions. Gone are no saves for salient divine abilities
and sweeping magical abilities, in are revised Annihilating Strikes and Alter Reality.
We hope that these adjustments fit into your game
seamlessly. We have found that these adjustments do
nothing to diminish the gods and only enhance their
individuality and the ability for epic level characters to
interact with them.

Hit Dice. Instead, follow the guidelines laid out below.


Before assigning Hit Dice to a deity, determine the
race that will be used as the base creature. Most deities
that arent part of a racial pantheon are built as humans.
If the base creature is of a type that normally possesses
racial Hit Dice, round the normal total up to the nearest
five, and then you may begin adding class levels. Otherwise, the deity should be built entirely from class levels.
When converting a previously published deity, her
total Hit Dice should remain the same unless they conflict with the range listed on Table C 1. Newly created
deities should almost always follow these guidelines.
The primary exception is a deity that has lost divine
ranks in the past. In this case, she will generally not drop
in Hit Dice, and so her total HD may be higher than the
norm for her new tier.
Table C-1Deity Hit Dice Guidelines
Divine Rank

True Deities

Ascended
Deities

1-5

45-50 levels

40-45 levels

6-10

50-55 levels

45-50 levels

11-15

55-60 levels

50-55 levels

16-20

60-65 levels

55-60 levels

18-20 (supreme)

65-70 levels

60-65 levels

Ability Score Generation


Dicefreaks advocates two methods for generating the
ability scores of deities, presented below. Remember that
deities are different from cosmic entities and do not generate ability scores in the same way.
Dice-Roll: Roll 6d6 six times, discarding the lowest
die each time. Arrange as desired, adding a +5 Inherent
bonus to each ability score, and 1 point per four class
levels as desired. Apply racial modifiers (if any), and
then distribute the divine bonus listed on the table as
desired.
Point-Buy: All abilities start at 0. Take the number of
points indicated on the table, and allocate them as desired, increasing ability scores on a 1-for-1 basis. Then
add 1 point per four class levels as desired, and apply
racial modifiers (if any).
Table C-2Deity Ability Score Generation
Dice Roll

Point-Buy

1-5

+30

160 + DvR

6-10

+45

180 + DvR

Assigning Hit Dice

11-15

+60

200 + DvR

The original deities presented within Deities and


Demigods assumed that almost all deities possessed 20
outsider Hit Dice, with class levels added to make total
Hit Dice of about 60. Such an approach was problematic
in many ways. For example, magic-oriented gods had
excellent martial skills, almost on par with the martial
gods. To prevent this blanket approach to building a god,
deities should generally not be created with any outsider

16-20

+75

22 + DvR

418

Divine Rank

Note: If either method produces scores that are too


high or too low to properly represent the deity, increasing or reducing some ability scores may be required.
Compare the ability scores to those of existing deities.
When converting a previously published deity, the
total ability scores can usually be left roughly the same,
but may be redistributed to better match the deitys na-

ture (i.e. more Intelligence and less Strength for a wizard


god).

Ability Score Limits


In the Dicefreaks Cosmology, strict limits are imposed on the maximum possible ability scores for mortals and immortals alike. Base physical ability scores are
capped at 70 points (and typically should be no higher
than 55) for a Medium creature. Creatures of other sizes
apply their size modifiers normally (so a Large deity
may have more than 70 Strength). Base mental ability
scores are capped at 60 points (and typically should be
no higher than 40) regardless of size.
In practice, few if any deities will reach these caps
even greater deities tend to fall a few points short. A
creature possessing a maximum ability score should be a
perfect representation of that ability and at the height of
her power. While Kord, a god of strength, does represent
strength very well, he is an intermediate deity, and so his
Strength score must leave room for a greater deity of
strength to surpass him. Even Boccob, one of the Cosmos' ultimate scholars, need not quite hit the Intelligence
ceilinga theoretical higher-ranked deity of a similar
portfolio might surpass him.

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-

tals and care nothing for worshipers. They do not grant


spells, do not answer prayers, and do not respond to
queries. If they are known at all, it is to a handful of
scholars on the Mortal Coil, and the most powerful entities of the planes. They are called overpowers. For most
intents and purposes, overpowers are effectively omnipotent. In some pantheistic systems, the consent of an overpower is required to become a deity.

Divine Characteristics
Most deities are creatures of the outsider type, save
for ascended undead creatures (which remain undead). A
chaotic, evil, good, or lawful deity will possess all the
appropriate alignment subtypes. A deity will also possess
any subtypes of the base creature, and when encountered
on the Mortal Coil most deities will possess the extraplanar subtype as well (unless that is where the 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

Table C-3Deity Speeds


Biped*
Quadruped**

Fine

20 ft.

60 ft.

Diminutive

30 ft.

70 ft.

Tiny

40 ft.

80 ft.

Small

50 ft.

90 ft.

Medium

60 ft.

100 ft.

Large

80 ft.

120 ft.

Huge

100 ft.

140 ft.

Gargantuan

120 ft.

160 ft.

Colossal

140 ft.

180 ft.

*Or any form with two or fewer legs.


**Or any form with three or more legs.

Note: Use the Biped column for burrow and swim


speeds for all deities regardless of form. Use half the
value in the Biped column for climb speeds for all deities. Use twice the value in the Quadruped column for fly
speeds for all deities capable of flying.
Armor Class: A field of divine energy encompasses a
deitys body, granting her a divine Armor Class bonus
equal to her divine rank. This bonus stacks with all other
Armor Class bonuses and is effective against touch attacks and incorporeal touch attacks.

419

A deity also receives a Natural Armor bonus to armor


class equal to 15 + her divine rank, and a deflection bonus to AC equal to her Charisma bonus (if any).
Many deities have other Armor Class bonuses as
noted in their individual descriptions.
Attacks: A deitys Hit Dice and type and character
level determine her base attack bonus. In addition to the
figures for weapon attacks, this section of the statistics
block also includes melee touch attack and ranged touch
attack bonuses, to be used when the deity casts a spell or
uses a spell-like ability that requires a touch attack to
affect her target. A deity gets her divine rank as a divine
bonus on all attack rolls.
Bypassing Damage Reduction: As outsiders with
alignment subtypes, the natural attacks of deities, as well
as any weapons they wield, are considered aligned the
same as the deity for the purposes of bypassing damage
reduction. They are also considered to be epic weapons.
Special Abilities: A deity retains all the special abilities of the base creature and also gains the following
special abilities.
Alter Reality (Su): Deities exert a considerable
measure of control over reality itself, and their presences
can command the very essence of the world around
them. This warping of reality manifests in a number of
ways.
Demigods and lesser deities can use limited wish with
regard to their portfolios, and deities of higher rank can
use wish likewise. This ability costs the deity no XP, and
requires a standard action to implement. In effect, a deity
can duplicate practically any spell effect, so long as the
effect fits within the deitys sphere of influence. Whether
the deity has access to wish or limited wish as part of
alter reality, a strict interpretation of what is and what is
not related to its portfolio is necessary to maintain balance. Permissible uses of this ability should be listed in
each deitys description. Note that in a situation where
two deities both try to alter reality in opposition to each
other, an opposed rank check may be necessary to determine the resulting reality. Similarly, where Alter Reality
is used to change ongoing cosmic effects put in place by
cosmic entities, an opposed rank check is required to
determine whether the effect is overcome or not.
Deities of at rank 6 or higher may also cure or inflict
wounds. Good deities can use alter reality to cast any
cure spell at will as a standard action while evil deities
can cast any inflict spell; neutral deities select which
version they prefer and cannot change it once selected. A
deity can apply metamagic feats to the spells if desired,
but doing so requires her to forego using alter reality for
1 round for each level the feat would normally add to the
equivalent spell.
As a swift action, demigods can assume any size from
Tiny to Huge. A demigod also can change the size of up
to 100 pounds of objects she touches. If the deity has a
familiar, personal mount, or personal intelligent weapon,
the creature can change size with the deity if the deity
touches it, but its weight counts against the deitys
weight limit. Lesser deities can increase their size up to
Gargantuan, and deities of higher rank can assume any
size from Fine to Colossal. This ability allows a deity to
assume any proportions from the size of a grain of sand
up to as much as 1,600 feet tall. A radical change in size
can have great impact on the deitys combat ability. The
deitys Strength, Armor Class, attack bonus, and damage
dealt with weapons changes according to the size the
deity assumes. The deitys Strength score can never be

420

reduced to less than 1 through this ability. Also note that


use of this divine ability does not affect all the deities
characteristics. Demigods and lesser deities can select
the Alter Size salient divine ability (see Salient Divine
Abilities, below), to remove some of the restrictions
placed upon them.
Domains: Demigods receive three domains, lesser
deities receive four, intermediate five, and greater six. A
deity of any rank may take the Extra Domain salient
divine ability (see Salient Divine Abilities, below). A
deity with fewer domains than his rank would entitle him
to may make up the difference with bonus salient divine
abilities.
Domain Powers: A deity of rank 1 or higher can use
any domain power she can grant a number of times per
day equal to her divine rank (if the power normally can
be used more often than that, the deity gets the greater
number of uses). If a domain power is based on cleric
level (or one-half cleric level), a deity with no cleric
levels has an effective cleric level equal to her divine
rank for this purpose.
Familiar: A deity of rank 1 or higher with sorcerer or
wizard levels has the ability to treat any creature of a
given kind as her familiar, as long as that creature is
within a distance of one mile per divine rank of the deity.
This special familiar ability only applies to one creature
at a time, but the deity can switch between one creature
and another as an immediate action, as long as the second creature is within range. This special familiar ability
does not replace her ability to have a normal familiar,
which could be any kind of eligible creature.
Salient Divine Abilities: Every deity of rank 1 or
higher has at least one additional power, called a salient
divine ability, per divine rank (see Salient Divine Abilities, below).
Spontaneous Casting: A deity of rank 1 or higher
who has levels in a divine spellcasting class can spontaneously cast any spell she can grant, just as a cleric can
spontaneously cast cure or inflict spells. This ability does
not fully extend to epic spells; a deity must research or
otherwise learn an epic spell normally before she can
spontaneously cast it.
Spell-Like Abilities: A deity can use any domain
spell she can grant as a spell-like ability at will. Her
effective caster level for such abilities is equal to her HD
+ her divine rank. The saving throw DC for such abilities
is 20 + the spells level + her Charisma modifier + her
divine rank.
Travel: A deity of rank 1 or higher can use greater
teleport as a spell-like ability at will, as the spell cast by
a 20th-level character, except that she can transport only
herself and up to 100 pounds of objects per divine rank.
A deity of rank 6 or higher also can use greater planeshift as a spell-like ability at will, as the spell cast by a
20th-level character, except that she can only transport
herself and up to 100 pounds of objects. If the deity has a
familiar, personal mount, or personal intelligent weapon,
the creature can accompany her in any mode of travel if
she touches it. The creatures weight counts against the
total weight limit.
Special Qualities: A deity retains the base creatures
special qualities, and gains the following:
Damage Reduction: A deity has damage reduction as
shown below.

