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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Jump +23. serves as the golem’s “heart. 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. an opponent of that alignment. and cold-based effects slow them for 1 round. blasphemous martial prowess. Immunity to Magic (Ex): Razorwire golems are immune to all spells. they and Infernal. find humor in everything. polymorph any object. Cost 45. Mobility. Volume 1: Armies of the Abyss Construction The exact method of constructing razorwire golems has been lost to time. blade barrier. Climb +13.500 gp.500 gp. 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. when finished. spell resistance 24 Saves: Fort +8. Vulnerability to Rust (Ex): A razorwire golem is affected normally by rust attacks. and weaving harlequins hate lawful good individuals above all else. Ref +13. though. such as that of a rust monster or a rusting grasp spell.no damage to a razorwire golem. As you recoil in horror. all They also serve as spies and assassins. CL 16th. for from its abilities to entertain. Evil. flatfooted 15 Base Attack/Grapple: +9/+10 Attack: +1 anarchic dagger +17 melee (1d4+2) Full Attack: +1 anarchic dagger +15/+10 melee (1d4+2). Demon. in many of the same capacities as they do in the Abyss. Will +6 Abilities: Str 12. Spring Attack. Price 88. Perform (comedy) +15. It is the if no opponent stood there. dressed in red and black by mortal eyes. Craft Construct. spells. haste. In fact. geas/quest. Coupled Most of these demons function as entertainment for the lords of the Abyss. though rather intelligent. and many demon princes would go to great lengths to reward the person who rediscovered it for them. even if rushed or threatened. touch 17. Harlequin Medium Outsider (Chaotic. Con 14. Sleight of Hand +21. secretly killing rivals. the bodysuit quickly survey a battlefield. Weapon Finesse Environment: The Abyss Organization: Solitary.750 + 3. Bluff +15. spell-like abilities. they are capricious tools at best. specialize in the lewd. Harlequins will and grave. except as follows. diamonds. Wis 11. limited wish. (10 squares) Armor Class: 22 (+7 Dex. However. A harlequin’s strength originates Harlequins are fast and dangerous down its cheeks. Harlequins. What is known is that a razorwire golem’s body is spun from 400 pounds of mithral-alloyed steel. Move Silently +19.480 XP. Skills: Razorwire golems have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks. 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. caster must be at least 16th level. able to blend spells with the clown has pools of darkness for eyes. Abyssal illusions and skills in deception. and supernatural effects. improved evasion. demon traits. looking gods in scandalous positions so seems to be its actual skin. Improved FeintB. Hide +19.) Assembling the body requires a successful Craft (metalworking or weaponsmithing) check (DC 19). summon Special Qualities: Damage reduction 10/good. Fire-based effects (including heat metal) haste them for 1 round. Special Attacks: Sneak attack +3d6. The creator must mummify the decapitated head of a ghaele in a bundle of barbed cords and wires that. Through their Harlequins speak Common. Diplomacy +5. the harlequin present a façade nearly impenetrable comes to a rest before you. Harlequin attacks over mortals. The spells make whole and fabricate compress a razorwire golem into a space no more than 5 feet on a side. Disguise +3 (+5 acting). When they encounter dangerous intrigues capable of toppling even the most powerful of lords. Something is clearly wrong. Tumble +29 Feats: DodgeB. 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. them on the first steps to damnation. +1 unholy dagger +15 melee (1d4+1) Space/Reach: 5 ft. +5 natural). the for lawful and good opponents. They regularly place the dripping down its cheeks in mirth. they focus their attacks against them almost A few harlequins make their way to the Material Plane. so that it loses reach and improved grab for 1d3 rounds. immunity to mind-affecting spells and effects. Int 13. its face white with painted black tears dripping Combat 49 . the tears are real. Having executed a perfect series of back flips. which costs 1. Intimidate +5. They in combat. Cha 17 Skills: Balance +21. Extraplanar) Hit Dice: 9d8+18 (58 hp) Initiative: +7 Speed: 50 ft. with their passion to entertain. Two-weapon fightingB./5 ft. The golem likewise is immune to falling damage. weaving head back in raucous laughter.” (The secret of this mummification has not yet been found. Dex 24. capitalization on the unexpected. where they perform to the exclusion of all else. the demon prince of comedians.

