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Legions of Hell

Btltlk (If t: iends V elltime Oil~



Design: Chris Pramas

Additional Design: Jim Bishop (Jalie Squarefoot, Prestige Classes), Brian Kirby (The Faceless, Spinder, Vierhander), Erik Mona (Bune, Iblis, VualJ, Fallen Celestial Template, Celestial Choirs)

Editor: Malcolm Ellis

Editorial Assistance: Erik Mona

Art Director: Chris Pramas

Cover A,·I': Brom

Interior Art: Toren Atkinson, BIOCl1, Chris Keefe, Raven Mimura, Sam Wood

Graphic Design: Hal Mangold Proofreaders: Eric Mona, William Simoni

Sculptures: Jason Soles Photography: Sean Glenn Special Thanks to: Sam, Toren and Raven for taking the lead,

icole for keeping our lives running while this book was finished, and Erik Mona for making Hell that much more evil.

Legions a/Hell is ©200 I Green Ronin Publishing. Art is (92001 by the respective artists .. Reference to other copyrighted material in no way constitutes a challenge to the respective copyright holders of that material. The following text is Open Gaming Content: the name, statistics, and combat section of each monster, all new weapons and magic items, and appendices I and 2.

Dungeons and Dragons and Wizards of the Coast are Registered Trademarks of Wizards of the Coast, and arc used with permission. 'd20 System' and the 'd20 System' logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System License version 1.0. A copy of this License can be found at' www.wizards.com,

Printed in the U.S.A.

Green Ronin Publishing P.O. Box 1723

Renton, WA 98057-1723 E-mail: GreenRonjn@aol.C.QIll Web site: www.greenronin.com

Introduction 2

Akop 4

Antaia, the Witch Queen 5

Asakku " 6

Asbmede 7

Balan, Master of the Infernal Hunt " 8

Balan's Huntsman 10

Bon edreg 11

.BuJugon 12.

Bune, Duke of'Eloquence 13

Chamagon 15

Dagon. Wal'den ofthe Stygian Depths 16

Darksphinx 17

Distender 18

Enforcer of Dis 19

Faceless 20

Fu reas, Duke of Rhetoric 21

Gladiatrix 22

H adriel, Duchess of Dam i nation 23

Hellwarden 24

Herlekin : 25

Iblis, Duke of Pride 26

Ice Stalker 28

J ali e Squarefoot, the Li en Fien d 29

Kere 31

Knocker 32

Krotep, Pharoah ofAxor 33

LeJ, Marquise of the Night 34

Magugon .' 35

M-algrin, Duke of Unlife "" 36

Naarnah, Contessa ofDuplicity 37

N ekhet, Prophet of Set 3 8

Nergal, the Fetid Prince 40

Oubliette 41

Pain Mistress 42

Painshrieker 43

Soulsniffer 44

Spindel' 45

Striga 46

Vierhander 4 7

VuaIl, Duke of Pleasure 48

Whiptail 49

Appendix 1: Prestige Classes 50

Appendix 2: FaUen Celestial Tempiate S6

Appendix 3: Angelic Choirs 59

Appendix 4: Monsters Rated by Combat Rating 62

Appendix 5: Bibliography 62

d20 License 63

Welcome to Legions ofHell, the first of Green Ronin 's monsrer compendiums for the dl0 System. Tile core of this book is u specia I batch of new monsters taken straight from the Pit Legions ofHelf gives you enough devils and internal nasties to populate an entire campaign and challenge characters of all levels, You'll find everything from lowly grunts to fallen cclestials to powerful baarezu nobles.

Before the I itany of evil begins, however, we should pause to say a few words about Hell itsel f and the com man powers of dcvi Ikind.

I low could Hell be allY worse when life alone is such a curse?

-Bad ReI igion Wben la wful evil rnorrals die, their

souls go to Hell. Devils thus tempt mortals in the hopes of

changing thei r al igruuents to

lawful evil. Every mortal

fooled is another soul

condemned. There

are few places in the rnul ti verse worse than Hell.

Hell looks like an inverted mountain, the cosm ic oppos ite of the peak of Heaven, Known for both geographic and metaphorical reasons as the Pit, Hell is divided into nine

ci rcles that range from raging

infernos to

churning seas to

icy wastes. A

powerful arch-

devil rules each circle,

find all the devils in Hell pay homage 10 Asrncdeus, the Lord of the Ninth Circle, Kiag ofHcl1 and the Adversary of all I hat is good.

In brief, the lords ofthe nine circles are as follows:

Baal, Lord ofthe FIrst Circle: This Ilerce devil (pictured (1l1 the front cover oflhi5 book) commands the

largest armies in Hell. While this has alarmed the other lords in the past, the truth is that he expends his energies. fighting the external foes of Hell, namely demons and celesrials,

Dis pater, Lord of the Second Circle: Disputer is a cunning schemer- and conscrvati ve by nature. H e rarcl y leaves Dis, [he mightiest city in l lel i and one thai has never been taken by an enemy army. Wh i lc Dispater is slow to react and hedges his bets, he !\C!S IVith overpowering force once his mind is made up.

Mammon, Lord of the Third Circle: Mammon is as power hungry as they COll,C_ l-lo is unsatisfied with his domain and so

constantly schemes to conquer another circle of j--I ell. His arm ies have clashed with those of Belial on many occasions, but neither lord has been able to gain the advantage.

Belial, Lord of the Fourth Circle: Only Asmodeus is (I better liar than Belial. Originally a powerful celestial, Belial fell lrom grace in the distant past. Lords like Dispater nnd Mephistopheles still treat Belial as an upstart, since he was not born oftllc baateza race. Since Belial's armies arc strong and he is as sl ippery as a green slime, the Lord of the Fourth Circle continues to stand strong.

Leviathan, Lord of the Fiflh Circle: In form Leviathan is the mostenormous sea monster the multiverse has ever known. Literally miles long, Leviathan needs a domain as large as the Fi fih

Circle to bouse his massive bulk, Some scholars say that Hell is Leviathan's prison and Ibat countless worlds will perish if he ever escapee. His appetite for mortal souls is legendary.

Lilith, Lord of the Sixth Circle: Many devils have underestimated Lilith

because she is female. Non.c have lived to learn thei r mistake.

Li lith is as alluring as silk and as hard as steel. Whi lc she schemes in Hell. she dreams of power greater than the Pit can hold.

Beelzebub, Lord of the Seventh

Circle: Known as the Lord of Flies, Beelzebub is a fallen cclcst ial like Belial. He and Mephistopheles hate each other deeply, and they have been at war on and off for millennia. Asmodeus Jets [hem fight

because it keeps them 100 busy to plot against him.

Mephistopheles, Lord of the Eighth Circle:

Mcphistopclcs views himself as tile heir apparent of Hell. After all. who is closer to Asmodeus than he? Once he has dealt with Beelzebub (and be's sure that he will deal with him), Mephistopheles will be ready to rake the crown ... whether A srncdeus will allow it or not.

Asmodeus, Lord of the Ninth Circle: Uncounted volumes have been written about the King of Hell. Is he merely a devil like the otherlords, or is he a being of a higher' order') I Ie has been the Adversary for as long iJS anyone call remember (and out all the planes, there are those whose memory reaches back to the dawn of time). Some whisper that he is a fallen god, more ancient and more powerful than can possibly be imagined. Others say heis a devil true, but simply the cleverest of'that despicable face. Whatever the truth, none can deny that he bas defied Heaven from lime immemorial and destroyed all pre tell dersto his throne.

The politics of Hell are complex and ill understood by mortals. The basic structure is feudal. Asmodcus is the King of Hell, and the eight other lords are his chief vassals. Each lord maintains a eOUl1 populated by a bewildering array of dukes counts, marquises, barons, and so on. The lords rank these nobles in different ways, which, when combined with devils' penchant for multiple names, makes keeping track oHile hierarchy quite difficult.

Beneath the infernal nobility are the common devils. These range from the pitiful Iemures to the powerful pit fiends. These devils serve the various powers of He I! as tools, fodder, and occasionally food. Even the lowliest devil knows that his only hope is to climb up the hierarchy by any means. Murder, blackmail, and deception of every conceivable kind are used to ascend the infernal ladder. Once a devil becomes a noble, he or she can take a new form and become an individual for the first time, The most powerful nobles serve in the courts of the arch-devils and command legions of lesser devils.

D~vlj~ abd the

Pthrt~

All devils share certain qualities in common, enumerated below. See the Af:'vf for other common abilities encountered in this book.

Immunities (Ex): Baatczu arc immune 10 tire and poison. Resistances (Ex): Baatezu have cold and acid resistance 20.

See in Darkness (Su): All devils can see perfectly ill darkness of any kind, even that created by deeper darkness spells.

'Ielepathy (Su): Baatezn (except lemures) can communicate telepathically with any creature within 100 feel that has a language.

J .. anguages: Unless otherwise noted all devils speak Infernal, Celestial, Common, and Draconic.

Like the MM, Legions of Hell presents the weakest and most common speci men of each monster. You cal) use the advancement range as a guide

to making more powerful version of these devils. For the most part, the devils in this book have a CR 20 or lower. Iblis (see

page 27), however, is an example ofa much more powerful creature.

Devils are frequent visitors to the Prime. They usual I y come via a plane shift pell or through a gateway between the planes. The

baatezu have many goals

on these trips, the foremost

of which is rhe temptation

of mortals into evil. What

many devils do best,

however is fight, and the

Prime is one of their most

important battlefields.

They contend

against the forces of Heaven, the cclcsrials, as well as their evil archenemies. the demons of the Abyss.

Lastl y, devi Is fight: each

other. The politics of

Hell lead [0 endless

internecine strife, and

these struggles are not just

confined to the Pit. It is not uncommon to find rival infernal

dukes fighting a proxy war on the Prime.

Gateways that lead from the Prime directly to Hell arc rare. Travelers usually must take a more

circuitous route through the planes to reach their final destination. Known gateways are guarded on both ends with potent, and often antagoni tic forces. It is quite common, for instance, for one end of agate way to be defended by paladins and powerful clerics, while the other end is teeming with devi Is.

Legions of Hell

incl udes many examples ofbaarezu nobles who already arc quite powerful. Each has been given II few magic items, mo t commonly

weapons and items of protection. As powerful

nobles, however, these devils have access to llJaJ1Y more magic items and you should customize them for your campaign before unleashing them on your players. Take thi

opportunity to ensure that each noble will be a good challenge for your party. Taking down an infernal duke should be a memorable and hard-won victory, not just another' fight.

Attd NtlW-EVHf

Those are some of the basic workings of Hell. We're done with appetizers. Time for the main course. Without further ado, let the devils begin!

Small Outsider (Evil, Incorporeal, Lawful) Hit Dice: 3d8 (13 IIp) Initiative: +3 (Dex) Speed: 10 n., fly 40 ft. (perfect) AC: 15 (+1 size, +3 Dex, +1

deflection) AC (flat-footed): 12 AC (vs. touch attacks): 15 Attacks: 2incOl:]Joreal touches +7 melee Damage: Incorporeal touch 1 d3 temporary

Wi dom Face/Reach: 5 ft. by 5 11./5 fi. Special Attacks: Wisdom damage Special Quallties: lncorporeal Saves: FOl1 +3, Ref+6, Will +0 Abilities: Str-, Dex 17, Con 10, Int

10, Wis 4, Cha 12 Skills: Hide + 13*, lntimidatc +4, Listen +2, Spot +3, Tumble +7 Feats: Combat Rc (1 exes

Climate/Terrain: Any land and underground Organizatlon. Solitary, gang (2-5), or swarm (6-12) Challenge Rating: 2

Treasure: Tone

Alignment: Usually Lawful evil

Advancement: 6 liD (Small); 7-9 FlD (Medium-size)

Thousands ofyears ago a highly sophisticated race known as the akop ruled nil obscure Prime world. The akop, though monstrous in appearance, were masters of magic and builders ofwonders. After dominating their home world for millennia, they finally encountered a problem that their magic could not overcome. Their world, they realized, was dying-and there was nothing they could do about it.

The akop leaders desperately searched for 11 way to save their people. While their powerful wizards could travel the planes, this did the commoners 110 good. Ultimately, they were forced to make a deal with Mammon, Lord of the Third Circle of Hell. Mammon promised to transport all of the akop from their doomed world and to protect them from physical harm. In return (he akop agreed to travel to Hell and serve Mammon for one generation.

Mammon enforced the letter of the agreement. He indeed saved the akop, who traveled to Hell to do their service. However, the archdevil had cruelly enchanted (he giant portals that took Lhc akop to the Third Circle. When they emerged in Hell, they 'found them. elves transformed into insubstantial shadow beings, bereft of He shy form. ow they could not be physically harmed-nor could they reproduce. In one fell swoop Mammon had entrapped the entire race. Although their life span was extended nearly indefinitely by Mammon's enchantment, they were now bound to serve him for aneternity,

Since Mammon's master play, the akop have degenerated losing their magic and ultimately, their sanity. Now they haunt the Third Circle, attacking auy opportune targets. Mammon long ago gave up trying to command the in aile creatures but still periodically scuds small groups of them to terrorize the Prime. The akop hate anyone lucky enough 10 wear flesh, and (hey relish bringing their own madness to such unlucky victims. But every akop slain in bailie brings their race one step closer to final annihilation.

Akop usually attack at night, when they can cloak themselves in darkness. They are soundless and at night nearly impossible to see. With their great speed and mancuvcrabi lity, they can hit and run and keep their enemies confused.

Incorporeal: TIle akop have no physical bodies. They can be harmed only by other incorporeal creatures, +J or better magic weapons, and spells. spell-like abilities, or supernatural abilities. They are immune to all non-magical attack forms. Even when hit by spells or magic weapons, they have a 50% chance to ignore any damage from 11 corporeal source (except for force effects, such as magic missile, or attacks made with ghost lauch weapons), An akop can pass through solid objects at \ ill, but not force effects. Its touch attacks pass through natural armor, armor, and shields. although deflection bonuse and force effects (such as mage armor) work normally against them An akop moves silently and cannot be heard with Listen checks if it doesn't so wish.

Telepathy (Su): Akop can communicate telepathically with any creature within 100 feet that has a language. This is their only means of communication,

Wisdom Damage (Su): The touch of an akop deals I d3 temporary Wisdom damage to a living foe. A creature reduced to Wisdom 0 by an akop is driven mad immediately falling unconscious and tormented by demented dreams. Sec "Condition Summary" in the DMG for more information on ability damage.

Skills: '" Akop receive a +8 circumstance bonus on H ide checks made in darkness.

Medium-size Outsider (Evil, Lawful) Hit Dice: 16d8+64 (136 hpj

Initiative: +5 (Dex)

Speed: 30 fl.

At: 25 (+3 natural, +4 ring ofproteotion, +8 Dex) AC (flat-footed): 17

AC (vs, touch attacks): 22

Attacks: Mace ofSmiting +23/+ 18i+ 13/+8 melee Damage, Mace of Smiling J d 8+9

Face/Reach: 5 ft. by 5 ft.l5 H.

Special Attacks: Sacrificial magic, spell-Ii ke abilities, spells, summon baarezu Special Qualities: Baatezu qualities, damage reduction 15/+3, SR 25

Saves: Fort +14., Ref+15, Will +14

Abilities: SIr 19, Dex 20, Con 18, Jnt 26, Wis 18, Cha 26

Skills: Alchemy + 18, An imnl Empathy + 18, Bluff + I 8, Concentration + I 7, Decipher Script + 16, Disguise + J 8, Diplomacy +30, Forgery + 18, Gather Information + 18, Handle Animal +20, Innuendo +18, Intimidate + 10, Knowledge (arcana) +26, Knowledge (Hen) +22, Knowledge (nature) +24, Knowledge (religion) +23,

Li srcn + 14, Perform + 16, Pick Pockets +7, Ride +7, Search + 18, Sense Motive

+ 14, Speilcraft +26, Spot + 14, Wilderness Lore + 14

Feats: Brew Potion, Craft Wand, Craft Wondrous Item, Empower Spell, Spell Penetration

Cltmate/Ierraln: Any land find underground Organization: Unique or retinue (Antaia plus 2-12 hellcats) Challenge Rating: 18

Treasure: Double standard

Alignmenn Lawfu 1 cvi I

Advancement: By characterclass

They gather in secluded grottoes and forbidden glades, dancing under the lightofthc full moon, Scorned by clergy and feared by villagers, the witches meet (0 celebrate the power of magic. They

pay respect 10 a host of spirits, but one receives their devotion over all others: Antaia, the Witch Queen.

Antaia is a minion of Belial, Lord or the Fourth Circle. Unlike most baarezu noblcs, Aruaia is not overly

obsessed with infernal poli tics. Her primary concern is the growth and ex pansion of her cult On a hundred Prime worl US, she is

worsh ipped as a goddess by covens of bl ack-heartcd witches. II or power is indisputab le, even though she is incapable 0 f granti ng spells to her followers. Antaia's cult teaches that [Hie power comes from within, and thatindividual witches can achieve tho same insights as their mistress. By turning the witches away from the gods, Antaia furthers the infernal cause.

Antaia takes an active roll in tbe promotion of her cull. She travels the Prime frequently, en forcing her wi 11 and testing her worshippers. On several worlds, Antaia 's cult is opposed by an order of white witches called the Daughters of the Moon. This group knows rhar Antaia is naught but a devil, and they fight her machinations on the Prime. This witch war has gone hugely unnot-iced, because its battles take place far from the centers of civ il izat ion.

COilibat

When Antaia engagosin combat, she sends her hellcats forward to engage the enemy while she casts spells. Her real strength is magic And she only engages in melee when absolutely necessary. If Antaia is 011 the Prime, she is likely to have a coven of 13 witches with her (one each of levels"] -13) . .A ntaia's followers are a vari ant of the sorcerer cl ass. The basic c lass information for the sorcerer remains unchanged, but the- wi tches use the witch spell list from the DMG in stead 0 f t he sorcerer's normal list.

Sacrfflclal Magic (Sill: Among the many bloody ritua Is Antaia uses to bolster her arcane abil uiesls a rite thai gives her increased power when a mortal Is sacri ficcd ill her presence. At the beginning of each day (or after an 8-hour period of rest), Anta ia may engage in a

sacri ficial ceremony that lasts .15 minutes. I f a single bound mona]. is slain within 20 feet 0 f her during this period, she may double the number of lst-levcl spells she can cast that day. FOUl" sacrificed mortals allows her to double her 2nd-level spells. The sacri ficeof six victims allows her to don ble J rd-level spells, and the murder of eight mortals allows her to dou ble the number 0 f 4fh-le.vel spells. Antaia can gain all these bonuses in the same day· if she has an eppropriate source 0 f victims (when she vis: rs the Prime, her witches take great pride in providing both the victims and the executions). Antaia can benefit from a single sacri ficial ceremony within a 24-ho\11" period.

Spells: Antaia casts spells as a 20<"-level sorcerer. She uses the witch spell list in the DMG.

Spell-like Abilities: At wi II-eliarm pr!I:WII, detect good, detect magic, mtsdirection. polymorph serf; message. and tongues; 2/daygeasiquesl and protectionfrom good; .l/day-fitlse vision, greater dispelling, teleport without errol" (self plus 50 pounds only), and veil. These abilities are as tile spells cast by 11 20th-level sorcerer (save DC 18 + spell level),

Summon Baatezu (Sp): Once per day Antaia can attempt to summon 2d4 hellcats with a 75% chance of success, or 3d]2 hcrlckins with a 50% chance of success.

Large Outsider (Evil, Lawful) Hit Dice: 9d8+27 (67 hp)

Initiative: +7 (+3 Dex, +4 Improved Initiative) Speed: 20 ft.

AC: 17 (- J size, +3 Dex, +5 natural) AC (flat-footed): 14

AC (vs, touch attacks): 12 Attacks: Bite + 12 melee, 2 claws -l- I 0 melee Damage: Bite ld6+4 and poison, claw Id6+2 Face/Reach: 5 ft. by 10 ft.l5 it.

Special Attacks: Con trier 2d8+6, poison, spell-like abilities Special Qualities: Baatezu qualities

Saves: Fort +9, Rcf+9, Will +10

Abilities: Str 19, Dex 16, Con 16, Int 16, Wis 18, Cha 16

Skills: Sluff+7, Concentration +15, Diplomacy +5, Hide +7, Jump +6, Knowledge (any local) +8, Listen + 16, Move Silently + 10, Search + 13, Sense Motive +13, Spell craft + 15, Spot + 16, Tumble +15

Feats: Dodge, Improved Initiative, M ulriarrack

Asakkus are servants of Lilith, Lord of [he Sixth Circle. Their bodies are long and serpentine, with human-like beads and fanged mouths. Mortal scholars have noted a certain similarity to the couarl

and conjecture makes II akkus an ancient, evil offshoot of those feathery exemplars of virtue.

If this is true, neither asakkus nor couatls have ever confirmed it. However, there are several documented battles between the two, most of

which have been noted for their intense savagery. It isn't clear whether these

battles signify nothing more than the animosity of good and evil or the special

hatred only estranged family members know.

In any case, fighting is not the primal), responsibility of asakkus, They perform very special duties for Lilith: the corruption and infection of mortal children. They are frequent callers on the Prime, commonly visiting rural areas. Polymorphcd into wide-eyed youths or fantastical animals like

unicorns, asakkus befriend children while their parents toil in the field or the home. Asakkus seem like friendly faeries, full of stories and magic.

Those children befriended by asakkus meet one ofthree fates. The asakkus drink their blood, infect them with lethal disea es, or corrupt their young souls. The latter is the most difficult to achieve but pleases asakkus the most. When a child plunges a knife into his father's heart of his own free will, the asakku knows she has served her mistress well. Children who are good at heart are more likely to simply he killed. These deaths especially those brought about by disease, are designed to bring despair to the parents of (he slain.

Climate/Terrain: Any land and underground Organization: Solitary or squad (5-20) Challenge Rating: 7

Treasure: Standard

Alignment: Always lawful evil Advancement: 10-13 nn (Large); 14-27 HD

(Huge)

CtHrthat

Asakkus usc their spell-l i ke abilities to avoid combat if possible. If cornered, they revert to their true form and fight: unt i I they have a chance to escape. Since their activities involve the covert slaying of children, the last thing they want to do is rouse theinterest of powerful clerics or paladins.

Constrict (Ex): An asakku deals 2d8+6 damage with a succes fbi grapple check agalnst Huge or smaller creatures.

Poison (Ex): Bite, Fortitude Save (DC (6); initial damage 2d4 temporary Wisdom, secondary damage 4d4 temporary Wisdom. Spell-Like Abilities: At will-dancing lights, detect Thoughts, ghost sound.fly, polymorph self. prestidigitation, and shocking grasp' II day-charm person, contagion.flame (UTa", silent image, and tongues. Once per week an asakku eanplallc shift. These abilities are as the spells cast by a l Zth-Ievel sorcerer (save DC 13 + spell level).

Large Outsider (Evil, Lawful) Hi! Dice: 12d8+60 (114 hp) Initiative: ·3 (Dcx)

peed: 40 re. fly 60 ft. (average)

AC: 28 (-I size. +3 Dcx, + 16 natural) AC (nat-rooted): 25

AC (vs. touch attacks): 12

Attacks: +l vOlpa/scythe+19l+14/+9 melee, 2 wing + I melee

Damage: +1 vorpal scythe 2d4+8. wing Id6+3

Face/Reach: - n. by 51£./10 ft. Special Hacks: fear aura, spell. like abilities. summon baatezu Special Qualities; Baatczu qualities. fast heal ing 3,

SR 20

Saves: For! +13, Ref'+Ll , Will+11

Abilifies: Str 24, Dex 16, Con 20. In! 14.Wis 16, ella 17

Skill. : BlulT 15, limb '16, onccntration + 17, Diplomacy' 5.

Intimidate +17 . Jump

-r- 19. Knowledge (llell)

-II, Listen + 15, Sc.'I'Ch

-r- 17, Spellerafl +14, Spot

18, Tumble +5

Feats: Dliml-Fight. Expertise, Flyby Auaek.Improvcd Critical (scythe)

Climate/Tcrraln: Any land and underground Organization: olitary, team (2.S)

hallengc Ratl ng: 13

Treasure: Standard coins; double good ; standard items Aligmncnt: Always lawful evil

Advancement: 1.l-16 I-ID (Large), 17-36 liD (Huge)

Hell is always associated with cvi L but its lawful aspect is 0 ft. forgotten, There may be more backstabbi ng and pol it icking than any mortal could under rand. but ultimately baatczu society is all about the rules. The ultimate arbi ter of baatczu law is, 0 f course, Asrnodcus, the King of l lcll and Lord of the inth Circle, Only the worst crimes, the most heinous infractions are brought directly to Asmodeus's attentions. His judgment is final and. in 1110St cases, brutal.

enter the a hmcdc, These devils of vengeance enforce the judgments of Asmodcus, When the King of l loll pronounces a death sentence, ashrncdcs carry it out. Since Asmodcus doc m't feel itnecessary to warn the condemned in advance, the first indication they receive is a scythe-wielding ashmcdc attacking out of'nowherc. j 0 picas are accepted.

Cort1ba:t

Ashrncdc. do not light without a plan. They USc spies and divination magic to carefully study their targets. When the time is right. they launch a surprise attack via rclcportution. They lise their spell-like abilities 10 soften up their victims and neulrnlille othcropposiuon i.n (he area. Their scythe do the rest.

Felli' ura (811): I\s a free action. an ashmcde can create all aura of fear in a 20-root radius. It is otherwise idellliealto/C!ar cast by a l Zthlevel orccrer (save DC 19). lf'thc save i SlICC' Iul, that creature cannot be affected again by the ashmedc' fear (111m lor one day. Other devil are immune to Ihe aura.

Spell-Like Abilities: I will-bi</sph 'II/}~ charm person, detect goodlevifllmv!chaos. detect magic, dispel magic. improved iI/visibility. polymorph self: prying eyes and teleport wuhotu error (self pili 50 pounds of objects 0111),)' IIda)' c/willlighmillg. discern location. forcecage, and horrid lIIillillg. These abilities arc as the spells cast by a l Gth-level orccrer (save DC 13 +spcll levcl),

Summon Baatezu (Sp): Once per day an a hmcde can automatically summon 2d6 whiptails or I kyton or faceless,

Large Outsider (Evil, Lawful) Hit Dice: 14d8+56 (119 hp) Initiative: +2 (Dcx)

Speed: 40 ft.

AC: 27 (-I size, +2 Dex, +12 natural, ring ofprotectio» +4) AC (flat-rooted): 25

AC (vs, touch attacks). 15

Attacks: +4 /II/holy shortspear +24/+ 191+ 14 melee Damage: +4 unholy shortspear IdS+Il Face/Rench: 5 ft. by 5 fl.110 n ..

Special Attacks: Spell-.like abilities, summon baatezu

Spcelel Qualities: Baatczu qualities, damage reduction 10;+3, SR 25,

beasts of the fioJd !light of the hunters Saves: Fori +13,. Ref +.1 1 Will +10

AbilitIes: Su· 24, Dex 14,. Con 18, Int 13, Wis 13,. Cha .18

Skills: Balance + II, Climb +7. Concentration +13, Handle Animal +13, Hide + 11, Intimidate + 13, Jump +7, Knowledge (He!!) + 10, Knowledge (nature) +10, Listen +1 I, Move Silently +11, Ride +17, Search + 10, Spot + 1 0, W il derness Lore + 10

Feats: Mounted Combat, Ride-By Attack, Spirited Charge, Trample

Cllmate/Ierrain: Any land and underground Organization: Unique or hunt (see text) Challenge Rating; 13

Treasure: Standard

Alignmenl: Lawful evil

Advancement; By character class

Balan, athree-headed beast of a devil, is a noble ill the service of Belial, Lord orllle Fourth Circle,

As Master of t.he Infcmal Hunt, Balan has two main duties .. H is primary fimct ion isto organize hunts for Belial's sport

on the Fourth Circle. These inevitably revolve around stalking and ki Hing rogue devils or bands of invaders. The noted paladin Flavius W:IS caught in one Such hunt, and hc and his followers were slnintoa man.

