The Book of Fiends - IA | Copyright | Demons

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

Schwalb

GRR1025e

The Book of Fiends

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

Art Direction (Legions of Hell)
Chris Pramas

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

Cover Art
Michael Sutfin

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

Editing
Jeremy Crawford, Rob Smolka, and Jennifer Clarke Wilkes

Proofreading
Evan Sass

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

Graphic Design and Art Direction
Hal Mangold

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

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

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

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

The Book of Fiends

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

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

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

Table of Contents

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

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

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

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

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

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

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

Chapter Nine: Infernal Prestige Classes ...196

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

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

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

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

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

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

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

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

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

cunning confidants. sacrificing themselves in great numbers as if honoring the very concept of destruction. In the magical world of a fantasy roleplaying campaign. whether of themselves or of their enemies. for example. the largest and most politically dominant group in the Abyss. clerics. perversion. Demons also have much to offer your campaign. divide themselves into countless races. 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.” 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. Demon princes require mortal souls to maintain their hold on their personal layers. color. sorcerers. allows room for differences. subraces. complex world with a wide variety of demonic influences that will keep players guessing all the while. Not all demons exist merely to frighten or eat mortals. A castle. but indeed both are demons. Some demons come to the Material Plane at the behest of amoral wizards. This book is the first step on that intriguing path of research. Some portray themselves as misunderstood victims of creation. fearing capture from nigh-omnipotent lords eager to suck essence from their metaphysical marrow. Notoriously disloyal. 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. Even an adherence to chaos and evil. For Gamemasters. Complicating matters. demons have much to offer it. demonkind often exhibit numerous physical variants that nonetheless share a common racial lineage. and breeds. and their agents roam the physical world in search of converts for their infernal masters. When under the command of a summoner. their sheer force of numbers propels the armies of the Abyss to victory as often as not. Few foreigners survive long in the Abyss. and against the angelic choirs of the Upper Planes. and they serve as thrilling antagonists in countless bards’ tales. or sorcerers. Despite their propensity to die in huge numbers when facing better-organized foes. Certain creatures do manage to eke out an existence here. known as thaumaturges. . archetypal castle that exists somewhere beyond the Astral Plane. dominating hordes of demonic subjects just as human sovereigns command their vassals. and clerics. Yet not all demons prefer the cosmic battlefields of the Outer Planes. An infinite plane. Landscapes leach life. approaching an adventuring party with offers of mutual assistance. and nutrients from those who attempt to settle them. Some delight in tempting mortals to acts of chaos and evil. Wizards. Certain magical practitioners. Just as the world has much to offer demons. They war against one another. commonly known as demons on the Material Plane. however. becoming self-styled princes of certain layers. and skillful assassins.” and a rich. unpredictable nature. They represent the ultimate challenge to the typical party of fantasy adventurers.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. These beings. The greatest demons bend the spirit of the plane itself to their will. and decadence. The seemingly infinite layers of this plane of chaos and evil house the “perfect” inspiration for countless acts of murder. For a fighter or barbarian demons are the ultimate martial encounter. viewing them as intriguing enemies who hold the key to important lore in their inscrutable minds. Some can make for powerful (albeit very dangerous) allies. betrayal. who summon them from the Abyss to do their bidding. is an echo of a perfect. 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. 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. The existence of the roiling Abyss lends credence to such theories. demons make powerful shock troops. on the other hand. and wild beasts controlled only by hunger and lust haunt jungles infested with murderous plants and poisonous streams. Druids and rangers rightly consider demons unnatural blights whose very presence on the Material Plane threatens the natural order. might have much to learn from demonic denizens of the Outer Planes. as their natures parallel that of the Abyss itself. demons hold true allegiance only to their own chaotic. benevolent advocates of philosophies not intrinsically “bad. The aimless souls of mortals range from layer to layer. after all. against the devils of the Nine Hells. this tome can mean the difference between a dreary campaign in which demons merely represent a “tougher orc. increasing the number of souls entering the Abyss with every foul corruption. have developed the practice of manipulating demonic forces and magic to a science.

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

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

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

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

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

Instant Summoning (cont’d) 3rd Level Demonic crocodile Dretch Demonic snake. Monsters conjured this way must be of the following types. 6th Level Demonic elasmosaurus Demonic monstrous spider. 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. At the earlier levels. the thaumaturge’s exposure to the chaos energy powering his magic alters his body in a random corruption (a physical mutation). taking the form of insignificant changes affecting the characters appearance or performance. The “+1” on this list represents that spell. starting at 1st. Once per day. Familiar At 2nd-level. but major. some random. Regardless of whether the corruption is one of the lesser or greater variety. At higher levels. 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. evil). as explained in Chapter 3: Classes of the PHB. Gargantuan Demonic tyrannosaurus Vrock 2nd Level Demonic monstrous spider. 4th and every 4 levels thereafter. If you are not using the Unholy Warrior’s Handbook (which contains the demonic template). Medium viper 9th Level Bebilith Demonic monstrous spider.through 9th-level spells. the corruptions are minor. replace all instances of the demonic with fiendish (chaotic. Small Demonic octopus Demonic snake. giant constrictor 7th Level Babau Demonic giant octopus Demonic girallon Instant Summoning 1st Level Demonic hawk Demonic monstrous spider. a thaumaturge gets a domain spell for each spell level. roll d% and consult the appropriate chart on Table 2–3: Corruptions. per five levels in this class. as a free action. Colossal Hezrou Locust demon 12 . applying the result to your character. Huge Demonic snake. 4th Level Demonic monstrous spider. Small viper 8th Level Demonic dire tiger Demonic monstrous spider. the thaumaturge gains a greater corruption. instant summons *In addition to the stated number of spells per day for 1st. Large Demonic snake.Volume 1: Armies of the Abyss Table 2-1: The Thaumaturge Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6/+1 +6/+1 +7/+2 +7/+2 +8/+3 +8/+3 +9/+4 +9/+4 +10/+5 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Special Lesser corruption. or the Improved Familiar feat as detailed in the DMG. Medium Demonic snake. Thaumaturges wishing for a more powerful familiar may select the Abyssal Familiar feat detailed at the end of this chapter. physical transformation. starting at 16th level and continuing every four levels. a thaumaturge can summon a familiar in exactly the same way as a sorcerer or wizard. Large viper Demonic wolverine Schir Corruptions (Ex) At 1st. the thaumaturge can cast a prepared summon monster of a level he can normally cast. These spells are in addition to any bonus spells for having a high Charisma.

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

reroll duplicated corruptions. Gain a +3 bonus on Listen checks in exchange for a –3 penalty to Concentration checks. due to an excess of flesh. growing to about twice as long as those of the average elf. Unpleasant Odor: Your body emits a rank. You cannot modify this roll. Tail Spur: A fleshy growth about 2 inches long and 1 inch thick emerges from the base of your spine. Table 2-3a: Lesser Corruptions d% Roll 01–05 06–10 Effect Raspy Voice: Your voice becomes harsh and unpleasant. Corruptions can be acquired multiple times. granting you a +3 bonus on all Intimidate checks. but suffer a –3 penalty on Diplomacy checks when interacting with good NPCs. You suffer a –2 penalty on all Diplomacy. Vestigial Horns: A pair of small horns grows from your forehead. Pointed Ears: Your ears become elongated and jagged. Each time you gain this corruption. Reduce your base speed by 5 feet. Fangs: Your canines and incisors sharpen slightly. and it makes itself known every time you open your mouth. the splotches move and alter shade as your emotions change. often accompanied by cosmetic mutations. very rotten. but suffer a –2 penalty on Diplomacy checks. but each time you gain this corruption you gain Blindsight 10 ft. Reroll future instances. However. Demon princes consider these to be badges of honor. and gain a +2 bonus on all Charisma checks when interacting with evil outsiders. your tail grows six inches longer. You suffer a –3 penalty on all Diplomacy and Gather Information checks. but you may belch a wad of hideous phlegm that you can spit once per day to a range of twenty feet (no range increment) as a ranged touch attack. you are completely blind. You can only gain this corruption once. saves and checks while so exposed. All animals within 30 feet of you must make a successful Will save (DC 10 + one-half your Hit Dice + your Charisma modifier) or become hostile (see NPC Attitudes in the PHB). You take a –2 penalty on Search and Spot checks. making walking extremely difficult. granting you a +4 bonus on Swim checks. All bonuses or penalties derived from this table are profane and are cumulative with each other and with other sorts of bonuses. but you are uncomfortable in temperatures less than 50º F. The affliction will remain a minor inconvenience for the rest of your life. Greater Corruption: Roll on the Greater Corruptions table No Corruption: Somehow. Corruptions cannot be removed in any way short of a miracle. Roll Twice: Once on this table and once on the Knight of Bedlam table in the Unholy Warrior’s Handbook. living creatures with Scent suffer a –1 penalty on attack rolls and will not use bite attacks against you. You gain a +3 bonus on all Intimidate checks. giving others the impression that you are untrustworthy. 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 . Lose All Hair: Your exposure to chaos magic has caused all of your hair to fall out. roll twice on this table. Club Foot: One of your feet becomes badly deformed. If all eyes become corrupted. If you succeed. Jump. or be nauseated for 1d4 rounds. your fangs grow longer. Gather Information. such as Balance. It never regrows. You may gain this corruption as many times as you have eyes. Unsettling Presence: The taint of chaos has grown so strong in you that animals have trouble controlling themselves in your presence. you can no longer wear rings. leaving behind tender flesh that never fully hardens. Splotchy Skin: Your skin develops unsightly splotches of bright red rash from head to toe. and the target is living. Tumble and so on. providing a +3 bonus on Intimidate checks. You can gain this corruption any number of times. When riding without using a special custom-made saddle. you suffer a –1 Dodge penalty to AC. Terrible Breath: Something within you has become very. Shifty Eyes: You have extraordinary trouble focusing your eyes for longer than a moment. You can get this corruption for as many times as you have feet. your stink is so profound. Each time you gain this corruption. unless noted in the description. You suffer a –2 penalty on all Diplomacy checks when interacting with good creatures. but gain a +3 bonus on Spot checks Roll Twice: Ignore future results of 96–97. and any thaumaturge who willingly acts to rid himself of a corruption instantly becomes an ex-thaumaturge. or divine intervention. You cannot gain this corruption twice. However. Milky Eye: One of your eyes becomes clouded and milky. you suffer a –3 penalty to all Ride checks. You suffer a –2 penalty on all Bluff and Diplomacy checks. and Handle Animal checks. Each time you gain this corruption. pungent odor that can be masked only by the sweetest perfumes. you also gain a +3 bonus on Intimidate checks. If you do not use the Unholy Warrior’s Handbook.Volume 1: Armies of the Abyss Corruptions Roll d% to determine how your thaumaturge’s immersion in chaos magic has corrupted his body. giving you a demonic appearance. You cannot gain this corruption twice. but gain a +3 bonus on Balance checks. Fingernails Fall Out: Your fingernails fall from your fingers. but you suffer a –3 penalty on all Perform (oratory or sing) checks. you have developed ways to compensate. Most corruptions carry a benefit and a drawback. Roll again for a different corruption if you are already blind. your body has managed to stave off the corrupting influence of chaos—for now. suffering a –2 penalty on all attacks. giving you a more fearsome appearance. However. Despite the difficulty in walking. You suffer a –3 penalty on Diplomacy checks. the horns grow a bit longer. giving your back a ridged contour and improving your natural armor bonus by +1. you lose some of your agility. Spine Ridges: The vertebrae in your spine become slightly spiky. However. In case where the where they cannot be reacquired. You can only gain this corruption once. You gain a +3 bonus on all Bluff and Diplomacy checks. the arch rising and ultimately buckling with the ankle turned inward. Unseemly Girth: You instantly gain 100 pounds of body fat and +3 hit points. In addition. wish. the target must succeed a Fortitude save against a DC 10 + one-half your thaumaturge levels + your Con modifier. In exchange for the increase weight. You gain a +3 bonus on all Intimidate checks. You can only gain this corruption once. Webbed Fingers: Your hands grow a thin film of skin between each finger and thumb. Forked Tongue: Your tongue is forked. suffering a –2 penalty on all skill checks normally affected by Armor Check Penalties. gaining a +2 bonus on Climb and Swim checks. enhancing your fearsome presence. Irises of Fire: Your irises glow with a faint red radiance.

