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

Schwalb

GRR1025e

The Book of Fiends

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

Art Direction (Legions of Hell)
Chris Pramas

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

Cover Art
Michael Sutfin

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

Editing
Jeremy Crawford, Rob Smolka, and Jennifer Clarke Wilkes

Proofreading
Evan Sass

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

Graphic Design and Art Direction
Hal Mangold

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

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

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

1

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

The Book of Fiends

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

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

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

Table of Contents

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

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

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

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

2

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

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

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

Chapter Nine: Infernal Prestige Classes ...196

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

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

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

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

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

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

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

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

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

The Book of Fiends
3

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

spell-like abilities. Extraplanar) Hit Dice: 9d8+18 (58 hp) Initiative: +7 Speed: 50 ft. limited wish. looking gods in scandalous positions so seems to be its actual skin. Cost 45. Hide +19. CL 16th. Move Silently +19. improved evasion. Something is clearly wrong.” (The secret of this mummification has not yet been found. Improved FeintB. capitalization on the unexpected. they focus their attacks against them almost A few harlequins make their way to the Material Plane. Jump +23. Tumble +29 Feats: DodgeB. Craft Construct. so that it loses reach and improved grab for 1d3 rounds. Spring Attack. the for lawful and good opponents. Immunity to Magic (Ex): Razorwire golems are immune to all spells. where they perform to the exclusion of all else. though rather intelligent. haste. the bodysuit quickly survey a battlefield. However. immunity to mind-affecting spells and effects. The golem likewise is immune to falling damage. such as that of a rust monster or a rusting grasp spell. blasphemous martial prowess. except as follows. Volume 1: Armies of the Abyss Construction The exact method of constructing razorwire golems has been lost to time. Mobility. Dex 24. when finished. Abyssal illusions and skills in deception. Perform (comedy) +15. (10 squares) Armor Class: 22 (+7 Dex. specialize in the lewd. its face white with painted black tears dripping Combat 49 . which costs 1. They regularly place the dripping down its cheeks in mirth. blade barrier. 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. able to blend spells with the clown has pools of darkness for eyes. Weapon Finesse Environment: The Abyss Organization: Solitary. though. them on the first steps to damnation.500 gp. Ref +13.) Assembling the body requires a successful Craft (metalworking or weaponsmithing) check (DC 19). and cold-based effects slow them for 1 round. 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. As you recoil in horror. weaving head back in raucous laughter. in many of the same capacities as they do in the Abyss./5 ft. the demon prince of comedians. 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). find humor in everything. the tears are real. Con 14. secretly killing rivals. summon Special Qualities: Damage reduction 10/good. caster must be at least 16th level. Diplomacy +5. Int 13. spells. serves as the golem’s “heart. the harlequin present a façade nearly impenetrable comes to a rest before you. Harlequin Medium Outsider (Chaotic. Demon. When they encounter dangerous intrigues capable of toppling even the most powerful of lords. Wis 11. and supernatural effects. The creator must mummify the decapitated head of a ghaele in a bundle of barbed cords and wires that. Climb +13. touch 17. Evil. The spells make whole and fabricate compress a razorwire golem into a space no more than 5 feet on a side. Cha 17 Skills: Balance +21. Special Attacks: Sneak attack +3d6. even if rushed or threatened.no damage to a razorwire golem. spell resistance 24 Saves: Fort +8. They in combat. Harlequin attacks over mortals. +1 unholy dagger +15 melee (1d4+1) Space/Reach: 5 ft. Two-weapon fightingB. for from its abilities to entertain. +5 natural). A harlequin’s strength originates Harlequins are fast and dangerous down its cheeks. Sleight of Hand +21. and many demon princes would go to great lengths to reward the person who rediscovered it for them. they and Infernal. an opponent of that alignment. polymorph any object. Having executed a perfect series of back flips.480 XP. diamonds. 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. dressed in red and black by mortal eyes. Harlequins will and grave. Bluff +15. all They also serve as spies and assassins. Coupled Most of these demons function as entertainment for the lords of the Abyss. In fact. Fire-based effects (including heat metal) haste them for 1 round. Skills: Razorwire golems have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks. and weaving harlequins hate lawful good individuals above all else. Through their Harlequins speak Common. demon traits. Disguise +3 (+5 acting). Intimidate +5.500 gp. Vulnerability to Rust (Ex): A razorwire golem is affected normally by rust attacks. they are capricious tools at best. What is known is that a razorwire golem’s body is spun from 400 pounds of mithral-alloyed steel. Price 88. with their passion to entertain. Will +6 Abilities: Str 12.750 + 3. It is the if no opponent stood there. Harlequins. 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. geas/quest.

