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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

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

The Book of Fiends

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

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

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

Table of Contents

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

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

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

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

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

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

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

Chapter Nine: Infernal Prestige Classes ...196

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

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

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

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

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

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

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

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The Book of Fiends
3

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Orusula

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

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Orusula understand, but do not speak, Abyssal.

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

Volume 1: Armies of the Abyss

Combat

Paigoel

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Volume 1: Armies of the Abyss

Radiant Boy

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

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

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

A

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

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

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

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

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

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

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

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

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

Wis 10. but will do with just about any food they can get their mouths into). touch 18. 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. Search +16. whose movements they control in mutually understood mating gestures. Int 12. a spineseeker attempts to force the creature to hurt itself or fight against the spineseeker’s enemies. CL 17th. temporal stasis. creatures finds its way into a disgorging demon settlement. it flies right to its mark and begins its grisly work. Sometimes the spineseeker attacks the bearer of the stasis cage. One side is hinged. 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. Dodge. Strong transmutation. Survival +0 (+2 following tracks). a hundred spiky legs. +7 Dex. It doesn’t always work. Anything within a closed stasis cage is affected by a temporal stasis spell (caster level 17th). two Tiny creatures. spineseekers. since their lack of communication makes it extremely difficult to track the killing back to its sponsor. Concentration +17. (good) Armor Class: 26 (+1 size. while at the same time controlling its motor functions. forcing the creatures into specially prepared magical cages. afterbirth. Price 11. resistance to electricity 10 and fire 10.800 gp. Mobility. Once it has grabbed represent an important commodity in the Abyss. however. spinelatch. allowing items or creatures up to Small size to be placed within. Once it has controlled a victim with its puppetmaster ability. which involves grappling (often larger) opponents. 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. 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. (4 squares). Con 14. each surrounded by acid and pulpy such battles squatting over injured several wriggling arms. Some demonologists theorize that they communicate with each other when in rut by attaching themselves to other creatures. Listen +15. draining it of vitality. Move Silently +22. Escape Artist +22. A spineseeker’s dull gray body can reach a length of 4 feet. Spineseekers get Despite the danger they pose—and their name from their favorite combat likely because of it—spineseekers tactic. Extraplanar) Hit Dice: 12d8+24 (78 hp) Initiative: +7 Speed: 20 ft. Demons (or even mortals) wishing to use spineseekers in this manner trap them in containers known as stasis cages (see the sidebar for details). More devious mass of stomach demons can be seen at the heart of mouths similar to those of lampreys. Flyby Attack. four Diminutive creatures. The stasis cage can be used only once. 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. +8 natural). All spineseekers are hermaphroditic and reproduce by mating. Weight 4 lb.. Hide +26. The box holds one Small creature. New Wondrous Item: Stasis Cage 74 . spineseekers pose a serious threat to even the demonic residents of the Abyss. Evil. Use Rope +7 (+9 with bindings) Feats: Combat Reflexes.Volume 1: Armies of the Abyss Spineseeker Small Outsider (Chaotic. Craft Wondrous Item. or eight Fine creatures. They make incredibly effective assassins. Swim +18. spell resistance 18 Saves: Fort +10. and three destroy the incursion. Combat Spineseekers occasionally pause to use their detect good ability before choosing prey (they seem to prefer good victims to others. fly 60 ft. six insectoid wings. which are then opened in the presence of the intended target. Dex 24. Will +8 Abilities: Str 16. Ref +15. Usually. Spot +15. Though far from stupid./5 ft. care whom they attack. spell-like abilities Special Qualities: Damage reduction 10/good. an enemy. puppetmaster. Whenever a colony of the young. a spineseeker attempts to attach itself to the creature’s spine. They cannot be reasoned with and know nothing of mercy or compassion. Special Attacks: Improved grab. Cha 8 Skills: Climb +18. though specimens half that size are far more common. darkvision 60 ft.

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

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

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

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

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

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

Volume 2: Hordes of Gehenna Hordes of Gehenna 81 .