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

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

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

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

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

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

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

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

Malohin’s worshipers are few and secretive. touch 12. constrict 3d6+5. Concentration +22. the torso of an emaciated ape with four long arms. gust of wind (DC 10). Search +22. Malohin speaks Common. He lost his Abyssal realm and status as retribution for his part in an uprising against the demon prince Kostchtchie. creatures with battle as much as any demon. enervation. charges. (8 squares). spells Special Qualities: Damage reduction 15/cold iron and good. Demon. Listen +30. Sense Motive +22. Con 21. that creature cannot be affected again by that locust demon’s drone for one day. Saves: Fort +14. On a failure. as well as any weapons he wields. The ability takes effect automatically whenever he attacks. Dex 18. Malohin’s natural weapons. Climb +30. Spot +30. The save DC is Charisma-based. climb 40 ft.Volume 1: Armies of the Abyss mesmerizing rhythm to cause confusion in those who hear the awful buzzing. Celestial. Extraplanar) Malohin the Strangler Hit Dice: 14d8+70 (133 hp) Initiative: +4 Speed: 40 ft.. A tiny cabal of assassins maintains loyalty to their fallen lord and work to bring about his return to power. Hide +13. This is a sonic. telepathy 100 ft. Spellcraft +24. The save DC is Constitution-based. nondetection. or emerges from a possessed This creature stands 20 feet tall and has the legs of a body (see Possession. summon swarm. resistance to acid 10. stamps with his clawed feet. Survival +5 (+7 following tracks) Feats: Cleave. He occasionally possesses an unlucky victim and wanders into a border town. Poison (Ex): Injury. a successful Will save (DC 21) remains Malohin prefers to attack from the immune to Malohin’s frightful presence shadows. Will +14 Abilities: Str 20. When a locust demon uses its drone attack. When he fails to uncover anything of substance. Since his exile. When he possesses a mortal body. darkvision 60 ft. Evil. cold 10. Wis 21. immunity to electricity and poison. 58 Frightful Presence (Ex): Malohin can unsettle foes with the sheer presence of his natural form. mouth. but loves a toe-to-toe for one day. Creatures within 60 feet are subject to the effect stork. preferring a greataxe Improved Grab (Ex): To use this ability. spell-like abilities. +22 natural). feeding upon anyone he meets. Int 21. all creatures (other than demons) within a 300-foot spread must succeed at a Will save (DC 14) or become confused (see DMG) for 2d6 rounds. he relies on his spell-like abilities and often uses a melee weapon. Diplomacy +25. 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. Combat Reflexes. up to Large size with his claw attack. Special Attacks: Frightful presence./15 ft. pink mole-like head. Ref +13. and fire 10. are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Malohin was honored by professional assassins and common thugs alike. Move Silently +21. +4 Dex. Spell-Like Abilities: Locust demons can use the following spell like abilities: At will—contagion (DC 12). he tears the town apart in a violent rage. If the save is successful. 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. mind-affecting effect. below). Knowledge (arcana) +22. A and a quivering. initial and secondary damage 2d6 Con. The save DCs are Charisma-based. and Draconic. Malohin must hit an opponent of if available. where he feverishly searches libraries and interrogates wise ones in a search for his identity. The save DC is Charisma-based. Caster level 12th. spell resistance 30. who later stripped Malohin of his memory and banished him to the Material Plane. He understands (but has forgotten how to speak) Abyssal. the deposed lord has wandered lonely mountain trails and dark canyons far outside civilization. if they have fewer than 14 HD. Slime drips from its potentially affected creature that makes snout. demon traits. 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. Multiattack. Armor Class: 34 (–2 size. Combat . Great Cleave. possession. Fortitude DC 22. Cha 18 Skills: Bluff +21. Intimidate +23. improved grab. Disguise +4 (+6 acting). and bleary eyes. keen scent. Huge Outsider (Chaotic. These expeditions are all the more disturbing due to Malohin’s preference for using the bodies of young children.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Volume 2: Hordes of Gehenna Hordes of Gehenna 81 .