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

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

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

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

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

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

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

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

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

deathwatch. Spot +6. asking to hop upon its shoulder for a quick ride to a nearby destination. modify memory. Once in transit. magic circle against good (self only). The save DC is Charisma-based. slow (DC 17). mirror image. the central horn being a crooked protrusion of the skull itself. touch 17. traveling companions. The save DCs are Charisma-based. Such folk summon mandragoras to the Material Plane. whose delicate fingers display an almost fey grace. call lightning (DC 17). resistance to acid 10 and fire 10. Volume 1: Armies of the Abyss Mandragoras Diminutive Outsider (Chaotic. (4 squares) Armor Class: 20 (+4 size. save DC 15 + spell level): 1st—disguise self. glibness. he emerges on his next turn. Many loudly proclaim that the diminutive creatures are some 59 . detect magic. pass without trace. Most demons hate mandragoras. with an additional 1d6 points of bludgeoning damage. and few have any Barely a foot tall. cackling in a high- three horns emerge from the top of its head./0 ft. and sometimes pretends to befriend a mortal. unholy aura (DC 22). +3 natural). Caster level 20th. Possessing a morose demeanor that differentiates them from the capricious. Int 12. flat-footed 17 Base Attack/Grapple: +3/–11 Attack: Tail +10 melee (1d2–2 plus poison) Full Attack: 2 tails +10 melee (1d2–2 plus poison) Space/Reach: 1 ft. This ability is similar to magic jar (caster level 20th). danger-seeking quasits. 2nd—cat’s grace. Ref +6. except that it does not require a receptacle. greater dispel magic. slay living (DC 19). +3 Dex.Constrict (Ex): If Malohin gets a hold he deals automatic claw damage. poisoned. this creature looks like a long-limbed and that their tear will spill the bag’s compunctions about using it. mass inflict light wounds (DC 19). whether they openly court it or not. spider climb. the mandragoras swiftly jabs its tails into its host’s neck. feather fall. binding or enticing them into servitude as laboratory helpers. deeper darkness. ghost sound. inflict critical wounds (DC 18). Search +7. contents (including the mandragoras) particularly devious mandragoras into the Astral Plane. Move Silently +17. entangle (DC 15). web (DC 16). Its slight body is covered in mustard-colored scales. Dex 16. Gather Information +6. death knell (DC 16). The target can resist the attack with a successful Will save (DC 21). mandragoras nonetheless have an intense curiosity about their environment. deeper darkness. and spies. even if rushed or threatened. He can always choose to take 10 on Climb checks. Cha 10 Skills: Escape Artist +9. If the host body is slain. Special Attacks: Detect thoughts. unholy blight (DC 18). Spells: Malohin casts spells as a 10th-level assassin. A manikin. Listen. 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. damage reduction 5/cold iron or good. Malohin’s form vanishes into the opponent’s body. 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. Wis 10. Possession (Su): Once per day. A creature that successfully saves is immune to Malohin’s possession for one day. Spellcraft +9. greater teleport (self plus 50 pounds of objects only). Spell-Like Abilities: At will—animate rope. raise dead. Use Rope +3 (+5 with bindings) Feats: Improved Initiative. poison. Evil. 3rd—deep slumber. chill touch (DC 15). fox’s cunning. spell resistance 13 Saves: Fort +3. whom they consider no better than vermin. Con 10. immunity to poison. true strike. and Spot checks. Malohin can merge his body with another creature. Skills: Malohin has a +8 racial bonus on Climb. desecrate. Survival +0 (+2 following tracks). 4th—freedom of movement. 3/day—harm (DC 20). false life. Listen +6. invisibility (self only). Malohin can leave the body at any time as a full-round action that provokes an attack of opportunity. It has two whip-like tails that end in barbs. Nondetection (Su): Malohin is constantly under the effects of a nondetection spell. poison. hoping against hope that A mandragoras’s tail bears a they’ve been placed in a bag of holding potent poison. way out. animating in a pack to rummage around and perhaps steal their kidnapper’s possessions. spell-like abilities Special Qualities: Dollform. chaos hammer (DC 18). They Perhaps due to its elfin appearance. Their naturally inquisitive nature has a tendency to lead them into trouble. Assassin Spells Known (5/4/4/4. Will +3 Abilities: Str 6. Knowledge (arcana) +7. Extraplanar) Hit Dice: 3d8 (13 hp) Initiative: +7 Speed: 20 ft. Hide +29. pitched voice as the mortal pitches to the ground. Those attempting a divination against him must make a caster level check against DC 35. many mortals have underestimated a always cut through the sack on their mandragoras—to their detriment. 1/day— implosion (DC 23). Some mandragoras enjoy assuming dollform when positioned in a treasure hoard. If the attack succeeds. misdirection.