Belial also periodically releases Balan and his lnferaal Hunt onto the Prime .. This is 11 real' treat for the old devil. He gathers together a pack of fiendish beasts, hellhounds, and his pride and joy, his jackals (see the Balan 's jackal prestige class in Appcndix 1). They appear at night, howling through the sky and landing to reap souls and cause untold destruction. Each hunt has a special target chosen by Belial (such as n troublesome crusading church), but the Master of the Infernal Hunt has free rein to continue his merry fide until he's had his fill ofbloodlcuing.

Balan and Mammon, lord of the Third Circle, are great rivals as sportsmen, Mammon leads his own hunt, and devils can only speculate what would happen if the two were ever to meet.

CtHtl.hat

Balan is usually encountered with his hunt, ranging in size from a dozen creatures to over a hundred. A typical hunt includes his huntsman (see Balan's Huntsman entry, page 10), two Sth-levcl Balan's jackals (see Appendix 1), 2dl2 hellhounds or hellcats, and Id4 fiendish Slags (usc bison as the basecreature; sec AfM) or tigers. The hunt uses its great numbers and speed to run enemies to ground and tear them apart. Balan supplements this raw savagery with his spell-like abilities.

Beasts of jh~ Fleld (SIl): III addition to his normal telepathy ability, Balan can communicate telepathically wilh any aberration, animal, beast, magical beast, monstrous humanoid, or shapechanger wjlhinlOO feet.even if'thatcreafure docs not have a language.

Flight of the Hunters (8p): Balan can grant the equivalent of afly spell [0 each member 0 r his hunt .. no matter how many there arc. This ability can only be used aflcr sundown, and the effect lasts until dawn.

Spell-Llke Abilities: At\·l'ilI~alJimal growth, dominate animal. freedom of'movement, greater magic/allg, s/lfIpechallge. and teleport withou: error (sel f and mourn only); 3tday-colllllllllle wilh nature, dispel magic . .ji/ld ,he poth, and see invisibility; I !day-desecrate. III/holy blight,. and whirlwind. These abilities arc as the spells cast by an 18lh-level sorcerer (save DC 14 + spell le vel).

Summon Baatezu (Sp): Once per day Balan can attempt to summon Id6 hcllcars with a 75% chance of success, 3d I 2 herlekins with a 50% chance of success, or Id3 magugons with a 25% chance of success.

Medium-Size Outsider (Evil, Lawful) Hit Dice: IOd8+30 (75 hp)

Initiative: +3 (Dcx) Speed: 50 ft.

AC: 21 (+3 Dex, +3 naturat, + J shadow leatlser armor) AC (flat-footed): 18

AC (vs, touch attacks): 13 Attacks: + J greataxe o/spce{1 +17/+171+12 melcci or

dagger + I 3 ranged

Dmllage: +3 greatase of

speed I d 12+9; dagger Id4+4

Facefllcach:. 5 ft. by 5 II.!S 11. Special Attacks: Sneak attack +5d6, spell-like abilities

Special Qualities: Baarezu qualities, damage reduction J 0/+2, fast healing 5, lesser shadow blend

Saves: FOrt I I 0, Ref + 10, Will +8 A bililies: Str I 8, Dcx 17, COil

16, lnt I I, \Vis 13, Clla 16

Skills: Balance +9, Hide +23, Jump +14, Listen + J I, Move S.ilcnlly +14,. Search +10. SpOI

+ II, Wildcmess Lore + 14 Feats: Combnt Reflexes,

Improved Critical (grearaxe), Track

Climateffer.I"flin: Any 1:111(1 and uudcrground

Orgl)oizntion: Uniquc or Balan's hunt

(sec text) Challenge Rating: 9 Treasure: one

Alignment: Always lawful evil Advancement: By character class

Balan's 11lIl1iSn1f111 is a special office in the retinue of Balan (sec Balan's entry on page 8). The officeholder benefits from Balan's blessings and the huntsman 's horn, an ancien! artifact,

Each year Balon's followers compete in a great hunt on the Fourth Circle of Hell. The Master of the lnfc1'I1<1.1 Hunt releases a white-furred hellcat with a silver ring around its neck, and the devil who brings the t·ing back becomes Balan's huntsman for the following year. That is the only rule. Only the cleverest, most vicious devils have a chance ofwinnillg this contest: The current huntsman, Beldrake, beheaded three ri vals 1.0 capture rho silver ri 11g. Balan is most pleased with him.

When Balan organizes an expedition to the Prime, it is the huntsman's duty to travel ahead and scout the way. He reconnoiters the terrain, picks out worthy targers, and el iminatcs prying eyes. Wilen all is ready, he blows his hom of office (the H unrsman's Horn, detailed on Ihe proceeding page). This plane shifts theenure bunt to the Prime, and Ihe mayhem begins. When Balan has had his fill of slaughter, Balon's huntsman sounds his hom again, and the fiendish pack Willms 1.0 Hell.

Corttha:t

When scouting ahead, Balan's huntsman uses stealth and tends to avoid combat. He quickly and qUi.Clly eliminates enemies that must be dispatched. Once the lnfcrna! Hunt arrives, Balan's huntsman takes his place by the side of his lord.

Lesser Shadow Blend (Su): Balan's huntsman can blend into (he darkness and practically fade from sight. During any conditions other thnn full day] ight, it cau sink into the shadows, giving it one-hal r concealment. II rti lidal illumination negates th is ability

Sneak Attack (Ex): Balan's hanrsman call make sneak auacks as a IOlh·level rogue, dealing all addiiioual Sd6 damage on a successful strike.

Spell-like Abiliries: 3/day-dtmellsioll door expeditious retreat, po(vlIlo/'ph sell pryillg eyes, and see il/visibilit)'; I day-commllne wilh nature and wind wall. These abilities arc as the spells cast by a l Zth-level sorcerer (save DC IJ + spclt level),

Quadruped

Biped

Hit Dicc:

Inltlarive:

Speed:

AC:

AC (nat-footed):

AC (v . touch attacks):

Attacks:

Damage:

FacelReach:

Special Qualities:

Saves:

Abilities:

Medium-SIze Construct 4dlO (22 hpJ

+0

50 ft.

17 (+1 Dcx, +6 natural) 16

II

Bite +6 melee, Bite Ld6+4

5 ft. by 5 ft.l5 ft.

Acid re istanccl 0, construct, immunities fort+l, Ref+2, Will +1

Sir 16, Dex 12, Con -Int -, Wis 11, C1Ul I

Large Construct 6dlO (33 hp)

+0

30 n .

. 18 (-I size, +9 natural) 18

9

2 claws +8 melee Claw 1<16+5

5 H. by 5 H.1l0 n.

Acid resistance 10, c II truer, immunities Fort +2, Rcf'+2 Will +2

Sri' 20, Dcx 10, Call -,101-, Wis II. ella 1

Clima te/Terrain:

Organizatioru Challenge Rating:

Trcas 1I re:

Alignment:

Advancement:

one

Always neutral

aile

Always neutral

Any land and underground Solitary or gang (2-4)

2

Any land and underground Solitary or gang (2-4)

3

The twisted constructs known ,I' boncdreg are the creation of Leviathan Lord of the Fiflh irclc, a sea mon ter of unbelievable size. He is aid 10 be miles long, with a maw that can swallow up cities. He swims through the Stygian depths, feeding on anything that crosses hi path. Iii. followers also feed his hunger. providing both the living flesh of monsrcrs and devils and ,J1C soul of the damned.

All of this flotsam is washed down Leviathan's great gullet and used as fuel. There arc some things that even Leviathan can't diges , however, and two enormous sacs collect the waste. Bones and other physical refuse end up lu one, the stripped-down fragments of souls i lithe other.

Far be it frorn Le iaihan to wa tc such natural resources. When he needs 10 the Lord of the Fiflh can harvest his own excrement to serve his purpo es, He pit up the soul fragments and physical refuse into hi mouth, where (he wa res commingle, bones coal cing in improbable ways around the souls 10 form this hclli 'h nCI life. Leviathan then spits out the newly created boncdregs tor usc by his minions.

In general Leviathan creates two type' of boned reg, though others are known to exi t. The biped is ogre-sized and lumbering. whilc the quadruped is hell hound-sized and swi n. Cr aturcs made of bOT ie can't swim, of course, so they arc of limited use in Leviathan's horne. However, they can be sent to the Prime or into battles in other parts of Hell. They arc oftcn mistaken for undead, providing Leviathan's commander with a great tactical advantage. Many II cleric has been tom apart while vainly trying to WIIl'd off'boncdregs with a holy symbol.

Combat

The souls animating bonedregs have been stripped to scraps in the bowels of Leviathan and thus retain no traces of persona lily.

Thus, boncdrcgs arc mindless and can do nothing

without explicit orders. Favored minions of the

Lord of the Fifth receive the ability to

command boned regs; these officers mu t

remain within 60 feel of'thcir charges who must be able to sec and hear (hem, in order to give them in rrucrions, lf'uncomrolled, II bonedreg follows its last instruction to the best of its ability, although it will return

attack . I [owe ver, it. eMI be gi ven II simple

program 10 direct its act ions in the controller's

ab cncc, such a "Guard this area until J return,"

Construct: Immune to mind-influencing cflCCIS, poison, sleep, paraly is, stunning, disease, death cffcc; . and necromantic

effects; not ubjccr 10 critical hits, subdual damage, ability damage, energy drain, or death from massive damage; immune to effects requiring 11 Fortitude save (unless Objects are affected); destroyed III

o hit points or less, can't be rcsurrcnctcd; 60-foOl darkvision,

Immunities (Ex): Bonedregs have cold immunity Because they lack flesh or Internal organs, they take only hal f damage from piercing or

slashing weapons.

Large Outsider (Evil, Lawful) Hit Dice: 6d8+1S (45 hp) Initiative: 2 (l)cx)

Speed: 20 n., l1y 30 n. (clumsy)

: 17 ( I size, -2 Dcx, I- 10 natural) AC (n;] t-Iooted): 17

AC (vs, touch attacks): 7 Attacks: Bite + I 0 melee: or masterwork trident

'1.12/+7 melee

Damage. Bi1C2d6t7: masterwork trident IdS-'-7 Face/Reach: 5 n. by 5 Ii.! I 0 n.

Special Attack: Acid spew. flying impale Zd8+7,

spell-I ike ubi I iiies

Special Qualities: Baatczu qualitie:

Saves: Fort +8, Ref - J, Will +5

Abilities: Str 20, Dcx 6, 'on 17. Int 13, Wis II. Clla 10

Skills: Concentration +9, Gather Information I 7, r nti III idaic +9, I. istcn +8, Sense Motive +6, Spot 19, Swim ~ 7 Wilderness Lore +7

Feats: Blind-fight. Weapon Focus (trident)

Climate/Terrain: Any land and underground Orgauization: Solitary or team (2-4) Challenge Rating: 5

Treasure: Standard

lignmenl: Always la\ ful evil

Advancemcnt: 7 9 11 D (Large); 10-16 JlD (Huge): 17-18 lID (Gargantuan)

Bulugons are common Oil the Third Circle of Hell. Their appetite is legendary: Bulugons arc perhaps lIeII'. greatest gluttons, Food is scarce on the Third ircle, but they are canny scavengers.

Their bloated forms slideeasily through the mud and slime. and they can hunt in the icy depths with relative case. Their corpulent bodies make them clumsy fliers, but amazingly their wings can upport (heir bulk. With its wide jiJWS and large size, a bulugon call swallow a human-sized being whole. slriPI)ing the flesh from the bones and spitting OUI the remains.

Bulugons arc typically summoned to the Prime as tools of vengeance (either at the behest 0 l' their own lords. or by evil spell casters). I ccromanccrs have been known to consort with bulugons because they can provide clean skeletons in ju. i a few minutes.

A newly arrived bulugon uscs its charm person ability 10 WiD the aid of a few locals. Tt then sets itscl r up in aconvenient location like a cave or, 11101'0 blasphemously, a religious shrine. Word goes out through the charmed dupes thai the devilmust be fed 01' the community will feel its wrath. The bulugon keeps eating no matter how much Food comes in tribute. In just a few days it can deplete the food reserves of the average village.

OIllC bulugons don't uop even after the rood stocks arc gonc. Those malefic gluttons turn on the local. and sum to teed on them. There arc many talc oflhe heinous lotteries enacted by small cornrnunitics, as [he locals try 10 choose the next victim ofthe bulugon's insatiable appetite. Bulugons have been the cause ofcountless famines, but they usually return 10 Hell before vengeful clerics or' adventurers CHn make them pay for their crimes.

Combat

adly for the bulugon ,their lives do not consist solely of Jiving off the fat of'othcrs, They mu t sometimes light for their lila tel or defend themselves from adventurers. They prefer to figh( 011 the ground but arc adept" at using their horus in aerial combat, Bulugons may not be very fast or agi Ie. but their considerable bulk adds to the punch when (hey impact. In Ihe perpetual rain of the Third Circle, enemies rarely sec them coming. Bulugon usually fight defensively, using obscuring mist to confuse enemies and scare to get rid of weak opponents. The acid :I)CW i al 0 a n8. 1)' urprisc.

Spell-Like Abitlttcs: I/day-dmrm person, obscuring mist, scare. The. c abilities arc ar the spells ell I by H 6th-level sorcerer (save DC 10 + spell level).

Acid Spew (Ex): The digestive system of a bulugon contains powerful acid. In combat il can spew out this acid in II I O-foor COliC once

very 5 rounds, dealing 3d6+6 damage. A successful Reflex save (DC 16) halves the damage,

1"1 ing Impale (Ex): An airborne bulugon can make a flying impale attack as part of a charge. The melee attack bonus is -i 12. although the bulugon's A drops to 15 that round, and deals 2d8+7 damage. The impact of this attack brings Ihe bulugon's night to au end. though. so it is usually made only against ground targets,

Butte.

Duke of Elt)ttuei1c~ (FaUttt Trumpet AtchGltJ.)

Large Outsider (Evil, Lawful) Hit Dice: 20d8+60 (150 hp)

Initiative: +6 (+2 Dex, +4 Improved Initiative) Speed: 40 ft., 11y 90 ft. (good)

AC: 27 (-I size, 1-2 Dex, +16 natural) AC (flat-footed): 25

AC (vs, touch attacks): II

Attacks: 2 claw (+4 unholy hand wrappings) +32 melee, bite +23 melee

Damage: elm (+41/1I110Iy hand wrappings) Id6+13 and 2d6 unholy, bite ld8+4

Face/Reach: 5 ft. by 5 fUI 0 [1:_

Special Attacks: Blasphemous benediction, grant temptarion.Implosion gaze, probe soul, spell-like abilities, spells, unholy compact

Special Qualities: Bestow eloquence, damage reduction 10/+1, fallen celestial qualities, holy interdict, SR 29, unseuling aura

Saves: Fort + 15, Ref' + 14, Will + 14

Abilities: Str 28, Dcx 15, Con 17, Int 16, Wis 14, ClJa 30

Skills: Animal Empathy +26, Concentration +20, Diplomacy +23, Escape Artist + 19, II ide +19, Knowledge (arcana) +20, Knowledge (Hell) +19, Knowledge +20 (infernal

politics), Knowledge (the planes) +20, Knowledge (religion) +20, Listen or 19,

Sense Motive +19. Spot +19

Feats: Blind-Fight, Cleave, Great Cleave, Dodge, lmproved lnitiativc, Power Attack

Climate/Terrain: Any land and underground

Organization: Unique; retinue (Bune plus 3 pit fiends, I csyluth, and 2-5 other devils)

Challenge Rating: 20

Treasure: No coins; double goods; standard items

Alignment: Lawful evil

Advancement: By character class

Long-scaled volumes in the locked basements of holy temples tell the story ofthe Primogenial Rebellion, when the solar Iblis (sec page 27) refused the will of the Lords of Good and brought legions of archons to their doom in the depths of Hell. Only the most learned tomes reveal that many of the celcsrials who followed Iblis to perdition were convinced to do so by the calculatingly influential principality Bune [boo-NAY] a lTU ted trumpet archon who had long commanded the bene elim celestials of the Sun God (see Appendix 3: Angelic Choirs).

As Iblis made hi' historic stand, Bune worked behind the scenes, whispering to doubting celestials that Iblis' actions must be a test from the lords of Good and thut to pass it they would have to show support for lblis, No one knowswhether Bune genuinely believed his own rousing words ofsolidarity, but many of the other archons, perhaps with a preexisting sliver offaithlessness or arrogance, flocked to his cause. In the end, Iblis's betrayal may indeed have been a lest. But thanks to the diplomatic efforts of'Bunc, far more failed than orherwi C might have. and all were cast into the bowels of the underworld. Many of the Fallen hate BUllC with an unequalled passion. blaming him for their disgrace.

In the intervening years, BUlle has become a patron of liars and corrupt pol iticians. Bishops of apostate cult say ilcnt vespers to the Duke ofEloquence, praying that none will see through their profane ruse, Captured murderers on the way to trial carve ritualistic scars upon their flesh hoping to attract Bune's attention lind blessings. 01] the eve of imp or rant negotiations with all enemy nation, a sovereign might enter a portal [0 llell to confer with BUlle on how best 10 convince the other of good intentions while at the same lime ordering the murder of that riva l's family,

Hand W rappi"ngs

These lcathcr-and-clerh bindings. when wrapped about fists or claws, grunt an enhancement bonus of ·-1 to -t- 5 10 the wearer's arrack and damage rolls with unarmed attacks. Wearing them is like wearing gloves ami lake up that "slot": they can be further imbued with special abilities as magic weapons can.

BUlle's hand wrappings arc made from the cured skin ora titan. The titan had angered the God of Retribution and sough I to make amends. One 0 r Bunc's agents. posing as an astral deva, convinced I he titan that only a very persona I sacrifice would appease the angry god. The titan cut slices of his OWI1 flesh off'his :lI"In5, legs, and torso und presented them to the agent. One hour later they were in BUlle's hands .. ready for enchantment. The titan never learned who had fooled hi III out of his own tlcsh, nor did he ever rcconci Ie with the God of Retribution.

Casler L(,I'e/: 5th

Prerequisites: Craft Magic Arms and Armor, /ilagic/illlg. caster must be of a level three limes that 0 l' the wrappings' bonus ;\.farkN Pric«: 4.000 gp (+1); 16,000 gp (+2): 36,000 gp (+ 3); 64.000 gp(+4); 1 UO,OOO gp (+5),

Special abilities increase the market value by twice the additional cost listed; thus. Bunc's +4 IIlIb()~1' I[(md nn/flpillgs arc twice the cost of a +6 cnhanccmcnr bonus, or I 443JOO gpo

When the Lords of Good damned Bune, they punished him in what they thought was the harshest way possible. First, they stripped him of the holy trumpet 0 f his station. Next, since his words had caused so much trouble, they erased his mouth from his comely face. Finally, they plucked out his penetrating, handsome eyes and set the sockets aflame with agonizing mange fire. Yet despite these deformities, Bune has persevered, Soon after the Fall, he was taken in by Asrncdeus, Lord of the Ninth Circle, and given protection and a-lair in rhc form of a shining castle called Neverdusk. There he is served by a personal guard of three pit fiends and several devils of lesser rank.

Bnnc understands Common, Celestial, and the Infernal tongue, but he must communicate via a complicated series of hand gestures. These arc interpreted by a canny osyluth named Regudel, who serves as BUlle's majordomo.

Combat

Bune has lillie interest in physical combat If'it appears that a battle is imminent, he immediately triggers his implosion gaze. However, he is marc than a match for most combatants if he mUSI fight. The Duke of Eloquence shuns weapons, instead fighting with claws bound in +4 IIlIhol)' hand wrappillgs.

Fo]' full dcseript ions 0 f abi I iues common 10 all PaUcH Celestials, sec the template in Appendix 2.

Bestow Eloquence (Su): In exchange for a fitling sacrifice (such as the destruction of some hated being of good alignment or the gift ofa magic item worth more than 20,000 gp), BUlle bestows his diabolical eloquence upon a suppllcanr.He places his large, beautiful face to the supplicant's ear, and despite his lackof'a mouth, magically whispers a word in the Elder Tongue, an arcane language of great power. Though Ihe listener never remembers this word.just bearing it fills her wiih presence and confidence, granting her a +8 profane bonus on all Charisma-based skill checks for the next three days. During this time, the supplicant is also aware of'all Divmation spells cast upon her and can W<H'[} the results as she sees 'fil (such as causing a lawful evil supplicant to appear chaotic good, or masking outright lies as the utter truth].

Blasphemous Benedtctiun (Su): Bune grants a +6 profane bonus on the touched creature's attack and weapon damage rolls.

Fallen Celestial Qualities: Aura of menace (save DC 30), magic circle against good, electricity and petrification immunity, teleport (self plus 50 pounds only), tongues, +4 racial bonus to Fortitude saves against poison (sec MM for more details on celestial qualities].

Implosion GDZC (Su): At will. Bune can change the fire in his eye sockets from brilliant orange 10 dull gray, initialing a gruesome gaze attack with 11 mnge of 50 feet. Any creature within range must succeed at a Fortitude save (DC 30) or collapse ill upon itself with a sickeni ng pop, ki 11 ing it instantly.

Probe Soul (Su): The Will save to resist Bune's persuasion has a DC of 30..

Spell-Like AbilitiC!.s: At will-deteel evil. continual flame, and message; 3/daY-lIl1ho~y aura; 2/day-----challge self, charm person, protection from good; I/day-blasphelll)' .. command, dispel good, fire storm. misdirection, nondetection, speak with dead. suggestion, summonmonster IX (baatezu only), sou/ bind, IIlIhaNoll'. and III/hoi)' blighl. These abilities are as the spells cas! by a 20th-level sorcerer (save DC 20 + spell level)

Spells: Bune can cast divine spells from thecleric list and from the Air, Destruction, Evi I, Law, and W<1r domains as a 20th-level cleric (save DC 12 + spell level),

Unholy Compact (Su): A soul bound by th is agreement is trapped in Bunc's domain on the Ninth Circle of 1-1ellll]1011 deaih, Unsettling Aura ([~x): The Will save to resist Bune's unsettling aura has a DC of 35.

Medium-Size Outsider (Evil Lawful) Hit Dice: 9d8+ J 8 (58 lip)

Initiative: +6 (Dex)

Speed: 50 n.

AC: 24 (+6 Dex, +8 natural) AC (flat.footed): 24

AC (vs, touch attacks): 16 Attacks: 2 wingblades + 15 melee, bite+7 melee

Damage: Wingblade IdIO+3, bile

Jd4+1

Face/Reach: 5 n. by 5 ftJ5 n. Special Attacks: AnI i magic sphere Special QuuliliCs: Baatezu qual hies,

uncanny dodge

Saves: Fori +8, Ref+12, Will +5 Abilities: Str 16, Dex 22, Con 15, lnt It. Wis 9, eha 15

Skills: Balance +14, Hide +20,

r ntiruidare + 10, Jump + 1 I, Listen +7, Move Silently +20,. Search +8, Spot +7. Wilderness Lore +7

Feats: Dodge, Mobility, Weapon Finesse (wingblade)

Climate/Terrain: Any land and

undergronnd Organization: Solitary Challenge Rating: 7 Treasure: None

Alignment: Always lawful evil

Advancement: 10-12 HD (Medium-size); 13~20 TID (Large); 21-27 (Huge)

Chamagons are gaunt,. quick-footed devils common on the First Circle of Hell. They nrc used in the armies or Hell as infiltrators and magical saboteurs. They appeared from nowhere one day in Baal's legions, fully trained and ready for baltic. Although 111ey arc seerni ngly ofthe baetezurnco, their origins arc unknown. Some say that they were captured demons transmogrified by Tiamat, while others say the King of Hell granted them as a boon to the Lord of the First Circle. Only Bani knows the truth, and he is 100 wise of a devil to make i ( known.

Each chamogon generales 011 antimagic sphere around it, and Baal has developed several innovative tactics 10 take advantage of this ability. He often telepons charnagons into lite midst of the enemy to sow confusion and wreak havoc with theirruagic-damping abilities. He can ach ievc a simi lar effec: by send ing them forward under cover o f night to take 11 p concealed positions,

Ar first sigh! chamagons appear to have wings, but (;hcy can't fly. Their wing] ike appendages are actually a series of blades, which chamagons wield with dazzling expertise.

Furcas, Duke of Rhetoric (See page 21), has an abiding hatred for chamagons. He has no use for the savage creatures and he has commented tlull" their very existence offends him. 0 [her nobles have noted that while chemagons can take the power OUf of his words, even they cannot stop Furcas from talking.

COrll.bat

With their high speed and mobil ity, chamagons can fight at the time and place 0 f their choosing, Where possible, they dodge heavily armored oppcsit ion to engage spellcasrers, who are easy killswhen in tho grip of an antimagtc sphere. When battle turns against them, chamagons floc to fight another day.

Antimagic Sphere (Su): A chamagon constantly generales ~1Il antimagic sphere with a 20-fool radius, centered on itself This otherwise fllncl ions just like the antimagicfleld spell cast by a 13th-level sorcerer. All magical and supernatural powers and effects within the sphere are suppressed.

Uncanny Dodge (Ex): A chamagon retains its Dexterity bonus to AC regardless of being caught flar-foored or struck by an invisible attacker. Addi liormlly, it cannot be Flanked.

Skills: Caamagcns receive a Hi racial bonus 10 Hide and Move Silently checks ..

Huge Outsider (Evil, L~lWful) Hit Dice: I Sd8+90 (171 hp) Inltiative: +2 (Dex)

Speed: 40 11., swim 60 n.

AC: 26 (-2 size, +2 Dcx, +12 natural +4 ring a/proteclioll) AC (nat-rooted): 24

AC (V5. touch attacks): 14

Attacks: Unarmed strike 251+20/+ J 51+ I 0 melee, bite +20 melee Damage: Unarmed strike 2<14+9. bile 2d6+4

Face/Reach: Ion. by 10 11.115 fl.

Special Attacks: Razorflsh warm, 'pell-like abilities monsters of the deep Special Qualities: Amphibiou , baatezu qualities, churning waters underwater sense

It es: Fan +16, Rcf+! . Will +t_,

Abilities: Str 28. Dcx 14, on 20, I nt 16, Wis 14, Cha 17

Skills: Balance + 12, .limb + 19, Concentration + 15, Diplomacy + 19, Escape

rtist + 16, Gather lnforrnation +17, r lide + 12, Intimidate 17, Intuit

Direction +12, Jump +19, Knowledge (Fifth Circle) +13, Knowledge (infernal politics) -I- [3, Listen -I- 12, Search + [3, Sense Motive" '12, Spot + 12. Wilderness Lore -I- 16

Feats: Blind-Fight, Cleave. Improved Bu!'1 Rush, Improved Unarmed Strike. Power Attack

Cltmate/Icrrahu Any aquatic

Organization: niquc r rctinu (Dagon plus 20 ficudi h sahuagin) Challenge Rating: 17

Treasure: Quadruple standard

Aligllment: Lawful evil

Advancement: By character class

Dagon is Leviathan'S most loyul minion. lie is entrusted with the defense of the FiOh Circle or 1'!cU-and he is very good at his job.

Dagon 1'1011 his posuion several thou and years ago, during a major war in Hell when Belial. Lord of'the Fourth Circle, led au invading army into the Fi fill .ircle, \"lhile thousands of dcvi Is were dying on both sides, Leviathan's genera I bickered. Fed up. Dagon look mailers into his own hand . lie lured Belial '5 forces onto (In ice hel f and then summoned up monsters from the dcep. On Dagon" command. the sea monsters rna shed the ice shelf, sending couutlc . of Belial's soldiers into the churning depths. So great was the feeding that day. it is said, Ihat Dagon' monsters did nor cal again lor a hundred years.

Le iathan can iumed hi prcviou warden and gave Dagon the job. Since Ihat time, Dagon ha secured thc Fiflh Circle for hi 111a ter. He h' pic everywhere, sending out patrols both above and below the, ea. Only three of his minions have ever mo cd against him all are dead.

