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The Book of Fiends - IA

The Book of Fiends - IA

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Sections

  • Introduction
  • Armies of the Abyss
  • Chapter One: Into the Abyss
  • Chapter Two: Those Who Serve
  • The Thaumaturge Class
  • New Domains
  • New Spells
  • Chapter Three: Those Who Rule
  • Abaddon
  • Abraxas
  • Anarazel
  • Astaroth
  • Azazel
  • Azidahaka
  • Behemoth
  • Decarabia
  • Eligor
  • Flauros
  • Gamigin
  • Haagenti
  • Ipos
  • Marbas
  • Nocticula
  • Raum
  • Sabnach
  • Seere
  • Shax
  • Socothbenoth
  • Vepar
  • Abyssal Dragon
  • Alastor
  • Alrune
  • Armageddon Beast
  • Chernobue
  • Cresil the Impure
  • Daeobelinus
  • Darba
  • Enveloper of the Innocent
  • Eurynomus, the Corpse Eater
  • Golem, Razorwire
  • Harlequin
  • Herensugue
  • Hydraggon
  • Incubus
  • Inmai
  • Irecundia
  • Jahi
  • Jilaiya
  • Locust Demon
  • Malohin the Strangler
  • Mandragoras
  • Merihim
  • Nyogoth
  • Orusula
  • Paigoel
  • Philotanus the Seducer
  • Radiant Boy
  • Rahu the Tormentor
  • Schir
  • Shiggarreb
  • Shoggti
  • Skulldugger
  • Solesik
  • Soulkeeper
  • Spawn of Marbas
  • Spineseeker
  • Stygian Interloper
  • Vessel of Orcus
  • Vilisemen
  • Vulcan Demolisher
  • Warped One
  • Whore’s Curse (Raptu)
  • Hordes of Gehenna
  • Creation of the Realm
  • The Lay of the Land
  • Bring on the Evil!
  • Abandoned Dream
  • Ahrimanes
  • Calumnites
  • The Companions of Malice
  • Crausus
  • Dömixtrie
  • Evil Twin Template
  • Faces of the Great
  • Fair One
  • The Feasting
  • Flabule
  • Furtivin
  • Glomeray
  • Harbinger of Vengeance
  • Hoarder
  • Hunger
  • Impregnator
  • Impregnator Patriarch
  • Jageth
  • Kurgellis
  • The Languishing
  • Maodon
  • Morning’s Plague
  • Mother Igwyre
  • Necro-Ripper
  • Ograq
  • Paesod
  • Shogarr, Consumer of Souls
  • Slumbering Valor
  • Spawn of Draqolath
  • The Taker
  • That Which Cannot Be
  • U’ulgan
  • Vashtuk
  • Vecrose
  • Venenézle
  • Vespertiliac
  • Vlogar
  • Wuigart
  • Zovarik
  • Legions of Hell Legions of Hell
  • Chapter Seven: Go to Hell!
  • Abigor, Grand Duke of War
  • Abigor’s Steeds
  • Antaia, the Witch Queen
  • Ashmede
  • Balan
  • Balan’s Huntsman
  • Bulugon
  • Chamagon
  • Cranial Wretch
  • Dagon, Warden of the Stygian Depths
  • Darksphinx
  • Distender
  • Enforcer of Dis
  • Exiled
  • The Faceless
  • Fallen Celestial
  • Gladiatrix
  • Hadriel, Duchess of Domination
  • Hellwarden
  • Herlekin
  • Iblis, Duke of Pride
  • Ice Stalker
  • Jalie Squarefoot, The Lich Fiend
  • Kere
  • Knocker
  • Kok-Lir
  • Krotep
  • Lel, Marquise of the Night
  • Magugon
  • Malgrin, Duke of Unlife
  • Mechtenaek
  • Naamah, Contessa of Duplicity
  • Nergal, the Fetid Prince
  • Oubliette
  • Pain Mistress
  • Painshrieker
  • Phl’taurian
  • Shadow Angel
  • Soulsniffer
  • Spinder
  • Striga
  • Vierhaander
  • Vuall
  • Whiptail
  • Balan’s Jackal
  • Mountebank
  • Plaguelord
  • Angelic Choirs of the Seven Heavens
  • A Selection of Fallen Celestials in Hell
  • Appendix Two: Unholy Warriors
  • The Unholy Warrior Class
  • Domains
  • Blood and Souls for My Dark Master
  • Appendix Three: Fiendish Cities
  • Byldgewater
  • Cacoëthes
  • Appendix Five: Bibliography
  • General Sources
  • AD&D Sources
  • Index

A Malefic Bestiary for the d20 System By Aaron Loeb, Erik Mona, Chris Pramas, and Robert J.

Schwalb

GRR1025e

The Book of Fiends

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

Art Direction (Legions of Hell)
Chris Pramas

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

Cover Art
Michael Sutfin

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

Editing
Jeremy Crawford, Rob Smolka, and Jennifer Clarke Wilkes

Proofreading
Evan Sass

Green Ronin Staff
Nicole Lindroos, Hal Mangold, Chris Pramas, and Evan Sass.

Graphic Design and Art Direction
Hal Mangold

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

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

Green Ronin Publishing
P.O. Box 1723 Renton, WA 98057-1723 Email: custserv@greenronin.com Web Site: www.greenronin.com

1

Introduction ................4 Armies of the Abyss .......5

The Book of Fiends

Chapter One: Into the Abyss ....... 6 Chapter Two: Those Who Serve .... 9

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

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

Table of Contents

Hordes of Gehenna ........81
Chapter Five: Descent into the Seven-Circle Realm .......... 82 Chapter Six: Creatures of Gehenna ......... 86

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

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

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

2

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

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

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

Chapter Nine: Infernal Prestige Classes ...196

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

Appendices ...............202
Appendix One: Angelic Choirs and the Fallen ....... 202
Angelic Choirs of the Seven Heavens ............ 202 A Selection of Fallen Celestials in Hell .......... 203

Appendix Two:Unholy Warriors .205 Appendix Three:Fiendish Cities ... 217

The Unholy Warrior Class ................................ 205 Domains .............................................................. 209 Blood and Souls for My Dark Master ............. 214 Byldgewater ......................................................... 217 Cacoëthes ............................................................ 218

Legions of Hell ..........139
Chapter Seven: Go to Hell! ......140 Chapter Eight: Creatures of Hell ............. 142
Abigor, Grand Duke of War ............................ 142 Abigor’s Steeds ................................................... 143 Akop ..................................................................... 144 Antaia, the Witch Queen .................................. 145

Appendix Four: Monsters Ranked by Challenge Rating .............. 219 Appendix Five: Bibliography ..... 220
General Sources.................................................. 220 AD&D Sources .................................................. 221

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

OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0, Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson. The Book of Fiends, Copyright 2003, Green Ronin Publishing; Authors Aaron Loeb, Erik Mona, Chris Pramas, and Robert. J. Schwalb Legions of Hell, Copyright 2001, Green Ronin Publishing; Author Chris Pramas Armies of the Abyss, Copyright 2002, Green Ronin Publishing; Authors Erik Mona and Chris Pramas Book of the Righteous, Copyright 2002, Aaron Loeb The Avatar’s Handbook, Copyright 2003, Green Ronin Publishing; Authors Jesse Decker and Chris Thomasson The Unholy Warrior’s Handbook, Copyright 2003, Green Ronin Publishing; Author Robert J. Schwalb

The Book of Fiends
3

When designing the book. All that mattered was that I got a peak into Hell. We also followed through on the idea of Armies of the Abyss. so now all the evil is in one place. which would only be of use to some GMs. so the fiends would have some new foes. when conceiving books for the then-new d20 System. Thus was born Legions of Hell. This title focused on a new class divine spellcaster that summoned celestials and other creatures of the Upper Planes. The original bore the J. I could hardly argue. Rather than do a book about Hell itself though. Beyond which we must go church-structure. plus new demons and devils and the entirety of Hordes of Gehenna. Our original plan called for Volume 3 of the Book of Fiends. “Will you be updating Legions of Hell and Armies of the Abyss?” 4 The answer seemed obvious. Such creatures exist in every culture under many different names. All of this material can Righteous. We also providing a wide range of CRs so you’ll find And mother taught us patience expanded on the Legions info in two other creatures from ½ to 40 (with most clocking The virtues of restraint key titles. We forged ahead with the Unholy Warrior’s Handbook. subtitle Book of Fiends. Volume 1. We immediately began to get questions from the fans. It was thus only natural that they were adopted into RPGs very early on.Introduction Introduction Demon.5 update of the unholy warrior class by author Robert part of a larger work. I decided to do a monster book featuring the creatures of the Pit. It took the basics of To find the secrets promised us We hope you enjoy this look into the dark Legions of Hell and Armies of the Abyss and realms. Volume 2. Hordes of Gehenna. 2003 . That is the tome you hold in your hands. with updates and new material for Legions of Hell and Armies of the Abyss.5 was upon us and many changes were made to the core game. which provided an anti-paladin to answer Book of the Righteous’s holy warrior class. we should do the complete Book of Fiends. First. It includes all the original material. Before we could release Hordes of Gehenna t h o u g h . We have made every effort to make this as complete as possible. we decided to Chris Pramas give the good guys a chance in the Avatar’s December 1. and that of Book of the Righteous. Dispater. a mammoth tome that provided be used with the standard d20 cosmology or And father taught us boundaries a fully detailed cosmology. We got Book of the Righteous author Aaron Loeb to write the material on Gehenna to ensure compatibility with his cosmology. May your game never be the same! Mission of Burma embellished them as part of a wonderfully imaginative tapestry. These words have been used to describe ultimate evil. Devil. to come out in March of 2003. and Orcus in the 1st edition Monster Manual? Or the precision of the Gygaxian prose in Monster Manual II? The fact that I would never really need to know exactly how many companies of bearded devils Balan commanded on the battlefield didn’t occur to me. but the freelance author given the assignment had to bow out at the last minute. Legions of Hell was conceived as the first include a 3. Devils had traditionally been high-level foes. I tried to create creatures with a wide variety of Challenge Ratings. Jim Bishop suggested that doing a book involving Hell was a natural since I had written the AD&D Guide to Hell for 2nd edition. Handbook. I remembered that years later. Who can forget the images conjured up by the likes of Asmodeus. edition 3. I wanted to provide challenges for all levels so a GM could run an infernally themed campaign from levels 1-20 if he so desired. We even had room to From the beginning. A large part of the book was given over to statting up those celestials. we published the Book of the in between 1 and 25). came out in 2002. pantheon. Rather than release Hordes of Gehenna on its own. Later. Green Ronin’s best-selling fantasy sourcebook to date. Daemon. Schwalb.

Volume 1: Armies of the Abyss Armies of the Abyss 5 .

unpredictable nature. complex world with a wide variety of demonic influences that will keep players guessing all the while. fearing capture from nigh-omnipotent lords eager to suck essence from their metaphysical marrow. on the other hand. becoming self-styled princes of certain layers. Even an adherence to chaos and evil. Complicating matters. subraces. this tome can mean the difference between a dreary campaign in which demons merely represent a “tougher orc. color. Whole cities rise and fall at the whims of distant masters in endless cycles that seem only to prove the inevitability of anarchy and decay. betrayal. dominating hordes of demonic subjects just as human sovereigns command their vassals. who summon them from the Abyss to do their bidding. sacrificing themselves in great numbers as if honoring the very concept of destruction. whether of themselves or of their enemies. and nutrients from those who attempt to settle them. They represent the ultimate challenge to the typical party of fantasy adventurers. archetypal castle that exists somewhere beyond the Astral Plane.Volume 1: Armies of the Abyss Chapter One: Into the Abyss Some scholars believe that everything in the material world is but a representation of some intrinsically pure concept found in the Outer Planes. Few foreigners survive long in the Abyss. clerics. Yet not all demons prefer the cosmic battlefields of the Outer Planes. These beings. or sorcerers. demons make powerful shock troops. . the largest and most politically dominant group in the Abyss. and skillful assassins. For Gamemasters. Some demons come to the Material Plane at the behest of amoral wizards. On the Nature of Demons 6 Students of the arcane have cataloged at least as many different forms of demons as layers of the Abyss itself. For a fighter or barbarian demons are the ultimate martial encounter. When under the command of a summoner. Few adventurers examining the remains of a vulture-headed vrock and an alluring succubus would conclude that both share a heritage. and clerics. An infinite plane. Notoriously disloyal. Wizards. increasing the number of souls entering the Abyss with every foul corruption. sorcerers. is an echo of a perfect. The plane seems designed by a bickering assembly of insane but nonetheless brilliant architects for the sole purpose of punishing and destroying its inhabitants. divide themselves into countless races. A castle. Landscapes leach life. Demon princes require mortal souls to maintain their hold on their personal layers. and breeds. Demons also have much to offer your campaign. and their agents roam the physical world in search of converts for their infernal masters. can produce an infinite number of demonic soldiers. against the devils of the Nine Hells. demons have much to offer it. This book is the first step on that intriguing path of research. benevolent advocates of philosophies not intrinsically “bad. Certain creatures do manage to eke out an existence here. The existence of the roiling Abyss lends credence to such theories. and they serve as thrilling antagonists in countless bards’ tales. Some can make for powerful (albeit very dangerous) allies. Some portray themselves as misunderstood victims of creation. commonly known as demons on the Material Plane. demons hold true allegiance only to their own chaotic. have developed the practice of manipulating demonic forces and magic to a science. and against the angelic choirs of the Upper Planes. viewing them as intriguing enemies who hold the key to important lore in their inscrutable minds. The seemingly infinite layers of this plane of chaos and evil house the “perfect” inspiration for countless acts of murder. In the magical world of a fantasy roleplaying campaign. Certain magical practitioners. cunning confidants. knowing the difference between a silk-voiced demon who legitimately offers unknown pleasures and one who merely wants to feast on your innards is a valuable skill indeed. perversion. their sheer force of numbers propels the armies of the Abyss to victory as often as not. and decadence. for example. and wild beasts controlled only by hunger and lust haunt jungles infested with murderous plants and poisonous streams. approaching an adventuring party with offers of mutual assistance. allows room for differences. however. known as thaumaturges. might have much to learn from demonic denizens of the Outer Planes. demonkind often exhibit numerous physical variants that nonetheless share a common racial lineage. They war against one another.” but simply frowned upon by society at large. Not all demons exist merely to frighten or eat mortals. Some delight in tempting mortals to acts of chaos and evil. Druids and rangers rightly consider demons unnatural blights whose very presence on the Material Plane threatens the natural order.” and a rich. but indeed both are demons. as their natures parallel that of the Abyss itself. The aimless souls of mortals range from layer to layer. Nothing is more offensive to a paladin than a demonic paragon of ideals diametrically opposed to the standards of law and goodness. after all. Just as the world has much to offer demons. The greatest demons bend the spirit of the plane itself to their will. Despite their propensity to die in huge numbers when facing better-organized foes.

such as Vaz’zht and Demogorgon.Countless centuries ago. And of course they remain free to send minions or mortal worshipers against their hated enemies from afar. The qlippoth ruled the first layer of the Abyss long before it became a repository for the souls of chaotic evil mortals (since mortals had not yet been created at the time of their apogee). Demon princes need not fear death outside their home plane. rendering enemies helpless. Demon Traits Immunities (Ex): Qlippoth are immune to cold. Volume 1: Armies of the Abyss Gathering Souls A demon prince requires energy to bend a layer of the Abyss to its will and maintain control over it. electricity 10. or using some similar trick. While a century might seem a long time for a human or even an elf. Unused to intrusions from outsiders. A demon that has just been summoned cannot use its own summon ability for 1 hour. Of the 666 catalogued layers of the Abyss. and the rest are so hazardous that even the most appalling demon lords see little in them worth the trouble of conquest. the ghaeles focused on the demonic qlippoth as their foes of choice. The seeds of qlippoth destruction came in the form of the ghaeles. most demon princes are willing to bide their time. mind-affecting effects. cold 10. Fascination (Su): As a standard action. so too can a demon prince shape and control the physical and metaphysical landscape of its personal domain. This volume contains representatives from both the qlippoth and their former slaves (now the masters). The fantastic ruins of qlippoth foundry-cities litter the gates of the Abyss. The greatest demon princes. They initiated great genetic experiments. the qlippoth formed as a byproduct. some demon lords are able to “tame” a layer of the Abyss. Remnants of the ancient qlippoth yet endure in hidden pockets of the deepest Abyssal layers. and their explorations into the heart of the Abyss seldom led to permanent gains. shadowy creatures often considered the effluvia of creation. Celestial. Sometimes referred to as the Hollow Ones. Just as a god commands certain magical and mundane aspects of its home realm. hatching vile plots to take back the mantle of demonic rulership that once was theirs. Resistances (Ex): Qlippoth have resistance to acid 10. and fire 10. and dozens of others besides whose names have been lost to infernal history. that has a language. mixing magic and primitive technology to create dozens of “inferior” races to serve them. qlippoth may change their coloration and posture to create a mind-boggling display of shifting colors and forms that overloads the senses. but many select a form without parallel in all of the underworld. Worse. forlorn monuments of a civilization destroyed in the final birthing pains of the multiverse. They and their minions ventured into the Material Plane to tempt mortals to chaos and evil. but their influence seldom extends beyond a single layer. warfare. which added further chaos to tumultuous Abyssal battlefields. Under the leadership of their powerful generals. laying siege to the cities of the Hollow Ones with brutal efficiency. Anyone within 30 feet who witnesses this effect must make a successful Will save (DC 10 + 1/2 the qlippoth’s Hit Dice + the qlippoth’s Charisma modifier) or be rendered helpless for 2d6 rounds. the creation of mortals inevitably led to the dispersion of mortal souls to the Outer Planes. though such empire building is extremely rare. Potential victims can attempt to avert their eyes by viewing the qlippoth through a mirrored surface. and fire 10. the Abyss was dominated by the qlippoth [KLIPawth]. and sheer force of will. If slain on another plane. Eventually. and so on. This is a mind-affecting effect. no demon answers the summons. and it gains this energy from the souls of deceased mortals. these demon princes had interests far beyond the infernal planes. within a certain distance. the use of a blindfold. though energy derived from mortal souls seems to play an important role in the transformation. Though the greatest among them braved the portals leading from the first layer to the realms below. The qlippoth subscribed to a form of evil so profound and primal that few mortals can conceive of their depravity. but they have only a limited chance of success. command more than one contiguous layer. Immunities (Ex): Demons are immune to electricity and poison. it is barred from returning to the plane of its destruction for a hundred years. revealing profane multiversal secrets and initiating countless unspeakable intrigues. powerful demon princes managed to bend some lower layers to their will. The qlippoth’s most tenacious slaves fled the ghaele host through gates leading deeper into the Abyss. Other demonic races exist. Except where otherwise noted. The most powerful transcend the limitations of their original forms to become demon lords or princes. Thereafter. These demons held out in those treacherous depths for the ensuing centuries. Another third form battlegrounds for would- 7 .) Telepathy (Su): Demons can communicate telepathically with any creature. and Draconic. Princes engage in two primary means of acquiring souls: sponsoring and harvesting. Roll d%: On a failure. While their lawful-minded kin among the angelic choirs of the Seven Heavens strategized about the issues of temptation presented by the devils of the Nine Hells. be princes hoping to gain control. Dominating a layer of the Abyss brings with it a host of benefits. demons speak Abyssal. Among these servitors were new multiformed demons. It is unknown precisely how a “standard” demon becomes a lord. Resistances (Ex): Demons have resistance to acid 10. their combined power was enough to expel the ghaele intruders and establish the demons as the preeminent power in the Abyss. such opponents have a 50% chance to not need to make a saving throw against the fascination attack. qlippoth speak Abyssal. Less mysterious are the means by which a demon lord becomes a prince. their great works sundered and their servitors scattered. the stuff of metaphysical necessity. preferring to construct a perfect dystopia in isolation on the plane’s uppermost layer. gaining near-godlike powers in the process. treat the qlippoth as if it has total concealment. Summoned creatures automatically return whence they came after 1 hour. that has a language. Telepathy (Su): Qlippoth can communicate telepathically with any creature. Each round. the insubstantial qlippoth were always beset by a great hunger they could not quench and a great thirst they could not slake. plotting revenge against their murderer’s progeny. chaotic good celestials born of idealism and hope. Some lords prefer to retain vestiges of their original appearance. Except where otherwise noted. within a certain distance. the qlippoth were savaged. and Draconic. (The percentage chance of success and types of demons available for summoning are listed in individual entries. Legends tell that when the Lords of Good created the celestials to serve them. the demon’s essence returns to its domain and is reformed by the plane itself (usually in a familiar but somewhat different form) within six days. due to closed eyes. Demons roam nearly every layer of the Abyss and frequently visit the Material Plane. and poison. Though these grim monarchs warred with each other from the start. fewer than onethird have been so dominated. Opponents who cannot see the creature at all. tracking its shadow. In the meantime. the qlippoth lacked the tenacity required to dominate the plane itself. In the interest of brevity. Celestial. Most demons possess the following traits (unless otherwise noted in a creature’s entry). while the ghaeles scoured the first layer in an attempt to completely eradicate the qlippoth. Summon Demons (Sp): Many demons can summon other demons much as though casting a summon monster spell. Qlippoth Traits Demon Lords and Princes Each demonic breed contains numerous physical and mental variations. legions of ghaele knights swarmed the Abyss. The qlippoth meddled little outside the Abyss. no examples of these minor races have been included here. Through arcane magic.

The thaumaturge (see Chapter 2: Those Who Serve) is one example of a mortal who has gained tremendous advantage by offering its soul to a prince of the Abyss. They are often tasked to guard a site of great power or summoned via a gate. Agents of the demon princes. these demons have access to virtually unlimited magical stores. powerful nobles in service to demon princes roam the plains of the Howling Threshold. Others keep souls merely to provide entertainment in the form of tortured screams that never end. most commonly weapons and items of protection. gaining powers and abilities just as they did in their previous lives. Most of these creatures serve no master. As the months pass. however. or sometimes punishes the mortal for wasting its time. or planar binding spell and left to wander after their original purpose has been fulfilled. Such souls initially remember little of their previous existence. Some layers present alien landscapes rife with malevolent vegetation and even more harmful inhabitants. Situated near the center of the layer. Rare is the demon who can live in seclusion in a mortal city for any length of time without giving in to its base desires. and return home to the welcome chaos of the treacherous Abyss. They’ve learned to trust no one but themselves and have killed more than their share of demons. seeking captives for their dread masters. In return for some service. Few captives who are thrust into these grim passages ever emerge to tell the tale of their travels. finding themselves thrust into a dangerous. scour the layer for newly arrived souls. they begin to recall more and more of their former existence. consigned for all eternity to a plane designed to destroy them utterly. these souls are eradicated forever. acting as knowledgeable advisors. and so suffer the final justice that they eluded in life. If the offer is in earnest. Some princes admire the souls of particularly devout followers or extremely debased individuals and allow them to exist for eternity. desiccated Baltazo the Pitiless. Each entry contains an advancement range. Many seem to make such determinations purely at random. albeit at terrible cost. trusted guards. the demons in this book have a CR of 20 or lower. Some Harvest Gates lead to the personal domains of demon princes such as Demogorgon or Abraxas. Though soulforms make up the majority of the Howling Threshold’s populace. the bargain is accepted on the spot. although painted with a diseased brush. is a matter of rank speculation. Customizing Your Demons Armies of the Abyss presents the weakest and most common specimen of each demon. perhaps remembering the name and face of their murderer and pining for final revenge. Only the most disciplined. As might be expected. unique. Their very existence. 8 . commanding infernal armies in their quest to corrupt the mortal world or establish themselves as princes in the lower Abyss. Simply choosing a gate at random and wandering to some unknown lower layer is as good a form of suicide as any available across the Outer Planes. This book also contains some examples of demon lords who already are quite powerful.Volume 1: Armies of the Abyss Soul sponsoring involves making pacts with mortals. planar ally. The Lower Layers Nowhere is it more apparent that evil has many forms than in the lower realms of the Abyss. however. but just as many open to vistas of indescribable horror untamable by even the fiercest demonic lord. giving the place its most common sobriquet: the Howling Threshold. These beings include the diseased Ahazu the Seizer. Ironically. is predicated on the nature of the Abyss itself. Rather than the complicated contracts prepared by their diabolical kin. the place is rightly feared for its demonic inhabitants. eating. The Howling Threshold The souls of sentient creatures who lived according to the tenets of chaos and evil (intentionally or otherwise) pass on to the Howling Threshold upon the moment of death. The only significant. Certain layers seem to be sentient creatures in and of themselves. great bulbous domes. souls that survive more than a year on the Howling Threshold are hardened by the experience. but many have a difficult time adapting to its social mores and inherent lawfulness (from their decidedly relative point of view). and the errant lord Laraie of the Unerring Bow. on a specific task for a demon lord or prince. abandoned by the qlippoth at the height of the war against the ghaeles. and mostly destroyed genetic foundries. and fornicating (sometimes all with the same victim). Details on the home layer or layers of more than twenty demon princes can be found in Chapter 3: Those Who Rule. kill the enemies of their summoner. Millions of demons fly its turbid skies and roam its vast plains. Because most Abyssal creatures shun it. Each has a few magic items listed. Though sponsored souls have especial succulence. They can never leave. As powerful entities. These beings and the countless servitor creatures that aid them gather huge groups of souls. Certain self-described scholars in the city of Amalrehtan claim to have cataloged the known Harvest Gates. Countless demons live out near-immortal lifespans with goals no more complicated than killing. Happily for them. They respond to a summon monster spell. the demon ignores it. occasionally inhabiting abandoned caves or the ruined outposts of longforgotten demon lords. which occasionally belch forth aeons-old horrors that savage any foolish enough to let down their guards for even a moment. prodding them toward the conduits that lead to the realms below. most demons visit the mortal world but briefly. If not. demons favor a simple approach. the sovereigns of the Abyss gain some power from the destruction of souls harvested from the plane’s uppermost layer. who are “harvested” in great numbers and driven in packs through the many gates leading lower into the Abyss. They delight in scaring. long-standing independent soul enclave is the cyclopean city of Amalrehtan. Resist the urge to throw a demon lord against the party as a one-off encounter—defeating such an opponent should form the cornerstone of a campaign. the safest layers are often those dominated by a particular demon prince. Not all souls find their way into a demon prince’s domain willingly. or air crackling with poisonous fire that consumes all who breathe it. In addition to independent demon lords. which you can use as a guide to making more powerful versions. or lowly slaves. and vengeful slaves finally reach equality in the afterlife. Amalrehtan sports hundreds of partially ruined towers. as these nobles must force their realms to be hospitable enough for their legions of demonic followers and soulform chattel. and with careful preparation your players will be talking about their hard-earned victory for years to come. however. achieve positions of power within a prince’s hierarchy. depending upon the disposition and methods of the prince in question). The screams of these tortured. When a mortal calls out for a demon’s aid. calculating Aldinach of the Thirty-Three Terrors. Some souls manage to survive as fugitives on the Howling Threshold for years. groups of survivors band together to form nomadic communities. vain kings. each as powerless as the next to control its own destiny or to avoid the seemingly limitless number of demons who hunt them for food or for the machinations of distant masters. Thousands of demon lords live in vaunted fortresses spaced irregularly throughout the layer. If killed in any way. For some mortals. often powerful demon lords in their own right. Great archwizards. so you should customize them for your campaign before unleashing them on your players. Amalrehtan has become a haven for travelers from other planes. Some souls. hostile terrain with little more power than the average mortal commoner. Others contain no atmosphere. Soulforms usually appear much as the mortal did in life. Most demons have a love-hate relationship with the mortal realm. Demons avoid the city and its extensive dungeons. Demons and the Material Plane Demons haunt the dark corners of the Material Plane (sometimes called the Prime). but whether or not they can be trusted. With a few notable exceptions. whether through thaumaturgical rituals (the usual method) or simple entreaty (a far less certain prospect). These portals are heavily fortified for miles around and are known as Harvest Gates by demons and souls alike. feasting upon souls simply because it gives them pleasure to do so. the demon prince lays claim to a mortal’s soul upon that being’s death. Others receive only horrific tortures. torturing. and rumors tell of great marketplaces filled with transplanar lore and treasure unavailable anywhere else in the multiverse. Most souls given to demon princes are utterly destroyed and can never return to the world of the living (this process can take from a moment to several years’ time. and what they charge for such information. living forever in the service of a demon prince is more exciting and alluring than mortal life ever could have been. including the Material. and corrupting mortals. Rarely. or those specifically created to tempt mortals to wickedness (such as succubi and incubi) can remain on the Material without great psychological strain. hunted souls fill the layer’s skies with a grim cacophony. the prince gazes into the supplicant’s heart.

Adventures Religion Thaumaturges adventure for a variety of reasons. demon princes keep one ear open to the Material Plane at all times. They simply cannot process the terrible rituals needed to invoke the power of a demon prince. In some kingdoms. but just as many hope to so impress him or her that they will be elevated to a place of prominence immediately upon death. The unpredictable. good religions everywhere. A power-hungry politician eyes the exposed back of a well-regarded superior. While the gods rarely intervene in the affairs of worshipers. to preserve or increase their standing in the Abyssal underworld. many wouldbe thaumaturges lust for magical power. Alignment Thaumaturges serve unspeakably evil beings decried as anathema by reasonable. magical lore. whole village populations have been tied to stakes and burned in attempts to flush out a single thaumaturge. often to no one in particular. Even the least experienced Some choose the path of the thaumaturge out of despair. Unlike deities. clerics lead vicious pogroms against them. adventuring is one of the few methods of propelling a member of any social class into the upper echelons of society. while others draft the spirits of evildoers into unthinkably huge armies. No one can guess at the motives of an evil thaumaturge. from a strange mole to a tiny. Either way. they may attract familiars. irrational nature of Abyssal nobility is alien to those of lawful mindset. The Thaumaturge Class Perceptive mortals benefit from the demons’ need by offering their own immortal souls in exchange for enhanced powers in the mortal realm. Accordingly. They consider themselves the equals—or even betters—of their demonic patrons. In youth. The chaos-soaked magic granted to them tends to corrupt thaumaturges as they become more familiar with it. Thaumaturges prefer to look into the eyes of a demon rather than guess at the motivations of an all-too-distant deity. some of their followers are more altruistic and can function with most adventuring parties.Volume 1: Armies of the Abyss Chapter Two: Those Who Serve An injured young girl whimpers in the fetid waters of an abandoned well. that finds its way to the ears of an understanding demon prince. They may be chaotic neutral or neutral evil. no thaumaturges may be of good alignment. Some believe they eventually will discover a method of outsmarting their demonic patron. All demon princes require souls. lawful characters may not be thaumaturges. 9 . however. Others swear fealty to the lords of the Abyss after careful consideration and long years of study. Accordingly. thaumaturges cannot choose the “true” neutral alignment. eventually consumes them completely. warping their bodies and minds in unpredictable ways. often informed by the motivations of their patron demon prince. wealth. Since they have chosen to serve creatures of evil and of chaos (even if they themselves do not subscribe to such a rigid ethos). demon princes derive vigor through corrupting mortal souls. When the aloof gods remain impassive to appeals for help or guidance. families. occluded means. most disdain the path of the divine as prostrating oneself before absent. Though many thaumaturges pay lip service to the gods. While it is a natural for evil cult leaders and dastardly villains. thaumaturge has some minor sign of corruption. weighing the value of the powers gained against the measure of their mortal soul and finding the bargain more than worth the price. while offering a great deal of power in the short term. all thaumaturges are bound in a terrible pact that. pleading their hopeless case before a demon prince to save their lives. Not all demons are rapacious. clerics (even chaotic evil ones) tend to view thaumaturges as dangerous cheats who have subverted the traditional means of channeling divine power for purely selfish. such exchanges are made in the heat of the moment—a desperate plea. it also works for player characters—even though all demon princes are chaotic evil. more experienced thaumaturges often adventure to gain the secret of prolonging their lives through lichdom. the path of the thaumaturge begins with rigorous study of how best to draw the attention of an infernal lord and ends with a supplication to a specific being according to ancient traditions and lore. for it offers the most savory soulstuff. The thaumaturge is a new character class that exploits the relationship between mortals and the princes of the Abyss. Thus. who maintain their metaphysical status through complex. uncaring patrons. itching equally for a weapon and an alibi. All covet power over all else. or something else of great value to them. Elderly. (A world that regularly endures attacks from such intrinsically wicked creatures allows for little moral relativism. completely insensitive spot to a third nipple for suckling familiars. Like wizards and sorcerers. thoughtless avatars of destruction and mayhem. Background Characteristics Thaumaturges cast divine spells much as clerics do. Some acquire wealth. and are willing to cut moral corners (and often mortal throats) to achieve a position of honor and importance in the material world.) Though they need not be evil. More often. judging the enormous benefits granted to them in life to outweigh the threat of eternal damnation that might await them upon death. as their souls fuel the power and dominion of their chosen Abyssal sovereign. Rarely. whether sworn or consigned. Some gain power from consuming or annihilating them. cheating their patron demon of its prize by refusing to die at all. while others visit strange cities and far-off lands to undermine religious authority and spread the reputation of their fell lord. from kind and patient to domineering and merciless. though they get their spells from dealing with Abyssal patrons rather than gods. and prestige in an attempt to impress or ultimately defeat their master. thaumaturges differ widely in nature. but they often manifest a desire for political power as they grow older. the desperate and ambitious turn their pleas to the demon princes of the Abyss. wicked motives. A good number are accurately described as psychopaths. Neutral thaumaturges are pragmatic. A calumnious traitor stares through a barred window at the forlorn rope dangling from a makeshift gibbet erected just for him.

and secret meeting places. and Hide (Dex) as class skills. A thaumaturge whose patron’s favored weapon is a martial weapon and who chooses War as a domain receives the Martial Weapon Proficiency feat related to that weapon for free. who live on the periphery of human society. A thaumaturge works well with fighters and barbarians. High Constitution and Dexterity scores enhance the thaumaturge’s relatively weak saving throws. See Chapter 5: Feats in the PHB for more information. which he often manipulates as living shields to protect him or his familiar. Spellcraft (Int). Disguise (Cha). preferring to devote themselves to gods who further their race or assist with the specific challenges encountered by their kin. for more information. as all have very forceful personalities. sacrifices. Spells 10 A thaumaturge casts divine spells according to Table 2–1: The Thaumaturge. See Demonic Patron. halflings. Very few elves. below. A thaumaturge who chooses the Travel domain adds Survival (Wis) as a class skill. Abilities: Charisma determines how powerful a spell a thaumaturge can cast. Demons do make alliances among themselves. though they tend to resent them. abhor the art of the thaumaturge and seldom tolerate the company of those they know to honor princes of the Abyss. The expense of a soul is of little consequence to the immediate acquisition of power. Some demon princes have favored weapons. Consequently. Domains. provided he can cast spells of that level. who ages ago were the first to pierce the planar boundaries leading to the Abyss. Craft (Int). Weapon and Armor Proficiency Thaumaturges are proficient with all simple weapons plus the rapier. so thaumaturges sworn to allied demon princes can get along. solidifying the race’s predominance among thaumaturges. thaumaturgy is popular alternative to the fickle blessings of their unwholesome gods. Class Features All of the following are class features of the thaumaturge. Only chaotic evil clerics might interact with thaumaturges. Other Classes Races Most of the thaumaturgical art derives from the work of human mystics. whereas a high Intelligence score helps a thaumaturge learn and retain knowledge regarding the Abyss and its inhabitants. neutral evil. Alignment: Chaotic neutral. Considering the rampant brutality among orcs. Interactions between thaumaturges and paladins usually end in puddles of blood. Concentration (Con). Human cities provide the easiest source of further converts. Starting Gold 1st-level thaumaturges receive 3d4 x 10 (average 75) gold pieces upon character creation. and many thaumaturges consider it a point of pride to wield the chosen weapon of their patron. how many spells the thaumaturge can cast per day. the thaumaturge’s . Speak Language (None). Domains and Class Skills: A thaumaturge who chooses the Animal or Plant domain adds Knowledge (nature) (Int) to the above class skills. They are not proficient with any type of armor or with shields. and how hard those spells are to resist. Most thaumaturges are intrigued by arcane spellcasters (leading many to multiclass as sorcerers). Dwarves. as demons abide by the confines of the agreement. Knowledge (arcana) (Int). Game Rule Information Thaumaturges have the following game statistics. Class Skills The thaumaturge’s class skills (and the key ability for each skill) are Bluff (Cha). despite their vile natures. Life is cheap among the savage races. as well as the Weapon Focus feat related to that weapon. Like any other caster of divine spells. Knowledge (the planes) (Int). A thaumaturge who chooses the Knowledge domain adds all Knowledge (Int) skills as class skills. or gnomes choose the dark path. Skill Points at 1st Level: (4 + Int modifier) x 4. Half-elves and half-orcs. dark elves and the like. and Use Magic Device (Cha).Volume 1: Armies of the Abyss All thaumaturges display some form of unusual behavior that makes them stand out from the average member of society. Hit Die: d6. A thaumaturge who chooses the Trickery domain adds Bluff (Cha). See Chapter 4: Skills of the PHB for skill descriptions. if grudgingly. and Domain Spells. make up a significant percentage of thaumaturges as well. or chaotic evil. They have a presence that makes others take notice of (and often fear) them. Diplomacy (Cha). Intimidate (Cha). A thaumaturge may prepare and cast any spell on the cleric spell list (see the PHB). Thaumaturges seldom cooperate with one another. slightly more inclined toward law than the other common races. Profession (Wis). who for their part enjoy the insight a thaumaturge can bring to discussions of magical theory and practice. Skill Points at Each Additional Level: 4 + Int modifier. almost every race with a propensity for chaos and evil can count thaumaturges among their numbers.

fatalists Paranoids. prisoners. fishers. Fear Chaos. a thaumaturge prepares one or the other each day. arcane spellcasters Adventurers. anarchists. and Domain Spells Choose a demonic patron for your thaumaturge. the sex-obsessed Calculating leaders. Evil Chaos. For example. Protection Animal. or even elevated to a position of respect and power (though always. Subterfuge Chaos. Chaos. Chaos. psychopaths. minotaurs Gluttons. of course. Chaos. Evil. and Lawful Spells A thaumaturge cannot cast spells of an alignment opposed to his own or to his chosen patron’s (always chaotic evil). Chaos. Eloquence. the greedy Actors. choose two from among the patron’s domains for your thaumaturge’s Table 2-2: Demonic Patrons Patron Abaddon Abraxas Anarazel Arachnadia Astaroth Azazel Azidahaka Baphomet Behemoth Decarabia Demogorgon Eligor Flauros Gamigin Haagenti Ipos Kostchtchie Lord of Many Forms Marbas Orcus Nocticula Pazuzu Raum Sabnach Seere Shax Socothbenoth Vaz’zht Vepar Yughooragh Zhar’Ub-Luur Domains Catastrophe. Evil Chaos. Travel. Knowledge. A thaumaturge’s chosen patron determines his motivations. Trickery Typical Worshipers Nihilists. However. Knowledge. Disease. Evil Chaos. Evil. A thaumaturge gets bonus spells based on Charisma. When a thaumaturge prepares a domain spell. A list of thirty-one available patrons appears in Table 2–2: Demonic Patrons. Good. bird-lovers Despots. Fear. Prophecy Animal. Instead. the foolhardy Dark elves. Death. Eloquence. Evil. Evil. Evil. Disease. Finally. The Difficulty Class of a saving throw against a thaumaturge’s spell is 10 + the spell’s level + the thaumaturge’s Charisma modifier. Evil. The only way to change this aura is through magic. spies Sailors. Earth. a chaotic thaumaturge cannot cast lawful spells. politicians 11 . Evil. Death. the thaumaturge receives his full daily complement of spells. dictators Cowardly knights. Magic. Bonus Language In addition to the bonus languages available to a thaumaturge according to the rules for his race. murderers Whores. a thaumaturge receives one domain spell for each spell level he can cast. Strength Change. jealous warriors Arsonists Morticians. pimps. Chaos. Evil. Evil. Subterfuge Chaos. ambitions. Fire. Volume 1: Armies of the Abyss Chaotic. Evil. Knowledge. Evil. from 1st on up. Upon death. those posing as something they are not Brutes living in cold lands The wildly insane The diseased and disease-obsessed Necromancers. Eloquence. Evil Catastrophe. subservient to the demon prince). Evil Chaos. Sun Chaos. Protection Chaos. regardless of their actual alignment. soulbound characters always detect as evil. librarians The betrayed. architects Travelers. scholars. Evil. surgeons. Trickery Chaos. If a domain spell is not on the cleric spell list. Crippling. War Chaos. Evil. Time spent resting has no effect on whether a thaumaturge can prepare spells. At the end of the ceremony. gnolls Liars. the morbidly obese Spies. those obsessed with flight. Evil. Knowledge Change. Subterfuge Chaos. it is never released for any reason. Strength. they participate in a daily ritual known as an obedience. but barring such magic. Chaos. Water Animal. masons. Destruction. Chaos. nor do they prepare them through study. survivors of ocean catastrophes Scavengers. Death. In addition to his standard spells. When you have chosen a patron and an alignment for your thaumaturge. Each domain gives your thaumaturge access to a domain spell at each spell level. all thaumaturges may learn Abyssal. Chaos. The obedience takes one hour to perform. Chaos. Evil. Chaos. Protection Chaos. Prophecy Chaos. The soul might be consumed or destroyed. dilettantes. street surgeons. Pain Change. the thaumaturge’s soul travels to the home layer of that demon prince (regardless of whether or not the thaumaturge is himself chaotic evil). it must come from one of his two chosen domains (see below for details). Animal. those obsessed with death Alchemists. Healing. Fear. caravaneers Murderous dilettantes. Evil Chaos. A thaumaturge cannot cast spells of an alignment opposed to his or to that of his patron’s. Evil. Evil. Evil. besiegers. and the details of his obedience ritual. Evil. Pain Chaos. You can only select a demon prince’s alignment domain (Chaos or Evil) if your thaumaturge’s alignment matches that domain. Crippling. Domains. Strength Air. the downtrodden Torturers. Additional domains and granted powers can be found starting on page 17. free-thinkers Winged predators Prophets The besieged. Luck. Evil. Evil. a thaumaturge must have a Charisma score equal to at least 10 + the spell’s level. Evil. Only resurrection or true resurrection can return the soul to its mortal host.alignment restricts him from casting certain spells opposed to his immoral or unethical beliefs. Disease. though he cannot replenish his spell allotment until 24 hours have passed since he last began his obedience ritual. domains. With access to two domain spells at a given spell level. Evil. Death. Knowledge. knaves. poisoners Prophets. Pain Chaos. starting at 1st. the condemned. To prepare or cast a spell. Evil. Demonic Patrons. Plant Air. Trickery Chaos. murderers Guardians. the thaumaturge serves forever at the whim of his Abyssal lord. Pleasure. Destruction. Travel Chaos. a short ceremony required of them by their Abyssal patron. Evil Chaos. Recall spells associated with particular alignments are indicated by the appropriate descriptor (see Chapter 11: Spells in the PHB for details). as well as a granted power. Your thaumaturge gets the granted power of all the domains selected. Evil. Earth. Thaumaturges do not acquire spells from books or scrolls. the language of demons. Soulbound The agreement that grants the thaumaturge his power also binds his soul to the fate of his chosen patron. Refer to Chapter 3: Those Who Rule for complete details on most of these demon princes. necrophiles Rural women. a thaumaturge can only prepare it in his domain slot. Domain spells and granted powers are detailed in Chapter 11: Spells of the PHB. Trickery Chaos.

6th Level Demonic elasmosaurus Demonic monstrous spider. 4th and every 4 levels thereafter. giant constrictor 7th Level Babau Demonic giant octopus Demonic girallon Instant Summoning 1st Level Demonic hawk Demonic monstrous spider. the thaumaturge can cast a prepared summon monster of a level he can normally cast. the thaumaturge’s exposure to the chaos energy powering his magic alters his body in a random corruption (a physical mutation). instant summons *In addition to the stated number of spells per day for 1st. Instant Summoning (cont’d) 3rd Level Demonic crocodile Dretch Demonic snake. soulbound Summon familiar Lesser corruption Instant summons Lesser corruption Instant summons Lesser corruption Instant summons Greater corruption 0 3 4 4 5 5 5 6 6 6 6 6 6 6 6 6 6 6 6 6 6 -----------------Spells per Day*---------------1 2 3 4 5 6 7 8 9 1+1 2+1 2+1 3+1 3+1 3+1 4+1 4+1 4+1 4+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 — — 1+1 2+1 2+1 3+1 3+1 3+1 4+1 4+1 4+1 4+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 — — — — 1+1 2+1 2+1 3+1 3+1 3+1 4+1 4+1 4+1 4+1 5+1 5+1 5+1 5+1 5+1 5+1 — — — — — — 1+1 2+1 2+1 3+1 3+1 3+1 4+1 4+1 4+1 4+1 5+1 5+1 5+1 5+1 — — — — — — — — 1+1 2+1 2+1 3+1 3+1 3+1 4+1 4+1 4+1 4+1 5+1 5+1 — — — — — — — — — — 1+1 2+1 2+1 3+1 3+1 3+1 4+1 4+1 4+1 4+1 — — — — — — — — — — — — 1+1 2+1 2+1 3+1 3+1 3+1 4+1 4+1 — — — — — — — — — — — — — — 1+1 2+1 2+1 3+1 3+1 4+1 — — — — — — — — — — — — — — — — 1+1 2+1 3+1 4+1 Greater corruption. At the earlier levels. 4th Level Demonic monstrous spider. taking the form of insignificant changes affecting the characters appearance or performance. some random. as a free action. Small Demonic octopus Demonic snake. as explained in Chapter 3: Classes of the PHB. physical transformation. Once per day. Medium Demonic snake. a thaumaturge can summon a familiar in exactly the same way as a sorcerer or wizard. the corruptions are minor. replace all instances of the demonic with fiendish (chaotic. per five levels in this class. starting at 1st.Volume 1: Armies of the Abyss Table 2-1: The Thaumaturge Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6/+1 +6/+1 +7/+2 +7/+2 +8/+3 +8/+3 +9/+4 +9/+4 +10/+5 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Special Lesser corruption. Familiar At 2nd-level. Large viper Demonic wolverine Schir Corruptions (Ex) At 1st. Gargantuan Demonic tyrannosaurus Vrock 2nd Level Demonic monstrous spider. but major. roll d% and consult the appropriate chart on Table 2–3: Corruptions. applying the result to your character. Huge viper Skulldugger 5th Level Demonic dire wolverine Demonic giant crocodile Demonic tiger Instant Summons (Su) Thaumaturges are masters at calling up the denizens of the Abyss to do their bidding. These spells are in addition to any bonus spells for having a high Charisma. Medium viper 9th Level Bebilith Demonic monstrous spider. a thaumaturge gets a domain spell for each spell level. Small viper 8th Level Demonic dire tiger Demonic monstrous spider. or the Improved Familiar feat as detailed in the DMG. Huge Demonic snake. Monsters conjured this way must be of the following types. evil). Regardless of whether the corruption is one of the lesser or greater variety. the thaumaturge gains a greater corruption. Thaumaturges wishing for a more powerful familiar may select the Abyssal Familiar feat detailed at the end of this chapter. If you are not using the Unholy Warrior’s Handbook (which contains the demonic template). starting at 16th level and continuing every four levels. Colossal Hezrou Locust demon 12 . The “+1” on this list represents that spell. At higher levels.through 9th-level spells. Large Demonic snake.

which only helps to feed the ever-hungry Abyss. See the Epic Wizard in the DMG for details on how epic levels affects the features of the thaumaturge’s familiar. however. the thaumaturge gains an additional roll on Table 2-3: Corruptions. the anarchist comes to demonology because demons represent the ultimate in chaos. Every four levels beyond 20th. the only thing about which he can be absolutely sure in a world controlled by chaos. Blasphemers might conduct parodies of popular religious ceremonies. they actively work to subvert divine religions. gaining satisfaction or perhaps a moment’s respite or control from killing or violating others. The Power-Grubber Most thaumaturges chose their path because they wanted power regardless of the price. he came to the demon prince because no one else would help him. Once a thaumaturge has sworn his soul to a patron demon. Any thaumaturge who gains divine power from a deity (such as adding a cleric level as a multiclass) becomes an ex-thaumaturge and cannot regain his old abilities in any way. Volume 1: Armies of the Abyss The Blasphemer In a world in which the gods are demonstrably real. the epitome of the antiestablishment. mocking the faithful through humorous though hurtful barbs. and ultimately of the final future. Bonus Feats: The epic thaumaturge gains a bonus feat every four levels higher than 20th (24th. capable of commanding all manners of terrible and horrific entities from the Abyss. several personality types and backgrounds lend themselves particularly well to the left-hand path. embarrassing the nobility and making those in power appear petty and vain by revealing them as self-interested cowards. The thaumaturge’s number of spells per day does not increase after 20th level. Others. have no compunction about enforcing the surrender of the ex-thaumaturge’s soul. Such individuals measure time as the space between victims. no taboo too exotic for his tastes. even folk with the best of intentions appreciate a little power now and again. Still. so too does a lawful society tempt the anarchist into harmful action. Hit Die: d6. they admit the gods are powerful beings but dispute their divinity or right to be worshiped. or harm to himself or those he cares about. 13 . and choose wrong simply because it gets them off. However haltingly. These wretched dregs of society—the murderers. so the desperate thaumaturge eventually learns to accept his fate.Ex-Thaumaturges A thaumaturge who grossly violates the code of conduct expected by his patron (generally acting against the patron’s plans or showing a propensity toward law or goodness) loses all spells and class features and cannot gain levels as a thaumaturge until he atones (see the spell atonement for more details). Thaumaturge Archetypes The Anarchist Though the reasons why someone might choose to become a thaumaturge are as varied as the layers of the Abyss itself. rapists. The Desperate Often. Often intellectuals. Brazen social and political climbers. Epic Thaumaturge Epic thaumaturges are fearsome demonologists. Instant Summons: Thaumaturges gain an additional instant summon per day every five levels higher than 20th (25th. Thaumaturges may not “switch” patrons. unintentionally trained into a life of horrible violence due to years of abuse or neglect. child abductors. regretting the past and falling into a sort of numb acceptance of the present. Skill Points at Each Additional Level: 4 + Int modifier. At the worst. the loss of property. 30th and so on). hoping to discredit the notion of gods as beings worthy of respect and terrestrial religion as something that deserves any serious attention at all. Demon princes. a thaumaturge enters a relationship with a demon prince because he has no other choice. He’ll kill and betray whomever he must betray to ensure that his own everexpanding goals are met. Now aware of his mistaken judgment and the terrible price he must eventually pay. on the other hand. and worse—populate the world’s most depressing corners. 28th. unpredictable thaumaturges. provided it is a means to the end of advancement. Blasphemers revel in pointing out the hypocrisies of official church doctrine or the hokiness of time-honored religious practices. and so on). no other demon will sponsor him. ensuring his favored or doomed placement when condemned to an eternity of perdition. perhaps those who choose to ridicule and scorn true deities are the bravest souls of all. Certainly some such folk were created by their environments. and the poisoned blood that runs through their body is like ambrosia to the debased princes of the infinite Abyss. Spells: The thaumaturge’s caster level is equal to his class level. No form of magic is too profane. Anarchists enjoy their work. seeing it as their personal mission to upset the status quo. An anarchist thaumaturge might use his powers to undermine the local governmental authority. Just as a too-tall stack of glass plates tempts a child to destruction. An anarchist probably has few compunctions about killing in order to further the cause of dissent and anarchy. Far more dedicated to chaos than to evil. clearly know right from wrong. the power-grubber thaumaturge steps on whomever he can to further his own lot in life. Familiar: The epic thaumaturge’s familiar continues to increase in power as the thaumaturge advances. Perhaps to avoid death. spreading doubt through the populace and undermining morality. Players looking to flesh out their character’s past or GMs developing thaumaturge villains for their campaign might consider some of the following thaumaturge archetypes. Greater Corruptions: Thaumaturges continue to undergo corruptions as the advance beyond 20th level. The Sociopath And then there are the crazies. a desperate thaumaturge might tend toward sullenness. These are the most dangerous. he progresses in the thaumaturgical arts simply because it propels him ever forward to his final reckoning.

Reduce your base speed by 5 feet. living creatures with Scent suffer a –1 penalty on attack rolls and will not use bite attacks against you. very rotten. the arch rising and ultimately buckling with the ankle turned inward. but gain a +3 bonus on Balance checks. You can get this corruption for as many times as you have feet. providing a +3 bonus on Intimidate checks. Each time you gain this corruption. In addition. granting you a +4 bonus on Swim checks. but you are uncomfortable in temperatures less than 50º F. When riding without using a special custom-made saddle. often accompanied by cosmetic mutations. Corruptions can be acquired multiple times. You suffer a –3 penalty on all Diplomacy and Gather Information checks. you also gain a +3 bonus on Intimidate checks. If all eyes become corrupted. You cannot gain this corruption twice. you suffer a –3 penalty to all Ride checks. In exchange for the increase weight. unless noted in the description. You gain a +3 bonus on all Intimidate checks. The affliction will remain a minor inconvenience for the rest of your life. You gain a +3 bonus on all Bluff and Diplomacy checks. Vestigial Horns: A pair of small horns grows from your forehead. Spine Ridges: The vertebrae in your spine become slightly spiky. making walking extremely difficult. However. but each time you gain this corruption you gain Blindsight 10 ft. You may gain this corruption as many times as you have eyes. Reroll future instances. All bonuses or penalties derived from this table are profane and are cumulative with each other and with other sorts of bonuses. roll twice on this table. You take a –2 penalty on Search and Spot checks. Fangs: Your canines and incisors sharpen slightly. Forked Tongue: Your tongue is forked. Lose All Hair: Your exposure to chaos magic has caused all of your hair to fall out. Gain a +3 bonus on Listen checks in exchange for a –3 penalty to Concentration checks. Tumble and so on. Pointed Ears: Your ears become elongated and jagged. Splotchy Skin: Your skin develops unsightly splotches of bright red rash from head to toe. Club Foot: One of your feet becomes badly deformed. giving others the impression that you are untrustworthy. Despite the difficulty in walking. Milky Eye: One of your eyes becomes clouded and milky. 11–15 16–20 21–25 26–30 31–35 36–40 41–45 46–50 51–55 56–60 61–65 66–70 71–75 76–80 81–85 86–90 91–95 96–97 98 99 00 14 . you are completely blind. Terrible Breath: Something within you has become very. saves and checks while so exposed. You can gain this corruption any number of times. You cannot gain this corruption twice. Webbed Fingers: Your hands grow a thin film of skin between each finger and thumb. but suffer a –3 penalty on Diplomacy checks when interacting with good NPCs. the splotches move and alter shade as your emotions change. suffering a –2 penalty on all attacks. the target must succeed a Fortitude save against a DC 10 + one-half your thaumaturge levels + your Con modifier. If you do not use the Unholy Warrior’s Handbook. In case where the where they cannot be reacquired. you have developed ways to compensate. giving you a demonic appearance. Tail Spur: A fleshy growth about 2 inches long and 1 inch thick emerges from the base of your spine. or divine intervention. and the target is living. your tail grows six inches longer. and any thaumaturge who willingly acts to rid himself of a corruption instantly becomes an ex-thaumaturge. Unseemly Girth: You instantly gain 100 pounds of body fat and +3 hit points. and it makes itself known every time you open your mouth. However. you lose some of your agility. growing to about twice as long as those of the average elf. and gain a +2 bonus on all Charisma checks when interacting with evil outsiders. You suffer a –2 penalty on all Diplomacy checks when interacting with good creatures. However. but you may belch a wad of hideous phlegm that you can spit once per day to a range of twenty feet (no range increment) as a ranged touch attack. Shifty Eyes: You have extraordinary trouble focusing your eyes for longer than a moment. All animals within 30 feet of you must make a successful Will save (DC 10 + one-half your Hit Dice + your Charisma modifier) or become hostile (see NPC Attitudes in the PHB). but you suffer a –3 penalty on all Perform (oratory or sing) checks. Each time you gain this corruption. reroll duplicated corruptions. you can no longer wear rings. Demon princes consider these to be badges of honor. granting you a +3 bonus on all Intimidate checks. your fangs grow longer. Most corruptions carry a benefit and a drawback. Corruptions cannot be removed in any way short of a miracle. leaving behind tender flesh that never fully hardens. suffering a –2 penalty on all skill checks normally affected by Armor Check Penalties. Table 2-3a: Lesser Corruptions d% Roll 01–05 06–10 Effect Raspy Voice: Your voice becomes harsh and unpleasant. Roll Twice: Once on this table and once on the Knight of Bedlam table in the Unholy Warrior’s Handbook. giving you a more fearsome appearance. You gain a +3 bonus on all Intimidate checks. enhancing your fearsome presence. or be nauseated for 1d4 rounds. Irises of Fire: Your irises glow with a faint red radiance. your body has managed to stave off the corrupting influence of chaos—for now. You can only gain this corruption once. If you succeed. the horns grow a bit longer. You suffer a –2 penalty on all Diplomacy. You cannot modify this roll. gaining a +2 bonus on Climb and Swim checks. However. You suffer a –3 penalty on Diplomacy checks.Volume 1: Armies of the Abyss Corruptions Roll d% to determine how your thaumaturge’s immersion in chaos magic has corrupted his body. Jump. wish. Unsettling Presence: The taint of chaos has grown so strong in you that animals have trouble controlling themselves in your presence. but gain a +3 bonus on Spot checks Roll Twice: Ignore future results of 96–97. You can only gain this corruption once. but suffer a –2 penalty on Diplomacy checks. Fingernails Fall Out: Your fingernails fall from your fingers. pungent odor that can be masked only by the sweetest perfumes. and Handle Animal checks. giving your back a ridged contour and improving your natural armor bonus by +1. Roll again for a different corruption if you are already blind. due to an excess of flesh. Each time you gain this corruption. your stink is so profound. You can only gain this corruption once. Gather Information. you suffer a –1 Dodge penalty to AC. Unpleasant Odor: Your body emits a rank. You suffer a –2 penalty on all Bluff and Diplomacy checks. It never regrows. such as Balance. Greater Corruption: Roll on the Greater Corruptions table No Corruption: Somehow.

You can only gain this corruption once. Third Eye: You develop a third eye. you must make a roll on the Lesser Corruption section of Table 2–3: Corruptions and apply the result to your character. leaving behind a fleshy empty socket. Search and Spot checks. you suffer a –2 penalty on Bluff and Diplomacy checks and a +2 bonus to Intimidate checks against opponents who are superstitious about demons and their ilk. which hardens into a cloven hoof. You can gain this corruption as many times as you have feet. but gain Blindsight 20 ft. If all of your eyes have been corrupted. Melted Eye: One of your eyes liquefies and completely melts. Your sexual fluid becomes ice cold to the touch. Use either the master or the familiar’s base attack bonus. You can only gain this corruption once. You gain a +4 bonus on Search and Spot checks. taking on an animalistic appearance. • • 15 . These tears are poison to good outsiders. sustained only through a supernatural link to your demonic patron. Cloven Foot: Your toes curl into the sole of your foot. you immediately begin to starve. with the following exceptions. You can only gain this corruption once. The familiar has all the special attacks. and has either one-half the master’s total hit points or the creature’s normal total. You can no longer wear boots of any kind. 61–70 71–80 81–90 91–95 96–00 New Thaumaturge Feats Abyssal Familiar (Special) Table 2-4: Abyssal Familiars Familiar Black dog (see Dog in the MM) Boar Demonic (or fiendish) familiar Special Master gains a +2 bonus to Will saves — Apply the demonic1 or fiendish template to any standard familiar. You also become immune to ingested poisons. killing it in a spectacularly gruesome manner. they must succeed a Will save against a DC equal to 10 + one-half you thaumaturge levels + your Cha modifier. or take 1d4 points of Charisma damage. you may wear magical horseshoes. You gain the scent special quality. that marks you as an agent of the Abyss. roll again. If you have a familiar at the time you would call your abyssal familiar. Base damage is that of a normal creature of the familiar’s type. Such abilities are noted in brackets on the following table. In addition. Losing your original familiar in this fashion does not penalize your character as normal for losing a familiar. Benefit: Creatures you summon via summon monster spells remain a number of extra rounds equal to your Charisma modifier (or until dismissed) before disappearing.Volume 1: Armies of the Abyss Table 2-3b: Greater Corruptions d% Roll 01–10 11–20 21–30 31–40 41–50 51–60 Effect Bestial Snout: Your nose twists and warps wildly. such as a fiendish rat or fiendish hawk Master gains a +2 bonus to Fortitude saves — — — The following special feats are available only to thaumaturge characters. as with a normal familiar. such as on your face or hands. Instead. You gain a +2 natural armor bonus to AC. special qualities. 1 Giant bee Giant praying mantis Giant wasp Mandragoras (see page 59) Demonic (or fiendish) Monstrous spider (Medium) Master gains a +3 bonus to Escape Artist checks Wolf — Wolverine — See Unholy Warrior’s Handbook for details on the demonic template • Adept Summoner (Special) Your dabbling in the ways of chaos has given you abnormal command over summoned creatures but has also triggered a bizarre mutation. Appetite Loss: You lose the ability to eat and process foods or drink liquids. affiliated with the dark powers. If an outsider is damaged by a weapon coated in your tears. your body has managed to stave off the corrupting influence of chaos—for now. Some Abyssal familiars grant special abilities to their master. You can only gain this corruption once. You and the Abyssal familiar share a magical bond. you are completely blind. • The familiar uses the statistics for a normal creature of its type (as presented in the MM or in Chapter 4: Creatures of the Abyss). whichever is higher. at least one corruption. Forked Tail: You gain a fiendishly barbed tail. as described in the MM. It’s relatively easy to conceal the tail by dressing carefully. Should all of your feet become cloven. situated in the middle of your forehead. Prerequisites: Improved Familiar feat. You suffer a –3 penalty on all Charisma. but you gain a +4 bonus on checks made to resist being bull rushed or tripped when standing on the ground. Clerics of lawful or good gods recognize the mark as anathema. 9th level or higher. Benefit: You may choose from the special list of familiars presented below. No Corruption: Somehow. You can gain this corruption as many times as you have eyes. Should something sever this link. stinging blood flows from your tear ducts. regardless of your character level. You can only gain this corruption once. and the creature follows all general rules for familiars as presented in the PHB. but the Attitude (see PHB) of any good-aligned NPCs you deal with worsens by one step as soon as they see your third eye. Scaly Skin: Your skin grows a thin layer of transparent scales. to serve as your familiar. base saving throws (unless the master’s are better). whichever is higher. You may call a special creature. Tears of Blood: You no longer weep ordinary tears. You gain a +6 bonus on Diplomacy checks made when interacting with chaotic evil creatures aware of the mark. but suffer a –3 penalty on saves against inhaled poisons and diseases. Use the greater of the familiar’s Strength or Dexterity modifier to get the familiar’s melee attack bonus with natural attacks. Mark of the Beast: A large birthmark appears in a prominent location on your body. If it is exposed. Cursed Progeny: Your obsession with chaos has so warped your body that it now passes on to future generations. Any child sired or birthed by you gains the half-fiend template. and never will willingly aid you for any reason so long as they know about the mark. and skills of its kind. If you roll the “No corruption” result. the new familiar spawns from inside your old one.

If the rolled result does not have an entry above or below it. roll again. Shax. this feat abides by the same restrictions as Influence Chaos Warp. Special: A thaumaturge may take this feat a number of times equal to his Charisma modifier. Master Summoner (Special) Your studies of chaos magic have enhanced your summoning ability but have twisted your natural form. Special: A thaumaturge may take this feat a number of times equal to onehalf his Charisma modifier. Normal: Summon monster spells have a range of Close (25 ft. you may roll a second time. This is a supernatural ability. Future loss of Charisma does not cause the character to “lose” this feat or the associated corruption.Volume 1: Armies of the Abyss Normal: Summoned creatures last for 1 round per level or until dismissed. Marbas. rounded down./level). you determine what changes are in fact made to your person—manipulating it to your greatest benefit. you may select from either the lesser or greater corruption table. When caught in the area of effect of one of your own spells that allows a Reflex save for half damage. you must make a roll on the Greater Corruption section of Table 2–3: Corruptions and apply the result to your character. In addition. In addition to gaining an extra lesser corruption each time the feat is chosen. blind Implosion Change Domain 16 Demon Princes: Haagenti. Influence Chaos Warp (Special) Through careful study or force of will alone. Benefit: Summon monster spells cast by you have a range of Medium (100 ft. You cannot choose a corruption you already have in order to get another roll—treat that corruption as if it did not exist. . In all other ways. All other spells can be found in the PHB. You are immune to confusion or similar effects. Prerequisite: Influence Chaos Warp. Catastrophe Domain Demon Princes: Abaddon. Raum. Additional selections of this feat have no effect upon the summoning ability of the character. New Domains Change Domain Spells 1 2 3 4 5 6 7 8 9 Enlarge Person Gaseous form Stone shape Reincarnate Baleful polymorph Transmute rock to mud Transmute metal to wood Fleshy blight* Shapechange Spells listed with an asterisk are new and are described below. Benefit: Whenever you make a roll on Table 2–3: Corruptions. In addition. The additional domains that appear here follow the standard rules for domains as described in that reference. Future loss of Charisma does not cause the character to “lose” this feat or the associated corruption. possible forms. if you successfully save against baleful polymorph cast upon you. the damaged opponent must make a successful Fortitude save (DC 10 + 1/2 your thaumaturge level + your Constitution modifier) or become dazed for 1 round. If you roll the “No corruption” result. but do result in additional rolls on the Greater Corruption section of Table 2–3: Corruptions. Further. (Treat it as polymorph to determine duration. even with the opportunity to select the result above or below your rolled result. the caster adds 1 to the total rounds a creature summoned by a summon monster spell remains. Some demon princes allow the thaumaturges who serve them to choose from a wider selection of domains than the array presented in the PHB. your choice is correspondingly limited. Crippling Domain Catastrophe Domain Spells 1 2 3 4 5 6 7 8 9 Doom Shatter Contagion Giant vermin Insect plague Control weather Creeping doom Earthquake Storm of vengeance Demon Prince: Kostchtchie. and if the result of your roll is not satisfactory.) This is an extraordinary ability. you may take control of the spell as if it were polymorph. Benefit: Whenever you make a roll on Table 2–3: Corruptions. you may select the corruption immediately above or immediately below your rolled result. and so on. Prerequisite: Adept Summoner. Master Chaos Warp (Special) Having mastered the effects of the warping effects of the Abyss and those spawned from it. you’ve achieved a great understanding of the structure of magical chaos—and how to subtly influence it to your benefit. Knowledge (the Planes) 23 ranks. you take no damage on a successful save. This feat does not allow you to retake a corruption you already have unless that corruption can ordinarily be taken more than once. Add an enhancement bonus equal to your thaumaturge level to a damage roll from a melee or ranged attack. Lord of Many Forms. Granted Power: You are adept at avoiding the disastrous effects of your own destructive spells./2 levels). Granted Power: Your studies of the nature of chaos have given you limited control over probability. Crippling Domain Spells 1 2 3 4 5 6 7 8 9 Doom Hold person Blindness/deafness Enervation Feeblemind Harm Femurburst* Power word. You must declare the use of this ability before making the attack roll. Granted Power: Once per day you can perform a strike intended to cripple an opponent. should you prefer. + 5 ft. limiting your possibilities accordingly. + 10 ft.

This is an extraordinary ability. Zhar’Ub-Luur. Sabnach. Demogorgon. Vaz’zht. Marbas. Pleasure Domain Demon Prince: Ipos. odors. Raum. Shax. You receive a new allotment of extra damage each time you replenish your spells. You must declare the use of this ability and the amount of extra damage desired before making the attack roll. You gain a reservoir of extra damage equal to your levels in thaumaturge. Granted Power: You gain the spell-like ability to disguise self once per day as a caster of your character level. This is an extraordinary ability. Demogorgon. Granted Power: Once per day. Disease Domain Spells 1 2 3 4 5 6 7 8 9 Itchy hives* Fit of coughing* Contagion Stinking cloud Greater contagion* Eyebite Regenerate Symbol of insanity Energy drain Eloquence Domain Demon Prince: Socothbenoth. you can force an opponent to reroll a saving throw made against a mind-affecting Enchantment spell cast by you. Granted Power: Your intimate knowledge of weaponry grants you the extraordinary ability to land especially painful blows on your enemies. Granted Power: You are immune to ability damage or drain caused by disease. Granted Power: You receive a +4 competence bonus on all Bluff.Volume 1: Armies of the Abyss Disease Domain Pain Domain Spells 1 2 3 4 5 6 7 8 9 Chill touch Inflict moderate wounds Vampiric touch Poison Slay living Harm Destruction Symbol of pain Horrid wilting Demon Princes: Azazel. Gather Information. sores. You may distribute these points as you wish. Azidahaka. Diplomacy. kill Prophecy Domain 1 2 3 4 5 6 7 8 9 Demon Princes: Astaroth. 17 . but only applicable to your melee or ranged attacks. Granted Power: You cast Divination spells at +1 caster level. Lord of Many Forms. Pain Domain Subterfuge Domain Spells Disguise self Alter self Displacement Greater invisibility False vision Mislead Mass invisibility Sequester Mind blank Demon Prince: Azidahaka. and Sense Motive checks made against a creature who would ordinarily be attracted to someone of your race and sex. Vaz’zht. The opponent must take the result of the second roll. and so on). though you still suffer any superficial effects (boils. Granted Power: You are immune to fear (magical or otherwise). Fear Domain 1 2 3 4 5 6 7 8 9 Prophecy Domain Spells True strike Augury Dangerpeek* Divination Scrying Contact other plane Greater scrying Vision Foresight Demon Prince: Anarazel. This is an extraordinary ability. Fear Domain Spells Cause fear Scare Crushing despair Fear Phantasmal killer Eyebite (panicked only) Symbol of fear Weird Wail of the banshee Subterfuge Domain 1 2 3 4 5 6 7 8 9 Demon Princes: Decarabia. Pleasure Domain Spells 1 2 3 4 5 6 7 8 9 Charm person Hideous laughter Ecstasy* Phantasmal lover* Dream Heroes’ feast Regenerate Irresistible dance Phantasmal orgy* Eloquence Domain Spells 1 2 3 4 5 6 7 8 9 Charm person Enthrall Charm monster Good hope Modify memory Geas/quest Symbol of persuasion Mass charm monster Power word. even if it is better than the original roll.

whereby its form melts. + 10 ft. Your conscious mind does not view the moment. Multiple dangerpeek effects do not stack. A swimming creature cannot swim and may drown. The subject’s land movement decreases by 20 feet. helpless. + 10 ft. the subject takes 1d4 points of Wisdom damage and 1d4 points of Charisma damage. unable to take actions of any kind. + 10 ft. Most are exclusive to the new domains introduced in this book. S Casting Time: 1 standard action Range: Medium (100 ft. This decrease counts as an enhancement penalty./level) Target: One living creature Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes 18 The subject’s leg bones explode. to a minimum of 0 feet. to a minimum of 0 feet. and it affects the creature’s jumping distance as normal for reduced speed. It is aware and breathes normally but cannot take any actions. Prophecy 3 Components: V. and you have little immediate evidence that magic has taken place other than a warm feeling of preparedness. and changes at random. quivering in place. the subject automatically drops anything in hand. Evil] Level: Change 8. While in this state. viewing an upcoming moment of danger. your subconscious mind triggers a feeling of déjà vu that allows you a greater chance of success. Fit of Coughing Level: Disease 2 Components: V Casting Time: 1 standard action Range: Medium (100 ft. as a fullround action that provokes an attack of opportunity and by succeeding a Charisma check against the spell’s DC. up to 1 min. S Casting Time: 1 standard action Range: Medium (100 ft. Remove disease counters this spell. Sor/Wiz 8 Components: V. S Casting Time: 1 standard action Range: Personal Target: You Duration: Instantaneous (see text) Your subconscious mind peers into the future. (This fullround action does not provoke attacks of opportunity. Even if the subject succeeds the Concentration check./level) Target: One humanoid creature Duration: 1 round/level (D) Saving Throw: Will negates Spell Resistance: Yes The subject becomes overwhelmed with sexual stimuli./level) Target: One living creature Duration: Concentration. Ecstasy Enchantment (Compulsion) [Mind-Affecting] Level: Pleasure 3 Components: V. Fleshy Blight Transmutation [Chaotic. + 10 ft./level (D) Saving Throw: Fortitude negates Spell Resistance: Yes Fit of coughing infects the subject with a terrible hacking cough. Sor/Wiz 8 Components: V. This decrease counts as an enhancement penalty. warps. The affected creature is unable to hold or use any item.) A winged creature under the effects of this spell cannot use its wings and falls. The next time you are called upon to make a saving throw to avoid a harmful spell’s or spell-like ability’s effect. . The subject’s land movement decreases by 10 feet. Femurburst Transmutation [Evil] Level: Crippling 7. To speak or cast a spell with a verbal component. beyond a 5-ft. dealing 1d6 points of damage per caster level (maximum 25d6). M Casting Time: 1 standard action Range: Medium (100 ft. bubbles. the subject still faces a 20% spell failure chance. even speak. Each round on its turn. New Spells Necromancy Dangerpeek Divination Level: Clr 4. allowing the victim to reestablish its normal form for 1 minute. step. You apply a +8 circumstance bonus to the save. In addition./level) Target: One living creature Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes The subject’s body undergoes a profound physical change. S. but a few can be added to the core spell lists in your campaign. the subject may attempt a new saving throw to end the effect. the subject must succeed a Concentration check against the DC of the spell. the subject becomes embroiled in a chaos of pain from stretching bones and warping flesh.Volume 1: Armies of the Abyss The following spells are in addition to the spells listed in the PHB. and it affects the creature’s jumping distance as normal for reduced speed. The creature can only repair this damage through a heightened heal (7th level) or regenerate spell. impeding speech and casting spells with verbal components. The subject can fall back upon its sense of identity and attempt to regain its normal form. Each round in this state.

red ache. Those who suffer from the illness without being treated often completely lose the use of their limbs. Itchy Hives Necromancy Level: Clr 2. Stumpers: Named from a (mistaken) belief that the victim’s atrophying limbs will eventually fall off. and saving throws due to preoccupation with the itch. S Casting Time: 1 standard action Range: Close (25 ft./2 levels) Target: One living creature Duration: 1 hour/level Saving Throw: Fortitude negates Spell Resistance: Yes The subject’s body erupts with itchy hives. devil chills. mindfire. Summoning) Level: Pleasure 4 Components: V. stoolspread sickness assaults its victims with terrible hallucinogenic visions. Kobold Stank: Assaulting the bowels and stomach. The disease runs its course when the spell duration expires. cackle fever. A horrific gastrointestinal stench emerges from the bowels every time the victim speaks. A remove disease counters and dispels itchy hives. Sor/Wiz 6 Components: V. Brainmelt: Used by some assassins’ guilds to destroy wizardly enemies. Musclecreak: Symptoms of musclecreak include aching limbs and joints. It does not remove negative levels. it spends the next 10 minutes in vigorous erotic activity. Phantasmal Lover Conjuration (Healing. no two of which can be more than 30 ft. The image fades in 2 rounds unless the subject takes further action. **When damaged. the creature must succeed at another saving throw or 1 point of temporary damage is instead permanent drain. and migraine headaches. Greater Contagion Necromancy Level: Clr 5. + 5 ft. the shakes. Material Components: A slice of hide from a chaos beast. or slimy doom. brainmelt breaks down the brain’s tissue into a runny slime. Summoning) [Mind-Affecting] Level: Pleasure 9 Target: One conscious living creatures/level. both the subject and summoned creature achieve climax as one. during which it helpless and cannot break away from the spell’s effect for any reason. Should the subject willingly decide to succumb to its passions. hollowing bones from the inside out. it must make an additional Fortitude save or suffer 1 point of permanent Intelligence drain. It is a particular nuisance in farming communities. S Casting Time: 1 standard action Range: Close (25 ft. Bone Rot: Often contracted by those who spend a lot of time in musty tombs fighting undead creatures. Stoolspread: A common side-effect of certain fungi used by Underdark dwellers to poison blades. and temporary ability damage. allowing the ambient spell energy to work with the subject’s mind to cleanse its body of disease and injury. the caster can infect the subject with demon fever. Only the subject of the spell can clearly see this creature—all others view a shadowy. filth fever. indistinct form. writhing enticingly and whispering promises of sexual fulfillment. S Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes As contagion. The spell cures all diseases. offset the effects of a feeblemind spell. greater contagion can also bestow diseases from additional sources. The subject suffers a –2 circumstance penalty on all attack rolls. 19 . deafness. At the end of the spell’s duration./2 levels) Target: One living creature Duration: 2 rounds + 10 minutes (see text) Saving Throw: None Spell Resistance: Yes Tapping into the subconscious mind of the subject. this disease is a bane to any who live off their strength. apart This spell functions like phantasmal lover. or mummy rot (see the DMG) or any of the diseases described in the New Diseases sidebar. bone rot attacks the marrow. where it can destroy an entire harvest by taking out the men and women who would reap it. + 5 ft. Symptoms include nosebleeds. or restore permanent ability drain. but in addition to blinding sickness. At the GM’s discretion. Phantasmal Orgy Conjuration (Healing. skill checks. earaches. Disease 5. hit point damage. blindness. Phantasmal lover does not neutralize poison. restore permanently drained levels. or restoration spell (a separate restoration spell is needed to restore any lost Wisdom). The effects of fleshy blight can be cured only by a greater restoration. except as noted above. or cure mental disorders brought about by spells or injury to the brain. heal. kobold stank turns the skin yellow and flaky to the point that it resembles lizard scales. causing great discomfort.Volume 1: Armies of the Abyss Disease Bone rot Brainmelt Kobold stank Musclecreak Stoolspread Stumpers Infection Inhaled Ingested Inhaled Inhaled/Ingested Injury Inhaled New Diseases DC 18 16 16 18 15 14 Incubation 1 day 1d3 days 1 day 1 day Instantaneous 1 day Damage 1d6 temporary Con 1d8 temporary Int* 1d6 temporary Cha 1d4 temporary Dex 1d6 temporary Wis** 1d4 temporary Str *Each time the creature takes 2 or more damage from the disease. you call upon the seductive powers of the demon prince Socothbenoth to create a quasi-real lover appearing as the object of the subject’s desire. Disease 1 Components: V. The creature hovers over the subject.

demon prince of the apocalypse. brooding Pazuzu. who still holds his selfproclaimed title). you’ll find the demon princes in this chapter suitable for use as patrons of amoral clerics. most of the known demon princes have descriptive titles. Generally. Death. untold legions of locust demons will boil forth from the depths of the Abyss. and the unnamable Lord of Many Forms. and great feet and paws like those of a bear. speaking its name aloud elicits a cumulative 1% chance that the named demon prince will take notice of the speaker. and Vepar encourages great floods and waves. Erudite scholars of the macabre abduct. and mutilate in the name of the Great Crippling Gaze. Diabolus. they answer to no demonic ruler. Chaos. hoping to discover the secret of life in the spaces between the flesh. or even act in the speaker’s best interest. Eventually. Students of the Abyssal arts know of resources in existing tomes or librams yet to come regarding these famous beings. Abaddon has not been seen in the mortal realm since shortly after the demons defeated the ghaeles occupying the Abyss. all existence will end in a great multiversal apocalypse. the plane fused its own infernal energy with the nullspace in the void. famine Domains: Catastrophe. Fire peeks through the rotten holes in his belly. delights in inspiring his subjects to mix dangerous chemicals and create artificial life. Should you wish. this is the name by which the being refers to itself.” Haagenti. Shortly thereafter. Abaddon is known as Apollyon. or the ability to unleash sheer. This isn’t the being’s “true” secret name. His handiwork reveals itself in the famines and blights that follow natural disasters. The demons presented here represent a more or less “complete” pantheon— lacking only entities that grant their servants access to the Good and Law domains. tracing intricate patterns in skin with surgical razors. but if not otherwise indisposed the entity might take a peek into the Material Plane to see what’s going on. It is considered an ill omen to speak or write the names of demon princes. Students of the occult arts know Abaddon as one of the oldest demons. This chapter fully details twenty-one demon princes. (In nearly all cases. Segmented.) Danger comes in speaking even the common name of a demon prince. no qlippoth demon has yet managed to conquer a layer of the Abyss. set just above a double set of razor-sharp mandibles. and those who do not rely upon these titles when discussing them are seen as dangerous fools by the learned. unimaginable terror. The Bottomless Pit forms a great maw nearly three miles wide near the geographic center of the Howling Threshold. himself. Nocticula’s devotees gather under the light of the moon to celebrate erotic pleasures while indulging in the psychotropic bounty of the natural world. the socalled Ultimate Alchemist. Abaddon is destruction personified. Rumors suggest that the rent formed in the earliest days of the qlippoth– ghaele conflict. such as Lord of the Bottomless Pit. few doubt Abaddon’s dominion over ordinary locusts and grasshoppers. should you wish to use the thaumaturge character class from the previous chapter in your campaign. Such princes include the legendary Orcus. Abaddon constructed the great palace of Gulthrax as an homage to himself and cast the structure. draconic “hooked” wings. Lord of the Bottomless Pit. but rather its most commonly used moniker. and Abyssal dominions. will stand at the vanguard of this unthinkable army. hoping his great wisdom will . All demon princes exemplify the ideals of chaos and evil (albeit in very different ways). you can substitute the demons in this chapter for the pantheon presented in the core rulebooks. Information on domains and favored weapons has been included. Laughing. cares only for those liquids that pour from the opened bellies of his still-squirming victims. The few remaining accounts describe a towering. the most frightening and powerful members of that race are extremely advanced variations of the core qlippoth types. guide their brazen experiments. cloying smoke. The lore of demon and angel alike claims that Gulthrax eventually will pass out of the pit to land upon the Abaddon 20 Generally. providing notes on their appearance. While Anarazel gives violent life to the cold ground in the form of terrible earthquakes. and his entire demonic entourage into the chasm. The greatest and best-known demon princes command the respect of their peers through brute force. Attempts by lawful fiends to wrest an Abyssal layer and claim it for themselves have invariably met with failure—the plane rejects would-be rulers who do not share its debased ideals. The Destroyer. motivations. murder. The Great Crippling Gaze known as Shax. in a sense “adopting” its own wound as a fullblown Abyssal layer. Evil Favored Weapon: Longsword One day soon. In some lands. leaving the depraved lords of the Abyss to serve the spiritual needs of a troubled populace. setting up a campaign in which the gods have died or turned their backs on the world. Abaddon. unfeeling agent of calamity who has a hand in most of the great natural catastrophes of the mortal realm. For this reason. When the final angelic trumpets sound out the death knell of the mortal world. Minister of Death and Havoc. known collectively as “areas of concern. while the only chemicals that interest the sensual Nocticula are those that grant her followers access to unheralded hallucinogenic plateaus. hideous figure with scales like a fish. and so on.Volume 1: Armies of the Abyss Chapter Three: Those Who Rule Demon princes command at least one-third of the 666 recorded layers of the infinite Abyss. casting off acrid. who has a power level equivalent to that of the demon lords. The present volume concentrates on entities less well known but no less dangerous. Chapter 4: Creatures of the Abyss presents an example qlippoth. locusts. At the discretion of the GM. insectoid eyes dominate the demon prince’s cruel face. havoc. This doesn’t mean it’ll act. Princes in the Machiavellian sense. who honor him by plaguing crops in a metaphorical mirror of the destruction that soon will be visited upon all the world. Though his insectoid legions thrum with demonic blood. learned occultists see the grim smile of Abaddon in the corpses left after these tragedies. a being of such incalculable power that even his demonic contemporaries work to ensure that he never leaves his home layer. and share the alignment of the Abyss itself. those who follow a specific demon prince share its unholy interests. when some unknowable horror unleashed by the plane’s original masters backfired and tore a hole in the Abyss. Each demon prince concentrates the bulk of his or her attention upon one or more ideals. a chilling void known simply as the Bottomless Pit. Each description opens with the name most commonly associated with the entity in question. ravaging everything in their path and laying ruin to the great works of humanity. scheming Arachnadia. as well. Immoral alchemists flock to Haagenti. Shiggarreb. a completely amoral. King of Locusts Layer: The Bottomless Pit Areas of Concern: Anarchy. several have conquered enough Abyssal real estate or swayed the affections of enough of their kin to claim dominion over all of demonkind (the most recent being Demogorgon. Likewise. Should the thaumaturge character class not appeal to you. Over the millennia. skillful negotiation. on the other hand.

Abraxas’s Abyssal realm. most of whom look forward to the End Times with utter devotion to their liege. which they interpret as the mortal world’s sole tie to the realm of Pleroma. Volume 1: Armies of the Abyss Obedience For one hour each day. Below the waist. Abraxans determine for themselves when they have finally tricked their body-prisons into releasing their spirit forms—a journey that invariably commences with suicide. a thaumaturge in service to Abaddon must whisper to a live locust an account of all that he has done to speed along the course of multiversal decay within the last 24 hours. and especially thaumaturges of Abaddon believe that by doing the work of the Minister of Death and Havoc they will be spared the consuming fury of the coming locust legions. There. bare-chested humanoid man with the head of a rooster topped by an elaborate golden crown (which. These reports include updates on the status of the thaumaturge’s enemies (often excuses for why they have not yet been killed). The wordplay is emblematic of most of the teachings of Abraxas. Collecting his own blood into an inkwell. dining on the souls who fall or are thrown into the pit (the locust demons ignore such provender). corded leather whip in the other. He carries a shield in one hand and a long. followers of Abraxas don’t physically hurt anyone. Abraxans claim that the gods are evil beings who have trapped the souls of their mortal followers in all-toofragile physical shells. the fading of potential harm to the wearer. they’ve long since surrendered the ability to do anything about it in exchange for greater and greater feelings of euphoria. Abraxas appears as a powerful. Followers of Abraxas fund their cult by selling medallions enchanted with the word “Abracadabra. Riddled with highly offensive condemnations of even the most apparently altruistic deities. Knowledge. Gulthrax maintains its own gravity and sense of stability. which appears to grow stronger with each passing year. the thaumaturge spends the rest of the hour inscribing the “Abracadabra” pyramid as many times as possible—on rocks. coveting the harvest of his neighbor. 21 . The shrinking of the word represents. dangerous secrets Domains: Chaos. and it is from this absolute. By denying themselves the pleasures of the flesh and leading austere.” a talisman that guards its wearer against all manner of calamities. Evil. “Abracadabra” appears at the top and is written in an inverted triangle of eleven lines. However. that their trinkets and amulets draw their protective powers. Many multiclass as wizards or sorcerers to further explore arcane magic. which mystically transmits all it has heard to the mind of the Lord of the Bottomless Pit. is very much as advertised in his cult’s literature. Abraxans believe that the only way to achieve Pleroma is to escape their mortal shells by living a life opposite to that which should have been theirs. the cult’s doctrine wins few allies among the clergy of the civilized world. however. souls are transformed into beings of light who experience nothing but pure pleasure and ecstasy. Locust demons dominate nearly every part of the shaft—seldom will a traveler falling or flying down the Bottomless Pit come across a spot where she cannot see at least a dozen of the creatures. Pleroma. End Times-obsessed nihilists. Common among those who honor him is the competitive farmer who. The concept of harm does not exist in such a world. Perhaps a hundred brave vrocks fly throughout the chasm. so most rulers view the cult as a strange but harmless sect more worthy of praise than prosecution. Abraxas The Supreme Unknown Layer: Pleroma Areas of Concern: Magic. occult lore. Protection Favored Weapon: Whip Abraxas represents a rarity among demon princes in that his devotees are tolerated. paper. details on recently discovered magical secrets or ancient lore. Thereafter. and go about fomenting anarchy and unrest in an attempt to speed along the decay of the world. The plain lifestyle espoused by Abraxans appeals to commoners who disapprove of lewd behavior but who secretly wish to debauch themselves in the most obscene manners imaginable. At the end of the ritual. in which everyone is king). Boundless joy is theirs from the moment they enter the afterlife to the moment ten years later when they are completely consumed by bliss—their souls utterly annihilated and absorbed into the landscape of the Abyss. represents the reward of Pleroma. according to his followers. Flagellation plays a significant role in the cult’s observances (Abraxas’s favored weapon is a whip for a reason). the charms work. The fortress contains a large variety of demons. By the time souls enslaved to Pleromic rapture realize the terminality of their situation. Whatever the source. the thaumaturge consumes the locust. but for the duplicity of the gods. The word of power Obedience Each morning. Commoners and nobles alike honor Abraxas for his ability to protect them from ill luck and magical curses and hexes. their souls transcend the material world and enter the endless pleasures promised to them by the Supreme Unknown. which consist of intense magical theory and complex numerological formulae meant to give the practitioner a greater understanding of the material world and how to manipulate it through arcane magic. Magic.Material Plane. in civilized lands throughout the mortal realm. and sell amulets of proven protective value. until the word disappears completely. sends a small sacrifice to Abaddon to befoul the greater crop. at which point the prophesied apocalypse will begin in earnest and Abaddon’s locust demons will flood the world. isolating them from a world of absolute spirit (known as Pleroma) where joy is boundless and there are no limits to the pleasure and indulgence experienced by all. are as chaste as the most devout nuns of the God of Healing. his body consists of several constantly writhing snakes. faultless lives. thaumaturges dedicated to Abraxas spend 30 minutes in self-flagellation with a small whip or tree branch. cultists. Once free. The transaction fuels Abraxas’s power. and the thaumaturge’s plans for the day ahead. though it constantly spins and bounces off the layer’s walls. Each line consists of one letter fewer than the one above it. Lacking the courage to do so in life. Abraxans claim. they instead punish themselves with self-denial and self-abuse. Not all who follow Abaddon do so with such calculation. in metaphysical terms. the thaumaturge’s daily allotment of spells is replenished. they hope to “trick” their containers (bodies) into releasing their spirit forms. if not altogether welcomed. withholding from themselves in life of exactly the type of pleasures they hope to indulge in after death. Mortal followers of Abaddon generally believe that the apocalypse will occur within their lifetimes.

the thaumaturge’s spell selection for the day is replenished. but such materials as leather and flesh are not uncommon) of something terrible and frightening. Anarazel represents the duality of the unknowable horrors of the Underdark and those who face such terrors in search of excitement or material wealth. make up the bulk of his clergy. long-dead cultures tunneled beneath the ground when the world was young. Though he is honored by miners and prospectors. Astaroth also has become associated with prophecy. He discounts the “hard” sciences as too rigid to accommodate original concepts. a sprawling underground complex of natural caverns and trap-filled corridors called the Caves of Chaos. Countless artifacts long thought destroyed are in fact secreted within the Caves. for another frisson of terror that much more exciting than the one before. which he then wears until his next obedience ritual. Devotees refer to the arrangement as “the thrill. Obedience Astaroth Diabolus Layer: The Terminal Archive Areas of Concern: Liberal sciences. Anarazelite adventurers tend toward brashness and favor spells or items that induce fear in others. inspiring him to greater wickedness. ring bells at midnight. drawing strength from their horror in a metaphysical transaction that leaves Anarazel more powerful and that utterly destroys the souls. Evil. Anarazel wears a veil of deep vermilion at all times. Earth. with the advantage always going to those who tempt fate a little further than their peers. 22 . and inspire countless terrors. covering what is said to be the most horrific visage the Abyss has ever known. though his philosophy is more about consulting written lore and making a prediction based upon the past than peering into the unknowable future. Those who would gain the riches of the earth must also brave the evils of the world below. or even the walls of buildings—all to further the notoriety of the cult. material wealth. to improve upon it. Prophecy Favored Weapon: Dagger Knowledge separates humans from the animals. When the previous day’s mask is burnt following the creation of a new mask. After 30 minutes of this.Volume 1: Armies of the Abyss amulets. adventurers make up Anarazel’s greatest constituency. Anarazel forbids his servants from using the same design twice. At the beginning of that ritual. Since fear is central to the faith of Anarazelite thaumaturges. wholly original design. the servants of Anarazel who await explorers with gnashing teeth and terrible. Natural veins of precious metals and countless gems and minerals line the world’s strata. Such visionary imaginings feed the creative mind of Anarazel. His philosophy of life as little more than a game appeals to those who seek vast rewards in exchange for great risk. Anarazel is served by the demon lords Gaziel and Fécor. clasping claws. The most honored souls sworn to Anarazel—those who died while seeking treasure underground without an ounce of fear in their hearts—are transformed into such guardians. the thaumaturge constructs a mask (usually of wood. To Anarazel and his followers. cause spectres to appear. There the Guardian of a Thousand Terrors reveals his true face to them. the abandoned underground cities and cisterns and mineral-rich caverns of the Underdark represent a great game board where risks are measured against possible rewards. Guardian of a Thousand Terrors Layer: The Caves of Chaos Areas of Concern: Fear. the obedience ritual of the cult revolves around causing fear in others. In order to inspire his followers to always innovate in the realm of terror. Ancient. Two impressive horns jut from his forehead. Those who risk Anarazel’s wrath and escape with the plunder of the earth are rich indeed. the thaumaturge quietly imagines himself enjoying debauchery of all sorts. bravery.” a constant tempting of the depths for just one more gem. protected by a host of grotesque creatures born in the most wretched bowels of the Anarazel lightless Underdark. time-lost beings too dangerous for the world of light and unfathomable remnants of primordial cultures now sunken into morose insanity. Adventurers. The demon prince known as Diabolus is the patron of revolutionary thinkers and those willing to push against the forces of propriety and the status quo to break into truly innovative paths of thought. the thaumaturge’s spell selection is replenished for the day. Unworthy souls or those captured on the Howling Threshold are brought to Anarazel himself. allowing them to reflect upon their status and. the old mask is burned and a new one constructed using a wholly different. is thought by many to comprise the most extensive dungeon works in the Lower Planes. Astaroth personifies the philosophy of knowledge gained at any cost. But those caverns hold unthinkable terror as well. knowledge. a mane of greasy black hair begins just above the horns and continues to the middle of his muscular back. Knowledge. scattering the riches of entire races in forlorn caves and mines. partially to congratulate themselves on their own sense of bravery. who dwells at the center of the layer. The Guardian of a Thousand Terrors is a massive humanoid with diaphanous wings supported by blood-red cartilage that thrums with the natural heat of the subterranean world. His demonic armor of plates and scales melds so well with his natural form that it’s difficult to determine which portions of his panoply are living parts of his body. Cult lore reports that a copy of every valuable ever sacrificed in the demon prince’s name can be found within Anarazel’s dungeons. memory Domains: Chaos. learning. Each morning. unsurprisingly. who cause earthquakes. In the mortal world. Evil. Anarazel’s lair. While writing the pyramid. adventurers Domains: Chaos. Fear Favored Weapon: Short sword The earth below your feet holds wondrous treasures just waiting to be claimed by those with the courage to take them. using the lessons of those who came before.

Many do in fact push forward the liberal sciences by challenging conventions and daring to dream without worrying about such limits as morality. Astaroth mourns the destruction of anyone of intellectual worth. The Terminal Archive. Most prefer to focus on the here and now. Those who honor Diabolus will do anything to learn previously unknown lore. Obedience Every morning. though few brave the journey to get there. many expect to find a given item easily. followers of Azazel work to thwart the plans of the privileged classes through calculated campaigns of larceny. be more worth knowing than what is sitting around for everyone to devour. the tortured souls have an eternity to seethe over their final betrayal—at the hands of Azazel himself. the schirim. Astaroth enforces no organization upon his collection at all. ritual burning of the accumulated lore will herald the beginning of the End Times. the thaumaturge regains his full complement of spells. and has a greater appreciation for mortal life than most of his demonic fellows. exiles. Astaroth’s sprawling library. Even more. and twelve looming wings. They’ll use anyone. Evil Favored Weapon: Halberd The doctrine of Azazel holds that every successful civilization is built upon the broken backs of the betrayed. The place comprises countless wings. pestilence. Nobles and those who have dedicated their lives to preserving the law hate and fear the cult of Azazel. which Astaroth considers the most valuable of all. fourteen hideous faces.” an animal who in ancient times was saddled with the sins of a tribe and cast into the wild in a ritual of absolution. Astaroth has become extremely fond of his collection. Ranging from violent revolutionaries to quietly dissatisfied servants. He carries a viper in his right hand and usually reads from an open book held in his left. The Guardian of the Goat possesses many forms. Schirim and vrocks wander the desert in abundance. Astaroth demands that his followers sacrifice their first-born child to him to prove their dedication to casting away even their most cherished possessions in the pursuit of learning. and won’t hesitate to kill whoever stands in the way of some juicy bit of information. he writes his conclusions or progress toward conclusions in the book. Though Azazelites preach a doctrine many in the lower classes find attractive. To make things right. which contain a copy of every written work put to paper since the birth of mortals and which are staffed by an army of bodak librarians. the Desert of Broken Dreams Areas of Concern: Scapegoats. he is a great avenging angel with smoldering eyes of dark crimson and seven seeping wounds upon his powerful back. after all. boasts seven serpentine necks. In the meantime. “visionaries” only in the sense that they believe their insane (albeit generally well-informed) babblings mean something to anyone other than themselves. Given the relative peace offered by the Archive. forms the entirety of an always-expanding Abyssal layer. the high and mighty must be overthrown by those they have betrayed. Azazel. who often see themselves as protectors of the downtrodden. a four-eyed. Remarkably. Chained upon immense. he even allows devils access to his collection. he has collected all the written works of humanity. who maintain order in the stacks. Astaroth’s purpose is tied to the coming multiversal apocalypse. and murder. are best classified as lunatics. few followers of Azazel know what awaits them in the afterlife. Society itself is inherently corrupt: Some must suffer so that others can seat themselves upon the throne of propriety. Prior to passing on to the Abyss in death. to further their own knowledge. The snake represents knowledge gained through forbidden means. or others who have unfairly felt the lash of the law. Unfortunately. so finding a particular volume can be an adventure in itself. took his title to honor the “scapegoat. Demonologists often describe Azazel as a mighty schir. the so-called Guardian of the Goat. reveling in the suffering of their mortal charges. Knowledge protected by religious taboo and strictures must. their blood boiling with thoughts of revenge for slights both real and imagined. which few have seen. Occasionally battles between rivals do break out. Disease. the betrayed. Such words hold a powerful allure to the downtrodden members of the lower classes. His true form. carry out most of his plans on the Material Plane. a thaumaturge dedicated to Astaroth writes the experiences of the previous day into a personal journal of reflections. Though dedicated to the role he must eventually play. goatheaded. To some. though the demon enjoys great popularity among vigilantes. the great librarian is in no hurry to destroy his books—he’s even become so fond of some human scholars and philosophers that he tracked them down and brought them to his lair (willing or not) to engage in friendly debate. necessary though it be. Their liege prefers the solitude of an isolated valley at the center of the layer. as well as to prisoners. The forlorn desert of Maldinach howls with the keening of souls dedicated to Azazel. even friends and relatives. His natural form is that of a beautiful angel astride a terrible dragon. though. attended by his personal servant. revenge Domains: Animal. 23 . Chaos. The following day. arson. bare-chested monstrosity bearing the standard of the armies of the Abyss. After spending an hour in such transcription. sharp rocks and left to bake in the unforgiving blaze of a sun that never sets. Only when the lowly have tasted the blood of the powerful will the world be healed. Astaroth invites any and all to study within his halls. Volume 1: Armies of the Abyss Azazel Guardian of the Goat Layer: Maldinach. but these are quickly quelled by a cadre of nalfeshnee called the Ardent Archivists.Like Abaddon and Raum. naming the Archive as neutral ground in any conflict between demons. His servitor race. Followers of Astaroth fancy themselves revolutionary thinkers. a powerful balor named Mullin. Since the rise of the demons. priding himself on the completeness of his libraries and his ability to recall historical facts and human philosophies from memory. finishing with three philosophical questions to think upon as the day goes on.

Iblis planted a seed of paranoia within his ally’s heart. costing 200 gp. page 169) a fierce king named Zohak ruled one of the most prominent early human kingdoms. truth. Only when the chosen enemy has been destroyed can the wound be allowed to heal. to maintain his tenuous grasp on power and status. Eventually. Azidahaka’s heart still burns for revenge against the traitorous liar Iblis. Zohak achieved his position after murdering his predecessor. Whereas the king had previously sworn himself to defend the truth. Body parts and unidentifiable fluids stain the cobblestones of great cities. but not always. who granted him the service of an army of divs. Zohak knew he would not be able to defeat the god-king alone. whom he has sworn to put to the blade in payment for his ancient betrayal. and the process begins anew. Zohak came to believe that his subjects secretly schemed against him. he employed the mighty Iblis. but as Azidahaka’s current subjects are demons and the souls of the chaotic evil dead. the layer seems dedicated to perfecting that ancient art. Should the heart be lost or destroyed. To protect his rulership he’s again turned to torture—indeed. a replacement must be harvested.Volume 1: Armies of the Abyss their methods are so brutal. Within two years. Once a powerful and chaste noble who served the Lords of Good as a paragon of truth. Unsurprisingly. and alone. and countless screams issue forth from countless chambers filled with racks. The organ must undergo a special immersion for three hours in a preparation of spices and juices sacred to the Dragon of the Lie. fire-based outsiders who had inhabited the world prior to the rise of humanity but who had been cast out by the Lords of Good for their arrogance. Finally beset by enemies on all sides (enemies he had created thanks to his vicious pogroms). vowed to create in the Abyss that which he could not maintain in the material world—a kingdom of subjects who honored him for his character and his dedication to truth. confirming Zohak’s fears and fueling more seizures of enemies and greater and more perverse means of getting the truth from them. iron maidens. Zohak realized he had been betrayed the moment he joined forces with Iblis. however. lies Domains: Chaos. the obedience ritual of thaumaturges sworn to the Guardian of the Goat involves carving the name of the thaumaturge’s greatest enemy into the flesh of the inside left forearm while whispering fantasies of revenge over a small fire. he took the name Azidahaka and Obedience All thaumaturges devoted to Azidahaka possess a dried heart extracted from a sentient creature killed though an overzealous application of torture (usually. Such perfection has brought with it the respect of mortal torturers the world over. to which he has always had to resort. His name went down in the lore of his people as a watchword for the corrupting influence of power. After the ritual. the dangers posed by his enemies are a thousand times greater than they were on the Material Plane. and the other in hopes of easing inevitable pain. at the hands of the thaumaturge). as well as (ironically) pleas of guidance from those about to go under the torturer’s knife. Centuries later. Blood and ichor stain his vestments.” or “discipline”) and set his plans into motion. Azidahaka appears much as he did in life. The Abyss being the Abyss. who had become so corrupt with power that he forced his subjects to worship him as a god. Souls and demons alike hang on great metal hooks from the kingdom’s parapets. who seems tailor-made for the nightmarish parody that is the Kingdom of Sraosha. the so-called Dragon of the Lie decks himself in the finest garments of royalty. 24 . The ritual involves a full hour of opening old wounds and letting the blood drip into the fire. Sraosha boasts as many traitors and schemers as his human kingdom ever did. the thaumaturge causes it to once again beat with life and seep with diseased blood. A regal warrior of handsome (if worry-worn) features. These terrible beasts kept Zohak alive through the singular means of devouring the brains of his victims. the demon lord Rahu the Tormentor. Accordingly. Both tormentor and tormented are equally likely to pray to Azidahaka— one for the skill to extract the truth. Shamed. Fear. at which point the thaumaturge chooses a new enemy. Instead. Seeing his rebirth in the afterlife as a second chance. Evil. not long after the solar Iblis fell from the Seven Heavens for refusing to serve mortals (see Iblis. and worse. The thaumaturge manipulates the organ with jagged stickpins and sharp needles. Moments after dying. opening a direct link to the cursed power of his patron. he became a demon. Zohak emerged upon the Howling Threshold. revealing the means to which he must resort. a term meaning “obedience. broken. that only the most heartless stay with the cult for long. however. Obedience Azazelites never forget those who have wronged them. brazen bulls. but at a terrible cost. Jamshid. By channeling divine power into the heart during a daily ritual. which lasts an hour. Shortly after becoming king. now he attempted to wrest it from the hearts of his assumed enemies by subjecting them to gruesome tortures. the thaumaturge’s spells are replenished. so unthinkably ruthless. after which the thaumaturge’s spell complement is replenished. these tortures brought more and more confessions. Zohak hanged himself from his castle’s highest tower. Azidahaka The Dragon of the Lie Layer: Sraosha Areas of Concern: Torture. he came up somewhat short of his goal. Zohak gained the throne and freed his people from the tyranny of Jamshid. he wrested a layer of the Abyss for himself (Sraosha. Zohak’s fears had manifested in the form of twin snakes growing from his shoulders. Despite his greatness. Pain Favored Weapon: Falchion Aeons ago. The only being Azidahaka truly trusts is his head torturer.

The lumbering master of the veldt sleeps most of the time. Behemoth’s favorite meal is the soulstuff of the mortal dead. Fiendish dire animals of all varieties roam the plains. are more attentive. Behemothite thaumaturges gorge themselves with whatever foodstuffs are available. morbidly obese hedonists who have turned to gluttony in a final bid for self-destruction. for Decarabia believes that nothing is more lovely than a living creature in natural flight. insatiable hunger. as Behemoth never seems to tire of eating and never seems to reach its limit. and revel in leftovers falling from overstuffed mouths to folds in their clothes and skin. which the Great Beast uses to devour anything that fits within it (which is to say. Obedience Thaumaturges dedicated to Behemoth do just one thing to regain their spells—eat. Strength Favored Weapon: Longspear If the archdevil Leviathan (see page 140) represents the most powerful sea creature the multiverse has ever known. the thaumaturge’s spell complement is rejuvenated. Decarabia 25 . the imposing Behemoth stands as its land-dwelling double. bestial instincts Domains: Animal. Once a day for a full hour (and often even longer for particularly zealous followers). But by providing amoral political advisors with reconnaissance in the form of servitor birds. and most of all. Sovereign of the Seventy-Seven Airs. allowing smarter inhabitants to flee well in advance of the Great Beast’s arrival. there’s no telling how far he’ll go to protect his reign. despair. As his oncetrusted advisors burn on pyres of suspicion and terror. Evil. They have little use for napkins or tablecloths of any kind. appearing as a corpulent humanoid giant with the head of a four-tusked elephant. Decarabia. Evil. Behemoth represents the worst qualities of the mortal creatures that walk upon the world—ferocity. Behemoth’s cultists virtually sexualize the act of eating. Few edible plants grow on the veldt. the monstrous Duidan. and all that the birds see is seen by their patron. They see in the monarch a growing desperation. Though many hunters make offerings to Behemoth as a patron of wild animals. and it reeks of foul digestive juices and days-old rotting meat. the firmament. to remain buried like treasure until the next spontaneous meal. A creature of immense proportions. and righteous mortals will be allowed to dine on their flesh forever in Paradise—a fitting end for exemplars of unrelenting gluttony. According to the oldest prophecies and scriptures (works that predate and predict the creation of Behemoth). Behemoth’s personal Abyssal layer. The ground shakes violently when Behemoth is on the hunt. powerful arms. as such species were eaten into extinction millennia ago. spies Domains: Air. wandering short distances in order to feed itself a few times a week. many consider eating at a table something of an extravagance. sloth. Those it does have tend to be slovenly. Everything consumed on Duidan must be hunted—and given the girth and hunger of the layer’s prince. nearly everything). paying no attention to the niceties of etiquette or table manners. The tip of its awesome trunk bears a terrible toothy maw. waiting for the fires to die down so that they might duck in for a quick meal. and trunk-like legs that end in clawed feet. Served by paranoid cranks who wish to learn what birds see in flight and eccentric inventors attempting to establish a means by which a human could fly. The birds see all. rage. In fact.Volume 1: Armies of the Abyss Behemoth The Great Beast Layer: Duidan Areas of Concern: Gluttony. Subterfuge Favored Weapon: Spiked chain When a mortal prince fears spies in his court. she seems more meddlesome than dangerous. Its hunts can last for a whole day or more. when the mortal realm stands within days of utter destruction Behemoth and Leviathan will meet in a final conflict to shake the foundation of the world. however. increasing its appeal as a patron of despair and lost causes. Like its infernal relative. Behemoth’s death has been preordained since the beginning of time. Chaos. the sovereign puffs up with self-admiration for his difficult task. Decarabia presents as great a challenge to the mortal world as any of her peers at the top of the demonic echelon. They know which of his advisors have been consumed by flame and which by fear. To her. the Great Beast enjoys relatively few followers. consists of endless veldt built to the proportions of the Great Beast. Decarabia claims all the skies as her personal demonic domain and sees the birds that inhabit the firmament as her subjects. At the end of the gustatory ritual. seeking souls and other animals to devour. preferring to hold their food in their hands. Behemoth stands more than a mile tall. Sovereign of the Seventy-Seven Airs Layer: The Landless Aerie Areas of Concern: Flying creatures. even the fiercest of hunters might become a meal at a moment’s notice. The birds. birds are not only spies and messengers but paragons of beauty. He pays little attention to the flock of crows perched on the gallows crossbar or the gulls circling overhead. noting which survivors might sell out their unstable leader in exchange for a return to sanity. however. Rot grubs the size of purple worms crawl in and out of vast tunnels bored throughout its distended belly. The two great beasts will kill each other in this great battle. playing up the erotic impact of food and bathing in grease and gristle as if anointing themselves with fragrant perfumes and massage oils. Chaos. grease and fat sliding between their pudgy fingers.