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

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

Volume 1: Armies of the Abyss

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

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

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

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

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

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

Orusula

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

62

Orusula understand, but do not speak, Abyssal.

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

Volume 1: Armies of the Abyss

Combat

Paigoel

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

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

63

Volume 1: Armies of the Abyss

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

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

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

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

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

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

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

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

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

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

64

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.

65

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

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

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

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

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

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

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

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

whose movements they control in mutually understood mating gestures. They make incredibly effective assassins. Price 11. (good) Armor Class: 26 (+1 size. Dodge. Whenever a colony of the young.Volume 1: Armies of the Abyss Spineseeker Small Outsider (Chaotic. One side is hinged. allowing items or creatures up to Small size to be placed within. A spineseeker’s dull gray body can reach a length of 4 feet. CL 17th. Use Rope +7 (+9 with bindings) Feats: Combat Reflexes. spell-like abilities Special Qualities: Damage reduction 10/good. resistance to electricity 10 and fire 10. Some demonologists theorize that they communicate with each other when in rut by attaching themselves to other creatures. Ref +15.800 gp. spineseekers have no language and don’t seem to Spineseekers do not speak and do not appear to understand any languages known to demon or mortal. puppetmaster. Weight 4 lb. Once it has grabbed represent an important commodity in the Abyss. Search +16. spell resistance 18 Saves: Fort +10. Int 12. touch 18. fly 60 ft. a spineseeker attempts to attach itself to the creature’s spine. forcing the creatures into specially prepared magical cages. spineseekers pose a serious threat to even the demonic residents of the Abyss. which involves grappling (often larger) opponents. +8 natural). flatfooted 19 Base Attack/Grapple: +12/+11 Attack: Bite +20 melee (1d4+3) Full Attack: 3 bites +20 melee (1d4+3) Space/Reach: 5 ft. a spineseeker attempts to force the creature to hurt itself or fight against the spineseeker’s enemies. 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. +7 Dex.. Listen +15./5 ft. Swim +18. Move Silently +22. two Tiny creatures. spinelatch. an enemy. Dex 24. (4 squares). The stasis cage can be used only once. Hide +26. temporal stasis. or eight Fine creatures. a hundred spiky legs. Will +8 Abilities: Str 16. six insectoid wings. Strong transmutation. It doesn’t always work. Con 14. Though far from stupid. Mobility. spineseekers. Demons (or even mortals) wishing to use spineseekers in this manner trap them in containers known as stasis cages (see the sidebar for details). each surrounded by acid and pulpy such battles squatting over injured several wriggling arms. Spineseekers get Despite the danger they pose—and their name from their favorite combat likely because of it—spineseekers tactic. but will do with just about any food they can get their mouths into). Once it has controlled a victim with its puppetmaster ability. Extraplanar) Hit Dice: 12d8+24 (78 hp) Initiative: +7 Speed: 20 ft. Spot +15. however. They cannot be reasoned with and know nothing of mercy or compassion. care whom they attack. Evil. Usually. Escape Artist +22. Cha 8 Skills: Climb +18. creatures finds its way into a disgorging demon settlement. Wis 10. since their lack of communication makes it extremely difficult to track the killing back to its sponsor. it flies right to its mark and begins its grisly work. afterbirth. Craft Wondrous Item. Special Attacks: Improved grab. All spineseekers are hermaphroditic and reproduce by mating. The box holds one Small creature. four Diminutive creatures. while at the same time controlling its motor functions. 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. Concentration +17. Combat Spineseekers occasionally pause to use their detect good ability before choosing prey (they seem to prefer good victims to others. Sometimes the spineseeker attacks the bearer of the stasis cage. New Wondrous Item: Stasis Cage 74 . and three destroy the incursion. which are then opened in the presence of the intended target. Anything within a closed stasis cage is affected by a temporal stasis spell (caster level 17th). 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. though specimens half that size are far more common. Flyby Attack. More devious mass of stomach demons can be seen at the heart of mouths similar to those of lampreys. draining it of vitality. Survival +0 (+2 following tracks). darkvision 60 ft.

