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

Schwalb

GRR1025e

The Book of Fiends

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

Art Direction (Legions of Hell)
Chris Pramas

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

Cover Art
Michael Sutfin

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

Editing
Jeremy Crawford, Rob Smolka, and Jennifer Clarke Wilkes

Proofreading
Evan Sass

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

Graphic Design and Art Direction
Hal Mangold

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

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

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

1

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

The Book of Fiends

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

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

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

Table of Contents

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

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

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

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

2

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

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

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

Chapter Nine: Infernal Prestige Classes ...196

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

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

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

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

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

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

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

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The Book of Fiends
3

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

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

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

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

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

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

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

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

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

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

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

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

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

Diplomacy. Marbas. 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. Sabnach. Granted Power: You gain the spell-like ability to disguise self once per day as a caster of your character level. Vaz’zht. 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. Granted Power: Your intimate knowledge of weaponry grants you the extraordinary ability to land especially painful blows on your enemies. odors. Granted Power: You are immune to ability damage or drain caused by disease. You must declare the use of this ability and the amount of extra damage desired before making the attack roll. though you still suffer any superficial effects (boils. and Sense Motive checks made against a creature who would ordinarily be attracted to someone of your race and sex. Granted Power: You receive a +4 competence bonus on all Bluff. The opponent must take the result of the second roll. Pain Domain Subterfuge Domain Spells Disguise self Alter self Displacement Greater invisibility False vision Mislead Mass invisibility Sequester Mind blank Demon Prince: Azidahaka. Zhar’Ub-Luur. Pleasure Domain Demon Prince: Ipos. You gain a reservoir of extra damage equal to your levels in thaumaturge. This is an extraordinary ability. Gather Information. kill Prophecy Domain 1 2 3 4 5 6 7 8 9 Demon Princes: Astaroth. You receive a new allotment of extra damage each time you replenish your spells. Raum. Demogorgon. Azidahaka. Granted Power: You cast Divination spells at +1 caster level. even if it is better than the original roll. Lord of Many Forms. but only applicable to your melee or ranged attacks. and so on). Granted Power: You are immune to fear (magical or otherwise). 17 . sores. This is an extraordinary ability. Fear Domain Spells Cause fear Scare Crushing despair Fear Phantasmal killer Eyebite (panicked only) Symbol of fear Weird Wail of the banshee Subterfuge Domain 1 2 3 4 5 6 7 8 9 Demon Princes: Decarabia. You may distribute these points as you wish. Granted Power: Once per day. Shax. Vaz’zht. 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. Demogorgon. This is an extraordinary ability. you can force an opponent to reroll a saving throw made against a mind-affecting Enchantment spell cast by you.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.

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

offset the effects of a feeblemind spell. except as noted above. kobold stank turns the skin yellow and flaky to the point that it resembles lizard scales. it must make an additional Fortitude save or suffer 1 point of permanent Intelligence drain. Summoning) Level: Pleasure 4 Components: V. filth fever. Those who suffer from the illness without being treated often completely lose the use of their limbs. hollowing bones from the inside out. during which it helpless and cannot break away from the spell’s effect for any reason. indistinct form. Disease 5. allowing the ambient spell energy to work with the subject’s mind to cleanse its body of disease and injury. Material Components: A slice of hide from a chaos beast. At the end of the spell’s duration. + 5 ft. **When damaged. A horrific gastrointestinal stench emerges from the bowels every time the victim speaks. Disease 1 Components: V. or cure mental disorders brought about by spells or injury to the brain. The disease runs its course when the spell duration expires. S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft. Musclecreak: Symptoms of musclecreak include aching limbs and joints. or slimy doom. earaches. and migraine headaches. Phantasmal Orgy Conjuration (Healing. apart This spell functions like phantasmal lover. The creature hovers over the subject. Kobold Stank: Assaulting the bowels and stomach. S Casting Time: 1 standard action Range: Close (25 ft. Brainmelt: Used by some assassins’ guilds to destroy wizardly enemies. Summoning) [Mind-Affecting] Level: Pleasure 9 Target: One conscious living creatures/level. Stoolspread: A common side-effect of certain fungi used by Underdark dwellers to poison blades. devil chills. bone rot attacks the marrow. The subject suffers a –2 circumstance penalty on all attack rolls. Only the subject of the spell can clearly see this creature—all others view a shadowy./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. The spell cures all diseases. S Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes As contagion. Symptoms include nosebleeds.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. mindfire. Should the subject willingly decide to succumb to its passions. 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. Phantasmal lover does not neutralize poison. skill checks. or restore permanent ability drain. stoolspread sickness assaults its victims with terrible hallucinogenic visions. A remove disease counters and dispels itchy hives. writhing enticingly and whispering promises of sexual fulfillment. both the subject and summoned creature achieve climax as one./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. It does not remove negative levels. brainmelt breaks down the brain’s tissue into a runny slime. The image fades in 2 rounds unless the subject takes further action. the caster can infect the subject with demon fever. 19 . and temporary ability damage. or restoration spell (a separate restoration spell is needed to restore any lost Wisdom). the creature must succeed at another saving throw or 1 point of temporary damage is instead permanent drain. the shakes. but in addition to blinding sickness. Itchy Hives Necromancy Level: Clr 2. this disease is a bane to any who live off their strength. causing great discomfort. Stumpers: Named from a (mistaken) belief that the victim’s atrophying limbs will eventually fall off. no two of which can be more than 30 ft. heal. cackle fever. and saving throws due to preoccupation with the itch. hit point damage. where it can destroy an entire harvest by taking out the men and women who would reap it. greater contagion can also bestow diseases from additional sources. Bone Rot: Often contracted by those who spend a lot of time in musty tombs fighting undead creatures. deafness. At the GM’s discretion. red ache. Phantasmal Lover Conjuration (Healing. blindness. restore permanently drained levels. it spends the next 10 minutes in vigorous erotic activity. Greater Contagion Necromancy Level: Clr 5. It is a particular nuisance in farming communities. The effects of fleshy blight can be cured only by a greater restoration. Sor/Wiz 6 Components: V. or mummy rot (see the DMG) or any of the diseases described in the New Diseases sidebar.

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

Mortal followers of Abaddon generally believe that the apocalypse will occur within their lifetimes. Perhaps a hundred brave vrocks fly throughout the chasm. are as chaste as the most devout nuns of the God of Healing. though it constantly spins and bounces off the layer’s walls. sends a small sacrifice to Abaddon to befoul the greater crop. These reports include updates on the status of the thaumaturge’s enemies (often excuses for why they have not yet been killed). but for the duplicity of the gods. if not altogether welcomed. Abraxas appears as a powerful. dining on the souls who fall or are thrown into the pit (the locust demons ignore such provender). 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. Once free. By the time souls enslaved to Pleromic rapture realize the terminality of their situation. and it is from this absolute. Many multiclass as wizards or sorcerers to further explore arcane magic. The shrinking of the word represents. in civilized lands throughout the mortal realm. Pleroma. The fortress contains a large variety of demons. so most rulers view the cult as a strange but harmless sect more worthy of praise than prosecution. Volume 1: Armies of the Abyss Obedience For one hour each day. By denying themselves the pleasures of the flesh and leading austere. which appears to grow stronger with each passing year. is very much as advertised in his cult’s literature. they’ve long since surrendered the ability to do anything about it in exchange for greater and greater feelings of euphoria. the charms work. the thaumaturge’s daily allotment of spells is replenished. occult lore. thaumaturges dedicated to Abraxas spend 30 minutes in self-flagellation with a small whip or tree branch.” a talisman that guards its wearer against all manner of calamities. they hope to “trick” their containers (bodies) into releasing their spirit forms. 21 . Not all who follow Abaddon do so with such calculation. faultless lives. The word of power Obedience Each morning. most of whom look forward to the End Times with utter devotion to their liege. Abraxas’s Abyssal realm. 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. Magic. corded leather whip in the other. 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.Material Plane. Knowledge. Abraxans claim. Common among those who honor him is the competitive farmer who. Lacking the courage to do so in life. until the word disappears completely. Commoners and nobles alike honor Abraxas for his ability to protect them from ill luck and magical curses and hexes. and the thaumaturge’s plans for the day ahead. their souls transcend the material world and enter the endless pleasures promised to them by the Supreme Unknown. souls are transformed into beings of light who experience nothing but pure pleasure and ecstasy. that their trinkets and amulets draw their protective powers. and sell amulets of proven protective value. The wordplay is emblematic of most of the teachings of Abraxas. Riddled with highly offensive condemnations of even the most apparently altruistic deities. at which point the prophesied apocalypse will begin in earnest and Abaddon’s locust demons will flood the world. At the end of the ritual. bare-chested humanoid man with the head of a rooster topped by an elaborate golden crown (which. Flagellation plays a significant role in the cult’s observances (Abraxas’s favored weapon is a whip for a reason). 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. cultists. The concept of harm does not exist in such a 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. Evil. the cult’s doctrine wins few allies among the clergy of the civilized world. “Abracadabra” appears at the top and is written in an inverted triangle of eleven lines. the fading of potential harm to the wearer. represents the reward of Pleroma. Abraxas The Supreme Unknown Layer: Pleroma Areas of Concern: Magic. 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. 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. they instead punish themselves with self-denial and self-abuse. The transaction fuels Abraxas’s power. in which everyone is king). There. paper. Whatever the source. End Times-obsessed nihilists. Each line consists of one letter fewer than the one above it. coveting the harvest of his neighbor. He carries a shield in one hand and a long. However. Collecting his own blood into an inkwell. followers of Abraxas don’t physically hurt anyone. Gulthrax maintains its own gravity and sense of stability. details on recently discovered magical secrets or ancient lore. according to his followers. in metaphysical terms. Abraxans claim that the gods are evil beings who have trapped the souls of their mortal followers in all-toofragile physical shells. which they interpret as the mortal world’s sole tie to the realm of Pleroma. Protection Favored Weapon: Whip Abraxas represents a rarity among demon princes in that his devotees are tolerated. however. Abraxans determine for themselves when they have finally tricked their body-prisons into releasing their spirit forms—a journey that invariably commences with suicide. withholding from themselves in life of exactly the type of pleasures they hope to indulge in after death. Followers of Abraxas fund their cult by selling medallions enchanted with the word “Abracadabra. Thereafter. dangerous secrets Domains: Chaos. his body consists of several constantly writhing snakes. the thaumaturge spends the rest of the hour inscribing the “Abracadabra” pyramid as many times as possible—on rocks. 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. which mystically transmits all it has heard to the mind of the Lord of the Bottomless Pit. the thaumaturge consumes the locust. and go about fomenting anarchy and unrest in an attempt to speed along the decay of the world. Below the waist.

Though he is honored by miners and prospectors. adventurers Domains: Chaos. cause spectres to appear. though his philosophy is more about consulting written lore and making a prediction based upon the past than peering into the unknowable future. Unworthy souls or those captured on the Howling Threshold are brought to Anarazel himself. allowing them to reflect upon their status and. Knowledge. Anarazelite adventurers tend toward brashness and favor spells or items that induce fear in others. material wealth. 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.” a constant tempting of the depths for just one more gem. In the mortal world. Since fear is central to the faith of Anarazelite thaumaturges. the thaumaturge’s spell selection is replenished for the day. make up the bulk of his clergy. memory Domains: Chaos. learning. Anarazel wears a veil of deep vermilion at all times. unsurprisingly. covering what is said to be the most horrific visage the Abyss has ever known. Those who would gain the riches of the earth must also brave the evils of the world below. Guardian of a Thousand Terrors Layer: The Caves of Chaos Areas of Concern: Fear. Evil. Obedience Astaroth Diabolus Layer: The Terminal Archive Areas of Concern: Liberal sciences. adventurers make up Anarazel’s greatest constituency. 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. with the advantage always going to those who tempt fate a little further than their peers. drawing strength from their horror in a metaphysical transaction that leaves Anarazel more powerful and that utterly destroys the souls. Natural veins of precious metals and countless gems and minerals line the world’s strata. But those caverns hold unthinkable terror as well. for another frisson of terror that much more exciting than the one before. a mane of greasy black hair begins just above the horns and continues to the middle of his muscular back. the obedience ritual of the cult revolves around causing fear in others. 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. To Anarazel and his followers. a sprawling underground complex of natural caverns and trap-filled corridors called the Caves of Chaos. who cause earthquakes. wholly original design. knowledge.Volume 1: Armies of the Abyss amulets. and inspire countless terrors. is thought by many to comprise the most extensive dungeon works in the Lower Planes. Evil. While writing the pyramid. time-lost beings too dangerous for the world of light and unfathomable remnants of primordial cultures now sunken into morose insanity. Devotees refer to the arrangement as “the thrill. who dwells at the center of the layer. the thaumaturge constructs a mask (usually of wood. Anarazel’s lair. protected by a host of grotesque creatures born in the most wretched bowels of the Anarazel lightless Underdark. Anarazel forbids his servants from using the same design twice. to improve upon it. which he then wears until his next obedience ritual. In order to inspire his followers to always innovate in the realm of terror. using the lessons of those who came before. His philosophy of life as little more than a game appeals to those who seek vast rewards in exchange for great risk. Prophecy Favored Weapon: Dagger Knowledge separates humans from the animals. He discounts the “hard” sciences as too rigid to accommodate original concepts. Two impressive horns jut from his forehead. At the beginning of that ritual. scattering the riches of entire races in forlorn caves and mines. Anarazel represents the duality of the unknowable horrors of the Underdark and those who face such terrors in search of excitement or material wealth. Cult lore reports that a copy of every valuable ever sacrificed in the demon prince’s name can be found within Anarazel’s dungeons. but such materials as leather and flesh are not uncommon) of something terrible and frightening. Those who risk Anarazel’s wrath and escape with the plunder of the earth are rich indeed. Countless artifacts long thought destroyed are in fact secreted within the Caves. long-dead cultures tunneled beneath the ground when the world was young. 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. Astaroth also has become associated with prophecy. Astaroth personifies the philosophy of knowledge gained at any cost. Ancient. the thaumaturge quietly imagines himself enjoying debauchery of all sorts. 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. Anarazel is served by the demon lords Gaziel and Fécor. or even the walls of buildings—all to further the notoriety of the cult. There the Guardian of a Thousand Terrors reveals his true face to them. Adventurers. the servants of Anarazel who await explorers with gnashing teeth and terrible. When the previous day’s mask is burnt following the creation of a new mask. 22 . Such visionary imaginings feed the creative mind of Anarazel. the thaumaturge’s spell selection for the day is replenished. Earth. clasping claws. inspiring him to greater wickedness. the old mask is burned and a new one constructed using a wholly different. After 30 minutes of this. bravery. Each morning. partially to congratulate themselves on their own sense of bravery. 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. ring bells at midnight.

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

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

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

she amputated her own legs to prove her dedication to the sky and its inhabitants. Eligor’s hideous. granting the knight notoriety and fame he doesn’t really deserve but that he enjoys all the same. But that’s not in and of itself reason enough to give up on being heroic—or rather. though a number of features reveal her as a creature of the Lower Planes. harshly beautiful face is marred by four unusually twisted horns that emerge from her forehead and just above her ears. the Landless Aerie. Decarabia seems more human than most demon princes. 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. spending her entire existence in the air. Usually junior knights in the shadow of truly great warriors. featureless plain of solid metal that extends for leagues in all directions. Every morning. reflects her interest in winged creatures and her disdain for solid earth. it’s also extremely dangerous. ranging in size from a few dozen feet in diameter to several miles wide. Should its inhabitants displease Decarabia. 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. and that it is far better to leave the battlefield alive than to leave it a hero. and great gifts of fine foods and enslaved mortals are granted to those with the highest body counts. she favors tight skirts and fetishized belts of black leather. they’ll simply assume the best. Decarabia uses her sexuality as a tool and comports herself in as little clothing as possible. The layer’s “ground” is a flat. granting her far more graceful flight than their appearance might suggest. telling it all he has witnessed over the past twenty-four hours.Volume 1: Armies of the Abyss In form. Decarabia’s cult remains small. the appreciation of kings. loathe Eligor and his followers. well-mannered knights enjoy the affections of fair maidens. though. They serve as landing points for the fiendish birds and flying demons that make their homes here. black full plate armor and a mighty shield and armed with a horrifically barbed two-bladed sword. He wears his hair in thick pleats gathered with tiny skull beads carved from human bone. The bird then whispers back to the thaumaturge using the voice of Decarabia herself. they more often use their enemies’ dedication to such strictures against them. Rather than flee a battle. Still. If none see the treachery. pledges that glory and honor need not always go together. A cold. dishonor. Most gods of war. much to the delight of legions of howling fans. survival Domains: Chaos. Decarabia’s mortal servants often act as brokers to the rich and powerful. and many sport impressive castles or towns upon their surface. for instance. exhilarating. . on giving the impression of great heroism. Unfortunately. challenge an enemy to a one-on-one combat using only nonmagical weapons. Years ago. regardless of culture or alignment. and rewarding. demon prince of dishonor and survival. Knowledge. strategy. teaches that if the knight leaves no witnesses or survivors he can tell the story of his victory himself. Eligor The Goodly Knight Layer: The Eternal Lists Areas of Concern: War. Her personal layer. luring him to fight in a secluded spot where allies are hiding with poisoned crossbow bolts at the ready. the Goodly Knight often wears a great batwinged helmet that completely obscures his bestial face. Obedience Thaumaturges dedicated to Decarabia must choose a bird familiar. Unsettling jagged wings flare from her elbows. however. Blood-red lips and luxurious long black hair contrast her complexion in an unwholesome manner. revealing to the practitioner the secret knowledge needed to successfully replenish his daily spell complement. their spell selection is replenished. paupers alike. the thaumaturge whispers to the bird. regardless of how much they cheated to win (or perhaps to honor that cheating). and the admiration of nobles and Every morning. leaving out anything that would tarnish his reputation but that was nonetheless required to remain alive. The demon prince’s ghastly realm is a parody of chivalric ideals. 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. She loves flight. Above. countless rock-islands float upon the winds. An Eligoran knight might. and admitting to following the Goodly Knight at a knightly conclave is grounds for an instant challenge from the entire assembly. a blood-soaked fantasy in which every day is cause for a great festival and knightly tournament. and those hoping to create vehicles or items that bestow flight might offer an incantation to Decarabia before beginning their work. Wise Eligorans tend to keep their demonic affiliation a well-guarded secret. War Favored Weapon: Two-bladed sword Obedience 26 In a world of chivalry. she is a patron to spies and interlopers who employ birds in their subterfuges. Eligoran thaumaturges spend an hour dreaming up tales and songs of self-aggrandizement. Evil. The doctrine of Eligor. Abyssal ladies give their scarves to the most treacherous knights. 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. After an hour of such creation. 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. Eligor’s followers know that discretion is often the better part of valor. offering them the chance to eavesdrop on rivals using specially trained avian agents. mocking smile reveals sharpened teeth stained red with the blood of his enemies. Eligor. While they pay lip service to codes of chivalrous conduct and honorable warfare. Bedecked in viciously spiked. The life of a knight is exciting. as she prefers to associate with flying creatures such as birds that have no real culture of their own.

