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

Schwalb

GRR1025e

The Book of Fiends

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

Art Direction (Legions of Hell)
Chris Pramas

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

Cover Art
Michael Sutfin

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

Editing
Jeremy Crawford, Rob Smolka, and Jennifer Clarke Wilkes

Proofreading
Evan Sass

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

Graphic Design and Art Direction
Hal Mangold

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

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

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

1

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

The Book of Fiends

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

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

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

Table of Contents

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

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

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

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

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

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

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

Chapter Nine: Infernal Prestige Classes ...196

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

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

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

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

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

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

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

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The Book of Fiends
3

That is the tome you hold in your hands. I decided to do a monster book featuring the creatures of the Pit. I wanted to provide challenges for all levels so a GM could run an infernally themed campaign from levels 1-20 if he so desired. Dispater. The original bore the J. when conceiving books for the then-new d20 System. Handbook. Who can forget the images conjured up by the likes of Asmodeus. We got Book of the Righteous author Aaron Loeb to write the material on Gehenna to ensure compatibility with his cosmology. edition 3. We immediately began to get questions from the fans. I tried to create creatures with a wide variety of Challenge Ratings. These words have been used to describe ultimate evil. It took the basics of To find the secrets promised us We hope you enjoy this look into the dark Legions of Hell and Armies of the Abyss and realms. “Will you be updating Legions of Hell and Armies of the Abyss?” 4 The answer seemed obvious. a mammoth tome that provided be used with the standard d20 cosmology or And father taught us boundaries a fully detailed cosmology.Introduction Introduction Demon. This title focused on a new class divine spellcaster that summoned celestials and other creatures of the Upper Planes. Devils had traditionally been high-level foes. I remembered that years later. Such creatures exist in every culture under many different names. I could hardly argue. Later. We even had room to From the beginning. which would only be of use to some GMs. plus new demons and devils and the entirety of Hordes of Gehenna. May your game never be the same! Mission of Burma embellished them as part of a wonderfully imaginative tapestry. It includes all the original material. We also providing a wide range of CRs so you’ll find And mother taught us patience expanded on the Legions info in two other creatures from ½ to 40 (with most clocking The virtues of restraint key titles. subtitle Book of Fiends. We also followed through on the idea of Armies of the Abyss. When designing the book. which provided an anti-paladin to answer Book of the Righteous’s holy warrior class. Green Ronin’s best-selling fantasy sourcebook to date. Volume 2. Hordes of Gehenna. we should do the complete Book of Fiends. so the fiends would have some new foes. Thus was born Legions of Hell. Rather than do a book about Hell itself though. We forged ahead with the Unholy Warrior’s Handbook. Legions of Hell was conceived as the first include a 3. Schwalb. All of this material can Righteous. we published the Book of the in between 1 and 25). It was thus only natural that they were adopted into RPGs very early on. Jim Bishop suggested that doing a book involving Hell was a natural since I had written the AD&D Guide to Hell for 2nd edition. to come out in March of 2003.5 was upon us and many changes were made to the core game. Our original plan called for Volume 3 of the Book of Fiends. we decided to Chris Pramas give the good guys a chance in the Avatar’s December 1.5 update of the unholy warrior class by author Robert part of a larger work. Before we could release Hordes of Gehenna t h o u g h . and Orcus in the 1st edition Monster Manual? Or the precision of the Gygaxian prose in Monster Manual II? The fact that I would never really need to know exactly how many companies of bearded devils Balan commanded on the battlefield didn’t occur to me. with updates and new material for Legions of Hell and Armies of the Abyss. We have made every effort to make this as complete as possible. Beyond which we must go church-structure. First. and that of Book of the Righteous. Rather than release Hordes of Gehenna on its own. came out in 2002. Devil. Daemon. so now all the evil is in one place. 2003 . Volume 1. pantheon. All that mattered was that I got a peak into Hell. A large part of the book was given over to statting up those celestials. but the freelance author given the assignment had to bow out at the last minute.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Volume 1: Armies of the Abyss

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

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

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

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

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

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

Orusula

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

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Orusula understand, but do not speak, Abyssal.