Dagon's favorite servants on the Prime are the sahuagin, and many of them worship him as II god, This has not enamored Dagon to the patron god of sahuagin. Belial. eager 10 avenge his hurni liarion at Dagon's hands, is rumored La be seeking alliancew ith the sahuagin god.

Combat

Dagon is ~It his most dangerous when underwater. but even on land he is formidable. In II crious fight. he summons aid and u es warms of razorfish to tear up his cnemis . If things don't go his way, though, he'lIle/cporl away. lie i frequently accompanied by a retinue of fiendish sahuagln, each of which has maximum hit points.

Amphibious (Ex): Dagon can breathe both air and water.

Churning Waters (Su): Water wirls and churns violently around Dagon .. uch is the force of this effect that all attacks against him suffer a -2 circumstance penalty. Churning waters is constantly in effect, even when Dagon is Jlar-footcd, stunned, or the like.

Monsters of the Deep (51)): Once per day Dagon can auempt 10 summon Id3 fiendish sea lions with a 75% of success. a fiendish dragon 11111 I.e wilh a 50% chance of SUCCC55, or a fiendish kraken wilh a 25% chance of success,

Razorflsh 'warm (Sp): When Dagon is underwater, once every 5 round he can summon a swarm of'viclou razorfish to attack his

en mics, Razorfish arc predators common on the Fifth Circle. and they can. kin nearly anything in econd nat. Treat this auack as a 20-foolradius spread centered anywhere underwater within 200 feet of Dagon. Creature: within the area lake 10d damage, hair whh a succcs -[ul Reflex save (DC 20). The razorf h cannot be attacked, ince there arc far 100 many of them and th yeli ipaic lIS quickly as they coalesced, I round after being summoned.

pcll-like bilitles: At will control water: detect good, eli 'Pel magic, tocate object. suggestion. and teleport without error ( elf plu 50 pound only), The c abilities arc H the spells cast by a I Oth-level sorcerer (save DC 13 - spell level).

nderwater Sense (Ex): Dagon cun locale creatures underwater within a 60-foot radius, This ability negates the effects of invisibility and poor visibility. II is less effective against creatures without ,I centralnervous system. such as undead. oozes. and constructs: Dagon can lociuc such creatures only within a 30-foO! radius. Dagon is not fooled by figments when underwater,

Large Outsider (Evil)

Hit nice: 8d I 0+16 (60 hp)

Initlatlve: +7 (+3 Dcx, +4 lmprovedlnitiative) Speed: 40 ft., fly 60 ft. (poor)

AC: 24 (-I size, +3 Dex, +12 natural) AC (nat.rooted): 21

AC (\IS. touch attacks): 12

Attacks: +2 Large sickle + .131~ 8 melee, + J longsword + 12 melee, tai I slap +8 melee Damage: +2 Large sickle 2d6 ~8. ~ I Iongsword

I d8+4,. tail slap I d6+ 3 Face/Reach: 5 ft. by 5 ft.JIO ft.

Special Attacks: Pounce, rake I d6+6,. spell-like abilities Special Qualities: Datkvision 60 11., poison immunity;

acid', cold. electricity, and fire resistance 20 Saves: Fort +8, Re.f+9, Will +8

Abilities: Str 23, Dex r 6, Call 15, lnt 22, Wis 19, Cha 21 Skills: Concentration + 13, Heal +9, Hide +4. Intimidate

+ 16, Intuit Direction +9, Knowledge (arcana) +11, Knowledge (Hell) + I I , Listen + 17, Sense Moti ve +8, Spot + 17, Wilderness Lore +9

Feats: Alertness, Ambidexterily, Blind-Flght, Combat Casting, Flyby Auack, Improved Initiative, Iron Will, Two- Weapon Fighting

Climate'Terraln: Any land and underground Orgaalzatjon: Solitary or covey (2-4) Challenge Rating:. ! 0

Treasure: Double standard

AI.i.gnmellt: Always evil (ally)

Advancement: 9-12 I-ID (large); 13-24 HD (Huge)

Duchess Hadriel (see Hadricl's enlry on page 23) tong admiredthe gynosphinx. Ficrcecnigmario. and unbelievably intelligent, gynosphinxes wereeverything that Hadriel aspired to be.

When she became the Duchess of Domination, Hadriel sought out several gynosphinxes and tried to attract them to her entourage, without success. The creatures would not be wooed by power or prestige. Hadricl decided to approach the problem differently. She visited a powerful gynosphinx named Ncwella and challenged her to a battle of wits. IfNcwclia won, Hadriel would become hCI' servant. lf Hadricl won, Newella would mate with the male 0 f Hadricl 's choosing. The contestants posed each other a dozen riddles and logic puzzles. Newclla missed but a single answer, but that was enough. She was forced to mate wi til Hadricl 's husband, Duke Bi frons. The resulting half-fiend offspring were the first darksphinxes.

Darksphinxes arc raised in Hell and learn at I I adrrel's feet, trained ~IS bodyguards and instilled with utter loyally 10 the duchess. Hadriel awards them to her' most trusted lieutenants, and occasionally to other baatezu nobles as well. A darksphinx bodyguard is very prestigious and highly sought after ill Hell, Many suspect that these "bodyguards" are nothing more than spies for Hadriel, but that bas never been proven.

A [though their job may seem simple, the darksphinxes enjoy their work. Protecting fill i mportant personage from assassination in I lel] is a ncverend ingintellcctual sport, find second-guessing creatures bred to be decepri ve is no easy task.

The appearance of dark sphinxes makes their lineage clear, but they stand upright like humanoids and prefer 10 use weapons in combat. Darksphinxes speak Infernal. Sphinx, Celestial, Common, and Draconic.

Combat

Darksphinxes usually accompany haatezu nobles as bodyguards. They stay ncar their charges, using spell-like abil ities to discomfit their enemies until melee contact is madc. In dire clrcumstanecs, a darksphinx grabs a charge in irs rear legs and flies to safety.

Pounce (Ex); A darksphinx leaping 011 a foe in the first found of combat may make a ful! attackoven if it' hasalready taken a move action. Rake (Ex): A darksphinx that pounces outo a creature can make 111'0 rake attacks (+1 3 melee ) with irs hind legs for I d6+6 damage each. Spell-like Abilities: 31day-clairaudiellcelclain'oyollce, darkness, detect magic, poison, read magic. and see il/vi;~ibi{i(y; I' daycomprehelld lauguages, desecrate, dispel magic, legend lore. locate object. remove curse, and unholy bltgtn. These abilities arc us the spel Is cast by a J 4th-l.evel sorcerer (save DC 15 + spell level).

Once per week a Darksphinx can create <I symbol a/death, discord, ins(1niTy, pain, persuasion, sleep. and stumdng (one of CHell) as the spell cast by <In l Sth-Icvcl sorcerer (save DC 23).

D1stet1det [Baarezu]

Huge Outsider (Evil, Lawful) Hit Dice.: 8d8+56 (92 hp) Infriative: -I. (Dex)

Speed: 25 0.

Ae:. 18 (-2 si7.c,-1 Dex, +.11 natural) Ae (flat·footed): 18

Ae (vs, touch attacks): 7 Attacks: 2 slams +13 melee Damage: Slam 2d6+ 7

FlIcc/Rcach: ! 0 ft. by !O ftJ L5 ft. Special Attacks: Vomit

Special Qualit ies: Baatczu qualities, damage reduction ! 0/+ 1 Saves: Fort + 13,. Rcf+5, Will +9

Al)ilitil'.S: Str 24, Dcx 8, Con 24, lnt 6, Wis [6, eha 16 Skills; Intimidate + ]4, J Limp + 13, Listen + 13, Spot +13, Swi Feats: Improved Critical (siam), Power Attack, Sunder

Cllmatc/Terraln: Any land Organization: Solitary or gang (2-5) Challenge Rating: S

Treasure: NOlle

Alignment: Always lawful evil

Advancement: 9-16 HD (Huge); 17-24 HO (Garsa!ltl!3ll)

Disrcndcrs are truly foul devils that can be found in all. the circles of He I!. Students of the infernal argue over whether disrendcrs were born or bred, Their existence is commonly anributcd to Mephistopheles, but it seems lmhk,c (he old fox to put SHeila potent weapon into the hands of his enemies.

A distcnder looks like :1 giant bloated stomach w.ilh arms

,1 lid legs. lis body is divided into four inner chambers, each of which produces aile of the four classic humors: black bile, blood, phlegm .. and yellow bile. It can regurgitate huge

quam ilies of these !luid's, operating as a sort of living artillery piece for infernal armies. The humors' effects are especially potent on the Prime, and even one disrender can carry a battle for the forces of evi I. Infernal agents [mel minions thus frequently summon them.

I r distcndcrs have a weakness, it is their low intelligence. They're smart enough to do what they're to.ld, but complicated orders are beyond them, They also have ,I tendency to play with their food: Their name actually comes from their odious habit of rorce~feedillg captured enemies with go uts of humor. When a victim is bloated with blood and bi lc but not '1U ile dead, the distendcr pops the snack into irs mouth and swallows it down. Not a pleasant way to go.

Corttbat

Disienders are cuormous .. and their mighty fists alone are strong enough to sqeash most enemies into paste (1.11cy have a Ihrea! range of 19-20 with the Improved Critical real). What makes them most effective, however, is their vomit attack. This vile ability call have a variety of'mlnd-jarringeffects,

Vomit (Ex): Each round a disrender can make a single vomit arrack, spewing a chosen humor ina 25·foot-long cone. Itcannot vomit the same humor two rounds in u row, All types produce mind-affecting attacks that requirea successful Will Save (DC 17) to avoid.

• Black Bile: Black bile produces severe melancholy. Creatures affected by black bile become incapable of any action for I d4 rounds as they stand still, wrapped inrheir own morcse 1 honglus, The effect is otherwise similar to a hold 1IIOIlSIC/' spell.

• Blood: Blood makes victims fed happy (despite being covered with sticky gore! ) .. Creatures affected by blood are so filled with optimism and good cheer that they cannot take any offensive action for Id6 founds. TIley may not make attacks, cast damaging or mind-affecting spells, or initiate any action thaI would harm another. However, lhey suffer no penalties to Armor Class.

• Phlegm: Phlegm engenders cowardice. Creatures affected by phlegm are so Full of fear tluu they become panicked, fleeing away from the distender tor I d4 rounds. TllO~C that cannot flee For some reason cower itt terror instead, and auacks against them arc at a +2 bonus.

• Yellow Bile: Yellow bile incites violence and vengefulness. Crcamres affected by yellow bile arc overcome with wrathful feelings for 1t!3 rounds. Tbcy turn on the nearest creature, friend or foe, with their most powerful attack or spell.

Large Outsider (Evil, Lawful) Hit Dice: Ild8+33 (82 hpj Initiative: +3 (Dex)

Speed: 35 ft., fly 40 11'. (average)

AC: 25 (-I size, +3 Dex, +13 natural) AC (flat-footed): 22

AC (vs, touch attacks): 12

Attacks: 2 claws + 1.6 melee

Damage: Claw 1 d8+5 Face/Reach: 5 ft. by 5 fI.l1 0 ft.

Special Attacks: Fear, rend 2d8+7, spell-like abilities, summon baatezu

Special Qualities: Baatezu qualities, darn age reduction 10'/+2,

SR20

Saves: Fort + ro, Ref + 10, Will +8

Abilhies: Slr 20, Dex 16, Con 1,6, Iut I I, Wis 13,. Cha 17 Skills: Balance +9, Climb +10, Escape Artist + 11, Gather

Information + 14, Hide + I 3, Intimidate + .12, Jump + 10, Knowledge (Hell) +! 0, Move Silently + I I, Spot +9, Tumble + 11 Feats: Dodge, Mobility, Spring Arrack, Weapon Focus (claw), Weapon Specialization (claw)

Climete/Terrain: Any land and underground

Organization: Solitary, team (2-5), or patrol (I enforcer plus 2d6

herlekins)

Challenge Rating: 9 Treasure: Standard Alignment: Always lawful evil

Advancement: 12-L6 1-£D (Large); 17-22 (Huge)

The Second Circle of H ell largely consists of the enormous ci ty 0 f Dis, home to III illions of devils, damned sallis, and even desperate mortals. Enforcers of Dis patrol the streets in the name of their lord, Disputer,

rooting out lawbreakers and renegades.

Disparer rules the city from his iron tower and rarely ventures forth.He may be a schemer and a tyrant, but Dispater does believe in the rule of law. (Of course, he also makes the laws in Dis.) Many devil lords pay lip service to order but act as chaotically as the demons they despise .. The enforcers of'Dis make their lord's belief a reality,

Enforcers of Dis are powerful devils with tong, wicked claws and misshapen heads. They are, without II doubt, cruel, but they arc 1.10t capricious. Like their lord, they place value in the law. Enforcers Call mete out punishment on the spot. for transgressions and this being Hen, this Is swift and severe. The most common penalty is death, followed by imprisonment and torture.

Several neighborhoods of Dis host morral residents, an oddity in Hell. S0111e residents were lured here by infernal lies, others came with adventuring parties and were stranded, and a Few even thought they COli Id profit in Hell. The en forcers of Dis pay particular attention to these districts, must of whose residents live in abject fear of them. One word from an enforcer call send anyone to priSOIl--DT worse,

Enforcers of Dis prefer to get their way without a fight. They are masters of intimidation, and their reputation is such that many renegades surrender without a struggle. They arc no strangers (0 violence, however, and Call and do lise their claws to deadly effect. Their spell-like abi I ities usually serve to block off exits or capture an offender for later judgment.

Fear (Su): A creature hit by an enforcer of Dis's claw attack. must succeed at a Will save (DC 1. 8) or be affected as though byfear cast by an II th-Ievel sorcerer, Whether or not thc save is successful, that creature cannot be affected again by that enforcer's fear ability for one day.

Rend (Ex): If an enforcer of Dis hits with both claw attacks, it latches onto the opponent's hody and fears the flesh. This attack automatically deals 2d8+7 points of damage.

Spell. Like Abilities: At will-animole dead, charm person, detect good. detect magic, detect thoughts dispel chaos, dispel good, hold person, suggestioll, and teleport without error (self plus 50 pounds only); 3/day-lighlfling boll. polymorph self prying eye.)~ and wall 0/ fire; I/day-hoid monster and wall offorce. These abilities are as the spells cast by a l Zth-level sorcerer (save DC 13 + spell level).

Summon Baatezu (Sp): Once per day an enforcer of Dis can attempt to summon 2d6 herlekins with a 50% chance of success, or another enforcer with a 35% chance of success,

Feats: Enforcers ofDis receive Weapon Focus (claw) and Weapon Specialization (claw) as bonus feats.

T .lll'ge Outsider (Evil, Lawful) Hit Dice: I OdS 1-30 (75 hp) Initiafi e: -4 (Dcx)

Speed: 40 11_

A : 23 (-I size, +4 Dcx, I 10 natural) AC (Ilat-Icoted): 19

AC (vs, touch attacks). 13

A tracks: 2 Small +2 kukr! + 13/+8 melee each Damage: Small +2 kukr! Id6+- (offhand ld6+2) Face/Reach: 5 n, by 5 n.1I on.

Special Attack: pelt-like abiliiics. dance of blades bloodletting Special Qualities. O,l(llCZU qualities

Saves: Fort +10, Rcf+11. Will +[0

bilities: Str 16, Ocx I , on 17.111112, Wis 17, Cha 20 Skills: Balance -t-l9, 'limb +16, E. cape Artist +8,F-lide +[3, Jump -I- 18, Move Silently + 17, Spot + 16, Tumble + 14 Feats: Ambidexterity, r.xolic Weapon Proficiency (kukri),

I In proved Two- wca pen F ightl I1g, Two- Weapon Fighting

Climate/Terrain: Any land and underground Organi ... .aOon: Solitary

Challenge Rating: 9

Treasure: Standard coin : no good; tandard item Alignment: Always lawful evil

Advancement: As char-deter cia.

Moving, up in the ca Ie sy tern of l lell is an arduous task. II can take thousands or YC.11'l; of loyal service, an act of sacri lice, or seizing on a unique opportunity-+onc thai may Dever come, While

there arc many devils who arc will i ng to adhere 10 the rules of society, others prefer the code of Ule

ilcnt knife. It is these power-hungry fiends who call upon the Faeelcs .

The Facclc ore a society of cuuhroats who make their services available to anyone willing 10 pay the price. That price is souls. pon successfully completing an a '. ignment, the killer returns 10 its employer wearing the proofof succ '-lhe face of its target.

I 0 one is certain where in llell thc Faceless reside. Devils who wi '11 10 hire a member of this secret society must communicate through irucnncdiaries who. i rlhe job is accepted, relate the price 10 be paid (based urictly upon the target's itation). There is no further communication until the assassination j attempted.

A number of striet guidelines bind each member of'the Faceless. They are nCVCI' to kill unless they have been specifically given a target. They may never take assign men ts other than those given to them by their superiors. A target is assigned one Faceless, who must succeed in lhal missie» or d ie tryb1g. I r an assassination is unsuccessful. the fee is returned. In addi; ion, the former target has the right to hire one of'rhe Faceless 10 kill the original employer-free of charge.

Faceless arc sometimes sent (0 the Prime 10 take out particularly troublesome enemies of Hell. They lise kukris atrnost exclusively.

Comhat

De pile the srricr rules of employment, any semblance of honor disintegrates once the Faceless engage in combat. They polymorph themselves to avoid detection or lurk invisibly in the shadows, waiting to catch (heir prey with its back turned. Alternatively, they u e other spoll-l ike abilit ie , such as charm per SOli or nightmare to first. often up a target, ibcn find a weak spot and exploit their cruel bloodletting talent,

Spell-Like Abilifies: AI \ ill-hlills trength, charm person. pn6'lIIorph self: .IIday-improvf!(/ il/llisibili(v, lIightmare. teleport These abilities arc as the spells cas! by a 1.0(h-le\'01 sorcerer (save DC IS + spell level),

Dance of Blades (Ex): The Faceless learn to perform hypnotizing tricks with their weapons during ccrnbat. This entail walking the blades over their knuckle . wa ing them in front of a target until they blur, or even juggling them. A Facele scan attempt Ihe Dance of Blades as a standard action. Any target that watches this display mu I make a successful Will save (DC 1-) or be stunned for 1 round.

Bloodletting (Ex): The Facclcs . lake pride in knowing the vital area of'thcir targets, Ifone successfully hit an opponent twice in [he am round of combat. it has opened a gaping wound in a vital area, such as the neck or femoral artery. This inflicts an additional 2d6

damage. hould the Facet land three blows in the same found, thi increases 10 3d6 damage. nyone \ ith the bad luck 10 be 011 tbe receiving end of four hits in a . ingle round takes 3d6 damage us above and must succeed at a Fortitude 'ave (DC 15) or die. a' though they had sustained mas rive damage.

FC;1IS: The Faceless receive Exetic Weapon Proficiency (kukri) as a bonus feat,

Large Out ider (Evil Lawful) Hit Dice: 16d8'48 (120 hp) Initiative: .,.6 (D x)

Speed: 40 n.

AC: 25 (-I . izc, +5 natural, +5 ring of protection. +6 Dexterity) AC (nat-footed): 1.9

AC (\'5, touch attacks): 20

Attacks: - 3 brilliant energy short sword 22/+ 17i+ 12/+7 melee Damage: J brilliant energy short 1;11'01'(/ hlM'7

Face/Reach: 5 n. by 5 n/io n,

Special Attacks: poll-like abilities, spells

• pedal Qualities: Baatezu qualitic " damage reduction 151+3, SR 25 Saves: ron +13, Ref+16, Will +1"

. hilifies: tr 19, Dex 22, Con 17. lnt 26, Wis 17, Cha 22

Skills: Alchemy + 18, Appraise + 18, Bluff + 16, Concentration +16. Decipher Scrip! +18, Diplomacy + 18, r~orgely +'[8, Gather Information + 16, Innuendo + 13, Intimidate +8, Knowledge (arcana) +26, Knowledge (geography) + 18, Knowledge (Hell) +26, Knowledge (nature) +26, Knowledge (the planes) +26, Knowledge (religion) +23, Listen

+ 13, Perform + 16, Pick Pockets +8 Search + 18, Sense Motive + 13, Spellcrafl +26, Spot -l- 13 Feal'l: Empowcr pcll, Maximize Spell Quicken Spell ssu Spell, Spell Penetration

Climate/Terrain: Any land or underground

Organization: Unique or with bodyguard (2-5 enforcers or Dis) Challenge Rating: I 5

Treasure: Double standard

lignment: Lawful evil Advancement: By character class

Duke Furcas is Heirs foremost inreltccruat, at least in his own mi nd. He is a member of

Di. paler s COLIrt and thus spends the majority of this time in the city of'Dis, This sui ts Furea just fine. inee Dis is the clcscst thing l lel] has to a center of'knowlcdge, l-urcas has written maey books Ihal circulate throughout the Prime. His favorite is Gods or Monsters:

/III Inve: ttgation 11110 the Nature o!Oivilli(y. This book argues that the gods arc not gods at all,

but powerful yct pcuy beings tharfoot mortals into worshipping them. All of Fur cas s book arc meant to lead the reader into evil by destroying th ir cherished beliefs with cold logic and powerful rhetoric.

Furcas presides 0 er the 'orbidden Library, an octagonal edifice in the city center. The library is II den ofblasphornou: secrets, the ultimate destination for evil mages and cultists from across the planes. Pan ofthis collection arc nearly as old as the planes themselves. Access. 01' course. is strictly controlled by Furcas. Only those will iug to donate II rare volume 0[' their own services may enter. Furcas has collected .I1101·C than one soul in this way. and it allows him to maintain a cadre ctagcnrs on the Prime second to none.

If Duke Furea has II weakness, irs that he craves recognition tor his genius, It is not enough for him (0 outsmart a roe he must make sure that the deed is publicized. P.ven his books, written under pen names, contain complicated ciphers that reveal the tru~ author to those smart enough to figure it out, l lis thirst for accolades has gotten him into trouble in the past, Dispaicr pierced his body with iron rings unci hung Fur-cas 1'1'0111 his tower lor a year after a particularly notorious incident. Furcas ha: kept the rings in his body a. a sign of obeisance.

Furcas' greatest rival in Hell is Bunc, Duke of Sloqucnce (see page 13). Both devils u: c honeyed words as weal' ns, but Furcas's rhctori . is back d up with knowledge. His arguments are based on fact and logic, while Bunc's manipulate the psyche. They have never confronted each other directly, instead preferring to playa great game down through the centuries. The dukes try to prove their mastery by converting aeh other'S minions. Bo111 courts are riddled with double agents, and only intellects such as (heirs can keep track of where true I ayah ies lie .. either Fu rcas nor Bune misses an opportunity to show UI> his rival.

Combat

Duke Furcas enjoy' the occasional phy ieal con frontation. He likes to set up traps and ambushes using hi . impressive array of spells. He con idcrs a baule boorish ifit actually comes 10 smelly grunts swinging swords at him. In such cases. he tcleports away as soon as possible.

Spell-Like billtics: At will improved im;;sibility, levirate, polymorph self suggestion, telepon without error ( 'clf plus -0 pounds only), and whispering wind; 2/day-di,)'ce1'll/ocafioll, globe of'invulnerability, protection from good, prying eyes: IIday- (lis(Jei good, foresight, nondetectiou, and plane shiji. These abilities arc as the spells cast by II 20th-level sorcerer (save DC 16'" spell level).

c pells: Duk Furcas casts spells ,I· ,I 201h-JcveJ wizard. His spell. election is usually heavy with divinations, but he 'Witches to combat

polls ifhe knows a confrontation is imminent.

Words of Power (Sp): Furcas is 11 11111 ter of language and he knows how to make the most 0111 of' even a single word. He can disrupt 1105Ii.l.e spells with such quickness and efficiency that he can cast counrerspclls <It will without needing to ready anacrion to do so. Furcas may cast but one countcrspcll pCI' round (doing so is considered a free action).

Gldcl1atd~ (Ba3te~U)

Large Outsider (E jl Lawful) Hit Dice: 8d8+24 (60 hp) Initiative: +3 (Dcx)

Speed: 30 fl. (breastplate), ba e 40 ft.

AC: 21 (-I size, +3 Dex, +3 natural, +1 breastplate with armor spikes) AC (nat-footed): 21

AC (vs, touch. attacks): 12

Attacks: Masterwork Huge dire flail +121+7 and +12 melee Damage: Masterwork Huge dire flail 2d6+8nd6+6 Facc/Reach: 5 ft. by 5 ftjlO n.

Special Attacks: Flail master, manic charge, team fighting

Special Qualities: Baatczu qual iti damage reduction 101+ I, uncanny dodge Saves: Fort +9, Ref +9, Will +5

Abilities: Str 18, Dex 16, 'on 16 Int 9, \Vis 9 ha 14

Skills: limb +9 Intimidate +10, Jump +9, Knowledge (Hell) +7, Listen +7, Spot +7, Wilderness Lore +7

Feats: Ambidexterity, Blind-Fight, Combat Reflexes, Exotic Weapon Proud eney (d ire f1 a i I), Two-Weapon Fighti ng

Cfhnate/Terraln: Any land and underground Organizarion: Solitary, company (2-5), or squad (5-20) Challenge Rating: 7

Treasure: Standard

Alignment: Always lawful evil

Advancement: By character cia

Gladiatrixes arc powerful Obeyed of Hadriel, the Duchess of Domination (see Hadricl's entry on the next page). They are recruited from tough female devils who spurn the role of seductress typified by the erinycs,

Glad iatrixes are committed to Ihe complete physica I domination of their foes and underlings. They despise weakness and take any opportunity to display their

prowess in combat. Once she traps on her distinctive helmer, a gladiatrix is committed for life. This helm can be removed only in the presence of Had riel-only she is worthy of seeing her \ arriors' faces. Many mortal members of Hadriel's

ubmiuers aspire to become gladiatrixes. Since their faces are never seen, it is nOI known if any has achieved Lhis honor as yet.

Duchess ladriel maintains an arena in !:-JeU where the gladiatrixes train incessantly. They practice on live targets: a steady stream of'perty devils dragged into this arena. Gladiatrixes sometimes travel to other parts of Hell to test their mettle against more worthy opponents.

At the moment gladintrixes are not seen frequently on the Prime, for Hadrielis pursuing 11 subtle strategy thai might be upset by their bullheaded ways. When needed for special assignments, they arc summoned forth briefly and then returned to Hell. Several anchor points of Had riel 's sigil He in wilt! country. and it is here that the gladiatrixes have really proved their worth. lt takes only a few of these punishers to take care ofan entire tribe of savage humanoids.

Cortthat

Gladiatrixes arc all about combat. They may not be subtle opponents, but they arc deadly ones. Enemies often underestimate them because they lack ranged weapons, but gladiatrixcs can close to melee with incredible peed. They attack the most powerful-looking opponent first: Killing (he strongest is great for breaking enemy morale, and every gladiarrix wants to prove herself superior in battle.

<[ail Master (Ex): Gladiatrixes undergo a grueling training regimen with flails of all sorts, although (heir weapon of choice is [he dire flail. Entire days are spent in the arena, learning a bewildering array of attacks, blocks, and counterattacks. A gladiatrix's skill is such that the penalties for two-weapon lighting are further reduced by 2, and she receives a +4 competence bonus on damage rolls .. 130111 of these benefits apply only when using Oails.

Manic Charge (Ex): Such is a gladiatrix's thirst for combat that she catapults herself into melee with a terrific burst of speed. A gladiatrix can charge III' 10 triple her normal speed (120 feet), instead of the double normally allowed. Furthermore she can make up to two turns of not more than 90 degree while charging.

Team Fighting (Ex): Gladiatrixe receive training ill ream fighting as well a individual dueling. " h n two gladiatrixes flank an opponent, they each rccciv a +3 flanking bonus to auack rolls instead of the normal +2.

ncanny Dodge (Ex): A gladiatrix retains her Dexterity bonus to AC regardless of being caught flat-foored or struck by an invi ible attacker, Additionally, hc cannot be flanked.

Feats: A gladiatrix receives Ambidexterity and Two- Weapon Fighting as bonus teats.