When faced with other creatures or memories. a spineseeker must hit a Medium or smaller opponent with two or more bite attacks. Evil. Puppetmaster (Su): A spineseeker that has established a spinelatch can wind its tendrils into the opponent’s spinal cord. Combat Stygian interlopers do everything they can to avoid physical combat. Ref +6. The victim suffers 1 point of Constitution drain for every round in which the spineseeker is attached to its back. are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Once it has latched onto an enemy’s spine. 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. Armor Class: 18 (+1 Dex. Will +8 Abilities: Str 12. “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). but the interloper can retain the form indefinitely. as well as any weapons it wields. spell-like abilities Special Qualities: Amphibious. The save DC is Charisma-based. their memories flow from their minds into its waters. When an interloper finds memories of a particularly interesting life. Wis 12. darkvision 60 ft. inhaling them deep and relishing the play of recollecting thoughts for the very first time. are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. When confronted with violence. tongues. as well as any weapons it wields.. telekinesis (DC 14). Since their natures drive them to spread havoc. a Stygian interloper attempts to fight its weakest opponent into unconsciousness. wide-mouthed skull. Bluff +19. feet and an 75 . water breathing. Neither qlippoth nor demon. they rely upon their tongues spell-like ability to get by. Caster level 14th. Stygian interlopers care little for Abyssal politics. spell resistance 15. Stygian interlopers. Ranging in coloration from dull green to deep blue. Improved Initiative. If it can. Volume 1: Armies of the Abyss Stygian Interloper Medium Outsider (Aquatic. interlopers spend nearly all of their lives submerged in the waters of the Styx. Disguise +19 (+21 acting). Stygian interlopers speak Abyssal and Common (as humans are some of the most frequent victims of the Styx). resistance to acid 10. touch 11. The save DCs are Charisma-based.A spineseeker’s natural weapons. Hide +10. stolen memories to the exclusion of nearly everything else. 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. (6 squares). Saves: Fort +7. Cha 14 Skills: Balance +10. a spineseeker’s grapple check for purposes of a spinelatch attack is made at +19. telepathy 100 ft. mirror image. 1/day— plane shift (self and 50 pounds of equipment only). Listen +10. The save DC is Charisma-based. they often find themselves at the sharp end of a blade. Diplomacy +15. 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). Chaotic. detect good. The interloper gains all of the stricken individual’s memories. swarm to these memories. Spell-Like Abilities: At will—detect thoughts (DC 14). This ability works like alter self (caster level 18th). where they remain relatively safe from everything but other Styx-dwelling fiends. damage reduction 5/good. Sense Motive +10. feeblemind (DC 14). The interloper does its best to integrate itself into the mortal’s forgotten life. sullying reputations. immunity to cold and poison. Improved Grab (Ex): To use this ability. 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. Forgery +10. Spot +10. swim 40 ft. No magic short of direct divine intervention can return the lost memories of someone whose identity has been stolen by a Stygian interloper. 3/day—displacement. Swim +9 Feats: Dodge. and the spineseeker-victim hybrid takes its own action in place of the desired action. Dex 13./5 ft. Con 14. Before taking its size into account. Styx immunity. It does this by isolating a memory imprint from the magical waters—a record of the life of the stricken individual. Failure indicates that the spineseeker has controlled the creature’s body. 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. electricity 10. threatening a coup de grace unless its opponents leave it alone. using its Dexterity bonus instead of its Strength bonus. however. Caster level 9th. it tries to plane shift away from overwhelming danger. Spell-Like Abilities: At will—crushing despair (DC 13). and fire 10. the spineseeker makes a grapple check. in a sense becoming that person. and betraying confidences. Int 12. biting through the skin of the back and gripping the vertebrae with its serrated teeth. taking delight in destroying family bonds. 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. To do so. +7 natural). carried away by the current to some unthinkable corner of the underworld. Controlled creatures must make a Will save (DC 15) each time they wish to engage in an action other than speaking (including doing nothing). Extraplanar) Hit Dice: 6d8+12 (39 hp) Initiative: +5 Speed: 30 ft. Special Attacks: Assume identity. concerning themselves with This creature appears reptilian and has webbed reliving the lives of others through elongated. A Stygian interloper’s natural weapons. it assumes the form of the amnesiac individual.