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

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

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

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

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

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

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

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

severed 35 . though particularly crafty thaumaturges employ magic or summoned creatures of cold to cover unfrozen ground in snow before the ritual begins. 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). 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. Trickery Favored Weapon: Dagger Obedience: To regain his full complement of spells. The following summary provides everything you need to create thaumaturges serving these all-too-familiar princes of evil. magical beast. Writing falsified information about this individual in a volume known as the Book of Persons. smearing the resulting ooze upon his weapon of choice. Subterfuge Favored Weapon: Bastard sword Obedience: To regain spells. Chaos. 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. Baphomet Areas of Concern: Guardians. Evil Favored Weapon: Flail Obedience: Yughooraghan thaumaturges must endure a particularly gruesome obedience in order to receive their daily allotment of spells. Pain Favored Weapon: Whip Obedience: Demogorgonite thaumaturges renew their spell complement by spending an hour whipping and berating one or more social inferiors. Evil. winged creatures Domains: Air. minotaurs Domains: Chaos. entwining the bug in a cocoon of thread. At the end of the ritual. Using only his teeth. A perusal of this book’s bibliography gives a few good starting points for further research. the thaumaturge ends up with a complete new persona each time he refreshes his spells for the day. During the hourlong obedience ritual. a thaumaturge in service to the Ebony Lord Vaz’zht must cut a small slice bisecting the front of his tongue. the thaumaturge submerges a small. he yells out the name of the enemy in an ejaculation of sound and blood. humanoid. Evil Favored Weapon: Rod (light mace) Obedience: To regain his spells. Eloquence. Pazuzu Areas of Concern: Predators. 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 wraps the web around a living insect. which he then ingests. Zhar’Ub-Luur Areas of Concern: Lies Domains: Chaos. Evil. piece of a human body (perhaps a finger or nose) in the acid. Death. and cults of these creatures (or beasts very similar to them). or monstrous humanoid as he can. The acid costs 10 gp to replace if lost. gnolls Domains: Animal. Chaos. Demogorgon Areas of Concern: Despotism Domains: Chaos. chanting praise to his Abyssal master as the flesh dissolves. a thaumaturge dedicated to Arachnadia must weave a delicate spider web from a length of string. Kostchtchie Areas of Concern: Cold. Chaos. Yughooragh Areas of Concern: Scavengers. Evil. Strength. motivations. 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). Evil. The thaumaturge crushes the cocoon in his fingers. Destruction.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. After this. Familiar Demon Princes Arachnadia Areas of Concern: Poison. Animal. Fear. espionage Domains: Chaos. Vaz’zht Areas of Concern: Nobility. Once his mouth is bursting with liquid. Eloquence. Orcus Areas of Concern: Undeath Domains: Chaos. dark elves Domains: Chaos. slimes Domains: Change. Even the most casual delver into unknowable mysteries is aware of additional resources to discover information regarding the backgrounds. beast. Crippling. Death. a thaumaturge serving Orcus grinds a half-pound of bones from the skeleton of a sentient creature and mixes the granular remnants with water to create a gray paste. staring at the space immediately in front of them. Protection Favored Weapon: Halberd Obedience: Thaumaturges in service to Baphomet spend their hour of obedience standing completely still. Destruction. the thaumaturge speaks fifty observations regarding his surroundings into a hollowed-out bull’s horn. This has the side-effect of limiting Kostchtchie’s cult to cold climes. Evil. the thaumaturge devours as much of the corpse of an animal. Lord of Many Forms Areas of Concern: Oozes. He then allows his mouth to fill with blood while thinking about how to eliminate one person who poses a political threat to him. Evil. In a ritual that takes one hour. his spells are completely replenished. brutality Domains: Chaos.

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

Creating an Abyssal Dragon “Abyssal dragon” is a template that can be added to a true dragon (hereafter referred to as the base creature). but against lawful opponents. 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. An Abyssal dragon retains all the base creature’s statistics and special abilities. while others were slowly corrupted by the insidious whisperings of demon princes. Some were trapped in the Abyss and forcibly converted. and for those of 31 HD or more it increases to 3d6. an Abyssal dragon can make a normal attack to deal additional damage equal to its HD total (maximum +20) against a good foe. Breath Weapon (Su): An Abyssal dragon gains a new type of breath weapon. this Wisdom damage increases to 2d6. Environment: The Abyss. Special Attacks: An Abyssal dragon retains all the special attacks of the base creature and also gains those listed below. 37 . For Abyssal dragons with 20–30 HD. The Abyssal dragon can choose among any of its breath weapons but still can breathe only once every 1d4 rounds. This is a cone attack that deals 1d6 points of Wisdom damage (Reflex half. If the base creature already has one or more of these traits. These abilities have a caster level equal to the dragon’s age category or the dragon’s caster level. use the better value. The template can be inherited or acquired. Though the Lords of Good would deny it. Armor Class: An Abyssal dragon has blasphemous runes inscribed on its already formidable natural armor. The length of the cone is determined by the dragon’s size. as normal. base creature’s breath weapon DC). This new breath weapon is in addition to the base creature’s regular breath weapon attack(s). there are metallic dragons among the ranks of the Abyssal dragons. This grants a +2 profane bonus to AC. Organization: Solitary or pair. Challenge Rating: As base creature +2.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. except as noted here. whichever is higher (save DC 10 + dragon’s Charisma modifier + spell level). Smite Good (Su): Once per day per 10 HD (round down) of the base creature. Special Qualities: An Abyssal dragon retains all the special qualities of the base creature and also gains demon traits. It expels a horrible gas infused with the madness of the blackest souls consigned to the Abyss. Smite Law (Su): As smite good. dispel law. Alignment: Always chaotic evil. Spell-Like Abilities: 1/day—dispel good.

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

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

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

Acid: 60-foot cone. including miracle. though they care little for conversation. Any excess damage is lost. Each breath weapon may be used once every 1d3 rounds. remaining shaken until they leave the area of effect. The armageddon beast can no longer attack with the severed head but suffers no other penalties. To sever a head. an opponent must hit the monster’s neck with a slashing weapon and deal 35 points of damage in a single blow. The save DC is Charisma-based. Armageddon beasts speak Abyssal. which may be used even when the armageddon beast is attacking physically or moving at full speed. and a natural reflex seals the neck shut to prevent further blood loss. Vorpal Claws (Ex): An armageddon beast’s claws are so sharp that they act as vorpal weapons. The beast may bring all breath weapons to bear on a single opponent or target multiple opponents in the same round. damage 12d6 electricity. Cold: 60-foot cone. The creature’s ebony talons cut through stone as if it were flesh. The save DC is Charisma-based. the claws can be harvested as the blades of +1 vorpal greatswords. muscular necks bridge the space between its leering. Torpor: 60-foot cone. Regeneration (Ex): No form of attack deals normal damage to an armageddon beast. as well as any weapons it wields. true resurrection. The save DC is Charisma-based. below). The save DC is Constitution-based. Reflex DC 30 half. The save DC is Constitution-based. 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. are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. as it happens. or wish. The claws. Seven long. the armageddon beast’s body is immune to all forms of physical damage and all spells. A severed head regrows in about a month. Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit). a fact commented upon in most of the aforementioned prophecies. Naturally. Although they have the capacity to learn other languages. Sonic: 60-foot cone. The hit point total above represents the body (but see Body Invulnerability. 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. even if they move or charge during the round. (The player says where the attack is aimed just before making the attack roll). Volume 1: Armies of the Abyss Combat Armageddon beasts can attack with all their heads at no penalty. Annihilation: A tight beam of cloying darkness targets a single individual within 60 feet. once a head has been severed. A severed head dies. An armageddon beast can be killed only by severing all its heads and destroying its body. ten-horned beast whose coming will bring about the End Times. speed halved and can take only a standard action per turn for 2d6 rounds. Body Invulnerability (Su): So long as at least one head remains (see above). Reflex DC 30 half. Frightful Presence (Su): An armageddon beast can inspire terror within a 30-foot radius by charging or attacking. The save DC is Constitution-based. Breath Weapons (Su): Each of the armageddon beast’s heads possesses a different breath weapon. each with five exceptionally sharp ebony talons. turn to stone permanently. The magic lasts three weeks after the armageddon beast’s death before dissipating completely. After an armageddon beast has been killed. Petrification: 60-foot cone. Each of an armageddon beast’s heads bears a different personality. Will DC 28 negates. damage 12d6 acid. this huge creature stands on four feet. Resembling a mixture of hydra and fiendish dragon. damage 12d6 cold. 41 . preferring to use their toothy maws for chewing the bodies of their slain enemies. the claws sever an opponent’s head (assuming it has one). the armageddon beast loses access to the associated breath weapon. The save DC is Constitution-based. Skills: An armageddon beast has a +8 racial bonus on Listen and Spot checks. instantly killing that creature. Fortitude DC 30 negates. Reflex DC 30 half. An armageddon beast’s natural weapons. The save DC is Constitution-based. are much better at cutting through actual flesh. The opponent must succeed at a Will save (DC 28) or be utterly erased from existence. monstrous heads and a massive body covered in bony plates and horny protrusions. Reflex DC 30 half. Electricity: 60-foot cone. and the prophecies of countless religions speak of a great seven-headed. Affected creatures must succeed at a Will save (DC 28) or become shaken. Annihilated creatures cannot be brought back to life by any means. damage 12d6 sonic.

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

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

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

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

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

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

+15 natural). Improved Grab (Ex): To use this ability. Razorwire golems serve the oldest and most powerful demon princes as estate guardians or battlefield terrors. souls. Because of their construction. Eurynomus’s natural weapons. plane shift (DC 18). The save DC is Charisma-based. If it gets a hold. 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. Immunity to Bludgeoning (Ex): Bludgeoning weapons. Rush (Ex): Once per minute. Armor Class: 28 (–1 size. Razorwire golems have total control over the shape of their bodies. and can This towering mass of jagged steel wires and blades has a explode outwards in loops of razorsharp metal. Eurynomus can spew forth a cloud of foul corrosive gas from the depths of his bowels. Greater Bull Rush (Ex): Eurynomus receives a +8 bonus on Strength checks when making bull rush attacks. Will +6 Abilities: Str 19. center pulsates with a heart-like cadence.Volume 1: Armies of the Abyss Combat Eurynomus loves to muscle his enemies around. Wis 15. immunity to bludgeoning and magic. Combat Razorwire golems attack in a straightforward fashion. (6 squares).. construct traits. damage 10d6 acid. and mortals alike. 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). Spell-Like Abilities: At will—greater teleport (self plus 50 pounds of objects only). 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. Toothy Maw (Ex): The vile maw in Eurynomus’ distended stomach chomps at nearby opponents in combat. Razorwire Large Construct (Extraplanar) Hit Dice: 14d10+30 (107 hp) Initiative: +4 Speed: 30 ft. grabbing and constricting foes until they drop. are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. A tangled ball of wires near its larger than 2 feet on a side. since most of its space is air. A razorwire golem stands 10 feet tall but weighs just 200 pounds. the razorwire golem must hit a Medium or smaller creature with a rake attack. +4 Dex. even magic ones. rush. Con —. touch 13. Dex 19. Reflex DC 21 half. successful grapple check against Medium or smaller creatures. Breath Weapon (Su): Once every 1d4 rounds. as well as any weapons he wields. rushing after fleeing opponents to make trip attacks. or contract to a space no roughly humanoid form. If the attempt fails. the razorwire golem can take a move action to move at a speed of 60 feet. he can make one additional bite attack against that opponent with a +17 attack bonus that deals 3d6+3 damage. Eurynomus starts with his breath weapon to even the odds. deal 48 Constrict (Ex): A razorwire golem deals automatic rake damage with a . Blindsight (Ex): Razorwire golems can ascertain prey by vibration within 60 feet. 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. Whether defending a treasure hoard or taking the lead in a charge. Then it’s time for the toothy maw to do its work. trip Special Qualities: Blindsight 60 ft. The save DC is Constitution-based. Golem. If Eurynomus hits a single opponent with both his claw attacks. it can constrict. Few remain in existence. 1/day—desecrate. razorwire golems cannot run. 40-foot cone. vulnerability to rust Saves: Fort +4. 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. Special Attacks: Improved grab. the opponent is knocked prone in addition to being pushed back. the opponent cannot react to trip the golem. Ref +8. constrict 2d6+4. Int —. their ability to swiftly and emotionlessly flay the skin from an enemy has granted them respect among demons. When faced with a multitude of foes. damage reduction 10/adamantine. Caster level 16th. or climb at 40 feet. climb 30 ft. They are dogged pursuers. Such is the force of his impact that if his Strength check result exceeds that of his opponent by more than 5./15 ft.

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

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

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

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

To these. inmai prowl the streets of demonic cities. good hope. Move Silently +8. If a clever ruse will not allow the incubus to plant the fatal kiss. usually beyond necessity. touch 14. Int 7. the only way to remove them is to destroy them or the object that holds them. Will +0 Abilities: Str 8. Breaking or otherwise damaging the This small and nasty little boy has deep green skin. friend. despite their station. *New spell. they bind the inmai into an object for all eternity. such that if commanded to guard a room. In the Abyss. (6 squares). As there are so many inmai demons in the Abyss. they may breathe normally. ecstasy* (DC 18). an inmai may attempt to summon 1d6 inmai or 1 quasit with a 25% chance for success. Con 10. and anything it perceives as threatening causes small thorns to pop up out of its skin. on a successful hit. Armor Class: 17 (+1 size. Baleful no effect on the demon. relative or lover. Summon Demons (Sp): Once per day an incubus can attempt to summon one balor with a 10% chance of success. in the proper numbers. However. Wood meld (Su): Inmai may move unrestricted through the element of wood. Once bound into the object that serves as their home and prison. The thorns. 53 . Other demons see them as nuisances and vermin. In exchange for their memories. Dex 16. much like rats in the Material Plane. detect good. Once bound. An incubus can use the kiss of death 3 times per day. Evil) Hit Dice: 2d8 (9 hp) Initiative: +3 Speed: 30 ft. Spot +6 Feats: AlertnessB. it must start a grapple. unless the remover succeeds a Heal check against a DC 15. vestigial wooden vessel holding this demon has horns and a grimace full of sharp needle-like teeth. Hide +12. The save DCs are Charisma-based. Skills: An incubus has a +8 racial bonus on Bluff and Disguise checks. inmai serve their masters with exuberant glee. This ability is similar to the polymorph spell but allows only humanoid forms. Extracting these thorns is painful and inflicts 1d2 points of damage for every thorn removed. the kiss deals 3d6 points of damage. Inmai speak Abyssal. Extraplanar. Thorns (Ex): When angered or otherwise aroused. Inmai may fire up to four of these thorns per round as ranged attacks. they essentially infest all parts of this nightmare plane. The save DC is Charisma-based. thorns Special Qualities: Demon traits. Inmai warp and twist the wording as best they can. All attempts to heal the Dexterity damage fail unless the character first removes the thorns. While inside of a wooden object./0 ft Special Attacks: Summon. Listen +6. The most common task asked of the inmai is attacking any intruders. Unlike the ring. Summon (Sp): Once per day. Skills: Inmai receive a +8 racial bonus to Climb checks. Demon. *When using its alternate form ability. +3 Dex. are quite capable of tearing apart creatures many times their size. inflict Dexterity damage in addition to the standard piercing damage. climb 40 ft. the incubus gives the kiss of death. Ref +6. they partly emerge from their vessel and launch their thorns using the vantage as cover. +3 natural). 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.Kiss of Death (Su): Despite all the charms and seductive powers of an incubus. detect thoughts (DC 17). Inmai suffer no loss of Constitution when using this supernatural ability. Volume 1: Armies of the Abyss Inmai Small Outsider (Chaotic. X-ray vision (Su): Inmai may see through solid matter as if they were under the influence of a ring of x-ray vision. When attacking a target from within a wooden object. x-ray vision Saves: Fort +3. Tongues (Su): An incubus has a permanent tongues ability (caster level 12th). even then. Caster level 12th. thieves or perceived threats to its master’s belongings. there is no danger of ever running out of these willing servants. 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. phantasmal lover*. ethereal jaunt. enemy. 1/day—bestow curse (DC 19). inmai sprout thorns all over their bodies. This ability is the equivalent of a 2nd-level spell. they are vicious little monsters. Alternate Form (Su): An incubus can assume any humanoid form of Small to Large size as a standard action. yellow eyes watch every movement. See page 19. When their victim succumbs to the thorns. When something approaches. an incubus gets a +10 circumstance bonus on Disguise checks. The caster of the spell of binding can also dispel them. suggestion (DC 18). they fully emerge to dine. Those kissed die instantly unless they make a successful Fortitude save (DC 19). Spell-Like Abilities: At will—charm person (DC 16). some mortals are too strong-willed to fall into evil. greater teleport (self plus 50 pounds of objects only). crushing despair (DC 19). they attack anyone who approaches. Jump +4. Combat Bound inmai settle in their places of binding and vigilantly watch and listen for what they perceive as trespassers. wood meld. Cha 11 Skills: Climb +12. and others that get in its way. Wis 5. inmai gain the object’s hardness. Wandering the poisonous terrain in search of food. This ability is the equivalent of a 3rd-level spell. which.

or the contents of its container. a group of 6 balors descends to the darkest pit known in the Abyss and awakens just one of the sleepers. twisting your words as much as possible to afford it the greatest leeway. such as guard a particular path. (16 squares) Armor Class: 37 (-8 size. awaiting the end of the world. Spot +51 Feats: Awesome Blow. +36 natural). Thankfully. No one knows how many exist. -1 Dex. swallow whole. You may only bind one inmai at a time. Irecundia speak no language and lack the telepathy ability of other demons. 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. Irecundia Colossal Outsider (Chaotic. you must pay the XP cost of the spell. the inmai devours 500 xp from the caster. Blind-Fight. you can give it simple commands. Great Cleave. Will +26 Abilities: Str 48. such as increased hardness or hit points. XP Cost: In exchange for an eternity of service. irecundia just grab and eat whatever they can. As creatures of mind-boggling size. Overwhelming Critical. S. flatfooted 37 Base Attack/Grapple: +48/+83 Attack: Slam +68 melee (2d8+19) Full Attack: 2 slams +68 melee (2d8+19). when the need is most dire. as they have for countless millennia. they remain asleep. doorpost or chest. Power Attack. M. The inmai demon remains bound to the object until you dismiss it. immunities. or what drives these foul creatures. the irecundia shall awake and devour the universe. Cha 10 Skills: Climb +70. .Volume 1: Armies of the Abyss Conjuration [Calling] New Spell: Bind Inmai Level: Cleric 5. Only through their combined power are they able to guide the irecundia to the battlefield. how and what they eat. Weapon Focus (bite). Evil) Hit Dice: 48d8+672 (888 hp) Initiative: -1 Speed: 80 ft. Witch 5 Components: V. bite +63 (4d6+28. Weapon Focus (slam) Environment: The Abyss Organization: Solitary plus 6-10 vrocks. 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. regardless of whether the victim is friend or foe. It may never move farther than 30-feet from its place of binding. Combat On the battlefield. roar. Jump +70. fast healing 20. it follows what it perceives as the orders to the best of its ability. crit 19-20 +1d6). Dex 8. tattoos. a post warps and cracks. such as a book. Pair. Thereafter. but not necessarily the intent. demon traits. for when the last days come to mortals. Con 38. plus 500 gp worth of incense. Improved Bull Rush. trample (2d8+28) Special Qualities: Damage reduction 15/epic. Once you bind the demon. Sor/Wiz 5. Material Component: The vessel or object that the demon shall inhabit. they represent the worst threat posed by this chaotic plane. gaining the results. Ref +25. Cleave. Wis 11. Special: Binding an inmai forces the caster to make one roll on the lesser corruptions table (see page 14). What sages and demonologists do know is that the irecundia sleep. 2 gores +62 (4d6+19) Space/Reach: 100 ft. Improved Critical (bite). Inside of its mouth are always 54 Occasionally. Demon. Extraplanar. spell resistance 34 Saves: Fort +40. where its mere presence devastates both the demons and their enemies alike. Each time you bind an inmai. as a free action. touch 1. Int 5. Snatch (bite). though you can dismiss it at will. Improved Sunder. It follows the letter of your commands. Listen +51. but it does assume a sinister appearance: a tome’s cover smokes. a chest oozes black ichor. Special Attacks: Breath weapon. The object does not undergo a structural change./100 ft.