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

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

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

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

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

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

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

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

even a lone footman is not to be trifled with. Every day the lieutenant cuts its belly open and its fellow footmen feed upon its intestines. called a Lieutenant of the Company. 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. Fearsome Rage (Ex): In the heat of battle. When they lose control. For the footman. Listen +6. footmen are fatigued at the end of their rage. lending them the strength of its essence. Squad (1d4+2). Jump +9. Int 6. Footmen will never flee from combat when their company is in service to an employer. U’ulgan. daemon traits. Cha 8 Skills: Climb +9.000 soldiers strong. summon Special Qualities: Companion traits. Swim +9. flat-footed 14 Base Attack/Grapple: +2/+6 Attack: Claw +6 melee (1d4+4) Full Attack: 2 claws +6 melee (1d4+4). While the weakest members of the Companions. ripping apart their foes with unholy fervor. Normally. though some are selected to serve the Lord Commander personally or even to become a part of Tyrexxus’ honor guard. Unit (20 footmen plus lieutenant). Will +4 Abilities: Str 19. 90 . Spot +6. The basic soldier of this mercenary army is the footman. The lieutenants are made into captains at the pleasure of the Lord Commander of the Companions. Overseeing the Companions of Malice is the Lord Commander. corrupted over the years of their service into twisted creatures sporting wicked claws and the poisoned. A trusted companion to Tyrexxus and one of the fiercest warriors in the SevenCircle Realm. poison. and they have no control over when the rage takes them. a lieutenant. who command masses of footmen and lieutenants. Footmen of the Company Medium Outsider (Daemon. Likewise. footmen are a tightly organized and disciplined force capable of annihilating just about any opponent they face. (8 squares) Armor Class: 16 (+2 Dex. +4 natural). 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.Volume 2: Hordes of Gehenna Tongues (Ex): All daemons in the Companions of Malice have long poisonous tongues. When a footman has served long enough. they are a horror to behold when steered by a competent commander like a lieutenant or captain of the Company. For the lieutenant. Toughness Environment: Gehenna Organization: Solitary. each of which is led by a commanding officer. are chosen for their cunning. Wis 12. While frightening in this capacity. touch 12. Con 15. Footmen stand about seven feet tall. and ordered to break their rage. Most Captains serve in this capacity for the remainder of their existence. The footmen exist only to serve their lieutenants. run through from stem to sternum. This challenge. a lieutenant can order any number of the footmen under his command to enter the fearsome rage. fearsome rage. tongue +1 melee (1d4+2 and poison) Space/Reach: 5 ft. though most agree it is at least 20. they may do so and experience no adverse effects from ending the rage. When so controlled. whose power and potency vary depending on the rank of the daemon. Survival +6 Feats: EnduranceB. Ref +5. to go where they command and to kill whom they require dead. Captains. barbed tongues that identify all Companions. The footmen are fierce and tireless warriors. for reasons known only to Tyrexxus. are sent to the company. Extraplanar) Hit Dice: 2d8+7 (16 hp) Initiative: +2 Speed: 40 ft. rend (2d4+6). surrender is usually punished by becoming that unit’s “banner” for a time: it is impaled on the banner pole. surrender is without consequence—the company does not call for the death of its valued commanders unless they fail in their duty. Common and Infernal. it might challenge its commander. in an effort to achieve higher rank. Every round in which a footman takes damage. They speak Abyssal. continues until one of the daemons surrenders. 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. Pair. footmen sometimes lose control. it is with U’ulgan that the powers of Hell and the Abyss parlay in their efforts to secure the Companions’ services. Combat Undirected footmen leap into the fray. Disciplined (Ex): If commanded by a lieutenant. Evil. Society of the Companions of Malice Scholars cannot determine just how vast the ranks of the Companions of Malice are. stability Saves: Fort +7. Special Attacks: Disciplined. their tactical genius and their love of carnage. Dex 15./5 ft. always martial. only a higher-ranking officer can restore them to a disciplined state.