Table C-4Deity Damage Reduction


Divine Rank
0

Table C-5Divine Aura Size by Divine Rank

Damage Reduction

Divine Rank

Divine Aura Size

20/epic

1-5

10 ft./rank

1-5

25/epic and material*

6-10

100 ft./rank

6-10

30/epic and material*

11-15

1,000 ft./rank

11-15

35/epic and material*

16-20

1 mile/rank

16-20

40/epic and material*

*Select a standard material such as adamantine, mithral, cold


iron, steel, wood or silver.

If the deity also has damage reduction from another


source, it does not stack with her divine damage reduction. Instead, she gets the benefit of the best damage
reduction in a given situation. Whenever a deity has a
second kind of damage reduction that might apply to an
attack, that damage reduction is listed in parentheses
after the damage reduction entry in the deitys statistics
block.
See Salient Divine Abilities (below) for additional
ways to complement a deity's damage reduction. Damage reduction cannot be ignored by means of a successful opposed rank check.
Divine Aura (Ex): The mere presence of a deity of
rank 1 or higher can deeply affect mortals and beings of
lower divine rank. A divine aura is an emanation that
extends around the deity in a radius whose size is a function of her rank. She chooses the size of the radius and
can change it as a swift action. If the deity chooses a
radius of 0 feet, her aura power effectively becomes nonfunctional. When two or more deities auras cover the
same area, only the aura that belongs to the deity with
the highest rank functions. If divine ranks are equal, the
auras coexist. A deities divine aura can extend as far as
described on the table below.
The deity can make her own worshipers, beings of her
alignment, or both types of individuals immune to the
effect as a free action. The immunity lasts one day or
until she dismisses it. Once affected by an aura power,
creatures remain affected as long as they remain within
the auras radius. The deity can choose from the following effects each round as a free action.
Daze: Affected beings just stare at the deity in fascination. They can defend themselves normally but can
take no actions.
Fright: Affected beings become shaken and suffer a
2 morale penalty on attack rolls, saves, and checks. The
merest glance or gesture from the deity makes them
frightened, and they flee as quickly as they can, although
they can choose the path of their flight.
Resolve: The deitys allies receive a +4 morale bonus
on attack rolls, saves, and checks, while her foes receive
a 4 morale penalty on attack rolls, saves, and checks.
All divine aura effects are mind-affecting abilities.
Mortals and other deities of lower rank can resist the
auras effects with successful Will saves; the DC is 10 +
the deitys rank + the deitys Charisma modifier. Deities
are immune to the auras of others of equal or lower rank.
Any being that makes a successful saving throw against
a deitys aura becomes immune to that aura power for
one day.

Immortality: All deities (even those of rank 0) are


naturally immortal and cannot die from natural causes. A
deity does not age, and she does not need to eat, sleep, or
breathe. Deities of rank 1 or higher are not subject to
death from massive damage. The only way for a deity to
die is through special circumstances, usually by being
slain in magical or physical combat. She risks permanent
destruction if slain on her home plane and if the attacker
succeeds in a rank check. Otherwise, the deity reforms
within her divine realm after one year per hit die. See
The Gates of Hell: Chapter 4 for more information.
Immunities: A deity is immune to polymorphing,
petrification, or any other attack that alters her form. Any
shape-altering powers she might have function normally
on herself. She is not subject to energy drain, ability
drain, or ability damage, and is immune to mindaffecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Deities of rank 1 or higher are immune to any two
elements (acid, cold, electricity, fire, or sonic), regardless
of the attacker. Some deities have additional energy immunities. They are also immune to disease, poison, stunning, sleep, paralysis, death effects, and disintegration. In
addition to these, deities of rank 6 or higher are immune
to effects that imprison or banish them. Such effects
include banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal
stasis, trap the soul, and turning and rebuking.
Unless otherwise indicated, these immunities are ignored on a successful opposed rank check (remember
that a check must be made for each attempt to breach an
immunity).
Resistances: A deity has a resistance of 20 + her
divine rank to one energy type (acid, cold, electricity,
fire, or sonic) regardless of the attacker. Individual deities may have additional resistances.
Spell Resistance: A deity has spell resistance equal to
32 + 1/2 HD + her divine rank.
Saving Throws: A deitys Hit Dice and character
levels determine her base saving throw bonuses. She
gains a bonus equal to her divine rank as a divine bonus
on all saving throws.
Checks: A deity gains a divine bonus equal to her
divine rank on all skill checks, ability checks, caster
level checks, and turning checks.
When making a rank check against another deity or a
cosmic entity, a deity (or cosmic entity) adds her divine
rank as well as a +4 strata bonus for every divine strata
which she is higher than her opponent. The different
strata are quasideity, demigod, lesser deity, intermediate
deity, greater deity, and overdeity.
For example, if a rank 9 lesser deity and a rank 12
intermediate deity were to make opposed rank checks,
the lesser deity would roll 1d20+9 (base 9) and the intermediate deity would roll 1d20+16 (base 12 + 4 strata
bonus). If a rank 18 greater deity were to make a check

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against a rank 5 demigod, the greater deity would roll


1d20+30 (base 18 + 12 strata bonus) and the demigod
would roll 1d20+5 (base 5).
Intermediate and greater deities do not maximize rank
check rolls.
Challenge Rating: A deitys challenge rating is equal
to that of the base creature plus the appropriate modifier
from the list below. The base creature will generally
have +1 CR for every class level until 20th level, and +1
CR for every two class levels thereafter.
Add the various fractions together before rounding
them up. Note that this number may be adjusted slightly
up or down based on the deitys selection of Salient Divine Abilities.
Table C-6Increase to Challenge Rating
by Divine Rank
Divine Rank
0

Challenge Rating
Increase
+3

1-5

4 + 1/4 DvR + 1/6 SDAs

6-10

4 + 1/4 DvR + 1/3 SDAs

11-15

4 + 1/4 DvR + 1/2 SDAs

16-20

4 + 1/4 DvR + 2/3 SDAs

Possessions: Deities do not lack for powerful magic


items. Indeed, it is common for a deity to have a sturdy
weapon at her side, and many are protected by powerful
armor.
A deitys weapon is limited in total bonus to +6 + her
divine rank, and may have an enhancement bonus no
higher than +10. A deitys armor and shield follow these
same rules, though there are fewer enchantments available to armor than to weapons.
A deity with two signature weapons, such as one who
fights with an axe and hammer at the same time, have a
maximum total bonus of +5 + divine rank for each
weapon.
A deitys secondary weapons are limited to one half
of the maximum enchantment. Demigods may have 1
secondary weapon, lesser deities 2, intermediate deities
3, and greater deities 5.
A deity may eliminate 1 piece of her entitled equipment (such as a shield) and add +1 to the maximum bonus of a piece of her equipment that she still possesses.
Secondary weapons are not considered entitled equipment for this purpose.

Other Divine Powers


Deities of rank 1 or higher do not automatically fail
on a natural attack roll or saving throw roll of 1. Lesser
and more powerful deities (rank 620) may take 10 on
any check, provided they need to make a check at all.
Greater deities (rank 1620) may take 10 on any d20
rolls they make.
Automatic Actions: When acting within her portfolio, a deity can perform any action as an immediate action, as long as the check DC is equal to or less than the
number on the table below. The number of swift actions
a deity can perform each round is also determined by her
divine rank. She is, however, still limited to one swift

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action spell per round (unless one of her abilities states


otherwise).
Table C-7Deity Swift Actions
Divine
Rank

Maximum DC
for Action

Swift Actions
Per Round

1-5

15

6-10

20

11-15

25

10

16-20

30

20

Communication: A deity of rank 1 or higher can


understand, speak, and read any language, including
nonverbal languages. She can speak directly to any beings within one mile of herself per divine rank.
Remote Communication: As a standard action, the
deity can send a communication to a remote location.
She can speak to any of her own worshipers, and to anyone within one mile per rank away from a site dedicated
to her, or within one mile per rank away from a statue or
other likeness of her. The creature being contacted can
receive a telepathic message that only it can hear. Alternatively, the deitys voice can seem to issue from the air,
the ground, or from some object of her choosing (but not
an object or locale dedicated to another deity of equal or
higher rank). In the latter case, anyone within earshot of
the sound can hear it. The deity can send a manifestation
or omen instead of a spoken or telepathic message. The
exact nature of this communication varies with the deity,
but it usually is some visible phenomenon. A deitys
communication power can cross planes and penetrate
any barrier. Once communication is initiated, the deity
can continue communicating as a free action until she
decides to end the communication. A deity can carry on
as many remote communications at one time as she can
remotely sense (see Remote Sensing, below).
Create Items: A deity of rank 1 or higher can create
magic items related to her portfolio without any requisite
item creation feat, provided that she possesses all other
prerequisites for the item. The maximum item value a
deity can create is a function of her divine rank (see the
table below). The items cost and creation time remain
unchanged, but the deity is free to undertake any activity
when not laboring on the item.
Table C-8Maximum Market Price for
Create Items By Divine Rank
Divine Rank

