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Requires The Dungeons & Dragons® Player’s Handbook For Use Siseay! GRRIO0S Legions of Hell Book of Fiends Volume One Design: Chris Pramas Legions of Hell is ©2001 Green Ronin Publishing, Artis ‘©2001 by the respective artists, Reference to other copyrighted material in no way constitutes challenge tw thorespective copyright holders ofthat material. The following text is Open Gaming Content: the name, statsties, and combat section ofeach monster, al ‘new weapons and magic items, and appendices 1 and 2. Additional Design: Jim Bishop (Ialie Squarefoot, Prestiae Classes), Brian Kitby (The Faceless, Spinder, Vierhander), Erik Mona Bune, Iblis, Vall, Fallen Celestial Template, Celestial Choirs) Editor: Malcolm Ellis Editorial Assistance: Erik Mona Dungeons and Dragons and Wizards ofthe Coast are Registered Trademacks of Wizards ofthe ‘oat, and are used with permission, “420 ystcm’ and the “20 System logo are Trademarks owned by Wizards ofthe Coast and are use! according to the terms of the d20 System License version 1.0. A copy ofthis License ean >be found at wwwivizards.com Art Director: Chris Pramas Cover Art: Brom Interlor Art: Toren Atkinson, Brom, Chris Keefe, Raven Mimure, Sam Wood Graphic Desi Heal Mangold Proofreaders: Erie Mona, William Simoni aes dete Green Ronin Publishing PO, Box 1723 Renton, WA 98057-1723 E-mail: GmeaRonin@aol.com Web site: wwww.greenronin.com 1 Toren, and Raven for taking the lead, Nicole for keeping our lives running while this book was finished, snd Erik Mona for making Hell that much more evi Spectal Thanks to: Table of Contents Kere wes Knocker . Krotep, Pharoah of Axor . Lel, Marquise of the Night. Magugon vwwe8 — Malgrin, Duke of Unlife Antaia, the Witch Queen Asakkut Ashmede, Balan, Master of the Infernal Hunt. Balan’s Huntsman Bonedreg, Bulugon . Nekhet, Prophet of Set Nergal, the Fetid Prince Bune, Duke of Eloquence ... Oubliette Chamagon .. Pain Mistress Dagon, Warden of the Stygian Depths .. Painshricker . Darksphinx a Distender Enforcer of Dis « Faceless = Fureas, Duke of Rheto Gladiatrix: Hadriel, Duchess of Domination Hellwarden Herlekin Iblis, Duke of Prid Tee Stalker, Jalie Squarefoot, the Lich Fiend ‘Vuall, Duke of Pleasure... Whiptail Appendix Appendix 2: Fallen Celestial Te ‘Appendix 3: Angelic Choirs. “Appendix 4s Monsters Rated by Combat R: ibliography peers tg ie oa me 3 t=s .—_ Tntroduction Welcome to Lezions of Hell, he first of Green Ronin’s monster ccompendiums forthe 20 System. The core ofthis book isa special baich of new monsters taken straight from the Pit. Legions ‘of Hell gives you enough devils and infernal nasties to populate an entire campaign and challenge characters ofall levels. You'll in ‘everything from lowly grants to fallen celestial to porserfal banteza nobles Before the litany of evil begins, however, we should pause to say a few words about Hell itself and the eommon powers of devilkind Hell: The Basics How eould Hell be any worse when life alone is such ad Religion ‘When lawl evil mortals de, their souls goto Hell, Devils thus tempt ‘mortals inthe hopes of changing theiraligaments to lyf evil, Every mortal fooled is another soul condemned, There are few places inthe mul than Hell, Hell looks like an inverted mountain, the cosmic opposite of the peak of Heaven, Known for both geographic and mtaphoriel reasons asthe Pit, Hell is divided into nine circles that range From raging infernos to joy wastes. A powerfl arch devil uleseach eirele, and al the devils in Asmodeus, the Lord oF the Ninth Circle, King pay homage to ff Hell and the Adversary of al that is goad, Inberif, the lords of the nine circles ane as follows: Baal, Lord of the First Cirele: This fierce devil {pietiredl on the front cover ofthis book) comamands The largest aemics in Hell. While this has alarmed the other lord in the ‘ast, the truth is that he expends his eneraies fighting the external Foes of Hell, namely demons and celestial. Dispater; Lord of the Second Circle: Dispater is a cunning schemer and conservative by nature. He rarely leaves Dis the mightiest ity in Helland one that us never been taken by an enemy army, While Dispater is slaw to reaet and hedges his bets, he acts with overpowering force onee his mind is made wp. Mammon, Lord of the Third Cirele: Mammon is 2s power hhungry as they come, He is unsatisfied with his domain and so constantly Schemes to conguer another circle of Hell His armies have clashed with hose of Belial on many occasions, but nether Jord has been able to gain the advantage. ‘Belial, Lord of the Fourth Cirele: Only Asmodeus is beter Har than Betial. Originally a powerful celestial Belial fell rom gracein the distam past, Lords like Dispater and Mephistopheles sill teat ‘Belial as an upstart, since he was not bor ofthe baste race. Since Belial’ armies ae strong and he is s slippery asa green slime, the Lord of the Fourth Cizele continues to stand strong. Leviathan, Lord of the Fifth Cirele: In foxm Leviathan isthe ‘most enormous sea monster the multiverse has ever known, Literally miles long, Leviathan needs a domain a large as the Fith rele to house his massive bulk. Some scholars say that Hell is Leviathan’ prison and that countless worlds will perish if he lever escapes. His appetite for ‘mortal souls i legendary. Lilith, Lord of the Sixth Circle: Many devils have underestimated Lilith because she is Female. None have lived to earn their mistake Lilith is asalluring a silk and as hard as sel. Whileshe schemes in Hel, she dreams of power greater than the Pit can bold Beelzebub, Lord of the Seventh, Crete: Known asthe Lord of Flies, Boclzcbul isa fallen costal ike Belial, He and Mephistopheles hate each other deeply and they have bet al war on and off for millenia, Asmodus lets them ‘Because it keeps them too busy 10 plot against him. Mephistopheles, Lord ‘of the Eighth Circle: Mephistopeles viows himself as . the heir apparent of ae Hell Afterall, who is loser to Asmadeus than ‘ne? Once he has dealt with Beelzebul (and he's sure that he will cal with him), Mephistopheles will be ready to {ake the erown...whether Asmodeus will allow it or not Asmodeus, Lord of the Ninth Cirele: Uncounted volumes have been writen about the King of Hell she merely a devil like the ther lords, ors hea being ofa higher order? He hasbeen the Adversary for as long as anyone can remember (and out on the planes, there are those whose memory reaches back to the din of lime). Some whisper that he is fallen god, more ancient and more powerful than ean possibly be imagined, Others say he isa devil true, but simply the cleverest oF tat despicable race, Whatever the truth, none can deny that he has defied Heaven from time immemorial and destroyed all pretenders o his throne. The Infernal Hierarchy ‘The politics of Hell are complex and ill understood by mortals, The buasie structure is feudal. Asmodeus is the King of Helland the «ight other lords are is chief vassals. Bach lord maintains a court populated by a bewildering array of dukes, counts, marquises, ‘barons, and s0 on. The lords rank these nobles in different ways, ‘which, when combined with devils’ penchant for multiple names, makes keeping tack ofthe hierarchy quite dificult, [eeneath the infernal nobility are the common devils, These range {rom the pitiful lemures tothe powerful pit fiends. These devils serve the various powers of Hell as tools, fodder, and oceasionally food, Even the lowliest devil knows that his only hope is o climb up the hierarchy by any means, Murder, blackmail, and deception of every conceivable kind are used fo ascend the infernal ladder. Once devil becomes 3 noble, he or she ean take a new form and become an individual forthe first ime, The mast powerful nobles serve inthe cours of the arch-devils and command legions of lesser devils, Devils and the Pritte Devils are frequent vistors to the Prime, They usually come via a plane shi spell or through a gateway ‘beeween the panes. The baatezu have many goals fn these trips, the foremost of which is the temptation of morals into evil. What many devils do best, however, i fight, andthe Prime is one of their most important batlefieds They contend against the forces of Heaven, the celestial, as well asthe evil archenemies, the «demons ofthe Abyss. Lastly, devils fight each other. The polities of Hel lead to endless intemecine strife, and these strugaes are not just confined tothe Pit Ie is mot uncommon to find rival infernal dukes fighting a proxy war on the Prime, Gateways that lad from the Prime directly to Hell are rare. Travelers usually must take a more circuitous route through the planes to reach thet final destination, Known gateways are guarded on both ends with potent, and often antagonistic, forces, tis quite common, for instance, for one end oft gateway tobe defended by paladins and powerful clerics, while the other end is teeming with devils Baatezu Qualities All devils share certain qualities in common, enumerated below, See the S¢M for tier common abilities encountered in this book. Immunities (Bx): Bsate7u are immune to fire an Resistances (Ex): Baatezu have cold and acid resistance 20, See in Darkness (Su): All devils can see perfectly in darkness of any kind, even that created by deeper darkness spells poison. Telepathy (Su): Baateau (except lemures) ean communicate telepathically with any creature within 100 fet that has language. Languages: Unless otherwise noted, all devils speak Infernal, Celestial, Common, and Draconic, Custotiizing Your Devils Like the AAV, Legions of Hel presents the ‘weakest and most eomon specimen ‘of each monster. You can use the advancement range asa guide to making more powerful For the most par, the dlovls inthis book havea CR 20 oF lower. Ibis (see ‘page 27), however, is an ‘example of amuch ‘more power creature, Legions of Hell includes many examples of bateza nobles who already are quite powerful. Each hasbeen given afew magi items, most commonly weapons and items of protection. As powerful nobles, however, these evils have access 0 many more magi items and you should customize them for your ‘campaign before unleashing them on your players. Take this ‘opportunity to ensure that «ach noble will bea good challenge for your party. Taking down an informal duke should be a memorable and hard-won ictory, not just anorher fight. And Now—Evil! ‘Those are some of the basic workings of Hell, We're done with appetizers. Time forthe main course, Without further ado, let the evils begin! Akop Small Outsider (Evil, Incorporeal, Lawful) 38 (13 hp) 3 (Dex) Speed: 10 fly 40. (perfect) ACE 15 (+1 size, #3 Dex, +1 deflection) AC (flat-footed): 12 AC (vs, touch attacks): 15 Attacks: 2 incorporeal touches *7 melee Damage: Incorporeal ouch 1d3 temporary Wisdom Face/Rench: 5 ft by 5 1/5 f. Special Attacks: Wisdom damage Special Qualities: Incorporeal Saves: Fort 13, Ref-6, Will 10 Abilities: Str, Dex 17, Con 10, Int 10, Wis 4, Cha 12 Skills: Hide =13*,Intimidate 4 Listen +2, Spot 3, Tumble +7 eats: Combat Reflexes Climate/Terrain: Any land and underground Organization: Solitary, gang (2-5), or swarm (6-12) (Challenge Rating: 2 ‘Treasure: None ligament: Usually Lawl evil ‘Advancement: 4-6 IID (Small); 7-9 FID (Medium-size) ‘Thousands of yeas ago a highly sophisticated race known asthe akop ruled an obseure Prime world. The akop, though monstrous in appearance, were masters of magic and builders of wonders, After dominating their home world for millennia, they finally encountered problem that their magie eould not overcome. Theit work, they realized, was dying—and there was nothing they could do about it Te akop leaders desperately search for a way to save their people, While their powerfil wizards could travel the planes this did the commoners no good. Ultimately, they were foreed to make a deal with Mammon, Lord ofthe Third Cirele of Hell. Mammon promised to transpor all ofthe akep from their doomed world and to protect them feom physical harm. In retum the akop agreed to travel to Hell and serve Mammon for one generation ‘Mammon enforeed the let of the agreement. He indeed saved the akop, who traveled to Hell todo ther service. However, the archdevil had cruelly enchanted the giant portals that took the akop tothe Third Cele, When they emerged in Hell, they found themselves, transformed into insubstantial shadow beings, bereft of fleshy form. Now they could not be physically harmed—nor could they reproduce. In one fell swoop Mammon had entrapped the entire rae. Although ther life span was extended nearly indefinitely by Mammon’s enchantment, they were now bound to serve him for an eternity y haunt the Third Circle, Since Mammon’s master pla, the akop have degenerated, losing their mauic and ultimately, ther sanity. Now {ing any opportune targets. Mammon long ago gave up trying fo command the insane ereatures but still periadieally sends small ‘groups of them to terrorize the Prime. The akop hate anyone lucky enough wo wear flesh, and thy relish bringing their own madness to such unlucky vietims, But every akop slain in battle brings ther rae one step closer to final annihilation, Combat Akop usually attack at night, when they can cloak themselves in darkness. They are soundless andl at night nearly impossible fo see. With their great speed and maneuverability they ean hit and run and keep their enemies confused. Incorporeal: The akop have no physical bodies. They can be harmed only by other incorporealereatures, +1 or better magic weapons, and spells, spell-like abilities, or supernatural abilities. They arc immune to all non-magiealataek forms. Even when hit by spells or mage weapons, they have a 50% chanee to ignore any damage from a corporeal source (except for free effects, such as magic missile ‘oratiacks made with ghost Zouch weapons). An akop can pas through solid objects at will, but not force effects. Its touch attacks p througl natural armor, armor, and sh h deflection bonuses and free effets (Such as mage armor) work normally against them. An akop moves silently and cannot be beard with Listen checks iit doesn't so wish ‘Telepathy (Su): Akop can communicate telepathically with any ereature within 100 feet that has language. This is their only means of Wistom Damage (Su): The touch of an akop deals 143 temporary Wisdom dary mnmediately falling unconscious and tormented by demented dreams. See "Condi jon on ability damage. to a living foe. A exeature reduce Wisdom 0 by on Summary” in the DMG for more infor Skills: *Akop receive a +8 circumstance bonus on Hide checks made in darkness. Antaia, the Witch Queen (Baatezu) Medium-size Outsider (Evil, Lawfu Dice: 16i8+64 (136 hp) Initiative: +5 (Dex) Speed: 30 1 (3 natural, +4 ring of provecion, +8 Dex) AC (flat-footed): 17 AC (9s. touch attacks) ¥ yasns, 2 spell-ike abilities, pes, summon baateza Baatera qualities, damage reduction 15/3, SR 25 Saves: Fort 114, Ref H15, Will +14 Abilities: Ste 19, Dex 