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Con 16. Parasites (Ex): The impregnator patriarch’s gut tendrils carry a deadly parasite that makes short work of the host it infects. Mytaxx’s riches are the stuff of legend. Legion (100). The vaults themselves have fifty chambers. the Exarch of Greed. Army (1-10 legions) Challenge Rating: 4 Treasure: Standard Alignment: Always Neutral Evil Advancement: 7-12 HD (Large). they will have this well-armed and implacable enemy to deal with in great numbers. Mytaxx. for before those impenetrable gates the jageth reside. the same magical enhancements. As soon as the impregnator patriarch rams its horns into the victim—always a coup de grace attack—the effects of this mindaffecting compulsion end. the weapon dissolves into a pile of stinking excrement. the vault doors do not yield and are guarded well. garnering a number of combat enhancements. There they are able to set themselves against any assault with their three mighty legs.with a +2 circumstance penalty. Few can dupe a jageth into allowing unauthorized individuals past its post. Wis 11. the jageth are armed with magical weapons from the hoard. count as magical. stability Saves: Fort +8. Spot +11. -1 size. Powerful charge (Ex): On a charge action. The save DC is Constitution-based. they set their feet into a defensive stance. the jageth specialize in taking up positions before the doors they protect. Should anyone try to plunder the inner vaults of Mytaxx. Diplomacy +0. Ref +6. For as long as the maggots infest the character. 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. (6 squares) Armor Class: 20 (+1 Dex. Listen +11. but some employ other weaponry with An imposing figure of brawn and sinew standing ten feet high. head is encased in a heavy coat of bone and it has three legs Should the jageth fall in combat. Extraplanar) Hit Dice: 6d8+18 (45 hp) Initiative: +1 Speed: 30 ft. as the tentacles on their bodies taste emotions—hence the racial bonus to Sense Motive. Weapon Focus (Bite) Environment: Gehenna Organization: Solitary. jageth can form a magical weapon from their bodies. Dex 13. Once set. Yes. they batter their foes with their massive arms. The save DC is Charisma-based. keeping it well rooted to the ground. Combat Jageth rarely instigate combat. protect the Circle of Greed and they yield for no being other than Mytaxx himself. 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. Its axes.” —Atlas of the Spheres by the Great Sage Turgon The golden miser. (15 ft. and those made with weapons. Evil. Deeper within the vaults. touch 10. flatfooted 19 Base Attack/Grapple: +6/+15 Attack: Large +1 unholy glaive +11 melee (2d8+8 plus 2d6 against good/ x3) Full Attack: Large +1 unholy glaive +11/+6 melee (2d8+8 plus 2d6 against good/ x3) and bite +6 melee (1d8+2) Space/Reach: 10 ft. the victim may attempt a new Fortitude save to resist the ability drain. Survival +9 Feats: Alertness. Hoarded over millennia. the victim must attempt a Fortitude save (DC 20) or strange. otherworldly maggots infest the wound. damage reduction 5/magic. Troop (3-12). 109 . For the purposes of overcoming damage reduction. Most jageth create glaives as indicated in the stat-block above. Will +5 Abilities: Str 20. preferring instead to defend a position they are ordered to protect. Cha 7 Skills: Climb +18. Intimidate +7. Sense Motive +13. large great this creature’s arms look capable of crushing stone. multiplying in the space of one round and dealing 1d6 points of ability drain to a random ability score each minute they remain to ravage the victim’s body. the jageth. But they are not easily reached by even the mightiest. such as large greatswords. 13-18 HD (Huge) Level Adjustment: — “If it is wealth unimaginable you seek. Each succeeding minute. The servants of the miser. Upon a successful gut tendril attack. If the attempt fails. defensive stance. The parasites can only be removed by remove disease or heal cast on consecrated ground. has hidden away in the vaults of his circle the wealth of a thousand nations. Glaive (Su): As a free action.. the opponent cannot react to trip the impregnator patriarch. Darkvision 90 ft. then nowhere in all the spheres will serve you better than the golden vaults of Mytaxx. When attacked. Power Attack. all ability and skill checks are made at a -8 circumstance penalty. with glaive) Special Attacks: Glaive Special Qualities: Daemon traits. each guarded by an army of jageth. Pair./10 ft. jageth natural attacks. Volume 2: Hordes of Gehenna Jageth (Mercenary of Greed) Large Outsider (Daemon. +10 natural). Int 7. or just about anything else. Fierce warriors.