While they pay lip service to codes of chivalrous conduct and honorable warfare. featureless plain of solid metal that extends for leagues in all directions. and rewarding. their spell selection is replenished. Unsettling jagged wings flare from her elbows. it’s also extremely dangerous. She loves flight. regardless of culture or alignment. challenge an enemy to a one-on-one combat using only nonmagical weapons. War Favored Weapon: Two-bladed sword Obedience 26 In a world of chivalry. though. spending her entire existence in the air. the thaumaturge whispers to the bird. Decarabia’s cult remains small. They serve as landing points for the fiendish birds and flying demons that make their homes here. reflects her interest in winged creatures and her disdain for solid earth. Eligoran thaumaturges spend an hour dreaming up tales and songs of self-aggrandizement. The demon prince’s ghastly realm is a parody of chivalric ideals. granting the knight notoriety and fame he doesn’t really deserve but that he enjoys all the same. survival Domains: Chaos. and great gifts of fine foods and enslaved mortals are granted to those with the highest body counts. much to the delight of legions of howling fans. she amputated her own legs to prove her dedication to the sky and its inhabitants. Eligor’s hideous. Decarabia uses her sexuality as a tool and comports herself in as little clothing as possible. Evil. mocking smile reveals sharpened teeth stained red with the blood of his enemies. Demons and souls combat one another in shows of gruesome violence without even a pretense of honor. the appreciation of kings. demon prince of dishonor and survival. ranging in size from a few dozen feet in diameter to several miles wide. An Eligoran knight might. The bird then whispers back to the thaumaturge using the voice of Decarabia herself. pledges that glory and honor need not always go together. They invent exploits to further their reputation and perfect their performance in hopes that these stories or tunes will catch on with local bards and spread throughout the land. strategy. Eligor’s followers know that discretion is often the better part of valor. she is a patron to spies and interlopers who employ birds in their subterfuges. Bedecked in viciously spiked. Decarabia seems more human than most demon princes. on giving the impression of great heroism. for instance. and many sport impressive castles or towns upon their surface. exhilarating. however. Blood-red lips and luxurious long black hair contrast her complexion in an unwholesome manner. regardless of how much they cheated to win (or perhaps to honor that cheating). Wise Eligorans tend to keep their demonic affiliation a well-guarded secret. loathe Eligor and his followers. If none see the treachery. paupers alike. Eligor’s philosophy is to win by whatever dirty means necessary and leave the field with the appearance of honor and the admiration of one’s peers. Unfortunately. Usually junior knights in the shadow of truly great warriors. A cold. leaving out anything that would tarnish his reputation but that was nonetheless required to remain alive. known colloquially as the Widdershins Code. granting her far more graceful flight than their appearance might suggest. the Landless Aerie. black full plate armor and a mighty shield and armed with a horrifically barbed two-bladed sword. teaches that if the knight leaves no witnesses or survivors he can tell the story of his victory himself. Still. Every morning. as she prefers to associate with flying creatures such as birds that have no real culture of their own. revealing to the practitioner the secret knowledge needed to successfully replenish his daily spell complement. offering them the chance to eavesdrop on rivals using specially trained avian agents. Obedience Thaumaturges dedicated to Decarabia must choose a bird familiar. Abyssal ladies give their scarves to the most treacherous knights. Above. dishonor. and the admiration of nobles and Every morning. and admitting to following the Goodly Knight at a knightly conclave is grounds for an instant challenge from the entire assembly. Eligor. . The layer’s “ground” is a flat. Knowledge. they more often use their enemies’ dedication to such strictures against them. Should its inhabitants displease Decarabia. harshly beautiful face is marred by four unusually twisted horns that emerge from her forehead and just above her ears. Decarabia’s mortal servants often act as brokers to the rich and powerful. they’ll simply assume the best.Volume 1: Armies of the Abyss In form. telling it all he has witnessed over the past twenty-four hours. Eligor The Goodly Knight Layer: The Eternal Lists Areas of Concern: War. He wears his hair in thick pleats gathered with tiny skull beads carved from human bone. a blood-soaked fantasy in which every day is cause for a great festival and knightly tournament. well-mannered knights enjoy the affections of fair maidens. countless rock-islands float upon the winds. and that it is far better to leave the battlefield alive than to leave it a hero. she can cause an island to hurtle downward and smash upon the floor of the Aerie with crushing finality. she favors tight skirts and fetishized belts of black leather. Most gods of war. luring him to fight in a secluded spot where allies are hiding with poisoned crossbow bolts at the ready. But that’s not in and of itself reason enough to give up on being heroic—or rather. and those hoping to create vehicles or items that bestow flight might offer an incantation to Decarabia before beginning their work. The doctrine of Eligor. Rather than flee a battle. Her personal layer. though a number of features reveal her as a creature of the Lower Planes. Her alabaster skin is mirrored by milky white eyes that bear no pupils or color of any kind. The life of a knight is exciting. Eligorans have seen the ugly side of armed conflict and refuse to fall to their enemies for any reason other than being outmatched in weaponplay. After an hour of such creation. the Goodly Knight often wears a great batwinged helmet that completely obscures his bestial face. Years ago.

Flauros’s body ends at the waist in six jagged claws surrounding a toothy sphincter for ingesting flesh and souls (Flauros prefers both extremely well done). Such a heady philosophy attracts truth-seeking ascetic contemplatives who see wisdom in a doctrine riddled with references to the purifying aspect of fire. the thaumaturge reaches into the cooling embers and grabs a handful of ash. Smoke and heat dominate the Bloodpyre Fields. where it either quickly learns to protect itself or is consumed by ravenous hordes of demons. Gamigin The Soulcounter Layer: Jagged Tor of Final Reckoning Areas of Concern: The dead. That which has form betrays the perfect element from which all matter gains its animating force—fire. Licking his blackened hand clean. When a chaotic evil creature dies. Evil. more potent ritual involves the destruction of a living creature by fire. From the moment it arrives to the moment of its destruction. Such rituals take one of two forms. Whoever sets things aflame has power over them. The litany of the Son of Suns also encourages spreading fire as a reward for both people and objects. These servitors retrieve the soul and bring it to Gamigin’s lair on the Jagged Tor of Final Reckoning. Volcanoes. depending upon the resources available. His sole weapon is an oversized 27 . Death. To set something (or someone) ablaze is to bless it. hoping that sparks will ignite neighboring structures in a kind of natural evangelism. the more important or valuable. burning them with a fire so intense it leaves behind naught but a shadow of its target.Flauros The Son of Suns Layer: The Bloodpyre Fields Areas of Concern: The purifying light of the sun. While Gamigin seems to derive some satisfaction from the power transfer. which grows stronger with each consumed soul. the Flauran receives his full complement of spells for the day. Crackling fire surrounds the figure’s head and shoulders. lakes of fire. Despite the seemingly altruistic goal of “freedom from form” that drives the leaders of Flauros’s cult. changing their form to ash in an act of almost divine transformation. Flauros’s personal Abyssal domain. Knowledge Favored Weapon: Scythe Few cynical students of the occult are surprised upon learning of Gamigin. In most cases. Fire. Flauran thaumaturges engage in a ritual of cleansing and appeasement to the Son of Suns. One shape. Searing hot winds blast the entire layer. burn victims. the thaumaturge burns something valuable (worth at least 100 gp) as an offering. Evil. Above all. and rivers of liquid magma pose numerous natural dangers here. so the Son of Suns prefers to change his image constantly. They burn helpless victims (often children) because they like the smell of cooked flesh. death and taxes. Flauros’s many forms shift like the flames of a raging inferno. demonic patron to the power of the universal constants. which he then vigorously rubs onto his face. accountancy. from the smith’s anvil to the flesh of a newborn babe. destructive members of society. A better. undead. So preaches the burgeoning cult of Flauros. seems to predominate in his few appearances in the mortal realm and may in fact be his natural one. Flauros himself wanders the plains. the soul’s activities and whereabouts are monitored by Gamigin. takes its shape from corruption. their obsession is as much about power as it is about fire. fire. where it is fed into a boiling pit of magical tar known as the Last Morass. occasionally announcing an “imbalance” and dispatching a cadre of skullduggers (see Chapter 4: Creatures of the Abyss) to collect the debt owed to the Abyss. casting off voluminous clouds of malodorous smoke. Breathing there is impossible for mortals without the assistance of magic or technology— even many demons find the place distasteful. The item is always consumed completely by the fire within the space of an hour. This celebration of fire’s awesome capability for destruction attracts more than a few arsonists and rank psychopaths. however. giving the place a hellish cast common in many of the most basic images of a tormented afterlife. and cannot be used for this purpose. Flauros appears as an incredibly muscular giant having a skeletal bull’s head with sharp teeth and impressive horns. The studious Gamigin wears the robes of a scholar and bears a volume known as the Spirit Ledger at all times. the greater the service provided. arsonists Domains: Chaos. In this form. souls. but rather a puppet—the Soulcounter didn’t dominate a layer of the Abyss so much as the Abyss dominated him. Thereafter. the thaumaturge revels in the chalky taste of freedom. the fact remains that most of his followers are absolute loons who get an indescribable thrill from lighting things on fire. philosophy be damned. Sun Favored Weapon: Kukri The world of mortals is but a shadowy reflection of pure potential. After the object or creature has been consumed. Gamigin weighs the value of each soul against archaic formulae. Instead of legs. The process completely destroys the soul. Something about fire attracts the most depraved. returning it to its ideal state in an act of compassionate emancipation. the true beneficiary is the Abyss itself. granting “release from the confines of physical form” to visitors and inhabitants alike. Flaurans set fire to buildings. numbers Domains: Chaos. Some claim that Gamigin is not truly a demon prince. its soul manifests in the Abyss. which holds that the secrets of the multiverse can be found through the deconstruction of fire and light. the calculating demon prince known as the Soulcounter. Volume 1: Armies of the Abyss Obedience Each morning. Everything that exists. His very philosophy decries physical solidity as an insult to the natural order of things. crisping flesh from bone. artifacts and certain magic items are immune to the ritual.

Gamigin lost that fight. During the obedience ritual. By doing so. Vast herds of mortals abducted from the Material Plane clog sanitariums and hospitals. transmogrification. They approach Gamigin as equals. cloying smoke plagues the air. but he does take enormous pride in it and would prefer to see its growth continue. or the boundaries of propriety. His raspy voice echoes like wind through abandoned mines. can be found within these cases. teems with the fruits of his followers’ labors. recollecting the toil the uneducated must endure to achieve material wealth. the brush can transform into a scythe. but Gamigin seldom allows strangers to peruse his records. Putrid. representing the limitless bounds to which an alchemist might ascend if he successfully navigates the path to godhead. replenishing the spellcaster’s daily complement of spells.Volume 1: Armies of the Abyss brush. Cerebulim. and he is well aware of the value of that information. oils. Wailing mortals perch like gargoyles atop awe-inspiring skyscrapers and mourn as they consider their own intestines and vertebrae. ancient tradition that seeks . in a sense. The Ultimate Alchemist appears as a great amber bull with smoldering red eyes that seem to pulsate with the beating heart of the natural world. experimentation. His books show the current location of every creature in the Abyss. Seventeen chambers contain treasure and material wealth granted to Gamigin in exchange for information on countless demons and mortal souls. thaumaturges in service to the Soulcounter engage in a daily ritual few outsiders find watchable. as well as the fate of those souls. Using specially prepared pins. becoming infested with maggots and parasites. but not always. Obedience ultimately to elevate mortals to the station of divinity by giving them power over the earth and over life itself. The Jagged Tor of Final Reckoning is little more than a massive stone citadel situated upon a mile-tall mesa formed of knotty. friendship. the thaumaturge mortifies a one-inch-square portion of his own flesh (usually. At his command. and weapons of unthinkable power that project alchemical bullets with the force of a hundred crossbows. Gamigin’s followers on the Material Plane consist largely of liches or spellcasters well on the path to lichdom. Gamigin’s citadel features endless hallways open for several stories. In an effort to better understand the process of death and the mindset of the undead. analytical doctors and scientists searching for the means to prolong life. Noxious clouds poisonous even to demons hug the layer’s floor far below. Scientific advancement directs the alchemist’s every move. blotting out natural light and giving the layer an acidic smell. He does not revel in this wealth. As undead creatures. Haagenti’s personal Abyssal layer. the maggot melts into his interior flesh. After a few minutes of exploring the thaumaturge’s eye cavity. the alchemist has transcended mortality and has become a god of his own creation. and unguents. allowing the tiny creature to wriggle around next to the eyeball. repressive religion. Chaos. ceding (for the most part) the administration of undeath on the Material Plane to his hated foe. love. similar to those of a griffon. however. Huge. All such technology. bears some sign of its terrible cost. Earth. Gamigin has the head of a horse crowned by an impressive array of antlers. he believes he gains insight into the world beyond the mortal realm. Haagenti The Ultimate Alchemist Layer: Cerebulim—The Hermetic Horizon Areas of Concern: Alchemy. mutant flesh. fantastic vehicles of transport that convey demons and souls alike at frightening speeds. however. The modern alchemist is the inheritor of a proud. on some part of his body normally covered by clothing). The process takes several days to complete (though it need only be done once). Two great feathered wings. their souls remain locked between the mortal world and the afterlife—safe. The rivalry between Gamigin and Orcus goes back to the rise of the demons. Evidence of scientific progress abounds in the form of cyclopean metal buildings. where they are sliced apart by workman-like. the thaumaturge removes a maggot from his own dead flesh and pushes it into his eyesocket. progress. when each battled for greater influence over undeath. for he knows more about how to protect one’s soul than perhaps anyone in the multiverse. So holds the lore of Haagenti. one of the most powerful demon princes in the Abyss. Consequences are irrelevant to the forward march of progress. Cerebulim gives a glimpse of a technological future unfettered by moral or ethical limitations upon progress. Nothing must stand in the way of the alchemist’s pursuit—not morality. creation of artificial life Domains: Change. Evil Favored Weapon: Dagger 28 To transmute lead to gold or mold flesh like clay is to achieve the divine. and his teachings have great allure for arrogant scientists who would crown themselves enlightened victors over the bloodied corpse of traditional. Such beings have little use for the type of deals demon princes tend to offer. no matter the cost of the research. which he employs to paint disastrous symbols upon the air in front of him when threatened by enemies. but eventually the dead flesh begins to rot. meticulously arranged bookcases line the walls. When base metals become precious by the application of sacred chemicals or when weird liquids and complex gestures ignite the spark of life in an artificial being. emerge from Haagenti’s powerful back. Termed the Hermetic Horizon. Should Orcus show signs of weakness. Rumors of qlippoth infesting this occluded realm have never been substantiated. wealth. Records of every soul ever to pass into the Abyss. The Soulcounter’s cult is much more refined than the vile religion of Orcus. Gamigin is more than willing to assume that coveted role. hardened through arcane procedures and used as cable and mortar to strengthen the structural integrity of the towers upon which they sit. family. from the attentions of demons.

seeing them as constantly demanding “mundanes” whose rigid ways allow them to live only through observing those willing to assume roles that they cannot. resembles an immense outdoor theatrical festival held in a beautiful vale lit by an early afternoon sun. actors receive treatment similar to that given lepers or heretics in some quarters. Actors often paint such a figure onto their tents and stageworks. True practitioners of the faith exhibit a great deal of medical and alchemical skill. the actor’s lot might be even harder. the thaumaturge’s spell complement is replenished. followers of the Lord of Masques will cross any line. the feet of a goose. Eager souls play the part of groundlings near the plane’s thirty-three connected stages. which is then burned. The Festive Everlasting possesses an air of idyll. Ipos’s bizarre Abyssal realm. through the use of quicksilver. In this ritual they attempt. it also teaches a disdain for morality: If nothing is truly real. who generally don’t think far beyond making an impression upon the everpresent crowd. He seems to favor one guise in particular. Those actors who survive a year on the stage join the jeering crowd as demons. she might find herself before a much more hostile group of spectators—a mob of torchbearing zealots just itching to cast her into the flames of redemption. to separate gold and silver from the “native matrix” of some base substance (ranging from lead to elven flesh). Lord of Masques Ipos Layer: The Festive Everlasting Areas of Concern: Actors. Each day they must perform the ritual upon a new material. no risk too great that it can’t be endured for the sake of the show. only slightly more sympathetic to the plight of the actors than the catty. Hawkers of pleasures both simple and sublime roam the crowds. Trickery Favored Weapon: Rapier Throughout the mortal realm. the alchemist must write his observations upon a perfectly square piece of parchment. the unlucky end up in stocks or worse. They often create one or more homunculi to act as personal assistants. uncover an elixir to extend life indefinitely. certain sovereigns ban actors from entering their cities or performing in their lands. At the end of the hour-long ritual. sworn to Ipos during mortal life. Ipos can assume numerous forms. however. Ironically. The Festive Everlasting. The five entertainers (out of about seven hundred) adjudged to have engaged in the worst or least memorable performance are erased from existence. ensuring that all present sate themselves upon some sort of mind-enhancing (or occasionally mind-numbing) concoction. Such materials are easily attainable in any settlement large enough to be considered a town (see the DMG for more details on settlement sizes). such performers eventually disdain their audiences. The ritual consumes about 3 gp worth of materials per day. As befits his title. and persecute them to the best of their ability whenever possible. ranging from a terrible draconic beast to a simple dung-covered pauper. Men and women of loose morals and even looser reputations. and create artificial life in the form of constructed beings. the crowd displays by show of applause its appreciation for each actor in turn. The cunning Ipos whispers knowingly to his enraptured audience of performers that life is but a grand production. who revel in the chance to perform for all eternity. 29 . Boiling down the whole of mortal experience to the familiar rules of performance makes sense to such bon vivants. comedians. Instead of scrounging to find an appreciative audience. waving their demonic affiliation under the noses of appreciative fans who see the animalistic image as a simple caricature meant to please children and the simple-minded. While this philosophy encourages useful lessons of reinvention and discourages mulling over failure. and can be of great assistance to those who don’t know or care to know exactly how they gained their helpful knowledge. well-dressed rake with a lion’s head. Volume 1: Armies of the Abyss Obedience Thaumaturges dedicated to Haagenti engage in a daily obedience known as the Divine Experiment. Ipos’s decadent doctrine appeals to sensualist performers who live for the false existence they portray upon the stage. but a competitive desperation permeates the theatrical atmosphere. No sin is too perverse. To ensure that their performances are memorable (for to make no impression at all is the greatest of mortal failings). there can be no consequences for one’s actions.Followers of Haagenti generally pursue tripartite goals: discover a process of transforming any metal to silver or gold. however—that of a tall. their souls totally consumed by the Abyssal stage upon which they stood only moments before. noticeable to all who know to look for it. and the tail of a hare. transferring all that he has learned to a great depository of knowledge on Cerebulim. Their stated ambition—to become divine through transformative power— predictably outrages members of more conservative religions. The entertainers themselves are recently deceased actors. Eloquence. Evil. Haagentian alchemists view charlatans as a serious threat to their respectability. as any transformation from one form to another might hold the key to attaining their sacred alchemical goals. Note: Thaumaturges dedicated to Haagenti treat Craft (alchemy) as a class skill. After doing so. At the end of each three-hour performance. Performers sworn to Ipos pity those who have but one face. while a host of demonic nobility flock to the bleachers and private boxes. The craftiest find secret patronage from members of the effete nobility. demanding drama critics sitting next to them. entertainers Domains: Chaos. If more rulers knew about the decadent cult of Ipos and its pervasive popularity among performers. that “identity” is nothing more than a role to be cast away at a moment’s notice when necessary for the plot of life to proceed to another act. The very concept of change fascinates them. who hold that certain practices by their nature fall outside the realm of mortals.

At the end of the ceremony. often grafting the dead skin of their enemies to their own. Marbas Layer: The Soaking Canyon of Malignancy Areas of Concern: Disease. Chaos. they do much to enhance the thaumaturge’s unsettling presence. earthy sensuality Domains: Chaos. The odious demon lord Merihim (see Chapter 4: Creatures of the Abyss) stands guard at the gates of this unusual underworld. Normally. dark fey. Amoral bards adore the Lord of Masques. Obedience Nocticula Princess of Moonlight Layer: Ablinikarn. and you reveal glorious chaos. challenge the “laws” of nature. the natural world. Planar scholars know Marbas’s personal layer as the Soaking Canyon of Malignancy. which spew forth a multitude of disease-inducing vapors. fixed. Cancerous ichor seeps slowly from countless crevasses at which different types of flesh conjoin. Regardless of their motives for joining. Plant Favored Weapon: Sickle A woman’s empathic mind and bodily cycles hold the key to understanding the mysteries of the natural world. The Master of Fetid Change appears as an evershifting mass of tumorous flesh covered in crooked horns and misshapen mouths. Luck. being variations of the norm. It’s difficult to guess what exactly attracts adherents to the Cult of Putrid Virtue. thaumaturges in service to the Master of Fetid Change spend an hour in ritual self-scarring and body modification. grafting dead “freak flesh” to their own in an attempt to further deviate from the accepted norm. and hope that by spreading disease and mutation they will in turn spread a greater understanding of their own plight. chaos gives animating force to life. but if taken from a deformed or diseased victim. Disease. so perhaps the acceptance and honor they find within the cult makes up for the years of mistreatment by their “normal” fellows in society at large. Note: Thaumaturges dedicated to Ipos treat Perform as a class skill. pooling upon the canyon floor to form coagulating streams of reeking fluids. tumors. most cultists display a level of fervor best described as fanatical. replacing matters of honorable ritual with references (and frequently pantomimes) of the most disgusting vices imaginable. the sensual 30 . Healing. Devotees of Marbas view themselves as protectors of the defenseless ugly and diseased. determines the fates of all living things. smothering would-be interlopers with his fleshy appendage tubes. They know well the resentment and fear felt toward them by those who do not share their afflictions. the Evershifting Vale Areas of Concern: Women. psychotropic drugs.Volume 1: Armies of the Abyss but one voice. are the ultimate mortal representatives of chaos and should be honored as the harbingers of a new era in which chaos reigns eternal. leading to much more fulfilling applause in the afterlife. it remains healthy so long as the thaumaturge tends to it at least once a week during the obedience ritual. that which openly proclaims its allegiance to chaos is closer to universal truth. unfettered by restrictions and free to float effortlessly and painlessly upon the undulating surface of fate. Theirs is a much more vibrant experience. Thaumaturges dedicated to Ipos spend their obedience ritual reciting from memory the great monologues of the theatrical tradition. while ravenous chaos beasts roam on rare islands of solid ground. as Marbas’s worship is known. such monologues parody the liturgy of established religions. Obedience elixirs. Marbas is referred to as Barbas. the thaumaturge regains his spell complement for the day. spewing the remains upon itself in a torrent of bile. cast off the limitations of mortal imagination that force all things into easily understood categories. a catacomb of oozing filth and digestive juices that can be harvested and used as the basis for potent magical Each morning. Evil Favored Weapon: Quarterstaff Master of Fetid Change Strip away the artificial strictures of civilization. celebrating the unsightly aspects of life that others would see healed. Often. Many such children die. and enormous orifices and powerful internal organs allow Marbas to process what it has eaten (usually enemies) in an instant. According to the teachings of Marbas. Foul odors spew from numerous sphincters positioned randomly about its body. While such modifications never provide a physical benefit (such as gaining an additional attack by grafting an extra “ugly” arm). In certain texts. the deformed Domains: Change. Oozes and molds dominate the layer’s moist corners. and ugly. diseased. They will go to any lengths to locate and obtain information on new diseases (the more grisly and disgusting the symptoms the better) and to kidnap deformed children to be raised as exemplars of the Marbasian way of life. the thaumaturge’s daily spell allotment is replenished. The deformed. Evil. Iposian thaumaturges prefer to practice their obedience before an audience. Though by no means required for the ritual to work. but all who swear allegiance to the prince share an appreciation for the uglier things in life. Master of Fetid Change. According to Nocticula. a ghastly series of rifts and gulches composed of walls of constantly growing mutated tissue. Marbas itself dwells in a confounding series of caverns known as the Dripping Darkness. The only true universal constant. at which point followers of Marbas get surgical. or eradicated. Many bear the scars of infection or suffer from some birth-related deformity. but one role to offer the world. and guides the progression of time. mutation. At the end of the hour-long performance. such skin becomes gangrenous within a few days.

the thaumaturge’s daily spell allotment is replenished. Raum’s unique perspective on things to come has of late made him a paragon of prophecy. Soothsayers. the flat plains of the so-called Gate of Entropy stand awaiting a new lord. or paranoia. widespread cult whose deep perception of the natural world gives them a powerful advantage over their enemies. She paints simple circles and lines upon her face. and while she sometimes clothes herself in leather pants or a thick fur cloak. she prefers to travel as naked as the animals who inhabit her beloved wild spaces. Her greatest ally is undoubtedly the demon prince Socothbenoth. but all Raum Obedience Once per day. Raum doesn’t understand why he’s aging. Often the madness manifests as strange voices. chaotic force of nature that motivates true witches. the so-called Sisterhood of Sensates. That he also happens to be her brother only serves to strengthen their powerful bond. by erasing himself from creation he could be absolved of the sin of wiping out the multiverse. Sometimes it instead produces visions: hazy. he’s come to the conclusion that he was created by the Lords of Good to prevent the apocalypse as a sort of “sleeper” agent within the Abyss. If walled within a city or otherwise unable to find the appropriate material. Though her female thaumaturges vastly outnumber males. and stomach. Members gather in secluded vales under the cover of moonlight to revel in erotic frolics enriched by the liberal ingestion of psychedelic drugs. passed over time and again by would-be usurpers simply because the current tenant allowed things to get so bad that the dregs are hardly worth bothering with. crying softly to himself while engaging in sad conversations with remembered friends who have yet to be born. and several sympathetic males assist the cult whenever possible. The wry smile of her full lips reveals cunning intelligence and guile. quivers. Most of the order’s more sensual ceremonies require the presence of at least one man. Nocticula frequently appears to her worshipers in hallucinogenic visions as a voluptuous wild woman with dried mud between her toes and a feral look in her deep brown eyes. many tribal or village wise women secretly honor her. Nocticula loathes the devil queen Antaia. feminine demons and female souls join in common adulation of nature. and evil-aligned fey sometimes venerate the Princess of Moonlight over the queen of their own dark faerie court. Raum becomes more knowledgeable about the future that only he has experienced. Those lunatics whose predictions bear fruit are known as Children of Raum. Such is the case with the Evershifting Vale. including a fair number of charlatans. at any rate) dominate Raum’s cult. True. Nocticula welcomes members of both sexes to swear their eternal souls to her in exchange for thaumaturgical powers. To most. and the suspicion that he has not yet fulfilled the “purpose” of his creation now drives virtually all of his decisions and actions. coupled with the chemicals of a woman’s body. Raum views the absolution of nothingness as the only reward worth fighting for anymore. windswept. the Gate of Entropy Areas of Concern: Finality. half-understood images of the future. however. however. The witch class from Green Ronin’s Witch’s Handbook can also be used for followers of Nocticula. and ignored. the future Domains: Catastrophe. the cult is far from dedicated to misandry. The place would be completely overrun by invaders if not for the fact that Dizalakine offers nothing to its occupier—no cities. and fortune tellers turn to Raum for information about the future—which he’s willing to share. Further. Few openly admire the Harbinger’s apocalyptic goals (naïvely viewing these as a “minor” aspect of his patronage). and the prince exerts none of his energies fortifying the layer’s natural defenses. Should a Nocticulan learn of a man who has physically or sexually abused a woman or girl. with or without the aid of hallucinogens. Among the mad are some who have not so much lost their minds as touched upon a piece of information or vision of truth that forever changes the way they view the world. The Children (those sane enough to function in society. Raum hopes to use his knowledge of future catastrophes to trigger an apocalypse in the present—a suicidal bid to prevent himself from ever having existed in the first place. seeing in the resulting hallucinations the 31 . a breath before the multiversal apocalypse eagerly awaited by followers of Abaddon and Astaroth. in clearings ringed by autumnal trees. There. The multiverse would be destroyed somewhat earlier. Nocticula’s forlorn. who as patron of prostitution and eroticism shares her zest for sensual living. however. often inviting the victim to join the Sisterhood after the man who has wronged her has been dealt with appropriately. who view Nocticulans as drug-addled psychopaths whose propensity for whimsy makes them no less frightening and dangerous. from the same product.Princess of Moonlight. Generally. Nocticulans believe that men serve important roles in the wholeness of the natural world but that they cannot achieve complete understanding. He long ago stopped active defense of Dizalakine. The infernal witch prestige class. but the Princess of Moonlight finds the devil’s rigid teachings a betrayal of the primal. and shakes as if controlled by a mad. painting their naked bodies with mud and dining upon psychedelic fungus a hundred times more potent than the most powerful drugs of the Material worlds. a powerful devil who inhabits the Fourth Circle of Hell and who passes herself off as a patron of witches on the Material Plane (see page 145). Already heavy with the guilt of being involved in any apocalypse at all. rapidly fading trail of light follows her every movement. is also quite appropriate. Evil. women alone possess the power to experience nature as it is meant to be experienced—a gloriously chaotic panorama so complete in its majesty that it cannot be fully appreciated by the mortal mind. chest. no resources of great (or even modest) value. After centuries of contemplation. believes that the mind-altering properties of certain plants and fungi. The Harbinger of the Apocalypse obscures himself in voluminous gray robes. A Sister Sensate in the full embrace of nature’s image-inducing powers sees a world in constant change. he’s aged in reverse—as time passes. narcotic dream. The layer itself warps. reveals his chaotic evil nature. but he expects to fade from existence entirely within the decade. His preferred means of doing so. At the end of the ritual trip. Forlorn. enchanting personal layer of the Abyss. Antaia’s doctrine distances her followers from the gods and hence furthers the corruption of their souls. Raum himself occasionally strolls the darkened plains. thaumaturges can locate a suitable plant with a successful Profession (herbalist) check (DC 10). in homage to the demon prince’s double patronage of the future and hopeless causes. thaumaturges in service to Nocticula ingest a small quantity of psychedelic plants or fungi. She resembles a mortal human more than nearly any other prince of the Abyss. blessed. a service that often takes them far from the Abyss. Nocticula’s cult is strongest in rural areas. but at least Raum would have prevented the later annihilation of all that is. extinction. using natural dyes to accentuate her pale complexion. and a dim. but her form occasionally morphs slightly without warning. can grant higher understanding of the limitless possibilities presented by nature’s hidden landscapes. What strikes a Nocticulan as “appropriate” often seems downright vicious to outsiders. Nocticula’s earthy cult. for a price. prognosticators. they represent harmless would-be faeries obsessed with self-indulgent pleasures. In fact they are members of a relentless. Always honored as a herald of the coming doom and a patron of hopelessness. which hide a deteriorating form that grows more decrepit with each passing year. which also teems with seers and fortune tellers. Chaos. his personal layer of the Abyss. Note: Nocticulan thaumaturges treat Profession (herbalist) as a class skill. No demonic armies guard its gate and borders. hallucinations. Volume 1: Armies of the Abyss Harbinger of the Apocalypse Layer: Dizalakine. and no indigenous life worth stealing or enslaving. Succubi generally manage individual covens in the Vale. Since then. Prophecy Favored Weapon: Quarterstaff Raum was born a full-fledged demon prince in the future. while the insidious alrunes (see the entry in Chapter 4: Creatures of the Abyss) serve as Nocticula’s personal agents of vengeance. unholy instruction of the Princess of Moonlight. The Sisterhood’s reliance on torture and mutilation tears a wide rift between it and other feminine nature cults. she enlists the aid of her sisters to rain down merciless retribution upon him. Though the Sisterhood comprises females exclusively. a thaumaturge may purchase a daily dose for 10 gp.

the Wormworn Protector and the souls and demons sworn to him have toiled upon the unthinkably huge fortress. To the average observer. 32 Devotees of the most perverse. doubtless one of the largest castles in the multiverse. Walls and redoubts are sworn to the Wormworn Protector in hopes of prolonging their longevity and protection while at the same time recognizing (and hopefully placating) those natural forces that might work against them. the thaumatuge’s daily spell allotment is replenished. The spread of civilization into wild lands brings with it a glorious promulgation of diseases upon the virginal landscape. In fact. spreading so much disease throughout the fortification that the entire layer is harmful to those not immune to illness. So much of Restarion has decayed that the castle has become known as the Rotting Palace. Those who praise his civilizing aspect see a similarly armored figure. the most obvious symbols of Sabnach’s teachings. Sabnach appears to have very few devoted followers. heavily mustached human gentleman in well-crafted but battle-worn armor. Those advocating the expansion of city walls or national borders to include substantial wild lands. Walled cities. More canny practitioners of the masonic arts know Sabnach represents the duality of fortifications and the natural forces of decay that work against their permanence. (Few Raumian thaumaturges advertise this aspect of their service. and fiendish) roam Restarion with impunity. most genuine aspect of Sabnach’s cult. The process takes at least an hour.) When all 22 cards in the subset have been torn. the thaumaturge must earnestly attempt to kill the subject within 24 hours or lose all spellcasting ability for 1d4 days. laziness Domains: Chaos. though the process does not in fact appear to be magical. Followers of Sabnach honor Sabnach The Wormworn Protector Layer: Restarion. which in turn results in more prayers to Sabnach. After showing the card to the subject. masons and architects view him as embodying protection through edifice. vermin. the development of cities because he also gains power from disease and laziness. Rats (normal. corpulent rat sitting atop a mound of shattered columns. and those calling for innovation and industry at the expense of the natural world—all speak. but with a thickly maned feline head. Tiny worms infest the entire fortress. Evil. Those who honor the Wormworn Protector as a guardian of fortifications see him as an elegantly aging. spreading disease and sloth under the shadows of civilization. at the end of which the thaumaturge chooses one random card from a 22-card subset to represent the “fate” card for the subject of the reading. dire. often forming “secret societies” of tradesfolk to effect slothful city life and expand civilized borders through aggressive trade and exploration. using each to communicate with a distinct body of followers. as the desperate hope to make up for their masters’ oversights by making ill-considered pacts with the underworld. the thaumaturge must replace them at a cost of 2 gp per deck. The whole of Sabnach’s small Abyssal layer is taken up by Restarion. directly in service of Raum or because it’s simply their nature to do so. For millennia. a brilliant extraplanar strategist who urges the strengthening of walls and reinforcement of natural defenses as the best fortification. (Use the Major Arcana of a modern Tarot deck to simulate decks specific to your character. tunneling their way through wood and stone and weakening the whole. see him as a gargantuan. and hence Sabnach has gained a role as a patron of civilization. with the voice of the Wormworn Protector. Whether the city stands tall or is threatened by barbarians. protection. the Rotting Palace Areas of Concern: Cities. Protection Favored Weapon: Heavy pick Sabnach is unusual for a demon prince in that he is honored widely in an aspect that only touches on his true nature. intentionally or not. who know his true agenda. or battlement.Volume 1: Armies of the Abyss adore chaos and anarchy. At the most superficial level. They believe the safety of cities breeds overconfidence and laxity of defense. Sabnach’s cult thrives in the cities of the mortal world. Sabnach profits. All three forms bear a simple iron crown atop their heads. Disease. Obedience A thaumaturge in service to Raum must perform a daily card reading for one other sentient creature. They frequently spur on natural and political catastrophes.) The card is seen as ominous. those pressing for more construction and the accommodation of more serfs and refugees within the populace of the city. Sabnach’s most devoted followers. If the Death card is drawn. disease. At the end of the reading. who protect the castle as best they can from the adventuring souls and mortals drawn by legends of fabulous treasure chambers secreted beneath Restarion’s ever-increasing bulk. although incantations are often said to him even by clerics of other faiths to bestow protection upon a given locale or to bless a newly built redoubt. The work has gone on so long that portions of the castle have fallen into utter disrepair while construction begins on brand new levels and towers miles away. Sabnach favors hezrou and nalfeshnee guardians. Many cultists infest municipal government. know that the demon prince urges the construction of walls and . represent the apogee of mortal achievement in the masonic arts. Sabnach has three favored forms. wall. walls. however. the thaumaturge smears it in black ash and tears it in two.

undermine local institutions of order. a ruthless Abyssal sovereign. Seere’s confounding layer of the Abyss. lies. who are thankfully rare. a living symbol of the greater universe. infusing the common culture with disparate elements in a cacophonous paean to chaos. is a void partially filled by a twisting path of hard-packed earth that winds throughout the layer and is visible from every point within Seere’s realm. favoring tailored coats and elaborate capes that grant him the appearance of a wealthy merchant. a thaumaturge in service to Seere must beat a sentient creature to death with a walking stick (the thaumaturge’s quarterstaff suffices for the task). Shax speaks with a hoarse voice that makes a painful experience of listening to his depraved ravings. Floating balls of continual flame shed harsh illumination upon tile walls marred with the sticky leavings of life. caravans. and even wandering creatures (in the form of flying beasts who emerge from the void)—are even more dangerous on the Final Highway than their counterparts on the byways of the mortal world. There are no exits or windows in the Charnelhome. makes no such claims of altruism. At times the road stretches up a great distance. The Great Crippling Gaze Layer: Charnelhome Areas of Concern: Mutilation. bile. the thaumaturge dips his hands in the creature’s blood and coats his staff with its leavings. so the typical dangers of the road—highwaymen. and get away with it in style. many thaumaturges abduct children. It’s a sham—the road extends for eternity before looping back upon its start (no one has ever made it so far). however. Seerians believe that the physical growth of civilization necessitates the absorption of native cultures into the greater body. crow Seerians. The Patron of Portals stands roughly seven feet tall. Shax. absorbed into the common culture of the civilized world. Evil. it would seem. Devotees refer to cutting up their victims as “achieving the demiurge. Shax. often favoring whatever will inflict the most gruesome wounds upon his enemies. the gurneys hold the whimpering bodies of tortured souls who lie quivering in thin puddles of blood. as is often the case. The nobles are lurid sensualists who fancy themselves as having discovered a great new philosophical frontier in the mutilation of flesh. Shax decided to raise his profile. Evil. After wallowing in obscurity for centuries among the wailing. The philosophy’s utter lunacy appeals to the criminally insane. set distance from one another. enhancing their ability to damage the To replenish his spells. world and displace native peoples simply for the joy of turning a buck. They murder vagrants in the night. hoping to turn up areas rich in resources for later exploitation. Seere prefers to dress in the most stylish fashions of high society. has finally come into his own. Knowledge. Seerians do their part by organizing trade caravans and expeditions. Obedience Seere Patron of Portals Layer: The Final Highway Areas of Concern: Travel. Those souls who honored the Great Crippling Gaze in life serve the prince not as victims but Shax 33 . Volume 1: Armies of the Abyss Obedience A thaumaturge in service to Sabnach must spend an hour devouring live rats or vermin. perhaps to appeal to the civilized folk of the settled world. don’t exist anywhere beyond the surface of the road itself. and rats as the natural agents of their liege and do whatever they can to avoid harming such creatures. Crippling. the groundwork is laid for the advancement of evil. for order is the true nature of the Material Plane. vermin. And with the inevitable weakening of laws. absently looking for some sort of half-remembered life beyond the hellish sanitarium. but a more significant threat has developed within the last decade. Seere bears a somewhat human appearance. murder. no evidence that the layer exists beyond its grim interior. Those who fall from the path (or. and in cities they often serve unscrupulous merchant companies. He walks with a slight limp. Like his allies Sabnach and Socothbenoth. Such hills. The secrets of the world are hidden in veins and subcutaneous tissue. At the end of the ritual. Whenever a thaumaturge in service to the Patron of Portals teleports (either via his own magic or a spell cast by another) he appears at the destination standing in a shallow pool of deep red blood—a wound torn into the sacred order of the natural world. Those thaumaturges who summon a familiar generally choose a rat or some type of vermin. and blades in combat. The hand of Seere can be seen when a new road cuts through unspoiled wilderness. so too does their influence. When conversing. monoculture Domains: Chaos. the thaumaturge’s spell complement is replenished. Thereafter. The Patron of Portals and his followers specialize in bending those “absolute” distances. avian eyes reflect an insane vacancy—it’s impossible to read Shax’s emotions by looking into those stolid pools of darkness. maximizing profit by cutting out dozens of middlemen. and he who releases those secrets by opening the flesh exerts ultimate power upon that microcosm. the dead over the living. as if traversing a great hill. but Seere does nothing to disabuse his subjects of their lofty goals. and it is considered a good omen for an earthworm to crawl from the thaumaturge’s mouth. He otherwise resembles a normal human and often is seen riding upon a pale horse. supporting himself on a mighty traveler’s staff. Hideously eviscerated and lobotomized souls aimlessly wander the endless hallways. and when a native people are. the demon prince prefers screams over parley. in a sense attaining a sliver of the divine with the slash of a scalpel. up through his throat. Since it’s often dangerous to murder randomly. His completely black. Known as the Great Crippling Gaze for the unsettling nature of his eyes. Rusted. Of course.” deifying the moment at which they transcend mortality with their hands buried wrist-deep in cooling organs. filth-soaked gurneys trundle along the cramped hallways of the Charnelhome. mad souls consigned to his Abyssal home. known colloquially as the Final Highway. carving literal wounds in the world by traveling from one place to another via the most destructive means possible. keeping them in a vast dungeon just for the sate their unholy masters. Pushed along by vacuous dretches. progress weakens society’s overall reliance on law.worms. Shax appears as a powerful humanoid with stork-like legs and the head of a dove. Souls sworn to Seere or captured by his agents roaming the Howling Threshold believe that the road has an end. halflings. and festering guts. with short red hair and two twisting horns peeking from his angular forehead. goblins (and other creatures of little importance) for this grim task. in a process that takes an hour. corrupt checkpoint guards requiring fees for passage. His liturgy holds that the body of a sentient creature is a microcosm. the majority of these folk are chaotic evil. black markets. worldliness. and prefers to be covered from head to toe in blood. Shax’s Abyssal domain. Subterfuge Favored Weapon: Dagger Some demon princes concoct intricate philosophies to trick mortals into following them to eternal damnation. are pushed from it) fall for eternity unless they slam into another part of the highway far below. By “infecting” civilization with a multiplicity of hard-dying philosophies and belief systems sprung from the corpses of conquered lands. through exploration and exploitation. and out the nostrils. In the wild they act as guides. audacity Domains: Chaos. As their infamy spreads. These men and women have brought Shaxan doctrine to their decadent friends and slake their overwhelming boredom by embracing the teachings of the demon prince. He wields a number of prods. Travel Favored Weapon: Quarterstaff A common philosophy holds that the world is inherently lawful—all things are situated at a specific. He seldom wears a shirt. Earthworms are a favored delicacy. saws. when a wealthy merchant installs teleportational portals in two cities. and that those who reach it pass the test of the Patron of Portals to achieve enlightenment and pass on to some sort of Abyssal paradise. His demonic servants ensured that his philosophy made its way to disaffected young human nobles in various cities throughout the mortal realm. Small elements of absorbed societies thus eventually come to be observed by the populace at large.

the so-called “Church of Free Will” is home to thousands of entrapped souls whose attempts to slake their sexual thirst in life consigned them to an eternity in the Abyss. No demons inhabit this outer landscape. A towering edifice dominates the center of the forest. His long. taboos. their soft beds of flowers giving comfort to young lovers fumbling at each other’s clothes. the demon prince occasionally gives his followers a push in the direction of sublime pleasures that involve crimes such as murder and molestation. Socothbenoth’s followers are difficult to classify. that which feels good is good. these babbling. A pair of donkey ears (replete with piercings) jut straight up from the sides of his head. rakish human man with long brown hair and pure white skin. Everyone else is just so much flesh. Nocticula. an Socothbenoth 34 . this new breed of Shaxans use political and familial connections to add an element of intrigue to their dark dealings. rounded fingernails seem manicured specifically to tease. According to their increasingly popular views. incoherent lunatics struggle to fight back arousal while gutting unfortunates with broken bottles and cast-off bits of sharp metal. but this is not a strict requirement). “Do what thou wilt shall be the whole of the law. and under the gaze of impassive stone angels. Ruthless and sociopathic in the extreme. giving him the appearance of a salacious snake. Shax houses himself at the center of the structure. everyone assumes every role eventually. simply to get off on something they’ve never seen before. then retreat to sympathetic cafés where. Patron of the Tents and Tabernacles of the Daughters Layer: The Cathedral Thelemic Areas of Concern: Sexual perversion. Decked out with the iconography of dozens of good-aligned religions. Note: If you are using the Knowledge (anatomy) skill from Green Ronin’s Secret College of Necromancy. Most view their faith as an intensely personal matter. but as prophets of a new age of unbridled expressionism and limitless pleasures. a thaumaturge in service to Shax must perform an autopsy upon a creature killed within the past 24 hours (usually one the thaumaturge has killed himself. After the hour-long autopsy.Volume 1: Armies of the Abyss as surgeon-philosophers who carve into their “patients” with academic zeal. stretching their colorful wings in the welcoming light of a warm sun. violator and violated. Trickery Favored Weapon: Whip Devotees of the demon prince Socothbenoth follow a philosophy that urges exploration and exploitation of sexual taboos as the truest manifestation of natural law. Pleasure. and in the eternity of the Cathedral Thelemic. Mockingbirds trill innocuous songs as they flutter from tree to tree. and an abnormally long tongue occasionally slips out from between his lips. Streetwalkers turn to Socothbenoth as a compassionate and approving father figure who views them not just as children. regaling each other with tales of their own horridness while inhaling narcotic smoke from imported hookahs. Socothbenoth appears as a handsome. regardless of the new attention from the gentry. seductive smirk. they lock themselves in private rooms. powerful alliance to their numerous enemies. exploration Domains: Chaos. reading the reports of his inferiors and chuckling with raspy glee. the sultry Princess of Moonlight. Upper-class followers of Shax will do anything to anyone. including Succor-Beloth and Succorbenoth. bloodied. The old school carries on. While his followers generally value the consent of their partners (perhaps to make their beliefs more attractive to would-be fellows). and souls and the living alike dwell together in a handful of towns scattered throughout the layer. confident in the efficacy of their oldfashioned philosophies. Socothbenoth’s teachings praise the ecstasy of his followers. Boiled to its core. and his face seems perpetually marked by a knowing. They often gather in intimate social clubs to carefully plan their attacks.” according to Socothbenoth’s lurid litany. simply because nature wills it so—no sexual fetish can be wrong if it brings pleasure to the person indulging in it. The demon prince knows her both as a sister and as a lover—together the two push the limits of depravity in private while presenting a unified. Socothbenoth is known by many names. the souls spend every minute of every day indulging in the most prurient proclivities imaginable. Prostitutes Obedience To regain his daily allotment of spells. As patron of prostitutes and perversion. believing that the sensation of physical contact improves the divine connection and bringing a bizarre sensuality to the affair. giving a name to the whole domain—the Cathedral Thelemic. No distinction is made between dominant and submissive. Shaxan thaumaturges gain it as a class skill. Small clearings mark the woodland here and there. A peaceful idyll of sparse forest makes up the bulk of Socothbenoth’s private Abyssal demesne. Socothbenoth himself has no such pretensions. The demon prince prefers to dress lightly in riding boots and leather pants. Evil. Taboos. as strictly mortal inventions. eschewing shirts to show off the six immense barbells piercing his chest horizontally in a single vertical row. prostitutes. often because they first discovered hints of the demon prince’s agenda scribbled in the margins of surreptitiously purchased books of erotic poetry or collections of pornographic woodcuts. Under the tutelage of a “priesthood” made up of succubi and incubi. the thaumaturge regains spells as normal. almighty force that governs even the gods themselves. Shaxan thaumaturges prefer to muck around inside the corpse with their bare hands. With Shax’s wicked approval. are to be cast away as blights on the face of nature. The souls have until multiversal oblivion to work out their kinks. spends a great deal of time at Socothbenoth’s side.

Evil Favored Weapon: Flail Obedience: Yughooraghan thaumaturges must endure a particularly gruesome obedience in order to receive their daily allotment of spells. Evil. Strength Favored Weapon: Warhammer Obedience: Kostchtchie’s thaumaturges receive new spells after participating in an hour-long ritual in which they spill the blood of a living innocent upon snow-covered ground. a thaumaturge dedicated to Arachnadia must weave a delicate spider web from a length of string. Writing falsified information about this individual in a volume known as the Book of Persons. Lord of Many Forms Areas of Concern: Oozes. a thaumaturge in service to the Ebony Lord Vaz’zht must cut a small slice bisecting the front of his tongue. Evil. Evil. After this. humanoid. entwining the bug in a cocoon of thread. the thaumaturge submerges a small. Protection Favored Weapon: Halberd Obedience: Thaumaturges in service to Baphomet spend their hour of obedience standing completely still. Evil Favored Weapon: Rod (light mace) Obedience: To regain his spells. gnolls Domains: Animal. chanting praise to his Abyssal master as the flesh dissolves. Trickery Favored Weapon: Dagger Obedience: To regain his full complement of spells. brutality Domains: Chaos. motivations. He then allows his mouth to fill with blood while thinking about how to eliminate one person who poses a political threat to him. and cults of these creatures (or beasts very similar to them). he yells out the name of the enemy in an ejaculation of sound and blood. Yughooragh Areas of Concern: Scavengers. Zhar’Ub-Luur Areas of Concern: Lies Domains: Chaos. slimes Domains: Change. Evil. Evil. Animal. Vaz’zht Areas of Concern: Nobility. piece of a human body (perhaps a finger or nose) in the acid. Eloquence. minotaurs Domains: Chaos. winged creatures Domains: Air. This has the side-effect of limiting Kostchtchie’s cult to cold climes. or monstrous humanoid as he can. Subterfuge Favored Weapon: Bastard sword Obedience: To regain spells. the thaumaturge ends up with a complete new persona each time he refreshes his spells for the day. Crippling. Destruction. A perusal of this book’s bibliography gives a few good starting points for further research. During the hourlong obedience ritual. Kostchtchie Areas of Concern: Cold. the thaumaturge devours as much of the corpse of an animal. Chaos. Destruction. Eloquence. Demogorgon Areas of Concern: Despotism Domains: Chaos. Death. Trickery Favored Weapon: Quarterstaff Obedience: The distrustful thaumaturges of Zhar’Ub-Luur regain their spells through a ritual in which they construct a new identity for themselves. Orcus Areas of Concern: Undeath Domains: Chaos. Baphomet Areas of Concern: Guardians. Using only his teeth. Fear. dark elves Domains: Chaos. The acid costs 10 gp to replace if lost. Pazuzu Areas of Concern: Predators. his spells are completely replenished. espionage Domains: Chaos. He then wraps the web around a living insect. Evil Favored Weapon: Longsword Obedience: A thaumaturge sworn to Pazuzu replenishes his spells by stringing the intestines of a freshly killed creature on the branches of a tree or crenellations of a tower (or some other place likely to capture the attention of birds). At the end of the ritual. beast. smearing the resulting ooze upon his weapon of choice. Pain Favored Weapon: Whip Obedience: Demogorgonite thaumaturges renew their spell complement by spending an hour whipping and berating one or more social inferiors. Many experienced thaumaturges rely upon the Leadership feat to attract willing victims from a host of fanatically loyal followers (the thaumaturge’s Leadership score does not change due to maltreatment of his inferiors). Familiar Demon Princes Arachnadia Areas of Concern: Poison. Pain Favored Weapon: Dagger Obedience: Thaumaturges in service to the evershifting Lord of Many Forms carry a small flask of corrosive acid at all times (see DMG).Volume 1: Armies of the Abyss Those familiar with demonology (both within and without the context of roleplaying games) will no doubt find some of the names in this sidebar familiar. Death. which he then ingests. Evil. Evil. severed 35 . The following summary provides everything you need to create thaumaturges serving these all-too-familiar princes of evil. Once his mouth is bursting with liquid. magical beast. Chaos. the thaumaturge speaks fifty observations regarding his surroundings into a hollowed-out bull’s horn. a thaumaturge serving Orcus grinds a half-pound of bones from the skeleton of a sentient creature and mixes the granular remnants with water to create a gray paste. staring at the space immediately in front of them. Even the most casual delver into unknowable mysteries is aware of additional resources to discover information regarding the backgrounds. The thaumaturge crushes the cocoon in his fingers. Strength. In a ritual that takes one hour. though particularly crafty thaumaturges employ magic or summoned creatures of cold to cover unfrozen ground in snow before the ritual begins. Chaos.

enticing new members to the movement with fetching pouts and nimble tongues. he must defile a page torn from the religious canon of a lawful good deity. Once they dominate the world. When all of the flesh and hair rots away from the skull. To regain his spell complement for the day. demanding tribute from all while holding the trade of every nation in his clawed. casting their betrayers into the seas as snacks for inhuman servitor creatures that dwell below the waves. massive. seeing this as necessary to spread cultures that depend upon sea travel for their sustenance. all in constant battle for the only food available on the entire Abyssal layer—soulflesh. Within the eye. drowning Domains: Chaos. Slavers honor Vepar as patron of their cruel trade. disdaining any who would place morality in the way of sexual fulfillment. Evil. the thaumaturge must replace it by drowning another victim. praying to him to reveal the best naval routes to new lands rife with material and human riches. releasing thick amber blood of a pus-like consistency. he may empty a vial of holy water into the mouth of the head. He’s been known to manifest aboard a ship in the minutes before it goes under. their only companions the screams of other damned souls and the slowly rising pool of water coming in through small holes in the deck. filthy cargo holds. the thaumaturge’s complement of spells is replenished. giving pleasure in return. a thaumaturge in service to Socothbenoth must achieve sexual release. Worse. But when gales tear the mainsail from its moorings and waves pound crew off the deck and into the inky waters. The headgear pulls and tears at his scalp. rubbery fingers. At the end of the hour-long ritual. Obedience 36 . In either case. Vepar isn’t picky. they usually manifest chained in sweaty. Vepar appears as an immense humanoid figure with the lower body of a giant fish. proffering its crew safety in return for their cargo. Vepar wears an irregular crown of coral atop his balding head. the Master of Angry Waters intends to visit it personally. whose curative spells ease their sacred mission. those who survive the storm get the pleasure of fighting off ships crewed by other survivors. and takes his followers wherever he can get them. Sometimes he tells them that they must offer up three of their own to the Abyss before he will calm the waters— Vepar delights in watching formerly tight crews fall upon each other to save their own hides. letting the liquid spill through the open throat and onto his boots. The strongest manage to fight their way on deck. Vepar and his companions squeal with piscine laughter. Lower still. the thaumaturge conducts a ritual in which he holds the head under water while chanting prayers to his infernal master. fueling Vepar’s unthinkable demonic power. which has a radius of more than ninety miles. Below. however. Obedience To regain his spells. he even allows the three sacrifices to live. though most who live on the open seas know of him and occasionally toss an offering into the waters in a half-hearted attempt to stave off his villainous attentions. Travel. Alternately. either alone or with a partner. they claim. Very few serve Vepar intentionally. Below decks. wrestling the vessel to a semblance of safety by navigating into the relatively calm eye of the storm. When seasoned mariners encounter a storm on the open seas. preferring to dwell in the watery depths of his home layer. Vepar in turn thrives on the suffering of the slaves in disease-ridden. His dull gray skin hangs loosely from his powerful skeleton. souls sworn to Vepar or those harvested in his name from the Howling Threshold find themselves Vepar A thaumaturge dedicated to Vepar always carries the decaying severed head of a humanoid he has personally drowned. Nature. fold it into an occult symbol. Immediately upon their arrival at his home layer. ocean voyages. Thereafter. Socothbenothans (sometimes for fear of reprisal after death) honor the infallibility of natural law above the decrees of the gods. chained “savages” curse his name. you’ve got to cross water. the Seething Passage Areas of Concern: Mercantile trade. slavery. Rarely. The Master of Angry Waters rarely surfaces. the Seething Passage. a school of seventy-two hezrou who serve him faultlessly. Most drown within an hour of arrival. Master of Angry Waters Layer: Kolopan. they call upon the dread lord Vepar in hopes that the demon prince will quell his wrath and calm the violent waters. He delights in the eradication of “primitive” societies. lip service often shifts to wholehearted prayers and desperate promises. alongside the Slithy Brood. Enlightened followers spread the word of the Patron of the Tents and Tabernacles of the Daughters. honors their indulgences. cramped holds. thanking the Master of Angry Waters for delivering them yet another tasty meal.Volume 1: Armies of the Abyss frequently turn to allied thaumaturges. and thrust it into a hermetically prepared fire. They blame Vepar for allowing rapacious slavers to come across the ocean and cart them away from their homelands. many-tentacled sea creatures keep pace with the ship. beneath the frightening waves. packed into leaking vessels with torn rigging. adrift in a nightmare seascape of typhoon winds and hurricane waves. seemingly awaiting the day when it will slough off as he swims through the depths of the sea. Water Favored Weapon: Trident To get anywhere worth going. the ritual takes a full hour.

Breath Weapon (Su): An Abyssal dragon gains a new type of breath weapon. and for those of 31 HD or more it increases to 3d6. 37 . These abilities have a caster level equal to the dragon’s age category or the dragon’s caster level. If the base creature already has one or more of these traits. dispel law. For Abyssal dragons with 20–30 HD. Smite Law (Su): As smite good. base creature’s breath weapon DC). An Abyssal dragon retains all the base creature’s statistics and special abilities. except as noted here. Special Qualities: An Abyssal dragon retains all the special qualities of the base creature and also gains demon traits. It expels a horrible gas infused with the madness of the blackest souls consigned to the Abyss. Special Attacks: An Abyssal dragon retains all the special attacks of the base creature and also gains those listed below. Creating an Abyssal Dragon “Abyssal dragon” is a template that can be added to a true dragon (hereafter referred to as the base creature). Some were trapped in the Abyss and forcibly converted. This new breath weapon is in addition to the base creature’s regular breath weapon attack(s). The length of the cone is determined by the dragon’s size. Organization: Solitary or pair. Smite Good (Su): Once per day per 10 HD (round down) of the base creature. Environment: The Abyss. Challenge Rating: As base creature +2. Armor Class: An Abyssal dragon has blasphemous runes inscribed on its already formidable natural armor. an Abyssal dragon can make a normal attack to deal additional damage equal to its HD total (maximum +20) against a good foe. but against lawful opponents. there are metallic dragons among the ranks of the Abyssal dragons. while others were slowly corrupted by the insidious whisperings of demon princes.Volume 1: Armies of the Abyss Chapter Four: Creatures of the Abyss Abyssal Dragon Even the mighty dragon is not immune to the corrupting influence of the Abyss. Spell-Like Abilities: 1/day—dispel good. as normal. This grants a +2 profane bonus to AC. whichever is higher (save DC 10 + dragon’s Charisma modifier + spell level). Though the Lords of Good would deny it. The Abyssal dragon can choose among any of its breath weapons but still can breathe only once every 1d4 rounds. this Wisdom damage increases to 2d6. The Abyssal dragon template can be used to make creatures that are either native to the Abyss or have sworn their allegiance to a demon prince. Alignment: Always chaotic evil. use the better value. This is a cone attack that deals 1d6 points of Wisdom damage (Reflex half. The template can be inherited or acquired.

Wis 15. and sleep. A consortium of nalfeshnee known as the Magistrate Cabal give the lie to such mistaken impressions. Improved Initiative. low-light vision. (8 squares). with bite) Special Attacks: Breath weapons. resistance. Spellcraft +28. no items Alignment: Always chaotic evil Advancement: 12–22 HD (Large). vampiric touch. smite law. Search +28. Survival +4 (+6 on other planes. and alastors are their servants. crush. Sense Motive +24. once every 1d4 rounds. +21 natural. 1/day—dispel good (DC 18). spell-like abilities. spell resistance 21. 38 . demon traits. mage hand. Gather Information +24. Dex 10. Jump +36. ghost sound. Will DC 24 negates. because the Abyss is chaotic. Spell-Like Abilities: 6/day—locate object. Search +15. HD 21 or less. Survival +16 (+18 on other planes. (poor) Armor Class: 31 (–2 size. Ref +13. immunity to electricity and poison. touch 10. flat-footed 31 Base Attack/Grapple: +22/+41 Attack: Bite +31 melee (2d8+11) Full Attack: Bite +31 melee (2d8+11) and 2 claws +29 melee (2d6+5) and 2 wings +29 melee (1d8+5) and tail slap +29 melee (2d6+16) Space/Reach: 15 ft. Dex 13. Evil. Int 12. Crush (Ex): Area 15 feet by 15 feet./10 ft. but against lawful opponents. Spot +31.. spell resistance 22.. Sense Motive +29. Smite Law (Su): As smite good. or court (1 nalfeshnee and 2–5 alastors) Challenge Rating: 14 Treasure: Standard coins. (8 squares) Armor Class: 28 (–1 size. flat-footed 27 Base Attack/Grapple: +11/+22 Attack: Vengeful scythe +19 melee (2d6+11/19–20/x4 plus 2d6 against lawful plus 2d6 against good) or claw +17 melee (2d4+7) Full Attack: Vengeful scythe +19/+14/+9 melee (2d6+11/19–20/x4 plus 2d6 against lawful plus 2d6 against good) or 2 claws +17 melee (2d4+7) Space/Reach: 10 ft. summon demons. resistance to acid 10.. Int 16. The save DCs are Charisma-based. 2nd—darkness. Demon. Caster level 7th. telepathy 100 ft. Will +9 Abilities: Str 24. spells Special Qualities: Blindsense 60 ft. vulnerability to cold Saves: Fort +18.Volume 1: Armies of the Abyss Sample Abyssal Dragon Kolemvax (Abyssal Adult Red Dragon) Huge Dragon (Fire) Hit Dice: 22d12+110 (253 hp) Initiative: +4 Speed: 40 ft. dispel law (DC 18). Intimidate +5. poison. darkvision 120 ft. fire. posse (2–5 alastors). damage reduction 5/magic. Snatch. Wingover Environment: The Abyss Organization: Solitary or pair Challenge Rating: 17 Treasure: Triple standard Alignment: Chaotic evil Advancement: As red dragon Level Adjustment: — Combat Kolemvax’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. smite good. +1 Dex. Breath Weapons (Su): 50-foot cone. Weapon Focus (scythe) Environment: The Abyss Organization: Solitary. frightful presence. damage 12d10 fire or 2d6 Wis. telepathy 100 ft. Listen +31.. touch 10. detect magic. Con 18. magic missile. The save DC is Constitution-based. Extraplanar) Hit Dice: 11d8+44 (93 hp) Initiative: +5 Speed: 40 ft. Will +17 Abilities: Str 33. Spellcraft +15. immunity to electricity. Small or smaller opponents take 2d8+16 points of bludgeoning damage and must succeed on a DC 26 Reflex save or be pinned. invisibility. +2 profane). 1st—alarm. +18 natural). Sorcerer Spells Known (6/7/7/5. true seeing Saves: Fort +11. Improved Initiative. Track. Ref +8. cold 10. fly 150 ft. Cha 15 Skills: Concentration +18. Flyby Attack. Diplomacy +4. Alastor Large Outsider (Chaotic. +6 following tracks) Feats: Alertness. Concentration +30. spell-like abilities. Power Attack./10 ft. the demons who dwell within it have no laws. double goods. Disguise +3 (+5 acting). Frightful Presence (Ex): 180-foot radius. Wis 19. (15 ft. The save DC is Constitution-based. 3rd—dispel magic. Con 21. Knowledge (the planes) +15. Cleave. divine favor. Cha 16 Skills: Bluff +28. +18 following tracks) Feats: Improved Critical (scythe). Spells: Kolemvax casts spells as a 7th-level sorcerer. chill touch. guidance. Intimidate +16. save DC 13 + spell level): 0—dancing lights. darkvision 60 ft. paralysis. resistance to acid 10 and cold 10. Disguise +16. Multiattack. 23–33 HD (Huge) Level Adjustment: — Many planar travelers make the mistake of assuming that. shield. and fire 10. vengeful scythe Special Qualities: Damage reduction 15/cold iron and good. read magic. Knowledge (the planes) +25. The save DC is Charisma-based. Smite Good (Su): Twice per day Kolemvax can make a normal melee attack to deal 20 points of extra damage against a good foe. Special Attacks: Pronounce sentence. Reflex DC 26 half. Diplomacy +7.. detect thoughts.

victims. they prefer to use greater teleport to take the quarry by surprise. +9. Spell-Like Abilities: At will—arcane eye. and deformed. dark ligature. as the spell (caster level 11th). If the save is successful. Multiattack and. lizard-like head. It thereafter insinuates Move Silently +9. resistance to acid 10. When called by a woman +9. most often appears as a fetching This creature has the upper body of a beautiful human woman. Demon. horns. In addition to the massive scythes carried by all alastors. Dex 13. Volume 1: Armies of the Abyss Armed with magic scythes that ignore the natural protections of demons. demon traits. (1d4+1) eventually ending up in some drawer or refuse pile./5 ft. alastors prefer to use it against all of their Alrune Medium Outsider (Chaotic. This ability is the equivalent of a 6th-level spell. either at the behest of the Magistrate Cabal or for their own amusement. it attacks with its these thirteen masked nalfeshnee spell-like abilities and vengeful scythe. Listen +9. Everyone else would ignore the again by that alastor’s pronounce sentence ability for one day. fly 50 ft. The Cabal dispatches alastors from their lair. Forgery +11. entrusting the creatures with carrying out whatever sentence it has decreed (almost always that of death). Further. Sense Motive arms that end in sharp claws. unholy blight (DC 16). and as any weapons it wields. Combat Alastors spend a great deal of time hunting down potential victims. superstitious women create small Armor Class: 17 (+1 Dex. True Seeing (Su): Alastors continuously use this ability. lesser geas (DC 16). flat-footed 16 statuettes of beautiful females known as alrunes. Skills: An alastor receives a +8 racial bonus on Gather Information and Sense Motive checks. this creature has dull the behavior of demons. the actual alrunes. (Though the purpose of this ability is to exact vengeance upon the enemies of the nalfeshnee in the Magistrate Cabal. and they attempt to destroy such interlopers regardless of the decrees of their masters. Int 16. the more dramatic executioner demons deck themselves in voluminous robes and carry hourglasses. Diplomacy +24. The save DC is Charisma-based. spell resistance 15. Vengeful Scythe: An alastor’s weapon is a +1 anarchic. immunity to electricity and poison. summon demons sometimes send a signal to the Abyss. spell-like abilities. debate and draft laws that govern An alastor’s natural weapons. Those who fail Cabal’s rulings like the mad ramblings they are save for one factor: the alastors. the dolls Special Attacks: Contrition bite.) Thereafter. shoulders. to castrate and kill him ringed by sharp teeth. Evil. reduction. Spiky bone as chaotic-aligned and evil-aligned for They then sit in judgment of violators ridges cluster at its elbows. Two sets of half-formed appendages as a sign to his misogynistic fellows. alastors serve as the executioners. The laws defer to the demon princes. (average) In rural lands in the Material Plane. alastors strike fear into the desiccated hearts of all but the hardiest demons. detect magic. Her lower body is a distended itself into the life of the man. never mind-affecting effect. the creature cannot be affected seeking to limit their power or influence. scrying (DC 16). A kneeling opponent is considered helpless. warning servants of the demon Special Qualities: Alternate form. asking them for guidance and protection and sometimes hints Attack: Bite +7 melee (1d8+2 plus contrition) regarding the future in exchange for clothing the statuettes and giving them Full Attack: Bite +7 melee (1d8+2 plus contrition) and 2 claws +5 melee small offerings of food and drink. Will +5 of vengeance against patriarchy on the Material Plane and against those men Abilities: Str 14. Gather Information +12. But when the woman’s Space/Reach: 5 ft. The save DCs are Charismabased. changing on what appears to Abyssal. lasts 2d4 rounds or until dispelled. Con 13.. the Challenge Rating: 4 alrune presents itself to the woman Treasure: Standard Alignment: Always chaotic evil Advancement: 6–15 HD (Medium) Level Adjustment: — 39 . sentencing many to horrific tortures or gruesome death. To the casual Pronounce Sentence (Su): Once observer (and even some dedicated every 3 rounds. the body of law created a single enemy and pronounce sentence upon it by uttering the word “guilty” in by the Magistrate Cabal is contradictory at best. princess Nocticula that something is amiss on the Material Plane. mustard-yellow skin and wields a great scythe. and on the back of its the purpose of overcoming damage (who most often are tried in absentia). The effect If the nalfeshnee serve as the legislators and judges in this bizarre legal charade. telepathy 100 ft. it ignores the damage reduction of even the most powerful demons (which is one of the reasons even balors fear an alastor on the prowl). detect good. out of which shine bright red eyes. darkvision 60 ft. presenting their necks for a killing blow. be the whim of the nalfeshnee. Summon Demons (Sp): Once per day an alastor can attempt to summon 1d4+1 alastors or a single nalfeshnee with a 35% chance of success. Most of the time the dolls do nothing. its chosen victim can either fight or run away. After an alastor has pronounced sentence. immediately drop anything in hand and kneel upon the ground. Extraplanar) Hit Dice: 5d8+5 (27 hp) Initiative: +5 Speed: 30 ft. dimensional anchor. Once a victim has been chosen. as well muscular frame of an athletic human. dispel good (DC 17). touch 11. chaos hammer (DC 16).From a layer called Black Regulus. cold 10. Standing as tall as an ogre but possessing the lithe. The target must immediately make a Will save (DC 17). Alastors especially hate those who would bring goodness or just law to the Abyss. The women pray to these Base Attack/Grapple: +5/+7 figurines. serve the Princess of Moonlight as agents Saves: Fort +5. an alastor may point at scholars). Disguise praying over her figurine. In the court of the Abyss. (6 squares). +6 natural). woody male victim. All encounters begin with an alastor pronouncing sentence.. Alastors speak Abyssal and Common. there are no appeals. Caster level 11th. Intimidate +6. Ref +5. Environment: The Abyss grow from the belly. as does a snaking. are treated visitors from the Material Plane alike. ultimately. unholy scythe. These servants. gavels. Spot +9 attempting to seduce him into bed belly split by a prehensile phallus that ends in a yonic maw Feats: Improved Initiative. although with stunted bat wings. souls. damage reduction 5/cold iron or good. Organization: Solitary Once it has exacted vengeance. and fire 10. Wis 12. an alrune +12* (+14 acting). life is threatened by a male (most often a husband or relative). magic circle against good (DC 15). Concentration of women. This is a sonic. produce flame. desecrate. The scythe disappears when the alastor dies or if separated from its owner for more than 24 hours. Hide female of the same race as the chosen +9. deeper darkness. and other symbols of judgment. greater teleport (self plus 50 pounds of objects only). Cha 18 who would exploit their familial and political power to bring misery to the lives Skills: Bluff +20. An alastor whose scythe has vanished can magically summon a new one as a full-round action. polymorph (self only). rubbery tail. locate creature.

Jump +47. resistance to fire 10 and sonic 10. their ability to pass on their seed forever bound to the fate of the coin’s. Common. protection from good. *When using its alternate form ability. tongues. Those who fail become shaken. Power Attack. electricity. flat-footed 32 Base Attack/Grapple: +30/+52 Attack: Claw +43 melee (2d8+14/19–20 plus vorpal) or 7 bites +40 melee (2d6+7) Full Attack: 4 claws +43 melee (2d8+14/19–20 plus vorpal) and 7 bites +40 melee (2d6+7) Space/Reach: 20 ft./10 ft. expeditious retreat. 61–90 HD (Colossal) Level Adjustment: — While it’s technically impossible for an infinite plane to have a “lowest” layer. Sense Motive +34. This ability is similar to the polymorph spell but allows only female humanoid forms. Con 20. Swim +47. Improved Initiative. The target must make a successful Fortitude save (DC 16) or suffer debilitating pain to the groin. Alternate Form (Su): Alrunes can assume any humanoid form of Small to Large size as a standard action.. Spell-Like Abilities: At will—charm person (DC 15). The save DCs are Charisma-based. Elven. The attack has the effect of a harm spell (caster level 12th). Survival +34 (+36 following tracks) Feats: Alertness. true strike. Diplomacy +5. serving as both advisor and dark priestess. Infernal. (4 squares) Armor Class: 32 (–2 size. Summon Demons (Sp): Once per day an alrune can attempt to summon 1d3 alrunes with a 35% chance of success. the coin gives up its hold on the man. Ref +16. and Celestial. Nocticula allows victims to engage in some dangerous quest in return for release. The save DC is Charisma-based. Positioned at the end of a gauntlet of deadly Abyssal layers. Contrition Bite (Su): Anyone bitten by the alrune’s lower maw must make a successful Will save (DC 16) or be overcome with feelings of sorrow and contrition. regeneration 10. who regains his virility. An alrune’s natural weapons. damage reduction 15/cold iron and good. Multiattack. invisibility. +25 natural). darkvision 60 ft. and poison. Wis 12. Cleave. –1 Dex. Great Fortitude. An armageddon beast can destroy the strongest demon lord with a single breath from one of its seven ferocious mouths. Dark Ligature (Su): Once per day. to be used only when 40 . as well as any weapons it wields. Skills: An alrune has a +8 racial bonus on Bluff and Diplomacy checks. It thereafter attempts to bite him with its lower mouth. Listen +44. Weapon Focus (claw) Environment: The Abyss Organization: Solitary Challenge Rating: 25 Treasure: None Alignment: Always chaotic evil Advancement: 31–60 HD (Gargantuan). Caster level 12th. Men who fail the save become impotent. often leaving certain organs in his mouth as a sign to others who would follow his abusive path. a hostile. This ability is the equivalent of a 2ndlevel spell. few demons of the Abyss would argue with such a characterization of Volgauth. Int 14. When melted and cast into a natural body of fresh water under the light of the moon. vorpal claws Special Qualities: Body invulnerability. Search +35. Extraplanar) Hit Dice: 30d8+150 (285 hp) Initiative: +3 Speed: 20 ft. Iron Will. Combat An alrune prefers to charm (magically or otherwise) its chosen enemy. an alrune gets a +10 circumstance bonus on Disguise checks. mage armor. immunity to acid. Blind-Fight. hideous laughter (DC 16). Evil. then throw it and a coin onto the ground while pointing at a male within 300 feet. Dex 8. It explains that the woman’s tormentor has been dealt with and attempts to bring her into the Nocticulan fold (assuming she does not already belong to the cult). cold. Intimidate +36. Will +20 Abilities: Str 38. spell resistance 35 Saves: Fort +24. the alrune will remain on the Material Plane to help the woman form a new cult of Nocticula. The coin disappears.Volume 1: Armies of the Abyss who (sometimes unwittingly) called it. The save DC is Charisma-based. luring him to bed before assuming its natural form mid-coitus. As its victim is usually naked and without any means of defending himself. touch 7. dispel magic. Climb +47. an alrune may tie a small string into a knot. Instead they are “harvested” by teams of balors once every century and imprisoned by demon princes as doomsday weapons. The effect lasts for 2d4 rounds. manifesting in a treasure chamber within Nocticula’s personal realm in the Evershifting Vale. The creatures are so powerful they cannot be summoned. Special Attacks: Breath weapons. frightful presence. endure elements. Great Cleave. Improved Critical (claw). Armageddon Beast Huge Outsider (Chaotic. hopefully weakening him with thoughts of contrition. Cha 16 Skills: Balance +32. Sometimes. Spot +44. stinking realm with but a single planar entrance. Alrunes speak Abyssal. it’s only a matter of time before an alrune kills and mutilates its quarry. Rarely. are treated as chaoticaligned and evil-aligned for the purpose of overcoming damage reduction. Volgauth would go without notice in the multiverse were it not the point of origin of a particularly deadly breed of fiend known as armageddon beasts.

Each of an armageddon beast’s heads bears a different personality. as it happens. Skills: An armageddon beast has a +8 racial bonus on Listen and Spot checks. as well as any weapons it wields. preferring to use their toothy maws for chewing the bodies of their slain enemies. and the prophecies of countless religions speak of a great seven-headed. Volume 1: Armies of the Abyss Combat Armageddon beasts can attack with all their heads at no penalty.nothing but the utter annihilation of the enemy will do. the armageddon beast’s body is immune to all forms of physical damage and all spells. Armageddon beasts speak Abyssal. below). an opponent must hit the monster’s neck with a slashing weapon and deal 35 points of damage in a single blow. The claws. Regeneration (Ex): No form of attack deals normal damage to an armageddon beast. or wish. Annihilation: A tight beam of cloying darkness targets a single individual within 60 feet. The appearance of an armageddon beast on a world in the Material Plane usually results in that world’s destruction. Will DC 28 negates. Frightful Presence (Su): An armageddon beast can inspire terror within a 30-foot radius by charging or attacking. the claws sever an opponent’s head (assuming it has one). Reflex DC 30 half. Electricity: 60-foot cone. The armageddon beast can no longer attack with the severed head but suffers no other penalties. damage 12d6 acid. Reflex DC 30 half. The save DC is Charisma-based. Seven long. Affected creatures must succeed at a Will save (DC 28) or become shaken. Reflex DC 30 half. a fact commented upon in most of the aforementioned prophecies. which may be used even when the armageddon beast is attacking physically or moving at full speed. Although they have the capacity to learn other languages. (The player says where the attack is aimed just before making the attack roll). Naturally. An armageddon beast’s natural weapons. The opponent must succeed at a Will save (DC 28) or be utterly erased from existence. The save DC is Constitution-based. Reflex DC 30 half. Petrification: 60-foot cone. monstrous heads and a massive body covered in bony plates and horny protrusions. are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Fortitude DC 30 negates. are much better at cutting through actual flesh. instantly killing that creature. The hit point total above represents the body (but see Body Invulnerability. Body Invulnerability (Su): So long as at least one head remains (see above). Any excess damage is lost. The magic lasts three weeks after the armageddon beast’s death before dissipating completely. once a head has been severed. The beast may bring all breath weapons to bear on a single opponent or target multiple opponents in the same round. Breath Weapons (Su): Each of the armageddon beast’s heads possesses a different breath weapon. A severed head regrows in about a month. including miracle. The save DC is Constitution-based. Vorpal Claws (Ex): An armageddon beast’s claws are so sharp that they act as vorpal weapons. damage 12d6 sonic. 41 . turn to stone permanently. Each breath weapon may be used once every 1d3 rounds. The save DC is Constitution-based. Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit). damage 12d6 electricity. Torpor: 60-foot cone. though they care little for conversation. To sever a head. true resurrection. After an armageddon beast has been killed. and a natural reflex seals the neck shut to prevent further blood loss. they arrogantly believe that conversation is a complete waste of time and do not make any effort to learn how to communicate with any but their own hideous kind. Cold: 60-foot cone. ten-horned beast whose coming will bring about the End Times. speed halved and can take only a standard action per turn for 2d6 rounds. Resembling a mixture of hydra and fiendish dragon. this huge creature stands on four feet. Sonic: 60-foot cone. The save DC is Charisma-based. muscular necks bridge the space between its leering. A severed head dies. Annihilated creatures cannot be brought back to life by any means. The save DC is Constitution-based. even if they move or charge during the round. remaining shaken until they leave the area of effect. Acid: 60-foot cone. The save DC is Constitution-based. The save DC is Charisma-based. The creature’s ebony talons cut through stone as if it were flesh. damage 12d6 cold. the armageddon beast loses access to the associated breath weapon. the claws can be harvested as the blades of +1 vorpal greatswords. An armageddon beast can be killed only by severing all its heads and destroying its body. each with five exceptionally sharp ebony talons.

it has two antenna-like trunks. and leaking a thick and foul all four of its legs meet. Dex 18. employing Shiggarreb (see page 68). misfortune and death. Quicken Spell-like Ability (darkness) Environment: The Abyss Organization: Solitary. Ref +11. they occasionally break free to spread woe and discord on the Material Plane. monstrosities if she ever restores her foundries to operation. 21-30 (Huge) Level Adjustment: — Chernobue are harbingers of evil. and even madder intrigues. These demons easily or smaller opponent with a claw attack. This ability is Charisma-based. This effect is plotting her mad conquests. Will +10 Abilities: Str 22. always active and extends in a 30-foot spread. after the demons orange sludge. weeping a thick Genital Maw (Ex): On the of these horrors remains. Now. but instead of Improved Grab (Ex): To use this ability. misfortune. Once provoking an attack of opportunity. Once it has sufficiently softened up its created these horrific monsters. Many demons teeth automatically deal 1d8+6 hunted them for sport. spell-like abilities. Four spindly chernobue’s underside is a horrific serve as the basis for countless evils legs impossibly support it. poison. qlippoth traits. Intimidate +17. Material Plane. each sporting and suffering to all. (8 squares) Armor Class: 25 (-1 size.. Survival +16 (+18 on other planes). Hide +0. Though the its genital maw. Concentration +18. and from a slavering maw. the chernobue appeared. at which time it may start a grapple defeated the feeble wards and as a free action and without slaughtered their summoners. Qlippoth) Hit Dice: 10d8+50 (95 hp) Initiative: +4 Speed: 40 ft. it plants the unfortunate race. syrupy orange fluid. However. Mad both chaotic and evil for purposes of overcoming damage reduction. The snapping powerful chernobue. it closes and tries to shove as many cruelty and evil. Con 20. further reducing their numbers. If the chernobue it shuffles forward. Wis 17. As Centuries later. Special Attacks: Genital maw (1d8+6 and poison). Cha 19 Skills: Balance +6. touch 13. Combat 42 A chernobue begins combat with a barrage of spell-like abilities. To achieve her ends. Listen +16. it may shove the This great purple monstrosity exceeds nine feet in height. the matron of the surviving qlippoth race. stares out from the center of its ovoid torso. the memory a sucking orifice at the end. All lawful or good creatures she retains several of these creatures to use as prototypes for even more foul suffer a -1 luck penalty to attack and damage rolls. shadowy places. spell resistance 23 Saves: Fort +12. they cannot abide the purifying touch of sunlight. Climb +19. while within the area. teeth. spreading mayhem creature into the snapping teeth of Instead of a head. only in the points of damage and inject the victim with fearsome venom. Primarily dwelling in the darkness of the deepest layers of the Abyss. as creatures of darkness and the night. Pair. darkvision 60 ft. 2 tails +13 melee (1d8+6) Space/Reach: 10 ft. and used them as agents of unspeakable opponents and gained an advantage. succumbing to the temptations of glory and strength. flatfooted 21 Base Attack/Grapple: +10/+20 Attack: Trunks +15 melee (1d6+6 and wounding) Full Attack: 2 trunks +15 melee (1d6+6 and wounding). destruction was brief. Misfortune (Su): Chernobue emanate a field of evil malaise. . and flee before it at all costs. thaumaturgists and witches. +12 natural). the abyssal host purged the qlippoth attempt. scent. wounding Special Qualities: Damage reduction 10/good and cold iron. the chernobue must hit a Medium the promised rewards. Knowledge (the planes) +14. Gang (3-6) Challenge Rating: 12 Treasure: None Alignment: Always chaotic evil Advancement: 11-20 HD (Large). focusing especially on the victim into its maw. A great central eye. seized the Abyss from the celestials. Tumble +19 Feats: Blind-Fight. Evil. and damage rolls and must attempt a Fortitude save against a DC 19 or be sickened. chaos hammer and quickened darkness. does Shiggarreb rule. Multiattack. twin whip-like tails uncoil from its back. called forth the minions of the qlippoth queen. they spread throughout the If it succeeds.Volume 1: Armies of the Abyss Chernobue Large Outsider (Chaotic. Int 13. free. Power Attack./10 ft. Jump +21. where even demons dare not tread. Creatures that are both lawful and good. +4 Dex. Extraplanar. they now paste. suffer a -3 luck penalty to attack All chernobue speak Abyssal. Spot +16. drips a foul. light vulnerability. improved grab. achieves a hold on a grapple snapping and waving in the air above it. Shiggarreb opponents into its maw as possible. where mouth full of broken and jagged in folklore and myth. A chernobue’s attacks are considered enticed mortals with the offer of bestowing them with great power. Before the ghaele occupation of the Abyss.

however. darkness. Volume 1: Armies of the Abyss Cresil the Impure (Demon Lord) Large Outsider (Chaotic. Evil. rarely shifts his great bulk for anyone or anything. With each new hatching. Survival +5 (+7 on planes) Feats: Cleave. +17 natural. Once the secondary effects of the poison have taken hold only powerful magic such as heal or better can restore the victim’s appearance. Weapon Focus (dire flail). Dex 20. Those attracted to his portfolio often seek out the Lord of Many Forms or Marbas. Wis 21. Caster Level 12th. confusion (DC 18). Spell-Like Abilities: Cresil can use the following spells at will—blasphemy (DC 24). cover the victim’s entire body. Extraplanar) Hit Dice: 28d8+168 (294 hp) Initiative: +9 Speed: 50 ft. Sense Motive +36. fast healing 5. Listen +36. Special Attacks: Spell-like abilities. Piercing screams emanate from the pile as searching centipedes. Spell-Like Abilities: Chernobue can use the following spells at will—chaos hammer (DC 18). +4 armor). Cha 25 Skills: Bluff +38. Ref +21. This ability does not affect creatures normally immune to critical hits. He throws himself into the thick of melee. Spellcraft +39. touch 20. chaos hammer (DC 21). Greater Two-Weapon Fighting. Great Cleave. Spot +36. Cresil. Cresil sees mortal servants as playthings. Demon. twitch and pleading. and renders the victim unconscious for 1d6 minutes. laughs madly with every shriek. Cresil. similar in appearance to the chernobue’s genital maw. creeping doom (DC 24). dispel good (DC 22). Con 22. +6 insight. for that matter. A critical hit does not multiply the Constitution damage. Combat Cresil relishes conflict and loves the feel of fresh blood when it splashes onto his bloated form. for battling the forces of Hell is the surest means for advancement. The explosion drains 3d6 points of permanent Charisma. Should the victim of the attack survive. spiders and worms find new and interesting places to spawn in the bodies of the damned. (8 squares) Armor Class: 41(-1 size. Cresil’s attacks are considered chaotic. spell resistance 34. Will +21 Abilities: Str 26. screams form a cacophonous symphony of suffering. vermin and trash. Hide +32. This demon lord has little to do with the politics of the Abyss. he uses his magical dire flail to impressive effect – it’s capable of flinging bits of his foes into a wide and colorful spray. Disguise +38 (+40 acting). The secondary effect of the poison is quite awful. Consequently. +5 Dex. He cares not for the perpetual war between demons and devils. 43 . epic and evil for purposes of overcoming damage reduction. Combat Expertise. deals 1d6 to Cresil) Space/Reach: 10 ft. Cresil does not have many followers in the Material Plane. Power Attack. His isolation and lack of commitment to the war puzzles his rivals. Int 23. Victims damaged by the genital maw attack must attempt a Fortitude save (DC 20) or the poison drains 1d6 points of permanent Constitution. Improved Initiative. Move Silently +36. Wounding (Ex): Whenever the chernobue hits an opponent with its tentacle. Light Vulnerability (Ex): Direct sunlight or light from a daylight spell deals 1 point of Constitution damage to the chernobue per minute it remains exposed. When fighting. Knowledge (the planes) +37. 1/day— planeshift./10 ft. causing the victim’s body to erupt into an explosion of orange discharge. damage reduction 15/epic and good. Cresil rarely upholds his bargains. Concentration +37.Poison (Ex): The genital maw secretes a viscous transformative poison. demon traits. Another factor in his lack of followers is that those who do worship him rarely survive long. Two-Weapon Fighting. leaking boils. exulting in the awfulness of his state. Intimidate +40. Knowledge (religion) +37. Cresil speaks and understands all languages. for he believes himself far above such petty concerns. seemingly a great ziggurat of writhing souls. protection from law. flatfooted 32 Base Attack/Grapple: +28/+40 Attack: +2 flaming unholy large dire flail +28 melee (1d8+8 plus 1d6 fire plus 2d6 against good) Full Attack: +2 flaming unholy/+2 vicious wounding large dire flail +26/+21/+16/+11/+26/+21/+ 16 melee (1d8+8 plus 1d6 fire plus 2d6 against good/1d8+4 plus 2d6 plus 1 Con. Improved Two-Weapon Fighting. preferring instead to dispatch his servants to drag the mortal to his layer to entertain and please the great demon. it deals 1 point of Constitution damage in addition to the normal damage. objects for him to vent his unholy lust upon. summon Special Qualities: Aura of weakness. Knowledge (arcana) +37. The save DCs are Charisma-based. plus 1d6 chaos beasts and 20-40 dretch Challenge Rating: 23 Treasure: Triple standard Alignment: Always chaotic evil Advancement: — Level Adjustment: — Cresil rules a great trash heap on his own layer in the Abyss. Diplomacy +42. pestilential stench Saves: Fort +22. Improved TripB. Weapon Specialization (dire flail) Environment: The Abyss Organization: Cresil (unique) plus 1d10 quasits. confident that he will come to little harm thanks to his various magical protections.

rapid work Saves: Fort +3. Quasits. scramble over his body and feast upon his wastes. Some mortals call out to their gods. or even being within 200-feet of him./5 ft. flatfooted 13 Base Attack/Grapple: +1/-4 Attack: Abyssal razor +7 melee (1d4/18-20 and 1 Wis) Full Attack: Abyssal razor +7 melee (1d4/18-20 and 1 Wis) Space/Reach: 5 ft. rituals. Special Attacks: Abyssal razor. and generals. Ref +6. unholy blight (DC 21). Succeeding at this save does not grant immunity to this supernatural ability (i. piercing the tangle of filthy black hair. Upon completion of their work. This ability is Charisma-based. and take the mortal’s nose for spiteful little creatures preferring long suggestive tongues that flick in and out like a serpent’s. they demand and penchant for wickedness. though these act in and of itself). Int 11. they transform the child into These small blue-skinned creatures are naked except for a another daeobelinus. Will +2 Abilities: Str 8. Aura of weakness (Su): Cresil emits a field of soul-draining energy. Move Silently +12. summon Special Qualities: Demon traits. Cha 7 Skills: Craft (any two) +8. Weapon Focus (abyssal razor) Environment: The Abyss Organization: Solitary. they actually have nothing in common. Daeobelinus answer these calls. constructing in their brethren for help. he can use these spells once per day—implosion (DC 26). Despite the physical similarities mortal could ever hope to achieve. which normally takes the form of a human child. touch 15. Profession (any two) +4. true seeing. Pestilential Stench (Ex): Cresil is so vile that his stink itself is contagious. payment. compunctions about quickly calling craftsmen and artisans. calling them heedlessly. Hide +12. the belt of tools and the nasty straight razor they carry. they exude raw malevolence. but they have burning red eyes and done. plastered in place by his own filth. This ability is Constitution-based. They daeobelinus undo everything they have Daeobelinus are crafty and appear similar to goblins. +4 Dex. Furthermore. brownies or fairy gnomes. Wis 10. Summon (Sp): Twice per day. perhaps even impious. detect law. they make for excellent spies and infiltrators. All opponents within 30-feet of the demon lord must attempt Will saves (DC 31) or be fatigued for as long as they remain in the area. The following abilities are always active on Cresil’s person. Con 12. *new spell. the demons spirit it away to Daeobelinus speak Common and the Abyss. Dex 18. This hideously fat demon stands thirteen-feet tall. Listen +4. magic circle against good. like parasites. if the character leaves the field and reenters. If the mortal provides the child. Spot +4 Feats: Weapon FinesseB.Volume 1: Armies of the Abyss greater contagion* (DC 22). as the spells (caster level 20th): detect good. 44 Daeobelinus. if the mortal refuses to give up the child. Crew (3-30). indirect fighting to face-to-face With long upswept ears and mottled skin covered in scabrous confrontations. must attempt Fortitude saves (DC 16) or contract blinding sickness (see DMG for details).e. Both share many of the same features and attitudes. planeshift. mage armor. From the back of his head. shambler. the daeobelinus work quickly and expertly. symbol of insanity (DC 25). but Cresil can reactivate them as a free action. However. Pair. see invisibility. Evil. all living opponents approaching within 30feet of the demon lord must attempt Fortitude saves (DC 30) or be sickened for 2d12 rounds. where through depraved Abyssal. business or something of the kind stands in jeopardy. Food. +2 natural). he or she must attempt a new save). see page 19. Daeobelinus perform in other capacities. protrude thirteen gazelle horns. (6 squares) Armor Class: 17 (+1 size. erect great towers. Daeobelinus Small Outsider (Chaotic. All living creatures when first encountering. faster than any demons are far less predictable than goblins. If the mortal agrees to accept their evil aid (a damning goblinoids. daeobelinus function as sores. In addition. They can be dispelled. They have no In the Abyss. Cresil can automatically summon 100-200 dretch and 1 balor. servants and even torturers—they make the best butchers. Caster Level 20th. Once they the vast palaces of the demon lords Combat . while others are content to let fate decide. Demon. Factory (100-1000) Challenge Rating: 1 Treasure: Standard Alignment: Always chaotic evil Advancement: by character class Level Adjustment: +3 (cohort) Mortals often find themselves in desperate situations – not life threatening. They build iron boulevards. This ability is equivalent to a 9th-level spell. A few lazy. ones call out to anyone or anything to spare them the sweat of their labors. telekinesis (DC 22). but where their reputation. unholy aura. dung and bits of human remains cling to his great rolls of blubber. Extraplanar) Hit Dice: 1d8+1 (5 hp) Initiative: +8 Speed: 30 ft. word of chaos (DC 24). Sages and theologians claim daeobelinus are the primogenitor race of aid mortals in their labors. sometimes believed to be helpful elves. as well. The save DCs are Charisma-based. greater teleport. and manufacture any number of commodities.

Unless it has already done so once that day. perhaps its razor is its most prized possession. Intimidate +13. they set upon their foes with the same attention to detail they take in everything. Paladins and good clerics know darbas well and curse their iniquities. Volume 1: Armies of the Abyss Darba Medium Outsider (Chaotic. hypnotism (DC 13). Abyssal razors have 15 hardness and 5 hit points. These living weapons inflict terrible wounds and are rightly feared. if it feels its life is truly in jeopardy. it is likely to teleport away 45 . work. Skills: Daeobelinus have a +4 racial bonus to all Craft and Move Silently checks. Con 15. a daeobelinus may attempt to summon 1d6 daeobelinus./5 ft. While rakshasas serve their king. resistance to acid 10 and fire 10 Saves: Fort +7. their actions are difficult to predict. carving away the victim’s sanity along with his flesh. damage reduction 10/good. or 1 quasit with a 75% chance for success. it damages a target’s mind with every successful strike. Ref +9. Darbas speak Abyssal. Extraplanar) Hit Dice: 6d8+12 (39 hp) Initiative: +4 Speed: 30 ft. suggestion (DC 15). or revert to its own form. flat-footed 15 Base Attack/Grapple: +6/+8 Attack: Fleshtearer +9 melee (1d8+4 plus 1 Con) or longsword +8 melee (1d8+2/19–20) Full Attack: 4 fleshtearers +9 melee (1d8+4 plus 1 Con) or longsword +8/+3 melee (1d8+2/19–20) Space/Reach: 5 ft. it cuts through just about any defenses a celestial could offer. Summon (Sp): Once per day. but the darba can remain in the new form indefinitely. Special Attacks: Blademaster. Disguise +11 (+13 acting). Survival +0 (+2 following tracks) Feats: Combat Reflexes. darbas are fierce individualists. 1/day—greater teleport (self plus 50 pounds of objects only). +5 natural). Power Attack. Each pursues its own evil schemes. Weapon Focus (fleshtearer) Environment: The Abyss Organization: Solitary or pair Challenge Rating: 8 Treasure: Standard Alignment: Always chaotic evil Advancement: 7–9 HD (Large). This ability is similar to the alter self spell (caster level 18th). The save DCs are Charisma-based. as well as any weapons it wields. from slave running to the defilement of holy places to the corruption of innocent mortals to mass murder. darbas spend little time in the Abyss. Although classed as Abyssal fiends. Concentration +11. 1/week—plane shift (DC 19). A darba receives the benefits of Weapon Specialization with its fleshtearers. Spot +9. Listen +9. Wis 11. They rarely gather in any numbers.. darkvision 60 ft. Spell-Like Abilities: 3/day—hideous laughter (DC 14). Caster level 8th. along with all the other tools. spell-like abilities Special Qualities: Alternate form. 1 dretch. and its scything blades can cut an opponent to pieces in mere seconds. Draconic. as magic weapons so imbued. the fleshtearers have the wounding special ability. are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Instead lets the fleshtearers do their bloody of hands it has long wicked blades. (6 squares) Armor Class: 19 (+4 Dex. With their shapechanging powers and taste for mayhem. a darba uses a longsword or another bladed weapon. Combat If fighting in an alternate form (see below). A darba’s natural weapons.expand their numbers. Climb +11. Will +5 Abilities: Str 14. Cha 15 Skills: Bluff +11. 10–18 HD (Huge) Level Adjustment: +7 Darbas are cousins to the dreaded rakshasas. A darba’s innate blades are known as fleshtearers. Int 13. It tries to get out of trouble with its spelllike abilities first. Rapid Work (Su): Daeobelinus double the silver piece product of their Craft check multiplied by the DC of the task when determining how far along they are in crafting a particular item. Constructed of evil-imbued cold iron. the razor. Blademaster (Ex): A darba wields its fleshtearers with expert precision. whose escalates it reverts to its true form and grotesque face is plastered with a permanent grin. Evil. and Elven. When the daeobelinus dies. Alternate Form (Su): A darba can assume any humanoid form. darbas just can’t stay away from the mortal world. This ability is the equivalent of a 3rd-level spell. In addition. Diplomacy +4. Abyssal Razor (Su): Amidst all of the daeobelinus’s tools. and live under a code of laws (albeit one that allows them to vex the mortal races with impunity). Common. Dex 18. as a standard action. preferring to spend their time causing untold misery on the Material Plane. Jump +11. Search +10. touch 14. but unlike their kin they are creatures of chaos. but if the danger This creature looks like a four-armed humanoid. immunity to poison. In addition to its normal damage. Ravana. Since darbas have no real agenda other than self-gratification. melts into a pool of blood.

paralysis. on a success. Envelopers of the innocent leak acid from pores positioned around their bodies. restore it to good standing. Cha 1 Skills: — Feats: — Environment: The Abyss Organization: Solitary Challenge Rating: 8 Treasure: None Alignment: Always chaotic evil Advancement: 9–15 HD (Huge). Opponents can make attacks of opportunity against the enveloper. +6 natural). An enveloper of the innocent’s natural weapons. does not make any attempt to do so but if they do so they are not entitled voluntarily. Any melee hit by an and a chaotic neutral creature would become chaotic evil. are treated as chaotic-aligned and evil-aligned for the purpose of are immune to the enveloper’s metabolize good ability for 24 hours. Those who succeed it wields. The old captive is moved to an adjacent space.. an enveloper of the innocent can attempt to consume a nonevil captive’s goodness. (4 squares) Armor Class: 16 (–1 size. Engulfed creatures are subject to the enveloper’s paralysis and metabolize good abilities. Saves: Fort +9. It thereafter attacks that creature with hold person until it is paralyzed.Volume 1: Armies of the Abyss Enveloper of the Innocent Large Outsider (Chaotic. It cannot make a slam attack during and go away if the victim is expelled or killed. engulf. metabolize good. An enveloper of the innocent can engulf a single creature at a time. oozelike qualities. as well as any weapons The captive must make a successful Will save (DC 17). the depression is filled with the body of an engulfed creature. metabolizing altruism and righteousness into the energy it needs to survive. Extraplanar) Hit Dice: 8d8+24 (60 hp) Initiative: +1 Speed: 20 ft. The save DC is Constitution-based. and fire 10. 16–24 HD (Gargantuan) Level Adjustment: — The result of ancient experiments by the demon princes Marbas and the unnamable Lord of Many Forms. and are considered to be grappled and trapped within the enveloper’s body. Will +7 Abilities: Str 20. an attempt attacks of opportunity must Dozens of writhing and flexing pseudopods sprout from this atonement spell is needed as well to succeed at a Reflex save (DC 17) or tumorous blob of undulating. and the affected individual opponent. damage absorption. demon traits. digestive acid that quickly dissolves organic material. summon demons Special Qualities: Blindsight 90 ft. The save be engulfed. spreading horror and confusion in lands aligned against demonic hordes. As part of the transfer. Demonic generals battling good foes often stack their first ranks with them. More often than not. The enveloper merely has to move over the restore the captive creature’s former alignment. cold 10. Mindless beasts created only to kill. telepathy 100 ft. Dex 12./10 ft. Special Attacks: Acid. so an individual changed by the enveloper thoroughly enjoys its new outlook. pushed back or aside (opponent’s . Wis 12. they are DC is Constitution-based. envelopers of the innocent are agents of the Abyss on the Material Plane. who fail suffer a one-step shift in alignment along the good-evil axis. the old one is pushed out of its body to make room for the new prisoner. +1 Dex. spell-like abilities. (For example. touch 10. Con 16. knowing that the amorphous creatures’ ability to swallow and surround still-living foes has a demoralizing effect upon their opponents’ allies. Evil. sometimes leaving trails of corrosion in their terrible wake. Those overcoming damage reduction. drawing strength from its convictions and draining the victim of a portion of its character. a chaotic good creature would become chaotic neutral. the alignment is mental as well as moral. resistance to acid 10. dark flesh. Ref +7. envelopers of the innocent spend their lives eating or hunting for a new meal. Only a wish or miracle can a round in which it engulfs. toward Acid (Ex): The outer body of an enveloper of the innocent secretes a evil. An enveloper of the innocent’s pseudopods writhe in what appears to be a jumble of muscle surrounding a hollow depression at the creature’s center. If it successfully engulfs a new creature before expelling an old one (which it can do as a standard action). damage reduction 10/good. then moves to engulf it before turning upon companions. the Engulf (Ex): An enveloper of the innocent can mow down a Medium or enveloper gains 40 temporary hit points. Int —. immunity to electricity and poison. 46 Metabolize Good (Su): As a standard action. Demon. flat-footed 15 Base Attack/Grapple: +8/+17 Attack: Slam +12 melee (1d8+7 plus 1d6 acid plus paralysis) Full Attack: Slam +12 melee (1d8+7 plus 1d6 acid plus paralysis) Space/Reach: 10 ft. If the being has a class to a saving throw. Those who do not with an alignment requirement.) Alteration of enveloper deals 1d6 points of acid damage. The enveloper draws nutrients from its captive. Combat An enveloper of the innocent prefers to use its detect good ability to home in on the most nourishing meal among multiple enemies. These hit points last for 24 hours smaller creature as a standard action. spell resistance 19. choice) as the enveloper of the innocent moves forward.

spell resistance 24. On a plane obsessed with souls. moving only to eat or to lick its lips in anticipation of its next feeding. the Corpse Eater Large Outsider (Chaotic. stunning. Eurynomus’s taste runs to something else: flesh. flat-footed 25 Base Attack/Grapple: +16/+27 Attack: Claw +22 melee (2d6+7) Full Attack: 2 claws +22 melee (2d6+7) and tail slap +17 melee (1d6+3) Space/Reach: 10 ft. 2–12 ghouls) Challenge Rating: 13 Treasure: Standard Alignment: Chaotic evil Advancement: By character class Level Adjustment: — Eurynomus is a primal demon lord who owes allegiance to no power or prince. Improved Sunder. It never speaks. He is such a glutton. tall twisted horns. Envelopers of the innocent are immune to sleep effects. Cha 13 Skills: Balance +19. Great Cleave. He and his followers rule no territory and fight for no cause. spell-like abilities. Oozelike Qualities (Ex): Although envelopers of the innocent are outsiders. and Elven. Dex 10. +4 following tracks). Will +12 Abilities: Str 24. fear (DC 15). +16 natural). Special Attacks: Breath weapon. Caster level 12th. like it could swallow a person whole. his horrific lower maw is legendary. its maw looking with the wounded and the dying. The Corpse Eater does what he must to feed his addiction. This ability is the equivalent of a 4th-level spell. Whatever the truth of its origin. Summon Demons (Sp): Once per day an enveloper of the innocent can attempt to summon another enveloper of the innocent with a 50% chance of success. Volume 1: Armies of the Abyss Eurynomus. though the creature still can’t discern ethereal beings. Invisibility and darkness are irrelevant. instead presenting the engulfed creature to the blow. Climb +26. Blasted battlescapes. 47 . Intimidate +20. Con 17. paralysis. Jump +26. touch 9. Blindsight (Ex): Using its many pseudopods to sense vibrations. detect good. and he wicked claws. Knowledge (the planes) +21. a second face licks its lips. Spell-Like Abilities: At will—black tentacles. Extraplanar) Hit Dice: 16d8+48 (120 hp) Initiative: +0 Speed: 40 ft. Men crying out for their mothers before the oblivion of death are like invitations to dinner for the Corpse Eater and his followers./10 ft. In some lands graced by visits from Eurynomus. Survival +2 (+4 on other planes. Attacks that miss due to cover are instead resolved against the engulfed creature. Ref +10. A target hit by an enveloper’s slam or engulf attack must succeed at a Fortitude save (DC 17) or be paralyzed for 3d6 rounds. They have no clear front or back and are therefore not subject to critical hits or flanking. that he grew a second mouth in his belly so he could eat faster. hold person (DC 14). toothy maw 3d6+3 Special Qualities: Damage reduction 10/good. Draconic. Several churches have taken to cremating corpses instead of burying them. Common. to better protect the honored dead from desecration. despite the fact that it has no eyes. and polymorphing. Listen +21. an enveloper of the innocent maneuvers and fights as well as a sighted creature. a passion he shares with the ghouls that follow him. greater bull rush. Nothing gives him more pleasure than sucking the meat off the bones of a freshly killed victim. darkvision 60 ft. so the story goes. An enveloper of the innocent can ascertain objects and creatures within 90 feet. though in truth he isn’t a very reliable mercenary. Power Attack Environment: The Abyss Organization: Unique or with ghoul pack (1–4 ghasts. Where its especially enjoys traveling to worlds at war. Demon.Paralysis (Ex): Envelopers of the innocent secrete an anesthetizing slime. The save DC is Constitution-based. The enveloper can automatically engulf a paralyzed opponent. a barbed tail. Diplomacy +3. (8 squares) Armor Class: 25 (–1 size. filled belly would be. they share several features common to oozes. resistance to acid 10. demon traits. protection from good. The save DCs are Wisdombased. cold 10. are places of beauty to Eurynomus. and the Material Plane to feed. Spot +21. Known as the Corpse Eater. Wis 15. Saves: Fort +13. funerary customs changed quickly. He often visits With cloven hooves. He sometimes hires himself out to demon princes. Improved Bull Rush.. Search +21. Damage Absorption (Ex): An enveloper of the innocent that has engulfed an opponent gains cover by quickly moving its flesh to avoid attacks. such as black puddings and ochre jellies. Int 14. immunity to electricity and poison. Sense Motive +21. Swim +26 Feats: Cleave. this great fiend is an imposing sight. telepathy 100 ft. Evil. and fire 10. Eurynomus has a voracious appetite for flesh of all sorts. Eurynomus speaks Abyssal. Dwarven. Improved Overrun.