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

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

Each jilaiya Improved grab (Ex): To use this in the murder takes turns sweeping Her shrieking mouth reveals jagged black and yellow teeth. and they instinctively shy away from attacking when outnumbered. which they 57 . Tumble +17 Feats: Dodge. demon traits. Flyby Attack. They also believe that their home layer will be sundered in locust. and fire 10. 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. Drone (Su): Few who hear it ever forget the terrible drone of a locust demon in flight. Dex 14. creatures are so nasty. individually. Demon. enjoying the spectacle of the automatic bite damage. Locust demons understand (but do not speak) Abyssal. This bizarre. Listen +14. and from her head flies filthy matted black hair. creature’s panic before dragging her into the air to disembowel her and drain Trip (Ex): In an effort to exhaust their prey. but from its naked prolong the victim’s agony. collapsing provoking an attack of opportunity. Int 8. Wis 8. that when their a grapple as a free action. A locust demon’s natural weapons. resistance to acid 10. it deals 1d4 If the attempt fails. and its translucent wings pulse with ichor-filled veins. swooping in to graze the her back. setting upon injured or confused prey in preference to engaging a healthy opponent. Ref +10. Pit will expel the layer’s inhabitants into the Material Plane. Concentration +21. If battling land-bound opponents. Jilaiya attacks are considered magical for purposes of overcoming foe down to allow their sisters the opportunity to feed. the jilaiya must hit a Medium down on their prey. Search +14. will destroy in retribution for their own loss. Con 22. Screeching from above is some sort of three-armed. poison. cold 10. If it secures a pin. as well as any weapons it wields. Jump +6. touch 11. it deals watch. scent Saves: Fort +14. (6 squares). Sharp hooks mark the end of its six That destruction of the Bottomless legs. they sometimes try to knock a her fluids. immunity to electricity and poison. Jilaiya gain 5 temporary hit points for every successful drain attack. Evil. The creatures most often soften their enemies with their confounding wing drone. Will +7 Abilities: Str 18. attacking with spell-like abilities or swooping in for flyby attacks. without victim finally succumbs. 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. flat-footed 24 Large Outsider (Chaotic. target with their claws. The demons seem to like the fact that their wing drone strikes terror into the hearts of their enemies. but with a human-like face and a mighty segmented tail the Last Days by mortal meddlers. they venture to the Material Plane at the behest of evil spellcasters or to run an errand for their debased master Abaddon. Its wings allow the locust demon good aerial mobility despite the loud buzzing they emit in flight. are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. this creature looks like a gigantic destruction. upon making a successful grapple check. a perfect reward for an unremembered former life lived in celebration of murder and As tall as a powerful warhorse. Multiattack../5 ft. blotting out countless suns to signal the last death throes of the multiverse. +2 Dex. the Jilaiya land and If it secures a hold. (good) AC: 26 (–1 size. Jilaiya hitting with a damage reduction. Until then. fly 60 ft. Combat Locust demons prefer attacking as a group. If it wishes. Great leathery wings branch out from hunting. untold millions of locust demons will ascend from the Abyss. bare- points of Constitution drain each round. These attack. Mobility. Survival +14 (+16 following tracks). tipped with a barbed stinger. it leaks a cancerous brown ichor. locust demons spend their lives plotting their personal role in the great armageddon. into a heap. They communicate with each other via a complicated series of small movements in the chitin covering their faces (meaning they must be within 20 feet and facing each other to communicate). and may attempt a pin on the following round. to or smaller creature with its claw The creature’s skin is the color of ivory. +15 natural). locust demons prefer to remain in the air. Spot +14. ability. 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). 19–36 HD (Gargantuan) Level Adjustment: — In the Final Days. Cha 6 Skills: Balance +19. 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. Embracing the inevitable ruination of their flawless home. Lord of the Bottomless Pit. darkvision 60 ft. the opponent may not react to trip the jilaiya. Volume 1: Armies of the Abyss Locust Demon Hit Dice: 12d8+72 (126 hp) Initiative: +2 Speed: 30 ft.Combat Jilaiya employ pack tactics when breasted bat-woman. silent language does not have a written form. Special Attacks: Drone. It can then attempt to start and flaccid breasts. spell-like abilities Special Qualities: Damage reduction 10/good.

The save DC is Charisma-based. mouth. creatures with battle as much as any demon. are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Spellcraft +24. he relies on his spell-like abilities and often uses a melee weapon. 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. and fire 10. and Draconic./15 ft. 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. Spot +30. 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. Creatures within 60 feet are subject to the effect stork. Listen +30. touch 12. but loves a toe-to-toe for one day. Poison (Ex): Injury. Will +14 Abilities: Str 20. mind-affecting effect. below). telepathy 100 ft. the deposed lord has wandered lonely mountain trails and dark canyons far outside civilization. When he possesses a mortal body. Intimidate +23. When he fails to uncover anything of substance. possession. Wis 21. constrict 3d6+5. +4 Dex. On a failure. A tiny cabal of assassins maintains loyalty to their fallen lord and work to bring about his return to power. Caster level 12th. spell-like abilities. enervation. The save DCs are Charisma-based. improved grab. Concentration +22. charges.. 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. Sense Motive +22. demon traits. immunity to electricity and poison. Con 21. Move Silently +21. Diplomacy +25. Ref +13. spell resistance 30. Combat Reflexes. He lost his Abyssal realm and status as retribution for his part in an uprising against the demon prince Kostchtchie. and bleary eyes. the torso of an emaciated ape with four long arms. or emerges from a possessed This creature stands 20 feet tall and has the legs of a body (see Possession. (8 squares). Search +22. as well as any weapons he wields. Evil. These expeditions are all the more disturbing due to Malohin’s preference for using the bodies of young children. Hide +13. if they have fewer than 14 HD. nondetection. Malohin was honored by professional assassins and common thugs alike. Knowledge (arcana) +22. Int 21. Combat . feeding upon anyone he meets. summon swarm. Huge Outsider (Chaotic. Special Attacks: Frightful presence. He understands (but has forgotten how to speak) Abyssal. spells Special Qualities: Damage reduction 15/cold iron and good. Extraplanar) Malohin the Strangler Hit Dice: 14d8+70 (133 hp) Initiative: +4 Speed: 40 ft. gust of wind (DC 10). The save DC is Constitution-based. Saves: Fort +14. Dex 18. Climb +30. a successful Will save (DC 21) remains Malohin prefers to attack from the immune to Malohin’s frightful presence shadows. cold 10. A and a quivering. Malohin must hit an opponent of if available. pink mole-like head. initial and secondary damage 2d6 Con. +22 natural). he tears the town apart in a violent rage. Slime drips from its potentially affected creature that makes snout. Disguise +4 (+6 acting). keen scent. up to Large size with his claw attack. Cha 18 Skills: Bluff +21. darkvision 60 ft.Volume 1: Armies of the Abyss mesmerizing rhythm to cause confusion in those who hear the awful buzzing. stamps with his clawed feet. The ability takes effect automatically whenever he attacks. that creature cannot be affected again by that locust demon’s drone for one day. who later stripped Malohin of his memory and banished him to the Material Plane. where he feverishly searches libraries and interrogates wise ones in a search for his identity. climb 40 ft. Malohin’s natural weapons. Great Cleave. Malohin’s worshipers are few and secretive. Since his exile. preferring a greataxe Improved Grab (Ex): To use this ability. Fortitude DC 22. The save DC is Charisma-based. Celestial. Malohin speaks Common. He occasionally possesses an unlucky victim and wanders into a border town. If the save is successful. Armor Class: 34 (–2 size. 58 Frightful Presence (Ex): Malohin can unsettle foes with the sheer presence of his natural form. Survival +5 (+7 following tracks) Feats: Cleave. resistance to acid 10. When a locust demon uses its drone attack. Spell-Like Abilities: Locust demons can use the following spell like abilities: At will—contagion (DC 12). This is a sonic. Demon. Multiattack.

binding or enticing them into servitude as laboratory helpers. false life. even if rushed or threatened. chill touch (DC 15). true strike. Once in transit. 4th—freedom of movement. Special Attacks: Detect thoughts. deathwatch. Wis 10. detect magic. and few have any Barely a foot tall. poisoned. modify memory. A manikin. 3/day—harm (DC 20). If the attack succeeds. misdirection. Malohin can leave the body at any time as a full-round action that provokes an attack of opportunity. touch 17. 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. Some mandragoras enjoy assuming dollform when positioned in a treasure hoard. danger-seeking quasits. pitched voice as the mortal pitches to the ground. Listen. greater dispel magic. immunity to poison. slay living (DC 19). Those attempting a divination against him must make a caster level check against DC 35. Survival +0 (+2 following tracks). unholy blight (DC 18). deeper darkness. mass inflict light wounds (DC 19). and Spot checks. Spells: Malohin casts spells as a 10th-level assassin. mandragoras nonetheless have an intense curiosity about their environment. 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. Hide +29. Possession (Su): Once per day. poison./0 ft. Ref +6. fox’s cunning. resistance to acid 10 and fire 10. 3rd—deep slumber. this creature looks like a long-limbed and that their tear will spill the bag’s compunctions about using it. feather fall. greater teleport (self plus 50 pounds of objects only). glibness. save DC 15 + spell level): 1st—disguise self. Skills: Malohin has a +8 racial bonus on Climb. whom they consider no better than vermin. Dex 16. spell-like abilities Special Qualities: Dollform. call lightning (DC 17). he emerges on his next turn. death knell (DC 16). spell resistance 13 Saves: Fort +3. entangle (DC 15). contents (including the mandragoras) particularly devious mandragoras into the Astral Plane. Assassin Spells Known (5/4/4/4. Volume 1: Armies of the Abyss Mandragoras Diminutive Outsider (Chaotic. Malohin’s form vanishes into the opponent’s body. 1/day— implosion (DC 23). It has two whip-like tails that end in barbs. hoping against hope that A mandragoras’s tail bears a they’ve been placed in a bag of holding potent poison. Evil. They Perhaps due to its elfin appearance. inflict critical wounds (DC 18).Constrict (Ex): If Malohin gets a hold he deals automatic claw damage. Malohin can merge his body with another creature. damage reduction 5/cold iron or good. +3 natural). and sometimes pretends to befriend a mortal. except that it does not require a receptacle. The save DCs are Charisma-based. The target can resist the attack with a successful Will save (DC 21). He can always choose to take 10 on Climb checks. 2nd—cat’s grace. cackling in a high- three horns emerge from the top of its head. Use Rope +3 (+5 with bindings) Feats: Improved Initiative. whose delicate fingers display an almost fey grace. Gather Information +6. chaos hammer (DC 18). Its slight body is covered in mustard-colored scales. unholy aura (DC 22). Con 10. deeper darkness. Listen +6. Spellcraft +9. and spies. 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. spider climb. (4 squares) Armor Class: 20 (+4 size. Many loudly proclaim that the diminutive creatures are some 59 . poison. the central horn being a crooked protrusion of the skull itself. Extraplanar) Hit Dice: 3d8 (13 hp) Initiative: +7 Speed: 20 ft. Cha 10 Skills: Escape Artist +9. Caster level 20th. The save DC is Charisma-based. Nondetection (Su): Malohin is constantly under the effects of a nondetection spell. many mortals have underestimated a always cut through the sack on their mandragoras—to their detriment. Their naturally inquisitive nature has a tendency to lead them into trouble. the mandragoras swiftly jabs its tails into its host’s neck. way out. ghost sound. raise dead. Most demons hate mandragoras. A creature that successfully saves is immune to Malohin’s possession for one day. desecrate. invisibility (self only). Will +3 Abilities: Str 6. magic circle against good (self only). Spot +6. Move Silently +17. slow (DC 17). with an additional 1d6 points of bludgeoning damage. If the host body is slain. traveling companions. Knowledge (arcana) +7. Int 12. web (DC 16). pass without trace. Search +7. Spell-Like Abilities: At will—animate rope. Such folk summon mandragoras to the Material Plane. animating in a pack to rummage around and perhaps steal their kidnapper’s possessions. This ability is similar to magic jar (caster level 20th). mirror image. +3 Dex. whether they openly court it or not. Possessing a morose demeanor that differentiates them from the capricious. asking to hop upon its shoulder for a quick ride to a nearby destination.

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

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

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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.

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

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

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

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

Con —.Volume 1: Armies of the Abyss A mass of tentacles. darkvision 60 ft. It can flank characters with the uncanny dodge ability as if it were an 8th-level rogue. undead traits Saves: Fort +1. 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. Int 10. dealing 1d4 Intelligence damage on a hit.) Improved Grab (Ex): To use this ability. eyes of the master. a shoggti must hit a Medium or smaller opponent with a tentacle attack. deformed and terrestrial. Hateful eyes glow above its fanged mouth. Its many tentacles and exceptional reach allow it to deal with several opponents at once. are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. fly 50 ft. Spot +6. telepathy 100 ft. Wis 10.. Cha 12 Skills: Balance +4. Both of these princes are masters of necromancy and lords of undeath. and Spot checks. 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. Uncanny Dodge (Ex): A shoggti retains its Dexterity bonus to AC when flat-footed. Dex 14. Ref +3. this creature resembles an octopus. Listen +6. Constrict (Ex): A shoggti deals automatic tentacle damage to a Medium or smaller opponent with a successful grapple check./5 ft.. Braincloud (Ex): Shoggti kept their slaves in line by denying them the intelligence to plot an escape or uprising. (average) Armor Class: 15 (+2 Dex. Will +3 Abilities: Str 12. they also have millions of evil souls at their command. (See page 7 for a full description of this ability. immunity to cold and turning. It uses its braincloud ability on any obvious wizards. +3 natural). Listen. it can constrict. Jump +9. Special Attacks: Spell-like abilities Special Qualities: Damage reduction 5/bludgeoning. and it cannot be flanked except by a rogue of at least 12th level. resistance to acid 5 and fire 5. Skulldugger Medium Undead (Extraplanar) Hit Dice: 3d12 (19 hp) Initiative: +2 Speed: 30 ft. a shoggti can forgo one of its normal tentacle attacks to make a touch attack instead. gang (2–5). Once per round. The save DC is Charisma-based. Fascination (Su): Resisting a shoggti’s fascination ability requires a successful Will save (DC 14). A shoggti’s natural weapons. Combat A shoggti uses its natural abilities to the utmost in combat. keeping a special eye out for telltale spellbooks or familiars. Skills: A shoggti has a +4 racial bonus on Intimidate. If it gets a hold. as well as any weapons it wields. Tumble +10 Feats: Flyby Attack. Unlike mortal necromancers. Multiattack Environment: The Abyss Organization: Solitary. touch 12. . (6 squares).

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

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

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. Cha 9 Skills: Jump +4. Dex 14. Affected opponents suffer a –2 penalty on all attack rolls and Spawn of Marbas understand Abyssal and Common but lack the ability to do Concentration checks for 1 minute. hold monster (DC 17). Now they can be and expose its internal organs. Int 8. The save DC is Charisma-based. of every day. with their bird beaks and can be used once every 1d6 rounds. began to use them as mounts. 1/day—power word blind. Will +4 Abilities: Str 16. 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. Caster level 18th. nondetection. Native demons with pain touch attacks to weaken its back. are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. 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. Run Environment: The Abyss Organization: Solitary. gang (2–5). for one day Marbas ceased his attentions and began to pursue some fresh inspiration. Combat Spawn of Marbas are not sophisticated opponents. He unleashed the raw power of chaos on the hapless animals. +2 Dex. globe of invulnerability. attack hounds.120-foot radius centered upon itself. resistance to cold 5 and fire 5 Saves: Fort +3. pain touch Special Qualities: Darkvision 60 ft. as well as any weapons it wields. touch 11. Con 15. Treat this as an earthquake spell (caster level 18th). Spot +3 Feats: Blind-FightB. (8 squares) Armor Class: 15 (–1 size. finishing the job with with two stunted forelimbs sprouting from its neck. They usually charge and The spawn of Marbas were left bite first. apparently forgotten of enemies. The irony is perhaps lost on Marbas. and polymorph spells can confuse it. a soulkeeper can leap in the air and land with enough force to create powerful tremors. brought thousands of the creatures to his cancerous corner of the Abyss. Packs of spawn gang up This bizarre creature has horse-like legs. Ref +3. but mislead. a veiny underbelly. these creatures of chaos have maintained a surprisingly Pain Touch (Su): To use this ability. though attack with its stunted forelimbs. treated as a color spray spell (DC 11) but is a 20-foot-radius burst.Their tremorstomp ability is indispensable when faced with hordes of smaller opponents. This ability Although the spawn of Marbas appear bizarre. As a full round action. in a fit of inspiration. and the head of a primeval bird. a spawn of Marbas makes a touch stable form for several millennia. Special Attacks: Color burst. What is certain is that Marbas. Volume 1: Armies of the Abyss Spawn of Marbas Large Aberration (Extraplanar) Hit Dice: 4d8+8 (26 hp) Initiative: +2 Speed: 40 ft. A soulkeeper’s natural weapons. imprisonment (DC 21). of course. There is no saving throw to avoid the soulkeeper’s soulsense. Wis 10. The soulsense ability does not detect living chaotic evil creatures that happen to be in the Abyss. which pulse with the energy of chaos. confounding scholars and adventurers alike. Endurance. At will. 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. His ultimate purpose remains unknown. The save DCs are Charisma-based. +4 natural). greater teleport (self plus 50 pounds of objects only). sending. This is found on many different worlds. a soulkeeper can ascertain the location of all chaotic evil souls within a 1. food.. others a type of hunting dog. 3/day—chain lightning (DC 18). misshapen forms. Its bulk and inhuman strength both work to its advantage in this situation. tough prey./5 ft. more than howl. Some say they were a planar breed of horse. warping their bodies and their minds. Listen +3. Tremorstomp (Ex): When a hundred souls try to escape at once. and. Such is the nature of chaos. their powerful beaks. The save DC is Charisma-based. a soulkeeper needs a quick way to knock them all down. following up with color to wander the Soaking Canyon of burst when in the midst of a group Malignancy. 73 . Spell-Like Abilities: At will—forcecage. Soulsense (Ex): Soulkeepers can sense souls consigned to the Abyss. a bony ridge on by their creator.

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. All spineseekers are hermaphroditic and reproduce by mating. but will do with just about any food they can get their mouths into). afterbirth. whose movements they control in mutually understood mating gestures. Int 12. Usually. Swim +18. 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. +8 natural). Extraplanar) Hit Dice: 12d8+24 (78 hp) Initiative: +7 Speed: 20 ft. CL 17th. spell resistance 18 Saves: Fort +10. 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. Once it has grabbed represent an important commodity in the Abyss. Spineseekers get Despite the danger they pose—and their name from their favorite combat likely because of it—spineseekers tactic. Con 14. Search +16. and three destroy the incursion. Use Rope +7 (+9 with bindings) Feats: Combat Reflexes. Combat Spineseekers occasionally pause to use their detect good ability before choosing prey (they seem to prefer good victims to others. Ref +15./5 ft. temporal stasis. four Diminutive creatures. which involves grappling (often larger) opponents. Concentration +17. draining it of vitality. two Tiny creatures. touch 18. 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. Move Silently +22. or eight Fine creatures. Hide +26. New Wondrous Item: Stasis Cage 74 . Dex 24. fly 60 ft. puppetmaster. each surrounded by acid and pulpy such battles squatting over injured several wriggling arms. Whenever a colony of the young. Wis 10. creatures finds its way into a disgorging demon settlement. spineseekers.. Though far from stupid. They make incredibly effective assassins. Strong transmutation. Flyby Attack. spineseekers pose a serious threat to even the demonic residents of the Abyss. It doesn’t always work. it flies right to its mark and begins its grisly work. an enemy. (good) Armor Class: 26 (+1 size. spell-like abilities Special Qualities: Damage reduction 10/good. The box holds one Small creature. Sometimes the spineseeker attacks the bearer of the stasis cage. darkvision 60 ft. which are then opened in the presence of the intended target. 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. Listen +15. Escape Artist +22. forcing the creatures into specially prepared magical cages. Price 11.800 gp. Special Attacks: Improved grab. Dodge. (4 squares). though specimens half that size are far more common. Mobility. Craft Wondrous Item. however. resistance to electricity 10 and fire 10. care whom they attack. Weight 4 lb. since their lack of communication makes it extremely difficult to track the killing back to its sponsor. Demons (or even mortals) wishing to use spineseekers in this manner trap them in containers known as stasis cages (see the sidebar for details). +7 Dex. a hundred spiky legs. Cha 8 Skills: Climb +18. They cannot be reasoned with and know nothing of mercy or compassion. Anything within a closed stasis cage is affected by a temporal stasis spell (caster level 17th). Spot +15. a spineseeker attempts to attach itself to the creature’s spine. a spineseeker attempts to force the creature to hurt itself or fight against the spineseeker’s enemies. Evil. A spineseeker’s dull gray body can reach a length of 4 feet. Some demonologists theorize that they communicate with each other when in rut by attaching themselves to other creatures. More devious mass of stomach demons can be seen at the heart of mouths similar to those of lampreys.Volume 1: Armies of the Abyss Spineseeker Small Outsider (Chaotic. allowing items or creatures up to Small size to be placed within. The stasis cage can be used only once. spinelatch. six insectoid wings. One side is hinged. Once it has controlled a victim with its puppetmaster ability. while at the same time controlling its motor functions. Survival +0 (+2 following tracks). Will +8 Abilities: Str 16.

