TGo H7
TGo H7
TGo H7
My “courier’s” anxiety was obvious. The intensity of the creature’s emotions was considerable, although simultaneously diffi-
cult to identify. Not quite fear, but certainly not happiness. It marched in step with scores of other similarly ranked pit fiends
through the city-sized halls and courtyards. Great standards, nine different kinds in all, moved in step with the pit fiends, whip-
ping and lashing angrily in the wake of devils. As soon as I saw their destination, a foreboding darkness filled me. I was to enter
The Grand Chamber of the Serpent’s Throne where I would likely be the only mortal to bear witness to the infamous Procession
of Perdition!
The power of my spell was all that allowed me to comprehend what I saw without going mad. We were entering a black dome
that I knew was the size of a large continent. The Grand Chamber of the Serpents Throne was both intimate and colossal. The
chamber within the dome had great pillars along the walls. Decor simultaneously sinister and seductive marked the walls, but the
edifice was otherwise austere. The floor and walls were made from strange metals that reminded me of black marble. The marble
seemed lined with glowing, living blood. At times, small waves of flame dance from the metal. Even through my “courier,” I no-
ticed the immense heat that coursed through the edifice; had I been there in person and without the proper protection, I would have
wilted away to steam within seconds of entering.
The interior perimeter wall of the dome was dominated by huge triangular windows that peered into a darkness so profound it
was like staring into nothingness. Yet, at times, it seemed as if something tremendous shifted within that gloom, something ancient
and patient beyond all reckoning. On the far left end of the dome were gathered nine distinct groups of beings. Some were mon-
strous in appearance while others were almost angelic. Nobility etched each face, arrogance marked each pose. These 81 creatures
were used to power; they were each capable of effortlessly commanding each pit fiend in this chamber. Only the evil each exuded
outweighed their pride. To the last, each Duke of Hell faced the right side of the dome.
I could just spy eight large alcoves huddled between the pillars on the right end of the dome, four on either side of the chamber.
What lay on the other side of the chamber was just beyond my vision…
In typical fashion, mortals across the Cosmos have Within the various Infernal Courts, competition
paid a great deal of attention to the histories and machi- among the Dukes is fierce, although it is often subtle.
nations of the Lords of the Nine. There are numerous The nature of Hell demands that formality and structure
treatises on these infernal despots, from ancient texts like dictate every action in the Infernal Courts, so the Dukes
Hellbound: The Blood War and Faces of Evil: The tend to fight with words and through the actions (or inac-
Fiends, to more recent studies like The Book of Fiends tions) of their own lackeys. Like the Lords, turn-over
and The Book of the Righteous. To varying degrees of within the ducal ranks is relatively low and happens with
accuracy, these texts provide intriguing information on surprising infrequency from the mortal perspective.
the nature of the Lords of the Nine. However, not even Indeed, it has been well over 9,000 years since a single
the infamous Book of Vile Darkness provides much on Duke of Hell was assassinated and replaced by another.
the beings most likely to cause woe to countless mortals A Duke of Hell is far more likely to be promoted to arch-
drawn into the intrigues of Hell: the Dukes of Hell. devil status (and immediately exiled) than to be killed
However, the Dukes of Hell are more than pleased with while serving a Lord of the Nine.
this situation since it allows them great maneuverability In a sense, the Dukes of a particular court create a
and opportunities across the Cosmos. sub-pantheon within Hell. The Dukes serve specific
There are believed to be 81 Dukes of Hell, although roles within the various Infernal Courts and these roles
some texts suggest either 90 or even 99 Dukes. It is rarely change but with the explicit will of a Lord of the
known that there are the same numbers of Dukes for Nine. For example, the Dukes of Avernus all reflect
each Perdition in Hell and, considering the obsessive different aspects of the tyrannical nature of war and con-
emphasis on numbers by Hell, it is most likely that nine flict; thus, while Abigor reflects the perfect field general,
Dukes for each Perdition is the most probable. Generally Malphas represents the inventor of destructive technol-
speaking, all Dukes maintain equivalent levels of power, ogy. Like the Lords, Dukes tend to forge alliances
although it is known that the Dukes of Maladomini, within the various Infernal Courts to reflect vying as-
Cania, and Nessus tend to wield more political sway and pects of a certain Ideal; however, Dukes are often just as
physical might than the Dukes of the upper and middle likely to work with each other across layers and often to
Hells. The vast majority of Dukes were raised from pit great success. Still, if a Duke had to choose between a
fiend stock untold millennia ago. A number of former hated Duke within his own Perdition and an ally from
members of the Dark Ministry are believed to have be- another Perdition, it is safe to assume that the Duke
come Dukes of Hell after their service in the Blood War. would support his peer.
There are a fair number (perhaps 10%) who are counted While serving the wills of the various Lords, most
among The Fallen and, in recent eons, more and more Dukes maintain their own demesnes within Hell with
half-fiends have joined this highly selective group. their own courts. It is not unusual for these to be domi-
210
nated by pit fiends, gelugons, and cornugons as well gain that ability at 90 ft. (average).
half-mortal offspring and tyrannical monsters like abo- Armor Class: The Duke of Hell acquires a +3 pro-
leths, blue or green dragons, and illithids. These courts fane bonus to its Armor Class.
are most likely to answer summons on a Duke’s behalf Duke of Hell Qualities: The Duke of Hell retains the
or else carry out his interests with weak mortals. It is base creature's special qualities. In the event that the base
within these courts that great conflict occurs, much to a creature has qualities that are alignment specific, like
Duke’s amusement. However, all Dukes are certain to protection from evil, the Duke of Hell replaces the ability
ensure that upheavals do nothing to challenge their posi- with the Evil and/or Lawful version. The Duke also
tions. gains the following:
The following treatise details 18 of the better-known • Immunity to fire and poison.
Dukes of Hell. These beings, while not even truly quasi- • Resistance to acid 20 and cold 20.
deities, are extremely powerful and very dangerous. • See in Darkness (Su): The Duke of Hell can see per-
Many have served as Dukes longer than most gods have fectly in darkness of any kind, even that created by a
existed in the Cosmos, making them receptacles of great deeper darkness spell.
knowledge. Their relative status among arch-devils and • Telepathy 500 feet.
the Lords of the Nine should not be taken to suggest • Damage reduction: The Duke acquires a DR of 20/
weakness. A single Duke of Hell could, if given the good and silver; if the damage reduced number for the
authority from a Lord, effortlessly take over entire king- base creature was higher, the Duke retains it, although
doms. It would take next to no effort for a single Duke the material(s) necessary to breach the reduction are
to rub even the greatest would-be heroes out of exis- replaced with good and silver.
tence. • Regeneration (Ex): Regeneration equal to the Duke’s
Constitution modifier. The Duke takes normal dam-
age from good-aligned silvered weapons and spells
Creating a Duke of Hell with the good descriptor.
"Duke of Hell" is a template that can be added to any • Spell Resistance equal to the Duke’s Challenge Rat-
cornugon, gelugon, or pit fiend devil with at least 20 HD. ing + 12.
On rare occasions (DM discretion), the Lords of the • As a member of the lesser nobility of Hell, the Duke
Nine, Hell’s god-like rulers, also grant this boon to very of Hell gains a degree of might unknown to mortals
powerful mortals of at least 31st level (ascended mortals and common devils. The Duke of Hell gains immu-
will use the totality of their character class in place of nity to polymorphing, petrification, or any other at-
HD where HD is used as a basis upon which to deter- tack that alters its form.
mine DCs unless otherwise noted). On extremely rare Call Devils (Sp): The Duke of Hell, as a vassal to a
occasions, fallen angels are granted this template. In all Lord of the Nine, commands the respect of lesser devils.
cases, a Duke of Hell has at least 10 levels in at least one As such, a Duke of Hell can call devils or summon devils
class suited to his desires and duties. This acquisition as a standard action. The Duke may call up to one time
assumes that the Duke attained powers and experience per day 12 lemures, 8 barbazu or erinyes, 6 hamatulas or
above and beyond his peers during his time prior to pro- osyluths, 4 cornugons or gelugons, or 2 pit fiends. Since
motion, which puts him that much closer to the pinnacle these devils are called rather than summoned, they retain
of diabolic power. Note that the example of the power the ability to summon other devils as their Monster Man-
required for a powerful mortal to be promoted to Duke of ual descriptions allow. Thrice per day, the Duke may
Hell already includes the necessary class levels. summon the same spread of fiends listed above. The
The Dukes of Hell are the singular nobles that serve Duke may either call or summon in one day, not both; if
under the might of Hell's masters, the Lords of the Nine. the Duke uses his calling ability, he cannot use his sum-
Despite their sharing the appellation of Duke of Hell, the mon ability until the next day. The Duke is capable of
various nobles often have different titles and different calling and summoning devils not listed above, but in the
responsibilities as they pursue the darkest of evils, the same limited quantity based upon CR. Due to his
blackest of souls, and more power for their masters and vaunted status, the Duke of Hell is not beholden to the
themselves (these goals are not, of course, necessarily devils he calls or summons, so he rarely hesitates to do
listed in order of priority). so if pressed. Some Dukes are more likely to rely on
Although they share a common title, the Dukes of certain kinds of devils than others. While tricky
Hells are all individuals with different powers and abili- Titivilus, a Duke of Dis, is likely to call erinyes, Marti-
ties at their command. Each has a singular appearance net, the Constable of Nessus, is likely to rely on pit
(which can, of course, be mimicked with the use of illu- fiends.
sions and similar magicks by rivals), and each deals with Diabolical Adaptation (Su): The Duke of Hell will
allies and adversaries in different ways. Still, consider- exhibit special abilities or qualities different from his
ing that they are defenders of Law, one can expect cer- peers. For example, while most Dukes are completely
tain similarities from the Dukes of Hell. immune to all kinds of fire, magical or mundane, a Duke
The base creature's type changes to that of Outsider of Cania, a layer of malign cold, may be immune to cold.
with the Extraplanar, Evil, and Lawful subtypes. The Each Duke gains at least one special ability and one
Duke of Hell uses all the base creature's statistics and special quality in keeping with his/her duties and areas of
special abilities except as noted here: interest upon its promotion; for every 30 total HD and
Hit Dice: A Duke of Hell receives the maximum class levels possessed, the Duke acquires an additional
amount of hit points per hit die. special ability or special quality.
Speed: The base speed of all modes of movement is Diabolical Metamorphosis: Almost all Dukes of
increased by 10 feet. There is a 50% chance that, if the Hell experience some kind of physical change upon their
base creature could not fly, the new Duke of Hell will apotheosis into this new station. This new form always
211
relates to their duties and desires. For example, as Dis- of 6 points to his ability scores, scattering them as neces-
pater’s word twisting herald, Titivilus is not as huge and sary to meet his new responsibilities in Hell. He is under
physically imposing as a pit fiend. This allows a degree no obligation to use these points. The Duke may also
of flexibility for the designer. Any adjustments in size “swap” existing ability scores on a two for one basis; i.e.
and physical make up may affect the Duke’s attack the Duke could exchange 2 points of Strength for 1 point
methods or his advancement benefits. The designer of Intelligence.
should modify attack methods and locomotion accord- Feats: The Duke of Hell typically retains any exist-
ingly, but keep basic combat statistics the same. ing feats of the base creature, although at times the Duke
Locked Within the Gates: A Duke of Hell cannot can “swap” a feat for another so long as the Duke meets
travel into the Mortal Coil by “traditional means.” Thus, the prerequisites for the new feat. All Dukes of Hell gain
the Duke cannot use nor take advantage of spells like the Corrupt Spell-Like Ability as a bonus feat as listed in
planeshift or gate to travel between the Realities. Only the Book of Vile Darkness and Epic Evil Brand as a bo-
powerful magicks, like incantation of the Pit, grants a nus feat as listed in Epic Insights, a Wizards of the Coast
Duke the ability to enter the Mortal Coil. Interestingly, web enhancement.
if a Duke is given certain magic items, such as an amulet Challenge Rating: + 3 + ½ class levels. It is impor-
of the planes, by a mortal, he can use it to travel to the tant to remember to adjust the CR of the base creature
mortal coil once a year for up to nine days; while the beyond just size adjustments (as described in the Mon-
mortal must be willing, he cannot be a sworn servant or ster Manual). For example, if a pit fiend was the base
worshipper of the Duke. creature and, upon its promotion to Duke status, it lost its
Special Attacks, and Spell-like Abilities or Psion- disease, poison, and constriction, the base CR should be
ics: The Duke of Hell retains the special attacks, spell- reduced by 2 (each ability counts as 2 points to the CR
like abilities, and psionic attacks of the base creature. In equation divided by 3).
the case of Healing spells, such abilities are replaced Treasure: Triple standard. Most Dukes of Hell also
with Necromantic spells of the appropriate type; if there wield “signature items” that do not count towards the
is no clear opposite, the Duke retains the ability. The treasure calculation.
base caster level for such abilities is always the Duke's Alignment: Always Lawful Evil
HD + 9, but each class level taken has a 50% chance of Advancement: By character class
increasing the Dukes caster level by +1. Ascended mor- Summoning: A Duke of Hell can be summoned
tals function as 30th level casters; additionally, for every using the guidelines found in Chapter 2: Forbidden
character class level beyond 21st, the mortal has a 50% Magic. Note that in the summoning descriptions of cer-
chance of gaining an additional caster level for his spell- tain Dukes found below, some adverse effects are men-
like abilities. tioned for those who summon Dukes without protective
• Infernal Presence (Su): The Duke of Hell is sur- magicks in place – a foolish venture. These adverse ef-
rounded by a 30-foot radius aura of fear, which he can fects are supernatural in nature in all cases, and thus are
initiate and terminate as a free action during his turn; not thwarted by spell resistance.
the Duke may also determine which beings within the
radius are affected. The Will save DC = 10 + ½ the
Duke’s HD + Charisma modifier. Once a being suc- ABIGOR
cessfully saves against a Duke’s fear aura, she cannot Supreme General of Avernus
be affected by it again for 24 hours. Although other
Dukes of Hell, arch-devils and the Lords of the Nine Duke of Hell
are immune to this fear aura, lesser devils are not. Large Outsider (Devil, Evil, Extraplanar, Lawful)
• All Dukes gain the following spell-like abilities: at Symbol: A stylized black nightmare with scalloped
will: animate dead, blasphemy, charm monster, wings on an inverted, red triangle.
deeper darkness, desecrate, detect good, detect magic, Fighter 25
fireball, flame strike, greater dispel magic, greater Hit Dice: 25d8 + 25d10 + 400 (850 hp)
invisibility, greater teleport (self plus 1,000 pounds), Initiative: +18
mass hold monster, mirage arcana, persistent image, Speed: 40 ft. in full plate (base 50 ft.)
polymorph, power word stun, suggestion, unhallow, Armor Class: 61 (-1 size, +13 armor, +5 deflection, +1
unholy aura, wall of fire. 3/day: destruction. 1/day: Dexterity, +23 natural, +3 profane, +7 shield), touch
meteor swarm, symbol of pain. 1/week: wish. If the 18, flat-footed 60
base creature already had access to a listed spell, it Base Attack/Grapple: +38/+56
does not gain the ability to cast the spell multiple Attack: Ebon Sunder, +60 melee (2d6+33 + 2d6
times. For example, a pit fiend that is promoted to a (lawful) + 2d6 (unholy)/19-20/x3 + 2d6
Duke of Hell does not maintain the ability to cast wish (Overwhelming Critical) + death (Fortitude DC 44);
once a year since it can now cast it once a week. The or Abigor’s Standard ,+58 melee (2d6+33 + 3d6 and
save DCs are Charisma-based. one negative level (lawful power)/x2 + 6d6 and three
• The Duke of Hell never pays corruption costs for negative levels (lawful power); or claw +51 (2d8+14)
corrupt spells as described in the Book of Vile Dark- Full Attack: Ebon Sunder, +60/+55/+50/+45 melee
ness. The Duke of Hell’s being is already corrupted (2d6+33 + 2d6 (lawful) + 2d6 (unholy)/19-20/x3 +
past the point of it suffering any ill effect from casting 2d6 (Overwhelming Critical) + death (Fortitude DC
such spells. However, the Duke is still affected nor- 36); or Abigor’s Standard, +58/+53/+48/+43 melee
mally if corrupt magic is cast against him, i.e. he is (2d6+22 + 3d6 and one negative level (lawful power)/
not immune to the effects of corrupt magic, merely x2 + 6d6 and three negative levels (lawful power); or
immune to the corruption cost for casting said magic. 2 claws +51 (2d8+14)
Abilities: The Duke of Hell may apply up to a total Space/ Reach: 10 ft. /10 ft.
Special Attacks: Call devils, Infernal Insight, Infernal
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Presence, spell-like abilities ever, since Abigor was a vassal subject to the whims of
Special Qualities: Duke of Hell qualities, damage re- Astarte, he did not travel as much as Bael, and ever was
duction 20/good and silver, darkvision 60 ft., immu- he under Astarte’s glare. It was this proximity that
nity to fire and poison, Infernal Knight, regeneration caused the potential for Lordship to pass over Abigor.
8, resistance to acid 20 and cold 20, Secrets of War, Bael, with his numerous contacts, tremendous popular-
see in darkness, spell resistance 47, telepathy 500 ft. ity, and impressive skills in both military conflicts and
Saves: Fort +34, Ref +36, Will +38 noble intrigue, was able to consolidate his power and
Abilities: Str 38, Dex 31, Con 27, Int 26, Wis 31, Cha overthrow Astarte after the Dies Irae. Upon assuming
30 the Lordship of Avernus, Bael purged his court of As-
Skills: Appraise +8 (armor +10, weapons +10), Balance tarte’s sycophants; Abigor, however, was allowed to
+22, Bluff +35, Climb +45, Concentration +38, Craft remain. In Abigor, Bael recognized an untapped power
(armorsmithing) +29, Craft (weaponsmithing) +30, that would bring him greater glory and greater respect.
Diplomacy +16 (+22 with evil beings), Disguise +31 Bael knew that Abigor, who was already a minor legend
(+33 when acting in character), Gather Information in Hell and among the hordes of The Abyss, would be an
+14, Handle Animal +48, Hide +27, Intimidate +69 asset to his goals. However, many believe that Bael is
(+75 against evil beings), Jump +65, Knowledge making the same mistake his predecessor made as he
(arcana) +29, Knowledge (architecture and engineer- allows Abigor a long leash and confers great authority
ing) +20, Knowledge (nature) +18, Knowledge (the and more glory upon the Supreme General. However,
planes) +42, Knowledge (religion) +42, Listen +31, Bael is not a fool and he has filled Abigor’s legions with
Move Silently +31, Perform (oratory) +14, Ride +54, plenty of spies, most of who do not know that they are
Search +29 (+31 for secret doors and passages), Spell- working with others. To date, Abigor has done nothing
craft +31, Spot +50, Survival +35 (+39 on another to suggest that he is anything but a loyal servant. Indeed,
plane, +37 while tracking), Tumble +37. Abigor seems to have no interest in the Lordship of
Feats: Cleave, Combat Expertise, Corrupt Spell-Like Avernus.
AbilityB, Dodge, Great Cleave, Improved Critical Abigor lives for combat and victory. He seeks noth-
(lance), Improved Initiative, Iron Will, Leadership, ing but the most difficult military challenges and the
Mobility, Mounted Combat, Power Attack, Quick opportunity to topple his adversaries in honorable (for a
Draw, Quicken Spell-Like Ability (destruction), Ride- devil) battle. As the Supreme General of Avernus,
By Attack, Spirited Charge, Spring Attack, Trample, Abigor commands 666 Legions under the auspices of
Weapon Focus (heavy mace), Weapon Focus (lance), both Avernus and the Dark Ministry. Known as the
Weapon Specialization (heavy mace), Weapon Spe- Supreme Legion, it numbers the best, bravest, and dead-
cialization (lance). liest diabolical warriors in Hell. Unlike most Dukes,
Epic Feats: Dire Charge, Devastating Critical (lance), Abigor spends a significant amount of time involved
Epic Evil Brand B, Epic Reputation, Epic Weapon with the Blood War. Abigor has a reasonably good rela-
Focus (lance), Epic Weapon Specialization (lance), tionship with Dagos of the Dark Ministry; still, Abigor
Legendary Rider, Spellcasting Harrier, Superior Ini- makes it clear that he does not take orders from the Mar-
tiative shall of the Pits so much as he deigns to do favors for the
Environment: Avernus, First of the Nine Hells of Per- Dark Minister every now and again. Abigor is viewed
dition with envy among the other Dukes of Bael’s Court.
Organization: Solitary; troupe (2 - 8 narzugons); battal- While they cannot help but respect him, they all despise
ion (5 - 20 red squamugon, 4 - 16 barbazu, 3 - 12 Abigor and most have multiple plans in place to bring
narzugons, and 1 - 2 cornugons); or legion (10 - 40 low the Supreme General. So far, none of their plans
lemures, 5 - 20 red squamugon, 4 - 16 barbazu, 3 - 12 have met with any success as Bael himself values
narzugons, 2 - 8 cornugons, 2 - 4 pit fiends) Abigor. Across Hell, Abigor is respected and feared,
Challenge Rating: 35 although some are beginning to question his seemingly
Treasure: Triple Standard plus +5 heavy fortification endless loyalty, a clear sign of weakness in Hell. This
full plate armor, Abigor’s Standard, Ebon Sunder, +5 notwithstanding, Mephistopheles himself has covertly
ring of protection offered Abigor a place in his court on numerous occa-
Alignment: Lawful Evil sions.
Abigor is as comfortable strategizing in the back-
ground as he is fighting in pitched battles. He seems to
Abigor, the Supreme General of Avernus, is one of have a supernatural ability to second-guess the actions of
the most powerful and well-known Dukes of Hell. There his enemies even before combat begins. To date, he has
is little doubt that he is the strongest and most important never lost a contest against the armies of any demon
Duke of Hell in Avernus and Lord Bael’s most trusted lord. However, more than anything, he prefers one-on-
and honored servant. He has received countless com- one confrontations that offer the chance to showcase his
mendations for his service in the Blood War and in ef- power and honor. Abigor never cheats in combat once
forts against the enemies of Hell. His standard flies high the stakes and methods are solidified because he does not
in the annals of Hell and some suspect that very soon, believe he needs to cheat in order to overcome his adver-
Abigor will either become the new Lord of the First or saries.
will be destroyed by Bael for his achievements. Aside from his responsibilities in the Blood War,
Abigor has been a Duke of Hell for as long as any can Abigor is slowly fomenting cults across Creation. Made
remember. It is believed that he rose from pit fiend rank up of powerful warriors of all types, his cultists seek
well before the Dies Irae and that he served as a minor - nothing more than to follow in the footsteps of their
though strong - vassal within the Court of Astarte along- master. It is for this reason that Abigor is uninterested in
side Bael. Abigor, alongside the marginally weaker the Lordship of Avernus. He believes that if he can cre-
Bael, achieved many victories in the Blood War; how- ate a large enough army of mortals, the belief they offer
213
him will allow him to break beyond the bounds of Hell bazu, erinyes, or squamugons; 6 hamatulas or osyluths, 4
into true divinity. So far, Bael has no idea of this true cornugons or gelugons, or 2 pit fiends. Abigor may
intent and, since Abigor does not share this goal with either call or summon in a day; he may not do both.
subordinates, neither do any of Bael’s spies. Abigor loves a tough fight and, in the unlikely event he
Abigor represents violence and atrocious acts masked is traveling without at least a troupe of narzugons, he
by false honor and misplaced commitment. Abigor does will not call nor summon reinforcements until he is near
not care about the pain and anguish he allows others to the end of the combat against foes he has soundly de-
suffer because, as far as he is concerned, all those op- feated, allowing his devils to hunt down the few survi-
posed to the will of Hell are worthy of nothing better vors. He never calls or summons devils if he is being
than slavery and subjugation. Abigor believes that his overcome, as he is too proud to lose face.
honorable behavior sets him apart from the rest of Hell; Infernal Insight (Ex): Abigor’s ability to second-
however, his “honor” does not stop the atrocities carried guess the combat actions of his opponents is legendary.
out by his troops and his allies. Abigor is guilty by asso- In fact, many who have witnessed Abigor effortlessly
ciation; he is an accessory to the crimes committed by defeat adversaries that clearly outnumbered him have led
Hell. His honor is nothing more than a reflection of his to the suspicion that Abigor somehow can look into the
tremendous pride and self-righteousness. future and determine the best course of action to take
Abigor appears as a large male humanoid covered in against foes. 3/day, Abigor may use his Infernal Insight.
highly stylized, fearsome burnt-gold and red plate-armor. Abigor selects a specific enemy at the beginning of his
A diabolical helmet covers his face entirely, although turn as a free action; usually, Abigor acknowledges his
burning gold eyes gleam from behind the visor. A cloak target with an elaborate bow. Against this foe, Abigor
that crackles like flames whips around him. Abigor receives a +6 bonus to his armor class, attacks, damage,
speaks with a powerful, commanding voice that, al- and saves. The bonus lasts for 9 rounds or until Abigor
though filled with evil, seems to capture the souls and defeats his foe. Once Abigor selects a specific target, he
hearts of any warrior dedicated to a cause against anar- cannot switch until 9 rounds have passed or until the foe
chy. When he appears in Bael’s court, Abigor usually lies unconscious or dead.
removes his helmet. Abigor’s face is that of a handsome Infernal Knight (Su): Of all the devils in Hell, none
humanoid male with saturnine features, well-groomed are considered as honorable as Abigor. So infectious is
fiery-red moustache and beard, and golden skin; a pair of his honor and his bravery on the field that even the most
tiny horns on his forehead and pointed teeth betrays his cowardly devils in his armies are filled with dark exhila-
diabolical heritage. ration while in Abigor’s presence. As a full round ac-
Abigor is almost always accompanied by his mount tion, Abigor may make an uplifting speech to his fel-
Bleak, a cauchemar nightmare with 27 HD, maximum hit lows. At the end of the speech, all of his allies within 66
points, and a pair of bat-like wings. feet receive a +3 circumstance bonus to their armor
class, attacks, damage, and saves and receive immunity
to spells and effects from the school of Enchantment.
Combat This boon lasts for either 6 rounds or as long as the bene-
Abigor favors honorable combat and prefers to fight a ficiary remains within 66 feet of Abigor. Although
single enemy with a number of provisions in place. Abigor must wait 6 rounds between using this ability, he
First, he expects his enemy to fight to his utmost. Sec- seems to have no limit to the number of times he may
ond, he expects no quarter for he himself will not offer call on his power as an Infernal Knight.
any. Finally, he always fights to the death. What Abigor Infernal Presence (Su): Abigor’s Infernal Presence
never explains is that he only fights to the death of his has a Will save DC of 32. His caster level is 34th.
adversary rather than to his own demise. Once Abigor Secrets of War (Ex): Abigor’s success on battle-
realizes that he risks defeat, he immediately teleports fields across the Cosmos is legend, and many warriors -
away. from tyrannical fighters to corrupted paladins to vile
Abigor will always offer to duel the strongest looking blackguards - have sought out the Supreme General in
melee warrior in a group. In such a situation, he imme- the hope of learning from him. Abigor offers his secrets
diately casts unholy aura on his person and then, if to those with enough courage and resources to call him
mounted, charges into battle. He will usually only use to the Mortal Coil. Once per day, Abigor can reveal a
his weapons; if pressed, Abigor begins casting spells Secret of War. In return for whatever price Abigor re-
(usually blasphemy and destruction). He never calls or quests, he can grant his client +9 total bonus points that
summons reinforcements in such circumstances. can be assigned to the following elements as the client
If Abigor is forced to fight a group, he initiates com- chooses: Strength, Constitution, attack bonus, Fortitude
bat by summoning narzugons and then detonates a me- save, or skills from the fighter class; conversely, he can
teor swarm on any obvious spellcasters. He then selects grant the client a fighter’s bonus feat even if the client
the strongest melee fighter and concentrates all of his does not meet the prerequisite(s). However, there is a
efforts on him until he is dead. If the combat seems price for Abigor’s secrets. Each week the client takes
especially fierce, Abigor will summon pit fiends the next advantage of the boon, he receives a -1 penalty to his
two rounds and then begin casting blasphemy and de- Wisdom and Charisma. Thus, if the client applied +3
struction when the opportunity permits. points to his Strength, +3 points to his attack bonus, and
Call Devils (Sp): Once per day, Abigor can automati- +3 points to his Fortitude save, each week in which he
cally call 12 lemures; 8 barbazu, erinyes, or squa- got into melee combat would result in him suffering a -2
mugons; 6 hamatulas, narzugons, or osyluths; 4 cor- penalty to his Wisdom and Charisma (he is benefiting
nugons or gelugons; or 2 pit fiend. Since these devils are from both his increased Strength and attack bonus in
called rather than summoned, they have the ability to melee combat). Once the client reaches a total of -9
summon their own reinforcements if so ordered. Con- points in Wisdom and Charisma, he is compelled to
versely, 3/day Abigor may summon 12 lemures; 8 bar- travel to an isolated place on his own where he is forced
214
to face a corrupted version of himself. In this conflict, the event that he or she become an opponent).
the corrupted version retains the bonuses the client re- At the time of departure, sulphurous smoke rises from
ceived from Abigor, while the client himself loses his the ground within the area, slowly obscuring Abigor
bonuses and retains the penalties. If the corrupt doppel- from sight. From within the fog, a sooty red glow rises,
ganger wins the battle, the client becomes Lawful Evil (if and the clash of army on army can be heard from within.
he was not already) and Abigor’s slave (as if under the At some point during this, Abigor simply returns whence
effects of dominate monster) for eternity. If the client he came, although the smoke - sometimes referred to as
overcomes his corrupted copy, he still suffers from the Abigor’s ‘fog of war’ - remains for three hours.
penalties and receives another +9 bonus divisible as
described above; the process repeats itself. If the client
succeeds in defeating his doppelganger three times, he is MALPHAS, Siege Master of Avernus
forced to do battle against Abigor himself without his
Duke of Hell
bonuses and with his penalties. To date, no one has de-
Large Outsider (Devil, Evil, Extraplanar, Lawful)
feated the Supreme General, so it is unknown what
Symbol: A black siege engine encircled by orange
would happen if the client won the final contest.
flames on an inverted, red triangle
Spell-like Abilities: At will - animate dead, blas-
Wizard 20
phemy, charm monster, create undead, deeper darkness,
Hit Dice: 20d8 + 20d4 + 320 (560 hp)
desecrate, detect good, detect magic, fireball, flame
Initiative: +14
strike, greater dispel magic, greater invisibility, greater
Speed: 50 ft., fly 90 ft. (good)
teleport (self plus 1,000 pounds), magic circle against
Armor Class: 40 (-1 size, +3 armor, +10 Dexterity, +23
good, mass hold monster, mirage arcana, persistent
natural, +3 profane), touch 14, flat-footed 30
image, polymorph, power word stun, produce flame,
Base Attack/Grapple: +30/+42
pyrotechnics, suggestion, unhallow, unholy aura, wall of
Attack: War’s Tool +40 melee (1d8+11 + 2d6
fire; 3/day – destruction; 1/day - meteor swarm (any),
(axiomatic) + 1d6 (fire) + 1d6 (cold)/x4 + 3d10 (fire)
symbol of pain; 1/week - wish. Caster level 34th; DC 20
+ 3d10 (cold); or claw +37 melee (2d8+8)
+ spell level.
Full Attack: War’s Tool +40/+35/+30/+25 melee
Possessions: Ebon Sunder (a +6 axiomatic, demon-
(1d8+11 + 2d6 (axiomatic) + 1d6 (fire) + 1d6 (cold)/
bane, unholy lance), Abigor’s Standard (a large +6 law-
x4 + 3d10 (fire) + 3d10 (cold); or 2 claws +37 melee
ful power heavy mace), +5 heavy fortification full plate
(2d8+8) and 2 wings +32 melee (2d6+8) and beak
armor, +5 heavy steel shield of greater electrical resis-
+32 melee (4d6+4/19-20/x2 and 1 Constitution dam-
tance, and a +5 ring of protection. As a Duke of Hell
age).
and the Supreme General of Avernus’ armies, Abigor
Space/ Reach: 10 ft./10 ft.
has access to three times the treasure for his Challenge
Special Attacks: Call devils, Infernal Presence, Ob-
Rating. Abigor has a vast collection of lances and
serve Flaw, spell-like abilities
maces, including a few minor artifact versions of such
Special Qualities: Duke of Hell qualities, damage re-
items. However, he rarely uses such items as he prefers
duction 20/good and silver, darkvision 60 ft., immu-
Dark Sunder (a gift from Bael) and Abigor’s Standard (a
nity to fire and poison, Knowledge of War, regenera-
gift from Malphas).
tion 8, resistance to acid 20 and cold 20, Siege Mas-
ter, see in darkness, spell resistance 43, telepathy 500
Summoning Abigor ft.
In order to summon Abigor, the participants in the Saves: Fort +30, Ref +32, Will +29
ritual must provide the standards of military units as a Abilities: Str 27, Dex 30, Con 27, Int 36, Wis 20, Cha
sacrifice (at least three different standards or emblems). 26
These emblems should be made of high quality materi- Skills: Appraise +13 (alchemical items +17, armor +17,
als, such as silk and thread of gold, to a value of not less metalwork +15, woodwork +17, shipping +15, weap-
than 600gp. If the emblems were obtained by means of ons +17), Balance +12, Bluff +34, Climb +29, Con-
conquest, the participants gain a +3 bonus on checks to centration +39, Craft (alchemy) +39, Craft
summon the Supreme General. (armorsmithing) +29, Craft (blacksmithing) +39,
Upon successfully summoning Abigor, the standards Craft (carpentry) +39, Craft (shipmaking) +35, Craft
raise into the air, as if being hoisted aloft, and the sound (weaponsmithing) +39, Decipher Script +37, Diplo-
of brazen trumpets erupts throughout the area. The care- macy +12 (+18 with evil beings), Disable Device +29,
ful cadence of a military drum begins, before the stan- Disguise +29 (+33 when acting in character), Hide
dards burst into flame and fall to the floor. The smoke +27, Intimidate +43 (+49 against evil beings), Jump
and fire coalesce into Abigor, whose first act is to scatter +31, Knowledge (arcane) +47, Knowledge
the ashes of the standards used to summon him to the (architecture and engineering) +47, Knowledge
four cardinal directions. (nature) +15, Knowledge (the planes) +34, Knowl-
Abigor treats any summoning event much as he edge (religion) +34, Listen +26, Move Silently +31,
would a battlefield. He has numerous predetermined Search +34 (+38 for secret doors and passages), Spell-
tactics available for all types of clients, should the need craft +50, Spot +26, Survival +5 (+7 on another plane,
arise, and may demand answers to some rudimentary +7 while tracking), Tumble +33
questions to ascertain what type of client he faces. He Feats: Cleave, Corrupt Spell-like Ability B, Craft Magic
willingly offers his Secrets of War, albeit at a high price, Arms and Armor, Craft Rod, Craft Wondrous Item,
to any creature foolhardy enough to summon him, and Diligent, Eschew Materials, Fly-by Attack, Great
will typically remain for the full duration of the sum- Cleave, Improved Initiative, Iron Will, Maximize
moning, even if all bargains have been made (Abigor Spell, Power Attack, Quicken Spell-like Ability
uses this time to further assess the nature of his client, in (power word stun), Scribe Scroll, Spell Focus
215
(Evocation). of Dispater. Indeed, it is through Malphas that any com-
Epic Feats: Craft Epic Magic Arms and Armor, Craft munication occurs between Bael and Dispater, as the
Epic Wondrous Items, Efficient Item Creation (Magic Arch-Duke of Dis believes that he could make a tidy
Arms and Armor), Epic Evil Brand B profit by selling Malphas’ creations to mortals in the
Environment: Avernus, First of the Nine Hells of Per- Mortal Coil. Numerous doomsday devices across the
dition Cosmos, some of which achieved their ultimate use, can
Organization: Solitary or troupe (2 - 8 hamatulas) be traced back to a merchant from Dis who herself
Challenge Rating: 31 bought it from Malphas.
Treasure: Triple Standard plus War Engine, War’s Malphas has the general build of a pit fiend, although
Tool, ring of spell turning, and +3 bracers of armor he lacks a tail and, rather than covered in scales, his
Alignment: Lawful Evil translucent body is dressed in charred, red feathers.
Great vulture-like wings spread from his back and his
head is very similar to that of a horned, diabolical
Siege Master Malphas is the most cerebral and re- crow’s. Malphas always wears numerous, but mundane,
served of Avernus’ Dukes. Malphas is not a combatant belts and straps and often talks to himself. He never
and actively avoids combat situations, preferring to re- looks a person directly in the face with both eyes, prefer-
main in his fief, which lies near the Bronze Citadel. ring to peer at those with whom he interacts with one
However, this apparent pacifist among the War Masters eye, much like the crows he favors. Malphas speaks in a
of Avernus is nevertheless held - grudgingly - in high surprisingly quiet voice, although on the rare occasions
regard among his peers, and Bael himself values Mal- in which he is driven to anger, he has been known to
phas’ place in his Court. After all, it is due to Malphas shriek horribly.
that Avernus, and by extension Hell, continues to stand
against the hordes of The Abyss since it is Malphas who
has created and continues to create some of the most Combat
powerful weapons known in the Cosmos. Malphas is something of an aberration among the
Malphas has been a Duke of Hell longer than most Courtiers of the First Perdition in that he does not enjoy
can remember. He has served on the Courts of Tiamat, direct confrontation or combat. Malphas believes that
Astarte, and now Bael; as a result Malphas possesses a his skills are too singular, and his desires too important,
great deal of knowledge about not just his former and to risk become gravely injured, captured, or killed by
current masters, but about other and former Dukes of enemy forces. As a result, Malphas always travels with a
Hell as well. In the past, many feared that Malphas troupe of hamatulas and will almost always teleport
would use this information to blackmail them, but that is away at the first sign of danger.
not Malphas’ way. Malphas is interested only in one If Malphas finds that he is forced to fight, he will
thing: ending the Blood War. This desire is Malphas’ immediately call on his Infernal Presence - hoping to
sole interest and thus, he has time for little else, particu- drive his antagonizers away - before casting a meteor
larly in-fighting. swarm centered on his person. In following rounds, he
Malphas believes that the Blood War is a waste of will likely call a couple of cornugons while his hamatu-
Hell’s resources and a threat to the Reality’s ideals. He las attack. Then, he will either try to teleport away or,
believes that it is also a waste of the power that could be barring that, he will begin to cast the highest-level magic
gained if the Depths Below were united under one ban- at his disposal, starting with his wish if it is still avail-
ner, that of Hell. Malphas believes that if he can create able. Malphas will usually cast disjunction (which he
the ultimate weapon, one of such power that it could always has prepared) early in an engagement against
decimate the vast majority of demons, the war would powerful mortals, or else he will cast destruction against
stop and all would fall into its rightful place. Malphas the likes of demons. If forced into melee combat, Mal-
believes that his aims are honorable; after all, the reason phas will usually surrender; if his appeal is ignored, he
the War persists, the reason why outsiders stand opposed will charge into battle, surprising those who expected a
to Hell, is because they have the freedom to do so. If a simple kill with his ruthlessness.
weapon must be created to force them into subservience, Call Devils (Sp): Once per day, Malphas can auto-
so be it. Malphas would provide that weapon. And, matically call 12 lemures, 8 barbazu or erinyes, 6 ha-
with this weapon, no one - not even Asmodeus - would matulas or osyluths, 4 cornugons or gelugons, or 2 pit
be able to stand against Malphas. fiends. Since these devils are called rather than sum-
Malphas believes that his place is in the background moned, they have the ability to summon their own rein-
crafting more and more weapons for the Legions of Hell. forcements if so ordered. Conversely, 3/day Malphas
So great is his ability to create weapons in a short period may summon 12 lemures, 8 barbazu or erinyes, 6 ha-
of time that his skills are often sought after by the Dark matulas or osyluths, 4 cornugons or gelugons, or 2 pit
Ministry, as well as by powers beyond Hell and the fiends. Malphas may either call or summon in a day; he
Blood War conflict. Malphas is always willing to do may not do both. Although he believes that he is an
commissioned work so long as time permits and the pay integral part of Avernus’ war-mongering hierarchy, Mal-
is good, but he is always certain to make sure that what- phas believes that personal violence is beneath him. As
ever he creates benefits Hell in some way. a result, Malphas often calls in a couple of cornugons at
Among the Dukes of Avernus, Malphas is scorned but the first sign of trouble and usually teleports away to
admired. They all know that it is due to his work that sound an alarm.
their armies continue to stand against The Abyss. Bael is Infernal Presence (Su): Malphas’s Infernal Pres-
extremely pleased with Malphas. Although he suspects ence has a Will save DC of 28. His caster level is 39th.
his Duke’s ultimate goals, the Lord of the First doubts Knowledge of War (Ex): To mortals, war is one of
that it will ever be reached and so allows Malphas a great the most destructive, heinous events in life. Even for
deal of freedom. Malphas is also popular with the Court those not on the front lines of a conflict, the price of war
216
can be steep. Many powerful minds, from former arti- strike his person shatter. Against armor, Malphas gains a
sans and engineers, to arcane and divine spellcasters, use +3 bonus to by-pass the armor bonus. In any case, Mal-
their profound knowledge and skill to create weapons of phas maintains the bonuses for three rounds.
great destruction and pain to promote the war effort for Malphas may opt to Observe for a longer period of
their side. These men and women, believing that their time. If he Observes for six rounds, the bonuses and
actions will expedite the end of hostilities, are often will- duration double; if he Observes for nine rounds, the bo-
ing to do whatever it takes to ensure the success of their nuses and duration triple.
inventions. Many, for any number of reasons, eventually Magical weapons and armor seem to acquire no spe-
seek out Malphas, hoping that his knowledge and advice cial defense against Observe Flaws, although magic
will help them create the ultimate weapon that, in the weapons (including artifacts) only suffer a 10% chance
end, will also be the ultimate peace-keeper. The Siege of being destroyed.