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

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

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

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

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

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

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

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

When this happens. Sleight of Hand +13. A creature comprised of penetrating. If it wins the grapple check. damage reduction 5/magic. or even what manner is nauseating to behold. They are six feet tall. given that its acts punish the wickedest and most sinful mortals. fast healing 3 Saves: Fort +6. Con 15. 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. Int 4. sometimes the ograq is not satisfied by its night of carnality. Use Rope +13 (+15 bindings) Feats: Improved Grapple. 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./5 ft. At the end of such a night. emit a weird musk that has unusual affects on others.” —The last words of Evarn the Wicked Lust in its raw form has no beauty to it. The ograq does not stop comfortable bed to find suddenly that an ograq lies beside them. Evil. For the purposes of overcoming embark on a night of lasciviousness and horror. count as magical. Extraplanar) Hit Dice: 5d8+10 (32 hp) Initiative: +5 Speed: 40 ft. Special Attacks: Improved grab. Such mortals may be asleep in a safe and setting up a barrage of bites and penetrations. are the embodiment of lust at its rawest. I care not where. For instance. the damage reduction. only for their own gratification. torturing and killing innocent mortals with its horrors. utterly violated. All living targets within 30-feet of the ograq must attempt a DC 15 Will save or be dazed for 1 round. As its first action. committed by mortals who care it attempts to grab its opponent. Even those of good disposition are not so bothered by the deeds of this creature. Orgy (3-30) Challenge Rating: 7 Treasure: Standard Alignment: Always Neutral Evil Advancement: 6-10 HD (Medium). hideous servants to In’nassi. but ograq frequently visit 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. the mortal it has violated might die too early in the night. and the ograq. However. violent tentacles and dark. gratified. the ograq demands pleasure. the mortal is left a bloody pulp and the ograq usually returns to Gehenna. Weapon Focus (tentacle) Environment: Gehenna Organization: Solitary.) into its orifices and penetrates every one of the orifice’s orifices with Combat its spiked tentacles. Every tentacle ends in spikes and of creature they are. flatfooted 15 Base Attack/Grapple: +5/+12 Attack: Tentacle +9 melee (1d4+3) Full Attack: 8 tentacles +9 melee (1d4+3). The vessel will be spilled. ready to until its victim is dead and it satisfied. Wis 13. Improved grab (Ex): To use this ability. as beings of pure lust. the ograq can spend days or even weeks in the Material Plane. Regardless of whether victim succeeds or fails its save. the ograq must hit with its bite attack. it cannot again be affected by this ability for 24 hours. and begins to turn its attention to nearby innocents. Dex 20. 118 . On such occasions. Tumble +13. +5 natural). etc. sexual organs. No one knows where ograq A shifting creature of tentacles and gaping maws. thorns and every maw is capped with sharp teeth. (8 squares) Armor Class: 20 (+5 Dex. this being come from. 1115 HD (Large) Level Adjustment: — “There is a rage in my loins that must be loosed. pheromones Special Qualities: Daemon traits. Will +5 Abilities: Str 17. 4 bites +6 melee (1d6+1) Space/Reach: 5 ft. touch 15. Ref +9. On such occasions. Cha 16 Skills: Escape Artist +13. a weapon. slavering orifices.Volume 2: Hordes of Gehenna Ograq (Servitor of Lust) Medium Outsider (Daemon. Intimidate +11. Abyssal and Infernal. Ograq speaks Common. Pair. the ograq’s natural attacks. and any attacks it makes with ograq takes every extremity from the mortal’s body (limbs. MultiattackB. Pheromones (Ex): Ograq.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Volume 3: Legions of Hell Legions of Hell 139 .