Maximum Market Price

1-5

4,500gp

6-10

30,000gp

11-15

200,000gp (any non-epic item)

16-20

No maximum (including artifacts)

If a deity has the item creation feat pertaining to the


item she wishes to create, the cost (in gold and XP) and
creation times are halved. If she has the Craft Artifact
salient divine ability, all item creation costs are halved.
While no limits are provided for the items a greater
deity can create, a DM may wish to impose some limits
to retain game balance (such as a magic sword being

limited to a +10 attack/damage enhancement, or a headband of epic intellect being limited to a +12 enhancement bonus).
As a standard action, a deity of rank 6 or higher may
also create nonmagical objects. She can create a temporary, nonmagical equivalent of any object of which she
can craft a magical version (see above). Such objects last
for one day per divine rank.
Grant Spells: A deity automatically grants spells and
domain powers to mortal divine spellcasters who pray to
her. All deities can grant spells from the cleric spell list,
unless they possess an alignment descriptor opposed to
the 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.

limited to the senses she possesses. A deity cannot see


through solid objects without using her remote sensing
ability or some sort of x-ray vision power.
Remote Sensing: As a standard action, a deity of rank
1 or higher can perceive everything within a radius of
one mile per rank around any of her worshipers, holy
sites, or other objects or locales sacred to her. This supernatural effect can also be centered on any place where
someone speaks the deitys name or title for up to 1 hour
after the name is spoken, and at any location when an
event related to her portfolio occurs. The remote sensing
power can cross planes and penetrate any barrier except
a divine shield (described in Salient Divine Abilities) or
an area otherwise blocked by a deity of equal or higher
rank. Remote sensing is not fooled by misdirection, nondetection, or similar spells, and it does not create a magical sensor that other creatures can detect. A deity can
extend her senses to two or more remote locations at
once (depending on her divine rank) and still sense
whats going on nearby.
Table C-10Remote Locations by Divine Rank

Table C-9Spell Lists and Associated Domains


Required Domains

Spell List

Animal, Plant, any elemental


domain

Druid, Ranger

Evil

Blackguard

Law, Good

Paladin

(Determined by the DM)

Other Prestige Classes

A deity can withhold spells from any particular mortal


at will; once a spell has been granted, however, it remains in the mortals mind until expended.
Portfolio: Every deity of rank 1 or higher has at least
limited knowledge and control over some aspect of mortal existence. Her connection to her portfolio gives her a
number of powers.
Portfolio Sense: Demigods have a limited ability to
sense events involving their portfolios. They automatically sense any event that involves one thousand or more
people. The ability is limited to the present. Lesser deities automatically sense any event that involves their
portfolios and affects five hundred or more people. Intermediate deities automatically sense any event that involves their portfolios, regardless of the number of people involved. In addition, their senses extend one week
into the past for every divine rank they have. Greater
deities automatically sense any event that involves their
portfolios, regardless of the number of people involved.
In addition, their senses extend one week into the past
and one week into the future for every divine rank they
have.
When a deity senses an event, she merely knows that
the event is occurring and where it is. She receives no
sensory information about the event. Once a deity notices an event, she can typically use her remote sensing
power to perceive more about it.
Senses: Deities of rank 1 or higher have incredibly
sensitive perception. Such a deitys senses (including
darkvision and low-light vision, she has them) extend out
to a radius of one mile per divine rank. Perception is

Divine Rank

Remote Locations

1-5

6-10

11-15

10

16-20

20

Once a deity chooses a remote location to sense, she


automatically receives sensory information from that
location until she chooses a new location to sense, or
until the location is blocked somehow.
Block Sensing: As a standard action, a deity of rank 1
or higher can block the sensing ability of other deities of
her rank or lower. This power extends for a radius of one
mile per rank of the deity, or within the same distance
around a temple or other locale sacred to her, or the same
distance around a portfolio-related event. The deity can
block two remote locations at once, plus the area within
one mile of herself. The blockage lasts 1 hour per divine
rank.

Avatars
Deities of rank 6 or higher may create avatars. An
avatar serves as a 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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ing characteristics. It is typically a divine rank 0 entity of


the same type and subtypes as its deity, possessing half
of the deitys class levels (the deity chooses which levels
to grant) and all of her racial Hit Dice. An avatar uses all
of this base creatures statistics and special abilities except as noted here.
Special Abilities: An avatar gains all of the following
special abilities.
Domain Powers: An avatar can use any domain
power its deity grants three times per day (if the power
normally can be used more often than that, it gets the
greater number of uses). If a domain power is based on
cleric level (or one-half cleric level), an avatar with no
cleric levels has an effective cleric level equal to her
deitys divine rank for this purpose.
Salient Divine Abilities: An avatar has salient divine
abilities according to its divine tier (2 for lesser deities, 3
for intermediate, and 5 for greater). The deity chooses
which of her abilities the avatar has when creating the
avatar, but can only grant abilities that she could qualify
for if she had five fewer ranks. The avatar uses its own
divine rank (0) to determine all effects based upon rank.
An avatar cannot have the Possess Mortal salient divine
ability.
Spontaneous Casting: An avatar who has levels in a
divine spellcasting class can spontaneously cast any spell
its deity can grant.
Spell-like Abilities: At willgreater teleport and
planeshift. In addition, an avatar can use any domain
spell its deity can grant as a spell-like ability three times
per day. The avatars effective caster level for such abilities is equal to its HD. The saving throw DC for such
abilities is 10 + the spell level + the avatars Charisma
modifier.
Special Qualities: An avatar gains all of the following special qualities:
Divine Aura: An avatar possesses a divine aura, but
its radius is always 10 feet per rank of its deity.
Abilities: An avatar has the same base ability scores
as its deity, but suffers a total reduction in ability scores
equal to 20 + the deitys rank. This reduction is divided
evenly among its ability scores (except in cases where
doing so would reduce an ability score below 10). Its
ability scores after the reduction typically have the same
relative values as before.
Feats: By character class and/or HD, but the avatar
cannot possess feats that its deity does not.
Challenge Rating: As quasi-deity + 3.
Alignment: As deity.
Advancement:

Proxies
Deities of rank 1 or higher may empower mortal worshippers to act as proxies. A divine proxy speaks and
acts on behalf of her deity, and is invested with a mote of
the 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

424

are eliminated. This negative rank never results in actual


loss of divine rank, but it cannot be overcome in any way
while the deity possesses excess proxies. This penalty
increases to two negative ranks if the deity has more
proxies than double her divine rank, to three negative
ranks if she has more than three times her divine rank,
etc. A deity with negative virtual divine ranks does not
lose any abilities or powers, but functions as a deity of
her new (lower) rank for the purpose of resolving all
abilities and checks.
A Proxy may be any Aberration, Animal, Construct,
Dragon, Elemental, Fey, Giant, Humanoid, Magical
Beast, Monstrous Humanoid, Ooze, Outsider (only those
with the "Native" subtype), Plant, or Undead with an
Intelligence score of at least 3 and the deity as a patron
(referred to hereafter as the character).
A proxy uses all the characters statistics and special
abilities except as noted here.
Armor Class: A proxy gains a deflection bonus to
her AC equal to her Charisma modifier (if positive).
Special Attacks: A proxy retains all the special attacks of the character and gains the following special
attacks.
Divine Mandate (Su): A proxy can use any domain
power her deity grants. If a domain power is based on
cleric level (or one-half cleric level), a deity with no
cleric levels has an effective cleric level equal to one half
of her HD. If the proxy is a cleric already, she may use
her total HD to calculate the effects.
Salient Divine Ability (Su): A proxy is granted a
Salient Divine Ability that she qualifies for (ignoring any
divine rank prerequisites), of the deitys choosing. The
deity must have the same ability she grants her proxy. If
any effect of the salient divine ability is calculated using
divine rank, the proxy uses her deitys divine rank to
determine the power of the effect.
Spell-Like Abilities (Sp): A proxy gains the ability to
use greater teleport and planeshift at will, but may only
planeshift between her home plane and the realm of her
patron. In addition, the proxy gains the ability to use all
of the spells granted by her deitys domains as spell-like
abilities once per day. If a spell forms part of more than
one of a deitys domains, the proxy may still only use it
once per day. The proxy casts these spells as a cleric of
her level or HD (DC 10 + the spells level + the Proxys
Charisma modifier).
Special Qualities: A proxy has all the special qualities of the base creature, plus the following special qualities.
Immunity to four attacks or conditions chosen by the
deity, typically pertaining to the deitys portfolio.
Common choices are aging, ability damage, death
effects, and energy drain. A deity whose divine rank
exceeds the divine rank of the proxys deity ignores
these immunities.
Damage reduction 10/epic. If the proxy already possesses damage reduction, use whichever is better.
A proxys natural weapons are treated as epic weapons for the purpose of overcoming damage reduction.
Spell resistance equal to 10 + the proxys HD. If the
proxy already possesses spell resistance, use whichever is higher.
Saves: A proxy gains her charisma modifier (if positive) as a Divine bonus to her saving throws. This stacks
with any similar bonus the proxy may have (such as
from a paladins divine grace or a blackguards dark

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:

Change or apply a gravity trait within the realm.