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

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

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

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

heal. stoolspread sickness assaults its victims with terrible hallucinogenic visions. S Casting Time: 1 standard action Range: Close (25 ft. hit point damage. red ache. it spends the next 10 minutes in vigorous erotic activity. this disease is a bane to any who live off their strength. Symptoms include nosebleeds. Musclecreak: Symptoms of musclecreak include aching limbs and joints. Material Components: A slice of hide from a chaos beast. and saving throws due to preoccupation with the itch. A remove disease counters and dispels itchy hives. Phantasmal lover does not neutralize poison. restore permanently drained levels. offset the effects of a feeblemind spell. Sor/Wiz 6 Components: V. or cure mental disorders brought about by spells or injury to the brain. The subject suffers a –2 circumstance penalty on all attack rolls. It does not remove negative levels. writhing enticingly and whispering promises of sexual fulfillment. the shakes. At the GM’s discretion. 19 . devil chills. it must make an additional Fortitude save or suffer 1 point of permanent Intelligence drain. except as noted above. It is a particular nuisance in farming communities. The spell cures all diseases. Should the subject willingly decide to succumb to its passions. during which it helpless and cannot break away from the spell’s effect for any reason. Greater Contagion Necromancy Level: Clr 5. or slimy doom. blindness. brainmelt breaks down the brain’s tissue into a runny slime./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. or restoration spell (a separate restoration spell is needed to restore any lost Wisdom). the creature must succeed at another saving throw or 1 point of temporary damage is instead permanent drain. **When damaged. mindfire. + 5 ft. The effects of fleshy blight can be cured only by a greater restoration. bone rot attacks the marrow. Bone Rot: Often contracted by those who spend a lot of time in musty tombs fighting undead creatures. Stoolspread: A common side-effect of certain fungi used by Underdark dwellers to poison blades. S Casting Time: 1 standard action Range: Close (25 ft. The disease runs its course when the spell duration expires. and temporary ability damage. both the subject and summoned creature achieve climax as one. earaches. Those who suffer from the illness without being treated often completely lose the use of their limbs. cackle fever. filth fever. Phantasmal Lover Conjuration (Healing. Stumpers: Named from a (mistaken) belief that the victim’s atrophying limbs will eventually fall off. greater contagion can also bestow diseases from additional sources. Kobold Stank: Assaulting the bowels and stomach. but in addition to blinding sickness.Volume 1: Armies of the Abyss Disease Bone rot Brainmelt Kobold stank Musclecreak Stoolspread Stumpers Infection Inhaled Ingested Inhaled Inhaled/Ingested Injury Inhaled New Diseases DC 18 16 16 18 15 14 Incubation 1 day 1d3 days 1 day 1 day Instantaneous 1 day Damage 1d6 temporary Con 1d8 temporary Int* 1d6 temporary Cha 1d4 temporary Dex 1d6 temporary Wis** 1d4 temporary Str *Each time the creature takes 2 or more damage from the disease. Phantasmal Orgy Conjuration (Healing. Brainmelt: Used by some assassins’ guilds to destroy wizardly enemies. causing great discomfort. or restore permanent ability drain. deafness. Disease 1 Components: V. allowing the ambient spell energy to work with the subject’s mind to cleanse its body of disease and injury. At the end of the spell’s duration. The image fades in 2 rounds unless the subject takes further action. or mummy rot (see the DMG) or any of the diseases described in the New Diseases sidebar. apart This spell functions like phantasmal lover. kobold stank turns the skin yellow and flaky to the point that it resembles lizard scales. no two of which can be more than 30 ft. Disease 5. the caster can infect the subject with demon fever. Itchy Hives Necromancy Level: Clr 2. indistinct form. hollowing bones from the inside out. S Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes As contagion. where it can destroy an entire harvest by taking out the men and women who would reap it. Only the subject of the spell can clearly see this creature—all others view a shadowy. A horrific gastrointestinal stench emerges from the bowels every time the victim speaks. skill checks. + 5 ft./2 levels) Target: One living creature Duration: 1 hour/level Saving Throw: Fortitude negates Spell Resistance: Yes The subject’s body erupts with itchy hives. 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. The creature hovers over the subject. Summoning) Level: Pleasure 4 Components: V. Summoning) [Mind-Affecting] Level: Pleasure 9 Target: One conscious living creatures/level.

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

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

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

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

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

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

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

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

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

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

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

She resembles a mortal human more than nearly any other prince of the Abyss. but at least Raum would have prevented the later annihilation of all that is. the future Domains: Catastrophe. Those lunatics whose predictions bear fruit are known as Children of Raum. who as patron of prostitution and eroticism shares her zest for sensual living. including a fair number of charlatans. the so-called Sisterhood of Sensates. with or without the aid of hallucinogens. Raum’s unique perspective on things to come has of late made him a paragon of prophecy. Antaia’s doctrine distances her followers from the gods and hence furthers the corruption of their souls. but the Princess of Moonlight finds the devil’s rigid teachings a betrayal of the primal. at any rate) dominate Raum’s cult. blessed. widespread cult whose deep perception of the natural world gives them a powerful advantage over their enemies. no resources of great (or even modest) value. in homage to the demon prince’s double patronage of the future and hopeless causes. which also teems with seers and fortune tellers. Succubi generally manage individual covens in the Vale. What strikes a Nocticulan as “appropriate” often seems downright vicious to outsiders. 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. Note: Nocticulan thaumaturges treat Profession (herbalist) as a class skill. Nocticula loathes the devil queen Antaia. many tribal or village wise women secretly honor her. Should a Nocticulan learn of a man who has physically or sexually abused a woman or girl. the flat plains of the so-called Gate of Entropy stand awaiting a new lord. narcotic dream. She paints simple circles and lines upon her face. There. That he also happens to be her brother only serves to strengthen their powerful bond. The wry smile of her full lips reveals cunning intelligence and guile. but he expects to fade from existence entirely within the decade. coupled with the chemicals of a woman’s body. Always honored as a herald of the coming doom and a patron of hopelessness. quivers. To most. Nocticula’s forlorn. Volume 1: Armies of the Abyss Harbinger of the Apocalypse Layer: Dizalakine. windswept. chest. Raum doesn’t understand why he’s aging. or paranoia. 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. hallucinations. using natural dyes to accentuate her pale complexion. Most of the order’s more sensual ceremonies require the presence of at least one man. and the prince exerts none of his energies fortifying the layer’s natural defenses. Nocticula’s earthy cult. feminine demons and female souls join in common adulation of nature. and no indigenous life worth stealing or enslaving. he’s aged in reverse—as time passes. Further. his personal layer of the Abyss. unholy instruction of the Princess of Moonlight. Evil. and the suspicion that he has not yet fulfilled the “purpose” of his creation now drives virtually all of his decisions and actions. the cult is far from dedicated to misandry. chaotic force of nature that motivates true witches. often inviting the victim to join the Sisterhood after the man who has wronged her has been dealt with appropriately. but all Raum Obedience Once per day. crying softly to himself while engaging in sad conversations with remembered friends who have yet to be born. they represent harmless would-be faeries obsessed with self-indulgent pleasures. is also quite appropriate. Few openly admire the Harbinger’s apocalyptic goals (naïvely viewing these as a “minor” aspect of his patronage). but her form occasionally morphs slightly without warning. Generally. The Harbinger of the Apocalypse obscures himself in voluminous gray robes. which hide a deteriorating form that grows more decrepit with each passing year. Her greatest ally is undoubtedly the demon prince Socothbenoth. Nocticula welcomes members of both sexes to swear their eternal souls to her in exchange for thaumaturgical powers. thaumaturges in service to Nocticula ingest a small quantity of psychedelic plants or fungi. however. and while she sometimes clothes herself in leather pants or a thick fur cloak. The multiverse would be destroyed somewhat earlier. for a price. while the insidious alrunes (see the entry in Chapter 4: Creatures of the Abyss) serve as Nocticula’s personal agents of vengeance. Soothsayers. The Children (those sane enough to function in society. and several sympathetic males assist the cult whenever possible. and evil-aligned fey sometimes venerate the Princess of Moonlight over the queen of their own dark faerie court. reveals his chaotic evil nature. 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 infernal witch prestige class. however. Nocticulans believe that men serve important roles in the wholeness of the natural world but that they cannot achieve complete understanding. and fortune tellers turn to Raum for information about the future—which he’s willing to share. half-understood images of the future. seeing in the resulting hallucinations the 31 . a powerful devil who inhabits the Fourth Circle of Hell and who passes herself off as a patron of witches on the Material Plane (see page 145). The layer itself warps. Often the madness manifests as strange voices. Nocticula’s cult is strongest in rural areas. 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. however. rapidly fading trail of light follows her every movement. the Gate of Entropy Areas of Concern: Finality. After centuries of contemplation. by erasing himself from creation he could be absolved of the sin of wiping out the multiverse. extinction. in clearings ringed by autumnal trees. and stomach. A Sister Sensate in the full embrace of nature’s image-inducing powers sees a world in constant change. True.Princess of Moonlight. and shakes as if controlled by a mad. The Sisterhood’s reliance on torture and mutilation tears a wide rift between it and other feminine nature cults. can grant higher understanding of the limitless possibilities presented by nature’s hidden landscapes. who view Nocticulans as drug-addled psychopaths whose propensity for whimsy makes them no less frightening and dangerous. from the same product. Sometimes it instead produces visions: hazy. she enlists the aid of her sisters to rain down merciless retribution upon him. believes that the mind-altering properties of certain plants and fungi. If walled within a city or otherwise unable to find the appropriate material. The witch class from Green Ronin’s Witch’s Handbook can also be used for followers of Nocticula. Already heavy with the guilt of being involved in any apocalypse at all. 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. prognosticators. No demonic armies guard its gate and borders. Raum becomes more knowledgeable about the future that only he has experienced. 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. Though her female thaumaturges vastly outnumber males. thaumaturges can locate a suitable plant with a successful Profession (herbalist) check (DC 10). enchanting personal layer of the Abyss. Forlorn. Such is the case with the Evershifting Vale. Chaos. Though the Sisterhood comprises females exclusively. Members gather in secluded vales under the cover of moonlight to revel in erotic frolics enriched by the liberal ingestion of psychedelic drugs. At the end of the ritual trip. Prophecy Favored Weapon: Quarterstaff Raum was born a full-fledged demon prince in the future. a thaumaturge may purchase a daily dose for 10 gp. In fact they are members of a relentless. and ignored. He long ago stopped active defense of Dizalakine. His preferred means of doing so. she prefers to travel as naked as the animals who inhabit her beloved wild spaces. a service that often takes them far from the Abyss. a breath before the multiversal apocalypse eagerly awaited by followers of Abaddon and Astaroth. Raum himself occasionally strolls the darkened plains. 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. Since then. and a dim. The place would be completely overrun by invaders if not for the fact that Dizalakine offers nothing to its occupier—no cities. the thaumaturge’s daily spell allotment is replenished.