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

Volume 1: Armies of the Abyss

Combat

Paigoel

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Volume 1: Armies of the Abyss

Radiant Boy

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

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

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

A

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

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

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

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

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

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

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

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

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

Search +16. Will +8 Abilities: Str 16. spineseekers. puppetmaster. creatures finds its way into a disgorging demon settlement. Anything within a closed stasis cage is affected by a temporal stasis spell (caster level 17th). which involves grappling (often larger) opponents. Escape Artist +22. spineseekers pose a serious threat to even the demonic residents of the Abyss. A spineseeker’s dull gray body can reach a length of 4 feet. Flyby Attack. Weight 4 lb. spell-like abilities Special Qualities: Damage reduction 10/good. Move Silently +22. +7 Dex. Some demonologists theorize that they communicate with each other when in rut by attaching themselves to other creatures. One side is hinged. and three destroy the incursion. the demons do This creature has the body of a snake with the chitin of a them from its everything within their power to three mouths in a scorpion. spinelatch. Weapon Finesse Environment: The Abyss Organization: Solitary or clutch (2–5) Challenge Rating: 8 Treasure: None Alignment: Always chaotic evil Advancement: 13–36 HD (Small) Level Adjustment: — Voracious predators that seemingly exist only to feed. whose movements they control in mutually understood mating gestures. CL 17th. Price 11. Extraplanar) Hit Dice: 12d8+24 (78 hp) Initiative: +7 Speed: 20 ft. an enemy. though specimens half that size are far more common. Spot +15. +8 natural). Combat Spineseekers occasionally pause to use their detect good ability before choosing prey (they seem to prefer good victims to others. each surrounded by acid and pulpy such battles squatting over injured several wriggling arms. Int 12. Con 14. draining it of vitality. fly 60 ft. care whom they attack. Dex 24. a spineseeker attempts to force the creature to hurt itself or fight against the spineseeker’s enemies. (good) Armor Class: 26 (+1 size. Usually. allowing items or creatures up to Small size to be placed within. Strong transmutation.. More devious mass of stomach demons can be seen at the heart of mouths similar to those of lampreys. Cha 8 Skills: Climb +18. flatfooted 19 Base Attack/Grapple: +12/+11 Attack: Bite +20 melee (1d4+3) Full Attack: 3 bites +20 melee (1d4+3) Space/Reach: 5 ft. The box holds one Small creature. Mobility. touch 18. two Tiny creatures. spell resistance 18 Saves: Fort +10. Ref +15. Use Rope +7 (+9 with bindings) Feats: Combat Reflexes. Whenever a colony of the young./5 ft.800 gp. spineseekers have no language and don’t seem to Spineseekers do not speak and do not appear to understand any languages known to demon or mortal. Spineseekers get Despite the danger they pose—and their name from their favorite combat likely because of it—spineseekers tactic. resistance to electricity 10 and fire 10. but will do with just about any food they can get their mouths into). Demons (or even mortals) wishing to use spineseekers in this manner trap them in containers known as stasis cages (see the sidebar for details). Dodge. A pregnant spineseeker can give birth to up to thirty-six The six walls of this glass container have been etched with arcane symbols and magical formulae. however. Evil. it flies right to its mark and begins its grisly work. which are then opened in the presence of the intended target. Sometimes the spineseeker attacks the bearer of the stasis cage. six insectoid wings. afterbirth. The stasis cage can be used only once. Wis 10. It doesn’t always work. Once it has grabbed represent an important commodity in the Abyss. temporal stasis. They make incredibly effective assassins. Swim +18. Craft Wondrous Item. while at the same time controlling its motor functions. Hide +26. Concentration +17. or eight Fine creatures. Listen +15. Though far from stupid. They cannot be reasoned with and know nothing of mercy or compassion. Survival +0 (+2 following tracks). forcing the creatures into specially prepared magical cages. darkvision 60 ft. (4 squares). Once it has controlled a victim with its puppetmaster ability. All spineseekers are hermaphroditic and reproduce by mating. a hundred spiky legs. New Wondrous Item: Stasis Cage 74 . Special Attacks: Improved grab. since their lack of communication makes it extremely difficult to track the killing back to its sponsor.Volume 1: Armies of the Abyss Spineseeker Small Outsider (Chaotic. four Diminutive creatures. a spineseeker attempts to attach itself to the creature’s spine.