20, Con 18, Int 26, Wis 18, Cha 26 Skills: Alchemy +18, Animal Empathy +18, BluiT=18, Concentration +17, Decipher Script “16, Disguise +18, Diplomacy +30, Forgery +18, Gather Information +18, Handle Animal +20, Innuendo +18, Inimidate =10, Knowledge (arcana) +2 Knowledge (Hell) #22, Knowledge (nature) +24, Knowledge (religion) #23, Listen 14, Perform +16, Pick Pockets #7, Ride +7, Search #18, Sense Motive 14, Spllerat +26, Spot #14, Wildemess Lore +14 Feats: Brew Potion, Craft Wand, Craft Wondrous liem, Empower Spell, Spell Penetration (ClimatefTerrain: Any land and underground ‘Organization: Unique or retinue (Aniaia plus 2-12 helleats) Challenge Rating: 18 ‘Treasure: Double standard Alignment: Lawful evil ‘Advancement: By character class ‘They gather in secluded grottoesand forbidden glade, dancing under the light ofthe full moon, Seotned by clergy and feared by villagrs, the witches mecto celebrate the power oF magic. Th pay respect toa host of spirits, but one receives their devotion overall others: Anta, the Witeh Queen. Aniaiais a minion of Belial, Loed ofthe Fourth Circle. Unlike most banter nobles, Ania is not overly ‘obsessed with internal polities. Her primary concern isthe growth and expansion of her cult. On a hundred Prime worlds, she is ‘worshipped as a gadss by covens of black-hearted witches, Her power i indisputable, even though she i ineapable of granting spol to her followers. Antain’s cult teaches tht true power comes from within, and that individual witehes ean aebieve the same insights as theie mistress, By turning the witches away from the gods, Antaa furthers the infernal cause ‘Aaa takes an active roll in the promotion of her cult. She trvels the Prime frequently, enforeing her will and testing her Worshippers. (On several works, Antaia’s eult is opposed by an order of white witches called the Daughters of the Moon, This group knows that Ania is naught but a devil and they fight hee machinations on the Prime, This witch war has gone largely unnoticed, because its batles ‘ako place far from the centers of civilization, Combat When Anisia engages in combat, she sends her hellcas forward fo engage the enemy whi and she only engayes in melee when absolutely necessary. If Anais ison the Prime, she i likely to have coven of 13 witetes with h (one euch of levels 1-13). Amaia’ followers area variant of the sorcerer lass. The basic class information for the soreerer remains ‘unchanged, but the witches use the witch spel list from the DMG instead ofthe sorcerers normal ist, Sacrificial M she casts spells. Her real strength is magic Su): Among the many bloody rituals Antaia uses to bolster her arcane abilities is rite that gives er inereased power \when a moral is serticed in her presence. At the beginning of each day (or after an S-hour period af rest), Anta may engage in sacrificial ceremony that lasts 15 minutes. If single bound mortal is slain within 20 feet of her during this period, she may double the numberof Is-level spells she can east that day. Four sacrificed morals allows her to double her 2nd-level spells. The sacrifice of six victims allows her to double 3rd-leve spells, and the murder of eight morals allows her to double the numberof 4thlevel spells. Anta can gain all these bonuses in the same day if se has an appropriate source of vietims (when she visits the Prime, her witehes take great pride in providing both the vietms and the executions). Antaia ean benefit fiom a singe sarifickal ceremony within a 24-hour period Spells: Antsia casts spells asa 20"evel sorverer She uses the witch spell list inthe DMG. 3 2day veil ‘Spell-like Abilities: At will—charm person, detect good, detect magic, misdirection, polymorph self. message, and tong _geas/quest and protection from good: \day—-false vision, greater dispelling, teleport without error (self plus 50 pounds only), ‘These abilities areas the spells east by a 20th-lovel sorcerer (save DC 18+ spell leve. ‘Summon Baatezu (Sp): Once per day Antaia ean att 30% chance of success. swith 2 75% chance of success, or 3412 herlekins with ori > EG eS aa eS Asakku (Baatezu) Large Outsider (Evil, Lawub) Hit Dice: 948127 (67 hp) Initiative: +7 (+3 Dex, +4 Improved Initiative) ‘Speed: 20 ft AC: 17 (1 size, #3 Dex, #5 natural) AC (flat-footed): 14 AG (9s. touch attacks): 12 ‘Attacks: Bite +12 melee, 2 claws-+10 melee Damage: Bite 1d6+4 and poison, claw 14642 Face/Reaeh: 5 f. by 10 15 A. special Attacks: Constrict 2d8+6, poison, spell-lke abilities special Qualities: Baatezu qualities ‘Saves: Fort +9, Ref +9, Will +10 Abilities: Sic 19, Dex 16, Con 16, Int 16, Wis 18, Cha 16 ls: BiufT +7, Concentration +15, Diplomacy +5, Hide +7, Jump +6, Knowledge (any loeal) +8, Listen +16, Move Silently +10, Search +13, Sense Motive +13, Spelleraft +15, Spot +16, Tumble+15 Feats: Dodge, Improved Initiative, Multatack. CClimateTerrain: Any land and underground Organization: Solitary oF squad (5-20) Challenge Rating: 7 ‘Treasure: Standard Alignments Always lawful evi Advancement: 10-13 HD (Large); 14-27 HD (Huge) Asakkus are servants of Lilith, Lord of the Sixth Circle. Their bodies are ong and sespentine, with human-like heads and fanged mouths. Mortal scholars have noted a certain similarity to the couatl, ‘and conjecture makes asakkus an ancient, evil ofshoot of those feathery exemplars of virtue. If ths is tru, neither asakkus nor couatls have ever confirmed it. However, there are several documented batles between the wo, most of ‘which have been noted for their intense savagery. It isn't clear whether these ‘bates signify nothing more than the animosity oF good and evil or the special Iharod only estranged! family members know: Inany ease, fighting fs wot the primary responsibility of asakkus, They perform very special ‘tes for Lilith the corruption and infection of mortal ehildren. They are frequent callers on the Prime, commonly visiting rural areas. Polymorphed into wide-eyed youths or fantastical animals like ‘unicomns, asalkkus befriend children while thee parents tol inthe Fickd or the home, Asakkus seem like friendly faeries, full of stories and magic “Those children befriended by asakkus meet one of tree fates. The asaikkus drink ther bloody infect them with lta diseases, or corrupt {eit young souls. The latter isthe mest difficult to achieve but pleases asakkus the most. When a child plunges knife into his father’s ‘heart of his own free will the asakku knovs she has served her mistress well. Children who are good at hear are more likely 10 simply be killed. These deaths, especially tose brought about by disease, are designed to bring despair to the parents of he slain, Combat ‘Asakkus use thir spell-ike abilities to avoid combat if possible. If cornered, they revert to their true form and fight until they have a chance to escape, Since ther activities involve the covert slaying of chien, the lat thing they want to dois rouse the interest of powerful cleries or paladins. Constriet (Ex): An asakku deals 2486 damage with a successful grapple check against Huge or smaller ereatures. Poison (Ex): Spell-Like Abilities: At will—dancing tights, detect thowghs, ghost sound, fly, polymorph sel: presldiltation, ad shocking grasp; V ay-—charm person, contagion, flame arrow, silent image, and tongues, Ones pox week an asakk can plane shif. These abilities areas the spells east by a 12thlevel sorcerer (save DC 13 + spell level). Bite, Fortitude save (DC 16); initial damage 2d4 temporary Wisdom, secondary damage 444 temporary Wisdom. Ashmede (Baatezu) Large Outsider (Evil, Lawful) Hit Dice: 124860 (114 hp) Initiative: +3 (Dex) ‘Speeds 40 fly 60 (average) AC! 28 (1 size, $3 Dex, +16 natural) AC (flat-footed): 25 [AC (vs. fouch attacks): 12 Attacks: +1 vorpal seythe +19/+14!9 melee, 2 +13 melee +1 vorpal seythe 244, wing Damage: 1d6"3 Face/Reach: 5 fs by 5/10 f Special Attacks: Fear aura spll- likeabilities, summon baste Special Qualities: Baatezu ‘qualities, fast healing SR20 Savess For Will +11 Abilities: Str 24, Dex 16, ‘Con 20, nt 14, Wis 16, Invimidate #17, Jump 19, Knowledge (Hell) 11, Listen +15, Search Spelleralt +14, Spot 18, Tumble +5 Feats: Blind-Fight, Expertise, Flyby ‘Attack, Improved Critical (eythe) Climate/Terra ‘Organization: Solitary, tean Challenge Rating: 13. “Treasure: Standard coins; double goods standard items ‘Alignment: Always laf evi Advancement: 13-16 HD (Largs Any land and underground 3) 17-36 HD (Huge) Hells always associated with evil, but its lawful aspect is oft forgotten. There may be more backstabbing and politicking than any mo derstand, but ultimately baatezu society i all about the rules. The ultimate arbiter of bate law is, of course, Asmodeus, the \d Lond of the Ninth Circle. Only the worst crimes, the most heinous infractions are brought directly to Asmodeus's rent i Final and, in most eases, brutal. could King 0 attentions His judg force the judgments of Asmodeus. When the King of Hell pronounces a death sentence, ndcation they receive is Enter dhe ashmede, These devils of Vengeane es cany i out, Sinee Asmesdeus docsn’t fel it necessary to warn the condemned in advance, the first jelding ashmede atacking out of nowhere. No pleas are accepted, Combat ic to carefully study their targets. When the time i right, they Ashmedes do not fight without a plan. They use spies a ims and neutralize other opposition inthe launch a surprise attack via teleportation, They use their spell-like abilities to soften up their arca, Ther seythes do the rest. Fear Aura (Su): Asa free action, an ashmed level sorcerer (save DC 19) Ithe save is sucess devils are immune to the aura. create an aura of fear in 2 20-foot radius It is otherwise identical to fear cast by a 12th that creature cannot be affected again by the ashmede’s Fear aura for one day. Other ‘Spell-Like Abilities: At will—blayphemy, charm person, detcet good/evilaw/ehaos, detcet magic, dispel magic. improved invisibii: ‘polimorph self prying eyes and teleport without error (self plus $0 pounds of objeets only); Viday —chain lighting, discern location, Jorcecage, and horrid wilting. These abilities areas the spells east by a. 6ih-level soreerer (save DC 13 + spell level). er day an ashmede ean automaticaly summon 246 whiptals or! kyton or faceless. Baatezu (Sp): Once se be q ee a Balan, Master of the Infernal Hunt (Baatezv) Large Otsier (Ev Lat qY 14d8+56 (119 hp) AC: 27 (1 size, #2 Dex, +12 natural, ring of protection +4) AC (flat-footed): 25 AAC (ys. touch attacks): 15 Attacks: + unholy shortspear +241 Damage: +4 uiholy shortspear 1d8-+11 Face/Reache 5 f. by 5 ft/10 f. pell-lke abilities, summon baatezu ‘Special Qualities: Baatezu qualities, damage reduction 10/+ ‘beasts ofthe fel, ight of the hunters Saves: Fort +13, Ref +1, Will +10 Str 24, Dex 14, Con 18, Int 13, Wis 13, Cha 18 ls: Balance +11, Climb +7, Concentration +13, Handle Animal +1 Hide +11, Intimidate +13, Jump +7, Knowledge Hell) +10, Knowledge (nature) +10, Listen +11, Move Silently +11, Ride +17, Search +10, Spot +10, Wilderness Lore +10 Feats: Mounted Combat, Ride-By Attack, Spirited Charge, Trample +14 melee SR 25, Abi (Climate/Terrain: Any land and underground nique or hunt (see text) 3 Challenge Ratin ‘Treasure: Standard Alignment: Lawful evil ‘Advancement: By character class Balan, athree-headed beast of ad ‘of Belial, Lord of the Fourth Circle. il, isa noble in the service As Master ofthe Infernal Hunt, Balan has two main duties. is primary function isto organize hunts for Belial's sport fon the Fourth Cirle. These inevitably revolve around stalking ‘and killing rogue devils or bands of invaders. The noted paladin Flavius was caught in one such hunt, and he and his followers ‘were slain co man, Belial also periodically releases Balan and his Infernal Hunt onto the Prime. Ths isa teal teat forthe old devil. He gathers together a pack. of fiendish beasts, hellhounds, and his pride and joy, his jackals (sec the Balan’s jackal prestige class in Appendix 1). They appear at night, howling through the sky and landing to rap souls and cause untold destruction. Each hunt has a special target chosen by Belial (such asa troublesome erusading church), but the Master of the Infemal Hunt has fee rein to continue his merry ride until he's had his filloFbloodleting. Balan and Mammon, Lord of the Third Citee, are great rivals as sportsmen. Mammon leads his own hunt, and devils can only speculate what would happen ithe two were ever to meet. Combat n is usually encountered with his hunt, hhuntsman (see Balan’s Huntsman entry, page 10), to Sth-level Bal fiendish stags (use bison as the base ereature; soe MM) or tigers. The hunt use ‘car them apar. Balan supplements this raw savagery with his spell Beasts of the Field (Su): In addition to his normal telepathy ability, Balan can communicate telepathically with any aberration, animal, ‘beast, magical beast, monstrous humanoid, or shapechanger within 100 feet even if that ereature does not have a language. creatures to overa hundred. A typical hunt includes his 's jackals (see Appendix 1), 2412 hellhounds or helleats, and 10 its great numbers and speed to run enemies to ground and Flight of the Hunters (Sp): Balan can grant the equivalent ofa ly spell to each member ofhis hunt, no matter how many there are. This can only be used after sundown, and the effect lasts until dawn, ike Abilities: At will—animal grovth, dominate animal, freedom of movement, greater magic fang, shapechange, and teleport ‘without error (selfand mount only), 3dlay—commune with nature, dispel magic, find the path, and see invisibility Vay—deseera unholy blight, and whirbsind, These abilities are a the spells cast by an I8th-level sorcerer (save DC 14+ spell level). Summon Bauteru (Sp): Once per day Balan can attempt to summon 146 helleats with a 75% chance of success, 3412 herlekins with 50% chance of success, or 13 magugons with a 25% chanee of success Balan’s Mount Pree ene mn eae eT eta eee eee eee ‘eub only the mast ender mortal flesh and the freshest blood. Now full-grown, Fleshtearer strikes tetror into mortal and fiend er Fleshtearer ee ee) Hit Dice: 17d8*102 (178 hp) Initiative: 0 Speed: 40 f oan AC (Mat-footed): 18 AC (vs. touch attacks): § Etre eter Neen ean een nested Sone 3 Improved grab, smi SRNR eaten Teese Sean ON ea cae w Meneame Ta Sa ee eat! Combat Improved Grab (Ex): To use ths ability Fleshtearer must hit with a claw attack. Smite Goad (Su): Once per day, Fleshtearer ean make a normal melee attack to deal an addtional +17 damage to ‘Scent: Detect ereanres within 30 (60 f upwind, 15 ft downwind) by smell: +8 to track checks (base DC is always 10) The Huntsmian’s Horn Ninn es Se eee ee eae ee eee eee Feats: Blind-Fight, Weapon Focus (trident) (Climate Terrain: Any land and underground Organi solitary or team (2-4) Advancement: 7-9 HD (Largey, 10-16 HD (Huge); 17-18 HD (Gargantuan) on the Third Cirele of Hel. Their appetite is legendary: Bulugons are perhaps Hell's greatest glattons. Food is ‘bu they are eanny seavengers. ‘Their bloated forms side easily through the mud and slime, an they ean hunt in the ie ‘make them clumsy Miers, but amazingly thee wings can suppor their bulk, With ts wide jaws and large size, a bulugon hhuman-sized being whole, stripping the es from the bones and spitting out the remains. [Bulugons are typically summoned to the Prime as fools of vengeance (cither atthe behest of their own lords, or by evil spelleasters). Neworencr fave been kno io consort wih bligos erase hy ean provide clean aston In js ew its ‘A newly artived bulugon uses its charm person ability to win the aid ofa few locals It then sets itself up in a convenient location lke a ‘cave or, more blasphemous, a religious shrine. Word goes out through the charmed dupes thatthe devil must be fed or the community will fe! its wrath, The bulugon keeps eating no mater how much food eomes in tribute. Injusta few days ican deplete the food rage Vill ‘Some buluigons don’t stop even after the ood stocks are gone. These malefie gluttons tur on the locals and start to feed on them. There fre many tales of the heinous lotteries enacted by small communities, asthe locals try to choose the next victim ofthe bulugon’s insatiable appetite. Bulugons have bsen the cause of countless famines, but they usually return to Hell before vengeful ceries or adventurers can smuke them pay for thei erimes. Combat Sadly forthe bulugons ther lives do not consist solely of living of the fat of others. They must sometimes fight for their masters or defend ttmselves from adventurers. They prefer to fight onthe ground but are adept at using their hom in acral combat Buluons may not be very fast o agile, but their considerable bulk adds tothe punch when they imp, Inthe perpetual ain ofthe Third Circle, enemies rately se them coming, Bulugons usually fight defensively using obscuring mis to confuse enemies and scare to get rid of weak opponents. The acid spew is also a nasty surprise, ‘Spell-Like Abilities: 1/day-—charm person, obscuring mist scare. These abilities areas the spells east by a Gh-levelsoreerer (save DC 10+ spell level. [Acid Spew (Ex): The digestive system of a bulugon contains powerfil acid. In combat it can spew out this acid in a 10-Foot cone once ‘every 5 rounds, dealing 3066 damage. A successful Reflex save (DC 16) halves the damage attack bonus is +12, flight to an end, Impale (Ex): An airborne bulugon ean make a fying impale atack as part ofa charge. The m the bulugon’s AC drops to 15 that ound, and deals 2687 damage. The impact of this atack brings the buluzon 3, 80 ts usually made only against ground arg tho Bune, Duke of Eloquence (Fallen Trumpet Archon) #6 (42 Dex, +4 Improved Initiative) Speed: 40, Hy 90 (good) AC:27 (1 size, #2 Dex, +16 natural) Attacks: 2 claws (44 unholy hand wrappings) +32 melee, bite +23 melee Damage: Claw (4 unholy hand and 2d6 unholy, bite 184 Face/Reaeh: 5 ft by 5 1/10 R Special Attacks: Blasphemous benediction, grant ‘temptation, implosion gaze, probe soul spell-tike abilities, pells, unholy compact Special Qualities: Besiow eloquence, damage reduction fallen celestial qualities, holy intorlict, SR 2 useing Saves: Fort +15, Ref “14, Will +14 Abilities Ste 28, Dex 15, Con 17, Int 16, Wis 14, Cha 30 ‘Skis: Animal Empathy #26, Concentration mopings) 1d6+13 whe] NA 20 (infernal palitis), Knowledge the planes) +20, Knowledge (teligion) #20, Listen “19, ense Motive +19, Spot #19 ind- Fight, Cleave, Great Cleave, Dodge, Improved Initiative, Power Attack ClimatefTerrain: Any land and underground ‘Organization: Unique; tinue (Bune plus 3 pit fends, 1 osyluth, and 2-S ‘other devils) Challenge Rating: 20 ‘Treasure: No coins; double goo Alignment: Lavul evi ‘Advancement: By character class Long sealed volumes in the locked basements of boly temples tel the story of the Primogenial Rebellion, when the solar Iblis (ee page 27) refuse the will ofthe Lords of Good and brought legions of archon to their doom in the depths of Hell. Oly the most learned {tomes reveal that many of the celestals who followed Iblis to petition were convinced todo so by the ealeulatinely inluential principal {hoo-NAY Ja trusted trumpet archon who had long. commanded the ene eli eclestials of the Sun God (sce Appendix 3: Angelie Choirs), As Iblis made his histori stand, Bune worked behind the scenes, whispering to doubting celestial that Mis” actions must be a test from the Lords of Good, and that to pass it they would have to show suppot for Iblis, No oae knows whether Bune genuinely believed his own rousing words of solidarity, but many of the ether archons, perhaps with a preexisting sliver of fithlessness or arrogance, flocked to his cause. Inthe end, Ibis’s betrayal may indeed have boen atest. But thanks io the diplomati efforts of Bune, far more failed than ‘otherwise might have, and all were cast ito the bowels of the underworld. Many of the Fallen hate Bune with an unequalled passion, blaming him for their disgrace , Bune has become a patron of liars and corrupt politicians. Bishops of apostate cults say silent vespers to the trial earve ritualistic sears an enemy nation, a sovereign In the intervening Duke of Floquence, praying that none will see through thei profane ruse. Captured murderers onthe Way upon their fest, hoping to atiract Bune’s attention and blessings. On the eve of important negotiations wi might entera portal to Hell to confer with Bune on how best to convince the other of good intentions while at snurder ofthat rival's amily same time ordering the Blicitet 13 VS Erte feta sity eset te ee eee em eT ce Eres eigen eacar entree erie Stee ee ene Rieter een ement oh tr ioe eerie tener eety Bune’s hand wrappings are made from the cured skia of atitan, The titan had angered the God of Retribution and ake amends, One of Bune's agents, posing as an stl deva, convinced the titan that only avery personal sacrfi Pee eae Mae en eSn ene ee es et ne ee nena hour later they were in Bune's hands, ready for enchantnient. The itan never learned who had fooled him out por ees ener tien a 1: Craft Magic Arms and Armor, magic fang, caster must be ofa level thre PIC Ke aN FACE IAAI FS ee SC cRO Le ee UMCU eS) eee sre eke rs ean cer ert eer Te nance eee cane ners When the Lords of Good damned Bune, they punished him in what they thought was the harshest way possible. Firs, they stripped him ‘of the holy trumpet of hs station. Next, since his words had eaused so much trouble, they erased his mouth from his comely fae. Finally, they plucked out his penetrating, handsome eyes and se the sockets aflame with agonizing orange fire. Yet despite these formities, Bune has persevered. Son aftr the Fall, ho was taken in by Asmosdus, Locd ofthe Ninth Cirle, and given protection and alt inthe form ofa shining caste called Neverdusk. There he is served by a personal guard of three pit fends and several devils of lesser rank. Bune understands Common, Celestial, andthe Infemal tongue, but he must communicate via a complicated series of hand gestures, These ‘are interpreted by a eanny asyluth named Regudel, who serves as Bune’s majordomo, Combat Bune has litle interest in physical combat, It appears that a batt {s more than a mateh for most combatants ihe must fight. The Duke of Eloquence shuns weapons, instead fi 4 unholy hand 1s his implosion gaze. However, he tng with elas bound in “pings For fl deseriptons of abilities common tall Fallen Celestials, se the template in Appendix 2, nent or the git oF a Bestow Eloquence (Su): In exchange for iting scrfice (uch as the destruction of some hated being of good ‘magi item worth more than 20,000 gp), Bue bestow’shis diabolical eloquence upon supplicant. He places his large, beaut ace to the suppicant’s car, and despite his lack ofa mouth, magically whispers a word in the Elder Tongue, an arcane language of great poe. Thovgh the listener never remembers this word, just hearing i fils her with presence and confidence, granting her a-+8 profane bonus on all CCharisma-based skill checks forthe next thre days. During this time, the supplicant is also aware ofall Divination spells east upon her and can warp the results as she sees fit such as causing a lawful evil supplicant to appear chaotic good, or masking outright lies as the utr truth), Blasphemous Benediction (S Fallen Celestial Qualiti iy, teleport (self plus 50 pounds only), tongues, 4 racial bonus to Fortitude saves against poison (see MM for more details on celestial qualities). ‘Bune grants a #6 profane bonus on the touched ereature’s attack and weapon damage rolls ura of menace (Save DC 30), magic circle against good, electricity and petrifcation in Implosion Gaze (Su): AL wll, Bune can change the fire in his eye sockets from briliant orange to dull gray, initiating a gruesome gaze attack with a range of 50 fet. Any creature within range must succeed at a Fortitude save (DC 30) or eollapse in upon itself with a sickening pop, killing it instantly. Probe Soul (Su): The Will save to resist Bur Spell-Like Abilities: At will—detet evi, continwal lame, prowection from good, \éday—Blasphemy. command, dispel summon monster IX (baatezu only), soul bind, unkallo, a (Gave DC 20 + spel level). o's persuasion has a DC of 30 nd message; 3/day—unkoly aura; 2itay—change self charm person, goo, fire storm, misdirection, nondetection, speak with dead, s nd unholy blight. These abilities areas the spells cast by a 20th-Ievel sorcerer ‘Spells: Bune can cast divine spells from the cleric lst an fiom the Air, Destruction, Evil, Law, and War domains as a 20th-level elerie (save DC 12 + spol level. Unholy Compact (Su): A soul bound by this agreement is trapped in Bune’s domain on the Ninth Cirele of Hell upon death Unsettling Aura (Ex): The Will save o resist Bune’s unsetting aura has 2 DC of 38, Chamagon (Baatezu) 4 (+6 Dex, +8 natural) AC (flat-footed): 24 AC (vs. touch attacks) ‘wingblades +15 melec, +Tmelee Damage: Wingblade 1€10°3, dd Face/Reach: 5 by 5 115 I Special Attacks: Antimagic sphere Special Qualities: Bastezu qualitis, uncanny dodge Savess Fort *8, Ref +12, Will +S Abilities: Sir 16, Dex 22, Con 15, Int 11, Wis 9, Cha 1S Skills: Bolance +14, Hide +20, Intimate +10, Jun 7, Move Silently +2 Er Sana fa Feats: Dodge, Mobility, Weapon Finesse (wingblads) (Climate/Terrain: Any land and ‘Challenge Rating: Treasure: None ‘Chamagons are gaunt, quick-footed devils common on the First Circle of Hel. They are used in the armies of Hellas infiltrators and gical saboteurs. They appeared from nowhere one day in Beals legions fully trained and ready for batle. Athough they are seemingly ‘of the buate7u race, their origins are unknown. Some say that they were captured demons transmogriied by Tiamat, while others say the King of Hell granted them as a boon tothe Lord ofthe First Citele, Only Bal knows the truth, and he is too wise of devil to make it Know Joped several innovative tactics to take advantage ofthis ach chamagon generates an antimagie hore around it, end Baal has de agie-damping abilities. ability. He often zefeports chamagons into the midst ofthe enemy Co sow confusion and wreak havoc with their He can achievea similar effect by sending them forward under cover of nigh o take up concealed positions. which At first sight chamagons appear to have wings, but they eant fly. Their winglike appendages are actually a scres of bla cchamagons wield with daz expstise Fureas, Duke of Rhetoric (see page 21), hasan abiding hatred for ebamagons. He has no use forthe savage ereatures and he has ‘commented that their very existence offends him. Other nobles have noted that while chamagons ean take the power out of his words, «ven they cannot stop Fureas fom taking, Combat their high speed and mobility, chamagons can fight atthe time and place oftheir choosing. Where possible, they dodge heavily who are easy kills when in the grip ofan antimagie sphe Wit armored opposition to engage spelleat ‘chamayons fle to fight another day. Antimagic Sphere (Su): A chamagon constantly generates an antimagie sphere with a 20-foot radius, centered on itself Ths otherwise funetions just lke the antinagic field spell east by a [3th-level sorerer. All magical and supernatural power sphere are suppressed. Uncanny Dodge (Ex): A chamagon retains its Dexterity bonus to AC regardless of being eaught flat-footed or stuck by an invisible attacker. Adliionaly,iteanot be Manked, Skills: Chamaons receive 2 46 racial bonus to Hide and Move Silently checks, kao) Dagon, Warden of the Stygian Depths (Baatezu) Ose 16 Huge Outsider (Evil, Lawful) Hit Dice: 1848+90 (171 hp) Initiative: #2 (Dex) Speed: 40 f., swim 60 f. AC: 26 (-2 size, #2 Dex, +12 natural, +4 ring of protection) AC (Mat-footed): 24 AC (9s. touch attacks): 14 Attacks: Unarmed strike +25/+20/+15/+10 melee, bite +20 melee Damage: Unarmed strike 2449, bite 24644 Face/Reach: 10 by 10 A/15 A. Special Attacks: Razorfish swarm, spel-like abilities, monsters of the deep ‘Special Qualities: Amphibious, batezu qualities, churning waters, underwater sense Saves: Fort +16, Ref #13, Will +13 Abilities: Ste 28, Dex 14, Con 20, Int 16, Wis 14, Cha 17 ‘Skills: Balance +12, Clim +19, Concenteation +15, Diplomacy +19, Escape ‘Anist +16, Gather Information +17, Hide-+12, Intimidate #17, Inuit Direction +12, Jump +19, Knowledge (Fith Circ Knowledge (infernal polities) +13, Listen +12, Search +13, Sense Motive +12, Spot +12, Wilderness Lore #16 Feats: Blind-Fight, Cleave, Improved Bull Rush, Improved ‘Unarmed Strike, Power Attack (Climate/Terra (Organization: Unique or retinue (Dagon plus 20 fiendish sahuagin) Challenge Rating: 17 Treasure: Quadruple standard ligament: Lawful evil ‘Advancement: By character class ny aquatic L ¢ of the Fifth Circle of Hell—and he is very good at his job. Dagon won his position several thousand years ago, during a major war in Hell when Belial, Lord of the Fourth Circe, led an invading my into the Fifth Circle. While thousands of devils were dying on both sides, Leviathan’s generals bickered. Fed up, Dagon took ‘matters into his own hands, He lured Belial'sforees onto an ice shol'and then summoned up monsters from the deep. On Dagon’s ‘command, the sea monsters smashed the ice shelf, sending countless of Beal's soldiers into the churning depths. So great ws the Feeding that day, it is said, that Dagon’s monsters did not cat again fora hundred years yagon is Leviathan’s most loyal minion, He is entrusted wi 1, Dagon has secured the Fifth Circe for his master. He has inst him-—all are dead, Leviathan consumed his previous warden and gave Dagon the job, Since that spies everywhere, sending out patrols both above and below the sea, Only three of his minions have ever moved agon’s favorite servants on the Prime are the sahuagin and many of thom worship him asa god. This has not enamored Dagon othe patron ‘god ofsahuagin, Belial, eager to avenge his humiliation at Dagon’s hands, is rumored tobe seeking alliance will Combat Dagon