The save DC is Constitution-based. Unit (lieutenant plus 20 footmen). enter their fearsome rages. automatically dealing 2d4+6 additional points of damage. swinging his halberd with abandon. Weapon Focus (halberd) Environment: Gehenna Organization: Solitary. perhaps. Will +6 Abilities: Str 19. poison. they command their forces to Battle Cry (Su): As a standard action. Diplomacy +11. Con 17. the lieutenants command their footmen into battle. Intimidate +11. Special Attacks: Battle cry.there is a 50% chance for the footman to enter a blood-chilling fury. grey creature appears to have been created for one purpose only: warfare. Following the shriek. Wis 12. Lieutenants are seven to eight feet tall. Swim +13. 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. A lieutenant’s attacks are considered magical for purposes of overcoming damage reduction. gain a +2 size bonus to Strength. damage reduction 5/magic. They speak Abyssal. This ability functions as a 3rd-level spell. a footman can summon another footman with a 25% chance of success. daemon traits. 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. for this ability is Charisma-based. Toughness. touch 12. To this end. immovable. Bearing aloft their shining. See the PHB for more details on this spell. the lieutenants develop a supreme hatred. Lieutenant of the Company Medium Outsider (Daemon. the Lieutenants take it upon themselves to destroy their opponents utterly. arrogant in their power. Stability (Ex): Footmen are exceptionally stable on their feet. Each lieutenant oversees a unit of 20 footmen. Dex 15. from which drips something black and smoking. Ref +7. stability Saves: Fort +9. All A powerful creature covered in bone and chitin armor-or is it opponents who hear the battle cry skin?-this tall. It seems to taste the air suffer a -2 morale penalty to all attack rolls and saving throws. Combat Lieutenants begin combat with their battle cry. Evil. the Lieutenants of the Company evidence cunning and ferocity. displays no weaknesses. (8 squares) Armor Class: 19 (+2 Dex. hungry for the glory of battle and for greater status within the company. Rend (Ex): If a footman hits with both claw attacks. When they enter the fearsome rage. an ear-splitting shriek that carries quite a distance. the lieutenant of the company may throw his head back and release an awful shriek that inspires his allies and demoralizes his foes. wicked tongue that ends in a series of barbs. While most mercenaries seek only to do their job and survive. Its body. -2 size penalty to Dexterity and a -1 penalty to attack rolls and AC. covered in chitin. EnduranceB. Summon (Sp): When under a contract and working for an employer. flying. Int 12./5 ft. Footmen gain a +4 bonus on ability checks made to resists being bull rushed or tripped when standing on the ground (but not when climbing. The save DC with a long. command. grey creature bears a shining black halberd must attempt a Will save (DC 15) or carved. summon Special Qualities: Companion traits. From its mouth flickers an impossibly long tongue. 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. Ten rounds later. or otherwise not standing firmly on the ground). Perhaps it is the dark enchantment of the company. They increase to Large size. they function as if they were humanoids and under the effects of an enlarge person spell. All allies that can hear the battle cry gain a +2 morale bonus to attack rolls and saving throws. riding. from obsidian. 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. it latches onto the opponent’s body and tears the flesh. This deformed. Listen +10. Its arms end in wicked claws and its legs are rooted to the ground. Survival +10 Feats: Diehard. +7 natural). 91 . Extraplanar) Hit Dice: 6d8+21 (48 hp) Initiative: +2 Speed: 40 ft. 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. but when the Companions take on a new foe. Cha 14 Skills: Climb +13. Spot +10. Footmen often bring in reinforcements to swell their numbers against a dangerous foe. perhaps it is simply their nature. Common and Infernal. Knowledge (history) +10. while the lieutenant leaps into the fray. Jump +13.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Volume 3: Legions of Hell Legions of Hell 139 .

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

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

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

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

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

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

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

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

Run. Diehard. no matter how many there are. Improved Grab (Ex): To use this ability. shapechange. but the Master of the Infernal Hunt has free rein to continue his merry ride until he’s had his fill of bloodletting. are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. bull. his jackals (see page 196). Telepathy (Su): Balan can communicate telepathically with any creature within 100 feet that has a language. low-light vision. dispel magic. 1/day—unholy blight (DC 18). or 1d3 magugons with a 25% chance of success.Volume 3: Legions of Hell Belial also periodically releases Balan and his Infernal Hunt onto the Material Plane. greater teleport (self and mount only). Balan reared this beast himself. even if that creature does not have a language. or monstrous humanoid within range. Now full-grown. Balan and Mammon. this bare-chested man has three heads abilities. The save DCs are Charisma-based. feeding the cub only the most tender mortal flesh and the freshest blood. sinewy shoulders. Ref +10. Saves: Fort +16. 3/day—commune with nature. Spot +12. Cha 10 Skills: Listen +12. attack. Swim +16 Feats: Alertness. Summon Devils (Sp): Once per day Balan can attempt to summon 1d6 hellcats with a 75% chance of success. ranging in size from a dozen of overcoming damage reduction. Skills: Balan’s three heads give him a +2 racial bonus on Listen and Spot checks. and devils can only speculate what would happen if the two were ever to meet. The head on the attack to deal an additional +17 Balan’s natural weapons. Fleshtearer Fiendish Dire Bear Huge Magical Beast (Augmented Animal. see invisibility. Will +11 Abilities: Str 39. 3d12 herlekins with a 50% chance of success. Con 23. greater magic fang. spell resistance 22 148 . a fiendish dire bear named Fleshtearer. horns on his forehead and fury in his eyes. are great rivals as sportsmen. Caster level 18th. hellhounds. whirlwind (DC 22). This is a real treat for the old devil. scent. 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. as well as right is that of a ram. Extraplanar) Hit Dice: 17d8+105 (181 hp) Initiative: +0 Speed: 40 ft. dominate animal (DC 17). This ability is the equivalent of a 6th-level spell. Dex 11. creatures to over a hundred. Mammon leads his own hunt. darkvision 60 ft.. He gathers together a pack of fiendish beasts. Balan supplements this raw savagery with his spell-like Smite Good (Su): Once per day. Fleshtearer must hit with a claw and 1d4 fiendish stags (use bison as the base creature) or fiendish tigers. A typical hunt includes his huntsman (see page 149). on the left is that of a long-horned damage to a good creature. touch 8. tear them apart. 2d12 hellhounds or hellcats. freedom of movement. Endurance. They appear at night. animal. find the path. Wis 12. and his pride and joy. resistance to cold 10 and fire 10. and in the center is that of a man. +10 natural). Int 3. He can then attempt to start a grapple as a free action without The hunt uses its great numbers and speed to run enemies to ground and provoking an attack of opportunity. Lord of the Third Circle. Toughness. This ability can only be used after sundown. any weapons he wields. Flight of the Hunters (Sp): Balan can grant the equivalent of the fly spell to each member of his hunt. magical beast. Spell-like Abilities: At will—animal growth (DC 19). and the effect lasts until dawn. Fleshtearer strikes terror into mortal and fiend alike. He can also communicate telepathically with any aberration. Each hunt has a special target chosen by Belial (such as a troublesome crusading church). Balan’s Mount Balan rides a special mount when hunting./10 ft Special Attacks: Improved grab. smite good Special Qualities: Damage reduction 10/magic. Fleshtearer can make a normal melee crowded on his broad. two 5th-level Balan’s jackals (see page 196). howling through the sky and landing to reap souls and cause untold destruction. His body ogreish. (8 squares) Armor Class: 18 (–2 size. 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.