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

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

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

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

caster must be at least 20th level. Extraplanar. Falling somewhat outside the traditional roles of other demons. The save DC for this ability is Charisma-based. and finally a one is said to have sprung from the demon before cycling through a torrent of other features. demon traits. a fox. Knot (3-18 plus 1d4 chaos beasts) Challenge Rating: 8 Treasure: None Alignment: Always chaotic evil Advancement: 11-20 HD (Medium). Wis 5. There. corrupting and warping as many opponents as they can. Listen +10. Spot +10. 21-30 HD (Large) Level Adjustment: — Warped ones. It can be suppressed. Special Attacks: Corruption field. they must attempt a new Will save (DC 16 with a cumulative +2 for each previous failure) or the victim must makes a roll on the thaumaturgist Lesser Corruption table (see page 14). requiring at least 10. appearing violence. as to that of a basilisk. for they are raw The creature before you is hard to distinguish. Iron Will. and add various noxious chemicals and poisons costing at least 30. touch 11. Climb +15. you may use the Unholy Warrior’s Handbook Table 1-6: Mutations on page 19 if that book is available to you.000 gp.000 pounds of raw material. Tumble +14. The effects of these corruptions/mutations last for 1d12 rounds. Use Rope +0 (+2 with bindings) Feats: Dodge. assembling the golem requires a DC 20 Craft (armorsmithing) or DC 20 Craft (weaponsmithing) check. Craft Construct (see MM). Blur (Sp): Warped ones are protected as if under the effects of blur. For each round of combat. The similarity between this creature and blurry and insubstantial. geas/quest. These demons emit a field of raw Random Traits Roll 1 2 3 4 5 6 Result +4 bonus to Strength +4 bonus to Dexterity +4 bonus to Constitution +4 bonus to Intelligence +4 bonus to Wisdom +4 bonus to Charisma Summon (Sp): Unlike traditional demons. they are the favored choices for martially inclined thaumaturgists. +9 natural). meteor swarm. Warped ones are more chaotic than they are evil. polymorph any object. While you watch. random traits. Stealthy Environment: The Abyss Organization: Solitary. Hide +16. roll 1d6. Their plan consists of sneaking in chaos beasts a few at a time.000 gp. flatfooted 19 Base Attack/Grapple: +10/+12 Attack: Claw +12 melee (1d4+2) Full Attack: 4 claws +12 melee (1d4+2) Space/Reach: 5 ft. Will +6 Abilities: Str 15. and consult the table below. Escape Artist +14. Once chaos takes hold. Ref +8. Once the component parts have cooled. immune to critical hits and transformation. on the layer controlled by The Lord of Many Forms. also known as pertubatio demons. Volume 1: Armies of the Abyss Warped One Medium Outsider (Chaotic. the craftsman has to spill the fresh blood of a trumpet archon into the molten metal. During the process of smelting. CL 20th. Random traits (Sp): Warped ones constantly change and warp thanks to the raw chaotic energies at work within them. the warped ones plot and plan to seize and corrupt other portions of the Abyss. for the most part. Corruption Field (Su): Warped ones are beings of a raw chaotic energy with just enough evil to be truly dangerous. This spell-like ability functions as if cast by a 13th-level sorcerer. warped ones summon random creatures instead of demons. Knowledge (the planes) +14. wish. they rip apart those foes that did not succumb to their field. summon Special Qualities: Blur. Warped ones dwell. They are destructive and capricious. Mobility. Move Silently +16. Jump +4. Demon. Once per day. Each round they remain in the area of the corruption field. Con 15. Int 13. gradually building an army. (6 squares) Armor Class: 20 (+1 Dex. The effects of these boosts last until the next round and next roll. Evil) Hit Dice: 10d8+20 (65 hp) Initiative: +1 Speed: 30 ft.000 gp + 10. Price 250. Dex 13. insane Saves: Fort +9. a warped one has a 50% chance 79 . amidst the infinite pools of corrosive oozes.Construction A vulcan demolisher’s body is made of an iron-adamantine alloy. chaotic energy in a 30-foot spread. but the warped one can reactivate it as a free action. Pair. Cost 125. All opponents in the affected area must attempt a Will save (DC 16) or be affected by confusion for 1d4 minutes. other—exactly which way the genes flowed is up for debate.000 XP. Alternatively. Use Magical Device +13. with a malevolent streak that makes them especially nasty. its features shift the chaos beast is not incidental. Combat Warped ones rush into the thick of combat. the warped ones will gather an army large enough to expand their master’s control and restore his foul unspeakable name to a position of prominence among the other lords of the Abyss. exist where the raw stuff of chaos touches the Abyss. One day soon. then a serpent. twisted demons and other raving inhabitants./5 ft. Survival -3 (-1 other planes). Cha 13 Skills: Balance +3. scarcely containable.