Master is more than happy to grant some of his vast Siege Master (Su): As the Siege Master of Avernus,
knowledge to such patriots, but as all things in Hell, this Malphas is known for the creation of incredibly powerful
knowledge comes with a price. siege engines in addition to other terrible weapons of
Three times per day, Malphas may provide Knowl- war. Malphas may call on his power as Siege Master to
edge of War. When Malphas is summoned, he is able to create especially powerful weapons in a shorter period of
either impart a +9 bonus to the skills listed below, or he time and with less cost.
can allow a spellcaster with the Craft Magic Arms and Malphas is capable of producing items at a much
Armor feat to create such items as if he were three levels faster rate than normal. His Craft checks to determine
higher and at 1/3 the cost and time. These bonuses are progress per day are done in silver pieces rather than
permanent. copper, and his Craft checks per week are done in gold
However, these boons are bought at a steep price. pieces rather than silver.
All other skills possessed by the victim suffer a -6 pen- When crafting any magic armor or weapon, Malphas
alty. Furthermore, the client finds his ability to craft all crafts the items at an accelerated rate. He may craft such
other kinds of magical items dulled; he crafts such items items at a rate of 30,000 gp per day. Additionally, any
as if he were six levels lower in caster level and it takes magical weapon designed by Malphas automatically
double the cost and time to complete the work. possesses the demon-bane enhancement; this does not
If the client either takes up to three of these boons increase the cost of creation.
(gaining a +27 bonus to skills, +9 caster level to magical Once a year, Malphas may create a weapon that ac-
arms and armor creation, -18 penalty to all other skills, complishes one of three things:
and -18 caster level to magical item creation), or if the
client creates 9 items while benefiting from the bonuses, 1. Ignores Hardness;
he becomes irrevocably Lawful Evil and his soul be- 2. Ignores Damage Reduction;
comes the property of Malphas. The only way to over- 3. Deals maximum damage.
come this effect is for the client to atone for his actions Unfortunately for Malphas and Avernus, whenever he
under the administration of a 21st level cleric, thereby creates any weapon benefiting from one of the above
losing his bonuses; the penalties typically remain until three benefits, he loses the ability to cast spells or spell-
the client successfully completes a quest dedicated to like abilities for one year as he is psychically drained.
returning or preserving true peace. It is rumored that if Furthermore, although these weapons are considered
the client willingly sacrifices himself with his own weap- epic and evil for the purpose of overcoming DR, no other
ons that he will likewise cleanse his soul of Malphas. enhancement may be applied to them.
The following skills are those skills that a client of Mal- Finally, Malphas has the ability to cannibalize magic
phas is able to increase by means of Knowledge of War: items to harvest the power held within. The process re-
quires 1 day per 300,000 gp of the item, at the end of
• Craft (alchemy)
which Malphas can add a number of points to his item
• Craft (armorsmithing)
creation XP pool equal to one-half the XP required to
• Craft (bowmaking) create the item. For instance, if Malphas cannibalizes a
• Craft (blacksmithing) +5 longsword (which costs 2,000 XP to create) he adds
• Craft (weaponsmithing) 1,000 points to his pool. A charged item that is not fully
• Knowledge (arcana) charged only contributes a proportional amount of XP.
• Knowledge (architecture and engineering) Spell-like Abilities: At will - animate dead, blas-
phemy, charm monster, create undead, deeper darkness,
Observe Flaws (Ex): As one of the best weapon
desecrate, detect good, detect magic, fireball, flame
makers in Creation, Malphas has made, if not improved,
strike, greater dispel magic, greater invisibility, greater
every weapon that has ever existed at one time or an-
teleport (self plus 1,000 pounds), magic circle against
other. Thus, he knows every weapon and every piece of
good, mass hold monster, mirage arcana, persistent
armor intimately, so much so that he can find flaws in
image, polymorph, power word stun, produce flame,
arms that many others would consider to be the best
pyrotechnics, suggestion, unhallow, unholy aura, wall of
there is. Malphas may Observe Flaws in armor and
fire; 3/day - destruction; 1/day - meteor swarm (any),
weapons of any kind so long as he studies them for at
symbol of pain; 1/week - wish. Caster level 39th; DC 18
least three rounds as a standard action; he may do noth-
+ spell level.
ing else other than move while Observing. Malphas
Wizard Spells per day: 4/8/7/7/7/7/6/6/6/6; base DC
must select one entity and decide to Observe either his
23 + spell level, 24 + spell level for Evocation. Caster
armor or his weapon. Once the three rounds have
level 40th. As a Duke of Hell, Malphas has access to
passed, Malphas receives a +3 bonus to his armor class
every spell in the Player’s Handbook. Malphas tends to
against any weapon (excluding natural weapons); Mal-
prefer utilitarian spells as he does not believe that it is
phas may also impose a 27% chance that weapons that
217
worth his time to risk his life getting involved in combat Once the summoners have done treating with the
of any kind. Siege Master (or the duration of the summoning has
Typical Wizard Spells prepared: 0 - arcane mark, passes), Malphas explodes in sulphurous flame, appear-
mending, prestidigitation, read magic; 1st - alarm, ing to disintegrate in the midst thereof. The sound of
shield, comprehend languages, identify, magic aura, hammers on anvils continues for three minutes before
magic missile, ray of enfeeblement, unseen servant; 2nd - fading.
arcane lock, eagle’s splendor, fox’s cunning, gust of
wind, knock, misdirection, obscure object; 3rd - arcane
sight, haste, nondetection, protection from energy, sepia CAIM, Duke of Logic
snake sigil, tongues, wind wall; 4th - black tentacles,
Duke of Hell
contagion, scrying, shadow conjuration x2, stoneshape,
Medium Outsider (Devil, Evil, Extraplanar, Lawful)
stoneskin; 5th - fabricate, major creation, permanency,
Symbol: A black rapier piercing the pages of an opened,
sending, shadow evocation, telekinesis x2, wall of force;
gray book on a red, inverted triangle
6th - analyze dweomer, contingency, flesh to stone, globe
Illusionist 17/Rogue 5
of invulnerability, legend lore, true seeing; 7th - greater
Hit Dice: 20d8 + 5d6 + 17d4 + 252 (510 hp)
arcane sight, greater shadow conjuration, limited wish,
Initiative: +12
mage’s sword, project image, teleport object; 8th - di-
Speed: 50 ft.; fly 90 ft. (good)
mensional lock, discern location, greater shadow evoca-
Armor Class: 51 (+4 armor, +5 deflection, +8 Dexter-
tion, polar ray, screen, temporal stasis; 9th - disjunction,
ity, +21 natural, +3 profane), touch 26, flat-footed 51
prismatic sphere, shades, shapechange, time stop, wish.
Base Attack/Grapple: +31/+38
War Engine: Deep within the confines of Malphas’
Attack: +45 melee Black Rhetoric (1d6+10 + 2d6
fortress in Avernus lies his War Engine, a vast pool of
(axiomatic) + 2d6 (unholy)/18-20/x2
energy he created millennia ago that stores vast amounts
Full Attack: +45/+40/+35/+30 melee Black Rhetoric
of pure, infernal energy. Once a week, Malphas can
(1d6+10 + 2d6 (axiomatic) + 2d6 (unholy)/18-20/x2
draw up to 3,000 experience points for the purpose of
Space/ Reach: 5 ft./5 ft.
Crafting Magic Arms and Armor. Malphas may draw on
Special Attacks: Call devils, Deconstruct, Infernal
this power from anywhere in Hell and even across planar
Presence, sneak attack +3d6, spell-like abilities, spells
boundaries.
Special Qualities: Dark Philosophy, Duke of Hell
Possessions: War’s Tool, ring of spell turning, and
qualities, damage reduction 20/good and silver, dark-
+3 bracers of armor. As the Siege Master of Avernus,
vision 60 ft., evasion, immunity to fire and poison,
Malphas has access to every weapon and armor available
Infernal Enlightenment, regeneration 6, resistance to
in the Dungeon Master’s Guide, as well as quite a few
acid 20 and cold 20, see in darkness, spell resistance
not listed therein. However, since Malphas prefers not to
44, telepathy 500 ft., trapfinding, trap sense +1, un-
use weapons in combat, he rarely finds cause to look for
canny dodge
weapons or armor. Instead, Malphas is more likely to
Saves: Fort +29, Ref +32, Will +33
use powerful rods or staves to augment his already im-
Abilities: Str 21, Dex 29, Con 23, Int 34, Wis 26, Cha
pressive arcane power.
32
Skills: Appraise +12 (calligraphy +20), Balance +12,
Summoning Malphas Bluff +41, Climb +26, Concentration +47, Craft
Malphas will accept as a sacrifice a portion of the life (bookbinding) +22, Decipher Script +37, Diplomacy
energy of the participants of the ritual (in the form of +63 (+69 with evil beings), Disguise +33 (+37 when
XP). A minimum amount of 500 XP must be contributed acting in character), Forgery +30, Gather Information
(split equally between each participant), which flows +33, Hide +29, Intimidate +39 (+45 against evil be-
directly into Malphas XP pool for the development of ings), Jump +28, Knowledge (arcane) +54, Knowl-
magic arms and armor. Alternatively, magic weapons edge (local) +36, Knowledge (nature) +32, Knowl-
and armor to the value of 2,500gp can be sacrificed; in edge (the planes) +52, Knowledge (religion) +53,
such a case, the arms and armor are consumed during the Listen +29, Move Silently +29, Perform (oratory)
casting, and cannibalized for their XP energy as de- +19, Search +40, Sense Motive +21, Spellcraft +57,
scribed in Malphas’ Siege Master ability. Spot +29, Survival +10 in above ground natural envi-
Upon the correct pronunciation of the final incanta- ronments, +12 on another plane, +12 while tracking,
tion, the sound of hammers on anvils begins. Lines of Tumble +29.
fire erupt in the air, quickly tracing out complex designs Feats: Cleave, Corrupt Spell-like Ability B, Craft Won-
of war engines and weapons of mass destruction. In the drous Item, Dark Speech, Eschew Materials, Extend
midst of these designs, fiery tracery of the crow-headed Spell, Great Cleave, Greater Spell Focus (Illusion),
form of Malphas take shape. The fiery lines, once fin- Improved Initiative, Iron Will, Negotiator, Persuasive,
ished the outline of the Siege Master, proceeds to flesh Power Attack, Quicken Spell, Quicken Spell-like
him out entirely, until he stands before his summoners. Ability (charm monster), Scribe Scroll, Spell Focus
Malphas comes across as very approachable, and gets (Illusion), Weapon Finesse
down to business straight away. He has little time for Epic Feats: Craft Epic Wondrous Item, Epic Evil
questions, only time for decisions on what is wanted and BrandB, Epic Skill Focus (Diplomacy), Epic Spell
what will be paid for it. If he suspects that the summon- Focus (Illusion), Great Charisma, PolyglotB
ers have powerful items dedicated to goodness or free- Environment: Any land and underground
dom, he will often appear to think heavily after each time Organization: Solitary or barrister (2 - 8 erinyes)
his summoners’ speak; in reality, he is using his Observe Challenge Rating: 32
Flaws ability in case he has need to destroy the item(s) in Treasure: Triple Standard plus Black Rhetoric, amulet
question. of the planes, +4 bracers of armor, +5 ring of protec-
218
tion, ring of wizardry III mined by the elite. All must accept that there are rules
Alignment: Lawful Evil and that rules must be followed or else anarchy and mis-
placed individuality will shatter the ultimate goal of the
Truth: Utopia.
To many dwelling in sophisticated societies, the com- What Caim truly seeks is to create a society in which
mon assumption is that The Pit seeks nothing less than to the powerful are tyrants and the followers are (willing or
help the foolish and unwary condemn themselves to an unwilling) slaves. His arguments seek to stamp out
eternity of despair and suffering. For many such cul- Chaos as well as love or balance because such attitudes
tures, the urbane gentleman, always dressed in dapper dilute the creation of an ideal world. Caim offers argu-
attire and possessing a quick wit, is the archetype of ments that seem to make sense, but really lead those who
devils. This image has become so popular that many accept his suggestions to abandon their faith and their
plays and stories across Creation from vastly different ethics in return for an illusion of the perfect society and a
cultures feature devils in this fashion. As a result this reality of demagoguery and oppression. Caim supports
has diluted the fear and threat that should be associated the notion that the few at the top do little work in the
with the forces of organized evil because the devils in guise of leading and directing, while the masses toil and
such tales often lose in the end. Alas that such happy slave for the benefit of the elite. That is Caim’s Utopia.
ends were more frequent. Despite the niceties in litera- That is the reality of Hell.
ture and the spoken word concerning devils, there is at In Hell, Caim is the greatest of Dispater’s Courtiers.
least one Duke of Hell that fits the mold so closely that He has sown countless seeds of perdition in thousands of
some suspect that he is the reason these attitudes exist. worlds and Dis’ population of the Damned has swelled
That devil is Caim, the Duke of Logic and one of Dispa- as a result. Unlike most Dukes, Caim is rarely sum-
ter’s most diabolical servants. moned because he spends so much time publicly seduc-
Caim is an ancient devil, having served Dispater for ing intelligent mortals without ever offering anything
as long as any can remember. And, for as long as any- more than illusions of utopia and perfection. Due to his
one can remember, Caim has condemned countless mor- popularity in the Cosmos, Caim spends all of his time
tal and immortal souls to Dis for betraying their beliefs among mortals and he despises this. Despite his success,
and ethics under the glare of his seemingly pristine logic. Caim knows that his role in the Mortal Coil is truly a
More than any devil, Caim is the cause for the most non- punishment. Caim is certain that he would make a far
violent, societal shifts to Lawful Evil behavior in the more successful Lord of the Second since he is neither as
Cosmos. cautious nor as slow to move as Dispater. Caim views
As the Duke of Logic, Caim uses his fantastic intel- his liege as a coward, and such behavior is unworthy of a
lect to reveal the flaws inherent in the attitudes and ideals Lord of the Nine. How Dispater became aware of
to which many cling. But Caim is not stodgy or boring; Caim’s contempt is not known, but the Iron Duke dealt
Caim offers theatrics, razor sharp wit, clever analogies, with Caim efficiently. Caim continues to bring more and
and the occasional exaggeration in his arguments, com- more souls to Hell and he continues to rank as a success-
ing across as an inviting figure of common sense and ful Duke of Hell; he is simultaneously exiled among
interest. His powerful personality and charm make beings he despises.
Caim’s illusions and logic all the more impressive. Aside from Dispater, Caim has few consistent rela-
Caim often asks questions that quickly put the unwary tionships. On the occasions that he has business in the
on the defensive. What is goodness if those in power are crystal sphere of Abeir-Toril, he often visits the arch-
not willing to do what it takes to make sure everyone is devil Gargauth, who is likewise banished from Hell and
equal and benefits from society’s bounty? What is bal- shares similar responsibilities. Caim counts most other
ance if existence is always in flux because no one is beings as rivals or enemies, particularly powerful and
willing to institute perfect stability? What good is chaos intelligent clerics or wizards, and some gods and cosmic
when no one is responsible for his or her actions, particu- entities dedicated to intellectual pursuits.
larly when such people do not contribute to the greater Caim typically appears as a slender, rather handsome
good of society? These ideas are no good and are noth- man with dark saturnine features and average height. A
ing but illusions that accomplish little more than inequal- ready smile always appears on his face, although those
ity and anarchy. But, Caim always offers a solution: who pay attention notice that happiness rarely touches
Truth. his reddish eyes. His feathery hair is dark, and seems to
The Truth, Caim states, does not encourage selfish have strips of blue and violet. He always wears the most
individuality nor does it encourage a lack of social re- fashionable - yet conservative - attire, preferring dark,
sponsibility. While Caim tears down the arguments of stately colors like royal blue and crimson; he always has
those who support concepts of goodness, balance, or a billowing cloak. Caim sometimes sports a scholar’s
chaos, he in turn offers arguments that support the notion cap, but always carries a beautiful rapier that he often
of a strong society with firm rules and swift conse- uses during his arguments as a “stage prop.” However,
quences for breaking those rules. Caim argues that in the those few who claim to have uncovered Caim’s true
ideal society, everything and everyone has a place and heritage insist that true appearance is quite monstrous in
that by accepting this, society can become better pre- its visage; his form mixes the features of a great bird of
pared for new challenges, better able to defend itself prey with those of a small pit fiend. To date, these ru-
against outsiders, and able to spread its ideals to those mors have not been verified.
who may need a push in the right direction. Of course,
such societies must have elites who recognize the impor- Combat
tance of tradition and their station, as well as understand Although he prefers talking to fighting, Caim looks
that their goal is to promote the Truth for all Creation. forward to the occasional duel. He is very talented with
Those without the intellectual fortitude to lead must the rapier and always carries his personal weapon, Black
serve the will of society in the proper capacity as deter- Rhetoric, with him wherever he goes.
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When confronted with potential fighting, Caim al- of a different race, she makes another Will save with the
ways suggests a one-on-one duel with a character of his same DC as the initial. Each time she fails, her align-
choosing. In such cases, Caim will select a roguish fig- ment shifts towards Lawful Evil as she acts out her new
ure, especially if he suspects that his adversary cannot alignment. Actions unassociated with her new alignment
fly. Caim offers the rules, which tend to include stipula- cause severe discomfort (slow by a 37th level caster) until
tions such as: present allies cannot interfere in any way the victim resumes the proper behavior based upon her
(allowing him to summon or call reinforcements); run- new alignment type. If the victim was a divine spell-
ning away is not an option (allowing him to teleport caster, she will find that some of her spell selections
away); the loser’s soul becomes the victim’s property adjust to meet her new alignment, although she will not
(since Caim does not have a soul, he has nothing to lose). view this as bad or as an abandonment of her beliefs;
Caim will usually come up with a very nasty form of rather, she will view this as an expansion in the right
payment if the agreement to his duel is not met. direction. When the victim becomes Lawful Evil, the
In the event that Caim cannot convince his adversaries victim must make a final Will save against the initial
to a one-on-one duel, the Duke of Logic will immedi- DC. If she fails, she is irrevocably Lawful Evil and
ately call on his Infernal Presence before either calling or views all those opposed to her concepts and ideals as
summoning the appropriate devils (see call devils below). foes against whom she is justified to overcome and de-
He will then Deconstruct his enemies and begin casting stroy. In most cases, the victim will pursue these goals
greater dispel magic. Caim typically has a large number within the auspices of law and social mores and norms,
of quickened spells prepared, and will immediately begin seeking to impose terrible sanctions against those op-
using them in combat. Caim will close in for melee only posed to her. While under the effects of Dark Philoso-
after he is convinced that he has a good chance of win- phy, the victim is susceptible to making deals with devils
ning. and agents of Hell; such victims suffer a -9 penalty to all
Call Devils (Sp): Once per day, Caim can automati- saves associated with deals offered by diabolical beings
cally call 12 lemures, 8 barbazu or erinyes, 6 hamatulas and their allies. If the victim dies, her soul is condemned
or osyluths, 4 cornugons or gelugons, or 2 pit fiends. to endless toil in the Second Hell of Dis.
Since these devils are called rather than summoned, they Those who succumb to the second version of Dark
have the ability to summon their own reinforcements if Philosophy can only be saved if they are confronted by
so ordered. Conversely, 3/day Caim may summon 12 another, equally powerful argument. This is a difficult
lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4 process largely because the victim does not read as Law-
cornugons or gelugons, or 2 pit fiends. Caim may either ful Evil until the final save is failed even if the victim’s
call or summon in a day; he may not do both. Caim is actions are clearly Lawful Evil in nature. Once the vic-
not afraid to draw his sword, but he is always prudent tim’s situation is determined, an atonement cast by a 21st
enough to call in for assistance in the event things go level cleric begins the process of spiritual cleansing; each
badly for him. Against weaker foes, Caim will usually time the victim is faced with an ethical/moral dilemma,
call six erinyes, instructing them to take prisoners, rather someone must be present to provide an argument in op-
than corpses, back to Hell. When facing more powerful position to Dark Philosophy (the benefactor must over-
adversaries, Caim will usually summon cornugons, again come Caim's original Diplomacy skill check). A suc-
instructing them to act under a modicum of restraint. cessful argument allows the victim to remain “stable,”
Dark Philosophy (Su): Caim is the master of argu- but the victim will continue to feel discomfort as she
ment and rhetoric, delighting in revealing holes and il- seeks to regain the truth. Each subsequent successful
logic in the beliefs of those dedicated to goodness or argument against Dark Philosophy allows the victim to
balance or chaos. He enjoys breaking down ethical and revert closer to her original alignment. Once the victim’s
moral barriers many beings have within their hearts, alignment is restored, she must undergo a quest to purge
thereby encouraging them to fall into acts of perdition the lingering evil and any evil/lawful acts she committed
and tyranny. within 30 days or else Dark Philosophy will rise again.
Once per day, Caim may argue Dark Philosophy. Once the quest is completed, the victim is immune to
Dark Philosophy allows Caim to pour bitter doubt into Dark Philosophy for a year and a day.
the souls of those he meets and hopes to turn to evil. In Deconstruct (Su): Caim, the master of infernal logic,
this manifestation, Caim must be able to engage in unin- can use his command of logic and language to temporar-
terrupted conversation with his target for at least three ily challenge a victim’s beliefs and power with but a
rounds per the target’s character levels. During this statement. Caim can Deconstruct the ideals and abilities
time, Caim makes a Diplomacy check as he twists the of those he selects within 30 feet of his person 3/day as a
target’s comments and beliefs into parodies. The victim standard action. Deconstruct has two distinct compo-
must make a Will save DC 31 plus 1/10 of Caim's Diplo- nents.
macy check. (+4 if Black Rhetoric is drawn). This save First, Caim can force those before him to see in their
reflects not so much the weakness of the target’s faith, minds the illogic of their ethical and/or moral positions
but the fact that Caim has managed to uncover holes, 3/day. Caim does not necessarily need to speak to such
conscious or subconscious, within the target’s beliefs beings; rather, he imposes his view of the world against
and logic. If the target saves, she is immune to this their own, forcing victims to question their attitudes and
manifestation of Dark Philosophy for a year and a day. positions. Those who fail a Will save DC 31 (35 if Black
If the target fails, she begins to believe that there are Rhetoric is drawn) behave as if under the effect of a slow
better ways to promote her beliefs and goals, namely spell cast by a 37th level caster as they try to work
through force and imposition. The victim moves one through the “revelations” that circle through their minds.
step closer to Lawful Evil every time she confronts those Further, divine spellcasters are unable to cast any spells
who do not see the world as she believes they should see or call on unique powers during the nine round duration
it. Thus, whenever the victim interacts with those of of Deconstruct as they struggle to work through their
different alignments, different religious backgrounds, or momentary loss of faith.
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Second, Caim can Deconstruct magic. As a free ac- pyrotechnics, suggestion, unhallow, unholy aura, wall of
tion once every 1d4 rounds, Caim can counterspell any fire; 3/day - destruction; 1/day - meteor swarm (any),
spell or spell-like ability as if he had a ready action pre- symbol of pain; 1/week - wish. Caster level 37th; DC 21
pared. 1/day, Caim may also channel his ability to De- + spell level.
construct magic into a disjunction spell that targets only Wizard (Illusionist) Spells per day:
what Caim wants to affect. In any case, Caim’s ability to 5/8/8/12/8/7/7/6/5/3; base DC 22 + spell level, 28 + spell
Deconstruct magic functions as if he were a 37th level level for Illusion. Caster level 32nd. As a Duke of Hell,
caster (41st level if Black Rhetoric is drawn). Caim has access to every spell in the Player’s Handbook
Infernal Enlightenment (Su): As the Duke of save those from the schools of Conjuration and Evoca-
Logic, Caim is often viewed as an enlightening force to tion. Caim prefers spells that will offer vivid illusions of
those unfamiliar with his true nature. Across the Cos- future societies to his clients, or those that enhance his
mos, Caim often appears just as civilizations are on the fighting abilities.
brink of intellectual expansion and social growth. There Typical Wizard Spells prepared: 0 - arcane mark,
are no times better than these for Caim to sew seeds of daze, ghost sound, prestidigitation, resistance; 1st - chill
Lawful Evil ideals within the foundations of future socie- touch, color spray, identify x2, nystul’s magic aura,
ties. Over the millennia, these opportunities have al- shield, true strike, ventriloquism; 2nd - false life, fox’s
lowed Caim to master countless languages; in game cunning, mirror image, misdirection, obscure object,
terms, this grants him the epic feat Polyglot as a bonus resist energy, spectral hand, touch of idiocy; 3rd - arcane
feat. sight, deep slumber, displacement x2, haste x2, hold
Caim can also offer his ability to argue to those who person, ray of exhaustion x2, slow, vampiric touch x2;
seek to change the world. 3/day, Caim can provide In- 4th - enervation, locate creature, mnemonic enhancer,
fernal Enlightenment. Those who accept Caim’s offer phantasmal killer, shadow conjuration x3, stoneskin; 5th
for Infernal Enlightenment are gifted with a greatly ex- - baleful polymorph, false vision, nightmare, seeming,
panded ability to offer powerful, philosophical argu- shadow evocation x3; 6th - disintegrate, eyebite, geas/
ments that downplay ethics and/or morality. The client quest, mage’s lucubration, mislead x2, veil; 7th - greater
receives a +3 bonus to her Charisma, while her Intelli- shadow conjuration x3, project image x2, spell turning;
gence and Wisdom each suffer -2 penalties; interestingly, 8th - antipathy, greater shadow evocation, moment of
if the client used her Intelligence or Wisdom as a modi- prescience, scintillating pattern, screen; 9th - shades,
fier for spellcasting purposes, she now uses her Charisma time stop, wish.
bonus instead. Caim can grant Infernal Enlightenment Possessions: Black Rhetoric, amulet of the planes,
up to three times to the same individual, although he +4 bracers of armor, +5 ring of protection, and a ring of
must wait three days between each offer. wizardry III. Black Rhetoric is a recent gift from Dispa-
Each time the victim takes advantage of Caim’s Infer- ter. A beautifully crafted sword with a black blade cov-
nal Enlightment, she immediately shifts one step closer ered in ancient runes, Black Rhetoric grants Caim a +4
to Lawful Evil in alignment, although as in Dark Phi- bonus to the DCs and caster level of all spells, spell-like
losophy, the victim never reads as Lawful Evil until it is effects, or supernatural abilities that require verbal com-
often too late. Once the victim has benefited from Infer- munication while drawn.
nal Enlightenment three times, she becomes Lawful Evil
and has the ability to use mass charm once per day as a
standard action as a caster equal to her character level. Summoning Caim
The victim herself is under a permanent charm-like ef- All that Caim truly demands as a sacrifice conducive
fect to Caim. to his summoning is a crowd. No less than 9 additional
To free the victim from Infernal Enlightenment, an personages should be present during the summoning,
atonement must be offered by a 21st level cleric. While willing or unwilling. For the opportunity to speak with
this eliminates the Charisma bonus, it does not return the Caim, each participant (including the extra personages)
lost Intelligence and Wisdom; only a successful quest loses 500 XP when Caim appears. He uses this XP to
completed within 30 days can accomplish this. If the fuel the costs of a wish if needed as his side of any bar-
victim does not successfully complete the quest, she gain made.
never regains that which she lost, although her soul is Once the summoning has taken effect, the area dims
free and pure. Once a victim sees the darkness of Infer- (or, in if previously dark, brightens) until it is as if the
nal Enlightenment, they are forever immune to Caim’s area was suffused by the soft light of the moon and stars.
power. Footsteps can be heard in the distance, and after several
Although he loathes doing so, Caim can use his Dark rounds, Caim walks into the soft light as if from a great
Philosophy before offering Infernal Enlightenment. In distance away. He will take the time to speak to all pre-
such cases, the target must make a Will save against sent, using spells and spell-like abilities to convince
Dark Philosophy as described above to turn down an them to follow a path which he has designed, for the first
offer of Infernal Enlightenment (against which, she’ll few minutes of the summoning. Should the summoner
have a -9 penalty to save). become impatient, Caim uses his logic to disabuse the
Infernal Presence (Su): Caim’s Infernal Presence summoner of his rudeness. Following this, Caim will
has a Will save DC of 31. His caster level is 37th. listen to any proposals or requests, and make those bar-
Spell-like Abilities: At will - animate dead, blas- gains that he sees as ultimately benefiting him and Hell.
phemy, charm monster, create undead, deeper darkness, When all is finalized, or the summoning ends, Caim
desecrate, detect good, detect magic, fireball, flame bows to those present, and then disappears in a puff of
strike, greater dispel magic, greater invisibility, greater smoke, the type expected of cheap street magicians who
teleport (self plus 1,000 pounds), magic circle against use no true power, only smoke and mirrors. The smoke
good, mass hold monster, mirage arcana, persistent wafts throughout the area, and should the summoner
image, polymorph, power word stun, produce flame, have neglected to put in place the proper protective
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magicks, those who inhale the smoke must make a Fort Treasure: Triple standard plus Tongue Lasher and +8
save DC 12 or suffer the effects of being poisoned with bracers of armor
sufferfume (this poison is described in the Book of Vile Alignment: Lawful Evil
Darkness).
One of the best known of the Courtiers of Perdition,
TITIVILUS, Herald of Dispater Titivilus the Duke of Misinformation has long served as
Dispater’s Herald and advisor. It is believed that Dispa-
Duke of Hell ter keeps Titivilus close for two reasons. First, the clever
Medium Outsider (Devil, Evil, Extraplanar, Lawful) Lord of the Second values Titivilus’ scheming, crafty
Symbol: An iron colored scroll with red bat-like wings nature, recognizing a kindred spirit in the Duke. Second,
sprouting from either side on a black, inverted trian- Dispater knows better than to ignore one almost as crafty
gle. as himself, aware that Titivilus, despite his weak physi-
Duelist 10/Rogue 10 cal strength, could be a threat to Dispater’s power.
Hit Dice: 20d8 + 10d10 + 10d6 + 240 (560 hp) Titivilus is completely and wholly evil. The Herald
Initiative: +21 of Dispater easily disguises his corrupt nature behind his
Speed: 50 ft., fly 90 ft. (good) vast, and amusing, command of language. Often speak-
Armor Class: 63 (+8 armor, +12 Dexterity, +9 canny ing in complex rhymes, Titivilus is considered one of the
defense, +21 natural, +3 profane), touch 34, flat- best tempters in Hell. As such, Titivilus splits his time
footed 63 between meeting with other members of Hell’s nobility
Base Attack/Grapple: +30/+31 (including the other Lords of the Nine), various gods and
Attack: Tongue Lasher +47 melee (1d6+6 + 2d6 other beings of power on Dispater’s behalf, as well as
(precise strike) + 2d6 (unholy) + 1 Charisma damage actively pursuing the most debased souls in Mortal Coil
per wound /18-20/x2 plus confusion and elsewhere that have betrayed their ethics. When in
Full Attack: Tongue Lasher +47/+42/+37/+32 melee the Material Plane, Titivilus offers mortals cruel gossip,
(1d6+6 + 2d6 (precise strike) + 2d6 (unholy) + 1 Cha- debauched tales, and lewd rumors that serve only to
risma damage/18-20/x2 plus confusion) distract their minds from more important concerns, like
Space/Reach: 5 ft./ 5 ft. salvation and helping their fellows. These fools become
Special Attacks: Acrobatic charge, call devils, Infernal so caught up in the scandals of distant personalities and
Presence, precise strike +2d6, Scathing Tongue, sneak lands that they are never aware of the threats in their own
attack +5d6, spell-like abilities, Twisting Tongue backyard. They continue to witlessly toil under the heel
Special Qualities: Duke of Hell qualities, damage re- of invisible masters, the trivial information they have
duction 20/good and silver, darkvision 60 ft., deflect been given serving as pacifiers.
arrows, elaborate parry, enhanced mobility, evasion, To Titivilus, knowledge for the sake of knowledge is
grace, immunity to fire and poison, improved uncanny worthless. He could not care less about knowing why
dodge, Power of the Pen, regeneration 6, resistance to celestial winds stink with goodness, or why Dark Speech
acid 20 and cold 20, see in darkness, slippery mind, causes the ears of mortals to bleed. What he does care
spell resistance 41, telepathy 500 ft., trap sense, un- about is the fact that there are so many out there inter-
canny dodge ested in all manner of information. Titivilus is ever
Saves: Fort +28 Ref +40 Will +35 ready to acquire such information and sell it to the high-
Abilities: Str 13, Dex 35, Con 23, Int 28, Wis 36, Cha est bidder. Most amusing to Titivilus is the fact that he
29 himself is rarely certain if the news he comes by is accu-
Skills: Appraise +22, Balance +41, Bluff +52, Climb rate or not. This attitude puts him in a bizarre relation-
+22, Concentration +29, Decipher Script +13, Diplo- ship with the Dukes of Cania, for whom thought and
macy +60 (+66 with evil beings), Disable Device +16, knowledge are pursued for their own sake. On the one
Disguise +44 (+49 when acting), Escape Artist +32, hand, the Courtiers of Cania value the information
Gather Information +20, Hide +45, Intimidate +29 Titivilus teases them with, hoping that some of it will
(+35 against evil beings), Jump +40, Knowledge lead them to the next big discovery. On the other hand,
(arcane) +31, Knowledge (nature) +10, Knowledge the Dukes of Cania despise the fact that the well-traveled
(the planes) +36, Knowledge (religion) +27, Listen Titivilus always seems to know a little bit more than he
+44, Move Silently +45, Open Locks +17, Perform lets on, not to mention the fact that much of what he
(oratory) +29, Search +41, Sense Motive +31, Sleight reports is incomplete if not totally untrue. Titivilus is not
of Hand +22, Spellcraft +45, Spot +51, Survival +13 like the Dukes of Maladomini who seek information for
(+15 on another planes, +15 when tracking), Tumble the sake of controlling others. Instead, Titivilus is inter-
+47. ested in scraps of paper and sound bytes that sound inter-
Feats: Corrupt Spell-like Ability B, Dark Speech, esting and seem filled with promise that he then turns
Dodge, Expertise, Fly-by Attack, Improved Disarm, around and offers to those too foolish to do enough re-
Improved Initiative, Improved Trip, Lightning Re- search for themselves. He passes on worthless informa-
flexes, Mobility, Negotiator, Quicken Spell-like Abil- tion that sounds as important as it is meaningless. And,
ity (blasphemy), Spring Attack, Weapon Finesse. more importantly, he hoards information that could be
Epic Feats: Epic Evil Brand B, Epic Reflexes, Epic Skill used to help others not because he needs the information
Focus (Diplomacy), Superior Initiative but because he can. Thus, the Dukes of Maladomini and
Environment: Dis, Second of the Nine Hells of Perdi- the Order of the Fly find a kindred spirit in Titivilus,
tion although not a single one trusts him.
Organization: Solitary, or troupe (1 - 6 erinyes and 1 - As Dispater’s Herald, Titivilus has access to more
2 pit fiends) information about Dis and its Iron Duke than any other
Challenge Rating: 29 Courtier in Perdition. Consequently, Titivilus is ac-
222
corded a great deal of respect due to this position, even cornugons or gelugons to occupy enemies and then tele-
among higher-ranking nobles. He has also garnered no port away to a safe distance where he can cast unholy
little hatred from his peers as he has routinely reported aura and greater invisibility on his person. He will then
on the activities of his peers if he felt that doing so teleport back within 20 feet of the combat and cast
would increase his already enviable station. Most have deeper darkness. He will follow up with greater dispel
done well to conceal their animosity towards the Herald magic and desecrate. Then, he will target arcane spell-
to date, although if any opportunity ever arises to cast the casters with destruction and ranged attackers with mass
“Little Duke” (a derogatory term often used when it is hold monster. If after two rounds of this kind of assault
believed that Titivilus is not around) down, all will take most of his foes are still standing, Titivilus will summon
it. Needless to say, Dispater trusts Titivilus to be honest in more cornugons or gelugons and cast a meteor swarm.
with him up to a point; after all, Dispater knows his Her- He will pepper the field with verbal assaults from his
ald’s mind as well as he knows the mind of anyone and Twisting Tongue.
is well aware of what would prompt Titivilus to betray Only the gravest of circumstances can force Titivilus
him (the certainty of greater power). Dispater always into melee.
keeps close observation on his Herald and, as Titivilus Call Devils (Sp): Once per day, Titivilus can auto-
knows this, the Duke of Misinformation tends to do his matically call 12 lemures, 8 barbazu or erinyes; 6 ha-
jobs for Dispater well knowing that to betray Dispater matula or osyluths, 4 cornugons or gelugons, or 2 pit
would mean long-term, grisly torture. Among the other fiends. Since these devils are called rather than sum-
Courtiers of Dis, Titivilus counts only Merorem the moned, they have the ability to summon their own rein-
Darkwind as a somewhat trustworthy ally. For reasons forcements if so ordered. Conversely, 3/day, Titivilus
known only to the Grand Duke of the Ebon Gale, may summon 12 lemures; 8 barbazu or erinyes, 6 ha-
Merorem has regularly assisted Titivilus in efforts to matula or osyluths, 4 cornugons or gelugons, or 2 pit
discredit not just fellow Peers of Dis, but Dukes and fiends (Titivilus may either call or summon in a day; he
Grand Dukes across Hell. So far, Merorem has not may not do both). Titivilus does everything possible to
called in any favors, and Titivilus is beginning to con- avoid a fight, but if pressed, he will call one pit fiend and
sider finding the means to greatly embarrass The Dark- then instruct it to summon more devils. In most cases,
wind and ensure that he is never in the position to re- Titivilus is accompanied by two erinyes “bookkeepers;”
ceive payment for his many services. After all, no good these erinyes are advanced to 27 HD and can attempt to
deed goes unpunished in Hell. Beyond his liege and summon assistance at Titivilus’ command.
Merorem, Titivilus treats all other Dukes in a friendly Infernal Presence (Su): Titivilus’s Infernal Presence
fashion, although he always makes it clear that he knows has a Will save DC of 29. His caster level is 29th.
more than they know and that he is more than willing to Power of the Pen (Ex): As Dispater’s major domo,
sell more information to them if offered the right price. herald, and chief diplomat, Titivilus is very active with
Titivilus is small compared to most Courtiers of Per- all beings the Lord of the Second deals with, particular
dition, just 5’5”. He has a cherubic, perpetually smirking greedy mortals. Titivilus oversees most of the most
face with large child-like eyes, small horns, pointed ears, lucrative arrangements and agreements between Dispater
and red hair under a small hat. Relatively small bat-like and those mortals looking for more power. Knowing
wings sprout from his back, and his legs are like those of how keen his master is on having every agreement
a goat. At first glance, he resembles a cute, well- signed and in writing, Titivilus always procures the nec-
groomed satyr. Titivilus dresses in elaborate heraldry essary documents from clients and often uses this power
bearing the symbol (an iron rod) and colors (red and steel to facilitate such meetings. Thrice per day, Titivilus can
gray) of Dispater, although his flowing cape is a majestic use the Power of the Pen. Essentially, Titivilus can ac-
blue. Depending on the situation, Titivilus’s voice may complish one of three things with the Power of the Pen
be like that of an announcer, or a whispering conspirator; each day. Firstly, Titivilus can draft a document with a
when he is in an especially theatrical mood, Titivilus set of terms favorable to him and his master and detri-
loves shouting like a fire and brimstone preacher. De- mental to the client; the client sees something entirely
spite these changes, everything Titivilus does serves the fair unless he succeeds in a Will save DC 29. Second,
benefit of himself, Dispater, and the Legions of Hell. Titivilus can magically alter any scripted document,
almost completely hiding the fact that it’s been manipu-
lated; this power is so potent that it can completely ad-
Combat just a former pledge or agreement. Victims gain another
Titivilus loathes physical confrontations. Used to Will save DC 29 to avoid their fate being adjusted. Fi-
talking his way out of dangerous situations, he tends to nally, Titivilus can use Power of the Pen to draft up to
do his best to avoid fights. However, as a Duke of Hell, nine spell levels of scrolls as if he had the Scribe Scroll
Titivilus is more than capable of dealing with any foes feat, although he has no cap on the spell level, cannot
foolish enough to attack him. Typically, he will try to add any metamagic feat to the spell(s), and can complete
scare off attackers with his Infernal Presence. the scroll as one standard action per spell level.