Caster level 9th. swim 40 ft. To do so. Failure indicates that the spineseeker has controlled the creature’s body. Wis 12. A Stygian interloper’s natural weapons. but the interloper can retain the form indefinitely. Caster level 14th. It does this by isolating a memory imprint from the magical waters—a record of the life of the stricken individual. touch 11. the spineseeker makes a grapple check. Special Attacks: Assume identity. damage reduction 5/good. Styx immunity. detect good. bizarre lizard-like fiends that inhabit the river. Spinelatch (Ex): A spineseeker that has grabbed its opponent positions itself over its enemy’s spine and tries to latch onto it. feeblemind (DC 14). and the spineseeker-victim hybrid takes its own action in place of the desired action. When faced with other creatures or memories. however. 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. their memories flow from their minds into its waters. Spell-Like Abilities: At will—crushing despair (DC 13). stolen memories to the exclusion of nearly everything else. Listen +10. it tries to plane shift away from overwhelming danger. Stygian interlopers speak Abyssal and Common (as humans are some of the most frequent victims of the Styx). “returning” to the Material Plane to spread chaos in mortal guise. allowing it to control the creature’s movement (but not its mind or speech). 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. a spineseeker must hit a Medium or smaller opponent with two or more bite attacks. Chaotic. swarm to these memories. immunity to cold and poison. Ranging in coloration from dull green to deep blue. tongues. electricity 10. Improved Grab (Ex): To use this ability. Saves: Fort +7. Since their natures drive them to spread havoc. sullying reputations..A spineseeker’s natural weapons. Extraplanar) Hit Dice: 6d8+12 (39 hp) Initiative: +5 Speed: 30 ft. inhaling them deep and relishing the play of recollecting thoughts for the very first time. interlopers spend nearly all of their lives submerged in the waters of the Styx. telepathy 100 ft. threatening a coup de grace unless its opponents leave it alone. Will +8 Abilities: Str 12. 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. they often find themselves at the sharp end of a blade. water breathing. in a sense becoming that person. and betraying confidences. Int 12. feet and an 75 . Once it has latched onto an enemy’s spine. 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). mirror image. Diplomacy +15. darkvision 60 ft. concerning themselves with This creature appears reptilian and has webbed reliving the lives of others through elongated. as well as any weapons it wields. If it can. (6 squares). Combat Stygian interlopers do everything they can to avoid physical combat. When confronted with violence. Disguise +19 (+21 acting). +7 natural). carried away by the current to some unthinkable corner of the underworld. Stygian interlopers. The save DCs are Charisma-based. are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Forgery +10. using its Dexterity bonus instead of its Strength bonus. Bluff +19. No magic short of direct divine intervention can return the lost memories of someone whose identity has been stolen by a Stygian interloper. Con 14. Improved Initiative. as well as any weapons it wields. a Stygian interloper attempts to fight its weakest opponent into unconsciousness. spell resistance 15. are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. biting through the skin of the back and gripping the vertebrae with its serrated teeth. resistance to acid 10. Stygian interlopers care little for Abyssal politics. Controlled creatures must make a Will save (DC 15) each time they wish to engage in an action other than speaking (including doing nothing). Spell-Like Abilities: At will—detect thoughts (DC 14). Volume 1: Armies of the Abyss Stygian Interloper Medium Outsider (Aquatic. Ref +6. Evil. spell-like abilities Special Qualities: Amphibious. Before taking its size into account. it assumes the form of the amnesiac individual. where they remain relatively safe from everything but other Styx-dwelling fiends. Armor Class: 18 (+1 Dex. 1/day— plane shift (self and 50 pounds of equipment only). Dex 13. and fire 10. taking delight in destroying family bonds. The interloper gains all of the stricken individual’s memories. Cha 14 Skills: Balance +10. a spineseeker’s grapple check for purposes of a spinelatch attack is made at +19. When an interloper finds memories of a particularly interesting life. Puppetmaster (Su): A spineseeker that has established a spinelatch can wind its tendrils into the opponent’s spinal cord. Spot +10. Hide +10. 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 interloper does its best to integrate itself into the mortal’s forgotten life. This ability works like alter self (caster level 18th). The save DC is Charisma-based./5 ft. 3/day—displacement. Neither qlippoth nor demon. telekinesis (DC 14). wide-mouthed skull. they rely upon their tongues spell-like ability to get by. The save DC is Charisma-based. Sense Motive +10. The victim suffers 1 point of Constitution drain for every round in which the spineseeker is attached to its back. Swim +9 Feats: Dodge.

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

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

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

exist where the raw stuff of chaos touches the Abyss. For each round of combat. Con 15. 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. roll 1d6. Warped ones are more chaotic than they are evil. amidst the infinite pools of corrosive oozes.000 gp. Spot +10.Construction A vulcan demolisher’s body is made of an iron-adamantine alloy. Once per day. Warped ones dwell. The effects of these boosts last until the next round and next roll. The similarity between this creature and blurry and insubstantial. Climb +15. All opponents in the affected area must attempt a Will save (DC 16) or be affected by confusion for 1d4 minutes. requiring at least 10.000 XP. for they are raw The creature before you is hard to distinguish. During the process of smelting. caster must be at least 20th level. demon traits. polymorph any object. on the layer controlled by The Lord of Many Forms. One day soon. chaotic energy in a 30-foot spread. There. 21-30 HD (Large) Level Adjustment: — Warped ones.000 gp + 10. you may use the Unholy Warrior’s Handbook Table 1-6: Mutations on page 19 if that book is available to you. Their plan consists of sneaking in chaos beasts a few at a time. insane Saves: Fort +9./5 ft. its features shift the chaos beast is not incidental. Knot (3-18 plus 1d4 chaos beasts) Challenge Rating: 8 Treasure: None Alignment: Always chaotic evil Advancement: 11-20 HD (Medium). Knowledge (the planes) +14. warped ones summon random creatures instead of demons. Combat Warped ones rush into the thick of combat. Wis 5. twisted demons and other raving inhabitants. geas/quest. for the most part. Volume 1: Armies of the Abyss Warped One Medium Outsider (Chaotic. This spell-like ability functions as if cast by a 13th-level sorcerer. Cha 13 Skills: Balance +3. 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. Survival -3 (-1 other planes). and finally a one is said to have sprung from the demon before cycling through a torrent of other features. Hide +16. Each round they remain in the area of the corruption field. Random traits (Sp): Warped ones constantly change and warp thanks to the raw chaotic energies at work within them. Ref +8. wish. Will +6 Abilities: Str 15. with a malevolent streak that makes them especially nasty. The effects of these corruptions/mutations last for 1d12 rounds. a warped one has a 50% chance 79 .000 gp. gradually building an army. Use Magical Device +13. Iron Will. they are the favored choices for martially inclined thaumaturgists. 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). Evil) Hit Dice: 10d8+20 (65 hp) Initiative: +1 Speed: 30 ft. While you watch. a fox. Once the component parts have cooled. Use Rope +0 (+2 with bindings) Feats: Dodge. (6 squares) Armor Class: 20 (+1 Dex. appearing violence. Price 250. Int 13. Special Attacks: Corruption field. corrupting and warping as many opponents as they can. scarcely containable. Listen +10. Escape Artist +14. other—exactly which way the genes flowed is up for debate. but the warped one can reactivate it as a free action. the warped ones plot and plan to seize and corrupt other portions of the Abyss. The save DC for this ability is Charisma-based. then a serpent. Stealthy Environment: The Abyss Organization: Solitary. Mobility. CL 20th. they rip apart those foes that did not succumb to their field. Alternatively. Pair. as to that of a basilisk. also known as pertubatio demons. touch 11. Move Silently +16. +9 natural). assembling the golem requires a DC 20 Craft (armorsmithing) or DC 20 Craft (weaponsmithing) check. and add various noxious chemicals and poisons costing at least 30. Blur (Sp): Warped ones are protected as if under the effects of blur. They are destructive and capricious. Once chaos takes hold. Extraplanar. Jump +4. Cost 125. It can be suppressed. summon Special Qualities: Blur. Demon. and consult the table below. the craftsman has to spill the fresh blood of a trumpet archon into the molten metal. Tumble +14. Dex 13. meteor swarm. immune to critical hits and transformation.000 pounds of raw material. random traits. 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. Corruption Field (Su): Warped ones are beings of a raw chaotic energy with just enough evil to be truly dangerous. Craft Construct (see MM). Falling somewhat outside the traditional roles of other demons.

Essentially. Eggs (Ex): After the whore’s curse attaches itself. Any divination spell or psionic power used on a warped one causes this damage. boggling the minds of those who speak with them. An attached whore’s curse is effectively grappling. have no grandiose ambitions. flatfooted 18 Base Attack/Grapple: +1/-4 Attack: Bite -4 melee (attach) Full Attack: Bite -4 melee (attach) Space/Reach: ½ ft. dealing 1d4 points of Charisma damage to the person attempting to do the contact. . Whore’s Curse. eggs Special Qualities: Darkvision 60 ft. Int 1. as noted above. +12 Dex). touch 30. To remove an attached raptu. These two demon lords. they relegated it to a simply nasty way to destroy those who dally in illicit love. typically initiated by an evil prostitute. Considering how small this creature is. Cha 1 Skills: Hide +35 Feats: Skill Focus (Hide) Environment: The Abyss Organization: Solitary.. the victim is unaware of the parasite. demon traits Saves: Fort +1. Any attempt to contact these demons telepathically or magically produces a backlash effect. because only the first egg planted is a Raptu. The whore’s curse is the product of a union between Marbas and Socothbenoth. To determine the nature of the aid. with the rest being just normal spiders. In most cases. Raptu speak no language. or Raptu as many know it in the Abyss. the target is only aware of the demonic parasite by a successful Spot check against the raptu’s Hide check. Knowing this. they thought the creature to be a valuable spy. losing its Dexterity bonus to AC. spilling forth a swarm of spiders. Dex 34. but its sheer evil and demonic nature guarantees its placement among the other demons./0 ft. Attach (Ex): If the whore’s curse hits with a touch attack. they merely wish to plant their eggs beneath the skin of its host before dying. At first. 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. the opponent must achieve a pin. another whore’s curse is born dormant until another sexual encounter occurs. Evil. Insane (Ex): Warped ones have completely chaotic and jumbled thoughts that follow non-linear pathways. in a lust-filled embrace spawned this miniscule demon. One cannot strike an attached raptu with a weapon. Wis 1. Whore’s curse has a +16 racial bonus to grapple checks. Immune to transformation (Ex): Warped ones are immune to all polymorphing and petrification spells and effects. Extraplanar) Hit Dice: ½d8-1 (1 hp) Initiative: +12 Speed: 5 ft. but holds on with great tenacity. the eggs the raptu plants hatch. at which time the raptu attaches onto the new host. treating the target of the attack as helpless and otherwise distracted. They are particularly nasty. After a number of days. These fiends transmit themselves from a host to another host during an intimate encounter. the victim finds the infestation and plucks the demon off of the skin. Special Attacks: Attach. 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. (1 square) Armor Class: 30 (+8 size. The swarm immediately attacks the victim. attempting to strip all the flesh from its body. all of its eggs hatch in 1d3 days forming into a spider swarm (see the MM). it uses its myriad legs to latch onto the victim’s soft flesh. Will -3 Abilities: Str 1. but after learning of its other qualities. Con 8. Once the raptu gains a pin. Demon. but he or she may grapple with it. Ref +14. included above. it lays its eggs just beneath the surface of the skin. A tiny little spider with the head of a lascivious woman writhes in ecstasy on the tip of your finger. Combat 80 The raptu attacks in the midst of a physical encounter between a carrier and a new host.Volume 1: Armies of the Abyss of summoning assistance. they take pleasure in what happens after the eggs hatch. In addition to the spiders. roll 1d20 on the table below.

Volume 2: Hordes of Gehenna Hordes of Gehenna 81 .

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

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

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

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

/5 ft. When on the Material Plane. that moment is incited and inseminated by the elite whisperers of the circle called the abandoned dreams. finds or is aided in finding the will to not give up hope) or its subject is dead. with tearing claws trailing from its spindly torment will continue until the abandoned dream is somehow sent arms. haunting and tormenting the dreamer with regret. spell resistance 17. not you. Forgery +4. Sense Motive +15. Set it aside. (6 squares) (perfect) Armor Class: 18 (+5 Dex. Infernal. Diplomacy +18. whispering to her shadow day and night to help foster this depression. telepathy 120 ft. Abandoned dreams are seven feet long in their true form. Will +9 Abilities: Str 12. Listen +13. There it becomes the embodiment of the dream. the abandoned dreams attacks are considered evil. Wisdom drain Special Qualities: Alternate form. Concentration +8. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Extraplanar. they recognize weaknesses in mortals that few others would see. and they pounce on the opportunity. Intimidate +14. 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. and future riches—only to withdraw the offer at the eleventh hour. For purposes of damage reduction. Negotiator. Perhaps she was a poor mother who gave up on a better life for her child. Special Attacks: Improved Grab. “You could never do that. it establishes a hold and can drain its target’s Wisdom (see below). Shapechanger) Hit Dice: 6d8-6 (21 hp) Initiative: +5 Speed: Fly 30 ft. daemon traits. Disguise +17 (+19 acting). damage reduction 5/good. They see when a person is prepared to forget her cherished hopes for a better tomorrow. darkvision 60 ft. the abandoned dream will come to her at her lowest and offer her a hand up for her child—an apprenticeship. Evil. If it wins the grapple. Ref +10. It was a foolish idea. 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.Volume 2: Hordes of Gehenna Chapter Six: Creatures of Gehenna Abandoned Dream (Whisperer of Sloth) Medium Outsider (Daemon. broken promises and wasted potential are the daily currency. You don’t even want to. Con 8. Hide +14. spelllike abilities. schooling. they assume forms as necessary to carry out their sinister tasks. Elven. The watchers eagerly wait for the moment when a mortal turns her back on her dreams. +3 natural). It has no apparent eyes. You were never good enough. or back to Gehenna (the tormented mouth. distended. When a person chooses the path of practicality over idealism—hardened realism over optimism—a great cheer goes up in Gehenna. They speak Common. Combat Though the abandoned dream is a much more insidious evil. and Orc. Int 15. But precious dreams cast aside—those are treasures. They promote the mortal embrace of mundane lives. This sort of Swollen. this creature floats in the air. sometimes the abandoned dream is brought to the Material Plane by the power of that loss. the abandoned dream must hit with its claw attack. were you? Everyone you know is better than you. Knowledge (the planes) +11.” —The whispering of the Abandoned Dreams In the Circle of Sloth. Abyssal. but appears to be watching its surroundings. Survival +6 (on other planes) Feats: Deceitful. it can defend itself if exposed. Cha 17 Skills: Bluff +12.. Gifted with unholy acuity of insight. Halfling. Saves: Fort +4. touch 15. Spot +13. Dex 21. flatfooted 13 Base Attack/Grapple: +6/+7 Attack: Claw +7melee (1d4+1) Full Attack: 2 claws +7 melee (1d4+1) Space/Reach: 5 ft. Quite often. Gnome. Improved Grab (Ex): To use this ability. Dwarven. Wis 18. 86 .

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

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

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

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

the Lieutenants of the Company evidence cunning and ferocity. from which drips something black and smoking. enter their fearsome rages. Extraplanar) Hit Dice: 6d8+21 (48 hp) Initiative: +2 Speed: 40 ft.there is a 50% chance for the footman to enter a blood-chilling fury. Evil. the lieutenant of the company may throw his head back and release an awful shriek that inspires his allies and demoralizes his foes. perhaps. for this ability is Charisma-based. Weapon Focus (halberd) Environment: Gehenna Organization: Solitary. immovable. 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. they command their forces to Battle Cry (Su): As a standard action. touch 12. The save DC is Constitution-based. 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. Combat Lieutenants begin combat with their battle cry. the Lieutenants take it upon themselves to destroy their opponents utterly. It seems to taste the air suffer a -2 morale penalty to all attack rolls and saving throws. they function as if they were humanoids and under the effects of an enlarge person spell. Survival +10 Feats: Diehard. while the lieutenant leaps into the fray. Int 12. wicked tongue that ends in a series of barbs. swinging his halberd with abandon. Cha 14 Skills: Climb +13. Special Attacks: Battle cry. All allies that can hear the battle cry gain a +2 morale bonus to attack rolls and saving throws. All A powerful creature covered in bone and chitin armor-or is it opponents who hear the battle cry skin?-this tall. Ref +7. A lieutenant’s attacks are considered magical for purposes of overcoming damage reduction. stability Saves: Fort +9. 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. Rend (Ex): If a footman hits with both claw attacks. Its body. Lieutenants are seven to eight feet tall. From its mouth flickers an impossibly long tongue. Toughness. Intimidate +11. or otherwise not standing firmly on the ground). Bearing aloft their shining. Summon (Sp): When under a contract and working for an employer. it latches onto the opponent’s body and tears the flesh. Dex 15. damage reduction 5/magic. Will +6 Abilities: Str 19. Wis 12. Listen +10. To this end. They speak Abyssal. Each lieutenant oversees a unit of 20 footmen. arrogant in their power. Footmen often bring in reinforcements to swell their numbers against a dangerous foe. grey creature bears a shining black halberd must attempt a Will save (DC 15) or carved./5 ft. poison. 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. a footman can summon another footman with a 25% chance of success. but when the Companions take on a new foe. hungry for the glory of battle and for greater status within the company. (8 squares) Armor Class: 19 (+2 Dex. 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. perhaps it is simply their nature. Common and Infernal. While most mercenaries seek only to do their job and survive. gain a +2 size bonus to Strength. Knowledge (history) +10. -2 size penalty to Dexterity and a -1 penalty to attack rolls and AC. The save DC with a long. summon Special Qualities: Companion traits. 91 . riding. daemon traits. the lieutenants develop a supreme hatred. from obsidian. the lieutenants command their footmen into battle. Perhaps it is the dark enchantment of the company. This ability functions as a 3rd-level spell. Following the shriek. flying. Jump +13. EnduranceB. Lieutenant of the Company Medium Outsider (Daemon. Ten rounds later. Swim +13. Unit (lieutenant plus 20 footmen). Spot +10. automatically dealing 2d4+6 additional points of damage. covered in chitin. This deformed. They increase to Large size. Stability (Ex): Footmen are exceptionally stable on their feet. command. Its arms end in wicked claws and its legs are rooted to the ground. Diplomacy +11. Con 17. When they enter the fearsome rage. grey creature appears to have been created for one purpose only: warfare. +7 natural). displays no weaknesses. See the PHB for more details on this spell. an ear-splitting shriek that carries quite a distance. 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.

