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

Schwalb

GRR1025e

The Book of Fiends

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

Art Direction (Legions of Hell)
Chris Pramas

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

Cover Art
Michael Sutfin

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

Editing
Jeremy Crawford, Rob Smolka, and Jennifer Clarke Wilkes

Proofreading
Evan Sass

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

Graphic Design and Art Direction
Hal Mangold

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

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

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

1

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

The Book of Fiends

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

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

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

Table of Contents

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

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

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

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

2

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

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

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

Chapter Nine: Infernal Prestige Classes ...196

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

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

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

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

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

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

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

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

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

The Book of Fiends
3

edition 3. Schwalb. “Will you be updating Legions of Hell and Armies of the Abyss?” 4 The answer seemed obvious. plus new demons and devils and the entirety of Hordes of Gehenna. subtitle Book of Fiends. we decided to Chris Pramas give the good guys a chance in the Avatar’s December 1.5 was upon us and many changes were made to the core game. Thus was born Legions of Hell. We have made every effort to make this as complete as possible. First. came out in 2002. which provided an anti-paladin to answer Book of the Righteous’s holy warrior class. which would only be of use to some GMs. It was thus only natural that they were adopted into RPGs very early on.5 update of the unholy warrior class by author Robert part of a larger work. 2003 . Dispater. This title focused on a new class divine spellcaster that summoned celestials and other creatures of the Upper Planes. That is the tome you hold in your hands. a mammoth tome that provided be used with the standard d20 cosmology or And father taught us boundaries a fully detailed cosmology. These words have been used to describe ultimate evil. and Orcus in the 1st edition Monster Manual? Or the precision of the Gygaxian prose in Monster Manual II? The fact that I would never really need to know exactly how many companies of bearded devils Balan commanded on the battlefield didn’t occur to me. All that mattered was that I got a peak into Hell. We also followed through on the idea of Armies of the Abyss. but the freelance author given the assignment had to bow out at the last minute. pantheon. All of this material can Righteous. Legions of Hell was conceived as the first include a 3. Handbook. I decided to do a monster book featuring the creatures of the Pit. The original bore the J.Introduction Introduction Demon. Rather than do a book about Hell itself though. We got Book of the Righteous author Aaron Loeb to write the material on Gehenna to ensure compatibility with his cosmology. Later. Green Ronin’s best-selling fantasy sourcebook to date. Before we could release Hordes of Gehenna t h o u g h . Such creatures exist in every culture under many different names. May your game never be the same! Mission of Burma embellished them as part of a wonderfully imaginative tapestry. Rather than release Hordes of Gehenna on its own. We even had room to From the beginning. Beyond which we must go church-structure. to come out in March of 2003. 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. Devil. Volume 1. It includes all the original material. Volume 2. Devils had traditionally been high-level foes. We immediately began to get questions from the fans. and that of Book of the Righteous. so the fiends would have some new foes. 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. Daemon. we should do the complete Book of Fiends. Who can forget the images conjured up by the likes of Asmodeus. when conceiving books for the then-new d20 System. with updates and new material for Legions of Hell and Armies of the Abyss. Hordes of Gehenna. so now all the evil is in one place. I tried to create creatures with a wide variety of Challenge Ratings. we published the Book of the in between 1 and 25). A large part of the book was given over to statting up those celestials. We forged ahead with the Unholy Warrior’s Handbook. Our original plan called for Volume 3 of the Book of Fiends. I could hardly argue. We also providing a wide range of CRs so you’ll find And mother taught us patience expanded on the Legions info in two other creatures from ½ to 40 (with most clocking The virtues of restraint key titles. I remembered that years later. When designing the book. 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.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Volume 1: Armies of the Abyss

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

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

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

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

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

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

Orusula

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

62

Orusula understand, but do not speak, Abyssal.