Titivilus will usually begin with an assault from his Scathing Tongue (Su): In combat Titivilus can use
Scathing Tongue against foes he believes are incapable this ability to confuse and enrage his enemies. All
of dealing a lot of damage. He will then begin casting within 20 feet of Titivilus, tired of his insults and pranc-
charm monster against various attackers, typically target- ing about, act rashly and without confidence, earning -3
ing burly fighter types, who he then orders to occupy any circumstance penalties to their AC, attacks, initiative,
troublesome spellcasters. Although evil, Titivilus has and saving throws unless they succeed in a Will save DC
too many important matters to attend to; as a result, after 29. Titivilus can initiate his Scathing Tongue as a free
a few of his enemies are dead, he’ll typically teleport action. The ability lasts nine rounds.
away and leave the situation to resolve itself. Spell-Like Abilities: At will - animate dead, blas-
Against more dangerous foes, Titivilus will summon phemy, charm monster, create undead, deeper darkness,
223
desecrate, detect good, detect magic, fireball, flame words and meanings in order to gain the upper hand – or
strike, greater dispel magic, greater invisibility, greater even for amusement.
teleport (self plus 1,000 pounds), magic circle against When the summoning is at an end, Titivulus once
good, mass hold monster, mirage arcana, persistent again breaks into prose; with each phrase, he appears to
image, polymorph, power word stun, produce flame, unravel, leaving the words as glowing sigils in the air.
pyrotechnics, suggestion, unhallow, unholy aura, wall of This prose is not related to the summoning, and each
fire; 3/day - destruction; 1/day - meteor swarm (any), who listens hears something different. If the recom-
symbol of pain; 1/week - wish. Caster level 29th; DC 19 mended magicks are not in place to protect the sum-
+ spell level. moner and his aides, each creature present is targeted by
Tongue Lasher: A gift from Dispater, Titivilus al- a suggestion that they make a new composition and at-
ways carries this elaborately designed and bejeweled +5 tempt to summon Titivulus again (even if the target can-
unholy humiliating rapier, although he rarely finds cause not perform the summoning, they nonetheless make the
to use it. On a successful critical hit, Tongue Lasher attempt and toil needlessly – to the delight of the Herald
automatically casts confusion on victims as a 29th level of Dispater). A successful Will save DC 12 negates this
caster with no save; confused victims babble senselessly effect.
for the duration of the effect.
Twisting Tongue (Su): Aside from his master, Dis-
pater, and Asmodeus himself, there are no devils in Hell MELCHOM, Duke of Profit
that can challenge Titivilus’s mastery of language and
Duke of Hell
verbal manipulation. In conversation or in combat,
Large Outsider (Devil, Evil, Extraplanar, Lawful)
Titivilus’s ability to confuse and obfuscate is legendary.
Symbol: An open white ledger, a black pen down the
3/day as a standard action, Titivilus can use his Twisting
spine, with a gold coin resting on each page on a
Tongue. In normal conversation, Titivilus can speak so
green, inverted triangle
fast and use such strange words that it becomes difficult
Rogue 20
to determine if he is being honest, while he in turn causes
Hit Dice: 20d8 + 20d6 + 320 (600 hp)
his victims to fall over their own words, revealing poten-
Initiative: +18
tially vital information. Titivilus gains a +20 circum-
Speed: 50 ft.
stance bonus to his Bluff, Diplomacy, and Sense Motive
Armor Class: 58 (+8 armor, +5 deflection, +10 Dexter-
while all those within 20 feet of the Herald of Dispater
ity, +23 natural, +3 profane, -1 size), touch 27, flat-
suffer a -10 circumstance penalty to their Bluff, Diplo-
footed 58
macy, and Sense Motive checks if a Will save DC 29 is
Base Attack/Grapple: +30/+41
not achieved. Effects associated with Twisting Tongue
Attack: Stylus +42 melee (1d6+13 + 2d6 (unholy) + 1
persist for nine rounds after leaving the area of effect.
Constitution damage 19-20/x2)
Possessions: Tongue Lasher and +8 bracers of ar-
Full Attack: Stylus +42/+37/+32/+27 melee (1d6+13 +
mor. As a Duke of Hell and the most influential member
2d6 (unholy) + 1 Constitution damage 19-20/x2)
of Courtiers of Perdition serving in the Iron Tower of
Space/ Reach: 10 ft. /10 ft.
Dis, Titivilus has access to three times the treasure for
Special Attacks: Call devils, Infernal Presence, sneak
his CR. However, he rarely has the time (or in his mind,
attack +10d6, spell-like abilities, Tax
the need) for it, preferring to use his wit and charm to
Special Qualities: Boon of the Bourgeois, damage re-
overcome his enemies.
duction 20/good and silver, darkvision 60 ft., defen-
sive roll, Duke of Hell qualities, Haggle, immunity to
Summoning Titivulus fire and poison, improved evasion, improved uncanny
Titivulus does not have a sacrifice per se that he re- dodge, regeneration 8, resistance to acid 20 and cold
quires in order to successfully summon him. Rather, he 20, see in darkness, skill mastery (Appraise, Bluff,
requires that the summoning be performed using alter- Decipher Script, Disable Device, Disguise, Escape
nate words to those normally used – specifically, a Artist, Forgery, Intimidate, Move Silently, Open
lengthy sonnet that incorporates the necessary formulas Locks, Sleight of Hand, Use Magical Device), slip-
in such a fashion as to hide its purpose. The same sonnet pery mind, spell resistance 46, telepathy 500 ft, trap-
never works twice, and thus it is necessary to arrange for finding, trap sense +6
a new composition at each summoning. For those able to Saves: Fort +30, Ref +32, Will +33
compose poetry themselves, the research and develop- Abilities: Str 25, Dex 31, Con 27, Int 29, Wis 28, Cha
ment cost is 1,800gp. If a bard or similar must be hired 26
to do the work, the cost is 3,600gp. This development is Skills: Appraise +45, Balance +14, Bluff +66, Climb
taxing on the soul, costing the composer 1/25th of the +28, Concentration +29, Decipher Script +32, Diplo-
development cost in XP. macy +16 (+22 with evil beings), Disable Device +33,
As the composition is read and the summoning draws Disguise +53 (+57 when acting in character), Escape
near to fruition, the words spoken start to take on the Artist +20, Forgery +34, Gather Information +36,
manifold hues of the rainbow, darting from the caster’s Hide +51, Intimidate +57 (+63 against evil beings),
mouth to the middle of the summoning area. These Jump +32, Knowledge (arcane) +30, Knowledge
words then reform and twist themselves into the visage (local) +22, Knowledge (nature) +30, Knowledge
of the Herald of Dispater himself. When he is entirely (planes) +30, Knowledge (religion) +30, Listen +34,
summoned, Titivulus gives a small bow, and usually Move Silently +31, Open Locks +33, Search +50,
makes a response to the prose with some off-the-cuff Sense Motive +32, Sleight of Hand +40, Spellcraft
poetry of his own. Once this is done, he is ready to get +23 (+25 to decipher scrolls), Spot +30, Survival +11
down to business, although his words demonstrate on another plane, +13 while tracking, Tumble +40,
throughout the exchange how willing he is to play with Use Magical Device +31 (+35 to use scrolls), Use
224
Rope +10 (+12 with bindings) his liege. Although the two share a mutual distrust,
Feats: Corrupt Spell-like Ability B, Deceitful, Dodge, Mammon has not been able to satisfactorily prove that
Improved Initiative, Iron Will, Mobility, Persuasive, Melchom has robbed him, likely because the Duke of
Quicken Spell-like Ability (power word stun), Skill Profits is either too good with balancing the books or
Focus (Bluff) because he is a loyal servant. Mammon knows the an-
Epic Feats: Epic Evil Brand B, Epic Skill Focus swer is the former and has a grudging respect for Mel-
(Appraise), Epic Skill Focus (Bluff), Self Conceal- chom’s abilities. Melchom has healthy business arrange-
ment x2, Superior Initiative ments with virtually every Lord of Perdition that inter-
Environment: Minauros, Third of the Nine Hells of acts with mortal clients. The strongest partnership he
Perdition claims is with Scax. These two Dukes of Minauros have
Organization: Solitary or attaches (2 - 4 pit fiends) carved up entire worlds; while Scax enriches and curses,
Challenge Rating: 34 Melchom taxes and makes everyone destitute. Both
Treasure: Triple standard plus Stylus, The Ledger, +8 Dukes have benefited greatly from each other. Still,
bracers of armor, +5 ring of protection Melchom does not particularly like Scax, whom he per-
Alignment: Lawful Evil ceives as haughty and overweening; fortunately for both
Dukes, Melchom is not interested enough in Scax’s re-
sponsibilities to attempt assuming them. Beyond Mam-
More than any other fiends, devils are known for their mon and Scax, Melchom counts his greatest allies among
predilection for drafting contracts with those with whom the Courts of Dis and Cania. In Dis, Melchom has an
they deal. Legends and myths associate devils appearing excellent relationship with Caim, the Duke of Logic,
to work out deals with foolish mortals, promising them from whom he acquires the bulk of his business contacts
wealth and power in return for mortal souls. These deals in the Mortal Coil; he also has a relatively open line of
are often signed with the mortal’s blood, consigning the communication with both Glasya and Dispater through
mortal’s soul to unending torment in Hell once the con- their erinyes. Among the Dukes of Cania, Melchom
tract has been fulfilled. In many ways, these legends are deals most frequently with Leonar. There are many
not exaggerations for at least one Duke of Hell comes foolish spellcasters who require plenty of laborers and
close to actualizing these stories. That Duke is Mel- supplies in pursuit of their endeavors, and Leonar directs
chom, the Treasurer of Minauros. such unscrupulous individuals to Melchom, who reaps
Like most of Mammon’s Courtiers, Melchom rarely greatly from this service. In return, Melchom greatly
finds himself at the beck and call of his master as he discounts all material items he offers to Leonar. Re-
spends the bulk of his time bringing ever more material cently, Melchom has opened up lines of communication
wealth to Minauros in order to satiate not only the greed with the Court of Stygia; although aware of Leviathan’s
of Mammon, but his own avarice as well. Like Mam- treacherous intent, Melchom believes that so long as
mon and most of the other Courtiers of Minauros, Mel- none of Leviathan’s machinations come to fruition he
chom is consumed with material gain with the least does not have to worry about what the Prince does with
amount of work on his part. What is more, Melchom is his services. For centuries, Melchom has had business
also responsible for the coffers of Minauros; the coffers contacts with all kinds of fiends, even demons. To date,
must always be overflowing with gold and platinum or those who have worked with Melchom know that he
else Melchom’s existence becomes forfeit. Clearly, charges far more than necessary; however, most will-
Melchom excels at his job as he has served Mammon ingly pay his exorbitant prices since without his aid, their
longer than almost any other Duke of Hell. schemes would not have been successful.
Melchom seeks to fill his pockets with as much coin Melchom appears as a large humanoid male dressed
as possible by granting improved skills to workers but in unassuming merchant’s attire usually dark green and
not compensating them appropriately for their efforts. mustard in color with hints of silver and gold jewelry.
To many beyond Hell, this behavior would apparently His hands are large and almost ape-like; despite this, his
place Melchom closer to Dispater than Mammon; how- penmanship is graceful. His head is somewhat too large,
ever, there is no real confusion. Melchom does value the and he has a rat-like muzzle beneath a heavy, simian
skill of his workers. The faster they complete a project, brow. A pair of small horns grows from the bushy mass
the sooner he can turn a profit. The more his workers of wiry hair that tops his head. A rat-like tail twitches
think they are being treated fairly, the more productive from the base of his back, apparently as a useless ap-
they become, which results in greater production and a pendage. Melchom always carries his Stylus, a magical
heavier purse for Melchom. This contrasts with the atti- writing instrument made from the teeth of all ten com-
tudes of Dis in which there is no concern about valuing mon species of true dragons, and his Ledger, which is
those who toil under the oppressive weight of a corporate chained to his right arm at all times. If this book were to
structure, never receiving any increased knowledge or ever get into the hands of mortals seeking to escape the
even the illusion of improvement. In Dis, there is naught collectors of Hell, many souls would be freed. To date,
but stagnation or the slow movement of a lead wheel, all who have tried to steal Melchom’s Ledger have met
while for Melchom everything must happen quickly in terrible, permanent fates.
order for his coffers to expand.
But, herein lies the evil associated with Melchom.
Not only does Melchom not compensate his workers Combat
properly, he only grants them enough to make them pro- Melchom is not a combatant. As soon as combat
ductive for his own wealth. Once he is done with his appears imminent, he orders the 2 to 4 pit fiends who
workers, they are cast aside unless they can prove their always accompany him to handle the problem. If it ap-
worth in some other manner. Most cannot and these are pears that his bodyguards are outmatched, Melchom will
often sold to the allies of Dis. summon more devils before teleporting from danger.
In Hell, Melchom has a comfortable relationship with In the unlikely event that Melchom has to engage in
225
battle, he will call on his Infernal Presence before cover- sentient, there is a 30% chance that if the item is used in
ing the surroundings with a meteor swarm. In the next pursuit of an act of goodness or chaos that it will break
round, he will cast mass hold monster or power word without warning, ceasing to function.
stun depending on how many adversaries remains stand- Those who take advantage of Melchom’s Boon of the
ing. He will then select the weakest looking opponents Bourgeois risk eternal damnation if ever they use their
for destruction spells. newfound gifts. After the nine week period is met, the
Boon of the Bourgeois (Su): Melchom is often con- victim’s soul is considered Melchom’s property and he
tracted by unscrupulous guilds leaders and artisans seek- can do with it as he pleases. Melchom often arranges
ing to increase their productivity without necessarily “accidents” to befall these unfortunates; sometimes an
having to pay for it. These men and women call on Mel- imp pushes heavy machinery onto a blacksmith, or an
chom, only a few unaware of his true nature, to appear inn collapses on the inn keep courtesy of an osyluth.
and grant greater talent either to them or (preferably) to Once dead, the soul is consigned to Minauros in Hell.
their employees. Thus, the employers take advantage of Only those who gain atonement from a cleric of at least
their worker, while the workers ignorantly consign their 21st level and then undergo a quest to buy back - at full
immortal souls to Hell. price - whatever their talent wrought within another nine
Three times per day, Melchom can call on Boon of weeks (during which, Melchom will not harm them since
the Bourgeois. Through the Boon, Melchom can in- their souls would not be his) can cleanse their soul of
crease the productivity of those who agree to the Duke of Melchom’s Boon of the Bourgeois.
Profit’s terms. Melchom can either provide a +13 bonus Call Devils (Sp): Once per day, Melchom can auto-
to any Craft or Profession skill or once a day he can matically call 12 lemures, 8 barbazu or erinyes, 6 ha-
provide an Item Creation Feat as a bonus feat even if the matulas or osyluths, 4 cornugons or gelugons, or 2 pit
client does not meet the prerequisites. The bonus to fiends. Since these devils are called rather than sum-
skills or the additional feat typically last for up to nine moned, they have the ability to summon their own rein-
weeks, although Melchom has been known to offer both forcements if so ordered. Conversely, 3/day Caim may
longer and shorter terms. summon 12 lemures, 8 barbazu or erinyes, 6 hamatulas
The client can use the Boon in any fashion he sees fit, or osyluths, 4 cornugons or gelugons, or 2 pit fiends.
although in most cases it is to increase work and produc- Melchom may either call or summon in a day; he may
tivity either for himself or for an employee. However, not do both. Melchom believes that he is one of Hell’s
every time the client either makes something using the most important commodities. As such, as soon as he
Craft skill or is involved in some kind of work associated feels that his health is in danger, he begins summoning
with his Profession, there is a 3% chance that the result pit fiends.
of the work will be flawed or faulty. (Any time a client Haggle (Su): With a sniff of his rat-like muzzle,
uses his Craft or Profession skills, rolls are done without Melchom can determine the value of any mundane mate-
his knowledge). This percentage is cumulative over the rial item he sees and examines for at least six rounds.
course of the work with results as follows: Once Melchom determines an item’s true value, he can
Craft check: The resulting item will be perfect in form Haggle.
and it will take 1/3 of the time to complete. However, it In attempting to buy or sell any material item or ser-
will cost the crafter 3 times the amount in cost and mate- vice, Melchom acquires a +13 circumstance bonus to his
rials. Furthermore, there will be a general wrongness Bluff and Sense Motive checks. Furthermore, the Treas-
about the item that will result in few wanting to buy it; urer of Minauros can also attempt to convince those with
such items read as evil when detect evil is cast upon whom he is Haggling to do a service for him without
them, although there is not an associated aura strength. earning compensation for the work once a day. In such
In essence the item has the stink of evil that uncon- situations, this element of Haggling affects all potential
sciously repulses good and neutral potential buyers. Evil workers within 30 feet of Melchom, requiring them to
buyers may purchase such items. Finally, any money make a Will save DC 28. They end up thinking that they
procured upon a successful sale is lost to the crafter, heard a price offered when indeed none ever was.
disappearing from his possession and ending up in the Infernal Presence (Su): Melchom’s Infernal Pres-
coffers of Melchom in Hell. ence has a Will save DC of 28. His caster level is 29th.
Profession check: The client commits an action that Spell-like Abilities: At will - animate dead, blas-
ends up having dramatic and adverse ramifications for phemy, charm monster, create undead, deeper darkness,
his role in the profession in question. Not only does the desecrate, detect good, detect magic, fireball, flame
client lose 3 times the amount in gold he would have strike, greater dispel magic, greater invisibility, greater
made within the course of a week, he also runs the risk teleport (self plus 1,000 pounds), magic circle against
of committing a dreadful act that ends his career (this good, mass hold monster, mirage arcana, persistent
would have to be carefully adjudicated by the DM). image, polymorph, power word stun, produce flame,
Furthermore, all money made a week after the loss of pyrotechnics, suggestion, unhallow, unholy aura, wall of
income is magically transported to Melchom’s treasury fire; 3/day - destruction; 1/day - meteor swarm (any),
in Hell. symbol of pain; 1/week - wish. Caster level 29th; DC 18
Any item created by a client who took an Item Crea- + spell level.
tion feat always reads as Lawful Evil, although this does Tax (Su): Melchom can cause the value and efficacy
not necessarily translate to the item having an axiomatic of material objects to decrease thrice per day. All items
and unholy enhancement. Furthermore, such items ap- within 30 feet of Melchom must make a Fortitude save
pear to be unwieldy, clumsy, and extremely gothic in DC 28. Failure indicates that the value of the item
appearance. There is a flat 50% chance that any item (reflected in its appearance, ability to use safely, and the
created with an Item Creation feat granted by Melchom like) is reduced by half unless the item was a master-
that the final result is a cursed item that promotes the work. Masterwork items simply become mundane.
cause of Hell. In any case, although these items are not Magical items within the area risk losing a 50% reduc-
226
tion in enchantment (in the case of items bearing a nu- Summoning Melchom
meric modifier) or becoming cursed (if the magic item Melchom has simple – if expensive – demands for a
possess only +1 enhancement, it is reduced to a master- sacrifice used to summon him: wealth. Using only rare
work item). Artifacts are not affected. gems, the summoners must sacrifice the equivalent of
Finally, Melchom can also affect coins and other 6,666gp to the Duke of Profits.
forms of currency. Unclaimed coins are simply reduced At the end of the summoning ritual, the sound of tin-
by one standard; i.e., gold coins become silver coins. If kling coins fills the air, and a fiendish eye appears re-
the coins are claimed, then the owner makes a Will save flected in each gem, one by one. The gems seem to
DC 28 for the coins. Melchom acquires the lost coin stretch and grow, slowly forming into a crystalline effigy
value. of the Duke of Profit. The statue then shatters, and Mel-
The Ledger (major artifact): Always attached to his chom stands before his summoners.
arm by a silver chain and lock is The Ledger of Mel- Melchom first picks up the fragments of gems, scat-
chom. The Ledger is a large book, the covers made from tered by his appearance, and pockets them, before open-
the scales of a great black wyrm; the only markings on ing his ledger and asking the name and details of the
the cover are Melchom’s symbol on the spine. The summoners. He will quickly ascertain whether the sum-
pages are said to be made from trees in Mount Celestia, moners have any outstanding debts owed to Hell; if so,
many pointing to the gold aura they radiate as the pages he will bargain even more ruthlessly than usual.
are turned. Although it appears to have about 81 pages, The Duke of Profit will proceed to offer Boon of the
the Ledger is actually infinite in pages. Every single Bourgeois to the supplicants; if they refuse, or seek
contract Melchom has written up is found in the Ledger; something else, Melchom will use his Haggle ability
there are rumors that every contract in Hell that focused throughout negotiations.
on material gain is found in the Ledger. Melchom has At the end of the meeting, Melchom simply disap-
no problem traversing the book, flipping to entries with pears, with no spectacle or fanfare.
no effort. It is unclear if others can use the book safely
without Melchom’s allowance since The Ledger is al-
ways in his possession. SCAX, Duke of Riches
Every time Melchom makes a contract with a client
Duke of Hell
(including those from his Boon of the Bourgeois), he
Large Outsider (Devil, Evil, Extraplanar, Lawful)
places the terms of the contract in The Ledger. The cli-
Symbol: An hourglass etched on a golden coin, set
ent must sign The Ledger before Melchom carries
against a black, inverted triangle
through with his part of the bargain; although there are
Arcane Trickster 10/Rogue 3/Sorcerer 7
persistent rumors of Melchom requiring the blood of
Hit Dice: 20d8 + 3d6 + 17d4 + 320 (566 hp)
victims, any mundane writing instrument will do. Any-
Initiative: +10
one reading the contract in The Ledger sees what they
Speed: 50 ft., fly 90 ft. (average)
want to see and never sees the fine print that consigns the
Armor Class: 51 (+10 Dexterity, +23 natural, +6 ar-
victim’s undying soul to Hell; the client must specifi-
mor, +3 profane, -1 size), touch 22, flat-footed 41
cally ask to see any and all fine print. Additionally, once
Base Attack/Grapple: +30/+39
a victim signs The Ledger, Melchom can effortlessly
Attack: Ruin +43 melee (2d6+9 vile and poison) or
track him for nine weeks. This power traverses planes
slam (2d6+5)
and only the abodes of gods and cosmic entities can deny
Full Attack: Ruin +43/+38/+33/+28/ melee (2d6+9 vile
Melchom information on a client’s whereabouts, and
and poison) or 2 slams +34 melee (2d6+5) and 2
even then the god or cosmic entity must specifically
wings +32 melee (1d8+2)
choose to block Melchom’s tracking attempts.
Space/ Reach: 10 ft. /10 ft.
Once per day, Melchom can use his Stylus to write in
Special Attacks: Call devils, Impromptu Sneak attack
The Ledger, allowing him to attach a rider as part of a
2/day, Infernal Presence, Ranged Legerdemain 3/day,
contract. The rider on the contract includes additional
Root of All Evil, sneak attack +7d6, spells, spell-like
stipulations for the client. This functions as a quest spell
abilities
cast by a 29th level cleric with no save once the client
Special Qualities: Duke of Hell qualities, damage re-
signs with the following adjustments. First, the client
duction 20/good and silver, darkvision 60 ft., evasion,
has one week to begin work on the rider before adverse
immunity to fire and poison, regeneration 8, resis-
affects from the quest take affect. Second, in addition to
tance to acid 20 and cold 20, see in darkness, spell
the traditional quest penalties, the client also suffers one
resistance 46, telepathy 500 ft., trapfinding, trap sense
negative level once a week every time he falls short of
+1
completing the assigned task. The only way to eliminate
Saves: Fort +30, Ref +32, Will +33
a rider from Melchom’s Ledger is to atone as described
Abilities: Str 21, Dex 31, Con 27, Int 29, Wis 30, Cha
in Boon of the Bourgeois.
29
Possessions: The Ledger, Stylus, +8 bracers of ar-
Skills: Appraise +45, Bluff +52, Concentration +51,
mor, +5 ring of protection, and an amulet of the planes.
Diplomacy +53 (+59 with evil beings), Disguise +45
As the Treasurer of Minauros, Melchom has access to a
(+49 acting), Escape Artist +50, Forgery +35, Gather
remarkable amount of silver, gold, and platinum. It is in
Information +45, Hide +46, Intimidate +39 (+45
this kind of wealth that makes up most of his treasure.
against evil beings), Knowledge (Arcana) +19,
Thus, Melchom has triple the standard wealth associated
Knowledge (History) +29, Listen +23, Move Silently
with a CR 34 creature, but 75% of this is taken up by
+46, Open Lock +46, Search +35, Sense Motive +46,
coins and gems.
Sleight of Hand +69, Spellcraft +52, Spot +23, Sur-
vival +10 ( +14 Tracking), Use Rope +12 (+16 with
bindings)
227
Feats: Combat Expertise, Corrupt Spell-Like Ability B, Scax has a reasonably good working relationship with
Deft Hands, Eschew Materials, Exotic Weapon Profi- Melchom, his fellow Duke in Mammon's service. Al-
ciency: Bladed Gauntlet, Extend Spell, Heighten though Melchom saves money, and Scax spends it, the
Spell, Multiattack, Quicken Spell-Like Ability two have forged an alliance based on mutual benefi-
(greater teleport), Weapon Finesse cence. Scax's schemes tend to produce more money than
Epic Feats: Epic Evil Brand B, Epic Skill Focus (Sleight they cost, and Melchom's expertise with cutting costs
of Hand) and making the most out of every gold piece only im-
Environment: Minauros, Third of the Nine Hells of proves that. Of course, neither of the Dukes is so foolish
Perdition as to actually trust the other, but this matters little so
Organization: Solitary (Unique) or with guards (5 - 20 long as the arrangement continues to aid them both.
Hamatulas) The Duke of Riches possesses a humanoid head, al-
Challenge Rating: 31 though his nose is elongated like the beak of a stork.
Treasure: Triple standard plus Ruin Two hateful eyes are set deep in his head. His torso is
Alignment: Lawful Evil covered in golden feathers, all of which are razor sharp.
His feet are hoofed like those of a goat, and a pair of
tattered bird wings extends from his arms to the ground.
The vile Duke Scax serves as Mammon’s chief of His hands have abnormally long and spindly fingers on
investments. It is he who determines where the flow of them, which the Duke constantly taps together while
Mammon’s wealth is directed, his aim always to do the speaking. When he speaks, his voice has a metallic qual-
most harm to the cause of good as efficiently as possible. ity about it, almost like coins clinking together. Scax is
Scax represents the distrust that is associated with fond of wearing expensive clothing, usually gaudy mer-
wealth and power. He destroys reputations, lives and chant outfits that showcase his incredible wealth. He is
even empires with the calculated usage of money. He is adorned with expensive jewelry, much of it magical in
also the patron of those who prey on good intentions and nature.
who use charity as a means to line their own pockets.
Many foolish mortals perceive Scax as a vicious liar, Combat
which for a devil is not too far from the truth. While all Scax avoids straightforward combat as much as possi-
devils twist the truth to their purpose, those who are ble. Typically he will call in barbazu or hamatulas, be-
duped by Scax are amazed at the lengths he has gone to fore teleporting away as quickly as possible. Should the
warp the meaning of what they thought was a fairly sim- mission at hand prove too important to abandon, Scax
ple agreement. He is entirely without shame however, will immediately cast greater invisibility on himself and
and considers treachery merely a rude word for changing greater dispelling on his foes to eliminate any chance of
one's mind. them seeing him. He then summons reinforcements,
Patience is Scax’s watchword. He especially loves typically cornugons in these situations, and teleports to a
long term plans that bring in rich rewards, in both souls different location where he continues summoning real
and money. He particularly enjoys destroying entire and illusionary reinforcements, supplemented with an
generational lines. He is known to lay curses, bringing occasional fireball. He uses feeblemind and baleful poly-
once rich families to rags. Watching spoiled brats eat morph quickly against foes who distinguish themselves
their own vomit to survive brings a warm feeling to the as formidable, and haste on his own person as well as
cruel Duke, who possesses an odd sense of humor and that of his reinforcements. Unless his opponents possess
justice. the power to pierce his illusions and invisibility through
Scax is the master of ruining a good name. Orphan- his dispelling, he refuses to place himself in physical
ages and other charity organizations are often assisted by danger. Should it become unavoidable though, he at-
his money, only to go under when the source of their tempts to flank whenever possible to utilize his devastat-
funding is revealed. (A trail of murdered robbery vic- ing sneak attack, using Combat Expertise and displace-
tims leading to the door is a particular favorite.) Other ment to keep himself from as much harm as possible. If
times the organization will be headed by a particularly reduced to 100 hp or less, Scax will immediately flee the
cruel and greedy individual, who takes others’ charity battle, regardless of the cost. He bears long grudges
and turns it to his own gain. The children eat week old though, and is not above harming members of that fam-
gruel while their master partakes of a feast every night. ily, even several generations removed, after a humiliat-
Even when such an organization is brought down, it ing defeat.
serves Scax’s purpose, by increasing the doubt in the All That Glitters (Su): Scax is a master at disguising
masses’ minds about the honesty and integrity of actual his foul, soul stained money as humble, well-intentioned
service groups. charity. 3/day, when offering monetary goods to an
Scax's Lord treats his chief of investments with doubt- organization, Scax may invoke All That Glitters. The
fulness at every newly proposed venture. Mammon has intended recipient of the offering must make a Will save
a great deal of his own personal wealth invested in (DC 29 + 1 per 10,000 gp of offering) or be forced to
Scax's operations, so Scax's existence will become forfeit accept it. Should the recipient fail the save, Scax may
should he ever fail in his task. However, he is not overly make one suggestion per ten thousand gold pieces of-
concerned about his master, since his schemes and plans fered. There is no save against the suggestions offered,
offer Mammon some small justification of the Lord's but Scax must make them within 9 days of his tempta-
usefulness to Hell at large. He is very good at his job, tion. Scax normally uses this power to corrupt noble
and in the end, it is his competence that both damns and organizations or charities into using their influence in
saves him. Mammon will not destroy a valuable asset to ways that benefit him… and Hell of course.
his own operations, but neither will he suffer a threat to Call Devils (Sp): Once per day, Scax can automati-
his own power. Scax walks that thin line with care, and cally call 12 lemures, 8 barbazu or erinyes, 6 hamatulas
so far he has yet to misplace a step. or osyluths, 4 cornugons or gelugons, or 2 pit fiends.
228
Since these devils are called rather than summoned, they Scax’s curse may be lifted by a remove curse cast by
have the ability to summon their own reinforcements if a 31st level cleric after completing a quest set by the
so ordered. Conversely, 3/day Scax may summon 12 same. However, Scax is allowed to tempt the person
lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4 who is attempting to lift the curse in the same manner as
cornugons or gelugons, or 2 pit fiends. Scax may either the youngest descendant. Should this person fail, the
call or summon in a day; he may not do both. Scax pre- consequences are the same. Should he succeed however,
fers to summon osyluths, as their sneaky nature reflects only he and his descendants escape the curse. The other
his own, although if physical combat prowess is needed, members of the cursed family however must find their
he generally summons hamatulas. own means to remove it, or wait for the 1200 years to
Infernal Presence (Su): Scax’s Infernal Presence expire.
has a Will save DC of 29. His caster level is 37th. Sorcerer spells known: 6/9/8/8/8/8/7/7/5 Caster level
Root of All Evil (Su): Scax takes pleasure in tainting 37th, DC 19+spell level. 0 - acid splash, flare, ghost
wealth. Those who obtain money from him in any man- sound, mage hand, no light*, open/close, prestidigita-
ner, whether it was freely offered or taken by force, suf- tion, read magic, slash tongue*; 1st - disguise self, iden-
fer a vicious disease. (Incubation 1d3 days, damage 1d6 tify, magic aura, mount, nether trail*; 2nd - addiction*,
Int, Wis and Cha, Fortitude save DC 28) Those who blindness/deafness, entice gift*, misdirection, resist en-
would attempt to remove this disease with magic must ergy; 3rd - displacement, haste, phantom steed, ray of
succeed at a caster level check against Scax's own spell exhaustion, 4th - bestow curse, dimensional anchor,
resistance to affect the victim. However, the ravages of solid fog, 5th - baleful polymorph, call nightmare*,
this malady can be abated for one day by offering Scax feeblemind, major creation; 6th - false sending*, repul-
100gp per point of ability damage suffered. The victim sion, wall of gold (as wall of iron); 7th - insanity, power
intuitively knows that he must sacrifice this gold, and word blind, project image; 8th - bestow greater curse*,
often is turned to vile and depraved acts to ease his suf- moment of prescience.
fering. The offering is left in a small box in a certain Spell-like Abilities: At will - animate dead, blas-
place, and an imp comes daily to bring the gold back to phemy, charm monster, create undead, deeper darkness,
the Duke of Riches. desecrate, detect good, detect magic, fireball, flame
Sins of the Father (Su): Scax has a unique method strike, greater dispel magic, greater invisibility, greater
of gathering entire generational lines of souls. When one teleport (self plus 1,000 pounds), magic circle against
entreats Scax, they must sign a contract, as normal for good, mass hold monster, mirage arcana, persistent
infernal dealings. This contract is binding for 1200 image, polymorph, power word stun, produce flame,
years, and concerns not only the original signer, pyrotechnics, suggestion, unholy aura, unhallow, wall of
(hereafter referred to as the “client”) but all of his or her fire; 3/day - destruction; 1/day - meteor swarm, symbol
descendants as well. The client, in exchange for his soul, of pain; 1/week - wish. Caster level 37th; DC 19 + spell
receives financial wealth beyond his wildest dreams. level.
The client receives his HD x 500 in platinum, gold, and Possessions: Ruin, a +4 vile wrist dagger (treat as a
silver pieces up front. Every year, he receives an addi- bladed gauntlet). The weapon is connected to a bracer
tional amount of platinum, gold and silver coins equal to of armor +6 and coated in pit fiend venom. (DC 28)
his HD x 100. As a side effect, the client is extremely The dagger also functions similarly to a staff, although
fertile after dealing with Scax. If male, there is a 75% the 50 charges renew themselves every month. The
chance any female he sleeps with becomes pregnant. If dagger can be used to cast the following spells, all at 37th
female, there is a 90% chance that she becomes pregnant caster level. The DCs are based off Scax's Charisma,
after any sexual encounter. (Roll 1d4 to see how many just as any caster using a staff (currently 19 + spell
children are conceived.) This is to ensure Scax reaps a level).
harvest of souls. After the client dies, whether by Scax’s
hand or not, everything monetary that the family of the • Slash tongue (1 charge)
client lies their hands on ends in ruin. All skill checks • Addiction (1 charge)
related to work or earning money suffer a -10 penalty, • Sap strength (1 charge)
and only produce half the earned result. Any savings • Vanish (3 charges)
they may have are reduced by one half every month, • Soul’s treasure lost (4 charges)
with this money going into Scax’s coffers. This includes
Those who touch Ruin without Scax's permission
trade goods or other material wealth. The result is a
must immediately make a save against Root of All Evil
family forever crushed by poverty. Those who attempt
at a -3 penalty. The price to abate the disease's effects is
to help the cursed must make a Will save DC 29 or suffer
tripled for those who would affront the Duke of Riches
a -5 penalty to skill checks involving work, similar to
so.
that of the cursed themselves. Those who suspect a
curse are usually handled by hamatulas should they be
too eager in voicing their opinions. Summoning Scax
All of the client’s descendants’ souls are laid claim to Scax accepts gold and platinum coins of at least 2,500
by Scax. He holds these souls in stasis, for they are not gp in value as a sacrifice. Such treasure must have been
truly his until the contract is complete. After 1200 years embezzled, misappropriated, or otherwise taken illegally
pass, Scax comes to tempt the youngest living descen- from an organization dedicated to doing good work.
dant of the client, who is usually more than willing to This may be a good or neutral aligned church, an orphan-
“get rid of his family curse”. Should the descendant sign age, or any charitable organization.
a contract with Scax, the circle is completed and all souls When Scax is successfully summoned, the floor
between the original client and the new client are Scax’s. within the summoning area takes on a gilded appearance
Should he refuse to sign, upon his death the souls of his and gold coins begin spraying from around the center, as
family are released to their proper destinations. if flipped from the ground itself. As the coins pile up,
229
they form a rough image of Scax. Once complete, the +40
coins seem to melt into a perfectly formed statue of the Abilities: Str 25, Dex 25, Con 22, Int 22, Wis 21, Cha
Duke. The gold then vanishes from the head to the feet, 30
and Scax is revealed. Skills: Balance +24, Bluff +36, Concentration +44,
Scax will frequently attempt to verbally mislead the Craft (blacksmith) +23, Craft (weapon smith) +23,
summoner, promising them anything they ask for while Diplomacy +31 (+29 with good beings, +37 with evil
in actuality offering absolutely nothing or as close to beings), Disguise +10 (+14 when acting in character),
nothing as possible. He will bargain for their soul via Escape Artist +45, Gather Information +19, Heal +15,
Sins of the Father, swearing to turn their small invest- Hide +24, Intimidate +44 (+50 against evil beings),
ment into wealth that will stretch for generations. Multi- Jump +9, Knowledge (arcane) +24, Knowledge
ple Sense Motive checks will be required. He does not (planes) +34, Knowledge (religion) +54, Listen +33,
anger or attempt to break through the wards unless his Move Silently +39, Search +34, Sense Motive +53,
personal Infernal honor is affronted (which typically can Spot +33, Survival +5 (+9 on another plane, +9 while
only happen if another devil is present and/or Scax is tracking), Tumble +19, Use Rope +7 (+11 with bind-
deliberately insulted). Scax will typically bear any num- ings).
ber of indignities, although he is always intent on having Feats: Blind Fight, Cleave, Combat Expertise, Combat
his vengeance served cold in the future. Reflexes, Corrupt Spell-like Ability B, Dark Speech,
Upon departing, Scax strikes an impressive pose. Great Smiting, Improved Critical (unarmed strike),
Gold rises up from his feet to his head, creating the Improved Initiative, Improved Sunder, Improved Trip,
statue once more. It then reforms into the pile of gold Iron Will, Power Attack, Stunning Fist, Vile Ki
coins, which explodes harmlessly, sending gold every- Strike, Weapon Focus (unarmed strike)
where. Although most of it disappears, 10d10 gold coins Epic Feats: Axiomatic Strike, Blinding Speed, Dire
are left behind. These carry with them the power of Charge, Epic Evil Brand B, Unholy Strike
Scax's own All That Glitters power, but the DC is a base Environment: Phlegethos, Fourth of the Nine Hells of
19, with no possible enhancement. The coins retain this Perdition
power for one week, after which they will become lead. Organization: Solitary or squad (2 - 8 Hamatulas)
Challenge Rating: 34
Treasure: Triple standard plus Hand of Purity, amulet
CARNIVEAU, Duke of Purity of the planes and +8 bracers of armor
Alignment: Lawful Evil
Duke of Hell
Large Outsider (Evil, Extraplanar, Fallen, Lawful)
Symbol: A white disk on a flaming circle with a black Carniveau is one of the most confounding of the
border over a red, inverted triangle Courtiers of Phlegethos, as well as one of the greatest
Blackguard 10/Monk 15 threats to mortals across the Cosmos. On the one hand,
Hit Dice: 20d8 + 10d10 + 15d6 + 270 (650 hp) Carniveau’s attitudes seem contradictory within the
Initiative: +11 framework of Phlegethos. Within the Fourth Hell, where
Speed: 90 ft. pain, suffering and all forms of sexual torment and domi-
Armor Class: 54 (+8 armor, +7 Dexterity, +5 insight, nation are promoted, Carniveau is a Duke who seeks to
+3 monk, +19 natural, +3 profane, -1 size), touch 27, restrain sexual deviancy and hunger. Indeed, he hopes to
flat-footed 46 stamp it out entirely. As a result, most scholars would
Base Attack/Grapple: +33/+44 expect that this puts him at odds with his fellows and his
Attack: Hand of Purity +46 melee (3d6+13 + 2d6 liege, Belial. However, as is often the case in Hell, the
(axiomatic) + 2d6 (unholy) + 1 (vile) + 1 Charisma obvious expectation falls short of the truth. It is this
19-20/x2) reality that makes Carniveau one of the greatest foes to
Full Attack: Hand of Purity +46/+46/+46/+41/+36 mortals across Creation and an asset to the workings of
melee (3d6+13 + 2d6 (axiomatic) + 2d6 (unholy) + 1 Phlegethos.