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

His followers also feed his hunger. they can be sent to the Material Plane or into battles in other parts of Hell. +4/+8 Claw +8 melee (1d6+5) 2 claws +8 melee (1d6+5) 10 ft. +6 natural). the stripped-down fragments of souls in the other. a sea monster of unbelievable size.. however. which must be able to see and hear them in order to receive instructions. Dex 12. There are some things that even Leviathan can’t digest. (6 squares) 18 (–1 size. Con —. He spits up the soul fragments and physical refuse into his mouth. Leviathan then spits out the newly created bonedregs for use by his minions. Con —. feeding on anything that crosses his path. damage reduction 5/bludgeoning. If uncontrolled. They are often mistaken for undead. (10 squares) 17 (+1 Dex. Cha 1 — — Hell Solitary or gang (2–4) 3 None Always neutral — — The twisted constructs known as bonedregs are the creation of Leviathan. It can be given a simple program to direct its actions in the controller’s absence. Ref +2. resistance to acid 10 Fort +2. +9 natural). He is said to be miles long. Favored minions of the Lord of the Fifth receive the ability to command bonedregs. the Lord of the Fifth can harvest his own excrement to serve his purposes. immunity to cold. touch 11. so they are of limited use in Leviathan’s home. Lord of the Fifth Circle. Will +1 Str 16. immunity to cold. The biped is ogre-sized and lumbering. Ref +2 Will +2 [Biped] Str 20. low-light vision. damage reduction 5/bludgeoning. Bones and other physical refuse end up in one. In general Leviathan creates two types of bonedreg. — Construct traits. low-light vision. Int —./5 ft. providing Leviathan’s commanders with a great tactical advantage. Far be it from Leviathan to waste such natural resources.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. Wis 11. though others are known to exist. Int —. while the quadruped is hell hound-sized and swift. Creatures made of bone can’t swim. of course. darkvision 60 ft. where the wastes commingle. flat-footed 16 touch 9. with a maw that can swallow up cities. these officers must remain within 60 feet of their charges. although it will return attacks. 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.” . — Construct traits. bones coalescing in improbable ways around the souls to form this hellish new life./10 ft. and two enormous sacs collect the waste. However. flat-footed 18 +3/+6 Bite +6 melee (1d6+4) Bite +6 melee (1d6+4) 5 ft. off bonedregs with a holy symbol. a bonedreg follows its last instruction to the best of its ability. such as “Guard this area until I return. All of this flotsam is washed down Leviathan’s great gullet and used as fuel. 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. darkvision 60 ft. When he needs to. He swims through the Stygian depths.. Wis 11. providing both the living flesh of monsters and devils and the souls of the damned. Cha 1 — — Hell Solitary or gang (2–4) 2 None Always neutral — — Biped Large Construct (Extraplanar) 6d10+30 (63 hp) +0 30 ft. resistance to acid 10 Fort +1. Dex 10.