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

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

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

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

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

Atk +1 longsword +9 melee (1d8+3/19-20). The stolen XP determines the evil twin’s “level.This example uses an 8th-level human aristocrat as the base creature. Evil twins typically have average hit points per die. leaving itself exposed and open to attacks. SV Fort +6. Con 14. Sense Motive +10. the negative levels are permanently lost. Str 14. Improved Unarmed Strike. Alignment: Always neutral evil Level Adjustment: — Combat This evil twin plots to discredit and destroy his former host. Abilities: The evil twin has all of the same abilities as the base creature. Evil twins target prideful humanoids and monstrous humanoids exclusively and seize one-half of the base creature’s experience points for their own. AL NE. Init +5.250 gp In a horrific sound of tearing and screaming. as defined on page 85. though it gains all the weapon proficiencies of the base creature and typically employs the same combat techniques as the base creature. its unarmed attacks only deal subdual damage and will provoke an attack of opportunity. Armor Class: The evil twin gains any natural armor bonuses of the base creature. cackling with laughter and glee. having a base attack bonus equal to its Hit Dice. So. the negative levels are lifted and stolen XP returns. the evil twin likewise has access to these spells. If the base creature had spell-like abilities. but only at a level equaling the evil twin’s Hit Dice. Spot +10. Listen +10. the evil twin relies on weaponry. Wis 8. Full Attack: As with a standard attack above. evil and native subtypes. with all other skills as cross-class skills. Human Ari 8: CR 7. Any levels the evil twin attains after its creation are determined normally. Size and Type: The evil twin is an outsider of the same size as the base creature. Special Attacks: The evil twin gains all special attacks of the base creature including special attacks awarded by the base creature’s character classes. +1 heavy steel shield. Skills: The evil twin gains skill points as an outsider and has skill points equal to (8 + Int modifier) X (HD + 3). although the same is not true for the base creature. If it defeats a foe. Creating an Evil Twin As evil twins lack form prior to their growth out of the base creature. their twin’s spell books.” while reducing the effective level of the base creature in the form of negative energy levels. Improved Initiative. Consult the DMG for details on negative levels. Speed: Evil twins move at the Speed of the base creature. In addition. If encountered in combat. The evil twin may not exceed the ranks the base creature devoted to a particular skill. although not on any Inner or Outer Planes. Weapon Focus (longsword). Otherwise. and gains all other types of movement enjoyed by the base creature. In addition. it gains the daemon. Unless the base creature has natural weaponry. An evil twin uses all the base creature’s statistics and special abilities except as noted here. regardless of the base creature’s class. touch 11. Great Fortitude. Attack: The evil twin fights as a fighter. effectively having good saving throws for all three. BAB +6. although the same is not true for the base creature. it likes to keep its enemies alive to torture. Feats gained in excess of those awarded by its Hit Dice count as bonus feats. a daemon having stolen XP enough for a 5th-level character has 5 Hit Die. Will +5. it fights recklessly. Sense Twin (Su): Evil twins always know the direction their twin lies and the distance between them. Challenge Rating: Equal to the base creature’s ECL (if a PC) or CR if NPC. with no regard for itself. Skill Focus (Bluff). Grp +8. Intimidate +5. Sense Twin (Su): Evil twins always know the direction their twin lies and the distance between them. If the base creature had levels in a spell-casting class. including any derived from character classes. Cha 16 Skills and Feats: Bluff +17. 5. although not on any Inner or Outer Planes. Diplomacy +18. Pulling itself out of his flesh is an exact copy of the arrogant lord. hp 52. +3 +1 heavy steel shield). The knowledge extends to anywhere on the Material Plane. HD 8d8+16. 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. they have no statistics outside of those conferred by the base creature. flatfooted 22. Dex 12.. albeit as a caster whose level equals the evil twin’s Hit Dice. his body arched in pain. Disguise +3 (+5 acting). Full Atk +1 longsword +9 melee (1d8+3/19-20). Ref +3. and fighting to the death. Spd 20 ft. The evil twin may select skills of the base creature as class skills. AC 23 (+1 Dex. +9 +1 full plate. If the evil twin dies by any hand or circumstance other than the base creature. the noble falls to the ground. Int 10. the evil twin has daemon traits. unless the base creature provides access to natural weaponry. Possessions: +1 full plate. or a class ability replicating the feat. Saves: The evil twin makes saving throws as an outsider. The knowledge extends to anywhere on the Material Plane. 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. Feats: The evil twin gains all of the feats of the base creature. if the base creature vanquishes its evil twin. +1 longsword. of them except for ones with the good descriptor. the evil twin has access to all 97 .

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

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

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

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

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

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

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

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

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. they feast on the target in revenge for “stealing” what was once theirs. All the cattle. surviving with bright eyes. Wis 10. Hunger (Mercenary of Gluttony) Medium Outsider (Daemon. and soft fur hungers and the captive attackers covering much of its body. Medium or Large creature with its tentacle attack./5 ft. Hoarders cast this spell as a 15thlevel caster. the children. Once in place. They ate it all. flatfooted 13 Base Attack/Grapple: +3/+5 Attack: Bite +5 melee (1d8+2) Full Attack: Bite +5 melee (1d8+2). the hoarder attempts a Concentration check opposed by the target’s Will save. these creatures feed on one another. Spot +4. teeth and screams. suddenly transforms into a slavering monstrosity as its nostrils grow wide. Plane shift (Sp): A hoarder can plane shift from Gehenna to any other plane. 2 claws +3 melee (1d6+1) Space/Reach: 5 ft. until either the host dies (0 Con). the host is reduced to negative hit points. sniffing the air for flesh. Constitution Drain (Ex): Every round the hoarder possesses a target it drains 1d4 points of Constitution. Knot (3-10). or any other forms of attack. but only to a target that has committed some act of greed so severe that it catches the hoarder’s attention. a plague of hunger break through to other planes. Each round the host may attempt a new Will save opposed by the hoarder’s Concentration check. holy word. the daemon typically flees. 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. using all of its own attacks and those of the host creature. Improved grab (Ex): To use this ability. glide. scent Saves: Fort +3. and may not use spells. is a mewling creature.” —Survivor Like lice. vaguely Once the conflict ends. Instead. it attempts to possess the greedy person responsible for calling it. Born from pustules that form in the giant sweating folds of the Exarch’s flesh. In the instance of an invasion into the Circle of Gluttony. Con 12. To possess a target. daemon traits. (6 squares) Armor Class: 14 (+1 Dex. Int 3. the possession transforms the target creature into a horrific mass of tentacles. Will +2 Abilities: Str 14. The hoarder controls the host’s actions. Draconic (the language of great treasures). unable to walk the world to seek new ones. Cha 5 Skills: Climb +6. humanoid in appearance. Ref +3. 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. draining the creature of its Constitution (see below). it establishes a hold and automatically deals tentacle damage with all six tentacles every round until the victim can break the hold. Hoarders speak Common. Yungo dispatches these fiends to devour his enemies. A hoarder’s attacks are considered both magical and evil for purposes of overcoming damage reduction. dispel evil or other applicable magic. +3 natural). or affected by magic such as dismissal. Such drain is permanent and may only be restored through restoration or more powerful magic. If the hoarder succeeds. damage reduction 5/good. The hoarder remains. Occasionally. as well as anything else they can find. Extraplanar) Hit Dice: 3d8+3 (16 hp) Initiative: +1 Speed: 30 ft. the hunger crawl all over the molten mounds of flesh that is the Circle of Gluttony. unable to hold any of their many treasures. If it wins the grapple check. using their many tentacles. Combat Hoarders begin combat by attempting to possess a particular target that has offended them. The host creature can only make melee attacks. Evil. Hoarders are about eight feet long. Listen +4. their screams echoing throughout reveals masses of flesh. Abyssal and Infernal. while his other forces rally together to repel the majority of the invaders. the hoarder must hit a Small. perhaps for gliding. the grain. Possession (Su): When a hoarder first crosses over from Gehenna into the Material Plane. If the host succeeds in repelling the hoarder. With the movement of its arms. TrackB Environment: Gehenna Organization: Solitary. . wiping out all they come across in a mad and desperate attempt to feed before being fed upon. They exist in the greatest concentrations near Yungo’s mouth. Survival +4 Feats: Multiattack. They speak no languages. in search of the loose bits of tissue that the Exarch misses in his own constant search for food. Special Attacks: — Special Qualities: Appetite. Pair. spell-like abilities. they must slither on the ground. They are accursed in form. 106 Hungers are five feet tall. lashing out at any nearby targets. touch 11. Its mild nature Gehenna. the house.Volume 2: Hordes of Gehenna a beaten up old coin lying on the road may draw a horde. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Dex 13. it combine for a massive feast. everything.

In fact. Extraplanar) Hit Dice: 5d8+15 (38 hp) Initiative: +2 Speed: 30 ft. (10 ft. immune to disease and poison Saves: Fort +7. and Infernal. The fickle Exarch of lust. Weapon Focus (Gut Tendril) Environment: Gehenna Organization: Solitary. touch 12. damage reduction 10/good and magic. In’nassi created the impregnators to be the perfect melding of lust and battle. ending in a slavering attacks are considered both magical penetration of the creature’s horns. When an infernal lord graces her chambers. Dex 14. Glide (Ex): Hunger have loose folds of skin under their arms. Common. skeletal but its body is quite muscular. her minions fight the forces of Hell. Cha 13 Skills: Climb +12. Her reason: each impregnator possesses a diseased. They are always eager for battle. they often stop to eat it. they crave physical satisfaction. switches sides in the war between Hell and the Abyss regularly. 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). 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. For the purposes of overcoming damage reduction. If the hunger fails the save. impregnating parasites. has ruptured its abdomen. desire fulfillment. (6 squares) Armor Class: 20 (+2 Dex. Pair. it is quite a soft stomach tissues. trip Special Qualities: Daemon traits. the hunger must make a DC 20 Will save to resist the urge to start eating the corpse immediately. Appetite (Ex): If a hunger drops an opponent. Listen +8. which are kept razor sharp for this express purpose. Edgyll Marigand The life of an impregnator is brutish and short. Int 5. Ref +6. Swim +12 Feats: Improved TripB. As and evil for purposes of overcoming this horrific and malicious act is the mouth. tearing apart their foes in a peculiar ritual. they gain a fly speed of 30 feet for 1d4 rounds before landing on the ground. between five and a half and six feet. infected enemies’ intestinal tracks A humanoid figure with a spire of ram’s horns. There is no limit to what the hungers can eat. Will +4 Abilities: Str 18.Combat Hungers focus on one enemy at a time.” Impregnators are as tall as the average adult human. to the exclusion of all else. its face is it rams its horns down through their or bellies with writhing maggots. they can only be satisfied in battle. Combat 107 . it ravenously eats the body. easing the shapely creature except that a tentacle. The impregnator’s greatest pleasure is piercing flesh with its horns. They can never ascend while gliding. If only it were so simple.” – Contemplations of Creatures. / 5 ft. path to ecstasy for the impregnator. Evil. If they drop from a height. They speak Abyssal. In’nassi. do so in ways that we might comprehend. Power Attack. sent to die as they aid the campaigns of her lovers. An impregnator’s This softens the stomach. based on her current choice of lover. Victims so consumed may only be restored to life by resurrection or more powerful magic. But they have no sexual organs with which to achieve this gratification. Volume 2: Hordes of Gehenna Impregnator (Mercenary of Lust) Medium Outsider (Daemon. Once they defeat a foe. +8 natural). On subsequent intestine of their foes. Determining that the creatures of the Circle of Lust were not as well suited to battle as those of the Circle of Wrath. it will do everything it can to accomplish its goal—making these beasts incredibly effective warriors. with gut tendril) Special Attacks: Parasites. Like all daemons of their circle. Spot +8. Wis 11. the hungers natural attacks and any attacks made with weapons all count as evil. When she beds a demon lord. Against tripped opponents. Jump +12. 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. The impregnators are In’nassi’s soldiers in the war. but never take damage from a fall. biting rounds. hoping to enter into one or more of what they call their “unions. 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. and ignores any attacks on it and anything else for that matter. powerful charge (2d6+6). Con 16. It takes 4 rounds per size category above small for the hunger to devour its victim. damage reduction. Gore +4 melee (1d6+2) Space/Reach: 5 ft. they must oppose the demon armies.

Making the impregnator patriarchs even more dangerous. crit 18-20). the victim may attempt a new Fortitude save to resist the ability drain. Con 20. damage reduction 10/good and magic. immune to disease and poison. usually twelve feet high. with gut tendril) Special Attacks: Falchion of desire. To make sure they do her bidding. gore +12 melee (1d8+4) Space/Reach: 10 ft. touch 12. trip Special Qualities: Daemon traits. allies may move to for purposes of overcoming damage from its stomach. powerful charge (2d8+12). Wis 13. otherworldly maggots infest the wound. Power Attack. The victim is entitled to another Will save . Upon a successful gut tendril attack. Draconic and Infernal. Powerful charge (Ex): On a charge action. Creatures of pure devotion. Evil. If the attempt fails. Swim +21 Feats: Cleave. Ref +9. Listen +14. spell resistance 23 Saves: Fort +12. It holds a gleaming falchion and. This towering humanoid has a skeletal head topped with the patriarch impregnator to do with An impregnator patriarch’s attacks massive ram’s horns. the opponent cannot react to trip the impregnator. 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. all Strength and Constitution checks are made at a -6 circumstance penalty. rising as it will. not just the belly. are three writhing tentacles. Intimidate +16. the disease of which can cause the entire body. parasites. Int 9. blinding lust—the very essence of the Exarch herself. his eyes fixed a flood of melee attacks. 21+ HD (Huge) Level Adjustment: — In’nassi is not usually present as her servants aid her lovers. Tripped on the patriarch. Impregnator patriarchs are very tall. +13 natural). / 10 ft. Impregnator Patriarch (Mercenary of Lust) Large Outsider (Daemon. Cha 17 Skills: Climb +21. to snap victim out of the state. Great Cleave. followed by victim begins to undress. Will +8 Abilities: Str 26. 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. 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. They open combat with a powerful charge attack. 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. victims find themselves kicking at the victim presents its abdomen for the end of the impregnator’s horns. Extraplanar) Hit Dice: 10d8+50 (95 hp) Initiative: +2 Speed: 30 ft. The save DC is Constitution-based. to become impregnated with maggots. Common. Improved TripB. When fully disrobed. For as long as the maggots infest the character. Jump +21. The parasites can only be removed by remove disease or heal. (6 squares) Armor Class: 25 (+2 Dex. and all of them wield a special blade crafted by In’nassi herself. as a full-round action to try reduction. Knowledge (the planes) +12. they are the sometimes lovers of their Exarch and would gladly die to please her. crit 18-20) Full Attack: +1 large falchion of desire +19/+14 melee (2d6+13 plus desire. each of which assist. The impregnators. Spot +14. Orgy (Patriarch plus 4-8 impregnators) Challenge Rating: 12 Treasure: None Alignment: Always neutral evil Advancement: 11-20 HD (Large). 3 gut tendrils +13 melee (1d6+4 and parasite). the victim must attempt a Fortitude save (DC 15) or strange. Weapon Focus (Gut Tendril) Environment: Gehenna Organization: Solitary. A blow from these ensorcelled falchions fills the victim with pure. they possess three striking maw tentacles. (15 ft. she sends one of her trusted impregnator patriarchs. Impregnator patriarchs speak Abyssal. 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. end in a grinning maw filled with razor-sharp teeth. flatfooted 23 Base Attack/Grapple: +10/+26 Attack: +1 large falchion of desire +19 melee (2d6+13 plus desire.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. Dex 14. During the time that the are considered both magical and evil victim undresses. Each succeeding minute.

Power Attack. damage reduction 5/magic. For the purposes of overcoming damage reduction. But they are not easily reached by even the mightiest. the jageth specialize in taking up positions before the doors they protect. Deeper within the vaults. defensive stance. has hidden away in the vaults of his circle the wealth of a thousand nations. they set their feet into a defensive stance. Will +5 Abilities: Str 20. Hoarded over millennia. each guarded by an army of jageth. Survival +9 Feats: Alertness. and those made with weapons. they batter their foes with their massive arms. preferring instead to defend a position they are ordered to protect. Ref +6. large great this creature’s arms look capable of crushing stone. Mytaxx. Dex 13. the vault doors do not yield and are guarded well. Troop (3-12). Once set. Sense Motive +13. Darkvision 90 ft. 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. 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. Volume 2: Hordes of Gehenna Jageth (Mercenary of Greed) Large Outsider (Daemon. the weapon dissolves into a pile of stinking excrement. When attacked. Diplomacy +0. Most jageth create glaives as indicated in the stat-block above. otherworldly maggots infest the wound. Powerful charge (Ex): On a charge action.. keeping it well rooted to the ground. +10 natural). Parasites (Ex): The impregnator patriarch’s gut tendrils carry a deadly parasite that makes short work of the host it infects. Upon a successful gut tendril attack. Fierce warriors. Its axes. Wis 11. protect the Circle of Greed and they yield for no being other than Mytaxx himself. For as long as the maggots infest the character. Glaive (Su): As a free action. garnering a number of combat enhancements. Yes. The vaults themselves have fifty chambers. Intimidate +7. but some employ other weaponry with An imposing figure of brawn and sinew standing ten feet high.with a +2 circumstance penalty. they will have this well-armed and implacable enemy to deal with in great numbers. The save DC is Constitution-based. Listen +11. Int 7. The parasites can only be removed by remove disease or heal cast on consecrated ground. touch 10. 109 . the victim must attempt a Fortitude save (DC 20) or strange.” —Atlas of the Spheres by the Great Sage Turgon The golden miser. 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. The servants of the miser. the victim may attempt a new Fortitude save to resist the ability drain. the same magical enhancements. Evil. Legion (100). There they are able to set themselves against any assault with their three mighty legs. Few can dupe a jageth into allowing unauthorized individuals past its post. The save DC is Charisma-based. Each succeeding minute. (15 ft. such as large greatswords. 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. count as magical. Spot +11. Con 16. Should anyone try to plunder the inner vaults of Mytaxx. Cha 7 Skills: Climb +18. 13-18 HD (Huge) Level Adjustment: — “If it is wealth unimaginable you seek. then nowhere in all the spheres will serve you better than the golden vaults of Mytaxx. as the tentacles on their bodies taste emotions—hence the racial bonus to Sense Motive. jageth natural attacks. Army (1-10 legions) Challenge Rating: 4 Treasure: Standard Alignment: Always Neutral Evil Advancement: 7-12 HD (Large). the jageth are armed with magical weapons from the hoard. or just about anything else. If the attempt fails. Extraplanar) Hit Dice: 6d8+18 (45 hp) Initiative: +1 Speed: 30 ft. head is encased in a heavy coat of bone and it has three legs Should the jageth fall in combat. jageth can form a magical weapon from their bodies. Mytaxx’s riches are the stuff of legend. for before those impenetrable gates the jageth reside. 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. the opponent cannot react to trip the impregnator patriarch. Combat Jageth rarely instigate combat. (6 squares) Armor Class: 20 (+1 Dex./10 ft. stability Saves: Fort +8. the Exarch of Greed. Weapon Focus (Bite) Environment: Gehenna Organization: Solitary. with glaive) Special Attacks: Glaive Special Qualities: Daemon traits. -1 size. Pair. the jageth. all ability and skill checks are made at a -8 circumstance penalty.