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

Volume 1: Armies of the Abyss

Combat

Paigoel

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

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

63

Volume 1: Armies of the Abyss

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

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

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

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

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

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

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

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

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

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

64

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

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

Volume 1: Armies of the Abyss

Radiant Boy

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

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

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

A

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

65

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

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

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

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

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

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

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

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

Spot +15. Wis 10. which are then opened in the presence of the intended target. Flyby Attack. fly 60 ft. Concentration +17. spineseekers pose a serious threat to even the demonic residents of the Abyss. Special Attacks: Improved grab. draining it of vitality. New Wondrous Item: Stasis Cage 74 . (good) Armor Class: 26 (+1 size. however. Dex 24. Once it has grabbed represent an important commodity in the Abyss. Will +8 Abilities: Str 16. Sometimes the spineseeker attacks the bearer of the stasis cage. Demons (or even mortals) wishing to use spineseekers in this manner trap them in containers known as stasis cages (see the sidebar for details). Extraplanar) Hit Dice: 12d8+24 (78 hp) Initiative: +7 Speed: 20 ft. while at the same time controlling its motor functions. an enemy. Craft Wondrous Item. It doesn’t always work. Cha 8 Skills: Climb +18. Some demonologists theorize that they communicate with each other when in rut by attaching themselves to other creatures. Dodge. Search +16. Though far from stupid. CL 17th. Escape Artist +22. Mobility. two Tiny creatures. (4 squares). which involves grappling (often larger) opponents. Int 12. Spineseekers get Despite the danger they pose—and their name from their favorite combat likely because of it—spineseekers tactic. six insectoid wings. spell resistance 18 Saves: Fort +10. 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. Strong transmutation. +7 Dex. A spineseeker’s dull gray body can reach a length of 4 feet. They cannot be reasoned with and know nothing of mercy or compassion. Use Rope +7 (+9 with bindings) Feats: Combat Reflexes.800 gp. The box holds one Small creature. each surrounded by acid and pulpy such battles squatting over injured several wriggling arms. spinelatch. a spineseeker attempts to attach itself to the creature’s spine. Combat Spineseekers occasionally pause to use their detect good ability before choosing prey (they seem to prefer good victims to others. it flies right to its mark and begins its grisly work. 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. Price 11. temporal stasis. 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. four Diminutive creatures. Move Silently +22. More devious mass of stomach demons can be seen at the heart of mouths similar to those of lampreys. resistance to electricity 10 and fire 10. Hide +26. care whom they attack. a hundred spiky legs. touch 18. They make incredibly effective assassins. a spineseeker attempts to force the creature to hurt itself or fight against the spineseeker’s enemies. Ref +15. but will do with just about any food they can get their mouths into). puppetmaster. All spineseekers are hermaphroditic and reproduce by mating. afterbirth. Evil. and three destroy the incursion. Swim +18. Anything within a closed stasis cage is affected by a temporal stasis spell (caster level 17th). The stasis cage can be used only once. Listen +15. since their lack of communication makes it extremely difficult to track the killing back to its sponsor. spineseekers. Whenever a colony of the young. or eight Fine creatures. darkvision 60 ft. 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. forcing the creatures into specially prepared magical cages. creatures finds its way into a disgorging demon settlement. Once it has controlled a victim with its puppetmaster ability. +8 natural).Volume 1: Armies of the Abyss Spineseeker Small Outsider (Chaotic. Con 14. Weight 4 lb. Survival +0 (+2 following tracks). Usually. whose movements they control in mutually understood mating gestures../5 ft. though specimens half that size are far more common. allowing items or creatures up to Small size to be placed within. spell-like abilities Special Qualities: Damage reduction 10/good. 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. One side is hinged.