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

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

dispel magic. Spells: Bune can cast divine spells as a 14th-level cleric. Weapon Focus (wingblade) Environment: Hell Organization: Solitary Challenge Rating: 7 Treasure: None Alignment: Always lawful evil Advancement: 10–12 HD (Medium). continual flame. summon monster IX (devils only). uncanny dodge Saves: Fort +8. disguise self. posing as an astral deva. Bune can change the fire in his eye sockets from brilliant orange to dull gray. 7th—dictum*. grant an enhancement bonus of +1 to +5 to the wearer’s attack and damage rolls with unarmed attacks and natural weapons. soul bind (DC 29). suggestion (DC 23). 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. command (DC 21). message. telepathy 100 ft. Intimidate +14. 3rd—bestow curse. Faint to strong transmutation. ready for enchantment. and he is too wise of a devil to make it known. Craft Magic Arms and Armor.) Teleport (Su): Bune can use greater teleport at will. they can be further imbued with special abilities as magic weapons can. fire storm (DC 28). During this time. The save DCs are Charisma-based. immunity to fire and poison. Special Attacks: Antimagic sphere Special Qualities: Damage reduction 10/good. Lawful) Hit Dice: 9d8+18 (58 hp) Initiative: +6 Speed: 50 ft. unhallow. 4th—dismissal. 1st—bane (2). Chamagon Medium Outsider (Devil. Hand Wrappings Volume 3: Legions of Hell For full descriptions of abilities common to fallen celestials. misdirection (DC 22). 2/day—charm person (DC 21). Spot +11. Will +5 Abilities: Str 16. protection from chaos*. initiating a gruesome gaze attack with a range of 50 feet. or 144.000 gp). devil traits. Weapon Finesse. as though using a tongues spell (caster level 14th). heal. 13–20 HD (Large). 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. Cha 15 Skills: Balance +18. +8 natural). but Bune is unable to use it to speak. Con 15. silence. Ref +12. 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. granting her a +8 profane bonus on all Charisma-based skill checks for the next three days. Search +12. 1/day—blasphemy (DC 27). Some say that they were captured demons transmogrified by Tiamat. resistance to acid 10 and cold 10. 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). Spell-like Abilities: At will—detect good. sanctuary. Each chamagon generates an antimagic sphere around itself. magic fang. mass eagle’s splendor. and Baal has developed several innovative tactics to take advantage of this ability. Move Silently +24. Wis 9. CL 5th at least.000 gp. fully trained and ready for battle. 3/day—unholy aura (DC 28). One of Bune’s agents. Probe Soul (Su): The Will save to resist Bune’s persuasion has a DC of 30. Bune’s hand wrappings are made from the cured skin of a titan. when wrapped about fists or claws. Wearing them is like wearing gloves and takes up that “slot”. (The defensive benefits from the circle are not included in Bune’s statistics block. Typical Cleric Spells Prepared (6/7/7/5/5/4/4/3. Dex 22. summon monster VII. killing it instantly. 2nd—bull’s strength (2). magic vestment. nondetection. Caster level 20th. dispel good (DC 25). order’s wrath*. greater scrying. divine favor (2). The save DC is Charisma-based. Skills: Bune has a +4 racial bonus on Bluff and Sense Motive checks. and despite his lack of a mouth./5 ft. He often teleports chamagons into the midst of the enemy to sow confusion and wreak 153 . resistance (2). Extraplanar. and saves for 24 hours or until they successfully hit Bune. legs. just hearing it fills her with presence and confidence. convinced the titan that only a very personal sacrifice would appease the angry god. an arcane language of great power. Listen +11. Only Baal knows the truth. Caster level 20th. protection from good.These leather-and-cloth bindings. Int 11. Those who fail take a –2 penalty on attacks. plane shift. sending. protection from energy. shield of faith. The titan had angered the God of Retribution and sought to make amends. beautiful face to the supplicant’s ear. He places his large. The titan cut slices of his own flesh off his arms. 6th—geas/quest. nor did he ever reconcile with the God of Retribution.. Magic Circle against Good (Su): A magic circle against good effect always surrounds Bune. 5th—dispel chaos*. 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. Any hostile creature within a 20-foot radius of him must succeed on a Will save (DC 32) to resist its effects. or masking outright lies as the utter truth). Implosion Gaze (Su): At will. Though the listener never remembers this word. AC. see the fallen celestial template on page 161. and torso and presented them to the agent. magic circle against chaos*. Evil. Thus. They appeared from nowhere one day in Baal’s legions. touch 16. Bune bestows his diabolical eloquence upon a supplicant. Aura of Menace (Su): A frightening aura surrounds Bune when he fights or gets angry. mass inflict light wounds. This ability is always active. except that he can transport only himself and up to 50 pounds of objects. death knell. flame strike. *Domain spell. Any creature within range must succeed at a Fortitude save (DC 30) or collapse in upon itself with a sickening pop. spell immunity.. Price is twice the market value of a magic weapon with the same bonus. (10 squares) Armor Class: 24 (+6 Dex. Jump +15. hold monster*. owl’s wisdom (2). DC 12 + spell level): 0—detect magic. Their origins are unknown. Domains: Evil and Law. divine power. One hour later they were in Bune’s hands. darkvision 60 ft. guidance (2). desecrate*. Tongues (Su): Bune can understand any creature that has a language. Survival –1 (+1 following tracks) Feats: Dodge. Unholy Compact (Su): A soul bound by this agreement is trapped in Bune’s domain on the Ninth Circle of Hell upon death. Blasphemous Benediction (Su): Bune grants a +6 profane bonus on the touched creature’s attack and weapon damage rolls. Unsettling Aura (Ex): The Will save to resist Bune’s unsettling aura has a DC of 30. A creature that has resisted or broken the effect cannot be affected again by Bune’s aura for 24 hours. read magic. caster must be of a level three times that of the wrappings’ enhancement bonus. magically whispers a word in the Elder Tongue. see in darkness. unholy blight (DC 24). Hide +24. They are used in the armies of Hell as infiltrators and magical saboteurs. as the spell (caster level 14th). The titan never learned who had fooled him out of his own flesh. speak with dead (DC 23). Mobility.