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

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

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

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

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

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

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

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

+25 natural). often leaving certain organs in his mouth as a sign to others who would follow his abusive path. spell resistance 35 Saves: Fort +24. The attack has the effect of a harm spell (caster level 12th). Great Cleave. Blind-Fight. Intimidate +36. immunity to acid. the coin gives up its hold on the man. few demons of the Abyss would argue with such a characterization of Volgauth. serving as both advisor and dark priestess. Will +20 Abilities: Str 38. Weapon Focus (claw) Environment: The Abyss Organization: Solitary Challenge Rating: 25 Treasure: None Alignment: Always chaotic evil Advancement: 31–60 HD (Gargantuan). electricity. 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. Cha 16 Skills: Balance +32. are treated as chaoticaligned and evil-aligned for the purpose of overcoming damage reduction. Listen +44. resistance to fire 10 and sonic 10. endure elements. mage armor. Improved Critical (claw). hideous laughter (DC 16). An armageddon beast can destroy the strongest demon lord with a single breath from one of its seven ferocious mouths. stinking realm with but a single planar entrance. Summon Demons (Sp): Once per day an alrune can attempt to summon 1d3 alrunes with a 35% chance of success. This ability is similar to the polymorph spell but allows only female humanoid forms. Extraplanar) Hit Dice: 30d8+150 (285 hp) Initiative: +3 Speed: 20 ft. Survival +34 (+36 following tracks) Feats: Alertness. Sense Motive +34. (4 squares) Armor Class: 32 (–2 size. a hostile. Power Attack. Those who fail become shaken. Men who fail the save become impotent. Iron Will. as well as any weapons it wields. The save DCs are Charisma-based. The coin disappears. Jump +47. an alrune gets a +10 circumstance bonus on Disguise checks. The save DC is Charisma-based. Infernal. Multiattack. Improved Initiative. The creatures are so powerful they cannot be summoned. touch 7. When melted and cast into a natural body of fresh water under the light of the moon. darkvision 60 ft. manifesting in a treasure chamber within Nocticula’s personal realm in the Evershifting Vale. Rarely. Cleave. Combat An alrune prefers to charm (magically or otherwise) its chosen enemy. Great Fortitude. 61–90 HD (Colossal) Level Adjustment: — While it’s technically impossible for an infinite plane to have a “lowest” layer.. who regains his virility. –1 Dex. Caster level 12th. Alrunes speak Abyssal. Skills: An alrune has a +8 racial bonus on Bluff and Diplomacy checks. flat-footed 32 Base Attack/Grapple: +30/+52 Attack: Claw +43 melee (2d8+14/19–20 plus vorpal) or 7 bites +40 melee (2d6+7) Full Attack: 4 claws +43 melee (2d8+14/19–20 plus vorpal) and 7 bites +40 melee (2d6+7) Space/Reach: 20 ft. Search +35. Alternate Form (Su): Alrunes can assume any humanoid form of Small to Large size as a standard action. Special Attacks: Breath weapons. The save DC is Charisma-based. an alrune may tie a small string into a knot. Dark Ligature (Su): Once per day. The target must make a successful Fortitude save (DC 16) or suffer debilitating pain to the groin. Diplomacy +5. *When using its alternate form ability. Elven. protection from good. 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. Evil. Armageddon Beast Huge Outsider (Chaotic. frightful presence. expeditious retreat. Spot +44. Positioned at the end of a gauntlet of deadly Abyssal layers. their ability to pass on their seed forever bound to the fate of the coin’s. Sometimes. Instead they are “harvested” by teams of balors once every century and imprisoned by demon princes as doomsday weapons. hopefully weakening him with thoughts of contrition. Swim +47. dispel magic.Volume 1: Armies of the Abyss who (sometimes unwittingly) called it. As its victim is usually naked and without any means of defending himself. tongues. luring him to bed before assuming its natural form mid-coitus. Con 20. It explains that the woman’s tormentor has been dealt with and attempts to bring her into the Nocticulan fold (assuming she does not already belong to the cult). regeneration 10. and poison. This ability is the equivalent of a 2ndlevel spell. It thereafter attempts to bite him with its lower mouth. to be used only when 40 . vorpal claws Special Qualities: Body invulnerability. invisibility. then throw it and a coin onto the ground while pointing at a male within 300 feet. Nocticula allows victims to engage in some dangerous quest in return for release. Wis 12. the alrune will remain on the Material Plane to help the woman form a new cult of Nocticula. Common. Dex 8. damage reduction 15/cold iron and good. true strike. The effect lasts for 2d4 rounds. and Celestial. it’s only a matter of time before an alrune kills and mutilates its quarry. cold. Int 14. Spell-Like Abilities: At will—charm person (DC 15)./10 ft. Climb +47. Ref +16. An alrune’s natural weapons.

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

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

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

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

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

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

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

If it gets a hold. When faced with a multitude of foes. successful grapple check against Medium or smaller creatures. souls. A tangled ball of wires near its larger than 2 feet on a side. and mortals alike. center pulsates with a heart-like cadence. Eurynomus can spew forth a cloud of foul corrosive gas from the depths of his bowels. Rush (Ex): Once per minute./15 ft. Blindsight (Ex): Razorwire golems can ascertain prey by vibration within 60 feet. 40-foot cone.Volume 1: Armies of the Abyss Combat Eurynomus loves to muscle his enemies around. the razorwire golem can take a move action to move at a speed of 60 feet. 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. Razorwire golems have total control over the shape of their bodies. 1/day—desecrate. or climb at 40 feet. immunity to bludgeoning and magic. Razorwire Large Construct (Extraplanar) Hit Dice: 14d10+30 (107 hp) Initiative: +4 Speed: 30 ft. their ability to swiftly and emotionlessly flay the skin from an enemy has granted them respect among demons. Will +6 Abilities: Str 19. Int —. If the attempt fails. the opponent is knocked prone in addition to being pushed back. Eurynomus’s natural weapons. Toothy Maw (Ex): The vile maw in Eurynomus’ distended stomach chomps at nearby opponents in combat. even magic ones. The save DC is Constitution-based. constrict 2d6+4. grabbing and constricting foes until they drop. Reflex DC 21 half. and can This towering mass of jagged steel wires and blades has a explode outwards in loops of razorsharp metal. the opponent cannot react to trip the golem. Because of their construction. razorwire golems cannot run. 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. climb 30 ft. or contract to a space no roughly humanoid form. Con —. 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. vulnerability to rust Saves: Fort +4. construct traits. the razorwire golem must hit a Medium or smaller creature with a rake attack. Improved Grab (Ex): To use this ability. The save DC is Charisma-based. damage 10d6 acid. 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. Whether defending a treasure hoard or taking the lead in a charge. Eurynomus starts with his breath weapon to even the odds. Razorwire golems serve the oldest and most powerful demon princes as estate guardians or battlefield terrors. Immunity to Bludgeoning (Ex): Bludgeoning weapons. are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. 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). flat-footed 24 Base Attack/Grapple: +10/+18 Attack: Rake +13 melee (2d6+4) Full Attack: 4 rakes +13 melee (2d6+4) Space/Reach: 10 ft. Golem. Dex 19. Greater Bull Rush (Ex): Eurynomus receives a +8 bonus on Strength checks when making bull rush attacks. Armor Class: 28 (–1 size. Caster level 16th. Then it’s time for the toothy maw to do its work. Combat Razorwire golems attack in a straightforward fashion. it can constrict. plane shift (DC 18). damage reduction 10/adamantine. rush.. Such is the force of his impact that if his Strength check result exceeds that of his opponent by more than 5. Breath Weapon (Su): Once every 1d4 rounds. rushing after fleeing opponents to make trip attacks. Few remain in existence. +15 natural). as well as any weapons he wields. +4 Dex. They are dogged pursuers. trip Special Qualities: Blindsight 60 ft. Spell-Like Abilities: At will—greater teleport (self plus 50 pounds of objects only). If Eurynomus hits a single opponent with both his claw attacks. Ref +8. A razorwire golem stands 10 feet tall but weighs just 200 pounds. Special Attacks: Improved grab. Wis 15. (6 squares). since most of its space is air. touch 13.