Caster level 16th. grabbing and constricting foes until they drop. A razorwire golem stands 10 feet tall but weighs just 200 pounds. Immunity to Bludgeoning (Ex): Bludgeoning weapons. When faced with a multitude of foes. A tangled ball of wires near its larger than 2 feet on a side. 1/day—desecrate. the razorwire golem must hit a Medium or smaller creature with a rake attack.Volume 1: Armies of the Abyss Combat Eurynomus loves to muscle his enemies around. plane shift (DC 18). Reflex DC 21 half. Golem. and can This towering mass of jagged steel wires and blades has a explode outwards in loops of razorsharp metal. he can make one additional bite attack against that opponent with a +17 attack bonus that deals 3d6+3 damage. Whether defending a treasure hoard or taking the lead in a charge. Eurynomus’s natural weapons. Combat Razorwire golems attack in a straightforward fashion. Razorwire golems serve the oldest and most powerful demon princes as estate guardians or battlefield terrors. as well as any weapons he wields. the razorwire golem can take a move action to move at a speed of 60 feet. Ref +8. flat-footed 24 Base Attack/Grapple: +10/+18 Attack: Rake +13 melee (2d6+4) Full Attack: 4 rakes +13 melee (2d6+4) Space/Reach: 10 ft. Breath Weapon (Su): Once every 1d4 rounds. it can constrict. construct traits. the opponent is knocked prone in addition to being pushed back. immunity to bludgeoning and magic. If the attempt fails. Eurynomus can spew forth a cloud of foul corrosive gas from the depths of his bowels. Wis 15. Special Attacks: Improved grab. trip Special Qualities: Blindsight 60 ft. Improved Grab (Ex): To use this ability. They are dogged pursuers. the opponent cannot react to trip the golem. If Eurynomus hits a single opponent with both his claw attacks. rushing after fleeing opponents to make trip attacks. climb 30 ft. Cha 4 Skills: — Feats: — Environment: The Abyss Organization: Solitary or gang (2–4) Challenge Rating: 11 Treasure: None Alignment: Always chaotic evil Advancement: 15–21 HD (Large). Razorwire Large Construct (Extraplanar) Hit Dice: 14d10+30 (107 hp) Initiative: +4 Speed: 30 ft. Armor Class: 28 (–1 size. Such is the force of his impact that if his Strength check result exceeds that of his opponent by more than 5. Few remain in existence. even magic ones. damage 10d6 acid. Dex 19. (6 squares). or climb at 40 feet. center pulsates with a heart-like cadence. +4 Dex. Will +6 Abilities: Str 19. their ability to swiftly and emotionlessly flay the skin from an enemy has granted them respect among demons. Greater Bull Rush (Ex): Eurynomus receives a +8 bonus on Strength checks when making bull rush attacks. Then it’s time for the toothy maw to do its work. and mortals alike. 22–42 HD (Huge) Level Adjustment: — Razorwire golems are ancient remnants of the great construct armies that helped demons gain dominion over the Abyss in their prehistoric war with the ghaeles. Spell-Like Abilities: At will—greater teleport (self plus 50 pounds of objects only). or contract to a space no roughly humanoid form.. razorwire golems cannot run. Blindsight (Ex): Razorwire golems can ascertain prey by vibration within 60 feet. touch 13. Razorwire golems have total control over the shape of their bodies. Toothy Maw (Ex): The vile maw in Eurynomus’ distended stomach chomps at nearby opponents in combat. +15 natural). since most of its space is air. 40-foot cone. Eurynomus starts with his breath weapon to even the odds. souls. If it gets a hold. rush. Con —./15 ft. The save DC is Charisma-based. Because of their construction. Rush (Ex): Once per minute. so he usually charges at the first good opportunity and uses his greater bull rush ability to fling back and hopefully knock down the toughest-looking opponent. deal 48 Constrict (Ex): A razorwire golem deals automatic rake damage with a . The save DC is Constitution-based. successful grapple check against Medium or smaller creatures. Trip (Ex): A razorwire golem that hits with a rake attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Int —. vulnerability to rust Saves: Fort +4. damage reduction 10/adamantine. constrict 2d6+4.

Sleight of Hand +21. planting the seeds of are considered both chaotic and evil for purposes of overcoming damage doubt in their ethical conscious regarding their faith in the gods and placing reduction. they are capricious tools at best.no damage to a razorwire golem. so that it loses reach and improved grab for 1d3 rounds. specialize in the lewd. the for lawful and good opponents. Something is clearly wrong. immunity to mind-affecting spells and effects. Fire-based effects (including heat metal) haste them for 1 round. Two-weapon fightingB. They in combat. A harlequin’s strength originates Harlequins are fast and dangerous down its cheeks. in many of the same capacities as they do in the Abyss. for from its abilities to entertain. In fact./5 ft. Ref +13. its face white with painted black tears dripping Combat 49 . geas/quest. spells. demon traits. they focus their attacks against them almost A few harlequins make their way to the Material Plane. When they encounter dangerous intrigues capable of toppling even the most powerful of lords. all They also serve as spies and assassins. even if rushed or threatened. the bodysuit quickly survey a battlefield.) Assembling the body requires a successful Craft (metalworking or weaponsmithing) check (DC 19). Harlequin Medium Outsider (Chaotic. +1 unholy dagger +15 melee (1d4+1) Space/Reach: 5 ft. Special Attacks: Sneak attack +3d6. Weapon Finesse Environment: The Abyss Organization: Solitary. Disguise +3 (+5 acting). weaving head back in raucous laughter. (10 squares) Armor Class: 22 (+7 Dex. with their passion to entertain. blasphemous martial prowess. Extraplanar) Hit Dice: 9d8+18 (58 hp) Initiative: +7 Speed: 50 ft.480 XP. Jump +23. haste.” (The secret of this mummification has not yet been found. them on the first steps to damnation. limited wish. and cold-based effects slow them for 1 round. an opponent of that alignment. Spring Attack. The creator must mummify the decapitated head of a ghaele in a bundle of barbed cords and wires that. spell-like abilities. Through their Harlequins speak Common. Vulnerability to Rust (Ex): A razorwire golem is affected normally by rust attacks. though. Move Silently +19. Diplomacy +5. Int 13. blade barrier. Harlequin attacks over mortals. except as follows. caster must be at least 16th level. Harlequins will and grave. summon Special Qualities: Damage reduction 10/good. which costs 1. CL 16th. the demon prince of comedians. +5 natural). It is the if no opponent stood there. Craft Construct. Improved FeintB. Having executed a perfect series of back flips. Immunity to Magic (Ex): Razorwire golems are immune to all spells. Intimidate +5. improved evasion. they and Infernal. the tears are real. Will +6 Abilities: Str 12. polymorph any object. Con 14. Skills: Razorwire golems have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks. The golem likewise is immune to falling damage. such as that of a rust monster or a rusting grasp spell. Harlequinade (2-6) Challenge Rating: 13 Treasure: Standard Alignment: Always chaotic evil Advancement: 10-27 HD (Medium) Level Adjustment: — Harlequins are the children of Kobal. Harlequins. Price 88. where they perform to the exclusion of all else. Cha 17 Skills: Balance +21. serves as the golem’s “heart.500 gp. able to blend spells with the clown has pools of darkness for eyes. As you recoil in horror. Wis 11. find humor in everything. when finished.500 gp.750 + 3. diamonds. The spells make whole and fabricate compress a razorwire golem into a space no more than 5 feet on a side. flatfooted 15 Base Attack/Grapple: +9/+10 Attack: +1 anarchic dagger +17 melee (1d4+2) Full Attack: +1 anarchic dagger +15/+10 melee (1d4+2). Hide +19. What is known is that a razorwire golem’s body is spun from 400 pounds of mithral-alloyed steel. Abyssal illusions and skills in deception. Evil. secretly killing rivals. and dodging through defenses to the turn of the proper word and the get in a position to cut apart their nasty streak that gives them power hated opponents. and supernatural effects. Dex 24. the harlequin present a façade nearly impenetrable comes to a rest before you. capitalization on the unexpected. Climb +13. spell resistance 24 Saves: Fort +8. looking gods in scandalous positions so seems to be its actual skin. They outrageous they can elicit laughs tumble through occupied squares as harlequin draws two daggers from the air and throws its from even the pious. Perform (comedy) +15. touch 17. Coupled Most of these demons function as entertainment for the lords of the Abyss. Demon. Cost 45. They regularly place the dripping down its cheeks in mirth. and weaving harlequins hate lawful good individuals above all else. though rather intelligent. Mobility. and many demon princes would go to great lengths to reward the person who rediscovered it for them. dressed in red and black by mortal eyes. However. Volume 1: Armies of the Abyss Construction The exact method of constructing razorwire golems has been lost to time. Tumble +29 Feats: DodgeB. Bluff +15.

many sages discount it as another they use their lure ability to attract variety of hydra. they squirt a stream of concentrated pheromones smelling of sexuality. There are some fundamental such as cave mouths. which allow them to replicate sounds of eerie Once the victim draws near./15 ft. Its scales are a pale and sickly yellow with an status. Special Attacks: Lure. They confer a negative level to any character holding them regardless of alignment. resistance to cold 10. the dagger carries a powerful curse. canyons. defiles or box differences. than seven. 4th—confusion. it is no wonder that protection afforded by such sites. low-light vision. Int 5. herensugue have a fixed number of heads . jump. Typical Sorcerer Spells Known (6/7/7/5. rainbow pattern. serpentine head that bares multiplicity of heads and legendary to attack from positions of cover. detect magic. Good-aligned wielders gain a random disease once/week they retain the item beginning on the first day they hold it. Improved Natural Attack (tail). In addition. the herensugue dwells primarily in the Abyss. Improved Initiative. touch of fatigue. charm person. Finally. flare. invisibility. Will +6 Abilities: Str 27. Dex 12. preferring layers with rocky and mountainous topographies. fire 10. color spray. haste. 1st—burning hands. Iron Will. Employing the natural of this creature. Herensugue Gargantuan Magical Beast (Extraplanar) Hit Dice: 12d10+87 (153 hp) Initiative: +5 Speed: 30 ft. The pheromones smell moving more than 5-feet. they prefer seven long necks. Weapon focus (bite) Environment: The Abyss or any Mountains Organization: Solitary Challenge Rating: 14 Treasure: Standard Alignment: Always chaotic evil Advancement: 13-24 HD Gargantuan. Con 24. luring its meals through its music and appealing smell. 3rd—blink. telling of a fearsome monster that lives in caves. Summon (Sp): Once per day. but do not speak. 1d3 babaus. venomous fangs. special organs in their jaws. scare. ghost sound. +1 Dex. musk or anything else to which a traveler might be drawn. spell resistance 17 Saves: Fort +15. tail +15 melee (3d6+12 and poison) Space/Reach: 20 ft. (6 squares) Armor Class: 19 (-4 size. smite good Special Qualities: Darkvision 60 ft. and given the scarcity occasional brown scale lending to its blotchy appearance. The trunk of the serpent supports herensugue and the hydra. In the hands of a non-harlequin. purposes of overcoming damage reduction. Wis 10. Combat ReflexesB. and Combat . message. given the opponents outright. Abyssal and Common. Herensugue understand. voices and laughter. +12 natural). Spot +10 Feats: Alertness. ale. damage reduction 10/ magic. Cha 14 Skills: Listen +9. Sneak Attack: Harlequins sneak attack as 5th-level rogues. Skills: Harlequins gain a +8 racial bonus to Jump and Tumble checks. From time to time. Herensugue attacks are considered magical for of flowers. Ref +9. each head strikes.no more and no less Lure (Ex): From their skeletal maws. Additionally. they have glands underneath their jaws independently. scent. 2nd—blur. one or more herensugue slips from the Abyss and nests on the Material Plane where it brings the legends of its horror to life. daze. Spells: Harlequins cast spells as 9th-level sorcerers. they emit sounds that mimic music. a harlequin may attempt to summon 1d6 schir.Volume 1: Armies of the Abyss Knives: Each harlequin uses two special daggers created in the darkest forges by master craftsmen and wizards. one glabrezu or another harlequin with a 50% chance for success. shield. each with a skeletal. flatfooted 18 Base Attack/Grapple: +12/+32 Attack: 7 bites +20 melee (2d8+8 and poison) Full Attack: 7 bites +20 melee (2d8+8 and poison). displacement. immune to poison.. the herensugue can attack with all seven heads even after that can squirt pheromones up to 15-feet away. This enormous serpent measure more than 50-feet long. save DC 13 + spell level): 0—acid splash. 50 Some demonologists believe there has the scent of an attractive perfume. Because each head acts but alluring music. from glands at the base of their jaws. read magic. Despite the tales. Consult the PHB for details on this ability. fast healing 5. Sounds of revelry Though the herensugue are is some connection between the quite capable of destroying most emanate from all around. mirror image. touch 7. 25+ HD Colossal Level Adjustment: — Legends abound of the herensugue. Herensugue have humanoids into their demesne. This ability is the equivalent of an 8th-level spell. poison.

(2 squares). telepathy 100 ft. No one knows the value of living to fight another day more than they do. When the celestial hosts began to ravage the Howling Threshold. no-hand fighting Special Qualities: Amphibious. Styx Immunity (Ex): Hydraggons are immune to the memory-stealing effects of the River Styx. Survival +11 (+13 following tracks). Hydraggons speak Abyssal but generally use their telepathic abilities. provided it swims in a straight line./10 ft. It can always choose to to them. multitipped tongue their advantage. Volume 1: Armies of the Abyss Hydraggon Large Outsider (Aquatic. Search +6. or anything else appealing. On a successful tail attack. and then use their uncanny take 10 on a Swim check. Extraplanar. Int 9. Each round. Will +4 Abilities: Str 19. Poison (Ex): All of the herensugue’s heads and their tails carry toxic venom. Since the Styx is incalculably long. 9–12 HD (Huge) Level Adjustment: — The stretch of the River Styx that winds its way through the Abyss used to positively team with hydraggons. They perform some special action or avoid stay close to water. Wis 10. Hydraggons do not usually congregate in large numbers. Armor Class: 17 (–1 size. It can use the run ability to wield weapons to their advantage. The celestial armies dared not follow them to Hell and Hades. electricity 10. On land racial bonus on any Swim check to their abilities are more limited. Evil. a fact opponents find most disconcerting. or swarm (5–20) Challenge Rating: 3 Treasure: Standard Alignment: Always chaotic evil Advancement: 5–8 HD (Large). let the enemy come a hazard.. they deal an additional 12 points of damage. attacks and speeding away. Thousands of hydraggons were killed by devils. This ability is Charisma-based. immunity to cold. as well as any weapons it wields. hydraggons are not averse to fleeing. are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. brood (2–5). forcing the victim to attempt a Fortitude save (DC 23) or suffer 1d4 points of permanent Wisdom damage. The hydraggons developed their natural telepathic abilities so that now each can create a psychic homing beacon to make the most of their limited numbers. A hydraggon’s natural weapons. flat-footed 17 Base Attack/Grapple: +4/+12 Attack: Trident +7 melee (2d6+4) or bite +7 melee (2d6+6) Full Attack: Trident +3 melee (2d6+4) and morningstar +3 melee (2d6+2) or bite +7 melee (2d6+6) Space/Reach: 10 ft. Listen +7. if they fail the save against the poison’s secondary effects. Dex 10. Ref +4. swooping in with bite bonus on Survival checks and a +8 extending from its jaws. Combat Underwater. and poison. qlippoth traits. the dominant form of aquatic qlippoth. swim 40 ft. Chaotic. Ten rounds later. the victim must attempt a Fortitude save (DC 23) or the poison deals 1d4 points of permanent Constitution damage and 1 minute later. In dire situations. this 51 .) No-Hand Fighting (Ex): A hydraggon can use its multitipped tongue to wield up to two weapons. lest they touch off a war even they could not win. but a core survived and even came to thrive in their adversity. Now hydraggons can be found throughout the River Styx. darkvision 60 ft. and other horrors of the Styx. Styx immunity. The effects of this ability end as soon as the monster attacks. It is rumored that a colony of hydraggons also escaped to the Material Plane.food. This homing beacon alerts all hydraggons in a 100-mile radius. Its ovoid body covered by fish-like scales and spines. few know they are from the Abyss. hydraggons use speed to Skills: A hydraggon has a +4 racial monster has a webbed tail and a grasping. whereby he stands dumbly before the herensugue. The save DC is Charisma-based. +8 natural). When a fight turns against them. beacon. If they succeed against a viable target. Saves: Fort +7. the poison deals 1d6 points of permanent Constitution and Wisdom damage. Fascination (Su): Resisting a hydraggon’s fascination ability requires a successful Will save (DC 13). Any living creature coming within 30 feet of a herensugue’s lair must attempt a Will save (DC 18) to avoid the effects of the lure. Cha 12 Skills: Escape Artist +7. Smite Good (Su): Each of the herensugue’s heads may attempt a smitegood attack once per day. Two-Weapon FightingB Environment: River Styx Organization: Solitary. the hydraggons split up and hid in stretches of the river throughout the Lower Planes. since they’ve found it easier to pass unnoticed in small groups. legions of hydraggons rose up to fight them and died in a holocaust of holy fire. The remaining hydraggons fled into the depths of the river. (See page 7 for a full description of this ability. Although they are clearly of fiendish origin. Every successful bite attack deals poison damage. he walks into the monster’s lair. renders the victim unconscious for 2d12 rounds. resistance to acid 10. Move Silently +7. he may attempt another save against the DC. and fire 10. Special Attacks: Fascination. touch 9. Beacon (Su): In addition to the telepathy shared by all qlippoth. but if so their lair remains well hidden. though. dazed. daemons. Qlippoth) Hit Dice: 4d8+12 (30 hp) Initiative: +4 Speed: 10 ft. a hydraggon can emit a psychic beacon in times of danger. Swim +12. mind-affecting effects. Use Rope +0 (+2 with bindings) Feats: Blind-Fight. Spot +7. action while swimming. but at a cumulative -2 morale penalty. Con 16. it can be critical for all hydraggons in the area to coalesce quickly. Should the victim fail his saving throw. Hide +3. even if distracted or endangered. Improved Initiative.

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

relative or lover. flatfooted 14 Base Attack/Grapple: +2/-3 Attack: Thorn +7 ranged (1d2 plus 1d2 Dexterity) Full Attack: 4 thorns +7 ranged (1d2 plus 1d2 Dexterity) or bite +1 melee (1d4-1) Space/Reach: 2 ½ ft. are quite capable of tearing apart creatures many times their size. the kiss deals 3d6 points of damage. *When using its alternate form ability. inmai gain the object’s hardness. wood meld. Inmai may fire up to four of these thorns per round as ranged attacks. friend. X-ray vision (Su): Inmai may see through solid matter as if they were under the influence of a ring of x-ray vision. Inmai suffer no loss of Constitution when using this supernatural ability. Volume 1: Armies of the Abyss Inmai Small Outsider (Chaotic. despite their station. Inmai speak Abyssal. Extraplanar. they bind the inmai into an object for all eternity. detect good. Point Blank Shot Environment: The Abyss or any Land Organization: Solitary or pack (10-60) Challenge Rating: 4 Treasure: None Alignment: Always chaotic evil Advancement: 3-6 HD (Small) Level Adjustment: — Inmai often serve as guardian spirits for many witches and thaumaturgists in need of additional security for their homes and laboratories. This ability is the equivalent of a 3rd-level spell. Caster level 12th. an incubus gets a +10 circumstance bonus on Disguise checks. Combat Bound inmai settle in their places of binding and vigilantly watch and listen for what they perceive as trespassers. Summon (Sp): Once per day. an inmai may attempt to summon 1d6 inmai or 1 quasit with a 25% chance for success. If a clever ruse will not allow the incubus to plant the fatal kiss. In the Abyss. Unlike the ring. Once bound into the object that serves as their home and prison. which. crushing despair (DC 19). Spell-Like Abilities: At will—charm person (DC 16). Inmai warp and twist the wording as best they can. much like rats in the Material Plane. See page 19. they partly emerge from their vessel and launch their thorns using the vantage as cover. they are vicious little monsters. Hide +12. unless the remover succeeds a Heal check against a DC 15. Skills: Inmai receive a +8 racial bonus to Climb checks. Move Silently +8. 1/day—bestow curse (DC 19). An incubus can use the kiss of death 3 times per day. ecstasy* (DC 18). The save DCs are Charisma-based. inmai prowl the streets of demonic cities. they may breathe normally.Kiss of Death (Su): Despite all the charms and seductive powers of an incubus. Thorns (Ex): When angered or otherwise aroused. Int 7. +3 natural). When attacking a target from within a wooden object. phantasmal lover*. ethereal jaunt. inflict Dexterity damage in addition to the standard piercing damage. detect thoughts (DC 17). To these. Evil) Hit Dice: 2d8 (9 hp) Initiative: +3 Speed: 30 ft. This ability is similar to the polymorph spell but allows only humanoid forms. some mortals are too strong-willed to fall into evil. Cha 11 Skills: Climb +12. Listen +6. Wood meld (Su): Inmai may move unrestricted through the element of wood. Extracting these thorns is painful and inflicts 1d2 points of damage for every thorn removed. However. it must start a grapple. Once bound. Breaking or otherwise damaging the This small and nasty little boy has deep green skin. Demon. and others that get in its way. When something approaches. The most common task asked of the inmai is attacking any intruders. good hope. (6 squares). The caster of the spell of binding can also dispel them./0 ft Special Attacks: Summon. in the proper numbers. Con 10. Will +0 Abilities: Str 8. Wandering the poisonous terrain in search of food. and anything it perceives as threatening causes small thorns to pop up out of its skin. The thorns. +3 Dex. vestigial wooden vessel holding this demon has horns and a grimace full of sharp needle-like teeth. there is no danger of ever running out of these willing servants. Other demons see them as nuisances and vermin. greater teleport (self plus 50 pounds of objects only). climb 40 ft. thorns Special Qualities: Demon traits. Summon Demons (Sp): Once per day an incubus can attempt to summon one balor with a 10% chance of success. Baleful no effect on the demon. usually beyond necessity. they fully emerge to dine. enemy. When their victim succumbs to the thorns. Armor Class: 17 (+1 size. All attempts to heal the Dexterity damage fail unless the character first removes the thorns. While inside of a wooden object. 53 . *New spell. Tongues (Su): An incubus has a permanent tongues ability (caster level 12th). such that if commanded to guard a room. x-ray vision Saves: Fort +3. Ref +6. Alternate Form (Su): An incubus can assume any humanoid form of Small to Large size as a standard action. Jump +4. This ability is the equivalent of a 2nd-level spell. Those kissed die instantly unless they make a successful Fortitude save (DC 19). suggestion (DC 18). Skills: An incubus has a +8 racial bonus on Bluff and Disguise checks. the only way to remove them is to destroy them or the object that holds them. Spot +6 Feats: AlertnessB. yellow eyes watch every movement. even then. As there are so many inmai demons in the Abyss. the incubus gives the kiss of death. thieves or perceived threats to its master’s belongings. The save DC is Charisma-based. they essentially infest all parts of this nightmare plane. inmai sprout thorns all over their bodies. Wis 5. Dex 16. touch 14. inmai serve their masters with exuberant glee. In exchange for their memories. they attack anyone who approaches. on a successful hit.

The object does not undergo a structural change. Improved Sunder. Weapon Focus (slam) Environment: The Abyss Organization: Solitary plus 6-10 vrocks. as they have for countless millennia. bite +63 (4d6+28. you can give it simple commands. Irecundia speak no language and lack the telepathy ability of other demons. Power Attack. What sages and demonologists do know is that the irecundia sleep. Evil) Hit Dice: 48d8+672 (888 hp) Initiative: -1 Speed: 80 ft. Spot +51 Feats: Awesome Blow. regardless of whether the victim is friend or foe. Only through their combined power are they able to guide the irecundia to the battlefield. though you can dismiss it at will. Improved Bull Rush. the inmai devours 500 xp from the caster.Volume 1: Armies of the Abyss Conjuration [Calling] New Spell: Bind Inmai Level: Cleric 5. Pair. spell resistance 34 Saves: Fort +40. a group of 6 balors descends to the darkest pit known in the Abyss and awakens just one of the sleepers. swallow whole. or what drives these foul creatures. Each time you bind an inmai. M. where its mere presence devastates both the demons and their enemies alike. or the contents of its container. It follows the letter of your commands. a chest oozes black ichor. immunities. Thankfully. Demon. Snatch (bite). -1 Dex. when the need is most dire. plus 500 gp worth of incense. Combat On the battlefield. such as increased hardness or hit points. the irecundia shall awake and devour the universe. they represent the worst threat posed by this chaotic plane. You may only bind one inmai at a time. fast healing 20. Listen +51. Jump +70. Irecundia Colossal Outsider (Chaotic. as a free action. demon traits. Dex 8. Blind-Fight. such as guard a particular path. Wis 11. Ref +25. XP Cost: In exchange for an eternity of service. Once you bind the demon. a post warps and cracks. Extraplanar. +36 natural). but it does assume a sinister appearance: a tome’s cover smokes. XP Casting Time: 1 hour Range: Touch Target: One object no greater than 5 cubic feet Duration: Permanent (D) Saving Throw: None Spell Resistance: None You call and permanently bind an inmai into a structure or an object. The inmai demon remains bound to the object until you dismiss it. awaiting the end of the world. such as a book. It may never move farther than 30-feet from its place of binding. Cleave. crit 19-20 +1d6). how and what they eat. Troop (3-6) Challenge Rating: 28 Treasure: None Alignment: Always chaotic evil Advancement: 49+ HD (Colossal) Level Adjustment: — Irecundia are large enough to be layers of the Abyss unto themselves. S. Inside of its mouth are always 54 Occasionally. flatfooted 37 Base Attack/Grapple: +48/+83 Attack: Slam +68 melee (2d8+19) Full Attack: 2 slams +68 melee (2d8+19). but not necessarily the intent. Witch 5 Components: V. . trample (2d8+28) Special Qualities: Damage reduction 15/epic. Special Attacks: Breath weapon. Weapon Focus (bite). irecundia just grab and eat whatever they can. Sor/Wiz 5. Improved Critical (bite). Cha 10 Skills: Climb +70. gaining the results. tattoos. for when the last days come to mortals./100 ft. Overwhelming Critical. they remain asleep. Int 5. twisting your words as much as possible to afford it the greatest leeway. roar. Great Cleave. Will +26 Abilities: Str 48. Special: Binding an inmai forces the caster to make one roll on the lesser corruptions table (see page 14). you must pay the XP cost of the spell. (16 squares) Armor Class: 37 (-8 size. doorpost or chest. Material Component: The vessel or object that the demon shall inhabit. No one knows how many exist. 2 gores +62 (4d6+19) Space/Reach: 100 ft. touch 1. it follows what it perceives as the orders to the best of its ability. Con 38. As creatures of mind-boggling size. Thereafter.

Perform (wind instruments) +9. Ref +6. feasting on the rotting celestial flesh caught therein.. (6 squares) Armor Class: 18 (+3 Dex. Three successful grapple Tattoos (Sp): Blasphemous tattoos cover the whole of the irecundia’s body. the demon prince Socothbenoth knows that the resilient spirits and moral fortitude of some mortals help them resist the temptation that leads to an afterlife of servitude in the Abyss. Wis 12. but otherwise have all the standard demon traits. All legitimate targets in the area must attempt Will saves (DC 34) or become panicked. Evil. beautiful demons who captivate mortals with erotic dances before swallowing their souls. Special Attacks: Beguiling dance. and fire 10. electricity. From its maw./5 ft. An irecundia’s maw can hold 2 Gargantuan creatures. cold 10. Disguise +3 (+5 acting). but at a -4 penalty. which flash with life every time the giant demon moves. Int 12. Jahi have exotic physical characteristics that make a specific 55 . Extraplanar) Hit Dice: 3d8+6 (19 hp) Initiative: +7 Speed: 30 ft. fire and poison. demon traits. resistance to acid 10. Con 15. allowing them to blend easily into mortal settlements. Breath weapon (Su): These walking mountains unleash a cloud of venomous poison functioning as a storm of vengeance lasting for 10 rounds. 8 Large creatures. the opponent takes 4d6+19 points of acid damage and 2d6 points of fire damage from the demon’s digestive process. The save DC is Charisma-based. Once inside the irecundia. This ability functions as the spell cast by a 20th-level caster. checks allow the swallowed creature to climb out of the stomach. caught in the demon’s teeth. Irecundia attacks are considered chaotic. by making a successful grapple check. Iron Will Environment: The Abyss Organization: Solitary or pair Challenge Rating: 5 Treasure: Standard Alignment: Always chaotic evil Advancement: 4–9 HD (Medium) Level Adjustment: +6 Despite the best efforts of the courtesans and whores who follow him. Emerging from the mists of the battlefield is a 300-foot tall demon bleeding violet ichor from innumerable rents in its ebon flesh. Jahi Medium Outsider (Chaotic. they may attempt a Reflex save (DC 53) and take half the indicated damage. Trample (Ex): Irecundia deal the indicated damage on trample attacks. The irecundia use their breath weapon once every 1d12 rounds. Occasionally. Cha 16 Skills: Bluff +9. spell-like abilities. Intimidate +5. These are in addition to the vrock who lurk there as well. he created the jahi. Sense Motive +7 Feats: Improved Initiative. flat-footed 15 Base Attack/Grapple: +3/+4 Attack: Claw +4 melee (1d4+1) Full Attack: 2 claws +4 melee (1d4+1) Space/Reach: 5 ft. Over all of its body are blasphemous runes. swallow soul Special Qualities: Damage reduction 5/cold iron or good. immunity to electricity and poison. a hole so dark and so rancid that the smell of it is contagion. it may swallow the victim whole. 32 Medium creatures or 128 Small or smaller opponents. Targets of this attack may attempt attacks of opportunity. Immunities: Irecundia are immune to disease. Swallow Whole (Ex): If the irecundia achieves a pin against a size Gargantuan creature or smaller with its snatch attack. and return to the irecundia’s maw. as per blasphemy cast by a 20th-level caster. In response to such frustrations. touch 13. they take to wing. spell resistance 16. Gather Information +9. as its stomach muscles immediately close any wounds made. Will +6 Abilities: Str 12. Perform (string instruments) +9. Diplomacy +13.vrocks that pick at the livers of the entrapped celestials. to rain their own brand of destruction below. Jahi resemble human women. where another successful grapple check is required to break free. Volume 1: Armies of the Abyss Roar (Ex): Once every 1d4 rounds. inverted holy symbols of the good gods. Concentration +8. Demon. epic and evil for purposes of overcoming damage reduction. telepathy 100 ft. Perform (act) +9. +5 natural). Every round as a free action. the irecundia may release a deafening roar. Saves: Fort +5. darkvision 60 ft. Its great shaggy head sports 666 eyes and 666 horns. Swallowed victims cannot cut their way out of the irecundia’s stomach. If they opt not to take the attack of opportunity. essentially anytime they move through occupied squares. See the PHB for details on this spell. emerge flights of vrocks swarming around its rows of teeth. The irecundia’s roar also deafens targets within 30 feet who fail their save. Perform (dance) +9. Dex 16. one of the tattoos flares. affecting all non-evil living creatures within 240 feet.

trip Special Qualities: Damage reduction 10/magic. . obscure object (DC 15). a jahi can open its mouth and inhale a great gust of air. These hideous creatures commonly snare a lone traveler and carry him high into the air. her abdomen. dropping more than they eat to splatter on the ground far below. Though they could doubtless destroy dance must make a successful Will save (DC 14) or be dazed for 1d6 rounds. where it is imprisoned in a special organ in something to her features that suggests a mixed parentage. Int 7. mirror image. unseen servant. most jahi spend their whole lives on the Material Plane and visit the Abyss only to deliver a captured prize to their sovereign. Pair. Intimidate +13. jahi can contain but a single soul at any one time. message. Dex 18. Those demon princes who employ jahi as kidnappers generally have some using their inherent magical essence to bewitch all who look upon them. scent Saves: Fort +9. Hide +15. fast healing 1.Volume 1: Armies of the Abyss human heritage difficult to determine. Those who make a successful Fortitude save (DC 14) are immune to the jahi’s swallow soul ability for 24 hours. +5 natural). Cha 15 Skills: Escape Artist +15. are that successfully save are immune to that jahi’s beguiling dance for one day. true resurrection. These creatures are remorseless destroyers. If the target fails. translucent manifestation of Jahi eschew combat unless confronted the creature. The save DCs are Charisma-based. jahi specialize in beguiling rhythmic motions soul). If faced with a single opponent. blur. The soul appears as a although it is hard to place. flatfooted 15 Base Attack/Grapple: +8/+10 Attack: Claw +10 melee (1d6+2 and 1 Dex) Full Attack: 3 Claws +10 (1d6+2 and 1 Dex). knock. subjecting a single mortal target within 30 feet to a horrifying magical attack. Bite +5 melee (1d6+1) Space/Reach: 5 ft. Creatures annihilated souls of the chaotic evil dead. shatter (DC 15). Evil) Hit Dice: 8d8+8 (44 hp) Initiative: +4 Speed: 20 ft. jahi have come to serve dozens of demon princes as spies and kidnappers. The attempting to kidnap a victim’s soul at creature suffers mental anguish and must succeed at another DC 14 Fortitude the behest of a demon prince. Spot +14 Feats: AlertnessB. mortal and undead alike. its soul is torn forcibly from its Jahi speak Abyssal and Common. As the A jahi’s natural weapons. are treated as soul struggles fruitlessly to escape. Demon. Multiattack Environment: The Abyss Organization: Solitary. Larger return from the dead via any means short of a miracle. misdirection (DC 15)./5 ft. Consequently. the captured souls. Spell-Like Abilities: At will—alter self. Special Attacks: Blood drain. A groups of enemies invariably are treated to its beguiling dance. A jahi’s seductive glances and persuasive bluffs generally get it out of trouble with more persistent inquisitors. they gain no sustenance from doing so as they do from the A dazed creature can take no actions (but defends itself normally). Fly-by attack. 56 Most Jilaiya dwell on the Abyssal layer controlled by Pazuzu. charm person (DC 14). immune to a jahi’s swallow soul attack. Most folk assume them to be from some unknown foreign land and leave it at that. it reaches for freedom so that impressions chaotic-aligned and evil-aligned for the purpose of overcoming damage of its hands and face sometimes appear upon the jahi’s belly. This woman has a knowing and exotic look. None too picky about the source of this blood. Caster level 3rd. (perfect) Armor Class: 19 (+4 Dex. There is body and into the jahi’s mouth. disgorge the soul from its body as a standard action. a jahi attempts save to avoid becoming stunned for 2d4 rounds. Unsuited to the hostile climes of most Abyssal layers. Further. eagle’s splendor (self only). mage armor. as well as any weapons it wields. wispy. detect thoughts (DC 15). Despite their creation by the Patron of the Tents and Tabernacles of the Daughters. improved grab. if they ever appear on the Material Plane. Ref +10. or wish. usually in exchange for a sizable reward. Con 12. Wis 13. Murder (2-20) Challenge Rating: 6 Treasure: None Alignment: Always chaotic evil Advancement: 9-18 HD (medium). touch 14. shredding their victims in a flurry of flesh and gore. Jilaiya are relentless predators. (4 squares). scouring various layers for blood. Soulless creatures cannot to befriend it with charm person and do away with it when convenient. Doing so returns the soul Beguiling Dance (Su): Though masters of several forms of traditional to its rightful place in 2d4 rounds (no matter the distance between body and (and not-so-traditional) dance. where they fight over the choicest bits. once it has done so it becomes significantly more difficult for it to operate in normal society. The save DC is Charisma-based. Will +7 Abilities: Str 14. A jahi can reduction. fly 60 ft. Listen +14. Swallow Soul (Su): As a standard action. they attack demon. 19-24 (large) Level Adjustment: — Jilaiya represent the raw malevolence and depthless evil of the Abyss. Combat Jilaiya Medium Outsider (Chaotic. Improved Natural Attack (claw). The save DC is Charisma-based. Anyone viewing the bargain with the mortals for services. Move Silently +15. Creatures that lack souls. having little practical value to a thaumaturgist. and screams a terrible in their espionage activity or while keen in the seconds of transition. naturally. Extraplanar. cat’s grace (self only). it is most likely a result of an accident rather than intention. wheeling through the acrid smoke filled skies. demon traits. The means of trapping captured souls in small cages or gems so that they might ability operates as a gaze attack with a range of 30 feet.

Flyby Attack. Embracing the inevitable ruination of their flawless home. (6 squares). Dex 14. poison. Sharp hooks mark the end of its six That destruction of the Bottomless legs. creature’s panic before dragging her into the air to disembowel her and drain Trip (Ex): In an effort to exhaust their prey. Wis 8. Weapon Focus (claw) Environment: The Abyss Organization: Solitary or swarm (2–7) Challenge Rating: 10 Treasure: None Alignment: Always chaotic evil Advancement: 13–18 HD (Huge). but with a human-like face and a mighty segmented tail the Last Days by mortal meddlers. Will +7 Abilities: Str 18. Spot +14. A locust demon’s natural weapons. The demons seem to like the fact that their wing drone strikes terror into the hearts of their enemies. swooping in to graze the her back. Jilaiya hitting with a damage reduction. ability. silent language does not have a written form. The creatures most often soften their enemies with their confounding wing drone. and may attempt a pin on the following round. creatures are so nasty. This bizarre. Locust demons understand (but do not speak) Abyssal. They communicate with each other via a complicated series of small movements in the chitin covering their faces (meaning they must be within 20 feet and facing each other to communicate). and from her head flies filthy matted black hair. Tumble +17 Feats: Dodge. which they 57 . bare- points of Constitution drain each round.Combat Jilaiya employ pack tactics when breasted bat-woman. this creature looks like a gigantic destruction. the Jilaiya land and If it secures a hold. touch 11. upon making a successful grapple check. flat-footed 24 Large Outsider (Chaotic./5 ft. Jilaiya attacks are considered magical for purposes of overcoming foe down to allow their sisters the opportunity to feed. it leaks a cancerous brown ichor. locust demons spend their lives plotting their personal role in the great armageddon. They also believe that their home layer will be sundered in locust. Evil. If it wishes. and its translucent wings pulse with ichor-filled veins. If battling land-bound opponents. Multiattack. immunity to electricity and poison. Listen +14. Each jilaiya Improved grab (Ex): To use this in the murder takes turns sweeping Her shrieking mouth reveals jagged black and yellow teeth. It can then attempt to start and flaccid breasts. darkvision 60 ft. Extraplanar) Base Attack/Grapple: +12/+20 Attack: Claw +16 melee (1d6+4) Full Attack: 6 claws +16 melee (1d6+4) and sting +13 melee (1d4+2 plus poison) Space/Reach: 10 ft. claw attack can attempt to trip the opponent (+2 check modifier) as a free Blood drain (Ex): Jilaiya suck blood from a living victim with its fangs action without making a touch attack or provoking an attack of opportunity. Concentration +21. are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Special Attacks: Drone. untold millions of locust demons will ascend from the Abyss. target with their claws. without victim finally succumbs. it deals 1d4 If the attempt fails.. a locust demon can vibrate its thin wings in a Locust demons believe that their existence in the Abyssal layer known as the Bottomless Pit is a paradise. scent Saves: Fort +14. a perfect reward for an unremembered former life lived in celebration of murder and As tall as a powerful warhorse. demon traits. they venture to the Material Plane at the behest of evil spellcasters or to run an errand for their debased master Abaddon. the opponent may not react to trip the jilaiya. Survival +14 (+16 following tracks). Screeching from above is some sort of three-armed. Its wings allow the locust demon good aerial mobility despite the loud buzzing they emit in flight. spell-like abilities Special Qualities: Damage reduction 10/good. it deals watch. locust demons prefer to remain in the air. attacking with spell-like abilities or swooping in for flyby attacks. as well as any weapons it wields. and fire 10. the jilaiya must hit a Medium down on their prey. and they instinctively shy away from attacking when outnumbered. will destroy in retribution for their own loss. Demon. Volume 1: Armies of the Abyss Locust Demon Hit Dice: 12d8+72 (126 hp) Initiative: +2 Speed: 30 ft. Jilaiya gain 5 temporary hit points for every successful drain attack. into a heap. Until then. resistance to acid 10. blotting out countless suns to signal the last death throes of the multiverse. 19–36 HD (Gargantuan) Level Adjustment: — In the Final Days. collapsing provoking an attack of opportunity. Con 22. but from its naked prolong the victim’s agony. If it secures a pin. setting upon injured or confused prey in preference to engaging a healthy opponent. Combat Locust demons prefer attacking as a group. Mobility. Cha 6 Skills: Balance +19. cold 10. Lord of the Bottomless Pit. individually. tipped with a barbed stinger. Pit will expel the layer’s inhabitants into the Material Plane. (good) AC: 26 (–1 size. +2 Dex. Search +14. +15 natural). to or smaller creature with its claw The creature’s skin is the color of ivory. that when their a grapple as a free action. Int 8. These attack. fly 60 ft. Jump +6. Great leathery wings branch out from hunting. they sometimes try to knock a her fluids. enjoying the spectacle of the automatic bite damage. Drone (Su): Few who hear it ever forget the terrible drone of a locust demon in flight. Ref +10.

mind-affecting effect. Hide +13. who later stripped Malohin of his memory and banished him to the Material Plane. Saves: Fort +14. immunity to electricity and poison. If the save is successful. 58 Frightful Presence (Ex): Malohin can unsettle foes with the sheer presence of his natural form. flat-footed 30 Base Attack/Grapple: +14/+27 Attack: Claw +17 melee (2d6+5) Full Attack: 4 claws +17 melee (2d6+5) and bite +15 melee (2d8+2) or stamp +17 melee (4d6+7) Space/Reach: 15 ft. Spot +30. below). A and a quivering. up to Large size with his claw attack. spells Special Qualities: Damage reduction 15/cold iron and good. He occasionally possesses an unlucky victim and wanders into a border town. enervation. a successful Will save (DC 21) remains Malohin prefers to attack from the immune to Malohin’s frightful presence shadows. Slime drips from its potentially affected creature that makes snout. These expeditions are all the more disturbing due to Malohin’s preference for using the bodies of young children. The ability takes effect automatically whenever he attacks. Fortitude DC 22. The save DC is Charisma-based. climb 40 ft. demon traits. He lost his Abyssal realm and status as retribution for his part in an uprising against the demon prince Kostchtchie. Celestial. Search +22. (8 squares). When he fails to uncover anything of substance. possession. When he possesses a mortal body. Dex 18. In his 4 or fewer HD become panicked for 5d6 rounds and those with 5 or more HD natural form he picks up and strangles opponents with his four arms or become shaken for 5d6 rounds. Extraplanar) Malohin the Strangler Hit Dice: 14d8+70 (133 hp) Initiative: +4 Speed: 40 ft. Evil. where he feverishly searches libraries and interrogates wise ones in a search for his identity. Survival +5 (+7 following tracks) Feats: Cleave. Poison (Ex): Injury. telepathy 100 ft. The save DCs are Charisma-based. Ref +13. pink mole-like head. Armor Class: 34 (–2 size. he relies on his spell-like abilities and often uses a melee weapon. the deposed lord has wandered lonely mountain trails and dark canyons far outside civilization. Combat . Intimidate +23. Move Silently +21. The save DC is Constitution-based. if they have fewer than 14 HD. +22 natural). Spell-Like Abilities: Locust demons can use the following spell like abilities: At will—contagion (DC 12). spell resistance 30. all creatures (other than demons) within a 300-foot spread must succeed at a Will save (DC 14) or become confused (see DMG) for 2d6 rounds. On a failure. Climb +30. The save DC is Charisma-based. He understands (but has forgotten how to speak) Abyssal. Malohin’s worshipers are few and secretive. feeding upon anyone he meets. stamps with his clawed feet. This is a sonic. initial and secondary damage 2d6 Con. Malohin’s natural weapons. Power Attack Environment: Temperate mountains Organization: Unique Challenge Rating: 19 Treasure: None Alignment: Chaotic evil Advancement: By character class Level Adjustment: — As demon prince of murder. Malohin must hit an opponent of if available. Sense Motive +22. Con 21. as well as any weapons he wields. preferring a greataxe Improved Grab (Ex): To use this ability. Malohin was honored by professional assassins and common thugs alike. Concentration +22. Creatures within 60 feet are subject to the effect stork. spell-like abilities. improved grab. and Draconic. and fire 10. Disguise +4 (+6 acting). Since his exile. the torso of an emaciated ape with four long arms. gust of wind (DC 10). Wis 21. Demon. Diplomacy +25. A tiny cabal of assassins maintains loyalty to their fallen lord and work to bring about his return to power. Combat Reflexes. Knowledge (arcana) +22. or emerges from a possessed This creature stands 20 feet tall and has the legs of a body (see Possession.. Multiattack. Spellcraft +24. darkvision 60 ft. mouth. Cha 18 Skills: Bluff +21.Volume 1: Armies of the Abyss mesmerizing rhythm to cause confusion in those who hear the awful buzzing. resistance to acid 10. nondetection. When a locust demon uses its drone attack. summon swarm. constrict 3d6+5. and bleary eyes. that creature cannot be affected again by that locust demon’s drone for one day./15 ft. Great Cleave. charges. Caster level 12th. are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Special Attacks: Frightful presence. but loves a toe-to-toe for one day. +4 Dex. Huge Outsider (Chaotic. Listen +30. keen scent. cold 10. creatures with battle as much as any demon. Will +14 Abilities: Str 20. Malohin speaks Common. he tears the town apart in a violent rage. Int 21. touch 12.

If the host body is slain. Listen. A creature that successfully saves is immune to Malohin’s possession for one day. fox’s cunning. Such folk summon mandragoras to the Material Plane. pass without trace. mass inflict light wounds (DC 19). call lightning (DC 17). Nondetection (Su): Malohin is constantly under the effects of a nondetection spell. Search +7. Possessing a morose demeanor that differentiates them from the capricious. asking to hop upon its shoulder for a quick ride to a nearby destination. Extraplanar) Hit Dice: 3d8 (13 hp) Initiative: +7 Speed: 20 ft. chill touch (DC 15). Con 10. Will +3 Abilities: Str 6. chaos hammer (DC 18). Ref +6. A manikin. poison. Move Silently +17. resistance to acid 10 and fire 10. even if rushed or threatened. contents (including the mandragoras) particularly devious mandragoras into the Astral Plane. spider climb. Spellcraft +9. whom they consider no better than vermin. deathwatch. spell-like abilities Special Qualities: Dollform. mandragoras nonetheless have an intense curiosity about their environment. The save DCs are Charisma-based. He can always choose to take 10 on Climb checks. Dex 16. with an additional 1d6 points of bludgeoning damage. inflict critical wounds (DC 18). Knowledge (arcana) +7. Gather Information +6. The target can resist the attack with a successful Will save (DC 21). (4 squares) Armor Class: 20 (+4 size. Evil. 1/day— implosion (DC 23). deeper darkness. Use Rope +3 (+5 with bindings) Feats: Improved Initiative. Listen +6. Keen Scent (Ex): Malohin can notice creatures by scent in a 90-foot radius and can smell spilled blood at a range of up to a mile. true strike. spell resistance 13 Saves: Fort +3. whether they openly court it or not. way out. Its slight body is covered in mustard-colored scales. Many loudly proclaim that the diminutive creatures are some 59 . the mandragoras swiftly jabs its tails into its host’s neck. Possession (Su): Once per day. 3rd—deep slumber. whose delicate fingers display an almost fey grace. slay living (DC 19). many mortals have underestimated a always cut through the sack on their mandragoras—to their detriment./0 ft. death knell (DC 16). danger-seeking quasits. Those attempting a divination against him must make a caster level check against DC 35. entangle (DC 15). animating in a pack to rummage around and perhaps steal their kidnapper’s possessions. and Spot checks. pitched voice as the mortal pitches to the ground. binding or enticing them into servitude as laboratory helpers. ghost sound. Survival +0 (+2 following tracks). Wis 10. mirror image. except that it does not require a receptacle. damage reduction 5/cold iron or good. and sometimes pretends to befriend a mortal. Caster level 20th. Malohin’s form vanishes into the opponent’s body. web (DC 16). modify memory. cackling in a high- three horns emerge from the top of its head. touch 17. Spells: Malohin casts spells as a 10th-level assassin. and spies. traveling companions. Hide +29. immunity to poison. Their naturally inquisitive nature has a tendency to lead them into trouble. Most demons hate mandragoras. detect magic. Cha 10 Skills: Escape Artist +9. Some mandragoras enjoy assuming dollform when positioned in a treasure hoard. save DC 15 + spell level): 1st—disguise self. the central horn being a crooked protrusion of the skull itself. unholy aura (DC 22). 2nd—cat’s grace. false life. +3 Dex. greater dispel magic. flat-footed 17 Base Attack/Grapple: +3/–11 Attack: Tail +10 melee (1d2–2 plus poison) Full Attack: 2 tails +10 melee (1d2–2 plus poison) Space/Reach: 1 ft. This ability is similar to magic jar (caster level 20th). this creature looks like a long-limbed and that their tear will spill the bag’s compunctions about using it. +3 natural). 3/day—harm (DC 20). Spell-Like Abilities: At will—animate rope. Assassin Spells Known (5/4/4/4. Skills: Malohin has a +8 racial bonus on Climb. If the attack succeeds. desecrate. hoping against hope that A mandragoras’s tail bears a they’ve been placed in a bag of holding potent poison. raise dead. invisibility (self only). magic circle against good (self only). The save DC is Charisma-based. Malohin can leave the body at any time as a full-round action that provokes an attack of opportunity. unholy blight (DC 18). 4th—freedom of movement. slow (DC 17). Malohin can merge his body with another creature. poison. They Perhaps due to its elfin appearance. glibness. misdirection. and few have any Barely a foot tall. poisoned. It has two whip-like tails that end in barbs. Spot +6. greater teleport (self plus 50 pounds of objects only). deeper darkness. Weapon Finesse Environment: The Abyss Organization: Solitary Challenge Rating: 2 Treasure: None Alignment: Always chaotic evil Advancement: 4–9 HD (Diminutive) Level Adjustment: — (Improved Familiar) The weak race of fiends known as mandragoras surely would have died out eons ago if not for the fact that they make wonderful familiars for thaumaturges and evil spellcasters alike. feather fall.Constrict (Ex): If Malohin gets a hold he deals automatic claw damage. Special Attacks: Detect thoughts. he emerges on his next turn. Once in transit. Int 12. Volume 1: Armies of the Abyss Mandragoras Diminutive Outsider (Chaotic.

touch 9. Fortitude DC 11. The six flutes of skin that extend from Merihim’s back serve as direct conduits to his tumorous internal organs. Mandragoras speak Abyssal and Common. Int 14. Poison (Ex): Injury. Listen +21. Sense Motive +21. Combat Notoriously cowardly in battle. detect poison. A mandragoras’s natural weapons./20 ft. Improved Sunder. Intimidate +19. a mandragoras may assume a stationary position. Effectively indestructible (hardness 50). placing great value in the creatures’ ability to pry into the minds of their enemies. prefer mandragoras to quasits as familiars. Spell-Like Abilities: At will—detect magic. 60 . hold a wealth of magical liquids sought after by alchemists throughout the multiverse. Power Attack. His right arm is a different story. it is a testament to the power of disease to harm even mighty outsiders. Ref +11. Unlike the Elemental Plane of Fire or an Abyssal layer composed entirely of rapidly spinning shrapnel. Dex 12. general. unleash taint Special Qualities: Damage reduction 15/cold iron and good. Marbas occasionally sends him as an envoy to the Material Plane. it’s possible to survive in the Canyon— it’s just not possible for most mortals to survive there for long. A mandragoras enjoys the same respect granted to a rat in a human city. The layer does have its attractions. flat-footed 28 Base Attack/Grapple: +17/+32 Attack: Claw +23 melee (2d6+10) or palsied hand +13 melee touch (1d3–2 plus unleash taint) Full Attack: Claw +23 melee (2d6+10) or palsied hand +13 melee touch (1d3–2 plus unleash taint) Space/Reach: 15 ft. Spot +21. Home to Marbas. Though Merihim spends most of his time at the mouth of the Dripping Darkness. but eons of exposure to the Canyon and the personal attentions of the Master of Fetid Change transformed him into his current incarnation. crushing opponents in his giant. darkvision 60 ft. confidant. Jump +27. Those who would plunder that dank repository of filth. spell-like abilities. bringing slow death to all who inhale it. resistance to acid 10. and legions of demonic creatures best identified as overgrown bacteria. mutated left arm appears cumbersome. The save DC is Constitution-based. are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. however. Extraplanar) Hit Dice: 17d8+102 (178 hp) Initiative: +1 Speed: 40 ft. it’ll survive because it is beneath the notice of those who could easily destroy it. Weapon Focus (claw) Environment: The Abyss Organization: Unique Challenge Rating: 20 Treasure: Double standard Alignment: Chaotic evil Advancement: By character class Level Adjustment: — Many planar travelers consider the Abyssal layer known as the Soaking Canyon of Malignancy to be one of the least hospitable locations in the multiverse.. palsied hand. the layer features steep walls of afflicted flesh seeping streams of pus. telepathy 100 ft. Dollform (Su): As a full-round action. constrict 2d6+10. but it is aware of its surroundings and may take purely mental actions. the demon prince of disease and mutation. as well as any weapons it wields. Survival +1 (+3 following tracks) Feats: Blind-Fight. Pestilence floats on the air here. fertile growth beds for numerous diseases. Con 22. Skills: A mandragoras has a +8 racial bonus on Hide and Move Silently checks. secondary damage 2d4 Con. and Elven. His oversized. Spellcraft +22. and science project. but Merihim manipulates it with grace and ease. knowing that Merihim represents his best chance at spreading disease and mutation among mortals. a mandragoras typically relies upon its size to sneak into a location unnoticed. Caster level 12th. cold 10. Abyssal legend posits that he was once a handsome mortal elf. taking on the properties of super-condensed stone. Concentration +26. Saves: Fort +16. must first deal with Merihim. Cleave. If used as a spy. retreating into dollform if it feels it is in genuine danger. Atrophied and nearly unusable due to an extreme palsy. immunity to electricity and poison. hiding and assuming dollform as a proactive defense. initial damage 1d4 Con. Marbas’s personal caverns. the mandragoras cannot move while in dollform. ghost sound (DC 10).Volume 1: Armies of the Abyss sort of natural byproduct exuded by the Abyss itself. disease stems. demon traits. rivers of cancerous bile. open/ close. It can revert back to its organic form as a full-round action. Caster level 6th. If it’s lucky. Detect Thoughts (Sp): Those thaumaturges who favor espionage generally Merihim (Demon Lord) Huge Outsider (Chaotic. rend 3d6+10. smotherfume. terrible hand. 1/day—shocking grasp. and fire 10. Common. spell resistance 30. Evil. Search +22. +20 natural). Diplomacy +1. A mandragoras can cast detect thoughts (DC 12) at will. regeneration 10. Merihim has served Marbas for millennia as guardian. Special Attacks: Improved grab. Great Cleave. Wis 12. (8 squares) Armor Class: 29 (–2 size. a mandragoras strikes out with its poisonous tails when threatened. Heal +21. The save DC is Charisma-based. Cha 8 Skills: Climb +27. known as the Dripping Darkness. Merihim speaks Abyssal. The save DC is Charisma-based. however. +1 Dex. Demon. Will +11 Abilities: Str 24.

and six fleshy flutes of skin extend Each fight gives him more chances damage 1d6 Cha. Improved Grab (Ex): To use this ability. Listen +16. damage 1d4 Str. disguise self. insanity (DC 16). (Note that the save DCs below represent the difficulty of fighting off the disease once it has already been contracted. Great Cleave. • Musclecreak: Inhaled. choosing one of the following diseases.• Cackle Fever: Inhaled. 1/ day—power word kill. bringing them to his disease stems for DC 18. as he has never truly lost. Nyogoth Medium Outsider (Chaotic. Extraplanar. The save DCs are Charisma-based. The opponent must make a Fortitude save for each disease stem to avoid infection. Palsied Hand (Ex): Merihim’s right arm is shriveled and shakes with palsy. Fortitude DC foul disease). Cha 11 Skills: Concentration +19. Unleash Taint (Su): By making a successful touch attack with his palsied hand. Knowledge (the planes) +14. Fortitude DC 18. Con 18. Rend (Ex): When Merihim gets a hold he latches onto the opponent’s body and tears the flesh. incubation period 1 day. +3 following tracks) Feats: Cleave. Evil. fascination. Spell-Like Abilities: At will—contagion (DC 13). and poison. Smotherfume (Su): Merihim can forego his constrict damage to pull a held opponent over his head and directly into the ambient vapors spewing from his six disease stems. Fortitude DC with his palsied hand. Int 9. spreading pestilence with the release of his bodily gases. Dex 13. Weapon Focus (maw) Environment: The Abyss Organization: Solitary or brood (2–5) Challenge Rating: 10 Treasure: Standard Alignment: Always chaotic evil Advancement: 13–26 HD (Large) Level Adjustment: — Nyogoths epitomize the insatiable hunger of the qlippoth race. slow (DC 12). Merihim can unlock any disease festering in the touched opponent. as well as any weapons he wields. touch 11. Volume 1: Armies of the Abyss Combat Merihim’s natural weapons. incubation period 1 day. incubation period 1 day. are treated as chaoticaligned and evil-aligned for the purpose of overcoming damage reduction. damage with glee. resistance to electricity 10 and fire 10. DC 16. damage 1d6 Con. Qlippoth) Hit Dice: 12d8+48 (102 hp) Initiative: +1 Speed: 5 ft. Touched creatures must make a Fortitude save (DC 24). (good) Armor Class: 22 (+1 Dex. to spread the “boon of Marbas” (a from its back. Rubbery skin the color of phlegm combat. the attack has no effect. Power Attack. though its twisted spine damage 1d6 Wis. Each is tipped with a little mouth. Saves: Fort +12. Wis 13. (1 square). Regeneration (Ex): Merihim takes normal damage from good-aligned weapons and from spells or effects with the good descriptor. incubation period 1 day. unleashing the 14. Its attack bonus and damage are calculated as though his Strength score were 6. immunity to acid. Constrict (Ex): Merihim deals automatic claw damage to a Large or smaller opponent with a successful grapple check. Ref +9.) Creatures who successfully save are immune to the effects of that specific disease cone for one day. Fortitude results in a stooped posture. • Bone Rot: Inhaled. Merihim must hit with a claw attack. Fortitude DC 18. This creature is as large as a giant. The demon lord may use one cone per round. horror of disease upon it in a matter of instants. If the victim is not infected by an incubating disease. incubation period 1 day. Intimidate +15. Fortitude of an elf. see invisibility. The demon lord can expel a different noxious fume from each stem in a cone 30 feet long. lord thereafter touches the opponent • Stumpers: Inhaled. Hide +16. The demon damage 1d4 Dex. Disease Stems (Ex): Merihim’s monstrous back features six prehensile fleshy stems that end in toothy maws. cold. 3/day—acid fog. telepathy 100 ft./5 ft. They are. Special Attacks: Acid spray. in a 61 . mind-affecting effects. flight. Spot +16. a quick breath of foul air. He usually attempts to grab 1d4 Int. +11 natural). Its right arm • Mindfire: Inhaled. but its left is oversized and ends in a great 12. Those who fail immediately suffer the effects of any diseases they currently carry as if they had reached the end of the disease’s incubation period. a prospect that fills him is small and crooked. enervation. Search +14. Caster level 20th. Creatures caught within must make a successful Fortitude save (DC 24) or become diseased. flat-footed 21 Base Attack/Grapple: +12/+15 Attack: Maw +16 melee (1d6+3/19–20) Full Attack: 4 maws +16 melee (1d6+3/19–20) and bite +10 melee (1d8+1) Space/Reach: 5 ft. qlippoth traits. spell-like abilities Special Qualities: Damage reduction 10/good. Merihim greatly enjoys physical • Kobold Stank: Inhaled. incubation period 1 day. If he gets a hold. but its fanged grimace is decidedly savage. he rends and can constrict. Improved Critical (maw). power word stun. Survival +1 (+3 on other planes. Will +9 Abilities: Str 16. The save DC is Constitution-based. Those who successfully save are immune to Merihim’s unleash taint attack for one day. The creature’s head has features that distantly recall that enemies with his powerful left hand. The save DC is Constitution-based. covers its deformed frame. claw. fly 30 ft. This attack automatically deals 3d6+10 points of damage.

Volume 1: Armies of the Abyss

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

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

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

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

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

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

Orusula

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

62

Orusula understand, but do not speak, Abyssal.

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

Volume 1: Armies of the Abyss

Combat

Paigoel

Large Outsider (Chaotic, Evil, Extraplanar) Hit Dice: 12d8+36 (90 hp) Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 22 (–1 size, +1 Dex, +12 natural), touch 10, flat-footed 21 Base Attack/Grapple: +12/+25 Attack: Weapon +16 melee (2d6+5 or by weapon) Full Attack: 10 weapons +16 melee (2d6+5 or by weapon) Space/Reach: 10 ft./10 ft. Special Attacks: Hail of darts, potent charge Special Qualities: All-around vision, damage reduction 10/good, demon traits, immunity to fire and poison, resistance to acid 10 and electricity 10, spell resistance 24, true seeing Saves: Fort +11, Ref +9, Will +9 Abilities: Str 21, Dex 13, Con 16, Int 14, Wis 12, Cha 11 Skills: Appraise +17, Bluff +15, Diplomacy +4, Disguise +0 (+2 acting), Intimidate +17, Jump +20, Knowledge (dungeoneering) +17, Listen +16, Sleight of Hand +18, Search +21, Sense Motive +16, Spot +20, Survival +1 (+3 underground, +3 following tracks) Feats: Cleave, Great Cleave, Improved Bull Rush, Improved GrappleB, Improved Sunder, Power Attack Environment: The Abyss Organization: Solitary Challenge Rating: 13 Treasure: Double standard Alignment: Always chaotic evil Advancement: By character class Level Adjustment: — The personal layer of Anarazel, the Guardian of a Thousand Terrors, is known as the Caves of Chaos. Within endless miles of corridors and galleries, Anarazel has secreted treasures beyond mortal comprehension and set deadly traps and monstrous creatures to guard them. Among his favorite guardians are the fierce fiends known as paigoels. Paigoels are near and dear to Anarazel’s avaricious heart because they are made from the souls of his most dedicated worshipers. Those who give praise to the Guardian of a Thousand Terrors know that if they die seeking treasure in the deep dark of a dungeon, they’ll be given a new demonic shape when their souls arrive in the Caves of Chaos. What very few know, however, is that when an entire adventuring party is wiped out in some tomb of horror, the souls of the slain are fused together to create a paigoel. With eyes facing in every direction, Paigoels cannot be surprised. Anarazel uses paigoels to guard precious artifacts in the Caves of Chaos, and he sometimes sends them to haunt the deepest levels of famous dungeons in the Material Plane.

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

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Volume 1: Armies of the Abyss

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

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

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

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

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

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

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

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

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

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

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

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

Volume 1: Armies of the Abyss

Radiant Boy

Medium Outsider (Chaotic, Demon, Extraplanar, Evil) Hit Dice: 9d8+18 (58 hp) Initiative: +3 Speed: 30 ft. (6 squares) Armor Class: 13 (+3 Dex), touch 13, flatfooted 10 Base Attack/Grapple: +7/+8 Attack: Light ray +11 ranged touch (1d10 and paralysis), or bite +8 melee (1d6+1) Full Attack: Light ray +11/+6 ranged touch (1d10 and paralysis), or bite +8 melee (1d6+1) Space/Reach: 5 ft. / 5 ft. Special Attacks: Energy drain, light rays, spell-like abilities, summon Special Qualities: Damage reduction 10/cold iron, demon traits, frightful presence, immune to fire, spell resistance 18 Saves: Fort +7, Ref +8, Will +10 Abilities: Str 13, Dex 17, Con 15, Int 18, Wis 20, Cha 28 Skills: Bluff +21, Concentration +14, Diplomacy +27, Disguise +21 (+23 acting), Intimidate +23, Knowledge (arcana) +16, Knowledge (the planes) +16, Listen +17, Search +16, Sense Motive +19, Spellcraft +18, Spot +17, Survival +5 (+7 planes, tracks) Feats: Augment SummoningB, Combat Casting, Improved Initiative, Negotiator, Weapon Focus (light ray) Environment: The Abyss Organization: Solitary Challenge Rating: 7 Treasure: None Alignment: Always chaotic evil Advancement: — Level Adjustment: — Sometimes, when a mother loses a child to misfortune, accident or murder, she just cannot let the child go. Denial passes and instead of the awful grief, she obsesses over her lost beloved. As her sanity erodes, she directs her ire at the gods, cursing and imploring them to bring her child home. These poor women who blame the gods for their loss, are the primary targets for radiant boys. Grief stricken mothers are not the only targets, however; young wives or girls who lost their husbands and beaus often fall into the same pattern of despair. In either case, these demonic spirits prey on the broken hearted, fulfilling their dreams and feeding off their hopes. Spawned from the union of a succubi and incubi, demons breed radiant boys for the exclusive purpose of destroying the normally unattainable souls of mortals. When not dispatched to the Material Plane, they fill Philotanus’ (see page 64) stable as pleasure slaves. Most demons use these minor fiends for sport, abuse or as messengers. Radiant boys speak Common and Abyssal.

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

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

A

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

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fetishized garments of tight leather. Con 20. accenting the assembly with a bloodspattered apron. vises.. this humanoid-looking creature possesses no shortage of live human victims.Volume 1: Armies of the Abyss Spell-Like Abilities: The radiant boy may use the following spells at will— alter self. Ref +17. low voice that would put listeners Common. Dex 22. and fire 10. telepathy 100 ft.” Rahu the Tormentor. Diplomacy +32. flat-footed 34 Base Attack/Grapple: +19/+32 Attack: Claw +24 melee (2d6+1/19–20) Full Attack: 2 claws +24 melee (2d6+1/19–20) Space/Reach: 10 ft. charm person (DC 20). Dozens of small Rahu much prefers cutting apart a saws. A failed save results in the creature becoming shaken for 5d6 rounds. They’re much more likely to respect his chief “surgeon. skin. Special Attacks: Improved grab. Decipher Script +28. Demon. He favors highly from his forehead. Intimidate +30. of anyone else. the radiant boy can reactivate them as a free action. Two long. information from otherwise intractable foes. A collector of both surgical instruments and preserved body parts. All those exposed to his changed appearance and within 30-feet must attempt a Will save (DC 23) to resist the effects. Use Rope +28 (+30 with bindings) Feats: Combat Casting. Improved Initiative. +25 natural). an oddly handsome visage. awls. The following spells are always active—blur and detect thoughts. Improved Grapple. wasting his Occasionally. with fine features and delicate blue The Tormentor speaks in a soothing Rahu speaks Abyssal. Saves: Fort +16. elegant horns emerge Elven. Extraplanar) Hit Dice: 19d8+95 (180 hp) Initiative: +10 Speed: 50 ft. for a price. immunity to electricity and poison. Will +17 Abilities: Str 12. tools of the trade. +6 Dex. (10 squares) Armor Class: 40 (–1 size. This he does. Int 22. Iron Will. regeneration 10./10 ft. Note that either demon summoned gains the benefits of the Augment Summoning feat. though. spell-like abilities. truth through pain Special Qualities: Damage reduction 15/cold iron and good. Disguise +6 (+8 acting). Combat Reflexes. some still thick with the restrained opponent to actually risking himself on the field of battle. Knowledge (arcana) +28. When skin and fluids of past unfortunates. Draconic. Heal +26. Weapon Finesse Environment: The Abyss Organization: Unique Challenge Rating: 20 Treasure: Triple standard Alignment: Chaotic evil Advancement: By character class Level Adjustment: — Torturers everywhere pray to the demon prince Azidahaka as patron of both truth and lies. stretching more than a foot in length. fingers itching for a chance to use his screws Evil mortal sovereigns sometimes call upon Rahu to assist them in extracting and saws. and worse dangle from the apron. Summon Demon (Sp): Once per day. Dwarven. darkvision 60 ft. he must fight he attempts to strengthen himself using his spell-like abilities before charging into the fray. Concentration +27. Search +28. demon traits. touch 15. Improved Critical (claw). Evil. Frightful Presence (Ex): Whenever a radiant boy gets angry. Spellcraft +30. Escape Artist +28 (+30 in rope bonds). Gather Information +28. and the following spell once per day—blasphemy (DC 26). (Demon Lord) Rahu the Tormentor Large Outsider (Chaotic. and Infernal. and invisibility. Survival +4 (+6 following tracks). Profession (torturer) +26. Rahu has an interest in human physiology and anatomy best categorized as obsessive. spell resistance 30. Though the always-active spells can be dispelled. Combat 66 . the radiant boy can summon a succubus or an incubus with a 35% chance of success. This ability is the equivalent of a 6th-level spell. resistance to acid 10. Wis 19. sending torrents of fear through those viewing him. Sense Motive +26. all in an effort to efforts upon demons and souls. Cha 22 Skills: Bluff +28. Celestial. his features contort in an awful spectacle. He wears a tight gown of leather and a stained apron. He tires of working under the paranoid Azidahaka. He better understand the human body longs to flee to a mortal world. pain manipulation. at ease if it came from the mouth accented with dangling tools. Climb +1 (+3 with rope). of pain. cold 10. the demon lord tortures his employer as well. as it is Rahu who frequently visits the Material Plane to evangelize the use of torture as a means of political control. where and how to make it do one’s bidding he can continue his grim work with through the methodical application Impossibly gaunt. stop that wriggling.

Spot +15. Climb +12. Weapon Focus (halberd) Environment: The Abyss Organization: Solitary or pack (3–8) Challenge Rating: 4 Treasure: Standard Alignment: Always chaotic evil Advancement: 7–12 HD (Medium). Rahu receives a +4 competence bonus on grapple checks. schirim are little more than soldiers or guardians. muscular neck supports a bestial head topped with two backward-curving horns. Will +3 Abilities: Str 17. are treated as chaoticaligned and evil-aligned for the purpose of overcoming damage reduction.Rahu’s natural weapons. and fire 10. clan allegiance is paramount to all other concerns. such refusals occasionally break out into open battle between the schirim serving allied demon lords. 67 . rendering it completely blind. greater dispel magic. as well as any weapons he wields. hold person (DC 19). Survival +7 Feats: Power Attack. Extraplanar) Hit Dice: 6d8+12 (39 hp) Initiative: +2 Speed: 30 ft. Rahu can spend a round working on the held opponent’s body with the grisly torture implements that hang from his apron. cold 10. demon traits. Jump +12. expected to follow the orders of their betters at all times. The save DCs are Charismabased. Unhand Me!: The Tormentor completely ruins one of the opponent’s hands. Evil. the opponent must make a Will save (DC 25) with a circumstance modifier of –1 for every point of damage dealt by Rahu’s attack. Int 8. Dull-witted and slow to learn. greater teleport (self plus 50 pounds of objects only). spell resistance 14. flat-footed 17 Base Attack/Grapple: +6/+9 Attack: Halberd +10 melee (1d10+4/x3 plus disease) or gore +9 melee (1d6+4) Full Attack: Halberd +10/+5 melee (1d10+4/x3 plus disease) or gore +9 melee (1d6+4) Space/Reach: 5 ft. disease. Not the Face!: The opponent suffers 1 point of Charisma drain from horrific wounds that scar its face. Demon. unholy blight (DC 20). and some schirim refuse to work with members of other clans./5 ft. Rahu must hit a Medium or smaller opponent with a claw attack. Run. seldom speaking of their station at home. (6 squares) Armor Class: 19 (+2 Dex. Con 14. Kneel before Rahu: Using a serrated blade. symbol of pain (DC 21). zone of truth (DC 18). Schir Medium Outsider (Chaotic. Special Attacks: Charge 3d6+3. These markings represent clan affiliations. The drain can only be undone with a regenerate spell. Intimidate +7. If his attack is successful. Wis 6. summon demons Special Qualities: Damage reduction 5/cold iron or good. and its beady eyes burn with an amber rage. Clumsy covens fumbling with half-understood scrolls frequently bring a schir from the Abyss. detect law. Sight can be restored with a regenerate spell. immunity to disease. That’s Enough Out of You: Rahu crushes the opponent’s larynx with a set of rusty pliers. Caster level 20th. Spell-Like Abilities: At will—blasphemy (DC 23). +7 natural). A food-encrusted beard dangles from the demon’s chin. death knell (DC 18). Volume 1: Armies of the Abyss Truth through Pain (Su): As a free action. Stop that Wriggling (Ex): Due to his extensive knowledge of immobilizing an opponent. primarily because they can be summoned by magics easily accessible to spellcasters with very little skill. Those who fail to save must answer the question truthfully. Schirim carve or brand a number of mystical symbols upon their chests. In the Abyss. The goat demons revel in their reception on the Material Plane. touch 12. Rahu saws through the tendons in the back of the opponent’s legs. they nonetheless make superlative sentries. Cha 6 Skills: Balance +11. The opponent is rendered immobile until its legs are repaired through a regenerate spell. The creature’s nauseating yellowed teeth reek of decayed meat and human waste. Improved Grab (Ex): To use this ability. Regeneration (Ex): Rahu takes normal damage from good-aligned weapons and from spells or effects with the good descriptor. To a schir. and poison. darkvision 60 ft. resistance to acid 10. 3/day—displacement. detect good. He may pick one of the following options: • • • • • Don’t Look at Me Like That: Rahu sticks pins into the opponent’s eyes. The creature cannot speak until the damage is repaired with a regenerate spell. A schir looks like the bastard offspring of human and goat. 13–18 HD (Large) Level Adjustment: +5 The goat-headed schirim pervade the Material Plane. Rahu automatically confirms critical hits against previously wounded opponents. electricity. thanks to their spell-like abilities and otherworldly sense of focus. Rahu can ask a question of the creature he is attacking. and many credulous cultists believe all demons look like the bestial schirim. 1/day—implosion (DC 25). Listen +7. Dex 14. Ref +7. suggestion (DC 19). spell-like abilities. haste. and no task is too important to get in the way of eons-old internecine struggle. fear (DC 20).. telepathy 100 ft. Pain Manipulation (Ex): Using his advanced knowledge of anatomy and how to turn a small wound into a horrific disability. The save DC is Charisma-based. Its long. rendering it usless until the damage is repaired by a regenerate spell. Saves: Fort +7. Tools of the Trade (Ex): If he gets a hold.

spells. Listen +25. immunity to cold. schirim continually lick the blades of their halberds. Fortitude DC 18. Summon Demons (Sp): Once per day a schir can attempt to summon 1d3 schirim with a 20% chance of success. expeditious retreat. Con 20. and it has a tangled beard. Int 24. rend 2d6+12. Quicken Spell Environment: The Abyss Organization: Unique Challenge Rating: 21 Treasure: Standard Alignment: Chaotic evil Advancement: By character class Level Adjustment: — In the days when qlippoth ruled the Abyss. (10 squares). preferring to attack the nearest enemy regardless of the dictates of combat. Knowledge (the planes) +30. damage 1d6 Con (when damaged. coating their weapons with disease-ridden spittle. Special Attacks: Eldritch mastery. addition to the normal benefits and hazards of a charge. Caster level 6th. Sense Motive +25. Hide +17. Shiggarreb controlled the great foundry-city of Vorath. Spot +25. Evil. the demon prince Azazel. tongues. Disease (Su): Though they are immune to disease. Climb +39. This creature has the head and legs of a goat and the torso and arms of a humanoid./10 ft. to twist and corrupt. Schirim speak Abyssal. Armor Class: 31 (–2 size. Perhaps due to their incredible fecundity. relying upon their tongues spell-like ability to communicate with mortals. Survival +2 (+4 on other planes. mind-affecting effects. When she returned. Ref +14. Qlippoth) Hit Dice: 20d8+100 (190 hp) Initiative: +2 Speed: 50 ft. While countless qlippoth died. touch 10. making sure that enemy has been dealt with before moving on to the next. Shiggarreb and her followers used the primordial stuff of chaos to create and destroy. fascination. are treated as chaoticaligned and evil-aligned for the purpose of overcoming damage reduction. she built her metropolis into the ultimate expression of cosmic evil. A schir’s natural weapons. • Demon Fever: Injury. telepathy 100 ft. and rare is the demon noble who does not employ at least a pack of the creatures somewhere in its vast retinue. Disguise +25 (+27 acting). climb 30 ft. tongues Saves: Fort +17. Combat Schirim care little for tactics. allied schirim gang up on a single opponent. MultiattackB. In her slave pits and laboratories. Shiggarreb escaped the wrath of the celestials by an expeditious flight to Hades. If facing multiple foes. +4 following tracks) Feats: Blind-FightB. +2 Dex. jump. spell resistance 32. aiming to gore its enemy upon powerful horns. and poison. Will +14 Abilities: Str 26. Concentration +28. creature must succeed at another Fortitude save or 1 point of Con damage is Con drain instead). Diplomacy +6. electricity 10.Volume 1: Armies of the Abyss Though all schirim pay lip service to their creator. +21 natural). Heighten Spell. Shiggarreb (Qlippoth Lord) Huge Outsider (Chaotic. Maximize Spell. flat-footed 29 Base Attack/Grapple: +20/+36 Attack: Claw +26 melee (2d4+8) Full Attack: 2 claws +26 melee (2d4+8) and bite +24 melee (2d6+4) and slam +24 melee (2d6+4) Space/Reach: 15 ft. Jump +31. Wis 14. incubation period 1 day. In Spell-Like Abilities: At will—arcane lock. Skills: A schir has a +8 racial bonus on Spot checks. the grotesque inner physiology of schirim make them ideal hosts for infectious agents. she found the demons in the process of taking 68 . Its legs feature two knees apiece. not all serve the progenitor of their race. It is covered in coarse fur. Dex 14. Charge (Ex): A schir typically begins combat by lowering its head and charging at an opponent. new monstrosities were birthed every day. Intimidate +27. shapechange. Empower Spell. Bluff +25.. Knowledge (arcana) +30. and fire 10. summon qlippoth Special Qualities: Damage reduction 15/cold iron and good. Using this to their advantage. see invisibility. the lower set of which bend backward just above its hooves. schirim have spread to nearly every inhabitable layer of the Abyss. this allows the schir to make a single gore attack that deals 3d6+3 points of damage. Enlarge Spell. This ability is the equivalent of a 2ndlevel spell. Extend Spell. resistance to acid 10. protection from good. growing especially thick at the legs and shoulders. Cha 15 Skills: Balance +25. A schir may move up to three times its speed as part of a charge. they continued their mad experiments until hosts of ghaeles brought the qlippoth civilization tumbling down. Unconcerned with the rest of the multiverse. as well as any weapons it wields. Search +30. Extraplanar. Spellcraft +32. Eschew Materials. With millions of minions at her command. demon traits.

the shoggti have lived in the depths of the Abyss with the rest of their kin. pair. Move Silently +14. 5th—cloudkill. charm monster. 6th—chain lightning. with tentacle) Special Attacks: Braincloud. 3rd—clairaudience/clairvoyance. the qlippoth plot a return to power and glory. Sense Motive +12. globe of invulnerability. Skills: Shiggarreb has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks. greater invisibility. Survival +1 (+3 on other planes. With a huge variety of spells at her command. All of her spells are demon princes ever since but has never been caught. Cha 11 Skills: Climb +16. ghoul touch. polymorph any object. Use Rope +3 (+5 with bindings) Feats: Cleave. but they will need all the defensive works they can muster should the demon princes discover where their hated creators have been hiding. sequester. Alone Fascination (Su): Resisting Shiggarreb’s fascination ability requires a in the darkness. wall of force. detect scrying. incendiary cloud. Listen +16. and spread countless plagues that seem to be the work of Abaddon. (15 ft. disintegrate. mage armor. Will +7 Abilities: Str 20. qlippoth traits. gaping mouth. Each act is calculated to cause moral outrage in the Upper Planes. She recalls only too bitterly the glittering celestial hosts and the damage they dealt the qlippoth. Evil. Eldritch Mastery (Ex): Shiggarreb and once again she was forced to is ancient beyond reckoning and has flee. magic missile. are treated This enormous spider creature has twelve limbs. immunity to cold. Extraplanar. opponent’s body and begins to tear it apart. electricity 10. Shiggarreb successful Will save (DC 22). nondetection. With her shapeshifting ability and mastery of magic. Its head has four eyes in an arc above a remained—the demons had grown the purpose of overcoming damage reduction. Spells: Shiggarreb casts spells as a 20th-level wizard. strong in the depths of the Abyss. Since the fall of the qlippoth. Spot +16. Knowledge (the planes) +12. To achieve this end. 9th—dominate monster. gate. read magic. Con 17. 4th—arcane eye. Escape Artist +14. Now Shiggarreb has hatched a new scheme. tentacled demons that slither with uncanny grace. The oldest demons still flinch in memory of the terrible tortures endured in the days before the ghaeles raided the Howling Threshold. They periodically raid demon-controlled layers and bring back fresh slaves to work on their defenses. she teleports away. flat-footed 23 Base Attack/Grapple: +8/+17 Attack: Tentacle +13 melee (1d8+5) Full Attack: 4 tentacles +13 melee (1d8+5) and bite +7 melee (2d4+2) Space/Reach: 10 ft. hypnotic pattern. Over the millennia Shiggarreb has attempted many schemes and been foiled each time. and poison. This ability is the equivalent of a 5th-level spell. fly. She has not survived since the dawn of time by being stupid. power word kill. touch 12. Shoggti Large Outsider (Chaotic. Shiggarreb has turned to Rend (Ex): If Shiggarreb hits with both claws. Summon Qlippoth (Sp): Once per day Shiggarreb can attempt to summon 1d4 shoggti with a 50% chance of success. though neither she nor other a full description of this ability. Such evil acts play right into the preconceptions of the Lords of Good. 7th—delayed blast fireball. as the spell (caster level 20th). mass suggestion. If a fight turns against her. Wis 13. Intimidate +15. telepathy 100 ft. This attack automatically deals an additional 2d6+12 points of damage. slow. keeping the rest in line with a mind-numbing touch from their lengthy tentacles. save DC 17 + spell level): 0—detect magic. Search +12. but her tongues ability allows her to communicate with any being easily. 8th—horrid wilting. Shiggarreb has been traveling the worlds of the Material Plane and perpetrating terrible crimes in the name of various demon princes. 2nd—darkness. symbol of death. Shiggarreb speaks Abyssal and Infernal. but too few of her race as chaotic-aligned and evil-aligned for end in pincers. she latches on to her other methods of combating the hated demons. dimension door. uncanny dodge Saves: Fort +9. Weapon Focus (tentacle) Environment: The Abyss Organization: Solitary. 1st—charm person. Shiggarreb feels it is now only a matter of time before the Lords of Good will be forced to act. Shapechange (Sp): Shiggarreb has stayed one step ahead of her demon pursuers by the use of her wits and her prodigious polymorphic abilities. two of which place. The qlippoth sanctuaries are well-hidden. Diplomacy +2. though she is more than capable of handling herself up close as well. detect thoughts. in pockets hidden from the vengeful demons. fireball. +3 following tracks). mind-affecting effects. time stop. Lacking this knowledge and the power it represents. Qlippoth) Hit Dice: 8d8+24 (60 hp) Initiative: +3 Speed: 30 ft. allowing the demons to escape and eventually dominate the plane. it’s all so easy for her to pin the blame on demons...) lords of her kind have learned how to master an entire layer of the Abyss. In the ancient days of the Abyss. darkvision 60 ft. Most of these plans involved outright military conquest or working with evil allies from other Lower Planes. and fire 10. (See page 7 for remains among the most powerful of her race. even if rushed or threatened. greater teleport. +11 natural). 69 . as well and put the demons back in their as any weapons she wields. cone of cold. mage hand. greater scrying. Volume 1: Armies of the Abyss Combat Shiggarreb’s first action in any serious combat is to cast time stop and then load up on protective magic. shoggti served their race as slavemasters. fascination. Shoggti speak Abyssal. constrict 1d8+5 Special Qualities: Damage reduction 10/good. +3 Dex. teleport. Power Attack. Int 12. true seeing. Shiggarreb and most of the remaining qlippoth found refuge in the deep layers of the Abyss. at will (caster level 20th). 17–20 HD (Gargantuan) Level Adjustment: — Shoggti are repulsive. Shiggarreb’s forces were destroyed. or gang (2–5) Challenge Rating: 7 Treasure: Standard Alignment: Always chaotic evil Advancement: 9–16 HD (Huge). Shiggarreb hopes to draw down the ghaele armies a second time and let the Lords of Good do her dirty work for her. dispel magic. considered mastered per the Spell Mastery feat (Shiggarreb does not require a spellbook). She has been hunted by the studied the ways of magic since the beginning of time. burned to ashes one of the greatest repositories of knowledge in the multiverse in the name of Flauros. sleep. Tongues (Su): Shiggarreb has a permanent tongues ability. She can shapechange. She tried to rally the qlippoth Shiggarreb’s natural weapons. In the past hundred years Shiggarreb has incited a cult of Orcus to murder every child in a populous kingdom and bring them back as an army of zombie children. Dex 16./10 ft. Shiggarreb can dispose of most opponents without entering melee. hypnotism. Wizard Spells Prepared (4/6/6/6/5/5/5/5/4/4. The save DC is Charisma-based. ethereal jaunt.over. whispering wind. improved grab. unseen servant. dominate person. Ref +9. web. as the spell. ghost sound. resistance to acid 10. They worked countless servitor races to extinction. (6 squares) Armor Class: 23 (–1 size.

Once per round. Con —. deformed and terrestrial. darkvision 60 ft. they also have millions of evil souls at their command. Cha 12 Skills: Balance +4. eyes of the master. Spot +6. Int 10. Fascination (Su): Resisting a shoggti’s fascination ability requires a successful Will save (DC 14). Tumble +10 Feats: Flyby Attack. (See page 7 for a full description of this ability. Skulldugger Medium Undead (Extraplanar) Hit Dice: 3d12 (19 hp) Initiative: +2 Speed: 30 ft. immunity to cold and turning. It can flank characters with the uncanny dodge ability as if it were an 8th-level rogue. Its many tentacles and exceptional reach allow it to deal with several opponents at once. gang (2–5). A shoggti’s natural weapons. Wis 10./5 ft. It uses its braincloud ability on any obvious wizards. are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. a shoggti can forgo one of its normal tentacle attacks to make a touch attack instead. The save DC is Charisma-based. as well as any weapons it wields. Jump +9.. Unlike mortal necromancers. it can constrict.Volume 1: Armies of the Abyss A mass of tentacles. Hateful eyes glow above its fanged mouth. and it cannot be flanked except by a rogue of at least 12th level. dealing 1d4 Intelligence damage on a hit. Listen.) Improved Grab (Ex): To use this ability. flat-footed 13 Base Attack/Grapple: +1/+2 Attack: Claw +2 melee (1d4+1) Full Attack: 2 claws +2 melee (1d4+1) and gore +0 melee (1d6) Space/Reach: 5 ft. Combat A shoggti uses its natural abilities to the utmost in combat. Dex 14. If it gets a hold. (6 squares). keeping a special eye out for telltale spellbooks or familiars. Listen +6. +3 natural). Will +3 Abilities: Str 12. Uncanny Dodge (Ex): A shoggti retains its Dexterity bonus to AC when flat-footed. a shoggti must hit a Medium or smaller opponent with a tentacle attack. Both of these princes are masters of necromancy and lords of undeath. or swarm (5–20) Challenge Rating: 4 Treasure: None Alignment: Always chaotic evil Advancement: 4–9 HD (Large) Level Adjustment: — 70 Only two demon princes know the secret of skulldugger creation: Gamigin and Orcus. Special Attacks: Spell-like abilities Special Qualities: Damage reduction 5/bludgeoning. Constrict (Ex): A shoggti deals automatic tentacle damage to a Medium or smaller opponent with a successful grapple check. Ref +3. this creature resembles an octopus. . fly 50 ft. undead traits Saves: Fort +1.. Skills: A shoggti has a +4 racial bonus on Intimidate. telepathy 100 ft. resistance to acid 5 and fire 5. Braincloud (Ex): Shoggti kept their slaves in line by denying them the intelligence to plot an escape or uprising. (average) Armor Class: 15 (+2 Dex. touch 12. and Spot checks. Multiattack Environment: The Abyss Organization: Solitary.

Con 14. The save DCs are Charisma-based. use word of recall to return to the Abyss. Cha 15 Skills: Bluff +11. Solesik Medium Outsider (Chaotic. Concentration +11. a skulldugger is powered by an evil soul. resistance to acid 10. demon traits. improved grab. Decipher Script +13. spell resistance 18. and the doom of many a learned adventurer. They use their spell-like abilities to stun opponents before swooping in to attack with language drain. Sense Motive +11.Skullduggers are created in blasphemous rituals enacted personally by the demon princes. Escape Artist +12. Caster level 6th. burning hands to clear out large numbers of foes. Extraplanar) Hit Dice: 6d8+12 (39 hp) Initiative: +7 Speed: 10 ft. Gamigin uses skullduggers to hunt down souls owed to him and bring them to the Jagged Tor of Final Reckoning. darkvision 60 ft. both demon princes favor the remains of an extinct breed of qlippoth. Immunity to Turning (Ex): While most undead are animated with negative energy. Knowledge (arcana) +13. there is a 1% chance that the demon prince is watching at any given time. 1/week—plane shift (DC 18). They use souls to animate these undead. rather than negative energy as is usually the case. Eyes of the Master (Su): The soul that animates a skulldugger is forever bound to its demon prince. invisibility. They swarm around the opposition. Spellcraft +15. and Undercommon. Demon. Will +9 Abilities: Str 10. 1/day—greater teleport (self only). fly 40 ft. see invisibility. immunity to electricity and poison. +8 natural). trying to concentrate their blows where possible. Dex 16. Orcus uses them as spies and messengers. (2 squares). This pink-grey worm creature has a segmented body dotted with short horn-like nubs. and fire 10. Intelligence-based skills and checks (including the save against language drain) suffer a –4 circumstance penalty. Listen +19. and a jointed tail./5 ft. Its hornlike nubs help it move along the ground. Combat Solesiks attack only to defend themselves. Spells with verbal components require an extra action to cast. Volume 1: Armies of the Abyss Combat Skullduggers use their numbers to best effect in combat. fly. tooth-ringed mouth. Use Rope +3 (+5 with bindings) Feats: Improved Initiative. and can drain the mother tongue straight from a victim’s brain. cold 10. Its head is dominated by a circular. Longer communications require a standard action. and they do their best to complete this as a priority. Through this unholy bond. A solesik is about 7 feet in length. Search +13. Iron Will.. Evil. Every creature within the field is subject to the following effects: • • • Any act of speech or communication requires a move action instead of a free action. whether in written or spoken form. flat-footed 18 Base Attack/Grapple: +6/+6 Attack: Tentacle +9 melee (1d3) Full Attack: 3 tentacles +9 melee (1d3) and bite +4 melee (1d6 plus language drain) Space/Reach: 5 ft. However. horns atop its bestial head. (perfect) Armor Class: 21 (+3 Dex. A solesik’s natural weapons. Special Attacks: Garble field. locate object. Wis 15. They favor the use of This skeletal creature has bat-like wings. Ref +8. touch 13. Garble Field (Su): Solesiks radiate an aura of linguistic instability within 60 feet. telepathy 100 ft. Int 19. clairaudience/clairvoyance. language drain. often sending them to the Material Plane to communicate with his followers there. Spell-Like Abilities: 3/day—burning hands (DC 12). For skullduggers on important missions. Common. Spot +19. Intimidate +4. spell-like abilities Special Qualities: Damage reduction 10/good. Survival +2 (+4 following tracks). are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Move Silently +12. Usually skullduggers have a specific mission. When possible. or when defending a rich find (such as a library or wizard’s study). Solesiks speak Abyssal. this chance rises to 25%. Celestial. they 71 . It is thus immune to turning. so other forms of skullduggers are almost never seen. Weapon Finesse Environment: The Abyss Organization: Solitary or school (2–5) Challenge Rating: 8 Treasure: No coins. Hide +12. Diplomacy +6. Skullduggers confound good clerics because their unique method of animation makes them immune to turning. they approach enemies invisibly. the creating demon prince can see with the eyes of the skulldugger at will. These worm-like demons feed on language. as well as any weapons it wields. In theory the ritual can be performed on several different types of skeletons. 13–24 HD (Large) Level Adjustment: — Solesiks are the bane of wizards and sages. They have found its winged form of great utility. no items Alignment: Always chaotic evil Advancement: 7–12 HD (Medium). which is surrounded by three flailing tentacles covered in tube feet like the arms of a starfish. Draconic. announcing their presence with slashing claws and gouts of flame. If pressed. double goods. Disguise +2 (+4 acting). Saves: Fort +7. bony claws. Normally.

or casters under the effects of a tongues spell. They do not recover naturally. mage hand. immunity to electricity and poison. Temporary levels grant a +1 competence bonus on attacks. who reward them handsomely for their important service. Great Cleave. The lumbering. Mortal souls that have passed on to an Abyssal afterlife form an important currency in the Abyss. The save DCs are Charisma-based. Knowledge (the planes) +22. and command words for items are permanently changed. a soulkeeper can control hundreds of souls with ease. 1/day—blasphemy (DC 21). With great physical strength and an impressive array of magical abilities. If this power is suppressed somehow. darkvision 60 ft.Volume 1: Armies of the Abyss Additionally.. gathering up souls for their wicked masters. Weapon Focus (greatclub). telepathy 100 ft. +5 following tracks) Feats: Alertness. spell-like abilities Special Qualities: Damage reduction 15/cold iron and good. It has the herds by preventing the escape of beady eyes crowded above by curling horns and below by a captured souls and fending off attacks from rival demons. +26 natural). (8 squares) Armor Class: 30 (–4 size. several princes have tried to unify the soulkeepers under a single banner to win a greater percentage of the souls harvested on the Howling Threshold. as demon princes covet the energy they contain. never to be seen again. The solesik’s bite drains 1d2 languages from the victim. Combat Soulkeepers are used to fighting alone. touch 4. Skills: A solesik has a +8 racial bonus on Listen and Spot checks. skill checks. The solesik gains one temporary level for each language it drains. they find the tactic also works very well against dangerous spellcasters. Over the millennia. Ref +9. Jump +32. The save DC is Charisma-based. Extraplanar) Hit Dice: 18d8+144 (225 hp) Initiative: –2 Speed: 40 ft. Con 26. Scrolls are subjected to an erase effect. and level checks. word of recall. Dex 6. Soulkeepers prefer to operate alone. so they have resisted every attempt to bring them together under one master. Sense Motive +24. saves. soulkeepers are chaotic by nature. Demons in service to these princes scour the Howling Threshold. gigantic Topping 50 feet tall with elephantine feet and hands. cold 10. Fly (Su): Solesiks fly through the exercise of mental power. Language Drain (Su): A solesik drains language from its victim with a successful bite attack. Evil. flat-footed 30 Base Attack/Grapple: +18/+41 Attack: +4 ghost touch greatclub +30 melee (4d8+20) or slam +26 melee (2d10+11) Full Attack: +4 ghost touch greatclub +30/+25/+20/+15 melee (4d8+20) or 2 slams +26 melee (2d10+11) Space/Reach: 20 ft. Listen +26. Spot +26. who must make a Will save. While they most often use forcecage to imprison unruly souls. Weapon Focus (slam) Environment: The Abyss Organization: Solitary or pair Challenge Rating: 20 Treasure: Standard Alignment: Always chaotic evil Advancement: 19–31 HD (Gargantuan). Concentration +29. Special Attacks: Tremorstomp. souls manifest themselves after making the transition from life. The effects are lost after 1 hour. stringy hair. If it gets a hold. The solesik must pass a caster level check (caster level 12th) against the level of an item’s creator to successfully garble an item. 32–54 HD (Colossal) Level Adjustment: — Soulkeepers are highly sought after by demon princes. resistance to acid 10. Like all demons. are irresistible to a solesik. 72 . Blind-Fight. Saves: Fort +19. Caster level 12th. it attaches the tentacle to the opponent’s head and can deal bite damage the following round. soulsense. Drained languages can be regained only through a restoration spell. Power Attack./20 ft. a fact it must prove on a near-daily basis. and fire 10. suggestion (DC 17). Languages without a written alphabet or component (such as Blink Dog. erase. Survival +3 (+5 on other planes. Intimidate +23. spell resistance 30. savage-looking jaw with two large fangs and a matted beard. The demons herd the souls together and force them through so-called Harvest Gates to the personal layers of princes. Soulkeeper Gargantuan Outsider (Chaotic. the layer upon which Soulkeepers speak Abyssal. this demons known as soulkeepers play an creature has a huge gut and hulking shoulders spotted with integral role in this process. Search +22. Int 13. or the Common spoken by an illiterate barbarian) are less nourishing and grant one temporary level for every two such languages drained. each language drained from these creatures grants two temporary levels. Cha 15 Skills: Balance +19. the solesik must hit a Medium or smaller creature with its tentacle attack. demon traits. Cleave. Improved Grab (Ex): To use this ability. It can also fight off dozens of opponents at once. Wis 17. –2 Dex. Will +14 Abilities: Str 32. power word stun. Spell-Like Abilities: At will—command (DC 15). or rarely in pairs. but these attempts have uniformly failed. They use their spell-like abilities to break up enemy groupings and then close to finish them one by one. Demon. guarding patches of discoloration and coarse. Diplomacy +4. Creatures with a supernatural tongues ability. once per round a solesik may target any scroll or commandword activated magic item within the garble field. the solesik can reactivate it as a free action on its next turn. to resist (DC 15). using its Intelligence modifier in place of Wisdom.

or pack (5–20) Challenge Rating: 3 Treasure: None Alignment: Always chaotic evil Advancement: 5-12 HD (Huge) Level Adjustment: — It’s hard to say what the spawn of Marbas looked like before they came to the Soaking Canyon of Malignancy. apparently forgotten of enemies. touch 11./5 ft. tough prey. The save DCs are Charisma-based.Their tremorstomp ability is indispensable when faced with hordes of smaller opponents. Native demons with pain touch attacks to weaken its back. His ultimate purpose remains unknown. As a full round action. 73 . but mislead. Thaumaturges dedicated to Marbas Color Burst (Su): A spawn of also began to summon them to the Marbas can turn its skin translucent Material Plane. greater teleport (self plus 50 pounds of objects only). Cha 9 Skills: Jump +4. The soulsense ability does not detect living chaotic evil creatures that happen to be in the Abyss. and polymorph spells can confuse it. Packs of spawn gang up This bizarre creature has horse-like legs. Soulsense (Ex): Soulkeepers can sense souls consigned to the Abyss. which pulse with the energy of chaos.. (8 squares) Armor Class: 15 (–1 size. This is found on many different worlds. Will +4 Abilities: Str 16. Int 8. with their bird beaks and can be used once every 1d6 rounds. +4 natural). There is no saving throw to avoid the soulkeeper’s soulsense. The save DC is Charisma-based. Endurance. finishing the job with with two stunted forelimbs sprouting from its neck. began to use them as mounts. Special Attacks: Color burst. Affected opponents suffer a –2 penalty on all attack rolls and Spawn of Marbas understand Abyssal and Common but lack the ability to do Concentration checks for 1 minute. hold monster (DC 17). He unleashed the raw power of chaos on the hapless animals. others a type of hunting dog. Those struck must make a successful Will some say he intends to finish what he started with the spawn when the time save (DC 11) or experience the pain the spawn lives with every moment is right. confounding scholars and adventurers alike. treated as a color spray spell (DC 11) but is a 20-foot-radius burst. more than howl. a soulkeeper can leap in the air and land with enough force to create powerful tremors. and the head of a primeval bird. warping their bodies and their minds. A soulkeeper’s natural weapons. flat-footed 13 Base Attack/Grapple: +3/+10 Attack: Bite +5 melee (2d6+4) Full Attack: Bite +5 melee (2d6+4) Space/Reach: 10 ft. though attack with its stunted forelimbs. Its bulk and inhuman strength both work to its advantage in this situation. The save DC is Charisma-based. Con 15. 3/day—chain lightning (DC 18). Run Environment: The Abyss Organization: Solitary. food. these creatures of chaos have maintained a surprisingly Pain Touch (Su): To use this ability. sending.120-foot radius centered upon itself. What is certain is that Marbas. attack hounds. pain touch Special Qualities: Darkvision 60 ft. of course. brought thousands of the creatures to his cancerous corner of the Abyss. Some say they were a planar breed of horse. Wis 10. a soulkeeper can ascertain the location of all chaotic evil souls within a 1. misshapen forms. their powerful beaks. Dex 14. Caster level 18th. globe of invulnerability. Volume 1: Armies of the Abyss Spawn of Marbas Large Aberration (Extraplanar) Hit Dice: 4d8+8 (26 hp) Initiative: +2 Speed: 40 ft. a veiny underbelly. Ref +3. are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. following up with color to wander the Soaking Canyon of burst when in the midst of a group Malignancy. 1/day—power word blind. Spell-Like Abilities: At will—forcecage. Such is the nature of chaos. a bony ridge on by their creator. and. The irony is perhaps lost on Marbas. resistance to cold 5 and fire 5 Saves: Fort +3. +2 Dex. Listen +3. Combat Spawn of Marbas are not sophisticated opponents. At will. Spot +3 Feats: Blind-FightB. nondetection. Tremorstomp (Ex): When a hundred souls try to escape at once. a soulkeeper needs a quick way to knock them all down. of every day. This ability Although the spawn of Marbas appear bizarre. Now they can be and expose its internal organs. in a fit of inspiration. gang (2–5). for one day Marbas ceased his attentions and began to pursue some fresh inspiration. They usually charge and The spawn of Marbas were left bite first. imprisonment (DC 21). as well as any weapons it wields. Treat this as an earthquake spell (caster level 18th). a spawn of Marbas makes a touch stable form for several millennia.

Flyby Attack. puppetmaster. Craft Wondrous Item. but will do with just about any food they can get their mouths into). care whom they attack. Ref +15.800 gp. fly 60 ft. Int 12. Move Silently +22. Dodge. which involves grappling (often larger) opponents. Concentration +17. six insectoid wings. It doesn’t always work. whose movements they control in mutually understood mating gestures. Usually. Weight 4 lb. Once it has grabbed represent an important commodity in the Abyss. darkvision 60 ft. More devious mass of stomach demons can be seen at the heart of mouths similar to those of lampreys. +7 Dex. (4 squares). Dex 24. it flies right to its mark and begins its grisly work. an enemy. spineseekers pose a serious threat to even the demonic residents of the Abyss. Use Rope +7 (+9 with bindings) Feats: Combat Reflexes. Hide +26. Special Attacks: Improved grab./5 ft. creatures finds its way into a disgorging demon settlement. Escape Artist +22. Once it has controlled a victim with its puppetmaster ability. Cha 8 Skills: Climb +18. +8 natural). Spineseekers get Despite the danger they pose—and their name from their favorite combat likely because of it—spineseekers tactic. Price 11. which are then opened in the presence of the intended target. a spineseeker attempts to force the creature to hurt itself or fight against the spineseeker’s enemies. spinelatch. (good) Armor Class: 26 (+1 size. four Diminutive creatures. Listen +15. two Tiny creatures. Whenever a colony of the young. Demons (or even mortals) wishing to use spineseekers in this manner trap them in containers known as stasis cages (see the sidebar for details). spineseekers have no language and don’t seem to Spineseekers do not speak and do not appear to understand any languages known to demon or mortal. They make incredibly effective assassins. the demons do This creature has the body of a snake with the chitin of a them from its everything within their power to three mouths in a scorpion. Spot +15. The box holds one Small creature. while at the same time controlling its motor functions. Search +16. spell resistance 18 Saves: Fort +10. Evil. One side is hinged. Anything within a closed stasis cage is affected by a temporal stasis spell (caster level 17th). afterbirth. spineseekers. Survival +0 (+2 following tracks). A pregnant spineseeker can give birth to up to thirty-six The six walls of this glass container have been etched with arcane symbols and magical formulae. Weapon Finesse Environment: The Abyss Organization: Solitary or clutch (2–5) Challenge Rating: 8 Treasure: None Alignment: Always chaotic evil Advancement: 13–36 HD (Small) Level Adjustment: — Voracious predators that seemingly exist only to feed. Strong transmutation. Sometimes the spineseeker attacks the bearer of the stasis cage. Will +8 Abilities: Str 16. since their lack of communication makes it extremely difficult to track the killing back to its sponsor. Some demonologists theorize that they communicate with each other when in rut by attaching themselves to other creatures. Extraplanar) Hit Dice: 12d8+24 (78 hp) Initiative: +7 Speed: 20 ft. touch 18. Mobility. CL 17th. resistance to electricity 10 and fire 10. however. New Wondrous Item: Stasis Cage 74 . All spineseekers are hermaphroditic and reproduce by mating. a hundred spiky legs. forcing the creatures into specially prepared magical cages. or eight Fine creatures. though specimens half that size are far more common. and three destroy the incursion. Con 14. flatfooted 19 Base Attack/Grapple: +12/+11 Attack: Bite +20 melee (1d4+3) Full Attack: 3 bites +20 melee (1d4+3) Space/Reach: 5 ft. A spineseeker’s dull gray body can reach a length of 4 feet. Wis 10. Combat Spineseekers occasionally pause to use their detect good ability before choosing prey (they seem to prefer good victims to others.Volume 1: Armies of the Abyss Spineseeker Small Outsider (Chaotic. draining it of vitality. They cannot be reasoned with and know nothing of mercy or compassion. each surrounded by acid and pulpy such battles squatting over injured several wriggling arms. The stasis cage can be used only once. a spineseeker attempts to attach itself to the creature’s spine. Though far from stupid. allowing items or creatures up to Small size to be placed within. Swim +18.. temporal stasis. spell-like abilities Special Qualities: Damage reduction 10/good.