Large Out ide!" (Evil, Lawful) Hit Dice: 17d8+51 (127 hp) Jnitiative: +6 (Dex)

Speed: 40 f!

AC: 29 (-I size, +6 Dex, +10 natural, +4 rillgofpmlectioll) AC (flat-footed): 23

AC (vs, touch attacks): 19

Attacks: Unanned strike +21/+16l+II/+6 melee Damage: Unarmed strike 2d4+6

FaceIRcach: 5 It. by 5 tl.llQ n.

Special Attacks: Bone hooks, fear aura, spcll-l ike abilities, greater

domination

Special Qualities: Baaiezu qualities, damage reduction 15i+3, SR 25 Save: Fort 13, Ref+16, Will +13

Abilitic: tr 18, Dcx 22. Con 17, In! 22, Wis 17, Cha 20 Skills: Appraise +20, Balance +20, Bluff'+ 19, CLimb + 14"',

Concentration + 17, Diplomacy + 19, Disguise + 19, Gather Information +19, Heal + 15, Innuendo -I- 19, Intimidate +21, Knowledgc (llell) +20, Knowledge (infernal politics) +20, Listen -rl7, carch + 16, Sense Motive + 17, Spellcraft +20, SpOI + 17

Feats: Deflect Arrows, Improved narrned Strike, Spell Penetration, Stunning Fist. Weapon OCliS (unarmed strike), Weapon Specialization (unarmed strike)

Cllmate/Terrain: Any land and underground

Organlzatlon: Unique or retinue (Hadriel plus 2-5 gladiatrixcs, 2-5 pain mistresses, 2-5

painshrickcrs, or 2-5 strigae) Challenge Rating: 14

Trc.'1S1Ire: Quadruple standard

Alignment: Lawful evil

Advancement: By character class

Duche .. Hadricl is an infernal success story. She began as an erinyes who, through long service, shrewd politics, and well-limed betrayal . rose up through the baatezu hierarchy, Hadricl eventually won <I place at rhc court ofMcphistophclc lind felt she had truly arrived in baarezn iocicty. WiLh the prestige and resources that were now hers, she believed her power could only increase. What Hadriel had not reckoned with was Mephistopheles himscl f. The Lord of the Eighth Circle was known ,I a devil of the old school. He still considered falleo celesiials like Beelzebub to be upstarts and Iladriel discovered that female nobles in the court of Mephistopheles could aspire to nothing more than becoming the consort of count or duke. After all her hard work, she was to be neared as a trophy.

Hadricl did nor make ir 10 Mephistopheles's court by being stupid, so she swallowed her pride and played the pan until an opportunity arose, She became the consort 0 f Duke Bifrons, a brutish general who spent much of h is ! ime in the 'field, Hadricl spent the better part of a century building up a cadre of Joyal minions and then struck. Bifrons had all "accident" wh ilo on campaign, and somehow' an obsidian dagger ended lip in his heart. Hadriel took over so quickly that no one thought to question it.

This mancu or solved Hadricl's immediate problem, but Mephistopheles's altitude bad not changed. Hadriel knew she had (0 do something big-'o big that Asrnodeus himself would take notice. That she could not do in Hell, so she lcfl a skeleton staff there and moved her operations to a Prime world. l ler plan wa ' simple but ambitious: She would offer lip an entire world as a sacri flee to 1\ nnodeu .

Hadricl is now firmly established 011 the Prime, where she has assumed a mortal identity, A "Lady Cindara," she has founded the Shrieking Violet ocicty, a social club for middle- and upper-class women, Largely urban-based (he society ha. been spreading from city 10 city. lady Cindara chooses the location of each new club very carefully. Others comment all her vanity, and how she imply must find the right spot in just the right neighborhood. I Ier choices have a much more sinister purpose, however, E,1Ch club is all anchor poiru in a monstrous sigil thar spreads across hundreds ofmiles. Should this sigil ever be completed, a huge gateway will open up rhat leads directly to the Nint h Ci rclc of Ileli. Then the in lemal lcgions will burst forth and drag sou Is screaming into the pi!'.

To enact this ambitious plan, Hadriel uses two types of servants. Her lowliest minion arc the Submitters who include lc SCI' devils and humanoid culti I" recruited from the Shrieking Violet Society, Hadricl's more powerful lieutenants arc female devil. known as the Obeyed. They have learned their mistress" lessons ofdomination well and they keep the Submitters in line.

Combat

Hadricl is a fearsome individual opponent, but she is never found alone, Depending on the task at hand, she has a squad of specialized Submitters or Obeyed 10 assist and defend her.

Bone Hooks (Ex): 1n Hadricl's natural form, large bone hooks protrude from her wrists. In addition to their deadly potency in combat, these give Hadricl A +4 bonus to all grapple checks. With them, her- unarmed strikes threaten acrnical on a roll of 19-20 and deal triple damage on a successfu I crit ical hit. They also COli nt as +3 weapons for the purpose of damage reduct ion and related abi I it ies.

Fear Aura (SII): As a free action Hadriel can create an aura or fear in a 20-root radius. 1t is otherwise identical with/eal" cast by a l5thlevel sorcerer (save DC 19). If!he save is successful, that creature cannot be affected again by Hadricl's fear aura for one day. Other devils are immune to the aura.

Greater Domination (Sp): Hadriel bas a lowering will that allow her to dominate nearly any fo . Treat this as the dominate monster spell, but with a save D of30 and a duration of3 months. She can u c this ability three time p r day. each time against a inglc target, or once per day against I d6 target at once.

Spell-like Abilities: At will-chi/I'm monster: charm person, detect chaos. detec! good. misdirection, polymorph self. message, and tongues: 2Jday-ge(ls/qllel>"l and proleelioll ji'OlII good; I lda'1-:fillse vision. greater dispeliing. I/IOS;V ·lIggeslioll, mislead, teleport wit/Will error (self plus 50 pounds only), and veil. These abilities are as the spells east by a 15th-level sorcerer (save DC 15 + spell level).

Skills: *In her natural form, Hadricl's bone hooks grant her a +4 competence bonus to Climb checks.

Feats: Hadriel is an expert at unarmed combat and gains Weapon Specialization (unarmed strike) as a bonus feat.

Medium-Size Outsider (Evil, Lawful) Hit Dice: 4d8+ 19 (37 hp)

Initiative: 2 (Dcx)

Speed: 0 n.

AC:15 (-2 Dcx, +7 JlHtUI"lII) AC (nat-looted): 15

AC (vs, touch attacks): 8 Attacks: Slam +5 melee

Damage: lam I d6+ I

Face/Reach: 5 n. by 5 n./5 ft,

Special Attacks: Piercing scream, poll-like abilities

paelal Qmllities: Baatezu qualities

Saves: Fort +8, Ref +2. Will +8 !

AbiHl'ics: Sir 12, Dex 6, Con 18, lnt IS, Wis 15, Cha 13 '

Skills: Balance +5 Concentration +11, Knowledge (military) +8, Listen

+13, Read Lips +12, Spot +13 Feats: Iron Will Toughness

limate/Icrrain: Any land

Organization: Solitary, clu ter (2-5), or mob (20-40) Challenge Rating: 4

Treasure: one

Ilgnment: Always lawful evil

Advancement: 5-6 HD (Medium-size); 7-8 I-lD (Large)

Hcllwardens arc an ingenious creation of Baal, Lord of the First Circle. More fighting goes

en in Baal's domain than anywhere else in Hell: There the devilish legions have fought demons, celesrials, and one another uncountable rimes. In fact, war is SO frequent that piles of corpses, fields ofbones and forests of the crucified arc common sights. Baal made the Hcllwardcns to take advantage of this terrain, giving himself an easily camouflaged spy network.

Hcllwardcns look like horribly crucified devils, often with missing limbs and gaping wounds. Although they appear quite dead powerful magic keeps them alive. Baal and his commanders plant these pies throughout the Firs! irclc to collect intelligence on their enemies. Hellwardcns arc sometime. used to guard fortresses and encampments a well, since their piercing cream makes an excellent alarm,

Hcllwardens arc occasionally seen on the Prime, but only during particularly brutal wars or pogrom.

Com.hat

In general, hcllwardens are not fighters: Their job is to collect infcrmaricn, not ~JUack the enemy. Occasionally, though. they arc used to ambush enemy columns. When gathered in numbers, they can bc quite formidable, Ilellwarden u c dimensiou (1001" 10 keep their distance in combat while they attack \ ith their otherspell-like abilities.

Piercing cream ( p): Though its crucified Stale is incredibly painful. a hell warden on duty rnu I remain silent -.0 a' not to arouse

su picion, During combat or when the hcllwarden wants to rai c the alarm, it call unleash a piercing 'cream that focuses countl day

of pain imo one fell shriek, Thi . attack is similar to a sound burst. plica t by a 10lh-levcl orccrer (sa e D 13) but deal 2d8 point of . onic damage. i\ hcllwarden can 1I e it piercing scream once every 10 minutes,

Spell-like Abilities: At will-t/eleClthollglits, dimension door; and whispering wind; I/day-jl(llllillg sphere and magic missile. These abi lit ics arc as the spells cast by 1I I (lth-level sorcerer (save DC I. I + spell level).

Skills: Hetiwardens receive a 4 racial bonus to Listen, Read Lips, and Spot checks,

Medium-Size Outsider (Evil, Lawful) Hit Dice: 2d8+4 (13 hpj

Initiative: I (0 x)

Speed: 35 ft.

AC: 15 (+ I Dcx, +4 natural) AC (flat.footed): 14

AC (vs, touch attacks): 1.1

Attacks: Military fork +5 melee; or gore +5 melee Damage: Jd8+4 military fork; Id6+4 gore Face/Reach: 5 ft. by 5 tl./5 n.

Special Attacks: Blood rage, horns down! Special Qualities: Baatezu qualitie

Saves: Fort + -, Ref +4, Win +2

bililies: Str 16, Dex 13, Con 14, Iut 8, Wis 9, Cha 12 Skills: Hide +4, Intimidate +4, Jump +6, Listen +2, Wilderness Lore + I

Feats: Power Attack

Climate/Terrain: Any land and underground Organization: Solitary, brood (2-5), or pack (5-20) Challenge Rating: I

Treasure: Standard

Alignment: Always lawful evil

Advancement: By character cia s

Tile story i a familiar one to inquisitors throughout the Prime. A local

adept or witch dabbles with summoning magic. Her intentions, so she

says, arc good, but Mephistopheles hirnsel f answers the call. The poor summoner is no match for (his great deceiver and finds herself seduced. The misguided (and sometimes pregnant) spell caster tearfully relates the forbidden, usually nocturnal, coupling and begs for mercy, The inquisitors can only smile ruefully a' the. rories unfold. They know that 110ne of these women met

Mcphi tophele -lords of r Iell do not dally with hedge magicians, 0, the great seducers in these cases are almo t always the lowly herlekin.

The hcrlckin arc rank-and-file soldiers of ReI I. When Baal leads the infernal armies [0 war, hundreds of'thousand . of herlekin march behind him. Because there are so many of them, they frequently find themselves summoned to the Prime. The goer-legged, homed herlckin have thus become synonymous with devils in the minds of common mortals.

Herlckin are unsubtle, 10 say the least. Primarily, they want to drink, fight, and fornicate (not necessarily in rhar order). They arc bullied so often by more powerful devi Is that they take every opportunity to push around those weaker than themselves.

(;tlffi.bat

Herlekin arc fast-moving shock troops, sent in after waves of Iemures have exhausted the enemy. They excel at assaults but do no! do well with complicated maneuvers. Herlekin ha e a taste for blood and are difficult to control once baltic has begun. till, in numbers and properly led, they make a potent force.

Blood Rage (Ex): Hcrlckin thirst for blood and can drink the blood of a downed opponent as a partial action. Doing. 0 drives a hcrlckin into a killing rage the following round, and it attacks madly until it or every opponent is dead. While raging, it gain +4 Strength, +4 COil rirurion, and -2 AC. It cannot end the blood rage voluntarily.

Horns Down! (Ex): Although trained 10 fight with the rni litary fork, a herlekin often gives into instinct and USe its massive horns in bait Ic .. It crouches over; horns lowered, and charges head first at the enemy, making a single attack Ihat deals 2d6-1-8 points of damage. The her1ekin must move at IcasI20 feet in a straight line to build up proper momentum. This is otherwise a normal charge attack.

tee Stalker (Badt~zu)

Medium-Size Ontsider (Evil, Lawful) Hil Dice: 4118 ... ·8 (26 hpJ

Initiati e: + ( Oex.' Improved Initiative) Speed: 40 n .. burrow. 0 n. (snow only)

A ': I. (14 Dex. +4 muural) AC (nat.foOled): 14

AC (vs, touch attacks): 14 Attacks: 2 claws 6 melee, bite. melee. tail slap 4 melee

Damage: 1m 1d4+2, bite Id6+1. tail 'Iap Id4l-1

Face/Reach: 5 n. by 5 OJ5 n,

Special Attacks: Bre:tth weapon. sneak attack +2d6

'pedal Qualitie ': BtUlleZl1 qualities, cold immunity, spines

Saves: FOI"t+6, Rcf'+S, \Vill'f4

Ahilities: SIr 14, Dcx 18, Con 15, lnt 1.1, Wis 10, Ch~ H

Skills: Escape Artist +5, l-lidc +9"'. Jump +5, Listen 4, ~ove Silently +9*. Spot: +4, Tumble + 1 0,

\ ildcrncss Lore +6'"

l'cuts: Improved lnitiativ '. Mllilialtaek, Track

'Iimalc/fcrl'ain: Any cold land and underground Organization: Solhary or pack (3 6)

'hallcnge Rating:

Treasure: Standard Alignment: Always lawful cvtl

Advancemenu 5 6 III) (Medium-size); 7-11 .lID (Large); 12 lID (Huge)

Nmi e of the frigid ci"hlh Circle. ic ualkers arc Ihe eyes of cars or McphisIOphelc!;. They patrol ihe vast icy wa ues, re] ning suspieious activity to rhe gelugons (see :'4M).

Physically, an ice stalker i gallnt and spiny. with ,I skull-like face and curved horns. II' long. whiplike tail can strike overhead or to the rear bUI docs 1I0t. a is often claimed, contain a poisonou Sling. Icc talkers usually run on nil tours but light upright so they can better usc their claws. Their ability 10 burrow through the S1IOW allows them 10 approach undetected and literally go to ground when under pursuit. It also allow' them to SCI up effective ambushes. ital whenever war has come 10 the Eighth Circle,

While Ihe scouting function of the icc 'Illlkcrs is well known in Hell. rheir hunting role is not uch common knowledge. Ice talkers arc expert trackers, and Mephistopheles and his minions lise them to hum down fugitives. be they escaped souls. runaway devils, or exiled nobles of lIcll. Few know about this ability, because few survive the aucntlous of icc stalker packs on the hunt,

The xrct may soon be out, however. thanks to 1I book by a human sorcerer named Tharkul norrson, Thi tome, 011 th« FOI"IIls and Functions ofDevilkind. contains an essay OIl icc stalkers and rcconuncnds their summoning in colder climates. It makes special mention of'th ir tracking an I ambush expertise and provides several dubious uorics on their use in a barbarian tribal feud. The book remains obscure rOl' the time being- and may remai» thai way, ifagents Dr Mephistopheles find out about it.

Comba.t

I' . stalk rs are rough ombatams, combining speed with multiple anacks and a breath weap n. They prefer 10 strike from ambu hand often gang up on opponents, Althou ih they cern bestial, ice stalkers are a int lIigent as most humanoid. They are perfectly able 10 execute cornplicmcd commands. and Ihey retreat in good order when she tide or baule IIIIlIS against them,

BI'crllh \ capon (SII): COliC of icc shards, 20 leer; damage 2d6. Reflex half DC 14. Living creatures thai rail their 5.1VCS are tormcnrcd by frostbitten skin and frozen eyes unl s they arc immune to or protected from cold. This imposes a - 4 morale penalty (0 C and a-2 moral p nalty 10 auack rolls for Id6 rounds.

Sneak Attack (Ex): 1\11 ice stalker can make sneak attacks just as a 4lh-levd rogue can. dealing an additional 2d6 poirus or damage on a

ucec 'srul stri ke.

Spines (Rx): lee stalkers' sharp 'pines help them burrow through the snow, They also make the de ils vel)' dillkult to hold onto. granting a +4 racial bonus to any grapple check they make. I fthe ice talker wins the opposed check, the opponent takes Id6+2 damage fr III th spines.

Skills: *Icc Sinlkcrs receive a..,.4 racial bonn to I, lide, Move Silently, and \ ilderncss Lore checks in a cold environment. Feats: Icc stalkers receive Truck ,IS <I bonus fear.

Huge Outsider (Evil, Lawful)

Hit Dice: SOd +350 (575 hp) Initiative: +8 (+4 Dex, +4 Improved

Initiative)

Speed: 50 ft., fly 150 fl. (good)

AC: 36 (-2 size +4 Dcx, +24 natural) AC (nat-footed): 32

AC (vs, touch attacks): 12

Attacks: +5 huge flaming burst, vorpa! falchion +67/+62/+57/+52/+47 melee (or 2 claw +61, bile +56); or +2mighl)' (+5) composite longbow +54/+491-"44/+39/+34 ranged

Damage: +5 hugej1amillg burst, vorpaljalchion2d6+24 and Id6 fire (plus Id10 bonus lire 011 a successful critical hit); claw 2d4+ 13, bite 2d6+6; +2 lIIighty (+5) composite crossbow I d8+7 and slaying

FaceiRcach: 10 '1"1". by 10 "fl.!15 fl.

Special Attacks: Blasphemous bcncdtetion grant temptation, probe soul, spell-l ike abil i ti cs, spells, unholy compact

Special Qualitles: Damage reduction 35/+4, fallen celestial qualities, holy

interdict regeneration 15. SR 32, unsettling aura Saves: Fort 34, Ref +31, Will +33

Abilities: Str 36, Dcx 18, Con 24, Int 23, Wis 23, Cha 27

Skills: Bluff'+ -2, Concentration +38, Escape Artist +49, Hide +45, Intimidate -58, Knowledge (arcana) +50, Knowledge (Hell) +50, Knowledge (infernal politic ) +50, Knowledge (the planes) -I-50 Knowledge (religion) +50, Listen +57, ove Silently +49, Search +40, Sense Motive +59, Spcllcraft +33, SpOI 59

Feats: Cleave, Combat Casting, Dodge, Great Cleave, Improved Critical (falchion), Improved Initiative, Maximize Spell, Mobil'jly, Power Arrack, Quicken Spell, Silent Spell Spring Attack, Weapon Focus (falchion)

Climate/Terraln: Any land and underground Organization: Unique

Challenge Ratin : 24

Treasure: I 0 coins; double goods; standard items Alignment: Lawful evil

Advancement: By character class

Long before the birth of the first mortal, the Prime Material Plane was the domain of the divs, genies born of fire and entrusted with the government of the world by t11e Lords of Good. After nine thousand years of rule, rhe divs rebel led against their superiors under the rule ofGian ben Gian, a powerful warrior king. The gods turned to the solar Iblis to defeat the uprising, which he accomplished by slaying the genie caliph in personal combat. The divs were banished from the Prime as punishment for their insurgency,

Time-lost myth relate that the Lords of ood thereafter decided to populate th" Prime with weaker beings who would serve them with good works and reverence. When the gods presented their creation to the cclestials and told their glorious warriors that from now on they existed to serve the mortals Iblis spoke alit. "Yc have created me from fire," he exclaimed, "Yet ye would have me bow to a creature made of dust'!"

For thi rcfu al to serve, lbli W;lS cast from (he Upper Planes. With him fell a legion of cclestials, said 10 ha c represented a third of'the heavenly host Iblis's followers came from all ranks of the angelic choirs, 1T0m the lowly ischim 10 (he powerful archangels (sec Appendix 3: Angelic Choirs). Unable to venture to tbc Prime unless summoned, the Fallon rurned (0 Hell; some ay they were encouraged to scale there by the dark lord of the plane's lowest circle. Their arrival triggered II fie roe war against the devils who had previously dominated the plane.

Powerful, cunning fallen celcsiials such as Beelzebub and Belial distinguished themselves in this centuries-long conflier but lblis, who had. tarred it all, largely withdrew from the battle to ponder his own concerns. Somehow, he managed to rally to his banner the divs whom he had once defeated, and the e corrupted genies now serve him in an CnOl1l10US army. From his lair in a rocky region of the First

ircle of Hell lbli and his divs continue their spiteful, timeless rruggle against iheir creators, infiltraring the Prime and undermining the worship of the Lords of Good.

lblis' mu cular body stands 20 feet tall and i topped by a handsome (if feral) face. I Ji mouth i a jumble of needle-thin sharp teeth, and hi dark eye burn with fiery inten. iry, Hi jet-black skin contrasts sharply with his fire-red hair and bright white feathery wings as regal as those of the most chaste seraphim. Two large ram horns jut from h is temples, and a number of sma II horny protrusions line It is back from waist to base of the neck .. When lblis dresses at all, he wears a simple wrap around his waist and sandals that lace around his calves all the way up to his knees. His deep voice kindles memories of dying fires, and he speaks Celcsrial, lnfcrnal, lind the Common tongue.

Falchiott of Gian ben Gian

Minor Artifact

This + 5.tlalllillg burst. vorpalfalchion is an ancien! arti fact, with power beyond the ability of any to reproduce now. [I was made in the age of myth by a mighty div artisan. The falchion is a most impressive looking weapon. Its crimson-tinted blade is covered in the flowing, cursive script of the ancient div, a dead language now only known by the wisest sages and celestials, The inscriptions, made before Gian ben Ginn's rebellion, sing the praises ofthc Lords of Good and pledge eternal loyalty. lblis took the weapon from his fallen foe after the rebellion was crushed and renewed the pledges on the blade as a sign ofhis own obedience. The spirit of Gian ben G ian must have laughed when the hammer of the Lords of Good hi msel f fell from grace. Down in the Pit. Iblis considered destroying the falchion but he decided to keep it instead. He considered it a symbol of his ill treatment at the hands of the Lords of Good. He was true to them, but rhat loyalty was not returned. Now lblis and his bladc arc enemies of Heaven.

lblis is a terror in combat, wielding the fltlllJingja/c!iiol1 cfGian hell Gian with grim accuracy. Despite Ius fall from grace, the Duke of Pride managed to retain his +2 mighty (+5) composite longbow, which can create any sort of slaying arrow when drawn. Even the usually warlike generals of the Firs! Circle of Hell give Iblis and his divs a wide berth.

For full descriptions of abilities common to all Fallen Cclcsrials, see the template in Appendix 2.

Blasphemous Benediction (Su): lblis grants a +6 profane bonus on the touched creature's attack and weapon damage roll .

Fallen Celestial Qualities: Protective aura, fire resistance 20. tongues. electricity, cold acid, and petrification immunity, +4 racial bonu: to saves against poison (see 1\fM tor more details on celestial qualities),

Probe Soul (SII): The\Vill save to resist fblis's persuasion ha a DC of 43,

Spell-like Abilities: At wi II-aid, animate objects. commune. continua/flame, dimensionat anchor: greater dispelling, holy smite, imprisonment; improved iJlvisibility (self Oil I y), lesser restoration, remove CIII:m, remove disease, remove jew: resist elements . .)'11111111011 monster VII. and speak with dead; 3/day-blade barrier; earthquake. heal, permanency, resurrection, shapechange, and unhot» aura: 21 d<ly-dulIIge sef. charm person, protection /1"011/ good; l/day- blasphemy; COIIIIIIUIld, dispel good. fire sturm, greater restoration, mass charm, misdirection. nondetectiou. power word blind, power word kill, power word stun, suggestion. SI/I/I11101/ monster IX (devils only). prisnuni spray, soul bind. speak with dead, symbol (any), unhallow, unholy blight. and wish. These abilities are as the spell cast by a 20th· level sorcerer (save DC 18 + spell level).

The following abilities are alway' active on Iblis' person, as the spells cast by a 20th-level sorcerer: detect good, detect snares and pit . discern lies, see invisibitity, and true seeing. They can be dispelled, but lbli can reactivate them as a free action.

Spells: Iblis can cast divine spells from the cleric list and from the Air, Destruction, Evil, Law, and War domains as a 20th-level cleric (ave DC 16+spclllcvel).

Unholy Compact (Su): A soul bound by this agreement is trapped in lblis's domain on the First Circle of Ilell upon death. Unsettl ing Aunt (Ex): The Wi It save to resist Ibl is 's unsettling aura has a DC of 57.

1 alie Sqti~rE".ft:lt)t. ThE". ticih F 1t:=ud

Large UndCl1C1

Hit Dice: 14d 12 (91 hp)

Initiative: +5 (.,.1 DCI<,' Improved Initiative) Speed: 35 n.

AC: 26 (-I size, +.1 Dcx, 1-16 natural) C (flat-footed): 25

C (vs, lauch attacks): 10

A ttacks: 2 'hl\ S "13 melee. bitc + melee; or butt + 13 melee; or touch- 13 melee

Damage: Claw 1<16 7, bite 2d6+7; bun Id8-· 10; touch Id8+5

Face/Reach: 5 n. by 5 ll.llO n. Special Attacks: Damaging touch, paralyzlng touch, fear aura, spell.

I ike a bi I i ti cs, SU III men baaiezu, voice ot'malcflccnce

Speclat Qualities: Baatozu qualities, damage rcdllctioll]O/+3, immunities, rast healing 5, SR 30,

+4 (UI'Il resistance, undead. amulet fir proof, 'against detection, lich's phylactery

Saves: Fort 19, Ref-'-IO. Will +20

Ahililie.: II' 25, Dcx 13, COIl-, 11ll24, Wis 22, Cha 22

Skills: BlurT +23. Climb +9. Diplomacy '27, Gather I n formati on +23, Intimidate +8. Knowledge (law) + 18, Sense Moti ve -33, pellcraft +24

Feats: Cleave. Crall Wondrous hCI11. Great Cleave, Great Fortitude, Improved lnitiative Iron Will

l. adership, Lightning Reflexes, Power Attack Skill

Foell' (131110), . kill Focus (Sen c Iotivc)

Cllmarc/Terrain: Any land and underground Organlzatlon: Uniquc

Challenge I~~lting: 18

Treasure: Quadruple standard: plus cloak ofresistauce +3 Alignment: Lawful evil

A dvancernent:

Jalic . 'quarc[ool i <111 ambitious noble in (he court of Mephistopheles. He is a gifted manipularor who exceeds even his master as a schemer and corrupter of mortals.

Millennia ago, Jalic was a pit fiend who c promotion to the nobility carne at the expense ofa vicious rival, another pit fiend named Bclphagon, Th vengeful fiend and his coterie.jealous or Jalie's meteoric rise, concocted a number of plans 1'01' his as. assination. After he had e. capcd dozens of attempts, one finally len Jalie barely alive, mere inche from humiliating demotion. He needed a new weapon-sand he found one.

Jalic di. covered the secrets ofliehdom, but he also learned that a mortal body was a prerequisite, Leaving <1 polymorphed double at court, he hid away to prepare the Iich's phylactery (hen took mortal form long enough to ritually destroy his body ,1I1d pass througb the horrid change 10 unlifc,

The assa sination attempts continued after his change, and they were eventually successful. Bclphagon as umcd Jalie's office and lands.

erving for exactly three days before Jalic's body reformed. With the ad anlage of total surpris c, Jalic tricked Bclphagon's own followers into murdering their lord. "He took back his title and role and has stood at court ever. incc,

Before his iran formation Jalic was (all and proud, with the head of a handsome stallion. In undeath, hi de siccated form stoops under a grim. mummified skull. and eyes (hat once blazed with intelligence arc reduced to pinpricks or feeble light. His right foot has shriveled into a clublikc hoof, which led to his nickname of Square foot.

Julie's lust lor power is exceptional even by the standards of Hell. His ultimate g0111 is control, not merely ofrhut plane, but of all existence. To this end he has dozens of schemes percolating, some of which won'tmature for a thousand years. For more informarion on Ja I ic and II is macl1 i nat ions. sec I fell in Freeport (G R R I 006).