Change or apply an elemental or energy trait within
the realm.
Change or apply a time trait within the realm.
Apply the limited magic trait to a particular school,
domain, or spell descriptor within the area, preventing
such spells and spell-like abilities from functioning.
The deitys own spells and spell-like abilities are not
limited by these restrictions.
Once a deity sets the conditions in her realm, they are
permanent, though she can change them at a later time.
As a standard action, the deity can specify a new environmental condition. The change gradually takes effect
over the next 10 minutes. Changing astral links, planar
traits, or terrain requires more effort, and the deity must
labor for a year and a day to change them. During this
time, she must spend 8 hours a day on the project. During the remaining 16 hours of each day, the deity can
perform any action she desires, so long as she remains
within her realm. The astral links, planar traits, and terrain remain unchanged until the labor is complete.
Note that where a divine or cosmic ability is used to
attempt to change conditions of a godly realm from those
set by the governing deity, an opposed rank check determines the success of failure of the divine or cosmic ability. In such a case, the defending deity gains a +8 bonus on the opposed rank check, signifying the great control that the deity has over its own realm. For example, if
Vhanthermis, a divine rank 15 god, were to attempt to
use Alter Reality to temporarily show mercy to a soul
bathed in the Lake of Fire and Brimstone, by removing
the fire damage from the very essence of Belials realm,
he would find that Belials check would be increased by
8 from normal, as if the Lord of the Fourth were two
strata higher in power.

Salient Divine Abilities


A salient divine ability is like a featit gives a deity a
new capability or improves one that she already has. A
deity has one salient divine ability for each of her divine
ranks, plus additional salient divine abilities reflecting its
status: demigods receive one bonus ability, lesser deities
receive two bonus abilities, intermediate deities receive
three, and greater deities receive five.
Some salient divine abilities have prerequisites. Usually, the deity must have all the listed prerequisites to
have the ability. A divine rank of 1 is a prerequisite for
all salient divine abilities. The most common salient
divine abilities are described here, but these are by no
means the only ones possible. Most deities have at least
one or two unique salient divine abilities, which are explained in their descriptions. Some deities have many
more than that, depending on how unusual their portfolios are.
When a salient divine ability allows a saving throw,
the kind of save is noted in the descriptive text. Most
saving throws have DCs of 20 + the deitys relevant
ability modifier + the deitys divine rank. The actual DC
is listed in the deitys description.
Using Salient Divine Abilities: Using a salient divine
ability is a standard action unless otherwise noted in the
ability description. Using a salient divine ability does not
provoke an attack of opportunity.
Salient Divine Abilities and Antimagic: A salient
divine ability functions normally within an antimagic

425

qualifies.

field, and is never subject to spell resistance.

Types of Salient Divine Abilities


Salient divine abilities can be divided into several
subgroups, detailed below. Unique salient divine abilities
can fall into any category.
General Abilities: General abilities have no special
rules that govern them as a group. They might enhance
existing abilities, grant new abilities, or even grant a
number of epic or non-epic feats.
Divine Class Features: Divine class abilities are
designed to grant epic skill in a particular class. They
typically consist of four to six bonus epic feats and similarly-powered abilities. They may grant more or less than
this, depending on how powerful the feats are.
Divine Powers: Divine power abilities either grant
unique powers to a deity or enhance divine traits she
already possesses. The powers granted by these salient
divine abilities are typically unavailable from any other
source, and are often akin to racial traits.
Domain Abilities: Domain abilities are similar to
divine power abilities, but they grant a group of powers
based on the deitys portfolio. These abilities can be
great or small, but they allow a deity to better exemplify
her principle portfolio element.

Descriptions
Here is the format for salient divine ability descriptions.
ABILITY NAME
Prerequisite: A minimum divine rank, minimum
ability score, another salient divine ability, a minimum
base attack bonus, a feat, a skill, or some other condition
that a deity must have in order to acquire this salient
divine ability. This entry is absent if a salient divine
ability has no prerequisites. An ability may have more
than one prerequisite. All salient divine abilities have a
minimum prerequisite of divine rank 1. Quasi-deities
(rank 0) have no salient divine abilities.
Benefit: What the ability enables the deity to do. If a
deity has the same ability more than once, its benefits do
not stack unless indicated otherwise in the description. In
general, having a salient divine ability twice is the same
as having it once.
Special: Additional facts about the ability that may be
helpful when using the ability in play.
Rest: Some abilities require the deity to rest afterward. If no rest is required, the entry is absent. A resting
deity can engage in light activities such as talking or
walking at half speed. When attempting anything more
strenuous than that, the deity can only take either a standard or move action each round, and suffers a 6 penalty
on all attack rolls, saves, and checks. She cannot use
another ability that requires rest until her current rest
requirement is fulfilled. Any time the deity spends performing strenuous activities does not count toward the
required rest time.
Suggested Portfolio Elements: This entry gives one
or more portfolio elements that are associated with the
salient divine ability in question. A deity should not have
more than a few abilities that fall outside of her portfolio.
When supreme is listed as a portfolio element, any
deity counted among the most powerful in her pantheon

426

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.

AREA DIVINE SHIELD


The deity can channel part of her personal energy into
a barrier that protects against almost any attack.
Prerequisites: Divine rank 6, Cha 29, Divine Shield.
Benefit: Except where noted here, this ability works
like the Divine Shield ability. The deity produces a transparent barrier whose area is up to one 10-foot square per
rank, or a sphere or hemisphere with a radius of up to 1
foot per rank. The barrier can be placed anywhere within
her line of sight. The deity can place the barrier so that it
is mobile with respect to some unattended object or willing creature. The barrier can be adjusted to ignore certain
types of damage, just as a divine shield can. If the deity
makes the shield mobile with respect to a willing creature, the deity also can make the barrier one-way with
respect to the creature and its allies, allowing them to
attack through the shield and still use its protection.
Notes: The deity can shape the shield around herself
or around a willing creature so that it is skintight, which
prevents the subject from being touched.
Suggested Portfolio Elements: Mercy, protection.
AUTOMATIC METAMAGIC
The deity can apply a particular metamagic feat to
spells she can cast or to her spell-like abilities with no
spell slot adjustment.
Prerequisite: Spellcaster level 1st.
Benefit: The deity chooses one non-epic metamagic
feat. As a free action, she can apply the selected feat to
the spells from any one spellcasting class she has or to
her spell-like abilities. A spell altered by the use of this
ability does not use up a higher-level slot.
Notes: The deity must obey all the limitations normally associated with the metamagic feat. Feats that
depend on making the spells level higher, such as
Heighten Spell, do not work with this ability. A deity can
have this ability multiple times, choosing a metamagic
feat and either a spellcasting class or spell-like abilities
to which the ability will apply each time.
Suggested Portfolio Elements: Knowledge, magic.
BANESTRIKE
Any weapon the deity wields works better against one
type of foe.
Prerequisite: Base attack bonus +20.
Benefit: Any weapon the deity wields gains a bonus
of +4 on attack rolls, and it deals an extra +4d6 points of
damage against the designated foe. The bonus and extra
damage stack with any other properties the weapon has.
Notes: The deity selects one kind of enemy from the
list below.
Aberrations
Animals
Constructs
Dragons
Elementals
Fey
Giants
Humanoids (choose one subtype)
Monstrous humanoids
Oozes
Outsiders, chaotic
Outsiders, evil

Outsiders, good
Outsiders, lawful
Plants
Undead
Vermin

The ability functions only when the deity personally


attacks with a melee weapon or ranged weapon. She can
apply the Banestrike ability to any weapon or natural
weapon, but not to a spell, spell-like ability, supernatural
ability, or divine ability.
A deity can have this ability multiple times, choosing
a different kind of foe each time. She can imbue only one
bane special ability to a weapon at a time and can change
among them as a swift action.
Suggested Portfolio Elements: Death, justice, vengeance, war.
BATTLESENSE
The deity is nearly impossible to surprise, flank, or
catch flat-footed.
Benefit: The deity cannot be surprised or flanked
except by a deity or cosmic entity that succeeds on an
opposed rank check. The deity retains her Dexterity bonus to Armor Class even if caught flat-footed or attacked
by an invisible opponent, and is not subject to sneak
attacks except by deities or cosmic entities that succeed
on an opposed rank check.
Notes: If the deity has the uncanny dodge or improved uncanny dodge class feature, this ability replaces
it.
Suggested Portfolio Elements: War.
CALL CREATURES
The deity can bring creatures to serve and aid her.
Benefit: The deity can call some kind of creature as
noted in her description. Each creature called can have
no more Hit Dice than the deity has divine ranks, and the
deity cannot have more creatures serving her at any
given time than she has ranks. The creatures are transported to the deitys presence through an interdimensional connection similar to that created by a gate spell,
except that it opens to the Material Plane. The creatures
willingly serve to the best of their ability. The calling
effect is otherwise similar to the calling property of the
gate spell.
Notes: A deity can have this ability multiple times,
choosing a different kind of creature each time.
Suggested Portfolio Elements: Any.
CLEARSIGHT
The deity can perceive reality despite appearances.
Prerequisites: Divine rank 6, Wis 29.
Benefit: The deity can see illusions, transmuted creatures and objects, and disguised creatures or objects for
what they really are, provided they are within 10 feet per
divine rank. This ability is similar to the true seeing
spell, except that it does not reveal creatures alignments
and it does foil mundane disguises.
Suggested Portfolio Elements: Knowledge, truth.
COMMAND PLANTS
The deity can control plants and plant creatures.
Benefit: The deity can make plants grow in a radius
of up to one mile per divine rank once per day. She can
use this ability even in a place where no plants grow,

427

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.

428

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

429

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.

bonus on atto her divine


fire or using
special abili-

430

The deity is immune to the effects of fire and heat.