(vile) + 1 Charisma 19-20/x2) Carniveau is a fallen planetar. Like Belial and Rosier,
Space/ Reach: 10 ft./10 ft. Carniveau was an angel dedicated to defending mortals
Special Attacks: Bind Lust, call devils, Infernal Pres- against hatred and violence promoted by the Depths
ence, ki strike (lawful, magic), quivering palm Below and their allies in the material plane. He did his
(Fortitude DC 27), smite good 6/day (+9 attack, +20 job well for countless millennia, guiding mortals along a
damage), sneak attack +4d6, spell-like abilities, pure and narrow path of physical enlightenment. As the
spells, stunning fist 20/day (Fortitude DC 27) centuries passed, Carniveau began to realize that much
Special Qualities: Aura of despair, aura of evil, Blind of the problems afflicting mortals revolved around physi-
to Beauty, command undead, Cursed, damage reduc- cal and sexual desire. He witnessed numerous Paladins
tion 20/good and silver, dark blessing, darkvision 60 succumb to the lure of sex and saw entire kingdoms
ft., detect good, diamond body, diamond soul, Duke thrown into war because of the lust of the king. He him-
of Hell qualities, fiendish servant, immunity to fire self had been approached numerous times by aroused
and poison, improved evasion, lay on hands - self mortals seeking to know passion in the arms of an angel.
only (90 hp), low-light vision, magic circle against Having seen the downfall of Semyaza and his Host thou-
good, poison use, Power of Purity, purity of body, sands of years earlier, Carniveau knew the consequences
regeneration 6, resistance to acid 20 and cold 20, see of such behavior. But it was not so much his fear of
in darkness, slow fall 70 ft., still mind, spell resistance punishment that held Carniveau to his strict standards;
46, telepathy 500 ft., undead companion, wholeness rather, it was his latent disdain for the mortals he pro-
of body. tected. He came to believe that mortals needed a firm,
Saves: Fort +39 (+43 vs petrification), Ref +40, Will guiding hand that forced them to ignore their base de-
230
sires. Carniveau became convinced that he was that Across the rest of Hell, Carniveau has many allies,
hand. particularly those who wish to forge tyrannies. Chief
Thus, well before The Great Fall, Carniveau began to among these are those who serve Beelzebub. It is also
impose his Principles of Purity. He instituted strict so- said that Bael has considered inviting the fallen angel to
cial standards for dress, interaction between men and his court. Carniveau has no relationship with the arch-
women, relations across races, and how to manage court- devil Semyaza, whom he still views as a failure. Car-
ship. Initially, these Principles seemed to work well as niveau has received a great deal of support from Glasya
mortals began to behave in a more civilized and cultured the Progeny despite Dispater’s decree to the contrary.
manner. However, Carniveau continued to see the stain The Princess of Hell regularly sends erinyes aids when
of lust and sex. Thus, he sought ways to enforce his Carniveau calls, often promising the fallen angel intimate
Principles. Women, for example, were forced to conceal pleasures in the near future. To date, Carniveau has not
their sexuality and had to follow the lead of the man. had the pleasure of Glasya’s company, and this is slowly
The men, on the other hand, were forced to cover their forging a great deal of anxiety and resentment on his
entire body at all times and had to wear girdles that re- part.
quired significant time to remove. Marriages between Since his time in Hell, Carniveau has become a pow-
people of different castes were frowned upon while those erful force of constraint and physical oppression. Thou-
between different races were outlawed. Arranged mar- sands of social upheavals are linked to him and he was
riages that promoted the good of society became the intimately involved in most of them. Recently, Car-
norm while love became synonymous with lust. Within niveau’s actions resulted in him not only causing a re-
a few short years, the restrictions became social mores straining of sexual behavior, but being worshipped by
that, when breeched, brought severe punishment and those who served him directly. Initially taken aback,
torture. Men, viewed as the primary instigators of sexual Carniveau, historically interested in just impacting socie-
escapades, became second-class citizens, while women ties through those he has taught, now seeks to become a
were forced to sterilize themselves after giving birth to a god rather than receive a promotion in Hell. To date,
certain number of children as decreed by the state. Any only Glasya knows of this goal, although it is probable
sexual activity not sanctioned by the state resulted in that Dispater is aware as well.
castration and sometimes death. Societies under Car- Carniveau appears as an incredibly tall man with se-
niveau’s Principles became despotic tyrannies. And no vere facial features. His face seems to have been carved
one realized it until it was too late; often times, those that from stone and is lined with many creases. He does not
spearheaded the Principles were clerics and paladins who appear to have smiled in hundreds of years, and his face
believed that the goals of Carniveau were exemplary. is pulled into a perpetually disapproving frown. His eyes
Thus, as they erected great Inquisitions, these clerics and glow a dull yellow under a heavy brow and bald head.
paladins fell into darkness, although like Carniveau, they All of Carniveau’s body, save his hands, is covered by a
never realized that they lost their way. voluminous white robe that trails into motes of dust at
It was no surprise that when Eblis and Beelzebul the sleeves and hem. Carniveau’s hands are wrapped in
called for the downfall of the Sarim that Carniveau bands of iron which he never removes. In spite of his
joined with them. And like them, he was purged from stern demeanor, Carniveau speaks with a reasonable
the Realms Above during The Great Fall. Carniveau fell voice infinite in patience and certain in its convictions.
into Phlegethos and realized that he now had the oppor-
tunity to impose his will on mortals since he no longer
had to concern himself with short-sighted fools in Combat
Heaven. Joining with Belial and other fallen angels, Carniveau is never hesitant to fight once he realizes
Carniveau became a powerful member of Hell’s hierar- that his words are being ignored. Once he engages in
chy. While Belial and Rosier and their ilk delved into combat, Carniveau calls on his Infernal Presence and
acts of lust and deviance, Carniveau became ever more Binds Lust. Then, he will often summon devils (as de-
restrained. Dwelling in his Pristine Palace in the middle scribed below). He will usually enter melee at this point
of a tremendous lake of fire, Carniveau soon became and attack the most attractive opponent. He prefers to
known as the Duke of Purity throughout Hell. Remain- cast spells like unholy blight, waves of fatigue, and
ing allied to Belial, he was rewarded with station and waves of exhaustion, although he will throw in an occa-
honors when Belial became Lord of the Fourth. sional fireball or destruction. Carniveau will not hesitate
Carniveau’s relationship with his peers is the opposite in retreating if he finds his opponents to be a challenge,
of what many would expect. He does not frown upon but he will return at the first possible opportunity to de-
the actions of Belial, Fierana, or Rosier. Indeed, he ap- stroy or convert them.
plauds them because he believes that their actions reveal Bind Lust (Su): Carniveau strongly believes that one
the weakness of mortal flesh. In truth, Carniveau has of the problems with the Cosmos, particularly among
become much like his compatriots as he hoards a great mortals, is the fact that they are too driven by animal
deal of lust within his being. This lust is only rarely instincts and lust. To Carniveau, sex is something that
sated, as Carniveau prides himself on restraint. Still, should only occur when it serves the needs of a system
Carniveau lusts after Rosier and Fierana and virtually and even then such activities should be heavily regu-
every other female in existence. His desires have never lated. Unsurprisingly, Carniveau’s presence stunts sex-
been rewarded, although he has been seduced by Belial ual arousal and seeps the physical attractiveness from
countless times. Carniveau hates and fears his Lord, but mortal creatures. Carniveau may call on his Bind Lust
knows that he has no power to overcome Belial. The power at will as a standard action. All creatures within
truth is Carniveau, in spite of recognizing the value of 50 feet of Carniveau must make a Will save DC 30.
his peers, has come to despise them all; he believes that Those that fail the save immediately feel any kind of
he knows how to make mortals accept their rightful sta- sexual interest, be it latent or immediate, dulled. Not
tion within Creation. only does this impact a victim’s physical appearance, it
231
also saps the victim’s vitality; the victim suffers 4 points not stop attacking until the being is unconscious or dead.
of Constitution and Charisma damage. The ability dam- When Carniveau encounters a group of humanoid crea-
age lingers for 24 hours. During this span of time, the tures with a Charisma over 21 within the course of one
victim will not engage in any kind of sexual activity. turn, he need only make one saving throw during that
Upon the end of the duration, the victim may make an- time. Once Carniveau makes this save for a specific
other Will save DC 30. If failed, the victim suffers an- being, he can control himself for a year and a day.
other 2 points of Constitution and Charisma damage. At Blackguard Spells known (4/3/3/2; base DC 15 +
this point, not only will the victim avoid any kind of spell level. Caster level 25th): 1st - corrupt weapon,
sexual contact, he will also be offended by the presence doom, inflict light wounds x2; 2nd - bull’s strength, inflict
of overt sexuality; that is, if the victim encounters any moderate wounds, shatter; 3rd - inflict serious wounds x2,
creature with the same type with a Charisma of 16 or protection from the elements; 4th - freedom of movement,
greater, he will seek to attack and maim the poison.
“perpetrator.” Attacks made against such a creature are Call Devils (Sp): Once per day, Carniveau can auto-
designed to reduce their Charisma rather than cause per- matically call 12 lemures, 8 barbazu or erinyes, 6 ha-
manent physical harm. In such situations, the victim of matulas or osyluths, 4 cornugons or gelugons, or 2 pit
Bind Lust attempts to grapple and pin the offender, deal- fiends. Since these devils are called rather than sum-
ing one point of Charisma damage each round in which moned, they have the ability to summon their own rein-
he successfully pins. While some victims of Bind Lust forcements if so ordered. Conversely, 3/day Carniveau
seek to deface an offender, others go as far as to sexually may summon 12 lemures, 8 barbazu or erinyes, 6 ha-
assault those who have “gone too far” in being sexual matulas or osyluths, 4 cornugons or gelugons, or 2 pit
creatures. In any event, such attacks persist until the fiends. Carniveau may either call or summon in a day; he
victim of Bind Lust successfully reduces an offender’s may not do both. Although a fallen angel, Carniveau
Charisma to nine or lower or is forcefully removed and does not disdain the presence of devils like most of his
kept away from the offender. ilk. In fact, he perceives them to be far more honest than
The victim continues to make saves against Bind Lust even his Fallen peers when it comes to maintaining re-
each day, losing 2 points per failure. The victim’s Con- straint and discipline. Thus, Carniveau is always ready
stitution and Charisma will never drop below 3. Aside to summon hamatulas and cornugons at the first sign of
from making a successful save, the only way to be rid of trouble. Carniveau rarely summons erinyes as they
Bind Lust is through the power of a 21st level good- arouse him.
aligned cleric casting restoration or true restoration. Infernal Presence (Su): Carniveau’s Infernal Pres-
Once a save is made, the victim makes separate saving ence has a Will save DC of 32. His caster level is 34th.
throws for each initial failure to overcome Bind Lust. If Power of Purity (Su): More than anything, Car-
these saves are failed, the victim only regains his Consti- niveau wishes to force others to see existence as he sees
tution and half of his lost Charisma points. it. He hopes to force lesser, weaker creatures to embrace
Once a victim saves against Bind Lust, he is immune their inhibitions and place severe restrictions on acts of
to it for one day. passion and so-called love. To those willing to accept
Blind to Beauty (Ex): Carniveau is immune to any his leadership, Carniveau offers the Power of Purity. 3/
and all spells, spell-like abilities, and effects from the day as a standard action, Carniveau may grant persuasive
School of Enchantment except those cast by beings pos- power to a client in his presence. The client receives a
sessing a divine rank of 0 or greater. +2 bonus to Bluff and Intimidate checks per his base
When mortals cast such spells against Carniveau, not Charisma modifier. Furthermore, those with the Power
only do they have no effect on him, they have a 10% of Purity gain the ability to cast mass suggestion 1/day as
chance per Charisma bonus of the caster of rebounding. a 34th level caster. Unlike the traditional spell, however,
Those who succumb to their own enchantment effect this version of mass suggestion lasts so long as the client
become Carniveau’s thrall under the effects of both Bind lives and selects to leave the effect in place. In all cases,
Lust and Power of Purity for 9 days. the use of mass suggestion curtails sexual behavior, from
Although cosmic and divine beings can affect Car- attitudes about deviancy to attitudes about gender status.
niveau with enchantments, the Duke of Purity is still an Each time a client uses Power of Purity, he suffers a -
elusive target. Carniveau has a chance of ignoring even 1 penalty to his Charisma. This does not affect his base
these effects (including salient divine abilities and the Charisma or modifier, but is tabulated separately for the
like) based upon the power of the cosmic entity or god as purpose of initial encounter determinants and Diplomacy
follows: checks. Once the victim has a net of 0 for his Charisma,
he immediately becomes a Lawful Evil thrall of Car-
• Quasi entity: 80% niveau, his soul consigned to Phlegethos upon his death.
• Demi entity: 60% Most beings never realize what has happened to them
• Lesser entity: 40% until it is too late. Those that do must seek atonement
• Intermediate entity: 20% from a 21st level cleric of a good god of love or sex and
• Greater entity: 10% then complete a quest to bring two lovers together within
40 days. During this time, Carniveau and his allies can-
In spite of his resistance to enchantments, Carniveau
not harm the victim; once the time frame elapses, how-
still has trouble quelling his own lusts. Whenever Car-
ever, Carniveau often attempts to kill the former client as
niveau encounters a humanoid being that possesses a
soon as possible, thereby sending his condemned spirit to
natural Charisma of at least 21, he must make a Will
Hell.
save DC = 10 + the half the being’s combined class lev-
Spell-like Abilities: At will - bestow curse, blas-
els/Hit Dice + the being’s Charisma modifier. If he fails,
phemy, charm monster, contagion, continual flame,
Carniveau must immediately attempt to seduce the be-
death knell, deeper darkness, desecrate, detect good,
ing; he enters into a blind rage if he is refused and will
detect magic, fireball, flame strike, greater dispel magic,
232
greater invisibility, greater teleport (self plus 1,000 Large Outsider (Evil, Extraplanar, Fallen, Lawful)
pounds), magic circle against good, mirage arcana, Symbol: A black phallus descending into orange flames
persistent image, polymorph, speak with dead, sugges- on a blood red triangle
tion, unholy aura, unholy blight, unhallow, and wall of Assassin 7/Witch 18
fire; 3/day - blade barrier, destruction, power word stun, Hit Dice: 20d8 + 7d6 + 18d4 + 270 (429 hp)
slay living, waves of fatigue; 1/day - earthquake, mass Initiative: +9
charm monster, meteor swarm (any), shapechange, sym- Speed: 40 ft.
bol of pain, waves of exhaustion; 1/week - wish. Caster Armor Class: 49 (+8 armor, +5 deflection, +5 Dexter-
level 34th ; DC 20 + spell level. ity, +19 natural, +3 profane), touch 22, flat-footed 49
Spells: As a fallen planetar, Carniveau has access to Base Attack/Grapple: +33/+43
divine spells as an 8th level cleric. Carniveau has access Attack: +43 melee Wand of the Chaste, a +5 unholy
to the Evil and Law domains. heavy mace (2d6+11 + 2d6 (unholy) +1 (vile) + 2
Typical Cleric spells prepared (6/4+1/4+1/3+1; save Charisma/x2
DC 15 + spell level. Caster level 15th: 0 - create water, Full Attack: +43/+38/+33/+28 melee Wand of the
guidance, light, purify food and drink, resistance, virtue; Chaste, a +5 unholy heavy mace (2d6+11 + 2d6
1st - bane, command, divine favor, obscuring mist, pro- (unholy) +1 (vile) +2 Charisma/x2
tection from chaos*; 2nd - bull’s strength, calm emo- Space/ Reach: 10 ft./10 ft.
tions*, death knell, enthrall, status; 3rd - bestow curse, Special Attacks: Call devils, death attack (Fortitude DC
invisibility purge, magic circle against chaos*, searing 24), Infernal Presence, Rites of the Flesh, sneak attack
light. +4d6, spell-like abilities, spells
*Domain spell. Special Qualities: Black Ritual, cursed, damage reduc-
Possessions: Carniveau does not carry much. He tion 20/good and silver, darkvision 60 ft., Debased
always wears his Hands of Purity, which are +6 humili- Aura, Duke of Hell qualities, immunity to fire and
ating hand-wrappings, an amulet of the planes, and +8 poison, improved uncanny dodge, low-light vision,
bracers of armor. Still, as a Duke of Hell, Carniveau has magic circle against good, poison use, regeneration 6,
access to a great deal of magic items within a short pe- resistance to acid 20 and cold 20, see in darkness,
riod of time should he have need of it. spell resistance 46, telepathy 500 ft.
Saves: Fort +30 (+34 vs petrification), Ref +29, Will
+29
Summoning Carniveau
Abilities: Str 23, Dex 21, Con 22, Int 24, Wis 21, Cha
In summoning Carniveau, the supplicants are ex-
30
pected to sacrifice a female virgin of marriageable age.
Skills: Appraise +4 (+11 potions and elixirs), Bluff +54,
Robed and covered entirely save for her eyes and neck,
Concentration +44, Craft (alchemy) +37, Craft (gem
she is expected to be sacrificed by means of cutting her
cutting) +24, Craft (leatherwork) +24, Diplomacy +53
throat. Her blood is then used to augment the symbols
(+51 with good beings, +59 with evil beings), Dis-
and so forth used to call forth the Duke of Purity.
guise +25 (+29 when acting in character), Escape
A decorated wooden chamber, similar to a confession
Artist +22, Gather Information +28, Hide +18, Intimi-
box, rises from the ground. Carniveau speaks from
date +51 (+57 against evil beings), Knowledge
within the box, and does not stir from it for the duration
(arcane) +48, Knowledge (local) +12, Knowledge (the
of negotiations; all that the summoners ever see of him is
planes) +20, Knowledge (religion) +30, Listen +22,
the occasional eye peeking from within. Of course,
Move Silently +22, Search +24, Sense Motive +37,
should any of the summoners or their attendants have a
Spellcraft +51, Spot +22, Survival +7 on another
Charisma score of 21 or higher, Carniveau must make a
plane, +7 while tracking, Use Rope +7.
Will save as described under his Blind to Beauty ability,
Feats: Brew Potion, Cleave, Corrupt Spell-like AbilityB,
or attempt to seduce that individual – this is the only
Craft Rod, Craft Wondrous Item, Dark Speech, Es-
situation that will draw him from his booth into plain
chew MaterialsB, Extend Spell, Improved Initiative,
sight. Should the seduction fail, Carniveau falls into a
Improved Sunder, Malign Spell Focus, Negotiator,
rage and attempts to break free of the circle that he has
Persuasive, Power Attack, Vile Martial Strike
been called into, so as to fall upon and maim the beauty
Epic Feats: Craft Epic Rod, Epic Evil BrandB, Perma-
who has denied him.
nent Emanation (desecrate)
Carniveau bargains with the summoners should they
Environment: Phlegethos, Fourth of the Nine Hells of
wish to obtain the Power of Purity, but does not haggle
Perdition
endlessly like the Dukes of Minauros. He is more inter-
Organization: Solitary or coven (2 - 8 erinyes)
ested in the side effects of his gift than in the price paid
Challenge Rating: 34
to obtain it. For other bargains or questions, supplicants
Treasure: Wand of the Chaste, amulet of the planes, +8
are just as likely to be ignored as anything else, unless
bracers of armor, +5 ring of protection
the matter is one close to the Duke of Purity’s ideals.
Alignment: Lawful Evil
When the summoning is over, the wooden booth de-
scends back into the earth. The ground is thereafter
scorched and burnt, and any structure built on that spot In Hell, there is no such thing as love expressed in the
within the following four years will spontaneously burn act of sex. Indeed, there are few cases of sex as an act of
into flame at the next lunar eclipse – no matter what mutual satisfaction for both participants. In Hell, sex is
material it is made of. simply another tool to demonstrate power and this is
especially the case in the sadistic circle of Phlegethos,
the Fourth Hell. Here, pain and suffering know no
ROSIER, Duchess of Witchcraft bounds, and some of the preferred means of torture re-
Duchess of Hell volve around sexual acts. It is within Phlegethos that the
233
most practiced manipulators of physical expression and to bolster his own strength. Upon his ascension as the
subjugation can be found and near the forefront of these Lord of Pains and Suffering, Belial revealed to Rosier
actors is the Duchess of Debauchery, foul Rosier. and the others his infidelities and forced them under his
Rosier, like most of Phlegethos’ Courtiers, counts yolk. Betrayed even by another of her kind, Rosier aban-
among those who were cast out of the Realms Above doned any remaining vestige of morality and became the
during The Great Fall. Prior to The Great Fall, Rosier first of Belial’s Dukes of Hell.
was a great patron of love and the expression of love Rosier is dedicated to using sex in the pursuit of
during acts of sex. She oversaw the weddings of great power. To Rosier, no act is too heinous in the pursuit of
paragons of goodness and offered blessings to those control over one’s destiny, and acts of sexual deviance,
who, despite all manner of hardship, overcame adversity more than any other, truly reveal just how much an indi-
to be with those they loved. During this time, Rosier vidual is willing to sacrifice in pursuit of power. Rosier
was truly beautiful, possibly the most beautiful angel in tends to prefer female servants, often referred to as
the ophanim choir after bright Belial, perfect Beelzebul, Witches of Flame, since women are often viewed as
and glorious Tifereth. It was this beauty that brought weaker than men in most humanoid cultures and, there-
Rosier into Perdition. fore, wield less power. Women, often sexually objecti-
Rosier was bitter. Like many angels, Rosier avoided fied, are empowered by Rosier to use their sex to ma-
liaisons with mortals. For a long time, Rosier honored nipulate those in power. Thus, these Witches soon be-
this tradition, in no small part due to her growing con- come the true powers behind the crowns of major civili-
tempt for the ugly creatures she was required to look zations. More to the point, Rosier seeks to strip the
after. Indeed, Rosier viewed acts of “love” among mor- power from those who thought they were in control
tals as lies. Such interactions, although blessed by ex- sexually and condemn their souls to Hell.
pressions of true love and devotion, were often shallow In Hell, Rosier is a relatively low-profile Courtier in
infatuations when initiated by mortals who beheld only spite of her background with Belial. She finds a great
the visual appeal. She witnessed numerous marriages deal more pleasure with mortals, a stark contrast to her
established for political gain, often times with women attitudes when she was an angel. When she does appear
forced to marry much older men who tended to have in the Court of Phlegethos, Rosier is known to have only
numerous mistresses while they themselves were con- one ally among the Courtiers: Carniveau. While Rosier
demned to being trinkets for their husbands. Rosier seeks to use sex to gain political power, Carniveau seeks
became convinced that mortals could not achieve the true to encourage a tightening of sexuality, turning sex into a
love angelic beings exhibited and simply used the word sinful, deplorable aspect of existence. This attitude
“love” as a ploy to promote their own ends. works well for Rosier since it allows her Witches to
Rosier’s jaded attitude initially prompted her to sim- accuse those in their way of debauchery. In spite of their
ply accomplish her established duties, but eventually she complementary goals and alliance, both Carniveau and
sought to investigate her beliefs, her disgust transform- Rosier are eager to subsume the other’s responsibilities
ing into intrigue. Rosier was pleased to find that her as soon as possible. Aside from Carniveau, Rosier deals
opinions were often justified, particularly among the well with Fierana, the Arch-Devil of Passion. Although
nobility and those in power. But, despite the numerous incalculably older than Belial’s daughter, Rosier has
examples of true love and commitment she witnessed, learned much from Fierana. Unlike her relationship with
Rosier was convinced of her position regarding mortal Fierana, Rosier does not have a healthy relationship with
love. To prove her hypothesis, Rosier began to tempt Lilith, the Lord of the Sixth. Lilith and Rosier both
mortal women to give their bodies to those in positions heavily rely on female servants, although for different
of power in return for greater influence. Stunning, and ends. While Rosier simply seeks to insert women into
condemning, results bolstered Rosier’s beliefs and she positions of power through their sex, Lilith seeks to rob
could well have turned away from pursuing her darken- women of their natural make-up regardless of whether or
ing road. Instead, Rosier promoted ever greater obscene not they attain greater power. Lilith would like nothing
acts, granting personal power to those women (and few better than to subsume Rosier and become the Goddess
men) who aided her in her cause. Indirectly, Rosier of Witches. To date, only Belial’s support has kept Li-
found herself controlling entire countries through her lith from destroying Rosier. Belial himself routinely
servants and their sex. Rosier’s hatred for her initial task seeks to bed Rosier in order to remind her of her servi-
and her newfound proof of mortal lowliness made her tude. However, Rosier believes that by allowing her
easy prey for Eblis and Beelzebul when they instigated Lord to use her in such a fashion that she grows ever
The Great Fall. more powerful. Indeed, Belial has yet to tire of her and
Rosier was among the first to join with the rebel an- continues to support and protect her, so perhaps Rosier’s
gels, believing that the Sarim were fools coddling to ploy is working. Interestingly, Rosier seems to have no
gods and mortals. Although it is a certainty that her clear stance regarding the Demon Lady of Lust, Baby-
obscene acts would have eventually come to light, the lona, instructing her servants to avoid the Demon’s fol-
casting out of the rebel angels expedited Rosier’s decent lowers. The reason behind Rosier’s attitude is unclear,
into perdition. Rosier found herself, along with the ma- although it is possible that the Duchess of Witchcraft is
jority of the Fallen, in the Nine Hells of Perdition. Ini- either hoping to forge a truly unholy alliance with Baby-
tially in shock at her new station, Rosier was drawn to lona or hopes to lull the Demon into a false sense of
Phlegethos and the banner of Belial. In Belial, Rosier security before striking against her.
believed she found true love for he took her under his Rosier appears as a tall, very handsome, slender
wing as she cowered in fear. It is known that for a long woman with short white hair and pale skin. Her eyes,
time, Rosier was a favorite of Belial as he rose through like twin moons, are sunken under dark brows, and she
the ranks of Phlegethos’ Court. Up until the moment he has a generous, pouting mouth. Rosier tends to wear
overthrew the previous Lord of the Fourth, Belial kept stately, yet sensual, burgundy gowns, and is often be-
Rosier at his side, using her and numerous other Fallen decked with classy jewelry. Although she has long since
234
lost her wings, Rosier floats about 3 feet off the ground Table 7-1: Benefits of a Black Ritual
(apparently, she can still fall and cannot rise any higher by Hit Dice of Associated Creature
without aid). Rosier always carries the Wand of the
Chaste, and speaks in a surprisingly deep, husky voice. HD/Level of Benefit
Uninitiated/Unwilling
Creature
Combat
Rosier is not much of a melee fighter, and always 1-5 The celebrant gains the abil-
seeks to position herself as far away from physical com- ity to cast charm person 1/
bat as possible. In such situations, Rosier will usually day as a 5th level sorcerer
begin combat by surrounding herself with her Infernal
Presence and her Debased Aura. She will then seek to 6-10 The celebrant gains the abil-
mass charm her opponents before summoning reinforce- ity to cast suggestion
ments. She will then turn to her Wand of the Chaste and 1/day as a 10th level sorcerer
Rites of the Flesh. 11-15 The celebrant gains the abil-
Assassin Spells known (5/5/4/1; base DC 17 + spell ity to cast charm monster 1/
level, 19 + spell level for Evil spells. Caster level 22nd): day as a 15th level sorcerer
1st - detect poison, feather fall, obscuring mist, true
strike; 2nd - cat’s grace, pass without trace, spider climb, 16-20 The celebrant gains the abil-
undetectable alignment; 3rd - deep slumber, false life, ity to cast dominate person 1/
nondetection; 4th - freedom of movement, modify mem- day as a 20th level sorcerer
ory. 21+ The celebrant gains the abil-
Black Ritual (Su): To Rosier, sex is simply a tool ity to cast dominate monster
solely to be used in the acquisition of power, especially 1/day as a 21st level sorcerer
for those who are among the political minority within a
social system. Through sexual favors, Rosier believes succeeds, she must make another save 9 days later unless
that a power-hungry individual can acquire whatever she she succeeds in corrupting another in a Black Ritual.
seeks and that no act is too obscene or extreme in order Second, the decrepitude of a soul who engages in this
to ensure greater puissance. Many, particularly women heinous ritual is such that the forces of good automati-
and courtesans of either gender, are drawn to Rosier, cally sense a wrongness in the character. Good-aligned,
believing that the Mistress of Favors can grant them divine spellcasters receive a +2 bonus on Sense Motive
power over those with a weakness for the pleasures of checks per each level of Black Ritual through which the
the flesh. celebrant participated. A paladin automatically detects
Once per day, Rosier may oversee a Black Ritual. evil when within 20 feet of a celebrant who participated
When a Black Ritual is called, Rosier’s servants gather in Black Ritual over the past three months (although she
together, often with enthralled servants, to engage in cannot pin point the evil precisely, the paladin detects
sexual acts. Many of these acts are quite obscene. Eve- evil as if the celebrant were a cleric).
rything from children to animals are used in these Ritu- Once a person partakes in Rosier’s Black Ritual, the
als, marking them as truly vile. Although there are many only way to cleanse the soul is for an atonement to be
trappings associated with the Black Ritual, what really cast by a 21st level cleric of good alignment. After
matters is that either Rosier and/or at least three couples which, the penitent must complete a goodly quest within
engage in some manner of sexual activity for at least nine days. Those who fail are immediately struck with
nine minutes. Celebrants hoping to gain power from Rites of the Flesh.
Rosier must engage in sexual activity with either an un- There are persistent rumors that Rosier has taught a
initiated person or with an unwilling individual (for the few very powerful witches the secret to casting Black
purposes of Black Ritual, an enchanted being is consid- Ritual. If so, this is sure to be an epic level spell. Less
ered unwilling). At the moment of sexual release, Rosier powerful versions of the Black Ritual can be emulated
unleashes her power to the celebrants sworn to her by means of a wish or miracle spell (as revealed by Ros-
within 90 feet. What power the celebrant receives de- ier); in such a case the Will save DC for any effects is
pends upon the nature of the being with whom she has 18.
copulated as detailed below (these benefits stack and last Call Devils (Sp): Once per day, Rosier can automati-
for nine days): cally call 12 lemures, 8 barbazu or erinyes, 6 hamatulas
Bestiality/Pedophilia: The celebrant receives a +1 or osyluths, 4 cornugons or gelugons, or 2 pit fiends.
bonus to DCs for enchantment spells and a +2 bonus to Since these devils are called rather than summoned, they
all Charisma based skill checks. Animals are treated on have the ability to summon their own reinforcements if
a two-for-one basis for HD to levels for higher Ritual so ordered. Conversely, 3/day Rosier may summon 12
benefits. Thus, a brown bear (6HD) would only provide lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4
the bonuses of coupling with a 3 HD creature. cornugons or gelugons, or 2 pit fiends. Rosier may either
Those who are forced to participate in a Black Ritual call or summon in a day; she may not do both. Rosier
suffer the effects of Rites of the Flesh (described below). hates calling devils, finding them repellent. If she must,
In spite of its benefits, the power released by Black Rosier will try to call only erinyes, but if truly threat-
Ritual does not come without a price. Once the celebrant ened, she will not hesitate to summon pit fiends.
tastes the sweetness of the Black Ritual, she is driven to Debased Aura (Su): Rosier is perhaps one of the
sexually dominate a new person at least once every 9 most heinous Courtiers of Perdition in the minds of most
days in another Black Ritual. If she cannot accomplish clerics and other good-aligned, divine spellcasters. Her
this, she must make a Will save DC 30. If she fails the dedication to perverting acts of love and procreation into
save, she suffers 2 points of Charisma damage; if she something to acquire power and manipulate the weak
235
make her especially despised. It is said that Rosier si- must be of at least 21st level and must cast atonement,
multaneously exudes a sensuality mixed with the highest remove curse, and greater restoration in immediate suc-
degrees of offense. Her very presence is a blight against cession. The victim must then remain chaste for at least
the souls of good-aligned spellcasters. seven days; if she fails, Rites of the Flesh returns where
Rosier is surrounded by a Debased Aura, adversely it was initially stalled.
affecting any spells, spell-like abilities, or supernatural Spell-like Abilities: At will - bestow curse, blas-
abilities cast by good-aligned divine spellcasters or an- phemy, charm monster, contagion, continual flame,
gelic beings. All such effects cast within 90 feet of Ros- death knell, deeper darkness, desecrate, detect good,
ier require that the caster succeed in a Concentration detect magic, fireball, flame strike, greater dispel magic,
check DC 30. Even if the check succeeds, all effects greater invisibility, greater teleport (self plus 1,000
(like duration, damage, etc.) are only half as effective as pounds), magic circle against good, mirage arcana,
they would otherwise be. If Rosier is confronted within persistent image, polymorph, speak with dead, sugges-
one hour after conducting a Black Ritual, the Concentra- tion, unholy aura, unholy blight, unhallow, and wall of
tion check is made at a -3 penalty and the effects are only fire; 3/day - blade barrier, destruction, power word stun,
one-quarter effective. slay living, waves of fatigue; 1/day - earthquake, mass
Furthermore, any good-aligned creature within 10 feet charm monster, meteor swarm (any), shapechange, sym-
of Rosier must make a Fortitude save DC 30 each round bol of pain, waves of exhaustion; 1/week - wish. Caster
or become nauseated by the seductive evil that wafts level 39th; DC 20 + spell level).
from her person. Spells: As a fallen planetar, Rosier has access to
Infernal Presence (Su): Rosier’s Infernal Presence divine spells as an 8th level cleric. Rosier has access to
has a Will save DC of 31. Her caster level is 39th. the Evil and Law domains.
Rites of the Flesh (Su): Rosier may affect a power- Typical Cleric spells prepared (6/4/4/3; save DC 15 +
ful curse known as Rites of the Flesh. This terrible curse spell level, 17 + spell level for Evil spells. Caster level
effectively makes all acts of pleasure, from eating to a 15th): 0 - create water, guidance, light, purify food and
massage to sex, an act of turmoil and pain. drink, resistance, virtue; 1st - curse water, doom, protec-
Once per day, Rosier can infect any creature she se- tion from chaos*, sanctuary, shield of faith; 2nd - align
lects within 30 feet of her person when he calls on the weapon, calm emotions*, resist energy, silence, sound
Rites of the Flesh. Targets receive a Will save DC 30. burst; 3rd - cure serious wounds, invisibility purge, magic
Those who fail immediately suffer 2 points of Constitu- circle against chaos*, obscure object. *Domain spell.
tion and Charisma damage. Otherwise, there seems to be Witch Spells known (6/9/9/8/8/8/8/7/6/4; base DC 20
no adverse impact. However, each day, the victim re- + spell level, 22 + spell level for Evil spells. Caster level
ceives another Will saving throw. If he fails, the victim 38th): 0 - arcane mark, cure minor wounds, dancing
is affected by Rites of the Flesh. Not only does he suffer lights, detect poison, flare, ghost sound, light, mending,
another 2 points of Constitution and Charisma, he finds read magic; 1st - command, doom, identify, speak with
that any act of physical pleasure (including, but not lim- animals, ventriloquism; 2nd - blindness/deafness, calm
ited to, eating or sex) results in pain and anguish that emotions, cure moderate wounds, detect thoughts, detect
lasts for one day as per symbol of pain cast by a 39th thoughts, whispering winds; 3rd - clairvoyance/
level caster. Simultaneously, the victim becomes ob- clairaudience, magic circle against chaos, remove blind-
sessed with the need to seek out a witch or other servant ness/deafness, tongues; 4th - crushing despair, discern
of Rosier, if not Rosier herself in order to receive succor lies, divination, locate creature; 5th - baleful polymorph,
for the pain. The victim receives a Will save DC 30 to feeblemind, greater command, nightmare; 6th - control
ignore this call. Those who succumb find themselves weather, greater scrying, repulsion; 7th - creeping doom,
doing anything to find the appropriate person. In most finger of death, insanity; 8th - polymorph any object,
cases, the victim must carry out some kind of favor for bestow greater curse; 9th - dominate monster.
the witch, which may or may not include selling one’s Wand of the Chaste: In witches covens and other
soul to Rosier or attempting to blackmail a person in occult circles, Rosier’s Wand of the Chaste is an infa-
authority through sex. It is unknown how the victim mous totem of power. The Wand of the Chaste was
tracks down a witch. Each day that the victim either initially a gift given to Rosier by the Seven Virtues.
ignores the call to seek succor from a witch or does not When she was cast out of Heaven during The Great Fall,
receive it, another save must be made; if failed, the vic- the Wand, initially used to uphold acts of true love and
tim suffers another 2 points of Constitution and Cha- commitment, was spoiled into an evil, minor artifact.
risma damage that cannot be healed unless the curse is The Wand of the Chaste strikes as a large +5 unholy
removed. heavy mace; in addition, a strike from the Wand also
Perhaps most chilling about this curse is the fact that deals 2 points of Charisma damage to an opponent (as if
those suffering from Rites of the Flesh can “infect” oth- a double strength humiliating enhancement had been
ers with its power. If the victim engages in sexual rela- placed on the wand). On a successful critical hit, the
tions with another, that new individual must make a Will Charisma damage is permanent. Thrice per day, Rosier
save DC 30 or suffer Rites of the Flesh. In short order, may call on the Wand to cast eagle’s splendor as a 20th
an entire cross-section of a population can be wracked level caster. Once per day, the Wand may be used to
with Rites of the Flesh and subservient to the will of cast mass eagle’s splendor as a 20th level caster. Rosier
Rosier. Furthermore, those who suffer from Rites of the may cause the Wand to cause a Charisma penalty rather
Flesh as victims of a Black Ritual may well find their than provide bonuses when using its eagle’s splendor
souls consigned to Hell under the auspices of Rosier in powers at double potency; a Will save DC 29 negates
the event that they die during the course of the affliction. this effect.
Those suffering from Rites of the Flesh must seek out The Wand of the Chaste is more accurately described
a powerful good-aligned spellcaster dedicated to a god of as a rod. Bearing the general shape of a large phallus,
love in order to overcome this dreadful curse. The cleric the Wand seems to be carved from ivory. Intricate de-
236
signs and runes run along the surface. The head of the (3d6+3 + 2d6 (unholy) + 1 Constitution damage) and
Wand is adorned with a stylized, androgynous dual-face. 2 wings +38 melee (1d8+3) and tail slap +38 melee
On one side, the face is decidedly fiendish, but still at- (1d10+3)
tractive, while the other side is horrific in appearance. Space/Reach: 5 ft./5 ft.
Rosier has been known to loan the Wand to servants who Special Attacks: Call devils, Claws of Despair, crip-
have pleased her, although she seems capable of recall- pling strike, death attack (Fortitude DC 38), Infernal
ing it to her hands in such cases at a whim and across the Presence, Paranoid Conspiracy, sneak attack +13d6,
Realities. In the event that the Wand is stolen, Rosier spell-like abilities, spells
must track it down through mundane means. Any good- Special Qualities: Damage reduction 20/good and sil-
aligned being that holds or attempts to wield the Wand ver, darkvision 60 ft., Duke of Hell qualities, evasion,
suffer 2 negative levels; furthermore, any being that Fair Weather Friend, hide in plain sight, immunity to
touches the Wand without Rosier’s express permission fire and poison, improved uncanny dodge, poison use,
must make a Fortitude save DC 29 or suffer Rites of the regeneration 6, resistance to acid 20 and cold 20, see
Flesh. in darkness, spell resistance 42, telepathy 500 ft.,
Possessions: Rosier always carries the Wand of the Thinning the Blood, trapfinding, trap sense +3, un-
Chaste. She also wears an amulet of the planes, +8 canny dodge
bracers of armor, and a +5 ring of protection. As a Saves: Fort +30, Ref +34, Will +35
Duchess of Hell, she is known to have access to a great Abilities: Str 25, Dex 31 Con 23, Int 32, Wis 28, Cha 32
deal more wealth. Skills: Balance +23, Bluff +71, Climb +38 (+40 with
rope), Concentration +29, Diplomacy +48 (+54 with
evil beings), Disable Device +25, Disguise (acting)
Summoning Rosier +61 (+67 when acting in character), Escape Artist +40
Rosier demands that sexual acts occur as a somatic (+42 when escaping ropes), Forgery +43, Gather In-
component of any spell used to summon her; further- formation +41, Hide +60, Intimidate +67 (+73 against
more, fully half the participants must be unwilling evil beings), Jump +30, Knowledge (arcana) +32,
(charmed or dominated creatures count as unwilling). Knowledge (local) +26, Knowledge (the planes) +32,
These acts of debauchery must continue throughout the Knowledge (religion) +32, Listen +57, Move Silently
summoning, and all but the chief summoner must con- +60, Open Locks +38, Perform (oratory) +26, Search
tinue in this fashion throughout the audience with Rosier. +32, Sense Motive +22, Sleight of Hand +44, Spell-
Moans of ecstasy herald Rosier’s arrival, as a lotus craft +34, Spot +30, Survival +9 (+11 while on an-
blossom of huge proportions breaks free of the soil, with other plane, +11 while tracking), Tumble +33, Use
Rosier rising from the midst of it. Her every action as Magical Device +26, Use Rope +15 (+19 with bind-
she speaks with the summoner is seductive and inviting. ings).
Rosier will almost always offer to perform a Black Rit- Feats: Corrupt Spell-like Ability B, Deceitful, Fly-by
ual for the summoner; indeed, if the price is right (e.g. Attack, Improved Critical (claw), Improved Death
the summoner is willing to swear his soul to her), she Attack, Improved Initiative, Iron Will, Persuasive,
participates with the summoner in a very personal man- Power Attack, Quicken Spell-like Ability (deeper
ner. darkness), Stealthy, Weapon Finesse, Weapon Focus
Upon making any agreements, or the summoning (claw)
expiring, Rosier descends back into the lotus blossom, Epic Feats: Blinding Speed, Epic Evil Brand B, Epic
which then sinks back into the ground. The soil or rock Skill Focus (Bluff), Lingering Damage, Superior Ini-
from whence the lotus blossom rose thereafter bears a tiative
symbol representing Rosier unclad; any intelligent crea- Environment: Stygia, Fifth of the Nine Hells of Perdi-
ture which looks on the symbol is targeted by a sugges- tion
tion that they bed the nearest creature (Will save DC 14 Organization: Solitary, or troupe (1 - 6 barregons)
negates). The symbol disappears after 4 days. Challenge Rating: 30
Treasure: Triple standard plus +5 ring of protection,
amulet of the planes, and +8 bracers of armor
CAARCRINOLAAS, Duke of Intrigue Alignment: Lawful Evil
Duke of Hell
Medium Outsider (Devil, Evil, Extraplanar, Lawful)
To many, acts of sedition and treachery appear to be
Symbol: A forward-facing, black, stylized dog’s head
antithetical to the nature of Law. After all, mutinies and
with blood dripping from the smiling maw on a blue,
revolutions result in a great deal of anarchy and chaos as
inverted triangle.
people are driven by heightened emotions in a desire to
Assassin 15/Rogue 10
tear down the establishment. On the surface, sedition is
Hit Dice: 20d8 + 15d6 + 10d6 + 270 (580 hp)
the hallmark of the Child of Chaos, treachery the tool of
Initiative: +18
the demon lord. However, while these attitudes do have a
Speed: 50 ft., fly 90 ft. (good)
degree of truth, they are not entirely true, for even the
Armor Class: 56 (+8 armor, +5 deflection, +10 Dexter-
forces of Law have reason to tear down existing rules
ity, +20 natural, +3 profane), touch 28, flat-footed 56
and traditions once it is determined that they have lost
Base Attack/Grapple: +33/+40
their usefulness or stand in the way of the rule of an-
Attack: Claw of Despair +44 melee (1d10+7 + 2d6
other. For the Courtiers of Perdition, any rule that does
(unholy) + 1 Constitution damage + despair (Fortitude
not promote the tyranny of Hell is worthy of nothing
save DC 28)/17-20/x3
short of extinction. Caarcrinolaas is the foremost agent
Full Attack: 2 Claws of Despair +44 melee (1d10+7 +
of Hell in its desire to overthrow all rules across the Cos-
2d6 (unholy) + 1 Constitution damage + despair
mos that do not exist under the will of Hell.