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

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

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

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

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

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

Volume 3: Legions of Hell

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

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

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

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

The Faceless

Large Outsider (Devil, Evil, Extraplanar, Lawful)

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

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

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

Fallen Celestial

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

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

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

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

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

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

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

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

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

Volume 3: Legions of Hell

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

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

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

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

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

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

Wis 17. Gather Information +25. where she Mephistopheles’s court by being has assumed a mortal identity. however. She began as an erinyes who. has been spreading from city to city. +6 Dex. Con 17. 2–5 pain mistresses. for middle. Duke Bifrons.. darkvision 60 ft. and counterattacks. Hide +22. its body a humanoid skeleton with flesh stretched stupid. an obsidian dagger somehow ending up in his the right neighborhood. What Hadriel had not reckoned with was Mephistopheles himself. This maneuver solved Hadriel’s immediate problem. fear aura. and she receives a +4 competence bonus on damage rolls. A gladiatrix’s skill is such that the penalties for two-weapon fighting are further reduced by 2. (8 squares) Armor Class: 29 (–1 size. Concentration +23. Will +15 Abilities: Str 18. 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. Disguise +25 (+27 acting). As female. He still considered fallen celestials like Beelzebub to be upstarts. immunity to fire and poison. this imposing creature appears on the Material Plane. Special Attacks: Bone hooks. spelllike abilities Special Qualities: Damage reduction 15/good and silver. Climb +28. Saves: Fort +13. touch 19. greater domination. telepathy 100 ft. Extraplanar. Both of these benefits apply only when using flails. Team Fighting (Ex): Gladiatrixes receive training in team fighting as well as individual dueling. The Lord of the Eighth Circle was known as a devil of the old school. a social club arose. spell resistance 25. ring of protection +4). Ref +16. Hadriel. She became the consort of bone extend from the back of its hands. Spell Penetration. Each club is an anchor point in a monstrous sigil that spreads across . Duchess of Domination Large Outsider (Devil. A bony mane sweeps from its skull. Hadriel took over so quickly that no one thought to question it. Manic Charge (Ex): Such is a gladiatrix’s thirst for combat that she catapults herself into melee with a terrific burst of speed. Intimidate +27. a brutish general who Largely urban-based. Survival +3 (+5 on other planes. Lawful) Hit Dice: 17d8+51 (127 hp) Initiative: +6 Speed: 40 ft. instead of the double normally allowed. Spot +23. she believed her power could only increase. Weapon Focus (bone hook). She can flank characters with the uncanny dodge ability as if she were an 8th-level rogue. Diplomacy +29.” she has founded the played the part until an opportunity over. 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. through long service. Evil. and well-timed betrayals. but Mephistopheles’s attitude had not changed. Iron Will. and how she simply must find the right spot in just “accident” while on campaign. Hadriel spent the better part of a Lady Cindara chooses the location of each new club very carefully. Hadriel eventually won a place at the court of Mephistopheles and felt she had truly arrived in devil society. When two gladiatrixes flank an opponent. Dex 22.Volume 3: Legions of Hell bewildering array of attacks.and upper-class women. Knowledge (the planes) +26. Listen +23. Others century building up a cadre of loyal minions and then struck. With the prestige and resources that were now hers. 166 Hadriel is now firmly established Hadriel did not make it to Wearing a voluminous gown. heart. That she could not do in Hell. Her choices have a much more sinister purpose. so she left a skeleton staff there and moved her operations to a world in the Material Plane. Her plan was simple but ambitious: She would offer up an entire world as a sacrifice to Asmodeus. A gladiatrix can charge up to triple her normal speed (up to 120 feet). resistance to acid 10 and cold 10. so she swallowed her pride and “Lady Cindara. Hadriel knew she had to do something big—so big that Asmodeus himself would take notice. Int 22. blocks. Stunning Fist. +10 natural. 2–5 painshriekers. Furthermore. devil traits. see in darkness. and she cannot be flanked except by a rogue of at least 12th level. shrewd politics. Uncanny Dodge (Ex): A gladiatrix retains her Dexterity bonus to AC when flat-footed. Weapon Specialization (bone hook) Environment: Hell Organization: Unique or retinue (Hadriel plus 2–5 gladiatrixes. Bifrons had an comment on her vanity. Improved Grapple. +5 following tracks) Feats: Deflect Arrows. Search +26. Knowledge (arcana) +26./10 ft. and sharp hooks of Shrieking Violet Society. rose up through the devil hierarchy. she can make up to two turns of not more than 90 degrees while charging. Cha 20 Skills: Bluff +25. she was to be treated as a trophy. they each receive a +3 flanking bonus to attack rolls instead of the normal +2. After all her hard work. the society spent much of his time in the field. 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. Sense Motive +23.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