She automatically knows the location of any corporeal
creature within 10 feet per divine rank by sensing the
disturbance in the ambient temperature that the creature
causes.
The deity has complete control over all nonmagical
fire and can duplicate the effect of any spell with the
[fire] descriptor as a standard action.
Suggested Portfolio Elements: Fire.
DIVINE GLIBNESS
The deity's silver-tongued speech can convince others
to take action.
Prerequisites: Cha 29, Bluff 40 ranks, Trickery domain.
Benefit: As a full-round action, the deity can speak
and convince others to take some course of action. This
works like a mass suggestion spell cast at a level equal to
10 + her divine rank, except that it affects up to (10 +
divine rank) creatures, no two of which can be more than
(10 divine rank) feet apart. The save DC is 10 + the
deitys Charisma modifier + the deitys divine rank.
Suggested Portfolio Elements: Commerce, lies,
thieves.
DIVINE INSPIRATION
The deity can inspire a specific emotional state in
others.
Benefit: The deity can enchant creatures to create a
specific emotion. She can affect one creature per divine
rank at once, and up to the same number each day. All
must be within the deitys line of sight when first affected. The specific effects depend on the emotional state
induced. Unless otherwise noted, all save DCs are Charisma-based.
Courage: The enchanted creatures become immune to
fear effects and receive a +2 morale bonus on attack
rolls, weapon damage rolls, skill checks, and Will saves.
Despair: The enchanted creatures are affected as by
an improved version of the crushing despair spell: affected creatures suffer a 4 penalty on attack rolls, damage rolls, saves, and checks unless they make a successful Will save. The effect lasts one day.
Dread: The enchanted creatures must make successful
Wisdom checks (DC = the deitys divine rank) to attack
or fight. If the check fails, the creature flees in panic for
1d4 rounds. If the check succeeds, the creature does not
have to check again for 10 minutes. The enchanted creatures also suffer a 2 morale penalty on attack rolls,
weapon damage rolls, skill checks, and Will saves.
Frenzy: Frenzied creatures spend themselves in drinking, feasting, and dancing unless provoked or incited to
violence. Frenzied creatures turn violent if they are attacked or perceive a threat to their safety. Frenzied creatures receive a +4 morale bonus to Strength and Dexterity, a 4 penalty to Wisdom, and a 2 penalty to AC.
Subjects can attempt Will saves to resist the effect. This
is a mind-affecting compulsion.
Hope: The enchanted creatures gain a +4 morale bonus on saving throws, attack rolls, ability checks, skill
checks, and weapon damage rolls.
Rage: The enchanted creatures receive a +4 morale
bonus to Strength and Constitution scores, a +2 morale
bonus on Will saves, and a 2 penalty to AC. They are
compelled to fight heedless of danger. Subjects can attempt Will saves to resist the effect. This is a mindaffecting compulsion.

Love and Desire: A love effect causes the target to


fall in love with the specified creature, seeking every
opportunity to be near that creature and making every
effort to win the creatures affection. A desire effect is
similar, but the target seeks any opportunity to become
physically intimate with the specified creature. can attempt Will saves to resist the effect. This is a mindaffecting compulsion effect.
Suggested Portfolio Elements: Any.
DIVINE MONK
The deity is the epitome of the monk and has abilities
that far surpass those of mortal monks.
Prerequisites: Monk level 20th, Deflect Arrows.
Benefit: The deity gains Axiomatic Strike, Exceptional Deflection, Infinite Deflection, Keen Strike, Reflect Arrows, and Vorpal Strike as bonus feats.
In addition, any unarmed attack she makes has a base
damage of 2d12 and an enhancement bonus of +5.
Suggested Portfolio Elements: Law.
DIVINE PALADIN
The deity is the epitome of the paladin and has abilities that far surpass those of mortal paladins.
Prerequisites: Paladin level 20th.
Benefit: The deity gains Great Smiting x3, Improved
Aura of Courage, and Widen Aura of Courage as bonus
feats. She can smite evil five additional times per day,
and her special mount, if any, gains the celestial template.
Suggested Portfolio Elements: Good, justice, law,
nobility, war.
DIVINE PSIONICS
The deity is an extremely accomplished psionicist.
Prerequisites: Manifester level 20th.
Benefit: The deity gains bonus power points based on
her key ability modifier, as shown on the table below.
Table C-12: Divine Psionics Bonus Power Points

Ability
Modifier

Power
Points

Ability
Modifier

Power
Points

+10

19

+18

243

+11

40

+19

280

+12

63

+20

319

+13

88

+21

360

+14

115

+22

403

+15

144

+23

448

+16

175

+24

495

+17

208

+25

544

The deity doesnt incur attacks of opportunity for


manifesting powers when threatened.
In addition, the deity receives the benefit of the
Psionic Endowment feat on any power she manifests.
Suggested Portfolio Elements: Mentalism, psionics.
DIVINE PSIONIC ENDOWMENT
The deity can use meditation to increase her powers.
Prerequisites: Psionic Endowment, Great Psionic
Endowment.
Benefit: When the deity uses the Psionic Endowment

feat, she adds one-half of her rank to the save DC of a


power she manifests instead of +1.
Suggested Portfolio Elements: Mentalism, psionics.
DIVINE RADIANCE
The deity can emit a powerful holy light.
Prerequisite: Good alignment, Sun domain.
Benefit: The deity can shed light from her body in an
emanation with a radius of 10 feet per divine rank. This
light counters and dispels all darkness effects (unless
created by a deity or cosmic entity that succeeds on an
opposed rank check) and causes pain and damage to
undead creatures, who take 2d8 points of damage per
round with no save. As a full attack action, the deity can
generate up to three rays of scorching light that can strike
targets up to a number of miles away equal to her divine
rank. Each ray deals 1d6 points of damage per 2 divine
ranks. Undead take 1d12 points of damage per 2 divine
ranks.
Suggested Portfolio Elements: Good, light, sun.
DIVINE RAGE
The deity flies into an awe-inspiring rage when struck
by a weapon.
Prerequisite: Barbarian level 20th.
Benefit: This ability is similar to the barbarians rage
ability (and it replaces the barbarian rage ability for the
deity). The deity can activate this ability only after suffering damage from a weapon, and can use it a number
of times per day equal to her divine rank. Once used, the
ability lasts 1 hour (though she can end the rage at will).
While raging, the deity gains +10 to Strength, +10 to
Constitution, and a +5 morale bonus on Will saves. Her
spell resistance and energy resistances each increase by
+10. The deity also can make one extra attack, at her full
attack bonus, whenever she uses the full attack action.
While raging, the deity suffers a 5 penalty to Armor
Class and cannot perform acts that require patience and
concentration, such as moving silently, casting spells,
and using salient divine abilities.
Suggested Portfolio Elements: Destruction, rage,
strength, war.
DIVINE RANGER
The deity is the epitome of the ranger and has abilities
that far surpass those of mortal rangers.
Prerequisites: Ranger level 20th, Wis 25, Survival 40
ranks, Knowledge (nature) 30 ranks.
Benefit: The deity gains Bane of Enemies and Legendary Tracker as bonus feats. In addition, she treats all
normal terrain as very soft ground for purposes of tracking and ignores DC modifiers for time or weather.
Suggested Portfolio Elements: Archers, hunting,
nature.
DIVINE RECALL
The deity has superhuman memory of a particular
subject.
Benefit: The deity remembers every event of a certain
type that has ever occurred. The type of event is specified in the deity description.
Notes: A deity can have this ability multiple times,
choosing a different type of event each time.
Suggested Portfolio Elements: Knowledge.
DIVINE ROGUE
The deity is the epitome of the rogue and has abilities

431

that far surpass those of mortal rogues.


Prerequisites: Rogue level 20th, Dodge, improved
evasion, defensive roll.
Benefit: When struck by an attack from an opponent
the deity has designated as her dodge target, she may
make a Reflex save (DC 10 + damage dealt) to negate all
damage from the attack. She also gains Trap Sense as a
bonus feat.
In addition, she can assess the exact value of any
treasure she can see, and can immediately determine
what any creature is carrying and where each carried
item is.
Suggested Portfolio Elements: Thieves.
DIVINE SHIELD
The deity can channel part of her personal energy into
a barrier that protects against almost any attack.
Prerequisites: Cha 29.
Benefit: As a swift action, the deity can create a
shield that lasts 10 minutes and protects her body and
equipment from attacks. The shield stops 10 points of
damage per rank. Once the shield stops that much damage, it collapses. The damage can be from any source,
including a divine blast attack. The deity can use this
ability a number of times per day equal to 3 + her Constitution bonus.
The deity can adjust the shield so that it does not
block damage she ignores anyway. The effects of multiple divine shields do not stack.
Suggested Portfolio Elements: Protection.
DIVINE SKILL FOCUS
The deity has superlative ability with the selected
skill.
Prerequisites: 23 ranks in the selected skill.
Benefit: The deity receives a bonus of 10 + her divine
rank when using the selected skill.
Notes: This bonus stacks with the divine rank bonus
deities normally receive on checks. If the selected skill is
related to the deitys portfolio, add the deitys rank to the
maximum DC for an immediate action.
A deity can have this ability multiple times, choosing
a different skill each time.
Suggested Portfolio Elements: Any.
DIVINE SNEAK ATTACK
The deity's sneak attacks are devastating.
Prerequisites: Sneak attack +10d6, crippling strike.
Benefit: The deity gains Improved Sneak Attack x3,
Sneak Attack of Opportunity, and Lingering Damage as
bonus feats. In addition, she can flank or catch flatfooted any opponent whose divine rank does not exceed
the deitys and can sneak attack that opponent.
Suggested Portfolio Elements: Thieves.
DIVINE SPELL FOCUS
The save DC for one school of spells the deity can
cast increases.
Prerequisites: Spell Focus, Greater Spell Focus.
Benefit: The deity chooses one school of magic. The
save DC for any spell of that school increases by onehalf her divine rank. This bonus overlaps (does not stack
with) the bonus from Spell Focus or Greater Spell Focus.
Notes: A deity can have this ability multiple times,
choosing a different school of magic each time.
Suggested Portfolio Elements: Magic.