is at his most dangerous when underwater, but even on land he is formidable. In a serious fight, he summons aid and uses arms of rzorfish to tear up his enemies. If things don’t go his way, though, he'll teleport away. He is frequently accompanied by & retinue of fiendish sahuagin, each of which has maim bit points, Amphibious (Fx): Dagon ean breathe both air and water 1 force ofthis effect that all attacks against him ‘Churning Waters (Su): Water swirls and churns violently around Dagon. Jagon is fat-footed, stunned, or the like. suffer a~2 circumstance penalty. Churning waters is constantly in effect, even wh “Monsters of the Deep (Sp): Once per day Dagon can ater to summon 148 fiendish sea lions with « 75% ofsuecess,a fiendish dragon turtle with a 30% chance of success ra fiendish kraken wi chance of success Razorfish Swarm (Sp): When Dagon is underwater, once every $ rounds he ean summon a swarm of vicious razorfsh to attack i ‘enemies. Razorfish are predators common onthe Fifth Cirle, and they ean skin nearly anything in second flat, Treat this attack ws 2 20-fot- ‘radius spread centered anywhere underwater within 200 fest of Dagon. Creatures within the area take 10d8 damage, half with a successful Reflex save (DC 20), The razorfish cannot be atacked, since there are far too many of thm and they dissipate as quickly as they coalesced, 1 round aftr being summoned. Spelltike Abilities: At will—comtr water detect good, dispel magic, locate object suggestion, ad teleport without error (self plus 50 pounds only). These abilities are asthe spells cast by a lOth-level sorcerer (save DC 13 + spell level). ‘Underwater Sense (Ex): Dagon can locate creatures underwater within a 60-foot radius. This ability negates the effets of invisibility and poor visibility tis less effective against creatures without a central nervous system, such as undead, o07es, and constructs; Dagon ‘ean locate such ereatures only within a 30-foot radius. Dagon is no fooled by figments when undervater. Darksphinx Large Outsider (Evil) Hit Dice: 8410-16 (60 hp) Initiative: +7 (+3 Dex, +4 Improved Initiative) ‘Speed 40 f, fly 60 ft. (pooe) ACs 24 (-1 size, +3 Dex, +12 natura) AC (lat-footed): 21 AC (vs, touch attacks): 12 Attacks: +2 Large sickle +13/+8 mek Tongssword +12 melee, tail slap +8 mel Damage: 2 Large sickle 246+8, +1 longsword 1484, til slap 146-3 Face/Reach: 5 ft by 5 f/10 ft Special Attacks: Pounce, rake 1466, spell-ike abilities Special Qualities: Darkvision 60, poison immunity; acid, cold electricity, and fire resistance 20 Saves: Fort +8, Ref +9, Will +8 Abilities: Str 23, Dex 16, Con 15, Int 22, Wis 19, Cha 21 Skills: Concentration +13, Heal #9, Hide +4, Intimidate +16, Inuit Direction +9, Knowledge (arena) +11 Knowledge (Hell) +11, Listen +17, Sense Motive +8, Spot +17, Wildemess Lore =9 Feats: Aleriness, Ambidesterity, Blind-Fight, Combat astng, Flyby Attack, Improved Initiative, Iron Wil, ‘Two-Weapon Fighting ne BR ay + a3 i | i (Climate/Terrain: Any land and underground Organization: Solitary or covey (2-4) Challenge Rating: 10 Treasure: Double standard Alignment: Always evil (any) Advancement: 9-12 HD (Large), 13-24 HD (Huge) Duchess Hadrel (see Hadriel’s entry on page 23) long admired the gynosphins. Fierce, enigmatic, and unbelievably _gynosphhinxes were everything that Hadrel aspire tobe. When she became the Duchess of Domination, Hadriel sought out several gynosphinxes and tried to attrat them to er entourag. without success, The creatures would not be wooed by power or prestige. Ladriel devided to approuch the problem differently. She visited 2 powerful gynosphinx named Newella and challenged her toa battle of wits. Newella won, Hadriel would bocome her servant If Hadeiel won, Newella would mate with the male of Hadriel's choosing, The contestants posed each other a dozen riddles and logic puzzles. Newell missed but a single answer, but that was enough. She was forced to mate with Hadrc!’s husband, Duke Biffons. The resulting half-fiend offspring were the first darkspinxes. Darksphinses are raise in Hel and learn at Hadi’ fect, trained as bodyguards and instilled with utter leyalty to the duchess, Hiadriel awards them to her mos trusted lieutenants, and occasionally to other baate”u nobles as well A darksphins bodyguard is very prestigious and highly sought ater in Hell. Many suspect tha these “bodyguards” are nothing more than spes for Hladrie, bu tat has never been proven Although their job may seem simple, the darksphinxes enjay their work, Protecting an important personage from assassination in Hell is neverending intellectual spor, and second-guessing creatures bred tobe deceptive is no easy task esther lineage lear, but they stand upright like humanoids and prefer to use weapons in combat Celestial, Common, and Draconic. The appearance of darksphinxes m: Darksphinxes speak Inferal, Sph Combat Darksphinxes usually accompany baatezu nobles as bodyguards. They stay near their charges, using spell-like abilities to discomt their enemies until melee contact is made. In dre circumstances, a darksphinx grabs a charge in its rear legs and fies to safety taken a move action, foc in the first round of combat may make a fll attack even if thas already Pounce (Fx): A darkspins leap {A darksphin that pounces onto a ereature can make two rake attacks (+1 Rake (E elee ) wit ts hind legs for 1d6+6 damage each, Spell-like ‘comprehend langue spells east bya th ‘day-—clairaudiencelelairvoyance, darkness, detect magic, poison, read magic, and see invisibili desecrate dispel matic, legend lore, locate object, remove curse, and unholy blight. These abilities el sorcerer (save DC 15 spell level). Once per week a Darksphinx can create a symbo! of death, discord, insanity, pain, persuasion, sleep, and seeming (onc of spell east by an I8th-level sorcerer (save DC 23). Distender (Baatezu) + -1 Dex, +11 natural) AC (flat-footed): 18 AC (vs. toueh attacks): 7 ‘Attacks: 2 slams +13 melee Damage: Slam 246+7 Face/Reach: 10 ft by 10 /15 f Special Attacks: Vomit Special Qualities: Baatezu qualities, damage reduction 10/1 Saves: Fort +13, Ref +5, Will +9 Abilities: Sr 24, Dex 8, Con 24, In 6, Wis 16, Cha 16 Skills: Intimidate +14, Jump +13, Listen +13, Spot +13, Swi Feats: Improved Crtial (slam), Power Attack, Sunder CClimatefTerrain: Any land ‘Organization: Solitary or gang (25) Challenge Ratings 8 ‘Treasure: None Alignment: Always lawful evi ‘Advancement: 9-16 HD (Huge); 17-24 HD (Gargantuan) Disteonders are truly foul devils that can be found in all the circles of Hell. Students ofthe infernal argue over whether «listenders were bom or bred. Their existenc ‘commonly attributed to Mephistopheles, but it seems unlike the old fox to put such a potent weapon into the hands of his enemies A distender looks likea giant bloated stomach with arms. and legs. Is body is divided into four inner chambers, each ‘of which produces one ofthe four elassc humors: black bi blood, phlegm, and yellow bile. It can regurgitate huge quantities ofthese fluids, operating asa sort of living artillery picce for infernal armies. The humors’ effects are especially potent on the Prime, and even one distender can carry a battle forthe forces ofevl,Infemal agents and minions thus frequently summon them. Idistenders have a weakness, iis their low intelligence, They're smart enough todo what they're told but complicated orders are ‘beyond them. They also have a tendency to play with their food: Their name aetually comes from thei odious habit of force-teeding captured enemies with gouts of humor. When a vietim is bloated with blood and bile but not quite dead, the distender pops the snack into fits mouth and swallows it down, Nota pleasant way to go. Combat Distenders are enormous, and their mighty fists alone ae strong enough to squash most enemics into paste (they have a threat range of 19-20 with the Improved Critical feat), What makes them most effective, however, i their vomit atack. This vile ability can have a ‘variety of mind-jarring effects, ‘Vomit (Ey): Each round a distender can make a single vomit attack, spewing a chosen humor ina 28-foot-long cone. I cannot vomit the ‘same humor wo rounds in a raw. Al types produce mind-affecting atacks tht require a successful Will Save (DC 17) 10 avoid, + Black Bile: Black ble produces severe melancholy. Creatures affected by black bile become incapable of any action for 1d ‘ound as they stand stil, wrapped in their own morose thoughts. The effect is otherwise similar to a hold monster spel. * Blood: Blood makes vi ‘with optimism and good chee that they ea damaging or mind-afecting spel Armor Class. ims feel happy (despite being covered with sticky gore!). Creatures affected by blood are so filled take any offensive action for 16 rounds, They may not make attacks, cast any aetion that would harm another: However, they suffer no penalties to + Phlegm: Phlegm engenders cowardice. Creatures affected by phlegm are s fll of fear that they become panicked, fleeing avsay from the distender for 1d4 rounds. Those that cannot fle for some reason cover in terror instead, and attacks against + Yellow Bile: Yellow bile incites violence and vengefulness. Creatures affected by yellow bile are overcome with wrathful Feelings for 13 rounds. They turn on the nearest ereatur, friend or foe, with Enforcer of Dis (Baatezu) Large Outsider (Evil, Lawful) Hit Dice: | 1d8=33 (82 hp) Initiative: +3 (Dex) Speed: 35 f., fly 40 8. (average) AC! 25 (1 size, 13 Dex, +13 natural) AC (flat-footed): 22 AC (vs. ouch attacks): 12 Attacks: 2 laws +16 melee Damage: Claw 108+5 Face/Reach: 5 fl by 5/10 fe ‘Special Attacks: Fear, rend 2487, spll-like abilities, ‘summon beater Special Qualities: Baatezu qualities damage reduetion 10/+2, SR 20 Fort +10, Ref +10, Will +8 20, Dex 16, Con 16, nt 11, Wis 13, Cha 17 ‘Skalls: Balance +9, Climb 10, Escape Artist +11, Gather Tformation +14, Hide *13, Itimidate +12, Jump +10, Knowledge (Hell) #10, Move Silently +11, Spot 49, Tumble +1 Feats: Dodge, Mobility, Spring Attack, Weapon Focus (claw), ‘Weapon Specialization claw) Organization: Solitary, team (2-5), or patrol (1 enforcer plus 245 herlekins) Alignment: Always lawl evi ‘Advancement: 12-16 HD (Large); 17-22 (Huge) The Second Circle of Hell largely consists ofthe enormous city of Dis, home to millions of devils, damned souls, and even desperate mortals. Enforcers of Dis patrol the streets in the name of their lord, Dispater, rooting out lawbreakers and renegades, Dispater rules the city from his iron tower and rarely ventures forth, He may bea schemer and a tyrant, but Dispater does belie rule of law. (Of course, he also makes the laws in Dis.) Many devil lords pay lip serviee to order but act as chaoticallyas the demons they Uespise. The enforcers of Dis make their lord's belie reality Enforoers of Dis are powerful devils with Long, wicked claws and misshapen heads. They are, without a doubt, erucl, but they are not capricious. Like their lord, they place value in the law. Enforcers can mete out punishment on the spot for transgressions, and this being Hell, this is swift and severe. The most common penalty is death, followed by imprisonment and torture Several neighborhoods of Dis host mortal residents, an oddity in Hell. Some residents were lured here by infernal lies others eame with adventuring parties and were stranded, and afew even thought they could profit in Hel. The enforeers of Dis pay particular attention to these districts, most of whose residents live in abject fear of them One word from an enforcer ean send anyone to prison—or worse. Cotibat sforeers of Dis prefer to get their way without a fight. They are masters of intimidation, and their reputation is such that many renegades nder without a strugele. They are no strangers to violence, however, and can and do use their claws to deadly effect, Their spell-like ly serve to block off exits or eapture an offender for later judgment. iu): A ereatur hit by an enforcer of Diss claw attack must suecoed ata Will save (DC 18) orbe affected as though by fear cast by an IIth-level sorerer, Whether or no the save is successful that creature cannot be affected again by that enforeer's fear ability for ‘one day. Rend (Ex): If Ex): Ifan enforcer of Dis his with both claw attacks, i latches onto the opponents body and tears the flesh, This attack automatically deals 2487 poi iso damay Spell-Like Abilities: At will—animate dead. charm person, detect ood, detect magic, detect thoughts dispel chaos, displ good, hold ‘person, suggestion, and teleport without erro (self plus 50 pounds only); 3/day—Higluning bolt, polymorph sel, prying eves, and wall of fire: Vday—hold monster and wall of force. These abilities areas the spells east by 1 2th-level sorcerer (save DC 13 + spell level). ‘Summon Baatezu (Sp): Onee per day an enforcer of Dis ean attempy to summon 2d6 herlekins with a $0% chance of success, oF ‘another enforcer with 235% chance of suecess. Feats: Enforcers of Dis receive Weupon Focus claw) and Weapon Specialization (claw) as bonus feats. eae i, The Faceless (Baatezu) Lawful) 18:30 (75 hp) Initiative: ~4 (Dex) Speed: 40 f 23 (1 size, 4 Dex, +10 natura) AAC (Mlat-footed): 19 AC (ys, touch attacks): 13 Attacks: 2 Small +2 kulyi-+13/+8 meloe each Damage: Small 2 Aukri 1d6#S (of hand 1d6 Face/Reaeh: 5 8 by $ R/10 2. Special Attack: Spel-like abilities, dance of blades, bloodeting Baatezu quait +11, Will +10 ex 18, Con 17, Int 12, Wis 17, Cha 20 ills: Balance +19, Climb +16, Eseape Arist +8, Hi Jump +18, Move Silently +17, Spot +16, Tumble +14 Feats: Ambidesterty, Exotic Weapon Proficiency (kukri), Improved Thwo- Weapon Fighting, Two-Weapon Fi 2) Climate Terra Organization: Challenge Any land and underground ‘Advancement: As character class “Moving up in the easte system of Hell i an arduous tak, It ean take thousands of years of loyal service, an act of sacrifice, or seizing ona unigue opportunity-—one that may never come. While there are many devils who are willing to adhere to the rules of society, ethers prefer the code of the silent knife tis these power-hungry fiends who call upon the Faceless eis souls. Upon o of is target. The Faceless ae a society of eutths successfully completin ‘No one is certain where in Hell the Faceless reside. Devils who wish to hire a member ofthis secret society must communicate through intermediaries who, ithe job is accepted, relate the price to be paid (based strictly upon te targets station). There is mo further ‘communication until the assassination is attempted. ‘A numberof strict guidetines bind each member ofthe Face ly given a target ‘They may never take assignments other than those given tot in that mission odie tying, Ifan assassination is unsuccessful, the fee is retumed. In addition, never to kill untess they have been specifically superiors. target is assigned one Faceless, who must succeed 1 former target has the right io hire one ofthe Faceless to kill the original emplayer—free of charge. Faceless are sometimes sent to the Prime to take out particularly roublesome enemies of Hell. They use kukris almost exclusively. Combat Despite the strict rules of employment, any semblance of honor disintegrates once the Faceless engaue in comb. They polymorph themselves to avoid detection or lurk invisibly in the shadows, waiting to cate thet prey with ts back turned. Altematively, they use ‘ther spelllike abilities, such as charm persion or mighimare to first soften up a target, then find a weak spot and exploit their crue! ‘loodleting talent bilities: At will—bull' strength, charm person, polymorph self Vday—improved inisbiliy nightmare teleport. These asthe spells cast by a 0th-level sorcerer (save DC 15 spell level), Dance of Blades (Ex): The Faceless leam to perform hypnotizing tricks with ther weapons during combat, This entails walking the blades over their kmuckles, waving them infront ofa target until they bur, or even juggling them. A Faceless can attempt the Dance of Blades as a standard aetion. Any target that watches this display must make a successful Will save (DC 15) or be stunned for 1 round The Faceles ake pride in knowing the vital areas oft same round of combat, ithas opened a gaping wound ina vital area, such asthe neck or femoral artery. Th ‘damage. Should the Faceless land thre blows in the same round, this increases to 346 dam end of four hits ina single round takes 3d6 damage a above and must succeed ata Fortitude save (DC 15) or they had sustained massive damage, cir targets. one successfully hits an opponent vice in the allies an additional 206 as though Feats: The Faceless receive Exot ¢ Weapon Profcieney (kukri) as bonus fet Furcas, Duke of Rhetoric (Baatezu) il, Lawful) 0 hp) Large Outsider (Es Hit Dice: 16d848 ( Initiative: +6 (Dex) Speed: 40. 