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

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

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

the maodon. Wis 11. where they have access to better treasures. They usually position these sheets to snare flying creatures but Maodon are about seven feet across. and then scuttle forward to inject a powerful climb speed and can pinpoint the location of any creature touching its web. and the first thing the wriggling 113 . Volume 2: Hordes of Gehenna Combat Morning’s Plague (Watcher of Lust) Small Outsider (Daemon. Con 17. A maodon can move across its own web at its a web over their opponents. Survival +6. Approaching creatures must succeed on a DC 20 Spot check to notice a web. web. The watchers come to know the faces of these dark shadows. The victim must attempt Skills: Maodons have a +4 racial bonus to Hide and Spot checks. can also try to trap prey on the ground. Both are standard actions. and is effective against targets up to and gold and platinum and jewels in Gehenna.Web (Ex): The maodon can generate silk strands as a spider. (4 squares) Armor Class: 18 (+1 size. Move Silently +13. at least in this—in Gehenna these pure acts of lust are observed with great interest. ancient and terrible. with the morning’s plague taking root in the secret parts of their bodies. These mortals’ acts of lust plant seeds for the visitation. They speak Infernal and Abyssal. on which it At first glance. This is excruciatingly painful. Evil. They will fiercely protect these webs. and they remember them. Hide +13. Each 5-foot section has the 6 hit points. In general. they stumble into it and become trapped as though by a successful web attack. emerge Special Qualities: Daemon traits Saves: Fort +6. touch 18. modifier for Climb checks. The most its maneuverability. lust. But… this has humbled me to my core… I did not expect to feel it. And perhaps they are right. Ref +10. They say these empty acts of fornication are sinful and will lead to misery in the end. A maodon can always choose to take 10 on damage.” —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. even that generated by magic. 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). They record in the ledgers the names of those who commit acts particularly lascivious and shameful. Special Attacks: Parasitic gestation. +7 Dex). Poison (Ex): The maodon has a poisonous bite. it is clear that it has humanoid features. just like a webThe maodon seek out isolation where spinning spider. This is similar to an attack with a net but has a maximum range of often include their favorite treasure: children. the poison paralyzes the victim for 1d4 minutes. or burst it with a DC 15 Strength check. it reinforces the webbing to create a snug cocoon. otherwise. The morning after its lustful host has engaged in his most recent act of libidinous behavior. but upon closer may lower itself from above. hoarding them away and drinking a dram of their blood every night. 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. without pleasure and without purpose—or so say the religious scholars. In addition. Int 4. so one size category larger than the maodon. it is ready to be born into the world. wriggling… coming out of me. even if rushed or threatened. and sheet webs snatch an unwary child to add to their webs. When the morning’s plague is full grown (about three feet long). against the Climb checks. the lustful. While there are magical swords 50 feet. this is a massive spider. Extraplanar) Hit Dice: 3d8+9 (22 hp) Initiative: +7 Speed: 20 ft. Ten rounds later. committing a carnal act of lust. are nothing if not greedy. Escape Artist +13. and one creature of the same size. malicious smile. Maodons use their Dexterity same DC. These carnal encounters mean nothing to them. Other times they are summoned by more powerful daemons and never leave. 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. and then drags the victim back to its See in Darkness (Su): Maodon can see perfectly in any kind of darkness. Dex 24. A single strand is strong enough to support the maodon prominent of these is its dark. Cha 1 Skills: Climb +6. which will times per day. and a +8 a DC 11 Fort save or take 1d3 points of temporary Strength and Dexterity racial bonus to Climb checks. maodon prefer the Material Plane. Every time the mortal gives in to temptation. They often begin by throwing have damage reduction 5/—. can throw a web eight they can build massive webs. flatfooted 11 Base Attack/Grapple: +3/-1 Attack: Bite +11 melee (1d6) Full Attack: Bite +11 melee (1d6) Space/Reach: 5 ft. there are no children. the morning’s plague grows a little larger inside him. 7-9 HD (Medium) Level Adjustment: — “I did not expect it—how could I? I have stood unmoved before dragons. Maodon often create sheets of sticky webbing from 5 to 20 feet square. aiding in inspection. paralytic poison. with a range increment of 10 feet. instead preferring to grab while pulling free./5 ft. webs. the victim is entitled to a second save. they are acts of rutting. Once the maodon renders the victim immobile. Use Rope +9 (bindings) Feats: Blind-Fight. The morning’s plague sometimes visits those whose names are best known in Gehenna. Will +3 Abilities: Str 11. the morning’s plague will come out of him while he is urinating.

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

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

The trapped essence within the daemon breaks free from the meat of its carcass to wander mindlessly for a time in Gehenna. Once a target is possessed by the mutilâan. the mutilâan must try to move into an opponent’s space. a limited wish. an outsider’s energy returns to its plane of origin to later reform into some new entity. which. serving the whims of the Golden Miser. One glaring exception exists that calls the entire nature of the lifecycles of outsiders into question. it is transformed (see below) for the day. hording his own treasures and resources. Once a mutilâan possesses the body. but suffers a –2 profane penalty to all attack rolls. they are not selective about what kinds of creatures they occupy. in some ways. the raw evil formerly contained therein reforms into something darker. although they can reduce their mass to three-feet or even less. The base creature gains all the features of the template. to tear them to pieces. breathing in the mists of their incorporeal forms into their own corrupt bodies. faces. cosmosopher Upon destruction. escape ultimate consumption. appearing as a zombie. The easiest way to remove the mutilâan. The Exarchs absorb most of the loose essences. Possession (Su): Mutilâan have the ability to take control over humanoids and monstrous humanoids. Finally. leaving the daemons trapped inside. they desperately want a body to occupy. Exarchs command their mercenaries to hunt free-willed undead. Transform Host (Su): While the mutilâan are in control of the host body. the base creature functions as if it had the zombie template (see the MM for details). First. these daemons yearn to be free from the inevitable consumption they face if they remain in Gehenna. A heightened (5th level) remove curse and a heal spell can permanently destroy the possessing mutilâan. Mutilâan are generally amorphous. in this instance. vapor-like creatures about five-feet in diameter. encounters a living creature. It separates. So desperate are they to get out of Gehenna. These ghostly daemons are the mutilâan. To use this ability. Once inside. except that it does not change its type to undead. which allows them the means to escape their doom. does not provoke an attack of opportunity. sees value in these detached daemons. Combat When a mutilâan. savoring the suffering of all. but lacking a soul. Daemons. is to place (or lure) the victim inside a magic circle against evil pointed inward. if it regains control over its body. before coalescing once more into one condensed mass of transparent limbs. survive. can walk free of the circle. some new manifestation of the plane’s denizens. Mytaxx. however. who quickly take possession of the body. forming into several discrete daemonic entities. The shifting mass of shadowy vapor twists and writhes in its insubstantiality. attempting to break past the creature’s defenses and take control over its body. they swarm towards it. existing in a sort of half-conscious state. If the target fails. One Exarch. when the mutilâan seize control over a host body. their normal statistics resurface. communicating with one another through moans and wails. for they can occupy a host creature. would rather rely on humanoid servants to serve as his army. A few. frees the target of the possessing daemons. 116 .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. however. and other parts. These ends often come together. Each day the victim may attempt a new Will save (DC 15 + number of possessing mutilâan) to assert control. Mytaxx’s minions sometimes kidnap mortal vessels and expose them to the mutilâan. the victim regains control over its body. its personality and experiences are lost as they were contained within the vessel of its existence. Two overriding interests drive the mutilâan. the victim. However. For these reasons. additional mutilâan can attempt to possess the victim in the same manner. skill checks and AC while possessed.” —Siecal Rensforth. more malevolent and. and see if those vessels hide any surprises inside. Once inside. the target is immune to the possession attempt by that particular mutilâan for 24 hours. eventually developing a new personality and motivation. Afterward. On a successful saving throw. Once the mutilâan possess the target. so too do its loyalties and natures. the target takes a –2 profane penalty to its saving throw. the possessing daemon tries to force the host to withdraw from combat. They speak no formal languages. upon their destruction. the body’s movements are slow. For every mutilâan already possessing the body. When a daemon’s physical body dies. The newly possessed bodies function as zombie servants. When the target resumes control. only a few things can remove their presence. The target can resist the attack by succeeding at a DC 15 Will save. more dangerous. and exist in a quasi-real state. saves. Second. the target has intermittent control over its body. When a daemon’s physical body is destroyed. or cloud of mutilâan. wish or miracle.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Volume 3: Legions of Hell Legions of Hell 139 .

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

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

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

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

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

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

(4 squares) Armor Class: 17 (-1 size. prestidigitation. They perform very special duties for Lilith: the corruption and infection of mortal children. darkvision 60 ft. full of stories and magic. neither asakkus nor couatls have confirmed it. Dex 16. spell resistance 23.. Intimidate +5. fly. or corrupt their young souls. Wis 18. The latter is the most difficult to achieve but pleases asakkus the most. Ref +11. If cornered. Asakkus seem like friendly faeries.. those brought about by disease. telepathy 100 ft. infect them with lethal diseases. The save DC is Constitution-based. especially asakku can plane shift (self only). Extraplanar. The asakkus damage 4d4 Wis. immunity to fire and poison. Evil. scorching ray. Will +11 . initial damage 2d4 Wis. Lawful) Hit Dice: 12d8+60 (114 hp) Initiative: +3 Speed: 40 ft. 14-27 HD (Huge) Level Adjustment: +6 Asakkus are servants of Lilith. Will +10 Abilities: Str 19. These deaths. If this is true. Ref +9. immunity to fire and poison. most of which have been noted for their intense savagery. Int 16./5 ft. Gather Information +5. Constrict (Ex): An asakku deals 2d8+6 damage with a successful grapple check against Huge or smaller creatures. with humanlike heads and fanged mouths. 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. They are frequent callers on the Material Plane. Diplomacy +19. shocking grasp. poison. Evil. secondary Those children befriended by asakkus meet one of three fates. Special Attacks: Constrict 2d8+6. touch 12. spell-like abilities. devil traits. 1/ the asakku knows she has served her day—charm person (DC 14). ghost sound When a child plunges a knife into his (DC 13). Survival +4 (+6 following tracks) Feats: Dodge. Fortitude DC 17. +16 natural). asakkus befriend children while their parents toil in the field or the home. as well as any weapons it wields. resistance to acid 10 and cold 10. Since their activities involve the covert slaying of children. Saves: Fort +9. contagion This serpentine creature has clawed forearms and a scaly mistress well. devil traits. +5 natural). +3 Dex. Move Silently +15.Volume 3: Legions of Hell Asakku Large Outsider (Devil. father’s heart of his own free will. (average) Armor Class: 28 (-1 size. (8 squares)./10 ft. Children who are good (DC 17). Improved Grapple. Mortal scholars have noted a certain similarity to the couatl. summon devils Special Qualities: Damage reduction 10/good. Ashmede 146 Large Outsider (Devil. Combat Asakkus use their spell-like abilities to avoid combat if possible. The save DCs are designed to bring despair to the Charisma-based. Two horns curl above its long hair. commonly visiting rural areas. An asakku’s natural weapons. Knowledge (local) +15. fly 60 ft. are Caster level 12th. detect thoughts (DC 15). darkvision 60 ft. evil offshoot of those feathery exemplars of virtue. there are several documented battles between the two. spell resistance 18. Hide +11. and conjecture makes asakkus an ancient. Lord of the Sixth Circle. fast healing 3. However. 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. Lawful) Hit Dice: 9d8+27 (67 hp) Initiative: +7 Speed: 20 ft. Their bodies are long and serpentine. tongue licks out between its spiky teeth. Multiattack Environment: Hell Organization: Solitary or squad (5-20) Challenge Rating: 7 Treasure: Standard Alignment: Always lawful evil Advancement: 10-13 HD (Large). spell-like abilities Special Qualities: Damage reduction 10/good. Cha 16 Skills: Bluff +15. Extraplanar. Once per week an be killed. Sense Motive +16. silent image (DC at heart are more likely to simply humanoid face. see in darkness. Improved Initiative. Concentration +15. the last thing they want to do is rouse the interest of powerful clerics or paladins. Polymorphed into wide-eyed youths or fantastical animals like unicorns. are treated as evilaligned and lawful-aligned for the purpose of overcoming damage reduction. Con 16. touch 12. +3 Dex. Spot +16. In any case. 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. Special Attacks: Fear aura. and tongues. Listen +16. Disguise +3 (+5 acting). see in darkness. drink their blood. Poison (Ex): Injury. fighting is not the primary responsibility of asakkus. Saves: Fort +13. they revert to their true form and fight until they have a chance to escape. Search +15. parents of the slain. Spell-like Abilities: At will—dancing lights. Jump +16. polymorph (self only). and a forked 14). telepathy 100 ft. resistance to acid 10 and cold 10.

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

Fleshtearer Fiendish Dire Bear Huge Magical Beast (Augmented Animal. darkvision 60 ft. are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. smite good Special Qualities: Damage reduction 10/magic. Now full-grown. howling through the sky and landing to reap souls and cause untold destruction. Lord of the Third Circle. freedom of movement. Flight of the Hunters (Sp): Balan can grant the equivalent of the fly spell to each member of his hunt. animal. Balan and Mammon. are great rivals as sportsmen. shapechange. bull. 2d12 hellhounds or hellcats. His body ogreish. horns on his forehead and fury in his eyes. Balan reared this beast himself. Extraplanar) Hit Dice: 17d8+105 (181 hp) Initiative: +0 Speed: 40 ft. Balan supplements this raw savagery with his spell-like Smite Good (Su): Once per day. and the effect lasts until dawn. any weapons he wields. whirlwind (DC 22). Saves: Fort +16. low-light vision. They appear at night. Cha 10 Skills: Listen +12. 3/day—commune with nature. The save DCs are Charisma-based. sinewy shoulders. +10 natural). two 5th-level Balan’s jackals (see page 196). He can also communicate telepathically with any aberration. This ability can only be used after sundown. Diehard. and in the center is that of a man. greater teleport (self and mount only). find the path. 3d12 herlekins with a 50% chance of success. Dex 11. scent. tear them apart. dispel magic. Skills: Balan’s three heads give him a +2 racial bonus on Listen and Spot checks. but the Master of the Infernal Hunt has free rein to continue his merry ride until he’s had his fill of bloodletting. spell resistance 22 148 . Swim +16 Feats: Alertness. 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. Fleshtearer can make a normal melee crowded on his broad. 1/day—unholy blight (DC 18). Balan’s Mount Balan rides a special mount when hunting. Ref +10. Telepathy (Su): Balan can communicate telepathically with any creature within 100 feet that has a language. or 1d3 magugons with a 25% chance of success. touch 8. Improved Grab (Ex): To use this ability. creatures to over a hundred. (8 squares) Armor Class: 18 (–2 size. Fleshtearer must hit with a claw and 1d4 fiendish stags (use bison as the base creature) or fiendish tigers. and his pride and joy. as well as right is that of a ram. Spot +12. 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. dominate animal (DC 17). attack. This is a real treat for the old devil.Volume 3: Legions of Hell Belial also periodically releases Balan and his Infernal Hunt onto the Material Plane. Toughness./10 ft Special Attacks: Improved grab. Each hunt has a special target chosen by Belial (such as a troublesome crusading church). greater magic fang. see invisibility. 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. a fiendish dire bear named Fleshtearer. magical beast. Run. Wis 12. and devils can only speculate what would happen if the two were ever to meet. Con 23. Endurance. ranging in size from a dozen of overcoming damage reduction. on the left is that of a long-horned damage to a good creature. Caster level 18th. The head on the attack to deal an additional +17 Balan’s natural weapons. or monstrous humanoid within range. Mammon leads his own hunt.. no matter how many there are. Fleshtearer strikes terror into mortal and fiend alike. He gathers together a pack of fiendish beasts. This ability is the equivalent of a 6th-level spell. Summon Devils (Sp): Once per day Balan can attempt to summon 1d6 hellcats with a 75% chance of success. Spell-like Abilities: At will—animal growth (DC 19). A typical hunt includes his huntsman (see page 149). feeding the cub only the most tender mortal flesh and the freshest blood. Will +11 Abilities: Str 39. Int 3. resistance to cold 10 and fire 10. hellhounds. even if that creature does not have a language. his jackals (see page 196). this bare-chested man has three heads abilities.

detailed below). telepathy 100 ft. the horn can be used to produce a 100-foot-long cone of deafening sound. hide in plain sight. and enchanted with dark magics. expeditious retreat. it is the huntsman’s duty to travel ahead and scout the way. and a second blast sends the group back. touch 13. tipped with adamantine. including the horn’s wielder. Jump +17. The Master of the Infernal Hunt releases a white-furred hellcat with a silver ring around its neck. He quickly and quietly eliminates enemies that must be dispatched. picks out worthy targets. The huntsman’s horn has the following powers: Plane Shift: One blast from the horn shifts all members of the Infernal Hunt. immunity to fire and poison. He reconnoiters the terrain. 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. Improved Critical (greataxe). Hide in Plain Sight (Ex): Balan’s huntsman can use the Hide skill even while being observed. Special Attacks: Sneak attack +5d6. Weight 1 lb. Cha 16 Skills: Balance +16. Spell-like Abilities: 3/day—dimension door. Search +13. When Balan organizes an expedition to the Material Plane. carries a hunter’s returns to Hell. The save DC is Charisma-based. and is clad in leather armor black as night. Once the Infernal Hunt arrives. and the mayhem begins. When all is ready. and the fiendish pack a greataxe. +5 +3 shadow leather armor). This impressive horn was a gift to Balan from Belial several millennia ago. Will +8 Abilities: Str 18. wind wall (DC 16). an ancient artifact. Stealthy. Listen +14. The officeholder benefits from Balan’s blessings and the huntsman’s horn. Extraplanar. devil traits. Each year Balan’s followers compete in a great hunt on the Fourth Circle of Hell. Saves: Fort +10. Wis 13. as well as any weapons he wields. he blows his horn of office (the huntsman’s horn. This plane shifts the entire hunt Combat When scouting ahead..Balan’s Huntsman Medium Outsider (Devil. Balan’s huntsman uses stealth and tends to avoid combat. Only the most clever and vicious devils have a chance of winning this contest: The current huntsman. Creatures that were deaf to start with take damage but are not stunned. Balan’s huntsman takes his place by the side of his lord. Balan’s huntsman is a special office in the retinue of Balan (see page 147). Sneak Attack (Ex): Balan’s huntsman can sneak attack (+5d6 damage) like a rogue. Balan’s huntsman sounds his horn again. the huntsman’s horn celebrates the power of Hell. Dex 17. When Balan has had his fill of slaughter. Move Silently +18. Minor Artifact: The Huntsman’s Horn 149 . spell-like abilities Special Qualities: Damage reduction 10/good. are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Only Balan and his huntsman can safely carry the artifact. Strong conjuration and evocation. beheaded three rivals to capture the silver ring. darkvision 60 ft. Balan is most pleased with him. Sound Blast: Once per minute. Survival +14 (+16 following tracks) Feats: Combat Reflexes. Caster level 12th. Hide +23. +3 natural. Any other creature that so much as picks it up suffers two negative levels. Evil. Lawful) Hit Dice: 10d8+30 (75 hp) Initiative: +3 Speed: 50 ft. and the devil who brings the ring back becomes Balan’s huntsman for the following year. One round trip can be made each day. prying eyes./5 ft. The natural weapons of Balan’s huntsman. 1/day—commune with nature. Carved from the yellowed tooth of an ancient silver dragon. from Hell to the Material Plane. Beldrake. 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. (10 squares) Armor Class: 21 (+3 Dex. CL 20th. fast healing 5. 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. Con 16. resistance to acid 10 and cold 10. Int 11. see in darkness. and eliminates prying eyes. spell resistance 20. Volume 3: Legions of Hell This ugly elf-like man wields horn. Spot +14. polymorph (self only). That is the only rule. Ref +10. see invisibility.

resistance to acid 10 Fort +2. He spits up the soul fragments and physical refuse into his mouth. Will +1 Str 16. He is said to be miles long. feeding on anything that crosses his path. Bones and other physical refuse end up in one. He swims through the Stygian depths. the stripped-down fragments of souls in the other. Favored minions of the Lord of the Fifth receive the ability to command bonedregs. Int —. these officers must remain within 60 feet of their charges. Con —. — Construct traits. There are some things that even Leviathan can’t digest. (6 squares) 18 (–1 size. His followers also feed his hunger.. If uncontrolled. with a maw that can swallow up cities. Int —. Con —. However. low-light vision. immunity to cold. Far be it from Leviathan to waste such natural resources. When he needs to. a sea monster of unbelievable size. Dex 10. Lord of the Fifth Circle. and two enormous sacs collect the waste. Cha 1 — — Hell Solitary or gang (2–4) 3 None Always neutral — — The twisted constructs known as bonedregs are the creation of Leviathan.. Bonedregs are therefore mindless and can do nothing without explicit orders. 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. They are often mistaken for undead./10 ft. darkvision 60 ft. It can be given a simple program to direct its actions in the controller’s absence. they can be sent to the Material Plane or into battles in other parts of Hell. +6 natural). however. +9 natural). the Lord of the Fifth can harvest his own excrement to serve his purposes. In general Leviathan creates two types of bonedreg. flat-footed 16 touch 9. such as “Guard this area until I return. +4/+8 Claw +8 melee (1d6+5) 2 claws +8 melee (1d6+5) 10 ft. which must be able to see and hear them in order to receive instructions.” . Wis 11. a bonedreg follows its last instruction to the best of its ability. All of this flotsam is washed down Leviathan’s great gullet and used as fuel. 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.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. where the wastes commingle. immunity to cold. though others are known to exist. so they are of limited use in Leviathan’s home. although it will return attacks. Ref +2 Will +2 [Biped] Str 20. resistance to acid 10 Fort +1. The biped is ogre-sized and lumbering. Leviathan then spits out the newly created bonedregs for use by his minions. providing both the living flesh of monsters and devils and the souls of the damned. damage reduction 5/bludgeoning. of course. Ref +2. providing Leviathan’s commanders with a great tactical advantage. darkvision 60 ft. damage reduction 5/bludgeoning. while the quadruped is hell hound-sized and swift. Wis 11. bones coalescing in improbable ways around the souls to form this hellish new life. Cha 1 — — Hell Solitary or gang (2–4) 2 None Always neutral — — Biped Large Construct (Extraplanar) 6d10+30 (63 hp) +0 30 ft. (10 squares) 17 (+1 Dex. Creatures made of bone can’t swim. flat-footed 18 +3/+6 Bite +6 melee (1d6+4) Bite +6 melee (1d6+4) 5 ft. off bonedregs with a holy symbol. — Construct traits. low-light vision. touch 11./5 ft. Dex 12.