(Fortitude save DC 28)/17-20/x3) and bite +38 melee
237
Caarcrinolaas is the Duke of Conspiracy. On the one the world permanently.
hand, he appears to be the pinnacle of trustworthiness In Stygia, Caarcrinolaas is highly respected and
and friendship, ever offering aid and advice to those in greatly hated. Although he spends most of his time in the
need of it, apparently with no ulterior intent beyond the Material Plane, Caarcrinolaas is believed to be Levia-
happiness of his friends. He is always available, willing than’s favored Duke. Caarcrinolaas’ successes provide
to hear all secrets and dreams. His honesty is never sec- more souls for Stygia, further bolstering the Imprisoned
ond-guessed, his dedication never questioned. Like the One’s power, which may eventually free him from his
loyal hound, he is the best friend to all those either in icy cage. However, Leviathan has yet to know two im-
power or seeking to acquire power. portant facts regarding Caarcrinolaas. First, the Duke of
However, all of this is but an act and one of the great- Conspiracy has a secret vault in his keep wherein mil-
est, for Caarcrinolaas is nothing more than a blood- lions of souls are stored for his own future bid to take
thirsty, mangy jackal who wishes to see all organizations control of Stygia. Second, Caarcrinolaas is in talks with
associated with goodness laid waste, allowing decadent the Poison of Perdition, Sammael. Like the arch-devil of
tyrannies to take up control. He wishes to see powerful, Venom, Caarcrinolaas knows full well the power of
structured merchant guilds destroy small shops and busi- words and of how these can be used to facilitate change.
nessmen. He wants to see young people, seduced by the These two evil creatures suspect that a permanent alli-
promise of a new, grand order, condemn their parents, ance would promote each far more than working sepa-
friends, or any other opposed to the will of the new or- rately. To date, Caarcrinolaas has not abandoned his role
der, to imprisonment or execution. So great is his need to in Hell, but Sammael’s overtures are becoming increas-
see pain and misery in the transference of power that ingly difficult to resist.
Caarcrinolaas has been given the sobriquet, “Duke of Caarcrinolaas has many different disguises thanks to
Blood,” for once Caarcrinolaas’ revolutions reach their his polymorph powers, and often has at least three differ-
peak, plenty of blood will flow. ent personas on every planet. Sometimes, he is the
The Duke of Conspiracy is a powerful agent of Hell in charming, but witless squire while at other times, he is
the Material Plane. He has cells of followers scattered the startlingly wise maid-in-waiting. However, those
across lands and kingdoms like termites, encouraging who eventually see Caarcrinolaas discover that he is
them to slowly tear down established rule even as other nothing more than a despicable beast. Caarcrinolaas
cells seek to cultivate new, potential rulers. Caarcri- takes the form of a lithe humanoid male with long dog-
nolaas himself often serves in the guise of a lowly, but like legs in tight-fitting leather pants and doublet dyed in
honorable left-tenant to a powerful member in the estab- sea-green. His body is covered in short, black hair like
lished order, from whom the Duke of Blood draws that of a dog and his long, slender hands end in razor-like
plenty of information that will be later used for black- talons. Great wings like those of a vulture emerge like a
mail or extortion. No act is too gross for Caarcrinolaas, black cloud from his back, and a long, lashing tail often
no threat too obscene. In the end, those who were foolish whips anxiously from behind. Caarcrinolaas’ head is like
enough to trust Caarcrinolaas die either at a chopping that of a Doberman with twin horns jutting from his
block of the new rulers or by Caarcrinolaas’ own hands, forehead, although his mouth seems to be twisted in a
a just reward - so far as the Duke of Conspiracy is con- permanent grin. When he opens his mouth to smile,
cerned - for those too weak and too stupid to see that Caarcrinolaas’ many shark-like teeth glitter with horrible
their time was long since over. whiteness. In this form, he speaks with a quiet, ironic
Due to his almost constant presence in the Mortal voice that does nothing to conceal his contempt and ha-
Coil, Caarcrinolaas regularly interacts with the Duke of tred.
Logic, Caim. Indeed, these two devils often coordinate
their efforts to bring down entire lands. While Caim
sows discord among the young intellectuals who will Combat
serve as the drafters of various tracts and letters calling Caarcrinolaas will avoid combat if it will disturb his
for revolution, Caarcrinolaas will implore his mark to plans. However, Caarcrinolaas enjoys fighting and kill-
ignore the threat even as his cells organize the ignorant ing those foolish enough to get in his way and has been
populace for insurrection. Caim and Caarcrinolaas are known to play dead for years before tracking down and
among the two closest Dukes of Hell, largely because the killing former adversaries.
Duke of Logic does not trust the Duke of Intrigue and In combat, Caarcrinolaas often initiates battle with a
wishes to keep him close. Caarcrinolaas knows full well quickened deeper darkness before summoning barregons
that Caim does not trust him, but believes that one day or cornugons. Then he uses his Conspirator power, set-
his ally will make the mistake of giving up too much ting it to progress by rounds, before darting into melee.
information at which time Caarcrinolaas will betray him Caarcrinolaas has no second thoughts about attempting
to Dispater and take his power. So far, however, the two to transfer significant amounts of damage to one of his
Dukes get along famously. Caarcrinolaas finds plenty of summoned servants. If he suffers a lot of damage, Caar-
common ground with Carniveau, as the latter’s desire to crinolaas will teleport to another location and summon
constrain social behavior is valuable for either an estab- more devils before directing a meteor swarm and de-
lished order ripe for overthrowing or for the new order structions against his foes. Once Caarcrinolaas with-
waiting in the wings who wish to set themselves apart stands one fifth of his maximum hit points in damage, he
from an the current government through strict, moral, will retreat, taking note of those that defeated him for
self-righteousness. However, Caarcrinolaas does not get future attempts for revenge.
along well with Rosier at all since the Duchess of Call Devils (Sp): Once per day, Caarcrinolaas can
Witches seeks to establish the rule of women and cannot automatically call 12 lemures, 8 barbazu or erinyes, 6
abide any assault on established matriarchies. Caarcri- hamatula or osyluths, 4 cornugons or gelugons, or 2 pit
nolaas also finds Amdusius a foe since the Chancellor of fiends. Since these devils are called rather than sum-
Malbolge hopes for his version of Nature to sweep over moned, they have the ability to summon their own rein-
238
forcements if so ordered. Conversely, 3/day, Caarcri- ments are suddenly brought into question in their minds.
nolaas may summon 12 lemures; 8 barbazu or erinyes, 6 Over time, a victim slowly begins to act on his impulses
hamatula or osyluths, 4 cornugons or gelugons, or 2 pit as his own emotions get the better of him and he finds
fiends (Caarcrinolaas may either call or summon in a himself opposed to the actions of his family and friends.
day; he may not do both). Caarcrinolaas’ duties require Caarcrinolaas can assign the five stages of his Paranoia
that he spend a great deal of time incognito or behind the to occur over the course of one round, one hour, or one
scenes, so he only calls on assistance when he is in grave day a piece, although once he decides the progression, he
danger. When he does call on devils, he typically calls cannot adjust it.
barregons since they tend to have an outlook similar to
his own. If facing particularly troublesome adversaries, • The first stage causes the victim to perceive all allies
the Duke of Blood will call cornugons or gelugons. with distrust. The victim suffers a -2 penalty on all
Only extreme situations prompt him to call pit fiends. Charisma based skills for the remainder of the Para-
Claws of Despair (Su): Caarcrinolaas’ razor-sharp noia effect.
claws constantly secrete a terrible, virulent poison that • The second stage causes the victim to second-guess
causes one point of Constitution damage every time he himself and his relationships as he realizes that his so-
successfully strikes an opponent. Furthermore, his claws called friends have always sought nothing less than
have a critical threat range of 18-20. Finally, any crea- his downfall and failure. The victim suffers under the
ture struck by Caarcrinolaas’ claws must succeed in a effects of slow and cannot take 10 or 20 on any Skill
Will save DC 28 or suffer from the effects of despair, check. Although he suffers no further ill-effects on
suffering a -2 penalty to Strength and Dexterity for the his Charisma based skill checks with strangers, all
five rounds; subsequent successful attacks cause the allies and friendly acquaintances he encounters are
duration of the despair to extend, but do not increase the met with hostility.
penalty to Strength or Dexterity further. • The third stage causes the victim to react angrily to
Fair Weather Friend (Su): Caarcrinolaas is notori- any and all encounters with allies and friends. Al-
ous for his ability to make his allies suffer in his stead. though the victim will not necessarily attack allies, he
To those unaware of his evil nature, the Duke of Intrigue responds to them as he would an antipathy spell cast
comes across as an affable, charming man dedicated to by a 36th level caster, removing himself from their
helping others; a true friend, indeed. However, he is presence with all due speed. If pursued for more than
nothing but a fair weather friend who is all too eager to five rounds, the victim attacks with the intent to dis-
see so-called friends suffer from his betrayal. able - not kill - allies.
5/day, Caarcrinolaas can transfer any damage or ad- • The fourth stage completely eradicates any friend-
verse effect he would suffer to an ally within 50 feet of ships the victim may have had. In the event that he is
his person. Caarcrinolaas does not need to have a read- cured of this affliction, the best that one can expect
ied action nor does he have to wait until his turn to take from him is Unfriendliness. The victim will avoid his
advantage of this power. This power works against the former friends and, if forced to remain in their pres-
totality of one action; i.e., if a fighter attacks Caarcri- ence for more than five rounds, there is a 50% chance
nolaas with four successful full-round melee attacks, that the victim will attack with the intent of killing.
Caarcrinolaas would be able to transfer the damage from • The fifth stage causes the victim to become violent
all four attacks to an ally as one use of this power. and aggressive against former friends. If encountered
The source of the potential damage or adverse effect by allies and forced to remain in their company for
does not matter; it may be from an attack, fallen debris, more than five rounds, the victim attacks, this time
spell, or supernatural ability. The adverse effect impacts with the intent to kill. Very little will steer the victim
the victim as it would Caarcrinolaas; thus the victim may from fulfilling this overwhelming desire short of dis-
benefit from damage reduction and/or spell resistance, abling or killing him.
gain a saving throw, or use evasion to reduce damage.
If Caarcrinolaas allows for a slower deterioration of
In the event that an ally comes to know about Caarcri-
friendships by the day, the victim receives a Will save
nolaas’ power (like all pit fiends and higher ranked dev-
each day with a cumulative -1 penalty to the save. Once
ils), he gains a Will saving throw DC 31 to resist the
the victim is affected by Paranoid Conspiracy, he can be
effect.
cured of it only by a 21st level, good-aligned cleric cast-
Infernal Presence (Su): Caarcrinolaas’ Infernal
ing remove curse on him.
Presence has a Will save DC of 31. His caster level is
Caarcrinolaas also has the ability to use this ability on
36th.
those strongly associated with organizations or commit-
Paranoid Conspiracy (Su): In much the same way
ted to a government. In short order, he can cause a
he can turn families against each other, Caarcrinolaas
ship’s crew to mutiny or incite a riot against a lord or
can do the same to even the most dedicated of friend-
king. Thus, Caarcrinolaas has the power to direct his
ships. Usually, Caarcrinolaas prefers to promote a slow
Paranoid Conspiracy, whatever his preference. Those
deterioration of trust and commitment as the bonds that
affected by this version of the power follow the same
tie people together are loosened and then completely
stages as above, although all of the anger is directed
unraveled. However, Caarcrinolaas can accelerate the
towards those representing the established power struc-
process significantly when he finds himself outmatched
ture rather than (in most cases) known friends. Caarcri-
by do-gooders seeking to interfere in his goals.
nolaas never uses this power with the intent of sowing
5/day, Caarcrinolaas may cause Paranoid Conspiracy
Chaos; rather, this power is used for the intent of over-
as a standard action. When he insights paranoia, Caar-
throwing a current institution and replacing it with a new
crinolaas forces all within 50 feet of his person to make a
institution. In most cases, the new institution waiting in
Will saving throw DC 31. The Duke of Intrigue causes
the wings is backed by the Powers of Hell.
feelings of paranoia to generate within those who failed
Spell-Like Abilities: At will - animate dead, blas-
the save as their emotional attachments and commit-
239
phemy, charm monster, create undead, deeper darkness, without trace, undetectable alignment; 3rd - deep slum-
desecrate, detect good, detect magic, fireball, flame ber, false life, nondetection, sadism; 4th - clairaudience/
strike, greater dispel magic, greater invisibility, greater clairvoyance, freedom of movement, locate creature,
teleport (self plus 1,000 pounds), magic circle against stop heart.
good, mass hold monster, mirage arcana, persistent Possessions: Caarcrinolaas is never without a pair of
image, polymorph, power word stun, produce flame, +8 bracers of armor and a +5 ring of protection. Centu-
pyrotechnics, suggestion, unholy aura, unhallow, and ries ago he acquired an amulet of the planes from a for-
wall of fire; 3/day - destruction; 1/day - meteor swarm mer (and betrayed) ally that he still has to this day.
(any), symbol of pain; 1/week - wish. Caster level 36th; Caarcrinolaas has access to an impressive vault of pur-
DC 21 + spell level. loined treasure in his keep in Stygia when he needs
Thinning the Blood (Su): Caarcrinolaas seeks to weapons or magic items.
prove the motto “Blood is thicker than water” a lie.
Caarcrinolaas believes that there are times when family
honor and commitment stifle progress and societal order Summoning Caarcrinolaas
and believes that those who are willing to cast aside It is by means of blood that Caarcrinolaas is sum-
family and rural life in pursuit of urban expansion and moned. The summoner must either wound himself
the power of a centralized government should be re- (dealing one third of his maximum hit points in damage),
warded if they are willing to make the appropriate sacri- or kill a servant or loved one, using the blood to prepare
fices. the area for the ritual.
5/week, Caarcrinolaas may Thin the Blood. When Once the last invocation has been chanted, a red mist
summoned by a mortal, Caarcrinolaas is able to see to it rises from the ground, from every place where the blood
that a mortal dedicated to expansion of a tyrannical gov- has been laid. A low growl fills the area as the mist coa-
ernment, overbearing merchant guild, or some other lesces into Caarcrinolaas. Typically, he appears in a
organized institution receives the proper aid to fulfill polymorphed form as per his description above – his true
their dreams. However, for every desired boon from form is usually only revealed to the vilest supplicants.
Caarcrinolaas, the mortal must prove that he is willing to Upon treating with the summoner, Caarcrinolaas
betray those who should mean the most to him: family transforms into a wave of blood that washes outwards.
and close friends. Those who have summoned him without the necessary
Depending on what the mortal is willing to sacrifice, protective magicks are splashed by the blood, and must
Caarcrinolaas will grant a boon to the mortal that pro- then succeed on a Fort save DC 15 or contract faceless
motes the mortal’s position within the organized institu- hate, as described in the disease section of the Book of
tion he represents. These benefits function as a limited Vile Darkness.
wish or wish depending on the sacrifice the mortal is
willing to make with a family member or close friend as
detailed below:
DAGON, Duke of the Deep
Duke of Hell
• Betrayal leads to a significant loss of money: one
Huge Outsider (Devil, Evil, Extraplanar, Lawful)
limited wish Symbol: An indistinct face within a murky blue and
• Betrayal leads to loss of face and reputation: one black inverted triangle
limited wish Fighter 10
• Betrayal leads to a severe physical assault: one lim- Hit Dice: 40d8 + 10d10 + 550 (970 hp)
ited wish Initiative: +12 (+11 Dex, +4 improved initiative)
• Betrayal leads to exile/imprisonment: one wish Speed: 50 ft., swim 100 ft., fly 70 ft. (average)
• Betrayal leads to death: one wish Armor Class: 58 (-2 size, +11 Dex, +36 natural, +3
Any mortal that takes advantage of Caarcrinolaas’ profane), touch 22, flat-footed 47
Thinning the Blood moves one step closer to Lawful Evil Base Attack/Grapple: +45/+72
for every act of betrayal save Death, which results in an Attack: Claw +66 melee (3d8+19+1 vile 19-20/x2)
immediate shift to Lawful Evil. In any case, a victim Full Attack: 2 claws +66 melee (3d8+19+1 vile 19-20/
who has used Thinning the Blood five times signs his x2) and bite +62 melee (6d6+9+1 vile plus poison
soul over to Caarcrinolaas, who in turn may do as he plus disease 19-20/x2) and tail slap +62 melee
wishes to the client anything short of killing him in cold (4d8+9+1 vile 19-20/x2 +1d6 and Fort DC 54 or die)
blood after the passing of five days, five months, or five Space/Reach: 15 ft./ 15 ft.
years depending on the original agreement. In most Special Attacks: Call devils, infernal presence, im-
cases, Caarcrinolaas will incinerate the client with a proved grab, rake 3d8+28, spell-like abilities, swallow
fireball or will attack him from behind after ensuring the whole
client that his blood is quite warm. Special Qualities: Damage reduction 20/epic good and
A victim who has effectively lost his soul to Caarcri- silver, darkvision 60 ft., Duke of Hell qualities, regen-
nolaas is sent to Stygia to serve the Duke of Intrigue for eration 11, immunity to fire and poison, resistance to
all Eternity. Only a client who receives atonement from acid 20 and cold 20, see in darkness, spell resistance
and successfully completes a quest issued by a good- 47, telepathy 500 ft.
aligned cleric of at least 21st level within 5 weeks Saves: Fort +38, Ref +38, Will +37
(typically to help some other family reunite) can hope to Abilities: Str 49, Dex 32, Con 33, Int 26, Wis 30, Cha
escape his terrible fate. 29
Assassin Spells known (6/6/6/5; base DC 21 + spell Skills: Bluff +54, Concentration +54, Diplomacy +64,
level. Caster level 30th): 1st - detect poison, ghost sound, Disguise +52 (+58 when acting in character), Gather
stupor, true strike; 2nd - cat’s grace, fox’s cunning, pass Information +52, Handle Animal +62, Hide +46, In-
timidate +68, Knowledge (religion) +54, Listen +62,
240
Move Silently +64, Sense Motive +55, Spellcraft +51, Dagon currently is breeding himself an army of his
Spot +62, Survival +53, Swim +80 own offspring. His cultists, known as the Brood, supply
Feats: Dark Speech, Cleave, Corrupt Spell-like Ability him with women, and he fathers as many marquis half
B
, Great Cleave, Greater Weapon Focus (claw), Im- fiends upon them as their womb will allow. After they
proved Critical (bite), Improved Critical (claw), Im- are no further use to him, they are usually turned over to
proved Critical (tail), Improved Multiattack, Multiat- his court for amusements. Occasionally these women
tack, Power Attack, Vile Natural Attack, Violate are allowed back to the Mortal Coil, their minds horribly
Spell-like Ability, Weapon Focus (claw), Weapon shattered by the horrors they have endured. Few believe
Specialization (claw) the wild tales that these poor souls tell. Those who do
Epic Feats: Armor Skin (x3), Devastating Critical (tail), believe them find that it is best leaving the truth covered
Epic Evil Brand B, Epic Weapon Focus (claw), Over- in mystery and disbelief.
whelming Critical (tail), Penetrate Damage Reduction Dagon is partially humanoid in appearance. He is
(adamantine), Penetrate Damage Reduction (cold covered in mottled blue-green scales from head to toe,
iron), Penetrate Damage Reduction (silver) like those of a shark. Webbing lines his hands and feet,
Environment: Stygia, Fifth of the Nine Hells of Perdi- both of which end in wicked claws. His head sits atop a
tion powerfully muscled neck. Mostly human in appearance,
Organization: Solitary, long curly hair springs from his face and head, giving
Challenge Rating: 35 him a tangled beard. Powerful jaws, lined with multiple
Treasure: Triple standard rows of shark like teeth form his most distinctive feature.
Alignment: Lawful Evil His gaping maw seems to go on forever, easily large
enough to swallow even an ogre in a single gulp. When
Dagon deigns to clothe himself, he dresses in simple
The darkness of the ocean depths is not merely the loincloths made from humanoid hide and sharkskin.
absence of light. It is a palpable thing; an entity that
devours the unwary. Within, no warmth, no light, no life
exists. Only the crushing pressure and the darkness, the Combat
always present darkness, offer their company. Those Call Devils (Sp): Once per day, Dagon can automati-
who truly believe they are alone in this murky void are cally call 12 lemures, 8 barbazu or erinyes, 6 hamatulas
terribly wrong however. Dagon lurks in the deep, its or osyluths, 4 cornugons or gelugons, or 2 pit fiends.
dark essence and soul. Since these devils are called rather than summoned, they
The foul Dagon serves Prince Leviathan in the deep- have the ability to summon their own reinforcements if
est depths of Stygia, preparing for a coming war that will so ordered. Conversely, 3/day Dagon may summon 12
consume the entire cosmos. Presumably this conflict lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4
will be directed at the Realms Above or the Mortal Coil, cornugons or gelugons, or 2 pit fiends. Dagon may ei-
but some scholars have speculated that it is in actuality ther call or summon in a day; he may not do both.
one that will be the culmination of Stygia's schism from Feast of All Souls (Su): 3/day as a standard action,
Hell. A great civil war that will encompass all Hell, the Dagon may open his maw and rip the souls of his foes
likes of which have not been seen since the Wars of from their still living bodies. All living creatures within
Greed and Light. Of course, such speculation is the a 60 foot cone receive 4d6 negative levels. (Fortitude
meaningless babble of minds maddened by forces they DC 41 for half) Any creatures who fail their saves by
should have left well enough alone. One thing is certain, more than 10 are instantly slain, their souls devoured by
Dagon is amassing an army, both in the Mortal Coil and Dagon. Only the direct intervention of a lesser or higher
the Realities Beyond. ranked god with the Gift of Life SDA can restore a crea-
Dagon is a complex devil. He represents the dark and ture killed by this power. Dagon gains 10 temporary hit
unforgiving nature of the sea, its lack of mercy and the points per HD of the slain creatures. He also gains a +1
mysteries concealed in its depths. He patrons those pi- profane bonus to attacks for every 10HD of creatures
rates who promise not to harm their victims, and then slain in this manner. Both the temporary hp and profane
throw them into the sea. He is the champion of those bonuses last for one hour.
who would use the ocean to advance their tyranny or Improved Grab (Ex): Dagon must hit with two claw
hide their secrets. He is the watery grave of traitors; he attacks to use this ability. If he establishes and maintains
is the just reward of the deceitful. He both delights in a hold, he deals automatic claw damage every round. If
and is the death of the double crosser. he is in the water or air while he maintains the hold, he
Dagon and the sahuagin god Sekolah have long been can also rake.
at odds with each other. Dagon appears to the sea devils Infernal Presence (Su): Dagon’s Infernal Presence
as a demigod, and infringes upon Sekolah's worship and has a Will save DC of 39. His caster level is 49th.
portfolio. The Duke is protected by his master Prince Regeneration (Ex): Dagon takes normal damage
Leviathan in this encroachment, for the sahuagin god from good-aligned silvered weapons of at least +5 en-
would surely destroy him for this constant insult. So far hancement, and from spells with the good descriptor.
Dagon's cult among the sea devils is insufficient to gain Sovereign of the Sea (Ex): When in contact with
the Duke godhood, but it grows with every year. Soon, water, Dagon gains a competence bonus of +5 to his AC,
the sahuagin deity may well find he has overstayed his attacks, saves, and special attack DCs. He possesses a
welcome in Hell, as a truly divine Dagon sweeps down blindsight to a range of 200 feet while immersed as well.
upon his tattered lair and devours his essence. What that 3/day Dagon can increase the pressure of the ocean
would mean for the Lordship of the Fifth Hell, only time around him. All within 60 feet of Dagon take 15d6
will tell. However, as loyalty reaps little fruit in Stygia, points of bludgeoning damage and are paralyzed for 1d4
an all out war between Dagon and his master would be rounds. Movement speeds are halved for 9 rounds. A
the most likely outcome. successful Fortitude save DC 46 halves the damage and
241
negates the paralysis effect. There is a 15% chance that this loss kills the Brood,
Spell-like Abilities: At will - animate dead, blas- sending him immediately to Hell. Those who do not die
phemy, charm monster, create undead, deeper darkness, must then perform a quest to free at least one of the girls
desecrate, detect good, detect magic, fireball, flame who were sacrificed by the Brood. The Brood is not
strike, greater dispel magic, greater invisibility, greater required to perform this rescue by himself, but he must
teleport (self plus 1,000 pounds), magic circle against be present for and take part in the dangers. The Brood
good, mass hold monster, mirage arcana, persistent still receives negative levels every week he does not
image, polymorph, power word stun, produce flame, make sacrifices. Upon a successful rescue, the Brood
pyrotechnics, suggestion, unhallow, unholy aura, wall of can receive an atonement spell by a 21st level cleric,
fire; 3/day - destruction, meteor swarm; 1/day - symbol which removes the negative levels.
of pain; 1/week - wish. Caster level 49th; DC 19 + spell
level.
Swallow Whole (Ex): If Dagon strikes with his bite Summoning Dagon
attack, he can immediately make a grapple check against Dagon will accept a live female of breeding age as a
a large or smaller creature without invoking an attack of sacrifice. Using a female sahuagin provides a +2 bonus
opportunity. If he wins, the creature is considered grap- to the check. Using a willing female provides a +2 bo-
pled within his mouth. On the following round, Dagon nus to the check. These bonuses stack. The woman is to
may make another grapple check; if he succeeds, the be presented for sacrifice on her hands and knees, naked
creature is considered swallowed. The swallowed crea- and bound.
ture takes 3d8+11 points of bludgeoning damage and 10 Once successfully summoned, black water begins to
points of profane acidic damage per round from Dagon's ebb from the circle, flowing inwards and forming a fif-
stomach. A swallowed creature can cut its way out by teen foot tall pillar. The faint outline of Dagon can be
using a light slashing or piercing weapon to deal 40 seen within, just the barest hint. Without warning, water
points of damage to the stomach liner (Armor Class 31, blasts forth from the circle, striking all the summoners
Dagon's damage reduction applies). Once the creature and the sacrifice. It is essential that the summoners keep
exits, Dagon's regeneration closes the hole, another swal- their gaze upon Dagon at this moment, even in the rush
lowed creature must cut its own way out. Dagon's stom- of water. A Fortitude save DC 21 is required to resist
ach may hold 1 Large, 2 Medium, 8 Small, 32 Tiny, or blinking or turning away. If this is failed, the summon-
128 Diminutive or smaller opponents. Creatures slain ers are at the mercy of Dagon for 1 round before he
within Dagon's belly have their very souls devoured, and leaves. Dagon typically attempts to swallow a sum-
are beyond any hope of resurrection save that of a wish moner before he is forced back to Hell. If this save suc-
or miracle (which must still penetrate Dagon's spell re- ceeds, the summoners see Dagon appear ever more
sistance to succeed). clearly in the water until he emerges just barely, his face
Tides of Treachery (Su): Dagon can grant great being the only portion of his body that is not immersed
prowess to those who are willing to pay the price. Those in the water.
that summon him (henceforth referred to as the If the summoning is successful and the summoners do
"Brood") can submit to an unspeakable ritual by which not look away from the Duke during the initial rush,
they are infused with the powers of Hell. In game terms, Dagon accords them with a very slight respect. He of-
the Brood gains the half-fiend template with no overt fers them the Tides of Treachery, and will agree to
changes to their physical appearance. The Brood also nearly anything should they accept this. If they do not
gains a swim speed equal to double his land speed and accept Tides, he is still willing to deal with them, pro-
the ability to breathe underwater as a permanent water vided the task is overtly violent or involves either the
breathing spell. Since their physical makeup is not al- ocean or the chance at female captives. Dagon is rough
tered greatly, the Brood does not gain wings or the abil- in his speech, but focused. If it seems he is being toyed
ity to fly from this ritual. All of the changes from this with, he will attempt to shatter the barrier and inflict
ritual are instantaneous and extraordinary, so they are not great harm on his summoners. If it seems he is being
subject to dispelling. offered a fair deal, he is quick to make it and be done.
However, every month, the Brood must sacrifice an Should the summoners bother to look around during
unwilling sentient female maiden who has just reached proceedings, they find the sacrifice is already gone, taken
the age of puberty for her species. The ritual for the by the Duke. A spot check DC 30 reveals her struggling
sacrifice sends the girl into Dagon's fortress Gathron in in the water, most likely drowning, obviously in pain.
the seas of Stygia where she is used to bear the Duke's Undue attention to her causes Dagon's ire however, and
children. Failure to produce the sacrifice in time inflicts should not be the concern of those who wish to remain in
1 negative level on the Brood. In addition, the Brood the Duke's good graces.
can use none of his special attacks or spell like abilities After the bargaining is complete, Dagon's face with-
from the template during this time. Every week the sac- draws back into the water. Seizing his captive, the water
rifice is delayed inflicts another negative level. These grows opaque once more, concealing them from sight.
levels can never be removed through restoration or The pillar of water then splashes to the ground, leaving
other such spells, the only way to rid them is to make the behind 2d10 gallons of double strength unholy water.
sacrifice with one additional victim per negative level
received, or to atone, as described below. Should a
Brood receive a number of negative levels equal to his
AMDUSIUS
total HD, he immediately dies and his soul becomes Major Domo of Malbolge
Dagon's for eternity. Duke of Hell
Atonement for the vile servitude of Dagon is a long Large Outsider (Evil, Extraplanar, Lawful)
road of hardship. First, a 21st level cleric must cast a Symbol: An inverted, green triangle formed entirely of
miracle that rids the Brood of the half fiend template.
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alicorns wreathed with vines. lusts and the heir to her dominion over all Nature.
Blackguard 10/Ranger 20 The Duke was born long ago, during Lilith’s original
Hit Dice: 38d8 + 10d10 + 480 (884 hp) stint as Lady of the Sixth. During one of the Lady’s
Initiative: +10 (+10 Dexterity) ventures to the Mortal Coil, she sought to seduce the
Speed: 70 ft, fly 130 ft (good) original Lord of the Forest, a unicorn of immeasurable
Armor Class: 51 (+15 armor, +10 dexterity, +10 natu- power. His fall began the Lady’s mastery of Nature’s
ral, +7 profane, -1 size), touch 26, flat-footed 41 Mystery, allowing Hell a claim to the foolish Lord’s
Base Attack/Grapple: +34/+52 territory. His last act was to curse her womb with fertil-
Attack: Dread Alicorn +52 melee (3d6+26+2d6 ity, that none of her children would be able to be termi-
(unholy) +1 (vile) and Angry Ache) nated before their birth.
Full Attack: Dread Alicorn +52 melee (3d6+26+2d6 Amdusius received no love from his mother; his was
(unholy) +1 (vile) and Angry Ache), 2 claws +45/+40 an existence of torture and abuse. He finally escaped the
melee (1d8+7 and poison), 2 hooves +45/+40 melee prison that Lilith’s fortress had become, only to find that
(1d6+7) and 2 wings +45/+40 melee (2d4+7) outside was no better. He was forced to survive on his
Space/ Reach: 10 ft. /10 ft. own, a cruel existence for a fragile creature. He quickly
Special Attacks: Call devils, Call of the Wild, combat learned the lessons of Hell, that mercy was weakness,
style, favored enemy (Aberrations +4, Dragons +4, hatred was power, and that the strong ruled the weak.
Evil Outsiders +2, Fey +6, Magical Beasts +2), Infer- He then turned his attentions to the material plane to
nal Presence, rebuke undead (+4 rebuking bonus), forge himself his own kingdom.
Reform the Savage Soul, smite good (Blackguard: 3/ His arrival upon the Mortal Coil alerted the leaders of
day, +10 damage; Marquis: 1/day, +48 damage), the druidic circle, the masters of Nature’s power. Amdu-
sneak attack +3d6, spells, spell-like abilities sius was thought to be the King of the Forest reincar-
Special Qualities: Animal companion, aura of despair, nated and given worship. As he learned from them, he
camouflage, Damage reduction 20/good and silver, realized foolish errors in their ways, and determined that
dark blessing, darkvision 120’, detect good, Duke of as rightful ruler of all Nature he was obligated to reforge
Hell qualities, evasion, fast healing 10, fiendish ser- them in his image. A new order was needed in Nature,
vant, hide in plain sight, immunity to charm, compul- Amdusius’ order. He cut down the members of the arch-
sion, fire and poison, low light vision, magic circle druid circle, keeping their children alive. Amdusius
against good, regeneration 10, resistance to acid 20 shared with these children the secrets of subjugating
and cold 20, scent, spell resistance 47, swift tracker, Nature. He corrupted the sacred places of the world,
telepathy 500 ft., wild empathy (As 42nd level druid), reforming them into a proper monument to his glory. It
woodland stride was not long before the animals and plant creatures of
Saves: Fort +48, Ref +48, Will +47 the Mortal Coil were Amdusius' loyal subjects, bowing
Abilities: Str 39, Dex 30, Con 31, Int 20, Wis 34, Cha to his might.
30 Amdusius then turned his attentions to the hated cities
Skills: Bluff +19, Climb +34, Concentration +50, Di- that encroached upon his territory. Assuming the guise
plomacy +14, Gather Information +15, Handle Ani- of a human, he entered with the intention of scouting.
mal +57, Hide +61, Intimidate +66, Jump +50, Upon coming across a child who was being beaten by
Knowledge (Nature) +36, Knowledge (Religion) +30, her father, something changed in Amdusius. He identi-
Move Silently +65, Listen +61, Ride +16, Search +40, fied with the poor abused soul, so much like his own
Sense Motive +22, Spellcraft +26, Spot +60, Survival younger self. He loathed the man above the sniveling
+63 (+67 when tracking or above ground), Swim +34 child, so much like his own hated mother. His dark an-
Feats : Cleave, Combat Reflexes, Corrupt Spell, Cor- ger flooded into the child, infusing her with power. The
rupt Spell Like Ability, Endurance, Extend Spell, child looked as surprised as the man when she crushed
Favored Power Attack, Improved Favored Enemy the fist descending to strike her. A wicked gleam stole
(Fey), Improved Natural Attack: Horn, Improved into her eye, and she tore out the man’s windpipe with a
Rapid Strike B, Improved Sunder, Leadership, Mul- vicious chop to his throat.
tiattack B, Power Attack, Rapid Strike B, Track, Vile This sparked a new focus of Amdusius’ grand dream.
Natural Attack, Violate Spell He lured children into his fold, children who had reason
Epic Feats: Bane of Enemies, Death of Enemies (DC to hate as he hated. They would be the catalysts of his
32), Epic Evil Brand, Great Smiting, Improved new order alongside his warriors of nature. Once united,
Metamagic, Widen Aura of Despair he would bring the entire world to its knees…and then
Environment: Malbolge, Sixth of the Nine Hells of into Hell.
Perdition Nature itself rose up against Amdusius before he
Organization: Solitary (Unique), with urban gang (6d6 could bring about his grand plan. The fey, elves, and
various level human children and 2 polymorphed other sylvan creatures united and fought against him.
cornugon guards), with pack (6d6 fiendish or cor- Amdusius found himself banished back to Hell, trapped
rupted animals and 2 polymorphed cornugon guards) by potent eldritch weaving of fey origin. Not to be dis-
or with honor guard (6 cornugons and 12 hamatulas) couraged, Amdusius made his way back to his mother’s
Challenge Rating: 35 abode and supplicated himself before her. The prodigal
Treasure: Triple standard son returned. He had not set aside his hatred of her, but
Alignment: Lawful Evil he buried it deep. He needed her power to return and
conquer his kingdom, and so he became her servant. His
ruthless power quickly elevated him through the ranks
Duke Amdusius serves as Lady Lilith’s major domo and soon he was Lilith’s right-hand man. He was on the
and caretaker of her many fortresses on Malbolge. He is verge of obtaining the power he needed when The Great
the perfect servant to the vicious Lady, the spawn of her Fall heralded the arrival of the new Lord of the Sixth,
243
Moloch. Rather than perish fighting against Moloch’s March if he has access to it, and will likely avoid battle
inevitable victory, Amdusius faded into the background. in areas devoid of animal or plant life. Should he be
When his mother was forced to bend her knee before the forced to retreat, he summons devils to cover his escape,
former astral deva, Amdusius was nowhere to be found. usually barbazu or cornugons.
For millennia he roamed Malbolge, seeking a way to turn Acidic Blood (Ex): When wounded by a piercing or
this humiliating retreat into victory. He supported his slashing attack, Amdusius’ blood sprays outward in a 10’
mother throughout her submission and sabotaged as cone, dealing 1d8 points of acid damage to all in range;
many of Moloch’s murderous plans for children as he there is no saving throw against this effect. Creatures that
could. He hunted those who would serve the Childslayer do not spend a move equivalent action to get the blood
and was heartened when the Dies Irae ended Moloch’s off them suffer another 1d8 points of acid damage the
usurpation of his rightful throne. following round.
Amdusius has now resumed his duties as Lilith’s Call Devils (Sp): Once per day, Amdusius can auto-
chief lieutenant and spends his time repairing the twice- matically call 12 lemures, 8 barbazu or erinyes, 6 ha-
rifted Court. He has exploited some loopholes in the matulas or osyluths, 4 cornugons or gelugons, or 2 pit
banishment spell and made several forays to the Mortal fiends. Since these devils are called rather than sum-
Coil Material to continue his building of an army, of moned, they have the ability to summon their own rein-
both beasts and children. His twin portfolios have af- forcements if so ordered. Conversely, 3/day Amdusius
forded him a surprisingly diverse amount of power and may summon 12 lemures, 8 barbazu or erinyes, 6 ha-
he remains unchallenged among his fellow Dukes of matulas or osyluths, 4 cornugons or gelugons, or 2 pit
Malbolge. fiends. Amdusius may either call or summon in a day;
Amdusius is allied with Duke Abigor of Avernus who he may not do both. He will usually summon bezekira
respects both his sense of twisted honor and his combat in combat situations, although if needed to cover his
skill. He is uncomfortable with those of the Court of retreat he calls cornugons. The savage and powerful
Phlegethos as their focus on pain and suffering oppose nature of these devils appeals to the Duke.
his defense of children. Amdusius completely despises Call of the Wild (Ex): Nature’s essence flows
the Dukes of Minauros, whose focus on wealth and through Amdusius’ veins on both sides, suffusing him
profit is in direct conflict with his ideal image of a natu- with its power. Even as he rejects its nurturing side, he
ral order where all are given what they take for them- embraces all that is noble, predatory and majestic. This
selves. The Dukes of Cania are somewhat beyond him, might of nature is expressed in a number of different
as their rhetoric and philosophy have no place in his New ways.