Combat

Jalic prefers trickery to direct combat using his slaves and bound mortals to do the dirty work while he retires to safety. He is quick 10 telepor: away if faced with a superior force, Ifunable to avoid melee, he IISCS Illusion and. 'nchantmcnl magic 10 turn attackers against - one another. Jalie's cunning and patience are almost limitless, as is his capacity for hale. Anyone who wrong him can expect an eternity of ret rib III ion, until one party or the other is destroyed.

Damaging Touch (Ex): Jalie CM deliver a touch attack lhal uses negative energy 10 deal I d8+5 damage to living creatures; a successful Will save (DC 23) halve' the damage.

Fast Healing (Ex): Jalic heals damage at the normal rate from holy and ble. sed weapons wi th an enhancement bonus of at least +3. Fear ura (Su): A a free action, Jalie can create an aura of fear in a 20·fool radius. II is otherwise identical withfeor cast by a 15'"-lcvcl sorcerer (save DC 23). If the ave is successful, that creature cannot be affected again by Jalic' fear aura for one day. Other baatezu arc immune to the aura.

Immunities (Ex): In addition 10 baatezu immunities, Jalie is immune (0 cold, electricity, polymorph, and stunning attacks, Paraly?ing Toucb (Su): Any living creature Jalie touche. must succeed at a Fortitude save (DC 23) or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim. The effect cannot bc dispelled. This power work' in conjunction with Jalic's damaging touch attack (sec above).

Spell-like Abilities: At will-allimale dead, blasphemy, change self, charm monster, create undead, desecrate detect good, detect magic, dominate person. dispel magic.false vision.flreball.fly, gees/quest, hold monster, improved invlsibituy, magic circle against good, major image. mass suggesliotl,polymolph self, suggestion, teleport without error (self plus 50 pounds of objects only), unholy aura unhallow, and wall of'fire; IIday-dream. energy drain and horrid wilting; I/year-wish. These abilities are as the 51' lls cast by a 20,h·lcvel sorcerer (save DC 16 -I- spell level).

Summon Baatezu (Sp): Twice per day, Jalie can automatically summon two lemures, osyluths, or barbazu, or one erinyes, cornugon, gelugon, or pit fiend.

ndead: Immune to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, mind-influencing effect, and any effect requiring a Fortitude save unles it also works on objects; nor subject to critical hits, subdual damage, ability damage, ability drain, or energy drain; negative energy heals: not at risk of death from massive damage, but destroyed at 0 lUI points or less; darkvision 60 ft.; cannot be raised; resurrection works only if Jalic is wi Iling.

Voic;c of 1alcficencc (Sp): lfJalie speaks to a creature thar can understand him for 10 full minutes, the subject must succeed at a Will save (D 23) or fall into a lcepy trance. While in this trance stale the subject answers truthfully any question Jalic asks. The ubject may attempt a new saving throw every hour, but for each consecutive hour of interrogation, the save D incrca e by 1.

Large Outsider (Evil, Lawful) Hil Dice: I Od8+40 (85 hpJ Initlativc: ..,.9 (Dcx)

peed: -0 n. climb 30 n.

AC: 21 (-I ize. +3 natural, +9 Dcx) (nat-footed): 21

AC (vs. touch attacks): 18 Attacks: l lugc + 1 keel/ two-htaded word ..-15/+ I 0 and + 15 melee Damage: Huge +1 keen two-bladed

. word 2d +7i2d8l4

Face/Reach: 5 11. by 5 ft.lJ() n.

Special Attacks: Jawed feet I d8+ 3 pecial Qualitles: Baatczu qualities. til t healing 5, improved dodge SR 15, uncanny dodge, wall fighter

Saves: Fort +1 J, Ref+16 Will +R

Abilities: Sir 22, Dcx 28, Con 18, Int 10, Wis 12, Cha .16

Skills: Ba In nee + I 7, CI im b + 14, Escape Artis: +17. lnrirnidatc +11. Jump +17, Listen 19. Search +8, pol +9, Tumble +24.U,e Rope+13

Feats: mbidcxterity, Exotic Weapon Proficiency (two-bladed sword)

Mobility, Spring Attack, Two-WC~I 011 fighting, Wcapon Focus (two-blad d sword)

Cllrnntc/Icrrain: Any land or underground 0I"gani1.3liol1: Solitary, Pair, or Squad (5-20) Ch<1l1enge Raling: S

Trea 'lire: Standard

Alignment: Always lawful evil

Ad anccmenl: 11-14 110 (Large) 15-30 (Huge)

Keres are elite soldiers in the armies of Baal Lord of the First Circle. They

move fast and hit hard, and Baal prize their skill and ruthlessness. Keres look somewhat like giants, but long spider legs sprout from their back in mockery of'rhe beautiful wings of'celesrials. These extra legs give keres 11 mobility undreamed of by the rank and file devil, Keres can climb walls, hang !I'om ceilings, and pounce on opponents from !lny angle.

The draw, espcc ially their clerics, hate keres with unrivaled passion. They sec the devils as an a !Tron! to rhci r Spider Queen and seck to slay keres above al I other foes. This greatly amuses the keres, but they respect the draw as adversaries.

Li lith is known 10 fa VOl' female keres in her armies, but the majority these devil serve (he Lord of the Fi rst C ircl c.

Comhat

K r S love 10 fight and (hey excel at it. In combat they arc a blur of motion using their spider legs, tumbling abi lily, and spring attacks to fight It cry mobile style of'warfare, Keres never just stand in aile spot and duke it 0111. They always keep their opponent guessing wher ihey'Il movc and whom they II attack next,

Clawed Feet (Ex): When fully engaged in melee a kere can fall back on her spider legs, freeing up her clawed feet for uuacks, When u. ing the fi.111 auack action, a kcre can make I wo extra clawed feet attacks with It -r- I 0 arrack bonus. Each clawed 1'001 inflicts I d8+ 3 damage.

Improved Dodge (Ex): As the dodge reat (sec PH), but tJ1C dodge bonus 10 AC is +3.

ncanny Dodge (i';x): A kcrc retain it Dexterity bonus 10 AC regardlc or being caught nat-looted or struck by an invi iblc anacker, Additionally, il cannot be flanked,

Wall Fighter' (Ex): The spider legs of a kerc allow her 10 climb walls as an arachnid. Keres learn to fighl in three dimensions making good usc of wall and ceilings when attacking and defending, Thus a kerc hanging on a \ all or from the ceiling uflers no penalties 10 attack or

Fents: Keres receive Ambidexterity. Exotic Weapon Proficieuey (two-bladed sword) and Twe-Wcapon fighting as bonus feats.

lcdium-Si7..c Outside •. ' (Evil Lawful) Hit Dice: Jd8+2 (6 lip)

Inirlatl ve: : 0

Speed: 30 ft.

: I- (+5 natural)

AC (flat-footed): 15

AC (vs, touch attacks): 10 Attacks: Heavy pick +4 melee Damage: Heavy pick Id6+3 Face/Reach. 5 n. by - fU5 n.

Special Qualities: Baatezu qualities • knock Saves: Fon +4, Rcr+2, Will +1

Abilities: Str 14, Dex 10. Con 15 11119., Wis 8, Clm 12 Skills; limb '''4, lntimidatc +2 Profession (miner) +3 Fonts: Weapon Focus (heavy pick)

Ctimate/Terrain: ny underground

Organizatlcn: Solitary, gang (2-5), band (6-10), or

mob (I 1-20) Challenge Rafing: 112 Treasure: NOlle

Alignment: Alway lawful evil Advancement: 2 3 liD (Medium-size)

Knockers arc members of the downtrodden underclass of devilkind. nlike lcmurcs, they are not reborn spirits of the dead but true members of the devil tribe. Thcy arc expert miners and so sp nd mo 1 of their lime (oiling in the dank

tunnel. or the Seventh ircle, where they serve Beelzebub on

hi ceaseless construcrion projects.

The Lord of the Flies is COil tautly building new cities and abandoning them a oon [IS they are complete. This program rcquir endless rav

material , and thai' where the knockers come in. Knockers have also b en pressed into Beelzebub's anni 011 morc than one occasion, where Ihey are treated a cannon fodder, Thus, no knocker wants to march to war in Hell ,I virtual death cntencc.

Despite their lowly statu ,knockers arc not uncommon visitors to the Prime. Peuy wizards sometimes summon them. but more frequently knockers stumble through an underground porta I and leave Hell before they realize it. Once on the Prime, Ihey delight in making mischief: ncr toiling for countless hours in Hell these visits arc almost like vacations to 1110111. For once, they don't have 10 do th bidding oftheir raskma ter . For once, they can make lhe rules.

One would think that knockers would have some sympathy for mortal miners, but the oppo ite is true. They enjoy nothing more than leading miners astray, 10 catch them in cave-ins or watch them starve to death in forsaken runnels, Knockers thus lend to gravitate 10 mines or other underground areas on the Prime, where they have their fun at the mortals' expense until they nrc caught or driven off

Com hat

Occasionally mischicf'turns 10 violence, and when it docs, knockers attack with their heavy picks. They are not (he fiercest of combatants but often have numbers on (heir side.

Knock (Sp): Twice per hour, <1 knocker can create mysterious noises, such as s unds of mining, muffled conversation, or di .tant footfalls .. 11 lISCS this ability 10 lead mortals astray, This is otherwise identical to ghosl sound ca 1 by a 3rd-level sorcerer (save DC 11).

Medium-Size Outsider (Evil LnwfuJ)/6lh-Icvcl Fighter Hit Dice; tOcl8+6d!O+80 (158 hp)

Initiative; +4 (0 x)

Speed: 30 n.

AC; 24 (+4 Dcx, +5 natural ring of protection +5) AC (flat-footed): 20

AC (vs, touch attacks): 19

Attacks: +3 1IIIIIIderillg whip +24/+19/+ 14/+9 melee, claw +15 melee Damage: +Lthnndenng whip Id6+9 and 2d8 .onic, claw Id6+2 Face/Reach: 5 11. by 5 ft.l5 11.

Special Attacks: Snapping claw, spell-like abilities, whip master

Special Qualities: Baatczu qualities, cold immunity, damage reduction 201+2 Saves: 'Fort +17, ReF+13 Will +1 I

Abilities: SII' 18, Dex 18, Con 20 Int 16, Wis 14, Clla 16

Skills: Balance + 14, Bluff +8, Climb+ 12, Concentration + I 0, Diplomacy +9, Gather Information +13, Innuendo +7. Intimidate +18, Tntuit Direction +4, Jump + J 2, Knowledge (Hell) -I- 13, Knowledge (infernal politics) +8, Knowledge (religion) +11. Listen +12,Ride +9, Sense Motive +10, Spcllcrafl ·j·S, Spot + 12, Swim + 13, Wilderness Lore + 10

Feats: Alcrtne S ornbat Reflexes, Expertise, Exotic Weapon Proficiency (whip), Improved ritical (whip), Improved Disarm, Improved Trip, Weapon Focu (whip), Weapon Specialization (whip)

Climatc/Terrafn: Any land and underground Organlzatlon. nique; retinue (Krotep plus 3---6 kytons) Challenge Rating: 15

Treasure: Triple" tandard

Alignment: Lawful evil

Advancement: By character Cl11

A. if millions of devils weren't bad enough, HeU is al '0 home to lawful evil deities from a variety of pantheons. These god maintain their own realm . largely standing out ide of infernal politics. Although none of their realms can match the sheer size of even a single circle of'Hcll, the e deities do have something that even the devil lords lack: true godhood. II is thus not surprising that some devils arrcmpt alliance with, or in some ca e even worship thee foreign god. The Egyptian god Set's realm i. in the Fifth Circle and no one approaches without dealing with Krotep and Nekhet (see page 39).

These two siblings claim (perhaps spuriously) to be the children of a liai on between Set and a devil princess. Some say Krotep and Nekhet began to quabblc whi le till in the womb; certainly, their mother did not survive the birthing proce s,

Krotcp controls the northern and we tern approaches to Set's rca 1m. Here he bas set up his kingdom, Axor, on a vast icy plateau. Though Krotep is technically a vassal of' Leviathan, the great sea beast leaves him alone as long as he pays enough tribute. Axor is a strange place, a twisted inversion of ancient: Egypt where snow replaces sand and thousands of slaves roil ceaselessly to build pyramids out of huge blocks of icc. Krotep dedicates each pyramid to Set, in the hopes that his father win recognize him and grant him godhocd.

D spite dozens of completed pyramids hundreds of year oflabor, and thou ands of dead slaves, Set has given no indication that he even recognizes the effort. This treatment has only driven Krotep further into hi mania, and he now raids other plane for the slaves he needs to keep tip tho effort. He is convirccd that ifhe can honor the great god he will be allowed 10 lake his rightful place by the side of his rather.

In Krotcp's mind, his biggest adversary is his sister, ekhet, She controls the southern and eastern approaches to Set's realm and attempts to win the favor of their father in a different way, by winning him more worshipers. Krotep believes (hat only hi 51 .ter's machinations have prevented the succes S of his own endeavors, so he dedicates much of his time 10 undermining her plan'. Since ckhet is quite acti e on the Prime this has forced Krotep to increase his own presence there a well. Through cveral active agent, he has promulgated his own cult. Now brother find sister clash both in Hell and the Prime, and all the while e( laughs at the spectacle.

CtH1i.bat

Krotep is a fearsome opponent. Hi' skill with the wbip is unmatched in Hell, and many of his subject have died under the lash of hi. personal weapon, Taskma fer (see idcbarj.He al 0 has deadly spell-like abilities which he claims ar a result of his godly parentage. Lastly, Krotep retain a bodyguard of kytons (seeMM) find is usually accompanied by 11 group of the e devils wherever he goes.

Snapping Claw (Ex): Every once ill a while Leviathan feels it is necessary to remind Krotep who his real master is. The last lime the

de illord asserted his authority, he cut off Krotep s hand and replaced it with a snapping claw like a crab . ow the Pharaoh of Axor carries this relic of the Stygian depths with him where cr he goes. The napping claw gi cs Krotep one extra melee attack per round.

Spell-like bilities: 3/day-ice storm, sleet sturm, wall ofice. These abilities are as if'casr by a I Oth-level sorcerer (save DC 13 -I- spell level). Whip Master (Ex): Krotep has trained with the whip for centuries. Although rhc whip is technically a ranged weapon, Krotep can use it in melee combat normally (in other words, he suffers 110 attacks of opportunity from adjacent foes when striking with his whip),

Medium-Size Outsider (Evil Lawful) Hi! Dice: 13d8+39 (97 hp)

Initiative: +15 (.1·7 Dcx, 18 sup rlative initiative) Speed: 50 n.

AC: 2(' (+7 Dcx, +5 natural, rillg ofprotection +4) C (flat-footed): 26

AC (vs, touch attacks): 21 Attacks: 2 claw +20 melee Damage: Claw 2<16+5

Faco/Roach: 5 n by 5 0./5 n.

Special tracks: Spell-like abilities. claws of darkness, sneak attack + I Od6 Special Qualities: Baatezu qualities, daughter of (he night. superlative initiative,

uncanny dodge

Saves: Fort +11, Ref+IS. \ ill +10

billtics: Sir 20. Dex 25. 'on 16, lnt 16, Wis 14, Cha 20

Skills: Balance + 17. limb + 1 O. Disable Device +13 Disguise 13*, Escape Artist +15, Gather lnfonnation +13, Hide+IS", Intimidate+S", lntuit Direction +6.

. Jump + 15, Listen + 10, Move Silently + 18*. Open Lock ... 15, Pick Pocket + I 0, Read Lips + I I , Search + I L Spot + 10, S wi m +8, Turn bl (H I 7, Use Rope +] 2 Peats: Combat Reflexes. Improved Critical (claw), Improved Unarmed Strike, WeapoIl Finesse (claw)

Climate/Terraiu: Any land and underground Orgnniy.ation: Unique

'hallcngc Rating: 12

Tt'CIlS1U'C: Doubl • standard Alignmcn(: Lawful c il Advancement: By character clas

Lilith, the ruler of the Sixth Circle. is one ofthc most notoriou seductresses in

the muhivcrse. !Jilt when Lilith encounters someone 100 smart. pure. or strong-willed 10 fall lor even her legendary powers, 'he calls on Lel, Marquise of the iglu,

Lei is a tilVOrcd minion of Lilith. a s pecialist in the dark art ofblaekmail and murder. She is a alliable 1001 in the politics ofllell, but she i. priceless on Ihe Prime. Very few mortal have what it takes 10 urvive Lei's attention '. Rumors in the infcrnnl courts ascribe her special powers to godly blood. and 'OIllC whisper that she is the result or a try t between Lilith and Anshar, the Babylonian god of night. Rai sing sueh a child would be quite a leal. con sidering Ihat Lilith's breasts produce poi. on instead of milk. but that doesn't Stop the gossip.

nlike man)' devil nobles. Lei dOGS not maintain her own fortress. She lives at her mistress'S court and iervc Lilith directly. Roughly a millennium ago, she started training an elite cadre or devils in her linc of work. Known as the Tecth of the Night, this group has provided invaluable service to Lilith since its foundation. They proved so effective on the First Circle 11m! Baal has sworn vengeance against Lcl. The Marquise feigns indifference regarding the vendetta, but minions of'Baal have a nasty habit of ending tIP dead.

For H devil with so much blood on her hands, Lei is uncharacteristically light-hearted. When not on assignment, she CIDOYS the pageantry and decadence of'Llllth's court. M~IlY a devil noble has been charmed by her, only to learn hCI' dread identity later, When it's time to work, though, Lcl is deadly tcrious, She takes ofT her silken gloves, exposes her claws cf purc darkness, and gels down LO the business at hand.

Corti.bat

Tho. c Lei wane dead never sec her coming, She is a master of stealth and can appear anywhere at any lime. he is also extremely patient. willing (0 wail Iorjust (he right moment. When she. docs arrack. she docs so with lightning speed and overwhelming force.

Claws of Darkness (Su): Lel's claws are manifestations or the night. In addition to causing horrific wounds. they deal damage to opponents with damage reduction <IS magic weapons with a +4 enhancement bonus.

Daughter of lhe ighl (Ex): Lei is at horne in (be night, and attack again. t her have a 20% miss chance from sundown to sunrise,

• he receives a comp renee bonus 10 Disguise, Hide, Intimidate, and Move Silently checks made during the night.

Sneak flack (Ex): Lcllovcs to grab un uspecting opponents with both claws and SI1,ll) their neck. he can make sneak attack a; a 20lh-level rogue. dealing an additional lOd6 damage on a slice . ful trike.

Spell.like Abililies: 3/da)' at's grace, expeditious retreat, improved invisibility. These abiliti ,. arc a' Ihe pclls emit by a 10lh-level

sorcerer (save D I ... spell level).

Superlntlvc Initiative (Ex): In combat Lei is a blur 0[11101ion to nonnal mortal eyes. Shc gCI a +8 bonu to Initiative cheek. neanny Dodge (Ex): LeI retains her Dexterity bonus 10;\C regardless of being caught nat-looted or struck by an invisible attacker; Additrona II),. she cannot be flanked.

Huge Outsider (Evil, Lawful) Hit Di.cc: 9d8+45 (85 hp) Iniriafive: +4 (Dex)

Speed: 50 fl.

AC: 24 (-2 size, +4 Dex, +12 natural) AC (nat-footed): 20

AC (vs, touch attacks): 12 Attacks: 4 claws + 17 melee; or 4 fire

spears + I I ranged

Damage: O'IW 2d4+ 10; fire spear 2d6 tire Face/Reach: 10ft. by 10 ft./ 15 ft.

Special Attacks: Fire spear, flaming hide, rend 2d4+15

Special Qualities: Baatezu qualities, damage reduction la/adamantine

Saves: Fort+ll, Ref+]0, Will +7

Abilities: Ser 30, DCl< 18, Con 20, Int 14, Wis 12, Cha 16

Skills: Bluff + 13, Climb +20, Intimidate + 13, Jump +20, Knowledge (weaponry) + 12, Listen + 11 Profession (smith) +13 Spot + 11, Wilderness Lore +9

Feats: Combat Reflexes, Expertise Improved Di arm

Cllrnate/Terrain: Any land and underground Organizatlon: Solitary or gang (2-5) Challenge Rating: I. I

Treasure: Standard

Alignment: Always lawful evil Advancement: 10-16 HD (Huge); 17-27 HD

(Gargantuan)

Magugons are natives of Hell's FO\U'tb Circle. They serve in the bowels of Belial's fiery city and only rarely venture out ide of its confines.

Belial take great pride in the magugons, whose smithing abilities

are well known across the planes. T11ey run the armaments workshops that ensure a steady stream of weaponry for their lord's armies. Thcy have fhe strength, skill, and multiple appendages necessary to work the great furnaces and bellows that produce line adamantine. The Fourth Ci rc lc is scorch ing to begin with, but only these special apparatuses make enough heat to burn away a II the metal's i m puritie-s.

Belial maintains a small core of'rnagugons as shock troops for his armies. These spend part of'rbeir time training for combat, and Belial uses them a a reserve unit in great need. Several battles have been turned by the rnagugons' arrival. It's hard to deny the impact ofa gang of20-fooHall, four-armed, fire-hurling monsters.

Magugons are seen on the Pri I11C mas I often when summoned by evil wizards who wish their help crafting special items.

COrfibat

Ironically, these talented smiths don't IISC weapons in combat The adamantine items they craft are earmarked for baatezu nobility, so magugons lise their powerful fists in combat instead, With their great strength and reach, this is usually sufficient. Magugons prefer to attack at range first. with their f re spears, then close for melee action.

Fire Spears (Ex): Flame is an intrinsic part of the magugon's nature. Each round a magugon can create a spear-shaped flaming missile ill each of its four hands. Each can be thrown at a different target, These are ranged touch attacks that have a range of 1 00 feet and deal 2d6 fire damage.

Flaming Hide (Ex): A magugon can cau tc its hide to erupt into 'flames at will (IS a free action. Any opponent within 10 teet of a flaming rnagugon must succeed at a Fortitude sa e (DC 19) or take 3d6 fire damage (half 011 a successful save). Every round that a creature remain within range of the effect, another Fortitude saving throw is required.

Rend (Ex): A magugon that hits with two or more claw attacks latches onto the opponent's body and tears the flesh. This attack automatically deals an aclditional2d4+ 15 damage.

Malgrin. Dukl'! of Uttiiie [Baatezu]

'Iimatcfl'l.:n"ain: ny land and underground Oq::llni:t.alion: Unique: retinue (Malgrin plus III least 2 I Olh·level necromancers :1110 100 fiendish skeletons) Challenge Rating: 17

Treasu .. c: iandard coins: double goods: standard items Ii~nmcnt: awful 'vil

Advancement: By hameler class

Large Outsider (Evil Lawful)

Hit Dice: ISd. +75 (142 hp) [nitiative: +2 (Dex)

'peed: 40 fl.

AC: "2 (-I size, ! 2 D x, -! 21 natural)

Attacks: +3 wllwl)" halberd .... 24/1-19/-14 melee OlUllngc.: I (110 1" and 2<16 unholy Facc/Re;lch: 5 n. by 5 n.tl 0 n

Special uacks: 'I>ell.like abiliti .fear aura. necromantic master,

bolster undead

Spcclat Qualitic ': Baatezu qualkics. damage reduction I T 3, SR 28 Saves: Fort + 14, Ret' ~ 11. Will! 15

Abilities: SIr 25, Dex IS, 'Oil 2 [,1m IS, W is 22, eha I 7 'kills: Balance' 13. Blull·-15. Climb + 18. Concemrauon +16,

Diplomacy +IS, Forgery +15. Gather lntormution +17, Innuendo

f 19, Intimidate 16, Jump' 18, Knowledge (internal politics) " IS, Knov ledge (Hell) ;'.15. Listen .Lo17, Search + 15, Sense ivlolivc + 17, "pOL -t. J 7

Feats: Cleave, Great Cleave. Improved Critical (halberd), Power Attack

Malgrin is a powerful noble or the First irelc or Hell. JI tri S 10 urry r., or with Lord 13m'" by winning military

vi tones :1IId has ch II a novel way to do 0_

Mosr armies on Ih Fi~t 'irele are compo cd, naturally enough, ofd vils.

They arc in near constallt conniet wilh their perpetual enemies, demon" hUI a lso

lace intcmal threats. Devils are simply too interested in their own advanccmcnt ro make trustworthy subordinates. Malgrin should know-he rose to his posiricn by ussas inaung his former boss. Once in charge he decided to secure hi' position by inerea ing the undead forces under hi . command. There were plenty of corpses (0 mak troops from, and he found their ob xlicncc pleasing. I Ioreover, hi' liendi '11 skeleton' cannot be turned while in Hell.

I 1)11' known as the Duke of 'ulife, M!llgrin has a huge undead horde under his command. II.c lives in the BOlle itadel. 11 grim fortress buill on the banks ora river of blood , r lis officers arc nor devils ar [III, bUI necromancers or various races who have pledged themselves to Malgrin, The implacable advance of tho duke's legions has routed both demons and riyal devils,

To most outside observers. Malgrin seem' content to rule his necromantic fiefdom, though none call say what really lurks in the heart of the Duke of' Unlifc, Other nobles ofthe First Circle whisper in their lord's car. They say that algrin is planning a move. and Olaf he wants 10 tum the entirety of Baal's realm into a boneyard, The archdcvil may harbor some suspicions, but r'ight now he values the duke's armies 100 much 10 take :111)' act ion,

Corttbat

Duke !fal'rill is alone only when he tak . rest in the heart ofrhe Bone i1:I(I-'I. Al all other times he is accompanied by It retinue of wizards and infernal skeletons. Malg,rin i. an impress ivc combatant by hims If. H is favorite weapon is 8()11t'('/'IlI/chel'. II . ,i IllIlioly IIrdlwl'll. He oflen uses IIII"Q~!' bliglt,t.o clear out large groups of encm ics before wading into combat.

ipell-like Abililic:i: 1\ ill-(7I/illlllte dead, create uudead.fty; teleport Wilholll error (self plus 50 pounds of obj cts only): "/darcreat« greater I(I/(I(!((c/. 11111101), bliglll. The c abilities arc a' (he spells cast by a 20Ih-lc\'c1 'orccrcr (save I) 13" spell level).

Hoi lei" ndead $11): Malgrin can channel negative energy 10 bolster undead as a 1 Slh-Icvel evil cleric,

ecromauttc Iastcr (Su): Malgrin" evil power allows him to control far more undead limn the (llIilllflf(' t"'/ld 'pdt normally altows, AI any on time Midgrin can have III) to 100 UD worth of'undead under his command instead of the nonnal mu .... imum 01'40.

Fear Aura ( 'u):}\ :I free actlon. Malgrin can create an aura of fear in II 30-fool radius, II is otherwise id ntical with_foor en I by a 151hlevel 'or .erer ( rave l) '20). I r the "we is ucccssful, that creature cannor be nlli:cteu again by I talgrin's fear ;lUl11 for one d.1Y. Devi Is with m least as many II i I Dice as Malgri n arc immune to the aura,

Naa.ttlaht

Contessa ()£ Duplicity (Fa11ett Astral Deva]

Medium-Size Outsider (Evil Lawful) HHDi.ce: 12d8+48 (102 hpj

Initiative: +8 (+4 Dcx, +4 Improved

Initiative) Speed: 50 n.

AC: 29 ( .4 Dex, + 15 natural) AC (flut-footed): 29

AC (vs, touch attacks): 14

Attacks: +3 tigluflat! .J. 21/+ 16i+ I I melee; or 5 bites + 18 melee

Damage: +3 light./Jail I d8+9 and stun; or' bite Id6+6

Face/Reach: 5 ft. by 5 H. (eoiled)1l0 ft.