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

Volume 2: Hordes of Gehenna Hordes of Gehenna 81 .

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

the gates will not be opened for them. Fast heal (Ex): As long as the taker has at least one hit point. The taker can suppress this power if he so chooses. Personality: Oberius was a terrible person in life. The segmented rings catalogue the sins of the offending mortal. and his energy drain-gaze attack to dispatch his foes. dictum. heal. Oberius takes the three payments. Should they fail the save. damage reduction 15/adamantine and good. Wis 17. fire. mass inflict critical wounds. The taker’s attacks are considered both magical and evil for purposes of overcoming damage reduction. Victims of this attack can attempt a DC 22 Fortitude save to avoid the gaze. the taker may automatically summon any daemon whose CR is equal to or less than its own. the mortal eventually runs out of funds and can no longer afford to have his desires fulfilled. The save DC is Wisdom-based. Psionic Charge. summon daemons Special Qualities: Daemon traits. Speech. 1st—bane. Listen +30. the result is 2d4 negative energy levels. Ego score Lesser powers: Detect magic at will. mass inflict moderate wounds. 126 an enormous worm with green and violet rings. Spot +30. turning to themselves to offer some release. If there is a language he does not speak. Gaze (Su): The taker’s eyes emit a special form of energy drain with a range of 30 feet. so terrible in form and nature that they have been labeled ille quod fieri non: that which cannot be. slay living. Concentration +34. and with each depraved act. dispel magic (x3). and 3/day—finger of death (DC 23). destruction. Typical Cleric Spells Prepared (6/7+1/7+1/7+1/6+1/5+1/4+1/4+1/3+1. they are likely to end up destroyed. and a valued possession. AL NE. At first. they satisfy his three prices. divine favor. spreading his diseases to the innocent and reveling in his excesses. If ye don’t stop. freedom of movement. . Dex 18. summon monster IV. 7th—blasphemy. (10 squares) Armor Class: 31 (–2 size. the daemon grows more powerful. Saves: Fort +21. Oberius (Ex): Mounted on the end of the taker’s tail is the head of the great miser. he uses physical force to take what he wants. and there is a perfumed scent in the air near it. Worse. self-fulfillment fails to slake their thirst and they turn to prostitutes for help. allowing him to assist the daemon in collecting payment for entry. true seeing *. In the heat of passion. flat-footed 27 Base Attack/Grapple: +24/+42 Attack: Bite +34 melee (3d6+15/x3) Full Attack: 2 bites +34 melee (3d6+15/x3) Space/Reach: 15 ft. Oberius functions like an intelligent item and has the following statistics. valued at 1/10th the appropriate amount of gold a character of that level should have. Dodge. Psionic) Hit Dice: 24d8+168 (276 hp) Initiative: +8 Speed: 50 ft. word of chaos. Combat The taker relies on his spells and spell-like abilities for defenses. If. Con 25. Save DCs are Wisdom-based. touch 12. polymorph and sonic attacks. Great Cleave. detect thoughts *. greater dispel magic. mortal.Volume 2: Hordes of Gehenna Should a person refuse to pay. His average size and mundane daemonic appearance belie his power and competence as guardian of the gates. *Domain Spell Summon (Sp): Once per day./10 ft. Spells: The taker casts spells as a 16th-level cleric and has access to the Knowledge and Protection domains. monetary or an item payment must be made. you realize that at either end of the body are two enormous mouths. To remove the negative energy levels. Power Attack. hold person 3/day (DC 14). Finally achieving some physical connection. Intimidate +34. he can no longer even