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

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

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

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

and consult the table below. Demon. amidst the infinite pools of corrosive oozes. The similarity between this creature and blurry and insubstantial. meteor swarm. as to that of a basilisk. they rip apart those foes that did not succumb to their field. The effects of these boosts last until the next round and next roll. Volume 1: Armies of the Abyss Warped One Medium Outsider (Chaotic. chaotic energy in a 30-foot spread. a fox. There. and finally a one is said to have sprung from the demon before cycling through a torrent of other features. 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. requiring at least 10. Survival -3 (-1 other planes). they are the favored choices for martially inclined thaumaturgists. Use Magical Device +13. other—exactly which way the genes flowed is up for debate. immune to critical hits and transformation. Cha 13 Skills: Balance +3. CL 20th. touch 11. Warped ones are more chaotic than they are evil. Pair. 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). scarcely containable. demon traits. Stealthy Environment: The Abyss Organization: Solitary. for they are raw The creature before you is hard to distinguish. the craftsman has to spill the fresh blood of a trumpet archon into the molten metal. 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. caster must be at least 20th level. (6 squares) Armor Class: 20 (+1 Dex. its features shift the chaos beast is not incidental. wish. Use Rope +0 (+2 with bindings) Feats: Dodge. Blur (Sp): Warped ones are protected as if under the effects of blur. with a malevolent streak that makes them especially nasty. but the warped one can reactivate it as a free action. Warped ones dwell. Cost 125. random traits. Jump +4. Evil) Hit Dice: 10d8+20 (65 hp) Initiative: +1 Speed: 30 ft. Craft Construct (see MM). Iron Will.000 XP. It can be suppressed. assembling the golem requires a DC 20 Craft (armorsmithing) or DC 20 Craft (weaponsmithing) check. They are destructive and capricious. Their plan consists of sneaking in chaos beasts a few at a time. insane Saves: Fort +9.000 gp. polymorph any object.000 gp. for the most part. Special Attacks: Corruption field. Spot +10. you may use the Unholy Warrior’s Handbook Table 1-6: Mutations on page 19 if that book is available to you. 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. Climb +15. Corruption Field (Su): Warped ones are beings of a raw chaotic energy with just enough evil to be truly dangerous. Falling somewhat outside the traditional roles of other demons. Ref +8. then a serpent. Combat Warped ones rush into the thick of combat. All opponents in the affected area must attempt a Will save (DC 16) or be affected by confusion for 1d4 minutes. the warped ones plot and plan to seize and corrupt other portions of the Abyss. on the layer controlled by The Lord of Many Forms. Wis 5. Once the component parts have cooled. Tumble +14. Once per day. gradually building an army. Random traits (Sp): Warped ones constantly change and warp thanks to the raw chaotic energies at work within them. Alternatively. Hide +16. 21-30 HD (Large) Level Adjustment: — Warped ones. Price 250. Con 15.Construction A vulcan demolisher’s body is made of an iron-adamantine alloy. Escape Artist +14. roll 1d6. Dex 13. Move Silently +16. and add various noxious chemicals and poisons costing at least 30.000 gp + 10. While you watch. Each round they remain in the area of the corruption field. warped ones summon random creatures instead of demons. Extraplanar. +9 natural). a warped one has a 50% chance 79 . Knot (3-18 plus 1d4 chaos beasts) Challenge Rating: 8 Treasure: None Alignment: Always chaotic evil Advancement: 11-20 HD (Medium)./5 ft. corrupting and warping as many opponents as they can. exist where the raw stuff of chaos touches the Abyss. This spell-like ability functions as if cast by a 13th-level sorcerer. Knowledge (the planes) +14. geas/quest. The effects of these corruptions/mutations last for 1d12 rounds. Once chaos takes hold. also known as pertubatio demons.000 pounds of raw material. For each round of combat. One day soon. During the process of smelting. summon Special Qualities: Blur. The save DC for this ability is Charisma-based. Will +6 Abilities: Str 15. twisted demons and other raving inhabitants. Mobility. Int 13. appearing violence. Listen +10.

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

Volume 2: Hordes of Gehenna Hordes of Gehenna 81 .