Once it has latched onto an enemy’s spine. Controlled creatures must make a Will save (DC 15) each time they wish to engage in an action other than speaking (including doing nothing). are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Volume 1: Armies of the Abyss Stygian Interloper Medium Outsider (Aquatic. where they remain relatively safe from everything but other Styx-dwelling fiends. Ref +6. Styx immunity. Improved Grab (Ex): To use this ability. Stygian interlopers. immunity to cold and poison. swim 40 ft. and the spineseeker-victim hybrid takes its own action in place of the desired action. Sense Motive +10. The victim suffers 1 point of Constitution drain for every round in which the spineseeker is attached to its back. Dex 13. spell-like abilities Special Qualities: Amphibious. their memories flow from their minds into its waters. interlopers spend nearly all of their lives submerged in the waters of the Styx. Special Attacks: Assume identity. flat-footed 17 Base Attack/Grapple: +6/+7 Attack: Claw +7 melee (1d4+1) Full Attack: 2 claws +7 melee (1d4+1) Space/Reach: 5 ft. Evil. The interloper gains all of the stricken individual’s memories. Spinelatch (Ex): A spineseeker that has grabbed its opponent positions itself over its enemy’s spine and tries to latch onto it. stolen memories to the exclusion of nearly everything else. Before taking its size into account. they often find themselves at the sharp end of a blade. touch 11. The interloper does its best to integrate itself into the mortal’s forgotten life. and fire 10. it tries to plane shift away from overwhelming danger. using its Dexterity bonus instead of its Strength bonus. wide-mouthed skull.A spineseeker’s natural weapons. in a sense becoming that person. Caster level 14th. Note that spells featuring a verbal component exclusively (such as power word stun) can be cast without the need for a saving throw to overpower the spineseeker’s influence. Saves: Fort +7. No magic short of direct divine intervention can return the lost memories of someone whose identity has been stolen by a Stygian interloper. Chaotic. tongues. Hide +10./5 ft. 3/day—displacement. Will +8 Abilities: Str 12. biting through the skin of the back and gripping the vertebrae with its serrated teeth. a spineseeker releases its prey only if killed or if it wills itself to unclench its powerful mouths (something it’s loath to do while feeding). Bluff +19.. Improved Initiative. it assumes the form of the amnesiac individual. they rely upon their tongues spell-like ability to get by. When an interloper finds memories of a particularly interesting life. bizarre lizard-like fiends that inhabit the river. carried away by the current to some unthinkable corner of the underworld. inhaling them deep and relishing the play of recollecting thoughts for the very first time. detect good. feeblemind (DC 14). Iron Will Environment: River Styx Organization: Solitary Challenge Rating: 5 Treasure: Standard Alignment: Always chaotic evil Advancement: 7–18 HD (Medium) Level Adjustment: — When mortals touch or drink from the River Styx. The save DC is Charisma-based. To do so. If it can. damage reduction 5/good. the spineseeker makes a grapple check. Caster level 9th. The save DCs are Charisma-based. Listen +10. Diplomacy +15. electricity 10. Since their natures drive them to spread havoc. The save DC is Charisma-based. threatening a coup de grace unless its opponents leave it alone. swarm to these memories. a Stygian interloper attempts to fight its weakest opponent into unconsciousness. Combat Stygian interlopers do everything they can to avoid physical combat. as well as any weapons it wields. Disguise +19 (+21 acting). Ranging in coloration from dull green to deep blue. This ability works like alter self (caster level 18th). resistance to acid 10. however. Spell-Like Abilities: At will—detect thoughts (DC 14). Swim +9 Feats: Dodge. Extraplanar) Hit Dice: 6d8+12 (39 hp) Initiative: +5 Speed: 30 ft. and betraying confidences. 1/day— plane shift (self and 50 pounds of equipment only). are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. allowing it to control the creature’s movement (but not its mind or speech). Con 14. Forgery +10. a spineseeker’s grapple check for purposes of a spinelatch attack is made at +19. Wis 12. Spell-Like Abilities: At will—crushing despair (DC 13). Puppetmaster (Su): A spineseeker that has established a spinelatch can wind its tendrils into the opponent’s spinal cord. telekinesis (DC 14). feet and an 75 . Spot +10. as well as any weapons it wields. darkvision 60 ft. Armor Class: 18 (+1 Dex. taking delight in destroying family bonds. (6 squares). a spineseeker must hit a Medium or smaller opponent with two or more bite attacks. but the interloper can retain the form indefinitely. Cha 14 Skills: Balance +10. Stygian interlopers speak Abyssal and Common (as humans are some of the most frequent victims of the Styx). A Stygian interloper’s natural weapons. sullying reputations. mirror image. spell resistance 15. Assume Identity (Su): A Stygian interloper can assume the shape of any Small or Medium humanoid who has fallen prey to the mind-erasing powers of the River Styx. It does this by isolating a memory imprint from the magical waters—a record of the life of the stricken individual. +7 natural). concerning themselves with This creature appears reptilian and has webbed reliving the lives of others through elongated. Stygian interlopers care little for Abyssal politics. Int 12. telepathy 100 ft. When faced with other creatures or memories. water breathing. Failure indicates that the spineseeker has controlled the creature’s body. When confronted with violence. “returning” to the Material Plane to spread chaos in mortal guise. Neither qlippoth nor demon.

however. Orcus favors the maggot. undead traits Saves: Fort +3. The river also touches upon Hell and Gehenna. and a pillow-like head. being a constant threat and danger to the multiverse. turn resistance +4. and seldom appear when they are most needed. after a mythological figure who served the same purpose). Charons expect to be paid for their service (very rarely in gold). The River Styx Styx Immunity (Ex): Stygian interlopers are immune to the memory-stealing effects of the River Styx. Cloud (Ex): As the maggots grow into flies. festering stream known as the River Styx (or sometimes the River Lethe) winds its way through the Lower Planes. Whether these legends are true or not means very little. The skins form a sort of bladder. and Charons can direct their barges to a specifically requested layer or Lower Plane (no other creatures or vessels on record possess such power over the Styx). Wis 11. so 76 . involves the water itself. Skills: A Stygian interloper has a +8 racial bonus on Bluff and Disguise checks and a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. it is only natural that he would create an undead horror capturing his particular sense of the profane. A journey upon such a vessel halves the time it takes to travel to another layer. Orcus constructs these vessels from the stitched together faces of sinners. they escape the confines of the bladder. stench. touch 9. however. They engage in melee combat with no regard for their own preservation. Vessels of Orcus are very rare and never made by necromancers. (6 squares) (can’t run) Armor Class: 12 (-1 Dex. searching for food on which their contents may feast. Telepathy (Su): Stygian interlopers can communicate telepathically with any other Stygian interloper within 100 feet. Orcus. which must be repurchased using skill points for each language relearned). Even though they lack mobility. Any mortal who touches the river must make a successful Will save (DC 15) or suffer total memory loss. Many inhabitants of the Abyss use the river as a convenient means of transportation. Dex 8. they are a product of Orcus’ depraved invention alone. Special Attacks: Cloud. the journey has a 50% chance of ending up in a different randomly determined Lower Plane. Vessel of Orcus Medium Undead (Extraplanar) Hit Dice: 3d12 (19 hp) Initiative: -1 Speed: 30 ft. He ties off sections with hard leather straps to give the creature form—legs and arms. Combat Vessels of Orcus shuffle about mindlessly. Pack (4-16) Challenge Rating: 3 Treasure: None Alignment: Always chaotic evil Advancement: — Level Adjustment: — Of all the demon lords in the Abyss. these faces retain some sense of their former lives and their current fate. Orcus is likely the most famous. attempting to envelop an opponent. cutting a path through several Abyssal layers. spray Special Qualities: Damage reduction 10/slashing or piercing. where the river is strongest. The only “safe” means of traveling upon the Styx is upon rickety barges poled by hooded daemons (sometimes called Charons. It can use the run action while swimming. maggots. even if distracted or endangered. a journey upon its surface leads to a random Abyssal layer after 1d8+1 days. Those foolish enough to drink from the River Styx receive no saving throw. Generally. +3 natural). has forever bound these vermin to the bladder. Ref +0. provided it swims in a straight line. Such a loss is permanent—the victim completely forgets who he or she is and loses all sense of identity (including languages. envelop.Volume 1: Armies of the Abyss The polluted. Therefore. Such travel brings with it horrific dangers. Cha 10 Skills: — Feats: — Environment: The Abyss Organization: Solitary. Hezrou demons plague the Styx throughout most of the Abyss. It can always choose to take 10 on a Swim check. while hydraggons and Stygian interlopers swim in the regions those toad-like demons avoid. flatfooted 12 Base Attack/Grapple: +1/+3 Attack: Slam +3 melee (1d4+2) Full Attack: Slam +3 melee (1d4+2) Space/Reach: 5 ft. however. Stygian water loses all magical properties. Will +1 Abilities: Str 14. The most insidious aspect of the River Styx. /5 ft. and some say it even extends to certain worlds in the Material Plane. If the trip begins on the Howling Threshold. Con –. The dark reputation of the Styx extends to all corners of the multiverse. As the demon-god of undeath and gluttony. Once removed from the river. Legends tell of riverboats disappearing into banks of thick fog and emerging into a hellscape of gibbering demons or leering devils. of which Orcus then fills near to bursting with maggots. Int –. a symbol of death and consumption.

In addition. flatfooted 8 Base Attack/Grapple: +9/— Attack: Swarm (3d6 plus impregnation) Full Attack: Swarm (3d6 plus impregnation) Space/Reach: 10 ft. it wraps its body around its victim. Dex 6. It is only when you see the buzzing flies and the to provide nourishment for the receives a fountain of these vermin. ooze traits. begin to burrow into the victim with horrific speed. Mass (2-4 swarms). Stench (Ex): Vessels of Orcus give action stretches open the orifices all off a foul and offensive odor. spaces must attempt a Will save (DC Spray (Ex): If an opponent strikes Shuffling toward you is what appears to be a 6-foot tall 11) each round or the flies deal 1 these undead with a slashing or walking bladder. nauseating manner. a montage of releasing a stream of the vessel’s hungry contents. but when a quantity of the stuff gathers in a swarm. swarm traits Saves: Fort +9. The save DC is Constitution-based. successfully gains a pin. and assuming the victim is still alive. the maggots begin to suffocate the within 10 feet must attempt a Fortitude save (DC 11) or be sickened for victim as they fill his mouth and nostrils searching for the tender flesh inside. (DC 21) or be driven forever insane as per insanity. regardless of the victim’s gender. touch 10. After that period. upon closer inspection. When the dretch deals A small glistening puddle of silvery fluid creeps along the Vilisemen invade every orifice of the damage equal to the parent’s current floor leaving a transparent smear in its wake. akin over its body. The maggots and creatures resistant to poison gain the normal bonus to their saving deal 1d6 points of damage each round. impregnate Special Qualities: Blindsight 60 ft. Armor Class: 10 (+2 size. Every square adjacent to the one occupied by the vessel maggots forces the victim to attempt a Will save (DC 15) or the maggots deal hums with these biting flies. Impregnate (Su): Any living creature beginning 3 consecutive turns with a vilisemen in its space must make another Fortitude save (DC 21)—this is in addition to the distraction save—or become pregnant. releasing streams of to that of a ghast. The skin of the bladder is obviously human. Cha 1 Skills: Swim +8 Feats: — Environment: The Abyss Organization: Solitary. By themselves. attempting to find a suitable Constitution score. and 1d6 points of permanent Wisdom opponents standing in one of these drain. The demons awaken the potential carried within the fluid. Combat 77 . Special Attacks: Distraction../0 ft. A creature successfully saving cannot be affected by the same vessel’s stench for 24 hours. they are powerless. maggots leaking in streams from the stitched-shut nostrils. the victim rapidly grows a tar-like amniotic fluid. Int —. The details beckon madness. it must attempt a Will Save host parent after a short incubation. The period of gestation is rapid and terrible. Distraction (Ex): Any living creature that begins its turn with a vilisemen the dretch turns and begins to eat the host that birthed it. Living creatures maggots onto their opponent. This ability is straps. round. Will -1 Abilities: Str 10. If the host dretch. Wis 1. Each round. The reasons for this prohibition is that demons gather the spent seed and harvest it in the Abyss to form a hideous ooze creature called the vilisemen (or worthless seed). the infant dretch growing inside the victim in 1d6 rounds. the dretch is full-grown and hangs inside the victim’s now-distended abdomen. (2 squares). Swarm) Hit Dice: 12d10+60 (126 hp) Initiative: -2 Speed: 10 ft. which claws its way out of the still lives. immune to weapon damage. If allowed to of the host in a shower of black. chewing through exposed flesh in a throws. The save DC is Charisma-based. The pressing vermin that animates the skin of this horror. Delay poison or neutralize poison removes the effect Maggots (Ex): The maggots. with its arms and legs formed by belts and point of damage and the opponent piercing weapon. The save DC is Constitution-based. At the end of the gestation period. Reflected on target. the victim must attempt a new Fortitude save (DC 21) or the process of the dretch’s growth deals 1d4 points of Constitution damage. If the vessel dealing 1d6 points of damage to the mouths and eyes all over the bladder that you realize the square’s occupant if it has any. Being the victim of such an attack destroys the victim’s Volume 1: Armies of the Abyss Vilisemen Tiny Ooze (Extraplanar. mouths place to lodge and grow. Every round the dretch grows. Each round of exposure to the stinking to lay more eggs. the attack cuts a becomes sickened. a Envelop (Ex): Vessels of Orcus stitched together human faces that seem to move and writhe random square the vessel threatens prefer to grapple with their opponents in agony. Wave (5-8 swarms) Challenge Rating: 10 Treasure: None Alignment: Always chaotic evil Advancement: None Level Adjustment: — Fornication is a sin in many religions. always returning to the vessel’s exposed orifices sanity in addition to his body. Ref +2. it rips itself out the surface of the puddle are images of twisted infants.the flies may never stray far. they are a severe threat. This ability is in its space must succeed a Fortitude save (DC 21) or be nauseated for 1 Constitution-based. The dretch begins to claw its way out of the “parent’s” stomach on its initiative. when released through the vessel’s envelop from a sickened creature. wide in horror and eyes rolling about in their screaming heads. Creatures that are immune to poison are unaffected attack. -2 Dex). rift into the bladder of the vessel Charisma-based. Con 21. impregnate. the potential children hunger to be born. Once aware. swim 20 ft. 1d4+4 minutes. maggots within them.

laying waste to whole cities. immune to magic Saves: Fort +6. Transmute metal to wood removes the vulcan demolisher’s damage reduction for 1d6 rounds. Fire) Hit Dice: 20d10+40 (150 hp) Initiative: +0 Speed: 40 ft (can’t run) Armor Class: 33 (-2 size. A vulcan demolisher can hold 1 Large. the vulcan demolisher must hit a Large or smaller creature with its slam attack. A successful Strength check or Escape Artist (DC 25) lifts the iron bars. The release explodes outward in a 40-foot spread dealing 20d6 points of damage to all creatures in the area. • Spells with the cold descriptor reduce the accumulated Hit Dice by an amount equal to the level of the spell. when the demolisher drops in a new victim. Gang (2-4) Challenge Rating: 18 Treasure: None Alignment: Always neutral Advancement: 21-40 HD (Huge). Failing that. Dex 10. To escape in this manner. As a standard action. making a resounding din. The furnace deals 10d10 points of fire damage to the victim every round it remains inside it. at which time it then places the unconscious or dead body inside the inferno. clearly the most interesting part of this monster. thus was born the vulcan demolisher. Such spells cannot reduce the vulcan demolisher’s accumulated Hit Dice below 0. Int —. Consequently. sleet storm would reduce the accumulated Hit Dice by 3. 8 Small. after which the metal portcullis closes and shuts the unfortunate within. furnace. walks. balor craftsmen constructed guardians to provide a defense that would stem the tide of any invading force. When it has consumed 20 HD or more creatures. as the concussive force of the golem’s nova affect claims just as many of their own troops as it does the enemy. it simply pounds away at the target until it stops moving. Special Attacks: Improved Grab. In addition. Lumbering across the battlefield. Improved Grab (Ex): To use this ability. If the victim somehow manages to break free of the golem. Wis 11. Immunity to Magic (Ex): Vulcan demolishers are immune to any spell or spell-like ability that allows spell resistance. dark wizards and the rare thaumaturgists who know how to build them. allowing the victim to escape. jealously guard the process for constructing these machines./15 ft. the victim must attempt a Reflex save (DC 20) to slip free. Ref +6. A few powerful. nihilistic artificers have crafted these golems on the Material Plane. when encountered. is a giant furnace that glows white-hot with some inner conflagration. without provoking an attack of opportunity. but disturbed. nova Special Qualities: Blind-sight 120 ft. Con —. it drops the unfortunate victim into its furnace on the following round as a standard action. Balor generals resist the urge to increase production. For example. shaking the ground as it or miracle. Alternatively. wish.. Will +6 Abilities: Str 32. will remain aflame dealing 1d6 points of fire damage each round until he can extinguish the flames by succeeding at a Reflex save (DC 15). he • • 78 . as follows. Furnace (Su): The vulcan demolisher’s central feature are the hot fires that burn inside of it. Only half of the damage is fire. it releases this energy. +25 natural) Base Attack/Grapple: +15/+34 Attack: Slam +25 melee (2d12+12 plus 2d6 fire) Full Attack: 2 Slams +25 melee (2d12+12 plus 2d6 fire) Space/Reach: 15 ft. 32 Tiny or 128 smaller opponents at a time. damage reduction 15/adamantine. the vulcan demolisher trains its attack on one opponent. Cha 1 Skills: — Feats: — Environment: The Abyss Organization: Solitary. Nova (Su): The flames of the vulcan demolisher’s furnace provide the golem with power.Volume 1: Armies of the Abyss Vulcan Demolisher Huge Construct (Extraplanar. the other half is unholy. The bars are hot. 41-60 HD (Gargantuan) Level Adjustment: — Vowing never to allow the ghaeles to gain a foothold in the Abyss again. will have accumulated 1d12+8 HD prior to the start of the encounter. The torso. Spells with the fire descriptor confer haste for a number rounds equal to the spell level. certain spells and effects function differently against the creature. the victim may wait for the portcullis to reopen. Opponents destroyed by a demolisher’s furnace can only be restored to life by true resurrection. is a huge headless creature constructed of solid iron. claiming thousands of lives before they can be contained and destroyed. 2 Medium. A vulcan demolisher. Hellish flames flare out of its joints and when it swings its arms. The results are often spectacular. it leaves trails of sparks in their wake. construct traits. Combat In combat. A metal portcullis raises and lowers before it. it can dump a target creature it holds inside itself. It can then attempt to start a grapple as a free action. attempting to grab the victim and stuff it into its furnace. like the tolling of a bell. dealing an additional 2d10 points of damage. immune to fire. If it accomplishes a hold. As good a defensive force as the demolisher has proven.

also known as pertubatio demons. 21-30 HD (Large) Level Adjustment: — Warped ones. These demons emit a field of raw Random Traits Roll 1 2 3 4 5 6 Result +4 bonus to Strength +4 bonus to Dexterity +4 bonus to Constitution +4 bonus to Intelligence +4 bonus to Wisdom +4 bonus to Charisma Summon (Sp): Unlike traditional demons. The effects of these corruptions/mutations last for 1d12 rounds. random traits. demon traits. Pair. During the process of smelting. scarcely containable.Construction A vulcan demolisher’s body is made of an iron-adamantine alloy. While you watch. touch 11. Listen +10. Ref +8. its features shift the chaos beast is not incidental. Jump +4. For each round of combat. requiring at least 10. Stealthy Environment: The Abyss Organization: Solitary. Warped ones are more chaotic than they are evil. Tumble +14. Once chaos takes hold. chaotic energy in a 30-foot spread. This spell-like ability functions as if cast by a 13th-level sorcerer. summon Special Qualities: Blur./5 ft. The similarity between this creature and blurry and insubstantial. warped ones summon random creatures instead of demons. exist where the raw stuff of chaos touches the Abyss. other—exactly which way the genes flowed is up for debate. Iron Will. but the warped one can reactivate it as a free action. The effects of these boosts last until the next round and next roll. CL 20th. Wis 5. They are destructive and capricious. geas/quest. as to that of a basilisk. Combat Warped ones rush into the thick of combat. Cost 125.000 pounds of raw material. insane Saves: Fort +9. corrupting and warping as many opponents as they can. immune to critical hits and transformation. Random traits (Sp): Warped ones constantly change and warp thanks to the raw chaotic energies at work within them. Climb +15. Warped ones dwell. Survival -3 (-1 other planes). on the layer controlled by The Lord of Many Forms. Demon. Use Magical Device +13. Will +6 Abilities: Str 15. you may use the Unholy Warrior’s Handbook Table 1-6: Mutations on page 19 if that book is available to you.000 XP. the warped ones will gather an army large enough to expand their master’s control and restore his foul unspeakable name to a position of prominence among the other lords of the Abyss. One day soon. and add various noxious chemicals and poisons costing at least 30. Price 250.000 gp. the craftsman has to spill the fresh blood of a trumpet archon into the molten metal. Use Rope +0 (+2 with bindings) Feats: Dodge. Extraplanar. and finally a one is said to have sprung from the demon before cycling through a torrent of other features. a fox. meteor swarm. (6 squares) Armor Class: 20 (+1 Dex. Volume 1: Armies of the Abyss Warped One Medium Outsider (Chaotic. It can be suppressed. Spot +10. Evil) Hit Dice: 10d8+20 (65 hp) Initiative: +1 Speed: 30 ft. gradually building an army. Hide +16. then a serpent. Move Silently +16. Mobility. polymorph any object. Each round they remain in the area of the corruption field. Special Attacks: Corruption field. the warped ones plot and plan to seize and corrupt other portions of the Abyss. appearing violence. amidst the infinite pools of corrosive oozes. Con 15. Alternatively. they are the favored choices for martially inclined thaumaturgists. Blur (Sp): Warped ones are protected as if under the effects of blur. Their plan consists of sneaking in chaos beasts a few at a time. +9 natural). twisted demons and other raving inhabitants. Once per day. Craft Construct (see MM). There. a warped one has a 50% chance 79 . Int 13. roll 1d6. Once the component parts have cooled. caster must be at least 20th level.000 gp + 10. Falling somewhat outside the traditional roles of other demons. Cha 13 Skills: Balance +3. they rip apart those foes that did not succumb to their field.000 gp. with a malevolent streak that makes them especially nasty. The save DC for this ability is Charisma-based. they must attempt a new Will save (DC 16 with a cumulative +2 for each previous failure) or the victim must makes a roll on the thaumaturgist Lesser Corruption table (see page 14). Knowledge (the planes) +14. assembling the golem requires a DC 20 Craft (armorsmithing) or DC 20 Craft (weaponsmithing) check. Corruption Field (Su): Warped ones are beings of a raw chaotic energy with just enough evil to be truly dangerous. flatfooted 19 Base Attack/Grapple: +10/+12 Attack: Claw +12 melee (1d4+2) Full Attack: 4 claws +12 melee (1d4+2) Space/Reach: 5 ft. Escape Artist +14. Dex 13. wish. and consult the table below. for they are raw The creature before you is hard to distinguish. for the most part. Knot (3-18 plus 1d4 chaos beasts) Challenge Rating: 8 Treasure: None Alignment: Always chaotic evil Advancement: 11-20 HD (Medium). All opponents in the affected area must attempt a Will save (DC 16) or be affected by confusion for 1d4 minutes.

but after learning of its other qualities. they relegated it to a simply nasty way to destroy those who dally in illicit love. Cha 1 Skills: Hide +35 Feats: Skill Focus (Hide) Environment: The Abyss Organization: Solitary. at which time the raptu attaches onto the new host. the victim finds the infestation and plucks the demon off of the skin./0 ft. eggs Special Qualities: Darkvision 60 ft. These two demon lords. because only the first egg planted is a Raptu. another whore’s curse is born dormant until another sexual encounter occurs. the victim is unaware of the parasite. typically initiated by an evil prostitute. with the rest being just normal spiders. After a number of days. Whore’s Curse. . To remove an attached raptu. Extraplanar) Hit Dice: ½d8-1 (1 hp) Initiative: +12 Speed: 5 ft. They are particularly nasty. Int 1. In most cases. Once the raptu gains a pin. Con 8. Knowing this. the opponent must achieve a pin. Will -3 Abilities: Str 1. dealing 1d4 points of Charisma damage to the person attempting to do the contact. The swarm immediately attacks the victim. boggling the minds of those who speak with them. Warped One Summoning Roll 1 2 3 4 5 Result 1d4 Gelatinous Cubes 1d3 Grey Oozes 1d2 Ochre Jellies 1 Warped One 1 Chaos Beast Roll 6 7 8 9 10 Result 1 Babau 1 Warped One 1d6 howlers 1d4+2 Dretch 1 Chaos Beast Roll 11 12 13 14 15 Result 1 Darba 1d4+1 Hydraggons 1 Warped One 1d4 Schir 1 Chaos Beast Roll 16 17 18 19 20 Result 1d6+2 Dretch 1d4 Schir 1d4+1 Skullduggers 1 Shoggti Select 2 creatures from list Whore’s Curse (Raptu) Fine Outsider (Chaotic. These fiends transmit themselves from a host to another host during an intimate encounter. Raptu speak no language. but he or she may grapple with it. In addition to the spiders. have no grandiose ambitions. The whore’s curse is the product of a union between Marbas and Socothbenoth. Demon. Ref +14. in a lust-filled embrace spawned this miniscule demon. treating the target of the attack as helpless and otherwise distracted. demon traits Saves: Fort +1. the eggs the raptu plants hatch.Volume 1: Armies of the Abyss of summoning assistance. To determine the nature of the aid. included above. Immune to transformation (Ex): Warped ones are immune to all polymorphing and petrification spells and effects. A tiny little spider with the head of a lascivious woman writhes in ecstasy on the tip of your finger. spilling forth a swarm of spiders. Insane (Ex): Warped ones have completely chaotic and jumbled thoughts that follow non-linear pathways. One cannot strike an attached raptu with a weapon. losing its Dexterity bonus to AC. An attached whore’s curse is effectively grappling. as noted above. Considering how small this creature is. they merely wish to plant their eggs beneath the skin of its host before dying. (1 square) Armor Class: 30 (+8 size. but holds on with great tenacity. they thought the creature to be a valuable spy. At first. touch 30. +12 Dex). Essentially. Any attempt to contact these demons telepathically or magically produces a backlash effect. flatfooted 18 Base Attack/Grapple: +1/-4 Attack: Bite -4 melee (attach) Full Attack: Bite -4 melee (attach) Space/Reach: ½ ft. the target is only aware of the demonic parasite by a successful Spot check against the raptu’s Hide check. they take pleasure in what happens after the eggs hatch. all of its eggs hatch in 1d3 days forming into a spider swarm (see the MM). but its sheer evil and demonic nature guarantees its placement among the other demons. Dex 34. Nest (2-20) Challenge Rating: 2 Treasure: None Alignment: Always chaotic evil Advancement: None Level Adjustment: — This miniscule demon seems more like a parasite in nature than a monster. attempting to strip all the flesh from its body. Wis 1. Any divination spell or psionic power used on a warped one causes this damage. it uses its myriad legs to latch onto the victim’s soft flesh. Special Attacks: Attach. Whore’s curse has a +16 racial bonus to grapple checks. Combat 80 The raptu attacks in the midst of a physical encounter between a carrier and a new host.. roll 1d20 on the table below. Evil. it lays its eggs just beneath the surface of the skin. Attach (Ex): If the whore’s curse hits with a touch attack. Eggs (Ex): After the whore’s curse attaches itself. or Raptu as many know it in the Abyss.

Volume 2: Hordes of Gehenna Hordes of Gehenna 81 .

one of the circles. “I Will Not Yield” person. It is a land they have been wholly dedicated of contradictions. preferring the clarity of its raw evil to the Material Plane. if in the mortal world. they agreed to record the evil deeds done by mortal races and. Its lords aren’t just aware of mortal affairs—they watch and influence them. Here are the comprehension of the common seven Exarchs. according to scholars like Goodfellow. no longer bear any real similarity they receive a better offer—or so others in discordant cries. of shadows and of whispers. Indeed. no strength can wrestle it from our breasts. demons. Here are the whisperers and the watchers who sit over each Abyss are so evil that the average mortal would go mad with just a glimpse person’s shoulder throughout the course of her life. Gehenna’s evil is less showy than all that but. and a place in the universe. far more insidious. These sad creatures received their own plane. Unlike alignments are the law of one blasted acre and anarchy and madness reign in other fiendish domains. it would seem—though their fickle But Hell and the Abyss are not loyalty does nothing so much as temptation. This on conquest or hatching schemes to topple the gods and swallow up the is Gehenna. where steadfast to the path of their alignment.” fiendish powers are beyond the eternal employment. Gehenna is not overseen by malefic lords bent the land beside it. power.Volume 2: Hordes of Gehenna Chapter Five: Descent into the Seven-Circle Realm The conflict between good and evil is the heart of most great games. It was their selfishness that brought evil and death into the world. Creation of the Realm 6 Some say Gehenna was the first land in the universe—the place where the first beings of any consciousness resided. the Lords of Good made an agreement with the outcasts of Gehenna. mortals wicked path. A Hell and Abyss at war is safer for the multiverse. an accursed battleground between the older realms of the Abyss and Hell. fearing the potential power of Hell or the Abyss unchecked by the other. No blade can cut away at to other members of their race. 82 . fiendish powers and the introduction of suffering into the multiverse. to embrace self-interest and that tie themselves to these outside to reject her charitable nature. The inhabitants of Gehenna even include mortals who have made the Seven-Circle Realm their home. most importantly. celestials and negative-energy creatures alike. In the Seven-Circle Realm. resulting in the creation of Hell. Others say Gehenna’s roots are less grandiose. Gehenna is the hub of the fiendish planes. its inhabitants the deserters from both sides of the war (and the malevolent residents of other planes that were drawn to the conflict). 1 7 5 2 4 3 Regardless of the cause and true history of its creation.Davram Goodfellow. the only outer planes. In return. as its inhabitants call it. Many believe that Gehenna was not a plane at all until the gods of Heaven made it so. devils. Usually. their souls are consigned to Gehenna. the Abyss. and here our worst angels reside. multiverse. the Lords of Good reasoned. Gehenna was a sort of no-man’s land. each watching over . The forces of Hell and the evil is made. No. most agree that Gehenna is now the fiendish plane most tied to the Material Plane. Here planes are thought by most to have are the mercenaries of the endless sold their very soul. to eschew what she knows is right. and not all prolong the war and ensure their It is the very evil of our souls. rendering it a place both deeply terrifying and profoundly useful for those seeking to make other-worldly alliances. inviting her to take the of their far-reaching plans and all-encompassing wickedness. and thus far it has proven true. Accessible by mortals. It is a realm of subtlety. “How can any man defeat his greatest foe? We are each so deeply malevolent that they always switching sides whenever of us tempted by wickedness-some in quiet whispers. the home of pure. to have become war between Hell and the Abyss. each maintaining the strength of the sin he fosters When neutral evil mortals die. to keep the war between their neighbors burning hot for all eternity. selfish evil is a force beyond common understanding.

flat plane in the form of a giant circle. Others say these books are kept in the central circle of Gehenna. each of the seven circles is a reflection in form and character of its Exarch and the sin the circle represents. From above. Tyrexxus’s minions. They say that at the end of a person’s life. The outer-part of this circle is called the “war zone” for the simple reason that it is all around this outer-circle that the war between Hell and the Abyss rages. each seeks only to further his own aims and strengthen the power of his circle. Whatever their purpose. all people cast a dark shadow of themselves into the Seven-Circle Realm throughout their lives. for within are kept records of every sin committed by mortals since time began. they are observed in the appropriate circle and the mere commission of the deed lends strength to the daemons of that land and its lord. the daemons of wrath. in a terrible place called the Library of Blasphemies. This is good for the other Exarchs. These powerful daemons (mostly) are the lords of the Seven-Circle Realm. As mortals commit sinful deeds. is a land of constant warfare and strife. are the bulk of the mercenary forces that aid the war between Hell and the Abyss. perhaps through its agreements with the gods of Heaven). since the war occupies his time. one thing is clear: each of its circles is directly connected to the sins of mortal-kind. she must answer for all of the sins recorded therein (though they are counterbalanced by a similar and opposite book recorded on another plane called the Book of the Righteous). they write them up in great dark ledgers. Most agree that through some property of Gehenna (perhaps its proximity to the Material Plane. The Circle of Wrath is closest to the gate to the Abyss. As they do ill. Exarch of Wrath While the war zone is a characterless place of blood. They are stored there for a purpose both secret and horrifying. The Exarchs are: His realm. bile and ichor. Whatever theory one ascribes to regarding the creation and purpose of Gehenna. The Exarchs of Gehenna Tyrexxus The Black Horn.The Lay of the Land Gehenna is a great. The purpose of these ledgers is the source of much debate. filled with those who hate and desire the death and maiming of all they meet. petty or profound. though they have neither supreme authority nor any firm laws. in turn. his hatred for the other lords of the Seven-Circle Realm (over historic slights. their shadows wander into the appropriate circle where their deeds are scrutinized and recorded by the residents. a blasted wasteland worn down to craters and flaming pits over millennia of warfare. Exarch of Envy An undead dragoness of staggering power. Ulasta The Great Skull. Indeed. it cannot be good. Some call this dark ledger the Book of the Wicked. all of whom worship her as a god. The war zone forms an enclosure around six smaller circles that. the Circle of Wrath. through which demons stream regularly. for she has what they 83 . real and imagined) would surely lead him to war with them otherwise. encircle one central circle. How mortals are observed in these acts is a matter of debate. all of whom delight in wickedness. it looks like the diagram on the facing page: 1 2 3 4 5 6 7 Circle of Wrath Circle of Envy Circle of Lust Circle of Sloth Circle of Gluttony Circle of Greed Circle of Pride Volume 2: Hordes of Gehenna Each of the internal circles is ruled by one of the Exarchs of Gehenna. As the daemons observe these sins. Ulasta oversees the daemons of the Circle of Envy.

or celestial god—and in some ways. This circle is accessible from the Material Plane. for to enter the Circle of Gluttony. Mytaxx desires to own everything there is. but he is kept occupied by his obsessive hoarding of that which he already holds. the most stunning works of art and architecture. in turn feasts on theirs. this is the one most avoided by travelers. the forces of good keep tabs on the war between Hell and the Abyss. and they constantly desire more (and more perverse) couplings. The daemons there feast on his flesh. Each does whatever he desires. The Circle of Envy is tied to the Negative Energy Plane and has many undead inhabitants. Exarch of Pride If there is one of the exarchs who is the strongest. the inner-circle of Gehenna seems almost a paradise. Mytaxx The Golden Miser. Exarch of Greed They say Mytaxx was once a mortal man who bought himself rulership of a circle of Gehenna. the Circle of Greed. has simply given up. magic and power. In’nassi The Red Petals. He considers himself the equal of any demon prince. but indeed the most powerful being in the multiverse—the creator of all—who. But beneath the surface. Exarch of Lust A daemon of both masculine and feminine aspect. eaten whole by Yungo. Whether this is true or not. Heretical scholars say that Viasta is not a daemon at all. Exarch of Gluttony A circle of consumption. Exarch of Sloth Hardly ever seen. Filled with the most perfect and beautiful daemons. exhausted by his works and disappointed by the shortcomings of mortals and outsiders alike. In’nassi dedicates its realm. then this agreement was surely brokered by Gravicarius. This circle is closest to the gateway to Hell. with utmost certainty that it is the right thing to do because he wishes it. himself drunk on their intoxicating blood and pus. he would take the stars themselves. to save all those unjustly injured. most cunning. hold that there is a shining empire watched over by good celestials and inhabited by golden-skinned mortals deep in Yungo’s gullet. The Iron Rod. most beautiful and most perfect. that one must surely die. the Circle of Gluttony is encompassed entirely by the girth of Yungo. the Circle of Pride. Viasta The Broken Promise. and he. most of which are the overseers of the daemons there. worse. Rumors. indeed. it is the case that the daemons of his circle hoard all manner of wealth—gold. neither In’nassi nor the daemons of the realm are ever satisfied by their activities. However. though they have never been confirmed. making 84 . This results in murder. and the wisest scholars. going unnoticed. whose duties wore on them until they simply gave up. If it is true that Gehenna is in league with the Lords of Heaven. and there are powerful and evil mortals who call this place home. Though he is not king of Gehenna. Gravicarius The Shining Star. and its inhabitants do not oppose the devils that invade their lands from it. For every denizen of that perfect-seeming place is convinced of his own absolute authority and rectitude. Lord of Hell. Though it is within his power to fix every flaw in the world. knowledge. Many of the inhabitants of his circle are Fallen Celestials. to fornication and carnal pleasures. he is unquestionably its greatest citizen. he instead lies about his domain in Gehenna doing nothing at all. who both love and hate their masters. often called the Mountain of Flesh. is to risk being torn to pieces and eaten by its inhabitants—or. to do and achieve boundless good. theft and a constant buzzing of betrayal. prolonging the war between Hell and the Abyss and recording mortal sins so that they might be judged. or to take part in the wars and intrigues of Gehenna. His realm. its exarch. perhaps he is. gems. if he could. That is to make sure that the dark ledgers of Gehenna are recorded and their purpose (whatever it may be) is fulfilled. is not at first a place of obvious evil. it is Gravicarius. Of all the circles. the Circle of Sloth. constant and disgusting to behold. and from within her palace of bone and sinew she hatches plots to make herself a living woman. but he is pleased by what he does now. Viasta is an old and powerful daemon (or so most say) that cannot be bothered to lead his realm. though it is said just as often that to lie with it (for it cannot be said to be a “her” or a “him”) is to know pleasure and pain so perfect and so terrible. Yungo The Slavering Mouths. Yet Ulasta herself is consumed by her own envy for the living. the Circle of Lust. None are more convinced of their own perfection than Gravicarius. from this supposed land. the horrors he has caused by doing what he believes to be “right” chill the very blood.Volume 2: Hordes of Gehenna cannot: death. They say he consumed it long ago and forgot about it. It is his firm belief that there is nothing he cannot do. falling straight from Heaven to their new home in the Circle of Sloth. despite the fact that she is a creature of pure negative energy and so it can never be. wickedness lurks. In’nassi is said to be lovers with several other Exarchs.

and fights often erupt between them. telling them to commit graver and graver sins. accursed by the gods for their pride and made into the horrid creatures they are today. than another daemon from the Circle of Sloth. No particular group will admit to being “lesser” than another. and so on Primarily. choosing that which most satiates their wicked desires. unless otherwise noted in a creature’s entry. Servitors are often used as messengers to other planes. but many of the more powerful creatures of Gehenna are unique and belong to other races. Draconic. it’s time to delve into the various creatures that call the Seven-Circle Realm their home. to some of the realm’s most terrifying and powerful residents. The details. stations than by their race. if the daemon has this ability. are sometimes On the rare occasion they come found in Gehenna. Summon (Sp): Many daemons have the ability to summon others of their kind. the inhabitants of Gehenna are more unified by their circles and their his entire life. what he has done in private. Watchers band together against whisperers. though their prices are rarely as easily paid with gold (and are usually tied to the circle of their origin). Volume 2: Hordes of Gehenna Gehenna’s inhabitants perform many functions within (and between) their circles. for they have been with him Indeed. They of Gehenna are personal horrors and have been known to reduce the most have only one thing that unites them—hearts of pure evil. where the roles are hierarchical. Unlike the fiends of Hell and the Abyss. Their roots as a species are shrouded in mystery. urging us to choose evil. divine or arcane) into a race in their own right. with devils climbing in levels of status by performing deeds of great evil. the servitors are directly accountable to the Exarchs of their circles. they are racially distinct from devils and demons (see sidebar for racial properties). They make sure the Exarch’s will is obeyed. Because it is connected to many other planes—particularly Hell and the Abyss. that the affairs of their circle are in order. Within each circle. Hordes of Gehenna provides a wide assortment of enemies. these daemons war between their homelands can be found in the circles of the land. usually called “stations” are: Servitors The loftiest of the Seven-Circle Realm’s inhabitants. Telepathy (Su): Daemons can communicate telepathically with any creature. Its native inhabitants are daemons. Gehenna has become home to any number of creatures. Most are daemons. personally. terrible threat to those they have observed and whispered to. that has a language. waiting to observe these sins and record them in All outsiders native to Gehenna are of the daemon subtype and the dark ledger. free) and they are the most easily summoned of daemons by those on other Mercenaries Bring on the Evil! Now that you know what Gehenna is like and the purpose of its lords and inhabitants. and what he is most ashamed of. are described under the individual monster heading. beings that were long know their subjects over the years. Fallen Watchers and Whisperers come to celestials. Immunities (Ex): Daemons are immune to acid and poison Resistances (Ex): Daemons have resistance to cold 10. A man who possesses a purse heavy with gold will cast a dark shadow of himself in the Circle of Greed should he refuse to give a copper to a starving man. stations are considered the most important indicator of association. inhabitants of all walks will band together. Gehenna—the Seven-Circle Realm and Infernal. Others believe they are the dross of demonand devil-kind. They are aware Powerful evil mortals from the Material Plane. undead overlords from the of every sin—great and small—and will absolutely use this knowledge against Negative Energy Plane. These are the voices we hear in our hearts. As a hub. Whatever the case. electricity 10 and fire 10. having given to the Material Plane. transformed through some power (infernal. The Hateful Home Daemon Traits Whisperers There are other daemons of Gehenna that follow these shadows of mortals around and whisper to them. mercenaries are warriors in the battles between Hell and the Abyss. Gehenna is not for the faint of heart. share the following traits. they pose a over to depravity and spiritual decay. down the line. the daemons and other residents of Gehenna gravitate toward their roles. Prepare yourself.The Roles of the Wicked planes. they grow skilled at steering us toward that which we know is worst for us. from low-CR grunts. But when a circle is pitted against another circle (or against They are also the protectors of their circles (the only time they will fight for invading outsiders). They will happily serve any employer able to pay them. ago of pure good. 85 . Some say daemons were the first race. It is more likely that a daemon watcher of the Circle of Greed will associate with a fallen celestial mercenary of the Circle of Greed. within a certain distance. perfect paladin to tears. In the following pages. demons speak Abyssal. and that any desire of the lord they serve is fulfilled. which wage an eternal war across the outer-circle of Except where otherwise noted. The roles taken on by Gehenna’s denizens. is home to many other races. Watchers Through the dark shadows cast by mortals. and even a few demon and devil refugees from the their foes if they can. Unlike Hell. Gehenna is able to observe sins as they are being committed. what we respond to and what we desire. The watchers are there. whisperers against servitors. They come to know what tempts us. They know what he has been thinking.

not you. But precious dreams cast aside—those are treasures. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Dex 21. Int 15. Disguise +17 (+19 acting). “You could never do that. They speak Common. The watchers eagerly wait for the moment when a mortal turns her back on her dreams. Abyssal. Gnome. were you? Everyone you know is better than you. Wis 18. they recognize weaknesses in mortals that few others would see. There it becomes the embodiment of the dream. Saves: Fort +4. darkvision 60 ft. with tearing claws trailing from its spindly torment will continue until the abandoned dream is somehow sent arms. Elven. Shapechanger) Hit Dice: 6d8-6 (21 hp) Initiative: +5 Speed: Fly 30 ft. the abandoned dreams attacks are considered evil. Sense Motive +15. Halfling. Survival +6 (on other planes) Feats: Deceitful. You don’t even want to. Set it aside. They see when a person is prepared to forget her cherished hopes for a better tomorrow. You were never good enough. or back to Gehenna (the tormented mouth. They promote the mortal embrace of mundane lives. the abandoned dream must hit with its claw attack. telepathy 120 ft. It was a foolish idea. that moment is incited and inseminated by the elite whisperers of the circle called the abandoned dreams. distended. Extraplanar. 86 . Con 8. haunting and tormenting the dreamer with regret. daemon traits. and Orc. Abandoned dreams are seven feet long in their true form. This sort of Swollen. Negotiator. Forgery +4.Volume 2: Hordes of Gehenna Chapter Six: Creatures of Gehenna Abandoned Dream (Whisperer of Sloth) Medium Outsider (Daemon. Ref +10. sometimes the abandoned dream is brought to the Material Plane by the power of that loss. and they pounce on the opportunity. Will +9 Abilities: Str 12. Knowledge (the planes) +11. it establishes a hold and can drain its target’s Wisdom (see below). If it wins the grapple. Hide +14./5 ft. Wisdom drain Special Qualities: Alternate form. When a person chooses the path of practicality over idealism—hardened realism over optimism—a great cheer goes up in Gehenna. Improved Grab (Ex): To use this ability. Infernal. Spot +13. it can defend itself if exposed. Combat Though the abandoned dream is a much more insidious evil. Evil. flatfooted 13 Base Attack/Grapple: +6/+7 Attack: Claw +7melee (1d4+1) Full Attack: 2 claws +7 melee (1d4+1) Space/Reach: 5 ft.” —The whispering of the Abandoned Dreams In the Circle of Sloth. Intimidate +14. When on the Material Plane. spelllike abilities. the abandoned dream will come to her at her lowest and offer her a hand up for her child—an apprenticeship. but appears to be watching its surroundings. schooling. It has no apparent eyes. Special Attacks: Improved Grab. The abandoned dream uses its spells defensively to gain an advantage before closing on its foes using improved grab attacks to leech their enemy’s Wisdom. Dwarven. broken promises and wasted potential are the daily currency. +3 natural). Cha 17 Skills: Bluff +12. Listen +13. and future riches—only to withdraw the offer at the eleventh hour. touch 15. they assume forms as necessary to carry out their sinister tasks. finds or is aided in finding the will to not give up hope) or its subject is dead. damage reduction 5/good. Concentration +8. Perhaps she was a poor mother who gave up on a better life for her child. Quite often. Skill Focus (Disguise) Environment: Gehenna Organization: Solitary Challenge Rating: 5 Treasure: None Alignment: Always neutral evil Advancement: 7-18 HD (Medium) Level Adjustment: — And when a particularly cherished dream is forgotten by one of its subjects. For purposes of damage reduction. Diplomacy +18. this creature floats in the air.. whispering to her shadow day and night to help foster this depression. (6 squares) (perfect) Armor Class: 18 (+5 Dex. Gifted with unholy acuity of insight. spell resistance 17.

too afraid to find could have created him. Cha 24 Skills: Bluff +11. Improved Initiative. in shock. flatfooted 28 Base Attack/Grapple: +18/+29 Attack: +3 large unholy whip +28 melee (1d4+10 nonlethal plus 2d6 against good opponents) or claw +27 melee (1d8+7) Full Attack: +3 large unholy whip +28/+23/+18 melee (1d4+10 nonlethal plus 2d6 against good opponents) or 2 claws +27 melee (1d8+7). except that the abandoned dream does not regain hit points for changing form. Survival +5 (+7 on other planes). Diplomacy +28. When their meetings turned violent. Improved Trip. or perhaps because they saw power in him. holy interdict. spell resistance 30. Sariel. fly 90 ft. so Ahrimanes wandered the shadows could never accept that these beings of the cosmos. the gods would brook no more offense. Intimidate +28. while controlled and disgusted by their nursed his grief and loneliness for a capriciousness and infighting. Knowledge (arcana) +27.” —Canticle of the cursed Before the angelic rebellion in heaven—before the fall of those angels and their subsequent descent to the Abyss and Hell—there was Ahrimanes. This ability functions as a polymorph spell cast on itself (caster level 10th). whip Special Qualities: Damage reduction 10/good. Dex 19.Wisdom drain (Su): Each round the abandon dream pins its opponent. protective aura. (good) Armor Class: 32 (–1 size. unholy compact. spell-like abilities. Independent) Large Outsider (Evil. Will +16 Abilities: Str 25. Concentration +26. rage. An Ahrimanes’ ejection from the heavens occurred before Hell was formed.. expeditious retreat. he watched mass out swarms a cloud of buzzing flies. He watched shelter with the soulless in the their bickering and childish behavior yawning depths of the Abyss. spells. 87 . In one hand he snaps a whip. Sense Motive +30. Caster Level 5th. bite +22 melee (1d6 Charisma drain) Space/Reach: 10 ft. Soon after. send your servants to devour our foes. cold and petrification. Wis 21. and demanded that Ahrimanes and his followers be cast out of the Heavens. +19 natural). Hide +21. low-light vision. Ref +15. it burrows its claws into its victim’s scalp and drains 1d6 points of permanent Wisdom. Spell-like Abilities: Abandoned dreams can cast the following spells at will—charm person (DC 14). An abandoned dream can remain in its alternate form until it chooses to assume a new one or return to its natural form. immunity to acid. flies. Use Rope +4 (+6 with bindings) Feats: Blind-Fight. away from the purity of his fellow celestials. he gods. Move Silently +25. Knowledge (religion) +27. talking freely of the pettiness of the immortal masters and their misguided use of power. comprised of those who saw things as he did. No mortal world yet existed. regeneration 10. (6 squares). inspired by the words of Ahrimanes. Weapon Focus (whip) Environment: Gehenna Organization: Solitary (unique) Challenge Rating: 20 Treasure: Standard Alignment: Always neutral evil Advancement: 13-24 HD (Medium) Level Adjustment: — “The chief of daemons. Despite dwelling in the presence of the gods. lowest of daemons. who would eventually rise up against their divine masters when the gods created mortals. and in his hate. resistance to electricity 10 and fire 10. Search +27. Filled This vaguely humanoid creature is completely naked. Volume 2: Hordes of Gehenna Ahrimanes (Fallen Planetar. The save DCs are Charismabased. angel. Power Attack. he revealing inky blue skin. clairaudience/clairvoyance. tongues. just for him. Spot +26. touch 13. Int 22. Escape Artist +25. +4 Dex. eagle’s splendor. and Beelzebub. horrified by the power they with hatred for all of his kind. and from this he fomented discord in his kind. Special Attacks: Blasphemous benediction. Combat Expertise. He thousand years. Ahrimanes. like so many of his brethren that fell from grace. Cleave. darkvision 60 ft. He gathered a motley host of sycophants to his side. Extraplanar) Hit Dice: 18d8+90 (171 hp) Initiative: +8 Speed: 30 ft. unsettling aura Saves: Fort +16 (+20 against poison). he never exhibited the and while the Qlippoth still ruled unchallenged in the dark. Knowledge (history) +27./10 ft. Intimidate +28. Knowledge (the planes) +27. until mortal man first the other wiggles its fingers. It turns to look at you and you grew to hate them. Alternate form (Su): An abandoned dream can assume any form of Large size or smaller as a standard action. suggestion (DC 16). probe soul. Those angels who enforced the gods’ will were Iblis. we beseech you. his warnings and cast him from the His arrogance allowed him to believe he could walk unchallenged in Heaven. drew his breath on a world created see that its face is a knot of writhing larvae. charisma drain. forming the first rebellion against his fellow angels—those that ignored the gods. Con 20.

with these fiendish realms created and with demons and devils established in their new realms. they will never have what their neighbors have. They can be dispelled. entropic shield. or friends. count as magical and evil. Typical Cleric Spells Prepared (6/8/8/7/7/6/6/4/3/2. misdirection. see the fallen celestial template on page 161. cause fear. Unsettling Aura (Ex): The Will save to resist Ahrimanes’ unsettling aura has a DC of 26. Flies (Su): Ahrimanes’ face is a seething mass of wriggling maggots. invisibility (self only). Escape Artist +12. 8th—unholy aura*. flatfooted 15 Base Attack/Grapple: +5/+8 Attack: Impaler +8 melee (1d8+3/x3) Full Attack: 2 impalers +8 melee (1d8+3/x3). Wis 13. mass cure moderate wounds. why not burn down the neighbors’ houses? And while most reject these quiet whispers in the back of their minds. daylight. Cha 11 Skills: Appraise +8. He has an uneasy truce with the Exarchs. 2nd—aid*. heroes’ feast. that they give in to their maddest desires. addressing Doctor Faustus Envy is misjudged by many to be a passive sin. touch 14. flame strike (DC 22). mark of justice. he can energize the whip. summon monster IX (NE fiends only). The save DC is Constitution-based. The save DCs are Charisma-based. They murder their neighbors in their sleep. A target beginning his action in this space must succeed a DC 23 Fortitude save or be nauseated for 1 round. On command. Pair. a place of torment and woe. Combat Ahrimanes hates mortals and directs his attacks at those characters first. and so miserable are these mortals at their perceived lack of worldly possessions. mass charm monster (DC 25). For full descriptions of abilities common to fallen celestials. Listen +9. firestorm (DC 24). bull’s strength (2). 88 . but he can reactivate them as a free action. mad craving to destroy that which they cannot possess. invisibility purge. helping to level the playing field. Unholy Compact (Su): A soul bound by this agreement is trapped in Ahrimanes’ domain in the Circle of Pride of Gehenna upon death. for instance. nondetection. eagle’s splendor. polymorph (self only). He has access to the following domains: Destruction. (6 squares). summon monster IV. speak with dead (DC 20). neutralize poison (2). hold person. Given his charismatic nature and his bottomless corruption. Will +5 Abilities: Str 17. 5th— break enchantment. and true seeing. for flaunting what they have. prayer (2). Spells: Ahrimanes can cast divine spells as a 20th-level cleric. Ref +8. spikes 1d6+3 Special Qualities: Daemonic traits. The following abilities are always active on Ahrimanes’ person. Spot +9. and since their neighbors will always keep it from them. Gang (3-6) Challenge Rating: 6 Treasure: Standard Alignment: Always neutral evil Advancement: 6-15 HD (Medium) Level Adjustment: — “I cannot read and would prefer all books were burned. Special Attacks: Intelligence drain. He laughed gleefully when the others fell to the Abyss and struggled for survival against the Qlippoth. he uses spell-like abilities to contain and divide. Use Rope +4 (+6 bindings) Feats: Multiattack. dispel magic. unholy blight (DC 21). align weapon. 1/day— blasphemy (DC 24). guidance. desecrate. Charisma Drain (Su): Whenever Ahrimanes successfully hits a target with his bite attack. Caster level 20th. Evil. virtue. (good) Armor Class: 19 (+4 Dex. unholy aura. bear ’s endurance. Ahrimanes returned from his exile and settled in Gehenna. slay living (DC 22). as the spells (caster level 20th): detect good. which Ahrimanes may do as a free action. detect snares and pits. Ahrimanes natural attacks. command (DC 18). Con 15. dismissal. being nothing more than the quiet yearnings of the meek for the lives of the strong. fan the covetousness of mortals prone to desire what they do not have. Regeneration (Ex): Ahrimanes takes damage from good-aligned weapons and from spells and effects with the good descriptor. lesser restoration (DC 19). speak with dead (DC 20). see invisibility. doing his part to corrupt the mortals and send them to their dark masters. this is often so. or employers. 6th— banishment. shield of law. Ahrimanes lacks wings in the traditional sense.Volume 2: Hordes of Gehenna light of the Heavens—struggle futilely against the combined might of the Heavens. Knowledge (any two) +8. dispel good. Domains: Destruction and Evil. 3/day—blade barrier (DC 23). and they ruin their friends’ lives. circle of doom*. disguise self. the Calumnites tell the envious that. resistance (2). save DC 16 + spell level): 0—create water. Extraplanar) Hit Dice: 5d8+10 (32 hp) Initiative: +4 Speed: Fly 30 ft./5 ft. harm*. discern lies (DC 20). 9th—implosion. Evil. earthquake (DC 25). So enraged are these mortals by the audacity of their neighbors. fell from the Heavens to land in a new place. fanning the flames of desire until their victims are overcome with a jealous. power word stun. spell resistance 17 Saves: Fort +6. damage reduction 10/magic or good. wind wall. braided from the skin of celestials he has killed. Against powerful foes. inflict critical wounds*. Calumnites (Whisperer of Envy) Medium Outsider (Daemon. Ahrimanes. Spellcraft +8. Instead. transforming it into brilliant energy weapon. mouth tentacles +6 touch (1d6 Intelligence drain) Space/Reach: 5 ft. where the gods would give over mortals of similar disposition to the hateful devils. But the calumnites. he has a swarm of flies that emerge from his maggot-infested face that carry him wherever he goes. soul bind (DC 27). Whip (Su): Ahrimanes employs a nasty whip. 2/day— charm person. Probe Soul (Su): The Will save to resist Ahrimanes’ persuasion has a DC of 26. Indeed. contagion (DC 20). detect magic. as a free action. 4th— death ward. and any attacks made with a weapon. some are drawn to them like moths to flame. 1st—bless (2). Ahrimanes speaks and understands all languages through use of his tongues ability. dispel good. He watched as Asmodeus. Ahrimanes stands nine feet tall. the whip has all the benefits of a brilliant energy weapon as described in the DMG and inflicts real damage instead of nonlethal. Blasphemous Benediction (Su): Ahrimanes grants a +6 profane bonus on the touched creature’s attack and weapon damage rolls. regenerate. waves of exhaustion. can create a swarm of biting flies from this nest. The swarm only disperses when Ahrimanes is destroyed or driven away. bestow curse (DC 20). Spell-like Abilities: At will—continual flame. greater dispel magic. inflict light wounds*. summon monster IX (evil)*. they steal their employers’ money. though each suspect he plots to seize the entire plane for his own. one of the orders of whisperers in the Circle of Envy. disintegrate*. mass cure critical wounds. cause fear (DC 18). summon monster III. it is a threat that all would do well not to ignore. unholy word. unhallow. waves of fatigue. heal. Intimidate +8. rend 2d8+4. suggestion (DC 20). He typically spews a cloud of biting flies and follows this up with his whip attack. Unlike other fallen angels. Ahrimanes’ heir. plane shift. In the end. Int 11. Dex 18. The save DCs are Wisdom-based. he permanently drains 1d6 points of Charisma.” —Envy. *Domain spell. Power Attack Environment: Gehenna Organization: Solitary. +5 natural). shield of faith. 7th— dictum. greater restoration (DC 24). protection from good. 3rd—contagion*. righteous might. The flies move as directed. and fill one space. For the purposes of overcoming damage reduction. With their constant prodding and whispering. While in this state. divine favor (2).

unless noted otherwise in the creature’s entry. Over the eons. If the calumnite reduces the target to 0 Intelligence. It is all a question of whether it lets its envy get the better of it. However. A commander. Machiavellian in every way. Dwarven. continuing to work its mischief through more than mere whispers. They employ their impalers to grab a foe and then rip them apart with their rend ability. so it is on the Material Plane: the cost of hiring the Companions is prohibitive. and worse. the Companions of Malice obey one law and one law only: they will faithfully serve their employer. Combat Nothing deters employed Companions of Malice from their course. One who has achieved many such successes may find itself able to journey to the Material Plane itself. they will refuse any effort to renegotiate or to expand the details of the contract. Companions are violent forces of death and destruction. pointed legs of a mantis and its back is covered with spiked ridges. In the swirling madness of the war between Hell and the Abyss. the more powerful they are. all Companions in the company are immune to all spells with the Charm or Compulsion descriptors. Calumnites are seven feet long. They meet their opponents directly or indirectly. I pray to you dark masters—make my blood run hot in the foul places. However. saving throws and checks to a maximum of a +5 bonus. Give me strength immortal. feasts of wicked pleasures. Gnome. Spikes (Ex): The calumnite automatically deals 1d6+3 points of damage to any target attempting to initiate a grapple with it. and want nothing more than to be mortal themselves. For every 2 Companions within 50-feet. Grant me a place among the Companions of Malice that I may feast on the blood of my foes for all eternity. including anything they happen along. envious of death and life. the Companions of Malice are among the most feared and valued warriors. Combat When a calumnite attacks. In addition. They speak Common. the creature liquefies as is quickly consumed by the daemon. while employed. calumnites natural attacks are considered both magic and evil. switching sides in the conflict with each new battle. And it will. For the Companions. Unshakable (Ex): While under the obligation of a contract. The Companions of Malice (Mercenaries of Wrath) “When some lucky worm finally ends my days on this wretched earth. each gains a +1 insight bonus to attack rolls. depending on the nature of their opponent. From its mouth dangle countless vibrating tentacles. hope and despair.Volume 2: Hordes of Gehenna It looks as though this creature has been ripped in two. envious of the sun and the moon and the stars. Companions of Malice Traits: All Companions possess the following traits in addition to the standard traits common in daemons. Strength in Numbers (Ex): The more daemons gathered in melee. of course. Companions of Malice gain a +1 profane bonus for every 5 Companions in the company to all saving throws against any spells or effects that would force one or more companions back to Gehenna. it is a very messy affair. they are unshakable. and never as simple as gold changing hands. Abyssal and Infernal. simply represent opportunities for new and creative means to demoralize and weaken their opponents. They demand services. blood. Elven. But once secured to a “cause” there are few better ways for an evil mortal to assure her victory than to hire the Companions of Malice. mortals have learned spells to summon members of the company to do their bidding. Its arms are like the long. For the purposes of overcoming damage reduction. trailing its intestines behind it. A calumnite on the Material Plane may go on a simple killing spree. Given the nature of these creatures. A mercenary company in the service of Tyrexxus that has fought on every side of the conflict over the Millennia. if a new threat to their employer arises along the way to achieving their goals. If they get the chance. They hate mortals for their mortality. As below in Gehenna.” —Prayer of the Tyrexxan Supplicants Even Gehenna has its traditions. will bring several of his underlings with him—once the hiring price has been agreed upon. souls. 89 . pursue this option because the calumnites are themselves envious: envious of mortals with their lives on the Material Plane. it latches onto the opponent’s body and tears the flesh. The Companions accept commissions for their services for only one mission at a time. they dangle their oral tentacles over their victim’s head and drain away their opponent’s Intelligence. the ends justify the means. if summoned. Intelligence drain (Su): A calumnite causes 1d6 points of Intelligence drain each time it hits with its touch attack. Halfling. Such evil acts of envy give the calumnites strength. once they have accepted a commission. obstacles. Companions use whatever tools they have at their disposal. or it may cleverly pursue magical means to make itself mortal. This attack automatically deals and additional 2d8+4 points of damage. They never act counter to the provisions outlined in the particular contract they signed. Rend (Ex): If a calumnite hits with both impaler attacks. During particularly brutal periods of the eternal war they have engendered frenzied bidding wars between demons and devils. to ensure the completion of the job. whether innocent bystanders or structures.

Extraplanar) Hit Dice: 2d8+7 (16 hp) Initiative: +2 Speed: 40 ft. For the lieutenant. surrender is usually punished by becoming that unit’s “banner” for a time: it is impaled on the banner pole. footmen sometimes lose control. Swim +9. Will +4 Abilities: Str 19. Special Attacks: Disciplined. Evil. are sent to the company. though some are selected to serve the Lord Commander personally or even to become a part of Tyrexxus’ honor guard. though most agree it is at least 20. (8 squares) Armor Class: 16 (+2 Dex. daemon traits. summon Special Qualities: Companion traits. it might challenge its commander. always martial.000 soldiers strong. This challenge. tongue +1 melee (1d4+2 and poison) Space/Reach: 5 ft. rend (2d4+6). touch 12. They are comprised of two kinds of daemons: long time inhabitants of Gehenna recently indoctrinated in the company and newly arrived souls of neutral evil mortals who. run through from stem to sternum. Combat Undirected footmen leap into the fray. they are a horror to behold when steered by a competent commander like a lieutenant or captain of the Company. footmen are a tightly organized and disciplined force capable of annihilating just about any opponent they face. Normally. Every round in which a footman takes damage. Jump +9. The basic soldier of this mercenary army is the footman. are chosen for their cunning. Ref +5./5 ft. Pair. even a lone footman is not to be trifled with. and ordered to break their rage. The lieutenants are made into captains at the pleasure of the Lord Commander of the Companions. Squad (1d4+2). While frightening in this capacity. in an effort to achieve higher rank. Int 6. it is with U’ulgan that the powers of Hell and the Abyss parlay in their efforts to secure the Companions’ services. a lieutenant can order any number of the footmen under his command to enter the fearsome rage. Toughness Environment: Gehenna Organization: Solitary. Dex 15. surrender is without consequence—the company does not call for the death of its valued commanders unless they fail in their duty. to go where they command and to kill whom they require dead. continues until one of the daemons surrenders. The footmen exist only to serve their lieutenants. Company (20 units plus captain) Challenge Rating: 3 Treasure: None Alignment: Always neutral evil Advancement: 3-6 HD (Medium) Level Adjustment: — Footmen form into units of 20. They speak Abyssal. Overseeing the Companions of Malice is the Lord Commander. fearsome rage. When they lose control. flat-footed 14 Base Attack/Grapple: +2/+6 Attack: Claw +6 melee (1d4+4) Full Attack: 2 claws +6 melee (1d4+4). who command masses of footmen and lieutenants. Captains. Survival +6 Feats: EnduranceB. Spot +6. They are wild and barbaric warriors possessed of the anarchic delight in killing of the demons and the discipline and martial structure of the devils. While the weakest members of the Companions. When so controlled. footmen are fatigued at the end of their rage. Common and Infernal. and they have no control over when the rage takes them. Cha 8 Skills: Climb +9. lending them the strength of its essence.Volume 2: Hordes of Gehenna Tongues (Ex): All daemons in the Companions of Malice have long poisonous tongues. +4 natural). for reasons known only to Tyrexxus. U’ulgan. Society of the Companions of Malice Scholars cannot determine just how vast the ranks of the Companions of Malice are. Footmen of the Company Medium Outsider (Daemon. Unit (20 footmen plus lieutenant). Likewise. For the footman. stability Saves: Fort +7. Con 15. Fearsome Rage (Ex): In the heat of battle. Listen +6. each of which is led by a commanding officer. Wis 12. Disciplined (Ex): If commanded by a lieutenant. they may do so and experience no adverse effects from ending the rage. Most Captains serve in this capacity for the remainder of their existence. only a higher-ranking officer can restore them to a disciplined state. barbed tongues that identify all Companions. whose power and potency vary depending on the rank of the daemon. Every day the lieutenant cuts its belly open and its fellow footmen feed upon its intestines. 90 . Footmen stand about seven feet tall. The footmen are fierce and tireless warriors. called a Lieutenant of the Company. When a footman has served long enough. Footmen will never flee from combat when their company is in service to an employer. corrupted over the years of their service into twisted creatures sporting wicked claws and the poisoned. poison. ripping apart their foes with unholy fervor. A trusted companion to Tyrexxus and one of the fiercest warriors in the SevenCircle Realm. their tactical genius and their love of carnage. a lieutenant.

91 . damage reduction 5/magic. Knowledge (history) +10. but when the Companions take on a new foe. Perhaps it is the dark enchantment of the company. Summon (Sp): When under a contract and working for an employer. When they enter the fearsome rage. command. automatically dealing 2d4+6 additional points of damage. -2 size penalty to Dexterity and a -1 penalty to attack rolls and AC. See the PHB for more details on this spell. stability Saves: Fort +9./5 ft. immovable. the lieutenants command their footmen into battle. Dex 15. Int 12. EnduranceB. They speak Abyssal. wicked tongue that ends in a series of barbs. Combat Lieutenants begin combat with their battle cry. All A powerful creature covered in bone and chitin armor-or is it opponents who hear the battle cry skin?-this tall. flat-footed 17 Base Attack/Grapple: +6/+10 Attack: +1 Halberd +12 melee (1d10+7) Full Attack: +1 Halberd +12/+7 melee (1d10+7) and tongue +5 melee (1d6+2 and poison) Space/Reach: 5 ft. While most mercenaries seek only to do their job and survive. grey creature bears a shining black halberd must attempt a Will save (DC 15) or carved. They increase to Large size. Intimidate +11. an ear-splitting shriek that carries quite a distance. A lieutenant’s attacks are considered magical for purposes of overcoming damage reduction. Unit (lieutenant plus 20 footmen). The save DC with a long. Jump +13. daemon traits. Weapon Focus (halberd) Environment: Gehenna Organization: Solitary. perhaps. poison. Cha 14 Skills: Climb +13. Common and Infernal. Footmen often bring in reinforcements to swell their numbers against a dangerous foe. while the lieutenant leaps into the fray. it latches onto the opponent’s body and tears the flesh. the Lieutenants take it upon themselves to destroy their opponents utterly. Wis 12. they function as if they were humanoids and under the effects of an enlarge person spell. Lieutenant of the Company Medium Outsider (Daemon. they command their forces to Battle Cry (Su): As a standard action. Its body. +7 natural). Toughness. the victim of the tongue attack must attempt another Fortitude save against the same DC or the poison deals an additional 1d3 points of Strength damage. It seems to taste the air suffer a -2 morale penalty to all attack rolls and saving throws. Its arms end in wicked claws and its legs are rooted to the ground. black halberds—the symbol of their office—the lieutenants loose hideous battle cries that move their soldiers to frenzied heights of destruction and strike terror in the hearts of their foes. Stability (Ex): Footmen are exceptionally stable on their feet. Ten rounds later. Special Attacks: Battle cry. covered in chitin. flying. Con 17. from which drips something black and smoking. The save DC is Constitution-based. swinging his halberd with abandon. Footmen gain a +4 bonus on ability checks made to resists being bull rushed or tripped when standing on the ground (but not when climbing. the Lieutenants of the Company evidence cunning and ferocity. touch 12.there is a 50% chance for the footman to enter a blood-chilling fury. Bearing aloft their shining. for this ability is Charisma-based. enter their fearsome rages. Will +6 Abilities: Str 19. grey creature appears to have been created for one purpose only: warfare. gain a +2 size bonus to Strength. Following the shriek. Rend (Ex): If a footman hits with both claw attacks. Company (20 units plus captain) Challenge Rating: 6 Treasure: None Alignment: Always neutral evil Advancement: 7-12 HD (Medium) Level Adjustment: — Highly protective of their positions. Evil. All allies that can hear the battle cry gain a +2 morale bonus to attack rolls and saving throws. Spot +10. or otherwise not standing firmly on the ground). To this end. Volume 2: Hordes of Gehenna Poison (Ex): Footmen’s tongues carry a nasty toxin that forces an opponent damaged by the tongue attack to attempt a Fortitude save (DC 13) or the poison deals 1d3 points of Strength damage. (8 squares) Armor Class: 19 (+2 Dex. hungry for the glory of battle and for greater status within the company. displays no weaknesses. Listen +10. riding. Each lieutenant oversees a unit of 20 footmen. perhaps it is simply their nature. Survival +10 Feats: Diehard. the lieutenant of the company may throw his head back and release an awful shriek that inspires his allies and demoralizes his foes. arrogant in their power. This ability functions as a 3rd-level spell. Ref +7. Lieutenants are seven to eight feet tall. Extraplanar) Hit Dice: 6d8+21 (48 hp) Initiative: +2 Speed: 40 ft. This deformed. a footman can summon another footman with a 25% chance of success. Swim +13. the lieutenants develop a supreme hatred. summon Special Qualities: Companion traits. Diplomacy +11. from obsidian. From its mouth flickers an impossibly long tongue.

Company (20 units plus captain) Challenge Rating: 14 Treasure: None Alignment: Always neutral evil Advancement: 14-26 HD (Large). 27+ HD (Huge) Level Adjustment: — The captains are the masters of the company and are tireless foes. Knowledge (the planes) +18. crit 17-20) Full Attack: +1 large unholy greatsword +23/+18/+13 melee (3d6+13 plus 2d6 against good foes. or otherwise not standing firmly on the ground). Unlike the lieutenants. improved grab. with tongue) Special Attacks: Command. +1 Dex. they do not give over to pure hatred of their for-hire enemies. gate. Ordered lieutenants make this command as a free action as well. Diplomacy +20. crit 17-20) and tongue +18 melee (1d8+4 and poison) Space/Reach: 10 ft. Poison (Ex): A lieutenant’s tongue carries a nasty toxin that forces an opponent damaged by the tongue attack to attempt a Fortitude save (DC 16) or the poison deals 1d6 points of Strength damage. of 20 units of 20 footmen and one Its powerful arms are matched by two massive mandibles lieutenant.) (8 squares) Armor Class: 27 (-1 size. when granted their office. preferring to let their troops do the work for them. daemon traits. Combat Captains. using his mandibles to tear into his opponent while also demonstrating great skill with martial weapons. riding. Swim +24. when urged to join arms. Captains. Ref +9. mulling over their foe’s every weakness and taking the deepest pleasure in determining the path the company will take in fulfilling the bargain. Celestial. and dragging hapless enemies into the chomping mandibles of its chest. (15 ft. flat-footed 26 Base Attack/Grapple: +13/+25 Attack: +1 large unholy greatsword +23 melee (3d6+13 plus 2d6 against good foes. This is not to say that captain never enter the fray. Stability (Ex): Lieutenants are just as stable as footmen are when on their feet. they plot the unraveling of their opponents’ plans with an accomplished ease. Dex 13. captains may order lieutenants to order footmen to enter or break a fearsome rage. rising out of its chest. Intimidate +20. Command (Ex): As a free action. This ability is the equivalent of a 6th-level spell. the victim of the tongue attack must attempt another Fortitude save against the same DC or the poison deals an additional 1d6 points of Strength damage. poison. unlike when they make the orders themselves. rend 2d8+12. Knowledge (history). Int 14. Will +10 Abilities: Str 27. damage reduction 10/good and magic. grow to ten feet tall. The save DC is Constitution-based. lieutenants can command any and all footmen within 60 feet to enter or break from their fearsome rage. These footmen in turn summon 10 more to fill the unit. grey figure is encased in some kind of bone armor. Listen +18. When the Companions have taken a job. EnduranceB. Wis 14. made This tall. Each captain heads a platoon of the company. Improved Grab (Ex): To use this ability. Spot +18. Evil. From its mouth extends an impossibly long. flying. They would much rather humiliate their enemy than merely defeat him. Rather. barbed tongue that steams with fearsome black spittle. wade into the fray. +7 natural. though more than suited for combat. (full plate. stability Saves: Fort +13. Draconic and Infernal. it is just that they reserve their appearances for the truly spectacular confrontations. Cha 18 Skills: Climb +24. rarely enter melee. Unit (lieutenant plus 20 footmen). 92 . Jump +24. Captains. Extraplanar) Hit Dice: 13d8+65 (125 hp) Initiative: +1 Speed: 40 ft. A captain’s attacks are considered both magical and evil for purposes of overcoming damage reduction. the lieutenant may automatically summon 10 footmen. swinging their huge sword. Weapon Focus (greatsword) Environment: Gehenna Organization: Solitary. Summon (Sp): As soon as a lieutenant successfully negotiates a contract with a prospective employer.Volume 2: Hordes of Gehenna Command (Ex): As a move action. where their presence is pivotal. Lieutenants gain a +4 bonus on ability checks made to resists being bull rushed or tripped when standing on the ground (but not when climbing. Improved Critical (greatsword)./10 ft. +10 +2 full plate armor). like those of a praying mantis. They speak Abyssal. the captains meet and discuss their new assignment. summon Special Qualities: Companion traits. normal 50 ft. Toughness. Con 21. Common. Power Attack. Ten rounds later. Survival +18 (+20 on the planes) Feats: Diehard. touch 10. the captain must hit an A captain is a fierce foe. Captain of the Company Large Outsider (Daemon.

it consumes the flesh. and so the resultant mass of tissue assumes the appearance of some grotesque mass of muscle and scaly skin. it consumes the individual. a captain can automatically summon 20 footmen and one lieutenant. Ref +5. Evil. appearing as horrid amalgamations of the living moves. The daemons sculpt the living remains into something artful. flatfooted 23 Base Attack/Grapple: +7/+23 Attack: Bite +13 melee (2d6+8) Full Attack: Bite +13 melee (2d6+8). Poison (Ex): The captain’s barbed tongue carries a particularly nasty toxin that forces an opponent to attempt a Fortitude save (DC 21) or the poison deals 2d6 points of Strength damage. Con 18. he automatically deals 2d8+12 of rend damage as the pincers go to work on the victim. Stability (Ex): Captains. the confithish hungers for a soul and prowls the circle in search of victims to consume. it can never regain the spirit lost to the Exarch. As it upon their shoulders. Dex 11. With the soul extracted. touch 8. absorb. This ability functions exactly as the spell. (4 squares) Armor Class: 23 (–2 Size. Rend (Ex): If the captain manages to get a hold with his tongue attack. 2 slams +8 melee (1d8+4) Space/Reach: 15 ft. Aren’t girls supposed to get married first? Sure. except the gate. polymorph and disease. yet keep the body alive. are quite stable when on their feet. the victim of the tongue attack must attempt another Fortitude save against the same DC or the poison deals an additional 2d6 points of Constitution damage. stench. I have four children. but lacks the means to pass the bones. but it’s still not fair. immune to fire. +0 Dex. flying. for the captain. it leaves a trail of putrescent slime. Many of these individuals wind up in Ulasta’s realm after death. Old confithish have back of some warped and enormous starfish An odd mouth immense towers of bones heaped extends from its base. These broken people are so consumed with hate and frustration. spell resistance 21 Saves: Fort +9. it is then fed to Ulasta in her vain effort to transform herself into a living woman. snapping blindly at the air. it can only absorb the flesh and bone of its victims. like all members of the Company. to beautify their realm. has no XP cost. implanting hooks and other instruments to release the soul intact. damage reduction 10/bludgeoning and good. ripping the opponent to pieces. and at best. collecting them in a translucent cyst This horror seems to be a pillar of bones growing out of the on its back. and the dead. See the PHB for more details on this spell. envelop. Wis 11. Will +5 Abilities: Str 26. Captains gain a +4 bonus on ability checks made to resists being bull rushed or tripped when standing on the ground (but not when climbing. Ten rounds later. the undead there torture the victim.opponent with his tongue attack. From feeding. Volume 2: Hordes of Gehenna Confithish (Mercenary of Envy) Huge Outsider (Daemon. slime. mindless./15 ft. +15 natural). they live their days obsessed with what the other has and what they lack. Once created. Int –. Special Attacks: Improved grab. 93 . it can eventually lead to completely irrational behavior that undermines their efforts for a normal life. but daemons bring the exceptional ones to the plane early. a captain can open a gate to Gehenna and call forth 1d4 extra units from his reserves. Summon (Sp): Once per day. If he succeeds. The save DC is Constitution-based. When they reach the Circle of the Great Skull. or otherwise not standing firmly on the ground).” —Lady Tiera When envy takes root in the heart. What begins as a hastily constructed smile when faced with the object of their covetousness soon turns to sharp cutting words spoken under the breath. he may immediately start a grapple as a free action without provoking an attack of opportunity. Truly wicked mortals who commit ghastly crimes fueled by their envy are guaranteed to find Gehenna. Gate (Sp): Once per week. Cha 1 Skills: — Feats: — Environment: Gehenna Organization: Solitary Challenge Rating: 10 Treasure: None Alignment: Always neutral evil Advancement: 8-14 HD (Huge). regeneration 8. 15-21 HD (Gargantuan) Level Adjustment: — “I just can’t believe he’s getting married before me. This ability is the equivalent of a 9th-level spell. riding. If the individual cannot contain the feelings of envy. gradually eroding their resolve until they can shoulder it no longer. terrible aspect Special Qualities: Daemon traits. Sadly. Extraplanar) Hit Dice: 7d8+28 (59 hp) Initiative: +0 Speed: 20 ft. where they slowly and agonizingly transform them into confithish.

touch 14. spell-like abilities. Once the creature exits. blindsight 60 ft. phantasms. Terrible aspect (Ex): The mere sight of this terrible creature fills mortals with fear and loathing. though some ancient ones can grow as large as forty feet. 128 Tiny. and may start a grapple as a free action without provoking an attack of opportunity. Mindless (Ex): Confithish are immune to mind-affecting effects (charms. Con 13. sensing only the energy within all living creatures. the daemon gains an additional Hit Die. Move Silently +12. We tried to stop him. Ref +8. Special Attacks: Barbs 1d6 and jealousy. forcing any other enveloped opponents to hack their own way out. a daemon whose main purpose is to fuel the fires of resentment in the mortal’s heart. Will +5 Abilities: Str 15. and from spells or effects with the good descriptor. 8 Medium. Listen +17. attempting to grab. Grappled targets automatically take 1d6 points of acid damage from the confithish’s slime. Regeneration (Ex): A confithish takes normal damage from good aligned bludgeoning weapons. flatfooted 15 Base Attack/Grapple: +5/+7 Attack: Tongue tendril touch +9 melee (1d4+2 and 1d4 points of Wisdom drain) Full Attack: Tongue tendril touch +9 melee (1d4+2 and 1d4 points of Wisdom drain) Space/Reach: 5 ft. Confithish are mindless and so lack a language. A former lover who is now in the arms of another or a bitter rival who receives a promotion are just two examples of events which can result in violence committed in envy’s name. Victims reduced to 0 Constitution are absorbed (see below).Volume 2: Hordes of Gehenna Most confithish are somewhere between sixteen and twenty feet tall. Evil. Improved grab (Ex): To use this ability. For every 5 Hit Dice the confithish absorbs. but his guards prevented us from interfering. harmonics. damage reduction 5/magic and good. He beat her to death. short of divine intervention or a wish or miracle. Stench (Ex): Confithish exude a powerful stench of rot and feces. Weapon Finesse Environment: Gehenna Organization: Solitary./5 ft. or 512 Diminutive or smaller opponents. An enveloped creature can cut its way out by using a light slashing or piercing weapon to deal 15 points of damage to the interior (AC 17). The slime is highly acidic dealing 1d6 point of acid damage to flesh and other organic materials such as wood. We could all see he was maddened with envy. and creatures resistant to poison receive their normal bonus to their saving throws. Cha 16 Skills: Climb +10. the opponent takes 2d6+8 points of crushing damage plus 1d6 points of permanent Constitution drain each round as the confithish consumes the victim’s essence. Delay poison or neutralize poison removes the effect from the sickened creature. The confithish’s interior can hold 2 Large. Survival +9 Feats: Ability Focus (moan). All living creatures with 8 HD or less must succeed a DC 17 Will save or be shaken for 1d8 rounds. Combat Confithish are direct in their attacks. daemon traits. Extraplanar) Hit Dice: 5d8+5 (27 hp) Initiative: +4 Speed: 40 ft. the confithish’s natural attacks count as evil. Creatures immune to poison are unaffected. A kind of hissing laughter… he’s never been the same since. The save DC is Constitution-based. If it wins the opposed grapple. it absorbs the being into itself. the confithish must successfully hit a Large or smaller creature with its bite attack. scent Saves: Fort +5. As it is mindless. 32 Small. Once inside.” —A witness’ account of the Murder of Lady Nicole 94 Bitterness and jealousy can drive mortals to commit obscene crimes of passion. envelop and absorb the nearest target first. +5 natural). patterns and morale effects). while this was awful. (8 squares) Armor Class: 19 (+4 Dex. . compulsions. 11-15 HD (Large) Level Adjustment: — “Count Vloril decided that if his wife would not remain faithful to him and refuse to return his affections. For the purposes of overcoming damage reduction. Envelop (Ex): The confithish may envelop a held target as a full-round action by wrapping its fleshy appendages around it. Adam swears he heard something else in the winds beyond the castle walls. it immediately captures the attention of the crausus.. Absorbed victims are forever lost. Slime (Ex): The confithish leaves a slime trail when it moves. All living creatures within 30 feet of the daemon must succeed at a DC 17 Fortitude save or be sickened for 1d20 rounds. When the mortal first feels anxiety over another’s successes. fast healing 2. it may envelop the target on the next round. adding the victim’s bones to those already on its back. With each fall of the fist. Dex 18. Now. Wisdom drain Special Qualities: Blind. the muscular action closes the hole. Pack (2-8) Challenge Rating: 6 Treasure: None Alignment: Always neutral evil Advancement: 6-10 HD (Medium). Int 6. leather and so on. Consult the MM for details on advancing creatures. her cries abated. Spot +9. The save DC is Constitution-based. Crausus (Whisperer of Envy) Medium Outsider (Daemon. it makes no distinction between spellcasters and warriors. Creatures that successfully save cannot be affected by the same confithish’s stench for 24 hours. she would have to be killed. Absorb (Su): Once the confithish has fully enveloped a target and drained all of its Constitution. Wis 13. Hide +12.

Caster Level 7th. The more slights and insults. Extraplanar) Hit Dice: 11d8+55 (104 hp) Initiative: +7 Speed: 40 ft. those who are open to the crausus. Barbs (Ex): Creatures grappling a crausus take 1d6 points of damage and must make a DC 13 Fort save or be overcome with jealousy. Improved Initiative. Victims struck by this beam must succeed a DC 15 Will save or take a –2 penalty to attack rolls. Space/Reach: 10 ft. skill checks and weapon damage rolls for 1d3 rounds. piercing them with their barbs. Intimidate +16. Great bat-like ears flank either side of its lasts 1d6 rounds. turning their foes against one another. Climb +20. Ref +10. For the purposes of overcoming damage reduction. Gang (3-5 with a spectre overseer) Challenge Rating: 12 Treasure: None Alignment: Always Neutral Evil Advancement: 12-22 HD (Large). Wisdom drain (Su): Opponents touched by the crausus’ tongue tendril take 1d4 points of permanent Wisdom drain. for 1d3 rounds. while a barbed tongue flicks in and out. by twisting events and implanting auditory illusions. Skills: Crausus gain a +8 racial bonus to Listen checks. suggestion (DC 16). They prefer to change their harmonics to implant suggestions. Special Attacks: Cackle. Con 20. flatfooted 21 Base Attack/Grapple: +11/+21 Attack: Bite +17 melee (1d8+3 plus 1d6 fire plus energy drain/19-20) Full Attack: Bite +17 melee (1d8+3 plus 1d6 fire plus energy drain/19-20). On the following Dömixtrie (Mercenary of Envy) Large Outsider (Daemon. Wis 9. +3 Dex. Blind (Ex): Crausus are immune to any spells or effects relying on sight. +4 deflection. 23+ HD (Huge) Level Adjustment: — 95 . 4 claws +14 melee (2d6+6). Blast: This attack creates a 30-foot line that deals 3d8 points of sonic damage to all those in the area of effect. the greater the crausus help him. touch 16. +8 natural). Failing that. energy drain Special Qualities: Daemon traits. tasting the air. immune to fire. Despair: The crausus can target an opponent with a ranged touch attack (+9) that instills feelings of sadness and doubt. Said opponents may attempt Malleable mortals. The save DCs are The constant attention by these Constitution-based. Spot +13. Crausus are four feet long. saving throws. 1/day—dimension door. Crausus can use each of the the crausus all gather around the shadow and offer words of encouragement. the crausus enjoy a great celebration. Multiattack. spell resistance 23 Saves: Fort +12. spider climb. greater invisibility./10 ft. Cha 14 Skills: Balance +17. best of their ability.Crausus creep among the shadows round. act upon their dark impulses. and the more corruption created in his area. the more deaths staining his hands. Confusion: The crausus creates a 30-foot cone of weird. Listen +13. the crausus weep with joy. Will +6 Abilities: Str 22. crausus’ natural attacks count as magical. The save DCs are all Charisma-based. Draconic. daemons. following abilities once per day. Abyssal and Infernal. The daemons inculcate a deep paranoia in their victim. Weapon Focus (Bite) Environment: Gehenna Organization: Solitary. fiery sheath. warbling sound forcing all living creatures to succeed at a DC 15 Will save or be confused. rage. ability checks. Using the harmonics of their voice is a free And when the mortal kills the rival. whispering their allies and attack them to the This quadruped bristles with sharp spikes protruding from conspiracies and advising rash action. Int 8. Dex 17. making him believe that everyone and everything owes him a favor and knows it. highly developed vocal chords. Spell-like Abilities: At will—major image (DC 16). affected creatures turn on cast by these mortals. This effect its entire body. ventriloquism (DC 14). before manipulating events in such a way that their pet is captured by the authorities for his crime. Escape Artist +17. action. When a mortal confronts his rival. Search +13. making the mortal hear what he wants to hear. they grapple their enemies. daemons eventually drives mortals to head. (8 squares) Armor Class: 24 (-1 size. Pair. Jump +20. of useful abilities to destroy their enemies. The save DCs are Charisma-based. urging Harmonics (Su): Crausus have them to commit unspeakable acts. When a mortal spreads lies about the allowing them to perform a number object of his ire. Evil. as confusion. are beloved by these a DC 15 Reflex for half damage. Volume 2: Hordes of Gehenna Combat Crausus use a variety of sonic attacks to destroy their enemies. Use Rope +3 (+5 bindings) Feats: Improved Critical (Bite). They speak Common.

Dömixtrie are nearly nine feet tall. Employing undead culled from the yawning void of darkness. after his liege. Combat A dömixtrie uses its cackle attack in an attempt to isolate a few remaining combatants worthy enough to have their souls swallowed by Ulasta. as it offers an easy route to build her armies with which she defends her realm. Diplomacy +15. the evil twin and the mortal split all of her former abilities and power. If the mortal kills the evil twin. Int 10. derives the greatest benefit from the proximity of Gehenna to the Negative Energy Plane. The save DC is Charisma-based. Ulasta. an exact duplicate of her growing from her side and splitting off into an evil twin. if it can. Sir Gloril. while draining the living energy from victims through their bite attacks. flees the scene at once. Evil. . When the mortal makes some invocation of her purity. the stronger Gehenna’s hold on her soul. In these cases. Many of Ulasta’s most powerful servants are depraved and wicked undead. Its bite the commands of the watchers. Unlike undead. Then. but most are mere fools. she regains all of her abilities—and hopefully is wiser for the experience. really. it starts to laugh. The dömixtrie. If anyone other than the mortal from whom the evil twin was born kills it. Cackle (Su): Once per hour. revealing Evil Twin Template (Whisperer of Pride) “I have stood at the greatest heights and gazed down upon the world. and otherwise wrecking havoc in her life. +3 +1 heavy steel shield). When a great mortal. stand ready to fight and drain away the attack deals an additional 1d6 points of fire damage. and it is observed and cheered in the Circle of Pride.” —The journal of Dame Isoe Madrigar All mortals are guilty of sin. (4 squares) Armor Class: 23 (+1 Dex. She becomes a beacon of pride. and may be inhabited by one of the whispering daemons of Gehenna. ripping and tearing at flesh. sense twin Saves: Fort +8. the daemon resides within the mortal. flatfooted 22 Base Attack/Grapple: +5/+7 Attack: +1 longsword +9 melee (1d8+3/19-20) Full Attack: +1 longsword +9 melee (1d8+3/19-20) Space/Reach: 5 ft. granting the mortal exactly what she wishes. Yet there are those among the mortal races who believe they have cleansed themselves of all wickedness and made themselves into pure beings who are beyond evil. and in the center of the fire. knowing my place within it. And the more strongly the mortal believes these whispers. a mortal may become so convinced that she is pure that she becomes completely blind to her sins. The truly of the fighting alongside the lesser undead. No. or commits some particularly obvious act of sin without heeding it or feeling the slightest remorse for it. Weapon Focus (longsword)B Environment: Gehenna Organization: Solitary Challenge Rating: 7 Treasure: Standard Alignment: Always Neutral Evil Advancement: By character class Level Adjustment: — 96 The evil twin. Perhaps some of them are right. They speak Common. Most of the This horrible creature walks on hairy legs and nearly drags horrors serve as commanders of her its arms on the ground. The daemon can actually split the mortal in half. to steal and capture the life energies of wicked and jealous mortals and return it to her so that one day she might attain her goals to become a living woman. Ulasta employs these mercenaries another two powerful claws. Runes and tattoos in a variety daemons who perform the majority of colors and patterns cover much of its body. a dömixtrie can unleash a chilling laugh that forces all living opponents within 60-feet to attempt a DC 17 Will save or take 1d8 points of sonic damage and become panicked for 1d4 minutes. It possesses all of the mortal’s knowledge and takes it upon itself to ruin the mortal from whom it was born. After all. weighing in excess of 500 pounds. the Exarch of the Circle of Envy consumes the stolen levels in 24 hours if the victim fails its save to remove the negative levels. Cha 16 Skills: Bluff +14. Disguise +11 (+13 acting). Intimidate +13. Sample Evil Twin Medium Outsider (Augmented Human. Spot +7 Feats: Great Fortitude. Skill Focus (Bluff)B. The most powerful of these terrible thing is that instead of a head. This often takes the form of killing or maiming her loved ones. I guess it’s sad that he’s dead and all. Dex 12. spraying hot blood into the air. who serve Fiery sheath (Su): The dömixtrie’s head is wreathed in flames. It then enters melee. I don’t know what happened to him. becoming the living embodiment of all her sins and leaving her a being without sin. daemons bred to hold the life-leeching contorted faces can be seen laughing. for none are more envious of the living than the dead. Special Attacks: — Special Qualities: Daemon traits. Just before it attacks. They encourage her thoughts of purity. the torso rips apart. power of the Negative Energy Plane. Energy Drain (Su): Living creatures hit by the dömixtrie’s bite attack gain two negative levels. Then this laughing thing came out of nowhere. touch 11. When this happens. Deaf creatures and those immune to mind-affecting effects are immune to this supernatural ability. +9 +1 full plate. the creature has a daemons are the dömixtrie—horrific mass of roiling black flames. Hide –3. Ref +5. Instead. I did all the work…” —Squire John. celebrated as a champion of righteousness by her peers. I have bathed myself in the purest waters. the dömixtrie gains no bonus hit points for draining an opponents levels. energy of living things for their dark mistress. Wis 8. no matter how obvious they are to others. This is a truth as old as the mortal races. the forces of pride target her with their whispers. Con 14. Will +3 Abilities: Str 14. and Infernal. To anyone observing. Sure. The DC is 17 for the Fortitude save to remove a negative level. the daemon bursts forth. beings of pure spite and malevolence that desire nothing more than to consume the life of a mortal. waiting for the perfect moment to reveal itself. ruining her reputation. Daemon. but it’s not like he deserved all of those accolades and women./5 ft. met his death at the hands of some unknown beast. Draconic.Volume 2: Hordes of Gehenna “I did not mean it… I swear! All I did was look at him. begins to believe herself beyond evil. and I have come out clean. Sense Motive +7. Listen +7. the mortal in question falls over in agony and begins to rip in half. The Great Skull. When this happens. she brings them to her realm as her favored servants. telling her she has rid herself of the last vestiges of temptation. Native) Hit Dice: 5d8+10 (32 hp) Initiative: +5 Speed: 20 ft. Improved Initiative. the abilities are never regained short of divine intervention. For even believing such a thing is nearly always a grave act of pride.

as defined on page 85. Hit Dice: The evil twin has a number of Hit Dice equal to the level a character would ordinarily attain through the experience points stolen from the base character. The knowledge extends to anywhere on the Material Plane. Atk +1 longsword +9 melee (1d8+3/19-20). albeit as a caster whose level equals the evil twin’s Hit Dice. Disguise +3 (+5 acting). Speed: Evil twins move at the Speed of the base creature. Challenge Rating: Equal to the base creature’s ECL (if a PC) or CR if NPC. Unless the base creature has natural weaponry. If the base creature had levels in a spell-casting class. So. The knowledge extends to anywhere on the Material Plane. Feats: The evil twin gains all of the feats of the base creature. Full Atk +1 longsword +9 melee (1d8+3/19-20). Sense Motive +10. Size and Type: The evil twin is an outsider of the same size as the base creature. though it gains all the weapon proficiencies of the base creature and typically employs the same combat techniques as the base creature. The stolen XP determines the evil twin’s “level. Otherwise. +1 heavy steel shield.250 gp In a horrific sound of tearing and screaming. regardless of the base creature’s class. Sense Twin (Su): Evil twins always know the direction their twin lies and the distance between them. and fighting to the death. Cha 16 Skills and Feats: Bluff +17. Feats gained in excess of those awarded by its Hit Dice count as bonus feats. SV Fort +6. with all other skills as cross-class skills. it fights recklessly. although the same is not true for the base creature. In addition. evil and native subtypes. it gains the daemon. flatfooted 22. its unarmed attacks only deal subdual damage and will provoke an attack of opportunity. the noble falls to the ground. Improved Initiative. Consult the DMG for details on negative levels. or a class ability replicating the feat. Spot +10. Human Ari 8: CR 7. his body arched in pain. If it defeats a foe. In addition. If encountered in combat. BAB +6. +1 longsword. Diplomacy +18. Great Fortitude. including any derived from character classes. but only at a level equaling the evil twin’s Hit Dice. a daemon having stolen XP enough for a 5th-level character has 5 Hit Die. the negative levels are permanently lost. An evil twin uses all the base creature’s statistics and special abilities except as noted here. leaving itself exposed and open to attacks. Weapon Focus (longsword). Evil twins typically have average hit points per die. Intimidate +5. +3 +1 heavy steel shield). Listen +10. AC 23 (+1 Dex. Any levels the evil twin attains after its creation are determined normally. unless the base creature provides access to natural weaponry. 5. If the base creature had spell-like abilities. The evil twin may not exceed the ranks the base creature devoted to a particular skill. Special Attacks: The evil twin gains all special attacks of the base creature including special attacks awarded by the base creature’s character classes.” while reducing the effective level of the base creature in the form of negative energy levels. Spd 20 ft. Armor Class: The evil twin gains any natural armor bonuses of the base creature. Dex 12. Skills: The evil twin gains skill points as an outsider and has skill points equal to (8 + Int modifier) X (HD + 3). Con 14. Improved Unarmed Strike. Int 10. Ref +3. the evil twin has daemon traits. having a base attack bonus equal to its Hit Dice. Full Attack: As with a standard attack above. and gains all other types of movement enjoyed by the base creature. Wis 8. Alignment: Always neutral evil Level Adjustment: — Combat This evil twin plots to discredit and destroy his former host. Saves: The evil twin makes saving throws as an outsider. the evil twin relies on weaponry. although the same is not true for the base creature. although not on any Inner or Outer Planes. the evil twin has access to all 97 . it likes to keep its enemies alive to torture. if the base creature vanquishes its evil twin. Init +5. Skill Focus (Bluff). the evil twin likewise has access to these spells. Possessions: +1 full plate. Abilities: The evil twin has all of the same abilities as the base creature. cackling with laughter and glee. The evil twin may select skills of the base creature as class skills. of them except for ones with the good descriptor. Evil twins know all the same spells as the base creature and will often steal Volume 2: Hordes of Gehenna Special Qualities: An evil twin has all the same special qualities as the base creature. Will +5. the negative levels are lifted and stolen XP returns. although not on any Inner or Outer Planes. HD 8d8+16. Evil twins target prideful humanoids and monstrous humanoids exclusively and seize one-half of the base creature’s experience points for their own. Grp +8.This example uses an 8th-level human aristocrat as the base creature. Attack: The evil twin fights as a fighter. they have no statistics outside of those conferred by the base creature. AL NE. Pulling itself out of his flesh is an exact copy of the arrogant lord. If the evil twin dies by any hand or circumstance other than the base creature. their twin’s spell books. Str 14. hp 52. +9 +1 full plate.. effectively having good saving throws for all three. Creating an Evil Twin As evil twins lack form prior to their growth out of the base creature. Sense Twin (Su): Evil twins always know the direction their twin lies and the distance between them. with no regard for itself. touch 11.

Extraplanar) Hit Dice: 10d8+50 (95 hp) Initiative: +2 Speed: 40 ft. formidable. touch 11. thrall to Gravicarius. though they are all contained in the same form. these daemons are eternally consigned to struggle with themselves. The independent natures of the three damned spirits allow the creature to cast multiple spells in a round and still attack with a large melee weapon. through their pride.” —The Laws of King Neborn VIII Mortals seek power—this is their ancient failing. which are ignored or responded to with equally imperious decrees. Spot +17. Wis 20. Therefore. Maximize Spell. In most cases. Cohort (Ex): Almost all faces of the great have in their service a cohort of one level lower than the faces’ hit dice. or even sorcerers. undisciplined Saves: Fort +11. they do not let it go and. Empower SpellB. Will +11 Abilities: Str 25. and their idealized sense of self-importance often retards their ability to stand as a significant threat unless under orders of their Exarch. spell-like abilities. impotently commanding themselves to perform the most basic of functions. are possessed of unbreakable rights granted all mortals by the gods. Dex 14. Concentration +17. Gravicarius holds their souls and collects them until he has enough to construct one of the faces of the great. Combat CastingB. Court (3-6) Challenge Rating: 15 Treasure: Double standard Alignment: Always Neutral Evil Advancement: 10-18 HD (Large). All that you have is ours. Knowledge (religion) +20. damage reduction 10/cold iron and good. Improved InitiativeB. Survival +1 (+3 avoid getting lost. +2 Dex. depending on the availability and nature of the acquired rulers. So the many heads of the daemon spend their days issuing proclamations to the other heads. druids. divided mind. you live. +3 on other planes) Feats: Blind-FightB. Sometimes Gravicarius sends them to the Material Plane to perform his bidding. There they are punished and made useful servants all at once. These lords and great personages are observed by the watchers of the Circle of Pride. Combat Expertise. Evil.Volume 2: Hordes of Gehenna Faces of the Great (Mercenary of Pride) Large Outsider (Daemon. +15 natural). kept by you only so long as it pleases us. you die. wizard and cleric classes. Con 21. The Exarch of Pride may sometimes combine ranger lords. or a double move action. Int 26. and finds his time filled with running errands. rebuke undead. flatfooted 24 Base Attack/Grapple: +10/+21 Attack: Large +2 falchion +19 melee (2d6+12/18-20) Full Attack: Large +2 falchion +19/+14 melee (2d6+12/18-20) Space/Reach: 10 ft. 19-27 HD (Huge) Level Adjustment: — “By our proclamation. Abyssal. Made up as they are of the strength and minds of mortals who ascended to the heights of power in life. even his basest vassals. But the creature can do nothing unless all of its parts agree. compacting the body parts of three people. By our proclamation. Knowledge (the planes) +20.. Common and the native tongues of the lords from whom they are constructed. their divided nature. Jump +19. LeadershipB. believing that they have their power by divine will. Upon the death of these men and women. Knowledge (arcana) +20. respectively. Diplomacy +21. Intimidate +19. When a lord behaves as though his subjects are mere agents of his will. for the concert of their abilities. Listen +17. combine to present a formidable threat to any who would oppose the Exarch or thwart his plans. Power AttackB. (8 squares) Armor Class: 26 (–1 Size. or because they are indeed greater than all other mortals and more deserving of power than anyone else. Persuasive. Divided mind (Ex): Each of the personalities in the faces of the great may act independently of the other personalities sharing the collective body. collecting tribute from suffering souls and any other number of menial activities. they begin to abuse it. lords and rulers who have come to believe. Knowledge (history) +20. many are consigned for their sins of pride to the central circle of Gehenna. that they are more than mere mortals. Weapon Focus (falchion) Environment: Gehenna Organization: Solitary. Made from the limbs and heads of at least three such mighty lords. more often than not. Spellcraft +22. CleaveB. each round. This cohort suffers the faces’ contradictory orders. but most often they are reserved to fend off invaders from other circles or as agents in the eternal war between Heaven and Hell. while the remaining two personalities may take standard actions. this cohort is an unholy warrior. When all of the daemon’s parts work in concert. Knowledge (nobility and royalty) +20. Ref +8. 98 However. the ceaseless arrogance. The faces of the great are usually nine feet across. all natural attacks and attacks made with weapons by the faces of the great count as both magical and evil. Once they have it. they are indeed . Considering the faces’ fickle nature. unholy warriors. at Gravicarius’ command. one of these daemons is able to bring to bear the mystical and physical might of three powerful mortals. Climb +19. Special Attacks: Cohort. spells. one personality may take a full-round action or a standard action and a move action. Combat Almost all of the faces of the great combine powerful figures of the fighter. and marked as their own. the faces of the freat are compelled to obey. Nowhere is this axiom more evident than in the decrees and laws of kings. Nevertheless. though any evil character of the same level could qualify. when he forgets that all mortals. telepathy 120 ft./10 ft. For the purposes of overcoming damage reduction. it is uncommon for the faces of the great to be in the company of their cohort. Cha 24 Skills: Appraise +8 (+10 alchemical objects). Craft (alchemy) +20. he has descended into the worst sort of pride. Pair. They speak Infernal. spontaneous casting Special Qualities: Daemon traits. Decipher Script +20. It is by our will and by our grace that you wake and rest. See the DMG and Unholy Warrior’s Handbook for details on cohorts and unholy warriors. All of the lords that make up one of the faces of the great believe themselves to be greater than the others. Scribe ScrollB. at least when commanded by Gravicarius. Knowledge (geography) +20.

DC 15 + spell level): 0—cure minor wounds. blur. See the PHB for details on spontaneous casting. resistance. Listen +12. 4th—cure critical wounds. (8 squares). read magic. silence. the attack (spells or melee) governed by the inactive aspect are unavailable for that round. Volume 2: Hordes of Gehenna Undisciplined (Ex): The faces of the great are prone to dissolving into useless bickering. In addition. blindness/deafness. Move Silently +20. This creature appears to be constructed from the heads and limbs of many humanoids. see invisibility. lesser globe of invulnerability. entropic shield. Knowledge (the planes) +15. On a failed roll. major creation. Spot +12 Feats: Improved Initiative. maximized magic missile. Dex 21. enthrall. the thrall never has to make undisciplined checks. magic weapon. poison. divine power. If the faces of the great lacks the personality of a cleric. lightning bolt. cure light wounds. Nest (3-12) Challenge Rating: 8 Treasure: None Alignment: Always neutral evil Advancement: 11-20 HD (Medium). bull’s strength. 1st—command. as each commands the other entrapped personalities to some contradictory course of action. 3rd—dispel magic. detect magic. 1/month—geas/quest. On a successful check. Skill Focus (Craft [leatherworking]). mind fog. Evil. Will +6 Abilities: Str 13. haste. dispel magic. spell-like abilities Special Qualities: Daemon traits Saves: Fort +7. Extraplanar) Hit Dice: 10d8 (45 hp) Initiative: +9 Speed: 40 ft. touch 15. protection from good. the number of standard actions the faces of the great can take in a round falls as well. summon monster IV. flame strike. Stealthy. 5th—dispel good. fireball. Rebuke undead (Su): Faces of the great can rebuke undead as a 10thlevel cleric up to 10 times a day. flat-footed 10 Base Attack/Grapple: +10/+11 Attack: Sting +15 melee (1d6+1 and poison) Full Attack: Sting +15/+10 melee (1d6+1 and poison) Space/Reach: 5 ft. (good) Armor Class: 15 (+5 Dex). Caster Level 10th. Faces of the Great do not gain access to Domain spells or domain abilities. Int 14. greater command (DC 22). as the controlling personality spends the round sulking or arguing. Each round in combat. 3-4 wizard. 5-6 cleric) Faces of the great acts normally for this round Typical Arcane Spells Prepared (4/6/6/5/5/4. the faces of the great acts normally. shield of faith. 5-6 cleric) One of the three aspects of the faces of the great pouts for the round. with a +2 synergy bonus to rebuke undead checks. divine favor. the faces of the great must attempt a Concentration check against a DC 25 + the number of rounds of combat. sound burst. each face it reveals appearing haughtier than the last. 5th—dominate person. true strike. guidance. Roll randomly to see which aspect functions normally: 1-2 warrior. Fair One (Watcher of Envy) Medium Outsider (Daemon. owl’s wisdom. See the PHB for rules on turning and rebuking undead. Spells: The faces of the great casts arcane and divine spells as a 10th-level wizard and cleric respectively. Ref +12. Cha 16 Skills: Climb +14. Search +15. Craft (leatherworking) +18. 1s —chill touch. DC 18+ spell level): 0—detect magic. Pair. 2nd—bear’s endurance. all in the same round. waves of fatigue Typical Divine Spells Prepared (6/6/5/4/4/3.Hence. empowered scorching ray. the faces of the great must roll on the following table./5 ft. shield. 3rd—bestow curse. while casting a spell and using a spell-like ability. 2nd—aid. guidance. slay living. read magic. the faces of the great may take a charge action. Open Lock +18. 4th—dimensional anchor. expeditious retreat. Wis 8. unholy aura (DC 25). invisibility purge. ray of enfeeblement. fly 60 ft. protection from arrows. Special Attacks: Poison. The save DCs are Charisma-based. Two of the three aspects of the faces of the great pouts for the round. Spell-like Abilities: At will—align weapon. darkness. unholy blight (DC 21). doom. 5 6 If the roll results in inaction from one or more of the aspects. resistance (x2). Con 11. Roll randomly to see which aspect functions normally: 1-2 warrior. Thrall to Gravicarius (Su): When acting under direct orders of Gravicarius. 21+ HD (Large) Level Adjustment: — 99 . hold person. Undisciplined Roll 1-3 4 Result Faces of the great spends the round arguing with itself. however. Escape Artist +18. the daemon loses this ability. fox’s cunning. greater invisibility. Weapon Finesse Environment: Gehenna Organization: Solitary. 3-4 wizard. skin swap. keen edge. Hide +20. Spontaneous Casting: The faces of the great may convert prepared divine spells to inflict spells as evil clerics.

They regenerate and unholy blight (DC 17).. This completed. Armor Class: 19 (+2 size. keeping the skinless creature alive for the duration. giving falls to -1 hit points and starts to die. The though their delight takes an odd fair one’s poison simply paralyzes the form. They wail and cry at every envious utterance of the Material Plane’s victim and does not render the target unconscious. Common and Infernal. the victim immediately ugly mortal. if the fair one does not return with the new skin. +4 natural). the later. who are made of must attempt a Fortitude save (DC A hideous creature with the head of a vulture and the abdomen of the ugliest parts of the Material 15) or the venom deals 2d6 points Plane’s worst creatures (the head of Dexterity damage. legs of a spider. the fair one will then bring it to the time. its corpulent form shining grey in the moonlight. Extraplanar. stripping the skin from the target in from his chest. the fair one (or fair ones—sometimes a group will come if the envy paste. it returns to Gehenna to further observe the ways of mortal desire. But it was not until the fair ones came to aid him that he knew even something as petty as envy has power in this world. delight in these displays. If it fails. and sometimes that joy becomes too great. In fact./0 ft. Once the fair one removes the skin. which gleam with intense desire. The Feasting (Mercenary of Gluttony) Tiny Outsider (Evil. its goal being to skin the beautiful hours. raw envy is delight. Int 5. or at least mostly When a mortal’s envy for another’s beauty grows so great that it might burst incapacitate. At the end of this mortal alive. 10 rounds an insect. the only time they make an appearance on the Material Plane is in response to a prayer. may her mercy shine upon us. If met by a significant threat.Volume 2: Hordes of Gehenna “He had always known his form was loathsome. The beast fell backwards and we thought ourselves triumphant. Fair ones are about five and a half feet long. knows how best to catch her unawares. the fair one gets to work. The save DCs are Charisma-based. the fair one leaves for a while. half damage from slashing and piercing weapons. Combat These daemons are sneaky types. 15) or be paralyzed for 1 hour. with a wingspan of six feet. Dex 17. darkvision 60 ft. it successfully rips the skin from the body. circle. Hide +18. +3 Dex. Whenever an ugly mortal curses the fine features of a more fortunate mortal. Thousands of them. Listen +11. A fair one so summoned will track down the object of check against a DC 10 + ½ victim’s HD or level + the victim’s Cha modifier. wounding Special Qualities: Damage reduction 5/good. Special Attacks: Distraction. ‘None of you can hope to stand before me!’ it cried. Con 12. Skin Swap (Su): Once they incapacitate the victim. the Great Sage Yvkin In the Circle of Envy these repulsive creatures congregate around the dark shadows cast by mortals who harbor envy of the physical beauty of their neighbors. he may pray to be made fair. the wings of a bat. returning later with additional help. Swarm) Hit Dice: 8d8+8 (44 hp) Initiative: +3 Speed: 15 ft.” —An Account of a Murder. When the fair one strikes. hive mind. Climb 15 ft. If a complete skin is recovered. Poison (Ex): Fair ones deliver a powerful paralytic poison through their stinger. plane shift (self only). it is to incapacitate their victim to ensure the skin remains intact for swapping with the other creature. it mangles the flesh to such a point that it feels that the effort was wasted and departs for Gehenna. the envy—the beautiful man or woman—and will shadow her invisibly until it If the fair one succeeds. eating into Farrgin’s flesh and bone. Move Silently +18. invisibility. touch 15. every aspect of its warped body is revolting. darkness. speak Abyssal. which it uses to preserve the paralyzed prey. Spot +15 Environment: Gehenna Organization: Solitary (1 swarm). Fair ones must attempt a Craft (leatherworking) will answer his prayers. He cleaved into its horrid belly with the blade blessed by the White Lady. Ref +9. flatfooted 16 Base Attack/Grapple: +8/— Attack: Swarm (2d6 plus wounding) Full Attack: Swarm (2d6 plus wounding) Space/Reach: 10 ft. it vomits a thick When ready. the beautiful mortal the skin of the ugly one and vice versa. Doom (3-12 swarms) Challenge Rating: 4 Treasure: None Alignment: Always neutral evil Advancement: None Level Adjustment: — “The beast was defiant. save its of a vulture. the abdomen of attempt a second Fortitude save (DC a wasp). Foolishly.” —The Defense of Hightower. Wis 10. Victims of the sting attack The fair ones. The paste lasts for 1d4 is strong enough) will spring on its quarry. And then they burst forth from the wound. Spell-like Abilities: Fair ones may use the following spells at will—confusion (DC 17). (3 squares). Farggin disagreed. swarm traits Saves: Fort +7. the horrible grinding of their teeth the only sound any of us could hear. feeling that envy for beauty themselves. Sometimes a fair one made flesh preparation for the swap. always hated the pretty dandies who walked by his shop each day exchanging pleasantries with the ladies. less inclined to a direct fight. deep slumber (DC 16). This one it will skin as well and then it will “switch” the skins. though many wish they hideous inhabitants. Cha 1 Skills: Climb +22. Will +6 Abilities: Str 3. Beneficent Sister Oiganna Merryweather 100 . the victim of the attack must eyes. But in their were. he is indulging in the sin of envy. Pair (2 swarms).