He is a master of pestilence. Improved Trip. Concentration +27. 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. The bearer of the staff can cast polymorph and dominate person twice per day as a 12th-level caster (save DC 16). guidance (2). doom. Heal +26. invisible creatures or those cloaked in darkness). shield of faith. summon devils Special Qualities: Damage reduction 15/good and silver. Nergal. Con 20. insect plague. immunity to disease. repulsion. Great Fortitude. 7th—blasphemy*. owl’s wisdom. polymorph. Nergal’s form is huge and bloated. see in darkness. in full plate armor (7 squares). Strong enchantment. Lawful) Hit Dice: 19d8+95 (180 hp) Initiative: +0 Speed: 35 ft. Int 14.720 gp. prayer. spell resistance 25. read magic. 6th—animate objects. greater scrying. and poison. Evil. tongues. He was never seen again. Nekhet’s Weapon. silence. devil traits. Lord of the Seventh Circle. (30 ft. greater dispel magic. *Domain Spell. eagle’s splendor. Price 119. The Prophet’s Staff is a +4 defending quarterstaff. deeper darkness. divine power. resistance. Will +17 Abilities: Str 28. Ref +11./15 ft. 1st— bane. tempting mortals onto a path that leads them to Hell upon death. Blindsight (Ex): Nekhet can “see” by emitting high-frequency sounds. spell-like abilities. The sacred scrolls made no mention of her. discern lies. the Fetid Prince Huge Outsider (Devil. word of recall. he cast aspersions on her story and all but accused her of lying. The high priest. command. 3rd—bestow curse. divine favor. Nekhet made a surprise entrance to the cult’s temple and announced her parentage to the assembled throng. Craft Magic Arms and Armor. shield or shield of faith. cure serious wounds. protection from good*. Devils thrive in this sort of atmosphere.. sanctuary. he asserted. resistance to acid 10 and cold 10. In a private conference with Nekhet. summon monster IX*. A silence spell or similar effect negates this ability. Iron Will. dominate person. Extraplanar. Dex 10. +13 +5 full plate of light fortification). 8th—earthquake*. greater command. The rest of the priests got the message and no one ever dared to question her authority. darkvision 60 ft. geas/quest. This allows her to locate objects and creatures within 120 feet that are otherwise hidden (for example. control weather. Cha 18 Skills: Bluff +26. +12 natural. Survival +4 (+6 on other planes) Feats: Combat Expertise. Disguise +4 (+6 acting). Improved Disarm. greater spell immunity. Climb +26. whose particular pleasure is spreading disease on worlds in the Material Plane. 4th—cure critical wounds. Diplomacy +30. 9th—storm of vengeance. fire storm. save DC 15 + spell level): 0—detect magic (2). with spiked chain) Special Attacks: Diseased strike. Improved Critical (spiked chain). summon monster V. plane shift. Spot +26. unholy blight*. undetectable alignment. wind wall. Saves: Fort +18. telepathy 100 ft. however. Wis 18. He revels in the fact that the randomness of truly virulent disease can shake even the strongest faith. spiritual weapon. The next morning Nekhet appeared with the high priest’s staff of office. cure light wounds. The Prophet’s Staff Volume 3: Legions of Hell Typical Cleric Spells Prepared (6/8/7/7/7/6/5/4/3/2. Delighted to find a strong church dedicated to her father. Armor Class: 33 (–2 size. Sense Motive +26. Knowledge (the planes) +24. touch 8. CL 12th. base speed 50 ft. harm*. The worshippers were suitably impressed and bowed down to the bat-headed offspring of their deity. Intimidate +28.Early in her career Nekhet visited a world in the Material Plane with a vigorous cult of Set. dismissal. remove curse. so how could she be Set’s daughter? Nekhet listened attentively to his protestations and then left him without saying a word. He whose stock in trade is disease that rots from within is in charge of preventing the decay 183 . mass contagion. 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. flame strike. 2nd—death knell. contagion*. shatter*. was not so quick to serve. Listen +26. sending. 5th—dispel good*. Nergal is also proof that Beelzebub has a sense of humor. fire.