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

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

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

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

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

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

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

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

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

the Lieutenants take it upon themselves to destroy their opponents utterly. Dex 15. they command their forces to Battle Cry (Su): As a standard action. while the lieutenant leaps into the fray. Will +6 Abilities: Str 19. 91 . Listen +10. automatically dealing 2d4+6 additional points of damage. displays no weaknesses. Combat Lieutenants begin combat with their battle cry. Its arms end in wicked claws and its legs are rooted to the ground. immovable. swinging his halberd with abandon. They increase to Large size./5 ft. gain a +2 size bonus to Strength. Rend (Ex): If a footman hits with both claw attacks. arrogant in their power. 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. It seems to taste the air suffer a -2 morale penalty to all attack rolls and saving throws. the lieutenants develop a supreme hatred. They speak Abyssal. 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. from obsidian. Con 17. an ear-splitting shriek that carries quite a distance. +7 natural). Diplomacy +11. When they enter the fearsome rage. All allies that can hear the battle cry gain a +2 morale bonus to attack rolls and saving throws. perhaps it is simply their nature. grey creature bears a shining black halberd must attempt a Will save (DC 15) or carved. Survival +10 Feats: Diehard. Cha 14 Skills: Climb +13. Bearing aloft their shining. command. Footmen often bring in reinforcements to swell their numbers against a dangerous foe. All A powerful creature covered in bone and chitin armor-or is it opponents who hear the battle cry skin?-this tall. Stability (Ex): Footmen are exceptionally stable on their feet. The save DC with a long. Weapon Focus (halberd) Environment: Gehenna Organization: Solitary. Wis 12. Unit (lieutenant plus 20 footmen). touch 12. the lieutenants command their footmen into battle. This ability functions as a 3rd-level spell. the Lieutenants of the Company evidence cunning and ferocity. or otherwise not standing firmly on the ground). poison. Ten rounds later. damage reduction 5/magic. Special Attacks: Battle cry. the lieutenant of the company may throw his head back and release an awful shriek that inspires his allies and demoralizes his foes. The save DC is Constitution-based.there is a 50% chance for the footman to enter a blood-chilling fury. a footman can summon another footman with a 25% chance of success. From its mouth flickers an impossibly long tongue. This deformed. Summon (Sp): When under a contract and working for an employer. Its body. hungry for the glory of battle and for greater status within the company. See the PHB for more details on this spell. (8 squares) Armor Class: 19 (+2 Dex. but when the Companions take on a new foe. flying. wicked tongue that ends in a series of barbs. Int 12. grey creature appears to have been created for one purpose only: warfare. Lieutenants are seven to eight feet tall. Jump +13. Extraplanar) Hit Dice: 6d8+21 (48 hp) Initiative: +2 Speed: 40 ft. Swim +13. Each lieutenant oversees a unit of 20 footmen. perhaps. Common and Infernal. Evil. they function as if they were humanoids and under the effects of an enlarge person spell. daemon traits. -2 size penalty to Dexterity and a -1 penalty to attack rolls and AC. Ref +7. Spot +10. summon Special Qualities: Companion traits. While most mercenaries seek only to do their job and survive. 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. it latches onto the opponent’s body and tears the flesh. for this ability is Charisma-based. from which drips something black and smoking. Toughness. covered in chitin. 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. EnduranceB. Perhaps it is the dark enchantment of the company. 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. enter their fearsome rages. Lieutenant of the Company Medium Outsider (Daemon. riding. A lieutenant’s attacks are considered magical for purposes of overcoming damage reduction. Following the shriek. stability Saves: Fort +9. the victim of the tongue attack must attempt another Fortitude save against the same DC or the poison deals an additional 1d3 points of Strength damage. Intimidate +11. To this end. Knowledge (history) +10.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