Con 19. The more they consume the bigger they get. Move Silently and Spot checks. Cha 1 Skills: Listen +15. and are able to tear apart a medium-sized creature in under a minute. This swarm deals 2d6 points of damage to any creature whose space it occupies at the end of its move. these cast-off bits of flesh can be a nuisance. its Exarch. Despite Yungo’s and his daemonic minions’ meticulous feasting. In answer to the growing detritus. Toughness. The flabule then waddles back to one of Yungo’s many maws. Hive mind (Ex): As long as the swarm has one hit point per Hit Die (8 hit points) remaining it forms a hive mind. the flabules then consume their findings. Combat Volume 2: Hordes of Gehenna But Yungo and his more powerful servants can no longer digest what they consume. they are never seen in numbers less than twenty. the Feasting were brought to the circle. Distraction (Ex): Any living creature that begins its turn in a square also occupied by a swarm must attempt a DC 15 Fortitude save or be nauseated for 1 round. Int 2. searching for hidden meals—mortals that have escaped his gullet. Spot +15. The feasting surrounds and attacks any living creature it encounters. he commanded them to clean up his realm. +1 Dex. Somewhat like a spider. Evil. A feastings swarm attack is considered both magical and evil for purposes of overcoming damage reduction. regurgitate. immune to polymorph. One of the Feasting is only six inches long. these daemons will sometimes vomit up a horde of these creatures all over their foe. Will +8 Abilities: Str 11. They do not speak. Stinger +6 melee (1d6 plus poison). Now they roam the crannies and crevices of Yungo’s body. recognizing it as a food source. When in battle. Disgorging them onto the mounds of his own flesh. providing an Intelligence of 5. feasting. and re-consume what they have regurgitated. Endurance. 25-36 HD (Huge) Level Adjustment: — “Let the flabules come and steal your favored parts!” — Ancient curse The slavering mouths are a bed of disease and rot. The Feasting exist to consume everything they touch. death throes Special Qualities: Daemon traits. and on his filthcaked body slick with his secretions. On its underside are several mouths with fantastically sharp teeth. (4 squares) Armor Class: 28 (–1 size. the residents of the circle consume. 9 tentacles +6 melee (1d6) Space/Reach: 10 ft. which is taken up by the swollen body of Yungo. crushing it between its rotted teeth and spilling foul fluids and bits of the feasting down into the sea of digestion within him. petrification and critical hits Saves: Fort +12. it becomes mindless.The eternal war between Hell and the Abyss rarely reaches the Circle of Gluttony. Ref +9. poison. 101 . Track Environment: Gehenna Organization: Solitary Challenge Rating: 15 Treasure: Standard Alignment: Always neutral evil Advancement: 13-24 HD (Large). It is for this reason that demons and devils steer clear of the Circle of Gluttony. The save DC is Constitution-based. this eight-legged creature is covered in chitin. but understand Abyssal and Infernal. Diehard. So it was that the flabules were created. For this reason. Search +11. damage reduction 10/cold iron and good. and retrieve those meals that somehow have escaped. +18 natural). with bits of flesh cobbled together and writhing in insane torture. There they eat the half-digested food (and the still-living unfortunate creatures) recently swallowed by their master. Wounding (Su): Every round the swarm deals hit point damage to a target. and a +4 racial bonus to Hide. Once found. until such time that they are full of imploring victims. consume. Wis 11. flatfooted 27 Base Attack/Grapple: +12/+16 Attack: Claw +11 melee (1d6) Full Attack: Claw +11 melee (1d6). Flabule (Mercenary of Gluttony) Large Outsider (Daemon. Extraplanar) Hit Dice: 12d8+51 (105 hp) Initiative: +1 Speed: 20 ft. where the Exarch’s black prehensile tongue lolls out and scoops up the flabule. These parasites live within Yungo’s stomach and the endless miles of his intestines. For too many years they have feasted on their own dross. Yungo awakened the fatty tumors growing in his own body and filled them with feastings. Dex 12. touch 10. an additional 1 point of temporary Constitution damage is suffered by the victim. Special Attacks: Paralytic field. Within his belly. Survival +15 Feats: Ability Focus (poison). The Feasting also reside in the bellies of Yungo’s greater servitors. When this swarm’s hit points fall below 8. Skills: The feasting gains a +8 racial bonus to Climb checks./10 ft. However. spikes protruding from what might be its head and tail. ruining themselves.

he lusts for more. Cha 6 Skills: Balance +12. as they are best suited to there is no air inside the fluid-filled pincer-like claws. Open Locks +10. To aid them in their defense. So vast are his riches. As targets. starting in one of the spaces the flabule formerly occupied. As Extending from its body are small tentacles that end in in combat. 32 Tiny. the muscular action closes the hole. I mean. No flabule is aware of its fate. Larger flabules have an additional feasting per size category above Large. Elves and other creatures immune to paralysis are likewise immune to this ability. Dex 20. Sleight of Hand +12. Move Silently +10. being the Exarch of Greed. the feasting erupts from within. flatfooted 12 Base Attack/Grapple: +2/–2 Attack: Slam +3 melee (1d3) Full Attack: Slam +3 melee (1d3) Space/Reach: 5 ft. In an effort to sate his hunger for more wealth. 8 Small. Once the creature exits. stealing as much as they can carry before returning to their master in Gehenna. 100) inside swarms over the body. evasion. paralysis while in the flabule’s sack. or 128 Diminutive or smaller opponents. They prowl the cities. he created the furtivin. the flabule settles over the bodies and begins to consume (AC 19). a flabule winds up in the Material Plane. Feasting (Ex): The flabule contains one feasting if it is size Large. unable to make it back to its foul master. Consume (Ex): Once a flabule successfully paralyzes its opponent. The save DC is Constitution-based. Once inside. Once 25 points of damage to the gizzard combat concludes. it waddles on top of him and affixes its sucker-like mouth onto it. They attack the remaining opponents it can cut its way out by using a light using their full-attack routines to slashing or piercing weapon to deal drive off or paralyze the rest. the feasting (see page A great mound of flesh scuttles forward on crab-like legs. Combat Paralytic field (Su): Flabules emit a subsonic field that paralyzes living creatures within 30 feet. The flabule’s interior can hold 2 count as magical. from the back 102 . They understand. A great arm braches out from somewhere capturing and consuming helpless sac. Wis 9. Ten rounds later. Con 13. whose sole purpose is the procurement of wealth for their master. Escape Artist +5 (+7 ropes). (6 squares) Armor Class: 17 (+1 size. All creatures within the affected area must succeed a DC 20 Will save or be paralyzed for 1d4+6 minutes. The furtivin sneak into the Material Plane. Flabules stand some ten feet tall. drowning (see DMG for details). would weigh more than all the whales in the seas combined. Extraplanar) Hit Dice: 2d8+2 (11 hp) Initiative: +5 Speed: 30 ft. the flabule’s attacks swallowed opponent must cut its own way out. they deem it an honor to be devoured by their god./5 ft. flesh from inside the cyst-like body. Mytaxx has always had a considerable fortune at his disposal. and actually enjoy their work of gathering up the missing meals for themselves. where it feeds and feeds. Furtivin (Mercenary of Greed) Small Outsider (Daemon. while another appendage ends in a stinger. Medium. Occasionally. Hide +14. Special Attacks: Spell-like abilities Special Qualities: Daemon traits. With a tremendous slobbering noise. Creatures struck by the flabule’s stinger must succeed at a DC 20 Fortitude save or take 2d6 points of temporary Dexterity damage. Death throes (Ex): If the flabule falls to –10 hit points or less. how did you think Mytaxx got all that gold anyway?” —Freydor the Mad to a Watcher of Greed Mytaxx’s wealth is legendary. growing larger and larger until such time that it bursts. +1 natural). honest! It was those daemons. another them. Search +6 . but. Int 12. For the purposes of overcoming damage reduction. if put in a pile. Evil. Infernal and Abyssal. If it moves. Use Rope +12 Feats: Deft Hands Environment: Gehenna Organization: Solitary. fast healing 1 Saves: Fort +4. thanks to their inner hunger imprinted by Yungo. Tumble +12. Climb +0 (+2 rope). Pair. a race of daemonic thieves. Flabules are terrifically unimpressive devouring the paralyzed subject. the victim of this attack must make a second saving throw against the same DC or take an additional 2d6 points of Dexterity damage. Poison (Ex): The flabule’s stinger carries a potent toxin that wreaks havoc with a victim’s nervous system. +5 Dex. touch 16. the flabule draws the victim entirely inside itself. The feasting attacks the nearest living opponent. it is also believed that anyone looking upon his hoard would be struck blind in awe. the victim is also subject to near its base. Will +2 Abilities: Str 11. It is said he possesses enough treasure to buy entire nations and that. though when their day of reckoning does arrive.Volume 2: Hordes of Gehenna Flabules have little in the way of independent will. Ref +8. Team (3-6) Challenge Rating: 1 Treasure: Standard Alignment: Always Neutral Evil Advancement: 3-6 HD (Small) Level Adjustment: — “I didn’t steal your gold. but do not speak. The save DC is Constitution-based. Jump +7. you clearly see faces and hands pressing against the they employ their paralytic field in somehow the victim overcomes his the hopes of neutralizing their foes.

Improved Initiative Environment: Gehenna Organization: Solitary. Of course. Spell-like Abilities: At will—cause fear (DC 12). 1/day—dimension door. Mortals can be gratuitous in their isolate these individuals. Those caught are sometimes compelled to serve mortal masters. Escape Artist +11. our status and our wealth. these daemons are experts at their craft. Elven. Use Rope +4 (+6 with bindings) Feats: Flyby attack. Con 15. and gain no benefit from this ability if rendered helpless. Furtivin are not combatants. hybrid that flies on translucent wings that beat so rapidly sets in. Halfling. Extending from its torso is a long done their jobs well. using their skills to acquire rare and heavily guarded treasures. Many see themselves as the best their rightful place in their societies. fully versed in a number of languages. Furtivin stand between two and a half to three feet tall. Braggarts are common in any society. Flock (4-16) Challenge Rating: 3 Treasure: Standard Alignment: Always neutral evil Advancement: 5-8 HD (Medium). there is nothing else. The glomerays feel they have The glomeray encourage bad they are difficult to see. If they are injured during a successful escape. the furtivin develops a grudge. Listen +5. The layman attributes the daemon’s thefts to overzealous thieves’ guilds. knock. display of wealth and privilege. we must destroy any nation that stands in the way of our deserved glory./5 ft. as other mortals rarely suffer such behavior for long. until such time that despair the glomeray love these mortals best. or the best at one knows how good you really are. So. invisibility. Diplomacy +12. locks and guards better than many mortal rogues. Spot +4. This small creature appears to lack any physical weaponry. dazzling colors. the glomeray others wear scandalous clothing seize more control over these to reveal their perfect bodies. It has two alien eyes that seem Glomeray rarely venture to the urge them to be proud of their Material Plane. Concentration +9. They it smokes when it hits. Bluff +10. +2 natural). striking the rich and poor alike for their coin. barbed tail that’s spilling hot venom onto the ground.” —King Walgdon addressing his people. They speak Common. Special Attacks: Drone. spell-like abilities Special Qualities: Daemon traits. continuously trying to steal from the person that inflicted the wound upon them. though a few thaumaturgists and demonologists know the truth. when the mortal behavior by clustering around the commits suicide. being overpowered by mortals canny enough to catch the fiendish knaves in the act of robbery. tongues Saves: Fort +6. Dex 18.alleys to the palaces of the wealthy. Glomeray (Whisperer of Pride) Medium Outsider (Daemon. Ref +8. Evil. Wis 13. The save DCs are Intelligence-based. Simple pride in one’s work is nothing if no culture can create. able to bypass most traps. boasts and bragging tend to a particular profession or some other role. Draconic and Abyssal. Cha 16 Skills: Appraise +11. lesser confusion (DC 12). skills. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save. for they believe watchful of everything around. to bask in their that their beauty would undermine achievements and to take their 103 . 2 claws +0 melee (1d4). while With their isolation. 6-12 HD (Large) Level Adjustment: — “We should be proud of our achievements. flatfooted 12 Base Attack/Grapple: +4/+5 Attack: Bite +5 melee (1d8+1/19-20) Full Attack: Bite +5 melee (1d8+1/19-20). Pair. mortals. Despite their skill at thievery. Soaring through the air is a colorful. the life of a furtivin is short and usually comes to a violent end by an outraged mortal. (average) Armor Class: 16 (+4 Dex. If confronted. it instead takes no damage. Will +5 Abilities: Str 13. Gnome. great numbers of these daemons fail. Intimidate +12. caring not whom they deprive. Caster Level 3rd. Evasion (Ex): Furtivin can avoid magical and unusual attacks with great agility. further alienating them from Regardless of how pride manifests. Int 18. Extraplanar) Hit Dice: 4d8+8 (26 hp) Initiative: +8 Speed: Fly 80 ft. Furtivin can only use evasion if not wearing any armor. they use their spell-like abilities to make a quick getaway. Combat Volume 2: Hordes of Gehenna While not physically powerful. touch 14. chattering insect-bird others. where shadows cast in their circle. Without pride. Knowledge (any four) +11. to preserve our accustomed way of life. tail +0 melee (2d4) Space/Reach: 5 ft. accomplishments. though its eyes belie its innocent curiosity. In the end.

They can see the fire that burns in men’s bellies for revenge. including their beautiful tail. 17+ HD (Large) Level Adjustment: — “Your family is dead. and they stoke that flame. spell-like abilities. mortal souls are weak. they can speak and understand all languages. Blood demands blood. a deep personal humiliation. Jump +15. touch 12. . etc. All foes within 50-feet of a glomeray must succeed a DC 16 Will save or be confused for as long as they remain in the area of effect. Yet there is one thing that moves them to an unspeakable fury and a desire for revenge of their own: mercy. still laughs and sings. Then they seek the merciful mortal out to pull the weakness of mercy from his soul with their hands. whispering that revenge is not only a right. Power Attack. Dazzling colors (Ex): The glomeray’s exoskeleton reflects light in a dazzling display. Gang (4-12) Challenge Rating: 9 Treasure: Standard Alignment: Always Neutral Evil Advancement: 9-16 HD (Medium). 104 Ridge-backed and lizard-like. They avoid “to-thedeath” conflicts by flying away if outnumbered. this long creature has four powerful arms and four legs. Survival +11 (+13 on other planes) Feats: Improved SunderB. Combat Glomerays use spell-like abilities and speed to defeat their enemies. dancing lights. Listen +11. Con 14. Ref +8. When a mortal is in that moment of revenge. murdered by that villainous cur. So. flatfooted 20 Base Attack/Grapple: +8/+12 Attack: Claw +12 melee (1d6+4 and Infuriating Touch) Full Attack: 4 claws +12 melee (1d6+4 and Infuriating Touch). Track Environment: Gehenna Organization: Solitary.). and often torment their opponents by engaging them in long discussions about the history of Gehenna and their pivotal role in it.” —The whispers of the Harbingers of Vengeance When one thirsts for violent revenge for some profound wrong (the murder of a loved one. The save DC is Dexterity-based. making it hard to watch for long. damage reduction 10/magic. Harbingers of vengeance are about six feet long. +10 natural). Special Attacks: Decapitate. Glomerays are five feet long. they content themselves with watching from afar. Pair. skill checks and saving throws while in the area. but to forgive. Cha 16 Skills: Climb +15. it is a rich time for the harbingers. telling the southerner that all northerners must pay. They speak Common. Usually. hypnotic pattern (DC 16). the harbingers are there. Spell-like Abilities: 2/day—charm person (DC 15). Dwarven. and he decides not to strike. Spot +11. the harbingers of vengeance take note. infuriating touch. Opponents suffer a 10% miss chance to all attacks made against it and take a –1 penalty on attack rolls while looking at this daemon. Gnome. color spray (DC 15). Drone (Ex): The beating of the glomerays’ wings creates an irritating distraction that confuses lesser opponents and serves as a mere distraction for their more powerful enemies. Special Qualities: Daemon traits. it so infuriates these creatures that they are sometimes known to journey into the prime to take revenge themselves. If a member of a northern tribe hurts a member of a southern tribe. Intimidate +14. They will first hunt down the criminal who was forgiven and commit unspeakable acts to exact the vengeance that was improperly denied. Harbingers are happy in their duty and richly successful. Elven. the envy of the seven circles for the ease of their task. Extraplanar) Hit Dice: 8d8+16 (52 hp) Initiative: +2 Speed: 30 ft. Halfling. Knowledge (the planes) +10. while pulling their foes apart. Wis 11. Harbinger of Vengeance (Whisperer of Wrath) Medium Outsider (Daemon. They will not rest until they have succeeded in destroying both victim and criminal or until they themselves are destroyed. epitomizing the corruption of excessive pride. but also an imperative that must be fulfilled. They will breathe no more! Yet his family still walks. sniff mercy. Its most prominent feature is its humanoid head. Int 8. Caster Level 4th. they are arrogant and petty. hypnotism (DC 15).Volume 2: Hordes of Gehenna their purpose and overshadow the minor successes of their chosen sinners. (6 squares) Armor Class: 22 (+2 Dex. The harbingers move men to kill the children of those who killed their own children. If summoned to the Material Plane. Evil. Infernal and Abyssal. With their tongues ability./5 ft. Those who succeed their saves take a –1 penalty to all attack rolls. When a mortal who has been profoundly wronged has the person who committed the crime against him at his mercy. The save DCs are Intelligence-based. spell resistance 20 Saves: Fort +8. permanently fixed with a wild look of rage. his shadow being yelled at by the Harbingers. The debt must be paid. and revenge is their most easily and commonly committed sin. counting the experience as instructional. Will +6 Abilities: Str 18. they are heeded. Dex 15. Blocking one’s ears allows the target to attempt an additional saving throw against the effect at a +2 circumstance bonus. bite +10 melee (2d6+2) Space/Reach: 5 ft. They begin shouting at the mortal to strike—to maim or kill the foe in payment for the pain and suffering they have caused. Multiattack. They enjoy exulting in their victories.

it dies after this attack. The save DC is Constitution-based. possession. The save DCs are Charisma-based. and from her face sprouted tusks and crude ornamentations of horn and tooth. the daemon crushes the head in a spectacular display of sprayed bits of brain tissue and bone fragments. Special Attacks: Improved grab. was stolen tentacles and its hands are long. Alignments shifted in this manner are restorable to the original alignment through atonement or greater magic. When this happens. Use Rope +4 (+6 bindings) Feats: Improved Initiative. regardless of whether the target of their attacks is an ally or enemy. Knowledge (history) +12. Should one of the world’s greedier mortals seek to take one of these treasures and keep it for herself (as. like stone. Pair. thinking no one will notice—but all such acts are noticed in Gehenna). damage reduction 10/good. muttering and spitting. All the treasure in the world. flatfooted 13 Base Attack/Grapple: +5/+6 Attack: Slam +6 melee (1d4+1) Full Attack: 2 slams +6 melee (1d4+1). a rogue might slip a loose coin in her pocket. for 1 round. Caster Level: 12th. this deformed creature them. Clutch (3-6) Challenge Rating: 7 Treasure: None Alignment: Always neutral evil Advancement: 6-10 HD (Medium). Knowledge (arcana) +12.” —The recollections of Egwyr the Valiant. function as if they were magical. Infuriating Touch (Su): Living creatures struck by a harbinger of vengeance’s claw attack must immediately attempt a DC 15 Will save or suffer the affects of rage. a harbinger of vengeance can pull the head off a helpless or dead humanoid opponent that it threatens. it attacks using its horrific natural weapons when able to and relying on its spell-like abilities only when pressed. Search +12. plane shift. harbingers of vengeance sniff the air to detect the scent of mercy extended or granted among their foes. touch 14. Spot +8. Wis 10. Curiously. and the wealthy that refuse to give even a dented copper piece to charitable causes. touch of idiocy. Use Magic Device +11 (+13 with scrolls). Its legs are a writing mass of the hoarders believe. Decipher Script +12. For the purposes of overcoming damage reduction. 612 thoroughly than a mortal who takes and takes. the harbingers of vengeance’s natural attacks. They watch. however. her back cracking and creaking as though she were being bent forward by an invisible. no more capable of grasping the coin she had been reaching for than of plucking forth a tune from a harp. spell resistance 18 Saves: Fort +5. A great work of art stolen by a greedy thief may draw only one hoarder. Skill Focus (Appraise) Environment: Gehenna Organization: Solitary. mind fog (DC 18). Volume 2: Hordes of Gehenna Hoarder (Watcher of Greed) Medium Outsider (Evil. the harbinger of vengeance can smell any creature within 30 feet and detect if mercy has been extended or received by a target within 1 week. hoarding her possessions with the belief that these things are hers in the first place. furious at every outrageous act. Concentration +9. +2 on other planes). perhaps. Perhaps these are the real treasures of their past. c. this tie is not proportional to the value of the treasure. But the strength of the treasure’s tie to them will bring more. 6 tentacles +1 melee (1d4) Space/Reach: 5 ft. grey skin. So it is that nothing angers them more 105 . There are treasures. If the target was not yet dead. Ref +8. The rage of the hoarders is generally impotent. with no saving throw. Survival +0 (+2 when following tracks. Knowledge (the planes) +12. the hoarders to whom the treasure is tied are free to enter the Material Plane. the obscenely selfish. Viable targets that fail their saving throws attack madly at the nearest living thing. They congregate in the Circle of Greed and whisper among themselves. flat strips of barbed flesh. Extraplanar) Hit Dice: 5d8+5 (27 hp) Initiative: +8 Speed: 30 ft. from them in time immemorial. as per the spell with the following changes. 11-15 HD (Large) Level Adjustment: — “Before our eyes. planeshift. quite often the person lifting the treasure is herself transformed into a hoarder. Cha 16 Skills: Appraise +15. Constitution drain Special Qualities: Daemon traits. Decapitate (Su): As a full-round action. Int 18. For it is their belief that all of this wealth collected by mortals belongs to With horns and tusks and rocky. Con 13. 1/day— hold monster (DC 18). Escape Artist +12. that are tied to the hoarders. Dex 19. Spell-like Abilities: At will—confusion (DC 17).Combat Before entering combat. Tevy began to stoop. Often only a single hoarder comes. haste. On the following round. mighty hand. Her skin grew hard. Her greed had ruined her before our eyes. Sniff mercy (Su): As a free action. +3 natural). whereas The hoarders observe the misers./5 ft. Unlike a coup de grace action. Listen +8. Will +4 Abilities: Str 13. Her hands shattered and reformed as fleshy mitts. actually taken from them long ago. this attack does not provoke an attack of opportunity. ranging from small baubles to legendary artifacts. Once it identifies the culprits. banging their horns against one another in a cacophony of ineffectual indignation. seems almost a mockery of life. (6 squares) Armor Class: 17 (+4 Dex. Daemon. Spellcraft +14 (+16 decipher scrolls). and attacks made with weaponry. Victims of this attack that are later restored to life must attempt a DC 16 Will save or have their alignment permanently shift one-step towards evil.

+3 natural). the daemon typically flees. The slow ones are captured by Yungo’s tongue and dragged shrieking to the fetid depths of his gizzard to join the countless other swallowed creatures Creeping up over the rise writhing in an eternity of feastings and slow acting acids. Born from pustules that form in the giant sweating folds of the Exarch’s flesh. Once in place. or affected by magic such as dismissal. in search of the loose bits of tissue that the Exarch misses in his own constant search for food. Extraplanar) Hit Dice: 3d8+3 (16 hp) Initiative: +1 Speed: 30 ft. To possess a target./5 ft. Pair. Hoarders cast this spell as a 15thlevel caster. (6 squares) Armor Class: 14 (+1 Dex. 2 claws +3 melee (1d6+1) Space/Reach: 5 ft. the house. unable to hold any of their many treasures. Int 3. Cha 5 Skills: Climb +6. while his other forces rally together to repel the majority of the invaders. They speak no languages. Constitution Drain (Ex): Every round the hoarder possesses a target it drains 1d4 points of Constitution. glide. flatfooted 13 Base Attack/Grapple: +3/+5 Attack: Bite +5 melee (1d8+2) Full Attack: Bite +5 melee (1d8+2). vaguely Once the conflict ends. Combat Hoarders begin combat by attempting to possess a particular target that has offended them. spell-like abilities. a plague of hunger break through to other planes. but only to a target that has committed some act of greed so severe that it catches the hoarder’s attention. draining the creature of its Constitution (see below). It can then attempt to start a grapple as a free action without provoking an attack of opportunity. it attempts to possess the greedy person responsible for calling it. The host creature can only make melee attacks. until either the host dies (0 Con). touch 11. Survival +4 Feats: Multiattack. suddenly transforms into a slavering monstrosity as its nostrils grow wide. Knot (3-10). Hoarders are about eight feet long. Plague (100-1000) Challenge Rating: 1 Treasure: None Alignment: Always Neutral Evil Advancement: 4-12 HD (Medium) Level Adjustment: — “And then they just dropped down from above… everywhere. perhaps for gliding. Listen +4. All the cattle. everything. they feast on the target in revenge for “stealing” what was once theirs. Such drain is permanent and may only be restored through restoration or more powerful magic. If it wins the grapple check. Will +2 Abilities: Str 14. Ref +3. Medium or Large creature with its tentacle attack. the host is reduced to negative hit points. They exist in the greatest concentrations near Yungo’s mouth. Spot +4. damage reduction 5/good. In the instance of an invasion into the Circle of Gluttony. they must slither on the ground. scent Saves: Fort +3. the hunger crawl all over the molten mounds of flesh that is the Circle of Gluttony. the grain. A hoarder’s attacks are considered both magical and evil for purposes of overcoming damage reduction. The hoarder remains. Wis 10. Its mild nature Gehenna. If the host succeeds in repelling the hoarder. unable to walk the world to seek new ones. Dex 13. holy word. sniffing the air for flesh. as well as anything else they can find. daemon traits. With the movement of its arms. using all of its own attacks and those of the host creature. surviving with bright eyes. . is a mewling creature. Some speculate that it is not the strength of the tie between the treasure and the daemons that draws them—it is the profundity of the act of greed committed by the mortal. Evil. Hunger (Mercenary of Gluttony) Medium Outsider (Daemon. Abyssal and Infernal. Possession (Su): When a hoarder first crosses over from Gehenna into the Material Plane. and soft fur hungers and the captive attackers covering much of its body. 106 Hungers are five feet tall. their screams echoing throughout reveals masses of flesh. dispel evil or other applicable magic. lashing out at any nearby targets. TrackB Environment: Gehenna Organization: Solitary. and may not use spells. the hoarder attempts a Concentration check opposed by the target’s Will save. using their many tentacles. Improved grab (Ex): To use this ability. the children. it establishes a hold and automatically deals tentacle damage with all six tentacles every round until the victim can break the hold. Draconic (the language of great treasures). If the hoarder succeeds. or any other forms of attack. teeth and screams.Volume 2: Hordes of Gehenna a beaten up old coin lying on the road may draw a horde. Hoarders speak Common. Occasionally.” —Survivor Like lice. Plane shift (Sp): A hoarder can plane shift from Gehenna to any other plane. They ate it all. Each round the host may attempt a new Will save opposed by the hoarder’s Concentration check. Instead. the possession transforms the target creature into a horrific mass of tentacles. humanoid in appearance. Con 12. these creatures feed on one another. the hoarder must hit a Small. Special Attacks: — Special Qualities: Appetite. The hoarder controls the host’s actions. wiping out all they come across in a mad and desperate attempt to feed before being fed upon. They are accursed in form. Yungo dispatches these fiends to devour his enemies. it combine for a massive feast.

They can never ascend while gliding. Cha 13 Skills: Climb +12. Int 5. damage reduction 10/good and magic. touch 12. There is no limit to what the hungers can eat. Dex 14. it is quite a soft stomach tissues. based on her current choice of lover. Combat 107 . Weapon Focus (Gut Tendril) Environment: Gehenna Organization: Solitary. Like all daemons of their circle.” Impregnators are as tall as the average adult human. Evil. they crave physical satisfaction. impregnating parasites. powerful charge (2d6+6). (10 ft. its face is it rams its horns down through their or bellies with writhing maggots. Swim +12 Feats: Improved TripB. The impregnator’s greatest pleasure is piercing flesh with its horns. but never take damage from a fall. her minions fight the forces of Hell.Combat Hungers focus on one enemy at a time. The fickle Exarch of lust. In’nassi made them in such a way that they could only achieve the heights of pleasure by rupturing the soft belly and Impregnators open combat with a powerful charge attack. they must oppose the demon armies. Pair. In fact. trip Special Qualities: Daemon traits. An impregnator’s This softens the stomach. They speak Abyssal. They are always eager for battle. Against tripped opponents. path to ecstasy for the impregnator. If they drop from a height. they often stop to eat it. Spot +8. immune to disease and poison Saves: Fort +7. Wis 11. Power Attack. Con 16. As and evil for purposes of overcoming this horrific and malicious act is the mouth. they gain a fly speed of 30 feet for 1d4 rounds before landing on the ground. infected enemies’ intestinal tracks A humanoid figure with a spire of ram’s horns. and ignores any attacks on it and anything else for that matter. Will +4 Abilities: Str 18. If only it were so simple. Gore +4 melee (1d6+2) Space/Reach: 5 ft. Listen +8. The impregnators are In’nassi’s soldiers in the war. tearing apart their foes in a peculiar ritual.” – Contemplations of Creatures. switches sides in the war between Hell and the Abyss regularly. In’nassi. Determining that the creatures of the Circle of Lust were not as well suited to battle as those of the Circle of Wrath. +8 natural). easing the shapely creature except that a tentacle. it lashes out with its gut tentacle that bursts from its abdomen tendril in an effort to spread the to strike foes in the belly. flatfooted 18 Base Attack/Grapple: +5/+9 Attack: Gut tendril +10 melee (1d4+4 and parasite) Full Attack: Gut tendril +10 melee (1d4+4 and parasite). Extraplanar) Hit Dice: 5d8+15 (38 hp) Initiative: +2 Speed: 30 ft. On subsequent intestine of their foes. damage reduction. sent to die as they aid the campaigns of her lovers. Common. Ref +6. desire fulfillment. and Infernal. biting rounds. it will do everything it can to accomplish its goal—making these beasts incredibly effective warriors. When she beds a demon lord. When an infernal lord graces her chambers. Volume 2: Hordes of Gehenna Impregnator (Mercenary of Lust) Medium Outsider (Daemon. Jump +12. Orgy (4-8) Challenge Rating: 6 Treasure: None Alignment: Always neutral evil Advancement: 6-9 HD (Medium) Level Adjustment: — “It is our common arrogance that we assume all creatures in the universe that desire to touch. skeletal but its body is quite muscular. it ravenously eats the body. In’nassi created the impregnators to be the perfect melding of lust and battle. Edgyll Marigand The life of an impregnator is brutish and short. It takes 4 rounds per size category above small for the hunger to devour its victim. which are kept razor sharp for this express purpose. to the exclusion of all else. they can only be satisfied in battle. the hungers natural attacks and any attacks made with weapons all count as evil. If the hunger fails the save. do so in ways that we might comprehend. between five and a half and six feet. with gut tendril) Special Attacks: Parasites. the hunger must make a DC 20 Will save to resist the urge to start eating the corpse immediately. Once they defeat a foe. ending in a slavering attacks are considered both magical penetration of the creature’s horns. Glide (Ex): Hunger have loose folds of skin under their arms. Victims so consumed may only be restored to life by resurrection or more powerful magic. Appetite (Ex): If a hunger drops an opponent. (6 squares) Armor Class: 20 (+2 Dex. has ruptured its abdomen. For the purposes of overcoming damage reduction. But they have no sexual organs with which to achieve this gratification. hoping to enter into one or more of what they call their “unions. / 5 ft. Her reason: each impregnator possesses a diseased.

flatfooted 23 Base Attack/Grapple: +10/+26 Attack: +1 large falchion of desire +19 melee (2d6+13 plus desire. are three writhing tentacles. 3 gut tendrils +13 melee (1d6+4 and parasite). Wis 13. A blow from these ensorcelled falchions fills the victim with pure. Will +8 Abilities: Str 26. Swim +21 Feats: Cleave. they are the sometimes lovers of their Exarch and would gladly die to please her. the disease of which can cause the entire body. allies may move to for purposes of overcoming damage from its stomach. trip Special Qualities: Daemon traits. Impregnator patriarchs speak Abyssal. his eyes fixed a flood of melee attacks. gore +12 melee (1d8+4) Space/Reach: 10 ft. immune to disease and poison. multiplying in the space of one round and dealing 1d4 points of Constitution each minute they remain as they turn the victim’s abdomen into a soupy mess. to become impregnated with maggots. +13 natural). the impregnator may make a gore attack in addition to its normal attack with a +4 attack bonus that deals 2d6+6 points of damage. Cha 17 Skills: Climb +21.Volume 2: Hordes of Gehenna Parasites (Ex): The impregnator’s gut tendril carries a dangerous parasite that makes short work of the host it infects. damage reduction 10/good and magic. touch 12. (15 ft. victims find themselves kicking at the victim presents its abdomen for the end of the impregnator’s horns. powerful charge (2d8+12). Jump +21. parasites. Each succeeding minute. Extraplanar) Hit Dice: 10d8+50 (95 hp) Initiative: +2 Speed: 30 ft. Powerful charge (Ex): On a charge action. If the attempt fails. Trip (Ex): An impregnator that hits with its gut tendril attack can attempt to trip the opponent (+8 modifier) as a free action without making a touch attack or provoking an attack of opportunity. Spot +14. A failed save results in the victim Impregnator patriarchs use similar tactics to the ones employed by becoming obsessed with the impregnator patriarch regardless of gender. The victim is entitled to another Will save . with gut tendril) Special Attacks: Falchion of desire. Improved TripB. she sends one of her trusted impregnator patriarchs. Tripped on the patriarch. For as long as the maggots infest the character. Common. The impregnators. Power Attack. Great Cleave. Creatures of pure devotion. crit 18-20) Full Attack: +1 large falchion of desire +19/+14 melee (2d6+13 plus desire. Int 9. each of which assist. Ref +9. Draconic and Infernal. to snap victim out of the state. otherworldly maggots infest the wound. the victim must attempt a Fortitude save (DC 15) or strange. Evil. rising as it will. (6 squares) Armor Class: 25 (+2 Dex. They open combat with a powerful charge attack. followed by victim begins to undress. not just the belly. Impregnator patriarchs are very tall. Combat 108 Falchion of desire (Sp): The falchions that impregnator patriarchs carry have a powerful enchantment that forces those struck by it to attempt a Will save (DC 18) or be filled with all-consuming lust. When fully disrobed. Orgy (Patriarch plus 4-8 impregnators) Challenge Rating: 12 Treasure: None Alignment: Always neutral evil Advancement: 11-20 HD (Large). and all of them wield a special blade crafted by In’nassi herself. Dex 14. Intimidate +16. blinding lust—the very essence of the Exarch herself. During the time that the are considered both magical and evil victim undresses. Upon a successful gut tendril attack. the opponent cannot react to trip the impregnator. spell resistance 23 Saves: Fort +12. they possess three striking maw tentacles. Impregnator Patriarch (Mercenary of Lust) Large Outsider (Daemon. usually twelve feet high. This towering humanoid has a skeletal head topped with the patriarch impregnator to do with An impregnator patriarch’s attacks massive ram’s horns. crit 18-20). It holds a gleaming falchion and. To make sure they do her bidding. Listen +14. Weapon Focus (Gut Tendril) Environment: Gehenna Organization: Solitary. 21+ HD (Huge) Level Adjustment: — In’nassi is not usually present as her servants aid her lovers. the victim may attempt a new Fortitude save to resist the ability drain. The save DC is Constitution-based. end in a grinning maw filled with razor-sharp teeth. Knowledge (the planes) +12. Making the impregnator patriarchs even more dangerous. / 10 ft. The parasites can only be removed by remove disease or heal. all Strength and Constitution checks are made at a -6 circumstance penalty. Con 20. as a full-round action to try reduction.

Darkvision 90 ft. otherworldly maggots infest the wound.” —Atlas of the Spheres by the Great Sage Turgon The golden miser. As soon as the impregnator patriarch rams its horns into the victim—always a coup de grace attack—the effects of this mindaffecting compulsion end. Listen +11. the jageth specialize in taking up positions before the doors they protect. garnering a number of combat enhancements. Powerful charge (Ex): On a charge action. When attacked. The save DC is Charisma-based. Int 7. Pair. such as large greatswords. defensive stance. Yes. large great this creature’s arms look capable of crushing stone. the vault doors do not yield and are guarded well. with glaive) Special Attacks: Glaive Special Qualities: Daemon traits. Spot +11. flatfooted 19 Base Attack/Grapple: +6/+15 Attack: Large +1 unholy glaive +11 melee (2d8+8 plus 2d6 against good/ x3) Full Attack: Large +1 unholy glaive +11/+6 melee (2d8+8 plus 2d6 against good/ x3) and bite +6 melee (1d8+2) Space/Reach: 10 ft. (6 squares) Armor Class: 20 (+1 Dex. Mytaxx’s riches are the stuff of legend. The vaults themselves have fifty chambers. but some employ other weaponry with An imposing figure of brawn and sinew standing ten feet high. Intimidate +7. 109 .. Parasites (Ex): The impregnator patriarch’s gut tendrils carry a deadly parasite that makes short work of the host it infects. Should anyone try to plunder the inner vaults of Mytaxx. Army (1-10 legions) Challenge Rating: 4 Treasure: Standard Alignment: Always Neutral Evil Advancement: 7-12 HD (Large). The save DC is Constitution-based. head is encased in a heavy coat of bone and it has three legs Should the jageth fall in combat. Each succeeding minute. and those made with weapons. Troop (3-12). Trip (Ex): Don’t slip on those intestines! An impregnator patriarch that hits with one of its gut tendril attacks can attempt to trip the opponent (+16 modifier) as a free action without making a touch attack or provoking an attack of opportunity. Will +5 Abilities: Str 20. count as magical. +10 natural). Deeper within the vaults. But they are not easily reached by even the mightiest./10 ft. The servants of the miser. the jageth. Extraplanar) Hit Dice: 6d8+18 (45 hp) Initiative: +1 Speed: 30 ft. they set their feet into a defensive stance. each guarded by an army of jageth. (15 ft. Hoarded over millennia. has hidden away in the vaults of his circle the wealth of a thousand nations. Evil. for before those impenetrable gates the jageth reside. For as long as the maggots infest the character. Its axes. protect the Circle of Greed and they yield for no being other than Mytaxx himself. touch 10. jageth can form a magical weapon from their bodies. Few can dupe a jageth into allowing unauthorized individuals past its post. the victim may attempt a new Fortitude save to resist the ability drain. Ref +6. Fierce warriors. multiplying in the space of one round and dealing 1d6 points of ability drain to a random ability score each minute they remain to ravage the victim’s body. Con 16. stability Saves: Fort +8. If the attempt fails. Legion (100). the same magical enhancements.with a +2 circumstance penalty. Upon a successful gut tendril attack. 13-18 HD (Huge) Level Adjustment: — “If it is wealth unimaginable you seek. all ability and skill checks are made at a -8 circumstance penalty. Sense Motive +13. jageth natural attacks. Once set. Most jageth create glaives as indicated in the stat-block above. For the purposes of overcoming damage reduction. the jageth are armed with magical weapons from the hoard. -1 size. Power Attack. the Exarch of Greed. Diplomacy +0. Survival +9 Feats: Alertness. the victim must attempt a Fortitude save (DC 20) or strange. There they are able to set themselves against any assault with their three mighty legs. Cha 7 Skills: Climb +18. preferring instead to defend a position they are ordered to protect. keeping it well rooted to the ground. the impregnator may make a gore attack in addition to its normal attack with a +12 attack bonus that deals 2d8+12 points of damage. then nowhere in all the spheres will serve you better than the golden vaults of Mytaxx. Dex 13. Combat Jageth rarely instigate combat. the weapon dissolves into a pile of stinking excrement. Volume 2: Hordes of Gehenna Jageth (Mercenary of Greed) Large Outsider (Daemon. The parasites can only be removed by remove disease or heal cast on consecrated ground. as the tentacles on their bodies taste emotions—hence the racial bonus to Sense Motive. Mytaxx. or just about anything else. they will have this well-armed and implacable enemy to deal with in great numbers. Wis 11. damage reduction 5/magic. Weapon Focus (Bite) Environment: Gehenna Organization: Solitary. Glaive (Su): As a free action. the opponent cannot react to trip the impregnator patriarch. they batter their foes with their massive arms.

or otherwise not firmly on the ground). The increase in Constitution increases its hit points by 2 points per level. +4 dodge bonus). SV Fort +12. Sense Motive +13. Ref +9. flat-footed 16 Base Attack/Grapple: +6/-2 Attack: Bite +3 melee (1d4-4) Full Attack: Bite +3 melee (1d4-4). hp 57. Atk Large +1 unholy glaive +12 melee (2d8+10 plus 2d6 against good/ x3). . Unlike the dwarven defender. the jageth cannot use skills or abilities that would require it to shift its position. Str 22. Will +7 Abilities: Str 3. Weapon Focus (Bite). but preventing movement from the spot it defends. +10 natural. Class (3-6) Challenge Rating: 9 Treasure: Standard Alignment: Always neutral evil Advancement: 7-18 HD (Small) Level Adjustment: — “I’d never seen anything like it. Psionic) Hit Dice: 6d8 (27 hp) Initiative: +4 Speed: Fly 60 ft. Dwarven. The Kurgellis rarely leave the safe harbor of the Circle of Pride. +4 to Constitution. Darkvision 90 ft. Common. the Kurgellis will begin plotting how to teach him a lesson./5 ft. most brilliant beings in all the multiverse. They speak telepathically. +4 Dex. Stability (Ex): Jageth receive a +4 bonus to ability checks made to resist being bull rushed or tripped while standing on the ground (but not when climbing. Gather Information +13. riding. when next thing I knew… they were everywhere. This may be as simple as arranging his downfall through machinations and schemes. PR 20. Listen +11. +5 natural). 3 tentacles -2 melee (1d3-4) Space/Reach: 5 ft. comprehending and sending in Abyssal. Survival +9. who are themselves convinced that they are the wisest. Ref +8. touch 15. Search +18. and a +4 dodge bonus to AC. While in a defensive stance. with glaive). BAB +6. Spot +11.Volume 2: Hordes of Gehenna Defensive stance (Ex): This daemon can adopt a defensive stance similar to that conferred by the dwarven defender prestige class. jageth are never winded after the defensive stance expires.. These extra hit points are not lost first the way temporary hit points are. Skills: Jageth receive a +4 racial bonus to Climb and Sense Motive checks. but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. AL NE. damage reduction 5/magic. -1 size. Wis 15. a Kurgellis will become so offended by a sin he observes that it (and perhaps its companions) will feel compelled to teach the offending mortal a lesson. Wis 11. Pair. Should a mortal come to believe. in which he is shown that he is not so clever after all. Evil. Cha 7 Skills and Feats: Climb +19. The Kurgellis are only about 3 feet high. Spot +11. the Kurgellis gather in the Library of Blasphemies. Listen +11. Its body seems to be without limbs. There the sin is recorded in the dark ledgers by these strange creatures. Full Atk Large +1 unholy glaive +12/+7 melee (2d8+10 plus 2d6 against good/ x3) and bite +7 melee (1d8+3). touch 14. Once in a great while. Spellcraft +18 (+20 decipher scrolls). Grp +16. telepathy 120 ft. Con 10. SQ Daemon traits. When a mortal considers himself above another due to his intelligence or cunning. SA Glaive. instead looking like a floating collection of tendrils and scales. Celestial. Draconic. flatfooted 19. even for a moment. Large Outsider. Dex 13. (perfect) Armor Class: 20 (+1 size. Space/Reach 10 ft. but a jageth can only do so during his action. a +2 resistance bonus on all saves. Kurgellis (Watcher of Pride) Small Outsider (Daemon. Alertness. Special Attacks: Psi-like abilities Special Qualities: Daemon traits. While in the stance. Use Magic Device +10 (+12 scrolls) Feats: Combat Casting. defensive stance. Power Attack. AC 24 (+1 Dex. Extraplanar. his sin of pride casts a shadow among the Kurgellis. A defensive stance lasts for 8 rounds (3 + its improved Constitution modifier). damage reduction 10/good. (15 ft. Using the defensive stance takes no time itself. HD 6d8+30. Knowledge (any ten) +18. stability. Intimidate +7. Auran. flying. Will +7. Dovarr yelled something about being the greatest wizard that has ever lived./10 ft. a typical jageth has the following statistics: Defending Jageth. Int 28. Elven and creature has a giant head encased in Infernal. Init +1. Jageth gain +2 to Strength. Con 20. Cha 19 Skills: Concentration +9. but it sometimes involves traveling to the Material Plane to teach him a lesson personally. Dodge. The dragon had just fallen and we were standing in awe of our accomplishment. Int 7. that his is the greatest mind anywhere in the multiverse. they never tire of one sin in particular—pride in intellect. Diplomacy +0. Surrounded there by the records of all the world’s sins.” —Reminiscences of Gumblar Ironaxe In the refined Circle of Pride. with gains to strength and durability. Dex 18. Mobility Environment: Gehenna Organization: Solitary. 110 This relatively small chitin. Saves: Fort +5. though.

/5 ft. Ref +7. directing a psionic onslaught against their foes. flatfooted 23 Base Attack/Grapple: +9/+13 Attack: Claw +14 melee (2d6+4/19-20) Full Attack: 2 claws +14 melee (2d6+4/19-20) Space/Reach: 5 ft. and its mouth. But they do not. no one knows what happened to him. which continue to make the sounds of mourning within their gullets. but instead he simply disappeared. 7d6. DC 26). Listen +14. 5d6. Con 15. planeshifting to Combat 111 . Will +8 Abilities: Str 19. 1/week—psionic dominate (DC 26). immunity to polymorph and sonic attacks. Once they have taught the lesson they intended. Dex 12. +6 AC)*. They The languishing are drawn seem incapable of speech—or if particularly to the sounds of they can speak. Evil. understanding this as yet more evidence that life has failed them. baleful teleport (DC 27). DC 25)*. still living and watching the mourning shadows of other mortals for all eternity. touch 11. listening to their morose and self-absorbed opponents would be are the long. fleeing rather than facing death. with a particular mourner that they will come for her. which is summarily swallowed. This creature has human proportions and features except for of teeth. It was expected he would eventually waste away and die in his home. They then consume their jaws. damage reduction 10/cold iron and good. Abyssal. (4 squares) Armor Class: 24 (+1 Dex. To this day. Power Attack. try to remove the head and bite off the jaw. Violetta Cannonberry Mortal life is so filled with tragedy that it is a wonder the poor folk who must endure it do not spend their every hour weeping. it choked anyone who came near him. they do not. 19+ HD (Large) Level Adjustment: — “They say he did nothing each day but weep for the loss of his young bride. *Includes augmentation for Kurgellis’ manifester level. and continue to weep and moan. Cha 15 Skills: Climb +16. 4 targets. instead mourning—the sobs. Volume 2: Hordes of Gehenna The Languishing (Watcher of Sloth) Medium Outsider (Daemon. DC 25). Psi-Like Abilities: At will—inertial armor (ML 5th. Weapon Focus (claws) Environment: Gehenna Organization: Solitary. When a mortal does so indulge. These heads try to scream out at these newly observed mortals. but the heads cannot make a sound for they have no jaws. “Move past it! Life it too precious to waste away in misery!” in an effort to save them from a similar fate. Special Attacks: Improved grab. Move Silently +13. psionic plane shift. Pack (2-5) Challenge Rating: 11 Treasure: Standard Alignment: Always neutral evil Advancement: 10-18 HD (Medium). The remaining parts of the heads are heaped in a mound around the lamenter. recall agony (ML 5th. they will take her bodily back to Gehenna. lamenting chorus. which they usually detect from of “sympathy” for the mortals’ pain. Manifester level 9th. The daemons are able to detach the heads of the mortals without killing them. their perch in Gehenna or through Sometimes they are so enamored a successful Sense Motive check. swift action)*. 1/day—astral construct (ML 9th. Sense Motive +14. Usually this final tragedy is too much for the mortals so absconded—most die of broken hearts upon reaching Gehenna. The save DCs are Intelligence-based. When such a target is identified. +13 natural). Elven and Celestial. Where its jaw The languishing prefer to attack miserable mortals. The languishing are six and a half feet tall. From Gehenna they opposed by the target’s Bluff check. no matter how terrible the events are that have befallen you. steal head Special Qualities: Daemon traits. id insinuation (ML 9th. spell-like abilities. they fly above. they make their way toward the sounds of the lamenter in the Material Plane and. Extraplanar) Hit Dice: 9d8+18 (58 hp) Initiative: +1 Speed: 20 ft. Iron Will. His sorrow was so deep. Intimidate +14. they plane shift back to Gehenna. so that eventually even his own family abandoned him. many-jointed legs of a spider. they simply grab them. are fed upon by the languishing. 4th level)*. Spot +14 Feats: Improved Critical (claw). energy burst (ML 7th. In instances of particularly sad foes. 3/day—intellect fortress (3 rounds)*. cries and mutilating themselves out first. spell resistance 22 Saves: Fort +8. once they find her. Kurgellis attacks are considered evil for purposes of overcoming damage reduction. But those who do not. They understand Infernal. her sloth is observed by the languishing. Common. the gnashing screaming and wailing. Pair.” —The Impossible and the Possible. Instead. Int 7. the piteous moans and the prayers for the terrible pall of sorrow the spikes running up and down its back.Combat Kurgellis staunchly refuse to engage in melee combat. for it is considered to be a sinful indulgence to whittle away the precious gift of life in mourning. the strange stitches to be lifted. They gather around all along its arms as though they have been cut open and and watch the shadows of these sewn back shut countless times. actively choosing to give up on life and instead waste her days in weeping and wailing. Wis 14. offensive prescience (ML 7th.

Cha 10 Skills: Appraise +4. they prefer isolation. If it hits. Dex 18. seemingly in a mockery of a conductor before a symphony. the languishing may attempt to steal the held target’s head by making a touch attack as a standard attack. Move Silently +8. Int 11. the only way to restore the creature is to “kill” the head. Steal head (Su): Upon securing a pin with its grapple attack. Evil. They have the temperament of the spiders from which they were created. dazed and 4d8 points of sonic damage Paralyzed. must attempt a DC 16 Will save or suffer effects based on their own Hit Dice (see below). Con 13. Usually it happens because some greedy fool attempts to summon a kindred spirit. You can trust no man but yourself. Spell-like Abilities: At will—gust of wind (DC 14). Spot +9 Feats: Ability Focus (Poison) Environment: Gehenna Organization: Solitary. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Special Attacks: Poison. the maodon are charged with whispering to the shadows of the greedy. Wis 13. Climb +13. Strangely. The maodon . though the head continues to live. the languishing must hit with its claw attack against a foe no bigger than Large. as it lacks the means to eat or drink. touch 14. Paralyzed: The creature is paralyzed and helpless for 1d10 minutes. 4d8 points of sonic damage Weakened. Disembodied heads can be rejoined with the body through powerful magic. Extraplanar) Hit Dice: 1d8+1 (5 hp) Initiative: +4 Speed: 40 ft. Dazed: The creature can take no actions for 1 round. Weakened: The creature’s Strength score decreases by 2d6 points for 2d4 rounds. sound burst (DC 14). and any attacks they make with weaponry. but only if they retain their jaw. Disembodied heads have an AC 0 and 5 hit points. function as if they were magical and evil. the head lives for the duration of the target’s normal life expectancy without need for food or drink. Should the body die. They will take your money and leave you for dead. They may cast spells with Verbal Components only. +1 natural). plus 1d6 captive children Alignment: Always neutral evil Advancement: 2-3 HD (Medium) Level Adjustment: — “They’re lying to you. Disintegrated: Living creatures die. Nest (3-18) Challenge Rating: 1 Treasure: Standard. and then normal means of raising the dead function as usual. dazed and 4d8 points of sonic damage Disintegrated Maodon (Whisperer of Greed) Medium Outsider (Daemon. the languishings’ natural attacks. to help him in his acquisitions. web Special Qualities: Daemon traits. but requires the head. plane shift. flatfooted 11 Base Attack/Grapple: +1/+2 Attack: Bite +2 melee (1d6+1 and poison) Full Attack: Bite +2 melee (1d6+1 and poison) Space/Reach: 5 ft. Lamenting Chorus Target’s Hit Dice > languisher’s HD = languisher’s HD = languisher’s HD –1 = languisher’s HD –5-7 = 1 HD Effect 4d8 points of sonic damage Dazed. to hide what is theirs and to keep it wrapped up and safely tucked away in their webs. Will +3 Abilities: Str 13. the living body. Caster level 12th. Pair. the target may attempt a DC 18 Fortitude save or the languishing takes their head from their body. (8 squares) Armor Class: 15 (+4 Dex. Bluff +4. Lamenting chorus (Su): Once per 1d4 rounds. where they enjoy the screams of horror sounding from within their gullets./5 ft. For the purposes of overcoming damage reduction. Once separated. Ref +6. see in darkness Saves: Fort +2. Search +4. sounding of all the damned it had swallowed. On the following round.” —The whisperings of the Maodon Low-level functionaries of the Circle of Greed. though it defends itself normally. Hide +12. weakened.Volume 2: Hordes of Gehenna Gehenna. or keeps it as a treasure to stack with the other collected heads in Gehenna. the languishing’s spider-leg filled maw undulates in a frenzy. Sonic damage: Target creature takes 4d8 points of sonic damage. as a full round action that does not provoke an attack of opportunity. the body eventually starves (see DMG for details on starvation). this attack does not kill the target. This is the sort of mindset they encourage in the mortals they observe. the head continues to live. The save DC is Charisma-based. silence (DC 14). Improved grab (Ex): To use this ability. 112 It is not uncommon for a maodon to make its way into the Material Plane. and the casting of heal and regenerate. 1/day—dispel good. and from the daemon’s abdomen emanates a horrific wailing noise. another greedy creature. the languishing consumes its victim’s jaw. Undead creatures are destroyed. and either discards the remains of the living skull. In fact. If the body dies. though the target becomes insane (DC 19 negates) as per insanity and loses control over its detached body. encouraging them to hoard their belongings and not to share. Sense Motive +5. The save DC is Charismabased. All living creatures that can hear within a 60-foot cone. though in a state of continually deepening horror.

this is a massive spider. malicious smile. the morning’s plague grows a little larger inside him. Use Rope +9 (bindings) Feats: Blind-Fight. They speak Infernal and Abyssal. Wis 11. where they have access to better treasures. This is similar to an attack with a net but has a maximum range of often include their favorite treasure: children. Cha 1 Skills: Climb +6. like beasts. Ten rounds later. with a range increment of 10 feet. The victim must attempt Skills: Maodons have a +4 racial bonus to Hide and Spot checks. committing a carnal act of lust. Poison (Ex): The maodon has a poisonous bite. with the morning’s plague taking root in the secret parts of their bodies. and a +8 a DC 11 Fort save or take 1d3 points of temporary Strength and Dexterity racial bonus to Climb checks. maodon prefer the Material Plane. This is excruciatingly painful. Hide +13.Web (Ex): The maodon can generate silk strands as a spider. Weapon Finesse Environment: Any Land Organization: Solitary Challenge Rating: 2 Treasure: None Alignment: Always neutral evil Advancement: 3-6 HD (Small). there are no children. it is clear that it has humanoid features. and the first thing the wriggling 113 . are nothing if not greedy. The morning after its lustful host has engaged in his most recent act of libidinous behavior. without pleasure and without purpose—or so say the religious scholars. and then drags the victim back to its See in Darkness (Su): Maodon can see perfectly in any kind of darkness. but upon closer may lower itself from above. (4 squares) Armor Class: 18 (+1 size. flatfooted 11 Base Attack/Grapple: +3/-1 Attack: Bite +11 melee (1d6) Full Attack: Bite +11 melee (1d6) Space/Reach: 5 ft. Maodon often create sheets of sticky webbing from 5 to 20 feet square. The watchers come to know the faces of these dark shadows. and sheet webs snatch an unwary child to add to their webs. These mortals’ acts of lust plant seeds for the visitation. They say these empty acts of fornication are sinful and will lead to misery in the end. modifier for Climb checks. even that generated by magic. Evil. They record in the ledgers the names of those who commit acts particularly lascivious and shameful. wriggling… coming out of me. These carnal encounters mean nothing to them. Ref +10. But… this has humbled me to my core… I did not expect to feel it. hoarding them away and drinking a dram of their blood every night. Con 17. Each 5-foot section has the 6 hit points. Escape Artist +13. Dex 24. Approaching creatures must succeed on a DC 20 Spot check to notice a web. Will +3 Abilities: Str 11. When the morning’s plague is full grown (about three feet long). the lustful. and they remember them. which will times per day. the morning’s plague will come out of him while he is urinating. paralytic poison. A maodon can move across its own web at its a web over their opponents. +7 Dex). And perhaps they are right. The morning’s plague sometimes visits those whose names are best known in Gehenna. A maodon can always choose to take 10 on damage. While there are magical swords 50 feet. otherwise. Maodons use their Dexterity same DC. it is ready to be born into the world. web. can throw a web eight they can build massive webs. lust. They often begin by throwing have damage reduction 5/—. and then scuttle forward to inject a powerful climb speed and can pinpoint the location of any creature touching its web. ancient and terrible. They will fiercely protect these webs. Other times they are summoned by more powerful daemons and never leave. and is effective against targets up to and gold and platinum and jewels in Gehenna. the maodon. Every time the mortal gives in to temptation. They usually position these sheets to snare flying creatures but Maodon are about seven feet across. even if rushed or threatened. just like a webThe maodon seek out isolation where spinning spider. the victim is entitled to a second save. and one creature of the same size. In general. Once the maodon renders the victim immobile. it reinforces the webbing to create a snug cocoon. Move Silently +13. on which it At first glance. so one size category larger than the maodon. or burst it with a DC 15 Strength check. aiding in inspection. An entangled creature can escape with maodon in the Material Plane particularly seek them out and put them in their a successful DC 11 Escape Artist check. Volume 2: Hordes of Gehenna Combat Morning’s Plague (Watcher of Lust) Small Outsider (Daemon. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or Maodon rarely attack a group of well-armed heroes. at least in this—in Gehenna these pure acts of lust are observed with great interest. webs. The most its maneuverability. Extraplanar) Hit Dice: 3d8+9 (22 hp) Initiative: +7 Speed: 20 ft. In addition. Survival +6. instead preferring to grab while pulling free. Int 4. the poison paralyzes the victim for 1d4 minutes. can also try to trap prey on the ground. A single strand is strong enough to support the maodon prominent of these is its dark. On a failed check. they are acts of rutting. touch 18. against the Climb checks. they stumble into it and become trapped as though by a successful web attack. Both are standard actions.” —The confessions of Erik Soulbrand So many mortals seek to fill the hollow sense of loneliness that haunts them by finding solace in the body of another./5 ft. 7-9 HD (Medium) Level Adjustment: — “I did not expect it—how could I? I have stood unmoved before dragons. Special Attacks: Parasitic gestation. emerge Special Qualities: Daemon traits Saves: Fort +6.

Mobility. This serpent-like creature has a lamprey’s mouth and long antennae. child? Perhaps a nice glass of milk with your cookies? …sniffle” —Mother Igwyre Long ago.Volume 2: Hordes of Gehenna morning’s plague will seek to do is to consume its former host while he reels from the pain. From this position. They were mighty. The emergence of this creature deals 1d6 points of damage and forces the victim to attempt a DC 20 Fortitude save or fall unconscious for 1d12 minutes because of the pain. regeneration 8. the morning’s plague emerges from its host. +3 Dex.” But Igwyre only wept— and her weeping never ceased in her mortal life. but none were dissuaded from the path of righteousness. Sometimes a mortal becomes infected with the morning’s plague after a few acts of lustful indiscretion and then moves away from that dark path. tears of despair. Aside from an uncomfortable itch and perhaps some swelling. more of Igwyre’s children were killed until. They had granted her fourteen glorious children and then had chosen to strip that glory from her. the plague gains an additional Hit Die. They do not speak. Ref +13. It continues to grow with every encounter. morning’s plague begins to devour its host. Parasitic gestation (Ex): Morning’s plague typically begins as a daemonic microorganism when it takes root in a particularly lascivious host. When Igwyre’s eldest son and daughter were killed opposing the forces of evil. Climb +41. much as if the host were passing a 3-foot long kidney stone. When it finally emerges. web. Armor Class: 30 (-2 size. Spring Attack Environment: Gehenna Organization: Solitary (unique) Challenge Rating: 17 Treasure: Triple Standard Alignment: Always Neutral Evil Advancement: — Level Adjustment: — “Sniff… a piece of candy. Evil. Persuasive. Move Silently +26./15 ft. tremorsense 60 ft. There is a place for thee at their table. Combat Reflexes. For this reason. If the morning’s plague is not being fed by the acts of its host. Int 11. (10 squares). spell resistance 32. immune to petrification and polymorph. like a centipede. wise and fair. wellsprings of legends. child. Special Attacks: Improved grab. Over the years. swallow whole. Con 30. +15 natural). leaving the area of flesh providing its cover for last. Intimidate +2. darkvision 120 ft. The Lords of Good sent the archangel Rafaiil to earth to comfort Igwyre. And because she had always been faithful and good. driven by lust alone. touch 15. Saves: Fort +20. at the end of a decade of tragedy. the hearts of Heaven were moved. a pious midwife named Igwyre prayed to the gods to grant her many children. Use Rope +3 (+5 bindings) Feats: Agile. Combat Morning’s plague lies in wait. Spot +3. for their temperaments were. they are sometimes found in outhouses. and agents of the greatest good. With each carnal encounter. poison. There is no saving throw for the infestation of morning’s plague. the family wept. for the victim brings the horror onto himself. weeping Special Qualities: Daemon traits. damage reduction 15/cold iron and good. +4 insight. Extraplanar) Hit Dice: 16d8+160 (232 hp) Initiative: +3 Speed: 50 ft. With each passing year. and each of her children bore the grace of the gods. climb 50 ft. that each of your children sits upon a golden throne in Heaven this hour. they were drawn into the service of the Lords of Good. Will +9 Abilities: Str 38. As her children grew. lurking in the recesses of the host’s reproductive organs. flatfooted 27 Base Attack/Grapple: +16/+38 Attack: Bite +28 melee (4d6+21) Full Attack: Bite +28 melee (4d6+28) Space/Reach: 20 ft. from birth. The save DC is Dexterity-based. using the unfortunate victim’s body for cover. 114 . Bluff +19. Dex 17. She was mother to seven boys and seven girls. Disguise -2 (acting +0). they did. through either consent or violence. new level of agony is in store. Igwyre. and last living. Igwyre’s fourteen children became famous heroes. It often only partly emerges from the host. it rips out of its host in a spectacular display of spraying blood. Hide +18. Jump +22. while still small. Sense Motive +18. Escape Artist +24. Dodge. Igwyre climbed atop the funereal mound and cursed the gods. Wis 8. encourages such base behavior by wriggling inside its victim and planting suggestions into its host’s mind to seek out more pleasures of the flesh. all of her progeny were laid low. Morning’s plague. feeding on such acts. and make its home wherever it was expelled. caring and kind. Mother Igwyre (Servitor of Envy) Gargantuan Outsider (Daemon. the host has no idea what Lust (Su): Morning’s plague begins inside of the host creature with only 1 Hit Die. saying “Know thee. And though it is a terrible sin to curse the gods.. it will leave. But with such lives come perils. The host is entitled to a DC 19 Fortitude save to resist the urge. Cha 7 Skills: Balance +24. Emerge (Ex): After a night of such revelry. It is has no legs and moves by writhing. Diplomacy +2. At the death of her youngest. Profession (midwife) +18. Morning’s plague comprehends Abyssal and Infernal.

noon and night. Igwyre saves creatures affected by her weeping for last. In the center of this vast web scuttles an enormous horror on arachnid legs. and is effective against targets up to one size category larger than her. Improved Initiative 115 . Con 15. Int 4. and a piteous mewling face contorted in sorrow and twisting in lamentation. saves and checks. (perfect) Armor Class: 23 (+8 Dex. The save DC is Constitution-based. And so Igwyre. but behind the red-rims shine the light of hatred. and that she should teach them a lesson. She began to feel a burning hatred in her heart for all those women she had aided in the birthing of their children—a deep and unshakable envy. Improved Grab (Ex): To use this ability. She speaks Common. Extraplanar. She believed their children. taking a –4 morale penalty to attacks. Cha 20 Skills: Bluff +12. They whispered to her in her sleep and in her waking hours. though. Abyssal and Infernal. This done. Great tears pour from her eyes. All creatures must attempt a DC 20 Reflex save each round they begin their turn in a square threatened by Igwyre. Igwyre can move across her own web at her listed climb speed and can pinpoint the location of any creature touching the web. An entangled creature can escape with a successful DC 23 Escape Artist check or burst it with a DC 27 Strength check. Disguise +5 (+7 acting). No one suspected the weeping midwife of the crimes. She can then attempt to start a grapple as a free action without provoking an attack of opportunity. believing she would find joy when death came to her and she was reunited with her kin. Swallow Whole (Ex): Igwyre can try to swallow a grabbed opponent of a smaller size by making a successful grapple check. otherwise. muscular action closes the hole. telling her she was right to hate those women whose babies lived. Dex 26. Igwyre always weeps. targeting those callous souls who could ignore the sorrow of a mother bereft of her children. All creatures within 40 feet must attempt a DC 18 Will save or suffer effects based upon their Hit Dice as if affected by blasphemy cast by a 16th-level caster. Over the course of a month. they are a powerful acid that burns flesh. The gods saw more clearly than the villagers. Approaching creatures must succeed on a DC 20 Spot check to notice her web. such as a poisonous viper in a favorite place of play or a jutting and filthy spike in the waters where they jumped and swam. Each 5-foot section has 18 hit points with a damage reduction of 5/—. They at once sent the archangel Raguel. Combat Igwyre never leaves the security of her web. and so anyone or anything wishing to cross into Gehenna from that route must pass her first. For the purposes of overcoming damage reduction. Mother Igwyre has grown over the years. spell resistance 19 Saves: Fort +6. Wis 11. like a monstrous spider. The daemons of envy observed the shadow of this kind woman now falling faster and faster into the depths of sin. Intimidate +12. But he left her face intact so that she might weep for her sins for all eternity. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. a +8 racial bonus on Climb and Jump checks. She is now twenty feet across.Her refusal of the comfort of Heaven saddened the gods. Mutilâan (Independent) Medium Outsider (Daemon. as one of the chief lieutenants to Ulasta. Tears of despair (Su): Partly because of the tragedy of her mortal life and partly because of her condemnation to Gehenna. A single strand is strong enough to support her and one creature of the same size. Listen +7./5 ft. Skills: Igwyre has a +4 racial bonus on Hide. Ref +12. even if rushed or threatened. but still they forgave her. Igwyre’s interior can hold 2 Large. Incorporeal) Hit Dice: 4d8+8 (26 hp) Initiative: +8 Speed: Fly 80 ft. watching the children and recording the patterns of their daily lives. or 512 Diminutive or smaller opponents. Consult the PHB for details on this spell. 8 Medium. would not be drawn into lives of great deeds and so would not die so young. As long as she has at least 1 Hit Point remaining. and were furious with one another for having allowed this to happen by trusting in her innate goodness. Move Silently and Spot checks. Both are standard actions. Once inside. the vengeance of Heaven. This is similar to an attack with a net but has a maximum range of 50 feet. Igwyre must hit with her bite attack. Weeping (Su): The very sound of Igwyre’s weeping has dreadful effects on the unprepared. swelling up with her hatred. though still subject to the acid. those affected by her tears must attempt a DC 18 Will save or become overwhelmed with grief for one round. to put an end to this wicked woman. Regeneration (Ex): Igwyre takes normal damage from good-aligned weapons and from spells with the good descriptor. 32 Small. Volume 2: Hordes of Gehenna Igwyre was not only consumed by despair. the opponent takes 4d6+21 points of crushing damage plus 10 points of acid damage per round from her gizzard. Evil. and so ceased to be concerned with her. may lower herself silently on silk strands and leap onto prey passing beneath. Igwyre’s web is comprised of hundreds of sheets of sticky webbing. she establishes a hold and can attempt to swallow the foe on the following round. In addition. she laid traps and other horrors for these children. The save DC is Intelligence-based. who wept morning. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 17). Will +4 Abilities: Str –. They were horrified to discover that Igwyre’s heart had turned so dark. To the villagers it seemed a horrible curse had befallen them as their children were suddenly crippled and killed at an alarming rate. Raguel transformed Igwyre into a spider. +5 deflection). and they knew at once what had happened. who were not so blessed by the gods. Once the creature exits. Hide + 15. Web (Ex): Igwyre. however. Poison (Ex): Igwyre has a poisonous bite requiring victim’s to make a DC 23 Fortitude save or the venom deals 2d6 points of Strength immediately and 1d8 points of Constitution in 10 rounds unless a second save at the same DC is made. flatfooted 15 Base Attack/Grapple: +4/– Attack: Touch +12 melee (1d8) Full Attack: Touch +12 melee (1d8) Space/Reach: 5 ft. another swallowed opponent must cut its own way out. Spot +7 Feats: Flyby Attack. Furthermore. If she wins the grapple check. but with three wrinkled breasts dragging below. they stumble into it and become trapped as though by a successful web attack. transform host Special Qualities: Daemon traits. the acidic tears deal 1d6 points of damage. began to secretly skulk about her village at night. Once a character successfully saves against the grief effect. and they began to pray to the Lords of Good to forgive them whatever they had done to receive such an awful punishment. with a range increment of 10 feet. the character is then immune to that same effect for 24 hours. he cast her into Gehenna where she serves. so she can only be encountered en route to the Circle of Envy in Gehenna. While the tears appear normal. Igwyre’s natural attacks count as magical and evil. Special Attacks: Possession. damage reduction 10/good. a creature that stalks in the shadows and kills anything foolish enough to trust it. They never foresaw the path she would choose in the depths of her despair. she regenerates 8 HP per round. she can throw a web eight times per day. to this day. Her realm is directly on the border with the Negative Material Plane. incorporeal. If they fail their save. touch 23. She can always choose to take 10 on Climb checks. 128 Tiny.

however. the target takes a –2 profane penalty to its saving throw. sees value in these detached daemons. For every mutilâan already possessing the body. Mytaxx’s minions sometimes kidnap mortal vessels and expose them to the mutilâan. more dangerous. Once inside. communicating with one another through moans and wails. Combat When a mutilâan. Possession (Su): Mutilâan have the ability to take control over humanoids and monstrous humanoids. they swarm towards it. savoring the suffering of all.” —Siecal Rensforth. The target can resist the attack by succeeding at a DC 15 Will save. attempting to break past the creature’s defenses and take control over its body. Each day the victim may attempt a new Will save (DC 15 + number of possessing mutilâan) to assert control. These ghostly daemons are the mutilâan. in some ways. vapor-like creatures about five-feet in diameter. encounters a living creature. The Exarchs absorb most of the loose essences. breathing in the mists of their incorporeal forms into their own corrupt bodies. Second. Finally. forming into several discrete daemonic entities. does not provoke an attack of opportunity. the possessing daemon tries to force the host to withdraw from combat. and exist in a quasi-real state. The shifting mass of shadowy vapor twists and writhes in its insubstantiality. leaving the daemons trapped inside. The base creature gains all the features of the template. the victim regains control over its body. Two overriding interests drive the mutilâan. survive. before coalescing once more into one condensed mass of transparent limbs. which allows them the means to escape their doom. These ends often come together. Daemons. the victim. Once inside. serving the whims of the Golden Miser. They speak no formal languages. they desperately want a body to occupy. If the target fails. A heightened (5th level) remove curse and a heal spell can permanently destroy the possessing mutilâan. Afterward. When a daemon’s physical body dies. so too do its loyalties and natures. wish or miracle. or cloud of mutilâan. 116 . its personality and experiences are lost as they were contained within the vessel of its existence. A few. more malevolent and. to tear them to pieces. these daemons yearn to be free from the inevitable consumption they face if they remain in Gehenna. it is transformed (see below) for the day. the body’s movements are slow. can walk free of the circle. The easiest way to remove the mutilâan. However. saves. their normal statistics resurface. which. It separates. however. To use this ability. Exarchs command their mercenaries to hunt free-willed undead. but suffers a –2 profane penalty to all attack rolls. hording his own treasures and resources. they are not selective about what kinds of creatures they occupy. Transform Host (Su): While the mutilâan are in control of the host body. but lacking a soul. One Exarch. Mytaxx. in this instance. additional mutilâan can attempt to possess the victim in the same manner. existing in a sort of half-conscious state. escape ultimate consumption. for they can occupy a host creature. So desperate are they to get out of Gehenna. The newly possessed bodies function as zombie servants. an outsider’s energy returns to its plane of origin to later reform into some new entity. who quickly take possession of the body. Mutilâan are generally amorphous. First.Volume 2: Hordes of Gehenna Environment: Gehenna Organization: Fog (2-10) Challenge Rating: 6 Treasure: None Alignment: Always Neutral Evil Advancement: — Level Adjustment: — “There is no final death for daemons. Once a target is possessed by the mutilâan. frees the target of the possessing daemons. only a few things can remove their presence. and see if those vessels hide any surprises inside. would rather rely on humanoid servants to serve as his army. upon their destruction. although they can reduce their mass to three-feet or even less. if it regains control over its body. the raw evil formerly contained therein reforms into something darker. faces. The trapped essence within the daemon breaks free from the meat of its carcass to wander mindlessly for a time in Gehenna. When a daemon’s physical body is destroyed. Once a mutilâan possesses the body. when the mutilâan seize control over a host body. On a successful saving throw. the base creature functions as if it had the zombie template (see the MM for details). When the target resumes control. some new manifestation of the plane’s denizens. skill checks and AC while possessed. except that it does not change its type to undead. appearing as a zombie. eventually developing a new personality and motivation. Once the mutilâan possess the target. the target is immune to the possession attempt by that particular mutilâan for 24 hours. the mutilâan must try to move into an opponent’s space. and other parts. a limited wish. cosmosopher Upon destruction. One glaring exception exists that calls the entire nature of the lifecycles of outsiders into question. the target has intermittent control over its body. For these reasons. is to place (or lure) the victim inside a magic circle against evil pointed inward.

They are particularly suited for battle with demons and devils. The DC is 16 for the Fortitude save to remove a negative level. Cha 10 Skills: — Feats: — Environment: Gehenna Organization: Solitary. immune to magic. 27+ HD (Huge) Level Adjustment: — “In Gehenna there are horrors made from horrors.” —On the Planes. the necro-ripper’s claw attack on the second round deals good damage. Ulasta. Fortitude save DC 16. Immune to magic: Necro-rippers are immune to any spell or spell-like ability that allows spell resistance. and +1 hit point per Hit Die. a creature is immune to this effect for 24 hours. (6 squares) (can’t run) Armor Class: 23 (-1 size. functions as the haste spell. energy drain. by the Great Sage Varish Breath weapon (Ex): Once every 1d4 rounds. Combat Designed to defeat demons and devils. while not subject to turn attempts. If the necro-ripper is also in the vicinity of an evil altar or shrine. Animate dead. Energy drain (Su): Living creatures struck by a necro-ripper’s claw attack gain two negative energy levels. damage rolls and saving throws. opening with their breath weapon. the Exarch of Envy creates her own soldiers. Paralysis (Ex): Opponents bitten by a necro-ripper must succeed at a Fortitude save (DC 16) or be paralyzed for 1d4+1 minutes. Living creatures inside the area of effect must succeed Fortitude saves (DC 16) or be sickened for 1d6+4 minutes. as a free action. Special Attacks: Attunement. mummy rot. cold-based spells heal the necro-ripper for every point of damage it would have normally inflicted. Ref +4. paralysis Special Qualities: Construct traits. +14 natural). Vulnerability: Necro-rippers. A necro-ripper’s attacks are considered evil for purposes of overcoming damage reduction. Wis 11. Dex 11. The save DC is Constitution-based. The necro-ripper gets no save against this ability. Creatures immune to poison are unaffected and creatures resistant to poison receive their normal bonus on their saving throws. Volume 2: Hordes of Gehenna With the wrappings of an ancient mummy about its legs. The save DC is Charisma-based. as outlined below.Necro-Ripper (Mercenary of Envy) Large Undead (Extraplanar) Hit Dice: 13d10+30 (101 hp) Initiative: +0 Speed: 30 ft. once engaged. Being in the vicinity of a desecrate confers a +1 profane bonus to the necro-ripper’s attack rolls. pieced together by daemons that yearn to join the battle but are forced instead to toil. For each such negative level bestowed. They understand commands in Infernal and Abyssal but do not speak. if cast upon the creature. created only to fight in great hordes. Int —. do not cease fighting an opponent until that foe stops moving. Certain spells and effects function differently when used against a necro-ripper. touch 9. Con —. the necro-ripper’s claw attack changes its composition to meet the requirements to defeat the enemy’s damage reduction. Bite +10 (2d6+3 plus paralysis) Space/Reach: 10 ft. Necro-rippers. this lifeless horror radiates cold. Control undead acts as confuse and lasts for 1d3 rounds. Finally. Necro-rippers are usually about ten feet tall. The save DC is Charisma-based. This paralysis affects even elves. Delay poison or neutralize poison removes the sickened condition. damage 1d6 Con and 1d6 Cha. are vulnerable to channeled positive energy. as Ulasta regularly hones and perfects their make-up in an effort to better defeat her enemies. incubation period 1 minute.. a necroripper can belch a cloud of horrific gas. Necro-rippers are automatons. Wave (4-12) Challenge Rating: 10 Treasure: None Alignment: Always neutral Advancement: 14-26 HD (Large). Mummy Rot (Su): Supernatural disease—claw. In the eternal war. A cleric or paladin that channels positive energy within 30-feet of a necro-ripper deals 1d10 + channeler’s Cha modifier + the channeler’s levels and Hit Dice. necro-rippers are straightforward with their attacks. stinking of a long-dead carcass. damage reduction 10/good. See the Mummy entry in the MM for further details on this supernatural curse. Once the save is made. Cobbled together in great lifeless factories at the heart of the Circle of Envy. in a 30-foot cone. and a deformed skeletal head. breath weapon. the bonuses increase to +2. flatfooted 23 Base Attack/Grapple: +9/+19 Attack: Claw +15 melee (2d8+6 plus energy drain and mummy rot) Full Attack: 2 claws +15 melee (2d8+6 plus energy drain and mummy rot). these constructs are made of undead parts. Pair. the necroripper gains 5 temporary hit points. if combating a barbed devil. Attunement (Su): After combating a particular foe for one round. / 10 ft. This ability does not provide a means to bypass damage reduction that is undefeatable such as a barbarians 1/-. The save DC is Charisma-based. vulnerability Saves: Fort +4. while advancing on the nearest foe. terrors stitched together from terrors. long claws of at the end of its pale arms. Thus. 117 . Will +4 Abilities: Str 23. darkvision 120 ft.

A creature comprised of penetrating. No one knows where ograq A shifting creature of tentacles and gaping maws. Regardless of whether victim succeeds or fails its save. count as magical. 4 bites +6 melee (1d6+1) Space/Reach: 5 ft. +5 natural). 118 . thorns and every maw is capped with sharp teeth. I care not where. MultiattackB. Cha 16 Skills: Escape Artist +13. or even what manner is nauseating to behold. Abyssal and Infernal.” —The last words of Evarn the Wicked Lust in its raw form has no beauty to it. the ograq demands pleasure. Intimidate +11. Tumble +13. a visit from an ograq is the ultimate punishment for those mortals who have given themselves wholly to the fulfillment of their carnal physical desires. Orgy (3-30) Challenge Rating: 7 Treasure: Standard Alignment: Always Neutral Evil Advancement: 6-10 HD (Medium). the ograq can spend days or even weeks in the Material Plane. Extraplanar) Hit Dice: 5d8+10 (32 hp) Initiative: +5 Speed: 40 ft. Ograq speaks Common. hideous servants to In’nassi. If it wins the grapple check. When this happens. For instance. sexual organs. gratified. this being come from. pheromones Special Qualities: Daemon traits. committed by mortals who care it attempts to grab its opponent. the ograq’s natural attacks. Such mortals may be asleep in a safe and setting up a barrage of bites and penetrations. The ograq does not stop comfortable bed to find suddenly that an ograq lies beside them. At the end of such a night. Int 4. They are six feet tall. touch 15. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. etc.Volume 2: Hordes of Gehenna Ograq (Servitor of Lust) Medium Outsider (Daemon. Will +5 Abilities: Str 17. and begins to turn its attention to nearby innocents. Every tentacle ends in spikes and of creature they are. As its first action. Pair. emit a weird musk that has unusual affects on others. it establishes a hold and automatically deals bite and tentacle damage each round until the victim breaks free or dies. flatfooted 15 Base Attack/Grapple: +5/+12 Attack: Tentacle +9 melee (1d4+3) Full Attack: 8 tentacles +9 melee (1d4+3). Sleight of Hand +13. ready to until its victim is dead and it satisfied. For the purposes of overcoming embark on a night of lasciviousness and horror. (8 squares) Armor Class: 20 (+5 Dex. and the ograq. fast healing 3 Saves: Fort +6. utterly violated. the damage reduction. only for their own gratification. Improved grab (Ex): To use this ability. However. All living targets within 30-feet of the ograq must attempt a DC 15 Will save or be dazed for 1 round. are the embodiment of lust at its rawest. as beings of pure lust. Special Attacks: Improved grab. Pheromones (Ex): Ograq. the mortal it has violated might die too early in the night. Wis 13. the mortal is left a bloody pulp and the ograq usually returns to Gehenna. violent tentacles and dark. damage reduction 5/magic. and any attacks it makes with ograq takes every extremity from the mortal’s body (limbs. but ograq frequently visit the Material Plane. given that its acts punish the wickedest and most sinful mortals. The vessel will be spilled. it cannot again be affected by this ability for 24 hours. slavering orifices. a weapon. Weapon Focus (tentacle) Environment: Gehenna Organization: Solitary. Ograq see every combat as an They are summoned through acts opportunity to sate their unholy of unspeakable sexual violation sexual desires./5 ft. Evil. sometimes the ograq is not satisfied by its night of carnality. Use Rope +13 (+15 bindings) Feats: Improved Grapple. 1115 HD (Large) Level Adjustment: — “There is a rage in my loins that must be loosed.) into its orifices and penetrates every one of the orifice’s orifices with Combat its spiked tentacles. Ref +9. Dex 20. the ograq must hit with its bite attack. Even those of good disposition are not so bothered by the deeds of this creature. Con 15. On such occasions. On such occasions. torturing and killing innocent mortals with its horrors.

Others just find the idea of eating exotic specimens revolting. or take 1d2 points of Constitution damage. Draconic. the idea of consumption itself has another aspect that most mortals ignore. Some codify these forbidden foods in sacred texts. Spellcraft +15. the paseod may travel to the Material Plane to ensure the continuation of the sins. its goat head features a mouth filled with succeeds three saving throws in a brown donkey teeth. Should the mortal break from their unsavory dietary habits. Diplomacy +4. the paseod natural attacks. They speak Common. In any event. If the victim Stinking of death. Most moral lapses simply involve minor sins like sneaking into the larder to steal an extra bite of food. row. or stuffing oneself during an exquisite meal. Int 21. When only one opponent remains. Such deviations may include eating forbidden flesh. Cha 15 Skills: Balance +14. Special Attacks: Disease. Extraplanar) Hit Dice: 8d8+32 (68 hp) Initiative: +3 Speed: 30 ft. but you think you victim’s skin tears very easily and spy an arm and a face struggling to break free from some stinks of dung. (6 squares). Survival +2 (+4 on other planes) Feats: Combat Casting. Pair (with 2d4 ghouls. Multiattack. damage reduction 10/cold iron or silver. Once the paseod fully devours its victim. 17-24 HD (Large) Level Adjustment: — “Isn’t that just darling… why. rebuke undead. such as scavenger animals or even worse. Spot +13. harvesting their bodies to fulfill an unholy hunger implanted by these daemons. where it takes its time constricting and consuming the flesh. Combat Paseod prefer to let their undead spawn fight for them. Move Silently +14. the mortal may start eating their neighbor’s pets. paseod have gone so far as to carve up the mortal’s family to guarantee that mortal’s damnation with just the first bite. touch 13. Consumption always involves the depravation of the life of one in exchange for the survival of another./5 ft. Ref +9. Mortals that break these barriers. telepathy 120 ft. Spell Focus (Necromancy) Environment: Gehenna Organization: Solitary (with 1d4 ghouls). Victims of the paseod’s bite attack must attempt a DC 18 Fortitude save or contract Paseod’s Curse.Paesod Volume 2: Hordes of Gehenna (Whisperer of Gluttony) Medium Outsider (Daemon. there are social limits as to what can and cannot be eaten. Jump +13. secretly preparing the cutlets of humanoid flesh. implanting urges to consume more and more strange and unwholesome things. Wis 14. Dex 17. food animals and all sorts of life find their way to the gullets of more powerful creatures. ravenously devouring all there is. Saves: Fort +10. Upon failing the save. During this time. and any attacks made with weapons count as evil and magical. cultures notwithstanding. spell-like abilities Special Qualities: Daemon traits. Disease (Ex): The paseod’s bite carries an appalling contagion that softens the victim’s flesh in a matter of rounds. at the urgings of the paesod. sampling forbidden delights without thought for what they eat. horrible insects and other unsavory things. and its keen eyes shine with amusement. +11 natural). the little halfling doesn’t want to be eaten… how adorable!” —Queen Raemilla Not all sins of gluttony involve the gorging of oneself on food. All damage the incalculable hold hidden in the darkness below it. Bluff +13. Infernal. These daemons search the Material Plane. it digests and passes an undead version of what it just ate. victim takes during this time is increased by 1d4 per incidence 119 . The more flesh the mortal consumes. the victim naturally overcomes the disease. immune to disease. Finally. Paseod capture creatures. Knowledge (arcana) +16. and tempting the mortal in a direct fashion. feed. (clumsy) Armor Class: 24 (+3 Dex. gathering more whisperers to haunt their shadow in the evil plane. School (4-16 with 4d4 to 16d4 ghouls) Challenge Rating: 11 Treasure: None Alignment: Always Neutral Evil Advancement: 9-16 HD (Medium). flatfooted 21 Base Attack/Grapple: +8/+10 Attack: Bite +10 melee (2d6+2 and disease) Full Attack: Bite +10 melee (2d6+2) 2 claws +8 melee (1d4+2) Space/Reach: 5 ft. are certain to attract the attention of the paesod. Paseods are just short of seven feet tall. Intimidate +16. Later. the more attention they draw to themselves. Evil. their true corruption takes hold when feasting upon the flesh of sentient creatures and undead. spawn undead. Hide +14. For the purposes of overcoming damage reduction. Con 18. Knowledge (the planes) +16. the paseod lunges forward and ensnares the victim in its grasp. improved grab. Abyssal. Disguise +2 (+4 acting). allowing the paseod to consume its opponent quickly. but some inner compass restricts the types of food mortals consume. fly 30 ft. In some cases. Concentration +15. spell resistance 22. depriving another of their supplies. the Its great wings conceal its lower body. Giant and Orc. and offer quiet suggestions. remaining behind and using their spell-like abilities to support their minions. Escape Artist +14. Listen +13. Will +8 Abilities: Str 14. But. Each round the victim must attempt an additional Fortitude save against the same DC. Plants. the victim takes 2d6 points of Charisma damage.

Profession (courtesan) +14.Volume 2: Hordes of Gehenna (attack. they say. desecrate. flatfooted 23 Base Attack/Grapple: +10/+10 Attack: +2 dagger +12 melee (1d4+2/19-20 and poison) Full Attack: +2 dagger +12/+5 melee (1d4+2/19-20 and poison) Space/Reach: 5 ft. Spawn undead (Su): Victims fully consumed by a paseod pass through its digestive track where they are exposed to its animating juices. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. The scholars say. They will conquer.” —Chant of the Guardians of She Gravicarius. burning across the earth. death knell (DC 14). for the weak hearts of mortals will break to behold them. darkvision 60 ft. the sharpest blade. Int 18. Disguise +13 (+15 acting). though the victim is subject to a new course of the disease if exposed at the end of the 5-round period. They are. the most impregnable armor. (6 squares) Armor Class: 26 (+3 Dex. In his collection one might find the swiftest horse in the multiverse. Cha 36 Skills: Bluff +26. and additional exposure to the contagion during this time has no additional effects. He and She are hidden from view. it is written. touch 26. however. spell-like abilities. but retaining some sense of self. Dex 17. And when the world is split between . spell. Victims of this disease heal naturally or magically if available. If it wins the grapple check. fully reformed as a ghoul.). She (Servitor of Pride) Medium Outsider (Daemon. Special Attacks: Killing beauty. perfect silk. or Entourage (She plus 1d8 blinded eunuchs of a mixed class and race composition) Challenge Rating: 15 Treasure: Triple standard Alignment: Always neutral evil Advancement: — Level Adjustment: — “You are not worthy to know her name. impeccably clean He. Listen +14. it is under the paseod’s control. the paseod must hit a creature of Large size or smaller with both claw attacks in a round. talking and breathing creatures that are the greatest at their pursuits. will come with the moon. The disease stops working in 5 rounds. 1/day—slay living (DC 17). But Gravicarius is the lord of Pride. automatically dealing bite damage and exposing the victim to disease. Quicken SpellLike Ability (teleport). riding upon a pale horse and winning empires with honeyed words that hide poison. you shall be no more. leading an army of mortals to head to toe. spells Special Qualities: Daemon traits. The save DCs are Constitution-based. conquest. You are not worthy to gaze upon her. Ref +23. and vibrant with color. Evil. Caster Level 8th. Feed (Ex): Against a grappled opponent. She. and may find itself eaten repeatedly through eternity. after all. Of these companions are two—He and She. perfection personified. Once defecated. Perform (dance) +26. immune to poison and disease. You are not worthy to even know the She is. Spell-like Abilities: At will—cause fear (DC 13). the paseod may feed. will arrive with the this tall female form is covered from sun. +5 deflection). Sense Motive +14. the victim rises up. a male and a female—that embody the most perfect form of each sex. Knowledge (arcana) +17. poison. +8 insight. Move Silently +16. 120 Somehow it will pass. Will +21 Abilities: Str 10. losing all special features of the base creature. or so they believe. Wis 13. Spell Focus (Enchantment) Environment: Gehenna Organization: Solitary (unique). Diplomacy +30. it establishes a hold and may feed on the following round. A victim reduced to -10 hit points is fully consumed. Spellcraft +19 Feats: Dodge. It is the central sin of the seven. Rebuke undead (Su): A paseod may rebuke undead 5 times per day as a cleric whose level equals its Hit Dice. including lust and greed. that He and She are themselves creatures of pride and cannot abide this incarceration. They seek to be adored. Intimidate +28. and pride does not seek to share. kept in Gravicarius’ parlors where they please him with their Cloaked in flowing scarves of perfect company. Con 14. Improved grab (Ex): To use this ability. The save DCs are Wisdom-based. Extraplanar) Hit Dice: 10d8+20 (65 hp) Initiative: +3 Speed: 30 ft. damage reduction 10/good. But his collection also includes his companions./5 ft. See the PHB for details on Turning and Rebuking undead. unearthly grace Saves: Fort +22. and deserve no less. blasphemy (DC 19). that She and He will come to the Material Plane. the prophets say. Spot +14. Forever after. Quicken Spell-Like Ability (dominate person). They each seek to have throngs bow before them. These spawn can only be restored to life by limited wish or more powerful magic. Hide +16.. the Exarch of Pride. and is therefore all of them. has the best of everything—or so it is said. and therefore. etc.

Will +39 it has been forgotten by the world. This occurred so long ago that Saves: Fort +39. She’s attacks are considered evil in addition to being magical for purposes of overcoming damage reduction. bestowing the blessing of unearthly grace upon her. Ref +33. She secretes the venom onto the blade. Organs destroyed in this manner can only be healed by a heightened regeneration (9th) or through a wish or miracle. Swim +72.” 2d6 against good/17-20 +1d6) Full Attack: +6 keen vorpal unholy gargantuan greatsword —The secret doctrine of the Shogarrites +71/+66/+61/+56 melee (5d6+28 plus 2d6 against good/17-20). 2nd—alter self. Sense Motive +67. Auran. touch of fatigue. enabling him to be displaced by Belial. Whirlwind Attack Abyss. Spring Attack. Combat Expertise. Knowledge (the planes) +65. Dex 19. and with him will come fire and the undoing of the Base Attack/Grapple: +54/+81 world. Unearthly grace (Su): She’s beauty goes beyond the mere physical. Spell-like Abilities: At will—dominate person. 1st—cause fear. Volume 2: Hordes of Gehenna Combat She disdains direct conflict. rage. Draconic. The save DC is Constitution based. she attacks using her envenomed dagger to extract payment from the living. +4 Dex. the earth shakes./20 ft. daze. gore +61 (2d8+7/19-20/x3 +2d6) Many say Shogarr does not even exist. fast healing 20. 1/day—blasphemy. (10 squares). the victim must attempt another DC 17 Fortitude save 10 rounds later. Shogarr was known to be the cruelest of the Lords of Hell. With every step it takes. dead. dark texts not even whispered of. If she reveals her naked physique. or wish or miracle. Cha 29 maintain that he died in the struggle for dominion. Regardless of whether or not the victim succeeded the first save. touch of idiocy. Sunder. Survival +67 (+69 on other So profoundly was he wounded in the loss of his domain. where none may behold her. Abyssal and Infernal. Diplomacy +11. crushing despair. dealing an additional 1d6 points of Charisma and Constitution drain and rendering the target unconscious for 1d4 hours. preferring instead to use her extensive magical arsenal to dominate and manipulate her foes. light. On a successful attack. that he will rise and unite those Environment: Gehenna Organization: Solitary (unique) Challenge Rating: 30 Treasure: Triple Standard Alignment: Always lawful evil Advancement: — Level Adjustment: — 121 . DC 23 + spell level. constructed and sounded at the time Improved Critical (gore). Jump +72. Knowledge (religion) +65. charm person. Concentration +67. but these legends also Abilities: Str 40. spell resistance 43. Con 30. Great The Shogarrites maintain that if something called “the great horn” can be Cleave. Even a success on the second save results in the character being confused as the spell for 1d6 rounds. 5th—feeblemind. suffering 1d6 points of permanent Wisdom drain. plane shift. sprint him. mass suggestion. awake their lord. and there he has stayed. the target must attempt a DC 17 Fortitude save. Cleave. ghost sound. Listen +67. 6th—eyebite. touch 27. Combat Reflexes. But there are secret writings. Spellcraft +67. As a free action. he was once the Lord of the Fourth Circle of Hell. suggestion. He will awaken and they will tremble in Heaven and quake in Hell. He will Attack: +6 vorpal unholy gargantuan greatsword +71 melee (5d6+28 plus awaken. She is found wandering the halls of Gravicarius’s glorious palace. Evil. (poor) Armor Class: 43 (-4 size. These writings say that Shogarr is not +65. Those legends of him that do exist say Space/Reach: 20 ft. but now lies in eternal slumber at the foot of Viasta. protection from arrows. Once the initial save. Power Attack. in fact. 3rd—blink. magic missile. Endurance. it permeates every part of her being. flatfooted 39 “He will awaken. confusion. all humanoids within 30 feet—regardless of whether or not they are normally attracted to her gender—must attempt a DC 28 Will save or die. Killing Beauty (Su): Beneath the coverings of exquisite silk is the most beautiful female form ever. hold monster. while its exposed chest has the color and appearance Quicken Spell-like ability (meteor awakening will signal the end of the swarm). Improved of a particular aligning of the stars. Int 27. Extraplanar. +16 natural. They believe his metal. +17 insight). the blasphemous texts planes). power word blind. a difficult Special Qualities: Devil traits. the Exarch of Sloth. resistance. Dodge. Lawful) Hit Dice: 54d8+540 (783 hp) Initiative: +4 Speed: 50 ft. This gift from on high lets She add her Charisma modifier as a bonus to all of her saving throws. that are kept Intimidate +66. Skills: Balance +61. Climb +72. If pressed. spell-like abilities Souls. his or her reproductive organs are destroyed. Consumer of Souls (Servitor of Sloth) Gargantuan Outsider (Devil. Those who succeed and are normally attracted to individuals of her gender must attempt a second DC 28 Will save. Knowledge (arcana) +65. Mobility. A failed save indicates the victim experiences horrific agony as the venom attacks his or her reproductive organs. eternal war between Hell and the Focus (gore). and it is we who will sound the horn. or become obsessed with her. Use Magic Device +66 (+68 scrolls) explain. Caster Level 15th. color spray. Improved Bull Rush. But what do scholars and prophets know? For now. Spells: She casts arcane spells as a 15th-level sorcerer.the two—the most perfect man and the most perfect woman—they will turn on one another and the world will end. each as long as a ship’s mast. that Shogarr had to retreat to Gehenna for refuge. He will awaken. Weapon of human flesh. scorching ray. mind fog. read magic. so the legends say. Feats: Awesome Blow. ten inches. polymorph. shine like polished Critical (gore). dealing 1d6 points of permanent Charisma and Constitution drain. glitterdust. She speaks Common. that the gods are even smitten with her. Wis 30. nightmare. Elven. protection from good. called the Consumer of Special Attacks: Aura of woe. She is five feet. She is so desirable. and 1 point of Wisdom drain each day until either the victim’s Wisdom falls to 0 or the victim is healed through a heal and a Shogarr. 4th—charm monster. open/close. 25 + spell for Enchantment): 0—acid splash. though they are still haunted by the vision of She. or both saves if the victim is attracted to females. she reveals herself to her foes. teleport. hold person. remove curse. Empower Spell-Like Ability (meteor swarm). damage reduction 20/epic and good and title to achieve. He was said to be so cruel that his own devils rose up against adamantine. greater dispel magic. hypnotism. Of those left. If the victim fails this save. 7th—insanity. striking dead as many as possible. Diehard. forcing them to kill one another. Overwhelming the call will carry to Gehenna and Its horns. frightful presence. This ability is Charisma based. Knowledge (history) hidden by a cult known as the Shogarrites. Spot +67. the victims are immune to all future instances of killing beauty for 24 hours. Poison (Ex): She employs a special poison on her dagger attacks. Fly 150 ft. Known Spells (Cast per Day: 6/10/9/9/9/9/8/6. detect magic. Her master will not allow it.

Most often. and I have little thanks to show for it. Draconic and Celestial. Should the hero listen and begin to pursue the path of selfishness. (full plate. swinging his blade in a continuous arc of death and using his quickened and empowered meteor swarm to lay waste to his opponents. delighting at her every act of brazen self-interest. Sometimes. These daemons begin whispering to the shadow. The fallen hero may end up spending eternity in the Circle of Sloth. mass hold monster (DC 28). and will. normal 30 ft. The daemon. Frightful presence (Su): If Shogarr charges. is some 50 feet tall. it transforms itself into a two-faced creature. encouraging the erstwhile hero to set aside her burdens. mass inflict critical wounds (DC 27). Combat Shogarr is a horror on the field of battle. but occasionally the tie becomes all too obvious. If the slumbering valor is discovered. however. 1/day—storm of vengeance. The save DCs are Charisma based. The save DC is Charisma-based. Daemons of slumbering valor speak Abyssal. All opponents within the area of effect must attempt a DC 46 Will save or be driven insane as per insanity. it is the daemon of slumbering valor that determines of the two whether the raised hero desires to return to life. polar ray. Creatures with more Hit Dice than Shogarr are immune to this ability. Infernal and the languages of their host hero. the head of the hero on one end. Sample Slumbering Valor Medium Outsider (Augmented. he regains 20 hit points per round. lands and mighty magic for the good of these peasants. In such cases. Cast Level 30th. There it is observed by the daemons of slumbering valor. +10 +2 full plate. evil and adamantine for purposes of overcoming damage reduction. this goes on unnoticed until the hero’s death. signaling to all of his minions to charge forward. when a hero who has fallen to slothful pursuits dies. He sprints into the thick of his enemies. it casts a deep shadow in the Circle of Sloth. Fast healing (Ex): As long as Shogarr has at least 1 hit point.) (4 squares) Armor Class: 24 (+1 Dex. all creatures seeing him—no maximum range—must attempt a DC 46 Will save or be panicked for 1d4 hours. he releases a roar. pretend to be the hero for as long as it can. power word kill. wealth. she is tied to the daemon of slumbering valor that whispered to her. Native) Hit Dice: 10d10+20 plus 4d8+8 (101 hp) Initiative: +1 Speed: 20 ft. is in control. possessed of the power of a former Lord of Hell. If all this turns out to be true. power word blind. meteor swarm (DC 28). In some situations. It continues to observe her descent into sloth. Shogarr may ride the tarrasque. +3 +1 heavy steel shield). They become one creature. implosion (DC 28). truly heralding the end of all there is. touch 11. Draconic./5 ft. seeking to lead other heroes down the path of slothfulness. summon monster IX. It can. At the beginning of combat. But should she ever be raised from the dead. Henceforth. He speaks Common.” —Letter to Baroness Rygon of Avernast from Sir Whitley Carmichael Whenever a good hero of considerable ability contemplates abandoning years of work helping others to begin helping only herself. they believe they will be at his side in that hour. Shogarr would indeed be powerful. contemplating the error of her ways. wish. wail of the banshee (DC 28). Spell-like Abilities: At will—chain lightning (DC 25). my strength is mine and mine alone. Common. Special Attacks: Spell-like abilities 122 . When she is returned. if he exists.Volume 2: Hordes of Gehenna who cannot be united. Though he might not end the eternal war. Targets who succeed their saving throw are immune to the effects of Shogarr’s frightful presence for 24 hours. flat-footed 23 Base Attack/Grapple: +14/+18 Attack: +1 bastard sword +21 melee (1d10+9) or +1 composite (+4 Str bonus) longbow +17 ranged (1d8+5) Full Attack: +1 bastard sword +21/+16/+11 melee (1d10+4) and bite +16 melee (1d6+2). those seeking to bring her back are in for a terrible shock. Infernal. the sounding of such a horn would bring him to the Material Plane. both daemon and the hero’s soul enter the body. And. or +1 composite (+4 Str bonus) longbow +15/15/+10/+5 ranged (1d8+5) Space/Reach: 5 ft. Aura of woe (Su): Shogarr emits in a 60-foot radius an aura of utter despair and hopelessness. moment of prescience. leading them in war against Heaven. And he would be intent on recapturing his throne. Such an eventuality would indeed be grim for the world. In this form it will fight with all the skill of the hero it has possessed and the further abilities of its daemon form. and its true face on the other. Shogarr. Daemon. Evil. her soul is caught by the daemon of slumbering valor to which she is tied. Shogarr’s attacks are considered epic. like all cultists. Slumbering Valor (Whisperer of Sloth) “Why should I risk my life for these people? I have lost friends. and made kings of the world.