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

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

qlippoth traits. When the celestial hosts began to ravage the Howling Threshold. Should the victim fail his saving throw. No one knows the value of living to fight another day more than they do. Fascination (Su): Resisting a hydraggon’s fascination ability requires a successful Will save (DC 13). let the enemy come a hazard. Use Rope +0 (+2 with bindings) Feats: Blind-Fight. Two-Weapon FightingB Environment: River Styx Organization: Solitary. On land racial bonus on any Swim check to their abilities are more limited. immunity to cold.) No-Hand Fighting (Ex): A hydraggon can use its multitipped tongue to wield up to two weapons. 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. daemons. Search +6. The effects of this ability end as soon as the monster attacks. Survival +11 (+13 following tracks). Each round. attacks and speeding away. Listen +7. Spot +7. Evil. legions of hydraggons rose up to fight them and died in a holocaust of holy fire. Ref +4. forcing the victim to attempt a Fortitude save (DC 23) or suffer 1d4 points of permanent Wisdom damage./10 ft. When a fight turns against them. If they succeed against a viable target. no-hand fighting Special Qualities: Amphibious. if they fail the save against the poison’s secondary effects. Since the Styx is incalculably long. though. even if distracted or endangered. In dire situations. and then use their uncanny take 10 on a Swim check. Poison (Ex): All of the herensugue’s heads and their tails carry toxic venom. renders the victim unconscious for 2d12 rounds. The celestial armies dared not follow them to Hell and Hades. hydraggons are not averse to fleeing. but if so their lair remains well hidden. lest they touch off a war even they could not win. and poison. Styx immunity. Ten rounds later. It can always choose to to them. but a core survived and even came to thrive in their adversity. 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. darkvision 60 ft. Smite Good (Su): Each of the herensugue’s heads may attempt a smitegood attack once per day. he walks into the monster’s lair. the victim must attempt a Fortitude save (DC 23) or the poison deals 1d4 points of permanent Constitution damage and 1 minute later. Wis 10. It is rumored that a colony of hydraggons also escaped to the Material Plane. Styx Immunity (Ex): Hydraggons are immune to the memory-stealing effects of the River Styx. Thousands of hydraggons were killed by devils. multitipped tongue their advantage. Volume 1: Armies of the Abyss Hydraggon Large Outsider (Aquatic. Hydraggons do not usually congregate in large numbers. they deal an additional 12 points of damage. Extraplanar. the hydraggons split up and hid in stretches of the river throughout the Lower Planes. and other horrors of the Styx. and fire 10. touch 9. Will +4 Abilities: Str 19. swooping in with bite bonus on Survival checks and a +8 extending from its jaws. Its ovoid body covered by fish-like scales and spines. a hydraggon can emit a psychic beacon in times of danger. resistance to acid 10. This ability is Charisma-based. This homing beacon alerts all hydraggons in a 100-mile radius. Combat Underwater. Dex 10. (2 squares). electricity 10. Qlippoth) Hit Dice: 4d8+12 (30 hp) Initiative: +4 Speed: 10 ft. action while swimming. It can use the run ability to wield weapons to their advantage. Any living creature coming within 30 feet of a herensugue’s lair must attempt a Will save (DC 18) to avoid the effects of the lure. Now hydraggons can be found throughout the River Styx. a fact opponents find most disconcerting.. hydraggons use speed to Skills: A hydraggon has a +4 racial monster has a webbed tail and a grasping. Swim +12. Improved Initiative. Beacon (Su): In addition to the telepathy shared by all qlippoth. or anything else appealing. Hydraggons speak Abyssal but generally use their telepathic abilities. Armor Class: 17 (–1 size.food. mind-affecting effects. Every successful bite attack deals poison damage. beacon. provided it swims in a straight line. Chaotic. few know they are from the Abyss. The save DC is Charisma-based. They perform some special action or avoid stay close to water. telepathy 100 ft. A hydraggon’s natural weapons. Move Silently +7. swim 40 ft. it can be critical for all hydraggons in the area to coalesce quickly. whereby he stands dumbly before the herensugue. Special Attacks: Fascination. are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. On a successful tail attack. Saves: Fort +7. +8 natural). dazed. brood (2–5). Int 9. but at a cumulative -2 morale penalty. (See page 7 for a full description of this ability. Although they are clearly of fiendish origin. or swarm (5–20) Challenge Rating: 3 Treasure: Standard Alignment: Always chaotic evil Advancement: 5–8 HD (Large). Cha 12 Skills: Escape Artist +7. the poison deals 1d6 points of permanent Constitution and Wisdom damage. since they’ve found it easier to pass unnoticed in small groups. Hide +3. The remaining hydraggons fled into the depths of the river. he may attempt another save against the DC. Con 16. this 51 . as well as any weapons it wields. the dominant form of aquatic qlippoth. 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.

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

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

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

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

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

setting upon injured or confused prey in preference to engaging a healthy opponent. Jilaiya hitting with a damage reduction. they venture to the Material Plane at the behest of evil spellcasters or to run an errand for their debased master Abaddon. They also believe that their home layer will be sundered in locust. the opponent may not react to trip the jilaiya. This bizarre. +15 natural). a perfect reward for an unremembered former life lived in celebration of murder and As tall as a powerful warhorse. A locust demon’s natural weapons. individually. poison. that when their a grapple as a free action. creature’s panic before dragging her into the air to disembowel her and drain Trip (Ex): In an effort to exhaust their prey. Sharp hooks mark the end of its six That destruction of the Bottomless legs.. Dex 14. Wis 8. Screeching from above is some sort of three-armed. Evil. without victim finally succumbs. Flyby Attack. Demon. Con 22. Concentration +21. Volume 1: Armies of the Abyss Locust Demon Hit Dice: 12d8+72 (126 hp) Initiative: +2 Speed: 30 ft. flat-footed 24 Large Outsider (Chaotic. as well as any weapons it wields. the Jilaiya land and If it secures a hold. Cha 6 Skills: Balance +19. Jump +6. Its wings allow the locust demon good aerial mobility despite the loud buzzing they emit in flight./5 ft. If it secures a pin. blotting out countless suns to signal the last death throes of the multiverse. it deals watch. If it wishes. bare- points of Constitution drain each round. upon making a successful grapple check. Spot +14. 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. Search +14. tipped with a barbed stinger. and they instinctively shy away from attacking when outnumbered. are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. claw attack can attempt to trip the opponent (+2 check modifier) as a free Blood drain (Ex): Jilaiya suck blood from a living victim with its fangs action without making a touch attack or provoking an attack of opportunity. Drone (Su): Few who hear it ever forget the terrible drone of a locust demon in flight. will destroy in retribution for their own loss. locust demons prefer to remain in the air. Jilaiya attacks are considered magical for purposes of overcoming foe down to allow their sisters the opportunity to feed. Until then. (good) AC: 26 (–1 size. Extraplanar) Base Attack/Grapple: +12/+20 Attack: Claw +16 melee (1d6+4) Full Attack: 6 claws +16 melee (1d6+4) and sting +13 melee (1d4+2 plus poison) Space/Reach: 10 ft. Mobility. scent Saves: Fort +14. this creature looks like a gigantic destruction. If battling land-bound opponents. (6 squares).Combat Jilaiya employ pack tactics when breasted bat-woman. Combat Locust demons prefer attacking as a group. These attack. 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). ability. resistance to acid 10. locust demons spend their lives plotting their personal role in the great armageddon. and may attempt a pin on the following round. untold millions of locust demons will ascend from the Abyss. darkvision 60 ft. Jilaiya gain 5 temporary hit points for every successful drain attack. Multiattack. target with their claws. they sometimes try to knock a her fluids. and fire 10. spell-like abilities Special Qualities: Damage reduction 10/good. Int 8. and from her head flies filthy matted black hair. It can then attempt to start and flaccid breasts. collapsing provoking an attack of opportunity. Pit will expel the layer’s inhabitants into the Material Plane. into a heap. 19–36 HD (Gargantuan) Level Adjustment: — In the Final Days. Survival +14 (+16 following tracks). touch 11. Lord of the Bottomless Pit. The creatures most often soften their enemies with their confounding wing drone. Listen +14. The demons seem to like the fact that their wing drone strikes terror into the hearts of their enemies. fly 60 ft. attacking with spell-like abilities or swooping in for flyby attacks. it leaks a cancerous brown ichor. swooping in to graze the her back. Weapon Focus (claw) Environment: The Abyss Organization: Solitary or swarm (2–7) Challenge Rating: 10 Treasure: None Alignment: Always chaotic evil Advancement: 13–18 HD (Huge). but from its naked prolong the victim’s agony. but with a human-like face and a mighty segmented tail the Last Days by mortal meddlers. enjoying the spectacle of the automatic bite damage. Special Attacks: Drone. Great leathery wings branch out from hunting. Tumble +17 Feats: Dodge. it deals 1d4 If the attempt fails. Locust demons understand (but do not speak) Abyssal. cold 10. Ref +10. +2 Dex. Will +7 Abilities: Str 18. immunity to electricity and poison. 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. demon traits. to or smaller creature with its claw The creature’s skin is the color of ivory. which they 57 . creatures are so nasty. Embracing the inevitable ruination of their flawless home. and its translucent wings pulse with ichor-filled veins. silent language does not have a written form.

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

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

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

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. telepathy 100 ft. unleashing the 14. but its fanged grimace is decidedly savage. damage with glee. Touched creatures must make a Fortitude save (DC 24). Will +9 Abilities: Str 16. enervation. bringing them to his disease stems for DC 18. Extraplanar. Special Attacks: Acid spray. • Bone Rot: Inhaled. Spot +16. as he has never truly lost. touch 11. flight.• Cackle Fever: Inhaled. see invisibility. incubation period 1 day. +11 natural). Spell-Like Abilities: At will—contagion (DC 13). cold. Each is tipped with a little mouth. (Note that the save DCs below represent the difficulty of fighting off the disease once it has already been contracted. claw. 1/ day—power word kill. and poison. Ref +9. Fortitude of an elf. insanity (DC 16). This attack automatically deals 3d6+10 points of damage. The demon damage 1d4 Dex. choosing one of the following diseases. DC 16. If the victim is not infected by an incubating disease. Qlippoth) Hit Dice: 12d8+48 (102 hp) Initiative: +1 Speed: 5 ft. mind-affecting effects. Unleash Taint (Su): By making a successful touch attack with his palsied hand. Survival +1 (+3 on other planes. fly 30 ft. damage 1d4 Str. damage 1d6 Con. as well as any weapons he wields. covers its deformed frame. The save DC is Constitution-based. They are. horror of disease upon it in a matter of instants. spreading pestilence with the release of his bodily gases. Con 18. Improved Grab (Ex): To use this ability. Power Attack. Saves: Fort +12. in a 61 . Merihim greatly enjoys physical • Kobold Stank: Inhaled. fascination. Its attack bonus and damage are calculated as though his Strength score were 6. He usually attempts to grab 1d4 Int. Rend (Ex): When Merihim gets a hold he latches onto the opponent’s body and tears the flesh.) Creatures who successfully save are immune to the effects of that specific disease cone for one day. Palsied Hand (Ex): Merihim’s right arm is shriveled and shakes with palsy. 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. +3 following tracks) Feats: Cleave. Dex 13. Intimidate +15. power word stun. spell-like abilities Special Qualities: Damage reduction 10/good. incubation period 1 day. Fortitude results in a stooped posture. This creature is as large as a giant. incubation period 1 day. a prospect that fills him is small and crooked. are treated as chaoticaligned and evil-aligned for the purpose of overcoming damage reduction. qlippoth traits. Volume 1: Armies of the Abyss Combat Merihim’s natural weapons. Knowledge (the planes) +14. 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. immunity to acid. Improved Critical (maw). (good) Armor Class: 22 (+1 Dex. Those who successfully save are immune to Merihim’s unleash taint attack for one day. incubation period 1 day. Weapon Focus (maw) Environment: The Abyss Organization: Solitary or brood (2–5) Challenge Rating: 10 Treasure: Standard Alignment: Always chaotic evil Advancement: 13–26 HD (Large) Level Adjustment: — Nyogoths epitomize the insatiable hunger of the qlippoth race. The save DCs are Charisma-based. Constrict (Ex): Merihim deals automatic claw damage to a Large or smaller opponent with a successful grapple check. The opponent must make a Fortitude save for each disease stem to avoid infection. Merihim must hit with a claw attack. and six fleshy flutes of skin extend Each fight gives him more chances damage 1d6 Cha. Evil. The save DC is Constitution-based. disguise self. Great Cleave. slow (DC 12). though its twisted spine damage 1d6 Wis. The creature’s head has features that distantly recall that enemies with his powerful left hand. Int 9. resistance to electricity 10 and fire 10. Fortitude DC with his palsied hand./5 ft. incubation period 1 day. 3/day—acid fog. Regeneration (Ex): Merihim takes normal damage from good-aligned weapons and from spells or effects with the good descriptor. Search +14. Fortitude DC foul disease). Wis 13. to spread the “boon of Marbas” (a from its back. Cha 11 Skills: Concentration +19. Its right arm • Mindfire: Inhaled. The demon lord may use one cone per round. Merihim can unlock any disease festering in the touched opponent. If he gets a hold. Creatures caught within must make a successful Fortitude save (DC 24) or become diseased. Fortitude DC 18. (1 square). Fortitude DC 18. a quick breath of foul air. he rends and can constrict. The demon lord can expel a different noxious fume from each stem in a cone 30 feet long. the attack has no effect. incubation period 1 day. • Musclecreak: Inhaled. Hide +16. Disease Stems (Ex): Merihim’s monstrous back features six prehensile fleshy stems that end in toothy maws. Nyogoth Medium Outsider (Chaotic. but its left is oversized and ends in a great 12. lord thereafter touches the opponent • Stumpers: Inhaled. Caster level 20th. Rubbery skin the color of phlegm combat. Listen +16.