Special Attacks: B I asphemou s benediction, probe soul, spell-like abilities, spells stun unholy compact,

grant temptation

Speclal Qualitics: Damage reduction 101+ I, SR 30, fallen ccle. tial qualities, holy interdict, unsettling aura, uncanny dodge

aves: FOt't +12, Rer, 12, Will +11

Abilities: Str 22, Del( 18, Con 18, Int 18, Wi' 16 eha 22 Skills: B luff +20, Concentration + 19 Diplomacy +25, Escape Arlist+14 Ilide+14, Knowledge (celestials) +16, Knowledge (baarezu nobility) + 16, Listen 24, Move

Si lent! y + 15, Sense Motive + I 8, Spot +24

Feats: Alertness .. Dodge, Improved Initiative, Mobility

Cllmate/Tcrrain: Any land and underground Orzanizatlon: Unique

Challenge Rating: 14

Treasure: No coins; double goods; standarditems Alignment: Lawful evil

Advancement: By character class

In the early days ofthe t11U lti verse, Naarnah served the

Heavens as an astral deva, Now she i~ a consummate corrupter and a mighty roe of rhc Lords of Good.

Naarnuh's task wa to watch over mona! agent of Good on the Prime and aid them in times of need, Filled with zeal. she followed her orders to the letter, observing all that her proteges did and said, day and night. Naamah was amazed by mortal capacity for lust and duplicity: Even her most pure charges lied from time to time and satisfied their ca rna I urgings with relish. As he watched and learned, Naamah . OOIl was imitating the mortals she wa: bound to protect.

Through se . and lies, Naarnah found power. She seduced other cclesrials, showing them the III orta I joys they were forbidden. Some say it wa her whispering rhar led Samyasa and his followers to lust after mortal pleasures (see Appendix 3). Yet when Samyasa rebelled, Naarnah \ a nowhere to be seen. She watched both Iblis and Samyasa fall, but her own crimes remained hidden. Having survived both rebellions, Naamah carne to enjoy a false sense of security. This was her undoing,

It was tbe solar Uriel who finally unmasked aamah, When he discovered how many cclcstiais she had seduced, Uriel's wrath was great, lie inflicted her punishment in front of the assembled ranks of his celestial army, as a lesson to them all. 'You wore many faces. Naamah thc Pleasing: now let Heaven sec them all!' he intoned. Naarnah's beautiful face split apart, and five wicked heads sprang from her torso. "You, ought to lead others astray and defy the will of Heaven," Uric! continued, "l ow show IlS your true form." Naamah's five heads cried out in agony as her legs transformed into the scaly body of a snake and her wings burned away. "For your crimes;' the solar thundered, "you arc cast out 01" Heaven for all lime. Join lblis and Samyasa in the pil and burn for all eternity!" Then. aamah fell straight into l lcll, ,IS many had fallen before her.

lf'Uricl thought that he had taught Naarnah II lesson, he was quite wrong. [a amah ended up in the Fourth ircle of llcll, serving another fallen celestial. Belial. She soon proved that her skills were <I positive boon to Hell and Belial carne to value her greatly. She takes particular pleasure in undoing the work of her 1'01111<:1' celestial kin. She and her agents 011 the Prime are corrupters of the first order and a constant thorn in the side or the astral devas.

Ct;mbat

Although I aamah prefers to get her way with honeyed words, she is more than capable of taking on her enemies face to face. Her millennia of service as an astral deva gave her plenty of combat experience and she know when swift attack \ ill accompli h more than a gentle touch.

laarnah likes to start combat with unholy blight (she enjoys it demoralizing ell' eel), followed up by dispel good if appropriate. She then attempt to stun one opponent with her flail, and lear him apart with her many teeth. Five heads give her a 101 of bile.

For full descriptions of abilities common to all Pallen Cclestials see the template ill Appendix 2.

Blasphemous Benediction (Su): aamah grants a +4 profane bonus on the touched creature's attack and weapon damage roll . Fallen Celestial Qualities: Protective aura, lire resistance 20, tongues, acid, cold, electricity, and petrification immunity, +4 to saves againsr poison (sec MiH for more details on celestial qualities).

Probe Soul (Su): The Will ave to resist aarnah's persuasion has a DC of22,

Spell-Like Abilities: At will-coJ/(imwiflame, detect good. and Illes age; 2/day-clulIIge self. charm person, proteaion from good; II day-bl(/sphemy, command, dispel good, misdirection, nondetection, suggestion, speak with dead, and unholy blighl. These abilities arc as the spells cast by a J 2th-levcl sorcerer (save DC 16 + spell level).

Stun (Su): If'Naamah strikes an opponent twice in one round with her +3 light flai}, that creature must succeed at a Fortitude ave (DC IS) or be stunned tor I d6 rounds.

Unholy Compact (Su): A soul bound by this agreement is trapped in Naamah's domain on the Fourth Circle of'Hcl! upon death, Unsettling Aura (Ex): The Will save to resist Naamah's unsettling aura hEIS H DC of lit

ncanny Dodge (Ex): Naamah retains her Dexterity bonus 10 AC regardless of being caught flat-rooted or struck by an invisible attacker. Additiona lIy she cannot be flanked.

Skill: aamah receives a +4 racial bonus to Spot and Listen check .

N ekhet' s Weapon. The Prophet's Staff

Early in her career Nckhct visited a Prime world with a vigorous cult of ScI, Delighted to find a strong church dedicated to her father, Nekhet made a surprise entrance 10 the cult's temple and announced her parentage [0 the assembled throng. The worshippers were suitably impressed and bowed down 10 the bat-headed offspring of their deity, The High Priest, however, W:IS not so qu ick to serve. I n a private conference with Nckhct, he cast aspersions on her SIOI)' and all but accused her of lying. The sacred scrol Is made 110 mention of her. he asserted. so how could she be Set's daughter? Nckhet listened attentively to his protestations and then left him without saying the word. The next 1110111ll1g Nckhci appeared with the high priest's stan' of office. lie was never SCCIl again. The rest of the priests got the message and no one ever dared to question her authority.

The Prophet's Stall' is a +4 defending weapon. The bearer of the stair can cast polymorph selland dominate 1}(!1;~01l twice per

day as a 12th-level caster (save DC 16). '

Casler Level: 12th

Prerequisites: Craft Magic Arms and Armor, dominate person, pa{I'I/I01ph sel]' Marke: Price: 119,720 gp

COSI 10 Create: 59.RoO gp + 4JWO XP.

Medium-Size Outsider (Evil, Lawful) Hit Dice: I -d8+4- (112 hp)

Initiative: .,.4 (Dcx)

Speed: 30 n, ny 40 fi. (average)

AC: 22 ("'4 Dcx, +5 natural, bracers of armor +3) AC (nat-footed): 1.8

AC (vs, touch auacks): 14

Attncks:1-4 defending fjllGJ'lel'Slt!U'+22/+ 17/+ 12 melee Damage: -4 defending ql/(lrIer.\·!ajJ I d6+8 Face/Reach: - fi. by 5 rtJlO ft.

pcciai Attacks: l3lesscd or Set

Special Qualities : Baatezu qualities cold immunity, blindsight Saves: Fort +12 Rcf+13, Will +14

Abilities: SIr 16, Dex 18, Con 17, Int I" Wi 20, Cha 20

kills: Appraise + 14 Buance +12, Bluff+ 17, Concentration +15, Diplomacy '1-15, Disguise + 15, Gather Information + 15, He,,1 +15, Innuendo + 17, lntimidare + 15, Knowledge (Bell) +14, Knowledge (rei i giOI1) + .16, Li sien + 15, Perform -l- 15, Search + I 2, Sense Motive +17, Spellcraft +16, Spot +13

Feats: Enlarge pcll, Max i mizc Spell, Si lent Spell, SJ)cJ1 Penetration

Climate/Ierrain: Any land and underground

Organization: niquc; retinue (Nekhet plus I 10th-level fighter or 2 comugons)

hallenge Rating: 16

Treasure: Double standard

lignmcnt: Lawful evil Advancement: By character class

Nckhet is the bat-headed sister or Krotcp (see page 33). Like her brother,

he belie cs herself to be the child of the ·gyptian god Set. She and Krorcp have been fighting each other their whole live.

[loth de. ire recognition by their purported lather and ascension to godhood. They also believe that only one of them call win this prize. For going Oil a millennium, ckhct and Krotcp have been camped outside of Set's realm,

ckhci ro the south and cas I and her brother to the north and west. Each has

armies that clash intcrmiucntly, but each also has a strategy to lake them to godhood.

Krorcp believes he can flauer Set by con ·tnlcting pyramids in the god's name, A simple approach, but it time-honored one-it never hurts to appeal 10 divine vanity. Nckhct long ago rejected such notions, and she has nothing but contempt [or her brother's pigheadedness. She plans to offer SCI something every god wants: greater power. While Krotep works slaves to death in ! lcll, Nekhct has focused her energy on the Prime to win worshipers for SCI, making him ever more powerful and respected,

These days ckhei actually spends lillie time in I lei I. Instead she travels to different Prime worlds to round cults of Set in PCt'SOI1, appearing most often in rural areas as a wandering prophet. She performs "111 iraclcs," prcache . the glory or ct and wins convert tor her father, Once the cult is established, she moves against other local religions, defiling temples and killing priests. J laving thus assured the Cull', . urvival, he appoints a leader and 1110ves on to spread the word elsewhere, Through follow-up visits and intimidation, she keeps

III various cult. in line.

l viaihan, her titular lord in Ilell, is not very happy with Nekhet, She is neglecting her duties 10 the Lord of'thc Fifth Circle. J Ie would have taken her out long ago ifnot for the possibility that Set really is her father, Leviathan cannot afford to offend the god, since he

do n', wan! an enemy in the midst of his circle of Hell. Agents of Leviathan arc currently investigating the true parentage ofthc siblings .. Should godly blood nOI run in her veins, Nekhet may soon find herselfenjoying a lengthy digestion in Leviathan's bowels.

Combat

Whether or not lekhct is Set's daughter, her clerical power is undeniable. For her Illany services rendered, Set has blc 'sed her with full aece to divine spells, In addition 10 her pellcastiag, lckhct wields the Prophet's Staff, a potent WC~lpOIl (. ce the lacing page). When encountered on the Prime, she is usually accompanied by a cadre of cultists and a personal bodyguard. Ilcr favorite bodyguard at the moment i Clcvau: a I Orb-level human lighter. In Hell she travels with two cornugons (. cc lv!J\II).

Ble cd of' Set: Iekhct casts divine sp lis as a 17lh-level cleric. Her chosen domains arc Destruction and Evil. ct's domains are Evil, D truction, Law, and War.

Blindsight (Ex): Like II bat. Nckhet can "sec" by emitting high-frequency sounds. This allows her to locate objects and creatures within 120 feet that are otherwise hidden (for example. invisible creatures or those cloaked in darkness), A sitence spell negates this ability.

Huge Outsider (Evil, Lawful)

Hit Dice: 19d8-195 (180 lip) ."i

Initiative: '10 "

Speed: 40 n. (full plate), base 50 ft

AC: 33 (- 2 size. + 12 Il,]tural, +5 fit/I plate 0/ lighf/orlijic(ltioll) AC (nat-footed): 33

AC (vs.joucl; attacks): 8

AUacks: +3 Gargallllloll, lauf/II, spiked chai» o/wow/dillg +29/ +24/+ 191+ 14 melee; or rnnstcrwork spiked gauntlet +27/+221 +17/+12

Damage: +3 G(lI'gmlll((llI. I(IIII/ul, spiked chain ofwounding 2d8+ 16 and disease: masterwork spiked gauntlet 2d4+9 FacclReneh: lOft. by .10 {t/IS n. (20 ft. with spiked chain) Special Artacks: Diseased strike, masscoutagion, spell-like abilities, summon baarezu

Special Qualities: Baatezu qealities, damage reduction [5/+3,

disease immunity, SR 25

Saves: Fort +16, Ref+I I, Will +15

AbiliUes: StI' 28, Dex 10, Con 20, lilt 14, Wis 18, Clla 18 Skills: Balance +8, Bluff+14. Climb +19, Concentration

+15, Diplomacy +19, Gather Information +19, Heal +14, Innuendo +! 9, Im imidate + 14 Knowledge (Hell) + [ 7, Knowledge (Infernal politics) ... 17, Listen + 14,. Search

+ 12, Sense Motive +19, Spellcraft +12, Spot +14

Feats: Bxotic Weapon Proficiency (spiked chain), Expertise.

Improved Critical (spikcdchain), Improved Trip, Improved {Jmmned Strike

o

4 "



Climatcll'crr:ain: Any land and underground

Or-ganiz..ation: Unique or retinue (Nergal plus 12 osyluths and 50 herfekins) Challenge Rating: 18

Treasure: Quadmplc 110mHiI

AlIgnment: Lawful evil

Advancement: By character class

I 'ergel is a powerful noble ln Ihe service of Beelzebub, Lord ofthe Soveuth Circle. He is a master ofpesrilcnec whose particular pleasure is spreading disease on Prime worlds. Nergal S form is huge and bloated. He revels in tile facr thanhc randomness onruly virulent disease can shake even the strongest lilith, Devils thrive in this sort of atmosphere, tempting mortals 01110 a path that leads Ihe0110 1·lell upon death.

Nerga! is also proo f Ihal Beelzebub has a sense of humor. He whose stock in trade is disease thai rots from witbin is in charge of preventing the decay of Beelzebub's organization. He commands the osyluths of'the Seventh Circle and makes sure they are properly policing the Lord of the Flies' minions, Nerga! receives hundreds of reports every day from his far-fhiagagenrs, feedlng him in formation on countless devi Is. He has dirt on most of'Beclzebub's important nobles, and they hate him tor it. They also fear him, of course-thai and £3cclzcbub's conrinued support keep Nergal in office.

TIIC Fetid Prince buill his base of operations in <ill enormous swamp. His minions /elepmt in and out, so there is no need for a navigable path 10 his rOI.m..~. Ally overland attack is doomed to failure, as the swamp can and docs swallow up entire ermics, Ncrgal is most vulnerable Oil his periodic trips 10 au: Prime. TI1CSC voyages arc Im\~~Se, but he simply cannot give up rhe joy of pcrwnaHy cursing mortals with plugu.es ofhls own devising,

COttl..bat

Ne.l"gal's form may appear flabby, but tliat does nol meauhc is a weak combatant. Whil'e heis immune 1.0 diseases himself, he is a carrier for dozens of di,ffcrcnt types ofpestilcncc, Nergal knows that any sane combatant fears infection, so he closes as quickly as possible. Each blow widl his slime-covered spiked chain is diseased, and he also relishes e\'ol)' chance he gets to IISO inflict mass contagion on enemies.

Diseased Strike (Su): .el"gal drips pestilence from every pore, Any opponent he strikes in melee combat may become infected with Ileshcerer, a disgusting supernatural disease: injury, Fortitude save (DC 20).,ineubmiou period .I hour: I ci8 temporary Constitution.

Mass Conragion (Su): This fearsome abi'lity is identical to the contagion SI}elI bUI affect:> up to twenty opponents within 100 feel of

crgal. no two of which can be more than 30 feet apart. A Fortitude save (DC 22) negates the oOcc!.

Spell-Like Abililie.s: At wm-col/togioll. ray of elifeeblemeut. see ill'l'isibilily, leleport wi/holll error (self plus 50 pounds only), and whlsperillg wind; 2Jd,ly-oddjog. proteotionfrom good. prying eyes; I/day-bklspltemy, drspei good, nondetection, and unholy blight. These abilities arc as the spells cast by all 18tll-level sorcerer (save DC 14 + spell level).

Summon Baatezu (Sp): Once per day ergalcan summon 2dlO herlekins with a 75% chance of'success or IdS osyluths wilh a 35% chance of'succcss,

Ou.bHette (Baate!tu,)

Huge Outsider (Evi], Lawful) Hit Dice: 12d8+72 (J 26 hp) Initiative: -I (Oex)

Spe-ed: 40 ft.

AC: 25 (-2 size, -1 Dex, +18 natura 1) AC (f1at.foolad): 25

AC (vs, touch attacks): 7 Attacks: 2 slams +19 melee, bite +.1 4 melee Damage: Slam 2d6+9, bile 1<110+4 Face/Reach: 10ft .. by 10 fU 15ft.

Special Attacks: Stomp

Special Qualities: Baatezu qualities, regeneration 5, SR 16 Saves: Fort +14, Ref +7, Will +[0

AbiJities: Str 29, Dex 9, Con 22, In! 5, Wis 14,. Clla 14 Skills: Balance +] 1, Intimidate + 14, Jump +21,. Listen

+14, Spot +14

Feats: Blind-Fight, Endurance, Improved Bull Rush, Power Attack

Climate/Terraim Any land and underground Organization: Solitary or strike force (sec text) Challenge Rating: II

Treasure: None

Alignment: Always lawful evil

Advancement: 13-16 HD (Huge); 17 24 !-I 0 (Gargantuan)

Oubliettes are sinister creations of Asmodeus thai can found on all circles o f He I I. They were devised to deny pure souls to the Lords of Good for all time.

111e denizens of the planes are in a constant snuggle for souls. Devils tempt mortals into evil so thar tbeirsouls will travel to Hell upon death, Likewise, the souls of the good go to the Seven Heavens

Of other good planes. Accumulating souls makes both gods and devils more powerful, which is why the war is prosecuted with such vigor.

Each corrupted soul adds power to Asmodeus and denies it to the Lords of Good. But 1 he King of Hell realized that there were some souls too good to be corrupted and too powerful to be allowed into Heaven, such as those of heroic paladins and clerics. He created the oubliettes to be living prisons of flesh. When a baatezu noble or Lord of Hell wants a troublesome champion of good removed, an infernal strike force is assembler] that includes an oubliette.

Arroublieuc stands some 25 fl. tall, with a long tentacle that can be extended from its stomach. Once subdued by the strike force, the targeted mortal can only watch helplessly as the oubliette's tentacle emerges. An in rental headsman then chops off the mortal '8 head and plants it on the waving tentacle. Amazingly, this does not kill the victi 111. Skull and tentacle bond, and hell ish ichor from the oubl iette 's body keeps the head both alive and conscious. Once the process. is complete, the oubliette slides the tentacle baek into its body and the devils return to Hell with their prize.

An cubllcuc lives rOI· millennia unless slain, and for all that lime the good soul trapped within is lost to Heaven. To make matters worse. oublieues wander throughout F-JeIJ, making their charges watch the unspeakable evi I ! hat goes on j hero. A century or two of unending horror is enough to drive most mortals mad. Some even begin to enjoy the spectacle; these an) Asmodcus's greatest triumphs. When this happens, the oubliette can safely smash the head apart and release the now-evil sou! rojoin the host of Hell.

An oubliette is dull-witted bur incredibly tough, Its tentacle is never-exposed to combat in normal circumstances: The oubliette draws it. back into its body as iii partial ae\ ion as soon as combat begins, if it was not there already, In the off chance an enemy gels an attack at the tentacle, it has AC 20 and can be severed by a rut from a slashing weapon that deals 15 or more points of damage. When an oubliette is slain or its tentacle severed, the trapped soul is released at last.

Oubliettes arc rarely found in numbers. When one appears, it is usually part of a strike force, These groups of devils vary tremendously, depending on the noble giving the order find the power of the target, Strike force members attempt to subdue the target and kill all other opposition,

Regeneration (Ex): Fire and acid deal normal damage to an oubliette. An oubliette tbat loses a limb or body part can. regrow the lost port ion in 3d 12 minutes. The creature can reattach a severed limb instantly by holding it to the stump.

Stomp (Ex).: An oublierre can make a special stomp attack versus a Medium-size or smaller opponent. II forgoes its usua 1 attacks and tries to crush the enemy underfoot. This is a melee touch attack that incurs all attack of opportun ity, The attack deals 3d6+ [3 poinrs of bludgeoning damage and threatens a cririca! on a natural roll of 17-20.

Large Outsider (Evil, LllWful) Hil Dlce: 7d8+35 (66 hp) Initiative: +3 (Dex)

Speed: 30 fi. (breasrplate), base 40 fl..

AC: 20 (-I siec, +3 DeK. -1·3 natural, +5 breastplate) AC (nat.rooted): 17

AC (vs, touch ~lU<lclks).:12 Attacks. 2 claws + II melee Damage: Clow I d8+5

FaedRcaeh.: 5 n. by 5 fLlIO n.

Special. At.lacks: Fighting, claws. improved grab,

squeeze, spell-like abilities

Special Qualltics: Baatezu qua lilies Saves: Fort +10, Ref+8. WiH+9 Abilities: Str 20,. Dex 16, Con 20, lnt 9,

Wis 14,. ella 16

Skills: BlutT+7, Climb +4.

Concentration +9, Disguise +7. Gather Information ·j·7, Heal +6, Innuendo +6. Intimidate +7, Listen +6, Sense Motive +6, Spot +6, Wilderness Lore +8

FC<ltS: Iron Will, Track

Climatcffcrrain: Any land and underground

Organization: Solitary, team (2-

4), or squad (5-1.2) Challenge Rating: 7 Treasure: Standard Alignment.: AlwtlyS lawful evil Advancement: 8-11 110

(Large); 12-20 liD (Huge)

Pain mistresses arc Submiaers of Duchess Iladricl (sec Hadriel's entry on page 23). They inflict pain on other Submitters and receive pain from the Obeyed.

They are thus perfect servants for the Duchess of Domination.

Pain mistresses arc instantly recognizable by their oversized claws, They serve Hadricl in I wo ways. They act as torturers, squeezing secrets from I lad riel 's enemies. They abo track down and capture persons of interest 10 the Duchess. Their po!ymOlph selj'abi lity allows them 1'0 hunt on the Prime 9S well us in Hell. Pain mistresses are key members of the Shrieking Violet Society and have proved an

i mportarn part 0 r r ladricl 's Prime operation. Wi rh precise applications of'plcasure and pain, they mold the society's members into proper tools.

If I tadrlcl has a worry, it is that the pain mistresses are enjoying their stay on the Prime (00 much. They spend [11051 of rheir time in an alternate form. I ivi ng among huma noids. Some have become quite notorious in their mortal' identities. One, who goes by the name Michaela, has theentire nobi I ity 0 r her home ci ty under her sway. These jaded aristocrats have fallen hard For Michaela's hell ish

HIt raci ions. They sec it all as decadent and risque Iun.and they filii to understand that M ichaela has J'eal power over them.

Cortlbat

Pain mistresses fight in one of two modes. They usc their crushing claws when thoy wam io capture or immoblllzc an opponent bill shift 10 special fighting claws when Ihey want to kill. Their spell-like abi I ities help them divide and conquer,

Fighting Claws (Su): A pain mistress's claws are ungllinl.y 10 say the least. When more finesse is required, she can trausform her big claws into smaller, sleeker lightillg claws as a move-eqnivalent net ion. The improved grab and squeeze abilities cannot be used with the fighting claws, but they arc equi valent to + I weapons for purposes of damage rcduciion and dcal2d6+5 damage.

Improved Grab (Ex): To lise this abil ity, the pain mistress must hit w.ith a claw attack.

Squeeze (Ex): A pain mistress that gets a hold automatically deals claw damage, wit h an additional I d8 points ofbludgeooing damage from Ihe cOlshing force, each round the hold is maintained.

Spell-like Abilities: 3Iday-dolllillalr! person and PO~}'III01P" sell .1 day-symbolo/pain. These abilhies an; as the spellscast by a 101hlevel sorcerer (save DC ! 3 + spell level).

Medium-Size Aberrat ion Hit Dice: 5d8+15 (37 hp) Initiative: 2 (Dex) Speed: 30 n.

AC: 15 (+2 Dex, +3 natural) AC (nat. footed): 13

AC (\'5. touch attacks): 12

Attacks: Masterwork handscyrhc +5 melee' or 2 masterwork hand cythes +3 melee

Damage: Masterwork handscythc IdS+ J; or 2 masterwork handscythc IdS+I, IdS

acc/Reach: 5 ft. by 5 n.l5 n.

Special Attack: hock, sonic barrage

Special Qualities: Blindsight, damage reduction 5/lealher Saves: Fort +4. Ref+3. Will +4

Abilities: Str 12, Dex 15, Con 16, Int 14, Wis 10, Om 8

Ski lis: Hide + 10, Listen +8, Movc Si lcntly +6, Search + I 0, Spot +8 Fruits: Ambidex tcriry, Exotic Weapon Proficiency (handscythe),

Two-Weapon Fighting

Clirnate/Terraln: Ally land and underground Organization: Solitary or gang (2-5) Challenge Rating: 4

Treasure: one

Alignment: ually lawful evil

Advancement: 6-91-10 (Medium-size)

While Duchess Hadriel prefers female servants she knows how 10 use men when if suits her. The: painshriekers, a common form of Submitter (see Hadriel's entry on page 23) are II case in point.

Pain hrickers arc recruited from rhc most ardent of Hadriel's male mortal followers. Such is their desire to plea e their mistress that they willingly submit 10 the agonizing process of'unu formation, Like strigae (see below), they are Cirst blinded. They are then slit open from navel to chin and large segments of their internal organs are removed and replaced with a vibratory supersrructur that projects an ultrasonic beam. The new painshriekers remain blind until the grafts heal, at which lime they can "see' again with their implanted sonic generator. They also learn 10 create a powerful sonic attack.

Hsdriel uses the painshriekers as shock troops. Their inhuman appearance and sonic barrage make them much-feared opponents. Since Hadricl is operating in the shadows at the moment, painshriekers are rarely seen on the Prime. They are kept in several remote forest keeps, wailing to burst lorth on the Duchess's command.

Combat

Painshriekers close with opponents quickly so they can usc their sonic barrage. When their enemies are still reeling, Lhcy rush forward to finish them in melee. Painshriekers favor an exotic weapon called the handscythe. They fight with them in pairs, in a manner imilar to the sai,

Blindsight (Ex): Painshriekers can "sec" by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this, effectively blinding the painshricker,

hock (Su): The sight of 11 painshrickcr is so disturbing that a viewer must succeed at a Will save (DC II) or be paralyzed with rear for Id3 rounds. Whether or not the save is succes ful, that creature cannot be affected again by that painshrickcr's shock ability for one day. When confronted with a group of'painshriekcrs, a viewer attempts only one save but the DC is increased by I for each additional painshricker (maximum DC 25). For example, a creature attacked by four painshrickers would have to make one Will save with a DC of 14.

Sonic Barrage (Su): A painshrickcr can create a devastating sonic attack in a 50-fool-Iong cone, Anyone within the COM immediately takes I d8 damage with no saving throw allowed. Those affected continue to shake as the harmonics rise to a frenzied pitch. On the econd round within the cone, they must succeed at a Fortitude save (DC 15) or take I d 12 damage. On the third round they must save

again or take 2<18 damage. Successful save halve the damage.

Splt1cte:r (B~~tt:!zu)

Medium-Size Outsider (Evil Lawful) Hit Dice: 5dS' 10 (32 hp)

Initiative: +7 (+3 Dcx. +4 Improved Initiauve) Speed: 40 ft.

AC: 17 (1-3 Dex, +4 natuml)

A (nat-footed): 14

AC (vs, touch attacks): 13 Attacks: Bite +6 melee, 2 claws +1 melee Damage: Bilc 2d6 "1. claw 1<14 Face/Reach: 5 fl. by 5 0.15 ft.

Special Attack: Pounce. improved !,'11Ib, imprcgnnting bile

Special Qualifies: Baatczu qualities

S3\' : Forr +6, Ref+7. Will +3

hilil ies: Sir 13, J)cx 16. on 14, I nt 6, Wi S, Chn 6 Skills: Hide +6 Listen "7. Move Silently +6,

Search '~6, SpOI -17

Feats: Dodge, Improved Initiative

Cllmate/Tcrratn: Any land and underground Organization: SWal1l1 (6 15) or l110b (16-40)

hallcngc Rating: 4 Treasure: lone

Alignment: Always la\ ful evil Advancement: 6 HD ( 1c:dium- ize)

The well-equipped adventurer has little to fear from a single spindcr, despite hs jaggcd appearance. Unfortunately, the only time one of these ferocious creature is found alone is when it's dead.

Spinders arrive in and disappear from the various levels ofHell muchlike a plague of'vcrmin. Thcy have lillie intelligence to speak of and dedicate most of their Ii vcs imply [0 propagat ing their I inc. This is more difficult than it sounds becau . e spindcrs cannot gestate on their own bWIIlU$1 impregnate other creatures by force, Because they aren't much ofa thrc.'11 singly, spinders band together in groups of ix or more 10 bcucr accomplish thi goal.