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DIVINE SPELLCASTING
The deity is an extremely accomplished spellcaster.
Prerequisites: Spellcaster level 20th.
Benefit: The deity can cast spells whose effective
level is above 9th. The number of spells per day she can
cast of each spell level above 9th depends on her key
ability score for spell-casting classes in which she has
achieved 20th caster level, as shown on Table: Divine
Spellcasting (see below). The numbers on that table represent one spell per day at each spell level above 9th in
which she receives bonus spells from her key ability
score, plus bonus spells based on the key ability score.
The deity can use these slots for spells prepared or cast
with a metamagic feat, or for lower-level spells.
If the deity has achieved 20th level in a spellcasting
class with fewer than nine levels of spells (such as bard,
paladin, or ranger), she can also cast one spell per day of
each level between the maximum normal spell level and
9th, plus appropriate bonus spells of each level based on
her key ability score. These spells are not shown on the
table.
In addition, the deity receives Spell Focus (in all
schools of magic) and Improved Combat Casting as
bonus feats.
Suggested Portfolio Elements: Magic.
DIVINE SPLENDOR
The deity's mere proximity is fatal to mortals.
Prerequisites: Divine rank 16, Cha 26. Benefit: Any
mortal who approaches within 10 feet per divine rank of
the deity in her natural form dies immediately. The mortal is allowed a Fortitude saving throw with a DC of 20 +
the 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.

Notes: If the selected weapon is a ranged weapon, the


extra damage applies against any target the deity can see.
The damage bonus from this ability stacks with the
damage bonus from the Divine Weapon Mastery ability
and the Weapon Specialization and Greater Weapon
Specialization feats.
A deity can have this ability multiple times, choosing
a different kind of weapon each time.
Suggested Portfolio Elements: War.
ELDRITCH KNOWLEDGE
The deity learns additional spells.
Prerequisites: Spellcaster level 1st, Cha 29, Extra
Spell.
Benefit: The deity knows double the number of spells
of each level normally granted by her class and level.
Notes: A deity may gain this salient divine ability
more than once; the effects stack.
Suggested Portfolio Elements: Knowledge, magic.
ENERGY BURST
The deity can create a blast of damaging energy.
Benefit: The deity can create an emanation of a specific type of energy (acid, cold, electricity, fire, or sonic
energy, specified in her description) with a radius of 10
feet per divine rank. Anything in the area takes 1d8
points of the appropriate energy damage per divine rank.
Damage is halved for those who make successful saving
throws (Reflex for acid, cold, electricity, or fire, Fortitude for sonic energy; the save DC is Charisma-based).
Notes: A deity can have this ability multiple times,
choosing a different type of energy each time.
Suggested Portfolio Elements: Nature.
ENERGY STORM
The deity can create a vortex of swirling energy that
protects her and damages those who touch the vortex.
Prerequisite: Divine rank 11.
Benefit: The deity can surround herself with a vortex
of energy (acid, cold, electricity, fire, sonic, positive, or
negative energy, specified in the deitys description).
The vortex extends from the deity in an emanation with a
radius of 10 feet per divine rank. The effect stops attacks
with thrown weapons and projectiles. Such attacks fail if
made by creatures inside the area, or targeted at creatures
within the area, or if their paths take them through the
area.
Energy storms that use acid, cold, electricity, fire, or
sonic energy deal 1 point of energy damage and 1 point
of divine damage per divine rank each round.
Positive energy deals 1 point of damage per divine
rank to undead creatures, and heals the same amount of
damage on living creatures.
Negative energy deals 1 point of negative energy per
divine rank to living creatures, and heals the same
amount of damage on undead creatures.
Notes: A deity can have this ability multiple times,
choosing a different type of energy each time.
Suggested Portfolio Elements: Fire, storms.
EXTRA DOMAIN
The deity gains an extra domain.
Prerequisite: Divine rank 1.
Benefit: The deity chooses one domain to add to her
list of domains. She can grant spells and powers from
that domain and use those spells and powers personally,
just as she can the spells and powers of her other do-

433

mains.
Notes: A deity can have this ability multiple times,
choosing a new domain each time.
Suggested Portfolio Elements: Any.

panicked for 3d6 rounds if they fail their saves. The save
DC is Charisma-based, and foes who make successful
saving throws are unaffected by this ability for one day.
Suggested Portfolio Elements: Destruction, war.

EXTRA ENERGY IMMUNITY


The deity is immune to some form of energy.
Prerequisites: Divine rank 6, resistance to the energy
type selected.
Benefit: The deity gains immunity to acid, cold, electricity, fire, or sonic energy.
Notes: This ability is effective regardless of the attacker (other deities or cosmic entities cannot make a
rank check to ignore it).
A deity can have this ability multiple times, choosing
a different form of energy each time.
Suggested Portfolio Elements: Any.

GIFT OF LIFE
The deity can restore any previously living mortal
creature to life.
Benefit: The deity can restore a dead creature to life,
no matter how long the creature has been dead or what
the condition of the body.
Notes: This ability works like the true resurrection
spell, except that there is no material component and the
amount of time the subject has been dead is irrelevant.
This ability can restore a creature to life against its
will, but only with the permission of whatever deity rules
the underworld or the divine realm where the 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.

EXTRA SENSE ENHANCEMENT


The deity has a sense of sight, hearing, or smell even
more acute than normal for a deity.
Prerequisites: Wis 29.
Benefit: The deity chooses one sense to enhance. This
ability can extend a senses range one mile per divine
rank, or it can allow the sense to ignore one type of
physical or magical blockage. The enhanced sense can
penetrate 10 feet of a physical barrier per rank or 100
feet of a less tangible barrier (such as fog or smoke) per
rank.
Notes: Some deities have specific applications of this
ability that go beyond the normal senses.
A deity can have this ability multiple times, choosing
a different sense each time.
Suggested Portfolio Elements: Any.
FOOTSORE
The deity can make living creatures tired.
Prerequisites: Travel domain.
Benefit: The deity can sap the energy from living
creatures so that they feel tired. She can affect up to one
creature per divine rank at once, but no more than one
creature per divine rank each day. All must be within her
line of sight when first affected. Subjects can attempt
Fortitude saves to resist (the save DC is Charismabased). Creatures who fail their saves become fatigued
and their speed is reduced by half. Furthermore, any
mount or vehicle they ride is likewise slowed. The effect
lasts one day.
Suggested Portfolio Elements: Travel.
FREE MOVE
The deity can move almost instantaneously.
Prerequisites: Dex 29, Divine Celerity.
Benefit: The deity can move up to her speed once a
round as a swift action.
Suggested Portfolio Elements: Travel.
FRIGHTFUL PRESENCE
The deity's attacks strike fear into opponents.
Prerequisites: Cha 25.
Benefit: Whenever the deity performs a specific action specified in her description (usually attacking, but
sometimes making an intimidating gesture), foes within
a 30-foot-radius burst must make Will saves. Foes within
the burst, but not the deitys immediate target, become
shaken for 3d6 rounds if they fail their saves. Creatures
the deity attacks when she activates the ability become

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GOVERN THE CHILDREN


The deity can dominate and control the actions of a
specific kind of creature.
Prerequisites: Divine Rank 6, Control Creatures.
Benefits: The deity can control an infinite number of
one type of creatures that she can control through her
Control Creatures ability. This places no great strain
upon her being, provided that they are on the same plane
as she is.
Additionally, the deity may telepathically call any of
these creatures that are within one mile per divine rank,
regardless of their ability to understand language. Called
creatures begin at once to travel as swiftly as they can to
her location in order to serve her.
Suggested Portfolio Elements: Domination, race,
supreme.
GROW CREATURE
The deity can make a certain type of creature larger.
Benefit: This ability works like the animal growth
spell, except that it can affect up to one creature of the
specified type per divine rank each day, all of which
must be within the deitys line of sight when first affected. The effect lasts one day.
Notes: A deity can have this ability multiple times,
choosing a different type of creature each time.
Suggested Portfolio Elements: Nature.
HAND OF DEATH
The deity can slay any living mortal creature.
Benefit: The deity can point to any mortal within her
sensory range and snuff out its life. There must be an
unbroken line of effect between the deity and the target.
Notes: This ability works like the destruction spell,
except that there is no material component. The mortal is
allowed a Fortitude saving throw to resist being destroyed. Even if the save succeeds, the subject takes 1d8
damage per rank of the deity, which may kill it anyway.
If the attack kills the mortal (either through a failed sav-