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

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

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

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

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

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

Orusula

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

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Orusula understand, but do not speak, Abyssal.

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

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Combat

Paigoel

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Volume 1: Armies of the Abyss

Radiant Boy

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

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

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

A

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

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

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

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

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

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

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

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

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

each surrounded by acid and pulpy such battles squatting over injured several wriggling arms. a spineseeker attempts to attach itself to the creature’s spine. Once it has grabbed represent an important commodity in the Abyss. 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. Listen +15. Ref +15. and three destroy the incursion. six insectoid wings. since their lack of communication makes it extremely difficult to track the killing back to its sponsor. two Tiny creatures. Strong transmutation. All spineseekers are hermaphroditic and reproduce by mating. Once it has controlled a victim with its puppetmaster ability. One side is hinged. spell-like abilities Special Qualities: Damage reduction 10/good. Wis 10. Spineseekers get Despite the danger they pose—and their name from their favorite combat likely because of it—spineseekers tactic. which are then opened in the presence of the intended target. Whenever a colony of the young.Volume 1: Armies of the Abyss Spineseeker Small Outsider (Chaotic. Evil. +8 natural). Flyby Attack./5 ft. spell resistance 18 Saves: Fort +10. Some demonologists theorize that they communicate with each other when in rut by attaching themselves to other creatures.. Search +16. Craft Wondrous Item. allowing items or creatures up to Small size to be placed within. Mobility. 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. (4 squares). Escape Artist +22. Cha 8 Skills: Climb +18. Con 14. Sometimes the spineseeker attacks the bearer of the stasis cage. Though far from stupid. Demons (or even mortals) wishing to use spineseekers in this manner trap them in containers known as stasis cages (see the sidebar for details). whose movements they control in mutually understood mating gestures. Usually. 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. (good) Armor Class: 26 (+1 size. spinelatch. spineseekers pose a serious threat to even the demonic residents of the Abyss. however. Will +8 Abilities: Str 16. Dex 24. The box holds one Small creature. afterbirth. Move Silently +22. creatures finds its way into a disgorging demon settlement. but will do with just about any food they can get their mouths into). They cannot be reasoned with and know nothing of mercy or compassion. touch 18. Int 12. spineseekers. or eight Fine creatures. which involves grappling (often larger) opponents. a hundred spiky legs. fly 60 ft. They make incredibly effective assassins. The stasis cage can be used only once. Use Rope +7 (+9 with bindings) Feats: Combat Reflexes. temporal stasis. four Diminutive creatures. It doesn’t always work. puppetmaster. while at the same time controlling its motor functions. +7 Dex. Swim +18. a spineseeker attempts to force the creature to hurt itself or fight against the spineseeker’s enemies. Dodge. forcing the creatures into specially prepared magical cages. Price 11. Special Attacks: Improved grab. CL 17th. Hide +26. New Wondrous Item: Stasis Cage 74 . Combat Spineseekers occasionally pause to use their detect good ability before choosing prey (they seem to prefer good victims to others. it flies right to its mark and begins its grisly work. 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. Weight 4 lb. Concentration +17. though specimens half that size are far more common. Spot +15.800 gp. More devious mass of stomach demons can be seen at the heart of mouths similar to those of lampreys. Survival +0 (+2 following tracks). Anything within a closed stasis cage is affected by a temporal stasis spell (caster level 17th). draining it of vitality. flatfooted 19 Base Attack/Grapple: +12/+11 Attack: Bite +20 melee (1d4+3) Full Attack: 3 bites +20 melee (1d4+3) Space/Reach: 5 ft. A spineseeker’s dull gray body can reach a length of 4 feet. resistance to electricity 10 and fire 10. Extraplanar) Hit Dice: 12d8+24 (78 hp) Initiative: +7 Speed: 20 ft. care whom they attack. an enemy. darkvision 60 ft.

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

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

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

without provoking an attack of opportunity. 32 Tiny or 128 smaller opponents at a time. Failing that. as the concussive force of the golem’s nova affect claims just as many of their own troops as it does the enemy. Only half of the damage is fire. For example.Volume 1: Armies of the Abyss Vulcan Demolisher Huge Construct (Extraplanar. If the victim somehow manages to break free of the golem. Consequently. 41-60 HD (Gargantuan) Level Adjustment: — Vowing never to allow the ghaeles to gain a foothold in the Abyss again. immune to fire. Cha 1 Skills: — Feats: — Environment: The Abyss Organization: Solitary. walks. dark wizards and the rare thaumaturgists who know how to build them. A successful Strength check or Escape Artist (DC 25) lifts the iron bars. the vulcan demolisher must hit a Large or smaller creature with its slam attack. balor craftsmen constructed guardians to provide a defense that would stem the tide of any invading force. Opponents destroyed by a demolisher’s furnace can only be restored to life by true resurrection. The release explodes outward in a 40-foot spread dealing 20d6 points of damage to all creatures in the area. Hellish flames flare out of its joints and when it swings its arms. Fire) Hit Dice: 20d10+40 (150 hp) Initiative: +0 Speed: 40 ft (can’t run) Armor Class: 33 (-2 size. making a resounding din. it leaves trails of sparks in their wake. Transmute metal to wood removes the vulcan demolisher’s damage reduction for 1d6 rounds. 2 Medium. attempting to grab the victim and stuff it into its furnace. Nova (Su): The flames of the vulcan demolisher’s furnace provide the golem with power. the other half is unholy. 8 Small. Balor generals resist the urge to increase production. certain spells and effects function differently against the creature. will have accumulated 1d12+8 HD prior to the start of the encounter. damage reduction 15/adamantine. construct traits. Combat In combat. the victim may wait for the portcullis to reopen. after which the metal portcullis closes and shuts the unfortunate within. Lumbering across the battlefield./15 ft. Wis 11. the vulcan demolisher trains its attack on one opponent. like the tolling of a bell. +25 natural) Base Attack/Grapple: +15/+34 Attack: Slam +25 melee (2d12+12 plus 2d6 fire) Full Attack: 2 Slams +25 melee (2d12+12 plus 2d6 fire) Space/Reach: 15 ft. The bars are hot. 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). he • • 78 . immune to magic Saves: Fort +6. A vulcan demolisher can hold 1 Large. but disturbed. claiming thousands of lives before they can be contained and destroyed. nova Special Qualities: Blind-sight 120 ft. When it has consumed 20 HD or more creatures. clearly the most interesting part of this monster. Will +6 Abilities: Str 32. sleet storm would reduce the accumulated Hit Dice by 3. is a giant furnace that glows white-hot with some inner conflagration. The torso. furnace. Special Attacks: Improved Grab. Improved Grab (Ex): To use this ability. is a huge headless creature constructed of solid iron. jealously guard the process for constructing these machines. allowing the victim to escape. dealing an additional 2d10 points of damage.. A few powerful. A vulcan demolisher. thus was born the vulcan demolisher. Gang (2-4) Challenge Rating: 18 Treasure: None Alignment: Always neutral Advancement: 21-40 HD (Huge). In addition. As a standard action. shaking the ground as it or miracle. Dex 10. Spells with the fire descriptor confer haste for a number rounds equal to the spell level. As good a defensive force as the demolisher has proven. Furnace (Su): The vulcan demolisher’s central feature are the hot fires that burn inside of it. when encountered. as follows. A metal portcullis raises and lowers before it. when the demolisher drops in a new victim. The furnace deals 10d10 points of fire damage to the victim every round it remains inside it. To escape in this manner. it releases this energy. Such spells cannot reduce the vulcan demolisher’s accumulated Hit Dice below 0. Ref +6. Int —. wish. If it accomplishes a hold. Immunity to Magic (Ex): Vulcan demolishers are immune to any spell or spell-like ability that allows spell resistance. Alternatively. It can then attempt to start a grapple as a free action. the victim must attempt a Reflex save (DC 20) to slip free. at which time it then places the unconscious or dead body inside the inferno. it drops the unfortunate victim into its furnace on the following round as a standard action. Con —. • Spells with the cold descriptor reduce the accumulated Hit Dice by an amount equal to the level of the spell. nihilistic artificers have crafted these golems on the Material Plane. laying waste to whole cities. it can dump a target creature it holds inside itself. The results are often spectacular. it simply pounds away at the target until it stops moving.

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

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

Volume 2: Hordes of Gehenna Hordes of Gehenna 81 .