with gut tendril) Special Attacks: Falchion of desire. crit 18-20) Full Attack: +1 large falchion of desire +19/+14 melee (2d6+13 plus desire. Cha 17 Skills: Climb +21. To make sure they do her bidding. Creatures of pure devotion. Weapon Focus (Gut Tendril) Environment: Gehenna Organization: Solitary. as a full-round action to try reduction. The parasites can only be removed by remove disease or heal. The victim is entitled to another Will save . Con 20. his eyes fixed a flood of melee attacks. Listen +14. the opponent cannot react to trip the impregnator. parasites. When fully disrobed. usually twelve feet high. Impregnator Patriarch (Mercenary of Lust) Large Outsider (Daemon. Making the impregnator patriarchs even more dangerous. victims find themselves kicking at the victim presents its abdomen for the end of the impregnator’s horns. Common. to become impregnated with maggots. Power Attack. This towering humanoid has a skeletal head topped with the patriarch impregnator to do with An impregnator patriarch’s attacks massive ram’s horns. Ref +9. each of which assist. all Strength and Constitution checks are made at a -6 circumstance penalty. (6 squares) Armor Class: 25 (+2 Dex. allies may move to for purposes of overcoming damage from its stomach. Impregnator patriarchs speak Abyssal. powerful charge (2d8+12). crit 18-20).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. rising as it will. she sends one of her trusted impregnator patriarchs. Wis 13. and all of them wield a special blade crafted by In’nassi herself. Tripped on the patriarch. spell resistance 23 Saves: Fort +12. 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. Upon a successful gut tendril attack. They open combat with a powerful charge attack. A blow from these ensorcelled falchions fills the victim with pure. they possess three striking maw tentacles. the victim must attempt a Fortitude save (DC 15) or strange. Int 9. they are the sometimes lovers of their Exarch and would gladly die to please her. otherworldly maggots infest the wound. Swim +21 Feats: Cleave. Draconic and Infernal. the victim may attempt a new Fortitude save to resist the ability drain. gore +12 melee (1d8+4) Space/Reach: 10 ft. Orgy (Patriarch plus 4-8 impregnators) Challenge Rating: 12 Treasure: None Alignment: Always neutral evil Advancement: 11-20 HD (Large). Improved TripB. the disease of which can cause the entire body. Will +8 Abilities: Str 26. Great Cleave. Extraplanar) Hit Dice: 10d8+50 (95 hp) Initiative: +2 Speed: 30 ft. 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. For as long as the maggots infest the character. During the time that the are considered both magical and evil victim undresses. blinding lust—the very essence of the Exarch herself. It holds a gleaming falchion and. to snap victim out of the state. followed by victim begins to undress. Powerful charge (Ex): On a charge action. 3 gut tendrils +13 melee (1d6+4 and parasite). multiplying in the space of one round and dealing 1d4 points of Constitution each minute they remain as they turn the victim’s abdomen into a soupy mess. flatfooted 23 Base Attack/Grapple: +10/+26 Attack: +1 large falchion of desire +19 melee (2d6+13 plus desire. Jump +21. immune to disease and poison. are three writhing tentacles. Evil. 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. If the attempt fails. Dex 14. The save DC is Constitution-based. Each succeeding minute. end in a grinning maw filled with razor-sharp teeth. The impregnators. touch 12. Spot +14. 21+ HD (Huge) Level Adjustment: — In’nassi is not usually present as her servants aid her lovers. Impregnator patriarchs are very tall. trip Special Qualities: Daemon traits. damage reduction 10/good and magic. Intimidate +16. Knowledge (the planes) +12. +13 natural). 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. (15 ft. / 10 ft. not just the belly.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Volume 3: Legions of Hell Legions of Hell 139 .