5 (1 size, +5 natural, +5 ring of protection, 16 Dexterity) AAC (flat-footed): 19 AC (vs. touch attacks): 20 3 brilliant energy short sword +22!17/+12/47 melee Damage: +3 brilliant energy short sword 166*7 Face/Reachs 5 ft by 51/10 fh Special Attacks: Spelllike abilities spells Special Qualities: Baatezu qualities, damage reduetion 15/3, SR 28 +13, Ref +16, Will +13, Abilities: Str 19, Dex 22, Con 17, Int 26, Wis 17, Cha 22 Skills: Alchemy +18, Appraise +18, Bluff +16, Concentration +16, Decipher Seript +18, Diplomacy +18, Forgery +18, Gather Information 16, Innuendo +13, Intimidate +8, Knowledge (arcana) =26, Knowledge (geography) +18, Knowledge (Hell) +26, Knowledge (nature) +26, Knowledge (the planes) +26, Knowledge (religion) “23, Listen +13, Perform +16, Pick Pockets #8, Search +18, Sense Motive +13, Spellerat +26, Spot +13, Empower Spll, Maximize Spel, Quicken Spell, Stil Spell, Spell Penetration Feat Climate/Terrain: Any land or underground Organization: Unique or with bodyguard (2 Challenge Rating: 1 ‘Treasure: Double standard Alignment: Lawful evil ‘Advancement: By character class enforcers of Dis) Duke Furcas is Hel’s foremost intellectual, at Feast in his own mind. He isa member of : Digpater's court and thus spends the majority ofthis time in the city of Dis. Ths suits me Fureas just fine, snoe Dis isthe elosest thing Hell has oa center of knowledge. Fureas has ‘writen many books that eieulate throughout the Prime. His favorit is Gads or Monster: An Investigation Into the Nature of Diving: This book argues tha the gods are not gods al, but poweril yet pety beings that foo! mortals into worshipping them, All of Fureas's books are mean to lead the reader ito evil by destroying ther cherished beliefs with cold logic and powerful rhetoric. ytagonal edifice in the city center The library isa den of blasphemous sexres, the themselves urcas has Fureas presides over the Forbidden Library, an ultimate destination for evil mages and cultists fom across the planes. Parts of this collection are nearly as old as the plan Access, of course is strietly controlled by Furcas, Only those willing to donate a rare volume or thie own services may’ collected more than one soul in this way, and it allows him to maintain a cadre oF agents on the Prime seeond to none. If Duke Fureas has. a weakness i’ that he craves recognition for his genius. Is not enough for him fo outsmart foe he must make sure thatthe ded s publicized, Even his books, writen under pen names, contain complicated ciphers that reveal the tre author to those smart. enough to figure it out His thirst for accolades has gexten him to trouble in the past. Dispater pieced his body’ with oa rings us Furas from his tower for year ater a panicularty notorious indent. Fureas has kept the rings in his body asa sign of absisance. Fureas’s greatest rival in Hell is Bune, Duke of Eloquence (see page 13). Both devils use honeyed words as weapons, but Furcas's thetore is backed up with knowledge. His arguments are based on feet and logic, while Bune’s manipulate the psyche. They have never confronted each other dircely, instead preferring to play 2 great game down throug the centuries, The dukes try to prove their mastery bby converting each other's minions. Both cours are riddled with double agents, and ony intellets such as theirs ean keep tack of where ‘rue loyalties lie. Neither Fureas nor Bune misses an opportunity to show up his rival. Combat Dike Fureas enjoys the occasional physical confrontation He likes to Sot up traps and ambushes using his impressive array of spells. He considers a battle boorish i it actually comes io smelly grunts swinging swords at him, In such eases, he tleports away as soon as possible Spell-Like Abilities: At will improved invisibility, levitate, polymorph self. suggestion, teleport without error (self plus $0 pounds only), and whispering wind: 2day—discern location, globe of invulnerability protetion from good, prying eves; Vay — dispel good, foresight, nondetection, and plane shift These abilities are as the spells east by a 2th-level sorcerer (save DC 16 + spell level. spells asa 20°-level wizard, His spell selection is usually heavy with divination, but he switches to combat ‘Spells: Duke Fureas cas spells it he knows a confrontation is i ‘most out of even a single word. He ean distupt Words of Power (Sp): Furcas is a master of language and he knows how to make on to do so, Fureas hostile spells with such quickness and effiieney that he ean east countersplls at will without needing to ready an may cast but one counterspell per round (doing so is considered a five action), 419) = fr + = = toa Gladiatrix (Baatezu) peed: 30 (breastplate), base 40 ft AC: 21 ( size, *3 Dex, +3 natural, +1 breastplate with armor spikes) AC (flat-footed): 21 AC (ys. touch attacks): 12 ‘Attacks: Masterwork Huge dre Mail +12/67 and +12 melee Masterwork Huge dite fail 2468/2066 Face/Reach: 5 f by 5 f./10 f. Special Attacks: Flail master, manie charge, team fighting s, damage reduction 101 uncanny doige xt #9, Ref +9, Will +5 Str 18, Dex 16, Con 16, Int 9, Wis 9, Cha 14 date +10, Sump +9, Knowledge (Hell) #7, Listen #7, Spot +7, Wildemess Lore +7 Feats: Ambidexteriy, Blind-Fight, Combat Reflexes, Exotic Weapon Proficiency dire Mal), Two-Weapon Fighting Alignment: Always laf evil ‘Advancement: By character class Glaiatrixes are powerful Obeyed of Hadi! the Duchess of Domination (see Hadriel’s entry on the next page). They are recruited from tough female devils who spur the role of seductress typified by the erinyes. Gladiatrixes are committed to the complete physical domination oftheir foes and underlings. They despise weakness and take any opportunity to display their prowess in combat. Once she straps on her distinctive helmet, a gladiarix is ‘committed for life. This helm ean be removed only in the presence of Hadriel-only she is worthy of seeing her warriors’ faces. Many mortal members of Hadriel’s Submitters aspire to become gladiatrxes. Since their faces are never seen, iis not chieved this honor as yet. Duchess Hadrie n devils dragged into this arena. Glaiatrixes sometimes travel to other p \ains an arena in Hell where the gladiatrixes train incessantly. They practice on ive targets: steady seam of poy ‘of Hell test their mettle against more worthy opponents tthe moment gladiatrixes are not seen frequently on the Prime, for Hades pursuing a subtle strategy that might be upset by their bullheaded ways. When needed for special assignments, they ae summoned forth briefly and then returned to Hel. Several anchor points ‘of Hadriel’s sig are in wild country, and it is here thatthe gladiatrixes have really proved their worth, I takes onl a few ofthese punishers fo take eare of an entire tribe of savage humanoids Combat Glaiatrixes are all about combat. They may not be subtle opponents, but they are deadly ones, Enemies often underestimate them bbeause they lack ranged weapons, but glaiatries ean cose to melee with incredible speed, They attack the most powerfil-looking ‘opponent first: Killing the strongest is great for breaking enemy morale, and every gladiatrix wants to prove herself superior in battle, Flail Master (Ex): Gadiatries undergo a grus ng regimen with Mls ofall sons, although their weapon of choice i the die fil. Entre days are spent in the arena, learning a bewildering aray of atacks, blocks, and counterattacks. A gladiatrx's skills such that the penalties for two-weapon fighting are further reduced by 2, and she receives a-~4 competence bonus on damage rolls, Both ofthese benefits apply only when using Mails Manic Charge (Ex): Such isa pladiatrix’s thirst for combat that she eatapults herself into melee with a terific burst of speed. A. slaiatrix ean charge up to triple her normal speed (120 fee), instead ofthe double normaly allowed. Furthermore, she can make up to ‘wo tums of not more than 90 degrees while charging, ‘Team Fighting (Ex): Gladiatrixes receive traning in team fighting as well as individual dueling. When two gladiatixes flank an ‘opponent, they each receive a #3 Manking bonus to attack rolls instead ofthe normal +2. Uncanny Dodge (Ex): A gladiatix retains her Dexter attacker. Additionally, she cannot be flanked. bonus to AC regardless of being caught flat-footed or siruck by an invisible Fea liattx receives Ambidesterty and Two-Wi on Fighting as bomus feats. Hadriel, Duchess of Dothination (Baatezu) Lawful) it Dice: 174851 (127 bp) Initiative: +6 (Dex) Speed: 40 f AC: 29 (1 size, 46 Dex, +10 natural, +4 ring of protection) AC (flat-footed): 23 AC (vs. touch attacks): 19 Attacks: Unarmed strike #21/+16/+11/+6 melee Damage: Unarmed strike 244°6 Face/Reach: 5 ft. by $1.10 R. ‘Special Attacks: Bone hooks, fearaura,spelllike abilities, greater domination ‘Special Qualities: Baatezu qualities, damage reduction 15/3, SR 25, Savest Fort “13, Ref +16, Will +13 Abilities: Str 18, Dex 22, Con 17, lnt 22, Wis 17, Cha 20 Skills: Appraise +20, Balance +20, Bluff-+19, Climb 14%, Concentration +17, Diplomacy #19, Disguise “19, Gather Information +19, eal +15, Innuendo #19, intimidate +21 Knowledge (Hell) +20, Knowledge (inferal polities) +20, Listen +17, Search +16, Sense Motive +17, Spelleaft +20, Spot +17 Feats: Deflect Arrows, Improved Unarmed Strike, Spl Penetration, Stunning Fist, Weapon Focus (unarmed strike), Weapon Specialization (unarmed strike) Terrain: Any land and underground | Unique or retinue (Hadiel plus 2-5 gladiatrixes, 2-5 pain mistesses, 2-5 <) Treasure: Quadruple standard Alignment: Lawl evil Advancement: By character class Duchess Hadriet is an infemal suecess story. She began as an erinyes who, through long service, shrewd polities, and well-timed betrayal, rose up through the baate7u hierarchy. Hadrel eventually won a place a the court of Mephistopheles and fet she had tly arrived in haate7u society. With the prestige and resources that were now hers, she believed her power could only increase, What Hao had not reckoned with was Mephistopheles himself, The Lord of the Eighth Circle was known asa devil ofthe old school. He sill considered fallen cesta lke Beetzebub to be upstart, and Harel discovered that female nobles in the court of Mephistopheles could aspire o nothing mare than becoming the consort of eount or duke. Afterall her hard work, she Was tobe treated a atrophy. idriel did not make it to Mephistopheles’s court by being stupid, so she swallowed her pride and played the part until an opportunity arose, She became the consort of Duke Bitrons, a brutish general who spent much of hs time in he Field. Harel spent th better part of | ‘a century building up a eadre of loyal minions and then struck. Biffons had an “aecident” while on eampaign, and somshow an obsidian ‘dagger ended up in his heart, Hadriel took over so quickly thal no ane thought to question it This maneuver solved Hades immediate problem, but Mephistohoes's atitudle had not changed, Hadriel knew she had todo somethin big-—so big that Asmodeus himself would take notice. That she eould not do in Hell, so she left a skeleton sa there and moved her ‘operations fo a Prime world. Her plan was simple but ambitious: She would offer up an entire world asa sariice to Asmodeus. ‘adel is now firmly established on the Prime, where she has assumed a mortal identity. As “Lady Cindara.” she has founded the Shricking Violet Society, a social club for middle-and upper-class women. Largely urban-based, the society has been spreading from city to city. Lady Cindara chooses the location of each new club very earefully- Others comment on her vanity, and how she simply must find the right spot in jst the right neighbochood. Her choices have a much more sinister purpose, however. Each club is an anchor point ina ‘monstrous sig that spreads aeross hundreds of miles, Should this sil ever be completed, a huge gateway will open up that leads rectly to the Ninth Circle of Hell Then the infernal legions will burst forth and drag souls sereaming into the pit. ‘To enact this ambitious plan, Hadriel uses two types of servans. Her lowliest minions are the Submitters, who include lesser devils and umanoid eukists recruited from the Shricking Violet Society. Hadric"s more powerful eutenants ate female devils known asthe (Obeyed. They have learned their mistress lessons of domination well, and they keop the Submitters i ine Combat Hadriel is fearsome individual opponent, but she is never found alone. Depending onthe task at hand, she has a squad of specialized Suipmitters or Obeyed to assist and defend her Bone Hooks (Ex): In Hadrel's natural form, large bone hooks protrude fom her wrists, In adklition to their deadly potency in combat, these give Hadrie a4 bonus tall grapple ehecks. With them, her unarmed strikes treaten a eritcal on roll of 19-20 and deal triple «damage ona successful eitical hit, They also count as +3 weapons forthe purpose of damage eduction and related abilities. ce KY a = j-<3 = Qe et iar l Fear Aura (Su): Asa free action, Hadrel can ercate an aura offer in 8 20-foot radius. It is otherwise idential with fear cast by a LSthe level sorcerer (save DC 