In addition. except where noted below. Escape Artist -3. despite their penchant for sloth. Wis 14. if raised to fight. Power Attack. Diplomacy +8. two-faced. Ref +9. Spell-like Abilities: At will—bane (DC 15). “Slumbering valor” is an acquired template that can be added to any living corporeal humanoid or monstrous Darkvision (Ex): Slumbering valors humanoid (hereafter referred to can see in non-magical darkness up as the base creature). the base creature gains the possessing daemons skill points [(8 + Intelligence modifier) x 4]. the number of racial Hit Dice of the possessing daemon increases the slumbering valor’s character level. Will +10 Abilities: Str 19. which in this case is 4d8. Damage: The bite damage depends on the size of the humanoid. Determine bonus hit points (+4) to all the saves of the base creature. Rapid Shot. it gains the Intelligence. Abilities: As the base creature no longer has any control over its body. +1 bastard sword. Attacks: Same as the base creature but also gaining a bite attack at –5 of the base creature’s base attack bonus. In addition. for communication to occur. Creating a Slumbering Valor Special Qualities: The base creature retains all the special qualities. but its type changes valors are resistant to cold 10. 1/day—blasphemy (DC 21). Possessions: +2 full plate. being subsumed into the possessing daemon. A humanoid. Cha 18). it is literally multiclassing as an outsider and sight. oil of invisibility. Feats: The base creature retains all the feats it originally had. Swim +5 Feats: Cleave. resistance to cold 10. its head is locked in a look of pure terror. Great Cleave. Listen +6. gauntlets of ogre power. this dark figure looks ready to pounce slumbering valor is very much like but otherwise functions as normal and ready to flee all at once. Wis 14. Exotic Weapon Proficiency (bastard sword). A slumbering valor uses all the base valors are immune to acid and creature’s statistics and special abilities poison. and gains Combat Casting and Dodge as feats awarded by the daemon. Challenge Rating: +2 Alignment: Slumbering valors are always neutral evil. Hit Dice and Hit Points: Same as the base creature plus those of the Base Saving Bonuses: Add the base save bonuses of the slumbering valor slumbering valor. The slumbering valor’s caster level equals the sum of levels and Hit Dice of the base creature. doom and suggestion. Dodge. +1 composite (+4 Str bonus) longbow. Concentration +6. electricity 10 and fire. Dex 13. Jump +9. for the extra Hit Dice from the base creature’s Constitution score. Sense Motive +6. Greater Weapon Focus (bastard sword). Skills: The base creature retains all of its original skills. Hunched in a corner. The save DCs are Charisma-based. Move Silently -3. Weapon Specialization (bastard sword) Environment: Any Land Organization: Solitary Challenge Rating: 16 Treasure: Standard Alignment: Neutral Evil Advancement: By character class Level Adjustment: +4 This example uses a 10th-level human fighter as the base creature.. Level Adjustment: Same as the base creature +4. Damage Size Small Medium Large Damage 1d4 1d6 1d8 Special Attacks: A slumbering valor retains all the special attacks of the base creature. Wisdom and Charisma scores of the slumbering valor daemon (Int 16. electricity 10 and fire 10. Evil. Base Attack/Grapple: Add the slumbering valor’s base attack bonus (+4) to the base creature’s base attack bonus. In addition. Do not refigure base saves base attacks or any other Telepathy: Slumbering valors may communicate telepathically with any aspect of the base creature for changing type. though the Key Abilities for those skills likely change. Vision is in black and white. and also gains the special attacks described below. Caster level 14th. Both creatures must share a language creature gains the following subtypes: Daemon. gaining the appropriate Hit Dice. The save DC is Charisma-based. Resistances (Ex): Slumbering Size and Type: The base creature’s size does not change. suggestion (DC 18). Survival +10. Knowledge (the planes) +7. Cha 18 Skills: Climb +9. telepathy 100 ft. Combat Casting. The bite is always a secondary attack. the base intelligent creature within 100 ft. as below. Saves: Fort +14. Weapon Focus (bastard sword). Con 14. but its Immunities (Ex): Slumbering back features a face twisted in a malicious smile. +1 heavy steel shield. Int 16. Hide -3. and Native. Point Blank Shot. Improved Critical (bastard sword). and also gains those described below.Special Qualities: Darkvision 60 ft. doom (DC 15). Spell-like Abilities: A slumbering valor may use the following spells at will—bane. Volume 2: Hordes of Gehenna Combat Slumbering Valors. Greater Weapon Specialization (bastard sword). cloak of resistance +1. Becoming a to 60 ft. and the following spell 1/day— blasphemy. 123 . will fight ruthlessly blending their impressive martial performance with their spell-like abilities. immune to acid and poison. Search +7. Knowledge (religion) +7. to Outsider.

but only as the object of Mytaxx’s own limitless greed. In combat. Combat The spawn of Draqolath are violent. and. Draqolath’s greed began as any other dragon’s instinctual need to accumulate wealth and hide it away in a deep and well-protected lair. Mytaxx. Int 7. The murder of her brothers and sisters would have been enough to condemn this spirit to the lowest reaches of Hell. collecting vast sums of treasure. Special Attacks: Breath weapon Special Qualities: Daemon traits. Serving him as soldiers to launch counteroffensives against those that would invade the Exarch’s realm. sensing a powerful servant that he desired for his very own. What I craved… what I needed. Wis 10. they focus their attacks against the wealthiest looking individual. believing their acts as homage to her nigh-divinity. Of course. touch 11. She crusaded for hundreds of years. Spot +9./5 ft. Eventually. preying upon the evil types. but in time. urging her to weed out the corrupt from within the ranks of her own kind. to bask in their inspired attentions and hoard them like her many other treasures. One such dragon. damage reduction 5/magic. and none too smart. They set upon one another like wild beasts. 9-12 HD (Large). and with so many murders staining the once-good dragon’s soul. many mortals confuse the virtue of frugality with miserliness. I realized that neither gold. took special interest in this dragon. her shadow extended deeper into Gehenna. Pair. which dissolves into a bloody free-forall as each tries to 124 . In her madness. Extraplanar) Hit Dice: 4d8+16 (34 hp) Initiative: +1 Speed: 40 ft. Draqolath. Sensing the value of living treasure. mortal flesh to worship me. this results in fights between the spawn. So ancient now. Armor Class: 18 (+1 Dex. but her hubris damned her to Gehenna. Forbidding any of his minions from touching her. keeping their true names for himself. Her zeal in combating the sons and daughters of evil dragons was greater than her kin.. gems. for in fact it extends to dragons of all types and colors. though. all committed in the name of good. sacked the lairs of other dragons. Climb +18. They speak Draconic and Abyssal. like her kin. Multiattack Environment: Gehenna Organization: Solitary. Draqolath kidnapped a mortal village and forced them to occupy her caves. Mytaxx named these creatures the spawn of Draqolath. In contempt. nor gems nor items of raw power could appease me. and with each cache. convincing her that their wealth would add nicely to her own. in secret. and perhaps demanded… was flesh. greedy. and when they defeat it. urged Draqolath to collect mortals to worship her. Draqolath lives to this day. magical relics and anything else they deem of value in their lairs.” —Draqolath the Gold Nothing personifies greed more than dragons. +7 natural). the last tortured victim of her greed died of starvation. He was attracted to her incalculable avarice. And so I gathered these followers. keen senses. they were unwilling at first. darkvision 90 ft. Con 18. (8 squares). famous for her corruption. Use Magic Device +7 Feats: Alertness. Certainly. In many cases. Listen +9. These pathetic mewling creatures are stunted and lack the true power expected from a dragondaemon crossbreed. bite +5 melee (1d6+1) Space/Reach: 5 ft. 13-16 HD (Huge) Level Adjustment: — “Over the millennia. Dex 13.Volume 2: Hordes of Gehenna Spawn of Draqolath (Mercenary of Greed) Medium Outsider (Daemon. these creatures have no sense of identity and exist merely to serve. But dragons hoard whatever they can. Mytaxx. Over time. and I let them dwell in my caves. hundreds of men. Ref +5. he personally whispered to the dragon. was Draqolath the Gold. smoke. the torment of the captives drove most to madness and cannibalism. they stop in the midst of the conflict to loot the body. they realized what treasures they were to me. encouraged such activities. flatfooted 17 Base Attack/Grapple: +4/+7 Attack: Gore +7 melee (1d6+3/x3) Full Attack: Gore +7 melee (1d6+3/x3). she can do nothing else but lie there and birth her warped and twisted brood. and dwarves have nearly an unwholesome lust for bright veins of ore imprisoned beneath the bones of the earth. the seductive voice of greed wormed into her heart. Spawn of Draqolath are just over five-feet tall and weigh 200 pounds. and her mercilessness rivaled the most cold hearted of the evil varieties. Mytaxx fetched her himself. not recognizing their essential needs such as food and water. Cha 11 Skills: Appraise +5. women and children. betraying them for their treasure. spell resistance 15 Saves: Fort +8. Will +4 Abilities: Str 16. she saw these mortals as objects of utility and pleasure. pitting one faction against another in her massive network of treasure-filled caves. fathered by Mytaxx. In time. gathering coin. dragging her bloated form screaming to the wastes of his personal circle. Climb 20 ft. Company (5-8) Challenge Rating: 5 Treasure: Double standard Alignment: Always Neutral Evil Advancement: 5-8 HD (Medium). This penchant for greed is not exclusive to just the chromatic dragons. She. Evil. she ambushed her brothers and sisters. Jump +8. and preventing its taint from ever touching mortal hands. exclusively. whether it’s dead or not. Exarch of the Circle of Greed.

Int 17. Oberius. Bluff +23. Smoke (Ex): When agitated or experiencing any extreme emotion. fast heal 5. “Go ye not to Heaven. Keen senses (Ex): Spawn of Draqolath see four times as well as a human in shadowy illumination and twice as well in normal light. the Exarch of greed. flatfooted 29 Base Attack/Grapple: +16/+17 Attack: Bite +17 melee (1d6+1) Full Attack: Bite +17 melee (1d6+1). Go ye not to Gehenna. such as by calm emotions. Should any mortal seek entry to Gehenna. Dex 20. Extraplanar) Hit Dice: 16d8+32 (104 hp) Initiative: +3 Speed: 30 ft. Special Attacks: Gaze. Whipping around it is a tail. taking in everything before it. say from the effects of gust of wind or similar effects. or if the daemon can somehow be calmed. The save DC is Constitution-based. a price in power. Oberius can sniff out everything a person has of value and screams it out to the taker. who then demands his three payments. Spellcraft +24. Great Spell Focus (Necromancy). Wis 27. Knowledge (arcana) +22. Breath weapon (Su): Spawn of Draqolath have one type of breath weapon. Evil. and a price in possessions. All creatures within the area of effect are entitled to a DC 16 Reflex save for half damage. ending in the jabbering head of an old man. spell resistance 32 Saves: Fort +12. scaly skin with unusual folds from which escape thin curls of grey smoke. they must parlay with the taker. this gives the spawn of Draqolath concealment (attacks have a 20% miss chance). Combat Casting. Spell Focus (Necromancy). spells. Survival +8 (+10 planes) Feats: Ability Focus (Gaze). The smoke surrounds them always. Creatures with fire resistance can only resist half of the damage. is the guardian of the circle’s gates to the Material Plane. (6 squares) Armor Class: 34 (+5 Dex. Cha 19 Skills: Appraise +22. the other unholy. This effect remains through the duration of combat. Concentration +21. Knowledge (the p1anes) +22. He has served as the guardian of the gates since before Mytaxx was Exarch— some say since before there even was a Gehenna and the gates were the only way to reach both Hell and the Abyss. The Taker (Servitor of Greed) Medium Outsider (Daemon. For the purposes of overcoming damage reduction. damage reduction 15/magic and good. Go ye not to Hell. which ends in the head of Oberius. This highly placed servant of Mytaxx. a 30-foot cone of unholy fire. beady eyes that dart about. spelllike abilities. save ye who need nothing. this spindly figure has cold. the smoke reforms on the following round as a free action. Volume 2: Hordes of Gehenna Skills: Spawn of Draqolath have a +8 racial bonus to Climb checks and can always take 10 on Climb checks. and if blown clear. Con 14. large horns protruding from the sides of its head and a mouth full of sharp teeth. Quicken Spell-like ability (heal). The taker demands three payments from all who pass—a price in knowledge./5 ft. Ref +15. the renowned mortal miser of legend. The cone deal 6d8 points of damage. half of which is fire. Will +18 Abilities: Str 12. 125 . Effectively. Spot +27. Knowledge (history) +22. save ye who have abandoned hope. and any attack made with weapons. and it has reddish-gold. Intimidate +25.claim the swag. Disguise +4 (+6 acting). Decipher Script +22. +8 insight. A muscular tail whips about in agitation behind it. Listen +27. This horrific man-dragon has small porcine eyes. spawn of Draqolath create a shroud of smoke from their hides as the fires that burn inside rage out of control. save ye who hold the keys. it is long forgotten. spawn of Draqolath’s natural attacks. His duty is clear: to excise a price from all who would pass. They also have darkvision 120-feet. tail +12 melee (1d6) Space/Reach: 5 ft. touch 23. +11 natural).” —The Book of Regrets If it ever had a proper name. even if rushed or threatened. for the Taker will take all ye possess and more. count as magical. Aiding him in determining what those who come before him might have to offer is his tail. such as those that arise in the heat of combat. summon Special Qualities: Daemon traits. 2 claws +12 melee (1d4). Spell Penetration Environment: Gehenna Organization: Unique Challenge Rating: 19 Treasure: Double standard Alignment: Neutral Evil Advancement: — Level Adjustment: — No taller than a grown man.

righteous might. divine power. The information he simply absorbs. Cha 10. 1st—bane. . 5th—greater command. Concentration +34. either through their apparent desperation or through some hideous malformation of their features. insect plague. Great Cleave. Gaze (Su): The taker’s eyes emit a special form of energy drain with a range of 30 feet. Special Attacks: Psionics. who seized his soul before he died. Greater powers: Detect thoughts (DC 15) at will. Diplomacy +7. wall of stone. however. Fast heal (Ex): As long as the taker has at least one hit point. Int 8. zone of truth 3/day (DC 15). blindness/deafness. and there is a perfumed scent in the air near it. death knell. cold. +19 natural). If there is a language he does not speak. Prices of power include 1 level drain (no save to restore) and permanent ability loss in a key attribute such as Strength for a fighter or Intelligence for a wizard. 49+ HD (Gargantuan) Level Adjustment: — “Ye know ye want it. he simply watches. mass inflict moderate wounds. Victims of this attack can attempt a DC 22 Fortitude save to avoid the gaze. Evil. The taker stands an unassuming five and a half feet high. save DC 18 + spell level): 0—read magic (x6). Use Rope +4 (+6 with bindings) Feats: Cleave. obscuring mist. spreading his diseases to the innocent and reveling in his excesses. Oberius functions like an intelligent item and has the following statistics. dismissal. Spot +30. the taker may automatically summon any daemon whose CR is equal to or less than its own. In time. shield of faith. Power Attack. Extraplanar. slay living. they attached his head to the tail of the taker. spell resistance 30. Dodge. polymorph and sonic attacks. they are likely to end up destroyed. To remove the negative energy levels. Watching the descent of these horrible men and women are unnamed beings. heal. Finally achieving some physical connection. greater dispel magic. Typical Cleric Spells Prepared (6/7+1/7+1/7+1/6+1/5+1/4+1/4+1/3+1. Int 17. he turns to stalking the pure women. *Domain Spell Summon (Sp): Once per day. Finally. mass inflict critical wounds. Combat The taker relies on his spells and spell-like abilities for defenses. Cha 20 Skills: Bluff +32. Pair Challenge Rating: 18 Treasure: Standard Alignment: Always neutral evil Advancement: 25-48 HD (Huge). self-fulfillment fails to slake their thirst and they turn to prostitutes for help. These wicked people find their cravings unfulfilled. Speech. who despite his lack of a body retains his wits. Mobility. Wis 17. AL NE. his lust runs unabated. touch 12. dictum. Spells: The taker casts spells as a 16th-level cleric and has access to the Knowledge and Protection domains. Still.Volume 2: Hordes of Gehenna Should a person refuse to pay. true seeing *. Thus. Oberius takes the three payments. The save DCs are Charisma-based. divine favor. prayer. Jump +12. they satisfy his three prices. His greed was legendary and revered by the daemons of Gehenna. align weapon. poison. and a valued possession. earthquake. If. Saves: Fort +21. Tumble +31. The taker can suppress this power if he so chooses.000 gold or an item with an equivalent value. bear’s endurance. 126 an enormous worm with green and violet rings. it has never been discovered. cause fear. Oberius. monetary or an item payment must be made. the daemon grows more powerful. firestorm. 120 ft. If ye don’t stop. Ego score Lesser powers: Detect magic at will. doom. detect thoughts *. fast healing 10. valued at 1/10th the appropriate amount of gold a character of that level should have. +4 Dex. so stop fighting me. entropic shield. In the heat of passion. ye’ll get the fist a’gin. Prevented from finding the physical comforts that they desire. and 3/day—finger of death (DC 23). 3rd—bestow curse. to gaze upon in abject lust. they are forced to watch. Spell-like Abilities: The taker can cast the following spells at will— banishment (DC 21). darkvision and hearing. immune to all acid. flat-footed 27 Base Attack/Grapple: +24/+42 Attack: Bite +34 melee (3d6+15/x3) Full Attack: 2 bites +34 melee (3d6+15/x3) Space/Reach: 15 ft. Its whole body writhes in agony or perhaps pleasure. Extending from each head are two rigid antennae holding the creature’s eyes. Sensing an even greater use for this corrupt That Which Cannot Be (Watcher of Lust) Huge Outsider (Daemon. allowing him to assist the daemon in collecting payment for entry. and with each depraved act. 8th—discern location *. At first. Escape Artist +31. after 24 hours the victim can attempt another Fortitude save against a DC 22. the mortal eventually runs out of funds and can no longer afford to have his desires fulfilled. some of their power (see below for how this works). Psionic Fist. summon daemons Special Qualities: Daemon traits. Telepathy. it heals 5 hit points per round. those about them. resist energy. you realize that at either end of the body are two enormous mouths. mortal. the result is 2d4 negative energy levels. Finally. destruction.” —Common words from the Warehouse District in Freeport Certain mortals who are obsessed with carnal pleasures rise above all others. The taker’s attacks are considered both magical and evil for purposes of overcoming damage reduction. so terrible in form and nature that they have been labeled ille quod fieri non: that which cannot be. he gains a myriad of foul diseases guaranteeing that no one will touch him again. mass hold person (DC 21). Intimidate +34. turning to themselves to offer some release. (10 squares) Armor Class: 31 (–2 size. Wis 17. telepathy 200 ft. Con 25. summon monster IV. waves of exhaustion (DC 23). giving him a valuable piece of information. but finds the disease has so ravaged his features. legend lore . a 14th level character seeking entry to Gehenna would have to give up 15. harm. Ref +18. Will +17 Abilities: Str 31. Improved Initiative. There is one such creature for each mortal who gives his or her life over to insatiable lust. petrification. Personality: Oberius was a terrible person in life. freedom of movement. electricity. dispel magic (x3). Worse. spell immunity *. as described in the MM under Gaze. bull’s strength./10 ft. The segmented rings catalogue the sins of the offending mortal. blade barrier. Save DCs are Wisdom-based. they may pass into Gehenna unhindered. Caster Level 16th. Should they fail the save. 7th—blasphemy. fire. Disguise +5 (+7 acting). Dex 18. clairaudience/ clairvoyance *. hold person 3/day (DC 14). repulsion *. Oberius (Ex): Mounted on the end of the taker’s tail is the head of the great miser. sanctuary *. the gates will not be opened for them. magic vestment. Should they be foolish enough to fight the taker while he guards the gates. 2nd—aid. 6th—antimagic field *. spell turning. word of chaos. Listen +30. 4th—dimensional anchor. Speed of Thought While at first you take it to be Environment: Gehenna Organization: Solitary. Psionic Charge. Then he tries to talk. owl’s wisdom. Psionic) Hit Dice: 24d8+168 (276 hp) Initiative: +8 Speed: 50 ft. The save DC is Wisdom-based. he uses physical force to take what he wants. he can no longer even speak. and his energy drain-gaze attack to dispatch his foes. damage reduction 15/adamantine and good. His average size and mundane daemonic appearance belie his power and competence as guardian of the gates.

breath of the black dragon (ML 20th. but despite their alien beauty. this daemon’s attacks count as evil and magical. DC 17)*. never gaining respite from their appetites. touch 19. gestate. those This odd creature looks like a floating jellyfish. and the venom in their tails is quite deadly. cold. debauchery and wickedness. that which cannot be can attempt to summon 2d10 uncs with a 75% chance of success. reflecting the physical qualities of the place. Psi-like Abilities: 3/day—attraction (ML 19th. they are quite malevolent like everything else in that fell place… oh. flatfooted 12 Base Attack/Grapple: +2/–8 (+4 when attached) Attack: Barbed tail +11 melee (1d6-2 and poison) or touch +11 melee (attach) Full Attack: Barbed tail +11 melee (1d6-2 and poison). These disturbing creatures fly through the plane. Proud of its spawn. extending they take root and develop into from the central mass of the thing. inflict pain (ML 19th. or another that which cannot be with a 20% chance of success. Those that avoid its maws. ego whip (ML 15th. such as devouring friends and family that are trying to help. psionic dominate (ML 21st. 4d4 Cha. all allowed types. *Includes augmentation for That Which Can’t Be Named’s manifester level Summon Daemons (Sp): Once per day. DC 21)*. Survival +5 Feats: Flyby Attack. Cha 1 Skills: Hide +15. immune to poison and disease. Will +3 Abilities: Str 6. poison Special Qualities: Air mastery. School (6-60) Challenge Rating: 2 Treasure: None Alignment: Always neutral evil Advancement: 3-4 HD (Medium). The save DCs are Charisma-based. For the purposes of overcoming damage reduction. and are likely to impregnate some hapless traveler. dangling a barbed tail that looks profusion of these daemons. DC 35)*. DC 23)*. Extraplanar) Hit Dice: 2d8 (9 hp) Initiative: +7 Speed: Fly 40 ft. we do not know. actively taking a role in seeing that the sinful actions continue unabated. or 1d10 vlogar with a 50% chance of success. 21d10. intellect fortress (ML 24th. Spot +5. burrow. sonic vulnerability Saves: Fort +3. Manifester level 24th. DC 26). Once the mortal succumbs to the diseases ravaging his body. 9 targets. Move Silently +12. where similar to a spinal column. to a it sails through the air. he descends to In’nassi’s realm. ille quod fieri non complicate matters. Rarely. stun and destroy as many enemies as it can. +7 Dex). except that that live through the experience. This ability is the equivalent of an 8th-level spell. How they fit into Gehenna’s ultimate hierarchy. They seem to be a natural extension of the circles. daemon traits. bite +6 (1d3-2) or touch +11 melee (attach) Space/Reach: 5 ft. DC 24)*. Listen +5. where he is painfully devoured by this daemon. Most clump together. DC 26)*. Volume 2: Hordes of Gehenna Combat That which cannot be is a fearsome combatant. 5-6 HD (Large) Level Adjustment: — “Great colonies of uncs swarm the fields of Gehenna. Draconic. mental barrier (ML 24th. Fueling their wanton behavior is the Exarch who lords over this realm. psionic suggestion (23rd. are subject to its diverse assortment of psionics. The soul’s essence is added to that of the daemon. 20d6. Int 3. Ref +10. Infernal and Abyssal.Never content to just watch the mortal destroy itself. possessing an alien and instinctual purpose. Dex 25. inertial armor (ML 20th./5 ft. Enemies have is a ring of teeth that surround a stinking maw. Con 10. who then turns its attention on a new mortal to corrupt. Wis 10. psionic charm (ML 21st.. In’nassi uses these creatures to torture new lovers brought to its palace of infinite delights and woes. pulling itself into a tight knot to allow it to use both of its bite attacks. +9 interaction. DC 26)*. learned to use caution when invading 127 . 14 days. +20)*. working for similar goals. 8 rounds). ectoplasmic form. The creatures there fornicate in desperation. 5 targets. recall agony (ML 24th. +7 deflection. Evil. fate of one. planar traveler The Circle of Lust is an orgy of perversity. fire and electricity 5. Weapon FinesseB Environment: Gehenna Organization: Solitary. That which cannot be measure over twenty feet long.” —Gregor the Wise. Male offspring of In’nassi’s unions are called uncs. Small cilia whip about. They speak Common. exuding the same degree of sick desires as its minions. born from the wasted shell of its victim. coupling some thirty times in a day. Unc (Mercenary of Lust) Tiny Outsider (Daemon. Pair. all allowed types. (perfect) Armor Class: 19 (+2 size. The Exarch exposes exceptional lovers. or dies at the hands of justice. Of all the creatures here. which it uses to daze. dispel psionics (ML 10th. mind thrust (21st. 11 targets. DC 27). At the top of the horror new horrors. +13 armor)*. Special Attacks: Attach. 23d6. blindsight 120 ft. 18 rounds)*. it is In’nassi who is the most fecund. a school of these creatures slips free from Gehenna to work their dark corruption on an unsuspecting populace. resistance to acid.

(6/day). +13 natural. Improved Critical most frightful feature is its eyes. daemon traits. Draconic. Base Attack/Grapple: +20/+40 He sought to hire an army to bring down the infidels who had toppled the golden spires of Attack: Gyvast the Foe’s Bane +33 (+35 against humans) melee (3d6+20 our homeland. Attach (Ex): If an unc hits with a touch attack.” Poison (Ex): The unc’s tail carries a mild paralytic toxin. creating more enemies in the wake of their passage. this impressively muscled figure appears boundless rage. The entire circle Abilities: Str 35. +27. upon him for daring to threaten his Toughness. Servitor of Wrath) Huge Outsider (Daemon. Common. Those struck by the unc’s tail. +13 +5 full plate armor). Wis 14. Knowledge (history) +25. save one. Infernal and Abyssal. U’ulgan leapt (falchion). stability excrement of Demogorgon if they continued to support their Exarch—and Saves: Fort +19. humans. Will +14 so great was his skill in trickery. With a darting. May they forgive us all…” against humans) melee (3d6+20 plus 2d6 against good foes plus 2d6 against —The journals of Willem Small. May the gods forgive him the Full Attack: Gyvast the Foe’s Bane +33/+28/+23/+18 (+35/+30/+25/+20 bargain he made that night. As “thanks” for birthing it. spell-like abilities Zhar’Ub-Luur. Uncs are about a foot long. barbed tongue that fierce was his loyalty to his Exarch Survival +25 (+27 on the planes) that before the rebellion could Feats: Cleave. that nearly all believed him. The save DC is Constitution-based. After 1d4 hours. Zhar’Ub-Luur.Volume 2: Hordes of Gehenna In’nassi’s realm. They attack foes with light or no armor as these have the least chance of resisting their attack. long and five feet wide. Combat Uncs attack to implant themselves in their target. Spot +25. Con 25. with tongue) When Gehenna was new. Evil. An attached unc is effectively grappling its prey. I discovered with horror the source of this army. So Listen +25. Uncs find the spine after 1d4 rounds of burrowing. or Battalion (2-6 Companies) Challenge Rating: 25 Treasure: None Alignment: Always neutral evil Advancement: — Level Adjustment: — . everyone and everything. was discovered Knowledge (the planes) +25. Late one night. They understand. must succeed a DC 11 Fortitude save or be paralyzed for 1d4 hours. touch 8. Twenty feet high. They gleam with hatred for servants of the circle. flat-footed 34 “After they killed our king. Uncs have a +12 racial bonus to grapple checks (already figured into the Base Attack/Grapple entry above). 20 lieutenants. Sonic vulnerability (Ex): Uncs take double damage on a failed save against sonic attacks. greatest liar among all demon-kind. it begins gestating on the following round. bringing him something to eat after a day’s full of work in plus 2d6 against good foes 2d6 against humans. mighty rage demanding that Tyrexxus surrender all his lands to them. crit 15-20) and tongue +26 melee (1d8+6 and poison) Space/Reach: 15 ft. the vlogar violates its “parent. Jump U’ulgan. normal 60 ft. To remove an attached unc through grappling. damage reduction that they would be taken to the Abyss and forced for eternity to consume the 10/epic. for clouds of these things descend and impregnate their forces. my master was consumed with hatred and a lust for vengeance. Swim +35. at which time they attach and burrow. as Zhar’Ub-Luur spoke to the Great Cleave. Power Attack. with an unyielding rage. Intimidate +27. Cha 18 prepared to revolt against the master Skills: Climb +35. EnduranceB.) (10 squares) Armor Class: 34 (-2 size. There is no secondary effect for this poison. captain). They always employ flyby tactics until they score a hit. the fetus fully forms into a vlogar (see page 134). and bursts free from its host dealing 10d6 points of damage. searching for its spine. a lord of (falchion) Environment: Gehenna Organization: Unique. One of these lords. (20 ft. Gyvast the Foe’s Bane. In his hand is a blade at least ten feet to have one other trait: loyalty. Company (400 footmen. losing its Dexterity bonus to AC and has an AC of 11. fast healing 5. and then anchors itself. told Tyrexxus’ servants Special Qualities: Companion traits./15 ft. Diehard. clad in armor of bone. Dex 11. Gestate (Su): An anchored unc begins to transform itself into a fetus 1d6 minutes after anchoring itself to the spine. U’ulgan (Lord Commander of the Companions of Malice. a creature of seemingly +35. apprentice to archmage Quirgan the Radiant. +0 Dex. it uses its cilia to latch onto the opponent’s body. Weapon Focus master. (full plate. The only safe way to remove an anchored unc is by killing it with magic or weaponry and extracting it through a DC 25 Heal check. poison. crit 15-20) his study. Burrow (Ex): An attached unc automatically deals bite damage each round as it burrows into its victim. the opponent must achieve a pin. paralyzing its foe (no save). Int 14. If allowed to remain. this thoroughly dangerous-seeming creature’s begin. An attached unc can be struck with a weapon or grappled. Diplomacy of wrath. but do not speak. there is a 50% chance of permanently paralyzing its victim (treatable by heal). Ref +12. Extraplanar) 128 Hit Dice: 20d8+143 (233 hp) Initiative: +0 Speed: 50 ft. improved grab. If someone pulls the unc out of the target when so anchored. Air mastery (Ex): Airborne creatures receive a –1 penalty on attacks and damage rolls against an unc. several demon lords came to the Circle of Wrath Special Attacks: Gate. drips venom.

Common. the falchion may use slay living against an opponent it strikes. Gyvast was owned by powerful daemon of unknown origin that used the blade to cut off the manhood of his victims. functioning as a 20th level barbarian. Ego score 24 Lesser Powers: Cure moderate wounds (2d8+3) on wielder 3/day. Int 10. darkness 3/day. has no XP cost. Personality: Gyvast is just as bloodthirsty as his master. Like those he commands. he further shamed Zhar’UbLuur by forcing open his mouth and defecating into it. Poison (Ex): U’ulgan’s barbed tongue carries a lethal toxin that forces an opponent damaged by the tongue attack to attempt a Fortitude save (DC 27) or the poison deals 2d6 points of Constitution damage and 1d6 points of permanent Charisma drain. Speech. his tongue drips with deadly poison. except the gate. seeking to break not just their bodies but their spirits as well. Celestial. provided he has at least 1 hit point. it is U’ulgan that must be dealt with. was not prepared for the force of this lesser creature’s onslaught and was caught at a disadvantage. He has. dissolving the victim’s body. but particularly terrifying to mortal foes—it is capable of destroying them with a single cut. which he has always savored. The spell effect functions as if cast by 15th-level caster and the save DC is Wisdom based. Gyvast. and are entitled to a Fortitude save (DC 18) or they die. the blade is deadly against infernal and abyssal foes. never before wielded by a being of such power. The save DC is Constitution-based. U’ulgan’s attacks are considered epic for purposes of overcoming damage reduction. he may enter a rage. Artifact Fast Healing: U’ulgan. Not content with this lesson. As a creature of wrath. or otherwise not standing firmly on the ground). flying. all the while yelling. On a successful save. U’ulgan. like all members of the Company. favors and evil deeds. U’ulgan wields the cold-forged falchion. He is particularly happy to take on tasks that pertain to revenge. He leads the Companions into battle. which was promptly hired out to join a campaign of the infernal lord Baal’s against the forces of the Abyss. and Gnome. The rage lasts for 14 rounds and he is not fatigued when the rage ends. unholy aura (DC 22). This ability functions exactly as the spell. He never flees from a fight. Volume 2: Hordes of Gehenna Combat Aside from Tyrexxus himself. U’ulgan is likely the most fearsome daemon in all of Gehenna. as a free action. See the PHB for details on barbarian rage. who would willingly die for their lord. a +4 bonus to his Will saves and a -2 penalty to AC. usually deciding on tactics that are most likely to result in the utter humiliation of his foes. He uses his spell-like abilities to bring him to the place of the heaviest fighting. See the PHB for more details on this spell. though he rarely uses it—he’d much rather fight. He was placed in command of the newly formed Companions of Malice. He has gained many abilities that most use to avoid fights. darkvision and hearing. Mighty Rage (Ex): U’ulgan is hatred and violence personified. is quite stable when on his feet. Wis 17. When Tyrexxus learned of what transpired. hired to slay this demented daemon. gaining a +8 bonus to his Strength and Constitution. before killing him with it. is utterly brutal and is a nightmare on the battlefield. U’ulgan’s commitment to destruction inspires loyalty in his troops. the victim suffers an additional 3d6+15 points of damage. Item has 10 ranks in Sense Motive (total modifier +13) Special Purpose: Serve Tyrexxus’ interests 129 . Gyvast the Foe’s Bane: +2 human bane unholy vorpal falchion. When one wishes to hire the Companions of Malice. greater dispel magic. Cha 17. Strong Necromancy and Transmutation: CL 21st. greater teleport (self plus 50 pounds of objects only). expeditious retreat. Dedicated power: Once per round. Caster level 20th. 120 ft. invisibility. Gyvast the Foe’s Bane. U’ulgan must hit an opponent with his tongue attack. riding. U’ulgan has grown no less fierce over the millennia.trickery. however. U’ulgan gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing. The save DCs are Charisma-based. Only humanoids are subject to this power. grown more powerful. U’ulgan speaks Abyssal. lightning bolt (DC 17). letting loose a sigh of ecstasy with every victim that falls to his might. Won in a campaign long ago. Gate (Sp): Once per week. U’ulgan was rewarded well. He sets prices in souls. agreed to serve U’ulgan in his efforts to lead the Companions of Malice to victory in every confrontation. telepathy. Elven. heals 5 points of damage every round. splitting open his belly and pulling out his liver. Ten rounds later. Stability (Ex): U’ulgan. Improved Grab (Ex): To use this ability. Dwarven. Before the entire Circle of Wrath. U’ulgan can open a gate to Gehenna and call forth 1d4 extra companies from his reserves. Spell-like Abilities: U’ulgan may use the following spell-like abilities at will—blasphemy (DC 21). he may immediately start a grapple as a free action without provoking an attack of opportunity. 1/day—crushing hand (DC 23). “This is what happens to those who oppose Tyrexxus!” he cried and ate the quivering brown organ. there was no talk of rebellion in the Circle of Wrath. Draconic. “Tell Demogorgon how mine compares. for the servitor. U’ulgan pinned the interloper from the Abyss. If he succeeds. never retreats. the victim of the tongue attack must attempt another Fortitude save against the same DC or the poison deals an additional 2d6 points of Constitution damage. AL NE. all of which he uses to make sure he can force his foes to face him.” After this. taking special delight when he takes the head off of his foes. took the opportunity to use the blade to castrate the fiend with this falchion. he is consumed with hatred for his enemies. On his turn.

Sense Motive +31. hoping that with enough he will be able to buy his way back into Heaven. Diplomacy +37. they had consecrated it to some foul god. she became convinced he had given away the cup to a goddess he was wooing. Con 13. infuriating Vashtuk’s Lord. +3 Dex. For laughter is my gift and you shall have it until you choke!” And so it was. Its most distinguishing feature is its great. Sleight of Hand +31. the babies of Weitsberg. Cha 27 Skills: Bluff +35. Disable Device +33. 2 lieutenants of 5th-level. When he could not find it. fly 150 ft. Vashtuk was made into the likeness of a goblin and since then has sought to make some measure of an existence for himself. Ref +18. then a miserable goblin you will be! By this mark you will have to remember me by. only the most powerful of celestials can stand against him. Great Cleave.” Vashtuk is worshipped by many goblin tribes. Will +19 Abilities: Str 12. cold. holy interdict. Still quite powerful. And indeed. until at last he became obsessed with one belonging in particular: a golden drinking cup. (good) Armor Class: 35 (+1 size. “The goblins had built themselves an altar. Intimidate +10. and Vashtuk was cast out of Heaven. darkvision 60 ft. Vashtuk was high among the celestial host. or the fiendish template if you don’t have access to the UWHB. Soon enough. We destroyed them all utterly. and petrification. She asked her brother why he did not drink from the cup she had given him. Move Silently +28. whom the goblins call “the smiling god. smite. resistance to electricity 10 and fire 10. With the blood of our babies. Improved Sunder.Volume 2: Hordes of Gehenna Vashtuk (Independent) Small Outsider (Evil. Auran. and Giant. spells. Vashtuk thought. Combat Vashtuk is a conniving opportunist. especially if he sees a way to benefit from it monetarily. Abyssal. Track Environment: Gehenna Organization: Solitary (unique). tongues. iron dagger in its hand. probe soul. grant temptation. the more forcefully will you laugh at the poverty of your existence. Listen +31. or claw +24 melee (1d3+1) Full Attack: +6 keen unholy cold iron dagger of speed +30/+30/+25/+20/+15 melee (1d3+6 plus 2d6 against good foes/17-20) or +2 small composite shortbow (+1 Str bonus) +28/+23/+18/+15 ranged (1d4+3/x3 plus slaying). Mobility. 10-24 daemonic* [fiendish] worgs. Int 23. But over the years he became too enamored with his Lord’s many trinkets and riches. unsettling aura Saves: Fort +18 (+22 against poison). he has convinced many goblins that he is their god and takes offerings from them. who believe that he will favor them with guile in their battles against bigger creatures. To this end. Escape Artist +28. But Vashtuk had not known that this cup was a gift to his Lord from his Lord’s sister. Celestial. the creature never stops smiling. regeneration 15. 1 leader of 8th-level. He speaks Common. Improved Initiative. Once a servant in Heaven to the God of Laughter. “it is only the smallest of things. +21 natural). immunity to acid. Indeed. Joy and Riches. it was a reflection of her fairness captured in the gold of the cup that made Vashtuk so obsessed. including petty gods and outsiders who have nowhere else to go. Concentration +26. they had destroyed us just as surely. One such transient who calls the Circle of Greed his home is Vashtuk. Vashtuk’s +2 small composite shortbow can create any sort Hardly imposing. or 2 claws +24 melee (1d3+1). protective aura. Forgery +33. Spellcraft +31. they chose to have wine. 130 . Infernal. this figure appears to be a winged goblin with a plain.” —The Journals of Armarius Torvald Graybeard Gehenna is home to wanderers from many planes. grinning mouth. Orc. this little cup—he shall never miss it!” and so took it as his own. His Lord declared upon casting him out: “If you will steal trinkets and skulk about at the heels like a miserable goblin. the Goddess of Love and Beauty. or that he is even a goblin.. unholy compact Special Qualities: Damage reduction 15/epic and good. One day. Use Rope +3 (+5 with bindings) Feats: Cleave. Thoroughly evil./5 ft. but there was no relief for us in the act. Cult (Vashtuk plus 40-400 goblins plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults. grinning and terrible. Extraplanar) Hit Dice: 22d8+22 (121 hp) Initiative: +7 Speed: 50 ft. Special Attacks: Blasphemous benediction. when the goddess came to visit her brother. Open Lock +30. he is filled with guile—having convinced the goblins that he is a god. and a reveler in his own might. The greater your misery. touch 14. Disguise +10 (acting). Power Attack. the theft was uncovered. low-light vision. spell-like abilities. In the name of their god. spell resistance 32. Search +31. She flew into a wild rage and left. bite +19 melee (1d4) Space/Reach: 5 ft. Spot +31. flat-footed 32 Base Attack/Grapple: +22/+19 Attack: +6 keen unholy cold iron dagger of speed +30 melee (1d3+6 plus 2d6 against good foes/1720) or +2 small composite shortbow (+1 Str bonus) +28 ranged (1d4+3/x3 plus slaying). Vashtuk is four and a half feet tall with a wingspan of five feet. (10 squares). Sometimes he even comes to their aid. Dodge. Goblin. Wis 23. Survival +6 (+8 following tracks). Dex 17. and 2-4 daemonic [fiendish] dire wolves) Challenge Rating: 25 Treasure: Triple standard Alignment: Always neutral evil Advancement: — Level Adjustment: — *Use the Daemonic template from the Unholy Warrior’s Handbook. he seeks to accumulate wealth. Hide +24.

. destruction. The save DCs are Wisdom-based. Survival +12 Feats: Ability Focus (curse of lycanthropy). For full descriptions of abilities common to fallen celestials. darkness. (8 squares) Armor Class: 21 (+4 Dex. Vashtuk also wields a +6 keen unholy cold iron dagger of speed. they search out the exile and give him a gift. and spells with an evil descriptor as a 21st level cleric. see invisibility. discern lies (DC 22). something primal. plane shift. as the spells (caster level 20th): detect good. two red eyes watching the ground. summon monster VII. waves of exhaustion. fire storm (DC 25). Otherwise. *Domain spell. contagion (DC 21). 7th—blasphemy*. and from spells or effects with the good descriptor. The daemons take pity on the suffering and pay a special visit to their favored sinners. but Vashtuk can create it again as a free action on his next turn. for a moment. 2nd—align weapon. They are the monster lurking in every man and woman and a horrifying depiction of the classical struggle with human morality. greater dispel magic. for they clearly represent the beast inside. disguise self. poison (2). Spot +12. mass inflict moderate wounds (2). Let the chattel fear. 1/day—blasphemy (DC 25). Weapon Focus (stunning ray) Environment: Gehenna Organization: Solitary. emerges in their features. unhallow. divine power (2). They can be dispelled. wind wall. power word blind. harm*. see the fallen celestial template on page 161. The following abilities are always active on Vashtuk’s person. Its dark skin softly glows with odd luminescent markings and its long muscular tail curls and straightens in expectation. eagle’s splendor. curse of lycanthropy. for wrath walks the land. protection from energy. 1st— bane (2). Unlike the other watchers of wrath. commune. 3/day—unholy aura. Extraplanar) Hit Dice: 7d8+21 (52 hp) Initiative: +4 Speed: 40 ft. Probe Soul (Su): The Will save to resist Vashtuk’s persuasion has a DC of 29. regenerate. cause fear. it functions as a magic circle against good effect and a lesser globe of invulnerability. banishment. On cloven hooves. Con 16. command (DC 19). Simple outbursts of violence are interesting. bull’s strength (2). The save DCs are Charisma-based. Dex 19. He can use this ability once per day. nondetection. the extent of the duration and the effects on those around the offending mortal. protection from good. the better. fire storm. 2/ day—charm person (DC 19). Ref +9. continual flame. 3rd—contagion*. cause fear (DC 19). And in this emergence is the horror of raw unchecked violence born. mass charm monster (DC 26). Volume 2: Hordes of Gehenna Vecrose (Watcher of Wrath) Medium Outsider (Daemon. shield of faith. On the Material Plane. these daemons are concerned with the prolonged release of anger. Blasphemous Benediction (Su): Vashtuk grants a +6 profane bonus on the touched creature’s attack and weapon damage rolls. These mortals. touch 14. implosion*. righteous might (2). flatfooted 17 Base Attack/Grapple: +7/+13 Attack: Claw +14 melee (1d6+6) or stunning ray +11 ranged touch (stuns) Full Attack: 2 claws +14 melee (1d6+6) or stunning ray +11 ranged touch (stuns) Space/Reach: 5 ft. Caster level 20th. but the longer tirades are what excite the vecrose. detect magic. Pack (3-18) Challenge Rating: 8 Treasure: None Alignment: Always Neutral Evil Advancement: 8-14 HD (Medium). Weapon Focus (claws). resist energy. imprisonment (DC 27). divine favor (2). suggestion (DC 21). stunning ray Special Qualities: Daemon traits. inflict critical wounds*. 3/day—blade barrier (DC 24). Unholy Compact (Su): A soul bound by this agreement is trapped in Vashtuk’s domain in the Circle of Greed in Gehenna upon death. unholy blight (DC 22). 5th—break enchantment. Protective Aura (Su): Against attacks made or effects created by good creatures. spoken by the shaman before war. 8th—earthquake. (The defensive benefits from the circle are not included in his above statistic block. bestow curse (DC 21). driven to despair by their loneliness. working in barely suppressed rage. something bestial. The greater the destruction and the more lives ruined. unholy aura*. lesser restoration (DC 20). damage reduction 10/cold iron or good. Domains: Evil and Destruction. cataloguing every incident and triumphing as the mortals’ souls grow darker with the stain. Unsettling Aura (Ex): The Will save to resist Vashtuk’s unsettling aura has a DC of 29. the hunger of the inner monster. repulsion. Will +7 Abilities: Str 22. The vecrose watch mortals lapsing into anger and violence. Cha 11 Skills: Climb +16. touch a special chord with these monsters. He has access to the Destruction and Evil domain. this bipedal creature prowls the night. dispel good (DC 23). power word stun. storm of vengeance. while a third scans elsewhere for signs of its prey. Int 7. invisibility purge. misdirection (DC 20). animate objects. prismatic spray (DC 25). this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of Vashtuk. prayer (2). dimensional anchor. Special Attacks: Improved grab. Jump +16. true seeing. Intimidate +10./5 ft. resurrection. resistance (2). mass inflict critical wounds (2). Mortals whose wrath is so capricious and misdirected as to alienate themselves from their societies are those most beloved by the vecrose. but he can reactivate them as a free action. polymorph (self only) power word stun. fast healing 2 Saves: Fort +8. “ —Common invocation among the B’Tar tribe. earthquake (DC 26). Let loose the howl of the wolf. It is said that wrath’s influence on the mortal world is best captured in the existence of lycanthropes. Spell-like Abilities: At will—aid. When a mortal gives into anger and violence. mass inflict light wounds*. wish. Spells: Vashtuk can cast divine spells as a 20th-level cleric. soul bind (DC 27). let it bring forth the beast within.) Regeneration (Ex): Vashtuk takes normal damage from epic good-aligned weapons. symbol of pain. Typical Cleric Spells Prepared (6/8/8/7/7/7/6/5/5/5.of slaying arrow when drawn. ethereal jaunt. inflict light wounds*. +7 natural). speak with dead (DC 21). guidance (2). 9th— energy drain. This aura can be dispelled. waves of fatigue. Vashtuk must declare the smite attempt prior to making the attack. save DC 16 + spell level): 0—create water. both with a radius of 20 feet (as a 20th-level caster). Smite (Su): Once per day. dispel good. magic circle against good. heal (DC 24). and wash us with the blood of the weak. greater restoration (DC 25). invisibility (self only). are treated as evil-aligned and epic for the purpose of overcoming damage reduction. entropic shield. Wis 14. 4th—dismissal (2). Vashtuk’s natural weapons. bear’s endurance (2). desecrate*. Vashtuk can make a single melee attack roll with a +4 bonus to the attack roll and a +20 bonus to damage. summon monster IX (NE fiends). Pair. 6th—animate objects. power word kill. 131 . word of recall. permanency. detect snares and pits. Evil. darkvision 120 ft. miracle. as well as any weapons he wields. with hands clutching and releasing. etherealness. Escape Artist +14. 15-21 HD (Large) Level Adjustment: — “Let the night eye awaken us.

However. the target’s alignment always changes to evil. round. flatfooted 18 Base Attack/Grapple: +1/–20 Attack: Touch +16 melee (poison) Full Attack: Touch +16 melee (poison) Space/Reach: 2 ½ ft. just rest a while. it transmits the curse of lycanthropy on the next round. Infernal and Abyssal.. small seedlings find purchase in his skin. Targets struck by the ray must attempt a DC 17 Fortitude save or be stunned for 1 round. The face has a large hook comatose state. on the night of a full moon and release the twisted monster among the unsuspecting victims. Draconic. Daemons are watchful for these infestations and pluck them from their skin before the venenézle can do any harm. sweat and flesh.” Viasta has little interest in anything happening in or around his domain. Hide +28. They employ non-lethal tactics to contain their violent opponents. Curse of Lycanthropy (Su): Any humanoid or giant held by a vecrose must attempt a DC 17 Fortitude save or contract lycanthropy. making every effort to keep them alive. They speak Common. spell-like abilities Special Qualities: Daemon traits. clapping each other on the backs as the violence escalates. Cha 10 Skills: Balance +12.. Oblivious to the world around him. Each time the vecrose uses this ability roll on the following table. These tiny plants gain some semblance of awareness. the daemon searches out a spot to nest and burrows into the skin. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. The type of lycanthropy is entirely random. it may fire a ray of dazzling light up to 30 feet away once every 1d4 rounds. There’s nothing that needs to be done today that can’t be accomplished tomorrow. Venenézle (Mercenary of Sloth) Fine Outsider (Daemon. Occasionally a bored daemon gathers a handful from their master and tosses them into the air to blow about until they find new homes on the body of another daemon or on a hapless mortal. The save DC is Dexterity-based. Regardless of the type of lycanthropy resulting. Ref +10. The vecrose always hurry back to Gehenna to greet and congratulate the damned spirit before sending him off to his own eternal punishment. embed. Extraplanar) Hit Dice: ½d8 (2 hp) Initiative: +8 Speed: 5 ft. touch 26. rarely shifting. Will +2 Abilities: Str 1. There. but in actuality are very clearly tentacles that terminate in hooked barbs. but lacking any motivation to move about on their own. weightless Saves: Fort +2. Evil. preferably to where his or her family resides. He lies in a torpid slumber. they rarely do unless embedded. Though they speak Common. until the community finally rallies and kills the threat. and so sprout all over the body of the daemonic master. Wis 11. Listen +4. and offering no direction to the daemons that serve him. they root in his flesh and grow.Volume 2: Hordes of Gehenna transforming him into a particularly violent lycanthrope such as a werewolf or wereboar. 132 —Whisperers of Sloth growing out of its chin that glistens with venom. Completing the horror is its soft whisper. In time. a light breeze is all that is needed to dislodge them from their host and blow them through air. . The vecrose watch and record the events. In fact. and giggle throughout the conflict. vecrose’s natural attacks. A vecrose can only use this ability on a target creature that does not already have lycanthropy and only once per target. Dex 26./0 ft. They then take the mortal back to civilization. Infernal and Abyssal. Soon after you notice it though. feeding upon the nourishing daemonic blood. Venenézle are two inches tall. Move Silently +12. Once they have done so. +8 Dex). becoming venenézle. Draconic. Vecrose are six feet tall. (1 square) Armor Class: 26 (+8 size. and any attacks made with weapons count as evil and magical. Spot +4 Feats: Weapon Finesse Environment: Gehenna Organization: Solitary Challenge Rating: ½ Treasure: Standard Alignment: Always neutral evil Advancement: — Level Adjustment: — “Oh. seeing them as a form of delicacy. They see melee as an exceptional opportunity to assess good candidates for lycanthropy. it moves. Special Attacks: Poison. Con 11. If it wins the grapple check. For the purposes of overcoming damage reduction. when a mortal picks up one of these creatures in his hair or clothes. the daemon gradually poisons the victim. twisting the blood eventually resulting in a its tiny face to peer up at you. Out of its back grow what seem like stalks. the vecrose must hit a creature of Large size or smaller with both claw attacks in a Curse of Lycanthropy Roll Result 1 2 3 4 5 6 Wereboar Wererat Werewolf Werebear Weretiger GMs choice Stunning ray (Su): From the vecrose’s third eye. never speaking. urging you to relax and rest. Improved grab (Ex): To use this ability. this creature looks like a very small plant covered introducing soporific toxins into with spines. many daemons eat these creatures. Int 4. Relax. not unlike dandelion seeds. At first. they infect the target with lycanthropy and release it back into the world. Combat Vecrose enjoy combat. Considering their poor roots and their small frames.

Volume 2: Hordes of Gehenna Vespertiliac (Watcher of Wrath) Medium Outsider (Daemon. Int 8. Spell-like Abilities: At will—feather fall. they travel to the Material Plane to snatch the angry mortal and bring him back to Gehenna where they each take a turns brutally torturing him until the evil energies of the plane transform the victim into another vespertiliac. Embed (Ex): Having landed on the target. and anything This creature has large. 13-18 HD (Large) Level Adjustment: — “Curse you to hell! I can’t believe you did this. Power Attack Environment: Gehenna Organization: Solitary. Cha 13 Skills: Bluff +10. he may easily crush the infinitesimal fiend. Should the mortal continue to resist the daemons’ spring forward for the kill. If a particularly exciting mortal repents his ways. Each day an embedded venenézle permanently drains 1 point of Wisdom. Con 13. but instead passively control their victim once they land upon it. Will +5 Abilities: Str 15. Multiattack. Do you see what you did? Why are you crying? Don’t you runaway… I’m not done with you yet. the vespertiliac journey to the Material Plane to disrupt things in that mortal’s life. On the other hand. Listen +9. suggestion (DC 13). While embedded in a target. or if the parasite is brought to his attention. and they feed on the hatred of this mortal servant. that opponent must succeed at a DC 18 Will save or the poisonous touch of the creature numbs the spot on which it lands. The save DCs are Charisma-based. daemon traits. or physical violence. But when anger leads to the harm of an innocent—someone undeserving of the attack—is when simple anger becomes a mortal sin. the mortal’s shadow grows a little darker and little longer in Gehenna. Survival +9 Feats: Cleave. (6 squares). Each time a mortal gives in to the hate burning in his heart. tail +6 melee (1d6+1) Space/Reach: 5 ft. fly 40 ft. the target may never notice he’s been attacked. Once embedded. the daemon begins to embed itself under the skin. Poison (Ex): Whenever the venenézle touches an opponent. Anger is common. Intimidate +10.. invisibility. Special Attacks: Pounce. Hide +12. Move Silently +12. a light breeze is enough to dislodge an unattached venenézle. manipulations. thereby removing the threat. Dex 16. it balances on one foot to the next. rake 1d4+1. eager to path of wrath. Quite fragile. Host (3-12) Challenge Rating: 8 Treasure: None Alignment: Always Neutral Evil Advancement: 7-12 HD (Medium). touch 13. flatfooted 18 Base Attack/Grapple: +6/+8 Attack: Claw +8 melee (1d4+2) Full Attack: 2 claws +8 melee (1d4+2). (average) Armor Class: 21 (+3 Dex. planting false evidence of a spouse’s infidelity. regeneration 2 Saves: Fort +6. gaining control over his emotions. Through cutting words. bat-like ears and flanges of skin else that may provoke him in order on its forearms and legs. The target must succeed another DC 18 Will save or the numbing touch of the venenézle prevents the target from learning of the parasite. Pair. rage. Wis 10. The save DC is Dexterity-based./5 ft. they weigh virtually nothing. the daemon may embed itself in the target. The target must then succeed a DC 10 Will save or his alignment permanently shifts one step towards evil. On the following round.” —Brügor to his daughter Wrath is the most spectacular of mortal sins. bite +6 melee (1d6+1). The poison has no additional effect. keeps the number of vespertiliacs from growing out of control. which. damage reduction 10/good. Caster Level 5th. such as ruining his work. the vespertiliacs raucously applaud and celebrate while quickly recording the misdeed. Evil. With grotesque features and a to try and coax him back on the malevolent leer. Watching over these shadows are the vespertiliacs. Diplomacy +3. something almost every person with a personality is bound to experience. Extraplanar) Hit Dice: 6d8+6 (33 hp) Initiative: +3 Speed: 30 ft. if nothing else. being only a threat to the unwary. This is all wrong. +8 natural). they turn on one another. foul daemons that catalogue the sins of wrath in the Circle of Tyrexxus. the verpertiliac take 133 . the vespertiliacs grow more excited. shriek Special Qualities: Blindsight 60 ft. preventing the target from noticing it. If the victim notices the venenézle. they are easily destroyed. In their frustration.Combat These creatures never directly attack a target. gradually corrupting and encouraging it to shirk his responsibilities. shrieking so loud that the echoes of their cries travels throughout Tyrexxus’ realm. Ref +8. rend 2d4+4. for it is easily the most demonstrative and has the most profound results. the venenézle begins to erode the targets will. the vespertiliacs grow frustrated. As more and more misdeeds occur. Spot +9. until such time that when they reach the apex of their stimulation. Once they cool off. Their favorite failings are those when an innocent is harmed through unchecked emotions and raw violence. Weightless (Ex): Venenézle are so small.

Dex 17.” —The whispers of the Vlogar When a mortal has formed a powerful obsession with another. The rage lasts for 6 rounds. this humanoid creature has the massive eyes of a subterranean creature unaccustomed to the light. it is a great victory for the vlogar. this ability functions exactly as the barbarian class ability as described in the PHB. and start killing his family and friends. 134 . it shrieks in the hopes of disrupting its foes. awaiting the touch of your gaze. the vlogar may come to the Material Plane and do whatever it must to ensure that the behavior continues. utterly ruining his life in their revenge. Once a target succeeds this saving throw. Improved GrappleB Environment: Gehenna Organization: Solitary. the lost portion regrows in 3d6 minutes. thereby letting it win the day. touch 13. For the purposes of overcoming damage reduction. spell-like abilities. Hide +13. Rend (Ex): If the vespertiliac hits with both claw attacks. to skulk in the shadows outside her window. Disguise +2 (+4 acting). Sense Motive +6. the vespertiliac’s natural attacks and any attacks made with weaponry count as evil. Cha 15 Skills: Balance +11. Vlogar (Whisperer of Lust) Medium Outsider (Daemon. bite +1 melee (1d6+1). Listen +6. Abyssal and Infernal. In all other ways. Rage (Ex): Three times per day. Gang (3-6) Challenge Rating: 3 Treasure: Standard Alignment: Always Neutral Evil Advancement: 5-16 HD (Medium) Level Adjustment: — “Outside her window. a vespertiliac can enter a rage gaining a +4 bonus to Strength and Constitution. paradise awaits. Extraplanar) Hit Dice: 4d8+4 (26 hp) Initiative: +3 Speed: 30 ft. directing all of their attacks at one target until nothing but torn strips of flesh remain. In these times. with tongue) Special Attacks: Sneak attack +2d6. There the vlogar begin to whisper to him. the vespertiliac is not fatigued. But sometimes the vlogar’s accomplishment is upended. They speak Common. tongue Special Qualities: Chameleon skin. Rake (Ex): Attack bonus +8 melee. Climb +8. it can make a full attack including two rake attacks. If the mortal in question is caught in the act. The creature can reattach a severed body part instantly by holding it to the stump. inspiring him to take his obsession to the next step—to begin to watch the target of his cravings. having become accustomed to the power given it by the sin of its charge. Combat Vespertiliacs are ruthless in combat. or otherwise ceases to engage in this loathsome behavior. the vespertiliac can let loose a horrible shriek of fury and hate forcing all opponents within 30-feet to attempt a DC 14 Will save or be panicked for 1d10 rounds. Wis 10. Improved Feint./5 ft. it latches onto the opponent’s body and tears the flesh. a +2 bonus to Will saves and a –2 penalty to AC. particularly a sexual one. additional damage 1d4+1. Intimidate +4. or tongue +6 melee (silence) Space/Reach: 5 ft. mauling them as best they can. Int 13.Volume 2: Hordes of Gehenna a more direct role. Move Silently +13. the vlogar is strengthened. Shriek (Ex): Once per combat. Every night that the mortal partakes in this voyeuristic action. Pounce (Ex): If the vespertiliac charges its foe. When a mortal succumbs to this temptation and begins to creep outside the home of his victim. Con 12. Pair. Bluff +8. The save DC is Charisma-based. Tumble +11 Feats: Combat Expertise. daemon traits. These daemons become enraged and pounce on the nearest foe. This attack automatically deals 2d4+4 additional points of damage. She lies there. If the vespertiliac falls to half hit points. If the mortal in question has Blending in and out of shadow. Will +3 Abilities: Str 14. Diplomacy +6. flatfooted 15 Base Attack/Grapple: +4/+10 Attack: Claw +6 melee (1d4+2) or tongue +6 melee (silence) Full Attack: 2 Claw +6 melee (1d4+2). Her invitation was her smile. +5 natural). (15 ft. his yearnings are observed in Gehenna in the Circle of Lust. Its movements are graceful and silent. If the vespertiliac loses a limb or a body part. but at the end of the rage. observing her every move in the quiet of the night. Vespertiliacs are about six feet tall. that target is immune to the effects of the vespertiliac’s shriek for 24 hours. the vlogar is infuriated. Evil. (6 squares) Armor Class: 18 (+3 Dex. Ref +6. Regeneration (Ex): Good and silver weapons deal normal damage to a vespertiliac. Jump +10. evasion Saves: Fort +4. damage reduction 5/magic.

Spell-like Abilities: At will—cat’s grace. the it from walking. Cha 9 Skills: Concentration +17. obscuring mist. 16-25 HD (Large). it can change its physical coloring to match those of its surroundings. damage reduction 10/cold iron or good.simply stopped behaving in this manner. Every day. suggestion (DC 15). growing hungrier and hungrier with each passing day. the target is silenced as per silence. And when the mortals die. experiencing his kidneys being plucked from his bowels and 135 . essentially allowing it to make Hide checks without concealment or cover. tree or some other surface of a size larger than the daemon. in which flesh rots. and only when the vlogar stands within 5-feet of a wall. +9 natural). Sneak attack (Ex): The vlogar may sneak attack any foe they flank or foes otherwise deprived of the Dexterity adjustment. Skills: The vlogar have a +4 racial bonus to all Hide and Move Silently checks. Infernal. Chameleon skin (Ex): The vlogar’s skin changes color based on its surroundings. Caster Level 5th. the vlogar’s natural attacks and any attacks it makes with weapons count as magical. mortal is torn apart slowly with dimples forming in its flesh. disease. Dex 13. anticipating the day the mortal will pass and come to This foul creature’s corpulence seems that it should prevent Gehenna. and why should I not? I have earned everything I have. death throes. Vlogar are five feet tall. Power Attack. Let the poor work if they desire a seat at my table. Wuigart “I eat well. For as long as the target is held or pinned by the tongue. command (DC 13). Yet despite its girth. Banquet (4-8) Challenge Rating: 9 Treasure: Standard Alignment: Always Neutral Evil Advancement: 11-15 HD (Medium). The save DCs are Charisma-based. the vlogar may kill all who stand between the mortal and the continuation of his skulking villainy. Listen +12. The sinner is kept alive through the entire filled with sharp teeth. disgorge feasting. they become the meals of the wuigart. The fat landowner who takes all the grain from the impoverished farmers who work his land. immune to disease. vlogar lie in wait for an ambush. the wuigart feasts. Toughness. However. it makes a grapple attack with its tongue to silence opponents before ripping them apart with its claws and teeth. Pair. Special Attacks: Cauterize. Tongue (Sp): As a grapple attack.” —Letter from Rynald d’Auvigne Gluttony is a sin that most mortals succumb to at some point. the vlogar will come to him and force him to resume his peeping. and their sin is cultivated over many years. Dwarven and Elven. Its hippopotamus head features an enormous maw overindulgence in life. For the purposes of overcoming damage reduction. it shuffles forward./5 ft. If the mortal has been caught. (4 squares) Armor Class: 20 (+1 Dex. The grapple modifier listed above includes the +4 bonus granted by the Improved Grapple feat. with few mortals regularly and consistently giving in to the deepest evils of their sin. spell resistance 22 Saves: Fort +11. Intimidate +12. searching and groping the air. Spot +12 Feats: Cleave. Wis 8. letting them starve while he surfeits is a prime example. Will +6 Abilities: Str 18. sever Special Qualities: Daemon traits. Con 18. (Watcher of Gluttony) Medium Outsider (Daemon. Consult rogues in the PHB for all details on sneak attack. When that day comes. touch 11. there is little for the servants of Yungo to draw on. Common. The vlogar sneak attack as rogues whose level equals the vlogar’s Hit Dice (in this case +2d6). In these cases. flatfooted 19 Base Attack/Grapple: +10/+14 Attack: Bite +15 melee (2d6+4 and disease) Full Attack: Bite +15 melee (2d6+4 and disease). 26+ HD (Huge) Level Adjustment: — The wuigart watch the shadows of these mortals in their lifetimes. as a move equivalent action. Ref +8. there are those mortals with plenty who not only overindulge. If spotted. presumably was the symbol of the mortal’s for flesh. a nest of silver cutlery or whatever finery tentacles writhes. process. Once per round. 6 tentacles +9 melee (1d4+2) Space/Reach: 5 ft. Heal +12. These mortals are favorites of the Circle of Gluttony. Int 5. told they are justified in their refusal to share no matter what anyone says. but usually only for a single sitting at a particularly lavish meal. preferring to attack with surprise. Volume 2: Hordes of Gehenna Combat Being creatures orientated to stealth and secrecy. Extraplanar) Hit Dice: 10d8+43 (88 hp) Initiative: +1 Speed: 20 ft. The irony is that in a realm where sustenance is drawn from the sins of mortals. the Circle of Gluttony is the most famished. From its vast belly. They are watched and whispered to every day. Evil. the vlogar spits its long prehensile tongue to wrap around the tongue of any creature within range (15-feet). Weapon Focus (Bite) Environment: Gehenna Organization: Solitary. refusing to share with those they can plainly see are starving. They speak Abyssal. but also do so willfully. excrement of reformation.

preventing the bleeding that would otherwise arise from such an awful injury. Right Leg: Character’s speed reduced to 1/3 normal. Sever d% roll 01 02-20 21-39 40-60 Result Head: Victim falls to -10 hit points. When at last every bone. In most combats. if the mortal is raised from the dead while parts of him are in the gullet of this beast. Each time the victim passes through a wuigart. Disease (Ex): The wuigart’s disgusting dietary habits create foul contagions in their mouths. the victim’s skin erupts in small suppurating pustules that leak a brown paste and emit a foul odor. it must attempt a DC 19 Will save or go permanently insane as per insanity. Lifting Capacity is ¾ of normal. The save DCs are Constitution-based. However. In addition. as your GM adjudicates. Movement requires Balance checks and certain skill checks (Str. unless targeted by a wish or miracle. a wuigart can vomit one feasting swarm into any square it threatens. a wuigart explodes releasing any remaining feastings lurking within. Creatures consumed by a wuigart survive the entire experience and retain awareness of their consumption through the saliva’s supernatural effects. the wuigart expels the parts and the mortal is reformed from the beast’s excrement. the daemon’s saliva seals the wound. Lifting Capacity is ¾ of normal. roll on the table below to determine the results of the bite. Each round another living creature remains within 5-feet of the diseased victim. The act of being digested results in a permanent loss of Wisdom. These feastings begin their movement in the square the wuigart occupied while they lived. draining 1d6 points of permanent Wisdom damage. Certain skill checks are now impossible. using full attacks where able to gain the benefit of their bite attacks and its horrific side effects. the swarms move to devour whatever they come across. Disgorge Feasting (Ex): Having eaten so much filth and offal. They speak Abyssal and Infernal. From there. The save DC is Dexterity-based. For the purposes of overcoming damage reduction. have severe competence penalties (-5 to -20). Both Legs: Target can move by crawling only (5 feet). biting whenever they are able. Combat Wuigart are ravenous combatants. there is a chance that his soul will return to his earthly form and the wuigart will appear next to him. Sever (Ex): If a wuigart successfully hits a living target with a bite attack. Cauterize (Su): Wuigart savor the culinary delights of living victims. If the victim fails his save. once the victim takes the damage. Immediate death. This disease has an immediate incubation time. these victims exist much in the same way they were prior to their consumption. no save Right Arm: Certain skill checks (Str) suffer a competence penalty as adjudicated by your GM. the saliva automatically stabilizes a dying opponent. In addition. To facilitate their digestive processes. they harbor 4 feastings (see page 100) inside their gullets. If it vomits all of its feastings during the course of combat. Wuigart are about seven feet tall and six feet wide. as adjudicated by your GM. they move into melee. 61-80 81-90 91-00 136 . Left Arm: Certain skill checks (Str) suffer a competence penalty as adjudicated by your GM. And so it goes for eternity. Wuigart are rarely seen in the Material Plane. Fully healed and reassembled. organ and drop of blood is consumed. Excrement of Reformation (Su): Creatures devoured by a wuigart and worried by the lurking feastings inside it find themselves reformed when they clear its digestive tract.Volume 2: Hordes of Gehenna watching as they are popped into the wuigart’s maw and chewed with relish. have severe competence penalties (-5 to -20). they must attempt a DC 19 Fortitude save or be nauseated for 1 round. In addition. wuigart can no longer digest matter on their own. Dex). Victims can overcome this disease like any other disease through either natural healing or magic. Movement requires Balance checks and certain skill checks (Str. any natural attack and any attack the wuigart make with a melee weapon count as evil and magical. Both Legs and Abdomen: Victim dies screaming in 1d10 hours. the target must immediately attempt a DC 16 Reflex save to avoid losing an important part of the body. intent on guarding its meal. Left Leg: Character’s speed reduced to 1/3 normal. As a standard action. they begin by disgorging the feasting lurking inside them. On subsequent rounds. as adjudicated by your GM. it must attempt a new Will save to avoid insanity. none emerge during its death throes. dealing 1d6 points of permanent Constitution drain each day with each failed saving throw. as well as it many tentacle attacks. Victims of a wuigart bite attack must immediately attempt a DC 19 Fortitude save or contract fetid rot. Dex). Anytime a wuigart bites an opponent and successfully severs the opponent’s limb. Death throws (Ex): If killed.

As he prefers to leave alive those he eats parts of. 6 Bites +17 melee (2d6+3/x3 and sever). 137 . Concentration +23. / 10 ft. Spellcraft +21. Only once in known history has he come unbound into the mortal world (i. Intimidate +22. none emerge during his death throes. the swarms move to devour whatever they come across. touch 24. Cha 15 Skills: Bluff +20. not prepared beforehand—he is quite picky. Death throws (Ex): When killed. Weapon Focus (bite) Environment: Gehenna Organization: Solitary (unique) Challenge Rating: 13 Treasure: Triple standard Alignment: Always neutral evil Advancement: — Level Adjustment: — “Let me taste your flesh and I will grant you power. Zovarik’s attacks are considered magic and evil. Swim +24. disgorge feasting. Great Fortitude. which has grown jaded over the years. and always hungry. not summoned) and the path of destruction he wrought was legendary. Int 17. Listen +20. while using his tentacles to grab other opponents and drag them to him so that he can pull off their limbs. +15 insight). and it must come from the flesh or soul of his summoner. Search +21. In his time. Wis 14. He speaks Common. Zovarik prefers to divide his bite attacks among a number of opponents. women and children across a human nation. Dex 10. he has traded knowledge with creatures from nearly every plane. fast healing 5. usually he takes a hand or an entire arm. Combat Zovarik is terrifically slow. spell resistance 28. taking and consuming forever a part of the summoner’s essence.e. Let me taste your soul. he requires a sizable bite from a mortal’s soul. disease and fire. flatfooted 28 Base Attack/Grapple: +15/+25 Attack: Tentacle +21 melee (1d6+6) Full Attack: 2 tentacles +21 melee (1d6+6). but despite his lack of speed. These feastings begin their movement in one of the four squares Zovarik occupied while he lived. Sense Motive +20. Will +13 Abilities: Str 23. His price is very simple: he accepts only payment that he may eat. Elven.” —The offerings of Zovarik. Abyssal. Extraplanar) Hit Dice: 15d8+78 (145 hp) Initiative: +0 Speed: 10 ft. From there. he requires a bite from the flesh of the summoner. cauterize. Nothing else will please his palate. from the notes of the Daemonologist Evgar the Red A favorite among summoners and those who would make bargains with the evil realms of the outer planes. As a standard action. Ref +9. to spread out the agony as much as possible. improved grab. Evil. Diplomacy +24. Con 20. immune to cold. Infernal and Draconic. Special Attacks: Death throws. +4 natural. damage reduction 15/good and magic. sever Special Qualities: Daemon traits. For the purposes of damage reduction. can no longer digest matter on his own. Space/Reach: 10 ft. If he vomits all of his feastings during the course of combat. Zovarik is twelve feet high. depending on the knowledge. Survival +2 (+4 following tracks). Escape Artist +18. having eaten so much filth and offal. snapping off the choicest bits of his opponents to devour. and there is nothing I cannot offer you. he harbors 8 feastings inside his gullet. Spot +20. and they still reside in his gullet. Use Rope +2 (bindings) Feats: Cleave. perhaps even a few artifacts. Toughness. +0 Dex. trail of slime Saves: Fort +16. Having resided in Gehenna for the millennia of the war. Disguise +4 (acting). Iron Will. For more powerful requests. Zovarik explodes releasing all of the remaining feastings inside him. Often he is called to answer questions that cannot be answered by any other means. Disgorge feasting (Ex): Zovarik. While it is very difficult to trick him. Power Attack. he can vomit a feasting swarm into any square he threatens. This must be torn from the body by his teeth. he left behind a path of half-eaten men. he has swallowed countless treasures. he is tireless as he moves across the battlefield. Zovarik is a powerful servant of Yungo. he will accept all sorts of appetizers if offered in an effort to talk him out of his price. resistant to sonic 5. Zovarik begins by disgorging a feasting (see page 100) to shred the faster foes. For knowledge. (2 square) Armor Class: 28 (-1 size.Zovarik Volume 2: Hordes of Gehenna (Servitor of Gluttony) Large Outsider (Daemon. To facilitate his digestive processes. nigh-omniscience. Zovarik is exceedingly clever.

The glistening slime trail deals 10 points of damage each round to exposed organic matter. Left Leg: Character’s speed reduced to 1/3 normal. its skin is smooth like a child’s. Fast Healing (Ex): As long as Zovarik has at least 1 hit point. risking disfigurement for answers only he can provide. as adjudicated by your GM. Both Legs: Target can move by crawling only (5 feet). roll on the table below to determine the results of the bite. if any. If the victim fails his save. Movement requires Balance checks and certain skill checks (Str. Unfortunately. The smear has no effect on stone or metal. Zovarik may attempt a check similar to a bardic knowledge check using the DCs in the PHB. Dex). Sever (Ex): If Zovarik successfully hits a target with a bite attack. However. everywhere he goes. anytime Zovarik bites an opponent and successfully severs the opponent’s limb. have a severe competence penalties (-5 to -20). Trail of slime (Ex): The feastings working inside of him cause him to run through what he eats faster than he did before he wore out his digestive track. he leaves a trail of foul smelling yellowish bile in his wake. and if Zovarik fails his roll. the foam seals the wound. Both Legs and Abdomen: Victim dies screaming in 1d10 hours. When posed a question. he lies. Zovarik must hit a Large or smaller creature with his tentacle attack. broken only by the occasional maw filled with black teeth and a slavering. he automatically establishes a hold and deals tentacle damage each round until the hold is broken. he deals bite damage and automatically severs a limb (see below). No save Devours Soul: DC 23 Will save or Zovarik destroys victim’s soul. and limbs. no save Right Arm: Certain skill checks (Str) suffer a competence penalty as adjudicated by your GM. At least twelve feet high and as many feet wide. Certain skill checks are now impossible. Lifting Capacity is ¾ of normal. red tongue.Volume 2: Hordes of Gehenna Improved grab (Ex): To use this ability. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. 61-81 81-91 91-99 00 138 . Nigh-Omniscience (Su): While not truly omniscient. as adjudicated by your GM. preventing the victim from bleeding to death. Movement requires Balance checks and certain skill checks (Str. such as plants and flesh. If he wins the grapple check. Sever d% roll 01-02 02-21 21-40 40-61 Result Head: Immediate death. Always make these rolls in secret. he heals 5 points of damage each round. Cauterize (Su): Zovarik’s mouths generate unwholesome foam that stinks of rotten potatoes. Lifting Capacity is ¾ of normal. short of a wish or miracle. the target must immediately attempt a DC 23 Reflex save or Zovarik rips away a significant gobbet of flesh. but destroys organic material at a horrific rate. have a severe competence penalties (-5 to -20). Right Leg: Character’s speed reduced to 1/3 normal. this foam prevents any magic. as your GM adjudicates. from repairing the damage wrought by this monster’s bite. Now. ignoring the hardness of the objects. Zovarik knows so much that demonologists summon him. If he gets a pin. Left Arm: Certain skill checks (Str) suffer a competence penalty as adjudicated by your GM. for Zovarik rips the flesh from his summoner before providing the answer to the query. with a +28 bonus to the roll. this corpulent beast is covered in mouths. Dex). Seemingly humanoid in its facial features. unless he receives a wish or miracle. preventing resurrection of any kind.

Volume 3: Legions of Hell Legions of Hell 139 .

Literally miles long. she dreams of power greater than the Pit can hold. Beelzebub is a fallen celestial like Belial. While Mephistopeles claims that Beelzebub is no true devil. there are those whose memory reaches back to the dawn of time). While Dispater is slow to react and hedges his bets.Volume 3: Legions of Hell Chapter Seven: Go to Hell! When lawful evil mortals die. Is he merely a devil like the other lords. His legions are surprisingly loyal to him. their souls go to Hell. the Lord of the Fourth Circle continues to stand strong. namely the demons of the Abyss and the celestials of Heaven. and all the devils in Hell pay homage to Asmodeus. or is he a being of a higher order? He has been the Adversary for as long as anyone can remember (and out on the planes. Dispater Lord of the Second Circle Dispater is a cunning schemer and conservative by nature. the cosmic opposite of the peak of Heaven. and they have been at war on and off for millennia. Mephistopheles Lord of the Eighth Circle Mephistopeles views himself as the heir apparent of Hell. Mephistopheles will be ready to take the crown…whether Asmodeus will allow it or not. King of Hell and the Adversary of all that is good. While this has alarmed the other lords in the past. Hell looks like an inverted mountain. since he was not born a devil. so outright grabs at his power are unlikely to succeed. His armies have clashed with those of Belial on many occasions. Others say he is a devil such a curse? true. the mightiest city in Hell and one that has never been taken by an enemy army. Asmodeus Lord of the Ninth Circle How could Hell 140 Uncounted volumes have been written about the King of Hell. Whatever the truth. Lilith Lord of the Sixth Circle Many devils have underestimated Lilith because she is female. After all. Since Belial’s armies are strong and he is as slippery as a green slime. Lilith is as alluring as silk and as hard as steel. he is an open book to Asmodeus. Known for both geographic and metaphorical reasons as the Pit. She’s also quite patient and has enacted schemes that will take centuries to unfold. While she schemes in Hell. but neither lord has been able to gain the advantage. Mammon Lord of the Third Circle Mammon is as power hungry as they come. Some whisper that he is a fallen god. Leviathan needs a domain as large as the Fifth Circle to house his massive bulk. He and Mephistopheles hate each other deeply. He rarely leaves Dis. the truth is that their feud isn’t about race but power. he acts with overpowering force once his mind is made up. who is closer to Asmodeus than he? Once he has dealt with Beelzebub (and he’s sure that he will deal with him). Although Mephistopheles believes himself to be very clever indeed. so he does not have the time to politic the way some of his rivals do. Devils thus tempt mortals in the hopes of changing their alignments to lawful evil. Belial Lord of the Fourth Circle Only Asmodeus is a better liar than Belial. A powerful arch-devil rules each circle. more ancient and more powerful than can be any worse when life alone is possibly be imagined. As is often the case with the greedy. Originally a powerful celestial. none can deny that -Bad Religion he has defied Heaven from time immemorial and destroyed all pretenders to his throne. . In brief. but simply the cleverest of that despicable race. Beelzebub Lord of the Seventh Circle Known as the Lord of Flies. Hell is divided into nine circles that range from raging infernos to churning seas to icy wastes. His appetite for mortal souls is legendary. Belial fell from grace in the distant past. the truth is that he expends his energies fighting the external foes of Hell. Some scholars say that Hell is Leviathan’s prison and that countless worlds will perish if he ever escapes. Mammon’s reach exceeds his grasp. Baal Lord of the First Circle This fierce devil commands the largest armies in Hell. Every mortal fooled is another soul condemned. Baal’s first business is war. None have lived to learn their mistake. the Lord of the Ninth Circle. There are few places in the multiverse worse than Hell. Asmodeus lets them fight because it keeps them too busy to plot against him. Lords like Dispater and Mephistopheles still treat Belial as an upstart. He is unsatisfied with his domain and so constantly schemes to conquer another circle of Hell. the lords of the nine circles are as follows: Leviathan Lord of the Fifth Circle In form Leviathan is the most enormous sea monster the multiverse has ever known.

(The percentage chance of success and types of devils available for summoning are listed in individual entries. marquises. Take this opportunity to ensure that each noble will be a good challenge for your party. Summon Devils (Sp): Many devils can summon other devils much as though casting a summon monster spell. Immunities (Ex): Devils are immune to fire and poison. Customizing Your Devils Legions of Hell includes many examples of infernal nobles who already are quite powerful. Except where otherwise noted. Resistances (Ex): Devils have resistance to acid 10 and cold 10. Beneath the infernal nobility are the common devils. counts. See in Darkness (Su): Some devils can see perfectly in darkness of any kind. however. barons. The most powerful nobles serve in the courts of the arch-devils and command legions of lesser devils.) Telepathy (Su): Devils can communicate telepathically with any creature. Summoned creatures automatically return whence they came after 1 hour. Celestial. most commonly weapons and items of protection. devils speak Infernal. no devil answers the summons. The basic structure is feudal. Murder. Once a devil becomes a noble. these devils have access to many more magic items and you should customize them for your campaign before unleashing them on your players. These range from the pitiful lemures to the powerful pit fiends. Asmodeus is the King of Hell. which. Roll d%: On a failure. These devils serve the various powers of Hell as tools. Taking down an infernal duke should be a memorable and hard-won victory. even that created by a deeper darkness spell. and so on. Each has been given a few magic items. and deception of every conceivable kind are used to ascend the infernal ladder. he or she can take a new form and become an individual for the first time. Even the lowliest devil knows that his only hope is to climb up the hierarchy by any means. and occasionally food. but they have only a limited chance of success. blackmail. within a certain distance. As powerful nobles. not just another fight. A devil that has just been summoned cannot use its own summon ability for 1 hour. Devil Traits Volume 3: Legions of Hell The Infernal Hierarchy The politics of Hell are complex and ill understood by mortals. Each lord maintains a court populated by a bewildering array of dukes. fodder. makes keeping track of the hierarchy quite difficult. The lords rank these nobles in different ways. that has a language. when combined with devils’ penchant for multiple names. and Draconic. and the eight other lords are his chief vassals.Most devils possess the following traits (unless otherwise noted in a creature’s entry). And NowEvil! 141 .

Abigor’s telepathy extends to 500 feet. Afterwards. Ride +24. hopeless causes. +10 natural. spell-like abilities. Mounted Combat. Desperate conflicts. and revenge are all viable reasons why mortals seek out his wisdom. he favors bearded devils for their expert skills in combat and their valuable magical abilities. he shouts out a command. Lawful) Hit Dice: 18d8+90 (171 hp) Initiative: +7 Speed: 40 ft. Combat Abigor always begins combat by swinging his standard in the air. Evil. spell resistance 32 Saves: Fort +16. For his skills in military matters.Volume 3: Legions of Hell Chapter Eight: Creatures of Hell Abigor. battle plans and supply lines far in advance of the opposing army. Armor Class: 36 (-1 size. critical 19-20/x3) or +2 thundering unholy good outsider bane greatsword +26/+21/+16/+11 (+28 against good outsiders) melee (3d6+12 plus 1d8 sonic on a critical hit plus 2d6 against good foes plus 2d6+2 against good outsiders) Space/Reach: 10 ft. critical 19-20/x3) or +2 thundering unholy good outsider bane greatsword +26 (+28 against good outsiders) melee (3d6+12 plus 1d8 sonic on a critical hit plus 2d6 against good foes plus 2d6+2 against good outsiders) Full Attack: +2 axiomatic unholy heavy lance +27/+22/+17/+12 melee (2d6+12 plus 2d6 against chaotic plus 2d6 against good. Weapon Focus (lance) Environment: Hell Organization: Unique or Entourage (Abigor plus 1d10 bearded devils) Challenge Rating: 19 Treasure: Quadruple standard Alignment: Always Lawful Evil Advancement: — Level Adjustment: — The Grand Duke Abigor serves Beelzebub on the Seventh Circle. Abigor speaks Common. Con 20. Ride-By Attack. Demonologists claim he has acute foresight and can anticipate troop movements. he plants the standard into the ground. Concentration +26. overhand swing. constructed of bone and steel. Improved Critical (lance). Cha 17 Skills: Bluff +24. Disguise +3 (+5 Acting). Knowledge (the planes) +23. One of them is his scepter. many mortals seek out his influence and knowledge despite his obscurity and the minor role he plays in respect to the other powers in Hell. Scepter (Su): Abigor wields a number of magical items that aid him in his command of his troops. and take his place as master. With a quick. Abigor is a vicious warrior. Grand Duke of War Large Outsider (Devil. flat-footed 35 Base Attack/Grapple: +18/+29 Attack: +2 axiomatic unholy heavy lance +27 melee (2d6+12 plus 2d6 against chaotic plus 2d6 against good. While holding it. Spirited Charge. +4 insight). base 50 ft. but more importantly. employing the best strategies when able. This towering devil wears spiked armor and a full helm. Not just Hell’s aristocracy finds Abigor appealing. which displays inverted holy symbols in black on a crimson field. Will +18 Abilities: Str 24. secrets of warfare. Power AttackB. Diplomacy +26. Ref +12. The scepter has a 20 hardness and 50 hit points. Knowledge (history) +23. for an invasion into the Eighth Circle. Extraplanar. Handle Animal +24. damage reduction 15/ good. and from behind him pour forth the legions of Hell. (8 squares) (full plate). Wis 25. devil traits. he holds a standard. mount. Intimidate +26. standard. In his off hand. Trample. many of the devilish nobility approach him for their personal guard training. summon devils Special Qualities: Anticipate future. Of the troops he commands. and charges with his horse into the fray. In his primary hand. Dex 13. Quick Draw. +1 Dex. touch 14. Special Attacks: Scepter. Infernal and Ignan. 142 . Though Abigor appears loyal to his master. +12+4 full plate. Listen +28. or even for themselves. he grips a greatsword. Abigor’s specialty is warfare. Spot +28 Feats: CleaveB. he secretly plots to overthrow Beelzebub. Int 15./10 ft. Should the situation demand it he relies on his own spell-like abilities to gain advantage over his enemy. allowing its magical effects to take hold over his enemies. There he trains and commands the forces of his master in preparation for forays into the Abyss. This has led the Duke to gain many powerful allies. and valuable insight into the fighting potential of his master’s rivals.

Ugly. The save DCs are Charisma-based. Thereafter. unholy blight with each other. immune to poison. immune to poison. unholy blight (DC 14). Abigor’s personal mount always wears +2 full plate barding. Summon Devils (Sp): Twice per day. touch 10. spell resistance 24. Spot +13. bite). As a full-round action. desecrate. he may use any one of his opponent’s feats as if he had the feat and met all the prerequisites to use it. Use this stat-block for Abigor’s personal mount. Abigor’s steeds are canny beasts and Material Plane. 1d4 barbed devils or 1 pit fiend. Anticipate Future (Su): Against all opponents within range of his telepathy (100 ft. of overcoming damage reduction. 19-27 HD (Gargantuan) Level Adjustment: — (+2 Cohort) Abigor. Survival +13 (+15 on planes). Dex 15. cold 10. The save DC is Charisma-based. saving throws and checks. Will +6. touch 10. SA spell-like abilities. The save DCs are understand Infernal and Common. fire 10. Run Spell-like Abilities: Once per day. Abigor casts these spells as a 10th level caster..Secrets of Warfare (Su): Abigor’s intimate knowledge of war provides a special advantage in melee combat./10 ft. emboldening his allies and sowing the seeds of despair in his enemies. Atk +29 melee (2d6+12. Combat 143 . it uses the standard statistics as presented in its own entry (See Abigor’s Steed). Spd 50 ft. Any one of Abigor’s hellish horses that he rides gains +8 HD. AC 36. Abigor’s steed meeting Abigor’s stringent steeds may use the following spell-like extend out from its back. Endurance. Spell-like Abilities: Abigor can use the following spells at will—dispel chaos (DC 22). Power Attack. electricity 10. Huge Magical Beast. flatfooted 34. Abigor’s steed may use the following spell-like abilities as a 17th-level caster—darkness and poison (DC 14). Solitary with Abigor. blasphemous runes scar its mottled requirements emerged. dispel good (DC 22). Listen +13. improved evasion. having personally murdered the paladin (a task rarely fight to the death. spell resistance 24. entrapped the mare and subjected it Spell-like Abilities: Once per day. he plants the standard into the ground. This ability is equivalent to a 9th-level spell. Abigor can automatically summon 1d10 bearded devils. granting all of his allies within 80feet—including Abigor—a +4 profane bonus to all attack rolls and saving throws for as long as they remain within 80-feet of the standard. Abigor’s steed may use the following spell-like abilities as a 17th-level caster—contagion (DC 13). bite). scent. a Great black leathery wings./10 ft. Abigor can attempt a Concentration check against the Will save of a target opponent. Diehard. darkvision 60 ft. Abigor gains a +4 insight bonus to his AC. scent Saves: Fort +12. Dex 15. Space/Reach 15 ft. SQ Damage reduction 10/magic. Survival +13 (+15 on planes) Feats: Diehard. Pair. +8 natural armor bonus. HD 17d10+102 (195 hp). darkvision 60 ft. Base Atk +17. +4 Strength. Con 23. 2 claws). demanding a fitting steed to function as his mount in combat. Mount: Abigor imparts extraordinary benefits to his specially bred steeds. fly 50 ft. three times per day. Full Atk +29 melee (2d6+12. which Abigor bred forelimbs ending in human hands featuring wicked black talons. (DC 14). resistance to acid 10. Legend Abigor’s steeds typically begin combat by using their spell-like abilities— holds that the first horse in his breeding plan was a powerful and sacredlyoffensively or defensively depending on the situation. which served a holy warrior valiantly on the poison or contagion and enter melee. +24 melee (1d8+6. fire 10. Int 15. Cha 10 Skills: Knowledge (the planes) +14. Ref +12. Con 23. Listen +13. seemingly a perversion of a pegasus.. abilities as a 9th-level caster—darkness purple flanks. cold 10. order’s wrath (DC 21).. Charisma-based. Str 34. Endurance. Int 15. flame strike (DC 22). providing an AC 36. fly 50 ft. to horrors unimaginable. (average). and spell-like abilities as a 9th-level caster— warped foals. electricity 10. Standard (Su): Once per day. (average) Armor Class: 18 (-2 size. three times per day. low-light vision. Will +4 Abilities: Str 30. If Abigor wins the opposed check. Init +2. Run Environment: Hell Organization: Solitary. +8 natural). Wis 13. Abigor’s Steeds do not speak but and poison (DC 14). Eventually. flat-footed 14 Base Attack/Grapple: +9/+27 Attack: Bite +17 melee (2d6+10) Full Attack: Bite +17 melee (2d6+10) and 2 claws +12 melee (1d8+5) Space/Reach: 15 ft. (10 squares). Improved Evasion. Grp +37. they cast awakened celestial horse. desecrate. Ref +8.. Abigor’s Mount: CR 12. completing the image of a fearsome steed from hell. Skills and Feats: Knowledge (the planes) +14. If separated. damage reduction 10/magic and a CR +2. Volume 3: Legions of Hell Abigor’s Steeds Huge Magical Beast (Extraplanar) Hit Dice: 9d10+54 (103 hp) Initiative: +2 Speed: 50 ft. resistance to acid 10. Cha 10. The steed’s attacks are considered magical for purposes he took great pleasure in and devoted a considerable amount of time to). righteous might and unholy blight (DC 21). +2 Dex. AL LE. specifically bred these horses to serve him and his closest allies. All enemies within 80-feet must attempt Will saves against a DC 22 or suffer a -4 profane penalty to all attack rolls. Special Attacks: Spell-like abilities Special Qualities: Damage reduction 5/magic. The save DCs are Wisdom-based. contagion (DC 13). Eventually. At the end of his action. Wis 13. low-light vision. Abigor’s steeds may use the following the mare birthed hundreds of This huge horse has a muzzle filled with sharp teeth. Spot +13. Power Attack. Abigor can swing his standard back and forth. SV Fort +16. Herd (3-30) Challenge Rating: 10 Treasure: None Alignment: Always Lawful Evil Advancement: 10-18 HD (Huge). Abigor.).

enemies confused. fly 40 ft. as well its sinuous body. and they relish bringing their own madness to such unlucky victims. flat-footed 12 Base Attack/Grapple: +3/— Attack: Incorporeal touch +7 melee (1d3 Wis) Full Attack: 2 incorporeal touches +7 melee (1d3 Wis) Space/Reach: 5 ft. or swarm (6–12) Challenge Rating: 2 Treasure: None Alignment: Usually lawful evil Advancement: 4–6 HD (Small). 144 . they were forced to make a deal with Mammon. Ref +6. physically harmed—nor could they reproduce. this ghostly creature has what they can hit and run and keep their had cruelly enchanted the giant appear to be pincer-tipped tentacles growing out of its head. were masters of magic and builders of wonders. Spot +3./5 ft. The akop. After dominating their home world for millennia. they seemed bound to serve him communication. they found themselves as any weapons it wields. Mammon promised to transport all of the akop from their doomed world and to protect them from physical harm. A creature reduced to Wisdom 0 immediately falls unconscious and is tormented by demented dreams. Listen +3. are treated transformed into insubstantial as evil-aligned and lawful-aligned for shadow beings. ultimately. (2 squares). In return the akop agreed to travel to Hell and serve Mammon for one generation. this did the commoners no good. Dex 17. Incorporeal. (perfect) Armor Class: 15 (+1 size. their sanity. But every akop slain in battle brings their race one step closer to its wishedfor annihilation. This is their only means of indefinitely by Mammon’s enchantment. Since Mammon’s master play. +1 deflection). +3 Dex. attacking any opportune targets. However. Will +0 Abilities: Str —. was dying—and there was nothing they could do about it. for an eternity. Special Attacks: Wisdom damage Special Qualities: Darkvision 60 ft. incorporeal traits. they realized. Now they could not be reduction. their service.Volume 3: Legions of Hell Akop Small Outsider (Evil. Tumble +9 Feats: Combat Reflexes. When they emerged An akop’s natural weapons. Mammon enforced the letter of They are soundless and at night the agreement. portals that took the akop to the along with jagged wings and a long forked tail jutting from Third Circle. touch 15. Because their life span was extended creature within 100 feet that has a language. Con 10. though monstrous in appearance. Cha 12 Skills: Bluff +7. While their powerful wizards could travel the planes. Knowledge (any two) +6. Lawful) Hit Dice: 3d8 (13 hp) Initiative: +7 Speed: 10 ft. the archdevil A floating shadowy form. Intimidate +9. With their akop. in Hell. Now they haunt the Third Circle. flesh. they finally encountered a problem that their magic could not overcome. Improved Initiative Environment: Hell Organization: Solitary. when they can cloak themselves in darkness. telepathy 100 ft. Mammon long ago gave up trying to command the insane creatures but still periodically sends small groups of them to terrorize the Material Plane. The akop leaders desperately searched for a way to save their people. losing their magic and. In one fell swoop Mammon Telepathy (Su): Akop can communicate telepathically with any had entrapped the entire race. Combat Akop usually attack at night. bereft of fleshy the purpose of overcoming damage form. Ultimately. Saves: Fort +3. 7–9 HD (Medium) Level Adjustment: — Thousands of years ago a highly sophisticated race known as the akop ruled an obscure world in the Material Plane. the akop have degenerated. The akop hate anyone lucky enough to wear Wisdom Damage (Su): The touch of an akop deals 1d3 points of Wisdom damage to a living foe. Wis 4. gang (2–5). Skills: *Akop receive a +8 circumstance bonus on Hide checks made in darkness. Lord of the Third Circle of Hell. who traveled to Hell to do great speed and maneuverability. Int 10. He indeed saved the nearly impossible to see. Their world. Hide +13*.. Extraplanar.

Knowledge (religion) +27./5 ft. dancing lights. flare. 145 . and that individual witches can achieve the same insights as their mistress. remove curse. This ability is the equivalent of a 6th-level spell. the witches meet to celebrate the power of magic. her expression aloof. Knowledge (the planes) +27. By turning the witches away from the gods. as well as any weapons she wields. flat-footed 17 Base Attack/Grapple: +16/+20 Attack: Mace of smiting +23 melee (1d8+9) Full Attack: Mace of smiting +23/+18/+13/+8 melee (1d8+9) Space/Reach: 5 ft. persistent image. Int 26. resistance. Antaia takes an active roll in the promotion of her cult. Sacrificial Magic (Su): Among the many bloody rituals Antaia uses to bolster her arcane abilities is a rite that gives her increased power when a mortal is sacrificed in her presence. Antaia’s cult teaches that true power comes from within.Medium Outsider (Devil. weird. This witch war has gone largely unnoticed. detect good. and she only engages in melee when absolutely necessary. If she is on the Material Plane. Craft Wondrous Item. Dex 20. Will +16 Abilities: Str 19. rage. 4th—bestow curse. polymorph any object. this elflike woman has a regal bearing and holds her mace like a royal scepter. Her primary concern is the growth and expansion of her cult. The save DCs are Charisma-based. Combat Her bald head held high. she is worshipped as a goddess by covens of black-hearted witches. If you have access to Green Ronin’s Witch’s Handbook. touch of fatigue.. 9th—foresight. 7th—control weather. 1st—alarm. +6 on other planes. she sends her hellcats or herlekins forward to engage the enemy while she casts spells. Saves: Fort +14. eagle’s splendor. spell resistance 30. even though she is incapable of granting spells to her followers. ceremony. Listen +23. Knowledge (arcana) +27. protection from good. Scorned by clergy and feared by villagers. touch 19. Sorcerer Spells Known (6/8/8/8/8/7/7/7/7/6. Spellcraft +29. Antaia may engage in a sacrificial ceremony that lasts 15 minutes. or 3d12 herlekins with a 50% chance of success. Spell-like Abilities: At will—charm person (DC 19). If a single bound mortal is slain within 20 feet of her during this Summon Devils (Sp): Once per day Antaia can attempt to summon 2d4 hellcats with a 75% chance of success. tongues. immunity to fire and poison. Antaia is not overly obsessed with infernal politics. invisibility sphere. +3 natural. Ref +15. spell-like abilities. Antaia’s natural weapons. dancing under the light of the full moon. 3rd—clairaudience/clairvoyence. +6 following tracks) Feats: Brew Potion. Concentration +23. When Antaia engages in combat. 6th—eyebite. unseen servant. Spot +23. six allows her to double her 3rd-level spells. The sacrifice of four mortals allows her to double her 2nd-level spells. telepathy 100 ft. magic missile. Lord of the Fourth Circle. At the beginning of each day (or after an 8-hour period of rest). 8th—demand. the Witch Queen. Perform (dance) +27. are treated as evilaligned and lawful-aligned for the purpose of overcoming damage reduction. She travels the Material Plane frequently. mage hand. Wis 18. detect thoughts. This group knows that Antaia is naught but a devil. 5th—cloudkill. mass suggestion. detect magic. polymorph (self only). greater teleport (self plus 50 pounds of objects only). +4 ring of protection). Spell Penetration Environment: Hell Organization: Unique or retinue (Antaia plus 2-8 hellcats or 3–36 herlekins) Challenge Rating: 20 Treasure: Double standard Alignment: Lawful evil Advancement: By character class Level Adjustment: — They gather in secluded grottoes and forbidden glades. resistance to acid 10 and cold 10. Antaia is a minion of Belial. Sense Motive +23. Lawful) Antaia. insanity. nightmare. Craft (alchemy) +27. Search +27. hold monster. greater dispel magic. repulsion. you should allow Antaia to cast spells as a 20th-level witch instead. and they fight her machinations. Con 18. devil traits. Extraplanar. enforcing her will and testing her worshippers. Disguise +27 (+29 acting). 1/day—false vision. Knowledge (nature) +27. Intimidate +29. read magic. Antaia can benefit from a single sacrificial ceremony within a 24-hour period. greater scrying. (6 squares) Armor Class: 22 (+5 Dex. the Witch Queen Volume 3: Legions of Hell Hit Dice: 16d8+64 (136 hp) Initiative: +5 Speed: 30 ft. misdirection (DC 20). Iron Will. Survival +4 (+6 aboveground. black tentacles. for its battles take place far from the centers of civilization. Unlike most devil nobles. shield. 2/day—geas/quest. darkvision 60 ft. open/close. Diplomacy +31. but one receives their devotion above all others: Antaia. Her power is indisputable. Caster level 20th. They pay respect to a host of spirits. spells. darkness. see in darkness. ray of enfeeblement. summon devils Special Qualities: Damage reduction 15/good and silver. veil (DC 24). she may double the number of 1st-level spells she can cast that day. and eight allows her to double her 4th-level spells. fireball. On a hundred worlds in the Material Plane. Evil. she is likely to have a coven of 13 witches with her (one each of levels 1-13). mage’s disjunction. Empower Spell. Spells: Antaia casts spells as a 20th-level sorcerer. 2nd—blindness/deafness. crushing despair. Antaia can gain all these bonuses in the same day if she has an appropriate source of victims (when she visits the Material Plane. horrid wilting. false life. Antaia furthers the infernal cause. ghost sound. her witches take great pride in providing both the victims and the executions). Special Attacks: Sacrificial magic. Her witches are usually sorcerers. On several worlds. Her real strength is magic. save DC 18 + spell level): 0—arcane mark. Craft Wand. Cha 26 Skills: Bluff +27. Antaia’s cult is opposed by an order of white witches called the Daughters of the Moon.

spell-like abilities Special Qualities: Damage reduction 10/good. drink their blood. Children who are good (DC 17). (average) Armor Class: 28 (-1 size. Special Attacks: Fear aura. The latter is the most difficult to achieve but pleases asakkus the most. Survival +4 (+6 following tracks) Feats: Dodge. commonly visiting rural areas.Volume 3: Legions of Hell Asakku Large Outsider (Devil. Concentration +15. Evil. Once per week an be killed. +16 natural). (8 squares). Poison (Ex): Injury. spell resistance 23. asakkus befriend children while their parents toil in the field or the home. see in darkness. +3 Dex. fly 60 ft. +3 Dex. are treated as evilaligned and lawful-aligned for the purpose of overcoming damage reduction. immunity to fire and poison. The save DC is Constitution-based. Constrict (Ex): An asakku deals 2d8+6 damage with a successful grapple check against Huge or smaller creatures./5 ft. they revert to their true form and fight until they have a chance to escape. evil offshoot of those feathery exemplars of virtue. Spot +16. It isn’t clear whether these battles signify nothing more than the animosity of good and evil or the special hatred only estranged family members know. telepathy 100 ft. (4 squares) Armor Class: 17 (-1 size. polymorph (self only). +5 natural). touch 12. Polymorphed into wide-eyed youths or fantastical animals like unicorns.. and conjecture makes asakkus an ancient. Gather Information +5. Mortal scholars have noted a certain similarity to the couatl.. Lawful) Hit Dice: 9d8+27 (67 hp) Initiative: +7 Speed: 20 ft. tongue licks out between its spiky teeth. Extraplanar. with humanlike heads and fanged mouths. Saves: Fort +13. Move Silently +15. darkvision 60 ft. fighting is not the primary responsibility of asakkus. The save DCs are designed to bring despair to the Charisma-based. Fortitude DC 17. An asakku’s natural weapons. secondary Those children befriended by asakkus meet one of three fates. the last thing they want to do is rouse the interest of powerful clerics or paladins. spell resistance 18. 1/ the asakku knows she has served her day—charm person (DC 14). darkvision 60 ft. Int 16. full of stories and magic. Con 16. devil traits. In any case. those brought about by disease. Will +11 . Two horns curl above its long hair. These deaths. initial damage 2d4 Wis. flat-footed 25 Base Attack/Grapple: +12/+23 Attack: +1 vorpal scythe +19 melee (2d6+10/19–20/x4) Full Attack: +1 vorpal scythe +19/+14/+9 melee (2d6+10/19–20/x4) and 2 wings +13 melee (1d6+3) Space/Reach: 10 ft. telepathy 100 ft. Will +10 Abilities: Str 19. Dex 16. immunity to fire and poison. However. ghost sound When a child plunges a knife into his (DC 13). Search +15. Intimidate +5. fly. 14-27 HD (Huge) Level Adjustment: +6 Asakkus are servants of Lilith. see in darkness. Cha 16 Skills: Bluff +15. If cornered. there are several documented battles between the two. Sense Motive +16. are Caster level 12th. Extraplanar. Spell-like Abilities: At will—dancing lights. Disguise +3 (+5 acting). shocking grasp. Wis 18. fast healing 3. Asakkus seem like friendly faeries. If this is true. Multiattack Environment: Hell Organization: Solitary or squad (5-20) Challenge Rating: 7 Treasure: Standard Alignment: Always lawful evil Advancement: 10-13 HD (Large). devil traits. Combat Asakkus use their spell-like abilities to avoid combat if possible. Since their activities involve the covert slaying of children. spell-like abilities. flat-footed 14 Base Attack/Grapple: +9/+21 Attack: Bite +12 melee (1d6+4 and poison) Full Attack: Bite +12 melee (1d6+4 and poison) and 2 claws +10 melee (1d6+2) Space/Reach: 10 ft. Saves: Fort +9. contagion This serpentine creature has clawed forearms and a scaly mistress well. Improved Initiative. or corrupt their young souls. scorching ray. summon devils Special Qualities: Damage reduction 10/good. The asakkus damage 4d4 Wis. Lord of the Sixth Circle. silent image (DC at heart are more likely to simply humanoid face. parents of the slain. detect thoughts (DC 15). Ref +11. and tongues. neither asakkus nor couatls have confirmed it. Evil. infect them with lethal diseases. Listen +16. Improved Grapple. resistance to acid 10 and cold 10. They are frequent callers on the Material Plane. Special Attacks: Constrict 2d8+6. Lawful) Hit Dice: 12d8+60 (114 hp) Initiative: +3 Speed: 40 ft. touch 12. most of which have been noted for their intense savagery. Ashmede 146 Large Outsider (Devil. Diplomacy +19. especially asakku can plane shift (self only). and a forked 14). Hide +11. They perform very special duties for Lilith: the corruption and infection of mortal children. Jump +16. prestidigitation. Ref +9. resistance to acid 10 and cold 10./10 ft. father’s heart of his own free will. Knowledge (local) +15. poison. as well as any weapons it wields. Their bodies are long and serpentine.

+20 following tracks) Feats: Blind-Fight. Search +17. summon devils Special Qualities: Damage reduction 10/good. Caster level 16th. Ride +21. Jump +22. they launch magic. brutal. telepathy 100 ft. resistance to acid 10 and cold 10. His judgment is final and. touch 15. Flyby Attack. discern location. Saves: Fort +13. magic to carefully study their targets. in most cases. There may be more backstabbing and politicking than any mortal could understand. Dex 14. Combat Expertise. The save DCs An ashmede’s natural weapons. standard items Alignment: Always lawful evil Advancement: 13-16 HD (Large). Concentration +20. Volume 3: Legions of Hell Fear Aura (Su): An ashmede can radiate a 20-foot-radius fear aura as a free action. Special Attacks: Spell-like abilities. His primary function is to organize hunts for Belial’s sport on the Fourth Circle. Int 13. brandishes a deadly looking scythe. spell resistance 25. Wis 16. Asmodeus. Ref +11. Wis 13. A creature that successfully saves cannot be affected again by the same ashmede’s aura for 24 hours. As Master of the Infernal Hunt. ring of protection +4). Balan has two main duties. Survival +18 (+20 on other planes. +2 Dex. greater teleport (self plus 50 pounds of They use their spell-like abilities to soften up their victims and neutralize objects only). Lord of the Fourth Circle. Jump +24. Intimidate +20. Knowledge (the planes) +18. Trample Environment: Hell Organization: Unique or hunt (see text) Challenge Rating: 13 Treasure: Standard Alignment: Lawful evil Advancement: By character class Level Adjustment: — Balan. (8 squares) Armor Class: 27 (–1 size. +12 natural. Track. Listen +18. Ride-By Attack. are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. dispel magic. +20 on other planes) Feats: Mounted Combat. the first indication they receive is a scythewielding ashmede attacking out of nowhere. the most heinous infractions are brought directly to Asmodeus’s attentions. is a noble in the service of Belial. They use spies and divination blasphemy (DC 20). 1/day—chain lightning (DC 19). the King of Hell and Lord of the Ninth Circle. Dex 16. forcecage. Evil. The noted paladin Flavius was caught in one such hunt. Move Silently +18. double goods. Enter the ashmede. Diplomacy +5. Track Environment: Hell Organization: Solitary or team (2-5) Challenge Rating: 13 Treasure: Standard coins. ashmedes carry it out. detect When the time is right. horrid wilting (DC 21). Listen +20. Only the worst crimes. flight of the hunters. Int 14. of course. The ultimate arbiter of devil law is.. darkvision 60 ft. Extraplanar. greater invisibility. Summon Devils (Sp): Once per day an ashmede can automatically summon 2d6 whiptails or 1 chain devil or faceless. with bat wings protruding from its Spell-like Abilities: At will— plan. Lawful) Hit Dice: 14d8+56 (119 hp) Initiative: +2 Speed: 40 ft. Con 20. prying eyes. Knowledge (nature) +20. Combat Ashmedes do not fight without a This imposing humanoid. Spot +20. When the King of Hell pronounces a death sentence. a three-headed beast of a devil. A creature in the area must succeed on a DC 19 Will save or be affected as though by a fear spell (caster level 12th).Abilities: Str 24. and he and his followers were slain to a man. Cha 17 Skills: Bluff +18. The save DC is Charisma-based. 14). polymorph (self only). 17-36 HD (Huge) Level Adjustment: — Hell is always associated with evil. other opposition in the area. flat-footed 25 Base Attack/Grapple: +14/+25 Attack: +4 unholy shortspear +24 melee (1d8+11 plus 2d6 against good) Full Attack: +4 unholy shortspear +24/+19/+14 melee (1d8+11 plus 2d6 against good) Space/Reach: 10 ft. devil traits. detect good/evil/law/chaos. Con 18. 147 . Balan Master of the Infernal Hunt Large Outsider (Devil. These devils of vengeance enforce the judgments of Asmodeus. No pleas are accepted. Spirited Charge. Their scythes do the rest. This ability is the equivalent of a 9th-level spell. Cha 18 Skills: Handle Animal +21. Since Asmodeus doesn’t feel it necessary to warn the condemned in advance. Intimidate +21. as well as any weapons it wields. Spot +18. These inevitably revolve around stalking and killing rogue devils or bands of invaders. Other devils are immune to the aura./10 ft. Disguise +3 (+5 acting). charm person (DC back. Survival +18 (+20 aboveground. see in darkness. but its lawful aspect is oft forgotten. a surprise attack via teleportation. Will +10 Abilities: Str 24. but ultimately devil society is all about the rules. are Charisma-based. immunity to fire and poison. Improved Critical (scythe). Knowledge (the planes) +17.

ranging in size from a dozen of overcoming damage reduction. Saves: Fort +16. Improved Grab (Ex): To use this ability. whirlwind (DC 22). Toughness. Fleshtearer Fiendish Dire Bear Huge Magical Beast (Augmented Animal. Ref +10. tear them apart. Balan reared this beast himself. as well as right is that of a ram. shapechange. this bare-chested man has three heads abilities. They appear at night. animal. Now full-grown. Mammon leads his own hunt. Int 3. He can then attempt to start a grapple as a free action without The hunt uses its great numbers and speed to run enemies to ground and provoking an attack of opportunity. sinewy shoulders. Fleshtearer can make a normal melee crowded on his broad. Skills: Balan’s three heads give him a +2 racial bonus on Listen and Spot checks. His body ogreish. creatures to over a hundred. Extraplanar) Hit Dice: 17d8+105 (181 hp) Initiative: +0 Speed: 40 ft. 3d12 herlekins with a 50% chance of success. Balan’s Mount Balan rides a special mount when hunting. Fleshtearer must hit with a claw and 1d4 fiendish stags (use bison as the base creature) or fiendish tigers. or 1d3 magugons with a 25% chance of success. low-light vision. are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. howling through the sky and landing to reap souls and cause untold destruction. and his pride and joy. freedom of movement. feeding the cub only the most tender mortal flesh and the freshest blood. 1/day—unholy blight (DC 18). Summon Devils (Sp): Once per day Balan can attempt to summon 1d6 hellcats with a 75% chance of success. 3/day—commune with nature. Run.Volume 3: Legions of Hell Belial also periodically releases Balan and his Infernal Hunt onto the Material Plane. Weapon Focus (claw) Environment: As Balan Organization: As Balan Challenge Rating: 11 Treasure: None Alignment: Neutral evil Advancement: 18–36 HD (Huge) Level Adjustment: — Combat Combat Fleshtearer’s natural weapons are treated as magic weapons for the purpose Balan is usually encountered with his hunt./10 ft Special Attacks: Improved grab. magical beast. no matter how many there are. or monstrous humanoid within range. hellhounds. +10 natural). Wis 12. and the effect lasts until dawn. dominate animal (DC 17). Spell-like Abilities: At will—animal growth (DC 19). and devils can only speculate what would happen if the two were ever to meet. scent. Will +11 Abilities: Str 39. greater teleport (self and mount only). Swim +16 Feats: Alertness. Each hunt has a special target chosen by Belial (such as a troublesome crusading church). Fleshtearer strikes terror into mortal and fiend alike. Diehard. see invisibility. a fiendish dire bear named Fleshtearer. spell resistance 22 148 . are great rivals as sportsmen.. This ability can only be used after sundown. The save DCs are Charisma-based. greater magic fang. even if that creature does not have a language. 2d12 hellhounds or hellcats. horns on his forehead and fury in his eyes. Caster level 18th. He can also communicate telepathically with any aberration. This is a real treat for the old devil. smite good Special Qualities: Damage reduction 10/magic. Balan and Mammon. bull. two 5th-level Balan’s jackals (see page 196). Balan supplements this raw savagery with his spell-like Smite Good (Su): Once per day. flat-footed 18 Base Attack/Grapple: +17/+39 Attack: Claw +30 melee (2d6+14) Full Attack: 2 claws +30 melee (2d6+14) and bite +24 melee (3d8+7) Space/Reach: 15 ft. any weapons he wields. This ability is the equivalent of a 6th-level spell. and in the center is that of a man. dispel magic. Dex 11. on the left is that of a long-horned damage to a good creature. Cha 10 Skills: Listen +12. Lord of the Third Circle. but the Master of the Infernal Hunt has free rein to continue his merry ride until he’s had his fill of bloodletting. Endurance. touch 8. Spot +12. (8 squares) Armor Class: 18 (–2 size. darkvision 60 ft. Telepathy (Su): Balan can communicate telepathically with any creature within 100 feet that has a language. Con 23. Flight of the Hunters (Sp): Balan can grant the equivalent of the fly spell to each member of his hunt. A typical hunt includes his huntsman (see page 149). resistance to cold 10 and fire 10. find the path. The head on the attack to deal an additional +17 Balan’s natural weapons. attack. his jackals (see page 196). He gathers together a pack of fiendish beasts.