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

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

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

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

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

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

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

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

Jump +9. Con 15. When so controlled. Society of the Companions of Malice Scholars cannot determine just how vast the ranks of the Companions of Malice are. summon Special Qualities: Companion traits. For the lieutenant. The basic soldier of this mercenary army is the footman. lending them the strength of its essence. The footmen are fierce and tireless warriors. Squad (1d4+2). 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. it might challenge its commander. The lieutenants are made into captains at the pleasure of the Lord Commander of the Companions. whose power and potency vary depending on the rank of the daemon. are chosen for their cunning. For the footman. Spot +6. Every day the lieutenant cuts its belly open and its fellow footmen feed upon its intestines. While the weakest members of the Companions. for reasons known only to Tyrexxus. Int 6. Overseeing the Companions of Malice is the Lord Commander. it is with U’ulgan that the powers of Hell and the Abyss parlay in their efforts to secure the Companions’ services. 90 . continues until one of the daemons surrenders. 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. though some are selected to serve the Lord Commander personally or even to become a part of Tyrexxus’ honor guard. to go where they command and to kill whom they require dead. U’ulgan. Unit (20 footmen plus lieutenant). they may do so and experience no adverse effects from ending the rage. Most Captains serve in this capacity for the remainder of their existence.000 soldiers strong. Wis 12. While frightening in this capacity. Survival +6 Feats: EnduranceB. stability Saves: Fort +7. even a lone footman is not to be trifled with. Cha 8 Skills: Climb +9. The footmen exist only to serve their lieutenants. Ref +5. Footmen of the Company Medium Outsider (Daemon. Likewise. their tactical genius and their love of carnage. Dex 15. Disciplined (Ex): If commanded by a lieutenant./5 ft. called a Lieutenant of the Company. fearsome rage. ripping apart their foes with unholy fervor. +4 natural). Normally. though most agree it is at least 20. rend (2d4+6). Combat Undirected footmen leap into the fray. are sent to the company. and they have no control over when the rage takes them. Special Attacks: Disciplined. Pair. Toughness Environment: Gehenna Organization: Solitary. Extraplanar) Hit Dice: 2d8+7 (16 hp) Initiative: +2 Speed: 40 ft. and ordered to break their rage. 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. corrupted over the years of their service into twisted creatures sporting wicked claws and the poisoned. always martial. When a footman has served long enough. Footmen stand about seven feet tall. Swim +9. A trusted companion to Tyrexxus and one of the fiercest warriors in the SevenCircle Realm. tongue +1 melee (1d4+2 and poison) Space/Reach: 5 ft. When they lose control. footmen are fatigued at the end of their rage. Captains. flat-footed 14 Base Attack/Grapple: +2/+6 Attack: Claw +6 melee (1d4+4) Full Attack: 2 claws +6 melee (1d4+4). run through from stem to sternum. they are a horror to behold when steered by a competent commander like a lieutenant or captain of the Company. in an effort to achieve higher rank. touch 12. who command masses of footmen and lieutenants. Common and Infernal. 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 (Ex): In the heat of battle. This challenge. footmen sometimes lose control. (8 squares) Armor Class: 16 (+2 Dex. Footmen will never flee from combat when their company is in service to an employer. They speak Abyssal. each of which is led by a commanding officer. footmen are a tightly organized and disciplined force capable of annihilating just about any opponent they face.Volume 2: Hordes of Gehenna Tongues (Ex): All daemons in the Companions of Malice have long poisonous tongues. a lieutenant. only a higher-ranking officer can restore them to a disciplined state. Evil. daemon traits. Listen +6. barbed tongues that identify all Companions. surrender is usually punished by becoming that unit’s “banner” for a time: it is impaled on the banner pole. a lieutenant can order any number of the footmen under his command to enter the fearsome rage. poison. Every round in which a footman takes damage.

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

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

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

Will +5 Abilities: Str 15. Once the creature exits. Slime (Ex): The confithish leaves a slime trail when it moves. The confithish’s interior can hold 2 Large. a daemon whose main purpose is to fuel the fires of resentment in the mortal’s heart. . We could all see he was maddened with envy. sensing only the energy within all living creatures. He beat her to death. and may start a grapple as a free action without provoking an attack of opportunity. forcing any other enveloped opponents to hack their own way out. Wisdom drain Special Qualities: Blind. Creatures that successfully save cannot be affected by the same confithish’s stench for 24 hours. (8 squares) Armor Class: 19 (+4 Dex. Cha 16 Skills: Climb +10. 8 Medium. Move Silently +12. it may envelop the target on the next round. When the mortal first feels anxiety over another’s successes. the confithish’s natural attacks count as evil. the opponent takes 2d6+8 points of crushing damage plus 1d6 points of permanent Constitution drain each round as the confithish consumes the victim’s essence. 11-15 HD (Large) Level Adjustment: — “Count Vloril decided that if his wife would not remain faithful to him and refuse to return his affections. while this was awful. envelop and absorb the nearest target first. All living creatures with 8 HD or less must succeed a DC 17 Will save or be shaken for 1d8 rounds. We tried to stop him. A kind of hissing laughter… he’s never been the same since. Int 6. Now. Delay poison or neutralize poison removes the effect from the sickened creature. Stench (Ex): Confithish exude a powerful stench of rot and feces. compulsions. she would have to be killed. The save DC is Constitution-based. Adam swears he heard something else in the winds beyond the castle walls.” —A witness’ account of the Murder of Lady Nicole 94 Bitterness and jealousy can drive mortals to commit obscene crimes of passion. attempting to grab. With each fall of the fist. Pack (2-8) Challenge Rating: 6 Treasure: None Alignment: Always neutral evil Advancement: 6-10 HD (Medium). Dex 18. For the purposes of overcoming damage reduction. The slime is highly acidic dealing 1d6 point of acid damage to flesh and other organic materials such as wood. Weapon Finesse Environment: Gehenna Organization: Solitary. the confithish must successfully hit a Large or smaller creature with its bite attack. Special Attacks: Barbs 1d6 and jealousy. Once inside. and from spells or effects with the good descriptor. Confithish are mindless and so lack a language. Improved grab (Ex): To use this ability. and creatures resistant to poison receive their normal bonus to their saving throws. fast healing 2. the daemon gains an additional Hit Die. Mindless (Ex): Confithish are immune to mind-affecting effects (charms. patterns and morale effects). 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). Wis 13. it immediately captures the attention of the crausus. adding the victim’s bones to those already on its back. or 512 Diminutive or smaller opponents. touch 14. Crausus (Whisperer of Envy) Medium Outsider (Daemon.. For every 5 Hit Dice the confithish absorbs. Creatures immune to poison are unaffected. blindsight 60 ft. As it is mindless. Con 13. Hide +12. spell-like abilities. daemon traits. 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. +5 natural). 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. Ref +8./5 ft. Regeneration (Ex): A confithish takes normal damage from good aligned bludgeoning weapons. phantasms. Extraplanar) Hit Dice: 5d8+5 (27 hp) Initiative: +4 Speed: 40 ft. Terrible aspect (Ex): The mere sight of this terrible creature fills mortals with fear and loathing. Victims reduced to 0 Constitution are absorbed (see below). Consult the MM for details on advancing creatures. damage reduction 5/magic and good. though some ancient ones can grow as large as forty feet. it makes no distinction between spellcasters and warriors. Spot +9. 32 Small. All living creatures within 30 feet of the daemon must succeed at a DC 17 Fortitude save or be sickened for 1d20 rounds. Grappled targets automatically take 1d6 points of acid damage from the confithish’s slime.Volume 2: Hordes of Gehenna Most confithish are somewhere between sixteen and twenty feet tall. Evil. Absorb (Su): Once the confithish has fully enveloped a target and drained all of its Constitution. The save DC is Constitution-based. it absorbs the being into itself. but his guards prevented us from interfering. Survival +9 Feats: Ability Focus (moan). short of divine intervention or a wish or miracle. scent Saves: Fort +5. the muscular action closes the hole. Envelop (Ex): The confithish may envelop a held target as a full-round action by wrapping its fleshy appendages around it. her cries abated. 128 Tiny. Listen +17. Combat Confithish are direct in their attacks. Absorbed victims are forever lost. If it wins the opposed grapple. leather and so on. harmonics.

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

Int 10. if it can. knowing my place within it. Energy Drain (Su): Living creatures hit by the dömixtrie’s bite attack gain two negative levels. flees the scene at once. but most are mere fools. no matter how obvious they are to others. Listen +7. I did all the work…” —Squire John. really. Instead. If anyone other than the mortal from whom the evil twin was born kills it. +3 +1 heavy steel shield). Ref +5. Ulasta employs these mercenaries another two powerful claws. To anyone observing. The save DC is Charisma-based. granting the mortal exactly what she wishes. It possesses all of the mortal’s knowledge and takes it upon itself to ruin the mortal from whom it was born. Runes and tattoos in a variety daemons who perform the majority of colors and patterns cover much of its body. When a great mortal. Daemon. the mortal in question falls over in agony and begins to rip in half. she regains all of her abilities—and hopefully is wiser for the experience. Weapon Focus (longsword)B Environment: Gehenna Organization: Solitary Challenge Rating: 7 Treasure: Standard Alignment: Always Neutral Evil Advancement: By character class Level Adjustment: — 96 The evil twin. and Infernal. They encourage her thoughts of purity. Wis 8. The daemon can actually split the mortal in half. and may be inhabited by one of the whispering daemons of Gehenna. 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. Hide –3. Will +3 Abilities: Str 14. They speak Common. The Great Skull. telling her she has rid herself of the last vestiges of temptation. ruining her reputation. Dex 12. and in the center of the fire. the abilities are never regained short of divine intervention. and it is observed and cheered in the Circle of Pride. the creature has a daemons are the dömixtrie—horrific mass of roiling black flames. and otherwise wrecking havoc in her life. for none are more envious of the living than the dead. Most of the This horrible creature walks on hairy legs and nearly drags horrors serve as commanders of her its arms on the ground.Volume 2: Hordes of Gehenna “I did not mean it… I swear! All I did was look at him. but it’s not like he deserved all of those accolades and women. sense twin Saves: Fort +8. waiting for the perfect moment to reveal itself. I don’t know what happened to him. met his death at the hands of some unknown beast. derives the greatest benefit from the proximity of Gehenna to the Negative Energy Plane. 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. I have bathed myself in the purest waters. revealing Evil Twin Template (Whisperer of Pride) “I have stood at the greatest heights and gazed down upon the world. the daemon resides within the mortal. In these cases. 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. And the more strongly the mortal believes these whispers. Ulasta. When this happens. When this happens. after his liege. beings of pure spite and malevolence that desire nothing more than to consume the life of a mortal. Sense Motive +7. . daemons bred to hold the life-leeching contorted faces can be seen laughing. +9 +1 full plate. the forces of pride target her with their whispers. touch 11. Evil. Dömixtrie are nearly nine feet tall. Employing undead culled from the yawning void of darkness. Native) Hit Dice: 5d8+10 (32 hp) Initiative: +5 Speed: 20 ft. ripping and tearing at flesh. Improved Initiative. it starts to laugh. I guess it’s sad that he’s dead and all. The DC is 17 for the Fortitude save to remove a negative level. This is a truth as old as the mortal races. This often takes the form of killing or maiming her loved ones. an exact duplicate of her growing from her side and splitting off into an evil twin. No./5 ft. spraying hot blood into the air. a mortal may become so convinced that she is pure that she becomes completely blind to her sins. 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. celebrated as a champion of righteousness by her peers. She becomes a beacon of pride. and I have come out clean. the stronger Gehenna’s hold on her soul. Special Attacks: — Special Qualities: Daemon traits. The truly of the fighting alongside the lesser undead. Draconic. If the mortal kills the evil twin. as it offers an easy route to build her armies with which she defends her realm. 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. while draining the living energy from victims through their bite attacks. Spot +7 Feats: Great Fortitude. Sir Gloril. Skill Focus (Bluff)B. Just before it attacks. stand ready to fight and drain away the attack deals an additional 1d6 points of fire damage. the daemon bursts forth. the evil twin and the mortal split all of her former abilities and power. Its bite the commands of the watchers. becoming the living embodiment of all her sins and leaving her a being without sin. Many of Ulasta’s most powerful servants are depraved and wicked undead. she brings them to her realm as her favored servants. or commits some particularly obvious act of sin without heeding it or feeling the slightest remorse for it. power of the Negative Energy Plane. The dömixtrie. Then. 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. Unlike undead. When the mortal makes some invocation of her purity. Intimidate +13. For even believing such a thing is nearly always a grave act of pride. Perhaps some of them are right. Sample Evil Twin Medium Outsider (Augmented Human. (4 squares) Armor Class: 23 (+1 Dex. Deaf creatures and those immune to mind-affecting effects are immune to this supernatural ability. weighing in excess of 500 pounds. who serve Fiery sheath (Su): The dömixtrie’s head is wreathed in flames. Cha 16 Skills: Bluff +14. the torso rips apart. It then enters melee. Con 14. energy of living things for their dark mistress.” —The journal of Dame Isoe Madrigar All mortals are guilty of sin. begins to believe herself beyond evil. Cackle (Su): Once per hour. Then this laughing thing came out of nowhere. The most powerful of these terrible thing is that instead of a head. the dömixtrie gains no bonus hit points for draining an opponents levels. Sure. Disguise +11 (+13 acting). After all. Diplomacy +15.