ray of enfeeblement. Combat Oubliette Huge Outsider (Devil. combatant. He has dirt on most opponent he strikes in melee combat may become infected with flesheater. Special Attacks: Stomp 3d6+13 Special Qualities: Damage reduction 10/good. Lawful) Hit Dice: 12d8+72 (126 hp) Initiative: –1 Speed: 40 ft. But the King of Hell realized that there were some souls too good to be corrupted and too powerful to be allowed into Heaven. The Fetid Prince built his base of operations in an enormous swamp. Con 22. feeding him information on pestilence from every pore. This ability is the equivalent of a 5th-level spell. Devils tempt mortals into evil so that their souls will travel to Hell upon death. Endurance. Extraplanar. as well as commands the bone devils of the any weapons he wields. Wis 14. but that does not mean he is a weak save DCs are Charisma-based. He Nergal’s natural weapons. While he is immune to diseases himself. The denizens of the planes are in a constant struggle for souls. no two of fortress. reduction. protection from good. see in darkness. 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. Material Plane. darkvision 60 ft. prying eyes. He created the oubliettes to be living prisons of flesh./15 ft. which is why the war is prosecuted with such vigor. Any countless devils. Dex 9. a of Beelzebub’s important nobles. but he simply cannot give up the joy of personally cursing mortals with plagues of his own devising. the souls of the good go to the Seven Heavens or other good planes. Improved Bull Rush. Saves: Fort +14. minions. The Nergal’s form may appear flabby. 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. These voyages are unwise. 2/day—acid fog (DC 20). see invisibility. so he closes as quickly as possible. dispel good (DC 19). Ref +7. 1d8 course—that and Beelzebub’s continued support keep Nergal in office. 17–24 HD (Gargantuan) Level Adjustment: — Oubliettes are sinister creations of Asmodeus that can found on all circles of Hell. Accumulating souls makes both gods and devils more powerful. and they hate him for it. Nergal is most vulnerable on his periodic trips to the effect. the oubliette slides the tentacle back into its body and the devils return to Hell with their prize. resistance to acid 10 and cold 10. Amazingly. Each corrupted soul adds power to Asmodeus and denies it to the Lords of Good. Intimidate +17. The properly policing the Lord of the Flies’ the purpose of overcoming damage creature carries a huge spiked chain dripping slime. Cleave. Spell-like Abilities: At will—contagion (DC 18). as the swamp can swallow which can be more than 30 feet apart. Each blow with his slimesuccess. Likewise. An infernal headsman then chops off the mortal’s head and plants it on the waving tentacle. When a devil noble or Lord of Hell wants a troublesome champion of good removed. Will +10 Abilities: Str 29. so there is no need for a navigable path to his but affects up to twenty opponents within 100 feet of Nergal. covered spiked chain is diseased. Evil. immunity to fire and poison. Int 5. and he also relishes every chance he gets to use mass contagion on enemies. Spot +17 Feats: Blind-Fight. whispering wind. (8 squares) Armor Class: 25 (–2 size. incubation period 1 hour. Con). Skull and tentacle bond. this does not kill the victim.Volume 3: Legions of Hell of Beelzebub’s organization. Once the process is complete. of disgusting supernatural disease (Fortitude DC 24. Nergal receives hundreds of reports every day from his far-flung Diseased Strike (Su): Nergal drips agents. They also fear him. His Mass Contagion (Su): This fearsome ability is identical to the contagion spell minions teleport in and out. such as those of heroic paladins and clerics. an infernal strike force is assembled that includes an oubliette. Once subdued by the strike force. The save DC is Constitution-based. Listen +17. 184 An oubliette can extend a long tentacle from its stomach. Cha 14 Skills: Balance +14. +18 natural).. he is a carrier for dozens Summon Devils (Sp): Once per day Nergal can summon 2d10 herlekins of different types of pestilence. They were devised to deny pure souls to the Lords of Good for all time. Jump +24. . unholy blight (DC 18). telepathy 100 ft. A Fortitude save (DC 24) negates the up entire armies. 1/day—blasphemy (DC 21). The save DC is Constitution-based. Any overland attack is doomed to failure. nondetection. greater teleport (self plus 50 pounds of objects only). complete with a helm and face guard. devil traits. Nergal knows that any sane combatant fears with a 75% chance of success or 1d8 bone devils with a 35% chance of infection. the targeted mortal can only watch helplessly as the oubliette’s tentacle emerges. Caster level 18th. 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). touch 7. regeneration 5. –1 Dex. and hellish ichor from the oubliette’s body keeps the head both alive and conscious. spell resistance 22.

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

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