19), Ifthe save is successful, that creature cannot be affetod again by Hadrie's fear aura for one day. Other dvils are immune tothe aura, Greater Domi spell, but with a save DC of 30 and a duration of 3 months. She can use this ability three times per day, each ‘or once per day against 1d6 targets at once. Spelltike Abilities: At will—charm monster charm person, detect chaos, detec good, misdirection, polymorph sel message, an ‘ongues; 2ay-geas/quest and protection from good: \day- false vision, greater dispelling, mass suggestion, mislead, teleport without ‘error (sell plus 50 pounds only), and vei. These abilities are as the spells east by a 1Sth-level sorcerer (Save DC 15 + spell level). Ski Feats: Hadriel isan expert at unarmed combat and gains Weapon Specialization (unarmed strike) as bonus feat jon (Sp): Hadrel has a towering will that allows her to dominate nearly any foe Treat this asthe dominate monster agains a single target, “Inher natural form, Hadre!’s bone hooks grant her a+ competence bonus to Climb checks. Hellwarden (Baatezu) ‘Medium-Size Outsider (Evil, Lawful) Hit Diee: 4a8+19 (37 hp) ive: -2 (Dex) on, ACE 15 (-2 Dex, +7 natura) AG (flat-footed): 15 AC (ys, touch attacks): 8 Attacks: Slam #5 melee Damage: Slam 166+1 Face/Reach: 5 f. by 5 1/5 ‘Special Attacks: Pierng scream, spell-tike abilities ‘Special Qualities: Baatezu qualities ‘Saves: Fort +8, Ref +2, Will +8 Abilities: Str 12, Dex 6, Con 18, Int 15, Wis 18, Cha 13, ‘Skill: Balance +3, Concentration +11, Knowledge (military) *8, Listen 13, Read Lips +12, Spot +13, Feats: Iron Will, Toughness (Climate/ Terrain: Any land ‘Organization: Solitary, cluster (2-5) or mob (20-40) Challenge Rating: “Treasu Alignment: Always: Advancement: 5-6 HD (Me ); 7-8 HD (Large) Hellwardens are an ingenious creation of Baal, Loed ofthe First Cele. More fighting goes ‘on in Baal's domain than anywhere else in Hell: There the devilish legions have fought demons, celestial, and one times. In fet, wars so frequent that piles of comses, fields of bones, and forests of the crucified are common sighs. Bual made the ellwardens to take advantage of this terrain, giving himself an easily camouflaged spy network Hellwardens look like horribly crucified devils, offen with missing limbs and yaping wounds. Although they appear quite dead, powerful ‘magic keeps them alive. Baal and his commanders plant these spies throughout the First Circle to collect intelligence on their enemies, ellwardens are sometimes used to guard fortresses and encampments as well, snec their piercing seream makes an excellent alarm, Hellwardens are occasionally seen on the Prime, but only during particularly brutal wars or pogroms. Combat In general, hellwardens are not fighters: Their job is to collect information, nt attack the enemy. Occasionally, though, they are used to ambush enemy columns. When gathered in numbers, they can be quite formidable, Hellwardens use dimension door to keep tele distance in combat while they attack with their other spel-like abilities, Piercing Scream (Sp}: Though its crvifid statis incredibly painful a hellwarden on dty must remain silent so a nt io arouse suspicion. During combat or when the hellwarden wants to raise the alarm, ican unleash piereing sream that focuses countless days ‘of pain into one fll hviek. This attack i similar to a sound burst spell ast by a 1Oth-levelsorerer (ave DC 13) but deals 248 points of sonic damage. Hellwarden can useits ering seream once every 10 minutes Spellike Abilities: At will—detet doughs, dinension door, and whispering winds day—flaming sphere and marie mise. These abilities are asthe spells cast bya 1Oth-ove sorcerer (save DC 11 +spll evel). ils: ellwardens receive a +4 racial bonus to Listen, Read Lips, and Spot checks, Herlekin (Baatezu) +1 (Dex) AC: 15 (+1 Dex, +4 natural) AC (Mat-footed): 14 AC (vs. touch attacks): Ut Attacks: Military fork #5 melee; or gore +S melee Damage: 1d8 +4 military fork; 1d6+4 gore Face/Reach: 5 ft. by 5 15 f ‘Special Attacks: Blood rage, homs down! Special Qualities: Baatezu qualities 5, Ref +, Will +2 Abilities: Str 16, Dex 13, Con 14, Int 8, Wis 9, Cha 12 Skills: Hide +4, Imimidate+4, Jump #6, Listen +2, Wilderness Lore +1 Feats: Power Attack Climate/Terrain: Any land and underground Solitary, brood (2-5), or pack (5-20) 21 Sandor ‘Aligenents Atay ew evi Advancement: By character class NS rr TS esy ia en te ngs veg ot ha Prem: Aa I ly eco ek ble i soc nage iain 20 (u ‘says, are good, but Mephistopheles himself answers the eal. The poor summoner is no match for this great deceiver and finds herself seduced. The ‘misguided (and sometimes pregnant) spelleaster tearfully relates the forbidden, ‘sully nocturnal, couplings and begs for merey. The inquisitors ean only smile rucflly as the stories unfold. They know that none ofthese women met Mephistopheles—lords of Hel do not dally with hedge magicians. No, the great seducers in these cases are almost always the lowly berlin, The herickin are rank-and-file soldiers of Hell. When Baal leads the infernal armies to war, hundreds of thousands of herlekin march behind him. Because there are so many of them, they frequently find themselves summoned to the Prime. The goat-logged, horned herlekins have thus become synonymous with devils in the minds of common mortals, Herlekin are unsubtle, to say the least. Primarily, they want to drink, fight, and fornicate (not necessarily in that oxder). They are bullied so often by more powerful devils that they take every opportunity to push around those weaker than themselves Combat Herlekin are fast-moving shock troops, sent in after waves of lemures have exhausted the enemy. They excel at assaults but do not do ‘well wth complicated maneuvers. Herlckin have a taste for blood and ae difficult to control once battle has begun, Stil, numbers and properly ed, they make a potent force. Blood Rage (Ex): Herlekin thirst for blood, and ean drink the blood ofa downed opponent as a partial setion, Doing so drives a herlekin into a killing rage the following round, andi attacks madly until it or every opponent is dead, While raging, it gains +4 Strength +4 Constitution, and~2 AC. It cannot end the blood rage voluntarily iltary fork, a herlekin often gives into instinct and use its massive hom in rt atthe enemy, making a single atack that deals 246+8 points of damage. vomentum, This is otherwise a normal charge attack. Horns Down! (Ex): Although trained to fight with the battle. Iterouches over, hors lowered, and changes head ‘The herlekin must move at least 20 fee in a straight line to build up proper Gittenag te Soo eae er Preece s ror i Oa ee eee et eee ere re a iz} iss ice) ot fa = ae La wy Ice Stalker (Baatezu) Medium-Size Outsider (Evil, Lawful) Hit Dice: 4a8+8 (26 hp) Initiative: +8 (24 Dex, “4 Improved Initiative) ‘Speed 40 fi, butrow 30 A. (snow only) ACE 18 (44 Dex, 4 natural) AC (Mat-footed): 14 AC (ss. touch attacks): 14 Attacks: 2 claws +6 melee, bite +4 melee, tail lap +4 melee Damage: Claw 1d4+2, bite 146+! 0 tga Face/Reach: 5 f. by $ A/S ft Special Attacks: Breath weapon, sneak atiack 2U6 Special Qualities: Buatseu qualities, cold iy. spines Saves: Fort +6, Ref +8, Will 4 Abilities: Str 14, Dex 18, Con 15, It 11, Wis 10, Escape Artist +5, Hide “9%, Jamp +5, Listen +4, Move Silently #9, Spot +4, Tumble 10, attack, Track Organization: Solitary or pack 3-6) Challenge Ratings 3 ‘Treasure: Standard Alignment: Always lawful evil Advancement: $-6 IID (Medium-size): 7-11 HD (Lang tha skull-like face and curved hors, Is long, whipike tail can strike overhead oF to the poisonous sting lee stalkers usually run on all fours but fight upright so they ean beter the snow allows them to approach undetected and literally go to ground when under imbushes, vital whenever war has come tothe Eighth Circle ‘ear but docs nol, as is fen cl use ther laws, Their ability to burrow throu tosetup effective a unction ofthe ice stalkers is well known in Hell, heir hunting role is not such common knowledge, lee stalkers are ‘expert trackers, and Mephistopheles and his minions use them to hunt down Fugitives, be they escaped souls, eunaway devils, or exiled nobles of Hell. Few know sibout this ability, because few survive the attentions of iee stalker packs on the hunt. 1 human sorcerer named hark Snorrson, This tome. On the Forms and Functions of Devilkind, contains an essay on ie stalkers and recommends their summoning in colder climates, It makes special mention ‘of their racking and ambush expertise andl provides several dubious stories on thei use in a barbarian tribal feud, The book remains ‘obscure forthe ime being-—and may remain that way, ifagents of Mephistopheles find ou about it Combat The seeret may soon be out, however, thanks to a book by combatants, combining speed with multiple atacks and a breath weapon. They prefer to strike fromm ambush and ‘up on opponents, Although they seem bestia, ie stalkers are as inellgemt as most humanoids, They are perfectly able to ‘execute complicated commands, and they reireat in good order when the tide of bate turns against them, nce saves are tormented poses a-4 morale penalty to AC and a 2 th Weapon (Su): Cone of ie shards, 20 fet: damage 246, Reflex half DC 14, Living creatures that by flostbitten skin and frozen eyes unless they are immune to of protected from col. Thi orale penalty to attack rolls for 16 rounds nak Attack (EN): ul strike, of damage ona n ice stalker can make sneak attacks just as a 4th-Level rogue can, dealing an additional 246 points damage Feats: lee stalkers roeive Track asa bonus fet Iblis, Duke of Pride (Fallen Solar) Huge Outsider (Evil, Lawful) 0484380 (575 hp) +8 (+4 Dex, +4 Improved Initiative) Speeds 50 ly 150 R. (good) 36 C2 ses, +4 Dex, +24 natural) AC (at-ooted): 32 AC (vs. fouch attacks): 12 Attacks: +5 huge flaming burst, vorpal Jfalhion +61/+621+87/#82/+87 meee (oF 2 claws +61, bite “$6); or +2 might (+3) composite Tonghore+54+49/+44/#39/+34 ranged Damage: +5 huge flaming burst, vorpal falcon 26124 and 16 fre (plus 1410 bonus fe on success eical hin claw 26413, bite 206+6; +2 might: (5) composite crasbow 168+7 and slaying Face/Reach: 10 by 101/15 Special Attacks: lasphemous benediction, grant empration, probe Soul pelle abilities, spell, unholy compact Special Qualities: Damage reduction 35/4, fallen celestial qualities, holy interdict, regeneration 15, SR 32, unsettling aura Fort #34, Ref #31, Will 233 18, Con 24, Int 23, Wis 23, Cha 27 Blu 52, Concentration +38, Escape Anis +49, Hide “45, Intimidte 438, Knowledge (arcana) +50, Knowledge (ell) +50, Knowledge (infers pis) #50, Knowledge (the planes) 30, Knowledge (clision) #80, Listen 457, Move Silently +49, Search ~40, Sense Motive +59, Spelleraf #33, Spot +39 Feats: Cleave, Combat Casting, Dodge, Great Cleave, Improved Critical elchion), Improved Initiative, Maximize Spell, Mobility, Power Atack, Quicken Spl Silent Spel, Spring Attack, Weapon Focus (flchion) ay ae e/Terrain: Any land and underground Organization: Unique a Challenge Rating: 24 ‘Treasure: No coins; double goods; standard items Alignment: Lawful evil ‘Advancement: By characte class Long before the birth of the first mortal, the Prime Material Plane was the domain ofthe divs, genies bom of fire and entrusted with the government ofthe world by the Lords of Good. After nine thousand years of rule, the divs rebelled against their superiors under the rule (of Gian ben Gian, a powerful warrior king. The gods tuned tothe sola Ibis to defeat the uprising, which he accomplished by slaying the genie caliph in personal combat. The divs were banished from the Prime.as punishment fo their insurgency. that the Lords of Good therealer decide to populate the Prime with weaker beings who would serve thom with ence, When the gods presented their ereaton to the celestials and told ther glorious warriors that fromm now on they existed 1 serve the moral, Iblis spoke out. “Ye have ereated me fom fire” he exclaimed, “Yet ye would have me bow to a creature made of dust For tis refusal to serve, Iblis was cas from the Upper Planes. With him fell legion of celestals, said to have represented a third of the ‘heavenly host bliss followers came from all ranks of the angelic choirs, from the lowly ischim to the powerful archangels (see Appendix 3: Angelie Choirs). Unable to venture tothe Prime unless summoned, the Fallen turned to Hell; some say they were ‘encouraged o settle thereby the dark lord of the plane's lowest circle. Their arrival triggered a fierce war against the devils whe had the plane. Powerful, cunning fallen celestials such as Beolzebub and Belial distinguished themselves in this cemuris-long confit, but Ibis, who hha started it al, largely withdrew from the battle to ponder his own concems, Somehow, he managed to rally to his banner the divs whom he had once defeated, and these corrupted genies now serve him in an enormous army. From his lair in a rocky region ofthe First Circle of Hell Iblis and his divs continue thei spiteful, timeless strugale against thei ereators, infiltrating the Prime and undermining the worship of the Lords of Good, previously domi Iblis’ museular body stands 20 feet tall and is topped by a handsome (if feral) fae. His mouth is a jumble of weedle-thin sharp teeth, and his dark eyes burn with fer intensity. His jt-black skin contrasts sharply with his fre-red hair and bright white feathery wings as regal as those ofthe most chaste Seraphim. Two large ram horns jut from his temples, and a numberof small homy protrusions line his back from waist to base ofthe neck. When Iblis dresses at ll, he wears a simple wrap around his waist and sandals that lace around his calves all the way up o his knees. His deep voice kindles memories of dying fires, and he speaks Celestial, Infernal, and the Common tongue. ws N Falchion of Gian ben Gian Niece rere nis an ancient arifact, with p ond the ability of any to reproduce now, It was Peay ay eee ete tn eee on eames Sear concer CeIn enc ny Nanton ener The insriptions, made before Gian ben Gian's rebellion, sng the praises ofthe Lord of Good and pled Pesca erica sneer ee ‘obedience. The spirit of Gian ben Gian must have laughed when the hammer of the Lords of Good hims ee eee ee eee een ean) treatment atthe hands ofthe Lords of Good. He was tr to ther, but that loyalty was not returned. Now Iblis and his blede eee ene) Combat Iblis isa terror in combat, wielding the Naming filehion of Gian ben Gian with grim aeeuraey. Despite his fll from grace, the Duke of Pride managed to retain his +2 mighty (+5) composite longbow, which can ereate any sor of slaving arrow when dravn. Even the eras ofthe Firs Circle of Hell give Iblis and hs divs a wide berth usually warlike For fall descriptions of abilities common to all Fallen Celestials, soe the template in Appendix 2 tion (Su): Iblis grants a +6 profane bonus on the touched creature's attack and weapon damage rolls Blasphemous Benedi Fallen Celestial