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

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

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

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

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

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

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

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

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

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

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

Swim +21 Feats: Cleave. immune to disease and poison. as a full-round action to try reduction. 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. and all of them wield a special blade crafted by In’nassi herself. crit 18-20) Full Attack: +1 large falchion of desire +19/+14 melee (2d6+13 plus desire. Creatures of pure devotion. otherworldly maggots infest the wound. Each succeeding minute. 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. They open combat with a powerful charge attack. trip Special Qualities: Daemon traits. the victim may attempt a new Fortitude save to resist the ability drain. Impregnator patriarchs are very tall. To make sure they do her bidding. If the attempt fails. The parasites can only be removed by remove disease or heal. / 10 ft. The save DC is Constitution-based. allies may move to for purposes of overcoming damage from its stomach. Intimidate +16. Cha 17 Skills: Climb +21. his eyes fixed a flood of melee attacks. spell resistance 23 Saves: Fort +12. blinding lust—the very essence of the Exarch herself. Spot +14. damage reduction 10/good and magic. parasites. all Strength and Constitution checks are made at a -6 circumstance penalty. It holds a gleaming falchion and. This towering humanoid has a skeletal head topped with the patriarch impregnator to do with An impregnator patriarch’s attacks massive ram’s horns. Great Cleave. touch 12. (15 ft. rising as it will. each of which assist. Evil. with gut tendril) Special Attacks: Falchion of desire. 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. The victim is entitled to another Will save . they are the sometimes lovers of their Exarch and would gladly die to please her. Common. Wis 13. When fully disrobed. Extraplanar) Hit Dice: 10d8+50 (95 hp) Initiative: +2 Speed: 30 ft. For as long as the maggots infest the character. Impregnator patriarchs speak Abyssal. flatfooted 23 Base Attack/Grapple: +10/+26 Attack: +1 large falchion of desire +19 melee (2d6+13 plus desire. Tripped on the patriarch. During the time that the are considered both magical and evil victim undresses. Jump +21. Power Attack. usually twelve feet high. Upon a successful gut tendril attack. Int 9. followed by victim begins to undress. are three writhing tentacles.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. 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. Draconic and Infernal. 3 gut tendrils +13 melee (1d6+4 and parasite). multiplying in the space of one round and dealing 1d4 points of Constitution each minute they remain as they turn the victim’s abdomen into a soupy mess. the disease of which can cause the entire body. The impregnators. +13 natural). Powerful charge (Ex): On a charge action. 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. not just the belly. they possess three striking maw tentacles. 21+ HD (Huge) Level Adjustment: — In’nassi is not usually present as her servants aid her lovers. Knowledge (the planes) +12. victims find themselves kicking at the victim presents its abdomen for the end of the impregnator’s horns. A blow from these ensorcelled falchions fills the victim with pure. Will +8 Abilities: Str 26. Con 20. to become impregnated with maggots. (6 squares) Armor Class: 25 (+2 Dex. end in a grinning maw filled with razor-sharp teeth. to snap victim out of the state. the victim must attempt a Fortitude save (DC 15) or strange. she sends one of her trusted impregnator patriarchs. the opponent cannot react to trip the impregnator. Dex 14. Ref +9. Impregnator Patriarch (Mercenary of Lust) Large Outsider (Daemon. gore +12 melee (1d8+4) Space/Reach: 10 ft. crit 18-20). Making the impregnator patriarchs even more dangerous. Listen +14. powerful charge (2d8+12). Improved TripB.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Volume 3: Legions of Hell Legions of Hell 139 .

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

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

Scepter (Su): Abigor wields a number of magical items that aid him in his command of his troops. employing the best strategies when able.Volume 3: Legions of Hell Chapter Eight: Creatures of Hell Abigor. or even for themselves. Abigor is a vicious warrior. Extraplanar. he secretly plots to overthrow Beelzebub. Desperate conflicts. Abigor’s telepathy extends to 500 feet. 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. Armor Class: 36 (-1 size. hopeless causes. 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. Diplomacy +26. Int 15. +4 insight). mount. Ride +24. spell resistance 32 Saves: Fort +16. Special Attacks: Scepter. One of them is his scepter. and revenge are all viable reasons why mortals seek out his wisdom. Quick Draw. Ride-By Attack. Disguise +3 (+5 Acting). and from behind him pour forth the legions of Hell. Not just Hell’s aristocracy finds Abigor appealing. Evil. Handle Animal +24. Will +18 Abilities: Str 24. standard. he plants the standard into the ground. Wis 25. constructed of bone and steel. Though Abigor appears loyal to his master. 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. Lawful) Hit Dice: 18d8+90 (171 hp) Initiative: +7 Speed: 40 ft. This has led the Duke to gain many powerful allies. 142 . battle plans and supply lines far in advance of the opposing army. Intimidate +26. summon devils Special Qualities: Anticipate future. There he trains and commands the forces of his master in preparation for forays into the Abyss. and valuable insight into the fighting potential of his master’s rivals. Dex 13. allowing its magical effects to take hold over his enemies. Abigor speaks Common. Mounted Combat. which displays inverted holy symbols in black on a crimson field. and take his place as master. he holds a standard. Afterwards. Knowledge (the planes) +23. For his skills in military matters. The scepter has a 20 hardness and 50 hit points. Of the troops he commands. 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. Spirited Charge./10 ft. Abigor’s specialty is warfare. +1 Dex. While holding it. +10 natural. Concentration +26. Power AttackB. Infernal and Ignan. This towering devil wears spiked armor and a full helm. Combat Abigor always begins combat by swinging his standard in the air. With a quick. secrets of warfare. Con 20. Listen +28. Demonologists claim he has acute foresight and can anticipate troop movements. Ref +12. he favors bearded devils for their expert skills in combat and their valuable magical abilities. critical 19-20/x3) or +2 thundering unholy good outsider bane greatsword +26 (+28 against good outsiders) melee (3d6+12 plus 1d8 sonic on a critical hit plus 2d6 against good foes plus 2d6+2 against good outsiders) Full Attack: +2 axiomatic unholy heavy lance +27/+22/+17/+12 melee (2d6+12 plus 2d6 against chaotic plus 2d6 against good. he grips a greatsword. spell-like abilities. (8 squares) (full plate). for an invasion into the Eighth Circle. Spot +28 Feats: CleaveB. he shouts out a command. Should the situation demand it he relies on his own spell-like abilities to gain advantage over his enemy. In his primary hand. Trample. touch 14. Improved Critical (lance). damage reduction 15/ good. In his off hand. Cha 17 Skills: Bluff +24. devil traits. +12+4 full plate. base 50 ft. overhand swing. many of the devilish nobility approach him for their personal guard training. and charges with his horse into the fray. but more importantly. Knowledge (history) +23. Grand Duke of War Large Outsider (Devil.

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

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

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

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

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

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

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

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

Saves: Fort +8. which might be a fork used to feed its smacking maw. There are many tales of Acid Spew (Ex): The digestive system of a bulugon contains powerful acid. obscuring mist. Their bloated forms slide easily through the mud and slime. Gather Information +9. spell resistance 16. immunity to fire and poison. Flyby Attack. Food is scarce on the Third Circle. Lawful) Hit Dice: 6d8+18 (45 hp) Initiative: –2 Speed: 20 ft. the heinous lotteries enacted by small communities. Bulugons may not be very fast or agile. as the locals try to choose the next victim of the bulugon’s insatiable appetite. using obscuring mist to confuse enemies and scare to get rid of weak opponents. In the perpetual rain of the Third Circle. telepathy 100 ft. but they usually return to Hell before vengeful clerics or adventurers can make them pay for their crimes.. Intimidate +11. as well as any weapons it wields. In just a few days it can deplete the food reserves of the average village. but their considerable bulk adds to the punch when they impact. Caster level 6th. Some bulugons don’t stop even after the food stocks are gone. Special Attacks: Acid spew. and they can hunt in the icy depths with relative ease. touch 7. Ref +3. are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Wis 11. +10 natural). 151 . devil traits. more blasphemously. flat-footed 17 Base Attack/Grapple: +6/+15 Attack: Masterwork trident +12 melee (2d6+7) or gore +10 melee (1d8+4) Full Attack: Masterwork trident +12/+7 melee (2d6+7) or bite +5 melee (2d6+2) and gore +5 melee (1d8+2) Space/Reach: 10 ft. spelllike abilities Special Qualities: Damage reduction 5/good or silver. dealing 3d6+6 damage. The save DC is Constitution-based. darkvision 60 ft. Con 17. Survival +9. but they are canny scavengers. 10–16 HD (Huge). Dex 6. A successful Reflex save (DC 16) halves the damage. a religious shrine. Listen +9. Flying Impale (Ex): An airborne bulugon can use its horns to make a flying impale attack as part of a charge. In combat it can spew out this acid in a 10-foot cone once every 5 rounds. their lives do not consist solely of living off the fat of others. The acid spew is also a nasty surprise.Bulugon Volume 3: Legions of Hell Large Outsider (Devil. so it is usually made only against ground targets. A newly arrived bulugon uses its charm person ability to win the aid of a few locals. These malefic gluttons turn on the locals and start to feed on them. Sense Motive +9. They must sometimes fight for their masters or defend themselves from adventurers. Cha 10 Skills: Bluff +9. stripping the flesh from the bones and spitting out the remains. Necromancers have been known to consort with bulugons because they can provide clean skeletons in just a few minutes. flying impale 2d8+10. –2 Dex. The gore attack deals double damage. see in darkness./10 ft. Diplomacy +4. but amazingly their wings can support their bulk. The bulugon keeps eating no matter how much food comes in tribute. enemies rarely see them coming. Int 13. Spell-like Abilities: 1/day—charm person (DC 11). Word goes out through the charmed dupes that the devil must be fed or the community will feel its wrath. fly 30 ft. Combat Sadly for bulugons. Bulugons are typically summoned to the Material Plane as tools of vengeance (either at the behest of their own lords or by evil spellcasters). The impact of this attack brings the bulugon’s flight to an end. a bulugon can swallow a human-sized being whole. Horns jut over its squinting black eyes. Extraplanar. 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). Bulugons usually fight defensively. This monster’s scaly gut of a body has dark dragon-like wings. Concentration +12. Spot +9. They prefer to fight on the ground but are adept at using their horns in aerial combat. Their appetite is legendary: Bulugons are perhaps Hell’s greatest gluttons. Disguise +0 (+2 acting). With its wide jaws and large size. A bulugon’s natural weapons. The save DCs are Charisma-based. Bulugons have been the cause of countless famines. out of which drips a constant flow of saliva. Their corpulent bodies make them clumsy fliers. (4 squares). (clumsy) Armor Class: 17 (–1 size. 17–18 HD (Gargantuan) Level Adjustment: — Bulugons are common in the Third Circle of Hell. Evil. scare (DC 12). Swim +14 Feats: Blind-Fight. Will +5 Abilities: Str 20. It then sets itself up in a convenient location like a cave or. Its two arms grasp a wicked trident. resistance to acid 10 and cold 10.