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

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

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

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

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

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

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

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

+10 natural). Toughness. Ref +10. Balan and Mammon. 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. 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. Extraplanar) Hit Dice: 17d8+105 (181 hp) Initiative: +0 Speed: 40 ft. and the effect lasts until dawn. spell resistance 22 148 ./10 ft Special Attacks: Improved grab. hellhounds. Spot +12. are great rivals as sportsmen. Will +11 Abilities: Str 39. (8 squares) Armor Class: 18 (–2 size. Caster level 18th. dominate animal (DC 17). Fleshtearer Fiendish Dire Bear Huge Magical Beast (Augmented Animal. Spell-like Abilities: At will—animal growth (DC 19). magical beast. low-light vision. 1/day—unholy blight (DC 18). Fleshtearer can make a normal melee crowded on his broad. Cha 10 Skills: Listen +12. A typical hunt includes his huntsman (see page 149). Dex 11. Swim +16 Feats: Alertness. two 5th-level Balan’s jackals (see page 196). He can also communicate telepathically with any aberration. This ability is the equivalent of a 6th-level spell. and devils can only speculate what would happen if the two were ever to meet. Telepathy (Su): Balan can communicate telepathically with any creature within 100 feet that has a language. and in the center is that of a man. smite good Special Qualities: Damage reduction 10/magic. greater magic fang. Con 23. creatures to over a hundred. sinewy shoulders. Fleshtearer strikes terror into mortal and fiend alike. no matter how many there are. Lord of the Third Circle. Diehard. The head on the attack to deal an additional +17 Balan’s natural weapons. Run. bull. Saves: Fort +16. 3/day—commune with nature. whirlwind (DC 22). This ability can only be used after sundown. on the left is that of a long-horned damage to a good creature. a fiendish dire bear named Fleshtearer. He gathers together a pack of fiendish beasts. but the Master of the Infernal Hunt has free rein to continue his merry ride until he’s had his fill of bloodletting. attack. feeding the cub only the most tender mortal flesh and the freshest blood. even if that creature does not have a language. this bare-chested man has three heads abilities. Balan reared this beast himself. This is a real treat for the old devil. Mammon leads his own hunt. Skills: Balan’s three heads give him a +2 racial bonus on Listen and Spot checks. Balan’s Mount Balan rides a special mount when hunting. resistance to cold 10 and fire 10. darkvision 60 ft. or 1d3 magugons with a 25% chance of success. or monstrous humanoid within range.. flat-footed 18 Base Attack/Grapple: +17/+39 Attack: Claw +30 melee (2d6+14) Full Attack: 2 claws +30 melee (2d6+14) and bite +24 melee (3d8+7) Space/Reach: 15 ft. Wis 12. Fleshtearer must hit with a claw and 1d4 fiendish stags (use bison as the base creature) or fiendish tigers. see invisibility. are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. horns on his forehead and fury in his eyes. Each hunt has a special target chosen by Belial (such as a troublesome crusading church).Volume 3: Legions of Hell Belial also periodically releases Balan and his Infernal Hunt onto the Material Plane. and his pride and joy. His body ogreish. Balan supplements this raw savagery with his spell-like Smite Good (Su): Once per day. The save DCs are Charisma-based. 2d12 hellhounds or hellcats. howling through the sky and landing to reap souls and cause untold destruction. tear them apart. scent. ranging in size from a dozen of overcoming damage reduction. Now full-grown. as well as right is that of a ram. dispel magic. his jackals (see page 196). Summon Devils (Sp): Once per day Balan can attempt to summon 1d6 hellcats with a 75% chance of success. greater teleport (self and mount only). touch 8. Int 3. find the path. Endurance. any weapons he wields. animal. shapechange. Improved Grab (Ex): To use this ability. They appear at night. freedom of movement. 3d12 herlekins with a 50% chance of success. Flight of the Hunters (Sp): Balan can grant the equivalent of the fly spell to each member of his hunt.