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

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

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

the furthest from the light of the good. fly 40 ft. Duke of Rhetoric (see page 164). chamagons can fight at the time and place of their choosing. +6 Dex. (good) Armor Class: 18 (+1 size. There. Evil. entrapped in ice while devils feast on their brains and sins. and he has commented that their very existence offends him. Climb +5. which chamagons wield with dazzling expertise. Uncanny Dodge (Ex): A chamagon retains its Dexterity bonus to AC when flat-footed. Listen +7. Extraplanar. are small corruptions of the cherub. Move Silently +12. and it cannot be flanked except by a rogue of at least 13th level. as planar explorers call them. centered on itself. Will +4 Abilities: Str 8. has an abiding hatred for chamagons. Wis 12. who are easy kills when in the grip of an antimagic sphere./5 ft. but they can’t fly. Lawful) Hit Dice: 3d8+3 (16 hp) Initiative: +6 Speed: 20 ft. 154 . damage reduction 5/magic Saves: Fort +4. serving as messengers or spies all in service to the dark lord. Their winglike appendages are actually a series of blades. He has no use for the savage creatures. Ref +9. 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. Escape Artist +12. At first sight chamagons appear to have wings. A chamagon’s natural weapons are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Cha 12 Skills: Balance +12. Int 10. devoted servants to their master Asmodeus. chamagons flee to fight another day. Where possible. dark creature is all chiseled muscle and bone. even they cannot stop Furcas from talking. Other nobles have noted that while chamagons can take the power out of his words. Jump +5. Spot +7. They travel in swarms through Hell. Hide +13.Volume 3: Legions of Hell Furcas. It can flank characters with the uncanny dodge ability as if it were a 9th-level rogue. Cranial wretches. +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. do these souls truly lament their iniquitous lives. Skills: Chamagons receive a +6 racial bonus to Hide and Move Silently checks. (4 squares). Weapon Finesse Environment: Hell Organization: Clutch (2-6). Con 12. havoc with their magic-damping abilities. When battle turns against them. Special Attacks: Drool Special Qualities: Devil traits. Cranial Wretch Small Outsider (Devil. Combat With their high speed and mobility. He can achieve a similar effect by sending them forward under cover of night to take up concealed positions. Antimagic Sphere (Su): A chamagon emanates an antimagic sphere with a 20-foot radius. Instead of arms. A chamagon can deactivate or activate the sphere as a standard action. Use Rope +6 (+8 bindings) Feats: Combat Reflexes. This otherwise functions just like the antimagic field spell (caster level 13th). Dex 22. it has bladed wing-like appendages. they dodge heavily armored opposition to engage spellcasters. This gaunt.

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

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

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

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

Divine Grace (Su): This exiled adds his Charisma modifier to all of his saving throws. Ref +3. This attack automatically deals 2d8+7 points of damage. spell resistance 15. Con 12. exiled characters enjoy certain protections from direct harm by other devils—a boon. lay on hands. prying eyes. it latches onto the opponent’s body and tears the flesh. Purgatory (Su): In order for a devil to attack an exiled. Turn Immunity (Su): Exiled are immune to all turn or rebuke attempts made against them. Of course. While in Hell. Dex 8. Spell-like Abilities: At will—animate dead. centuries or even millennia. Somehow. Cha 17 Skills: Concentration +11. flatfooted 21 Base Attack/Grapple: +2/+4 Attack: Slam +4 melee (1d4+2) Full Attack: Slam +4 melee (1d4+2) Space/Reach: 5 ft. Turn Undead (Su): This exiled turns undead as if he were a 3rd-level cleric. Special Attacks: smite evil. If personally forced into combat. Smite Evil (Su): Twice per day. from their gods. wall of force. The save DCs are Charisma-based. detect thoughts (DC 15). and so exiled characters must beware. divine grace. charm person (DC 14). Con —. this exiled may attempt to smite evil with a normal melee attack. purgatory. He adds +3 to his attack roll and deals 5 extra points of damage. the same restrictions do not apply to non-devil inhabitants. undead Saves: Fort +7. that creature cannot be affected again by that enforcer’s fear ability for 24 hours. he uses his slam attack. An exiled character’s attacks are considered both good and magical for purposes of overcoming damage reduction. Whether or not the save is successful. Wis 18. Some gods and powers sentence spirits who did mostly good deeds in life but experienced a moral failing somewhere close to his death. damage reduction 10/evil and magic. turn undead Special Qualities: Aura of courage. preventing immediate entry into the proper plane he deserves. Int 10. turn immunity. Dex 8. 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). If the exiled is destroyed. fast healing 5. This ability is the equivalent of a 4th-level spell. greater teleport (self plus 50 pounds of objects only). All allies within 10-feet of the exile gain a +4 morale bonus on saving throws against fear. Will +8 Abilities: Str 14. Int 10. and smites evil when possible. Wis 14. the use is wasted. Summon Devils (Sp): Once per day an enforcer of Dis can attempt to summon 2d6 herlekins with a 50% chance of success. dispel chaos (DC 18). detect magic. 3/day—lightning bolt (DC 16).11th). interact with the inhabitants there and learn many of its secrets. dispel good (DC 18). preferring to help his allies though “aid another” actions and the like. +12 sacred). Aura of Courage (Su): This exiled is immune to all types of fear spells and effects./5 ft. it will rise up 24 hours later. 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. polymorph (self only). If it succeeds. perhaps. mostly unmolested by devils. Rend (Ex): If an enforcer of Dis hits with both claw attacks. suggestion (DC 16). Volume 3: Legions of Hell Exiled Not all residents of Hell remain there for eternity. Ride-By Attack. Sample Exiled: 5th-level Human Paladin Medium Undead (Augmented Humanoid) Hit Dice: 5d12 (32 hp) Initiative: -1 Speed: 30 ft. If he smites an illegitimate target. regardless of what actually happened to his physical body. 159 . (6 squares) Armor Class: 21 (-1 Dex. but suffering all the same. the devil must first attempt a Will save against a DC 15. touch 21. The save DC is Charismabased. Regardless. darkvision 60 ft. Ride +7 Feats: Mounted Combat. 1/day—hold monster (DC 18). Caster level 12th. or another enforcer with a 35% chance of success. it may attack the exiled. Such a punishment could last decades. code of conduct or alignment just prior to death and died before repenting. these forlorn exiles spend their days here. detect good. hold person (DC 16). The only permanent way to destroy an exiled is through a wish or miracle. Combat The exiled disdains combat. depending on the nature and severity of the moral failure. except he does not need a holy symbol. wall of fire.. Cha 15. they are free to explore its regions. Heal +12. provided it is of good alignment and violated the tenets of its faith.

Volume 3: Legions of Hell

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

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

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

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

The Faceless

Large Outsider (Devil, Evil, Extraplanar, Lawful)

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

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

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

Fallen Celestial

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

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

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

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

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

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

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

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

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

Volume 3: Legions of Hell

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

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

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

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

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

His spell selection is usually heavy with divinations. mage armor. phantasmal killer. Enemies often underestimate them because the gladiatrixes lack ranged weapons./10 ft. team fighting Special Qualities: Damage reduction 10/good. polar ray. are treated When needed for special assignments. magic missile (2). eagle’s splendor. company (2-5). ice storm. resistance to acid 10 and cold 10. Wis 9. +6 +1 breastplate with armor spikes). 1st—detect secret doors. energy drain. 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. Caster level 20th. major creation. eyebite.. see in darkness. Armor Class: 21 (-1 size. power word kill. They despise weakness and take any opportunity to display their prowess in combat. shield. They attack the most powerful-looking opponent first: Killing the strongest is great for breaking enemy morale. Their weapon warrior. Duchess Hadriel maintains an arena in Hell where the gladiatrixes train incessantly. fox’s cunning. but gladiatrixes can close to melee with incredible speed. Will +5 Abilities: Str 18. as well as any weapons she wields. telepathy 100 ft. Entire days tribe of savage humanoids. Combat Reflexes. detect scrying.. but he switches to combat spells if he knows a confrontation is imminent. 2nd—detect thoughts. 6th—chain lightning. 5th—cloudkill. It takes only a few of these with flails of all sorts. This helm can be removed only in the presence of Hadriel—only she is worthy of seeing her warriors’ faces. Volume 3: Legions of Hell Gladiatrix Large Outsider (Devil. it is not known if any have achieved this honor. devil traits. darkvision 60 ft. Combat Gladiatrixes are all about combat. vam- piric touch. a gladiatrix is committed for life. At the moment gladiatrixes are not seen frequently on the Material Plane. plane shift (DC 23). Jump +12. Int 9. learning a 165 . foresight. Extraplanar. but they are deadly ones. Several reduction. resistance. so that wild country. +3 natural. fireball (2). Intimidate +13. 3rd—clairaudience/clairvoyance. They are recruited from tough female devils who spurn the role of seductress typified by the erinyes. owl’s wisdom. Con 16. Once she straps on her distinctive helmet. 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. Survival +10 (+12 on other planes) Feats: Blind-Fight. Many mortal members of Hadriel’s Submitters aspire to become gladiatrixes. Words of Power (Sp): Furcas is a master of language and he knows how to make the most out of even a single word. manic charge. 9th—dominate monster. Cha 14 Skills: Climb +12. Listen +10. are spent in the arena. mind blank. Knowledge (the planes) +10. 4th—bestow curse. true strike. mind fog. summon monster IX. detect magic. waves of exhaustion. immunity to fire and poison. The save DCs are Charisma-based. save DC 18 + spell level): 0—arcane mark. greater scrying. 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. mage hand. the Duchess of Domination (see page 166). scorching ray. greater arcane sight. Gladiatrixes sometimes travel to other parts of Hell to test their mettle against more worthy opponents. punishers to take care of an entire of choice is the dire flail. They may not be subtle opponents. for Hadriel is pursuing a subtle strategy that might be upset by their bullheaded ways. true seeing. 7th—banishment. A gladiatrix’s natural weapons. as evil-aligned and lawful-aligned for they are summoned forth briefly the purpose of overcoming damage and then returned to Hell. nondetection. base speed 40 ft. Spot +10. in breastplate armor (6 squares). uncanny dodge Saves: Fort +9. displacement. The helm is covered in spikes. flaming sphere. greater dispel magic (2). wall of fire. anchor points of Hadriel’s sigil are in The helm this humanoid woman wears conceals her face. Ref +9. Spells: Duke Furcas casts spells as a 20th-level wizard. Lawful) Hit Dice: 8d8+24 (60 hp) Initiative: +3 Speed: 30 ft. maze. telekinesis. 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. spell resistance 18. Since their faces are never seen. Special Attacks: Flail master. and it is here that the Flail Master (Ex): Gladiatrixes only her eyes shine through. and every gladiatrix wants to prove herself superior in battle. fear. touch 12.1/day—dispel good (DC 21). 8th—incendiary cloud. spell turning. deep slumber. They practice on live targets: a steady stream of petty devils dragged into this arena. feeblemind. She wields a dire flail with the grace of a master. Furcas may cast but one counterspell per round (doing so is a free action). moment of prescience. Wizard Spells Prepared (4/6/6/6/6/5/5/5/5/4. Gladiatrixes are committed to the complete physical domination of their foes and underlings. +3 Dex. Evil. Dex 16. Two-Weapon Fighting Environment: Hell Organization: Solitary.

instead of the double normally allowed. (8 squares) Armor Class: 29 (–1 size. 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. see in darkness. Concentration +23. Each club is an anchor point in a monstrous sigil that spreads across . however. What Hadriel had not reckoned with was Mephistopheles himself. and well-timed betrayals. so she swallowed her pride and “Lady Cindara. 166 Hadriel is now firmly established Hadriel did not make it to Wearing a voluminous gown. and how she simply must find the right spot in just “accident” while on campaign. Manic Charge (Ex): Such is a gladiatrix’s thirst for combat that she catapults herself into melee with a terrific burst of speed. Diplomacy +29. Others century building up a cadre of loyal minions and then struck. and sharp hooks of Shrieking Violet Society. blocks. rose up through the devil hierarchy. resistance to acid 10 and cold 10. ring of protection +4). A bony mane sweeps from its skull. Knowledge (arcana) +26. fear aura. Spot +23. After all her hard work. Dex 22. 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. Hadriel knew she had to do something big—so big that Asmodeus himself would take notice. Listen +23. Climb +28. Stunning Fist. Lawful) Hit Dice: 17d8+51 (127 hp) Initiative: +6 Speed: 40 ft. Gather Information +25. She can flank characters with the uncanny dodge ability as if she were an 8th-level rogue. greater domination. an obsidian dagger somehow ending up in his the right neighborhood. a brutish general who Largely urban-based. Weapon Specialization (bone hook) Environment: Hell Organization: Unique or retinue (Hadriel plus 2–5 gladiatrixes. Iron Will. Furthermore. Intimidate +27. Her plan was simple but ambitious: She would offer up an entire world as a sacrifice to Asmodeus. Duchess of Domination Large Outsider (Devil. she was to be treated as a trophy. Her choices have a much more sinister purpose.. Team Fighting (Ex): Gladiatrixes receive training in team fighting as well as individual dueling. A gladiatrix can charge up to triple her normal speed (up to 120 feet). Con 17. they each receive a +3 flanking bonus to attack rolls instead of the normal +2. the society spent much of his time in the field. Ref +16. where she Mephistopheles’s court by being has assumed a mortal identity. +5 following tracks) Feats: Deflect Arrows. Int 22. She became the consort of bone extend from the back of its hands. He still considered fallen celestials like Beelzebub to be upstarts. Both of these benefits apply only when using flails. and she cannot be flanked except by a rogue of at least 12th level. +6 Dex. Spell Penetration. As female. Disguise +25 (+27 acting). but Mephistopheles’s attitude had not changed. The Lord of the Eighth Circle was known as a devil of the old school. +10 natural. Evil. She began as an erinyes who. Extraplanar. That she could not do in Hell. a social club arose. Wis 17. so she left a skeleton staff there and moved her operations to a world in the Material Plane. Knowledge (the planes) +26./10 ft. When two gladiatrixes flank an opponent. and she receives a +4 competence bonus on damage rolls. Saves: Fort +13. Search +26. Sense Motive +23. telepathy 100 ft. Special Attacks: Bone hooks. darkvision 60 ft. immunity to fire and poison. spelllike abilities Special Qualities: Damage reduction 15/good and silver. Duke Bifrons.Volume 3: Legions of Hell bewildering array of attacks. 2–5 pain mistresses. 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. has been spreading from city to city.” she has founded the played the part until an opportunity over. 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. spell resistance 25. its body a humanoid skeleton with flesh stretched stupid. This maneuver solved Hadriel’s immediate problem. Uncanny Dodge (Ex): A gladiatrix retains her Dexterity bonus to AC when flat-footed. Cha 20 Skills: Bluff +25. Improved Grapple. Survival +3 (+5 on other planes.and upper-class women. Will +15 Abilities: Str 18. through long service. Weapon Focus (bone hook). heart. she believed her power could only increase. Bifrons had an comment on her vanity. and counterattacks. she can make up to two turns of not more than 90 degrees while charging. A gladiatrix’s skill is such that the penalties for two-weapon fighting are further reduced by 2. devil traits. for middle. With the prestige and resources that were now hers. this imposing creature appears on the Material Plane. Hide +22. 2–5 painshriekers. shrewd politics. touch 19. Hadriel. Hadriel eventually won a place at the court of Mephistopheles and felt she had truly arrived in devil society.

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

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

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

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

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

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

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

polyps. Dex 12. Thus. they delight in making mischief. 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. One would think that knockers would have some sympathy for mortal miners. Despite their lowly status. 4 claws +8 melee (1d6+3) A man who turns his back on his family has a special place in Hell. Disguise +12 (+14 whole of Hell for more victims. and the threat of mischief plays across its face. Prowling the bulbous head with suppurating polyps and a small mouth. The Lord of the Flies is constantly building new cities and abandoning them as soon as they are complete. where they are treated as cannon fodder. touch 10. They are not the fiercest of combatants but often have numbers on their side. +11 natural). are the great betrayers… figures of abandonment whose sole motivation is the Special Attacks: Haunting images and sounds. Unlike lemures. +1 Dex. spell upon him. For once. long body features segmented rings. For once. Once on the Material Plane. and when it does. Extraplanar. and treacherous fathers. Int kok-lir. gang (2–5). just like a worm. and that’s where the knockers come in. Feats: Greater Spell Focus (Illusion). They enjoy nothing more than leading miners astray. where they have their fun at mortals’ expense until they are caught or driven off. Evil. band (6–10). as well as any weapons it wields. Knocking (Sp): Twice per hour. spell-like abilities acquisition of personal freedoms over the best interests of those who depend Special Qualities: Devil traits. Mortal men who leave their families. muffled conversation. 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. Petty wizards sometimes summon them. A knocker’s natural weapons. Its Diplomacy +4. no knocker wants to march to war in Hell. The pick. Cha 15 it is to torment the faithless husbands This undulating worm has vile pink flesh and a bristling Skills: Bluff +12. This program requires endless raw materials. they are not reborn spirits of the dead but true members of the devil tribe. they don’t have to do the bidding of their taskmasters. for they Space/Reach: 10 ft. knockers attack with their heavy picks. are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. or distant footfalls. Search +7. Will +5 that love them are the targets of the Abilities: Str 24. (6 squares) Alignment: Always lawful evil Armor Class: 21 (-1 size. flat-footed 20 Advancement: 8-14 HD (Large).Volume 3: Legions of Hell Environment: Hell Organization: Solitary. 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. Wis 11. a knocker can create mysterious noises. They are expert miners and so spend most of their time toiling in the dank tunnels of the Seventh Circle. they acting). Knockers have also been pressed into Beelzebub’s armies on more than one occasion. but the opposite is true. Caster level 3rd./5 ft. Track Spurned spouses with the capacity to summon forth one of these . It uses this ability to lead mortals astray. Knockers thus tend to gravitate to mines or other underground areas on the Material Plane. they can make the rules. Squat like a dwarf. knockers are not uncommon visitors to the Material Plane. Intimidate +4. Spell Focus (Illusion). a nasty devil whose purpose 5. save DC is Charisma-based. these visits are almost like vacations to them. Combat Occasionally mischief turns to violence. sounds of wailing screams of absolute betrayal and suffering. Concentration +16. this horned humanoid wields a miner’s This is otherwise identical to ghost sound (DC 11). 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). 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. After toiling for countless hours in Hell. where they serve Beelzebub on his ceaseless construction projects. damage reduction 10/chaotic or good. resistance 20 or commit other crimes against those Saves: Fort +11. such as sounds of mining. Con 22. a virtual death sentence. abuse their wives or children. Ref +6. Kok-Lir Large Outsider (Devil.