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

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

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

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

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

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

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

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

Volume 3: Legions of Hell

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

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

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

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

The Faceless

Large Outsider (Devil, Evil, Extraplanar, Lawful)

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

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

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

Fallen Celestial

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

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

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

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

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

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

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

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

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

Volume 3: Legions of Hell

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

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

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

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

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

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

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

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

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

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

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

An ice stalker’s tail can strike overhead or to the rear but does not. telepathy 100 ft. They patrol the vast icy wastes. or exiled nobles of Hell. Will +18 (cloak of resistance +3) Abilities: Str 25. It makes special mention of their tracking and ambush expertise and provides several dubious stories on their use in a barbarian tribal feud. Living creatures that fail their saves are tormented by frostbitten skin and frozen eyes unless they are immune to or protected from cold. face. fast healing 5. It also allows them to set up effective ambushes. Spines (Ex): An ice stalker’s sharp spines help it burrow through snow./10 ft. ice stalkers are the eyes of ears of Mephistopheles. Great Cleave. Special Attacks: Damaging touch. touch 10. Once an ice stalker breathes. Ice stalkers usually run on all fours but fight upright so they can better use their claws. The spines also make an ice stalker very difficult to hold onto.. Move Silently. Wis 22. concocted 171 .. While the scouting function of the ice stalkers is well known in Hell. Mephistopheles find out about it. Int 24. Concentration +23. flat-footed 25 Base Attack/Grapple: +7/+18 Attack: Touch +13 melee (1d8+5 negative energy plus paralysis) or claw +13 melee (1d6+7) or butt +13 melee (1d8+7) Full Attack: Touch +13 melee (1d8+5 negative energy plus paralysis) or 2 claws +13 melee (1d6+7) and bite +8 melee (2d6+3) or butt +13 melee (1d8+7) Space/Reach: 10 ft. spell resistance 30. contains an essay on ice stalkers and recommends their summoning in colder climates. The secret may soon be out. The vengeful fiend and his coterie. Dex 13. Sneak Attack (Ex): An ice stalker can sneak attack (+2d6 damage) like a rogue. electricity. combining speed with multiple attacks and a breath weapon. fear aura. This imposes a –4 morale penalty to armor class and a –2 morale penalty to attack rolls for 1d6 rounds. see in darkness. Disguise +6 (+8 acting). (7 squares) Armor Class: 26 (–1 size. and a long bony tail. Millennia ago. Reflex DC 14 half. and Mephistopheles and his minions use them to hunt down fugitives. granting it a +4 racial bonus to grapple checks. damage reduction 15/bludgeoning and magic. He is a gifted manipulator who exceeds even his master as a schemer and corrupter of mortals. Survival +6 (+8 on other planes) Feats: Cleave. They prefer to strike from ambush and often gang up on opponents. +16 natural). contain a poisonous sting. spell-like abilities. summon devils. its opponent takes 1d6+2 points of damage from the spines. and they retreat in good order when the tide of battle turns against them. damage 2d6 cold. Skills: *Ice stalkers have a +4 racial bonus to Hide. another pit fiend named Belphagon. fire. Improved Initiative. ring of mind shielding. and polymorph. The save DC is Constitution-based.Natives of the frigid Eighth Circle. if agents of curved horns. Spellcraft +24. Cha 22 Skills: Bluff +23. Sense Motive +23. Their ability to burrow through the snow allows them to approach undetected and literally go to ground when under pursuit. and Survival checks in a cold environment. it can’t breathe again until 1d3 rounds later. resistance to acid 10. Ice stalkers are expert trackers. Although they seem bestial. Breath Weapon (Su): 20-foot cone. lich’s phylactery. Listen +23. Climb +24. The Lich Fiend Large Undead (Extraplanar) Hit Dice: 14d12 (91 hp) Initiative: +5 Speed: 35 ft. Con —. Lightning Reflexes. An ice stalker’s natural weapons. their hunting role is not such common knowledge. however. Gather Information +23. as is often claimed. 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. Diplomacy +27. be they escaped souls. reporting suspicious activity to the ice devils (see MM). paralyzing touch. runaway devils. On the Forms and Functions of Devilkind. This tome. as well as any weapons it wields. vital whenever war has come to the Eighth Circle. If an ice stalker wins an opposed grapple check. immunity to cold. Jalie was a pit fiend whose promotion to the nobility came at the expense of a vicious rival. are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Intimidate +25. Spot +23. darkvision 60 ft. with a skull-like and may remain that way. thanks to a book by a human sorcerer named Tharkul Snorrson. Knowledge (the planes) +24. Few know about this ability because few survive the attentions of ice stalker packs on the hunt. They are perfectly able to execute complicated commands. The book remains obscure for the time being— This creature is gaunt and spiny. Ref +10. Jalie Squarefoot. voice of maleficence Special Qualities: +4 turn resistance. undead traits Saves: Fort +7. jealous of Jalie’s meteoric rise. ice stalkers are as intelligent as most humanoids. +1 Dex. Volume 3: Legions of Hell Combat Ice stalkers are tough combatants.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

flat-footed 14 Base Attack/Grapple: +5/+6 Attack: Bite +6 melee (2d6+1 plus impregnating bite) Full Attack: Bite +6 melee (2d6+1 plus impregnating bite) and 2 claws +1 melee (1d4) Space/Reach: 5 ft. Spinders arrive in and disappear from the various levels of Hell much like a plague of vermin. at which time the soul is pale creature has a toothless mouth and a cyclopean orifice can literally smell the souls of the regurgitated. spinders band together in groups of six or more to better accomplish this goal. a soulsniffer can suck the soul down its throat as a full-round action. The Lords of Hell. Spell-like Abilities: At will—detect law. devil traits. 190 . Cha 6 Skills: Climb +9. Will +3 Abilities: Str 13. They prefer to track their foes in the shadows and then mount a surprise attack when the time is right. Caster level 8th. Listen +7. The ability otherwise follows the rules for the Track feat. is 20. They maintain a specialized cadre of soulsniffers. the swallowed souls escape. The base DC for a fresh trail Hell. When souls first arrive in Hell. Because they aren’t much of a threat singly. Ghost Touch (Su): Melee attacks by a soulsniffer deal damage normally against incorporeal opponents. Spot +7. Survival –1 (+1 following tracks) Feats: Dodge. Special Attacks: Impregnating bite. the only time one of these ferocious creatures is found alone is when it’s dead. This is more difficult than it sounds because spinders cannot gestate on their own but must impregnate other creatures by force. touch 13. A soulsniffer can carry instead of eyes and a nose. despite their incorporeal Should it be slain before returning to nature. they are incorporeal and bewildered. especially when forced to fight mortal enemies. devils that hunt down runaway souls and return them to Hell. Most of the time. before they can get their bearings and come to the realization that they are dead. 3/day—color spray (DC 12). The save bonus to all Survival checks made while tracking. of course. the abused majority of Hell.Volume 3: Legions of Hell Soulsniffers scour Hell’s nine circles and capture renegade souls for their diabolical lords. A soulsniffer’s natural weapons. this Soulsniff (Su): A soulsniffer back in Hell. Saves: Fort +6.) Sneak Attack (Ex): A soulsniffer can sneak attack (+3d6 damage) like a rogue. They have little intelligence to speak of and dedicate most of their lives simply to propagating their line. cannot allow such impudence to stand. On special occasions. and sometimes they succeed. resistance to acid 10 and cold 10. hairless ape. They are a nasty surprise for characters who like to avoid combat by becoming ethereal. freedom of Skills: *The soulsniffer’s superior olfactory senses give it a +5 competence movement (self only). Dex 16. (8 squares) Armor Class: 17 (+3 Dex. +4 natural). 1/day—polymorph (self only). These souls roam through Hell looking to escape. Ghost Bane (Su): Soulsniffers gain a +5 competence bonus to damage against incorporeal creatures. They make the most out of their sneak attack ability. damned. Lawful) Hit Dice: 5d8+10 (32 hp) Initiative: +7 Speed: 40 ft. though. Con 14. improved grab. Sometimes. Unfortunately. On rare occasions they return to the Material Plane as ghosts.. The soul remains trapped in the soulsniffer’s bowels until it is safely With a body suggestive of an emaciated. (An incorporeal creature’s 50% chance to avoid damage does not apply to soulsniffers. Extraplanar. Combat Soulsniffers are creatures of stealth. telepathy 100 ft. despite its jagged appearance. DC is Charisma-based. see in darkness./5 ft. Spinder Medium Outsider (Devil. soulsniffers sometimes find themselves summoned to the Material Plane by mortal spellcasters as well. spell resistance 15. Wis 8. Int 6. 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. Due to their expertise at dealing with incorporeal targets. Evil. by scent. Soulsuck (Su): The round after a renegade soul has been reduced to 0 hit points. Move Silently +11. a lord may even send soulsniffers to the Material Plane to bring back a particularly juicy soul. Search +6. are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Ref +7. a particularly powerful or canny soul avoids this transformation. as well as any weapons it wields. This allows it to track souls six trapped souls at any one time. immunity to fire and poison. they become larvae. darkvision 60 ft. pounce Special Qualities: Damage reduction 5/good or silver. Hide +11.

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

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

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

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

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

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

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

Whiptail

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

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

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

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

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

This

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

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

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

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

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

Requirements

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

Class Skills

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

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

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

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

Int 2. Effects: Initial and secondary damage 1d3 permanent Wisdom drain. SA trip. AC 17. Init +3. SV Fort +6. and geas/quest. Dodge. Failure results in a –2 penalty on the save against the ritual’s initial damage (see below). Sense Motive: 6 ranks. He offers his most promising minions contracts to pledge their souls to him in return for malefic power. as if always thinking of some complex plan. Initiation (Su) Mortal followers of Jalie Squarefoot must sign over their souls in a blood oath. low-light vision. Profession (Wis). Sense Motive (Wis). If the attempt fails. Skills: Wolves have a +4 racial