Order, but he has no open hostilities with them. In fact, Amdusius has a number of spell-like abilities that are
he respects Murmur’s teachings for he views their focus normally only available to druids. His command of their
on grasping the power within one’s self as an integral magic is usurpation, a coup allowed by his heritage. His
facet of his own doctrine of power. Lawful Evil stance attempts to reform nature into his
Amdusius resembles a powerful humanoid unicorn, own image and ideal, while retaining that primal strength
standing 9 feet tall. Gargoyle-like wings resembling and instinct.
those of a pit fiend sprout from his back. His arms end Amdusius can rebuke and command animals and
in savage claws rather than hooves, and his eyes glow plants as a cleric rebukes undead. His effective cleric
red. His horn is pure ebony, and its very touch brings level is 38 for this purpose. He can speak with animals
with it pain. His coat is black, although there is a large and plants at will; naturally, he does not need to take an
patch of red on his chest that resembles a burning bush. action to activate this ability, nor does it vanish in an
He is often accompanied by his two companions, Hroth anti-magic field.
and Kanar. Kanar is a fiendish boarhound, standing 5 Amdusius can animate trees within 300’ at will.
foot tall at the shoulder with yellow glowing eyes. Hroth These animations fight as 16HD fiendish treants. Amdu-
is a bonded legendary wolf, a vicious creature with bris- sius can animate up to 10 trees at one time in this man-
tling gray and white fur, powerful muscles and fangs that ner. Except where changed above, this ability is other-
can tear through the hide of a dragon. Both of them are wise identical to the animate trees power possessed by a
devoted to Amdusius and would willingly give their treant.
lives to defend him. Combat Style (Ex): As a ranger, Amdusius trained in
a combat style; however, due to his unique heritage and
disdain for mortal weaponry, he developed one all his
Combat own. Amdusius gained Improved Rapid Strike, Multiat-
Amdusius fights using an unarmed combat style he tack, and Rapid Strike in place of the usual ranger bonus
developed. He is a blur in combat, striking out with his feats; furthermore, the benefits of these feats apply to all
horn, feet, claws and wings simultaneously. When sur- three pairs of Amdusius’ natural weapons.
rounded, he usually spreads out his attacks, punishing all Dread Alicorn (Su): His heritage granted Amdusius
who would dare defy him. He begins combat with me- an alicorn atop his head, commonly considered a tool of
lee, although he is quick to retreat and bring nature’s healing. This ebon spike has been altered by Amdusius
fury down upon those who begin to damage him. He has into a vicious weapon of tyranny. It functions as a +5
no qualms about summoning a large number of creatures unholy piercing or slashing weapon, and also casts angry
into the fray if he feels things are going poorly. His ache. (Fort DC 29 negates, 32nd caster level) upon strik-
druidic magic can often keep his allies in the fight longer ing. 1/day, Amdusius can use his horn to cast pestilence
than they would last standing with other Dukes, due to (Fort DC 29 negates, 36th caster level).
his access to cure and “buff” spells. His hounds remain Infernal Presence (Su): Amdusias’ Infernal Pres-
near him, any who would approach must first get ence has a Will save DC of 44. His caster level is 32nd .
through them. Poison (Ex): Any creature struck by Amdusius’ claws
Amdusius does not hesitate to call upon the Infernal is infected with a vile paralyzing poison. It deals 1d6 Str
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and Dex initial damage, and 2d6 Str and Dex secondary to answer it, but it should take no more than 3 rounds for
damage unless they succeed a DC 44 Fort save. the first 1d6 creatures to begin showing up, often march-
Reforge the Savage Soul (Su): Amdusius represents ing in unison, purposefully striding toward the doomed
the ruthless and merciless side of nature, the aspect of opponents of Amdusius.
the wilderness that uses the tools of civilization to wreak Infernal Caretaker: By expending one year’s usage of
revenge against those no longer welcome within the new this power, Amdusius can create a vile servitor from an
paradigm of the Natural Order. 3/day, he can unleash the animal. This functions as an awaken animal spell, and
glory of Hell upon the wilds, causing evil and law to also adds the legendary and corrupted templates to the
pour forth. This has a variety of uses. creature. This creature is completely loyal to Amdusius
Unhallowed Ground: Using this form of the power, and serves to “watch over” a section of land that the
Amdusius unhallows a section of nature with a 6 mile Duke needs cared for. Only one such creature can exist
radius. (Using all three uses of the power for the day on any one material plane world, and only one per plane
will increase the radius to 18 miles) All wildlife birthed elsewhere (excepting Hell, where he can have up to 6
in the area are corrupted, as per the Book of Vile Dark- within Malbolge, and none elsewhere).
ness template. Should two corrupted creatures born from Spell-like Abilities: At will - blasphemy, change
this area mate, the resulting offspring acquires the fiend- self, charm monster, damning darkness, desecrate, detect
ish or axiomatic template in addition to the corrupted. good, detect magic, entangle fireball, firestorm, flame
(75% chance for fiendish.) Should two of these off- strike, greater dispel magic, greater invisibility, greater
spring mate, the resulting scion gains the half fiendish teleport (self plus 1,000 pounds), mass bear's endurance,
template in addition to the first two. All wildlife that die mirage arcana, persistent image, polymorph, sleet storm,
in the area rise up as zombies on the next moonless soften earth and stone, spike stone, suggestion, transmit
night. The effects of the corrupted area last for 6 years. mud to rock, unhallow, unholy aura, wall of fire; 3/day -
The evil offspring and undead birthed in this area are not bestow greater curse, death by thorns, destruction,
under Amdusius’ command, although they cannot attack earthquake, evil weather, pox, unholy blight, wrack,
him. Often this is moot, because their purposes coincide wretched blight; 1/day - eternity of torture, meteor
with his own. Should this not suffice, he can attempt to swarm, shambler, symbol of pain; 1/week - wish. Caster
control them as he would other animals or undead, al- level 32nd; DC 20 + spell level.
though they are counted as having ½ their normal HD. Spells prepared (Blackguard): (5/5/5/4. Caster
These corrupted creatures do not look the same as a level 23rd, DC 22 + spell level) 1- Boneblast*, cause
normal corrupted creature, asymmetrical and misshapen. fear, cure light wounds x2, summon monster I; 2- bull
Instead, through the power of Law which Amdusius strength, cure moderate wounds x2, eagle’s splendor,
represents, these creatures look sleekly muscled and summon monster II; 3- contagion, cure serious wounds,
proportioned. They gain the magical beast (augmented protection from energy, red fester*, rotting curse*; 4-
animal) type, rather than aberration. There are no flaws cure critical wounds, hell’s power*, summon monster IV
without or within; in form, they seem to resemble a para- (x2)
gon of their species. They often hunt in concert, as per Spells prepared (Ranger): (6/6/6/6 Caster level
their lawful nature, and work well together, each seem- 23rd, DC 22+spell level) 1- alarm, longstrider, magic
ing to know instinctively what the other members are fang, resist energy x3; 2- barkskin, bear’s endurance x2,
doing. This does not prevent them from preying on each cat’s grace x2, wind wall; 3- greater magic fang, cure
other as well; indeed, other than the Lawful Evil that moderate wounds x4, water walk; 4- animal growth x2,
permeates the area, the Laws of Survival and Nature are cure serious wounds x2, freedom of movement, tree
followed to perfection. stride.
One must succeed in a caster level check against Am- Soothe the Suffering Child (Su): As patron of bro-
dusius to cast hallow upon any section of the area. Am- ken homes and the abused, Amdusius bestows dark gifts
dusius is immediately alerted if an area he has corrupted upon children. Those who are willing to focus their
is being compromised. Should the caster check succeed hatred and pain find it amplified in strange and terrible
against the Duke, the area within the range of the hallow ways. 6/week, Amdusius may bestow upon willing chil-
spell reverts to normal. dren a variety of effects.
Diabolical March: Using this form of his power, In game terms, a child must have less than 6 levels in
Amdusius causes all animals within a 6 mile radius to rogue or sorcerer, or only 1 in any other class. They
become awakened. They automatically gain a Lawful must have less than 8 levels in the commoner class.
Evil alignment and become empathically linked. This They may never be multi-classed.
effect lasts 6 hours, after which the animals revert to Should a child mature into an adult, it retains its gift,
their normal state. (Usually after humanoid settlements and may stack it with similar effects from its new class;
in the area are obliterated.) Animals can resist this with however, the gift is fixed at the level it existed before the
a Will save DC 44. Bonded animals such as a familiar, a child became an adult. For instance, Jack, a young boy
paladin’s mount, or animal companion are not affected. with the Gift of Pain and a Charisma of 15 has a sneak
For every 100 animals in the march, each individual attack of +2d6. If he gained a permanent increase of +5
gains a +1 competence bonus to attack. None of the in Charisma as a child from a wish, he would have a
animals in the march can be flanked unless all animals in sneak attack of +5d6. However, if he started gaining
the march are flanked. levels in a PC class, and increased his Charisma, his
If he chooses, Amdusius can use this power to sum- sneak attack from the Gift of Pain would forever remain
mon the beasts to him. They make their way toward his at +5d6, although it could be improved by taking levels
location with all haste. Once there, they act as the Duke in a class that has a sneak attack ability of its own.
directs, usually destroying something or someone that Amdusius’ children have several gifts from which to
has incurred his displeasure. The DM determines what choose. The price of each is the child's soul, and he or
type of animals respond to his call and how long it takes she has the gift for 1 week. During that time, the child
245
must kill its parents (If the parents aren‘t living, the child or bonuses to the caster's skill checks for any summoning
must kill two other adults, chosen by Amdusius) and attempt. These bonuses stack.
sacrifice them to Amdusius. Should the attempted mur- When Amdusius is successfully summoned, a giant
ders fail, the gift vanishes, and the child must make a alicorn erupts from the ground, rising nine feet in the air.
Fort save DC 44 or contract devil chills. Should the Thorns and vines sprout wind from the ground, weaving
child succeed, the gift becomes permanent, the child's around the alicorn. Once completely cocooned, the ali-
alignment shifts one step toward Lawful Evil, and he or corn shatters, revealing Amdusius in all his glory.
she forever after takes a -6 penalty on any saves against Once summoned, Amdusius initially ignores the
Amdusius’ attacks. caster, questioning his sacrifice as to its treatment, its
Should a child decide to recover her soul, she must knowledge of the situation, and whatnot. If he finds that
first seek atonement with a cleric of at least 21st level.
She must succeed on a quest given by that cleric, one Table 7-2: Bonuses to Summoning
part of which must be to obtain the resurrection of her Amdusias by Sacrifice
parents, whose souls will be imprisoned in Malbolge.
Upon seeking atonement, the gift vanishes immediately, Sacrifice Is... Bonus Granted
and the child must make the fort save DC 44 or contract
devil chills. The DC is increased by 1 for every 10 years Not of caster’s race -5
she has had the gift. Of caster’s race 0
Gift of Death: The child gains the ability to use a
death attack as the assassin ability of the same name. Of caster’s lineage +5
The child uses its intelligence modifier in the place of
assassin levels to determine the DC. Unwilling -5
Gift of Enmity: The child gains its own race as a fa- Unknowing 0
vored enemy, as the ranger ability of the same name.
The child uses its wisdom modifier to determine the Willing +5
bonus of the ability.
Gift of Pain: The child gains a sneak attack, as the the child has been mistreated, Amdusius immediately
rogue ability of the same name. The child uses its Cha- attempts to break through the barrier. If successful, he
risma modifier to determine the amount of d6s in its will kill or maim the summoner(s) and leave with the
sneak attack. child. If Amdusius receives satisfactory answers, he then
Gift of Self Reliance: The child gains incredible un- turns his attention to the summoner(s). Amdusius is
armed fighting ability. The child increases its unarmed typically impatient during bartering and contract sessions
damage a number of steps equal to its wisdom modifier, as he is not as canny a bargainer as other devils. He will
and gains the offensive special abilities of a monk of a generally agree to any task within his power so long as
level equal to its wisdom modifier. (For instance, a child the task does not offend his diabolical principles. A
with a wisdom of 15 would gain unarmed lethal damage summoner that takes the entire nine minutes to chat is
of 1d10, flurry of blows, and two monk bonus feats, but likely to face Amdusius’ attempts to break through the
not evasion or a monk’s AC bonus, and it couldn‘t barriers after 6 minutes and every minute thereafter as he
choose deflect arrows as its bonus feat.) grows annoyed with the discourse. Amdusius does this
Gift of Skill: The child gains a number of fighter bo- by slamming his fist or hoof against the barrier and de-
nus feats equal to its Int Mod. The child is treated as manding that the caster get to the point. If he does man-
having a fighter level equal to its intelligence modifier to age to break through due to impatience, he physically
determine what feats it qualifies for. abuses the summoner(s) to teach him the folly of trying
Gift of Nature‘s Child: The child gains a lycanthrope his patience (in other words, Amdusius beats the sum-
template, however, the child gains all template bonuses moner to between 1 and -9 hp). After his annoyance is
except natural attacks while in human form. sated, Amdusius leaves with the child, often (90%) still
Possessions: Hellward is Amdusius’ special breast- providing whatever service the summoner(s) requested.
plate carved from the scales of a bronze dragon. This Amdusius departs in a manner reversed to his entry.
has been specially enchanted and crafted to avoid hinder- A giant alicorn covered in vines cocoons Amdusius and
ing him. It allows a +10 maximum Dexterity bonus, and the child, the vines recede, and the alicorn sinks into the
grants an armor bonus of +15 to AC. The armor grants ground.
resistance to fire 10, although Amdusius has no need of
this property. It also has the glamered special property,
so Amdusius can change the armor’s appearance at will. AGUARES, Duke of Earth
In the wild, it normally resembles the hide of a dire bear;
Duke of Hell
in urban situations, he keeps it looking like a simple shirt
Large Outsider (Devil, Evil, Extraplanar, Lawful)
or robe. Only in Hell does he reveal its true form.
Symbol: A bloodied, barbed yoke set over a sickly-
green, inverted triangle
Summoning Amdusius Rogue 20
Amdusius will accept a live child as a sacrifice (any Hit Dice: 28d8 + 20d6 + 380 (724 hp)
humanoid child equivalent to 12 human years or Initiative: +9
younger). Note that he does not expect this child harmed Speed: 50 ft., fly 70 ft. (average)
or killed; indeed, performing the rite in such a manner Armor Class: 44 (-1 size, +9 Dex, +23 natural, +3 pro-
will ensure the summoner's doom. Amdusius wishes the fane), touch 21, flat-footed 44
child's life, not its death. Base Attack/Grapple: +38/+57
The listed sacrifices (see table 7-2) may add penalties Attack: Earthreaver +58 melee (3d8+21/x3 plus 2d8
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sonic plus deafness (Fort save DC 14 negates)) method of control. If such control cannot be achieved,
Full Attack: Earthreaver +58/+53/+48/+43 melee genocide is always a viable option.
(3d8+21/x3 plus 2d8 sonic plus deafness (Fort save Sometimes also referred to as ‘the Duke of Instabil-
DC 14 negates)) and claw +47 melee (2d8+7) and 2 ity’, some have mistaken Aguares’ desires as chaotic at
wings +47 melee (2d6+7) and bite +47 melee (4d6+7 times. This could not be further from the truth. While the
plus poison plus disease) and tail slap +47 melee Duke has no qualms at allowing chaos a free hand before
(2d8+7); or 2 claws +52 melee (2d8+7) and 2 wings he arrives on the scene, it nonetheless has no place in the
+47 melee (2d6+7) and bite +47 melee (4d6+7 plus big scheme of things. Aguares uses his powers to turn
poison plus disease) and tail slap +47 melee (2d8+7) the land that he controls to his purposes: forests are reor-
Space/Reach: 10 ft./ 10 ft. dered into orderly columns of trees, with not a branch or
Special Attacks: Call devils, constrict 2d8+30, im- root out of place; rivers are set straight in their courses;
proved grab, Infernal Presence, sneak attack +10d6, animals are set to work or displaced. That such order
spell-like abilities, Yoke of Nature over the land is at odds with the soul of the land itself is
Special Qualities: Bones of the Earth, damage reduc- evident in the fact that any land controlled by the Patri-
tion 20/good and silver, darkvision 60 ft., Duke of cian is prone to frequent earthquakes, violent protests of
Hell qualities, evasion, Gain of the Gentry, immunity nature herself.
to fire and poison, improved evasion, improved un- Aguares has been wooed from an early age by Dispa-
canny dodge, Natural Hunter, opportunist, regenera- ter, the Lord of the Second seeing great profit to be had
tion 10, resistance to acid 20 and cold 20, slippery by the Patrician’s services, due to the unethical practices
mind, spell resistance 47, telepathy 500 ft., trapfind- he uses to gain his lands. Alongside Caim, who uses
ing, trap sense +6, uncanny dodge logic to ensnare and then enslave mortals, and Titivulus,
Saves: Fort +36, Ref +35, Will +33 the master of rumor and useless information, used to
Abilities: Str 40, Dex 28, Con 30, Int 26, Wis 25, Cha sedate or mollify those who toil as a result of Hell’s
33 power, Aguares could do great things. Nothing would
Skills: Appraise +38, Balance +44, Bluff +64, Climb please Dispater more than a myriad of serf-states under
+26, Concentration +42, Diplomacy +72 (+78 with his control. Aguares, though, has never appeared to be
evil creatures), Forgery +43, Hide +55, Intimidate tempted by such offers, and indeed his work ethic would
+83 (+89 with evil creatures), Jump +38, Knowledge be out of place in Dis; moreover, he considers the Dukes
(arcana) +24, Knowledge (nature) +45, Knowledge of the Second to be imprudent wastrels. It seems that the
(religion) +43, Listen +58, Move Silently +60, Profes- Patrician, once having obtained his lands, no longer sees
sion (lawyer) +27, Ride +19, Search +59, Sense Mo- the need to deceive and manipulate the populace thereon;
tive +29, Sleight of Hand +50, Spot +58, Survival +68 instead, he uses the land itself as a method of control,
(+62 in aboveground natural environments, +64 fol- using slavery, instilling fear (his “peasant-hunting” expe-
lowing tracks), Tumble +42 ditions are legendary), and perpetuating dependency.
Feats: Awesome Blow, Corrupt Spell-like Ability B, Along these lines, Aguares has a sometime alliance with
Dark Speech, Improved Bull Rush, Mounted Archery, Melchom, who has been involved on the side of the
Mounted Combat, Negotiator, Persuasive, Skill Focus ‘client’ during many of Aguares’ business transactions
(Intimidate), Power Attack, Track, Vile Natural At- (though never to the client’s benefit). Aguares has a
tack general hatred of Amdusias, whom he considers to be
Epic Feats: Blinding Speed, Epic Dodge, Epic Evil unfit to be Major Domo of Malbolge due to his slave
Brand B, Epic Skill Focus (Intimidate), Epic Skill heritage. Amdusias, of course, resents the fact that
Focus (Survival), Legendary Tracker, Self Conceal- Aguares considers his father to have been nothing but a
ment, Sneak Attack of Opportunity slave. The two of them never work together, unless
Environment: Malbolge, the Fifth Hell of Perdition forced by Lilith herself. Amdusias also despises Aguares
Organization: Astride Cauchemar Nightmare, or with 4 for his treatment of children within serf-states.
Fiendish elder earth elementals His relationship with Lilith herself is only slightly
Challenge Rating: 35 better that with that of her bastard son. She delights in
Treasure: Earthreaver plus triple standard the increases to Aguares property, because it is, in effect,
Alignment: Lawful Evil an increase in her property. However, Aguares does his
best to hide new acquisitions from her, unwilling to
share, and this in turn has made her distrustful of him
Power is always found in the hands of those who and his intents. However, Lilith continues to allow the
control the land. Money may confer some authority, as Patrician a large amount of freedom in his activities,
does muscle; but in the end it is the soil of a place which because even with his sometime dishonesty he is still a
grants the influence. Land is power, and no Duke in Hell very profitable servant, and he thinks so closely to her
has more lands to his name than the Patrician, Aguares. own ideals.
Aguares was one of the very first Baatezu, and the Aguares chafes over the restrictions placed on him
acquisition of land has been his focus from the very be- entering the Mortal Coil, although they are no different
ginning. However, the Patrician is also a miser of the to any other Duke of Hell. He is extremely active in
worst sort, and so his methods of obtaining his lands tempting mortals to summon him to that plane, and he is
have always been...questionable. An extremely able sought out by rulers, or would-be-rulers, in feudal states
administrator, Aguares has been known to orchestrate in many worlds hoping to accumulate greater lands of
some calamity to aid him in bargaining for a spot of their own. It is his desire to reorder entire worlds of the
land, before moving in and taking control as only he can. Mortal Coil, before transferring those lands directly to
Some of the greatest conquerors of the Mortal Coil have Malbolge and Hell.
taken a leaf out of the Patrician’s book when they have Although over 9 feet tall, Aguares appears as an old
exiled entire nations, relocating tribe after tribe as a man, bent and stooped. His torso is covered in liver spots
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and other signs of age, and his face is wrinkled and time- set up to inherit everything
worn. He bears a pair of wicked, curved horns on the top • Destroy the last will and testament of an individual of
of his balding, gray head, and retains the fearsome fangs the client’s choice
of the typical pit fiend. Aguares’ wings bear no sign of • Target another individual’s lands with a natural disas-
old age, appearing full of vigor. His legs are like those of ter (usually multiple earthquakes throughout the fief).
the hind legs of a goat, with cloven hoofs, and his tail is This is also used to scare natural inhabitants from
sinewy and strong. Aguares typically wears silk robes, otherwise unoccupied land, so as to be able to take
looking much like a toga, and rarely travels by means of control of the resources found thereon
his own locomotion except at great need; instead, he is
carried about in a palanquin borne by four fiendish elder In return, Aguares asks for legal possession of the
earth elementals. land upon the client’s death, assuming that there are no
heirs. If the client leaves an heir (or heirs), Aguares asks
for one sixth of the land at each generational change
Combat (thus controlling all the land after the death of the heir
Aguares does not hesitate to enter combat should the six generations removed). The Patrician is a patient
opportunity present itself. If in the middle of a hunt, he devil, and does not seek to kill the client or his heirs, but
may be astride one of his many Cauchemar Nightmare he will bring calamity after calamity upon the client and
steeds; if overseeing his possessions, in his palanquin. In his heirs in the form of natural disasters, trying to scare
either case, he generally begins combat by casting blas- them from the land so that he can take possession.
phemy to kill off weak enemies, and gain some idea as to A client who swears his soul and the entirety of his
the power of those he faces. If his opponents look weak, land to Aguares upon his death is able to avoid any
he will typically utilize his “at will” spell-like abilities to plagues throughout his life, and Aguares will generally
finish them off. deal directly with his heirs (if any) to allow them the
For more difficult opponents, Aguares will quickly chance to swear their own souls and retain the land for
call on his Yoke of Nature ability to give him an edge, another generation, continuing ad infinitum. Such a cli-
and will either dismount from his steed or leave his pal- ent appears to all to be the measure of success, noble in
anquin in order to face his foes whilst touching the earth. bearing in many cases, and enviable for his position; this
Flying foes are targeted by greater dispel magic if the makes the temptation of his peers so much the easier
nature of their flying ability is supernatural. He will gen- when the Patrician comes calling.
erally pepper the area with earthquakes, and use call Any Gain apart from that obtained by murder imme-
lightning storm as appropriate. Those that manage to diately shifts the client three places towards Lawful Evil.
close with him he attempts to flank and sneak attack, Any gain obtained by murder shifts the client’s align-
using his Cauchemar or palanquin bearers to help him in ment directly to Lawful Evil.
the maneuver. Land obtained by Gain of the Gentry is treated as
Bones of the Earth (Su): Aguares draws on the Aguares own land for the purposes of Bones of the
strength of the land to empower himself. So long as he Earth.
touches land of some sort, he gains a +3 bonus on saves Infernal Presence (Su): Aguares infernal presence
and damage reduction 10/-. If on land that he controls, has a Will save DC of 35. His caster level is 37th.
this bonus increases to +6, and his damage reduction Natural Hunter (Ex): Aguares has the tremorsense
increases to 15/-. These numbers have not been factored special quality, as described in the Monster Manual, to a
into his stats above. range of 60 feet.
Call Devils (Sp): Once per day, Aguares can auto- Poison (Ex): Injury, Fortitude DC 34, initial damage
matically call 12 lemures, 8 barbazu or erinyes, 6 ha- 1d6 Con, secondary damage death. The save DC is Con-
matulas or osyluths, 4 cornugons or gelugons, or 2 pit stitution-based.
fiends. Since these devils are called rather than sum- Spell-like Abilities: At will: animate dead, blas-
moned, they have the ability to summon their own rein- phemy, call lightning storm, charm monster, create un-
forcements if so ordered. Conversely, 3/day Aguares dead, deeper darkness, desecrate, detect good, detect
may summon 12 lemures, 8 barbazu or erinyes, 6 ha- magic, fireball, flame strike, greater dispel magic,
matulas or osyluths, 4 cornugons or gelugons, or 2 pit greater invisibility, greater teleport (self plus 1,000
fiends. Aguares may either call or summon in a day; he pounds), magic circle against good, mass hold monster,
may not do both. mirage arcana, persistent image, polymorph, power
Disease (Su): A creature struck by Aguares bite must word stun, produce flame, pyrotechnics, suggestion,
succeed on a DC 34 Constitution save or be infected unhallow, unholy aura, wall of fire. 3/day: earthquake,
with a vile disease known as devil chills (incubation control weather, destruction. 1/day: meteor swarm,
period 1d4 days, damage 1d4 Str). The save DC is Con- symbol of pain. 1/week: wish. Caster level 37th; save
stitution-based. DC 21 + spell level.
Gain of the Gentry (Su): Those who hold land, or Yoke of Nature (Su): Animals and plants within 60
those who wish to hold land, often seek out Aguares in feet of Aguares can be commanded as a standard action
their efforts to increase their holdings. Aguares offers each round. Plant life (but not plant creatures) entangles
such individuals the Gain of the Gentry, benefiting a as per the spell, with a reflex save DC 35 to avoid. Fa-
client by doing any of the following: miliars and animal companions are not affected. Animals
and plants continue to carry out Aguares will for 6 min-
• Murder the client’s extended family or friends so that
utes, unless they succeed on a Will save DC 35. Plant
she inherits their lands (there is no guarantee that the
creatures are not immune to this ability, even though it is
lands will pass to the client; changes to wills and so
similar to a mind-influencing effect.
forth must be handled separately)
Should Aguares wish it, he can make it so that his
• Change another individual’s will so that the client is commands are permanently obeyed. This prevents fur-
248
ther use of his Yoke of Nature ability for one hour. Ani- Hexblade 12
mals and plants affected by the ability gain a new save Hit Dice: 33d8 + 12d10 + 405 (789 hp)
every 24 hours to break free of the effect for six days, Initiative: +12
after which, if no saves were successful, the plant or Speed: 50 ft., fly 70 ft. (average)
animal in question is forever under Aguares yoke. Armor Class: 43 (-1 size, +8 Dex, +23 natural, profane
Areas under the Yoke of Aguares are more prone to +3), touch 20, flat-footed 35
earthquakes than usual, as the land itself attempts to Base Attack/Grapple: +39/+58
rebel against his influence. There is a 6% chance each Attack: Claw +58 melee (2d8+15)
week that an earthquake will strike any 600-acre swathe Full Attack: 2 claws +58 melee (2d8+15) and 2 wings
of Aguares' land. +53 melee (2d6+7) and bite +53 melee (4d6+7 plus
Land under the control of Aguares radiates a weak poison plus disease) and tail slap +53 melee (2d8+7)
aura of evil and law. Non-evil (or non-subject) creatures Space/Reach: 10 ft./ 10 ft.
do not heal naturally while within the borders of land Special Attack: Aura of unluck 1/day, Bigoted, Call
Yoked by Aguares. This likewise applies to healing by Baatezu, constrict 2d8+30, greater hexblade’s curse 3/
means of fast healing or regeneration, but not to magical day, infernal presence, improved grab, spell-like abili-
healing (e.g. cure spells). ties, spells
As a result of his control of nature, Aguares also adds Special Qualities: Arcane resistance, damage reduction
earthquake, call lightning storm and control weather to 20/good and silver, darkvision 60 ft., Duke of Hell
his list of spell-like abilities. qualities, Devilish Supremacy, familiar, fast healing 3,
Possessions: Earthreaver is a large +6 thundering immunity to fire and poison, mettle, regeneration 9,
battleaxe that deals damage as if it were two sizes larger. resistance to acid 20 and cold 20, see in darkness,
The wielder of Earthreaver is immune to the affects of spell resistance 42, telepathy 500 ft., Unshakeable
earthquakes, whether natural or magical in nature. This Morale.
immunity is in the form of a 5-ft radius emanation that Saves: Fort +33, Ref +32, Will +30
hedges the affects of earthquakes out. The wielder can Abilities: Str 40, Dex 27, Con 28, Int 29, Wis 26, Cha
also cast earthquake 3/day as a 20th level caster. 33
Skills: Balance +11, Bluff +57, Climb +49, Concentra-
tion +55, Diplomacy +52 (+58 with evil beings), Dis-
Summoning Aguares guise +34 (+38 acting), Hide +24, Intimidate +71
Aguares can be summoned by sacrificing to him (+77 against evil beings), Jump +59, Knowledge
lands to the value of 6,666gp, or 666 acres, at the client’s (arcana) +53, Knowledge (the planes) +45, Knowl-
discretion. This land must be able to be legally signed edge (religion) +45, Listen +48, Move Silently +44,
over to the Duke at the time of summoning. Perform (oratory) +31, Search +30, Sense Motive
Aguares always appears, when summoned, astride a +33, Spellcraft +61, Spot +48, Survival +8 (+10 on
cauchemar nightmare mount. The ground shakes and other planes, +10 when tracking), Tumble +44
trembles as the sound of the nightmare’s hoofs approach; Feats: Arcane Strike, Cleave, Close Quarters Fighting,
a lightning bolt erupts from the sky (or ceiling of the Combat Brute, Dark Speech, Dodge, Corrupt Spell-
room) to rend the air, and a portal opens in its place. like Ability B, Great Cleave, Improved Sunder, Mobil-
Aguares gallops through the portal, pulling the beast up ity, Multiattack, Power Attack, Spring Attack,
heavily just short of the edge of the summoning area. Quicken Spell-like Ability (fireball), Weapon Focus
Should no protections be in place, he will not hesitate to (claw)
ride down a servant or lesser caster to assert his domi- Epic Feats: Epic Evil Brand B, Epic Skill Focus
nance during the proceedings. (Intimidate), Epic Prowess, Epic Weapon Focus
When any bargains have been arranged, or the sum- (claw), Fast Healing
moning’s duration draws to a close, Aguares rears his Environment: Maladomini, Seventh of the Nine Hells
mount up so that its hoofs strike heavily on the ground. of Perdition
He does this six times, and a crack opens in the ground Organization: Solitary, or with squad (1d4+1 pit
as he does so, yawning wider with each strike. On the fiends)
sixth strike, flames gush from the opening to envelop Challenge Rating: 36
both Duke and mount; when they subside, he is gone. Treasure: Triple standard
Those who summon Aguares without the recommended Alignment: Lawful Evil
protections are subjected to an earthquake effect (all
applicable DCs at 16, caster level 18th) for the 6 rounds,
followed by a single round of extreme heat (3d10 fire If discrimination were to be epitomized within a sin-
damage, Reflex save DC 16 half, caster level 18th). gle creature, then Rhalik would be that creature. His time
is spent, when not within the Nine Hells, fomenting dis-
cord between the manifold races that inhabit the Cosmos,
encouraging bigotry and intolerance of differences on a
major scale. It is not his intention to create chaos by
means of these divisions; rather, he seeks to increase the
RHALIK, The Bigot, power and control of those who would mistreat others
Duke of Intolerance because of their differences. It is his wish that the iron
heel of intolerant, cruel mastery pervade all of Creation.
Duke of Hell Rhalik’s intolerance extends even to Hell itself. A
Large Outsider (Devil, Evil, Extraplanar, Lawful) member of the court of the Lord of the Flies, Rhalik
Symbol: An inverted triangle within an inverted triangle despises even his liege-lord. His reasoning in the matter
within an inverted triangle. is simple: Beelzebub is not a devil. The Duke of Intoler-
249
ance understands that devils are the master race of the ful aspects of the ability in such a fashion as to give him
Cosmos, destined to rule all. Furthermore, he has long an edge over as many foes as possible.
felt that he is the epitome of devils - although in public, Call Devils (Sp): As a standard action, Rhalik, as a
at least, he puts himself beneath the Lords of the Nine vassal to a Lord of the Nine, commands the respect of
and Aesmadeva (whom he considers an equal). This lesser devils. As such he can call devils or summon dev-
attitude is mirrored in all that he does: he does not deal ils. Rhalik may call up to one time a day 12 lemures, 8
with those who are not worth his attention, and those he barbazu or erinyes, 6 hamatulas or osyluths, 4 cornugons
does deal with feel naught but contempt (although he or gelugons, or 2 pit fiends. Since these devils are called
manages to hide this to some extent from his superiors). rather than summoned, they have the ability to summon
He treats those beneath him like slaves or chattel, and their own reinforcements if so ordered. Conversely, 3/
does not hesitate to kill or maim them when they are day, Rhalik may summon 12 lemures; 8 barbazu or erin-
beyond use to him. yes, 6 hamatula or osyluths, 4 cornugons or gelugons, or
Due to his general contempt for those who are not 2 pit fiends (Rhalik may either call or summon in a day;
devils (and even those who are devils but not pit fiends), he may not do both). Unless he has no other option,
Rhalik counts enemies amongst many of The Fallen, Rhalik will only summon pit fiends.
though he does not deign to consider any of them more Bigoted (Su): Rhalik’s belief that almost every crea-
worth his time than any other. As for other enemies, he ture is beneath him adds efficacy to his attacks. Any
despises the work of the Heralds of Holiness in particu- weapon Rhalik wields, including natural weapons, is
lar, and he is known to have fought openly with the treated as a bane weapon of every type. 1/day, after be-
Scion of Anarchy, Dulkeem. Rhalik is known to be on ing damaged by any creature in any way, Rhalik can
good terms with Abigor and Malphas, and he claims choose to change the bane effect to a dread effect against
friendship with both Aesmadeva and Bael, the latter of that creature type only, dealing 4d6 extra damage, and
the two hoping to use Rhalik to advance his own power forcing a save DC 41 on any hit to avoid being destroyed
at the expense of the Lord of the Flies. Beelzebub, instantly. This effect lasts nine hours. The save DC is
though, is very much aware of both Rhalik’s true feel- strength based. This ability is ineffective when used on
ings and Bael’s intentions. For all this, Rhalik is honored any Lord of the Nine, or on any arch-devil that is of pit
within the court of Beelzebub, and the reason for his fiend or hellspawn origin. Furthermore, Rhalik’s spell
continued success there is difficult to understand to the resistance against any foe that he is bigoted against (see
non-diabolical mind. However, one must remember this: guidelines above) increases by three.
blind, unrelenting hatred with no rational basis is nothing Devilish Supremacy (Su): Rhalik is so in tune with
if not predictable. Rhalik is a pawn to the true epitome of the devil race that he can automatically tell a devil on
intolerance. sight, including knowing its hit dice and class levels.
Rhalik is black from head to toe, though his eyes and Because all other creatures are inferior to devils, he can
teeth gleam white like new snow. His wings give off the also tell the type, including subtypes, of creatures within
constant smell of sulfur and ash, and his entire body 300 feet of him, but this information does not come so
ripples with muscles. When he speaks, Rhalik sounds readily to the Bigot. Rhalik must concentrate on an indi-
like the depths of Hell, powerful and intoxicating. The vidual, as a standard action that does not provoke an
Bigot does not deign to wear finery of any sort, sneering attack of opportunity, to be able to determine its type and
at those who must hide their form behind apparel, and any subtypes. By concentrating another round, he is able
unashamedly using his naked form as a method of in- to determine the creature’s hit dice and class levels.
timidation for those with flaws and weaknesses. He ap- Three times per day Rhalik is able to ignore the ad-
pears in every way to be the measure of the pit fiend, verse effects of an attack on his person, so long as the
perfect in form and feature. He has many magic items attacker was not a true devil, arch-devil, or Lord of the
available to him, but rarely uses them, considering them Nine. This can be activated as a free action, and need not
a crutch for the weak. However, he does not treat his happen on his turn. For example, Rhalik may choose to
equipment poorly; such treatment is appropriate only for automatically successfully save against a spell, or choose
the creatures that serve him. A select group of pit fiends to avoid all damage from an attack. This ability would
follow the Duke, sharing his elitist view, and acting as a even allow Rhalik to avoid all damage from a deity’s
brute squad when necessary. Divine Blast - except one originating from Asmodeus.
Rhalik can choose to invoke this ability once all factors
have been resolved, i.e. after discovering the conse-
Combat quences of the effect.
Rhalik prefers to kill creatures in a way that can be Infernal Presence (Su): Rhalik’s Infernal Presence
used as an insult to others of its type. If he is surprised in has a Will save DC of 37. His caster level is 48th.
combat, he generally will not retreat to prepare himself, Spell-like Abilities: At will – animate dead, blas-
instead using mass hold monster to make his foes help- phemy, charm monster, create undead, deeper darkness,
less. If given time before battle, he will use buff spells desecrate, detect good, detect magic, fireball, flame
only if he believes that the foes might prove to be a strike, greater dispel magic, greater invisibility, greater
threat (a rare thought for him). teleport (self plus 1,000 pounds), magic circle against
Helpless foes are generally taken, if possible, to a good, mass hold monster, mirage arcane, persistent
place where Rhalik can inflict great pain at his leisure, image, polymorph, power word stun, produce flame,
before returning the corpse to a place where it will cause pyrotechnics, suggestion, unhallow, unholy aura, wall of
outrage and fear. If possible, he will pass the deed off as fire; 3/day - destruction; 1/day - meteor swarm, symbol
a crime of discrimination, furthering bigotry between of pain; 1/week - wish. Caster level 48th. The save DC is
two or more groups. equal to 21 + spell level.
More difficult foes will be targeted by Rhalik’s Big- Spells - Hexblade spells prepared (4/4/4, DC
oted ability - he is smart enough to use the more power- 19+spell level, caster level 36th): 1st - charm person,
250
magic weapon, phantom threat, undetectable alignment; Special Qualities: Cursed, Broker of Secrets, damage
2nd - bull’s strength, eagle’s splendor, spider climb, reduction 20/good and silver, darkvision 60 ft., defen-
touch of idiocy; 3rd - arcane sight, charm monster, poi- sive roll, Duke of Hell qualities, evasion, hide in plain
son, protection from energy sight, immunity to fire and poison, improved evasion,
Unshakeable Morale (Su): Rhalik is immune to any improved uncanny dodge, low-light vision, magic
mind influencing effect (including positive effects) or circle against good, Prehensile Tail, regeneration 6,
fear effect, unless the source of such an effect is a crea- resistance to acid 20 and cold 20, see in darkness,
ture that he actually respects (i.e. any true devil of arch- shadow illusion, shadow jump 160 ft. or at will, slip-
devil or higher status). pery mind, spell resistance 48, telepathy 500 ft., trap-
finding, trap sense +1, uncanny dodge, Watching
from the Wings
Summoning Rhalik Saves: Fort +33 (+37 vs petrification), Ref +40, Will
Rhalik is difficult to summon, due to his hatred of all +31
things non-baatezu. Still, those who have attempted such Abilities: Str 18, Dex 37, Con 23, Int 35, Wis 19, Cha
a feat suggest that a blood sacrifice of every member of a 22
family or race in a community will suffice. Skills: Appraise +45, Balance +63, Bluff +31, Climb
At the end of the incantation, three sizable wooden +55, Decipher Script + 50, Diplomacy +52 (+50 with
holy symbols (representing the deity of the sacrificed good creatures, +58 with evil creatures), Disable De-
group) fall from the sky and implant themselves in the vice +57, Disguise +59 (+63 acting), Escape Artist
earth. Accompanied by the sound of a murderous mob, +66, Forgery +55, Gather Information +56, Hide +66,
the symbols burst into hellish flame. Rhalik appears in Intimidate +50 (+56 with evil creatures), Jump +38,
the midst, wreathed in the same flames, and dancing with Listen +59, Move Silently +66, Open Lock + 63,
glee. Before speaking with the summoner, he casts the Perform (dance) +21, Search +67, Sense Motive +49,
burning symbols down, where they turn instantaneously Sleight of Hand +70, Spot +61, Survival +4 (+10
into ash that blows away before a scorching wind. tracking), Tumble +63
Rhalik often attempts to break free of any summoning Feats: Alertness, Combat Reflexes, Corrupt Spell-like
circles and so forth, just to show his might. However, so AbilityB, Dodge, Greater Multiweapon Fighting, Im-
long as he does not feel that his time is being wasted, he proved Initiative, Improved Multiweapon Fighting,
generally will not attack his summoners. Although Investigator, Jack of All Trades, Mobility, Multi-
Rhalik has no special abilities to grant to those who sum- weapon Fighting, Nimble Fingers, Spring Attack,
mon him, he is quite capable of performing or organizing Suspicious, Weapon Finesse
a great many things in the name of bigotry and hatred, Epic Feats: Epic Evil BrandB, Perfect Multiweapon
and will use his wish ability to help in that department. Fighting, Polyglot, Superior Initiative, Trap Sense
Those who swear their souls to Rhalik are often prom- Environment: Maladomini, Seventh of the Nine Hells
ised rapid ascension after death from lemure to higher of Perdition
forms of baatezu. Challenge Rating: 36
At the end of the summoning effect, Rhalik raises his Alignment: Lawful Evil
arms in the air, and is struck by a sheet of black fire. He Treasure: Triple standard plus Leverage, Steel Whisper
disappears in the midst of the conflagration. The flames and Silhouette.
continue to burn for 7 rounds, afterwards leaving a
greasy ash behind. Thereafter, non-magical fire cannot
be lit in that place, and non-magical fires brought within The Dukes of Avernus clench their fists when they
five feet go out. see him about on his master’s business. The Dukes of
Cania refuse to speak with him, and ward their fiefs as
best they can from his presence. The Dukes of Dis de-
SURGAT, Duke of Secrets light in what he leaves with them from time to time. The
other Dukes of Maladomini… those Dukes call him the
Duke of Hell
Snitch, a little name for a little devil who slinks about
Medium Outsider (Evil, Extraplanar, Fallen, Lawful)
watching, listening, and then returning to whisper in his
Symbol: A silvery web set over a black, inverted trian-
master’s ear.
gle.
Surgat is the most trusted of Beelzebub’s servants; he
Assassin 15/Rogue 5/Shadowdancer 10
has the ear of the Lord of the Flies, as he has had since
Hit Dice: 20d8 + 5d6 + 15d6 + 10d6 + 300 (640 hp)
before The Great Fall. Once an astral deva of mighty
Initiative: +21
bearing, he walked nonetheless in the shadow of Beel-
Speed: 60 ft., climb 40 ft.
zebul’s greatness, seeking always to please the mighty
Armor Class: 41 (+13 Dex, +15 natural, +3 profane),
Angel. Even in Heaven there were rumors to be had,
touch 26, flat-footed 41
dissension amongst the ranks, and Surgat learnt to ferret
Base Attack/Grapple: +35/+39
such information out. When Beelzebul fell, he took with
Attack: Leverage +52 (1d4+10 plus 1 Constitution/19-
him Surgat, and promised him a place of power when all
20)
was set aright. The Snitch could not conceive of any
Full Attack: Leverage +52/+47/+42/+37 (1d4+10 plus
place but in perfect Beelzebul’s shadow, for he had come
1 Constitution/19-20) and Steel Whisper +52/+47/
to rely on the Angel; Heaven had long since shunned
+42/+37 (1d4+10 and silence/19-20) and Silhouette -
him for his secretive habits.