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

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

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

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

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

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

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

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

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

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

” . He swims through the Stygian depths. — Construct traits. The biped is ogre-sized and lumbering. damage reduction 5/bludgeoning. Will +1 Str 16. feeding on anything that crosses his path. In general Leviathan creates two types of bonedreg. +6 natural). the stripped-down fragments of souls in the other. He spits up the soul fragments and physical refuse into his mouth. Bonedregs are therefore mindless and can do nothing without explicit orders. When he needs to. (6 squares) 18 (–1 size. Leviathan then spits out the newly created bonedregs for use by his minions. 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./10 ft. darkvision 60 ft. flat-footed 18 +3/+6 Bite +6 melee (1d6+4) Bite +6 melee (1d6+4) 5 ft. Ref +2. darkvision 60 ft. they can be sent to the Material Plane or into battles in other parts of Hell. although it will return attacks. such as “Guard this area until I return.Volume 3: Legions of Hell Bonedreg Hit Dice: Initiative: Speed: Armor Class: Base Attack/Grapple: Attack: Full Attack: Space/Reach: Special Attacks: Special Qualities: Saves: Abilities: Skills: Feats: Environment: Organization: Challenge Rating: Treasure: Alignment: Advancement: Level Adjustment: Quadruped Medium Construct (Extraplanar) 4d10+20 (42 hp) +0 50 ft. Wis 11. Dex 10. immunity to cold. the Lord of the Fifth can harvest his own excrement to serve his purposes. while the quadruped is hell hound-sized and swift. a bonedreg follows its last instruction to the best of its ability. off bonedregs with a holy symbol. however. providing Leviathan’s commanders with a great tactical advantage. touch 11. and two enormous sacs collect the waste. Lord of the Fifth Circle. Cha 1 — — Hell Solitary or gang (2–4) 3 None Always neutral — — The twisted constructs known as bonedregs are the creation of Leviathan. 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. +9 natural). Con —. They are often mistaken for undead. which must be able to see and hear them in order to receive instructions. If uncontrolled. He is said to be miles long.. Wis 11. where the wastes commingle. bones coalescing in improbable ways around the souls to form this hellish new life. Int —. a sea monster of unbelievable size. of course. with a maw that can swallow up cities. All of this flotsam is washed down Leviathan’s great gullet and used as fuel. low-light vision. Bones and other physical refuse end up in one. these officers must remain within 60 feet of their charges. However. resistance to acid 10 Fort +1. low-light vision. Dex 12. Con —. +4/+8 Claw +8 melee (1d6+5) 2 claws +8 melee (1d6+5) 10 ft.. immunity to cold. — Construct traits. There are some things that even Leviathan can’t digest. Ref +2 Will +2 [Biped] Str 20. so they are of limited use in Leviathan’s home. flat-footed 16 touch 9. Far be it from Leviathan to waste such natural resources. damage reduction 5/bludgeoning. (10 squares) 17 (+1 Dex. It can be given a simple program to direct its actions in the controller’s absence. though others are known to exist. Favored minions of the Lord of the Fifth receive the ability to command bonedregs. providing both the living flesh of monsters and devils and the souls of the damned. Int —. Cha 1 — — Hell Solitary or gang (2–4) 2 None Always neutral — — Biped Large Construct (Extraplanar) 6d10+30 (63 hp) +0 30 ft./5 ft. Creatures made of bone can’t swim. resistance to acid 10 Fort +2. His followers also feed his hunger.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Will half (DC 18). As mountebanks advance in rank. Ref +7. Survival +3 (+7 tracking by scent). The expected life span of a 5th-level mountebank is extremely short. gloves of Dexterity +2.Volume 3: Legions of Hell Feats: Alertness. and geas/quest. Power Attack. / 5 ft. Knowledge (all) (Int).. as if always thinking of some complex plan. He offers his most promising minions contracts to pledge their souls to him in return for malefic power. SQ evasion. +1 battleaxe. false vision. Class Skills 198 The mountebank’s class skills (and the key ability for each skill) are Bluff (Cha). double items Alignment: Lawful evil Advancement: By character class This example uses a 9th-level gnoll ranger as the base character. Blind-Fight. Init +3. amulet of health +2. Will +2. . Feats: Leadership. touch 13. Animal Companion: This character is accompanied by a wolf. Bluff: 6 ranks. and 6–10 dire lions. ring of protection +2. Space/Reach 5 ft. one of which must be 4th level or higher. This experience makes the mountebank cunning but absent-minded. The oath requires nothing but a drop of the initiate’s blood. skills. Skill Focus (Bluff). Profession (Wis). TrackB Climate/Terrain: Any land and underground Organization: Solitary or tribe (1 Balan’s jackal. Track (see Skills: Handle Animal in the PHB) Trip (Ex): A wolf that hits with its bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. Sense Motive (Wis). Special: The character must pass the initiation ritual. Ra