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

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

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

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

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

Volume 2: Hordes of Gehenna Hordes of Gehenna 81 .

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

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

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

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

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

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

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

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

Squad (1d4+2). Int 6. it might challenge its commander. ripping apart their foes with unholy fervor. The footmen are fierce and tireless warriors. daemon traits. Most Captains serve in this capacity for the remainder of their existence. only a higher-ranking officer can restore them to a disciplined state. corrupted over the years of their service into twisted creatures sporting wicked claws and the poisoned. Jump +9. Every day the lieutenant cuts its belly open and its fellow footmen feed upon its intestines. Listen +6. The lieutenants are made into captains at the pleasure of the Lord Commander of the Companions. This challenge. though some are selected to serve the Lord Commander personally or even to become a part of Tyrexxus’ honor guard. flat-footed 14 Base Attack/Grapple: +2/+6 Attack: Claw +6 melee (1d4+4) Full Attack: 2 claws +6 melee (1d4+4).000 soldiers strong. Likewise. When a footman has served long enough. A trusted companion to Tyrexxus and one of the fiercest warriors in the SevenCircle Realm. They speak Abyssal. poison. Spot +6. Con 15. While the weakest members of the Companions. footmen are fatigued at the end of their rage. Fearsome Rage (Ex): In the heat of battle. Wis 12. When they lose control. U’ulgan. Footmen will never flee from combat when their company is in service to an employer. a lieutenant. Evil. each of which is led by a commanding officer. Survival +6 Feats: EnduranceB. Footmen of the Company Medium Outsider (Daemon. whose power and potency vary depending on the rank of the daemon. footmen sometimes lose control. Toughness Environment: Gehenna Organization: Solitary. Extraplanar) Hit Dice: 2d8+7 (16 hp) Initiative: +2 Speed: 40 ft. surrender is usually punished by becoming that unit’s “banner” for a time: it is impaled on the banner pole. a lieutenant can order any number of the footmen under his command to enter the fearsome rage. run through from stem to sternum. called a Lieutenant of the Company. for reasons known only to Tyrexxus. Cha 8 Skills: Climb +9. 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. lending them the strength of its essence. in an effort to achieve higher rank. The basic soldier of this mercenary army is the footman. Combat Undirected footmen leap into the fray. Footmen stand about seven feet tall. and ordered to break their rage. who command masses of footmen and lieutenants. and they have no control over when the rage takes them. Swim +9. footmen are a tightly organized and disciplined force capable of annihilating just about any opponent they face. their tactical genius and their love of carnage. Every round in which a footman takes damage. it is with U’ulgan that the powers of Hell and the Abyss parlay in their efforts to secure the Companions’ services. +4 natural). For the lieutenant. Dex 15. While frightening in this capacity. Special Attacks: Disciplined. The footmen exist only to serve their lieutenants. Will +4 Abilities: Str 19. tongue +1 melee (1d4+2 and poison) Space/Reach: 5 ft. though most agree it is at least 20. continues until one of the daemons surrenders. Overseeing the Companions of Malice is the Lord Commander. barbed tongues that identify all Companions. fearsome rage. Unit (20 footmen plus lieutenant). even a lone footman is not to be trifled with.Volume 2: Hordes of Gehenna Tongues (Ex): All daemons in the Companions of Malice have long poisonous tongues. stability Saves: Fort +7. 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. touch 12. rend (2d4+6). Normally. Captains. surrender is without consequence—the company does not call for the death of its valued commanders unless they fail in their duty. are chosen for their cunning. they may do so and experience no adverse effects from ending the rage. 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./5 ft. Disciplined (Ex): If commanded by a lieutenant. When so controlled. always martial. Society of the Companions of Malice Scholars cannot determine just how vast the ranks of the Companions of Malice are. (8 squares) Armor Class: 16 (+2 Dex. Common and Infernal. summon Special Qualities: Companion traits. Pair. Ref +5. 90 . to go where they command and to kill whom they require dead. they are a horror to behold when steered by a competent commander like a lieutenant or captain of the Company. For the footman. are sent to the company.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Volume 3: Legions of Hell Legions of Hell 139 .