Qualities: Protective aura, fre resistance 20, tongues, electricity, cold, acid, and petiication immunity, of racial bons poison (see MM for more details on celestial qualitis), to saves a Probe Soul (Su): The Will save to ress Iblis's persuasion has a DC of 43, Spellsike Abilities: At will—aid, animate objects commune, continual flame, dimensional anchor greater dispelling, holy smite ‘imprisonment, improved invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, resist elements, summon ‘monster VH, aod speak with dead: 34lay—blade barrier, earthquake, heal, permanency, resurrection, shapechange, and unholy aura; 2 ‘charm person, provection from good: Vay blasphemy; command, dispel wood, firestorm, greater restoration, mass ection, power isord blind, power word kil, power ward stun, snguestion, summon monster IX (devils onl), low; unholy blight, and wish. These abilities areas the spells cast by a day-chamge charm, misdirection, won prismauie spray; sol bind, spe: with dead, symbol (any), nha 2Oihlevel sorerer (save DC 18-+ spell level cast by a 20thlevel sorcerer: detect gond, detect snares and pits, ‘The following abilities are always active on Iblis" person, as the spe five action, discern lies, see invisibility, and true seeing. They can be dispelled, but Iblis can reactivate them ‘Spells Iblis can cast divine spells from the cleric list and from the Ait, Destruction, Evil, Law, and War domains as a 20th-leve (Gave DC 16-+spell level) Unholy Compact (Su): A soul bound by this agreement is trapped in Iblis’s domain on the First Circle of Hell upon death i tiling Aura (Fx): The Will save to resist Iblis's nsetling aura has & DC of 5. Jalie Squarefoot, The Lich Fiend H4dl2 (91 hp) S (+1 Dex, +4 Improved Initiative) 35 AC: 26 (1 size, +1 Dex, +16 natural) AC (Mat-footed): 25 AC (vs. touch attacks): 10 2 claws 13 melee bite +8 melee; or but +13 Damage: Claw 1d6+7, ite 2467; butt 1d810; touch 1d Face/Reaeh: 5 fl by $ 0/10 8 Special Attacks: Damaging touch, paralyzing touch, fear aur, spel Tike abilities, summon baste, voice of malefieence ‘Special Qualities: Baatezu qualities, ‘damage reduction 3013, immunities ast healing 5, SR 30, “4 tum resistance, undead, amulet of proof against detection, i rhyletery ‘Savest Fort #9, Ref 10, Will +20 Abilities: Sir25, Dex 13, Con —, In 24, Wis Knowledge (law) + Spollerat 24 Feats: Cleave, Craft Wondrous ler, Great Cleave, Great Fortitude, Improved Initiative, Ion Wil Leadership, L CClimate/Tereain: Any land and underground Organization: Unique Challenge Rating: 18 ‘Treasure: Quadruple standard plus eloak of resis Lavwfil evil Jie Squarefoot is an ambitious noble in the court of Mephistopheles. He isa gifted manipulator who excovds even his master asa schemer and corrupter of mortals Millennia ago, Jali was pt fend whose promotion to the nobility eame atthe expense ofa vious rival, another pt fiend named Belphagon. The vengeful fiend and his cere, jealous of lale’s meteoric rise, concocted a numberof plans for hs assassination. Aller he had escaped dazens of antempis, one finally left Jalie barely alive, mere inches from humiliating demotion, He nceded a new weapon and he found one, Jali discovered the seerets of lichdom, but he also learned that a mortal body was a prerequisite, Leaving a polymorphied double at cour he hid away to prepare the lich’s phylaetery, then took mortal form long enough to rtually destroy his body and passthrough the hori change to unlit son assumed Jale's office an lands, ‘The assassination attempts continued after his change, and they were eventually successful Bel lie tricked Belphagon's own followers serving for exactly three days before Jale's body reformed, With the advantage of total surprise, nto murdering ther lord. He took back his ttle and role and has stood at court ever since. is desieeated form stoops under a fore his transformation Jalie was tll and provd, with the head of a handsome stallion. In undcath, 1 foot has shriveled rim, muramified skull, and eyes that once blazed with intelligence are reduced to pinpricks of feeble light. His into a elublke hoof, which led to is nickname of Squarefoot ale’ lst for power i exceptional even by the standards of Hell His ultimate goal is control, not merely ofthat plane but of al ‘exstense, To this end he has dozens of schemes percolating, some of which won't mature for @ thousand years For more information on lie and his machinations, see ell in Freeport (GRR 1006). Amulet of Proof Against Detection Niners eC EMM eee ee ee eee co Crea eee te NC ener eee aa eens Lich’s Phylactery oer cee me en ee eer Re eer eae ee ere Tiny, hasa hardness rating oF20, 40 hitpoints and a break DC of 40. Jlie curries replica on leather cord around his wrist. While the phylactery is intact Jaffe cannot be permanently killed. His hody spontancously reforms 1410 days afterhis death, in one of his many hideous in Hell and the Wastes, Combat Jali prefers trickery to direct combat, using hs slaves and bound mortals to do the dirty work while he retires to safety. He is quiek 10 faced witha superior force. If unable to avoid melee, he uses lusion and Enchantinent magie to tun attackers against ‘one another Jale’s cunning and patienee are almost limitless, as is is eapacty fr hate. Anyone who wrong’ ‘of retribution, until one party or the other is destroyed. im ean expect an temity can deliver a touch attack that uses neg : ive enengy to deal 14845 damage to living creatures; a successful Will save (DC 23) halves the dams Fast He ing (Ex); Jali heals damage atthe normal rate ftom holy and blessed weapons with an enhancement bonus of at least +3. Fear Aura (Su): Asa free action, Jalie can ereate an aura offer in 8 20-K ‘DC 23). Ifthe save is suocessful, that ereature cannot be a radius, Its otherwise identical wth fear cast by a 15*-level red again by Jalie’s fear aura for one day. Other baatezu are Immunities (Ex): In addition to baateza nunities, Jali is immune to cold, electricity, polymorph, and stunning attacks, Paralyzing Touch (Su): Any living creature Jalie touches must succeed ata Fortitude save (DC 23) or be permanent paralyzed. Remove paralysis or any spll that can remove a curse can fre the viet, The effect cannot be dispelled. This power works i ‘conjunction with Jalie's damaging touch atack (see above), Spell-like Abilities: At will—animate dead. blasphemy, change self, charm monster, create wndead, desecrate detect good detect ‘magic, dominate person dispel magic, false vision, feball fly, geas/quest, hold monster, improved invisibility, magie circle again ‘200d, major image, mass suggestion, polymorph self, suzgestion, teleport without error (self plus $0 pounds of objects only), ho ‘ura, unhallow, and wall of fire; Viday—dream, energy drain and horrid wilting; lyeas—wish, These abilities are asthe spells east by & 20"-ievel sorcerer (save DC 16 + spell level). smon Baatezu (Sp): Twice per day, Jac can automaticslly summon two lemures, osyluths, oF barbazu, or one erinyes, comugon, ‘gelugon, o pit fiend, Immune to poison, sleep, paralysis, stunning, disease, death effets, necromantc effects, ming-influcncing effets, and an effect requiring a Fortitude save unkes it also works on objects; not subject to critical hits, subdual damage, ability damage, ability or energy drain; negative energy heals; not at risk of death from massive damage, but destroyed a 0 hit points or less; darkvision 60 ft: eatmot be raised; resurrection works only if Jac is willing. Voice of Mateficence (Sp): If Jali speaks toa creature that can understand him for 10 fll minutes, the subject must succood at a Will save (DC 23) oF fal into a sleepy trance. While in this trance stat, the subject answers truthfully any question Jae asks, The subject attempt new saving throw every hour, but foreach consecutive hour of interrogation, the save DC increases by 1 Kere (Baatezu) Large Outsider (Evil, Lawful) it Dice: 10d840 (85 hp) +9 (Dex) Speeds 50 climb 30 2. AC! 21 (1 size, +3 natural, #9 Dex) AC (Mat-footed): 21 AC (vs, touch attacks): 18, Attacks: Huge +7 keen tvo-bladed sword +15++10 and +15 melee Damage: Huge +1 keen two-bladed sword 28+ 7724844 Face/Reueh $f by $ 1/10 0. Special Attacks: Clawed feet 83 Special Qualities: Baatcru qualities, healing 5, improved dodge, SR 15, tuneanny dodge, wall tighter Saves: Fort HI], Ref +16, Will 8 Abilities: Str 22, Dex 28, Con 18, Wis 12, Cha 16 ‘Skills: Balance +17, Climb +14, Bseape Anist +17, lide +11, Jump +17, fen +9, Seareh +8, Spot +9, Tumble 4, Use Rope +13 0, tie Weapon y (two-bladed sword), Mobility, Spring Attack, Two-Weapon Fighting, Weapon Focus (to-bladed sword) (Climate/Terrain: Any land or underground Onganization: Solitary, Pair, oF Squad (5-20) ‘Challenge Rating: 8 ‘Treasure: Standard Alignment: Always lawful evil Advancement: [1-14 11D (Large) | 30 (Huge) Keres are ete soldiers inthe armies of Baal, Lont ofthe Fist Citele. They ‘move fast and hit hard, and Baal prizes their skill and ruthlessness. Keres look somewhat like glans, bu long spider legs sprout Srom their backs in mockery of the beautiful wings of eelesials. These extra legs give keres a mobility undkeamed of by the rank and File lings, and pounce on opponents from sy angle, an affront to their Spider Queen and seek to adversaries evils. Keres can elim walls, hang from The drow, especially their eleves, hate keres with unrivaled passion, They soe the devils slay keres above all other foes. This greatly amuses the kere, but they mespeet the do Lilt is known to favor female Keres inher armies, but the majority these devils serve the Lord ofthe First Cirle, Combat Keres love to fight and they excel at it In combat they area blur of motion, using ther spider legs, tumbling ability, and spring attacks to fight a very mobile style of warfare. Keres never jut stand in one spot and duke it out, They always keep their opponents guessing, where they'll move and whom they ‘Clawed Feet (Ex): When flly engaged in melee, a kere can fll hack on her spider leg, freeing up her clawed fet for attacks. When using the fll attack action, a kere two extra clawed fet attacks with a+10 attack bonus. Each clawed foot inflicts 183 damage, Improved Dodge (Ex): As the dodge feat (soe PH), but the dlge bonus to AC is +3. ‘Uncanny Dodge (Ex): A kere retains its Dexterity bonus to AC regardless of being caught flat-footed or struck by an invisible attacker Additionally, itcannot be flanked. Wall Fighter (Ex): The spider legs of a ker allow her to elim walls a an arch _g00d use of walls and ceilings when attacking and defending. Thus a kere hang tacks or AC. Keres lear to fight in thee dimensions, making wall or from the ceiling suters no penalties to Feats: Keres receive Ambideterty, Exotic Weapon Profiieney (1wo-bladed sword) and Two-Weapon Fighting as bonus Knocker (Baatezu) Medium-Size Outsider (Evil, Lawful) AC (Mlat-footed): 15 ! AC (ys. touch attacks): } Attacks: Heavy pick #4 melee | Heavy pick 1d6¥3 Face/Reach: 5 by 5 ft/5 ft 10 | Feats: Weapon Focus (heavy pick) ‘Climate/Terrain: Any underground Organi mob (11-20) Challenge Rati “Treasure: None Alignment: Abvays lawful evil ‘Advancement: 2-3 HD (Medivm-size) Knockers are members ofthe downtrodden underclass of devitkind, Unlike lemures, they are not rebor spirits ofthe ‘dead but irae members ofthe devil tribe. They are expert ‘miners and so spend most of ther time toiling in the dank nnels ofthe Seventh Circle, where they serve Beelzebub on his ceaseless construction projects, The Lord ofthe Flies is constantly building new cities and abandoning them as soon as they are complete. This program requires endless raw materials and that’s where the knockers come in. Knockers have also been pressed into Belzebub’s armies on more than one oecasion, where they are treated as cannon fodder. Thus, no knocker wants to march to war in Hell virtual death sentence, Despite their lowly status, knockers are not uncommon visitors tothe Prime, Petty wizards sometinies summon them, but more fiequently knockers stumble through an underground portal and eave Hell before they realize it. Once on the Prime, they delight in ‘making mischiet. After tong for countless hours in Hell, these visits are almost like vacations to them. For once, they don’t have to do the bidding of their taskmasters, For once, they ean make t rules (One would think that knockers would have some sympathy for moral miners, but the opposite i true. They enjoy nothing more than 3s or watch them starve to death in forsaken tunnels. Knockers thus tendo gravitate to fun atthe mortals” expense until they are eaught or driven of leading miners astray, to catch them in eaves mines or other underground arcas on the Prime, where they have t Combat ‘Occasionally mischief tars to violenee, and when it does, knockers attack with their heavy picks. They are ©, butoften have numbers on thet side. jereest of combatants Knock (Sp): Twice per hour, a knocker can create mysterious noises, such as sounds of mining, mufMed conversation, or distant foals. I uses this ability to lead mortals astray. This is otherwise identical. hast sound cat by'a 3td-level sorcerer (save DC 11), Taskmaster, Krotep’s Whip Nr ena oe) Krotep, Pharaoh of Axor (Baatezu) Medium-Size Outsider (Evil, LawfulV6th-level Fighter Hit Dice: 1048+6410+80 (158 hp) Initiative: +4 (Dex) Speed: 30 f. AC: 24 (+4 Dex, +5 natural, ring of protection +5) AC (ITat-footed): 20, AC (ys, touch attacks): 19 +3 shundering whip =24+19/+14!