Balan’s Huntsman Medium Outsider (Devil. picks out worthy targets. When Balan has had his fill of slaughter. the horn can be used to produce a 100-foot-long cone of deafening sound. spell resistance 20. and the mayhem begins. +5 +3 shadow leather armor). Caster level 12th. Balan’s huntsman is a special office in the retinue of Balan (see page 147). Ref +10. detailed below). One round trip can be made each day. Strong conjuration and evocation. Once the Infernal Hunt arrives. Extraplanar. Wis 13. darkvision 60 ft. Hide in Plain Sight (Ex): Balan’s huntsman can use the Hide skill even while being observed. Sound Blast: Once per minute. 1/day—commune with nature. That is the only rule. This plane shifts the entire hunt Combat When scouting ahead. The Master of the Infernal Hunt releases a white-furred hellcat with a silver ring around its neck. fast healing 5. and enchanted with dark magics. and the devil who brings the ring back becomes Balan’s huntsman for the following year. Lawful) Hit Dice: 10d8+30 (75 hp) Initiative: +3 Speed: 50 ft. Cha 16 Skills: Balance +16. Any other creature that so much as picks it up suffers two negative levels. from Hell to the Material Plane. see invisibility. Only the most clever and vicious devils have a chance of winning this contest: The current huntsman. Move Silently +18. Balan’s huntsman uses stealth and tends to avoid combat. Will +8 Abilities: Str 18. polymorph (self only). The huntsman’s horn has the following powers: Plane Shift: One blast from the horn shifts all members of the Infernal Hunt. Balan is most pleased with him. carries a hunter’s returns to Hell. are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. including the horn’s wielder. Search +13. Weight 1 lb. beheaded three rivals to capture the silver ring. He reconnoiters the terrain. Stealthy./5 ft. When all is ready. Creatures that were deaf to start with take damage but are not stunned. immunity to fire and poison. Con 16. When Balan organizes an expedition to the Material Plane. The officeholder benefits from Balan’s blessings and the huntsman’s horn. touch 13. expeditious retreat. spell-like abilities Special Qualities: Damage reduction 10/good. Spell-like Abilities: 3/day—dimension door. hide in plain sight. (10 squares) Armor Class: 21 (+3 Dex. Saves: Fort +10. Sneak Attack (Ex): Balan’s huntsman can sneak attack (+5d6 damage) like a rogue. Balan’s huntsman takes his place by the side of his lord. Hide +23. Int 11. The save DC is Charisma-based. Carved from the yellowed tooth of an ancient silver dragon. Minor Artifact: The Huntsman’s Horn 149 . +3 natural. it is the huntsman’s duty to travel ahead and scout the way. Improved Critical (greataxe). Dex 17. he blows his horn of office (the huntsman’s horn. CL 20th. Only Balan and his huntsman can safely carry the artifact. He quickly and quietly eliminates enemies that must be dispatched. Survival +14 (+16 following tracks) Feats: Combat Reflexes. resistance to acid 10 and cold 10. Creatures in the area take 2d8 points of sonic damage and must succeed at a Will save (DC 20) to avoid being stunned for 1d4 rounds. wind wall (DC 16). devil traits. and eliminates prying eyes. flat-footed 18 Base Attack/Grapple: +10/+14 Attack: +3 greataxe of speed +17 melee (1d12+9/19–20/ x3) or dagger +13 ranged (1d4+4/19–20) Full Attack: +3 greataxe of speed +17/+17/+12 melee (1d12+9/19–20/x3) or dagger +13 ranged (1d4+4/19–20) Space/Reach: 5 ft. telepathy 100 ft. and is clad in leather armor black as night. an ancient artifact. Volume 3: Legions of Hell This ugly elf-like man wields horn. Balan’s huntsman sounds his horn again. the huntsman’s horn celebrates the power of Hell. Jump +17. Listen +14. see in darkness. This impressive horn was a gift to Balan from Belial several millennia ago. as well as any weapons he wields. Evil. tipped with adamantine. prying eyes. Each year Balan’s followers compete in a great hunt on the Fourth Circle of Hell. Spot +14. Special Attacks: Sneak attack +5d6. Track Environment: Hell Organization: Unique or hunt (see text) Challenge Rating: 9 Treasure: None Alignment: Always lawful evil Advancement: By character class Level Adjustment: — to the Material Plane. and the fiendish pack a greataxe. The natural weapons of Balan’s huntsman. and a second blast sends the group back. Beldrake..

where the wastes commingle. these officers must remain within 60 feet of their charges. Creatures made of bone can’t swim. of course. Cha 1 — — Hell Solitary or gang (2–4) 2 None Always neutral — — Biped Large Construct (Extraplanar) 6d10+30 (63 hp) +0 30 ft. and two enormous sacs collect the waste. flat-footed 18 +3/+6 Bite +6 melee (1d6+4) Bite +6 melee (1d6+4) 5 ft. Con —. Far be it from Leviathan to waste such natural resources. He is said to be miles long.” . damage reduction 5/bludgeoning. darkvision 60 ft. immunity to cold. a bonedreg follows its last instruction to the best of its ability. He spits up the soul fragments and physical refuse into his mouth. They are often mistaken for undead. damage reduction 5/bludgeoning. Cha 1 — — Hell Solitary or gang (2–4) 3 None Always neutral — — The twisted constructs known as bonedregs are the creation of Leviathan. feeding on anything that crosses his path. such as “Guard this area until I return. the Lord of the Fifth can harvest his own excrement to serve his purposes. The biped is ogre-sized and lumbering. +4/+8 Claw +8 melee (1d6+5) 2 claws +8 melee (1d6+5) 10 ft. while the quadruped is hell hound-sized and swift. flat-footed 16 touch 9. a sea monster of unbelievable size. — Construct traits. He swims through the Stygian depths./5 ft. resistance to acid 10 Fort +2. with a maw that can swallow up cities. immunity to cold. It can be given a simple program to direct its actions in the controller’s absence. However. Int —. the stripped-down fragments of souls in the other. Wis 11. Int —. — Construct traits. Lord of the Fifth Circle. Wis 11. (6 squares) 18 (–1 size. which must be able to see and hear them in order to receive instructions. His followers also feed his hunger. darkvision 60 ft. +6 natural). In general Leviathan creates two types of bonedreg. low-light vision. off bonedregs with a holy symbol. All of this flotsam is washed down Leviathan’s great gullet and used as fuel. although it will return attacks. Leviathan then spits out the newly created bonedregs for use by his minions. Ref +2. Bonedregs are therefore mindless and can do nothing without explicit orders. resistance to acid 10 Fort +1. If uncontrolled. of bones Combat 150 The souls animating bonedregs have been stripped to scraps in the bowels of Leviathan and thus retain no traces of personality. bones coalescing in improbable ways around the souls to form this hellish new life. Favored minions of the Lord of the Fifth receive the ability to command bonedregs. When he needs to. Bones and other physical refuse end up in one. +9 natural). low-light vision. Dex 10./10 ft. so they are of limited use in Leviathan’s home. There are some things that even Leviathan can’t digest..Volume 3: Legions of Hell Bonedreg Hit Dice: Initiative: Speed: Armor Class: Base Attack/Grapple: Attack: Full Attack: Space/Reach: Special Attacks: Special Qualities: Saves: Abilities: Skills: Feats: Environment: Organization: Challenge Rating: Treasure: Alignment: Advancement: Level Adjustment: Quadruped Medium Construct (Extraplanar) 4d10+20 (42 hp) +0 50 ft. though others are known to exist. Many a cleric has been This skeletal creature appears to be a hodgepodge torn apart while vainly trying to ward from a bewildering variety of creatures. touch 11. providing both the living flesh of monsters and devils and the souls of the damned. Dex 12. Ref +2 Will +2 [Biped] Str 20. Will +1 Str 16. providing Leviathan’s commanders with a great tactical advantage.. (10 squares) 17 (+1 Dex. they can be sent to the Material Plane or into battles in other parts of Hell. Con —. however.

There are many tales of Acid Spew (Ex): The digestive system of a bulugon contains powerful acid. obscuring mist. In combat it can spew out this acid in a 10-foot cone once every 5 rounds. telepathy 100 ft. 17–18 HD (Gargantuan) Level Adjustment: — Bulugons are common in the Third Circle of Hell. The save DC is Constitution-based. Bulugons usually fight defensively. are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Wis 11. darkvision 60 ft. Intimidate +11. flat-footed 17 Base Attack/Grapple: +6/+15 Attack: Masterwork trident +12 melee (2d6+7) or gore +10 melee (1d8+4) Full Attack: Masterwork trident +12/+7 melee (2d6+7) or bite +5 melee (2d6+2) and gore +5 melee (1d8+2) Space/Reach: 10 ft. The bulugon keeps eating no matter how much food comes in tribute. A bulugon’s natural weapons. Food is scarce on the Third Circle. Diplomacy +4. Survival +9. Bulugons have been the cause of countless famines. (4 squares). Con 17. Their corpulent bodies make them clumsy fliers. It then sets itself up in a convenient location like a cave or. Horns jut over its squinting black eyes. –2 Dex. Their bloated forms slide easily through the mud and slime. They prefer to fight on the ground but are adept at using their horns in aerial combat. Evil. the heinous lotteries enacted by small communities. Ref +3. spell resistance 16. as well as any weapons it wields. scare (DC 12). a bulugon can swallow a human-sized being whole. In the perpetual rain of the Third Circle.Bulugon Volume 3: Legions of Hell Large Outsider (Devil. Special Attacks: Acid spew. immunity to fire and poison. (clumsy) Armor Class: 17 (–1 size. enemies rarely see them coming. Sense Motive +9. Gather Information +9. The impact of this attack brings the bulugon’s flight to an end. Flyby Attack. so it is usually made only against ground targets. They must sometimes fight for their masters or defend themselves from adventurers. The acid spew is also a nasty surprise. These malefic gluttons turn on the locals and start to feed on them. Int 13. but they are canny scavengers. a religious shrine. and they can hunt in the icy depths with relative ease. Necromancers have been known to consort with bulugons because they can provide clean skeletons in just a few minutes. Will +5 Abilities: Str 20. Some bulugons don’t stop even after the food stocks are gone. Lawful) Hit Dice: 6d8+18 (45 hp) Initiative: –2 Speed: 20 ft. Combat Sadly for bulugons. A newly arrived bulugon uses its charm person ability to win the aid of a few locals. Dex 6. In just a few days it can deplete the food reserves of the average village. but amazingly their wings can support their bulk. Weapon Focus (trident) Environment: Hell Organization: Solitary or team (2–4) Challenge Rating: 5 Treasure: Standard Alignment: Always lawful evil Advancement: 7–9 HD (Large). +10 natural). The save DCs are Charisma-based. see in darkness. Its two arms grasp a wicked trident. Flying Impale (Ex): An airborne bulugon can use its horns to make a flying impale attack as part of a charge. Word goes out through the charmed dupes that the devil must be fed or the community will feel its wrath. Disguise +0 (+2 acting). This monster’s scaly gut of a body has dark dragon-like wings. their lives do not consist solely of living off the fat of others. Caster level 6th. touch 7. resistance to acid 10 and cold 10. Bulugons are typically summoned to the Material Plane as tools of vengeance (either at the behest of their own lords or by evil spellcasters). flying impale 2d8+10. Saves: Fort +8. Concentration +12. stripping the flesh from the bones and spitting out the remains.. as the locals try to choose the next victim of the bulugon’s insatiable appetite. 10–16 HD (Huge). but their considerable bulk adds to the punch when they impact. spelllike abilities Special Qualities: Damage reduction 5/good or silver. Listen +9. Their appetite is legendary: Bulugons are perhaps Hell’s greatest gluttons. devil traits. Spell-like Abilities: 1/day—charm person (DC 11). more blasphemously. out of which drips a constant flow of saliva. With its wide jaws and large size. Cha 10 Skills: Bluff +9. Swim +14 Feats: Blind-Fight. Extraplanar. fly 30 ft. but they usually return to Hell before vengeful clerics or adventurers can make them pay for their crimes. which might be a fork used to feed its smacking maw. using obscuring mist to confuse enemies and scare to get rid of weak opponents. Spot +9. A successful Reflex save (DC 16) halves the damage./10 ft. 151 . dealing 3d6+6 damage. The gore attack deals double damage. Bulugons may not be very fast or agile.

Listen +25. fly 90 ft. Dex 15. spell-like abilities. efforts of Bune. Ref +14. Spot +25. and must communicate via a test. First. He is unable to speak. Combat Reflexes. Bune’s natural weapons. Looking like a winged elf. Duke of Eloquence (Fallen Trumpet Archon) Large Outsider (Evil. probe soul. they plucked out his penetrating. when the solar Iblis (see page 169) refused the will of the Lords of Good and brought legions of archons to their doom in the depths of Hell. As Iblis made his historic stand. Use Rope +2 (+4 with bindings) Feats: Blind-Fight. this creature’s body is partially archons. Finally. instead fighting with claws bound in +4 unholy hand wrappings. Iblis’s betrayal may indeed have been there are leaping flames. Disguise +10 (+12 acting). Great Cleave. Concentration +31. Extraplanar. Knowledge (the planes) +26. Bune has become a patron of liars and corrupt politicians. a sovereign might enter a portal to Hell to confer with Bune on how best to convince the other of good intentions while at the same time ordering the murder of that rival’s family. since his words had caused so much trouble. Only the most learned tomes reveal that many of the celestials who followed Iblis to perdition were convinced to do so by the calculatingly influential principality Bune [boo-NAY]. Sense Motive +29. Draconic. On the eve of important negotiations with an enemy nation. spell resistance 29. whispering to doubting celestials that Iblis’s actions must be a test from the Lords of Good. Cleave. darkvision 60 ft. +2 Dex. grant temptation. Perform (wind instruments) +33. Bune has persevered. hoping to attract Bune’s attention and blessings. and where his eyes should be. unholy compact Special Qualities: Aura of menace. immunity to electricity and petrification. Bishops of apostate cults say silent vespers to the Duke of Eloquence. tongues ability. unsettling aura Saves: Fort +20 (+24 against poison). Yet despite these deformities. flat-footed 25 Base Attack/Grapple: +20/+33 Attack: Claw (+4 unholy hand wrappings) +32 melee (1d6+13 plus 2d6 against good) Full Attack: 2 claws (+4 unholy hand wrappings) +32 melee (1d6+13 plus 2d6 against good) Space/Reach: 10 ft. Cha 30 Skills: Bluff +37. In the end. 1 bone devil. Special Attacks: Blasphemous benediction. low-light vision. double goods. handsome eyes and set the sockets aflame with agonizing orange fire. a trusted trumpet archon who had long commanded the bene elim celestials of the Sun God. Silent Spell Environment: Hell Organization: Unique or retinue (Bune plus 3 pit fiends. His beauty is sliver of faithlessness or arrogance. Knowledge (religion) +26. magic circle against good. marred by his lack of a mouth. any other language because of his flocked to his cause.Volume 3: Legions of Hell Bune./10 ft. and 2–5 other devils) Challenge Rating: 22 Treasure: No coins. bestow eloquence. But thanks to the diplomatic a complicated series of hand gestures. they erased his mouth from his comely face. are treated as evil-aligned. Intimidate +12. (good) Armor Class: 27 (–1 size. Power Attack. teleport. If it appears that a battle is imminent. No one knows whether Bune genuinely believed his own rousing words of solidarity. Lord of the Ninth Circle. Many of the fallen hate Bune with an unequalled passion. but many of the other Bune knows Celestial. he is more than a match for most combatants if he must fight. and that to pass it they would have to show support for Iblis. (8 squares). When the Lords of Good damned Bune. implosion gaze. Improved Initiative. damage reduction 10/good and magic. Diplomacy +37. as well as any weapons he wields. they punished him in what they thought was the harshest way possible. far more failed than These are interpreted by a canny otherwise might have. tongues. Int 16. Soon after the Fall. and given protection and a lair in the form of a shining castle called Neverdusk. Survival +2 (+4 on other planes). Wis 14. 152 . perhaps with a preexisting and Infernal and can understand covered by wrappings. he immediately triggers his implosion gaze. Lawful) Hit Dice: 20d8+160 (250 hp) Initiative: +6 Speed: 40 ft. he was taken in by Asmodeus. There he is served by a personal guard of three pit fiends and several devils of lesser rank. they stripped him of the holy trumpet of his station. and all were bone devil named Regudel. Hide +21. In the intervening years. who serves as Bune’s majordomo.. Escape Artist +25. Captured murderers on the way to trial carve ritualistic scars upon their flesh. +16 natural). holy interdict. however. praying that none will see through their profane ruse. blaming him for their disgrace. The Duke of Eloquence shuns weapons. Combat Bune has little interest in physical combat. Next. which resemble bandages. Con 27. touch 11. Will +14 Abilities: Str 28. lawful-aligned and magic for the purpose of overcoming damage reduction. standard items Alignment: Lawful evil Advancement: By character class Level Adjustment: — Long-sealed volumes in the locked basements of holy temples tell the story of the Primogenial Rebellion. cast into the bowels of the underworld. However. spells. Bune worked behind the scenes.

Mobility. greater scrying. nor did he ever reconcile with the God of Retribution. speak with dead (DC 23). hold monster*. flat-footed 24 Base Attack/Grapple: +9/+12 Attack: Wingblade +16 melee (1d10+3) Full Attack: 2 wingblades +16 melee (1d10+3) and bite +10 melee (1d4+1) Space/Reach: 5 ft. 2nd—bull’s strength (2). ready for enchantment. The titan never learned who had fooled him out of his own flesh. suggestion (DC 23). 1/day—blasphemy (DC 27). magic circle against chaos*. sanctuary. plane shift. A creature that has resisted or broken the effect cannot be affected again by Bune’s aura for 24 hours. protection from good. darkvision 60 ft. touch 16. Only Baal knows the truth. Blasphemous Benediction (Su): Bune grants a +6 profane bonus on the touched creature’s attack and weapon damage rolls. dispel good (DC 25). posing as an astral deva. dispel magic. misdirection (DC 22). Skills: Bune has a +4 racial bonus on Bluff and Sense Motive checks. Ref +12. sending. (10 squares) Armor Class: 24 (+6 Dex. Jump +15. death knell. Wearing them is like wearing gloves and takes up that “slot”. One of Bune’s agents. divine power. convinced the titan that only a very personal sacrifice would appease the angry god. Search +12. Chamagon Medium Outsider (Devil. divine favor (2). This ability is always active. and torso and presented them to the agent. see the fallen celestial template on page 161. They are used in the armies of Hell as infiltrators and magical saboteurs. magic vestment. command (DC 21). 1st—bane (2). unholy blight (DC 24). fire storm (DC 28). Listen +11. magically whispers a word in the Elder Tongue. they can be further imbued with special abilities as magic weapons can. During this time. *Domain spell. Int 11. Bune can change the fire in his eye sockets from brilliant orange to dull gray. CL 5th at least. Cha 15 Skills: Balance +18. Aura of Menace (Su): A frightening aura surrounds Bune when he fights or gets angry. and he is too wise of a devil to make it known. fully trained and ready for battle. Some say that they were captured demons transmogrified by Tiamat. Bune’s +4 unholy hand wrappings are twice the cost of a weapon with a +6 bonus (+4 enhancement bonus and +2 bonus from the unholy special ability).These leather-and-cloth bindings. grant an enhancement bonus of +1 to +5 to the wearer’s attack and damage rolls with unarmed attacks and natural weapons. Weapon Focus (wingblade) Environment: Hell Organization: Solitary Challenge Rating: 7 Treasure: None Alignment: Always lawful evil Advancement: 10–12 HD (Medium). Magic Circle against Good (Su): A magic circle against good effect always surrounds Bune. Craft Magic Arms and Armor. continual flame. Unsettling Aura (Ex): The Will save to resist Bune’s unsettling aura has a DC of 30. Caster level 20th. message. desecrate*. summon monster VII. an arcane language of great power. order’s wrath*. Hide +24. killing it instantly. 3/day—unholy aura (DC 28). The save DC is Charisma-based. Extraplanar.. Bestow Eloquence (Su): In exchange for a fitting sacrifice (such as the destruction of some hated being of good alignment or the gift of a magic item worth more than 20. shield of faith. and despite his lack of a mouth. except that he can transport only himself and up to 50 pounds of objects. 3rd—bestow curse. flame strike.000 gp. Though the listener never remembers this word.. Weapon Finesse. heal. Dex 22. 7th—dictum*. Each chamagon generates an antimagic sphere around itself. Spells: Bune can cast divine spells as a 14th-level cleric. protection from energy. AC. mass eagle’s splendor. Evil. Unholy Compact (Su): A soul bound by this agreement is trapped in Bune’s domain on the Ninth Circle of Hell upon death. 4th—dismissal. legs.) Teleport (Su): Bune can use greater teleport at will. unhallow. Tongues (Su): Bune can understand any creature that has a language. +8 natural). magic fang. Price is twice the market value of a magic weapon with the same bonus. Caster level 20th. soul bind (DC 29). or masking outright lies as the utter truth). Will +5 Abilities: Str 16. 5th—dispel chaos*. Move Silently +24. silence. He places his large. as the spell (caster level 14th). 6th—geas/quest. spell immunity. beautiful face to the supplicant’s ear. the supplicant is also aware of all divination spells cast upon her and can warp the results as she sees fit (such as causing a lawful evil supplicant to appear chaotic good. caster must be of a level three times that of the wrappings’ enhancement bonus. Intimidate +14./5 ft. when wrapped about fists or claws. guidance (2). immunity to fire and poison. read magic. Hand Wrappings Volume 3: Legions of Hell For full descriptions of abilities common to fallen celestials. Any creature within range must succeed at a Fortitude save (DC 30) or collapse in upon itself with a sickening pop. granting her a +8 profane bonus on all Charisma-based skill checks for the next three days. and saves for 24 hours or until they successfully hit Bune. but Bune is unable to use it to speak. Special Attacks: Antimagic sphere Special Qualities: Damage reduction 10/good. uncanny dodge Saves: Fort +8. Survival –1 (+1 following tracks) Feats: Dodge. summon monster IX (devils only). devil traits. Spot +11. Lawful) Hit Dice: 9d8+18 (58 hp) Initiative: +6 Speed: 50 ft. resistance (2). and Baal has developed several innovative tactics to take advantage of this ability. as though using a tongues spell (caster level 14th). disguise self. They appeared from nowhere one day in Baal’s legions. DC 12 + spell level): 0—detect magic. protection from chaos*. initiating a gruesome gaze attack with a range of 50 feet. mass inflict light wounds. Any hostile creature within a 20-foot radius of him must succeed on a Will save (DC 32) to resist its effects. Bune’s hand wrappings are made from the cured skin of a titan. Faint to strong transmutation. The titan cut slices of his own flesh off his arms. while others say the King of Hell granted them as a boon to the Lord of the First Circle. or 144. Spell-like Abilities: At will—detect good. Typical Cleric Spells Prepared (6/7/7/5/5/4/4/3. Probe Soul (Su): The Will save to resist Bune’s persuasion has a DC of 30.000 gp). Domains: Evil and Law. nondetection. Thus. 13–20 HD (Large). Implosion Gaze (Su): At will. owl’s wisdom (2). The titan had angered the God of Retribution and sought to make amends. 21–27 (Huge) Level Adjustment: — Chamagons are quick-footed devils common on the First Circle of Hell. (The defensive benefits from the circle are not included in Bune’s statistics block. The save DCs are Charisma-based. resistance to acid 10 and cold 10. Their origins are unknown. see in darkness. Con 15. telepathy 100 ft. 2/day—charm person (DC 21). Wis 9. Those who fail take a –2 penalty on attacks. He often teleports chamagons into the midst of the enemy to sow confusion and wreak 153 . Bune bestows his diabolical eloquence upon a supplicant. One hour later they were in Bune’s hands. just hearing it fills her with presence and confidence.

It can flank characters with the uncanny dodge ability as if it were a 9th-level rogue. He can achieve a similar effect by sending them forward under cover of night to take up concealed positions. damage reduction 5/magic Saves: Fort +4. Wis 12. (good) Armor Class: 18 (+1 size. Cranial wretches. Instead of arms. A chamagon’s natural weapons are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Other nobles have noted that while chamagons can take the power out of his words. Ref +9. serving as messengers or spies all in service to the dark lord. Evil. They travel in swarms through Hell. Special Attacks: Drool Special Qualities: Devil traits. When battle turns against them. Uncanny Dodge (Ex): A chamagon retains its Dexterity bonus to AC when flat-footed. At first sight chamagons appear to have wings. dark creature is all chiseled muscle and bone. they dodge heavily armored opposition to engage spellcasters. havoc with their magic-damping abilities. Weapon Finesse Environment: Hell Organization: Clutch (2-6). Spot +7. There. Move Silently +12. Hide +13. Cranial Wretch Small Outsider (Devil. fly 40 ft. Their winglike appendages are actually a series of blades. Dex 22./5 ft. Jump +5. Cha 12 Skills: Balance +12. even they cannot stop Furcas from talking. This gaunt. Listen +7. but they can’t fly. and he has commented that their very existence offends him. Host (6-60) Challenge Rating: 2 Treasure: None Alignment: Always lawful evil Advancement: 4-9 HD (Small) Level Adjustment: — Only the worst of mortals find themselves in the icy regions of Asmodeus’s layer in Hell. the furthest from the light of the good. +1 natural) Base Attack/Grapple: +3/-2 Attack: Bite +10 melee (1d6-1 and 1d4 acid) Full Attack: Bite +10 melee (1d6-1 and 1d4 acid) Space/Reach: 5 ft. chamagons can fight at the time and place of their choosing. entrapped in ice while devils feast on their brains and sins. who are easy kills when in the grip of an antimagic sphere. This otherwise functions just like the antimagic field spell (caster level 13th). has an abiding hatred for chamagons. it has bladed wing-like appendages. Antimagic Sphere (Su): A chamagon emanates an antimagic sphere with a 20-foot radius. Combat With their high speed and mobility. Escape Artist +12. (4 squares). Lawful) Hit Dice: 3d8+3 (16 hp) Initiative: +6 Speed: 20 ft. do these souls truly lament their iniquitous lives. Int 10. Will +4 Abilities: Str 8. Skills: Chamagons receive a +6 racial bonus to Hide and Move Silently checks. centered on itself. which chamagons wield with dazzling expertise. Use Rope +6 (+8 bindings) Feats: Combat Reflexes. Climb +5. and it cannot be flanked except by a rogue of at least 13th level. as planar explorers call them. Where possible.Volume 3: Legions of Hell Furcas. He has no use for the savage creatures. are small corruptions of the cherub. Extraplanar. A chamagon can deactivate or activate the sphere as a standard action. chamagons flee to fight another day. Duke of Rhetoric (see page 164). 154 . devoted servants to their master Asmodeus. +6 Dex. Con 12.

spell resistance 28. Dex 14. is rumored to be seeking an alliance with the sahuagin god. Iron Will. underwater sense Saves: Fort +16. Cranial wretches speak Infernal. see in darkness. Jump +30. razorfish swarm. On Dagon’s command. cranial wretches generate a profusion of the saliva. but even on land he is formidable. dealing another 1d4 points of acid damage unless somehow cleaned off or neutralized. during a major war in Hell when Belial. +2 Dex. chuckling to itself. The field of ice entraps a suffering human. minds and sins from the most wicked of mortals condemned to an eternity in Hell. Extraplanar. Cha 17 Skills: Climb +30. their bite attacks to shred their foes. Dagon’s favorite servants on the Material Plane are the sahuagin. swim 60 ft. ring of protection +4). (8 squares). Hide +15. it is said. Sense Motive +23. though. telepathy 100 ft. Con 20. Combat Dagon is at his most dangerous when underwater. A cranial wretch’s attacks are considered magical for purposes of overcoming damage reduction. Lawful) Hit Dice: 18d8+90 (171 hp) Initiative: +6 Speed: 40 ft. and spreads its sensual lips to suckle on the backs of its prey’s heads. Will +15 Abilities: Str 28. Warden of the Stygian Depths Huge Outsider (Aquatic. they use Drool (Ex): A cranial wretch’s drool is powerfully acidic. Lord of the Fourth Circle. Multiattack. So great was the feeding that day. He lured Belial’s forces onto an ice shelf and then summoned up monsters from the deep. This has not enamored Dagon to the patron god of sahuagin. Fed up. Intimidate +24. leaving ropes of smoking drool as it pulls away. +12 natural. Survival +23 (+25 on other planes). Knowledge (the planes) +24. Once every 1d4 rounds. Great Cleave. Dagon has secured the Fifth Circle for his master. his eyes rolling in agony and horror. In a serious fight. The gobbet of phlegm deals 2d4 points of acid damage on a successful hit and burns for 1 additional round. Volume 3: Legions of Hell Combat Cranial wretches are poor combatants. sending out patrols both above and below the sea. they exercise unbelievable restraint. led an invading army into the Fifth Circle. Swim +17 Feats: Cleave. Armor Class: 26 (–2 size. Concentration +26. 155 . sending countless of Belial’s soldiers into the churning depths. the sea monsters smashed the ice shelf. While thousands of devils were dying on both sides. He is entrusted with the defense of the Fifth Circle of Hell—and he is very good at his job. Improved Initiative. Ref +13. he teleports away. able to liquefy flesh and bone. Leviathan’s generals bickered. Dagon took matters into his own hands. flat-footed 24 Base Attack/Grapple: +18/+35 Attack: Claw +25 melee (2d8+9) Full Attack: 2 claws +25 melee (2d8+9) and bite +23 melee (2d6+4) and tail slap +23 melee (2d6+4) Space/Reach: 15 ft. perhaps a fiendish cherub. Dagon won his position several thousand years ago. whose over-large mouth sucks on the back of the man’s head. touch 14. Power Attack Environment: Hell Organization: Unique or retinue (Dagon plus 20 fiendish sahuagin) Challenge Rating: 17 Treasure: Triple standard Alignment: Lawful evil Advancement: By character class Level Adjustment: — Dagon is Leviathan’s most loyal minion. being better suited to tormenting the sinners that come to their plane. Dagon. Diplomacy +26. Though cranial wretches enjoy the fresh bloody meat found within the skull.The primary purpose of these devils is to extract the memories./15 ft. Straddling his neck is a small red-skinned devil. Devil. The cranial wretch latches onto the victim. resistance to acid 10 and cold 10. and spit it up to 30 feet away as a ranged touch attack. his breath escaping in small sobs. spell-like abilities Special Qualities: Amphibious.. immunity to fire and poison. If things don’t go his way. he summons aid and uses swarms of razorfish to tear up his enemies. it releases the imprisoned soul. eager to avenge his humiliation at Dagon’s hands. Spot +23. Only three of his minions have ever moved against him—all are dead. When it notices you. selecting the choicest bits to savor as the victim lives on to suffer for eternity. Belial.. that Dagon’s monsters did not eat again for a hundred years. Listen +23. they flee. Since that time. Special Attacks: Monsters of the deep. Small bits of flesh and brain matter fall to the icy ground before it shudders and takes to wing. He has spies everywhere. If forced into direct conflict. damage reduction 15/good and silver. churning waters. Int 16. when excited or angry. darkvision 60 ft. Leviathan consumed his previous warden and gave Dagon the job. devil traits. and many of them worship him as a god. Evil. Improved Bull Rush. Wis 14. If clearly outmatched.

but that was enough. Dex 16.Volume 3: Legions of Hell He is frequently accompanied by a retinue of fiendish sahuagin. and they can skin nearly anything in seconds flat. are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. gynosphinxes were everything that Hadriel aspired to be. Protecting an important personage from assassination in Hell is a never- 156 . and constructs. The razorfish cannot be attacked. Underwater Sense (Ex): Dagon can locate creatures underwater within a 60-foot radius. Improved Initiative. such as undead. touch 12. Hadriel sought out several gynosphinxes and tried to attract them to her entourage. or a fiendish kraken with a 25% chance of success. as well as any weapons he wields. Knowledge (the planes) +18. Disguise +5 (+7 acting). and occasionally to other devil nobles as well. Razorfish Swarm (Sp): When Dagon is underwater. locate object. dispel magic. (8 squares). Darksphinxes are raised in Hell and learn at Hadriel’s feet. Hadriel would become her servant. She visited a powerful gynosphinx named Newella and challenged her to a battle of wits. Churning Waters (Su): Water swirls and churns around Dagon. Caster level 10th. The resulting half-fiend offspring were the first darksphinxes. without success. Int 22. suggestion (DC 16). Its clawed limbs and long tail are also webbed and covered with fish-like spines. stunned. once every 5 rounds he can summon a swarm of vicious razorfish to attack his enemies. Two-Weapon Fighting Environment: Hell Organization: Solitary or covey (2–4) Challenge Rating: 10 Treasure: Double standard Alignment: Always evil (any) Advancement: 10–12 HD (Large). Intimidate +19. even if distracted or endangered. She was forced to mate with Hadriel’s husband. Dagon’s natural weapons. electricity 10. Iron Will. since there are far too many of them and they dissipate as quickly as they coalesce. Listen +18. Although their job may seem simple. spell resistance 22 Saves: Fort +8. spell-like abilities Special Qualities: Damage reduction 10/good. He can always choose to take 10 on a Swim check. darkvision 60 ft. A darksphinx bodyguard is very prestigious and highly sought after in Hell. 1 round after being summoned. +3 Dex. Cha 21 Skills: Bluff +17. rake 1d6+3. Such is the force of this effect that all attacks against him suffer a –2 circumstance penalty underwater. 13–24 HD (Huge) Level Adjustment: +5 (cohort) Duchess Hadriel (see page 166) long admired the gynosphinx. Hadriel decided to approach the problem differently. This ability is constantly in effect. enigmatic. Newella would mate with the male of Hadriel’s choosing.. Many suspect that these “bodyguards” are nothing more than spies for Hadriel. +12 natural). immunity to poison. Survival +16 (+18 on other planes) Feats: Alertness. or the like. Hadriel awards them to her most trusted lieutenants. If Newella won. Heal +16. Move Silently +15. Ref +9. half with a successful Reflex save (DC 20). The creatures would not be wooed by power or prestige. and unbelievably intelligent. Wis 19. This giant humanoid has a froglike head crowned with a wide webbed fan. Dagon is not fooled by figments when underwater. Will +12 Abilities: Str 23. Creatures within the area take 10d8 Spell-like Abilities: At will—control water. oozes. each of which has maximum hit points. but that has never been proven. detect good. resistance to acid 10. the darksphinxes enjoy their work. Monsters of the Deep (Sp): Once per day Dagon can attempt to summon 1d3 fiendish sea lions with a 75% chance of success. Dagon can locate such creatures only within a 30-foot radius. Spot +18. Newella missed but a single answer. trained as bodyguards and instilled with utter loyalty to the duchess. Duke Bifrons. He can use the run action while swimming. Special Attacks: Pounce. points of damage. Extraplanar) Hit Dice: 9d8+16 (56 hp) Initiative: +7 Speed: 40 ft. Concentration +14. provided he swims in a straight line. a fiendish dragon turtle with a 50% chance of success. The save DC is Charisma-based. even when Dagon is flat-footed. Diplomacy +21. fly 60 ft. Skills: Dagon has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. greater teleport (self plus 50 pounds of objects only). If Hadriel won. and fire 10. Sense Motive +16./10 ft. Fierce. This ability negates the effects of invisibility and poor visibility. The contestants posed each other a dozen riddles and logic puzzles. Darksphinx Large Outsider (Evil. When she became the Duchess of Domination. It is less effective against creatures without a central nervous system. Treat this attack as a 20-foot-radius spread centered anywhere underwater within 200 feet of Dagon. Jump +18. cold 10. Hide +11. Con 15. Razorfish are predators common on the Fifth Circle. (poor) Armor Class: 24 (–1 size. Climb +18. flatfooted 21 Base Attack/Grapple: +9/+19 Attack: +2 longsword +16 melee (2d6+8/19–20) or tail slap +14 melee (1d6+6) Full Attack: +2 longsword +14/+9 melee (2d6+8/19–20) and +1 sickle +13 melee (1d8+4) and tail slap +9 melee (1d6+3) Space/Reach: 10 ft.

It can regurgitate huge quantities of these fluids. the hind quarters of a Charisma-based. devil nobles as bodyguards. Swim +18 Feats: Improved Critical (slam). phlegm. In dire of pain. including two rake attacks. reduction. Improved Sunder. detect magic. The save DCs are as evil-aligned and lawful-aligned for the purpose of overcoming damage Charisma-based. Ref +5. it can make a full attack. touch 7. however. Common. Caster level 14th. as well with blood and bile but not quite as any weapons it wields./15 ft. 1/day—comprehend languages. Their existence is commonly attributed to Mephistopheles. Students of the infernal argue over whether distenders were born or bred. Jump +18. poison (DC 19). unholy blight (DC 19). reduction. Celestial. and the upper body and face of a female humanoid. and a symbol of stunning as circumstances.ending intellectual sport. except that all save DCs are 23 and each A darksphinx’s natural weapons.. but it seems unlike the old fox to put such a potent weapon into the hands of his enemies. What makes them most effective. and yellow bile. Sphinx. Dex 8. a symbol of persuasion. (5 squares) Armor Class: 18 (–2 size. darkvision 60 ft. squash most enemies into paste. Spot +14. blood. The humors’ effects are especially potent on the Material Plane. as well as any weapons it wields. They’re smart Distenders are enormous. Volume 3: Legions of Hell Combat Darksphinxes usually accompany lion. If distenders have a weakness. Will +9 Abilities: Str 24. Rake (Ex): Attack bonus +14 melee. from their odious habit of force-feeding captured enemies with gouts of humor. Darksphinxes speak Infernal. see in darkness. are treated dead. damage 1d6+3. and Draconic. dispel magic. darkness. are treated symbol remains a maximum of one week once scribed. but complicated orders are beyond them. the spells (caster level 18th). Pounce (Ex): If a darksphinx charges a foe. locate object. the distender pops the snack as evil-aligned and lawful-aligned for This creature looks like a giant bloated stomach with arms into its mouth and swallows it down. and their mighty fists alone are strong enough to enough to do what they’re told. 17–24 HD (Gargantuan) Level Adjustment: — Distenders are truly foul devils that can be found in all the circles of Hell. The save DCs are wings. a symbol of abilities to discomfit their enemies fear. Wis 16. The appearance of darksphinxes makes their lineage clear. Spell-like Abilities: 3/day—clairaudience/clairvoyance. Extraplanar. using spell-like create a symbol of death. and second-guessing creatures bred to be deceptive is no easy task. Listen +14. telepathy 100 ft. flat-footed 18 Base Attack/Grapple: +8/+23 Attack: Slam +13 melee (2d6+7/19–20) Full Attack: 2 slams +13 melee (2d6+7/19–20) Space/Reach: 15 ft. Cha 16 Skills: Climb +18. immunity to fire and poison. a symbol of insanity. a darksphinx grabs a charge in its rear legs and flies to safety. read magic. Lawful) Hit Dice: 8d8+56 (92 hp) Initiative: –1 Speed: 25 ft. legend lore. a symbol until melee contact is made. +11 natural). This creature has vulture-like Distender Huge Outsider (Devil. a symbol of sleep. it is their low intelligence. When a victim is bloated A distender’s natural weapons. desecrate. Con 24. Power Attack Environment: Hell Organization: Solitary or gang (2–5) Challenge Rating: 8 Treasure: None Alignment: Always lawful evil Advancement: 9–16 HD (Huge). A distender’s body is divided into four inner chambers. They stay Once per week a darksphinx can near their charges. the purpose of overcoming damage Not a pleasant way to go. Special Attacks: Vomit Special Qualities: Damage reduction 10/good. Saves: Fort +13. Intimidate +14. resistance to acid 10 and cold 10. devil traits. Evil. Combat 157 . Infernal agents and minions thus frequently summon them. and legs. is They also have a tendency to play with their food: Their name actually comes their vomit attack. see invisibility. and even one distender can carry a battle for the forces of evil. –1 Dex. This vile ability can have a variety of mind-jarring effects. each of which produces one of the four classic humors: black bile. spell resistance 19. but they stand upright like humanoids and prefer to use weapons in combat. Int 6. remove curse. operating as a sort of living artillery piece for infernal armies.

wrapped in their own morose thoughts. +13 natural). and this being Hell. Cha 17 Skills: Balance +5. rend 2d8+7. and can and do use their claws to deadly effect. but they are not capricious.Volume 3: Legions of Hell Vomit (Ex): Each round a distender can make a single vomit attack. and wings that resemble a tattered cape. telepathy 100 ft. districts. Those that cannot flee for some reason cower in terror instead. or initiate any action that would harm another. Lawful) Hit Dice: 11d8+33 (82 hp) Initiative: +3 Speed: 35 ft. The enforcers of Dis make their lord’s belief a reality. this is swift and severe. One Fear (Su): A creature hit by an needle-like claws. Mobility. Enforcers of Dis patrol the streets in the name of their lord. resistance to acid 10 and cold 10. and their reputation is such that many renegades surrender without a struggle. Ref +10. They are no strangers to violence. Extraplanar. • • Enforcer of Dis Large Outsider (Devil. adventuring parties and were stranded. home to millions of devils. It cannot vomit the same humor two rounds in a row. touch 12. Saves: Fort +10. and even desperate mortals./10 ft. Spring Attack. friend or foe. Gather Information +17. he also makes the laws in Dis. Move Silently +17. The most common penalty is death. • Black Bile: Black bile produces severe melancholy. Intimidate +17. without a doubt. flat-footed 22 Base Attack/Grapple: +11/+20 Attack: Claw +16 melee (1d8+7 plus fear) Full Attack: 2 claws +16 melee (1d8+7 plus fear) Space/Reach: 10 ft. (7 squares). immunity to fire and poison. fleeing away from the distender for 1d4 rounds. The enforcers of Dis lawful-aligned for the purpose of pay particular attention to these overcoming damage reduction. The effect is otherwise similar to a hold monster spell. followed by imprisonment and torture. Wis 13. Creatures affected by yellow bile are overcome with wrathful feelings for 1d3 rounds. Con 16. (Of course. Weapon Specialization (claw)B Environment: Hell Organization: Solitary. 158 Several neighborhoods of Dis host mortal residents. but Dispater does believe in the rule of law. Weapon Focus (claw). Dex 16. an oddity in Hell. Knowledge (the planes) +14. see in darkness. Survival +1 (+3 on other planes).) Many devil lords pay lip service to order but act as chaotically as the demons they despise. Tumble +17. They may not make attacks. cruel. Use Rope +3 (+5 with bindings) Feats: Dodge. as well as any weapons it wields. Combat Enforcers of Dis prefer to get their way without a fight. Dispater rules the city from his iron tower and rarely ventures forth. most of whose residents This humanoid has a misshapen head. Enforcers of Dis are. They turn on the nearest creature. Enforcers can mete out punishment on the spot for transgressions. summon devils Special Qualities: Damage reduction 10/good. spell-like abilities. Spot +15. darkvision 60 ft. All types produce mind-affecting attacks that require a successful Will Save (DC 17) to avoid.. team (2–5). spewing a chosen humor in a 25-foot-long cone. devil traits. 17–22 (Huge) Level Adjustment: — The Second Circle of Hell largely consists of the enormous city of Dis. He may be a schemer and a tyrant. Hide +13. Evil. rooting out lawbreakers and renegades. Creatures affected by blood are so filled with optimism and good cheer that they cannot take any offensive action for 1d6 rounds. +3 Dex. or patrol (1 enforcer plus 2d6 herlekins) Challenge Rating: 9 Treasure: Standard Alignment: Always lawful evil Advancement: 12–16 HD (Large). they place value in the law. and a few even thought they could are treated as evil-aligned and profit in Hell. others came with An enforcer of Dis’s natural weapons. Creatures affected by phlegm are so full of fear that they become panicked. cast damaging or mind-affecting spells. however. However. Like their lord. They are masters of intimidation. Escape Artist +17. and attacks against them are at a +2 bonus. succeed at a Will save (DC 18) or be affected as though by fear (caster level . Will +8 Abilities: Str 20. damned souls. Jump +7. dangerously long live in abject fear of them. word from an enforcer can send enforcer of Dis’s claw attack must anyone to prison—or worse. they suffer no penalties to Armor Class. Dispater. Some residents were lured here by infernal lies. fly 40 ft. Int 11. Yellow Bile: Yellow bile incites violence and vengefulness. Blood: Blood makes victims feel happy (despite being covered with sticky gore!). with their most powerful attack or spell. (average) Armor Class: 25 (–1 size. • Phlegm: Phlegm engenders cowardice. spell resistance 20. Special Attacks: Fear. Their spell-like abilities usually serve to block off exits or capture an offender for later judgment. Creatures affected by black bile become incapable of any action for 1d4 rounds as they stand still.

except he does not need a holy symbol. (6 squares) Armor Class: 21 (-1 Dex. Cha 17 Skills: Concentration +11. 1/day—hold monster (DC 18). Special Attacks: smite evil. Dex 8. spell resistance 15. This attack automatically deals 2d8+7 points of damage. the devil must first attempt a Will save against a DC 15. Cha 15. Int 10. Rend (Ex): If an enforcer of Dis hits with both claw attacks. Dex 8. Heal +12. detect magic. lay on hands. The only permanent way to destroy an exiled is through a wish or miracle. If personally forced into combat. hold person (DC 16). divine grace. or another enforcer with a 35% chance of success. they are free to explore its regions. exiled characters enjoy certain protections from direct harm by other devils—a boon. detect thoughts (DC 15). these forlorn exiles spend their days here. wall of fire. flatfooted 21 Base Attack/Grapple: +2/+4 Attack: Slam +4 melee (1d4+2) Full Attack: Slam +4 melee (1d4+2) Space/Reach: 5 ft. Purgatory (Su): In order for a devil to attack an exiled. Ride-By Attack. from their gods. Wis 14. Ref +3. code of conduct or alignment just prior to death and died before repenting. and so exiled characters must beware. Of course. suggestion (DC 16). Ride +7 Feats: Mounted Combat. turn immunity. Spell-like Abilities: At will—animate dead. and smites evil when possible. If the exiled is destroyed. preferring to help his allies though “aid another” actions and the like. Such a punishment could last decades. greater teleport (self plus 50 pounds of objects only). The save DCs are Charisma-based. fast healing 5. charm person (DC 14). darkvision 60 ft. polymorph (self only). Creating an Exiled “Exiled” is an acquired template that can be added to any dead humanoid or monstrous humanoid creature (hereafter referred to as the base creature). wall of force. He adds +3 to his attack roll and deals 5 extra points of damage. interact with the inhabitants there and learn many of its secrets. Regardless. it latches onto the opponent’s body and tears the flesh. Turn Immunity (Su): Exiled are immune to all turn or rebuke attempts made against them. it may attack the exiled. Whether or not the save is successful. the use is wasted. Sample Exiled: 5th-level Human Paladin Medium Undead (Augmented Humanoid) Hit Dice: 5d12 (32 hp) Initiative: -1 Speed: 30 ft. Summon Devils (Sp): Once per day an enforcer of Dis can attempt to summon 2d6 herlekins with a 50% chance of success. prying eyes. This ability is the equivalent of a 4th-level spell. centuries or even millennia. An exiled character’s attacks are considered both good and magical for purposes of overcoming damage reduction. perhaps. Some gods and powers sentence spirits who did mostly good deeds in life but experienced a moral failing somewhere close to his death. +12 sacred). Weapon Focus (longsword) Environment: Hell Organization: Solitary Challenge Rating: 5 Treasure: None Alignment: Lawful Good Advancement: — Level Adjustment: — This exile is based on a 5th level human paladin with the following ability scores: Str 14. 159 . If he smites an illegitimate target. preventing immediate entry into the proper plane he deserves. that creature cannot be affected again by that enforcer’s fear ability for 24 hours. Smite Evil (Su): Twice per day. provided it is of good alignment and violated the tenets of its faith. Will +8 Abilities: Str 14.. Combat The exiled disdains combat. Turn Undead (Su): This exiled turns undead as if he were a 3rd-level cleric. detect good. turn undead Special Qualities: Aura of courage. regardless of what actually happened to his physical body.11th). damage reduction 10/evil and magic. All allies within 10-feet of the exile gain a +4 morale bonus on saving throws against fear. Caster level 12th. this exiled may attempt to smite evil with a normal melee attack. Wis 18. depending on the nature and severity of the moral failure. mostly unmolested by devils. but suffering all the same. The save DC is Charismabased. purgatory. it will rise up 24 hours later. dispel chaos (DC 18). Con —. Volume 3: Legions of Hell Exiled Not all residents of Hell remain there for eternity. 3/day—lightning bolt (DC 16). the same restrictions do not apply to non-devil inhabitants. undead Saves: Fort +7./5 ft. If it succeeds. Aura of Courage (Su): This exiled is immune to all types of fear spells and effects. While in Hell. touch 21. Int 10. Divine Grace (Su): This exiled adds his Charisma modifier to all of his saving throws. he uses his slam attack. Somehow. Con 12. dispel good (DC 18).

Volume 3: Legions of Hell

An exiled has all the base creature’s statistics and special abilities except as noted here. Size and Type: The creature’s type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size remains unchanged. Hit Dice: Increase all current Hit Dice to d12s. The exiled do not gain levels after death. Armor Class: An exiled has a +12 sacred bonus or the base creature’s sacred bonus to AC, whichever is higher. Attack: Reduce the exiled base attack bonus to one-half his Hit Dice. The base creature gains a slam attack. Damage: The base creature’s slam attack deals damage according to the table below.

Fast Healing (Ex): Even though the gods placed their former exalted servant in Hell, they are not without mercy—exiled characters gain fast healing 5. Purgatory (Su): Exiled characters are naturally unattractive targets for devils to attack. In order for a devil to attack an exile, the devil must first attempt a Will save (DC equals 10 + ½ the exile’s Hit Dice + the exile’s Cha modifier). If it succeeds, it may attack the exile. If it succeeds in destroying it, the exile rises up 24 hours later, regardless of what actually happened to his physical body. The only permanent way to destroy an exiled is through a wish or miracle. Spell Resistance: Exiled characters gain spell resistance equal to 10 + their total Hit Dice and Levels. Turn Immunity: Exiled characters are immune to all Turn and Rebuke Undead attempts made against them. Immunities: Exiled characters are immune to all mind-based effects (charms, compulsions, phantasms, patterns and morale effects), poison, sleep effects, paralysis, stunning, disease, and death effects. They are unaffected by critical hits, non-lethal damage, ability drain, or energy drain. They are immune to all damage to their physical ability scores, fatigue and exhaustion effects and massive damage. Abilities: Increase from the base creature as follows: Wis +4, Cha +2. As exiled characters are undead, they have no Constitution score, and substitute Charisma for Concentration checks. Environment: Hell Organization: Solitary, Pair or Lyceum (3-18) Challenge Rating: Same as the base creature. Treasure: Exiled characters never have any possessions. Alignment: Same as the base creature. Advancement: None Level Adjustment: +0

Exiled Damage
Size Small Medium Large Damage 1d3 1d4 1d6

Special Attacks: The base creature retains any extraordinary or supernatural attacks upon gaining this template, but does not retain any spellcasting or spell-like abilities it had formerly in life. Special Qualities: An exiled character retains all the base creature’s special qualities (except those qualifying as spell-like abilities), and gains all of the ones described below. Damage Reduction (Su): Exiled characters gain a supernatural resistance to damage, giving the base creature damage reduction 10/evil and magic. Its slam attacks function as magic weapons for the purposes of overcoming damage reduction. Darkvision: Exiled characters have darkvision 60 ft., or the darkvision of the base creature, whichever is better.

The Faceless

Large Outsider (Devil, Evil, Extraplanar, Lawful)

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Advancement: By character class Level Adjustment: — Hit Dice: 10d8+30 (75 hp) Initiative: +4 Moving up in the caste system of Hell is an arduous task. It can take Speed: 40 ft. (8 squares) thousands of years of loyal service, an act of sacrifice, or seizing on a unique Armor Class: 23 (–1 size, +4 Dex, +10 natural), touch 13, flat-footed 19 opportunity—one that may never come. While there are many devils who are Base Attack/Grapple: +10/+17 willing to adhere to the rules of society, others prefer the code of the silent Attack: +2 kukri +15 melee (1d6+5/15–20) knife. It is these power-hungry fiends who call upon the faceless. Full Attack: +2 kukri +13/+8 melee (1d6+5/15–20) and +2 kukri +13/+8 The faceless are a society of cutthroats who make their services available melee (1d6+3/15–20) to anyone willing to pay the price. That price is souls. Upon successfully Space/Reach: 10 ft./10 ft. completing an assignment, the killer returns to its employer wearing the Special Attacks: Bloodletting, dance of blades, spell-like abilities proof of success—the face of its target. Special Qualities: Damage reduction 10/good, darkvision 60 ft., devil traits, immunity to fire and poison, resistance to acid 10 and cold 10, see in No one is certain where in Hell the faceless reside. Devils who wish to hire darkness, spell resistance 20, telepathy 100 ft. a member of this secret society must communicate through intermediaries Saves: Fort +10, Ref +11, Will +10 who, if the job is accepted, relate the price to be paid (based strictly upon the Abilities: Str 16, Dex 18, Con 17, Int 12, Wis 17, Cha 20 target’s station). There is no further communication until the assassination is Skills: Balance +19, Climb +16, Escape Artist +17, Hide +13, Jump +18, attempted. Listen +16, Move Silently +17, Spot +16, Tumble +19, Use Rope +4 (+6 A number of strict guidelines bind with bindings) each member of the faceless. They Feats: Improved Critical (kukri), This powerfully muscled humanoid is a fearsome sight. He are never to kill unless they have Improved Two-Weapon Fighting, been specifically given a target. They Two-Weapon Fighting, Weapon wears the rigid face of dead man pinned to his own and may never take assignments other Focus (kukri) carries a bloody kukri in each hand. than those given to them by their Environment: Hell superiors. A target is assigned one Organization: Solitary faceless, who must succeed in that Challenge Rating: 9 mission or die trying. If an assassination is unsuccessful, the fee is returned. Treasure: Standard coins; no goods; standard items In addition, the former target has the right to hire one of the faceless to kill Alignment: Always lawful evil the original employer—free of charge.

Faceless are sometimes sent to the Material Plane to take out particularly troublesome enemies of Hell. They use kukris almost exclusively.

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Combat
Despite the strict rules of employment, any semblance of honor disintegrates once the faceless engage in combat. They polymorph themselves to avoid detection or lurk invisibly in the shadows, waiting to catch their prey with its back turned. Alternatively, they use other spell-like abilities, such as charm person or nightmare, to first soften up a target, then find a weak spot and exploit their cruel bloodletting talent. A faceless’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Bloodletting (Ex): The faceless take pride in knowing the vital areas of their targets. If one successfully hits an opponent twice in the same round of combat, it has opened a gaping wound in a vital area, such as the neck or femoral artery. This deals an additional 2d6 points of damage. Should the faceless land three blows in the same round, this increases to 3d6 points of damage. Anyone with the bad luck to be on the receiving end of four hits in a single round takes 3d6 points of damage as above and must succeed at a Fortitude save (DC 15) or die, as though they had sustained massive damage. Creatures immune to critical hits are immune to bloodletting. Dance of Blades (Ex): The faceless learn to perform hypnotizing tricks with their weapons during combat. This entails walking the blades over their knuckles, waving them in front of a target until they blur, or even juggling them. A faceless can attempt the dance of blades as a standard action. Any target that watches this display must make a successful Will save (DC 20) or be stunned for 1 round. The save DC is Charisma-based. Spell-like Abilities: At will—bull’s strength, charm person (DC 16), polymorph (self only); 1/day—greater invisibility, nightmare (DC 20), teleport. Caster level 10th. The save DCs are Charisma-based.

Fallen Celestial

The Outer Planes are the battleground of ideas and ideals. Just as fiends represent all that is evil and profane, the celestial inhabitants of the planes of good embody all that is righteous and benevolent. For the most part, fiends and celestials meet only as combatants, champions of their mutually exclusive ideologies. Malignancies have a way of spreading, however, and even paragons of purity are susceptible to the beckoning song of sin. Fallen celestials are a paradox. According to the laws of planar philosophy, they should not exist: Celestials are made of the essence of goodness. Yet a very, very few do become corrupted by evil. This quandary is perhaps best personified by the solar Iblis, who is thought to have been the first celestial being to fall from grace. In refusing to serve the first mortals, Iblis fell victim to the deadly sin of pride. The Samyasan Host (some 200 archons led by the seraph Samyasa) also abandoned the heavens in their lust for mortal pleasures. The ranks of the fallen include the proud, gluttonous, covetous, and others who succumbed to all manner of failings. Most fallen celestials appear as corrupted versions of their original selves. A fallen hound archon, for instance, might still have a powerful canine head, but with eyes that flicker with black fire and a mouth that drools sickly green bile. Fallen astral devas often find their feathered wings become leathery and batlike. Forked tails and cloven hooves are frequent but by no means the only forms of “mutation” common to fallen celestials. Fallen celestials may advance according to the rules for their original type, but they cannot ascend to higher celestial forms. The fallen are not truly fiends and cannot technically be classified as devils, demons, or daemons (though many scholars settle for such sloppy categorization). Some serve fiendish lords—indeed, some rule whole layers of Hell and the Abyss. Others ignore the bizarre hierarchies of the fiends altogether. A small number of fallen celestials cling to some vestige of their ancient ideals, seeing fiends as unholy blights fit only to be purged in some

grand re-imagining of the Outer Planes. At the heart of it, however, every fallen celestial is defined by the flaws that caused its disgrace in the first place. Though all fallen celestials willfully turned from the cause of good, not all expected to be thrown down for their transgressions. Some, even after centuries, cannot believe what has happened to them, and continue, as much as they are able, to live righteous lives. More often, fallen celestials remain deeply embittered about their outcast status, working to make a mockery of everything they once held sacred. Few enemies of the Lords of Good are as spiteful as the fallen.

Sample Fallen Celestial: Fallen Trumpet Archon
Medium Outsider (Evil, Extraplanar, Lawful) Hit Dice: 12d8+72 (126 hp) Initiative: +7 Speed: 40 ft. (8 squares), fly 90 ft. (good) Armor Class: 27 (+3 Dex, +14 natural), touch 13, flat-footed 24 Base Attack/Grapple: +12/+17 Attack: +4 greatsword +21 melee (2d6+11/19–20) or claw +17 melee (1d4+5) Full Attack: +4 greatsword +21/+16/+11 melee (2d6+11/19–20) and bite +12 melee (1d6+2) or 2 claws +17 melee (1d4+5) and bite +12 melee (1d6+2) Space/Reach: 5 ft./5 ft. Special Attacks: Blasphemous benediction, grant temptation, probe soul, spell-like abilities, spells, trumpet, unholy compact

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Special Qualities: Aura of menace, damage reduction 10/good, darkvision 60 ft., holy interdict, immunity to electricity and petrification, magic circle against good, spell resistance 29, teleport, tongues, unsettling aura Saves: Fort +14 (+18 against poison), Ref +11, Will +10 Abilities: Str 20, Dex 17, Con 23, Int 16, Wis 14, Cha 18 Skills: Bluff +8, Concentration +21, Diplomacy +21, Escape Artist +18, Handle Animal +19, Knowledge (any one) +18, Listen +17, Move Silently +18, Perform (wind instruments) +19, Ride +20, Sense Motive +21, Spot +17, Use Rope +3 (+5 with bindings) Feats: Blind-Fight, Cleave, Combat Reflexes, Improved Initiative, Power Attack Environment: A lawful evil–aligned plane Organization: Solitary Challenge Rating: 16 Treasure: No coins; double goods; standard items Alignment: Always lawful evil Advancement: 13–18 HD (Medium); 19–36 HD (Large) Level Adjustment: —

spell immunity; 5th—dispel chaos*, mass inflict light wounds, plane shift, slay living; 6th—banishment, harm, heal, hold monster*; 7th—dictum*, mass inflict serious wounds, summon monster VII. *Domain spell. Domains: Evil and Law. Trumpet (Su): The fallen archon’s corrupted trumpet produces music of haunting, chilling clarity and, if the fallen wills it, paralyzing fear. All creatures except archons within 100 feet of the blast must succeed on a DC 20 Fortitude save or be paralyzed for 1d4 rounds. The save DC is Charismabased. The fallen archon can also command its trumpet to become a +4 greatsword as a free action. If the trumpet is ever stolen, it becomes a chunk of useless lead until the fallen archon can recover it. Aura of Menace (Su): A frightening aura surrounds a fallen archon that fights or gets angry. Any hostile creature within a 20-foot radius of the fallen archon must succeed on a Will save (DC 22) to resist its effects. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the fallen archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same fallen archon’s aura for 24 hours. The save DC is Charisma-based. Magic Circle against Good (Su): A magic circle against good effect always surrounds a fallen archon. Caster level 12th. (The defensive benefits from the circle are not included in a fallen archon’s statistics block.) Teleport (Su): Fallen archons can use greater teleport at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of objects. Tongues (Su): Fallen archons can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

Combat
A fallen trumpet archon’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Spell-like Abilities: At will—detect good, continual flame, message; 2/day—charm person (DC 15), disguise self, protection from good; 1/day—blasphemy (DC 21), command (DC 15), dispel good (DC 19), misdirection (DC 16), nondetection, speak with dead (DC 17), suggestion (DC 17), unholy blight (DC 18). Caster level 12th. The save DCs are Charisma-based. Spells: Fallen trumpet archons can cast divine spells as 14th-level clerics. A fallen trumpet archon has access to two of the following domains: Air, Destruction, Evil, Law, or War (plus any others from its deity). Typical Cleric Spells Prepared (6/7/7/5/5/4/4/3; DC 12 + spell level): 0—detect magic, guidance (2), read magic, resistance (2); 1st—bane (2), divine favor (2), protection from chaos*, sanctuary, shield of faith; 2nd—bull’s strength (2), death knell, desecrate*, owl’s wisdom (2), sound burst; 3rd— deeper darkness, invisibility purge, magic circle against chaos*, magic vestment, protection from energy; 4th—dismissal, divine power, order’s wrath*, poison,

Creating a Fallen Celestial
“Fallen celestial” is an acquired template that can be added to any celestial (any angel, archon, or similar good outsider), hereafter referred to as the base creature. Fallen celestials retain the celestial qualities of the base creature, save that any innate abilities that target evil are reversed. (For instance, an archon’s persistent magic circle against evil changes into a magic circle against good.) Likewise, any ability to cast spells from the Good domain

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is changed to spells of the Evil domain. The creature’s alignment-based subtype changes from good to evil. A fallen celestial uses all of the statistics and abilities it had before its fall, with the following exceptions. Speed: If the base creature had a mode of flight, it retains it, along with its original flying speed and maneuverability. There is a 75% chance that a base creature who could not fly develops wings, granting the ability to fly at the creature’s base land speed (average maneuverability). Attack: A fallen celestial gains two claw attacks and a bite attack, if it did not have them already and it has an appropriate anatomy. The claws become its primary natural weapon. If the base creature can use weapons, the fallen celestial retains this ability, along with any other attack forms the base creature possesses. Damage: If the base creature does not have bite and claw attacks, use the damage values in the table below. Otherwise, use the values below or the base creature’s damage values, whichever are greater.

modifier) or become extremely amenable to the fallen celestial’s words and actions, suffering a –6 profane penalty on all saves against enchantment spells and spell-like abilities of that fallen celestial for seven days. Additionally, the fallen celestial receives a +6 circumstance bonus on all Bluff and Diplomacy checks made against that creature over the same period. Unholy Compact (Su): As a full-round action, a fallen celestial may engage a living creature in a blasphemous agreement. The fallen offers the realization of a great temptation in exchange for the mortal’s soul upon that being’s death. When a mortal who has consented to the unholy compact dies, his or her soul travels to the fallen’s domain in the Lower Planes. There it is permanently trapped, as though with the spell soul bind. The terms of the compact must be absolutely clear, and the mortal cannot be under any form of magical compulsion, lest the agreement be considered null and void. Acceptance need be no more than a verbal statement, which is a free action. In noncombat situations, some fallen celestials prefer to draw up a physical contract, but this is an affectation. As soon as the agreement is in place, the fallen must spend its next action using its grant temptation ability (see below). Freeing oneself from an unholy compact is nearly impossible. Even a wish or miracle cannot release the promised soul. A still-living mortal is released only if the fallen is destroyed, or if he or she can somehow convince it to give up its claim without magical compulsion. A fallen celestial automatically knows if a given mortal has entered into a compact with another, and has little patience with those it knows it cannot corrupt. Grant Temptation (Sp): Fallen celestials with 10 or more Hit Dice can grant a wish or miracle (caster level 20th) to any living creature who has willingly entered an unholy compact (see above). This ability may be used once per week. A given mortal may never benefit from more than one such grant. Special Qualities: A fallen celestial retains the special qualities of the base creature, with the exceptions listed below. Holy Interdict (Ex): As a consequence of their disgrace, the fallen are forever barred from venturing to the Upper Planes, whether by magical or nonmagical means. Likewise, they have difficulty entering holy places, such as churches and even graveyards dedicated to the Lords of Good. In order to do so, the fallen celestial must succeed at a Will save (DC 25). (The save DC may be higher for especially sanctified places, such as the main temple of the pantheon’s chief deity.) Unsettling Aura (Ex): Something about the fallen celestial’s presence, whether it is disguised or not, causes animals to become unsettled: Dogs bark, horses rear, and so on. This aura affects all creatures within a radius of 150 feet that have the animal type. An animal must succeed at a Will save (DC = 10 + 1/2 fallen celestial’s HD + fallen celestial’s Charisma modifier) or become shaken. If it fails the save by more than 10, it becomes frightened and flees. Saves: Same as the base creature. Abilities: Alter the base creature as follows: Wis –2, Cha +2. Skills: Fallen celestials have a +4 racial bonus to Bluff and Sense Motive checks. They otherwise retain the same skills and ranks as the base creature. Environment: Any evil-aligned plane. Organization: Solitary. Challenge Rating: Same as the base creature +2. Treasure: Same as the base creature. Alignment: Always evil (retains previous law/chaos disposition). Advancement: Same as the base creature. Level Adjustment: Same as the base creature +4. (Some extremely powerful fallen celestials develop unique supernatural and spell-like abilities, and hence have commensurately higher Challenge Ratings.)

Volume 3: Legions of Hell

Fallen Celestial Damage
Size Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal Bite Damage 1 1d2 1d3 1d4 1d6 1d8 2d6 3d6 4d6 Claw Damage — 1 1d2 1d3 1d4 1d6 1d8 2d6 3d6

Special Attacks: A fallen celestial retains all the special attacks of the base creature (unless otherwise noted). A fallen celestial with an Intelligence or Wisdom score of 8 or higher has spell-like abilities depending on its Hit Dice, as indicated in the table below. The abilities are cumulative. Unless otherwise noted, an ability is usable once per day. If the base creature can use any of these abilities more frequently than indicated here, use the base creature’s higher frequency. Caster level equals the creature’s HD, and the save DC is Charisma-based.

Fallen Celestial Special Attacks
Hit Dice 1–2 3–4 5–6 7–8 9–10 11–12 13–14 15–16 17–18 19–20 Abilities Command, disguise self 2/day, protection from good 2/day Charm person 2/day, nondetection Misdirection, suggestion Speak with dead, unholy blight Dispel good Blasphemy Unhallow, unholy aura 3/day Fire storm Summon monster IX (fiends of like alignment only) Soul bind

Blasphemous Benediction (Su): A fallen celestial may bestow an unholy blessing upon an individual it touches. Anyone so touched receives a +1 profane bonus on attack and weapon damage rolls for every 3 HD of that fallen celestial’s total for 1 minute (minimum bonus +1, maximum +6). This bonus does not apply to spell damage. A fallen celestial may touch one being each round, as a standard action. Probe Soul (Su): As a standard action, a fallen celestial may make a melee touch attack to form an empathic link with a living creature. At that moment, both the fallen and that mortal experience an image of the mortal’s greatest temptation—and of that temptation realized. The touched creature must succeed at a Will save (DC = 10 + 1/2 fallen celestial’s HD + fallen celestial’s Charisma

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Spell-like Abilities: At will—greater invisibility. two considers a battle boorish if it actually has gotten him into trouble in the iron rings set into the flesh of his shoulders. immunity to fire and poison. Survival +3 (+5 aboveground. This book argues that the gods are not gods at all. Dispater pierced his body with swords at him. All of Furcas’s books are meant to lead the reader into evil by destroying their cherished beliefs with cold logic and powerful rhetoric. instead preferring to play a great game down through the centuries. of course. 164 If Duke Furcas has a weakness. flanking his neck. Dex 22. Both devils use honeyed words as weapons. Improved Counterspell. while Bune’s wind. Furcas has written many books that circulate throughout the Material Plane. His robe is turned down at his impressive array of spells. In such cases. telepathy 100 ft. greater teleport (self plus 50 pounds of objects only). globe of invulnerability. levitate. Maximize Spell. Decipher Script +27. +5 on other planes. Lawful) Hit Dice: 16d8+48 (120 hp) Initiative: +6 Speed: 40 ft. manipulate the psyche. prying eyes. The dukes try to prove their mastery by converting each other’s minions. whispering up with knowledge. Duke of Eloquence (see page 152). spell resistance 26. Spot +22. this humanoid man has horns Duke Furcas enjoys the occasional written under pen names. Spellcraft +29. Still Spell Environment: Hell Organization: Unique or with bodyguard (2-5 enforcers of Dis) Challenge Rating: 18 Treasure: Double standard Alignment: Lawful evil Advancement: By character class Level Adjustment: — Duke Furcas is Hell’s foremost intellectual. Con 17. contain physical confrontation. He is a member of Dispater’s court and thus spends the majority of this time in the city of Dis. He figure it out. Will +13 Abilities: Str 19. Access. and it allows him to maintain a cadre of agents on the Material Plane second to none. comes to smelly grunts swinging past. is strictly controlled by Furcas. Cha 22 Skills: Appraise +8 (+10 with alchemical items). His arguments are based on fact and logic. since Dis is the closest thing Hell has to a center of knowledge. Forgery +27. Furcas has kept Duke Furcas’s natural weapons. as well as any weapons he wields. Sense Motive +22. His thirst for accolades the waist to reveal a toned torso and. His favorite is Gods or Monsters: An Investigation Into the Nature of Divinity. Special Attacks: Spell-like abilities. Combat . it’s that he craves recognition for his genius. Saves: Fort +13. he iron rings and hung Furcas from his teleports away as soon as possible. +6 Dex. devil traits. see in darkness. but powerful yet petty beings who fool mortals into worshipping them. They have never confronted each other directly. Search +27. Neither Furcas nor Bune misses an opportunity to show up his rival. at least in his own mind. Furcas presides over the Forbidden Library. polymorph (self only). Intimidate +8. Parts of this collection are nearly as old as the planes themselves. Furcas has collected more than one soul in this way. +5 natural. Ref +16. Bluff +25. resistance to acid 10 and cold 10. Concentration +22. Duke of Rhetoric Large Outsider (Devil. Knowledge (history) +27. Furcas’s greatest rival in Hell is Bune. an octagonal edifice in the city center. Spell Penetration. Knowledge (arcana) +27. Knowledge (religion) +27. protection from good. Listen +22. spells.Volume 3: Legions of Hell Furcas. Knowledge (the planes) +27. tower for a year after a particularly notorious incident. Craft (alchemy) +27. The library is a den of blasphemous secrets. evil-aligned and lawful-aligned for the purpose of overcoming damage reduction./10 ft. Only those willing to donate a rare volume or their own services may enter. words of power Special Qualities: Damage reduction 15/good and silver. 2/day—discern location. Diplomacy +29. flat-footed 19 Base Attack/Grapple: +16/+24 Attack: +3 brilliant energy short sword +22 melee (1d8+7/19–20) Full Attack: +3 brilliant energy short sword +22/+17/+12/+7 melee (1d8+7/19–20) Space/Reach: 10 ft. Extraplanar. Knowledge (nature) +27. Int 26. the ultimate destination for evil mages and cultists from across the planes. are treated as the rings in his body as a sign of obeisance. and only intellects such as theirs can keep track of where true loyalties lie. Disguise +6 (+8 acting). Even his books. Quicken Spell. A glance of cunning in his eyes. darkvision 60 ft. It is not enough for him to outsmart a foe. Both courts are riddled with double agents. This suits Furcas just fine. (8 squares) Armor Class: 25 (-1 size. +5 following tracks) Feats: Empower Spell. Wis 17. but Furcas’s rhetoric is backed suggestion (DC 19). he must make sure that the deed is publicized. He likes to complicated ciphers that reveal the extending straight out on either side of his bald head and a set up traps and ambushes using true author to those smart enough to long beard twisted into a point. touch 20. Evil. ring of protection +5)..

plane shift (DC 23). as evil-aligned and lawful-aligned for they are summoned forth briefly the purpose of overcoming damage and then returned to Hell. Lawful) Hit Dice: 8d8+24 (60 hp) Initiative: +3 Speed: 30 ft. a gladiatrix is committed for life. are treated When needed for special assignments. eagle’s splendor. Special Attacks: Flail master./10 ft. true seeing. Two-Weapon Fighting Environment: Hell Organization: Solitary. moment of prescience. Extraplanar. foresight. phantasmal killer. mind fog. Gladiatrixes sometimes travel to other parts of Hell to test their mettle against more worthy opponents. detect scrying. polar ray.. telepathy 100 ft. mage armor. nondetection. They practice on live targets: a steady stream of petty devils dragged into this arena. as are gladiatrixes have really proved their undergo a grueling training regimen the various pieces of armor that adorn the taut muscles of this worth. They attack the most powerful-looking opponent first: Killing the strongest is great for breaking enemy morale. the Duchess of Domination (see page 166). scorching ray. greater scrying. waves of exhaustion. 7th—banishment. A gladiatrix’s natural weapons. are spent in the arena. telekinesis. spell resistance 18. They despise weakness and take any opportunity to display their prowess in combat. Volume 3: Legions of Hell Gladiatrix Large Outsider (Devil. for Hadriel is pursuing a subtle strategy that might be upset by their bullheaded ways. owl’s wisdom. At the moment gladiatrixes are not seen frequently on the Material Plane. They are recruited from tough female devils who spurn the role of seductress typified by the erinyes. vam- piric touch. Wis 9. Furcas may cast but one counterspell per round (doing so is a free action). 1st—detect secret doors. They may not be subtle opponents. Once she straps on her distinctive helmet. Will +5 Abilities: Str 18. Enemies often underestimate them because the gladiatrixes lack ranged weapons. maze. greater arcane sight. but they are deadly ones. greater dispel magic (2). but gladiatrixes can close to melee with incredible speed. save DC 18 + spell level): 0—arcane mark. 3rd—clairaudience/clairvoyance. Wizard Spells Prepared (4/6/6/6/6/5/5/5/5/4. Combat Reflexes. Con 16. spell turning. Int 9. 2nd—detect thoughts. +3 Dex. touch 12. as well as any weapons she wields. wall of fire. The helm is covered in spikes. Words of Power (Sp): Furcas is a master of language and he knows how to make the most out of even a single word. devil traits. Their weapon warrior. flat-footed 21 Base Attack/Grapple: +8/+16 Attack: Masterwork dire flail +12 melee (2d6+10) Full Attack: Masterwork dire flail +12/+7 (2d6+10) and +12 melee (2d6+7) Space/Reach: 10 ft. Since their faces are never seen. Many mortal members of Hadriel’s Submitters aspire to become gladiatrixes. summon monster IX. team fighting Special Qualities: Damage reduction 10/good. +3 natural. His spell selection is usually heavy with divinations. base speed 40 ft. and every gladiatrix wants to prove herself superior in battle. 4th—bestow curse. Spot +10. 9th—dominate monster. Dex 16. 6th—chain lightning. Evil. darkvision 60 ft. detect magic. 8th—incendiary cloud. anchor points of Hadriel’s sigil are in The helm this humanoid woman wears conceals her face. in breastplate armor (6 squares). Caster level 20th. see in darkness. uncanny dodge Saves: Fort +9. +6 +1 breastplate with armor spikes). true strike. fear. immunity to fire and poison.1/day—dispel good (DC 21). company (2-5). and it is here that the Flail Master (Ex): Gladiatrixes only her eyes shine through. but he switches to combat spells if he knows a confrontation is imminent. fox’s cunning. power word kill. or squad (5-20) Challenge Rating: 7 Treasure: Standard Alignment: Always lawful evil Advancement: By character class Level Adjustment: +5 Gladiatrixes are powerful Obeyed of Hadriel. mage hand. resistance. Spells: Duke Furcas casts spells as a 20th-level wizard. Ref +9. Entire days tribe of savage humanoids. manic charge. learning a 165 . It takes only a few of these with flails of all sorts. fireball (2). The save DCs are Charisma-based. magic missile (2). eyebite. shield. She wields a dire flail with the grace of a master. Survival +10 (+12 on other planes) Feats: Blind-Fight. Intimidate +13. resistance to acid 10 and cold 10. displacement. mind blank. major creation. so that wild country. flaming sphere. Knowledge (the planes) +10. Gladiatrixes are committed to the complete physical domination of their foes and underlings. Combat Gladiatrixes are all about combat. He can disrupt hostile spells with such quickness and efficiency that he can cast counterspells at will without needing to ready an action to do so. it is not known if any have achieved this honor. ice storm. deep slumber. This helm can be removed only in the presence of Hadriel—only she is worthy of seeing her warriors’ faces. Duchess Hadriel maintains an arena in Hell where the gladiatrixes train incessantly. feeblemind. punishers to take care of an entire of choice is the dire flail. 5th—cloudkill. Several reduction. Listen +10. Armor Class: 21 (-1 size.. energy drain. Cha 14 Skills: Climb +12. Jump +12.

A gladiatrix’s skill is such that the penalties for two-weapon fighting are further reduced by 2. Stunning Fist./10 ft. and she receives a +4 competence bonus on damage rolls. she believed her power could only increase. fear aura. A bony mane sweeps from its skull. through long service. however. Sense Motive +23. Lawful) Hit Dice: 17d8+51 (127 hp) Initiative: +6 Speed: 40 ft. so she swallowed her pride and “Lady Cindara. but Mephistopheles’s attitude had not changed. Hadriel spent the better part of a Lady Cindara chooses the location of each new club very carefully. (8 squares) Armor Class: 29 (–1 size. Wis 17. its body a humanoid skeleton with flesh stretched stupid. for middle. and she cannot be flanked except by a rogue of at least 12th level. A gladiatrix can charge up to triple her normal speed (up to 120 feet). Manic Charge (Ex): Such is a gladiatrix’s thirst for combat that she catapults herself into melee with a terrific burst of speed. Spot +23. Knowledge (arcana) +26. Saves: Fort +13. resistance to acid 10 and cold 10. Evil. She began as an erinyes who. Spell Penetration. Disguise +25 (+27 acting). instead of the double normally allowed. Climb +28. the society spent much of his time in the field. Hadriel took over so quickly that no one thought to question it. she can make up to two turns of not more than 90 degrees while charging. they each receive a +3 flanking bonus to attack rolls instead of the normal +2. Her choices have a much more sinister purpose. where she Mephistopheles’s court by being has assumed a mortal identity. so she left a skeleton staff there and moved her operations to a world in the Material Plane. and Hadriel discovered that female nobles in the court of Mephistopheles could aspire to nothing more than becoming the consort of a count or duke. Weapon Specialization (bone hook) Environment: Hell Organization: Unique or retinue (Hadriel plus 2–5 gladiatrixes.and upper-class women. blocks. rose up through the devil hierarchy. Furthermore. Improved Grapple. an obsidian dagger somehow ending up in his the right neighborhood. flat-footed 23 Base Attack/Grapple: +17/+33 Attack: Bone hook +21 melee (1d8+6/19–20/x3) Full Attack: 2 bone hooks +21 melee (1d8+6/19–20/x3) Space/Reach: 10 ft. heart. +10 natural. Her plan was simple but ambitious: She would offer up an entire world as a sacrifice to Asmodeus. Concentration +23. She can flank characters with the uncanny dodge ability as if she were an 8th-level rogue. Int 22. Extraplanar. Iron Will. Uncanny Dodge (Ex): A gladiatrix retains her Dexterity bonus to AC when flat-footed. a brutish general who Largely urban-based. Dex 22. That she could not do in Hell. As female. Hadriel knew she had to do something big—so big that Asmodeus himself would take notice. Both of these benefits apply only when using flails. or 2–5 strigae) Challenge Rating: 14 Treasure: Triple standard Alignment: Lawful evil Advancement: By character class Level Adjustment: — Duchess Hadriel is an infernal success story. Others century building up a cadre of loyal minions and then struck. Ref +16. Weapon Focus (bone hook). After all her hard work. this imposing creature appears on the Material Plane. touch 19. This maneuver solved Hadriel’s immediate problem. see in darkness. has been spreading from city to city. Bifrons had an comment on her vanity. Special Attacks: Bone hooks. Team Fighting (Ex): Gladiatrixes receive training in team fighting as well as individual dueling. a social club arose. The Lord of the Eighth Circle was known as a devil of the old school. Listen +23.. and how she simply must find the right spot in just “accident” while on campaign. When two gladiatrixes flank an opponent. He still considered fallen celestials like Beelzebub to be upstarts. and counterattacks.Volume 3: Legions of Hell bewildering array of attacks. immunity to fire and poison. What Hadriel had not reckoned with was Mephistopheles himself. +5 following tracks) Feats: Deflect Arrows. Search +26. 2–5 painshriekers. she was to be treated as a trophy. Intimidate +27. With the prestige and resources that were now hers. Con 17. ring of protection +4). darkvision 60 ft. telepathy 100 ft. Hadriel. Knowledge (the planes) +26. Diplomacy +29. Hadriel eventually won a place at the court of Mephistopheles and felt she had truly arrived in devil society. Hide +22. Each club is an anchor point in a monstrous sigil that spreads across . Survival +3 (+5 on other planes.” she has founded the played the part until an opportunity over. She became the consort of bone extend from the back of its hands. 166 Hadriel is now firmly established Hadriel did not make it to Wearing a voluminous gown. shrewd politics. +6 Dex. Will +15 Abilities: Str 18. Gather Information +25. spelllike abilities Special Qualities: Damage reduction 15/good and silver. and well-timed betrayals. devil traits. spell resistance 25. Cha 20 Skills: Bluff +25. 2–5 pain mistresses. and sharp hooks of Shrieking Violet Society. Duke Bifrons. greater domination. Duchess of Domination Large Outsider (Devil.

these give Hadriel a +4 bonus to all grapple checks. Listen +13. and they keep the Submitters in line. protection from good. she deals piercing and slashing damage. Hellwardens look like horribly crucified devils. A creature in the area must succeed on a DC 23 Will save or be affected as though by a fear spell (caster level 15th). Ref +2. spell-like abilities Special Qualities: Damage reduction 5/good or silver. In Hellwarden Medium Outsider (Devil. powerful magic keeps them alive. To enact this ambitious plan. Other devils are immune to the aura. Hellwardens are sometimes used to guard fortresses and encampments as well. as well as any weapons she wields. they are used to ambush enemy columns. Hadriel’s more powerful lieutenants are female devils known as the Obeyed. not attack the enemy. a huge gateway will open up that leads directly to the Ninth Circle of Hell. see in darkness. Hide +5. detect chaos. immunity to fire and poison. Con 18. she has a squad of specialized Submitters or Obeyed to assist and defend her. Saves: Fort +8. greater teleport (self plus 50 pounds of objects only). She can use this ability three times per day. Toughness Environment: Hell Organization: Solitary. Wis 15. +11 following tracks) Feats: Iron Will. Sense Motive +9. When gathered in numbers. Diplomacy +3. They have learned their mistress’s lessons of domination well. hellwardens are not fighters: Their job is to collect information. giving himself an easily camouflaged spy network. Spot +13.. In fact. but with a save DC of 30 and a duration of 3 months. mislead (DC 21). Will +8 Abilities: Str 12. who include lesser devils and humanoid cultists recruited from the Shrieking Violet Society. war is so frequent that piles of corpses. Caster level 15th. they can be quite formidable. and forests of the crucified are common sights. darkvision 60 ft. Lawful) Hit Dice: 4d8+19 (37 hp) Initiative: –2 Speed: 0 ft. polymorph (self only). Skills: Hadriel’s bone hooks grant her a +4 competence bonus to Climb checks. Special Attacks: Piercing scream. addition to their deadly potency in combat. or once per day against 1d6 targets at once. detect good. Spell-like Abilities: At will—charm monster (DC 19). Baal made the Hellwardens to take advantage of this terrain. The save DCs are Charisma-based. More fighting goes on in Baal’s domain than anywhere else in Hell: There the devilish legions have fought demons. each time against a single target. 167 . Depending on the task at hand. greater dispel magic. Fear Aura (Su): Hadriel can radiate a 20-foot-radius fear aura as a free action. telepathy 100 ft. Her lowliest minions are the Submitters./5 ft. With them. Occasionally. mass suggestion (DC 21). Should this sigil ever be completed. resistance to acid 10 and cold 10. Hadriel’s natural weapons. devil traits. since their piercing scream makes an excellent alarm. Search +8. flatfooted 15 Base Attack/Grapple: +4/+5 Attack: Slam +5 melee (1d6+1) Full Attack: Slam +5 melee (1d6+1) Space/Reach: 5 ft. and one another uncountable times. Evil. or mob (20–40) Challenge Rating: 4 Treasure: None Alignment: Always lawful evil Advancement: 5–6 HD (Medium). cluster (2–5). but only during particularly brutal wars or pogroms. The save DC is Charisma-based. +7 natural). Volume 3: Legions of Hell Combat Hadriel is a fearsome individual opponent. misdirection (DC 17). 1/day—false vision. Although they appear quite dead. Combat In general. Cha 13 Skills: Concentration +11. 7–8 HD (Large) Level Adjustment: — Hellwardens are an ingenious creation of Baal. A creature that successfully saves cannot be affected again by Hadriel’s aura for 24 hours. Greater Domination (Sp): Hadriel has a towering will that allows her to dominate nearly any foe. Bone Hooks (Ex): In Hadriel’s natural form. large bone hooks protrude from her wrists. fields of bones. spell resistance 15. tongues. Survival +9 (+11 on other planes. 2/day—geas/quest. Hellwardens are occasionally seen on the Material Plane. Int 13. Intimidate +8. are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. veil (DC 21). Baal and his commanders plant these spies throughout the First Circle to collect intelligence on their enemies. often with missing limbs and gaping wounds. celestials. Hellwardens use dimension door to keep their distance in combat while they attack with their other spell-like abilities.hundreds of miles. touch 8. Then the infernal legions will burst forth and drag souls screaming into the pit. Extraplanar. (0 squares) Armor Class: 15 (–2 Dex. Knowledge (the planes) +8. Dex 6. but she is never found alone. Lord of the First Circle. Treat this as the dominate monster spell (caster level 17th). Hadriel uses two types of servants. though.

Listen +4. wind. a barbed tail. infernal armies to war. darkvision 60 ft. are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. and fornicate (not necessarily thousands of herlekin march behind in that order). but Mephistopheles himself answers the call. horns down! Special Qualities: Damage reduction 5/good or silver. Saves: Fort +5. Wis 9. They are bullied so him. brood (2–5).. so she says. Primarily. telepathy 100 ft. Weight Type Piercing *This is a two-handed melee weapon. a hellwarden on duty must remain thoughts (DC 13). Special Attacks: Blood rage. Intimidate +8. +4 natural). dimension door. goat legs. This Skills: Hellwardens receive a +4 racial bonus to Listen and Spot checks. The save DC is Charisma-based. Survival +4 Feats: Power Attack Environment: Hell Organization: Solitary. Her intentions./5 ft. touch 11. The misguided (and sometimes pregnant) spellcaster tearfully relates the forbidden. Will +2 Abilities: Str 16. Evil. They know that none of these women met Mephistopheles—lords of Hell do not dally with hedge magicians. they frequently find themselves they take every opportunity to push around those weaker than themselves. (7 squares) Armor Class: 15 (+1 Dex. Lawful) Hit Dice: 2d8+4 (13 hp) Initiative: +1 Speed: 35 ft. Con 14. Cha 12 Skills: Bluff +6. the great seducers in these cases are almost always the lowly herlekin. devil traits. or pack (5–20) Challenge Rating: 2 Treasure: Standard Alignment: Always lawful evil Advancement: By character class Level Adjustment: +2 The story is a familiar one to inquisitors throughout the Material Plane. as well as any weapons it wields. 7 lb. Int 8. Weapon Military fork* Cost 15gp Dmg (S) Dmg (M) Critical 1d6 1d8 x3 Military Fork Range Increment 10 ft. see in darkness. you deal double damage if you score a hit against a charging creature. The inquisitors can only smile ruefully as the stories unfold. Herlekin are unsubtle. magic During combat or when the hellwarden wants to raise the alarm. resistance to acid 10 and cold 10. a piercing scream that focuses countless days of pain into one fell shriek. The save DCs are Charisma-based. Every affected creature must succeed on a DC 13 Fortitude save to avoid being stunned for one round. this creature has an eerie Piercing Scream (Sp): Though its Spell-like Abilities: At will—detect crucified state is incredibly painful. Spot +4. Because there are so many of often by more powerful devils that them. attack functions like the sound burst spell (caster level 10th) but deals 2d8 points of sonic damage. it can unleash missile. whispering silent so as not to arouse suspicion. 168 . Caster level 10th. The poor summoner is no match for this great deceiver and finds herself seduced.Volume 3: Legions of Hell A hellwarden’s natural weapons. fight. The goat-legged. summoned to the Material Plane. Extraplanar. When Baal leads the least. The herlekin are rank-and-file This creature has a humanoid torso. hundreds of and a horned head with a savage visage. semblance of life. usually nocturnal. Diplomacy +3. Disguise +1 (+3 acting). Ref +4. flat-footed 14 Base Attack/Grapple: +2/+5 Attack: Military fork +5 melee (1d8+4/x3) or gore +5 melee (1d6+4) Full Attack: Military fork +5 melee (1d8+4/x3) or gore +5 melee (1d6+4) Space/Reach: 5 ft. Dex 13. Hide +6. 1/day—flaming sphere (DC 13). A hellwarden can use its piercing scream once every 10 minutes. to say the soldiers of Hell. couplings and begs for mercy. Jump +8. No. immunity to fire and poison. are good. horned herlekins have thus become synonymous with devils in the minds of common mortals. they want to drink. If you use a ready action to set it against a charge. Herlekin Medium Outsider (Devil. A local adept or witch dabbles with summoning magic. A fiend crucified and mutilated.

Time-lost myths relate that the Lords of Good thereafter decided to populate the Material Plane with weaker beings who would serve them with good works and reverence. though he can speak with almost any creature because of his tongues ability. Despite his fall from grace. low-light vision. he managed to rally to his banner the divs whom he had once defeated. +4 Constitution. (10 squares). Wis 23. some say they were encouraged to settle there by the dark lord of the plane’s lowest circle. From his lair in a rocky region of the First Circle of Hell. His deep voice kindles memories of dying fires. and these corrupted genies now serve him in an enormous army. They excel at assaults but do not do well with complicated maneuvers. cold. Silent Spell. “Ye have created me from fire. The divs were banished from the Material Plane as punishment for their insurgency. double goods. Dex 18. Horns Down! (Ex): Although trained to fight with the military fork. protective aura. Duke of Pride (Fallen Solar) Huge Outsider (Evil. Still. Int 23. cunning fallen celestials such as Beelzebub and Belial distinguished themselves in this centuries-long conflict. Escape Artist +57. spells. Herlekin have a taste for blood and are difficult to control once battle has begun. Iblis was cast from the Upper Planes. Powerful. the divs rebelled against their superiors under the rule of Gian ben Gian. Combat Reflexes. immunity to acid. Listen +59. Quicken Spell. darkvision 60 ft. Will +33 Abilities: Str 36. After nine thousand years of rule. Special Attacks: Blasphemous benediction. Doing so drives a herlekin into a killing rage the following round. Improved Initiative. probe soul. largely withdrew from the battle to ponder his own concerns. unsettling aura Saves: Fort +34 (+38 against poison)./15 ft. and it attacks madly until it or every opponent is dead. Knowledge (religion) +59. making a single attack that deals 2d6+8 points of damage. it gains +4 Strength. standard items Alignment: Lawful evil Advancement: By character class Level Adjustment: — Long before the birth of the first mortal. but Iblis. Point Blank Shot. he wears a simple wrap around his waist and sandals that lace around his calves all the way up to his knees. Combat Iblis is a terror in combat. The herlekin must move at least 20 feet in a straight line to build up proper momentum. Blood Rage (Ex): Herlekin thirst for blood and can drink the blood of a downed opponent as a standard action. are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. genies born of fire and entrusted with the government of the world by the Lords of Good. and he speaks Celestial. +24 natural). +4 Dex. unholy compact Special Qualities: Damage reduction 15/epic and good. spell resistance 32. Move Silently +57. With him fell a legion of celestials. Great Cleave. Disguise +8 (+10 acting). It crouches over.. Spring Attack. Extraplanar) Hit Dice: 50d8+350 (575 hp) Initiative: +8 Speed: 50 ft. Combat Casting. Far Shot. “Yet ye would have me bow to a creature made of dust?” For this refusal to serve. grant temptation. Survival +6 (+8 on other planes). Iblis spoke out. wielding the flaming falchion of Gian ben Gian with grim accuracy. Hide +49. Intimidate +63. It cannot end the blood rage voluntarily. the Material Plane was the domain of the divs. (good) Armor Class: 36 (–2 size. a powerful warrior king. Iblis and his divs continue their spiteful. as well as any weapons it wields. who had started it all. vorpal falchion +67/+62/+57/+52 melee (3d6+24/15–20 plus 1d6 fire) and bite +56 melee (2d6+6) or +2 composite longbow (+5 Str bonus) +54/+49/+44/+39 ranged (3d6+7/x3 plus slaying) or 2 claws +61 melee (1d8+13) and bite +56 melee (2d6+6) Space/Reach: 15 ft. regeneration 15. vorpal falchion +67 melee (3d6+24/15–20 plus 1d6 fire) or +2 composite longbow (+5 Str bonus) +54 ranged (3d6+7/x3 plus slaying) or claw +61 melee (1d8+13) Full Attack: +5 flaming burst. Somehow. Con 24. Dodge. Maximize Spell. Spellcraft +61. and Draconic. Sense Motive +63. Spot +59. A herlekin’s natural weapons. resistance to electricity 10 and fire 10. and –2 to armor class. Their arrival triggered a fierce war against the devils who had previously dominated the plane. and petrification. Cha 27 Skills: Bluff +65. they make a potent force. Improved Sunder. spell-like abilities. fly 150 ft.Combat Herlekin are fast-moving shock troops. Knowledge (arcana) +59. said to have represented a third of the heavenly host. Mobility. Volume 3: Legions of Hell Iblis. which he accomplished by slaying the genie caliph in personal combat. from the lowly ischim to the powerful archangels. Concentration +60. Diplomacy +65. flat-footed 32 Base Attack/Grapple: +50/+71 Attack: +5 flaming burst. the fallen turned to Hell. When Iblis dresses at all. When the gods presented their creation to the celestials and told their glorious warriors that from now on they existed to serve the mortals. tongues. Unable to venture to the Material Plane unless summoned. Weapon Focus (falchion) Environment: Hell Organization: Unique Challenge Rating: 30 Treasure: No coins. in numbers and properly led. The gods turned to the solar Iblis to defeat the uprising. holy interdict. and charges headfirst at the enemy. Improved Critical (falchion). timeless struggle against their creators. Use Rope +4 (+6 with bindings) Feats: Cleave. While raging. the Duke of Pride managed to 169 . infiltrating the Material Plane and undermining the worship of the Lords of Good. This is otherwise a normal charge attack. Iblis’s followers came from all ranks of the angelic choirs. Ref +31. a herlekin often gives into instinct and use its massive horns in battle. touch 12.” he exclaimed. Power Attack. Knowledge (the planes) +59. sent in after waves of lemures have exhausted the enemy. Infernal. horns lowered.

divine favor (2). are treated 3rd—bestow curse. remove fear. disguise self. *Domain spell. commune. He was true to them. any weapons he wields. chain lightning*. the touched creature’s attack and greater scrying. deeper darkness. Domains: Air and War. spell resistance 14. a dead language now only known by the wisest sages and celestials.Volume 3: Legions of Hell This +5 flaming burst. nondetection./5 ft. 26). Move Silently +11*. The falchion is a most impressive looking weapon. sing the praises of the Lords of Good and pledge eternal loyalty. command (DC 19). save DC 16 + spell level): 0—detect magic (2). Special Attacks: Breath weapon. Will +4 Abilities: Str 14. waves of exhaustion. shield of faith. 12 HD (Huge) Level Adjustment: — 170 . cursive script of the ancient div. mass inflict critical wounds (2). entropic shield. Jump +11. from his temples. permanency. sending. resist energy. 1/day—blasphemy (DC 25). Iblis’s natural weapons. 8th—fire storm. +4 natural). greater restoration. this ability provides a +4 deflection bonus to AC and a +4 (DC 24). Spell-like Abilities: At will—aid. but that loyalty was not returned. 1st—bane. but Iblis can create it again as a free action on his next turn. see the black skin contrasts sharply with his fire-red hair and white might (2). Iblis’s unsettling aura has a DC of 43. Int 11. bull’s strength (2). Unholy Compact (Su): A soul bound by this agreement is trapped in Iblis’s dimensional anchor. true seeing. darkvision 60 ft. imprisonment (DC 27). which can create any sort of slaying arrow when drawn. and his dark eyes burn with a fiery intensity. It was made in the age of myth by a mighty div artisan. remove curse. Iblis considered destroying the falchion but he decided to keep it instead. though using a tongues spell (caster level 50th). shield of law. Survival +7*. made before Gian ben Gian’s rebellion. Use Rope +4 (+6 with bindings) Feats: Improved Initiative. dispel teeth. They can be dispelled. wish. Listen +7. see in darkness. resistance to acid 10. continual flame. Blasphemous Benediction (Su): mass cure moderate wounds. obscuring mist*. protection from Otherwise. He considered it a symbol of his ill treatment at the hands of the Lords of Good. The following abilities are always active on a Iblis’s person. prayer. 7–11 HD (Large). remove disease. Wis 10. and poison. The inscriptions. Down in the Pit. power word stun. domain on the First Circle of Hell upon death. TrackB Environment: Hell Organization: Solitary or pack (3–6) Challenge Rating: 3 Treasure: Standard Alignment: Always lawful evil Advancement: 5–6 HD (Medium). lesser restoration. poison. protection handsome. wind wall.. dispel good (DC 23). harm. resurrection. greater dispel magic. heal creatures. Now Iblis and his blade are enemies of Heaven. (The power word kill. waist to neck. Escape Artist +11. (8 squares). miracle. The save DCs Regeneration (Ex): Iblis takes normal damage from epic good-aligned are Charisma-based. soul bind (DC 27). weapon damage rolls. Skills: Iblis has a +4 racial bonus on Bluff and Sense Motive checks. 3/day—blade barrier (DC 24). Spells: Iblis can cast divine spells as a 20th-level cleric. righteous common to all fallen celestials. Evil. vengeance. detect snares and pits. Cha 8 Skills: Balance +6. repulsion. Extraplanar. Hide +11*. mass charm monster (DC 26). summon monster VII. bear’s endurance (2). Ice Stalker Medium Outsider (Devil. polymorph (self only). etherealness. power word blind. speak with dead (DC 21). divine power*. Spot +7. magic vestment*. Ref +8. feathery wings. Lawful) Hit Dice: 4d8+8 (26 hp) Initiative: +8 Speed: 40 ft. burrow 30 ft. 2/day—charm person (DC 19). geas/quest. but Iblis can reactivate them as a free action. 9th—elemental swarm (air)*. Even the usually warlike generals of the First Circle of Hell give Iblis and his divs a wide berth. destruction. plane shift. Minor Artifact: The Falchion of Gian ben Gian Typical Cleric Spells Prepared (6/8/8/7/7/7/6/5/5/5. His jetFor full descriptions of abilities chaos. as well as desecrate. as spells (caster level 20th): detect good. Caster level 20th. it functions as a magic circle against good effect and a lesser globe of good. retain his +2 composite longbow (+5 Str bonus). symbol of pain. storm of Probe Soul (Su): The Will save to resist Iblis’s persuasion has a DC of 43. Small horny protrusions line his back from ment. (snow only) Armor Class: 18 (+4 Dex. both with a radius of 20 feet (caster level 50th). cause fear. dispelled. defensive benefits from the circle are not included in Iblis’s statistics block. Iblis grants a +6 profane bonus on 7th—control weather*. if feral. sneak attack +2d6. animate objects. The spirit of Gian ben Gian must have laughed when the hammer of the Lords of Good himself fell from grace. prismatic spray (DC 25). waves of fatigue. spiritual weapon*. Multiattack. eagle’s splendor. devil traits. earthquake (DC 26). bless. as the Tongues (Su): Iblis can speak with any creature that has a language. Con 15. see invisibility. reduction. This ability is always active. unholy aura (DC resistance bonus on saving throws to anyone within 20 feet of Iblis. Iblis took the weapon from his fallen foe after the rebellion was crushed and renewed the pledges on the blade as a sign of his own obedience. word of recall. spines Special Qualities: Damage reduction 5/good or silver. invisibility (self only). implosion. unholy blight Protective Aura (Su): Against attacks made or effects created by good (DC 22). with power beyond the ability of any to reproduce now. face and two large ram horns jutting purpose of overcoming damage from energy. neutralize poison. greater command. discern lies (DC 22). weapons and from spells or effects with the good descriptor. Tumble +13. fire storm invulnerability. 4th—death ward. resistance (2). invisibilThis muscular humanoid stands 20 feet tall and has a as evil-aligned and epic for the ity purge. Unsettling Aura (Ex): The Will save vs. 5th—control winds*. misdirection (DC 20). 2nd—align weapon. flat-footed 14 Base Attack/Grapple: +4/+10 Attack: Claw +6 melee (1d4+2) Full Attack: 2 claws +6 melee (1d4+2) and bite +4 melee (1d6+1) and tail slap +4 melee (1d4+1) Space/Reach: 5 ft. fire. immunity to cold. Saves: Fort +6. Dex 18. whirlwind*. 6th—banishfallen celestial template on page 161. vorpal falchion is an ancient artifact.) summon monster IX (devils only). This aura can be (DC 26). His mouth is a jumble of needle-thin sharp dismissal (2). guidance (2). unhallow. telepathy 100 ft. Its crimson-tinted blade is covered in the flowing. touch 14. suggestion (DC 21). dictum.

ring of mind shielding. Spellcraft +24. Improved Initiative. Power Attack Environment: Hell Organization: Unique Challenge Rating: 18 Treasure: Triple standard Alignment: Lawful evil Advancement: By character class Level Adjustment: — Jalie Squarefoot is an ambitious noble in the court of Mephistopheles. see in darkness. fire. Millennia ago. On the Forms and Functions of Devilkind. thanks to a book by a human sorcerer named Tharkul Snorrson. summon devils. He is a gifted manipulator who exceeds even his master as a schemer and corrupter of mortals. Sneak Attack (Ex): An ice stalker can sneak attack (+2d6 damage) like a rogue. Few know about this ability because few survive the attentions of ice stalker packs on the hunt./10 ft. fear aura. +1 Dex. its opponent takes 1d6+2 points of damage from the spines. damage 2d6 cold. fast healing 5. Move Silently. Breath Weapon (Su): 20-foot cone. Knowledge (the planes) +24. It also allows them to set up effective ambushes. or exiled nobles of Hell. lich’s phylactery. Con —. and Survival checks in a cold environment. touch 10. be they escaped souls. undead traits Saves: Fort +7. Climb +24. combining speed with multiple attacks and a breath weapon. Cha 22 Skills: Bluff +23. another pit fiend named Belphagon. This imposes a –4 morale penalty to armor class and a –2 morale penalty to attack rolls for 1d6 rounds. and they retreat in good order when the tide of battle turns against them. The vengeful fiend and his coterie. granting it a +4 racial bonus to grapple checks. contain a poisonous sting. Gather Information +23. if agents of curved horns. as well as any weapons it wields. They are perfectly able to execute complicated commands. While the scouting function of the ice stalkers is well known in Hell. immunity to cold. and polymorph. The book remains obscure for the time being— This creature is gaunt and spiny. face. runaway devils. darkvision 60 ft. They prefer to strike from ambush and often gang up on opponents. The secret may soon be out. Lightning Reflexes. Ice stalkers are expert trackers. vital whenever war has come to the Eighth Circle. An ice stalker’s tail can strike overhead or to the rear but does not. They patrol the vast icy wastes. Survival +6 (+8 on other planes) Feats: Cleave. This tome. resistance to acid 10. Living creatures that fail their saves are tormented by frostbitten skin and frozen eyes unless they are immune to or protected from cold. electricity. and Mephistopheles and his minions use them to hunt down fugitives. Their ability to burrow through the snow allows them to approach undetected and literally go to ground when under pursuit.. reporting suspicious activity to the ice devils (see MM). spell resistance 30.Natives of the frigid Eighth Circle. however. with a skull-like and may remain that way. Wis 22. jealous of Jalie’s meteoric rise. Reflex DC 14 half. paralyzing touch. Will +18 (cloak of resistance +3) Abilities: Str 25. it can’t breathe again until 1d3 rounds later. Diplomacy +27. Ice stalkers usually run on all fours but fight upright so they can better use their claws. flat-footed 25 Base Attack/Grapple: +7/+18 Attack: Touch +13 melee (1d8+5 negative energy plus paralysis) or claw +13 melee (1d6+7) or butt +13 melee (1d8+7) Full Attack: Touch +13 melee (1d8+5 negative energy plus paralysis) or 2 claws +13 melee (1d6+7) and bite +8 melee (2d6+3) or butt +13 melee (1d8+7) Space/Reach: 10 ft. Once an ice stalker breathes. Disguise +6 (+8 acting). Concentration +23. Int 24. Skills: *Ice stalkers have a +4 racial bonus to Hide. The Lich Fiend Large Undead (Extraplanar) Hit Dice: 14d12 (91 hp) Initiative: +5 Speed: 35 ft. Ref +10. +16 natural). Mephistopheles find out about it. Volume 3: Legions of Hell Combat Ice stalkers are tough combatants. ice stalkers are the eyes of ears of Mephistopheles.. Jalie Squarefoot. voice of maleficence Special Qualities: +4 turn resistance. ice stalkers are as intelligent as most humanoids. Spines (Ex): An ice stalker’s sharp spines help it burrow through snow. and a long bony tail. are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Intimidate +25. Dex 13. telepathy 100 ft. their hunting role is not such common knowledge. If an ice stalker wins an opposed grapple check. damage reduction 15/bludgeoning and magic. It makes special mention of their tracking and ambush expertise and provides several dubious stories on their use in a barbarian tribal feud. Listen +23. The spines also make an ice stalker very difficult to hold onto. spell-like abilities. Jalie was a pit fiend whose promotion to the nobility came at the expense of a vicious rival. Spot +23. An ice stalker’s natural weapons. Sense Motive +23. Special Attacks: Damaging touch. as is often claimed. The save DC is Constitution-based. concocted 171 . Great Cleave. contains an essay on ice stalkers and recommends their summoning in colder climates. Although they seem bestial. (7 squares) Armor Class: 26 (–1 size.

hardness 20. horned devil. unhallow. This ability is the equivalent of a 9th-level spell. though by a fear spell (caster level 15th). or pit fiend. mere inches from humiliating demotion. His ultimate goal is control. until one party or the other is destroyed. Jalie tricked Belphagon’s own followers into murdering their lord. Jalie carries a replica on a leather cord around his wrist. Other devils are immune bearded devils. Anyone truthfully any question Jalie asks. detect magic. After he had escaped dozens of attempts. 1/day—dream. Leaving a polymorphed double at court. Paralyzing Touch (Su): Any living creature Jalie hits with his touch attack Voice of Maleficence (Sp): If Jalie speaks to a creature that can understand must succeed on a Fortitude save (DC 23) or be permanently paralyzed. With the advantage of total surprise. in one of his many hideouts in Hell and the Wastes. some of which won’t mature for a thousand years. his desiccated form stoops under a grim. hold attack. fly. A creature in the area must succeed on a DC 23 Will save or be affected as 1/year—wish. ice devil. blasphemy (DC 23). Jalie’s life force is stored in an adamantine disc that is itself hidden inside a secret chest in the Ethereal Plane. Jalie cannot be permanently killed. one finally left Jalie barely alive. energy drain (DC 25). Damaging Touch (Ex): Jalie can deliver a touch attack that uses negative Spell-like Abilities: At will—animate energy to deal 1d8+5 points of dead. and its right foot is a club-like hoof. false vision. attack. magic extra damage on one natural weapon circle against good. A creature that successfully saves Summon Devils (Sp): Twice per day. His right foot has shriveled into a clublike hoof. a (DC 20). Fear Aura (Su): Jalie can radiate a 20-foot-radius fear aura as a free action. he uses illusion and enchantment magic to turn attackers against one another. The disc is Tiny and has 40 hit points. Caster level 20th. which led to his nickname Squarefoot. greater invisibility. is the skull of a horse. The save DC is Charismamass suggestion (DC 22). though a DC 20 Spot check or a DC 15 Heal every hour. Anyone who wrongs him can expect an eternity of retribution. mummified skull. but of all existence. His body spontaneously reforms 1d10 days after his death. see the adventure Hell in Freeport. wall of fire. If unable to avoid melee. dispel magic. If Jalie uses his natural person (DC 21). only). dominate the damage. The assassination attempts continued after his change. but he also learned that a mortal body was a prerequisite. To this end he has dozens of schemes percolating. to the aura. major image (DC 19). geas/quest. While the phylactery is intact. monster (DC 21). Belphagon assumed Jalie’s office and lands. While in this trance state. disguise self. with the head of a handsome stallion. bone devils. For more information on Jalie and his machinations. serving for exactly three days before Jalie’s body reformed. Lich’s Phylactery 172 . greater teleport (self plus 50 pounds of objects only). The save DC is Charisma-based. Jalie’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. create undead. not merely of that plane. charm monster damage to living creatures. and a break DC of 40. and eyes that once blazed with intelligence are reduced to pinpricks of feeble light. or lemures or summon one erinyes. Jalie discovered the secrets of lichdom. Jalie’s cunning and patience are almost limitless. he still deals 1d8+5 points of claws. unholy aura (DC 24). as is his capacity for hate. Jalie can automatically summon two cannot be affected again by Jalie’s aura for 24 hours. increases by 1. he hid away to prepare the lich’s phylactery. using his slaves and bound mortals to do the dirty work while he retires to safety. Jalie’s lust for power is exceptional even by the standards of Hell. He took back his title and role and has stood at court ever since. The save DC is Charisma-based. the subject must succeed at a Will save (DC 23) Remove paralysis or any spell that can remove a curse can free the victim (see or fall into a sleepy trance. detect successful Will save (DC 23) halves Jutting from the hood of its dark cloak. the subject answers the bestow curse spell description). polymorph (self based. the save DC check reveals that the victim is still alive. The save DCs are Charisma-based. and they were eventually successful. then took mortal form long enough to ritually destroy his body and pass through the horrid change to unlife. He needed a new weapon—and he found one. but for each consecutive hour of interrogation. He is quick to teleport away if faced with a superior force. The creature’s bony arms end in weapons rather than this touch fireball (DC 19). Before his transformation Jalie was tall and proud. In undeath. The save DC is Charisma-based. The subject may attempt a new saving throw paralyzed by Jalie seems dead. horrid wilting (DC 24). this creature’s head good. The effect cannot be dispelled. desecrate.Volume 3: Legions of Hell a number of plans for his assassination. him for 10 full minutes. Combat Jalie prefers trickery to direct combat.