The other denizens of'Hcll react poorly 10 spinders and attempt to exterminate an)' pack that arri c in Ihe vicinity. This prejudice has made the spinders nomadic OUI of necessity. Similarly, they can survive lor years without rood, although they tend to cat in prodigion amounts if'thcy have 1101 fcd tor any substantial period of time.

Although the e devil arc only occasionally seen outside ofllell, there arc at ieast two documented instances of spinders let loose on the Prime that destroyed entire cities.

Without their ability 10 gCI into and survive lights, spindcrs would have ceased 10 exist ages ago. In general they prefer 10 initiate combat only when they outnumber their foes at least IWO 10 one, but tbey auack anything i r i I has been II whi Ie since they have spawned or fed.

pon finding a suitable target, <I group ofspindcrs attempt to encircle their prey. They run forward on all fours with their head down, relying on their spines to deflect any potential ranged attacks. Once they have (heir prey 'IIIT()lIndcd (or as close 10 thls as they can gel). they Icap simultaneously, trying to knock tho target down. If the. pindcrs do 1101 have the advantage of numbers, thcy leave one or more enemies Ircc so that they call gang lip Oil others. Spindcrs press their arrack until they have killed or subdued their foes. unless there is danger of the entire pack being wiped out, in which case they beat a hasty retreat. I f'thcy have managed to impregnate one 01' more opponents, they break off'at the first sign that a combat is going against rhcm,

Pounce (Ex): I fa spinder IMPS on a foe during the first found ofcombar, it can make a full auack even if it has already taken a move action. Improved Grab (Ex); To II e (his ability, the spinder must hit with both claw auacks, 11 can "UCIlI]>t a grapple as a free action without provoking an auack of opportunity. This arrack is usually used as a prelude 10 an impregnating bile (see below). The spinder sink in its claws and attempts to pull the opponent within range of its jaws. It can make a bile attack against a held opponent each round il maintain the hold.

Impregnating Bite (E.'I(): This is the biggest reason to fear encountering a b'TOUP or spindcrs, pon engaging in combar. a pindcr begins stimulating its reproductive glands (locared in the throat) 10 begin secreting eggs. I I'il hit U living creature with its bite attack it inject· these eggs into the blood ureaiu of the victim. A biucn creature must succeed at a Fortitude save (D 15) to reject the foreign bodies and thus avoid impregnation. The spindcr egg . make their way through the victim's blood stream and attach themselves 10 the heart. The rhythm of'thc beating heart in combination with the warmth of the blood awakens the dormant eggs; the larval spinders hatch Out and immediately begin reeding. After an hour a Iypical creature feels weakened by blood 10 S (-510 all ability scores), and after 90 minutes most have trouble standing unaided (-1010 <111 ability scores). I rlhe victim has not been diagno cd and successfully treated after 2 hours .. the larval spiudcrs cat through the walls of'thc heart. killing that creature. They cat themselves out of their host's body within a tiny, HI which time they arc mature spinders. Only a remove disease spell can climi nate the i ufcction.

-----------------------------------------------_._------ ----

Soulsniffer (Baa te~li)

Medium-Size Outsider (Evil, Lawful) Hit Dice: 7d8+14 (45 hpJ

Initiative: + - (Dcx)

Speed: 50 n.

AC: 20 (or5 Dcx, +5 natural) C (nat-footed): 15

AC (vs, touch attacks): 15 Attacks: 2 claws + I 0 melee

Damage: Claw I d6+J

Facc/RcHch: 5 fI_ by 5 flJ5 ft.

Special Attacks: Ghost bane, ghost touch. soulsuck, sneak attack +3d6. pcll-Iikc abilitic

Special Qualities: Baatczu qualities, soulsniff Saves: Fen +7, Rcf+10, Will +5

bilities: tr 17, Dcx 20, Con \4, Ill! 14, Wis 10 ella 13

Skills: Balance +7. Climb +6, Escape Artist +6, Gather Information +5. Hide 1-13, r ntuit Direction +2, Knowledge (Hell) +6, Listen +8, Move Silently +13, Search -l-] 0, Spot + 10, Swim +5, Tumble t 9. Wilderness Lore -l- 10'"

Feats: Alertness, Expertise, Improved Disarm, Track

Climare/Ierrain: Any land and underground Organization: Solitary 01' pack (2-5) Challenge Rating: 5

Treasure: None

Alignment: Always lawful evil

Advancement: 8-10 HD (Medium-size); 11-14 HD (Large)

Soulsniffcrs scour Hell's nine circles andcapture renegade souls for their diabolical lords.

Whcn souls fir t arrive in Ilell, (hey arc incorporeal and bewildered. Mo t of the lime, before they can get their bearings and come to the realization that thcy are dead, they become larvae, the abused majority of Ilell. Sometimes, though, a particularly powerful or canny soul avoids this tran formation. The e oul roam through Hclliooking to e. cape, and sometimes they succeed. On rare occasions they return to the Prime as ghosts.

The Lord of Ilell, of course, cannot allow such impudence 10 stand. TI1Cy maintain a specialized cadre of'soulsniffcrs, devils that hum down runaway souls and return them to [11.)11. On special 01.)(;asi0I18, a lord may even send soulsni Ifers to the Prime to bring back a particularly juicy soul. Due to their expertise at dealing with incorporeal targets, soulsniffers sorncrimcs find themselves summoned to the Prime by mortal spcllcastcrs as well

C tHit bat

Soulsniffers IIr(; creatures of stealth. They prefer to track (heir foes in rhc shadows and rhcn mount a surprise attack when (he time is right. They make the most OUI of their sneak attack ability, especially when forced LO fight mortal enemies. Thcy arc a nasty surprise for character who 1 ike to avoid combat by becoming ethereal.

Ghost Bane (Su): Soulsni Ifcrs gain a +5 competence bonus to damage against incorporeal creatures.

Ghost Touch (Su): Melee attacks by a. oul niffcr deal damage normally against incorporeal opponents, (An incorporeal creature's 50% chance to avoid damage docs 110t apply to soulsniffers.)

Soulsuck (Su): Whcn attacking a renegade soul, a soulsuiffcr prefers to deal subdual damage until the opponent becomes unconscious. The following round, as a full-round action, the soulsniffer can suck the SOli I down its throat The soul remains trapped in its bowels until the soulsniffer is safely back in Hell, at which time the soul is regurgitated. A soulsniffer can carry six trapped souls at anyone time. Should it be slain before returning to Hell, the swallowed souls escape.

Sneak Attack (Ex): A soulsniffcr can make sneak attacks just as a Sth-lcvcl rogue can, dealing an additional 3d6 points of damage on a successful . trike.

Spell-li ke A bilities: At wi II-deleel /a w; 3/day-co!or spray . freedom of movement (sci f on ly); I fday-polymorph self. These abi I iii es are a the p lis cast by an Sth-levcl sorcerer ( ave DC 11 + spell level).

Soulsnif1" (Su): A soulsniffcr can literally smell the souls of the damned. This allows it ro (rack souls by scent, despite their incorporeal nature, with a base DC of20. The ability otherwise follows the rules for the Track feat. "The soulsniffer's superior 01 factory senses give it a +5 competence bonus to all Wilderness Lore checks made while tracking,

Feats: A 50\llsI1 i ffcr receives A lcrrness and Track as bonus feats.

Stdga (Baat~~u)

Medlum-Slze Outsider (Evil, Lawful) Hit Dice: 5d8+10 (32 Ill')

Initiati e: +3 (Dex)

Speed: 30 n., fly 50 fl. (average) AC: 15 (+3 Dcx, +2 natural)

AC (flat-footed): 12

AC (vs, touch attacks): 13 Attacks: 2 claws +8 melee

Damage: Claw I d6+ 3 and poison Face/Reach: 5 fl. by 5 fll5 n. Special Attacks: Poison

Special Qualities: Baatczu qualities. true seeing

aves: Fort -1'6, Ref-. 7, Will +5 Abilities: Str 16 Dex 17, COil 14, Int II, Wis 12, Cha 13

Skills: Gather Information +6, Hide +8, Innuendo ~6, Listen oj·6. Move Silently +8. Read Lips +5, Search +5, Spot +6

Feats: Blind-Eight, Dodge

Climate/Terrain: Any land and underground Organization: Solitary or covey (2-5) Challenge Rating: 3

Treasure: tandard

Alignment: Always lawful evil

Advancement: 6- H D (Medium-size); 8---15 HD (Large)

Strigae (the plural of striga) are Submitters of Duchess Hadricl (sec Hadricl' entry on page 23). They are spies recruited from particularly devoted and ruthless members of the Shrieking Violet oeiety.

Hadricl promises th e women arcane ecrets and tells them that they will see the world in a whole new way. Few decline uch an honor, be create tile strigae herself, using a complicated ritual she tortured out of a powerful sorcerer. This process is incredibly painful for the inductee, who is both

blinded and scalped. A new, magically grown sensory organ is then implanted in the back of the skull.

When a new striga awake, bereft of normal sight and with new-grown wings and claws, the shock is overwhelming. Many succumb to insanity, unable (0 adjust to their new way of seeing the world, Those who survive the ritual, though, discover that their new sensory organ is very powerful indeed. It allows them to see the essential nature of'the people and things around them.

WiLh their special sensory abi lirie , strigae can provide impeccable intelligence for their duchcs .. They also sometimes lead groups of ubrnittcrs. Mortal members of the Shrieking Violet Society, many of whom aspire to uch status themselves, treat strigae will} awe, They whisper among tbcmsclve: that strigae can sense a traitorous heart with only a glance of their sightless eyes.

rrigae arc normally found on the Prime, working for Hadriel, They usc their po/ymol7)h se[(ability to disguise themselves are humans, elves, or other humanoid .

Combat

lndi idual strigae rarely st ick around for extended combats. They are far more I ikely 10 take 10 the ky and return later with rcinforccmerus. \ hell numbers are on their side, strigac arrack with their poisoned claws, attempting to gang lip on and weaken their foes.

Poison (Ex): law, Fortitude ave (DC 14); initial and secondary damage I d4 temporary Strength.

Spell-Like Abilities: J/day-inlli iibility (self only), polymorph self, IIday-expediliolls retreat and knock. These abilities arc as the. pells ell t by an Sth-lcvcl sorcerer (save DC 11 + spell level).

True Sceing (Su): The cnsory organ implanted in a striga's skull give: her the permanent benefit of a true seeing spell (arcane version).

V1l;:rhaabd~1' (Badt~ZU)

Large Outsider (Evil, Lawlul) Hit Dice: 6d8+ 12 (39 hp) Initiative: +2 (Dex)

Speed; 50 ft.

AC;19 (-1 size, +2 Dcx, +8 natural) AC (flat-footed): 17

AC (vs. touch attacks): II Attacks: 2 claws +6 melee, bite + I mel ee Damage: Claw Id6+1, bite Id8 Face/Reach: 5 ft by 5 ft.!15 ft.

Special Attack: Spell-like abi I ities, rack, born grappler Special Qualities: Baatezn qualities

Saves: Fort +7, Ref+7, Will +5

Abllltles: Str 12, Dex ]5, Con 14, Int 13, Wis II, ella 15 Skills: Balance +10, Climb +10, Jump +6, Move Silently +8,

Perf 01111 +7

Feats: Ambidexterity, Improved Disarm

Climate/Ierraln: Any land and underground Organization: Solitary or team (2-4) Challenge Rating: 5

Treasure: None

Allgnmeut: Always lawful evil

Advancement: 7-9 Hl) (Large); 10-13 HD (Huge)

In the higher strata of devil society, owning a vierhaander is a sign 0 f sta tus, These gangly, leather-skinned creatures were bred to serve Hell's nobility. Two hands were judged insufficient to accomplish t:his task, so the vicrhaandcr has fOUT.

for all their worth to their masters, vierhaanders arc generally not summoned forth except to impress other nobles. They serve in the infernal courts as jesters and whipping boys, a ready form 0 f entertainment for the jaded

nristocracy of Hell. Over the centuries, the vierhaauders have lost most of'their ability to speak, but they have gained something else: the desire for freedom.

There arc nUmel"OLIS barriers to this recently discovered need, not the least of wh ich is the fact that their numbers are scat tered throughout Hell. Since their tasks only take lip a small fraction of their day, however, the vierhaanders have been slowly building up an underground network through which they can communicate. They know that they can no! hope to escape from their servitude by force, so a subtler way of anaining their goal is currently in discussion. Adventurers who are fool ish enough to bel ieve they can gain all ies by advancing this cause, though, arc li kely [0 live only long enough to regret their error.

Vierhnanders are seldom seen 0.11 the Prime. They are a valued commodity and are only given (or, more often the case, lent) 1'0 mortals who have committed truly nefarious deeds in service 10 Hell. A vicrhaander uses such an opportunity to its advantage, trying either lO escape or to ki II its morral master. If success ful, it stays clear of mortal .. settlements and sticks to secluded III' ildcrness areas where it is unbkely to be noticed.

CtHtl.bat

Despite their ungainly appearance, vierhaandcrs arc quite nimble. They avoid con flict, preferring to use their spell-l ike abilities to gain enough time to escape. They are not allowed to carry weapous of their own, but if forced to fight they disarm opponents and use the

I iberated weapons against them. Vierhaandcrs' other favored attack is thc rack, H vicious grapple that rears enemies apart.

Spell-like Abilities: l/day-bllll; cause jew; gust a/Wind, haste, These abil ities are as the spells cast by a 6th-level sorcerer (save DC 12 + spell level).

Rack (Ex): If unab I e to disarm an opponent, a vi erhaandcr attempts to start a grapple, wh ich does not provoke tlll attack 0 f opportun i ty from the target. If it gets a hold, the vierhaander drops onto its back and tins its opponent into the air with all four hands. The following round, if i t maintains t he hold, the vicrhaan Cler tries to tear its rue apart, automatically dealing I ciS points of damage. The amount of damage dealt increases by I cl8 each round it maintains the hold (2d8 the second round, 3d8 the third round, and so on).

Born Grappler (Ex): Due to its multiple hands, a vierhaander receives a +4 racial bonus to all grapple checks, including the rack.

Large Outsider (Evil, Lnwful) Hil Dice: 13d8+65 (123 hp)

Initiative: +8 (+4 Dcx, -1,4 Improved initiative) Speed; 30 n.

A ; 28 (-I size, +4 Dox, + IS natural) AC (nat-footed): 24

AC (vs, touch a ttac ks).: 13

Alblck s : 2 claws +18 melee: or spittleseed +16 ranged Damage: Claw Id6+5; spiulcsced 3d4 acid and sec text Face/Heach: 5 Ii. by 5 n.110 n.

Special Attacks: Spcll-flkcabilhies, make barren, exq,uisile touch, spiulcsecd, summon baatezu Special Qualities: Damage reduction 20/+4, 5R 28, baarczu qualities, bestow Charisrna

Saves: Fort +13, Ref+12. Wil'! +11

Abj,!ifies: Str 20, Dcx 18, Con 20 lnt 15, ,",Vi:; 16, Cha 26

Skills: Bluff+24. Conccntratioa +21, Diplomacy -f.18, Forgery +10, Gather rnformarion ... 18, Knowledge (arcana) + J 8, Knowledge (i n fenml pol itics) + 10, Knowledge (the planes) ~ I 0, Listen + 19, Sense Motive +19

Feats: Dodge. Improved lnitiative, Power Attack, Weapon FOCllS (claw)

ClimatclTerrain: Any land and underground Organiz:af.ion: Unique

Challenge Raling: 15

Treasure: Standanl goods: doublecoins; standard items Ali&,'1lment: Lawful evil

Advancement. By character class

Vuall has powerover sex and fertility, and he is popular among the barren and those whose true loves do not share their affections. Counesaus worship the Duke of Pleasure 10 bolster their skills.

Spumed men send prayersto Hell 10 force adoration from the subjects of'their irrational desires. The physically deformed look upon their pleasingly fcatueed fellows wilh homicidal envy. MurderOIlS prostitutes, pregnant with diabolical seed, sliuhc throats of'satisfied clients while they're sleeping, collecting their blood in iron chalices \0 be quaffed in dark ceremonies. And nestled in. the Oasis

of Unbound Passion, in ;:111 arid desert 00 the first layer of Hell, Vuall laughs,

Vuallis said to have written many treatises on lovemaking, and his reputation as a lover spans tho plant'S, lie is something of'apatron "antisaiat" among disreputable courtesans (both male and female), who believe thalthe Duke of Pleasure can gra __ 1l1 fheilierolic skill and protection from Ihe hazards oftheir profession, The devil is C.'IT from nhmistie, however: E.very fcrtilizal.ioll he performs, every sensuous secret he whispers into the ear ofa desperate whore, is calculated to bring him the most gain, in the limn of either material wealth or contracts Oil the souls of' hls followers.

Thc Duke of Pleasure stends .10 feet fall and appears as 11 well-built human man with tbe head of'a camel. He dresses in a loose-fitting, alluring garment that rovcals a muscular, masculine chest. His hands, though clawed, arc nonetheless soft and nimble, Though Yuan understands the intricacies 0 f inferna) nobi I ity, he considers himsel f'pclitica lly indepondem (with a distaste lor Beelzebub and his faction, whom he views as upstarts).

Vuall prefers parley and scduct ion to battle, but hefights with ferocious vigor if threatened, Whcu faced with obviously superior streng;lh of arms, he lakes 10 the air and barrages his enemies with powerfu I spell-like abilities.

Bestow Charlsma (Su):. Vualllllay bestow II bOOJl upon a supphcanr by kiSSing him or her Olllhe forehead, This gmnts the one kissed II .. 6enhancelllcnt bonusto Charisma, TIU;) effect lasts 24 hours.

EX(lUisilelollch (8u): Vua]:] can make a melee touch all3ck 10 incapacuarc an opponent. The touched creature must succeed at II Fortitude save (DC 24) or be flooded with pleasure so intense Ihat the mind nearly shuts o.ff:lIId rhc body can do limiting blll quiver. This effectlasts lor 1 round, during which the victim is helpless.

Make Barren (Su): As aranged touch attack, VUIlU may emit II ray ofnuUifyingcllergy frol:n his fingcrtips (range 200 feel), Anyone SImek by this my must succeed at a Fortilude save (DC 24) or be rendered incapable of producing of(~pr:illg. This effect is permanent unless removed by 11 \.yish or miraate, or Yuan chooses (0 lill it. Hc call remove the cncel at uny lime for .my reason and call even make ;-1 barren person ferti te, whethcr he was the cause of the infeni I.ity or not (though he is loath 10 do this OUI of chllrity),

Spell.Like A b iii ties; AI will-(lIIlm(f/.e dead, blasphemy; charm person, desecrate. detec: good. deleclllltIgic, dispe1l11agic.j1y, bold person; lighlllillg boll. magic circle agaillsi good.. major image. polYlllomh ~'e';: sllggeslioll, tefepon withm« error (self plus 50 pounds only), IlIIholy (1111'(1, /II/holy blig/lt, 11111/(/II(JII~ and veil; IIday-forcecage anciprislII(//ic spray. TI1CcSC abilities nrc as the spells cast by a 20Ih-I'evcl sorcerer (save DC 18 + spell level).

SpiJUcsccd (SIl): Yuail uses his own fertility as both weapon and 100L Once every 2 rounds, he can spit a glob of'his diabolical seed up to 30 feet 8S a ranged touch auack, Anyone struck by this substance takes 3d4 points of acid damage; there is no splash damage. Unless somehow neurralizcd, tile spiulesccd continues to seep into the flesh, dealing 3d4 points of additional damage each round for 5 rounds, after which the liquid completely sinks into the opponent's body. When this occurs, the opponent must succeed <Ita fortitude save (DC 24) toavoid the corruption of'his or her body. Otherwise, the next child sired by (if male) or born [rom (if female) that being will be a half-fiend (sec MM for more informatlou 011 half- fiends).

Summon Baatezu (Sp): Three times per day YuaU can automatically summon three erinyes, osyluths, or barbezu, or one cornugon or gelugon,

Whlpt~H( Bdt! tl':ZU)

Small Outsider (EvH, Lawful)

Hit Dice: 2d8 (16 hp") Initiative: +2 (Dex)

Speed: 10 n., fly 50ft. (good)

AC: 14 (+ I size. -I- 2 Dex, + j natural) AC (flat-fcotad): 12

AC (vs, touch attacks): 12 Attacks: Tail slap +5 melee, bile -2 melee

Damage: Tail slap l!d6 and snmning, biro Id4 Face/Reach: 5 fL by Srt.l5 fi. pedal Attacks: Stunning attack Special Qualities: Baarezu qualities, of'thc tlesh'"

Saves: Fort +3, Ref+5. Wi.I! +2 Abilities: SIr 10, Dcx 14, Con 10, lnt 7. \Vis 8, eha 10

Skills: Hide +9, Listen +2, Search +1.

Spot +2

Fcat~: Flyby AU8ek, Weapon Finesse (tail slap)

ClinUlteJ"Thrrain: Any land and underground

Organization: Brood (2-5), swarm (5-20), Of flight (20-40) ChrlUellge Rating: I

Treasure: None

Alignment: Always lawful evil Advancement: 3-4 HD (Medium-size)

WhipWils arc a curious inhabitant of the N illth Circle, w: th a very particular function, They arc a kind of parasite, fccdi.ng on the dead flesh of the King of Hell,

Ar the very bosom of the pit of'Hell lics the serpentine form of Asmodeus, The story of'his fall has been lost in the mists of time, but filii he did. It is said rha: devils spring fully formed from his sri ll-bleeding body, which stretches for miles. Asmcdeus has never truly healed from his fall, and his blood continues to seep limn a thousand wounds, Whiptails cluster around him, tearing (J rr chunks of flesh with their teeth.

ff Asmcdcus notices the feasting, he gives no sign. When he shifts his colossal form, however, the sky blackens as thousands of whiptails rake to the air. Perhaps once in a decade, Asmodcus feels the need to rhiu rheir ranks. At these times, he sends swarms of rile creatures into various Prime worlds [0 50\\1 destruction and discord. This is a one-way trip: The whiptails continue to plague these worlds unriltheyarc eradicated. ln the course of history several. kingdoms have fallen as a direct or indirect consequence of swarming whipla.ils.

Co.rt1bat

Whiplails are never found alone, Their greatest strength is numbers, which they exploit 1.0 the utmost. They favored tactic is to stun opponents with their tails and then settle on them to feed. With their great maneuverability and their flyby auack, whipmils cangang up on individual targets withease.

·Of the Flesh (Ex): Whipmils eat a steady diet of'Asmodeus's flesh .. Even the dead smff is laden with his power, so all whipraits have max imum hit points.

Stunning Attack (Ex):Whi ptails, as their name indicates, are quire adept at using their bony lai Is in combat. They know how to lash opponents in just the right way to keep them ·o·rr guard. Any opponent hit by a tail slap attack mustsucceed at a fortitude save (DC 10) or be stunned for l' round. A stunned creaiurc can't act and loses any Dexterity bonus to Armor Class. Attackers get a +2 bonus on auack rolls against stunned opponeuts.

Feats: Whiptails receive WC~lpOIl Finesse (Iai!) as a bonus feat,

The raveuiugjnckals of Balan spread violence and terror in their dread lord's name, A moirnrebankinsluuatcs malice and temptation in the C.1USC of'her master, Jnlie Squarcfoot. AI the heart of a rotting plague squats the envoy of Ncrgal. the plagnclord, delighting in the misery of disease,

Balan'sjackal, IjlC monnrebank, and the plaguclord arc new prestige classes built around service 10 a specific infcrnalIorr]. To pledge oneself 10 such a mastcr eutalls special, terrible reqniremcms, Each ofthescpresugo classes requires a specific initiation (detailedin its entry) and changes the CllilI'l.1C1Cr'S base Iyp-c from humanoid' 10 something dilTercnf and foul: mensrronshumanoid, outsklcr, 01' even vermm.

Thclnitiarion process is horrific and taxing: It adds an inherent bonus (0 some ability scores but damagesothers, Because the processis so stressful. it is treated as un encounter wilh poison, requiring Fonirude S;1Ve{; [lgainst initial and secondary effects.

Tahle 1.1: Balan's Jackal
Class Level Base AUllck Bonus Fort Save RcfSa\'c wmSavc
1st +1. +2 +0 +0
2nd +2 +3 +0 +0
31'd +3 +3 +1 +1
41h +4 +4 +1 +1
5th +5 +4 +1 +.1
61h +6/+1 +5 +2 +2
71h +7/+2 +5 +2 +2
8th +8f+3 +6 +2 +2
9th +91+4 "1'6 +3 +3
10th +10/+5 +7 +3 +3 Once in a great wh ilc Balan (see page 8) chooses, a singularly cruel followcr' to jo i Il his pack of wild beasts. The chosen, known as

Ba Ian's jackal s, must endure a terrib leIndoctrinatlon before being accepted.

As the jackal gains favor it. Balan's eyes, he becomes more powerful but eventuallyloses himselfin bloodlust and savagery. Balan sends these brutes on errands through the Lower Planes and often chooses them for mfernal hunts that. extend into the Prime, whcl'Cunlikc his fiendish servants.theycauaot be banished.

Barbarians, fightcrs. cx-paludins, and rangers are most likely 10 come 1(1 Balan's auention. Evil clerics and druids are somenmes called but stand (0 lose more thanthey gain. nards, rogues, sorcerers, ami wizards almosr ncvcr become Balan'sjackals,

Hil Dle: dl.2 ..

Requirertten ts

To quali I)' to become Dalan'sjackal, a character must li.tifiH all the following criteria.

Race: Any humanoid,

Alignment: Lawful. evil.

Base Attllc[{ Bonus: ... 10.

Handle Animal: 5 ranks.

Inthnldate: 5 ranks ..

Feats: Alertness .. Blind-Fight, Track.

Special': The character 111115t pass the initiation ritual known as "the Feast" (sec below).

The Balan'sjackal class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), fnlllir Direction (Wis), Jump (SIl·). Listen (Wig), Ride (Dex), Swim (SIr). andWilderness Lore (Wis),

Skill Points at Eacli Level: 2 + lnt modifier.

The following are class fC:lll1fCS o[thc Balan's Jackal prestige class. Wcal)On and Armor ProIici.ency: Balan'sjackals arc proficient with all simple and martial \\Io.1P0)1S, all types of armor, and shields.

Juitjlllion (Su): Tojoin Belan's ranks. the prospective jackal takes part in an orgy of cannibalism and murdercalled "the feast," which climaxes with him opening his chest andconsuming his own heart, The experience (assumlng he survives it) turns him inro ahalf-anhna! being, imlllcns.ely Strollg but dumb and savage.

Asucccssful Conccnmnion check (DC 18)is necessary 10 remove rhc beating heart and stay conscious while devouring it. An initiate who fails this cheek immediately dies.

The Feast requires a huge spread of food and drugged wi ne, dozens ofmonsrrous revelers. a menagerie ofsacrifices, and a specially prepared kill fc, The total outlay runs to .10.,0.0.0. gpo

Bolan must' preside at the ritual, and he loses no XI'. Closing the ceremony rcqui I'CS animo! gI'OWIf), emotion (rage), and pof)'1l1orph other:

Speeial

Initiation. improved natural weapons

Greater rage

Wild shap« (l lugc) WiMshafJl! (dire)

Beasts of the field

Master of the hunt

Effecl : Initial damage I d6 permanent Int drain, secondary damage I d6 permanent Cha drain; Fortitude half(DC 22). One day later the initiate gains a +4 inherent bonus 10 Strength and his type change. to "monstrous humanoid." He retains all special attacks and damage, pccial qualities skills and feat of the original creature and cia. s.

Permanent ability drain from the ritual cannot be cured by healing or spell (other than wish). Creatures who are immune to ability drain may not take part in the Feast.

Impro ed latural Weapons (Su): The newly iniriatcd jackal !,'TOW razor-sharp claws, granting him two attacks that behave as magic weapons of +2 enhancement. Eaeh claw deals I d6 damage, quadrupled with a successful critical hit.