+9 melee, claw +15 melee ‘claw 14612 Attacks: Damages +3 zhundering whip 14619 and 208 Face/Reach: 5. by $ 11/5 fh ‘Special Attacks: Snapping claw, spell-lke abilities, whip master ‘Special Qualities: Baatezu qualities, cold immunity, damage reduction 20/42 Saves: Fort +17, Ref #13, Will +1] Abilities: St 18, Dex 18, Con 20, Int 16, Wis 14, Cha 16 kills: Balance'#14, Blufl'+8, Climb +12, Concentration +10, Diplomacy +9, Gather Information +13, Innuendo +7, Invimiate-+18, Intuit Dinection 14, jump +12, Knowledge (Hell) +13, Knowledge (infemal polities) 8, (religion) +11, Listen +12, Ride 19, Sense Motive +10, , Spot +12, Swim +13, Wildemess Lore +10 Spellraf- Feats: Aleriness, Combat Reflexes, Expertise, Exotic Weapon Proficiency | Improved Critical (hip), Improved Disarm, Improved Trip, Weapon Focus (whip), Weapon Specialization (whip) Any land and underground Unique: retinue (Krotep plus 3-6 kytons) Challenge Rating: 15 ‘Treasure: Triple standard Alignment: Lawful evil ‘Advancement: By character class Asif millions of devils weren ne to lawful evil deities from a variety of pantheons, These gods maintain their own realms, largely standing outside of infernal polities. Although none oftheir realms ean match the sheer size of even asi circle of Hell, these deities do have something that even the devil lords lack: true godhood. Its thus not surprising that some devils tempt alliances with, orin some cases even worship, these foreign gods. The Egyptian god Sets realm isin the Fifth Cele, approactes without dealing with Krotep and Nekhet (See page 39). These two siblings claim (perhaps spuriously) to be the children ofa liaison between Set and a devil princess, Some say Krotep and Nektet began to squabble whi sll n the womb; certainly, their mother didnot survive the birthing process. Krotep controls the northern and western approaches to Sets realm, Here he has setup his kingdom, Axor, on avast iey plateau. Though Krotep is technically a vassal of Leviathan, the great sea beast leaves him alone as long as he pays enough tribute. Axor isa strange place, ‘twisted inversion of ancient Egypt where snow replaces sand and thousands of slaves wil ceaselessly to build pyramids out of huge blocks of ice. Krotep dedicates cach pyramid to Set, in the hopes that his father will recognize him and grant him godbood. Despite davens of completed pyramids, hundreds of yeas of labor, and thousands of dead slaves, Set has given no indication that he even recognizes the effort. Ths treatment has only driven Krotep further ino his mania, and he now rad other planes forthe slaves he needs to ‘keep up the effort. He is convinced that ithe ean honor the great god, he will be allowed to take his rightful place by the side of his father mn Krotep's mind, his biggest adversary is his sister, Nekhet. She controls the southern and eastern approaches to Ses realm snd attempts to win the favor oftheir father in a different way, by winning him more worshipers. Krotep believes that only his sister's ‘machinations have prevented the success of his own endeavors, so he dedicates much of his time to undermining her plans. Since Nekhet {is quite active on the Prime, this has foreed Krotep to inerease is own presence there as well. Through several ative agents he has promulgated his own eult. Now brother and sister clash both in Hell and the Prime, an all the while Set laughs atthe spectacle Combat Krotep i a fearsome opponent. His skill with the whip is unmatched in Hell and many of hs subjects have died under the lash of his personal weapon, Taskmaster (see sidebar). He also has deadly spll-like abilities, which he claims area result of his godly parentage. Lastly, Krotep retains a bodyguard of kytons (see MM) and is usually aecompanied by a group of these devils wherever he gos. Snapping Claw (Ex): Every once ina while Leviathan feels it is nocessay to remind Krotep who his real master i. The last i ‘evil lord asserted hs authority, he cut off Krotep's hand and replaced it with a snapping claw like a crab’s, Now the Pharaoh of Axor caries this relie ofthe Stygian depths with him wherever he goes. The snapping claw gives Krotep one extra melee ataek per round, Spelltike Abilities: Whip Master (Ex): Krotep as ined with the whip for entries. though the whip is technically a ranged weapon, Krotep ean ws it ecomibat normally (in ater words, he suffer no attacks of portunity fom adjacent foes when tiking with his Whip) BR} lay—ice storm, sletsiorm, wall of ce. These abilities areas feast by a 0h-level sorcerer (save DC 13 + spell eve. ay 34 Lel, Marquise of the Night (Baztezu) ‘Medium -Size Outsider (E Hit Dice: 13d8*39 (97 hp) Initiative: +15 (°7 Dex, +8 superlative initiative) Speed: 50 0 26(7 Dex, +S natural, ring of protection +4) AC (flat-footed): 26 AC (vs. touch attacks): 21 Attacks: 2 claws +20 melee Damage: Claw 246+5 Face/Reach: 5 ftby $ 15 ‘Special Attacks: Spell-Iike abilities, claws of darkn il, Lawful) sneak atack +1006 superlative initiative, Savest Fort “11, Ref #15, Will +10 Abilities: Str 20, Dex 25, Con 16, Int 16, Wis 14, Cha 20 ‘Skills: Balance +17, Climb +10, Disable Device +13, Disguise +13*, Escape Arist Gather Information +13, Hide 18*, intimidate *8*, Inuit Direction +6, Jump + 10, Move Silently +18*, Open Lock +15, Pick Pocket +10, Read Lips #11, Search +11, Spot +10, Swim 8, Tumble #17, Use Rope +12 Feats: Combat Reflexes, Improved Critical (claw), Improved Unarmed Strike, Weapon Fines (claw) Climate/Terra round Organization: Any land and unde : Double standard : Lawful evil y character class Lilith, de ruler ofthe Sixth Circe is one ofthe most notorious seductress in the multiverse, But when Lilith encounters someone too smart, pure, or strong-willed to al fr even her legendary powers, she calls on Lel, Marquise of the Night Lisa fvored minion of Lilith, a specialist in the dark arts of blackmail and murder Sho is valuable tool in the pois of Hell, but shes priceless on the Prime. Very few mortals have what it takes to survive Let's attentions. Rumors inthe infemal courts ascribe her special Powers to godly blood, and some whisper that she isthe result ofa tryst between Lilth and Anshar, the Babylonian god of night, Raising ‘such a child would be quite a feat, considering that Lilth’s breasts produce poison instead of milk, but that doesnt stop the gossip. Unlike many devil nobles, Lel does not maintain her own fortress. She lives at her mistress's court and serves Lilith directly. Roughly a millennium ago, she started training an elite cadre of devils inher line of work. Known asthe Toeth of the Night. this group has provided invaluable service to Lilith since its foundation, They proved so effective onthe First Cirle that Beal has sworn vengeance against Le The: gn indifference regarding the vendets, but minions of Baal have a nasty habit of ending up dead, Fora devil with so much blond on her hands, Le is uncaracterstically Fight hearted. When not on assignment, she enjoys the pageanry nd Combat Those Lel wants dead never soe her eoming. Patient, willing to wait for just the right moment. When she does attack, she does so Wi Clays of Darkness (Su): Le's claws are manifestations of the night. In addition ‘opponents with damage reduction as magic weapons with a4 enhancement bonus, isa master of stealth and can appear anywhere at any time, She is als extremely lightning spsed and overwhelming force causing horrifie wounds, they deal damage to Daughter of the Night (Ex): Lel sat hom in the night, and attacks aginst her have 20% miss chance from sundown to sunrise *She receives a +4 competence bonus to Disguise, Hide, Imimidate, and Move Silently checks made during th Sneak Attack (Es) 2Oih-level rogue, dcaling an additos Spell like Abilities: 3/day-—car's grace, expeuitious retreat, improved inisbiliy: These abilities areas the spells cast by a 1hlevel sorcerer (save DC 15 + spell level), Let loves to grab unsuspecting opponents with both claws and snap their necks. She ean make sneak attacks as a 1 10d6 damage on a suecessful strike. re Initiative (Ex): In combat Ll isa blur of motion to normal mortal eyes. She gets 2 “8 bonus to Initiative checks. Supert Uncanny Dodge (Ex): Lel retains her Dexterity bonus to AC regardless of Additionally, she eannot be flanked. caught flat-footed or struck by an invisible attacker Magugon (Baatezu) Huge Outsider (Evil, Lawful) Hit Dice: 948-45 (85 hp) 4 (-2 size, 14 Dex, +12 natural) AC (flat-footed): 20 AC (vs. touch attacks): 12 Attacks: 4 claws +17 melee; or 4 fi spears +1 ranged Damage: Claw 2d4+10 fire spear 246 fire Face/Reach: 10 f. by 10 1/15 f, erst i ‘Special Attaekst Fire spears, flaming hide, rend 244415 Special Qualities: Baatezu qualities, damage reduction 1/adamantine Fort +11, Ref +10, Will +7 : Str 30, Dex 18, Con 20, nt 14, Wis 12, Cha 16 ‘Skills: Blfl-+13, Climb #20, Inimidate +13, Jump +420, Knowledge (weaponry) +12, Listen +11, Profession (smith) +13, Spot +11, Wildemess Love +9 Feats: Combat Reflexes, Expertise, Improved Disarm (Climate/Terrain: Any land and underground Organization: Solitary or gang (2-5) Alignment: Always lawful evil Advancement: 10-16 HD (Huge); 17-27 HD (Gargantuan) Magugons are natives of Hell's Fourth Circle. They sere in the bowels of Belial’ fiery city and only rarely venture outside of is confines. Belial takes great pride in the magugons, whose smithing abilitis ae well known across the planes. They run the armaments workshops that ensure a steady stream of weaponry for their lord's armies. ‘They have the strength, skill, and muliple appendages necessary to work the great furnaces and bellows that produce fine adamant ‘The Fourth Ciree is scorching to begin wit, but only these special apparatuses make enough heat to ura away all the metals imputi Betial maintains a small core of mayugons as shock troops for his armies. These spend part ofthis time taining for combat, snd Belial ‘uses them as a reserve unit in great need. Several battles have been turned by the magugons' arrival, I's hard to deny the impact of gang 0 20-foo-tal,four-armed, fire-huring monsters Magugons are seen on the Prime most often when summoned by evil wizards who wish their help erafting special items Combat Ironically, these talented smiths don’ use weapons in combat. The adamantine items they craft are earmarked for baatezu nobility, so ‘magugons use their powerful fists in combat instead. With their great strength and reach, this is usually suficient, Magugons prefer to attack at range first with tei fire spear, then lose for melee action Fire Spears (Ex): Flame isan intrinsic part ofthe magugon’s nature. Each round a magugon can create a spear-shaped flaming missle in cach ofits four hands, Bach can be thrown ata different target. These are ranged touch attacks that have a range of 100 feet and deal 246 Firedamage. Flaming Hide (Ex): A magugon can cause its hide to erupt into Names at will asa free action. Any opponent within 10 feet ofa fa ‘magugon mist sueceed ata Fortitude save (DC 19) or take 346 fire damage (haf on a successful save), Every round that a erat range of the effect, another Fortitude saving throw is required Rend (x): A magugon that hits with two or more claw attacks latches onto the opponent's body and teas the flesh. Ths atack sutomatically deals an addtional 24415 damage peu Malgrin, Duke of Unlife (Baatezu) Large Outsider (Eyl, Lawful) $4875 (142 hp) 2 (Dex) Face/Reach: $f by $ 11/10 8 Spel-like abilities, fear aura, necromantic master, bolster undead Special Qualities: Bante quali Saves: Fort +14, Ref #11, Will +15 Abilities: Str 25, Dex 15, Con 21, Int 18, Wis 22, Cha 17 Skills: Balance +13, Bluff-15, Climb “18, Concentration +16, Diplomacy +18, Forgery “13, Gather Information +17, Inwendo 119, Itimidate “16, Jump “18, Knowledge (intemal polities) “13, Knowledge (Hell) “15, Listen “17, Search +15, Sense Motive #17, Spot +17 Feats: Cleave, Great Cleave, Improved Critial (halberd), Poser ‘Atack damage reduction 15/43, SR 28 Climate/Terrain: Any land and underground ‘Unique: retinue (M TOih-evel necromancers and 100 Challenge Rating: 17 ‘Treasure: Standard coins: do Alignment: Lawful evil Advanceme in isa powerful noble ofthe First Circle of Hell. He tries to curry favor with Lord Baal by winning military Most armies on the Fist Circle are composed, naturally enough, of devils. Th near constant conflict with their perpetual enemies, demons, but also face intemal threats. Devils are simply too interested in their own advancement to ake trustworthy subordh knov-—Ite rose to his postion by assassinating his former boss. Once in charge, he decided to secure his post nd plenty of corpses to make woops from, and he found thei obedie be tured while in Hel ts. Malgrin should 1 by inereasing the Moreover, ul Forces ner his dish skeletons Now known as the Duke of Unlife, Malgrin has huge undead horde under his command, Ie lives inthe Bone grim fortress ‘built on the banks ofa river of blood. His officers are not devils at all, but nseromancers of various races who have pledged themselves he implacable advance ofthe duke’s legions has routed both demons and rival devils, “To most outside observers, Ma ‘content to ule his neetomantie fefdom, though none can say what really utks in the heart of the Duke of Unife. Other nobles ofthe First Circle whisper in their lord's eat. They say that Malgrin is planning a move, and that he ‘vans totum the entirety of Baal’s realm into a boneyard. The archdevil may harbor some suspicions, but right now he values the duke’s armies too much wo take any aetion Combat Duke Malgrin is alone only when he takes rst in the hear of the Bone Citadel, At all other times he is accompanied by a retinue of wizards and infernal skeleons. Malgrin i an impressive combatant by himself. His favorite weapon is Bonecrncher, a +3 unloly halberd. He often uses unholy blight to clear out large groups of enemies before wading into combat, Spellke Abilities: At will— animate dead, create undead, fx; teleport without error (set plus $0 pounds of objects only) 3day— create greater undead, unholy blight. These abilities areas the splls cast by a 20th-level sorcerer (save DC 13 + spell level. Bolster Undead (S ): Malgrin can channel negative energy to bolster undead asa 1Sth-level evil eerie, Necromantic Master (Su): Malgrin’s evil power allows him to contol far more undead than the animate dud spell normaly allows. At my one time Malgrin can have up (© 100 IID worth of undead under his command instead of the normal maximum of 40, is otherwise identical with fear cast by Malgrin’s fear aura for one day. Devils Fear Aura (Su): As fee action, Malgrin ean create an aura of fear in 30-fo0t radius. level soreerer (save DC 20), If the save is suecessfil that ercature cannot be affected with at least as many Hit Dice as Malgrin are immune tothe aura. Naartiah, Contessa of Duplicity (Fallen Astral Deva) Medium-Size Outsider (Evil, Lawful) eu Hit Dice: 124848 (102 hp) 8 (44 Dex, +4 Improved Initiative) Speed: 50 f AC: 29 (+4 Dex, “15 natural) AC (flat-footed): 29 AC (vs. touch attacks): 14 Attacks: +3 light flail ‘21/1611 melee: oF S bites “18 melee Damages +5 light laid 1d8°9 and stun; or bite 166 Face/Reach: 51 by $f (coiled) 10 1. Special Attacks: Blasphemous benediction, probe ‘soul, pell-like abilities, spells, stun, unholy compact, temptation ‘Special Qualities: Damage reduction 10/+1, SR 30, fallen celestial qualities, hoy interdict, unscting dodge Saves: Fort +12, Ref #12, Will +11 Abilities: Ste22, Dex 18, Con 18, In 18, Wis 16, Cha 22 5: Bluf!=20, Concentration +19, Diplomacy ~25, Ese ‘Anist +14, Hide +H, Knowledge (celestials) +16, Knowledge (baatezu nobility) +16, Listen +24, Move Silently #15, Sense Motive “18, Spot =24 Feats: Alertness, Dodge, Improved Initiative, Mobility ura, uncanny (Climate/Ferrain: Any land and underground ion: Unique e Rating: 14 duible goods: standard items Alignment: Lave evi Advancement: By charactor lass Inthe early days ofthe multiverse, Naamah served the Heavens as an astral deva, Now she isa consummate comupler and mighty foe ofthe Lords of Good. ‘Naamah’s task was to watch over mortal agents of Good on the Prime and aid them in times of need. Filled with zeal, she followed her ‘orders to the letter, observing all that hr proteges did and said, day and night. Naamah was amazed by mortal capacity for lst amd

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