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

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

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

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

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

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

shocking grasp. are Caster level 12th. Listen +16. evil offshoot of those feathery exemplars of virtue. Lawful) Hit Dice: 9d8+27 (67 hp) Initiative: +7 Speed: 20 ft. Saves: Fort +9. are treated as evilaligned and lawful-aligned for the purpose of overcoming damage reduction. Extraplanar. asakkus befriend children while their parents toil in the field or the home. (8 squares). 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. spell-like abilities. flat-footed 14 Base Attack/Grapple: +9/+21 Attack: Bite +12 melee (1d6+4 and poison) Full Attack: Bite +12 melee (1d6+4 and poison) and 2 claws +10 melee (1d6+2) Space/Reach: 10 ft. devil traits. and conjecture makes asakkus an ancient. parents of the slain. If cornered. fly 60 ft. silent image (DC at heart are more likely to simply humanoid face. the last thing they want to do is rouse the interest of powerful clerics or paladins. The save DC is Constitution-based. fast healing 3. full of stories and magic. Concentration +15. immunity to fire and poison. see in darkness./10 ft. Move Silently +15. Mortal scholars have noted a certain similarity to the couatl. scorching ray./5 ft. touch 12.Volume 3: Legions of Hell Asakku Large Outsider (Devil. devil traits. Polymorphed into wide-eyed youths or fantastical animals like unicorns. those brought about by disease. detect thoughts (DC 15). father’s heart of his own free will. Evil. summon devils Special Qualities: Damage reduction 10/good. as well as any weapons it wields. they revert to their true form and fight until they have a chance to escape. contagion This serpentine creature has clawed forearms and a scaly mistress well. 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. fighting is not the primary responsibility of asakkus. Evil. spell resistance 18. Lawful) Hit Dice: 12d8+60 (114 hp) Initiative: +3 Speed: 40 ft. Wis 18. Saves: Fort +13. The save DCs are designed to bring despair to the Charisma-based. They perform very special duties for Lilith: the corruption and infection of mortal children. Will +11 . resistance to acid 10 and cold 10. polymorph (self only). especially asakku can plane shift (self only). Gather Information +5. 14-27 HD (Huge) Level Adjustment: +6 Asakkus are servants of Lilith. +3 Dex. Their bodies are long and serpentine. Diplomacy +19. and a forked 14). Sense Motive +16.. telepathy 100 ft. +16 natural). with humanlike heads and fanged mouths. An asakku’s natural weapons. Knowledge (local) +15. Poison (Ex): Injury. Cha 16 Skills: Bluff +15. drink their blood. and tongues. Special Attacks: Constrict 2d8+6. These deaths. In any case. prestidigitation. initial damage 2d4 Wis. Jump +16. Special Attacks: Fear aura. Spell-like Abilities: At will—dancing lights. (4 squares) Armor Class: 17 (-1 size. or corrupt their young souls. darkvision 60 ft. poison. Ashmede 146 Large Outsider (Devil. spell resistance 23. Search +15. Constrict (Ex): An asakku deals 2d8+6 damage with a successful grapple check against Huge or smaller creatures. touch 12. immunity to fire and poison. +5 natural). there are several documented battles between the two. However. telepathy 100 ft. Intimidate +5. Children who are good (DC 17). 1/ the asakku knows she has served her day—charm person (DC 14). Multiattack Environment: Hell Organization: Solitary or squad (5-20) Challenge Rating: 7 Treasure: Standard Alignment: Always lawful evil Advancement: 10-13 HD (Large). The asakkus damage 4d4 Wis. Spot +16. The latter is the most difficult to achieve but pleases asakkus the most. darkvision 60 ft. They are frequent callers on the Material Plane. Asakkus seem like friendly faeries. Lord of the Sixth Circle. neither asakkus nor couatls have confirmed it. see in darkness. Hide +11. Combat Asakkus use their spell-like abilities to avoid combat if possible. resistance to acid 10 and cold 10. Ref +9. Con 16. secondary Those children befriended by asakkus meet one of three fates. Fortitude DC 17. Improved Initiative. Improved Grapple. ghost sound When a child plunges a knife into his (DC 13).. (average) Armor Class: 28 (-1 size. Disguise +3 (+5 acting). +3 Dex. Will +10 Abilities: Str 19. Two horns curl above its long hair. fly. Int 16. commonly visiting rural areas. If this is true. Extraplanar. Survival +4 (+6 following tracks) Feats: Dodge. Once per week an be killed. Ref +11. Since their activities involve the covert slaying of children. Dex 16. tongue licks out between its spiky teeth. infect them with lethal diseases. spell-like abilities Special Qualities: Damage reduction 10/good. most of which have been noted for their intense savagery.

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

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

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

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

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

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

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

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

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

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

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

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

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

Volume 3: Legions of Hell

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

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

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

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

The Faceless

Large Outsider (Devil, Evil, Extraplanar, Lawful)