+52/+47/+42/+37 (1d4+10)
Having fallen into Hell, Surgat found himself quickly
Space/Reach: 5 ft./ 5 ft.
relegated to the retinue of Beelzebul, now called Beelze-
Special Attacks: Call devils, death attack (Fortitude DC
bub, the Lord of the Flies. Surgat was given the same
34), Exposé , Infernal Presence, sneak attack +11d6,
duties that he had taken on before: watching, listening,
spell-like abilities, spells, stun, summon shadow
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reporting - and even silencing, as appropriate. He quickly (generally by means of abduction or assassination).
came to relish the power that he exercised over others in
knowing secret knowledge about them, and began to use As part of the deal, Surgat guarantees that he will not
his knowledge as a threat. More and more often he reveal the client’s dealings with him for a period of time,
started to hide secrets from his master - but only when he generally between 7 weeks and 7 years. However, the
was sure that he could get away with doing so. Such client is thereafter beholden to Surgat, who can call in a
knowledge he promised to keep secret from those who favor at any time (treat this as a geas effect with no
feared its consequences; in return, Surgat learned secrets save). For each day that the client does not follow the
even more damning. terms of the geas, the usual penalties are tripled; after a
The Snitch has no allies. He has only his master, reasonable period of time (as set by Surgat, but generally
Beelzebub, who treats him in a condescending fashion, 7 days, 7 weeks or 7 years), if the favor has not been
and a myriad of creatures fearful of what he might know completed, Surgat claims the client’s soul as restitution.
about them. For his part, Surgat bullies those he can, The Duke of Secrets will generally kill the client without
feeling pride over the look of fear and hate that he delay, so that he can take possession of the soul. In the
evokes in so many creatures. Surgat also operates as the event that the favor is done within the time frame (and
Chamberlain of Maladomini, and all happenings in the Surgat never calls in favors too difficult for the client to
Seventh Hell are recorded by him in the Ledger of Se- attempt, although the favor is always distasteful for the
crets. Perhaps most importantly, he keeps a record of all client), Surgat declares the deal finished, the client im-
those souls that fall under the dominion of Beelzebub, mediately shifts two degrees towards Lawful Evil, and
and, as part of an unholy triumvirate with Byzine and thereafter takes a -3 penalty on saves against Surgat’s
Beelzebub himself, oversees the efforts of the Order of abilities.
Flies. From time to time he has minor dealings with em- However, the deal is never truly finished. At the end
issaries from Dis, selling morsels of information at high of the period of silence on the matter, Surgat will contact
prices. Surgat has been instructed to step carefully in this the client again and offer to make another deal. Surgat
area, and his actions are carefully choreographed and will perform a service as above, but the client will owe
watched by the Lord of the Seventh. None can tell yet two favors to the Duke of Secrets. In the event that the
why Beelzebub allows these meetings to happen at all, client declines, Surgat will attempt to blackmail the cli-
but it is clear that it is part of some grand intrigue. ent by threatening to disclose the previous dealings in a
Surgat bears almost no resemblance to the angel that most embarrassing manner. The client is allowed a Will
he once was. Though he stands six feet tall, he habitually save DC 32 to avoid caving in and doing another favor
stoops, as if trying to diminish his presence even further. for Surgat (the -3 penalty applies on this save). A suc-
His face is long, his nose almost absent, his lips thin and cessful save still inflicts the client with persistent night-
bloodless. Though his sense of hearing is extraordinary, mares (Will save DC 32 negates, one save per night) that
he has no apparent ears. A thin, whiplike frame hides his base dealings will be exposed.
surprising strength, and hints at his incredible agility. After each deal, the client’s alignment shifts two de-
Surgat bears a lizard-like tail that can act as a prehensile grees towards Lawful Evil and suffers an additional -3
appendage, and his tongue is forked like that of a snake. penalty to all saves against Surgat’s abilities. After the
Entirely hairless, the Duke of Secrets looks on the world completion of each deal, Surgat will once again approach
with lidless eyes, never blinking, never missing a detail. the client to offer a new deal, and each new deal will
His apparel changes to meet various situations, but when require one more favor than the last time in return for
at court in Malodomini, he wears overlarge black robes Surgat’s services.
that emphasize his emaciated frame. A client who has dealt with the Broker of Secrets can
only escape this spiral of intrigue, offer and counter-offer
by confessing his deeds to a cleric of 21st level (or
Combat higher), who then casts miracle, break enchantment and
Surgat prefers to avoid combat as much as possible, atonement. As part of the terms of atonement, the client
and so he will generally run from combat using his must abide by the lawful punishment for his crimes.
shadow jump ability, or greater teleport. However, in No creature that makes a deal with Surgat as the Bro-
those few cases where it is in his best interests to fight, ker of Secrets is immune to any aspect of the ability.
Surgat will begin combat by using Exposé on the most Call Devils (Sp): Once per day, Surgat can automati-
martial of his opponents. He will make liberal use of cally call 12 lemures, 8 barbazu or erinyes, 6 hamatulas
deeper darkness and existing shadows, looking to use his or osyluths, 4 cornugons or gelugons, or 2 pit fiends.
sneak attack a myriad of times in melee. If possible, he Since these devils are called rather than summoned, they
will start combat from a place of concealment, using his have the ability to summon their own reinforcements if
death attack on wizards or sorcerers as a preference. so ordered. Conversely, 3/day Surgat may summon 12
Broker of Secrets (Su): Surgat is sought out by mor- lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4
tals in order to reveal secrets, or hide them permanently. cornugons or gelugons, or 2 pit fiends. Surgat may ei-
As such, he is referred to as the Broker of Secrets. A ther call or summon in a day; he may not do both. Sur-
prospective client can ask Surgat to do any of the follow- gat, if presented with a situation that he cannot slink
ing: away from, immediately calls pit fiends, and then in-
structs them to summon additional reinforcements. The
• Discover and reveal a secret known by a friend or Duke of Secrets will then try to disappear during the
rival of the client, or obtain the answer to a question ensuing melee.
or puzzle. Exposé (Su): Seven times per day, Surgat may make
• Hide all evidence of some activity or deed performed an Exposé. Selecting one creature within 90 feet, he
by the client or an associate of the client. broadcasts that creature’s most embarrassing secret by
• Organise for the removal of a rival of the client means of a programmed image in the air directly above
252
its head. The target creature is entitled to a Will save DC effect on a successful hit that affects only the creature
32 to avoid the effect, but even a successful save leaves damaged, rather than a radius of effect. Silence is as per
the target unnerved, taking a -2 penalty on attacks, dam- the spell cast by a 20th level caster (Will save DC 20
age, checks and saves with regards to Surgat for the next negates). Silhouette is a +6 cold iron dagger that allows
24 hours. A failed save leaves the creature paralyzed Surgat to shadow jump (as the shadowdancer class abil-
with shame and fear for seven rounds, as the scene plays ity) at will when it is drawn. This does not count against
out. Other creatures in the area must succeed on a Will the maximum distance that Surgat can shadow jump due
save DC 32 or be fascinated (as per the bard class abil- to his own levels in shadowdancer.
ity). The creature thereafter takes a -4 penalty on attacks, Surgat also carries on his person the Ledger of Se-
damage, checks and saves with regards to Surgat for the crets, within which is kept notes on all the happenings
next 24 hours. A creature cannot be affected by Exposé with which Beelzebub would have Surgat concern him-
more than once per day. Only cosmic or divine beings, or self with, including the names of all those who have
beings with no Intelligence score, are immune to this made agreements with Maladomini, and the terms
ability. This is an enchantment (charm) [mind-affecting] thereof. The Ledger of Secrets is a simple, unassuming,
effect. black leatherbound book of middling size.
Infernal Presence (Su): Surgat’s Infernal Presence
has a Will save DC of 32. His caster level is 36th.
Prehensile Tail (Ex): Surgat’s tail, though lizardlike Summoning Surgat
in appearance, is able to be manipulated as if it were a Surgat will accept the journal or memoirs of a still-
third hand, easily grasping all manner of tools (and living individual as a suitable sacrifice, so long as it has
weapons). It also grants him a +6 racial bonus on Bal- been illegally obtained. Additionally, he can only be
ance and Jump checks, and allows him to climb at a summoned into a secret room, i.e. a room only accessible
speed of 40 ft. (and thus granting him a +8 racial bonus by a secret door.
on Climb checks). Using his tail and his natural ability at When Surgat is successfully summoned, shadows
climbing, Surgat scurries across walls and ceilings with shroud the area, and all lights (including magical light
as much ease as he does floors. effects) go out. A myriad of whispers sound through the
Spell-like Abilities: At will - aid, animate dead, be- room, and the journal or book of memoirs opens as the
stow curse, blasphemy, cause fear, charm monster, con- pages turn rapidly. The shadows then coalesce into the
tinual flame, deeper darkness, desecrate, detect good, form of Surgat.
detect magic, discern lies, dispel good, fireball, flame Surgat, as one of the more intelligent Dukes of Hell,
strike, greater dispel magic, greater invisibility, greater is particularly dangerous to deal with. He will not speak
teleport (self plus 1,000 pounds), knock, mass hold mon- except in a whisper, and he takes careful note of any
ster, mirage arcana, persistent image, plane shift, poly- other individuals in the room, to whom he will offer
morph, power word stun, suggestion, unhallow, unholy other bargains by means of telepathy. If he is aware of
aura, unholy blight, wall of fire; 7/day - inflict light previous activities of the client, he is very likely to use
wounds, see invisibility; 3/day - destruction; 1/day - such knowledge to improve his bargaining position,
blade barrier, harm, meteor swarm, symbol of pain; 1/ happily resorting to blackmail should it be in his inter-
week - wish. Caster level 44th; DC 26 + spell level. ests.
Stun (Su): If Surgat strikes an opponent twice in one At the end of the summoning, Surgat simply fades
round with one of his daggers, that creature must succeed away into shadow. Disembodied whispers continue for
on a DC 24 Fortitude save or be stunned for 1d6 rounds. seven minutes after he leaves.
The save DC is Strength-based.
Watching from the Wings (Sp): Surgat seeks out
secrets constantly. Each day, Surgat is able to select up
to seven keywords; anytime any one of these keywords LEONAR, Chancellor of Cania
is used, he is able to use scrying as a 36th level caster
centered on the creature who spoke or wrote the word Duke of Hell
(no save allowed, although spell resistance does apply). Large Outsider (Devil, Evil, Extraplanar, Lawful)
He has no limit on how often he can use scrying. This Symbol: A three-horned black goat’s head tattooed with
ability even works across planar boundaries, but it can- infernal symbols of power, set over an inverted trian-
not penetrate divine shields or an area otherwise blocked gle of white frost.
by a deity or Cosmic Entity of at least intermediate status Wizard 36
(Divine Rank 11 or higher). Watching from the Wings Hit Dice: 20d8 + 36d4 + 448 (752 hp)
cannot be foiled by misdirection or nondetection or simi- Initiative: +8
lar spells, and it does not create a magical sensor that Speed: 50 ft., fly 70 ft. (average)
other creatures can detect (as the scrying spell does). Armor Class: 73 (-1 size, +8 Dex, +23 natural, +3 pro-
Surgat can concentrate on up to seven different locations fane, +40 armor*), touch 17, flat-footed 65
*armor bonus from greater epic mage armor
at once (one is always his own actual location).
Base Attack/Grapple: +38/+52
As part of his Watching from the Wings ability, Sur-
Attack: Cold methodology +53 melee (1d8+16/ x2 plus
gat retains the spell-like ability to discern lies and see
2d6 lawful, or 1d8+16/ x2 plus 1d6 cold/ 1d10 cold)
invisibility that he possessed as an astral deva, even
Full Attack: Cold methodology +53/+48/+43/+38 me-
though such abilities are generally lost upon gaining the
lee (1d8+16/ x2 plus 2d6 lawful, or 1d8+16/ x2 plus
fallen angel template.
1d6 cold/ 1d10 cold) and 2 wings +42 melee (2d6+5)
Possessions: Leverage is a +6 wounding dagger that
and 2 bites +42 melee (4d6+5 plus poison plus dis-
also casts fear on any creature that it successfully dam-
ease)
ages as a 20th level caster (Will save DC 20 negates).
Space/Reach: 10 ft./ 10 ft.
Steel whisper is a +6 dagger of silence, casting a silence
253
Special Attacks: Call devils, constrict 2d8+26, Dark knowledge and might. His is the hand that parcels out
Eloquence, Infernal Presence, spell-like abilities, such knowledge that will damn a soul in life, and it is he
spells. who, in many cases, teaches mortals the secrets of the
Special Qualities: Black Magus, cold immunity, dam- Dark Speech, of which he is the ultimate authority (save,
age reduction 20/good and silver, Double-tongued, perhaps, Asmodeus). Many a Lawful Evil wizard will
Duke of Hell qualities, immunity to fire and poison, take on Leonar as a diabolical patron, seeking his aid in
Knowledge of the Damned, magic circle against dark, tyrannical experiments; and Leonar is the type of
good, regeneration 8, resistance to acid 20 and cold Duke who will answer a summons for such aid. Indeed,
20, see in darkness, spell resistance 53, telepathy 500 he presents himself as one of the most approachable of
ft. the Dukes of Hell.
Saves: Fort +38, Ref +38, Will +38 Leonar, however, is never referred to as kind, weak,
Abilities: Str 30, Dex 27, Con 27, Int 42, Wis 26, Cha or generous, for all these things are done on his terms,
30 and in his time. The knowledge that he teaches is de-
Skills: Bluff +52, Concentration +67, Decipher Script signed always to twist and subjugate the student, or it
+75, Diplomacy +66 (+72 with evil creatures), Dis- comes at some other price - whether paid by the student
guise +10 (+14 acting), Gather Information +58, In- or someone else matters not. At other times he gives
timidate +56, Knowledge (arcana) +75, Knowledge away only a portion of the required knowledge, or a
(dungeoneering) +75, Knowledge (geography) +75, portion at a time, but demands a price commensurate for
Knowledge (history) +75, Knowledge (local) +75, the entirety up front. He recognizes that it is not by giv-
Knowledge (nature) +75, Knowledge (nobility and ing knowledge that he grows more powerful, but rather it
royalty) +75, Knowledge (religion) +75, Knowledge is by the development of said knowledge by those who
(the planes) +75, Listen +50, Profession (lawyer) +67, are beholden to him that his power grows. Leonar is best
Sense Motive +50, Sleight of Hand +12, Spellcraft identified with the covetous professor who shows con-
+94 (+104 casting evil epic spells), Spot +50, Sur- tempt for his underlings by never giving away all that he
vival +8 (+14 underground, avoiding hazards or get- thinks or knows, but claiming their work as his own. For
ting lost, natural environments, other planes), Use this reason it is understood that Dispater has tried many
Magic Device +13 (+25 to use scrolls) times to sway him to his service. Never, though, has he
Feats: Corrupt Spell, Corrupt Spell-like Ability B, Craft appeared to waver in his duty. It should be mentioned
Staff, Dark Speech, Empower Spell, Energy Admix- that he seems to gain no pleasure from his activities with
ture (sonic), Energy Substitution (sonic), Eschew mortals, and some suspect that he is more interested in
Materials, Heighten Spell, Improved Counterspell, noting the reaction of those who fall to his power than in
Maximize Spell, Quicken Spell, Scribe Scroll, Skill the increase of his own power.
Focus (Spellcraft), Spell Penetration, Violate Spell Reserved in his discussions with those whom he
Epic Feats: Automatic Quicken Spell (x2), Craft Epic meets, Leonar appears to suffer from a constant melan-
Staff, Enhance Spell, Epic Evil Brand B, Epic Skill choly, although some merely take his expression to be a
Focus (Spellcraft), Epic Spellcasting, Improved frown of concentration, as he meticulously takes notes
Heighten Spell, Improved Metamagic, Improved Spell on the reactions of his peers and pawns. He is often away
Capacity (x3), Intensify Spell, Master Staff, Multis- from Cania overseeing Black Rites performed by mortal
pell followers of the Infernal Ways, where his knowledge of
Environment: Cania, Eighth of the Nine Hells of Perdi- rules and regulations is legend. He presides over the
tion grande sabbat, held on a world of the Mortal Coil every
Organization: Solitary, or with 1d3 Acolytes 999 days, though it is known that he does not involve
(Soulsworn mortal wizards of 21st level) himself in the revelry, except to issue commands regard-
Challenge Rating: 41 ing protocol.
Alignment: Lawful Evil Within Hell, Leonar associates with other Courtiers of
Treasure: Triple standard base creature, including cold Hell infrequently, except as part of ceremony. This is not
methodology. to say that he does not know how to play at politics: he
has retained his place as Chancellor for millennia, even
coming out of the false coup of Baron Molikroth un-
The frigid wastelands of Cania are marked with the scathed. Most of his time, though, is spent in his duties
indelible print of their master, Mephistopheles. From as Chancellor of Cania, keeping meticulous records in
time immemorial he has ruled the cold fastness, and all his ledger of all the souls sworn or condemned to the Icy
who live therein confess his fell Lordship. He is the Hell. He is on good terms with Caim, who is known to
greatest entity in the Eighth Hell. None approach his be the frequent bearer of overtures from Dispater, but has
puissance: not in terms of might, nor in terms of magic, no time for fellow Duke of Cania, Murmer, whom he
nor in terms of the mind. believes is a fool that is too willing to seek for flawed
None, that is, except for one. The Chancellor of knowledge given power by belief, rather than knowledge
Cania, Leonar, is powerful enough to warrant the atten- of a perfect principle which gives power irrespective of
tion and concern of even one as mighty as his master. faith. He does not seem to share the same hatred for
Almost from the beginning has Mephisto ruled, and from Martinet that most in Hell do, and Mephistopheles is
almost as far back in the cold, dark past, has Leonar well aware and wary of that fact. Indeed, Mephisto
served him. Whereas Mephisto delights in the hoarding watches his servant carefully, fearing that Leonar wishes
of Knowledge, taking the souls of the most intelligent for the dominion of Cania for himself. The Duke of Infernal,
himself, and locking away newfound lore in his dispas- though, is not interested in such Lordship, desiring in-
sionate heart, Leonar focuses instead on overseeing the stead the dominion of a god of Magic.
teaching and propagation of infernal arcane knowledge - Leonar appears as a 9-foot tall humanoid with slightly
though he does so only to increase his own arcane saturnine features, with three goat’s horns atop his head,
254
fox’s ears, and a goat’s beard. His body is black and Creation in pronouncing the verbal components.
scaled, and otherwise like that of a typical pit fiend. It is rumoured that Leonar has developed the means to
However, he has no tail, and a second face adorns his twist the Dark Speech to yet other uses. These rumors
posterior, echoing the same image as his primary face - are, as of yet, unconfirmed.
even speaking as he speaks. He tends to wear elaborate Doubletongued (Ex): Strange as it appears to the
tunics and leggings, although the latter article of clothing uninitiated, the second face that Leonar bears on his
never covers his second face. Over the top of these he posterior is a great benefit to him. He is immune to all
wears a flowing, though short, cape; this article has been silence type effects, can speak and understand any lan-
carefully tailored to avoid impeding his voluminous bat- guage as per the tongues spell, and is able to store
like wings. Leonar favors black in all his apparel, enough energy to have access to magic even in an anti-
touched with minor aspects of blue and white. His eyes magic field or dead magic area.
appear almost human, though the whites are instead This store of energy allows him to partially ignore
black, and the irises red; furthermore, they appear always anti-magic fields, dead magic areas and similar effects
inflamed. It is said that he takes the form of a great black even if the originating source is a deity or cosmic entity.
goat as he pleases. While in an anti-magic field, Leonar suffers a spell fail-
ure chance of (10 + attempted spell level) %. He may
take a full round action to cast the spell with no spell
Combat failure chance.
Black Magus (Su): It is for good reason that those Although Leonar can cast spells within an anti-magic
who practice The Word often turn to Leonar as patron, field, once cast, his spells are still vulnerable to the ef-
for he is the Black Magus. His mastery of magic allows fects. For spells with a duration longer than instantane-
him to cast any spell of 1st through 9th level as if it were ous or per concentration, Leonar must succeed at a Con-
affected either by the Vile Spell or the Corrupt Spell feat centration check DC 25 to maintain them. This DC in-
without preparing it beforehand and without increasing creases by 5 for every additional spell Leonar wishes to
its casting time. Any evil spell cast by him has its save maintain within the anti-magic field. For example, if
DC and caster level increased by 3 (this does not stack Leonar wished to maintain stoneskin, summon monster
with other Spell Focus type feats or abilities). Finally, he IX, eagle's splendor, bull's strength, and haste, he would
gains a +9 competence bonus on Spellcraft checks to cast have to make a Concentration check DC 45 or all of the
epic spells with the Evil descriptor. spells would suffer the effects of the anti-magic field as
Call Devils (Sp): As a standard action, Leonar, as a normal.
vassal to a Lord of the Nine, commands the respect of Infernal Presence (Su): Leonar’s Infernal Presence
lesser devils. As such, he can call devils or summon has a Will save DC of 37. His caster level is 47th.
devils. The Duke may call up to one time a day 12 le- Knowledge of the Damned (Su): It is with knowl-
mures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4 edge that Leonar tempts mortals, and it is with knowl-
cornugons or gelugons, or 2 pit fiends. Since these dev- edge that he dominates and condemns them. Those who
ils are called, they have the ability to summon other dev- willingly seek out the Chancellor of Cania, or summon
ils as their Monster Manual descriptions allow. Thrice a him, may be granted knowledge, but such knowledge
day, the Duke may summon the same spread of fiends always comes with a terrible price.
listed above. Leonar may either call or summon in one For those who will sign away their souls willingly in
day, not both. Leonar usually calls gelugons only. exchange for knowledge (if not already evil, the individ-
Dark Eloquence (Su): Leonar is a master of the Dark ual thereafter becomes irredeemably evil), Leonar grants
Speech. Some claim that he helped to develop the a 1d3+2 inherent bonus to Intelligence, with the promise
tongue, or at least some aspects of it. Whatever the truth, to those who do not gain the maximum benefit that they
his mastery of the Dark Speech is greater than the norm. will gain it in time (always within 99 years, sometimes
If Leonar uses the dread aspect of Dark Speech (as not being bestowed until the instant before death). Each
described in the Book of Vile Darkness), creatures of any time a +1 inherent bonus is gained, the recipient gains an
hit dice can be affected as Leonar chooses (selecting, of additional benefit. She can choose from the following:
course, from the possibilities given in the Book of Vile Black Apprentice: The recipient gains the Automatic
Darkness. Alignment conditionals still apply). No crea- Vile Spell or Automatic Corrupt Spell feat, so long as he
ture of less than intermediate god or equivalent status is would normally qualify for it. This ability can be be-
immune to this effect, even if normally immune to mind- stowed multiple times.
influencing effects. Dark Focus: The recipient gains the Spell Focus
Furthermore, if he uses Dark Speech in conjunction (Evil) feat (also called Malign Spell Focus).
with an evil spell, the caster level of such a spell in- Dark Speaker: The recipient gains the Dark Speech
creases by +3. At his option, speaking in the Dark feat. If this benefit is taken twice, the recipient takes 1d4
Speech deals 1d6 points of damage to objects within 30 points of Constitution and Charisma drain that can never
feet per round, ignoring hardness. be restored without revoking all gifts of Knowledge of
Finally, Leonar can use Dark Eloquence 3/day to the Damned, but he can thereafter use Dark Speech with
darken the minds of those around him. Any non-evil impunity, never suffering corruption damage for doing
creature within 30 feet must succeed on a Fort save DC so.
36 or be rendered deaf and blind. Creatures that use Mind over Morality: The recipient gains a +3 profane
blindsense, blindsight, tremorsense, or similar methods bonus on saves against spells with the good descriptor.
of ‘seeing’ are also rendered effectively deaf and blind if Soulsworn: The recipient gains the Soulsworn feat
they fail the Fort save, but gain a +4 bonus on the saving (this is always the first “benefit” bestowed). If the client
throw. This is a sonic effect. The blindness/deafness can has already taken this feat, and has sworn to another
only be removed by a 21st or higher level Cleric casting devil patron, Leonar will not treat with the client. If the
miracle then break enchantment using the Words of client already has the feat but is sworn to Leonar, the
255
client may be granted any other benefit listed as the first Possessions: As a Duke of Hell, and one of the most
benefit. powerful of that echelon, Leonar has access to any magic
Spell-like Abilities: at will: animate dead, blas- item (save artifacts) mentioned in the Dungeon Master’s
phemy, charm monster, create undead, deeper darkness, Guide, given time. He generally carries a dozen or so
desecrate, detect good, detect magic, fireball, flame powerful scrolls (8th level and higher), and does not hesi-
strike, greater dispel magic, greater invisibility, greater tate to use them if pressed. He always carries Cold Meth-
teleport (self plus 1,000 pounds), magic circle against odology.
good, mass hold monster, mirage arcana, persistent
image, polymorph, power word stun, suggestion, unhal-
low, unholy aura, wall of fire. 3/day - destruction. 1/day Summoning Leonar
- meteor swarm, symbol of pain. 1/week - wish. Caster Leonar can only be summoned by offering him
level 47th, save DC 20 + spell level. knowledge, but this knowledge must be in a form that he
Spells: Leonar casts spells as a 51st level Wizard (54th can exploit. He desires individuals who are willing to
for spells with the evil descriptor). Spells per day: partake of his Knowledge of the Damned ability. Addi-
4/8/8/8/8/7/7/7/7/6/3/3/3. Typical spells prepared: 0 – tionally, a newly researched spell with the evil descrip-
arcane mark, mage hand, open/close, read magic; 1 – tor, or vile material components (either one worth in
alarm, burning hands, floating disk, identify, mage ar- excess of 500gp) is required.
mor, magic missile, ray of enfeeblement, true strike; 2 – When all is in readiness, a dark mist rises from the
acid arrow, bear’s endurance, eagle’s splendor, fox’s ground, obscuring all sight. Low voices begin to chant
cunning, glitterdust, scorching ray, shatter, web; 3 – softly in the Dark Speech, and a single image appears in
arcane sight, displacement x2, haste, lightning bolt, the midst of the darkness, able to be seen only by the
nondetection, slow, tongues; 4 – black tentacles, conta- primary caster. It seems to be a scroll made of something
gion, enervation, ice storm, lightning bolt (violated), so black that it makes the surrounding darkness appear
mnemonic enhancer, shadow conjuration, stoneskin; 5 – bright in comparison. The scroll unfurls to reveal glyphic
baleful polymorph, cloudkill, cone of cold, feeblemind, pictures of a black devil in the midst of a sabbat. The
ice storm (violated), telekinesis, wall of force; 6 - con- picture moves as if real, and the black devil walks from
tingency, disintegrate, freezing sphere, geas/quest, leg- the midst of the rites and steps out of the scroll. The
end lore, mage’s lucubration, true seeing; 7 –delayed scroll then disappears, though the darkness remains.
blast fireball, forcecage, grasping hand, greater arcane When at last the summoning ends, the area grows
sight, reverse gravity, spell turning, waves of exhaustion; chill. Dark clouds gather over Leonars’s head, before a
8 – binding, demand, dimensional lock, discern location, heavy fall of black snow begins to fall. This lasts for
horrid wilting, moment of prescience, polar ray; 9 – nine rounds and obscures all sight within the area. When
apocalypse from the sky, dominate monster, energy the dark blizzard stops, Leonar is nowhere to be seen.
drain, gate, mage’s disjunction, meteor swarm; 10 – For those who summon Leonar without the appropriate
delayed blast fireball (maximized), meteor swarm protections, the black weather deals 3d10 points of cold
(violated), wish (heightened); 11 – delayed blast fireball damage per round (Fort save DC 15 for half). Black ice
(maximized and violated), finger of death (quickened), remains on the surface where Leonar stood for nine days.
polar ray (maximized); 12 – meteor swarm Note that these effects happen in the midst of darkness,
(maximized), time stop (maximized) x2. Save DC 26 + which also persists for nine days; thus creatures without
spell level, 29 + spell level for spells with the evil de- the ability to see in magical darkness see none of these
scriptor. things.
Epic Spells: 5/day. Epic spells known: greater epic
mage armor, first taste of winter, Leonar’s thaumaturgic
boost, momento mori, oppress, superb dispelling, tyr-
MURMER, Duke of Philosophy
anny. Duke of Hell
Cold Methodology: Cold Methodology is a large +6 Large Outsider (Evil, Extraplanar, Fallen, Lawful)
cold burst, lawful quarterstaff affixed with a sapphire cut Symbol: A golden ducal crown set over a barbed shep-
into the shape of a snowflake at each end. Cold Method- herd’s crook on an inverted triangle formed of blue-
ology has 50 charges, and is able to be recharged in the green ice.
same fashion as a staff of the magi. When first created, it Cosmic Descryer 10/Sorcerer 8
granted the wielder immunity to cold damage when the Hit Dice: 32d8 + 18d4 + 416 (744 hp)
staff was held; Leonar has long since siphoned that Initiative: +11
power off for himself. The staff grants the following Speed: 60 ft., fly 160 ft. (good)
powers: Armor Class: 40 (+7 dex, +21 natural, +3 profane, -1
size), touch 19, flat-footed 33
• 1 charge: corrupt cone of cold, dimensional anchor, Base Attack/Grapple: +44/+55
intensified magic missile, freezing sphere, quickened Attack: Philosopher’s Crook +56 melee (1d8+13 plus
fox’s cunning, quickened mage armor, vile delayed 3d6 sonic plus blindness/x2)
blast sonicball, violated polar ray Full Attack: Philosopher’s Crook +56/+51/+46/+41
• 2 charges: quickened Canian ice storm*, quickened melee (1d8+13 plus 3d6 sonic plus blindness/x2), or 2
moment of prescience, quickened sonic admixed cone slams +50 melee (2d8+7)
of cold, sonic admixed delayed blast fireball Space/Reach: 10 ft./10 ft.
• 3 charges: animus blizzard. Special Attacks: Call devils, Complicated Creed, cos-
Cold Methodology is a minor artifact. mic connection 1/day, enduring gate (3 days), Phi-
*Canian ice storm works as per meteor swarm, except that the losophical Conquest, spell like abilities, spells
fire damage is instead ice damage, and the bludgeoning damage Special Qualities: Cursed, Duke of Hell qualities, dam-
is replaced by piercing damage. age reduction 20/good and silver, darkvision 60 ft.,
256
immunity to fire and poison, low-light vision, magic experiments upon live creatures, seeking for the spark of
circle against good, Master of the Academy, naturali- intelligence so as to find a way to isolate it from all else.
zation (Arcadia, Astral, Carceri, Outlands, Mortal The greatest portion of his time is spent in his school,
Coil), regeneration 8, resistance to acid 20 and cold Academia Caniae, teaching people to doubt what they
20, see in darkness, spell resistance 50, Stoic, superior see, to question what they hear, and to suspect all simple
planar summoning (+12 HD), telepathy 500 ft. answers. His teachings find their way even into main-
Saves: Fort +33 (+37 vs petrification), Ref +32, Will stream religion, where clerics, desiring the praise of
+31 others for their intellect, will preach sermons so littered
Abilities: Str 24, Dex 24, Con 26, Int 35, Wis 23, Cha with jargon and ostentatious rhetoric that the underlying
35 message becomes garbled and unintelligible. In such a
Skills: Bluff +69, Concentration +61, Diplomacy +78 manner, even the devout followers of the most simple
(+76 with good creatures, +84 with evil creatures), faith can stumble and fall away.
Escape Artist +39, Gather Information +20, Hide +35, What his students do not realize - at least, not at first -
Intimidate +69 (+75 against evil creatures), Knowl- is that each creature that falls to the teachings of the
edge (arcana) +66, Knowledge (history) +44, Knowl- Philosopher Duke begin to channel their powers through
edge (local) +44, Knowledge (religion) +61, Knowl- him, thus increasing Murmer’s powers. It is thus not a
edge (the planes) +61, Listen +51, Move Silently +52, surprise to find that Murmer is one of the more powerful
Perform (Oratory) +61, Profession (teacher) +42, Dukes of Hell. He is known to be responsible for the fall
Search +47, Sense Motive +58, Spellcraft +84 (+88 to of Carreau, the Apostate, with whom he remains in con-
decipher scrolls), Spot +54, Survival +54 (+58 track- tact. On good terms with many other fallen angels in
ing, +60 on other planes), Use Magic Device +47 Hell, he is nonetheless at enmity with the Lord of the
(+53 with scrolls), Use Rope +7 (+11 with bindings) Flies. He respects Caim for what he represents, but takes
Feats: Arcane Preparation, Augment Summoning, every opportunity he can to discredit the Duke of Logic’s
Combat Casting, Combat Reflexes, Corrupt Spell-like words, whilst avoiding an organized debate with the
AbilityB, Empower Spell, Eschew MaterialsB, Im- Logical Devil.
proved DisarmB (when wielding Philosopher’s Many wonder how it is that a fallen angel such as
Crook), Improved Initiative, Maximize Spell, Prac- Murmer has managed to retain such power and influence
ticed Spellcaster, Quicken Spell, Spell Focus at the court of the Lord of the Eighth, whose hatred of
(Conjuration) the fallen angels is legendary. Murmer, though, predates
Epic Feats: Energy Resistance (sonic), Enhance Spell, the general influx of these former angels, and found
Epic Evil Brand B, Epic Reputation, Epic Skill Focus favor of a sort in the eyes of Mephistopheles from an
(Spellcraft), Epic Spellcasting, Improved Combat early date. In earlier times, more so than now, Mephisto
Casting, Improved Metamagic (x2), Improved Spell even benefited from the efforts of the Philosopher Duke.
Capacity, Intensify Spell Murmer’s efforts now, though, seem focused on provid-
Environment: The Academia Caniae, Cania, Eighth of ing an alternative source of knowledge and power - self
the Nine Hells of Perdition. knowledge and power of presence - to Mephisto’s own
Organization: Solitary or with 2 Prefects (ha-nagas or paradigm. It is said that Mephisto merely waits for an
fallen solars) opportunity to present itself to allow him to limit his
Challenge Rating: 38 servant’s freedom. Murmer, on the other hand, seems
Treasure: Philosopher’s Crook plus triple standard content in striving to set up an alternate center for the
Alignment: Lawful Evil fallen angels in Hell - even going so far as to tempt yet
more angels to the path he treads. In this, at least, Mephi-
sto will not try to prevent him, for every success that
Heaven laments to this day the fall of the likes of Murmer claims is a loss to Beelzebub, Lord of the Sev-
Beelzebul and his brethren. Some may even understand, enth.
to the minutest degree, why such mighty exemplars of Murmer appears as a solar with vulture’s wings. His
righteousness fell from the grace wherein they had skin is like tarnished silver, and his eyes are like brilliant
grown. Before these deplorable events, though, one other blue stars. He often wears a toga and sandals, and carries
fell. He fell not because he doubted the lore of Heaven, the Philosopher’s Crook with him wherever he goes. His
nor did he fall because of the lusts of his own heart. This voice is like brazen trumpets when angry, or like pan-
angel fell because he sought alternate, unsolicited knowl- pipes when calm.
edge, trusting in his own intellect and might above that
of the celestial agenda.
Murmer, he came to be known, and none now speak Combat
his original name. The infernal patron of philosophers If combat even looks like it may ensue, Murmer al-
and all those who seek for complication over simplicity, ways summons or calls as many reinforcements to his
Murmer teaches not that the Powers are non-existent, but aid as possible, trusting in their greater strength due to
rather that they have power only because of belief. Fur- his Augment Summoning feat (this applies to his call
thermore, he teaches that belief in alternate forms of devils ability as well). He is fond of preventing foes from
power can allow the knowledgeable to elevate them- closing by means of an intensified black tentacles, and
selves as they would, rather than remaining dependent does not hesitate to gate in further reinforcements should
upon deity. things look difficult. When his foes are busy, distracted
In his quest to prove his theories, and to disprove or by his lesser allies, Murmer will use Philosophical Con-
discount others, Murmer believes that the end justifies quest, sometimes weakening his foes’ resistance first
the means. He has been known to abduct children for with greater dispel magic and intensified touches of
experimentation, toying with their young, impressionable idiocy.
minds, leaving some mad and others helpless thralls. He Call Devils (Sp): As a standard action, Murmer, as a
257
vassal to a Lord of the Nine, commands the respect of of the Academia Caniae, Murmer enjoys a +9 morale
lesser devils. As such, he can call devils or summon bonus to attacks, damage, checks and saves. In any other
devils. The Duke may call up to one time a day 12 le- place of learning (a school, a library, a university, etc),
mures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4 he gains instead a +3 morale bonus to attacks, damage,
cornugons or gelugons, or 2 pit fiends. Since these dev- checks and saves. Murmer cannot be banished from any
ils are called, they have the ability to summon other dev- building that has more than 99 books or scrolls within it.
ils as their Monster Manual descriptions allow. Thrice a Philosophical Conquest (Su): The philosophies of
day, the Duke may summon the same spread of fiends Murmer, whether they are scathing attacks on others’
listed above. The Duke may either call or summon in beliefs, or gentle assurances that there is no such thing as
one day, not both. Murmer often uses this ability to call Evil or Hell, can have a profound effect on those that
barregons to his side. hear them. 3/day Murmer can speak and attempt a Phi-
Complicated Creed (Su): Murmer’s teachings twist losophical Conquest. All creatures within 80 feet must
in upon themselves, but it is still difficult to find the evil succeed on a Will save DC 38 or recognize the Duke’s
at the core of them. His alignment cannot be detected by superiority and admire him for 9 rounds. Creatures that
any means, although spells and effects that otherwise admire him are stunned. Should he so desire, Murmer
affect evil creatures also harm him. can make a suggestion to each creature on each round
Murmer can teach his Complicated Creed to any will- that it is stunned, against which the creature attempts a
ing creature, and force some aspects of it on others - but save as per the DC above. Each failure, not including the
such an individual must first fall sway to Philosophical original save check, increases the DC by +1. Thus, a
Conquest, and fail at least three of the saves associated creature that failed seven saves against the first eight
with it. Even then, an unwilling recipient gains a Will suggestions would make a save against the ninth sugges-
save DC 38 to avoid the effects. The following effects tion at a DC of 45. Any creature which fails to save
are possible as a result of teaching his creed to an indi- against all nine suggestions becomes Lawful Evil and
vidual: swears its soul in service to Murmer, leaving behind all
Add to the Doctrine: Primarily for those that can use other fealties and associations to study at the Academy.
divine magic, Murmer grants them greater access to such This is a mind-influencing effect. The DC is Charisma-
power by teaching them to awe their congregations. By based.
adding their own thoughts and philosophies to the doc- Spell-Like Abilities: At will—aid, animate objects,
trine they preach, and mystifying the simple truths blasphemy, charm monster, continual flame, death knell,
therein, such an individual can cast one additional do- deeper darkness, desecrate, detect good, detect magic,
main spell of each level per day. The spellcaster must dimensional anchor, fireball, flame strike, greater dispel
change their domains to Law and Evil, or some other magic, greater invisibility, greater teleport (self plus
domain approved by Murmer. If the individual had no 1,000 pounds), imprisonment, mass hold monster, mi-
domain previously, she now gains one, including the rage arcana, persistent image, polymorph, power word
domain powers. The individual becomes Lawful Evil in stun, remove curse, remove disease, remove fear, resist
alignment if she was not already. energy, suggestion, summon monster VII, speak with
Spark of Self-Assurance: An affected creature can dead, unhallow, unholy aura, unholy blight, wall of fire,
choose to trade up to nine levels of any class for sorcerer. waves of fatigue; 3/day-blade barrier, destruction, earth-
He gains a +2 bonus to Charisma for every three levels quake, harm, mass charm monster, permanency, waves
traded in. Those who are already sorcerers can instead of exhaustion; 1/day-meteor swarm, protection from
permanently trade in spell slots for a bonus to Charisma, spells, power word blind, power word kill, power word
on a three to one basis. Thus a sorcerer who permanently stun, prismatic spray, symbol of pain, wish. Caster level
surrendered a 9th level slot would gain a +3 bonus to 47th, save DC 22 + spell level (conjuration spells 23 +
Charisma. The maximum bonus in either case is +6. The spell level). The save DCs are Charisma-based.
individual becomes Lawful Evil and can cast Vile Spells Spells: Murmer can cast arcane spells 33rd level Sor-
spontaneously. cerer. All spell save DCs are equal to 22 + spell level
Sway the Masses: The affected creature gains the (conjuration spells 23 + spell level). The save DCs are
supernatural ability to use charm person or suggestion at Charisma-based. Spells/day: 6/9/9/9/9/8/8/8/8/7/2. Sor-
will. The save DC for this ability is equal to 10 + ½ class cerer Spells Known: 0-acid splash, arcane mark, danc-
levels + Charisma-modifier. The creature moves one step ing lights, detect magic, ghost sound, prestidigitation,
towards Lawful Evil for every eight times he uses the read magic, resistance, touch of fatigue; 1st-grease,
ability. mage armor, magic missile, shocking grasp, expeditious
No matter which effect is bestowed, the affected crea- retreat; 2nd- acid arrow, eagle’s splendor, detect
ture considers Murmer thereafter in the most favorable thoughts, touch of idiocy, web; 3rd-heroism, hold person,
light, treated as being fanatic in attitude towards him. lightning bolt, vampiric touch; 4th-dimensional anchor,
Unless a cleric of 21st level or above intervenes by cast- dimension door, enervation, black tentacles; 5th-
ing miracle, followed by atonement, the creature’s soul cloudkill, dominate person, hold monster, telekinesis;
becomes the property of Murmer to deal with as he sees 6th-analyze dweomer, disintegrate, mass suggestion;
fit. 7th-mass hold person, plane shift, prismatic spray; 8th-
As well as the above effects, any creature under the greater planar binding, incendiary cloud, protection
influence of Complicated Creed cannot be detected as from spells; 9th-gate, summon monster IX, wish.
evil, and even retain class abilities that they would other- Epic Spells: 5/day. Epic spells known: contingent
wise lose due to any change in alignment caused by this true resurrection, curse of apostasy, greater epic mage
ability. armor, greater ruin, lure of loquacity, momento mori,
Infernal Presence (Su): Murmer’s Infernal Presence spell worm, superb dispelling. Murmer loves to use lure
has a Will save DC of 38. His caster level is 47th. of loquacity on foes.