ing throw or through damage), the mortal cannot be


raised or resurrected afterward, except by a deity using
the Gift of Life, Life and Death, or Mass Life and Death
salient divine abilities, and that also succeeds on an opposed rank check. The save DC is Charisma-based.
Suggested Portfolio Elements: Death.
INCREASED DAMAGE REDUCTION
The deity is remarkably resistant to physical attacks.
Prerequisites: Con 29.
Benefit: The deitys damage reduction increases 5
and adds an additional requirement to bypass the damage
reduction. This requirement can be an alignment opposed
to that of the deity or a specific damage type
(bludgeoning, piercing, or slashing). Alternately, the
deity can waive the additional requirement and instead
change her special material requirement to something
more unique (such as jade, bone, starmetal, or any material as long as it can be fashioned into a weapon).
Suggested Portfolio Elements: Any.
INCREASED ENERGY RESISTANCE
The deity has resistance to energy beyond the divine
norm.
Benefit: The deity gains resistance equal to her divine
rank to acid, cold, electricity, fire, or sonic energy.
Notes: A deity can have this ability multiple times,
choosing a different form of energy each time. The deity
also can have this ability more than once for a single
type of energy. When applied to an energy type that the
deity already resists, this ability increases the resistance
by 10.
Suggested Portfolio Elements: Any.
INCREASED SPELL RESISTANCE
The deity has spell resistance beyond the divine norm.
Benefit: The deitys spell resistance increases by 20.
Notes: A deity can have this ability multiple times,
and its effects stack. A deity with two applications of this
ability improves her spell resistance by 40.
Suggested Portfolio Elements: Magic.
INDOMITABLE STRENGTH
The deity is very difficult to beat in contests of
strength.
Prerequisite: Str 40, Strength domain.
Benefit: If required to make an opposed roll involving
Strength (including grapple checks), the deity receives a
divine bonus of +25 on her roll. This bonus stacks with
the normal divine rank bonus.
Suggested Portfolio Elements: Strength.
INSTANT COUNTERSPELL
The deity can counterspell as a free action.
Benefit: The deity gains Epic Counterspell as a bonus
feat. She can use her spell-like abilities as counterspells
in addition to her normal spells.
Suggested Portfolio Elements: Magic.
INSTANT MOVE
The deity can move almost instantaneously.
Prerequisites: Divine rank 6, Dex 29.
Benefit: As a move action, the deity can travel up to
30 feet per divine rank, as though using the dimension
door spell, except that the deity never appears within a
solid object and can act immediately after teleporting.
Suggested Portfolio Elements: Travel.

IRRESISTIBLE BLOWS
The deity's attacks with a specific melee weapon are
almost impossible to avoid.
Prerequisites: Weapon Focus and Improved Critical
with the selected melee weapon.
Benefit: When the deity makes a melee attack with
the chosen weapon against a creature, resolve the attack
as a melee touch attack (the weapon blow ignores armor
and natural armor bonuses). If the weapon hits, the creature struck must make a Fortitude save or be stunned for
1d10 rounds. The save DC is Constitution-based.
The 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.

435

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

unambiguously identify the subject in some fashion. If


the deity chooses to kill a mortal, the ability works like
the destruction spell, except that there is no material
component. The mortal cannot be raised or resurrected
afterward, except by a deity using the Gift of Life or Life
and Death ability, who must succeed on a rank check
against the deity that slew the mortal.
If the deity restores life to a mortal, this ability works
like the true resurrection spell, except that there is no
material component and the amount of time the subject
has been dead is irrelevant.
This ability cannot restore a creature to life against its
will, but it can resurrect an elemental or outsider. It can
resurrect a creature whose soul is trapped - if the soul is
held by another deity or a cosmic entity, the deity must
suceed on an opposed rank check to free it.
This ability can only restore life to a creature that has
been slain by the Hand of Death, Life and Death, or
Mass Life and Death ability if the deity succeeds on an
opposed rank check against the deity that slew the creature.
Rest: After using either version of this ability, the
deity must rest for 1 minute per level or Hit Die of the
creature affected.
Deities whose portfolio includes life or death do not
have to rest after using this ability.
Suggested Portfolio Elements: Death, life, supreme.
LIFE DRAIN
The deity can create a dark cloud that saps life energy.
Prerequisites: Death domain.
Benefit: As a swift action, the deity can generate a
cloud of darkness that rises from her body in a spread 10
feet high with a radius of 10 feet per divine rank. The
cloud blocks sight as a deeper darkness spell does, except that it cannot be countered by light effects (other
than those cast by deities or cosmic entities that succeed
on a rank check). Living creatures must make Will saves
or die. Even with a successful save, living creatures still
gain two negative levels (the save DC to remove the
negative levels is the same as the first Will save). A single creature can be drained by the cloud only once per
day, but the clouds darkness remains effective. The save
DC is Charisma-based.
Suggested Portfolio Elements: Death, undead.
MASS DIVINE BLAST
The deity can channel part of her personal energy into
an attack. This ability can be used against multiple targets or an area.
Prerequisites: Divine rank 6, Cha 29, Divine Blast.
Benefit: This ability works like the Divine Blast ability, except that the deity can specify up to five targets per
rank, no two of which can be more than one mile apart
per rank, or an area. The area can be a cone, burst,
spread, or cylinder. A cone can be up to 100 feet long per
rank. A burst or spread can have a radius of up to 50 feet
per rank. A cylinder can have a radius of up to 50 feet
per rank and a height of up to 10 feet per rank. The deity
chooses the attacks exact form and dimensions.
Each use of this ability counts as a use of her Divine
Blast ability.
Suggested Portfolio Elements: Death, destruction,
war.
MASS LIFE AND DEATH
The deity can kill large numbers of mortal creatures

almost anywhere. Likewise, the deity can bestow life


upon large numbers of dead mortals almost anywhere.
Prerequisites: Divine rank 16, Gift of Life or Hand
of Death, Life and Death.
Benefit: The deity can designate any number of mortals and snuff out their lives. Or she can designate any
number of dead mortals and restore them to life. The
targets are allowed saving throws just as with Life and
Death.
Notes: No two mortals affected by a single use of this
ability can be more than one mile apart per rank of the
deity. The ability is otherwise identical to the Life and
Death salient divine ability.
Rest: After using either version of this ability, the
deity must rest for 1 minute per level or Hit Die of the
creatures affected.
Suggested Portfolio Elements: Death, supreme.
MASTER CRAFTER
The deity's Craft skills and item creation capabilities
are beyond compare.
Prerequisites: 23 ranks in two different Craft skills.
Benefit: Any object the deity creates is treated as a
masterwork item, but uses the base item price (not the
masterwork price) to determine time and cost required to
create it. Any item she creates also has twice the hit
points it would normally have, and its break DC is increased by +10. These benefits apply to walls, doors, and
other components of buildings the deity creates, as well
as smaller items.
Suggested Portfolio Elements: Crafts, creation.
MIND OF THE BEAST
The deity can make plants and animals sentient, and
she can reduce sentient creatures to animal or plant form.
Benefit: The deity can grant humanlike sentience to
trees or animals. This sentience lasts a maximum of one
day, and the sentient tree or animal obeys her commands
to the best of its ability. The deity can affect up to one
creature per divine rank at once, but no more than that
number each day. All must be within her line of sight
when first affected.
Also, the deity can transmute any creature into a plant
or animal of approximately the same size or up to two
size categories smaller. The subject is allowed a Fortitude save to resist. Subjects turned into plants become
objects. Subjects turned into animals have the same abilities and statistics of the kind of animal the deity chooses.
Either effect can be made permanent through the use
of alter reality. The save DC is Charisma-based.
Suggested Portfolio Elements: Nature.
OVERLORD
Prerequisites: Divine rank 16, Control Creatures,
Govern the Children.
Benefits: The deity can control an infinite number of
one type of creatures that she can control through her
Control Creatures ability. This places no great strain
upon her being, provided that they are on the same plane
as she is.
Additionally, the deity may telepathically call any of
these within the same plane, regardless of their ability to
understand language. Called creatures begin at once to
travel as swiftly as they can to her location in order to
serve her.
Suggested Portfolio Elements: Domination, race,
supreme

POSSESS MORTAL
The deity can infuse some of her energy into a mortal,
turning the mortal into an extension of herself.
Prerequisites: Cha 29.
Benefit: The deity can possess any mortal in any
location she can sense. Unwilling mortals can attempt
Will saves; the save DC is Charisma-based.
Notes: Spells that prevent possession block this ability if the mortal is unwilling. Likewise, spells that end
possession drive out the deity if the mortal is unwilling.
If the mortal is willing, however, the deity cannot be
blocked or driven out, except by a divine shield or the
use of alter reality by another deity who makes a successful rank check.
The possessed mortal effectively becomes an avatar
of the deity. The deity can draw on all the possessed
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

437

to 1 minute per divine rank afterward. The deity can


end an effect as a free action.
Suggested Portfolio Elements: Nature, sea, weather.
POWER OF TRUTH
The deity can discern lies and compel creatures to tell
the truth.
Benefit: The deity knows when anyone deliberately
lies. This ability works like the discern lies spell, except
that it works continuously and applies to any creature the
deity can perceive. The deity must make a successful
rank check to use this ability against another deity or a
cosmic entity.
The deity also can enchant creatures so they become
truthful. She can affect up to one creature per divine rank
at once, but no more than that number each day. All must
be within the deitys line of sight when first affected.
The enchanted creatures become unable to utter any
deliberate falsehoods or evasions of truth for one day.
The subject is allowed a Will save to resist. Subjects who
make successful saves become immune to this ability for
one day. The save DC is Charisma-based
Suggested Portfolio Elements: Justice, law, truth.
REJUVENATION
If destroyed, the deity simply re-forms.
Prerequisites: Divine rank 11, Divine Fast Healing.
Benefit: When the deity suffers an attack that should
destroy her, she simply disperses and reassembles later.
Roll 10d10 to determine the number of days before she
returns.
Notes: If the deity is killed in her own realm, subtract
her divine rank from the number of days it takes to return. If the deitys realm is on a divinely morphic Outer
Plane, and she is killed there, subtract twice her divine
rank from the number of days it takes to return. The
return always takes at least one day.
If the deity is killed by another deity or a cosmic entity, the attacker can attempt to negate this ability with a
successful opposed rank check.
Suggested Portfolio Elements: Death, life, undead.
SEE MAGIC
The deity can see magical auras just by looking at
them.
Prerequisites: Magic domain.
Benefit: This ability is similar to a constant greater
arcane sight spell, except that it covers the whole area
the deity can see, and the deity immediately knows the
number of auras present along with their locations and
strengths. She needs to make a Spellcraft check to identify the school of each aura, but most deities with this
ability can use Spellcraft as an immediate action.
Suggested Portfolio Elements: Magic.
SHAPECHANGE
The deity can assume the form of any living, corporeal creature (but not the form of another deity). This is
an extraordinary ability.
Prerequisites: Divine rank 11, Alter Size, Alter
Form.
Benefit: The deity can assume the form of any animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or plant. The assumed form must be
both living and corporeal. She can remain in the assumed
form indefinitely, but resumes her own form if slain.
Notes: This ability works like the Shift Form salient