160

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

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

Volume 3: Legions of Hell

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

161

Volume 3: Legions of Hell

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

162

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

163

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

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

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

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

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

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

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

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

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

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

are the great betrayers… figures of abandonment whose sole motivation is the Special Attacks: Haunting images and sounds. Knocking (Sp): Twice per hour. The pick. gang (2–5). they delight in making mischief. Squat like a dwarf. polyps. Combat Occasionally mischief turns to violence. Once on the Material Plane. Unlike lemures. They enjoy nothing more than leading miners astray. Thus. spell upon him. as well as any weapons it wields. One would think that knockers would have some sympathy for mortal miners. damage reduction 10/chaotic or good. +11 natural). such as sounds of mining. they acting). For once. or distant footfalls. (6 squares) Alignment: Always lawful evil Armor Class: 21 (-1 size. Mortal men who leave their families. 15-21 HD (Huge) Base Attack/Grapple: +7/+18 Level Adjustment: — Attack: Bite +13 melee (1d8+7 and poison) Full Attack: Bite +13 melee (1d8+7 and poison). abuse their wives or children. knockers are not uncommon visitors to the Material Plane. Spell Focus (Illusion). Feats: Greater Spell Focus (Illusion). Int kok-lir. band (6–10). This program requires endless raw materials. and when it does. resistance 20 or commit other crimes against those Saves: Fort +11. Knockers have also been pressed into Beelzebub’s armies on more than one occasion. For once./5 ft. 4 claws +8 melee (1d6+3) A man who turns his back on his family has a special place in Hell. just like a worm. a knocker can create mysterious noises. Track Spurned spouses with the capacity to summon forth one of these . and the threat of mischief plays across its face. Evil. The Lord of the Flies is constantly building new cities and abandoning them as soon as they are complete. Will +5 that love them are the targets of the Abilities: Str 24. and treacherous fathers. these visits are almost like vacations to them. are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. to catch them in cave-ins or watch them starve to death in forsaken tunnels. A knocker’s natural weapons. Search +7. touch 10. Kok-Lir Large Outsider (Devil. Intimidate +4. They are not the fiercest of combatants but often have numbers on their side. They are expert miners and so spend most of their time toiling in the dank tunnels of the Seventh Circle. knockers attack with their heavy picks. It uses this ability to lead mortals astray. flat-footed 20 Advancement: 8-14 HD (Large). After toiling for countless hours in Hell. +1 Dex. a nasty devil whose purpose 5. but the opposite is true. Disguise +12 (+14 whole of Hell for more victims. Prowling