speak. dismissal. earthquake. The save DCs are Charisma-based. Then he tries to talk. magic vestment. doom. Telepathy. Sensing an even greater use for this corrupt That Which Cannot Be (Watcher of Lust) Huge Outsider (Daemon. Will +17 Abilities: Str 31. Jump +12. Spell-like Abilities: The taker can cast the following spells at will— banishment (DC 21). either through their apparent desperation or through some hideous malformation of their features. These wicked people find their cravings unfulfilled. obscuring mist. they attached his head to the tail of the taker. darkvision and hearing. owl’s wisdom. Cha 20 Skills: Bluff +32. who seized his soul before he died. 120 ft. poison. they may pass into Gehenna unhindered. spell turning. Extending from each head are two rigid antennae holding the creature’s eyes. Wis 17. shield of faith. There is one such creature for each mortal who gives his or her life over to insatiable lust. Speed of Thought While at first you take it to be Environment: Gehenna Organization: Solitary. Prevented from finding the physical comforts that they desire. after 24 hours the victim can attempt another Fortitude save against a DC 22. Caster Level 16th. waves of exhaustion (DC 23). petrification. spell immunity *. giving him a valuable piece of information. 2nd—aid. he turns to stalking the pure women. those about them. blade barrier. Still. it has never been discovered. Thus. Should they be foolish enough to fight the taker while he guards the gates. align weapon. fast healing 10. prayer. Extraplanar.” —Common words from the Warehouse District in Freeport Certain mortals who are obsessed with carnal pleasures rise above all others. Greater powers: Detect thoughts (DC 15) at will. bull’s strength. insect plague. electricity. mass hold person (DC 21). telepathy 200 ft. harm. blindness/deafness. Int 8. a 14th level character seeking entry to Gehenna would have to give up 15.000 gold or an item with an equivalent value. legend lore . Prices of power include 1 level drain (no save to restore) and permanent ability loss in a key attribute such as Strength for a fighter or Intelligence for a wizard. wall of stone. spell resistance 30. so stop fighting me. but finds the disease has so ravaged his features. righteous might. 49+ HD (Gargantuan) Level Adjustment: — “Ye know ye want it. 8th—discern location *. Mobility. firestorm. immune to all acid. repulsion *. Finally. however. 5th—greater command. 3rd—bestow curse. his lust runs unabated. who despite his lack of a body retains his wits. Disguise +5 (+7 acting). +4 Dex. cause fear. it heals 5 hit points per round. ye’ll get the fist a’gin. save DC 18 + spell level): 0—read magic (x6). death knell. Watching the descent of these horrible men and women are unnamed beings. Evil. resist energy. The taker stands an unassuming five and a half feet high. bear’s endurance. 6th—antimagic field *. clairaudience/ clairvoyance *. Psionic Fist. Use Rope +4 (+6 with bindings) Feats: Cleave. they are forced to watch. Its whole body writhes in agony or perhaps pleasure. as described in the MM under Gaze. Diplomacy +7. The information he simply absorbs. he gains a myriad of foul diseases guaranteeing that no one will touch him again. sanctuary *. divine power. he simply watches. to gaze upon in abject lust. entropic shield. Oberius. Improved Initiative. cold. Tumble +31. Special Attacks: Psionics. +19 natural). His greed was legendary and revered by the daemons of Gehenna. zone of truth 3/day (DC 15). In time. Pair Challenge Rating: 18 Treasure: Standard Alignment: Always neutral evil Advancement: 25-48 HD (Huge). Cha 10. Finally. Ref +18. Int 17. some of their power (see below for how this works). 4th—dimensional anchor. Escape Artist +31.