438

divine ability, except that the deity is not limited to a set


number of forms and as noted here.
The deity can use her Alter Size ability simultaneously with this one to become as small as a grain of sand
or as large as 1,600 feet in the assumed forms greatest
dimension.
The deity can use this ability to create disguises, gaining a bonus of +20 on her Disguise checks.
Suggested Portfolio Elements: Nature, secrets,
thieves.
SHIFT FORM
The deity can assume the forms of creatures related to
her portfolio. This is an extraordinary ability.
Prerequisites: Divine rank 6, Alter Size, Alter Form.
Benefit: The deity can assume the form of another
creature. The forms she can assume are limited and vary
with each deity. The forms allowed are listed in the deitys description. She can remain in the assumed form
indefinitely, but resumes her own form if slain.
Notes: The deity acquires the physical, natural, and
extraordinary abilities of the form she has assumed (but
not spell-like or supernatural abilities) while retaining
her own mind. Physical abilities include natural size and
Strength, Dexterity, and Constitution scores. Natural
abilities include armor, natural weapons (such as claws,
bite, swoop and rake, and constriction; but not petrification, breath weapons, energy drain, energy effect, and the
like), and similar gross physical qualities (presence or
absence of wings, number of extremities, and so on). A
body with extra limbs does not allow the deity to make
more attacks (or more advantageous two-weapon attacks) than normal. Natural abilities also include mundane movement capabilities, such as walking, swimming, and flight with wings. The deitys speed is that of
the assumed form or her normal speed, whichever is
higher.
In general, any part of the body or piece of equipment
that is separated from the whole reverts to its original
form. However, if the assumed form has an extraordinary
ability that allows it to produce a substance or shed part
of its body, then this ability also grants that ability.
The deity retains her Intelligence, Wisdom, and Charisma scores, level and classes, alignment, base attack
bonus, and base saves. (New Strength, Dexterity, and
Constitution scores may affect final hit point total and
attack and save bonuses.) The deity retains her outsider
type, extraordinary abilities, spells, and spell-like abilities, but not her supernatural abilities.
The deity also retains her divine Armor Class bonus
and divine qualities and abilities, provided they are not
supernatural.
The deity can cast spells for which she has components. She needs a voice like that of a humanoid for verbal components and hands like those of a humanoid for
somatic components, Likewise, the deity needs hands to
use many of her powers, such as creating objects related
to her portfolio.
When the shape shift occurs, the deitys equipment, if
any, transforms to match the new form. If the new form
is a creature that does not use equipment (aberration,
animal, beast, magical beast, construct, dragon, elemental, ooze, some outsiders, plant, some undead creatures,
or vermin), the equipment melds into the new form and
becomes nonfunctional.
Material components and focuses melded in this way
cannot be used to cast spells. If the new form uses equip-

ment (fey, giant, humanoid, some outsiders, many undead creatures), the 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

Prerequisite: Divine rank 6, Increased Damage Reduction.


Benefit: This ability adds a creation process requirement for the weapon needed to bypass the deity's damage
reduction. A deity can't choose this ability more than
once. This requirement can be as unique as desired, such
as requiring a weapon to be forged from tarrasque bones
and cooled in the blood of a willing angel.
SUPREME ELDRITCH KNOWLEDGE
The deitys knowledge of arcane spells is complete.
Prerequisites: Divine rank 6, spellcaster level 1st,
Cha 29, Extra Spell, Eldritch Knowledge, Magic domain.
Benefit: The deity knows all arcane spells that she
can cast. This includes all spells on the appropriate spell
list as well as non-standard spells created according to
the spell creation guidelines in the DUNGEON MASTER'S GUIDE and other rulebooks.
Suggested Portfolio Elements: Knowledge, magic.
SUPREME INITIATIVE
The deity always goes first in the initiative order. This
is an extraordinary ability.
Prerequisites: Dex 29, Improved Initiative.
Benefit: The deity goes first in the initiative order, no
matter what her initiative result is or what initiative result anyone else in an encounter or battle has.
Notes: Determine initiative normally among any beings who dont have this ability, placing them in order
after the deity. The deity can choose to delay or ready an
action, just any other being can, and doing so changes
her initiative as normal. The deity also can refocus,
thereby resuming her position at the beginning of the
initiative order.
If two or more deities who have this ability are in the
same battle, the deity with the highest divine rank gets
the first position in the initiative order, the deity with the
second highest rank gets the second position, and so on.
Other beings then go in order after the last deity with the
Supreme Initiative ability.
If two deities with this ability and the same divine
rank are in a battle, make an initiative check for each
deity, and the deity with the higher result goes first.
Suggested Portfolio Elements: Agility, thieves, war.
TRUE KNOWLEDGE
The deity's mastery of knowledge is nearly complete.
Prerequisites: Divine rank 11, Int 40, bardic knowledge or lore class feature and 10th level in the class that
grants the ability, Knowledge domain.
Benefit: The deity never fails a bardic knowledge or
lore check, no matter how obscure the knowledge involved. She speaks and understands all languages. The
deity can use legend lore and analyze dweomer as immediate actions.
Suggested Portfolio Elements: Knowledge.
TRUE SHAPECHANGE
The deity can assume the form of any creature or
object, but not the form of another deity. This is an extraordinary ability.
Prerequisites: Divine rank 16, Alter Size salient
divine ability, Alter Form salient divine ability,
Shapechange salient divine ability.
Benefit: The deity can assume the form of any object
or creature. The deity can remain in the assumed form
indefinitely, but it resumes its own form if slain.

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Notes: This ability works like the Shift Form salient


divine ability, except as noted below.
The deity can take any form, living or unliving, corporal or incorporeal. The deity gains the supernatural
abilities of the assumed form.
The deity can use this ability to create disguises, gaining a bonus of +20 on its Disguise checks.
The deity can use its Alter Size ability simultaneously
with this one to become as small as a grain of sand or as
large as 1,600 feet in the assumed forms greatest dimension.
Suggested Portfolio Elements: Nature, secrets,
thieves.
UNDEAD MASTERY
The deity has absolute dominion over the undead.
Prerequisites: Divine rank 14, Cleric level 17th.
Benefit: The deity can automatically command or
destroy any undead creature, as desired, as a swift action.
The deity can do this as often as desired, but she can
command no more than one undead creature per divine
rank (regardless of the creatures Hit Dice) at any one
time.
The deity can ignore Turn Immunity when attempting
to turn or rebuke undead, but cannot use this ability to
affect such creatures. Undead deities receive rank checks
to resist these effects.
Suggested Portfolio Elements: Death, life, undead.
UNDEAD QUALITIES
The deity, though alive, shares some of the qualities
of the undead
Benefit: The deity gains the following special qualities:
Darkvision out to 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, stunning,
disease, and death effects.
Negative energy (such as an inflict spell) heals the
deity, while positive energy (such as a cure spell)
causes her damage.
Suggested Portfolio Elements: Death, undead.
WAVE OF CHAOS
The deity can cause nearby creatures to act unpredictably.
Prerequisites: Chaotic alignment.
Benefit: The deity can create a wave of mental force
that extends from her person in a spread with a radius of
10 feet per divine rank. Creatures within the spread must
make Will saves or be forced to act unpredictably. This
ability works like a confusion spell cast by a sorcerer of
level 10 + the deitys divine rank. The save DC is Charisma-based
Suggested Portfolio Elements: Chaos.
WOUND ENEMY
Any weapon the deity wields causes a bleeding
wound when it hits.
Prerequisites: Base attack bonus +20.
Benefit: Any weapon wielded by the deity deals damage to a creature such that a wound it causes deals 1d6
points of damage per round thereafter in addition to the
normal damage from the weapon. Multiple wounds from
the deity result in cumulative bleeding loss (two wounds

440

for 2d6 points of damage per round, and so on). The


bleeding can only be stopped by a successful Heal check
(DC 15 + the deitys rank) or the application of any cure
spell or other healing spell (heal, healing circle, and so
on).
Notes: The ability functions only when the deity personally attacks with a physical weapon. She can apply
the ability to any weapon or natural weapon, but not to a
spell, spell-like ability, supernatural ability, or divine
ability. A deity can have this ability multiple times, and
its effects stack.
Suggested Portfolio Elements: Death, pain, war.

Spell Slots Above 9th Level


The Divine Spellcasting ability grants deities access
to spell slots above 9th level (which can be used to hold
lower-level spells or spells whose level has been increased above 9th by the use of metamagic feats). The
number of spell slots available to a deity depends on her
key ability score (Intelligence for wizards, Wisdom for
clerics, druids, paladins, and rangers, and Charisma for
bards and sorcerers), as shown on Table: Divine Spellcasting.
The numbers on this table include bonus spells that a
deity receives for having a sufficiently high ability score,
as well as one additional spell of each level at which she
gains at least one bonus spell. This additional spell is one
of the benefits of the Divine Spellcasting salient divine
ability.
Table C-13: Spell Slots above 9th Level
Ability
Score

Spell Level
10

11

12

13

14

15

16

17

18

19

20

21

22

23

24

25

10-11

12-13

14-15

16-17

18-19

20-21

22-23

24-25

26-27

28-29

30-31

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

441

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