the bulbous head with suppurating polyps and a small mouth. they don’t have to do the bidding of their taskmasters. Con 22. spell-like abilities acquisition of personal freedoms over the best interests of those who depend Special Qualities: Devil traits. long body features segmented rings. Petty wizards sometimes summon them. where they are treated as cannon fodder. Caster level 3rd. for they Space/Reach: 10 ft. this horned humanoid wields a miner’s This is otherwise identical to ghost sound (DC 11). and that’s where the knockers come in. Cha 15 it is to torment the faithless husbands This undulating worm has vile pink flesh and a bristling Skills: Bluff +12. where they have their fun at mortals’ expense until they are caught or driven off. Dex 12. where they serve Beelzebub on his ceaseless construction projects. Concentration +16. Ref +6. Wis 11. sounds of wailing screams of absolute betrayal and suffering. they are not reborn spirits of the dead but true members of the devil tribe.Volume 3: Legions of Hell Environment: Hell Organization: Solitary. no knocker wants to march to war in Hell. save DC is Charisma-based. Despite their lowly status. muffled conversation. Extraplanar. a virtual death sentence. 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. 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. but more frequently knockers stumble through an underground portal and leave Hell before they realize it. Its Diplomacy +4. Knockers thus tend to gravitate to mines or other underground areas on the Material Plane. 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. they can make the rules.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Volume 3: Legions of Hell

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

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

193

Volume 3: Legions of Hell

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)

194

Volume 3: Legions of Hell

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

195

Volume 3: Legions of Hell

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
196

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

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

Likewise. underground lairs also have 1–3 trolls) Challenge Rating: 12 Treasure: Double goods. they become more and more like their master. Tricks: Attack. SV Fort +6. Understanding the contract requires a successful Knowledge (arcana) check (DC 24). and he loses no XP. Blind-Fight. If the attempt fails. Spells: 1/day—longstrider Jalie Squarefoot (see page 171) claimed his dukedom on the backs of dozens of betrayed allies and murdered friends. Atk +5 melee (1d6+2. Mountebank Escape Artist (Dex). Track (see Skills: Handle Animal in the PHB) Trip (Ex): A wolf that hits with its bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. as if always thinking of some complex plan. Weapon Focus (bite).. the opponent cannot react to trip the wolf. 2 potions of bull’s strength. Improved Natural Weapons (Su): Balan’s Jackal can attack with its claws though they were magic weapons with a +2 enhancement bonus. only the ambitious make it past the first few levels. and geas/quest. flatfooted 14. Initiation (Su) Mortal followers of Jalie Squarefoot must sign over their souls in a blood oath. Hit Die: d6. Grp +5. bite). Skills and Feats: Hide +3. and Spellcraft (Int). share spells. skills. and the creature’s type changes to outsider.