The officeholder benefits from Balan’s blessings and the huntsman’s horn. and the mayhem begins. Saves: Fort +10. are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Once the Infernal Hunt arrives. and eliminates prying eyes. Con 16. +5 +3 shadow leather armor). spell resistance 20. Move Silently +18. Minor Artifact: The Huntsman’s Horn 149 . including the horn’s wielder. Sound Blast: Once per minute. see in darkness. Listen +14. The natural weapons of Balan’s huntsman. Spell-like Abilities: 3/day—dimension door. immunity to fire and poison. Improved Critical (greataxe). beheaded three rivals to capture the silver ring. devil traits. prying eyes. The Master of the Infernal Hunt releases a white-furred hellcat with a silver ring around its neck. When Balan has had his fill of slaughter. an ancient artifact. Balan’s huntsman sounds his horn again. This plane shifts the entire hunt Combat When scouting ahead. see invisibility. Volume 3: Legions of Hell This ugly elf-like man wields horn. and is clad in leather armor black as night. Lawful) Hit Dice: 10d8+30 (75 hp) Initiative: +3 Speed: 50 ft. 1/day—commune with nature. as well as any weapons he wields. Balan’s huntsman takes his place by the side of his lord. it is the huntsman’s duty to travel ahead and scout the way. Caster level 12th. and enchanted with dark magics. Balan’s huntsman uses stealth and tends to avoid combat. picks out worthy targets. darkvision 60 ft. Stealthy. When all is ready. Ref +10. flat-footed 18 Base Attack/Grapple: +10/+14 Attack: +3 greataxe of speed +17 melee (1d12+9/19–20/ x3) or dagger +13 ranged (1d4+4/19–20) Full Attack: +3 greataxe of speed +17/+17/+12 melee (1d12+9/19–20/x3) or dagger +13 ranged (1d4+4/19–20) Space/Reach: 5 ft. The save DC is Charisma-based. touch 13. 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. Only the most clever and vicious devils have a chance of winning this contest: The current huntsman. carries a hunter’s returns to Hell. Any other creature that so much as picks it up suffers two negative levels. Beldrake. Cha 16 Skills: Balance +16. Balan is most pleased with him. Survival +14 (+16 following tracks) Feats: Combat Reflexes. +3 natural. That is the only rule. the huntsman’s horn celebrates the power of Hell. Weight 1 lb. Spot +14. Will +8 Abilities: Str 18. and the devil who brings the ring back becomes Balan’s huntsman for the following year. Wis 13. resistance to acid 10 and cold 10. detailed below). Extraplanar. Hide in Plain Sight (Ex): Balan’s huntsman can use the Hide skill even while being observed. and a second blast sends the group back. expeditious retreat. Balan’s huntsman is a special office in the retinue of Balan (see page 147). from Hell to the Material Plane. He reconnoiters the terrain. Creatures that were deaf to start with take damage but are not stunned. hide in plain sight. tipped with adamantine. Search +13./5 ft. and the fiendish pack a greataxe. fast healing 5. Dex 17. Int 11. Each year Balan’s followers compete in a great hunt on the Fourth Circle of Hell. Hide +23. 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. This impressive horn was a gift to Balan from Belial several millennia ago. One round trip can be made each day. Special Attacks: Sneak attack +5d6.Balan’s Huntsman Medium Outsider (Devil. When Balan organizes an expedition to the Material Plane. He quickly and quietly eliminates enemies that must be dispatched. CL 20th. Jump +17. Carved from the yellowed tooth of an ancient silver dragon. Sneak Attack (Ex): Balan’s huntsman can sneak attack (+5d6 damage) like a rogue. wind wall (DC 16). polymorph (self only). Strong conjuration and evocation. Only Balan and his huntsman can safely carry the artifact. Evil. he blows his horn of office (the huntsman’s horn. telepathy 100 ft. (10 squares) Armor Class: 21 (+3 Dex. the horn can be used to produce a 100-foot-long cone of deafening sound. spell-like abilities Special Qualities: Damage reduction 10/good.. The huntsman’s horn has the following powers: Plane Shift: One blast from the horn shifts all members of the Infernal Hunt.

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

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

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

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

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

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

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

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

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

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

Volume 3: Legions of Hell

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

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

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

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

The Faceless

Large Outsider (Devil, Evil, Extraplanar, Lawful)

160

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

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

Volume 3: Legions of Hell

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

Fallen Celestial

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

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

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

161

Volume 3: Legions of Hell

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

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

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

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

162

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

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

Volume 3: Legions of Hell

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

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

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

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

163

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Volume 3: Legions of Hell

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

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

193

Volume 3: Legions of Hell

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

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

Whiptail

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

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

194

Volume 3: Legions of Hell

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

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

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

This

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

195

Volume 3: Legions of Hell

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

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

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

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

Requirements

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

Class Skills

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

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

Class Features
196

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

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

bite). Base Atk +3. As mountebanks advance in rank. Atk +5 melee (1d6+2. Spot +3. skills. He offers his most promising minions contracts to pledge their souls to him in return for malefic power. If the attempt fails. and feats of the original creature and class. used as ink to sign a contract drawn up by Jalie. with the duke’s personal attendance at the ceremony. false vision. Permanent ability drain from the ritual cannot be cured by healing or spells (other than wish). Dodge. amulet of health +2. Dex 16. Mountebank Escape Artist (Dex). +1 battleaxe. HD 4d8+8 (26 hp). Listen +3. only the ambitious make it past the first few levels. EnduranceB. underground lairs also have 1–3 trolls) Challenge Rating: 12 Treasure: Double goods.Volume 3: Legions of Hell Feats: Alertness. Likewise. SQ evasion. Hit Die: d6. Wolf Animal Companion: CR —. Wis 12. Space/Reach 5 ft. Spot. Medium Animal. Class Features Weapon and Armor Proficiency Mountebanks gain no proficiency in any weapon or armor. and 6–10 dire lions. Knowledge (all) (Int). Skill Focus (Bluff). 2 potions of bull’s strengt