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

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

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

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

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

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

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

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

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

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

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

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

Volume 3: Legions of Hell Legions of Hell 139 .

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Volume 3: Legions of Hell

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

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

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

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

The Faceless

Large Outsider (Devil, Evil, Extraplanar, Lawful)

160

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

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

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

Fallen Celestial

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

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

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

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

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

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

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

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

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

Volume 3: Legions of Hell

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Volume 3: Legions of Hell

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

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

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

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

Whiptail

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

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

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

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

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

This

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

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

Once in a great while Balan (see page 147) chooses a singularly cruel follower to join his pack of wild beasts. The chosen, known as Balan’s jackals, must endure a terrible indoctrination before being accepted. As the jackal gains favor in Balan’s eyes, he becomes more powerful but eventually loses himself in bloodlust and savagery. Balan sends these brutes on errands through the Lower Planes and often chooses them for infernal hunts that extend into the Material Plane, where unlike his fiendish servants, they cannot be banished. Barbarians, fighters, ex-paladins, and rangers are most likely to come to Balan’s attention with their ferocity in combat. Evil clerics and druids are sometimes called but stand to lose more than they gain. Bards, rogues, sorcerers, and wizards almost never become Balan’s jackals. Hit Die: d12.

Balan’s Jackal
Weapon and Armor Proficiency
Balan’s jackals are proficient with all simple and martial weapons, all types of armor, and shields (but not the tower shield).

Initiation (Su)
To join Balan’s ranks, the prospective jackal takes part in an orgy of cannibalism and murder called “the Feast,” which climaxes with him opening his chest and consuming his own heart. The experience (assuming he survives it) turns him into a half-animal being, immensely strong but dumb and savage. A successful Concentration check (DC 18) is necessary to remove the beating heart and stay conscious while devouring it. An initiate who fails this check immediately dies. The Feast requires a huge spread of food and drugged wine, dozens of monstrous revelers, a menagerie of sacrifices, and a specially prepared knife. The total outlay runs to 10,000 gp. Balan must preside at the ritual, and he loses no XP. Closing the ceremony requires animal growth, baleful polymorph, and rage. Effects: Initial damage 1d6 permanent Int drain, secondary damage 1d6 permanent Cha drain; Fortitude half (DC 22). One day later the initiate gains a +4 inherent bonus to Strength, and his type changes to monstrous humanoid. He retains all special attacks and damage, special qualities, skills, and feats of the original creature and class. Permanent ability drain from the ritual cannot be cured by healing or spells (other than wish). Creatures who are immune to ability drain may not take part in the Feast.

Requirements

To qualify to become Balan’s jackal, a character must fulfill all the following criteria. Race: Any humanoid. Alignment: Lawful evil. Base Attack Bonus: +10. Handle Animal: 5 ranks. Intimidate: 5 ranks. Feats: Alertness, Blind-Fight, Track. Special: The character must pass the initiation ritual known as “the Feast” (see below).

Class Skills

Improved Natural Weapons (Su)
The newly initiated jackal begins to grow razor-sharp claws. At 2nd level, they grant him two attacks that behave as magic weapons of +2 enhancement. Each claw deals 1d6 damage, with a x4 critical multiplier. These claws become more deadly as the jackal increases in level. At 4th level, they gain an extended threat range (19–20), as though they were keen magic weapons. At 6th level, the claws improve to an effective +3 enhancement bonus. At 8th level, the claws deal an additional 2d6 damage to good creatures, as though they were unholy weapons. At 10th level, the claws improve to an effective +4 enhancement bonus.

The Balan’s jackal class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Swim (Str), and Survival (Wis). Skill Points at Each Level: 2 + Int modifier.

Class Features
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All of the following are class features of the Balan’s jackal prestige class.