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

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

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

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

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

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

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

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

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

An infernal headsman then chops off the mortal’s head and plants it on the waving tentacle. feeding him information on pestilence from every pore. Ref +7. Cleave. He Nergal’s natural weapons. Endurance. see invisibility. ray of enfeeblement. Any countless devils. Material Plane. Wis 14. Extraplanar. regeneration 5. but that does not mean he is a weak save DCs are Charisma-based. The Nergal’s form may appear flabby. Any overland attack is doomed to failure. His Mass Contagion (Su): This fearsome ability is identical to the contagion spell minions teleport in and out. complete with a helm and face guard. –1 Dex. He created the oubliettes to be living prisons of flesh. 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). the souls of the good go to the Seven Heavens or other good planes. combatant. He has dirt on most opponent he strikes in melee combat may become infected with flesheater. The denizens of the planes are in a constant struggle for souls. protection from good. 184 An oubliette can extend a long tentacle from its stomach. Saves: Fort +14. spell resistance 22. Accumulating souls makes both gods and devils more powerful. Intimidate +17. Skull and tentacle bond. The save DC is Constitution-based. Special Attacks: Stomp 3d6+13 Special Qualities: Damage reduction 10/good. 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. the oubliette slides the tentacle back into its body and the devils return to Hell with their prize. Amazingly./15 ft. whispering wind. Will +10 Abilities: Str 29. of disgusting supernatural disease (Fortitude DC 24. and he also relishes every chance he gets to use mass contagion on enemies. Lawful) Hit Dice: 12d8+72 (126 hp) Initiative: –1 Speed: 40 ft. 17–24 HD (Gargantuan) Level Adjustment: — Oubliettes are sinister creations of Asmodeus that can found on all circles of Hell. Spot +17 Feats: Blind-Fight. prying eyes. While he is immune to diseases himself. minions. unholy blight (DC 18). Nergal receives hundreds of reports every day from his far-flung Diseased Strike (Su): Nergal drips agents. a of Beelzebub’s important nobles. Caster level 18th. 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). Dex 9. Likewise. reduction. so he closes as quickly as possible. immunity to fire and poison. Spell-like Abilities: At will—contagion (DC 18). nondetection. When a devil noble or Lord of Hell wants a troublesome champion of good removed. he is a carrier for dozens Summon Devils (Sp): Once per day Nergal can summon 2d10 herlekins of different types of pestilence. resistance to acid 10 and cold 10. which is why the war is prosecuted with such vigor. The properly policing the Lord of the Flies’ the purpose of overcoming damage creature carries a huge spiked chain dripping slime. The save DC is Constitution-based. Nergal is most vulnerable on his periodic trips to the effect. touch 7. Combat Oubliette Huge Outsider (Devil. see in darkness.Volume 3: Legions of Hell of Beelzebub’s organization. (8 squares) Armor Class: 25 (–2 size. but he simply cannot give up the joy of personally cursing mortals with plagues of his own devising. Evil. are treated This corpulent humanoid reeks of decay and is enclosed in Seventh Circle and makes sure they are as evil-aligned and lawful-aligned for hulking plate mail. Nergal knows that any sane combatant fears with a 75% chance of success or 1d8 bone devils with a 35% chance of infection. A Fortitude save (DC 24) negates the up entire armies. and hellish ichor from the oubliette’s body keeps the head both alive and conscious.. These voyages are unwise. Cha 14 Skills: Balance +14. telepathy 100 ft. darkvision 60 ft. incubation period 1 hour. This ability is the equivalent of a 5th-level spell. Jump +24. The Fetid Prince built his base of operations in an enormous swamp. Each blow with his slimesuccess. Con). Each corrupted soul adds power to Asmodeus and denies it to the Lords of Good. 1/day—blasphemy (DC 21). devil traits. and they hate him for it. an infernal strike force is assembled that includes an oubliette. Listen +17. Devils tempt mortals into evil so that their souls will travel to Hell upon death. this does not kill the victim. covered spiked chain is diseased. They also fear him. Int 5. the targeted mortal can only watch helplessly as the oubliette’s tentacle emerges. Once the process is complete. greater teleport (self plus 50 pounds of objects only). such as those of heroic paladins and clerics. 1d8 course—that and Beelzebub’s continued support keep Nergal in office. Once subdued by the strike force. +18 natural). 2/day—acid fog (DC 20). no two of fortress. as the swamp can swallow which can be more than 30 feet apart. They were devised to deny pure souls to the Lords of Good for all time. as well as commands the bone devils of the any weapons he wields. Improved Bull Rush. Con 22. But the King of Hell realized that there were some souls too good to be corrupted and too powerful to be allowed into Heaven. .

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

/5 ft. Listen +8. Like strigae (see below). Such is their desire to please their mistress that they willingly submit to the agonizing process of transformation. They are then slit open from navel to chin. Painshriekers favor an exotic weapon called the handscythe. A pain mistress’s natural weapons. Type Slashing 186 *Handscythes are light exotic melee weapons designed to be used in pairs. they are first blinded. damage reduction 5/leather Saves: Fort +4. Ref +3. The painshriekers. They also learn to create a powerful sonic attack. Painshriekers are recruited from the most ardent of Hadriel’s male mortal followers. Con 16. Dex 15. Spot +8 Feats: Two-Weapon Fighting. They fight with them in pairs. at which time they can “see” again with their implanted sonic generator. Move Silently +10.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. Their spell-like abilities help them divide and conquer. which deal 2d6+5 points of damage. 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. and large segments of their internal organs are removed and replaced with a vibratory superstructure that projects an ultrasonic beam. touch 12. 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. are a case in point. Special Attacks: Shock. The new painshriekers remain blind until the grafts heal. 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. in melee. When their enemies are still reeling. The improved grab and constrict abilities cannot be used with the fighting claws. Hadriel uses the painshriekers as shock troops. Painshrieker Medium Aberration Hit Dice: 5d8+15 (37 hp) Initiative: +2 Speed: 30 ft. polymorph (self only). 1/day—symbol of pain (DC 18). (6 squares) Armor Class: 15 (+2 Dex. waiting to burst forth on the Duchess’s command. Spell-like Abilities: 3/day—dominate person (DC 18). a common form of Submitter (see Hadriel’s entry on page 166). The save DCs are Charisma-based. Blindsight (Ex): Painshriekers can “see” by emitting high-frequency sounds. Constrict (Ex): A pain mistress that makes a successful grapple check automatically deals claw damage. Int 14. When more finesse is required. that creature cannot be affected again by that painshrieker’s shock Combat Painshriekers close with opponents quickly so they can use their sonic barrage. Will +4 Abilities: Str 12. Improved Grab (Ex): To use this ability. painshriekers are rarely seen on the Material Plane. Since Hadriel is operating in the shadows at the moment. she can transform her big claws into smaller. +3 natural). inaudible to most other creatures. Cha 8 Skills: Hide +10. Caster level 10th. in a manner similar to the sai. sleeker fighting claws as a move action. Fighting Claws (Su): A pain mistress’s claws are ungainly to say the least. are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. as well as any weapons she wields. they rush forward to finish them Weapon Handscythe* Cost 20gp Dmg (S) 1d6 Dmg (M) 1d8 Handscythe Critical x4 Range Increment — Weight 4 lb. she knows how to use men when it suits her. with an additional 1d8 points of bludgeoning damage from the crushing force. effectively blinding the painshrieker. sonic barrage Special Qualities: Blindsight 120 ft. the pain mistress must hit with a claw attack. Wis 10. Their inhuman appearance and sonic barrage make them much-feared opponents. that allow them to locate objects and creatures within 120 feet.. A silence spell negates this. . They are kept in several remote forest keeps. Whether or not the save is successful.

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

Its eyes. Move Silently +9.Volume 3: Legions of Hell Phlogiston Monitor Medium Magical Beast (Extraplanar. Smite Good (Su): Once per day. Wis 12. Flyby Attack. (16 squares) (perfect) Armor Class: 24 (+5 Dex. Extraplanar. whereby the devils vent their frustrations and perverse cravings. Lightning Reflexes Environment: Hell (Lake of Fire) Organization: Solitary. Listen +4. avoid a hazard. Survival +7 (+9 following tracks). Cha 28 Skills: Balance +7. It may always choose If it succeeds in incapacitating the victim. the devils subject phlogiston monitors to horrific tortures and humiliations. Int 22. Search +23. damage reduction 5/magic. 17-18 (Huge) Level Adjustment: — Phlogiston monitors infest the Lake of Fire. Improved Critical (scythe). Special Attacks: Fire aura. Jump +2. Fire) Hit Dice: 6d10+18 (51 hp) Initiative: +4 Speed: 30 ft. Weapon Focus (scythe) . Dodge. Intimidate +28. Spot +4. Incorporeal. the archdevils call for a hunt to thin the numbers. Bluff +26. Shadow Angel Large Outsider (Devil. Combat Fire Aura (Su): A wreath of fire continually surrounds the phlogiston monitor. 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. crit 19-20/x4) Space/Reach: 10 ft. Skills: Phlogiston monitors have a suffering is the best target for these +8 racial bonus on any Swim check fire lizards. presenting a battle to those who escape the relentless fires of the burning sea. They gather all along its shores. the phlogiston monitor attacks. shine the lone or weak traveler. They occupy nearly every available place on the shores and even the rare island that surfaces. with an unholy radiance. Pair. Listen +24. The monitor’s attacks a run action while swimming. Wis 24. When their numbers grow too great. Will +3 Abilities: Str 18. Spot +24. seeing them more as a part of the environment and natural order than anything worthy of respect. swim 30 ft. victims of its attacks must attempt a Reflex save (DC 15) to avoid catching fire. Disguise +9 (+11 acting). Cha 4 Skills: Climb +8. Tumble +22 Feats: Combat Expertise. Dex 19. Phlogiston are considered magical for purposes of overcoming damage reduction. touch 14. provided it swims in a straight line. 188 Special Attacks: Horrific appearance. +4 natural). fire subtype. Int 6. For weeks. howl. Great Fortitude. unbound Saves: Fort +13. showing the same humiliating cruelty granted to these monsters. Armor Class: 18 (+4 Dex. smite good Special Qualities: Darkvision 60 ft. When it opens its mouth you see most parties of any significant size. a bright white. Spellcraft +23. 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. Will +16 Abilities: Str —. Nearly six feet in length. Diplomacy +13. Concentration +21. +9 Deflection) Base Attack/Grapple: +14/— Attack: +1 unholy ghost touch scythe +20 touch (2d6+1 plus 2d6 against good foes. 12-16 HD (Large). Ref +14. When such prey comes to perform some special action or close. In addition. phlogiston lizards regularly snatch devils and make a messy meal of them. occasionally entering the flaming waters to dine on the occasional sinner. summon devils Special Qualities: Devil traits. even while distracted or endangered. it roots about in the softer sections to take 10 on a Swim check. low-light vision Saves: Fort +10. Ref +9. lizards have a +4 racial bonus to Hide and Move Silently checks. which it enjoys above all else. spell-like abilities. Devils regularly overlook these creatures./10 ft. crit 19-20/x4) Full Attack: +1 unholy ghost touch scythe +20/+15/+10 touch (2d6+1 plus 2d6 against good foes. ignoring points of damage. / 5 ft. Hide +22. (6 squares). Con 18. Knowledge (any four) +23. Dex 20. Hide +10. Evil. The monitor’s melee attack deals an additional 1d6 points of fire damage. It can use of flesh for tender meats.. Something that appears sickly or charred black teeth within. Sense Motive +24. Swim +12 Feats: Alertness. 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. In turn. incorporeal. Con 17.

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

pounce Special Qualities: Damage reduction 5/good or silver. (8 squares) Armor Class: 17 (+3 Dex. damned. The save bonus to all Survival checks made while tracking. This allows it to track souls six trapped souls at any one time. Int 6. +4 natural)./5 ft. DC is Charisma-based. They maintain a specialized cadre of soulsniffers. Will +3 Abilities: Str 13. cannot allow such impudence to stand. of course. The base DC for a fresh trail Hell. soulsniffers sometimes find themselves summoned to the Material Plane by mortal spellcasters as well. Combat Soulsniffers are creatures of stealth. see in darkness. and sometimes they succeed. Hide +11. before they can get their bearings and come to the realization that they are dead. On rare occasions they return to the Material Plane as ghosts. the swallowed souls escape. a particularly powerful or canny soul avoids this transformation. A soulsniffer’s natural weapons. touch 13. Survival –1 (+1 following tracks) Feats: Dodge. this Soulsniff (Su): A soulsniffer back in Hell. Con 14. darkvision 60 ft. Spinders arrive in and disappear from the various levels of Hell much like a plague of vermin. They make the most out of their sneak attack ability. Extraplanar. Move Silently +11. Sometimes. improved grab. at which time the soul is pale creature has a toothless mouth and a cyclopean orifice can literally smell the souls of the regurgitated. The ability otherwise follows the rules for the Track feat. Lawful) Hit Dice: 5d8+10 (32 hp) Initiative: +7 Speed: 40 ft. 1/day—polymorph (self only). the only time one of these ferocious creatures is found alone is when it’s dead. 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. they are incorporeal and bewildered. Cha 6 Skills: Climb +9. Ref +7. Dex 16. a soulsniffer can suck the soul down its throat as a full-round action. as well as any weapons it wields. Search +6. Spinder Medium Outsider (Devil.. 190 . (An incorporeal creature’s 50% chance to avoid damage does not apply to soulsniffers. they become larvae. freedom of Skills: *The soulsniffer’s superior olfactory senses give it a +5 competence movement (self only). devils that hunt down runaway souls and return them to Hell. the abused majority of Hell. Due to their expertise at dealing with incorporeal targets. though. Spot +7. 3/day—color spray (DC 12). spell resistance 15. Ghost Touch (Su): Melee attacks by a soulsniffer deal damage normally against incorporeal opponents. by scent. They prefer to track their foes in the shadows and then mount a surprise attack when the time is right. Caster level 8th. Spell-like Abilities: At will—detect law. The soul remains trapped in the soulsniffer’s bowels until it is safely With a body suggestive of an emaciated. Special Attacks: Impregnating bite. 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. spinders band together in groups of six or more to better accomplish this goal. a lord may even send soulsniffers to the Material Plane to bring back a particularly juicy soul. Unfortunately. immunity to fire and poison. despite its jagged appearance. is 20. resistance to acid 10 and cold 10. Most of the time. devil traits.) Sneak Attack (Ex): A soulsniffer can sneak attack (+3d6 damage) like a rogue. They are a nasty surprise for characters who like to avoid combat by becoming ethereal. telepathy 100 ft. Listen +7. Because they aren’t much of a threat singly.Volume 3: Legions of Hell Soulsniffers scour Hell’s nine circles and capture renegade souls for their diabolical lords. especially when forced to fight mortal enemies. They have little intelligence to speak of and dedicate most of their lives simply to propagating their line. Evil. The Lords of Hell. On special occasions. Ghost Bane (Su): Soulsniffers gain a +5 competence bonus to damage against incorporeal creatures. A soulsniffer can carry instead of eyes and a nose. Wis 8. hairless ape. Soulsuck (Su): The round after a renegade soul has been reduced to 0 hit points. are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. When souls first arrive in Hell. These souls roam through Hell looking to escape. despite their incorporeal Should it be slain before returning to nature. Saves: Fort +6. This is more difficult than it sounds because spinders cannot gestate on their own but must impregnate other creatures by force.

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

working for Hadriel. Spell-like Abilities: 3/day—invisibility (self only). Caster level 8th. The save DC is Constitution-based. They serve in the infernal see in darkness. attempting to gang up on and weaken their foes. Its arms hang past its Improved Trip small fraction of their day. it has large gnarled hands. though. the vierhaanders have lost Abilities: Str 12. Perform (comedy) +11. Lawful) 192 Hit Dice: 6d8+12 (39 hp) Initiative: +2 Speed: 50 ft. True Seeing (Su): The sensory organ implanted in a striga’s skull gives her the benefits of the true seeing spell. owning a vierhaander is a sign of Attack: Claw +6 melee (1d6+1) status. so the Space/Reach: 10 ft. These gangly. Hide +7. knock. vierhaanders are generally not devil traits. 1/day—expeditious retreat. Tumble +13. immunity to fire and poison. flat-footed 17 Base Attack/Grapple: +6/+15 In the higher strata of devil society. They whisper among themselves that strigae can sense a traitorous heart with only a glance of their sightless eyes. Special Attacks: Rack. Escape Artist +11. Will +5 jaded aristocracy of Hell.. Disarm. They are far more likely to take to the sky and return later with reinforcements. leather-skinned creatures were bred to serve Hell’s Full Attack: 2 claws +6 melee (1d6+1) and bite +1 melee (1d8) nobility.Volume 3: Legions of Hell This female humanoid has been scalped./15 ft. however. Jump +12. Poison (Ex): Injury. and leathery wings extend from her back. darkvision 60 ft. Those who survive the ritual. many of whom aspire to such status themselves. telepathy 100 ft. For all their worth to their masters. Strigae are normally found on the Material Plane. summoned forth except to impress other nobles. (10 squares) Armor Class: 19 (–1 size. or other humanoids. vierhaander has four. but they have gained something else: the Skills: Balance +13. Improved numbers are scattered throughout face is wrinkled and pained. Con 14. Since their tasks only take up a It appears starved and has a pig tail. adjust to their new way of seeing the world. polymorph (self only). elves. spell-like abilities Special Qualities: Damage reduction 5/good or silver. +2 Dex. Her arms end in talons. A striga’s natural weapons. Wis 11. Sleight of Hand There are numerous barriers to this +11. Fortitude DC 14. It allows them to see the essential nature of the people and things around them. a ready form of entertainment for the Saves: Fort +7. Int 13. as well as any weapons she wields. strigae attack with their poisoned claws. With their special sensory abilities. and in place of feet. Extraplanar. Evil. and her eye sockets are empty. Use Rope +2 recently discovered need. Over the centuries. Cha 15 most of their ability to speak. resistance to acid 10 and cold 10. desire for freedom. discover that their new sensory organ is very powerful indeed. this gangly humanoid’s (+4 with bindings) least of which is the fact that their Feats: Combat Expertise. Combat Individual strigae rarely stick around for extended combats. Improved GrappleB. Ref +7. spell resistance 16. Two hands were judged insufficient to accomplish this task. They also sometimes lead groups of Submitters. touch 11. treat strigae with awe. Hell. initial and secondary damage 1d4 Str. Dex 15. its mouth filled with snaggleteeth. Mortal members of the Shrieking Violet Society. knees. strigae can provide impeccable intelligence for their duchess. Vierhaander Large Outsider (Devil. When numbers are on their side. not the Underneath a mass of unkempt hair. Move Silently +11. are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. +8 natural). 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). courts as jesters and whipping boys. 10–13 HD (Huge) Level Adjustment: +4 . Climb +10. They use their polymorph ability to disguise themselves as humans.

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.

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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.

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

Initiation (Su) Mortal followers of Jalie Squarefoot must sign over their souls in a blood oath. Each claw deals quadruple damage on a successful critical hit. The oath requires nothing but a drop of the initiate’s blood. a character must fulfill all the following criteria. 2 potions of bull’s strength. Weapon Focus (bite). Race: Any humanoid. and wizards benefit the most from becoming a mountebank. special qualities. share spells. TrackB. Craft (Int). One day later the mountebank gains a +2 inherent bonus to Intelligence and Charisma. HD 4d8+8 (26 hp). they become more and more like their master. Will half (DC 18). flatfooted 14. plus 20–200 gnolls plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults. The mountebank retains all special attacks and damage