Master of the Academy (Ex): Whilst within the halls Stoic (Ex): Murmer’s tremendous pride and confi-
258
dence have granted him immunity to critical hits, disinte- successful Fortitude save DC 18 avoids both the fatigue
gration, ability damage, ability drain and energy drain. and the suffocation, but must be made for each round
He is likewise immune to cold. that the character is within the sandstorm (which lasts for
Possessions: Murmer has access to many magical six rounds). Suffocation continues after the sandstorm
items due to his station, and can access scrolls of any ends; only a remove curse or heal spell can end the ef-
spell in the Player’s Handbook should he require such fect.
aid. He always carries the Philosopher’s Crook, a large
+6 Barbed Quarterstaff of Sonic Power that causes
blindness on every successful hit (Fort save DC 25 ne- CARREAU
gates). Because of its shape - that of a shepherd’s crook - The Dissenter, Duke of Apostasy
it also grants the wielder the Improved Disarm feat. Be-
ing barbed, it deals bludgeoning and piercing damage. Duke of Hell
Large Outsider (Evil, Extraplanar, Fallen, Lawful)
Symbol: A leaden trumpet, cloven in two, superimposed
Summoning Murmer over a black, inverted triangle.
Murmer desires fanfare and adulation when sum- Athar 12
moned, amongst other things. A throne worth in excess Hit Dice: 48d8 + 384 (768hp)
of 500gp is required for him to conduct an audience, and Initiative: +9
he rarely appears for less than three casters (33% Speed: 50 ft., fly 100 ft. (good)
chance). Finally, he always requires the sacrifice of one Armor Class: 34 (-1 size, +5 Dex, +17 natural, +3 pro-
intelligent creature – a child for preference. This creature fane), touch 17, flat-footed 29
is not actually killed, merely offered to Murmer to be Base Attack/Grapple: +42/+57
molded and shaped by him. Attack: Fallocantum +58 melee (3d6+22 plus 3d6
(unholy) plus 1 negative level (unholy)/ 19-20 x2 plus
Table 7-3: Bonuses to Summoning 6d6 (unholy) plus 2 negative levels (unholy))
Murmer by Sacrifice Full Attack: Fallocantum +58/+53/+48/+43 melee
Additionally, the presence of a performer (or a troupe (3d6+22 plus 3d6 (unholy) plus 1 negative level
of performers) playing a fanfare grant a bonus equal to (unholy)/ 19-20 x2 plus 6d6 (unholy) plus 2 negative
one tenth of their perform check. This bonus is applied to levels (unholy)) and 2 wing slams +52 melee (2d6+5)
Spellcraft checks (in the case of epic spells designed to Space/Reach: 10 ft./ 10 ft.
summon Murmer) or Knowledge checks as part of an Special Attacks: Apostate Power, Banishment, call
incantation. baatezu, Dishearten, divine prevention, divine retribu-
When the incantation is complete, an incredibly intri- tion, spell-like abilities, spells, trumpet, Voice of
cate and complicated piece of music begins to sound, its Apostasy
effect grating and belittling on those who hear it. A sand- Special Qualities: Angel of Light, damage reduction
20/good and silver, darkvision 60 ft., divine and holy
Sacrifice Bonus Granted damage immunity, divine cancellation, divine inter-
ference, divine resistance, Duke of Hell qualities,
Is a child +5 immunity to electricity, fire and poison, low-light
Is highly intelligent (Int 15 +5 vision, magic circle against good, nondetection, re-
or greater) generation 8, resistance to acid 20 and cold 20, see in
darkness, spell immunity, spell resistance 46 (58 vs.
Each additional caster +1 divine spells), telepathy 500 ft., tongues, Unbeliever’s
beyond three (maximum Troth
9) Saves: Fort +34 (+36 vs. divine spells, +38 vs petrifica-
tion), Ref +30 (+32 vs. divine spells), Will +38 (+40
Two casters -4 vs divine spells)
Abilities: Str 33, Dex 20, Con 27, Int 23, Wis 35, Cha
One caster -8
30
Absence of a suitable -8 Skills: Bluff +75, Concentration +59, Diplomacy +85
throne (+91 with evil beings), Disguise +57 (+63 when act-
ing), Forgery +53, Gather Information +14, Intimidate
laden wind rushes into the area, instigating a full-blown +71 (+77 against evil beings), Knowledge (arcana)
sandstorm for several seconds, before centering over the +45, Knowledge (religion) +70, Knowledge (the
throne (or some other appropriate place in the absence of planes), Listen +51, Perform (oratory) +53, Perform
a throne) and coalescing into Murmer. With an arrogant (wind instruments) +53, Sense Motive +51, Spellcraft
gesture from the Duke of Philosophy, the music ceases. +61, Spot +51, Survival +12 (+16 on other planes)
Murmer will use every opportunity to show his supe- Feats: Combat Reflexes, Corrupt Spell-like Ability B,
riority to his summoners. Should the summoners injure Deceitful, Dodge, Heighten Spell, Improved Initia-
his pride somehow, Murmer will attempt to break tive, Mobility, Power Attack, Skill Focus
through any protections that they have employed so as to (Knowledge: Religion), Spring Attack
affect them with his abilities. Epic Feats: Epic Evil Brand B, Epic Reputation, Epic
Upon the cessation of dealings, Murmer disintegrates Skill Focus (Bluff), Epic Skill Focus (Diplomacy),
into sand, which is then caught up in a sandstorm once Epic Skill Focus (Knowledge: Religion), Epic Spell-
again. Those who have summoned him without appropri- casting, Spell Stowaway (Heal)
ate protective magicks find that the sandstorm fatigues Organization: Solitary or with confederates (1-4 fallen
them with its fury, preventing them from breathing. A planetars)
259
Challenge Rating: 34 dictate the course of their own lives. He furthermore
Treasure: Triple standard base creature including Fal- encouraged individuals to serve their own selfish desires,
locantum teaching that love was a weakness through which the
Alignment: Lawful Evil gods manipulate the Cosmos.
His steps always returned to Hell, though, and eventu-
ally he found his way to Nessus, into the presence of
Carreau was once a mighty messenger of the heavenly Asmodeus himself. The Lord of the Nine forced the
host; one the Heavens would not willingly have lost. He former trumpet malak to bend the knee, and promoted
traveled frequently from the shores of the Silver Sea to him to Dukehood. The court at Nessus speculates that
the Material Plane, bearing messages of hope and salva- this was more to keep Carreau in line, and to provide a
tion to those who held Celestia and righteousness in high method of control, than out of any real desire to increase
esteem. the Apostate’s power.
It was Carreau’s fate to fall in love with a mortal Carreau appears as a 12 foot tall humanoid with emer-
woman, the queen of a mighty nation with whom Celes- ald green skin and silver-gold eyes. His wings are white
tia kept in frequent contact. If the stories still told in like the driven snow, as are his robes, and his counte-
Lunia are correct, the woman fell in love with him as nance shines with a faux holy radiance. His appearance
well, but the two of them never spoke of their love, nor as an ‘angel of light’ has led many a servant of good to
did they act upon it. Carreau, ever faithful, accepted the stop and speak with him when otherwise they would not.
fact that love between a mortal and an immortal would Carreau carries his trumpet, Fallocantum, on his person
not be condoned by his superiors. This notwithstanding, at all times. It is fractured, and appears to be made out of
he managed to find excuses to visit his queen with mes- lead, but he will not be parted from it.
sages as often as it was possible. Among the denizens of Hell, Carreau counts Murmer
Upon a time, he was urgently summoned to the queen. and Caim among his allies. He has a healthy respect for
It was in the evening, and she was more beautiful than Dispater, but loathes many of the angels who fell be-
the stars, her perfume sweeter than the night-flowers. cause of lust, particularly Semyaza. Carreau works most
There were tears in her eyes as she explained the di- diligently to disrupt the work of the Virtues of Heaven,
lemma she faced, how it was that her lands were beset by and any Lawful Good deity.
demon-worshipping invaders, and that she needed an-
gelic help to overcome this threat. Carreau took her mes-
sage to his Lord, who reminded the messenger of the Combat
terms of the Celestial Compact. With bitter defeat like Carreau prefers to masquerade as an agent of good
gall in his mouth, Carreau returned to his love to tell her (using his high Bluff skill to fool alignment detecting
the ill news. spells), sowing seeds of doubt and apostasy amongst his
The queen was distanced from that time from Car- foes, than to get involved in physical combat. Indeed, he
reau, organizing a politically-based marriage in order to is likely to teleport out of harm’s way should his usual
save her nation. She no longer sent her prayers to Celes- guise fail him. On the rare occasions where he feels the
tia, and Carreau did not blame her. He watched her from need, or when he is unable to flee his foes, Carreau still
time to time, and within him bitterness grew. His duties tends to fight with a certain amount of subtlety, employ-
took him with similar messages of the seeming impo- ing greater dispel magic or epic dispelling to negate
tence of Heaven across many lands, and the seeds of foes’ protective magic (particularly effects that protect
doubt swelled into fruition. At last, in front of a high against mind influencing effects). He follows such ef-
priest of Celzar, Carreau threw his trumpet to the ground, forts with his Dishearten ability, or a blast from his trum-
splitting it almost asunder, before declaring, “The Heav- pet.
ens are brass. They care for nothing but themselves.” Disheartened spellcasting foes may be a target for
Carreau wandered for a time, unsure of himself, with spell worm, whilst divine spellcasters in particular may
no message to bear. It was in this state that he met Mur- be ignored, due to Carreau’s contempt for their class
mer, the Duke of Philosophy. Murmer’s words worked abilities (many of which he is immune to), but he tends
against the gods without denying their power, and Car- to move close enough to them to allow his Divine Inter-
reau identified with this philosophy. He willingly fol- ference ability to disrupt their spells.
lowed the Duke, who had also been an angel at one Carreau always casts epic mage armor on himself at
point, into Hell, and studied at the Philosopher’s feet. the beginning of each day, increasing his AC by 20.
Eventually, though, Carreau progressed beyond Mur- Once in melee, Carreau is a shrewd opponent, quickly
mer’s teachings: haunted by Heaven’s choice to keep assessing whether he needs to fight defensively and flee,
itself aloof from conflict, particularly at the cost of his or deal extra damage by means of Power Attack.
own love, the former messenger rejected the thought that Angel of Light (Ex): Carreau retains his appearance
the Gods had power at all. as a heavenly messenger, suffering no cosmetic changes
Leaving the cold Academia Caniae, Carreau traveled due to his fall. He gains a +3 bonus on Bluff, Diplomacy
abroad with a new message, now openly working against and Intimidate checks made against good creatures (not
divine power, particularly that of Heaven. He used his factored into his stats above). As a consequence, he does
extensive knowledge of scripture and philosophy to con- not gain the usual cursed power of a fallen angel, and
fuse and bewilder, if not convince, those that he spoke retains the tongues ability of the malakim choir.
with. Many came to see him, with his angelic form as Apostate Power (Su): There are many across the
beautiful and appealing as ever, as a savior figure, be- Realities Beyond who have now heard Carreau’s mes-
lieving that he had saved them from servitude to the sage. Some of these go so far as to desire that Carreau
Powers. He taught them to doubt the words of the Gods, share his god-thwarting power with them, and go to great
to refuse to believe their eyes when miracles occurred, to lengths to meet with the Apostate. To such individuals,
stop up their ears to the demands of the clergy, and to Carreau willingly bestows favors. He is able to grant a
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+3 bonus to all mind affecting abilities possessed by the from half the damage of a flamestrike spell. He is also
client (this stacks with Spell Focus: Enchantment and immune to holy damage, such as that dealt by a weapon
similar effects); he is able to grant spell resistance with the holy special ability. Holy weapons still bypass
against divine magic equal to the character’s level plus his damage reduction - only the holy damage itself is
10; or he is able to grant the client immunity to holy and ignored.
divine damage. Thereafter, the client must make a Will Divine Cancellation (Sp): Carreau can counterspell a
save DC 38 each day or be disheartened permanently. divine spell by casting any spell of an equal level; it need
Each successful save increases the DC by 3. There are no not be the same spell. He must choose a target, ready an
other adverse effects while the creature is alive, but on action, and make a Spellcraft check to determine the
death the suitor’s soul is taken and rent by Carreau, so spell as normal.
that no resurrection is ever possible, not even by means Divine Disavowal (Su): Carreau has spell resistance
of wish or miracle. Apostate Power can be erased from 58 versus divine spells.
an individual’s life only by the casting of a miracle, fol- Divine Interference (Su): Carreau generates a field
lowed by an atonement spell. The client is considered to that interferes with all divine spellcasting (except his
have spell resistance equal to his character level plus 20 own). Any divine spellcaster within 10 feet of the Duke
against this effect, which cannot be suppressed. The save of Apostasy must make a caster level check (DC 51) in
DC is Charisma based. order to successfully cast the spell. Failure indicates that
Banishment (Sp): Once per day, Carreau can send the spell does not take effect but is lost as though cast.
away an extraplanar creature as per the banishment spell This ability can be suppressed or resumed as a free ac-
as cast by a 44th level Cleric. tion.
Call Devils (Sp): As a standard action, the Duke of Divine Prevention (Su): Once per day as a standard
Apostasy, as a vassal to a Lord of the Nine, commands action, Carreau can bestow a +48 resistance bonus to
the respect of lesser devils. As such, Carreau can call saving throws upon a recipient. The bonus applies
devils or summon devils. The Duke may call up to one against the next divine spell to which the recipient is
time a day 12 lemures, 8 barbazu or erinyes, 6 hamatulas subjected, even beneficial spells such as bless and cure
or osyluths, 4 cornugons or gelugons, or 2 pit fiends. light wounds. If the recipient is unwilling, Carreau must
Since these devils are called, they have the ability to make a successful touch attack and the target must suc-
summon other devils as their Monster Manual descrip- ceed at a Will saving throw DC 51 or be subject to the
tions allow. Thrice a day, the Duke may summon the bonus.
same spread of fiends listed above. The Duke may either Divine Resistance (Ex): Carreau has a +2 resistance
call or summon in one day, not both; if the Duke uses his bonus to saves against divine spells. This has already
calling ability, he cannot use his summon ability until the been factored into the stat block.
next day. Carreau generally summons erinyes to aid him Divine Retribution (Sp): When using Divine Cancel-
in his duties, since they are the most comely of the dev- lation, Carreau can reflect a divine spell back at the
ils. If faced with battle, however, he will always call pit caster instead of causing it to fail. He can use this ability
fiends to his side, and instruct them to summon addi- only on spells that target him personally, not area-
tional reinforcements. affecting spells or those targeting a different creature.
Dishearten (Su): Perhaps because his own love was Infernal Presence (Su): Carreau’s Infernal Presence
destroyed because of heaven - or so he believes - Carreau has a Will save DC of 38. His caster level is 50th.
cannot abide the thought of closeness between any two Nondetection (Su): Carreau is constantly under the
creatures. He finds it repulsive, and actively teaches that effects of a nondetection spell, as cast by a 50th level
love is a weakness. He furthermore uses his influence to caster (DC 27). This ability can be suppressed or re-
make cold the hearts of those he comes into contact with. sumed as a free action.
3/day, Carreau can dishearten his foes. As a full round Spell Immunity (Su): Carreau is immune to the fol-
action, Carreau speaks out against love and compassion, lowing spells: bestow curse, blasphemy, doom, holy
calling on hearers to ‘be true to themselves’. Hearers word, and geas/quest.
must succeed on a Will save or Sense Motive check (DC Spell-like Abilities: at will: animate dead, blas-
equals Carreau’s diplomacy check) or grow cold towards phemy, charm monster, continual flame, deeper dark-
their friends and loved ones, and indifferent to enemies. ness, desecrate, detect good, detect magic, fireball, flame
An affected creature will not help any individual in need, strike, greater dispel magic, greater invisibility, greater
will not work with another creature, and takes a -9 pen- teleport (self plus 1,000 pounds), mass hold monster,
alty on all Charisma based checks. In combat, such a message, mirage arcana, persistent image, polymorph,
creature will never use the aid another option, will allow power word stun, suggestion, unhallow, unholy aura,
allies to die rather than come to their aid (and actively try wall of fire. 3/day: destruction. 1/day: meteor swarm,
to prevent their resurrection), and, if a spellcaster, will symbol of pain. 1/week: wish. Caster level 50th, save
tend to use spells and effects that will harm both friend DC 20 + spell level.
and foe with no compunction or guilt. However, affected Spells (athar): 6 / 8+1 / 8+1 / 8+1 / 8+1 / 7+1 /
creatures are unlikely to enter combat without provoca- 6+1/6+1/6+1/5+1; save DC 22 + spell level, caster level
tion from their foe, unless they succeed on another Will 37th. Carreau has access to the Evil and Law domains.
save (DC as above). Dishearten also ends rages, negates Typical spells prepared: 0- no light, resistance x3, read
morale bonuses, and unravels the effects of bardic music; magic, slash tongue; 1- angry ache x2, bless, command,
and spells or abilities that grant these effects cannot be divine favor, heartache, protection from good*, seething
used by a disheartened character unless she succeeds on eyebane, shield of faith; 2- aid, desecrate*, eagle’s
a Will save (DC as above). This is a mind-affecting, splendor, hold person, owl’s wisdom x2, silence, spiri-
language dependent ability. tual weapon, wave of grief; 3- bestow curse x2, dispel
Divine and Holy Damage Immunity (Ex): Carreau magic x2, love’s pain x2, magic circle against good*,
is immune to damage from divine power, such as that protection from energy, wrack; 4- cure critical wounds,
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damning darkness x2, death ward, divine power, resto-
ration, spell immunity, stop heart, unholy blight*; 5-
dispel good*, dispel good, flamestrike, greater com- Summoning Carreau
mand, insect plague, morality undone, power leech, true Carreau demands the sacrifice of a holy relic or sym-
seeing; 6- blade barrier, create undead*, fiendish quick- bol in order to summon him. The item must be worth in
ening, greater dispel magic, harm, heal, thousand nee- excess of 500gp, and must have been of worth to the
dles; 7- bestow greater curse x2, blasphemy*, blas- summoner at some former point. Upon completion of the
phemy, dictum, greater restoration, wretched blight; 8- ritual, tomes of holy writ appear at each point of the
antimagic field, dimensional lock, evil weather, fire compass, opening so that the pages face outwards. Illu-
storm x2, pestilence, shield of law*; 9- apocalypse from minated script can then be seen to writhe and change,
the sky, despoil, energy drain, gate, soul bind, summon meanings become garbled, and myriads of pages are torn
monster IX (evil creatures only)*. *Domain spells. from the books, forever altering the content. The torn
Epic Spells: 5/day. Epic spells known: epic mage pages coalesce in the center of the spectacle, by degrees
armor, greater ruin, nailed to the sky, spell worm, su- looking like the feathers of a set of angelic wings. The
perb dispelling. Caster level 37th, save DC 30. Carreau is wings unfurl, and Carreau appears in the midst, shining
usually under the effects of epic mage armor (armor like a beacon.
bonus not factored into stat block; 33% chance that he When the summoning ends, Carreau flares his wings
has used a spell slot for the day to cast it, otherwise the wide, and a blinding light flashes through the area. When
spell was cast on a previous day and the duration has not the light dies, he is gone. Mundane writings of any sort
yet expired). will, upon inspection, have been altered in meaning and
Trumpet (Su): Fallocantum (“false sound”) is Car- content, generally so that they demean the heavens, or
reau’s fractured trumpet, a remnant of his days as a heav- justify the dealings of the Pit. Magical writings
enly messenger. At his command, it transforms into a (including spellbooks and scrolls) are unaffected so long
large +6 unholy power greatsword as a free action. At as appropriate protections have been put in place (such
will as a standard action, Carreau can blow on the trum- as the epic spell summoning sanctuary); if not, each text
pet to produce a note so discordant that all within 90 ft. receives a Will save DC 18 to avoid becoming garbled
must succeed on a Fortitude save DC 38 or suffer 6d6 and useless (use the Will save bonus of the possessor of
points of sonic damage and be confused for 9 rounds. A the writing).
successful save halves the damage and negates the con-
fusion effect. Divine spellcasters that fail their save are
unable to use divine magic until the end of the confusion
MARTINET, Constable of Nessus
effect. Duke of Hell
Unbeliever’s Troth (Ex): Perhaps he did not entirely Medium Outsider (Devil, Evil, Extraplanar, Lawful)
believe his own words at first, but Carreau has been Symbol: A small red pentagram within a large black,
preaching his apostate message for so long now that he inverted triangle surrounded by a red circle
believes it to be nothing but the truth. Carreau cannot be Cleric 29/Hierophant 5
caught in a lie by magical means of any sort, although a Hit Dice: 54d8 + 528 (960 hp)
deity, or a creature with a high enough Sense Motive Initiative: +14
modifier, might see through his deceptions. Furthermore, Speed: 50 ft., fly 70 ft. (average)
Carreau’s devotion to destroying the power of the Gods Armor Class: 58 (+6 armor, +6 deflection, +10 Dexter-
lends him great power: for the purposes of the divine ity, +21 natural, +3 profane), touch 25, flat-footed 44
prevention, divine interference, and divine disavowal Base Attack/Grapple: +37/+42
abilities, he is treated as an Athar of his total HD. This Attack: The Black Baton +49 melee (1d8+11 + 2d6
has already been factored into the stat block. (lawful) + 2d6 (unholy); or claw +42 (1d10 + 5)
Voice of Apostasy (Su): Carreau’s voice is melodi- Full Attack: The Black Baton +49/+44/+39/+34 melee
ous and enticing, and his knowledge of scripture is leg- (1d8+11 + 2d6 (lawful) + 2d6 (unholy); or 2 claws
endary. Using forged, altered copies of texts, and his +42 (1d10 + 5), 2 wings +37 melee (1d8 + 2), and tail
great depth on knowledge of religion and philosophy, slap +37 melee (1d10 + 2)
Carreau can enter into a debate with any creature with Space/Reach: 5 ft./5 ft.
divine connections (e.g. levels of cleric or paladin, or an Special Attacks: Blast infidel, call devils, Constable of
outsider with alignment based subtypes) in an attempt to Hell, Infernal Presence, rebuke undead or outsiders
show them ‘the error of their ways’. Three times per day, 13/day (+10 to checks), spell-like abilities, spells
Carreau begins to speak his doctrine as a full round ac- Special Qualities: Damage reduction 20/good and sil-
tion. His opponent is given a chance to respond (this ver, darkvision 60 ft., divine reach, Duke of Hell
exchange is simulated by an opposed Knowledge: Relig- qualities, immunity to fire and poison, Infernal Am-
ion check). Should Carreau fail the exchange, nothing bassador, Infernal Diplomat, mastery of energy, re-
happens to his foe, but this still counts as a use of the generation 7, resistance to acid 20 and cold 20, see in
ability. Should Carreau win the exchange, his opponent darkness, spell resistance 52, telepathy 500 ft.
is stunned and cannot access divine magic for 9 rounds; Saves: Fort +42, Ref +45, Will +50
furthermore, Carreau may opt to continue to speak for Abilities: Str 21, Dex 30, Con 24, Int 28, Wis 36, Cha
further effects. After a successful check in the second 31
round, his opponent must make a Will save DC 38 or Skills: Balance +12, Bluff +48, Climb +26, Concentra-
revoke her association with her deity. After a successful tion +59, Diplomacy +67 (+73 with evil beings), Dis-
check in the third round, his opponent must succeed on guise +33 (+37 in character), Gather Information +50,
another Will save DC 38 or else change her alignment to Heal +18, Hide +31, Intimidate +37 (+43 against evil
Lawful Evil. This is a language dependent, mind- beings), Jump +28, Knowledge (arcana) +51, Knowl-
affecting ability. The save DC is Charisma based. edge (history) +19, Knowledge (local) +35, Knowl-
262
edge (the planes) +61, Knowledge (religion) +66, those who would challenge the new hegemony As-
Listen +36, Move Silently +31, Search +32, Sense modeus hoped to build. They infiltrated not only the
Motive +38, Spellcraft +70, Spot +34, Survival +13 other armies of Hell, but also the worlds of mortals and
(+17 on other planes, +15 following tracks), Tumble outsiders alike. In the centuries prior to the Dies Irae,
+31 Nessus and servants of Asmodeus tended to dominate
Feats: Cleave, Corrupt Spell, Corrupt Spell-like Ability the vast bulk of devil worship among mortals and the
B
, Dark Speech, Eschew Materials, Extend Spell, armies of Nessus served as the main diabolical fodder for
Improved Initiative, Investigator, Iron Will, Negotia- summons, gates, and calls. Indeed, when powerful mor-
tor, Power Attack, Quicken Spell, Quicken Spell-like tal wizards and clerics called directly on Asmodeus, it
Ability (destruction), Spell Focus (enchantment), was Martinet with whom they treated most often. Marti-
Spell Penetration, Weapon Focus (morningstar), net’s success with the Nessian armies was such that he
Epic Feats: Automatic Quicken Spell (x3), Bonus Do- became privy to all but the most delicate bits of informa-
main (Knowledge), Epic Evil Brand B, Epic Spellcast- tion not just within Hell, but throughout Creation, and he
ing, Improved Spell Capacity (10th), Improved Spell channeled all he knew to his master. It was Martinet
Capacity (11th), Multispell, Planar Turning who first heard wind of The Great Fall; he was also the
Environment: Nessus, Ninth of the Nine Hells of Per- diplomat who escorted Eblis, Beelzebul and other fallen
dition angels to Malsheem. It was Martinet who met with
Organization: Solitary, or squad (1 - 4 Nessian pit Kiaransalee and gave her the key to Orcus’ defeat cour-
fiends) tesy of Asmodeus. It was Martinet who, alongside
Challenge Rating: 40 Geryon, tricked the Lords of the Nine into meeting in
Treasure: Triple standard plus the Black Baton and the locked battle before the gates of Malsheem during the
Constable’s Keys Dies Irae that resulted in their complete defeat. Aside
Alignment: Lawful Evil from the Court of Dis, no other devil can claim as many
contacts as Martinet, and his network of associates (not
spies, as is the case with Beelzebub) has made him nu-
There is no doubt that the most powerful and influen- merous allies and countless enemies beyond Hell.
tial Duke of Hell is Martinet, the Constable of Nessus As the Voice of Asmodeus, Martinet speaks for As-
and the Voice of Asmodeus. There is also little doubt modeus in all things. Martinet is the one who typically
that he is the single most despised Courtier of Perdition interacts with the Lords of the Nine, the Heirs of Hell,
and that many, particularly the Lords of the Nine, ea- and the Grand Dukes on matters of Infernal business; all
gerly anticipate the day that his favor before the eyes of know that his words are those of Asmodeus. However,
The Overlord dims. Fortunately for Martinet, he is well on occasion, Martinet has been known to insert his own
aware of the fine line he walks and he revels in it, know- ideas into the instruction Asmodeus has given. He never
ing full well that Asmodeus is not prone to flippancy or makes drastic adjustments or demands, but has reaped
sudden change and that, so long as he stays absolutely quite a bit of additional wealth over the years because of
loyal to The Overlord - or at least, as loyal an appearance his manipulation of Asmodeus’ decrees. What Martinet
as necessary - he will be able to continue behaving as if does not know is that Asmodeus takes into account his
he were an equal to the Lords of Hell. Constable’s behavior when he sends him to treat with
Martinet is one of the oldest Dukes and many suspect others; to date, Asmodeus has not found Martinet’s petty
that he may even be one of the first pit fiends. His name scrambling for more power a problem, but if he does,
has been found in texts and grimoires that date back to The Overlord will rein his servant in quickly.
the Days of Antiquity when Lucifer the Satan ruled Hell Martinet behaves with a smugness that brings rage
and there were few fallen angels in Perdition. Indeed, even to the stoic face of Dispater, and burning anger to
Martinet was even then on the Court of Light, a mid- the cold soul of Mephistopheles. Martinet, although
level pit fiend who had risen in station due to his gilded knowing he is not an equal to the Lords of the Nine,
tongue and his unswerving loyalty to Lucifer. But, Mar- knows that no one can touch him or harm him save As-
tinet was, as he is now, loyal only to Martinet and Hell. modeus’ will. Indeed, each Lord has dozens of contin-
When it became apparent that Lucifer’s almost personal gencies in place to destroy Martinet immediately should
war with the Realms Above and the rest of the Cosmos Martinet ever fall from favor with The Overlord. Aside
could bring ruin to Hell, Martinet was among the first to from the Lords, Martinet regularly involves himself with
join with the conspiracy led by a relatively unknown the affairs of gods in Hell, with powerful mortal servants
arch-devil called Asmodeus. Martinet became As- in the Realities Beyond, and with any other being with
modeus’ right hand throughout the conspiracy and the which Asmodeus has an interest. While the gods of Hell
subsequent coup. It is said that when Lucifer spied Mar- hate Martinet with a passion rivaling that of the Lords of
tinet among the conspirators just before his fateful and the Nine, others view Martinet with a great deal of fear
final confrontation with Asmodeus that he was struck and respect, knowing that his is the single most impor-
speechless at the presence of his most loyal servant tant voice in Hell. Indeed, mortals always offer elabo-
among traitors. For his dedication to Hell and As- rate ceremonies and sacrifices in the Constable’s honor
modeus, the new Overlord promptly promoted Martinet when they learn of an intended visit. Martinet loves the
to Duke of Hell status and named him the Constable of attention and makes no attempt to hide his pride, which
Nessus. has grown tremendously over the millennia. Martinet is
As the Constable of Nessus, Martinet was initially the second highest member of the Order of the Lie, al-
responsible for the armies of the Darkest Land of Hell, though he does not technically answer to Adremalech.
and he stood high in the Infernal Court. Unlike most of Indeed, Martinet avoids the former Lord of the Fourth,
the higher armies, which were martial in nature, the army whom he does not trust and views as a threat to Hell.
Martinet led was far more religious and philosophical as Martinet is the perfect voice piece of a decadent, ty-
it was charged with waging an intellectual war against rannical government. He is the public face that speaks
263
that which he is instructed without any regard for how ness as a diplomat and those that will protect him from
vile, unethical, or evil his words and intent are. Martinet harm or threat; he typically has a few powerful, offensive
does not question the woes that Asmodeus has brought to spells as well. Typical spells prepared: 0 – guidance x2,
Creation and, indeed, believes that by continuing to inflict minor wounds, resistance x2, virtue; 1st – detect
stand behind Asmodeus he will reap fantastic rewards for secret doors*, bane x2, bless, curse water, divine favor,
his service. However, Martinet is loyal not so much to doom x2, shield of faith x2, 2nd – calm emotions*, bear’s
Asmodeus as he is loyal to Hell. Martinet believes in the endurance, bull’s strength, death knell, eagle’s splendor,
dictate of his government and its ideals, which he be- enthrall, hold person, owl’s wisdom, spiritual weapon;
lieves are realities that need to be spread across the entire 3rd – clairaudience/clairvoyance*, bestow curse x2, con-
Cosmos. His betrayal of Lucifer was in defense of the tagion x2, magic circle against chaos, prayer x2, stone
indefensible: the proliferation of Hell. Should As- shape; 4th – order’s wrath*, damning darknessVD, death
modeus ever reveal that he is a liability to the existence ward, dimensional anchor, discern lies, poison, restora-
Martinet supports, the Constable would betray him at the tion, stop heartVD, tongues; 5th – true seeing*, greater
soonest opportunity. command x2, morality undoneVD x2, resonating resis-
Martinet is the classic devil. Standing at 6 feet, Marti- tanceVD, slay living, true seeing, wall of stone; 6th – find
net’s torso and arms are those of an athletic, slender man the path*, blade barrier, fiendish quickeningVD, forbid-
while his legs are like those of a hairless goat, complete dance, geas/quest, harm, heal; 7th – legend lore*, bestow
with a long, barbed tail. His entire body is a hell-fire greater curseVD, control weather, dictum x2, fiendish
red, including the massive, bat-like wings that are usu- clarityVD, imprison soulVD; 8th – discern location*, anti-
ally furled at his back. His face is narrow and chiseled, magic field, dimensional lock, earthquake, fire storm,
with a look of amused arrogance typically accompanied quickened damning darknessVD, quickened death ward;
by a smug smile. Martinet’s eyes are large and emit a 9th – foresight*, apocalypse from the skyVD, energy drain,
golden glow, while long black horns rise from his fore- gate, implosion, miracle x2; 10th – quickened blade bar-
head. He always wears rich black and red livery covered rier, quickened harm, quickened heal; 11th – quickened
in pentagrams, inverted triangles, and Asmodeus’ sym- blasphemy, quickened wretched blightVD, quickened
bol. He is never without his Black Baton, and often has death by thornsVD.
VD
an imp named Damien, who has a tendency to ask rhe- Spell found in the Book of Vile Darkness.
torical questions when Martinet meets with others. * Domain spell.
Epic Spells: 5 per day. Spells known: contingent true
resurrection, epic mage armor, greater ruin, soul domin-
Combat ion, tyranny. Martinet typically has epic mage armor
Although more than capable of holding his own in a prepared, and will often cast greater ruin when in the
physical conflict, Martinet is no fighter. He absolutely midst of heated battles.
despises getting personally involved in violence, which Constable of Hell (Ex): As the Constable of Hell,
is why he is almost always accompanied by a squad of Martinet is charged with maintaining his Lord’s order
Nessian pit fiends. When threats arrive, Martinet is throughout Hell. Thus, Martinet is often sent out to re-
quick to order his squad to action before plane shifting or trieve or constrain those who have offended Asmodeus
teleporting away. and he must do so quickly before the condemned can
However, if fighting proves to be the only option, escape. A reflection of his power as Constable of Hell is
Martinet will always begin by activating his Infernal that Martinet uses the entirety of his HD to determine the
Presence and calling another pit fiend. He will then cast DCs of all special attack saves.
epic mage armor and follow up with any number of Martinet exudes a powerful enchantment that prevents
powerful spells, spell-like attacks, or epic spells depend- any devil or servant of Hell (devil-worshippers, merce-
ing on the situation. naries, and the like) from using extraordinary means to
Call Devils (Sp): Once per day, Martinet can auto- escape, like dimension door or greater teleport. All
matically call 12 lemures, 8 barbazu or erinyes, 6 ha- within 90 feet of Martinet must make a Will save DC 47
matula or osyluths, 4 cornugons or gelugons, or 2 pit to use such means. Martinet may determine which be-
fiends. Since these devils are called rather than sum- ings within the radius are affected, and may use this
moned, they have the ability to summon their own rein- ability as a standard action.
forcements if so ordered. Conversely, 3/day, Martinet Furthermore, Martinet may cast trap the soul on any
may summon 12 lemures, 8 barbazu or erinyes, 6 ha- devil or servant of Hell 3/day as a 46th level caster. This
matula or osyluths, 4 cornugons or gelugons, or 2 pit functions as the spell except the target suffers a -15 pen-
fiends (Martinet may either call or summon in a day; he alty to his SR (if applicable) and does not gain a Will
may not do both). Martinet has no qualms about imme- save. The target’s soul is typically trapped in The Black
diately calling a couple pit fiends and instructing them to Baton. Only arch-devils with official status within Hell
bring in more reinforcements if it appears that combat is and the Lords of the Nine are immune to this ability;
imminent. In any case, Martinet is almost always ac- however, Martinet will not use this power lightly on
companied by a squad of Nessian pit fiends whenever he Dukes of Hell or high-ranking pit fiends and agents of
travels beyond Nessus. Hell without good cause.
Cleric Spells per day: 6 / 9+1 / 8+1 / 8+1 / 8+1 / Martinet may also scry on any devil or servant of Hell
8+1/6+1/6+1/6+1/6+1/3/3; base DC 23 + spell level, 24 as if he were a 46th level caster.
+ spell level for Enchantment. Caster level 49th ; caster Martinet’s enviable rank as the Constable of Hell
level 50th for Divination, Evil, and Lawful spells. Marti- makes him resistant to all but the most powerful attacks
net chooses domain spells from the Evil, Knowledge and from devils. Any devil or servant of Hell that attacks
Law domains. As a Duke of Hell, Martinet has access to Martinet suffers a -9 penalty to attacks, a -9 penalty to all
every cleric spell in the Player’s Handbook. Martinet DCs, and -9 penalty to Initiative. Although the Lords of
typically prepares spells that will enhance his effective- the Nine are immune to this effect, all other devils
264
(including Dukes and arch-devils) are not. 3/day, grant Martinet a +4 increase on the DC of a Dia-
Infernal Ambassador (Ex): Martinet is the Voice of bolical Adaptation, his Infernal Presence, a spell, or a
Asmodeus and, in order to facilitate this role, The Over- spell-like ability. In either case the bonuses are assumed
lord has granted Martinet powers typically reserved for as a free action.
an arch-devil. The Constable’s Keys: Martinet has the right to
Martinet may cast astral projection, etherealness, or access any location in Hell save for the personal abodes
plane shift as a 46th level caster at will. With these of the Lords of the Nine so long as he always carries the
spells, Martinet can enter any plane, domain, or realm Keys of Hell, better known as the Constable’s Keys. The
without risk of suffering any form of damage based upon Constable’s Keys are a pair of beautiful gold bracers
the location’s nature. Thus, if Martinet plane shifted to with an elaborate relief of the Gates of Hell and the fa-
the Elemental Plane of Ice, he would suffer no cold dam- mous inscription “Abandon All Hope” written in at least
age; likewise, if he entered Lunia, the First Heaven and nine dead languages. When Martinet wears the Keys, not
bathed in the Silver Sea, he would not suffer any holy only are all locks unlocked and traps disarmed (and re-
damage from the water. armed in Martinet’s passing) when Martinet enters the
Martinet may enter any cosmic or divine realm, or private domains of lesser devils, the bracers also enhance
hallowed site without threat of harm, although he cannot his defense. The Constable’s Keys provide Martinet
mask his presence. Furthermore, Martinet may also call with a +6 armor bonus to AC, a +6 deflection bonus to
or summon allies to these locations. Once Martinet en- AC, and a +6 resistance bonus to his saving throws. The
ters, he acquires either a flat +3 bonus to his armor class Keys cannot be removed from Martinet without the ex-
and saves, or a bonus equivalent to the divine rank or press will of The Overlord, which - as far as Martinet is
virtual divine rank of the being that controls the area. concerned - is a reflection of his elevated status in Hell.
Thus, if Martinet enters a temple hallowed to Nemaria, In reality, the Keys are enchanted by Asmodeus to in-
he would receive a +17 bonus to his armor class and stantly destroy Martinet with no save if he commits any
saving throws. These bonuses are continuous so long as act of treason against Hell.
Martinet does nothing to physically or psychically harm Possessions: Aside from the Black Baton and the
another within the area. If this occurs - even in response Constable’s Keys, Martinet only rarely carries magic
to an attack from another source - Martinet retains the items from Malsheem. As the Constable of Hell and
bonuses for three rounds after which the bonuses disap- Asmodeus’ right-hand devil, Martinet has access to vir-
pear. tually every item in any source so long as Asmodeus
Finally, Martinet can commune with Asmodeus 9/day. allows it.
Unlike the typical commune, Martinet cast this version as
a standard action and suffers no chance for misinforma-
tion or adverse affect unless Asmodeus wills it. It is Summoning Martinet
believed that Martinet is also a focal point for As- Martinet demands rare unguents and incenses to the
modeus’ Hell’s Mouth, although these rumors are as of value of 9,999gp to be burnt as a sacrifice to facilitate his
yet unconfirmed. summoning. Furthermore, he requires the presence of
Infernal Diplomat (Su): The Voice of Asmodeus is nine additional persons during the summoning, whose
exceedingly versed in acts of diplomacy, particularly only purpose is to sing an unholy dirge.
among Fiends and those that serve them. Martinet gains Upon successfully completing the summoning ritual,
a +9 circumstance bonus to his Bluff and Diplomacy the ground in the area of effect falls away to reveal a
skills when treating with fiends, fiend worshippers, or yawning pit, the depths of which glow with an unholy
those working for fiends. fire. Ascending from within this pit, Martinet appears
Furthermore, Martinet can offer suggestions to these clad in unholy vestments of red and black, and clasping
beings during the course of regular conversation. 3/day, his Black Baton. Disembodied souls rise from the pit at
as a full round action, Martinet can affect all he selects his summoning to form a dais upon which he stands.
within 30 feet with a suggestion as cast by a 46th level After dealing with the summoners, Martinet descends
caster if they fail a Will save DC 47. back into the pit in utter silence. The dais is rent into
Infernal Presence (Su): Martinet’s Infernal Presence nine pieces, as a shrieking gale begins, pulling all within
has a Will save DC of 47. His caster level is 46th . the area of effect toward the pit. The winds persist for
Spell-Like Abilities: At will - animate dead, blas- three rounds before the earth heaves and the pit is cov-
phemy, charm monster, create undead, deeper darkness, ered over. Note that creatures that have attempted a sum-
desecrate, detect good, detect magic, fireball, flame mons without the proper protections may be affected by
strike, greater dispel magic, greater invisibility, greater both the winds and the earthquake (treat the winds as
teleport (self plus 1,000 pounds), magic circle against hurricane strength, and the earthquake as if cast by a 27th
good, mass hold monster, mirage arcana, persistent level sorcerer).
image, polymorph, power word stun, produce flame,
pyrotechnics, suggestion, unhallow, unholy aura, wall of
fire; 3/day - destruction; 1/day - meteor swarm (any),
symbol of pain; 1/week - wish. Caster level 46th; DC 20
+ spell level.
The Black Baton: Martinet always carries his office
standard, a sleek, onyx baton. Both ends are studded
with sharpened diamonds that give off a luster similar to
that of a distant star. The Black Baton strikes as a +6
axiomatic, unholy morningstar. In addition, 3/day the
Black Baton may grant Martinet a +10 circumstance
bonus to his rebuking power or to any skill; it may also,
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