Hide +10. He also gains the following Spell-like Abilities: at will—animal growth. In all other ways. touch 13. this ability has all the same benefits and restrictions as the druid’s wild shape ability. spells Special Qualities: Animal companion. Skill Points at Each Additional Level: 2 + Int modifier. Dex 12. These abilities are as the spells cast by a 20th-level sorcerer (save DC 10 + Cha modifier + spell level). Special Attacks: Combat style (Two-Weapon Fighting). • The Hunt (Sp): Once per day. • Other Spell-like Abilities: 1/day—harm and righteous might. Survival +9 Sample Balan’s Jackal Master of the Hunt At 10th level. These abilities are as the spells cast by a 20th-level sorcerer (save DC 10 + Cha modifier + spell level). /5 ft. or +1 battleaxe +16/ +11/ +6 melee (1d8+8/x3) and claw +15/+10 melee (1d6+3/x4). and charm monster. swift tracker. Armor Class: 16 (+1 Dex. Balan’s jackals can wild shape one additional time per day and may wild shape into a Large or Huge animal. Spot +9. The 197 . Int 6. At 5th level. Medium-Size Monstrous Humanoid (9th-Level Ranger/2ndLevel Jackal) Hit Dice: 2d8+4 plus 9d8+18 plus 2d12+4 (88 hp) Initiative: +1 Speed: 30 ft. Hit Die: d12. Con 15. Beasts of the Field At 9th level. Balan’s jackal gains the supernatural ability to communicate telepathically with any aberration. Will +3 Abilities: Str 21. Listen +9. Cha 6 Skills: Handle Animal +7 . woodland stride Saves: Fort +11. he can take the form of any animal of size Small to Medium. evasion. +2 deflection. wild empathy (+9 ). +6 to Constitution. He again suffers initial damage of 1d6 points of permanent Intelligence drain and secondary damage of 1d6 points of permanent Charisma drain.Table 9-1: Balan’s Jackal Class Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Special Initiation Improved natural weapons Greater rage Improved natural weapons (keen) Wild shape (1/day) Improved natural weapon (+3) Wild shape (Huge) Improved natural weapon (unholy) Beasts of the field Improved natural weapons (+4). If the character already has the rage ability. and a +3 morale bonus on Will saves. Intimidate +5 . which stacks with the bonus granted by the initiation. An epic Balan’s jackal is a true horror. or monstrous humanoid at will. 1/day—summon nature’s ally VI. Wild Shape (Sp) As Balan’s jackal becomes more bestial. as greater rage. Wis 11. magical beast. He also gains the following spell-like abilities. +1 natural. One day later he gains an additional +2 inherent bonus to Strength. he gains the ability to polymorph into an animal and back again once per day. master of the hunt Volume 3: Legions of Hell Greater Rage (Ex) At 3rd level. Balan’s jackal may rage as an 11th-level barbarian once per day. Ride +2. a bane to all that lives and hold goodness in their hearts. the Fortitude save DC is 25.. improved combat style (Improve TwoWeapon Fighting). cause fear. Epic Jackals Wild Shape (Huge) (Su) At 7th level. improved natural weapons. flatfooted 16 Base Attack/Grapple: +12/+17 Attack: Claw +17 melee (1d6+7/x4) Full Attack: 2 claws +17 melee (1d6+7/x4). darkvision 60 ft. He temporarily gains +6 to Strength. Bonus Feats: The epic Balan’s jackal gains a bonus feat every three levels higher than 10th (provided the character’s overall level is 20th or higher). but suffers a –2 penalty to AC. Balan’s jackal can attempt to summon 1d12 hell hounds or 1d6 hellcats with a 70% chance of success. summoned creatures have maximum hit points per Hit Die and are fanatically loyal to the summoner. animal. favored enemy (humans) (+4) and (elves) (+2). Balan’s jackal finally descends into pure savagery. or +1 mighty composite (+2) shortbow +14/+9/+4 ranged (1d6+3/x3) Face/Reach: 5 ft. he gains an additional use per day. +2 studded leather). Ref +10.

and geas/quest. potion of haste. . +1 mighty composite shortbow. Space/Reach 5 ft. Those who sign become even more duplicitous and cruel. the opponent cannot react to trip the wolf. Cleave. and Spellcraft (Int). Craft (Int). and wizards benefit the most from becoming a mountebank. The mountebank retains all special attacks and damage. Improved Natural Weapons (Su): Balan’s Jackal can attack with its claws though they were magic weapons with a +2 enhancement bonus. Effects: Initial and secondary damage 1d3 permanent Wisdom drain. Mountebank Escape Artist (Dex). share spells. Magic Items Carried: +2 studded leather. AC 17. Grp +5. Tricks: Attack. link. Spellcasting: Ability to cast seven different Enchantment spells. Medium Animal. 2 potions of bull’s strength. Disguise (Cha). He respects nothing but cunning and malice. Permanent ability drain from the ritual cannot be cured by healing or spells (other than wish). false vision. Hit Die: d6. sorcerers. Init +3. All of the following are class features of the mountebank prestige class. Creatures who are immune to ability drain may not take the blood oath. Class Skills 198 The mountebank’s class skills (and the key ability for each skill) are Bluff (Cha). Listen. Understanding the contract requires a successful Knowledge (arcana) check (DC 24). Sense Motive (Wis). Skill Points at Each Level: 4 + Int modifier. one of which must be 4th level or higher. ring of protection +2. bite). Dex 16. as if always thinking of some complex plan. Concentration (Con). Special: The character must pass the initiation ritu