Cha 16 Skills: Balance +24. and it cannot be This giant humanoid has clawed feet like a great bird. +3 natural. Keres can climb walls. When using the full attack action. Armor Class: 21 (-1 size. These extra legs give keres a mobility undreamed of by the rank and file devils. devil traits. but the dodge bonus to armor class is +3. hate keres with unrivaled passion. climb 30 ft. hang from ceilings. or Squad (5-20) Challenge Rating: 8 Treasure: Standard Alignment: Always lawful evil Advancement: 11-14 HD (Large). 15-30 (Huge) Level Adjustment: +6 Keres are elite soldiers in the armies of Baal./5 ft. Ref +16. Jump +21. Dex 10. Weapon Focus (two-bladed sword) Environment: Hell Organization: Solitary. (10 squares). see in darkness. Disable Device +3. Special Attacks: Clawed feet 1d8+3 Special Qualities: Damage reduction 10/good. Extraplanar. but the majority of these devils serve the Lord of the First Circle. Evil.. flat-footed 15 Base Attack/Grapple: +1/+3 Attack: Heavy pick +4 melee (1d6+3/x4) Full Attack: Heavy pick +4 melee (1d6+3/x4) Space/Reach: 5 ft. to take 10 on Climb checks. Hide +4. with the uncanny dodge ability as if Keres never just stand in one spot it were a 10th-level rogue. Use Rope +9 (+11 with bindings) Feats: Mobility.. Wis 12. using their spider legs. a kere can make two extra clawed feet attacks with a +10 attack bonus. and pounce on opponents from any angle. immunity to fire and poison. Climb +27. Pair. uncanny dodge Saves: Fort +11. darkvision 60 ft. Int 9. Lilith is known to favor female keres in her armies. +9 Dex). Clawed Feet (Ex): When fully engaged in melee. and Baal prizes their skill and ruthlessness. Saves: Fort +4. Extraplanar. and spring attacks to 14th level. Cha 12 Skills: Appraise +3. Spot +14. but they respect the drow as adversaries. Intimidate +16. Con 18. Int 10. flat-footed 21 Base Attack/Grapple: +10/+20 Attack: +1 keen two-bladed sword +17 melee (2d6+10/17–20) Full Attack: +1 keen two-bladed sword +15/+10 melee (2d6+7/17–20) and +15 melee (2d6+4/17–20) Space/Reach: 10 ft. fast healing 5. tumbling ability. telepathy 100 ft. The drow. Ref +2. They see the devils as an affront to their Spider Queen and seek to slay keres above all other foes. immunity to fire and poison. Will +1 Abilities: Str 14. Improved Dodge (Ex): As the dodge feat (see the PHB).. telepathy 100 ft. Evil. touch 18. Knocker Medium Outsider (Devil. Dex 28. Con 15. It can flank characters fight a very mobile style of warfare. Lawful) Hit Dice: 1d8+2 (6 hp) Initiative: +0 Speed: 30 ft. They move fast and hit hard. Combat Uncanny Dodge (Ex): A kere Keres love to fight and they excel retains its Dexterity bonus to AC at it. Intimidate +5. Each clawed foot inflicts 1d8+3 points of piercing and slashing damage. see in darkness. even if rushed or threatened. In combat they are a blur of when flat-footed. resistance to acid 10 and cold 10. They always keep Skills: Keres have a +8 racial bonus on Climb checks and can always choose their opponents guessing where they’ll move and whom they’ll attack next. Two-Weapon Fighting. Will +8 Abilities: Str 22. especially their clerics. Tumble +24. Listen +14. Spring Attack. flanked except by a rogue of at least wings might be. Search +3 Feats: Weapon Focus (heavy pick) 173 . This greatly amuses the keres. improved dodge. a kere can fall back on her spider legs. knocking. freeing up her clawed feet for attacks. touch 10. Escape Artist +22. A kere’s natural weapons. darkvision 60 ft. Special Attacks: — Special Qualities: Damage reduction 5/good or silver.Kere Volume 3: Legions of Hell Large Outsider (Devil. Wis 8. Lord of the First Circle. resistance to acid 10 and cold 10. it has spider legs sprouting from its back. and duke it out. Lawful) Hit Dice: 10d8+40 (85 hp) Initiative: +9 Speed: 50 ft. Long spider legs sprout from their backs in mockery of the beautiful wings of celestials. Knowledge (dungeoneering) +3. Climb +6. devil traits./10 ft. as well as any weapons she wields. (6 squares) Armor Class: 15 (+5 natural). spell resistance 18. are treated as evilaligned and lawful-aligned for the purpose of overcoming damage reduction. and where motion.

or mob (11–20) Challenge Rating: 1 Treasure: None Alignment: Always lawful evil Advancement: 2–3 HD (Medium) Level Adjustment: +1 Knockers are members of the downtrodden underclass of devilkind. Squat like a dwarf. gang (2–5)./5 ft. or distant footfalls. Despite their lowly status. The Lord of the Flies is constantly building new cities and abandoning them as soon as they are complete. Thus. Cha 15 it is to torment the faithless husbands This undulating worm has vile pink flesh and a bristling Skills: Bluff +12. Once on the Material Plane. a knocker can create mysterious noises. +1 Dex. they delight in making mischief. Will +5 that love them are the targets of the Abilities: Str 24. are the great betrayers… figures of abandonment whose sole motivation is the Special Attacks: Haunting images and sounds. They are not the fiercest of combatants but often have numbers on their side. This program requires endless raw materials. Disguise +12 (+14 whole of Hell for more victims. where they are treated as cannon fodder. for they Space/Reach: 10 ft. sounds of wailing screams of absolute betrayal and suffering. they acting). where they have their fun at mortals’ expense until they are caught or driven off. Combat Occasionally mischief turns to violence. a virtual death sentence. and treacherous fathers. are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. spell-like abilities acquisition of personal freedoms over the best interests of those who depend Special Qualities: Devil traits. For once. Knockers thus tend to gravitate to mines or other underground areas on the Material Plane. a nasty devil whose purpose 5. Unlike lemures. as well as any weapons it wields. Caster level 3rd. polyps. such as sounds of mining. Knockers have also been pressed into Beelzebub’s armies on more than one occasion. Search +7. Wis 11. touch 10. A knocker’s natural weapons. Concentration +16. After toiling for countless hours in Hell. Spell Focus (Illusion). It uses this ability to lead mortals astray. The abuse these souls with the haunted Survival +10 (+12 tracks) sound of its awful hide rubbing against the ground produces features of the betrayed. where they serve Beelzebub on his ceaseless construction projects. One would think that knockers would have some sympathy for mortal miners. 4 claws +8 melee (1d6+3) A man who turns his back on his family has a special place in Hell. Feats: Greater Spell Focus (Illusion). Dex 12. flat-footed 20 Advancement: 8-14 HD (Large). and when it does. knockers attack with their heavy picks. knockers are not uncommon visitors to the Material Plane. muffled conversation. and that’s where the knockers come in. Extraplanar. abuse their wives or children. Evil. Kok-Lir Large Outsider (Devil. (6 squares) Alignment: Always lawful evil Armor Class: 21 (-1 size. Its Diplomacy +4. they don’t have to do the bidding of their taskmasters. resistance 20 or commit other crimes against those Saves: Fort +11. they are not reborn spirits of the dead but true members of the devil tribe. and the threat of mischief plays across its face. Int kok-lir. Lawful) 174 Environment: Hell or Any Land Organization: Solitary Hit Dice: 7d8+42 (73 hp) Challenge Rating: 8 Initiative: +1 Treasure: None Speed: 30 ft. They are expert miners and so spend most of their time toiling in the dank tunnels of the Seventh Circle. save DC is Charisma-based. spell upon him. Track Spurned spouses with the capacity to summon forth one of these . They enjoy nothing more than leading miners astray. 15-21 HD (Huge) Base Attack/Grapple: +7/+18 Level Adjustment: — Attack: Bite +13 melee (1d8+7 and poison) Full Attack: Bite +13 melee (1d8+7 and poison). they can make the rules. band (6–10). long body features segmented rings. Intimidate +4. Prowling the bulbous head with suppurating polyps and a small mouth. Con 22. damage reduction 10/chaotic or good. these visits are almost like vacations to them. Ref +6. Petty wizards sometimes summon them. no knocker wants to march to war in Hell. just like a worm. but more frequently knockers stumble through an underground portal and leave Hell before they realize it. For once. to catch them in cave-ins or watch them starve to death in forsaken tunnels. this horned humanoid wields a miner’s This is otherwise identical to ghost sound (DC 11). +11 natural). Mortal men who leave their families.Volume 3: Legions of Hell Environment: Hell Organization: Solitary. The pick. Knocking (Sp): Twice per hour. but the opposite is true.

they move throughout the plane. Improved Disarm. Dex 18. only a few (1d6+1) are ripe. Polyps (Ex): Growing all over the kok-lir’s head are strange pustules filled with gas and ochre-colored fluid. The kok-lir’s attacks are considered magical for purposes of overcoming damage reduction. which explodes in a 10-foot cone-shaped burst. It is thus not darkness. The save DC for this ability is Charisma-based. Krotep Pharaoh of Axor 6th-Level Fighter. Although none of their realms Special Qualities: Damage reduction 15/good and silver. Disguise +3 (+5 has the body of a muscled man and the head of an insect. the polyps deal 1d6 points of Dexterity damage and the target must attempt a Fortitude save (DC 19) or be nauseated for 1d10 rounds. if the kok-lir moves again. Weapon Specialization (whip) 175 . Spell-like Abilities: The kok-lir may use these spells at will. the kok-lir. can match the sheer size of even a single circle of Hell. surprising that some devils attempt alliances with. and poison. or in some cases even Saves: Fort +17. fire. Jump +15. Lightning Reflexes. Wis 14. locate creature. These gods maintain their own realms. resistance to acid 10. see in have something that even the devil lords lack: true godhood. creating sounds of shrieking and torment. touch 19./5 ft. as a free action. Lawful) Hit Dice: 10d8+50 plus 6d10+30 (158 hp) Initiative: +8 Environment: Hell Speed: 30 ft. Nekhet (see page 182). all opponents must attempt another save. Given the noise the kok-lir makes when it moves. Regardless of whether he accepts or not. (6 squares) Organization: Unique or retinue (Krotep plus 3–6 chain devils) Armor Class: 24 (+4 Dex. Survival +2 (+4 on other planes) Feats: Alertness. Kok-lir speak Common and Infernal. this humanoid without dealing with Krotep and Diplomacy +26. Haunting Images and Sounds (Su): When the kok-lir moves. telepathy 100 ft. while their polyps pop. Listen +23. mirage arcana (DC 17) and seeming (DC 17). delicately pulling the flesh from the bones as the victim screams for mercy. Challenge Rating: 15 flat-footed 20 Treasure: Triple standard Base Attack/Grapple: +16/+24 Alignment: Lawful evil Attack: +3 thundering whip +24 melee (1d6+9/19–20) or claw +20 melee Advancement: By character class (1d6+4) Level Adjustment: — Full Attack: +3 thundering whip +24/+19/+14/+9 melee (1d6+9/19–20) and claw +15 melee (1d6+2) As if millions of devils weren’t bad enough. Combat Expertise. Of them. Combat Reflexes. Medium Outsider (Devil. Knowledge (religion) +22. under the illusion of the family. promising forgiveness if only he would return. unless they successfully saved against the first. Once free from the restraints of Hell. Hell is also home to lawful evil Space/Reach: 5 ft. darkvision 60 ft. releasing clouds of foul poison into the air. slowly devouring the creature in a horrifically slow manner. Con 20. they are immune to its effects for 24 hours. Will +11 worship. To those who failed their saving throw. through the use of illusions. Weapon Focus (whip). they use their haunting images and sounds ability to confuse the target. +5 natural. they change their appearance to that of the target’s family. it may also use these spell once per day. as a 9th-level caster—desecrate. Knowledge (the planes) +22. as a 9th-level caster—cloudkill (DC 17) and phantasmal killer (DC 16). Cha 16 Fifth Circle. Once per round. Improved Critical (whip). brimming with all sorts of souls ready for harvesting. Sense Motive +21.. spell resistance 26. ring of protection +5). Special Attacks: Snapping claw. Both save DCs for this ability are Constitution-based. Evil. Climb +14. spell-like abilities.behemoths and without the scruples for what they are about to do. All opponents within 60-feet must attempt Will saves against a DC 15 or be confused for as long as the kok-lir moves. though. Intimidate +24. The save DCs for these spells are Charisma-based. They find the Material Plane a veritable repository for unfaithful men. Spot +23. The Abilities: Str 18. immunity to cold. The effects cease if the kok-lir remains in its square for 1 round. these deities do devil traits. Volume 3: Legions of Hell Combat Kok-lir use telepathy to identify the appropriate targets for their attacks. deities from a variety of pantheons. these foreign gods. Egyptian god Set’s realm is in the Int 16. Once selected. sometimes call these creatures from Hell to visit revenge on their former loves. Thereafter. the kok-lir can burst one of the ripe polyps. Finally. Improved Initiative. its body grinds against the ground. Extraplanar. Improved Trip. kok-lir will not willingly return to their home plane. A whip in one hand and its other hand a crab claw. Once they have dispatched the subject of their summoning. Ref +15. All opponents within the area of effect may attempt Reflex saves (DC 19) to avoid coverage by this viscous fluid. sets upon the victim. Once a character successfully saves against this ability. acting). searching for new victims to torture and devour. and no one approaches Skills: Bluff +22. whip master largely standing outside of infernal politics. it suffers a -8 circumstance penalty to all Move Silently checks.

Krotep believes that only his sister’s machinations have prevented the success of his own endeavors. Hide +25*. (10 squares) Armor Class: 26 (+7 Dex. by winning him more worshipers. his biggest adversary is his sister. He also has deadly spell-like abilities. Will +10 Abilities: Str 20. Now the Pharaoh of Axor carries this relic of the Stygian depths with him wherever he goes. on a vast icy plateau. Climb +21. In addition. and all the while Set laughs at the spectacle. Strong necromancy. Krotep dedicates each pyramid to Set. Jump +23. Spell-like Abilities: 3/day—ice storm. Despite dozens of completed pyramids. Ref +15. Krotep’s Whip This +3 thundering whip is made from the cured hide of a gold dragon. telepathy 100 ft.. She controls the southern and eastern approaches to Set’s realm and attempts to win the favor of their father in a different way. Here he has set up his kingdom. Through several active agents. Snapping Claw (Ex): Every once in a while Leviathan feels it is necessary to remind Krotep who his real master is. Spot +18. superlative initiative. so he dedicates much of his time to undermining her plans. darkvision 60 ft. ring of protection +4). Some say Krotep and Nekhet began to squabble while still in the womb. and he now raids other planes for the slaves he needs to keep up the effort. Weapon Finesse. Dex 25. wall of ice (DC 17). Whip Master (Ex): Krotep has trained with the whip for centuries.. Though Krotep is technically a vassal of Leviathan. The claw gives Axor a +4 bonus on grapple checks. in the hope that his father will recognize him and grant him godhood. Con 16. Sleight of Hand +23. daughter of the night. as well as any weapons he wields. Listen +18. The save DC is Charisma-based. Taskmaster (see sidebar). rather than nonlethal damage. The last time the devil lord asserted his authority./5 ft. Axor. spell-like abilities Special Qualities: Damage reduction 10/good. Marquise of the Night Medium Outsider (Devil. Caster level 10th. flat-footed 26 Base Attack/Grapple: +13/+18 Attack: Claw +21 melee (2d6+5/19–20) Full Attack: 2 claws +21 melee (2d6+5/19–20) Space/Reach: 5 ft. he cut off Krotep’s hand and replaced it with a snapping claw like a crab’s. Lel. Lastly. Weapon Focus (claw) Environment: Hell Organization: Unique 176 . Intimidate +21*. This treatment has only driven Krotep further into his mania. devil traits.Volume 3: Legions of Hell Minor Artifact: Taskmaster. the great sea beast leaves him alone as long as he pays enough tribute. It deals 1d6 points of lethal damage. and many of his subjects have died under the lash of his personal weapon. +5 natural. Extraplanar. Combat Krotep is a fearsome opponent. Since Nekhet is quite active on the Material Plane. a twisted inversion of ancient Egypt where snow replaces sand and thousands of slaves toil ceaselessly to build pyramids out of huge blocks of ice. certainly. and it deals an additional 2d8 points of sonic damage on a successful critical hit. Wis 14. Special Attacks: Claws of darkness. Weight 2 lb. Lawful) Hit Dice: 13d8+39 (97 hp) Initiative: +15 Speed: 50 ft. and thousands of dead slaves. Evil. Krotep’s natural weapons. resistance to acid 10 and cold 10. he has promulgated his own cult. These two siblings claim (perhaps spuriously) to be the children of a liaison between Set and a devil princess. Tumble +25. sneak attack +10d6. this has forced Krotep to increase his own presence there as well. hundreds of years of labor. Nekhet. spell resistance 23. CL 18th. Cha 20 Skills: Balance +9. Krotep controls the northern and western approaches to Set’s realm. Krotep retains a bodyguard of chain devils (see MM) and is usually accompanied by a group of these devils wherever he goes. Search +19. immunity to fire and poison. Int 16. Set has given no indication that he even recognizes the effort. Move Silently +25*. In Krotep’s mind. He does not provoke attacks of opportunity when striking with his whip. uncanny dodge Saves: Fort +11. he will be allowed to take his rightful place by the side of his father. Axor uses the claw’s damage while grappling instead of that of an unarmed strike. He is convinced that if he can honor the great god. are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Improved Critical (claw). which he claims are a result of his godly parentage. their mother did not survive the birthing process. Survival +2 (+4 following tracks) Feats: Combat Reflexes. Disguise +21*. Stealthy. Now brother and sister clash both in Hell and the Material Plane. His skill with the whip is unmatched in Hell. see in darkness. sleet storm. touch 21. Axor is a strange place.

Cha 16 Skills: Appraise +14 (+16 with weapons). but minions of Baal have a nasty habit of ending up dead. Combat Expertise. Ref +10. a specialist in the dark arts of blackmail and murder. this lithe humanoid woman is a come-hither beauty. Fire. resistance to acid 10. She takes off her silken gloves. Unlike many devil nobles.. are treated as evilaligned and lawful-aligned for the purpose of overcoming damage reduction. Marquise of the Night. Dex 18. and she cannot be flanked except by a rogue of at least 17th level. She lives at her mistress’s court and serves Lilith directly. For a devil with so much blood on her hands. Disguise +3 (+5 acting). Roughly a millennium ago. Hide. Known as the Teeth of the Night. this group has provided invaluable service to Lilith since its foundation. but she is priceless on the Material Plane. Intimidate +17. Int 14. and gets down to the business at hand. the ruler of the Sixth Circle. vulnerability to cold Saves: Fort +11. immunity to fire and poison. When it’s time to work. rend 2d4+15 Special Qualities: Damage reduction 10/good. Elegantly attired. When she does attack. she calls on Lel./15 ft. Lel’s natural weapons. Intimidate. Uncanny Dodge (Ex): Lel retains her Dexterity bonus to AC when flatfooted. or strong-willed to fall for even her legendary powers. Will +7 Abilities: Str 30. darkvision 60 ft. Con 20. she started training an elite cadre of devils in her line of work. Lel is uncharacteristically lighthearted. Search +14. she does so with lightning speed and overwhelming force. Many a devil noble has been charmed by her. She can flank characters with the uncanny dodge ability as if she were a 13th-level rogue. only to learn her dread identity later. Lawful) Hit Dice: 9d8+45 (85 hp) Initiative: +4 Speed: 50 ft. But when Lilith encounters someone too smart. She is a valuable tool in the politics of Hell. Magugon Huge Outsider (Devil. The Marquise feigns indifference regarding the vendetta. Listen +13. Spell-like Abilities: 3/day—cat’s grace. wearing silken gloves over her unusually long fingers. Jump +22. Skill Focus (Craft [weaponsmithing]) Environment: Hell Organization: Solitary or gang (2–5) 177 .. she enjoys the pageantry and decadence of Lilith’s court. Caster level 10th. Climb +22. exposes her claws of pure darkness. Claws of Darkness (Su): Lel’s claws are manifestations of the night. greater invisibility. Extraplanar.Challenge Rating: 12 Treasure: Double standard Alignment: Lawful evil Advancement: By character class Level Adjustment: — Lilith. Sneak Attack (Ex): Lel loves to grab unsuspecting opponents with both claws and snap their necks. Lel is a favored minion of Lilith. flaming hide. Bluff +15. +4 Dex. When not on assignment. Raising such a child would be quite a feat. considering that Lilith’s breasts produce poison instead of milk. and Move Silently checks during the night. Volume 3: Legions of Hell Combat Those Lel wants dead never see her coming. Evil. +12 natural). Spot +13. Skills: *Lel has a +4 competence bonus to Disguise. They are treated as magic weapons for the purpose of overcoming damage reduction. Rumors in the infernal courts ascribe her special powers to godly blood. She has a +8 bonus to Initiative checks. (10 squares) Armor Class: 24 (–2 size. She is also extremely patient. willing to wait for just the right moment. Lel does not maintain her own fortress. Special Attacks: Fire spears. Improved Disarm. touch 12. but that doesn’t stop the gossip. the Babylonian god of night. Very few mortals have what it takes to survive Lel’s attentions. Diplomacy +5. Superlative Initiative (Ex): In combat Lel is a blur of motion. She can make sneak attacks (+10d6 damage) like a rogue. is one of the most notorious seductresses in the multiverse. spell resistance 22. Craft (weaponsmithing) +17. see in darkness. devil traits. as well as any weapons she wields. telepathy 100 ft. Daughter of the Night (Su): Lel is at home in the night. expeditious retreat. though. flat-footed 20 Base Attack/Grapple: +9/+27 Attack: Claw +17 melee (2d4+10) or fire spear +11 ranged touch (2d6 fire) Full Attack: 4 claws +17 melee (2d4+10) or 4 fire spears +11 ranged touch (2d6 fire) Space/Reach: 15 ft. Lel is deadly serious. They proved so effective on the First Circle that Baal has sworn vengeance against Lel. Wis 12. She is a master of stealth and can appear anywhere at any time. She has concealment from sundown to sunrise. pure. and some whisper that she is the result of a tryst between Lilith and Anshar. Survival +13 (+15 following tracks) Feats: Combat Reflexes.

Every round that a creature remains additional 2d4+15 damage. Great Cleave. Dex 15. touch 11. and multiple appendages necessary to work the great furnaces and bellows that produce fine adamantine. resistance to acid 10 and cold 10. +8 following tracks) Feats: Cleave. rebuke undead. The save DC is Constitution-based. It’s hard to deny the impact of a gang of 20-foot-tall. within range of the effect. Forgery +22. four-armed. They have the strength. immunity to fire and poison. as well as any weapons it wields. When making a full attack. 178 . Extraplanar. Saves: Fort +14. skill. Any opponent within 10 feet of a flaming Rend (Ex): A magugon that hits with two or more claw attacks latches onto magugon must succeed at a Fortitude save (DC 19) or take 3d6 points of its opponent’s body and tears the flesh. Listen +24. Power Attack. telepathy 100 ft. These are ranged touch attacks that have a range of 100 feet and deal 2d6 points of fire damage. +2 Dex. Duke of Unlife Large Outsider (Devil. Con 21. Concentration +23. They run the armaments workshops that ensure a steady stream of weaponry for their lord’s armies. These spend part of their time training for combat. This attack automatically deals an fire damage (half on a successful save). Search +22. A magugon’s natural weapons. He tries to curry favor with Lord Baal by winning military victories and has chosen a novel way to do so. Evil. They serve in the bowels of Belial’s fiery city and only rarely venture outside of its confines.. darkvision 60 ft. flat-footed 30 Base Attack/Grapple: +15/+26 Attack: +3 unholy halberd +25 melee (2d8+13/19–20/x3 plus 2d6 against good) Full Attack: +3 unholy halberd +25/+20/+15 melee (2d8+13/19–20/x3 plus 2d6 against good) Space/Reach: 10 ft. this is usually sufficient. Magugons are seen on the Material Plane most often when summoned by evil wizards who wish their help crafting special items. Magugons prefer to attack at range first with their fire spears. spell-like abilities Special Qualities: Damage reduction 15/good and silver. these talented smiths don’t use weapons in combat. flames at will as a free action. +21 natural). Several battles have been turned by the magugons’ arrival. Belial maintains a small core of magugons as shock troops for his armies. then close for melee. standard items Alignment: Lawful evil Advancement: By character class Level Adjustment: — Malgrin is a powerful noble of the First Circle of Hell. double goods. but only these special apparatuses make enough heat to burn away all the metal’s impurities. Combat Ironically. Weapon Focus (halberd) Environment: Hell Organization: Unique or retinue (Malgrin plus at least 2 10th-level necromancers and 100 fiendish skeletons) Challenge Rating: 17 Treasure: Standard coins. Improved Critical (halberd). Spot +24. Wis 22. With their great strength and reach. Will +15 Abilities: Str 25. see in darkness. A magugon can create spear-shaped flaming missiles in its hands. Disguise +3 (+5 acting). whose smithing abilities are well known across the planes. it can throw each spear at a different target. necromantic master. Climb +25. (8 squares) Armor Class: 32 (–1 size. Fire Spears (Ex): Flame is an intrinsic part of the magugon’s nature. can cause its hide to erupt into flame. Improved Turning. Knowledge (the planes) +22. Sense Motive +24. spell resistance 28. and Belial uses them as a reserve unit in great need. Malgrin. Lawful) Hit Dice: 15d8+75 (142 hp) Initiative: +2 Speed: 40 ft. 17–27 HD (Gargantuan) Level Adjustment: — Magugons are natives of Hell’s Fourth Circle. The Fourth Circle is scorching to begin with./10 ft. devil traits.Volume 3: Legions of Hell Challenge Rating: 11 Treasure: Standard Alignment: Always lawful evil Advancement: 10–16 HD (Huge). The adamantine items they craft are earmarked for devil nobility. Int 18. another This huge humanoid monster has four arms and is clothed in Flaming Hide (Ex): A magugon Fortitude saving throw is required. Belial takes great pride in the magugons. Cha 17 Skills: Bluff +21. Diplomacy +25. Special Attacks: Fear aura. Survival +6 (+8 on other planes. Knowledge (religion) +22. so magugons use their powerful claws in combat instead. Intimidate +23. fire-hurling monsters. Ref +11. are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Malgrin has a huge undead horde under his command. Will +8 Abilities: Str 15. Special Attacks: Crippling strike. Fear Aura (Su): Malgrin can radiate a 30-foot-radius fear aura as a free action. entirely organic. a +3 unholy halberd. his fiendish skeletons cannot be turned while in Hell. The implacable advance of the duke’s legions has routed both demons and rival devils. Squad (4-16) Challenge Rating: 9 Treasure: Standard Alignment: Always lawful evil Advancement: 10-27 HD (Medium) Level Adjustment: — Though seemingly mechanical. +8 natural). he decided to secure his position by increasing the undead forces under his command. he receives a +2 bonus on checks to rebuke undead. Spell-like Abilities: At will—animate dead. Cha 14 Skills: Appraise +14 (+16 on checks related to its Craft skills). Moreover. +5 tracks) Feats: Combat Expertise. Con 15. naturally enough. Concentration +12. Survival +3 (+5 natural environments. Intimidate +14. Pair. 3/day—create greater undead. though none can say what really lurks in the heart of the Duke of Unlife. greater teleport (self plus 50 pounds of objects only). His officers are not devils at all. of devils. unholy blight (DC 17). Heal +13.A tattered. Necromantic Master (Su): Malgrin’s evil power allows him to control far more undead than the animate dead spell normally allows. Mechtenaek Medium Outsider (Devil. fly. flatfooted 18 Base Attack/Grapple: +7/+9 Attack: +1axiomatic scalpel +10 melee (1d6+3 plus 2d6 against chaotic foes) Full Attack: +1axiomatic scalpel +10/+5 melee (1d6+3 plus 2d6 against chaotic foes) Space/Reach: 5 ft. sneak attack +2d6. the mechtenaeks are actually living devils. Once in charge. they harden their organs by their own supernatural abilities of sparagmos and reassembly. as well as any weapons he wields. Knowledge (the planes) +14. His favorite weapon is Bonecruncher. Devils are simply too interested in their own advancement to make trustworthy subordinates. There were plenty of corpses to make troops from. but also face internal threats. The halberd it holds in its bony hands pulses with dark energy. The save DC is Charisma-based. Improved Feint Environment: Hell Organization: Solitary. but right now he values the duke’s armies too much to take any action. damage reduction 10/chaos. reassemble. create undead. Craft (any two) +14. Knowledge (nature) +14. Disable Device +14. A creature in the area must succeed on a DC 20 Will save or be affected as though by a fear spell (caster level 15th). Search +14. (6 squares) Armor Class: 22 (+4 Dex. Now known as the Duke of Unlife. Bluff +12. Other devils are immune to the aura if they have at least as many Hit Dice as Malgrin. Sense Motive +13. Rebuke Undead (Su): Malgrin can channel negative energy to rebuke undead as a 16th-level evil cleric (this level includes the bonus from Improved Turning). +5 planes. They say that Malgrin is planning a move. Extraplanar. He lives in the Bone Citadel. As a result of his ranks in Knowledge (religion). A creature that successfully saves cannot be affected again by Malgrin’s aura for 24 hours. Other nobles of the First Circle whisper in their lord’s ear. Wis 16. Ref +9. Malgrin’s natural weapons. Dodge. Lawful) Hit Dice: 7d8+14 (46 hp) Initiative: +4 Speed: 30 ft. inscrutable eyes. The hierarchy of Hell charges mechtenaeks 179 . and he found their obedience pleasing. Caster level 20th. Sleight of Hand +16. but necromancers of various races who have pledged themselves to him. are treated as evilaligned and lawful-aligned for the purpose of overcoming damage reduction. They are in near-constant conflict with their perpetual enemies. The save DC is Charisma-based. barrel-chested humanoid. Volume 3: Legions of Hell Combat Duke Malgrin is alone only when he takes rest in the heart of the Bone Citadel. shadowy cloak hangs from the shoulders of this cadaverous. and that he wants to turn the entirety of Baal’s realm into a boneyard. Evil. Dex 19. Int 18. He often uses unholy blight to clear out large groups of enemies before wading into combat. Malgrin should know—he rose to his position by assassinating his former boss. a grim fortress built on the banks of a river of blood. To most outside observers. spell resistance 23 Saves: Fort +7. Two horns curl up above its cold. Malgrin seems content to rule his necromantic fiefdom. sparagmos Special Qualities: Devil traits. Most armies on the First Circle are composed. At any one time Malgrin can have up to 100 HD worth of undead under his command./5 ft. The archdevil may harbor some suspicions. touch 14. At all other times he is accompanied by a retinue of necromancers and infernal skeletons. Diplomacy +6. Malgrin is an impressive combatant by himself. demons. Disguise +4.

Listen +24. The mechtenaek can hurry the process. grant temptation. spell-like abilities. Knowledge (the planes) +19. Cha 22 Skills: Bluff +25. saves and checks due to the constant pain and awkwardness it moves. resistance to electricity 10 and fire 10. Heal or regenerate can reassemble the victim of sparagmos. Combat Mechtenaeks. the mechtenaek dismantles and reassembles it into a more useful form. but at greater risk to the subject. Once fully divided. +15 natural). provided. they use their Heal skill to stabilize them. Hide +19. flat-footed 29 Base Attack/Grapple: +12/+18 Attack: +3 flail +21 melee (1d8+9 plus stun) or bite +18 melee (1d6+6) Full Attack: +3 flail +21/+16/+11 melee (1d8+9 plus stun) or 5 bites +18 melee (1d6+6) Space/Reach: 5 ft. Hence. Int 18. Mechtenaeks do not care on whom they experiment—mortals or devils serve equally well. and reorganize them into new and interesting forms. Black reflective goggles appear complete. probe soul. Will +11 Abilities: Str 22. The victim of sparagmos is quite aware of what is occurring to his body. Survival +3 (+5 on other planes). equipment and other devices. Though they are experts at rearranging flesh. the mechtenaek places body parts in random locations. Improved Initiative. Crippling strike (Ex): Mechtenaeks deal 2 points of Strength damage whenever they successfully sneak attack an opponent. cold. holy interdict. A victim of wheezy noise of tinny laughter echoes from the voice box. Once the victim is properly prepared. they are equally suited at manipulating machinery and equipment. Wis 16. but is helpless to stop it. improving. in the case of the former. Concentration +19. Extraplanar) Hit Dice: 12d8+48 (102 hp) Initiative: +8 Speed: 50 ft. eyes in the hands. Great Fortitude. It wears a long black leather coat with DC 17 Fortitude save or die. Disguise +6 (+8 acting). Typically. victims of on the surface serves as its mouth. Move Silently +19. these devils snatch unsuspecting victims. Dex 18. Sense Motive +22. however. using their scalpel to carve them to pieces. and petrification. unsettling aura Saves: Fort +14 (+18 against poison). For Small or Medium creatures. Ref +12. Spot +24./10 ft. darkvision 60 ft. he may begin to dismantle the target by cutting him into pieces. Escape Artist +19. whatever they touch. all the parts are present. Diplomacy +25. In its hand is a scalpel this assembly suffer a -4 penalty to the size of a butcher knife. Contessa of Duplicity (Fallen Astral Deva) Medium Outsider (Evil. Knowledge (religion) +19. arms where the legs would ordinarily go. Mechtenaeks can disassemble an opponent in 1d4 rounds. its body emits mechanical whirs and squeals. Special Attacks: Blasphemous benediction. This individual appears human. uncanny dodge. Naamah. but horrific to others. mechtenaeks keep a low profile. The time required for a mechtenaek to properly reassemble a divided victim varies depending on the size of the creature. mechtenaek begin the process of reassembly as soon as they completely take apart their victim. A small bronze metal box with a grate as per insanity. Thereafter. dismantle them into their component parts. reassembly may only recover his or her true form through a wish or miracle. Infernal and their own mechanical language. touch 14. As all attacks. Mechtenaeks attacks are considered lawful for purposes of overcoming damage reduction. Use Rope +4 (+6 with bindings) Feats: Alertness. they find the formians a perfect example of true order. The save DCs are Charisma-based. spell resistance 30. Con 18. low-light vision. and the head stuffed inside the abdomen. the devil begins to reassemble the subject into a form more pleasing. experimenting in secret.. Once their victim is disabled. move quickly to defeat their opponent. Sneak attack (Ex): Mechtenaeks sneak attack as 3rd-level rogues. aside from the blue-white skin requiring the victim to succeed a and inky black hair. Dodge. protective aura. Feared and reviled by most of the denizens of Hell. Mechtenaeks speak Common. unholy compact Special Qualities: Damage reduction 10/good. When human hairs growing from it. Outside of Hell. immunity to acid. Mobility Environment: Hell Organization: Unique 180 . almost every creature around them writhes in agony. at least in their eyes. Reassemble (Su): Once the mechtenaek successfully divides its victim.Volume 3: Legions of Hell with maintaining and repairing their war machines. stun. it takes the mechtenaek 2d6 rounds. On the side. Typically. Intimidate +23. when encountering a potential subject. something that all devils strive to attain. the victim survives for a number of agonizing minutes equal to its Constitution modifier to a minimum of 1 minute. See the PHB for all details on this ability. (10 squares) Armor Class: 29 (+4 Dex. Add one round for each size smaller than Small and subtract one for each size larger than Medium. the victim takes 3d6 points of Charisma drain and must attempt imbedded into its eyes as evidenced by the crust of blood a DC 17 Will save or be driven insane around the edges. its blade caked with blood. Sparagmos (Su): If the mechtenaek succeeds in stabilizing a disabled opponent. and a of their new forms. tongues.

and Belial came to value her greatly. continual flame. he was quite wrong.” Naamah’s five heads cried out in agony as her legs transformed into the scaly body of a snake and her wings burned away. Naamah’s task was to watch over mortal agents of Good on the Material Plane and aid them in times of need. Join Iblis and Samyasa in the pit and burn for all eternity!” Then Naamah fell straight into Hell. Her millennia of service as an astral deva gave her plenty of combat experience.” the solar thundered. Naamah’s beautiful face split apart. Belial. 7/day—cure light wounds (DC 17). She takes particular pleasure in undoing the work of her former celestial kin. Naamah served the Heavens as an astral deva. and tear him apart with her many teeth. Otherwise. see invisibility. “You wore many faces. Uncanny Dodge (Ex): Naamah retains her Dexterity bonus to AC when flatfooted. 181 . He inflicted her punishment in front of the assembled ranks of his celestial army. she followed her orders to the letter. “you are cast out of Heaven for all time. now let Heaven see them all!” he intoned. command (DC 17). She soon proved that her skills were a positive boon to Hell. horns. invisibility (self only). standard items Alignment: Lawful evil Advancement: By character class Level Adjustment: — In the early days of the multiverse. suggestion (DC 19). blasphemy (DC 23). This aura can be dispelled. are treated as evil-aligned for the purpose of overcoming damage reduction. nondetection. Yet when Samyasa rebelled. as many had fallen before her. dispel good (DC 21). unholy blight (DC 20). Unholy Compact (Su): A soul bound by this agreement is trapped in Naamah’s domain on the Fourth Circle of Hell upon death. Naamah likes to start combats with unholy blight (she enjoys its demoralizing effect). plane shift (DC 23). remove disease. Filled with zeal. as a lesson to them all. and she cannot be flanked except by a rogue of at least 16th level. but her own crimes remained hidden.) Tongues (Su): Naamah can speak with any creature that has a language. “For your crimes. detect good. but Naamah can create it again as a free action on her next turn. She has five terrible heads. Unsettling Aura (Ex): The Will save to resist Naamah’s unsettling aura has a DC of 22. Blasphemous Benediction (Su): Naamah grants a +4 profane bonus on the touched creature’s attack and weapon damage rolls. Spell-like Abilities: At will—aid. disguise self. It was the solar Uriel who finally unmasked Naamah.” Uriel continued. Naamah ended up in the Fourth Circle of Hell. She then attempts to stun one opponent with her flail. Naamah was amazed by mortal capacity for lust and duplicity: Even her most pure charges lied from time to time and satisfied their carnal urgings with relish. Now she is a consummate corrupter and a mighty foe of the Lords of Good. and a grimace of malice. One of the heads brandishes a flail in its forked tongue. polymorph (self only). Naamah the Pleasing. as though using a tongues spell (caster level 12th). serving another fallen celestial. Uriel’s wrath was great. showing them the mortal joys they were forbidden. double goods. followed up by dispel good if appropriate.Challenge Rating: 16 Treasure: No coins. remove curse. misdirection (DC 18). “You sought to lead others astray and defy the will of Heaven. 1/day—blade barrier (DC 22). remove fear. Naamah came to enjoy a false sense of security. Some say it was her whisperings that led Samyasa and his followers to lust after mortal pleasures (see page 204). Probe Soul (Su): The Will save to resist Naamah’s persuasion has a DC of 22. Volume 3: Legions of Hell Combat The save DCs are Charisma-based. she is more than capable of taking on her enemies face to face. Protective Aura (Su): Against attacks made or effects created by good creatures. it functions as a magic circle against good effect and a lesser globe of invulnerability. When he discovered how many celestials she had seduced. and five wicked heads sprang from her torso. This ability is always active. Caster level 12th. protection from good. Stun (Su): If Naamah strikes an opponent twice in one round with her flail. “Now show us your true form. observing all that her proteges did and said. and Listen checks. Naamah soon was imitating the mortals she was bound to protect. Naamah’s natural weapons. each with a long neck. She watched both Iblis and Samyasa fall. Spot. Although Naamah prefers to get her way with honeyed words. Five heads give her a lot of bite. The save DC is Strength-based. She and her agents on the Material Plane are corrupters of the first order and a constant thorn in the side of the astral devas. Naamah found power. She can flank characters with the uncanny dodge ability as if she were a 12th-level rogue. Skills: Naamah has a +4 racial bonus to Bluff. this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of Naamah. She seduced other celestials. Naamah was nowhere to be seen. dispel magic. 2/day—charm person (DC 17). heal (DC 22). As she watched and learned. see the fallen celestial template on page 161. unholy aura (DC 24). and she knows when swift attack will accomplish more than a gentle touch. day and night. Where this great serpent’s head would be is the armless upper body of a humanoid woman. For full descriptions of abilities common to all fallen celestials. Through sex and lies. (The defensive benefits from the circle are not included in Naamah’s statistics block. speak with dead (DC 19). as well as any weapons she wields. that creature must succeed on a DC 22 Fortitude save or be stunned for 1d6 rounds. If Uriel thought that he had taught Naamah a lesson. Having survived both rebellions. This was her undoing. both with a radius of 20 feet (caster level 12th). Sense Motive. discern lies (DC 20).

Nekhet Destruction. Extraplanar. may soon find herself enjoying a lengthy digestion in Leviathan’s bowels. Diplomacy +27. Con 17. spell resistance 28.Volume 3: Legions of Hell Nekhet. Spell Penetration Environment: Hell Organization: Unique or retinue (Nekhet plus one 10th-level fighter or 2 horned devils) Challenge Rating: 17 Treasure: Double standard Alignment: Lawful evil Advancement: By character class Level Adjustment: — Nekhet is the bat-headed sister of Krotep (see page 175). Nekhet long ago rejected such notions. She wears appearing most often in rural areas as Whether or not Nekhet is Set’s a wandering prophet. bracers of armor +3). For almost a millennium. Combat 182 . Dex 18. Survival +5 (+7 on other planes) Feats: Enlarge Spell. Leviathan. +5 natural. Through follow-up visits and intimidation. but each also has a strategy to assume godhood. defiling temples and killing priests. For her many services Set. is not very happy with Nekhet. a potent weapon (see the staff ’s sidebar). Intimidate +25. Wis 20. Her of his circle of Hell. When encountered thus assured the cult’s survival. Should godly blood not run in her veins. resistance to acid 10. She performs a skirt. see in darkness. she full access to divine spells. Law. Special Attacks: Blessed of Set Special Qualities: Blindsight 120 ft. fly 40 ft. Spot +23. touch 14. Each has armies that clash intermittently. Nekhet wields the moves against other local religions. (6 squares). Her favorite bodyguard at the moment is Clevaux. darkvision 60 ft. and she has nothing but contempt for her brother’s pigheadedness. Both desire recognition by their purported father and ascension to godhood. Iron Will. She and Krotep have been fighting each other their whole lives. she believes herself to be the child of the Egyptian god Set. she is usually accompanied by a cadre of cultists and a the word elsewhere. undeniable. Lawful) Hit Dice: 15d8+45 (112 hp) Initiative: +4 Speed: 30 ft. devil traits. In Hell she travels with two horned devils (see MM). and she bears a staff daughter. a 10thvarious cults in line. Nekhet and Krotep have been camped outside of Set’s realm. telepathy 100 ft. (average) Armor Class: 22 (+4 Dex. Maximize Spell. Spellcraft +22. parentage of the siblings. This humanoid woman has the head of a giant bat. Knowledge (religion) +22. but a time-honored one—it never hurts to appeal to divine vanity. Prophet of Set Medium Outsider (Devil. Knowledge (the planes) +22. fire. out long ago if not for the possibility that Set really is her father. Nekhet has focused her energy on the Material Plane to win worshipers for Set. While Krotep works slaves to death in Hell. Ref +13. Saves: Fort +12. Leviathan cannot afford to offend the god. Agents of Leviathan are currently investigating the true chosen domains are Destruction and Evil. and poison. Like her brother. rendered. Silent Spell. Cha 20 Skills: Bluff +23. These days Nekhet actually spends little time in Hell. and War. Instead she travels to different worlds in the Material Plane to found cults of Set in person. He would have taken her aligned and lawful-aligned for the purpose of overcoming damage reduction. She plans to offer Set something every god wants: greater power. Sense Motive +23. her titular lord in Hell. she keeps the personal bodyguard./5 ft. Set’s domains are Evil. her clerical power is “miracles. a cloak. as well as any weapons she wields. Concentration +21. Will +16 Abilities: Str 16.” preaches the glory of crowned with a disc framed by horns. and an ornate collar. immunity to cold.. In addition to her spellcasting. Having Prophet’s Staff. They also believe that only one of them can win this prize. flat-footed 18 Base Attack/Grapple: +15/+18 Attack: +4 defending quarterstaff +22 melee (1d6+8) Full Attack: +4 defending quarterstaff +22/+17/+12 melee (1d6+8) Space/Reach: 5 ft. She is Nekhet’s natural weapons. damage reduction 15/good and silver. Greater Spell Penetration. making him ever more powerful and respected. Heal +23. Int 18. and wins converts for her father. Disguise +23 (+25 acting). she appoints a leader and moves on to spread on the Material Plane. Krotep believes he can flatter Set by constructing pyramids in the god’s name. Set has blessed her with Once the cult is established.. A simple approach. are treated as evilneglecting her duties to the Lord of the Fifth Circle. since he doesn’t want an enemy in the midst Blessed of Set: Nekhet casts divine spells as a 17th-level cleric. Evil. Nekhet to the south and east and her brother to the north and west. Listen +23. level human fighter.

dominate person. 8th—earthquake*. Armor Class: 33 (–2 size. Disguise +4 (+6 acting). Knowledge (the planes) +24.Early in her career Nekhet visited a world in the Material Plane with a vigorous cult of Set. word of recall. wind wall. the Fetid Prince Huge Outsider (Devil. darkvision 60 ft. CL 12th. shield or shield of faith. Nergal. dismissal. owl’s wisdom. Sense Motive +26. sending. he cast aspersions on her story and all but accused her of lying. Weapon Focus (spiked chain) Environment: Hell Organization: Unique or retinue (Nergal plus 12 bone devils and 50 herlekins) Challenge Rating: 18 Treasure: Triple standard Alignment: Lawful evil Advancement: By character class Level Adjustment: — Nergal is a powerful noble in the service of Beelzebub. 7th—blasphemy*. so how could she be Set’s daughter? Nekhet listened attentively to his protestations and then left him without saying a word. Price 119. and poison. touch 8. in full plate armor (7 squares). Survival +4 (+6 on other planes) Feats: Combat Expertise. Improved Disarm. read magic. plane shift. however. 9th—storm of vengeance. Con 20. remove curse. was not so quick to serve. Craft Magic Arms and Armor. *Domain Spell. Intimidate +28. In a private conference with Nekhet. The Prophet’s Staff Volume 3: Legions of Hell Typical Cleric Spells Prepared (6/8/7/7/7/6/5/4/3/2. resistance to acid 10 and cold 10. greater scrying. Wis 18. The rest of the priests got the message and no one ever dared to question her authority. +12 natural.720 gp. invisible creatures or those cloaked in darkness). Extraplanar. with spiked chain) Special Attacks: Diseased strike. The Prophet’s Staff is a +4 defending quarterstaff. Evil. Heal +26. divine favor. he asserted. greater spell immunity. Strong enchantment. Blindsight (Ex): Nekhet can “see” by emitting high-frequency sounds. cure light wounds. Lawful) Hit Dice: 19d8+95 (180 hp) Initiative: +0 Speed: 35 ft. The sacred scrolls made no mention of her. geas/quest. polymorph. He whose stock in trade is disease that rots from within is in charge of preventing the decay 183 . doom. see in darkness. The worshippers were suitably impressed and bowed down to the bat-headed offspring of their deity. undetectable alignment. Saves: Fort +18. Lord of the Seventh Circle. control weather. flat-footed 33 Base Attack/Grapple: +19/+36 Attack: +3 axiomatic spiked chain of wounding +30 melee (3d6+16/19–20 plus 2d6 against chaotic plus 1 Con plus disease) or masterwork spiked gauntlet +27 melee (1d8+9 plus disease) Full Attack: +3 axiomatic spiked chain of wounding +30/+25/+20/+15 melee (3d6+16/19–20 plus 2d6 against chaotic plus 1 Con plus disease) or masterwork spiked gauntlet +27/+22/+17/+12 melee (1d8+9 plus disease) Space/Reach: 15 ft. He revels in the fact that the randomness of truly virulent disease can shake even the strongest faith. 6th—animate objects. deeper darkness. He is a master of pestilence. contagion*. 5th—dispel good*. spell resistance 25. prayer. summon monster IX*. insect plague. resistance. harm*. immunity to disease. This allows her to locate objects and creatures within 120 feet that are otherwise hidden (for example. The high priest. 4th—cure critical wounds. 2nd—death knell. The next morning Nekhet appeared with the high priest’s staff of office. summon devils Special Qualities: Damage reduction 15/good and silver. Devils thrive in this sort of atmosphere. A silence spell or similar effect negates this ability. summon monster V. tongues. sanctuary. devil traits. Nekhet’s Weapon. cure serious wounds. spiritual weapon. 1st— bane. save DC 15 + spell level): 0—detect magic (2). guidance (2). Nekhet made a surprise entrance to the cult’s temple and announced her parentage to the assembled throng. The bearer of the staff can cast polymorph and dominate person twice per day as a 12th-level caster (save DC 16). Dex 10. +13 +5 full plate of light fortification). fire storm. Spot +26. eagle’s splendor. protection from good*. command. tempting mortals onto a path that leads them to Hell upon death. Int 14. whose particular pleasure is spreading disease on worlds in the Material Plane. He was never seen again. greater dispel magic. Great Fortitude. mass contagion. Improved Critical (spiked chain). Delighted to find a strong church dedicated to her father. discern lies. shield of faith. shatter*. telepathy 100 ft. Cha 18 Skills: Bluff +26. flame strike. silence. greater command. unholy blight*. divine power./15 ft. spell-like abilities. base speed 50 ft. Listen +26. Climb +26. Concentration +27. Diplomacy +30. (30 ft. repulsion. 3rd—bestow curse. Ref +11. Nergal is also proof that Beelzebub has a sense of humor. Iron Will. Improved Trip.. Will +17 Abilities: Str 28. Nergal’s form is huge and bloated. fire.

so there is no need for a navigable path to his but affects up to twenty opponents within 100 feet of Nergal. this does not kill the victim. 1d8 course—that and Beelzebub’s continued support keep Nergal in office. . –1 Dex. Evil. which is why the war is prosecuted with such vigor. Extraplanar./15 ft. an infernal strike force is assembled that includes an oubliette. While he is immune to diseases himself. Con). The denizens of the planes are in a constant struggle for souls. Improved Bull Rush. he is a carrier for dozens Summon Devils (Sp): Once per day Nergal can summon 2d10 herlekins of different types of pestilence. Devils tempt mortals into evil so that their souls will travel to Hell upon death. Con 22. Lawful) Hit Dice: 12d8+72 (126 hp) Initiative: –1 Speed: 40 ft. reduction. 1/day—blasphemy (DC 21). He has dirt on most opponent he strikes in melee combat may become infected with flesheater. and hellish ichor from the oubliette’s body keeps the head both alive and conscious. covered spiked chain is diseased. Intimidate +17. a of Beelzebub’s important nobles. Once subdued by the strike force. Accumulating souls makes both gods and devils more powerful. of disgusting supernatural disease (Fortitude DC 24. Each corrupted soul adds power to Asmodeus and denies it to the Lords of Good. Saves: Fort +14. Special Attacks: Stomp 3d6+13 Special Qualities: Damage reduction 10/good. Nergal is most vulnerable on his periodic trips to the effect. as the swamp can swallow which can be more than 30 feet apart. Any overland attack is doomed to failure. These voyages are unwise. When a devil noble or Lord of Hell wants a troublesome champion of good removed. An infernal headsman then chops off the mortal’s head and plants it on the waving tentacle. immunity to fire and poison. and they hate him for it. minions. but that does not mean he is a weak save DCs are Charisma-based. 184 An oubliette can extend a long tentacle from its stomach. Cleave. Amazingly. The Nergal’s form may appear flabby. spell resistance 22. 17–24 HD (Gargantuan) Level Adjustment: — Oubliettes are sinister creations of Asmodeus that can found on all circles of Hell. so he closes as quickly as possible. combatant. 2/day—acid fog (DC 20). Int 5. protection from good. Power Attack Environment: Hell Organization: Solitary or strike force (see text) Challenge Rating: 11 Treasure: None Alignment: Always lawful evil Advancement: 13–16 HD (Huge). prying eyes. Each blow with his slimesuccess.Volume 3: Legions of Hell of Beelzebub’s organization. The save DC is Constitution-based. the targeted mortal can only watch helplessly as the oubliette’s tentacle emerges. The Fetid Prince built his base of operations in an enormous swamp. no two of fortress. darkvision 60 ft. Skull and tentacle bond. Dex 9. Will +10 Abilities: Str 29. He Nergal’s natural weapons. devil traits. and he also relishes every chance he gets to use mass contagion on enemies. The save DC is Constitution-based. Material Plane. Likewise. but he simply cannot give up the joy of personally cursing mortals with plagues of his own devising. But the King of Hell realized that there were some souls too good to be corrupted and too powerful to be allowed into Heaven. He created the oubliettes to be living prisons of flesh. Nergal receives hundreds of reports every day from his far-flung Diseased Strike (Su): Nergal drips agents.. complete with a helm and face guard. see invisibility. feeding him information on pestilence from every pore. the souls of the good go to the Seven Heavens or other good planes. They were devised to deny pure souls to the Lords of Good for all time. incubation period 1 hour. Spell-like Abilities: At will—contagion (DC 18). whispering wind. The properly policing the Lord of the Flies’ the purpose of overcoming damage creature carries a huge spiked chain dripping slime. as well as commands the bone devils of the any weapons he wields. Caster level 18th. flat-footed 25 Base Attack/Grapple: +21/+29 Attack: Slam +19 melee (2d6+9) Full Attack: 2 slams +19 melee (2d6+9) and bite +14 melee (1d10+4) Space/Reach: 15 ft. Jump +24. Listen +17. greater teleport (self plus 50 pounds of objects only). unholy blight (DC 18). They also fear him. are treated This corpulent humanoid reeks of decay and is enclosed in Seventh Circle and makes sure they are as evil-aligned and lawful-aligned for hulking plate mail. Nergal knows that any sane combatant fears with a 75% chance of success or 1d8 bone devils with a 35% chance of infection. such as those of heroic paladins and clerics. nondetection. (8 squares) Armor Class: 25 (–2 size. His Mass Contagion (Su): This fearsome ability is identical to the contagion spell minions teleport in and out. Ref +7. Spot +17 Feats: Blind-Fight. the oubliette slides the tentacle back into its body and the devils return to Hell with their prize. Once the process is complete. resistance to acid 10 and cold 10. +18 natural). Endurance. A Fortitude save (DC 24) negates the up entire armies. regeneration 5. Wis 14. Any countless devils. This ability is the equivalent of a 5th-level spell. dispel good (DC 19). Cha 14 Skills: Balance +14. touch 7. telepathy 100 ft. see in darkness. ray of enfeeblement. Combat Oubliette Huge Outsider (Devil.

clad head to toe in skin-tight black leather. Where hands would be. Int 9. which obscures even her face. These groups of devils muscular legs. Some even begin to enjoy the spectacle. and for all that time the good When one appears. or squad (5–12) Challenge Rating: 7 Treasure: Standard Alignment: Always lawful evil Advancement: 8–11 HD (Large). Ref +8. They serve Hadriel in two ways. Saves: Fort +12. fighting claws 2d6+5. critical on a natural roll of 17–20. Dex 16. are treated as Asmodeus’s greatest triumphs. it has AC 20 and can be severed underfoot. and they fail to understand that Michaela has real power over them. telepathy 100 ft. An oubliette that loses a limb or body part can regrow the lost portion in 3d12 minutes. Will +9 Abilities: Str 20. spelllike abilities Special Qualities: Damage reduction 10/good. It has a To make matters worse. Iron Will. squeezing secrets from Hadriel’s enemies. base speed 40 ft. Listen +12. Intimidate +15. Its tentacle is never exposed to The creature can reattach a severed limb instantly by holding it to the stump. depending on the fanged underbite and a skeletal face. Pain mistresses are key members of the Shrieking Violet Society and have proved an important part of Hadriel’s operation in the Material Plane. Lawful) Hit Dice: 7d8+35 (66 hp) Initiative: +3 Speed: 30 ft. Spot +12. to drive most mortals mad. it is usually part of Standing 25-feet tall. who goes by the name Michaela. With precise applications of pleasure and pain. spell resistance 18. Regeneration (Ex): An oubliette takes normal damage from good-aligned weapons and from spells or effects with the good descriptor. They use their crushing claws 185 . oubliettes vary tremendously. Track Environment: Hell Organization: Solitary. combat in normal circumstances: The oubliette draws it back into its body as Stomp (Ex): An oubliette can make a special stomp attack versus a Medium a partial action as soon as combat begins. this armless creature has two huge soul trapped within is lost to Heaven. Disguise +13 (+15 acting). Pain mistresses are instantly recognizable by their oversized claws. devil traits. This tall female humanoid is If Hadriel has a worry. Wis 14. Combat Pain mistresses fight in one of two modes. Their polymorph ability allows them to hunt on the Material Plane as well as in Hell. see in darkness.. team (2–4). They are thus perfect servants for the Duchess of Domination. One. slain. Con 20. she has enormous pincers. if it was not there already.An oubliette lives for millennia unless Oubliettes are rarely found in numbers. These jaded aristocrats have fallen hard for Michaela’s hellish attractions. smash the head apart and release the now-evil soul to join the host of Hell. Cha 16 Skills: Bluff +13. They inflict pain on other Submitters and receive pain from the Obeyed. the trapped soul is released at last. Evil. improved grab. the oubliette can safely evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. living among humanoids. resistance to acid 10 and cold 10./10 ft. by a hit from a slashing weapon that deals 15 or more points of damage. Armor Class: 20 (–1 size. It forgoes its usual attacks and tries to crush the enemy chance an enemy gets an attack at the tentacle. Strike force members evil that goes on there. Some have become quite notorious in their mortal identities. has the entire nobility of her home city under her sway. A century or attempt to subdue the target and kill all two of unending horror is enough other opposition. Survival +12 Feats: Great Fortitude. When The attack deals 3d6+13 points of bludgeoning damage and threatens a an oubliette is slain or its tentacle severed. as well as any weapons it wields. Extraplanar. immunity to fire and poison. touch 12. +5 breastplate). When this happens. Sense Motive +12. in breastplate armor (6 squares). making noble giving the order and the power their charges watch the unspeakable of the target. +3 Dex. In the off or smaller opponent. +3 natural. darkvision 60 ft. it is that the pain mistresses are enjoying their stay on the Material Plane too much. Special Attacks: Constrict 1d8. They spend most of their time in an alternate form. Volume 3: Legions of Hell Combat Pain Mistress Large Outsider (Devil. a strike force. They see it all as decadent and risque fun. which are connected to its shoulders. They act as torturers. they mold the society’s members into proper tools. This is a melee touch attack that incurs an attack of opportunity. Diplomacy +7. 12–20 HD (Huge) Level Adjustment: — Pain mistresses are Submitters of Duchess Hadriel (see page 166). these are An oubliette’s natural weapons. flat-footed 17 Base Attack/Grapple: +7/+16 Attack: Claw +11 melee (1d8+5) Full Attack: 2 claws +11 melee (1d8+5) Space/Reach: 10 ft. An oubliette is dull-witted but incredibly tough. They also track down and capture persons of interest to the Duchess. wander throughout Hell.

that allow them to locate objects and creatures within 120 feet. waiting to burst forth on the Duchess’s command. Dex 15. They also learn to create a powerful sonic attack. Like strigae (see below). are a case in point. effectively blinding the painshrieker. Painshrieker Medium Aberration Hit Dice: 5d8+15 (37 hp) Initiative: +2 Speed: 30 ft. When more finesse is required. Spot +8 Feats: Two-Weapon Fighting. Wis 10. Their spell-like abilities help them divide and conquer. sleeker fighting claws as a move action. Listen +8. are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. in a manner similar to the sai. in melee. that creature cannot be affected again by that painshrieker’s shock Combat Painshriekers close with opponents quickly so they can use their sonic barrage. they rush forward to finish them Weapon Handscythe* Cost 20gp Dmg (S) 1d6 Dmg (M) 1d8 Handscythe Critical x4 Range Increment — Weight 4 lb. Type Slashing 186 *Handscythes are light exotic melee weapons designed to be used in pairs. Caster level 10th. Int 14. Their inhuman appearance and sonic barrage make them much-feared opponents. A pain mistress’s natural weapons. painshriekers are rarely seen on the Material Plane. as well as any weapons she wields. The new painshriekers remain blind until the grafts heal.Volume 3: Legions of Hell when they want to capture or immobilize an opponent but shift to special fighting claws when they want to kill. and large segments of their internal organs are removed and replaced with a vibratory superstructure that projects an ultrasonic beam.. she can transform her big claws into smaller. Ref +3. Constrict (Ex): A pain mistress that makes a successful grapple check automatically deals claw damage./5 ft. a common form of Submitter (see Hadriel’s entry on page 166). They are kept in several remote forest keeps. +3 natural). Will +4 Abilities: Str 12. The painshriekers. Painshriekers favor an exotic weapon called the handscythe. Such is their desire to please their mistress that they willingly submit to the agonizing process of transformation. flat-footed 13 Base Attack/Grapple: +3/+4 Attack: Masterwork handscythe +6 melee (1d8+1/x4) Full Attack: Masterwork handscythe +4 melee (1d8+1/x4) and masterwork handscythe +4 melee (1d8/x4) Space/Reach: 5 ft. Weapon Focus (handscythe) Environment: Temperate forests Organization: Solitary or gang (2–5) Challenge Rating: 4 Treasure: None Alignment: Usually lawful evil Advancement: 6–9 HD (Medium) Level Adjustment: — While Duchess Hadriel prefers female servants. Blindsight (Ex): Painshriekers can “see” by emitting high-frequency sounds. polymorph (self only). . A silence spell negates this. Con 16. The improved grab and constrict abilities cannot be used with the fighting claws. Whether or not the save is successful. They fight with them in pairs. Since Hadriel is operating in the shadows at the moment. Spell-like Abilities: 3/day—dominate person (DC 18). they are first blinded. When their enemies are still reeling. Improved Grab (Ex): To use this ability. 1/day—symbol of pain (DC 18). (6 squares) Armor Class: 15 (+2 Dex. Hadriel uses the painshriekers as shock troops. Special Attacks: Shock. sonic barrage Special Qualities: Blindsight 120 ft. damage reduction 5/leather Saves: Fort +4. the pain mistress must hit with a claw attack. with an additional 1d8 points of bludgeoning damage from the crushing force. she knows how to use men when it suits her. Painshriekers are recruited from the most ardent of Hadriel’s male mortal followers. They are then slit open from navel to chin. The save DCs are Charisma-based. at which time they can “see” again with their implanted sonic generator. which deal 2d6+5 points of damage. Fighting Claws (Su): A pain mistress’s claws are ungainly to say the least. inaudible to most other creatures. Cha 8 Skills: Hide +10. Move Silently +10. Shock (Su): The sight of a painshrieker is so disturbing that a viewer must succeed at a Will save (DC 11) or be paralyzed with fear for 1d3 rounds. touch 12.

Power Attack. Volume 3: Legions of Hell Phl’taurian Large Outsider (Devil. Phl’taurians typically begin combat Normally constrained to the Phlegethon. Occasionally. Phl’taurians are blasphemous runes. Con 17. For example. except that it can only transport itself plus 50 pounds of objects. Army (20-200) Challenge Rating: 8 Treasure: Standard Alignment: Always lawful evil Advancement: 7-12 HD (Large). spell resistance 21. low-light vision. The save DC is Constitution-based. scars being all that remain. a viewer attempts only one save. leaving celestials or other threats for their allies to deal with. Cha 14 Skills: Concentration +16. Above all opponents. misdirection (DC 14). 2 claws +11 melee (1d6+2) and 2 hooves +11 melee (1d6+2). and a wide bloodless gash from its chin to its navel reveals an implanted corrugated structure of some sort. touch 11. flat-footed 23 Base Attack/Grapple: +10/+18 Attack: Bite +13 melee (1d8+4) or military fork* +13 melee (2d6+6/x3) Full Attack: Bite +13 melee (1d8+4). teleport Saves: Fort +10. their condemnation to the darkness and horror of Hell. Lawful) Hit Dice: 10d8+30 (75 hp) Initiative: +5 Speed: 40 ft. buttressing the wicked from escaping the burning their martial strengths with aid and sea. Jump +17. Combat Phl’taurians are ruthless in combat. This creature’s eyes have apparently been gouged out. Teleport (Sp): The phl’taurian can teleport as the spell cast by a 14th-level caster. Multiattack. Move Silently +14. are their beatific features. +5 natural. Ref +8.. protection beneath their armor. Sense Motive +13. Track. Company (5-8). Phl’taurian attacks influential horned devil conscripts a in full plate barding and wielding a green-steel military are considered evil for purposes of company of these horrors to fight in a fork. Successful saves halve the damage. trampling when they can. Wis 11. having a Spell-like Abilities: At will. If the painshrieker maintains the attack. host of spell-like abilities and martial spiked plates is sickly white. raid or other conflict. they must succeed at a Fortitude save (DC 15) or take 1d12 damage. detect good and message.or military fork +13/+8 melee (2d6+6/x3). immunity to electricity and petrification. Evil. When confronted with a group of painshriekers. Battalion (8-18). spell-like abilities—aid. Over the entire red and black armor are painted overcoming damage reduction. Phl’taurians speak Common. Listen +13. twisted and contorted with from good and suggestion (DC 15). The phl’taurian’s effective caster level is hate and rage. continual flame. devil traits. Sonic Barrage (Su): A painshrieker can create a devastating sonic attack in a 50-foot-long cone. and impaling the rest on the tines of their military forks. Fire. Int 10. they hate 187 . Spot +13. Extraplanar. cast down with the other following spell-like abilities 2/day—charm person (DC 13) and disguise self. TrampleB Environment: Hell (Lake of Fire) Organization: Solitary. 1/day—command (DC 13). darkvision 60 ft. Dex 13. Evidenced in their features.ability for one day. (8 squares) Armor Class: 24 (+1 Dex. Will +7 Abilities: Str 18. striving to dispatch as many as they can. damage reduction 10/good. It brandishes two wicked scythes. scent. a creature attacked by four painshriekers would have to make one Will save with a DC of 14. Ignan and Infernal Aura of Menace (Su): Any hostile creature coming within 20-feet of a phl’taurian must attempt a Will save (DC 17). phl’taurian may use the following skills to combat just about any foe. a pit fiend or an Prancing on the blasted plain is a freakish centaur. Hide +10. bite +11 melee (1d8+2) and 2 hooves +11 melee (1d6+2) Space/Reach: 10 ft. it is the by using their spell-like abilities responsibility of these devils to keep if they have the time. fire subtype. Survival +13 Feats: Improved Initiative. 13-18 HD (Huge) Level Adjustment: — *See Sidebar on page 168 for details on Military Forks mortals the most. nondetection. and the horseflesh visible beneath the quite dangerous opponents. They hate all mortals. In Phl’taurians fell during the uprising addition. Diplomacy +4. these devils may use the in heaven. AC and saves for 24 hours or until they successfully hit the phl’taurian. On the third round they must save again or take 2d8 damage. Special Attacks: Spell-like abilities Special Qualities: Aura of menace. believing that their existence maintains 6th./5 ft. those affected continue to shake as the harmonics rise to a frenzied pitch. but the DC is increased by 1 for each additional painshrieker (maximum DC 25). encased protection from good. fallen to reside in the wastes of the Lower Planes. or take a -2 penalty on attacks. the Lake of Fire. The save DCs are Charisma-based. Anyone within the cone immediately takes 1d8 damage with no saving throw allowed. +8 full plate barding). On the second round within the cone. The save DC is Charisma-based.

Armor Class: 18 (+4 Dex. (16 squares) (perfect) Armor Class: 24 (+5 Dex. Intimidate +28. Weapon Focus (scythe) . Spot +24. Incorporeal. damage reduction 5/magic. spell-like abilities. even while distracted or endangered. smite good Special Qualities: Darkvision 60 ft. 188 Special Attacks: Horrific appearance. Con 18. flat-footed 14 Base Attack/Grapple: +6/+10 Attack: Bite +10 melee (1d8+6 and 1d6 fire) Full Attack: Bite +10 melee (1d8+6 and 1d6 fire) Space/Reach: 5 ft. Wis 24. It can use of flesh for tender meats. Smite Good (Su): Once per day. When it opens its mouth you see most parties of any significant size. summon devils Special Qualities: Devil traits. Spellcraft +23. Shadow Angel Large Outsider (Devil. Bluff +26. It may always choose If it succeeds in incapacitating the victim. Fire) Hit Dice: 6d10+18 (51 hp) Initiative: +4 Speed: 30 ft. crit 19-20/x4) Full Attack: +1 unholy ghost touch scythe +20/+15/+10 touch (2d6+1 plus 2d6 against good foes. In turn./10 ft. Listen +24. The monitor’s melee attack deals an additional 1d6 points of fire damage. avoid a hazard. Sense Motive +24. phlogiston lizards regularly snatch devils and make a messy meal of them. +9 Deflection) Base Attack/Grapple: +14/— Attack: +1 unholy ghost touch scythe +20 touch (2d6+1 plus 2d6 against good foes. Diplomacy +13. the devils subject phlogiston monitors to horrific tortures and humiliations. low-light vision Saves: Fort +10. When such prey comes to perform some special action or close. which it enjoys above all else. the archdevils call for a hunt to thin the numbers. Tumble +22 Feats: Combat Expertise. this red-scaled lizard basks in the the phlogiston monitor can make Phlogiston monitors watch for a normal melee attack to deal +3 heat of fires all around it. The monitor’s attacks a run action while swimming. For weeks. Hide +10. occasionally entering the flaming waters to dine on the occasional sinner. / 5 ft. When their numbers grow too great. howl. Swim +12 Feats: Alertness. Wis 12. Extraplanar. Int 22. it roots about in the softer sections to take 10 on a Swim check. Evil. Dex 19. provided it swims in a straight line. Dodge. Ref +9. Great Fortitude. ignoring points of damage. Devils regularly overlook these creatures.. shine the lone or weak traveler. showing the same humiliating cruelty granted to these monsters. Listen +4. Phlogiston are considered magical for purposes of overcoming damage reduction. incorporeal. Flyby Attack.Volume 3: Legions of Hell Phlogiston Monitor Medium Magical Beast (Extraplanar. crit 19-20/x4) Space/Reach: 10 ft. Survival +7 (+9 following tracks). Move Silently +9. Cha 28 Skills: Balance +7. lizards have a +4 racial bonus to Hide and Move Silently checks. Knowledge (any four) +23. Con 17. Will +3 Abilities: Str 18. touch 14. Lightning Reflexes Environment: Hell (Lake of Fire) Organization: Solitary. Improved Critical (scythe). In addition. 12-16 HD (Large). whereby the devils vent their frustrations and perverse cravings. (6 squares). a bright white. fire subtype. Hide +22. swim 30 ft. with an unholy radiance. unbound Saves: Fort +13. Nearly six feet in length. Dex 20. They occupy nearly every available place on the shores and even the rare island that surfaces. presenting a battle to those who escape the relentless fires of the burning sea. the phlogiston monitor attacks. Spot +4. seeing them more as a part of the environment and natural order than anything worthy of respect. Skills: Phlogiston monitors have a suffering is the best target for these +8 racial bonus on any Swim check fire lizards. +4 natural). Concentration +21. 17-18 (Huge) Level Adjustment: — Phlogiston monitors infest the Lake of Fire. victims of its attacks must attempt a Reflex save (DC 15) to avoid catching fire. Combat Fire Aura (Su): A wreath of fire continually surrounds the phlogiston monitor. Pair. Cha 4 Skills: Climb +8. Search +23. Will +16 Abilities: Str —. Ref +14. Int 6. They gather all along its shores. Lawful) Hit Dice: 14d8+56 (119 hp) Initiative: +5 Speed: Fly 80 ft. Clutch (3-18) Challenge Rating: 4 Treasure: None Alignment: Usually lawful evil Advancement: 7-11 HD (Medium). Something that appears sickly or charred black teeth within. Its eyes. Disguise +9 (+11 acting). Special Attacks: Fire aura. Jump +2.

Within the cowl.. The save DCs are Charisma-based. Over nine feet tall./5 ft. Lawful) Hit Dice: 7d8+14 (45 hp) Initiative: +5 Speed: 50 ft. trapped between oblivion and life. 29+ HD (Huge) Level Adjustment: — During the heavenly uprising. There. Dex 20. Con 14. see in darkness. Escape Artist +15. Thus. Search +12. Saves: Fort +7. they are relentless in their pursuit. Listen +12. darkvision 60 ft. using Flyby attacks to whittle away at its enemies. Some shadow angels discovered that their physical forms had fallen. the shadow angel produces a shriek of heartrending sorrow and soulchilling fear. have no use. decorated with skulls. Normally. Survival +10* (+12 following tracks). this shadowy creature has insubstantial slaughtering them when they prove to angelic wings spreading out from beneath its heavy black robes. devil traits. These insubstantial things extended into the still not fully formed Gehenna. spell resistance 16. Despite these creature’s vast intellects. immunity to fire and poison. Spot +12. hating the mortals that formed the basis for the uprising and hating the Adversary who urged them to take arms against the heavenly host. desecrate. consulting with necromancers. destroyed in the wars of the heavens. Tumble +15. 11–14 HD (Large) Level Adjustment: — 189 . to reveal its awfulness and swipe at an opponent with its scythe. Move Silently +15. Soulsniffer Medium Outsider (Devil. the shades of the angels darkened with every blasphemy committed and every vile act performed. the shadow angel descends from above. Unbound (Ex): Provided they can find the means. Special Attacks: Ghost bane. they fight to the death in any conflict involving mortals. Volume 3: Legions of Hell Howl (Su): Once per day. telepathy 100 ft. Without a physical form. shadow angels can leave Hell and enter any non-Good plane without restriction. Now. a shadow angel can summon 3d4 akop and 1 erinyes or 1 shadow angel with a 60% chance of success. it carries a huge scythe. When the shadows’ owners fell to the Abyss and Hell. they retain their hate for all mortals. soulsniff. Eons later. All creatures within 100 feet of the shadow angel must succeed at a Fortitude save (DC 26) or be paralyzed with dread and sadness for 1d4 rounds. you think you see twin dots of white light. Wis 10. liches and worse. soulsuck. these former angels would never regain their forms. unholy blight (DC 23). demons and devils must be summoned in order for them to leave the Lower Planes. ignoring their own culpability. ungoverned. Spell-like Abilities: The shadow angel can use the following spells at will—deeper darkness. Evil. (10 squares) Armor Class: 20 (+5 Dex. dispel good (DC 24). these hateful things broke free from Gehenna and journeyed to return to their rightful bodies. The save DC is Charisma-based. touch 15. Summon Devils (Sp): Once per day.Environment: Hell Organization: Solitary. and 1/day—unholy aura (DC 27). Improved Disarm. ghost touch. and 1d4 Constitution damage. The save DC is Charisma-based. TrackB Environment: Hell Organization: Solitary or pack (2–5) Challenge Rating: 5 Treasure: None Alignment: Always lawful evil Advancement: 8–10 HD (Medium). Use Rope +5 (+7 with bindings) Feats: Alertness. Jump +5. In its skeletal hands. 1d4 points of Dexterity. A creature that successfully saves against this effect is immune to this ability for 24 hours. they blame mortals for their condition. It keeps its cowl down until every opponent has saved. where they plotted their escape. Climb +13. Hide +15. the shadow angels lament their existence. many travel the planes looking for some means to restore their physical forms. flat-footed 15 Base Attack/Grapple: +7/+10 Attack: Claw +10 melee (1d6+3) Full Attack: 2 claws +10 melee (1d6+3) Space/Reach: 5 ft. The shadow angel casts these spells as a 15th-level caster. Combat At the start of combat. sneak attack +3d6. resistance to acid 10 and cold 10. magic circle against good. Int 14. +5 natural). Wing (2-4) Challenge Rating: 16 Treasure: None Alignment: Always lawful evil Advancement: 15-28 HD (Large). though most reside in Hell. Despite their obsession. Horrific Appearance (Su): Any living creature within 60 feet that views the shadow angel must attempt a Fortitude save (DC 26) or immediately take 1d4 points of Strength. Will +5 Abilities: Str 17. Combat Expertise. Cha 13 Skills: Balance +17. detect good. Extraplanar. appearing both real and yet strangely transparent. throwing back its cowl as a free action. the angels who sided with the Adversary cast long evil shadows. This ability is equivalent to a 7th-level spell. Though no shadow angel has yet to regain its body. Ref +10. the shadows remained trapped in Gehenna. spell-like abilities Special Qualities: Damage reduction 5/good or silver. Thoroughly wicked and corrupt.

Spell-like Abilities: At will—detect law. They maintain a specialized cadre of soulsniffers. Wis 8. They have little intelligence to speak of and dedicate most of their lives simply to propagating their line. immunity to fire and poison. see in darkness. devil traits. Search +6. Spinder Medium Outsider (Devil. Int 6. They prefer to track their foes in the shadows and then mount a surprise attack when the time is right. 190 .Volume 3: Legions of Hell Soulsniffers scour Hell’s nine circles and capture renegade souls for their diabolical lords. freedom of Skills: *The soulsniffer’s superior olfactory senses give it a +5 competence movement (self only). The base DC for a fresh trail Hell. a particularly powerful or canny soul avoids this transformation. improved grab. a soulsniffer can suck the soul down its throat as a full-round action. Ghost Touch (Su): Melee attacks by a soulsniffer deal damage normally against incorporeal opponents. Caster level 8th. Extraplanar. Ghost Bane (Su): Soulsniffers gain a +5 competence bonus to damage against incorporeal creatures. Will +3 Abilities: Str 13. The ability otherwise follows the rules for the Track feat. Spot +7. especially when forced to fight mortal enemies. despite its jagged appearance. they become larvae. Due to their expertise at dealing with incorporeal targets. The save bonus to all Survival checks made while tracking. damned. Soulsuck (Su): The round after a renegade soul has been reduced to 0 hit points. flat-footed 14 Base Attack/Grapple: +5/+6 Attack: Bite +6 melee (2d6+1 plus impregnating bite) Full Attack: Bite +6 melee (2d6+1 plus impregnating bite) and 2 claws +1 melee (1d4) Space/Reach: 5 ft. Sometimes. devils that hunt down runaway souls and return them to Hell. This is more difficult than it sounds because spinders cannot gestate on their own but must impregnate other creatures by force. at which time the soul is pale creature has a toothless mouth and a cyclopean orifice can literally smell the souls of the regurgitated. pounce Special Qualities: Damage reduction 5/good or silver. Unfortunately. the only time one of these ferocious creatures is found alone is when it’s dead. Ref +7. a lord may even send soulsniffers to the Material Plane to bring back a particularly juicy soul. before they can get their bearings and come to the realization that they are dead.. hairless ape. Move Silently +11. soulsniffers sometimes find themselves summoned to the Material Plane by mortal spellcasters as well. +4 natural). spinders band together in groups of six or more to better accomplish this goal. On rare occasions they return to the Material Plane as ghosts. They are a nasty surprise for characters who like to avoid combat by becoming ethereal. A soulsniffer’s natural weapons. the swallowed souls escape. spell resistance 15. 1/day—polymorph (self only)./5 ft. The soul remains trapped in the soulsniffer’s bowels until it is safely With a body suggestive of an emaciated. 3/day—color spray (DC 12). On special occasions. resistance to acid 10 and cold 10. (An incorporeal creature’s 50% chance to avoid damage does not apply to soulsniffers. of course. This allows it to track souls six trapped souls at any one time. as well as any weapons it wields. by scent. this Soulsniff (Su): A soulsniffer back in Hell. DC is Charisma-based. despite their incorporeal Should it be slain before returning to nature. Saves: Fort +6. (8 squares) Armor Class: 17 (+3 Dex. Most of the time. They make the most out of their sneak attack ability. Dex 16. A soulsniffer can carry instead of eyes and a nose. telepathy 100 ft. Survival –1 (+1 following tracks) Feats: Dodge. Combat Soulsniffers are creatures of stealth. they are incorporeal and bewildered. the abused majority of Hell. Evil. darkvision 60 ft. though. Cha 6 Skills: Climb +9. The Lords of Hell. Lawful) Hit Dice: 5d8+10 (32 hp) Initiative: +7 Speed: 40 ft. touch 13. When souls first arrive in Hell. Because they aren’t much of a threat singly. and sometimes they succeed. Listen +7. are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. is 20. Improved Initiative Environment: Hell Organization: Swarm (6–15) or mob (16–40) Challenge Rating: 4 Treasure: None Alignment: Always lawful evil Advancement: 6–8 HD (Medium) Level Adjustment: — The well-equipped adventurer has little to fear from a single spinder. These souls roam through Hell looking to escape. cannot allow such impudence to stand. Special Attacks: Impregnating bite.) Sneak Attack (Ex): A soulsniffer can sneak attack (+3d6 damage) like a rogue. Con 14. Spinders arrive in and disappear from the various levels of Hell much like a plague of vermin. Hide +11.

spell-like abilities. Intimidate +3. spinders eat through the walls of there are at least two documented the heart. If it hits a living creature with its bite attack. The save DC is Constitution-based. magically grown sensory organ is then implanted in the back of the skull. the spinder must hit with both claw attacks. Wis 12. in which case they beat a hasty retreat./5 ft. Upon engaging in combat. The rhythm of the beating The other denizens of Hell react poorly to spinders and attempt to heart in combination with the warmth of the blood awakens the dormant exterminate any packs that arrive in the vicinity. Volume 3: Legions of Hell Combat Without their ability to get into and survive fights. This attack is usually used as a prelude to an impregnating bite. After an the spinders nomadic out of necessity. A spinder’s natural weapons. Lawful) Hit Dice: 5d8+10 (32 hp) Initiative: +3 Speed: 30 ft. are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. They instances of spinders let loose on the eat themselves out of their host’s Material Plane that destroyed entire cities. Although these devils are only treated after 2 hours. unless there is danger of the entire pack being wiped out. a period of time. Upon finding a suitable target. Int 11. Special Attacks: Poison Special Qualities: Damage reduction 5/good or silver. although they tend to and after 90 minutes most have eat in prodigious amounts if they trouble standing unaided (–10 to all have not fed for any substantial ability scores). She creates the strigae herself. If the victim has not This wolf-sized quadruped has grasshopper-like hind legs. Pounce (Ex): If a spinder charges a foe. (6 squares). it can make a full attack. at which time they are mature spinders. spell resistance 14. Extraplanar. (average) Armor Class: 15 (+3 Dex. they can survive for years hour a typical creature feels weakened by blood loss (–5 to all ability scores). devil traits. using a complicated ritual she tortured out of a powerful sorcerer. It can attempt a grapple as a free action without provoking an attack of opportunity. Dex 17. a spinder stimulates its reproductive glands (located in the throat) to begin secreting eggs. Evil. The spinder sinks in its claws and attempts to pull the opponent within range of its jaws. as well as any weapons it wields. trying to knock the target down. Few decline such an honor. been diagnosed and successfully pincer mouth. This prejudice has made eggs. relying on their spines to deflect any potential ranged attacks. Striga Medium Outsider (Devil. Only a remove disease spell can eliminate the infection. Search +8. touch 13. They run forward on all fours with their heads down. the larval spinders hatch out and immediately begin feeding. A bitten creature must succeed at a Fortitude save (DC 14) to reject the foreign bodies and thus avoid impregnation. unable to 191 . 8–15 HD (Large) Level Adjustment: — Strigae (the plural of striga) are Submitters of Duchess Hadriel (see page 166). a group of spinders attempt to encircle their prey. Spot +9. In general they prefer to initiate combat only when they outnumber their foes at least two to one. Ref +7. Con 14. A new. When a new striga awakes. flat-footed 12 Base Attack/Grapple: +5/+8 Attack: Claw +8 melee (1d6+3 plus poison) Full Attack: 2 claws +8 melee (1d6+3 plus poison) Space/Reach: 5 ft.to this as they can get). The spinder eggs make their way through the victim’s bloodstream and attach themselves to the heart. Impregnating Bite (Ex): This is the biggest reason to fear encountering a group of spinders. spinders would have ceased to exist ages ago. without food. Spinders press their attack until they have killed or subdued their foes. +2 natural). Move Silently +11. If the spinders do not have the advantage of numbers. This process is incredibly painful for the inductee. but they attack anything if it has been a while since they have spawned or fed. Cha 13 Skills: Bluff +9. immunity to fire and poison. Hide +11. killing that creature. they leave one or more enemies free so that they can gang up on others. Disguise +9 (+11 acting). and spines all over its back.. Many succumb to insanity. the larval occasionally seen outside of Hell. Sense Motive +9. they leap simultaneously. If they have managed to impregnate one or more opponents. They are spies recruited from particularly devoted and ruthless members of the Shrieking Violet Society. they break off at the first sign that a combat is going against them. bereft of normal sight and with new-grown wings and claws. body within a day. telepathy 100 ft. Survival +1 (+3 following tracks) Feats: Blind-Fight. Dodge Environment: Hell Organization: Solitary or covey (2–5) Challenge Rating: 3 Treasure: Standard Alignment: Always lawful evil Advancement: 6–8 HD (Medium). true seeing Saves: Fort +6. Similarly. resistance to acid 10 and cold 10. Diplomacy +5. who is both blinded and scalped. It can make a bite attack against a held opponent each round it maintains the hold. Once they have their prey surrounded (or as close Improved Grab (Ex): To use this ability. fly 50 ft. Hadriel promises these women arcane secrets and tells them that they will see the world in a whole new way. the shock is overwhelming. it injects these eggs into the bloodstream of the victim. Will +5 Abilities: Str 16. Listen +9.

however. Cha 15 most of their ability to speak. Evil. Mortal members of the Shrieking Violet Society. It allows them to see the essential nature of the people and things around them. Its arms hang past its Improved Trip small fraction of their day. spell-like abilities Special Qualities: Damage reduction 5/good or silver. courts as jesters and whipping boys. spell resistance 16. Combat Individual strigae rarely stick around for extended combats. initial and secondary damage 1d4 Str. Move Silently +11. darkvision 60 ft. so the Space/Reach: 10 ft. For all their worth to their masters. desire for freedom. but they have gained something else: the Skills: Balance +13. Dex 15. Int 13. owning a vierhaander is a sign of Attack: Claw +6 melee (1d6+1) status. Use Rope +2 recently discovered need. Extraplanar. They are far more likely to take to the sky and return later with reinforcements. though. leather-skinned creatures were bred to serve Hell’s Full Attack: 2 claws +6 melee (1d6+1) and bite +1 melee (1d8) nobility. many of whom aspire to such status themselves. discover that their new sensory organ is very powerful indeed. Lawful) 192 Hit Dice: 6d8+12 (39 hp) Initiative: +2 Speed: 50 ft. it has large gnarled hands. Hide +7. +2 Dex. knees. Improved GrappleB. strigae can provide impeccable intelligence for their duchess. or other humanoids. attempting to gang up on and weaken their foes. They use their polymorph ability to disguise themselves as humans. Jump +12. Disarm. +8 natural). a ready form of entertainment for the Saves: Fort +7. Con 14. Wis 11. touch 11.Volume 3: Legions of Hell This female humanoid has been scalped. A striga’s natural weapons.. Sleight of Hand There are numerous barriers to this +11. strigae attack with their poisoned claws. True Seeing (Su): The sensory organ implanted in a striga’s skull gives her the benefits of the true seeing spell. its mouth filled with snaggleteeth. Perform (comedy) +11. Those who survive the ritual. the vierhaanders have been slowly building up an underground network Environment: Hell Organization: Solitary or team (2–4) Challenge Rating: 5 Treasure: None Alignment: Always lawful evil Advancement: 7–9 HD (Large). treat strigae with awe. resistance to acid 10 and cold 10. as well as any weapons she wields. this gangly humanoid’s (+4 with bindings) least of which is the fact that their Feats: Combat Expertise. When numbers are on their side. Poison (Ex): Injury. Vierhaander Large Outsider (Devil. knock. and leathery wings extend from her back. Two hands were judged insufficient to accomplish this task. adjust to their new way of seeing the world. 1/day—expeditious retreat. polymorph (self only). Caster level 8th. Ref +7. Strigae are normally found on the Material Plane. 10–13 HD (Huge) Level Adjustment: +4 . immunity to fire and poison. Since their tasks only take up a It appears starved and has a pig tail. Over the centuries. The save DC is Constitution-based. flat-footed 17 Base Attack/Grapple: +6/+15 In the higher strata of devil society. They whisper among themselves that strigae can sense a traitorous heart with only a glance of their sightless eyes. the vierhaanders have lost Abilities: Str 12. and her eye sockets are empty. not the Underneath a mass of unkempt hair. vierhaander has four. They also sometimes lead groups of Submitters. They serve in the infernal see in darkness. Fortitude DC 14. elves. Spell-like Abilities: 3/day—invisibility (self only). Her arms end in talons. Climb +10. working for Hadriel./15 ft. telepathy 100 ft. Improved numbers are scattered throughout face is wrinkled and pained. summoned forth except to impress other nobles. and in place of feet. Escape Artist +11. Special Attacks: Rack. are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Will +5 jaded aristocracy of Hell. Hell. (10 squares) Armor Class: 19 (–1 size. These gangly. Tumble +13. With their special sensory abilities. vierhaanders are generally not devil traits.

through which they can communicate. They know that they cannot hope to escape from their servitude by force, so a subtler way of attaining their goal is currently in discussion. Adventurers who are foolish enough to believe they can gain allies by advancing this cause, though, are likely to live only long enough to regret their error. Vierhaanders are seldom seen on the Material Plane. They are a valued commodity and are only given (or, more often the case, lent) to mortals who have committed truly nefarious deeds in service to Hell. A vierhaander uses such an opportunity to its advantage, trying either to escape or to kill its mortal master. If successful, it stays clear of mortal settlements and sticks to secluded wilderness areas where it is unlikely to be noticed.

Volume 3: Legions of Hell

Combat
Despite their ungainly appearance, vierhaanders are quite nimble. They avoid conflict, preferring to use their spell-like abilities to gain enough time to escape. They are not allowed to carry weapons of their own, but if forced to fight they disarm opponents and use the liberated weapons against them. Vierhaanders’ other favored attack is the rack, a vicious grapple that tears enemies apart. A vierhaander’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Rack (Ex): If unable to disarm an opponent, a vierhaander attempts to start a grapple. If it gets a hold, the vierhaander drops onto its back and lifts its opponent into the air with all four hands. The following round, if it maintains the grapple, the vierhaander tries to tear its foe apart, automatically dealing 1d8 points of damage. The amount of damage dealt increases by 1d8 each round it maintains the hold (2d8 the second round, 3d8 the third round, and so on). Spell-like Abilities: 1/day—blur, cause fear (DC 13), gust of wind (DC 14), haste. Caster level 6th. The save DCs are Charisma-based.

Vuall
Duke of Pleasure
Large Outsider (Devil, Evil, Extraplanar, Lawful) Feats: Dodge, Improved Initiative, Persuasive, Power Attack, Weapon Focus (claw) Environment: Hell Organization: Unique Hit Dice: 13d8+65 (123 hp) Challenge Rating: 15 Initiative: +8 Treasure: Standard goods; double coins; standard items Speed: 30 ft. (6 squares) Alignment: Lawful evil Armor Class: 28 (–1 size, +4 Dex, +15 natural), touch 13, flat-footed 24 Advancement: By character class Base Attack/Grapple: +13/+22 Level Adjustment: — Attack: Claw +18 melee (1d6+5) or spittleseed +16 ranged touch (3d4 acid) Vuall has power over sex and fertility, and he is popular among the barren Full Attack: 2 claws +18 melee (1d6+5) or spittleseed +16 ranged touch and those whose true loves do not share their affections. Courtesans (3d4 acid) worship the Duke of Pleasure to bolster their skills. Space/Reach: 10 ft./10 ft. Special Attacks: Exquisite touch, make barren, spell-like abilities, Spurned men send prayers to Hell to force adoration from the subjects of spittleseed, summon devils their irrational desires. The physically deformed look upon their pleasingly Special Qualities: Bestow Charisma, damage reduction 15/good and featured fellows with homicidal envy. Murderous prostitutes, pregnant with silver, darkvision 60 ft., devil traits, immunity to fire and poison, diabolical seed, slit the throats of satisfied clients while they’re sleeping, resistance to acid 10 and cold 10, see in darkness, spell resistance 28, collecting their blood in iron chalices to be quaffed in dark ceremonies. And telepathy 100 ft. nestled in the Oasis of Unbound Passion, in an arid desert on the first layer Saves: Fort +13, Ref +12, Will +11 of Hell, Vuall laughs. Abilities: Str 20, Dex 18, Con 20, Vuall is said to have written many Int 15, Wis 16, Cha 26 treatises on lovemaking, and his Skills: Bluff +26, Concentration +21, reputation as a lover spans the Standing 10 feet tall, this humanoid has the body of a wellDiplomacy +28, Disguise +8 (+10 planes. He is something of a patron acting), Forgery +18, Intimidate built man and the head of a camel. He wears only a loose“antisaint” among disreputable +28, Knowledge (arcana) +18, fitting skirt, his bare torso muscled and alluring. His hands, courtesans (both male and female), Knowledge (the planes) +18, Listen though clawed, nonetheless appear soft and nimble. who believe that the Duke of +19, Sense Motive +19, Spot +19, Pleasure can grant them erotic skill Survival +3 (+5 on other planes)

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Though Vuall understands the intricacies of infernal nobility, he considers himself politically independent (with a distaste for Beelzebub and his faction, whom he views as upstarts).

Combat
Vuall prefers parley and seduction to battle, but he fights with ferocious vigor if threatened. When faced with obviously superior strength of arms, he takes to the air and barrages his enemies with powerful spell-like abilities. Vuall’s natural weapons, as well as any weapons he wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Exquisite Touch (Su): Vuall can make a melee touch attack to incapacitate an opponent. The touched creature must succeed at a Fortitude save (DC 24) or be flooded with pleasure so intense that the mind nearly shuts off and the body can do nothing but quiver. This effect lasts for 1 round, during which the victim is helpless. The save DC is Charisma-based. Make Barren (Su): As a ranged touch attack, Vuall may emit a ray of nullifying energy from his fingertips (range 200 feet). Anyone struck by this ray must succeed at a Fortitude save (DC 24) or be rendered incapable of producing offspring. This effect is permanent unless removed by a wish or miracle, or Vuall chooses to lift it. He can remove the effect at any time for any reason and can even make a barren person fertile, whether he was the cause of the infertility or not (though he is loath to do this out of charity). The save DC is Charisma-based. Spell-like Abilities: At will—animate dead, blasphemy (DC 25), charm person (DC 19), desecrate, detect good, detect magic, dispel magic, fly, greater teleport (self plus 50 pounds of objects only), hold person (DC 21), lightning bolt (DC 21), magic circle against good, major image (DC 21), mass eagle’s splendor, polymorph (self only), suggestion (DC 21), unhallow, unholy aura (DC 26), unholy blight (DC 22), veil (DC 24); 1/day—forcecage, prismatic spray (DC 25). Caster level 20th. The save DCs are Charisma-based. Spittleseed (Su): Vuall uses his own fertility as both weapon and tool. Once every 2 rounds, he can spit a glob of his diabolical seed up to 30 feet as a ranged touch attack. Anyone struck by this substance takes 3d4 points of acid damage; there is no splash damage. Unless somehow neutralized, the spittleseed continues to seep into the flesh, dealing 3d4 points of additional damage each round for 5 rounds, after which the liquid completely sinks into the opponent’s body. When this occurs, the opponent must succeed at a Fortitude save (DC 24) to avoid the corruption of his or her body. Otherwise, the next child sired by (if male) or born from (if female) that being will be a half-fiend (see MM for more information on half-fiends). The save DC is Charisma-based. Summon Devils (Sp): Three times per day Vuall can automatically summon three erinyes, bone devils, or barbezu, or one horned devil or ice devil. This ability is the equivalent of a 9th-level spell. and protection from the hazards of their profession. The devil is far from altruistic, however. Every fertilization he performs, every sensuous secret he whispers into the ear of a desperate whore, is calculated to bring him the most gain, in the form of either material wealth or contracts on the souls of his followers. Bestow Charisma (Su): Vuall may bestow a boon upon a supplicant by kissing him or her on the forehead. This grants the one kissed a +6 enhancement bonus to Charisma. The effect lasts for 24 hours.

Whiptail

Small Outsider (Devil, Evil, Extraplanar, Lawful) Hit Dice: 2d8 (16 hp*) Initiative: +2 Speed: 10 ft. (2 squares), fly 50 ft. (good) Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12 Base Attack/Grapple: +2/–2 Attack: Tail slap +5 melee (1d6 plus stun) Full Attack: Tail slap +5 melee (1d6 plus stun) and bite +0 melee (1d4) Space/Reach: 5ft./5 ft. Special Attacks: Stun

Special Qualities: Damage reduction 5/good or silver, darkvision 60 ft., devil traits, immunity to fire and poison, of the flesh, resistance to acid 10 and cold 10, see in darkness, telepathy 100 ft. Saves: Fort +3, Ref +5, Will +2 Abilities: Str 10, Dex 14, Con 10, Int 7, Wis 8, Cha 10 Skills: Escape Artist +7, Hide +11, Listen +4, Move Silently +7, Search +3, Spot +4, Survival –1 (+1 following tracks) Feats: Flyby Attack, Weapon Finesse Environment: Hell Organization: Brood (2–5), swarm (5–20), or flight (20–40)

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Challenge Rating: 1 Treasure: None Alignment: Always lawful evil Advancement: 3–4 HD (Medium) Level Adjustment: — Whiptails are a curious inhabitant of the Ninth Circle, with a very particular function. They are a kind of parasite, feeding on the dead flesh of the King of Hell. At the very bottom of the pit of Hell lies the serpentine form of Asmodeus. The story of his fall has been lost in the mists of time, but fall he did. It is said that devils spring fully formed from his still-bleeding body, which stretches for miles. Asmodeus has never truly healed from his fall, and his blood continues to seep from a thousand wounds. Whiptails cluster around him, tearing off chunks of flesh with their teeth.

the course of history, several kingdoms have fallen as a consequence of swarming whiptails.

Combat
Whiptails are never found alone. Their greatest strength is numbers, which they exploit to the utmost. Their favored tactic is to stun opponents with their tails and then settle on them to feed. With their great maneuverability and their flyby attack, whiptails can small skeletal creature has bat wings, a mouth full of gang up on individual targets with needle-sharp teeth, and a long whip-like tail. ease. A whiptail’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. *Of the Flesh (Ex): Whiptails eat a steady diet of Asmodeus’s flesh. Even the dead stuff is laden with his power, so all whiptails have maximum hit points. Stun (Ex): Whiptails, as their name indicates, are quite adept at using their bony tails in combat. They know how to lash opponents in just the right way to keep them off guard. Any opponent hit by a tail slap attack must succeed at a Fortitude save (DC 10) or be stunned for 1 round. The save DC is Strength-based.

This

If Asmodeus notices the feasting, he gives no sign. When he shifts his colossal form, however, the sky blackens as thousands of whiptails take to the air. Perhaps once in a decade, Asmodeus feels the need to thin their ranks. At these times, he sends swarms of the creatures into various worlds in the Material Plane to sow destruction and discord. This is a one-way trip: The whiptails continue to plague these worlds until they are eradicated. In

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Chapter Nine: Infernal Prestige Classes
The ravening jackals of Balan spread violence and terror in their dread lord’s name. A mountebank insinuates malice and temptation in the cause of her master, Jalie Squarefoot. At the heart of a rotting plague squats the envoy of Nergal, the plaguelord, delighting in the misery of disease. Balan’s jackal, the mountebank, and the plaguelord are new prestige classes built around service to a specific infernal lord. To pledge oneself to such a master entails special, terrible requirements. Each of these prestige classes requires a specific initiation (detailed in its entry) and changes the character’s base type from humanoid to something different and foul: monstrous humanoid, outsider, or even vermin. The initiation process is horrific and taxing: It adds an inherent bonus to some ability scores but damages others. Because the process is so stressful, it is treated as an encounter with poison, requiring Fortitude saves against initial and secondary effects.

Once in a great while Balan (see page 147) chooses a singularly cruel follower to join his pack of wild beasts. The chosen, known as Balan’s jackals, must endure a terrible indoctrination before being accepted. As the jackal gains favor in Balan’s eyes, he becomes more powerful but eventually loses himself in bloodlust and savagery. Balan sends these brutes on errands through the Lower Planes and often chooses them for infernal hunts that extend into the Material Plane, where unlike his fiendish servants, they cannot be banished. Barbarians, fighters, ex-paladins, and rangers are most likely to come to Balan’s attention with their ferocity in combat. Evil clerics and druids are sometimes called but stand to lose more than they gain. Bards, rogues, sorcerers, and wizards almost