The claws become rnore deadly as the jackal increases III level. At 3rd level they gain an extended threat range (19-20), as though they were keen magic weapons.

AI Sth level, the claws improve 10 an effective +3 enhancement bonus.

At Sth level the claws deal an additional Zdo damage to good creatures, as though they were unholy weapons.

At l Oth level the claws improve to a +4 enhancement bonus. Greater Rage (Ex): At 3rd level Balan's jackal may rage as a 15th-level barbarian once per day. lie temporarily gains +6 to Strength, +6 to Constitution, and a +3 morale bonus on Wi]] saves, but suffers a -2 penalty to AC. If the character already bas the rage ability, he gain all additional use per day as greater rage.

Wild Shape (Huge) (Sp): As Balan s jackal becomes more bestial, he gains the ability to polymorph selfinto an animal and back again once per day, as the druid's wild shape ability. At Sth level, he can take the form of any animal of size Small to J luge. Unlike the

tandard use of the spell, he may only adopt one form. As stated in

Medium-Size Monstrous Humanoid (9th-Level Ranger/2nd-Level Jackal) Hit Dice: 2d8+2 plus 9d 10+9 plus 2d12+2 (85 hp)

Initiative: +0 Speed: 30 ft.

AC: 19 (+1 natural, +2 studded leo/her, +2 farge shield) Attacks: 2 claw +17 melee; or battleaxe + 171 + 12 melee; or

sbonbow + J 2/+7 ranged

Damage: Claw td6+7; bauleaxe Id8+7; shortbow Id6 Face/Reach: 5 ft. by 5 IUS fl.

Special Attacks: Improved natural weapons, spells

Special Qualities: Darkvision 60 11., favored enemies humans

(+2) and c1vc (+ I), animal companion Save : Fort "'10, Ref+6, Will +3

Abilities: tr21.Dex 10. 01l13,ln16 Wi II Cha6

Skill: Handle Animal +3, Hide +9, Inumidate +3, Listen +5, Spot

+5, Wilderncs. Lore +7

Feats: A lertnes .Blind-Fight, 'leave, Power Attack, Track Cllmatc/Terrain: Any land and underground Organization: Solitary or tribe (I Balan's jackal, plus 20-

200 gnolls plus 50% noncombatants plus! 3rd-lcve! scrgcan t per 20 adul IS, I or 2 1 icutenants of 4th or 5th level, lind 6-10 dire lions; underground lair's also have 1-3 trolls)

Challenge Rati ng: 12

Treasure: Double goods; double items Alignment: Lawful evil Advancement: By character class

This example uses a 9th-level gnoll ranger as the base character.

Ct:Hi1ba:t

Favored Enemies: +2 bonus on all Bluff. Listen, Sense ~oli\'C, Spot, and Wilderne Lore checks and damage rolls again t humans, +1 bonus against clvc ,

Spells: l/day-al/imal jNell(l5/lip.

Improved, 3tll1"31 Weapons (Su): Balan' Jackal can attack with its claws though they were magic weapons with a +2 cnhaaccmcnt bonu. Each claw deals quadruple damage on a uccessful critical hit.

Animal ompanion: This character i accompanied by a dire Lion (see lv{M tor statistics).

Ilagic Items Cu ericd: +2 studded leather: + I large wooden shield, 2 potions of bull s strength, 3 potions of cure serious wounds, potion ofhaste.

rhc spell description, Bo lan's jackal regains h it points as i r he had rested for one day.

WildSllape (Dire) (Su): At6th level, Balan's jackals can

addit i.ol1:llly 1 did shape oucepcr day into any dire animal of size Smalltol lugc.

Beasts of the Field: At 8th level, Balan's jackal gains the supernatural ability toeormnunlcatc telepathically with any abernu ie», animal,. beast. magical beast. monstrous humanoid, or shnpechangerat will.

He also gains the following spell-like abi lit ies: at w.i I I.-animal growth, causefear, and charm monster: l!daY-MIIIIIIIOII natures (Illy VI, These abilit ics arc as the spells cast by 11 20th-level sorcerer (save DC 10 .1- elm modi ficr + spell level).

Master of·the liunl: At lOtll level, Balan's jackal finally descends into pure savagery, He again su tfers initial damage of 1 d6 points of'permancm lntelligcnce drain and secondary damage of Id6 points of permnucnt Charisma drain; the Fort itudc save DC is 25. One day later he gains an addil ional +2 inherent bOI1I1~ to Strength, which stacks with the bonus granted by the initiation. He also gains thc following spell-like abil ities,

The Htnn (Sp): Once per day, Balan's jackal can attempt to summon I d I. 2 hell hounds or I d6 hellcets with a 70% chance or success, The summoned creatures have maximum. hit points per Hit Die and fII'O fanatically 10Y[lil0 the summoner,

Oilier Spell-Like Abililies:l/day-harm and riglllcous might. These abilities arc as the spells cas! by a 20lh·level sorcerer (save DC J 0 -j elm modifier + ~pcH level).

MtJutit~habk

Jal ie Squarcfcot el ai rned 11 is dukedom on the backs 0 r dozens of betrayed allies and murdered friends, He respects nothing but cunning and malice, and he demands the same qualities from his servants. llc offers his most promising minions coni racts to pledge their souls to him in return for malefic power, Those who sign becomeeven more duplicitous and cruel, serving as Jalic's agents in I .IClI' and on the Prime.

As mountebanks advance in rank, they become more and more like their master. 0111y those wi II ing 10 sacrifice everyone and cvc.lything receive Jalic's favor. and under his atrem ions every

kind of evil flowers. Likewise. only the ambitious make it past tile fi;rs! few levels, and these arc mosr likely to attract their master's suspicions. The ex peel cd life spun ofa Sth-level mountebank is

ex t rcmel y short,

Evil bards, sorcerers ... and wizards benefit the 1ll0S1 from becoming a mountebank.With tlie spellcasring requirements of'rhc class, and abilities that favor arcane magic, few others even consider laking it.

Hit Die; do.

Req u i r t::.itU::.t1 t~

To quali ry to become a mountcban k, acharacter must fulfill all the followi ng criteria.

Race: Any humanoid. Alignment: L~IWrLII evil.

IlIun: 6 milks.

Sense Motive: 6 ranks,

Feats: Leadership, Skill Focus (Bluff),

Spelleasting: Abilit)lto cast seven di fferent Enchantment spells, one of which must be 4th level 01' higher,

Special: The character must pass the init iation ritual, which involves Signing H diabolical. contract (see below).

The moumebank's class sk ills (and the key abi lily for each skill) arc Alehcmy ([Ill), flluIT(Clla), Concentrarlon (COil), Craft (lnt). Diplomacy (Cha), Disguise (Cha). Escape Artist (Dex), Gather lnfonnatlon (Cha), Knowledge (all) (lnt), Profession (Wis), SCI)' (Int, cxcluslvc skill). Sense 1\llolive (Wi5), and $peHeraft (Jut).

Skill Po.inls at Each Level: 4 + fnt modifier.

All. 0 f the following arc class features o f the mountebank prestige class.

",",capon and Armor Prof1:ciency: Mountebanks gain no profictencyin any weapon or armor.

Inltlatlon (Su): Morral foltowers of Jalie Sqnarefbor must sign over their souls in a blood oath, with the duke's personal attendance at the

Table t2~ rhe Mountebank
Class Level Base Auack Bonus Fort Save Ref Save '''ill Save Special Spellsper Day
lSI +0 +0 +0 +2 Initiation +1 level of
existing Class
2nd +1 +0 +0 +3
3rd +1 +.1 +1 +3 Fiendish servant
4th +2 +1 +1 +4
51h +2 +1 +1 +4 Cunning plan
6th +3 +2 +2 +5 Slippery HS an eel
7th +3 +2 +2 +5
81h +4 +2 +2 +6 Double-cross
9th +4 +3 +3 +6
10lh +5 +3 +3 +7 Templer ceremony. This experience makes the mountebank cunning but absent-minded, as if always thinking of some complex plan.

The oath requires nothing but a drop of the initiate's blood, used as ink to sign a contract drawn lip by Jalic. ndcr tanding the contract requires a successful Knowledge (law) check (DC 24). Failure result. in a -2 penalty on the save against the ritual's initial damage (sec bclow).

Jalie must oversee rhe ritual, and he loses no XP, Closing the ceremony requires dominate person.false vision, and geas/ques«.

Effects: Tn itial and secondary damagc 1 d3 permanent Wisdom drain; Will hftir(DC 18). One day later the mountebank gains a +2 inherent bonus to Intelligence and Charisma, and the creature's type changes 10 "outsider." The mountebank retains all special attack and damage. special qualities, ki II .. and feats of the original creature and class.

Permanent ability drain from the ritual cannot be cured by heal ing or spells (other' than wish). Creatures who arc immune to ability drai n may nol lake the blood oath,

--_ .. _- ,,------

Spells per Day: TIle mountebank continues training in magic after taking the blood oath. Each time a mountebank level is gained, the character gains new spells per day a though gaining a level in a spellcasting class she belonged to before taking the prestige class. No other benefits of that class level accrue, however (such as improved chance of COl moiling or rebuking undead item creation feats, etc.).

Fiendish Servant (Ex): At 3rd level, the mountebank can call ~ bulugon, fiendish dire bear, hellcat, or soulsniffer to serve her,

(See the MMfor statistics on devils not in this book.) This creature gain' a Hit Die with each additional mountebank level, to a maximum of +3 liD.

Empathic Link (Su). The mountebank has an empathic link with the servant out to a distance of one mile. Sbc cannot ee through the servant's eyes, but they can communicate telepathically.

Blood Bond (Ex): The servant gains a +2 morale bonus to all attacks, checks, and saves if it witnesses the mountebank being threatened or harmed. This bonus lasts as long as the threat is immediate and apparent,

Medium-Size Outsider (Evil, Lawful) (lOth-Level Sorcercr/3rd-Level Mountebank) Hit Dice: I Od4 plus 3d6 (40 hp)

Initiative: 1-6 (+2 Dex, +4 Improved Initiative) Speed: 30 11.

AC: 21 (+2 Dex, bracers of annor +7. +2 defending qllfJl'I€I:I'[{!O) Attacks: +2 dqj(mdillg quarterstoff+St+ J melce.light crossbow +8

ranged

Damage: +2 defending quarterstaff Id6+2; light crossbow idS Face/Reach: 5 fL by 5 n.lS tl.

Special A ttaeks: Spells

Special Qualities: Darkvision 60 ft., fiendish servant Saves: Fort +4, Ref'+ri, Will +8

Abilities: Str 10, Dex 15, Con 10,. Int 21, \Vis 7, eha 23

Skills: Blurr+24, Concentration +16, Diplomacy +20, Knowledge (law) 15, Sense M oti ve + 14, Spcllcraf -1-1 9

Feats: Improved Initiative, Leadership. Quicken Spell, Scribe Scroll, Skill Focus (DIu Ff), Spell FOCllS (Enchantment)

Climate/Terrain: AJJY land and underground

Organization: So Ii tary, posse (I III oun tehan k, plus 3 2 no-level warriors, I 3rd-levcl fighter bodyguard, and 1 4lh-level sorcerer

ad isor), or mob (I mountebank, plus 35 lst-level warriors, 3 2ndlev I \ arriors, 1 3rd-lcwl lighter bodyguard, and 14th-level sorcerer advisor).

Challenge Rating: 13

Treasure: Double goods; double items lignment: Lawful evil Advancement: By character class

Spells: Sorcerer spells (13rh-lcvcl caster) 6/8/8/7/7/7/5 pCI' day: 0- arcane mark, daze. detect magic.flare, mage hand, open/close, prestidigitation, rayoffrost, read magic; I st-charm person,

hypnoti. III, mage armor; magic missile, sleep; 2nd-mirror image, protection from arrows, resist elements, summon monster II,

Tasho s hideous taughter; Jrd-jirebaff,fly, hold penon, lightning bolt; 4th-chal'm monster; confusion. emotion, phantasmal killer; 5dl-domillClle person.feeblemind, teleport; 6tb-geas/que.\·I, repulsion.

This example uses a I Orb-level human sorcerer as the base character.

Combat

Fiendish Servant: This mountebank is accompanied by a hellcat (sec lHM for statistics).

Mngic Items earned: +7 bracers ofarmor, +2 de/endillgqllartersla/l: cloak a/Charisma +2, headband ofintellect +2.

Cunning Plan (Ex): The mountebank s hellishly devious mind is always working out contingencies and odds Startinu at 5th level once per day she can reroll any attack or dal~agc rolf skill check: or saving throw, and keep the best result. However. the mountebank cannot apply thi ability to reduce Wisdom drain

u ffcred at 10111 level (sec below), by rcrolling either the save or the amount of lost Wisdom,

Slippery as ,111 Eel (Ex): On reaching 6th level, the mountebank gains limited spell resistance, She has SR 17 against any spell or effect that detects or prohibit lies (such as discem lies or zOlle of 11'11111 ).

She also gains the following spell-like abilities: at will-defect thoughts, locate object. and tongue ': Ifday-dimensioll door; ethereal jaunt. and haste. These abilities are as the spells casr by a 20th-level sorcerer (save D . 10 + ha modifier + spell level).

Double-Cross (Ex): The mountebank has no compunction about using minions and allies as shields. Beginning at 81h level whenever an attack would deal damag;lo thernouutebank, she call

attempt II Reflex save (DC 10 + damage dealt) (0 apply tbe damage to an ally within 5 feet of her instead.

She also gains the following spell-like abilities: at wi 11- displacement, improved invisibility. and major image; lIdaydream andfolse vision. These abilities arc as the spells cast by a 20th-level sorcerer (sa c DC 10 Cha modifier + spell level).

Tempter (Su): At 10th level, the mountebank belongs 10 Jalie, body and soul. She again suffers initial and secondary damage of I d4 points of permanent Wisdom drain; the Will save DC is 1.8. One day later she gai LlS an addi tiona I + I inherent bonus to lntclllgence and Charisma, which stack' with the bonuses granted by the initiation. She also gains the following abilitie .

Silver TOllgue (Ex): The mountebank gains a +5 competence bonus on mun: Diplomacy, Gather Information, and Sense Motive checks.

Spelt-Like Abilitte ': twill-charm monster, confi« 'ion, emotion and lesser geas; I fday-dolllill(tie person, gees/quest, hold monster, and mass suggestton. These abilities are as the spell cast by II 20th-level sorcerer (save DC 10 + Cha modifier + spell level).

N rgal, the Fetid Prince, deli ghrs in the corruption and decay of Ii ing flesh, and \0 this end h ends out swarms of devils, rogue fiends, and the horroi known as plaguelords, These creatures werc once mortals who ha e been transformed into insectoid monsters,

The plaguelord excels as a messenger, spy, and assassin. Plaguclords arc often called upon 10 break sieges and put down up tart nobles.

Evil bards, monks, and rogues are rno I likely to take this class. narbarians and rangers benefit from the increased Dexterity, bur (he 10 S of hit points i difficult to justify. Other classes rarely become plaguclords, -

Hit Die: d6.

To q ual i fy to become a pi aguelord r II character must fulfill all the following criteria.

Race: Any humanoid.

Alignment: Lawful evil.

Base Attack Bonus: +7.

Hide: 6 ranks.

Move Silently: 6 ranks.

Feats: Combat Rcflcxc , Dodge, RUIl.

Special: The character must pass the initiation ritual, which involves being consumed by hellish grubs (sec below).

Class Sk:tl1s

The plaguclord 's cla sk ills (and the key abi lity for each skill) are Balance (Dex). Climb (SIr) Craft (Int), Disable Device (lnl) Escape Anist (Dex) I lide (Dex), Intimidate (Cha), Jump (Sir). Li.tcn (Wis), Move Silently (Dcx), Open Lock (Dcx), Pick Pocket (Dcx), Search (Int), pOI (Wis). Swim (Str), Tumble (Dex), and

so Rope (Dex),

Skill Points at Each Level: 4 Inr modifier.

The following are class fcaturca of the plaguelord prestige class. Weapon and Armor Proficiency: Plaguelords are proficient with all simple weapon', plus the hand crossbow, net, repeating

Table 1.3: The Plaguelord

Class Level Base Attack Bonus Fort Save Ref'Save Will Save
lst +0 +0 +2 +0
2nd +] +0 +3 +0
3rd +2 +1 +3 +1
4th +3 +1 +4 +1
5th +3 +1 +4 +1
61h +4 +2 +5 +2
7th +5 +2 +5 't-2
lllh +6/+1 +2 +6 +2
9th +6/+1 +3 +6 +3
10lh +7/+2 +3 +7 +3 Special

Initiation, foul spew

Gore-buzzard

Blowfly Corrupter

Dream haunting

The legion

rossbow, piked chain, and whip. They are proficient with light armor but not with shields.

Initiation (Su): To how his allegiance the pro ·peetive plaguclord must first IICCCI>t ergal's ehildren-giant maggots that nest ill his gm and consume him from the inside our, This awful sacrifice changes the initiate into a hideous Ilylikc creature.

I 'ergal' children aren't picky about their food, and they arc found in canals and ruins ali over 1·leli. A score of devils transport the initiate to an infested area, drench him in fetid blood. and let the ravenous grubs do their work. No check is ncce ssary.

I ergal or his agents must oversee the ritual. 10 ·ing no XP from it. Completi ng the ceremony requi res horrid wilting, potymorph Oilier, and unhallow.

Effect." Initial and secondary damage Id3 permanent Constitution drain; Forritudc half(OC 22). One day later the plaguelord gains a +4 inherent bonus to Dexterity, and his type changes to "vermin." The plaguclord retains all special attacks and damage, special

qualities, skills, and feats of the original creature and clas . Unlike most vermin, plaguclords have normal Inrelligence scores,

Permanent ability drain from the ritual cannot be cured by healing or spells (other (han wi II). 'reatures who arc immune to ability drain may not accept Nergal's chi ldren.

Foul Spew (Ex): Three limes per day, the plaguelord may spit acidic bile at all opponent within a range of25 fcct 5 feet per plaguelord level. The acid auack otherwise beha yes I ike ,.t,;[elr~ acid arrow but deals damage for 5 rounds. Using this foul spew provokes an arrack of opportunity.

Gore-Buzzard (Ex): AI3rd level, a ptaguclord can lake advantage or an epponcnt's misfortune, Once per round, he can make all attack ofopportunity against an opponent who has just been struck for damage in melee by another character. Thi . attack does not count as his arrack of opportunity tor that round.

In addition, the plaguclord can perform a coup de grace ns a standard action instead of a full-round action,

Small ermin (Iflth-Lcvel Rogue/Jrd-levcl Plaguelord) Hit Dlce: IOd6 10 plus 3d6-3 (..)9 hp)

Initiative: 5 (Dex)

Speed: 30 fl.

AC: 21 (+ I size. +5 Dcx, +2 studded leather q{"silcnllll(Jves)

Hack! : Masterwork light crossbow + I 6 ranged; or + I keen dagger +10/+5 melee

Damage: Masterwork light crossbow Id8- +1 keen dagger 1<14 FaccIRc:lch: - 11. by 5 ft.f5 11.

Special. WIcks: Sneak attack +5<16, foul pew. gore-buzzard Special Qualities: Vermin traits, improved evasion, uncanny dodge Saves: Fort ·3, Rct'+15, Will +4

Abilities: Sir 8 Dex 20, Con 9, lnt 10, Wis II. Cha 8

Skills: Balance +17, Disable Device +14. I ride '125, Jump +1, Listen + J 7, M ovc Si lently "'3 I., Read Lips + I 0, Search + 1 0, Spot + 18, Tumble -t15

Feats: Alertness .. Combat Reflexes, Dodge. Point Blank Shot, RUIl

Cllmate/Terrahn Any land and underground Organization: Solitary

Challenge Rating: 13

Treasure: Standard

Alignment: Lawful evil

Advancement; l3y character cia ss

This example uses a J Oth-Icvel goblin rogue as the base character,

Combat

ncann Dodge (Ex): The plnguclord retains his Dexterity bonus to t\C regard Ie s of being caught flat-fborcd, and cannot be flanked CXCCpl by a rogue of Ie el 14 01" higher.

Vermin Trails: Immune to all mind-influencing effects; 60·foot darkvision,

Foul Spew (Ex): Three times per day, the plaguclord may spit acidic bile at an opponent within a range 01'40 feet, The acid attack

otherwi c behaves like Me/f's acid arrow but deals damage for 5 rounds. Using this foul spew provokes an attack or opportunity.

Oore-Buzzard (Ex): Once per round. the plaguclord can make an attack of opportunity again. r an opponent who Ita. just been struck for damage in melee by another character. This attack does 1I0t count as his attack of'opportunity for that round. In addition, the plaguelord can perform a coup de grace as a standard action instead of a full-rouud action.

Magic Items Carried: +2 studded leather ofsilent moves, masterwork 1 ight crossbow, + I keen dagger, brooch (V·shielding. 2 dust of tracelessness, glove of storing, oil ofslipperiness, 2 potion. ofhiding. 2 potions a/sneaking, 2 potions ofvision.

B.lowl1y (Ex): At 5th level, the plaguelord sprouts large insect wings. He can l1y at twiec his normal speed (good maneuverability). He also gains F,lyby Attack as a bonus feal.

Corrupter (Su): On reaching 6th level, the plaguelord becomes totally immune 10 disease, both natural and otherwise.

Ilo also gains the following spell-likeabilities: at wj]l----contagioll (del,i! chills) and stinking cioud; I/daY-I.mllflllow. These abilities arc as the spells cast by a 20th·level sorcerer (save DC 10 + Cha modifier + spelllevel). See the DMG for a complete description of devil chills, Unlike normal diseases, the victim mUSI make three sIICC'CSSflll Fortitude saves in a row 10 recover,

Dream Haunting (Su): Al 81h level, plaguctords can visit the dreams of chaotic or cvi I individuals by undertaking a special ritual rbar makes them ethereal, then hovering over thecreature.A ph~guelord who invades somconc's dreems breathes in her nice untll morning. The sleeper sutlers from torrnenring dreams and

suffel"$ I point of'permancm Constilution drain upon awakening. A sleeper reduccd (0 a Constitution score of 0 dies. Only another ethereal being call stop these noeturnal intrusions, confronting and defealing the plaguelord,

The Legion: I\1thi5 final stage of put refact ion , the character is unrecognizable as everhaving been humanoid. He again su ffers initial and secondary damage of I d3 points of'permaneut Constitution drain: the Fonitudc save DC is 25. One day later he gains an <lddilional'~2 inherent bonus 10 Dexterity, which Slacks with the bon uses granted by the inhiation.

I. Ie also gains the following spell-llkc abilities: I/day-creeping doom, horl"iriwiitillg, and illseclpklgue. These abilhles arc as the spells cast by a 20th·level sorcerer (save DC 10 + Cha modifier T spell level).

enain ereaiures have no type btll are instead created by adding a "template" 10 all ex isting creatuec, The fallen celestial is an example of (Inc such template.

The Outer Planes are the battleground of ideas and ideals. lust as fiends rcprescntlllllilat. is evil and profane, the celestial inhabitarus oflhe Planes of Good embody all'that is righteous and bcnevolenr. For the most pan, fiends and eelesrials meet only as combatants, champions oftlleir respective. mutuallyexelusive ideologies, Malignancies have a way of preading, however, and even paregonscf'puruy arc susceptible to the beckoning song of sin.

Pallen cclcstiats (the Fallen) are a paradox. According to the laws of plnnar pliitesophy, they should uotexisi: Celcstials are made or the essence of goodness. Yet a very, very few do become corrupred by evil. This qUIlIKhlry is perhaps best personified by the solar Iblis, who is rhought to have been the first celestial being to tall from grace. In refusing to serve the flrst morrals, Iblis fell victim to rho deadly sin of pride. The Samyasan I lost (some 200 archons led by the seraph Samyasa) also abandoned the heavens in their lust for mortal pleasures ... The ranks of the FaUCJl include 1J1C proud, gluuonous, covetous, and others who succumbed to al.1 manner of failings.

Mosl fallcncelcstials appear ascorrupted versions of their original selves. A ftlUen hound arcbon. for instance, might sti]l have a powerful canine head. but with eyes that nicker with black fire and a mouth thar drools sickly green bile. Fallen deV3S often find their feathered wings become leathery and bauikc. Forked tai Is and cloven hooves are Ircquent but by no means the only forms of "nnuation" commonto fallen cclcsrinls,

Fallen cclcsuals areiockcd into their present form. Although Ihey Illay advance according 10 the rules for theirorigiaal type, they cannot ascend 10 a higher form of celestial. A fullen hound archon, for instance, can never become a fallen trumpet archon,

TheFallen are not truly fiends and cannot technically be classi lied as devils, demons. or daemons (though many scholars settle for such sloppy categorization). Some serve Iicndish fords=-lndeed,

some rule whole layers of Hell and the Abyss. Others ignore the bizarre hierarehics oCthe fiends altogetilcr.1\ small number of ~ Fallen cling to some vestige of their ancient ideals, seeing fiends as ullho.ly blights fi( only to be purt\cd in some grand reimagining of the Outer Planes. I\llhe hearl. of it, however.every fallen celestial is defined by the naws that caused its disgrace in the first place.

Though allfallen celestials willfully turned Irom tile cause or good, not all expected to be thrown down for their transgressions. Some, even after cenumcs.cannot believe what has happened to them, ancleontinllc as milch as they nrc able 10 live righteous lives, More onen .. Iallcncclcstials remain deeply embiucred about their ouieast status, working 10 make a mockery of everythingthey once held sacred. Few cuemics.cf'thc Lords ofGood are as spiteful as the Pallen.

Creatlng. a FaHt:n

"FlIlilen" is atcmplare that can be added to any celestial, but not (0 creatures 10 which the "celostiat' template has been added

(herca ftc r refcrrc d to as the "base c rea lU 1"0"). Fa II e n ret a in the cclcstia I qual itics of the base creature, sa ve that any innate abilities that harm evil are reversed, (F or instance, an archon's persistent magic circle against evil effect change, to magic circle against good.) Likewise. any ability to cast spells from the Good domain is changed (0 spells oflhe Evil domain. The creature's alignmentbused subtype chml,ges from good to evil.

Thccrcarure uses all of'rhe sratisrics and abilities it had before the rail, with the following exceptions.

SpC{l(I:lflhe base creaturehad wings. i1 retains them (Ihough they usually bear a cormpted appearance) along wilh its original speed and maneuverability. There is a 75% chance Ihat a base creature who did nOI have wings develops them. granting the ability to 11)' auhccroaturc's base speed (average maueuverabil ilY).

Attacks: A fanen cclcsi ial gains bile and claw attacks in addition 10 the base ereature's anacks, if it did not have them already.

Dllmagc; lf'the bose creature docs 110t hove bile and claw attacks, lise the damage values inlhe table below. Otherwise, lise the values below or (he base creature's damage, whichever is greater.

Si7.e

Bite Damage

Claw Damage

Fine

Diminutive

Id2
Id3 Id2
1<14 Id3
1<16 Id4
IdS Id6
2d6 2d8
2d8 2d6
4c16 2d8 Tiny Small

Medium

Large Huge

Gargantuan

Colossal.

Special Attacks: In addition 10 the other abilities below, a fallen celestial retains all the specia I. attacks of the base creature (unless otherwise noted). Fallen with an Intelligence or Wisdom score of8 or higher possess the following spell-like abilities, using their Hit Dice as the caster le vel, as specified in the table below. Unless otherwise indicated, these abilities are usable once per day.

SpeciaJA ttadt~

Hit Dice

Abilities

Chang« .se!f2/day. command, protectionfrom good2/day

3-4 5....6 7~ 9-10

11-12

Charm person 2/day, nondetecuon Misdirection suggeslion

Speak witli dead, III/holy blight Dispel good

Blasphemy

Unhallow, unholy (/1//"(/ 3/day

13-14 !5~16 17-18

Fire storm

SummOIJ IIIUIISler iX (fiends 0 f like alignment only)

Soul bind

19-20

Blasphemous Benediction (SII): A fallen celestial may bestow an unholy blessing upon an individual it touches, Anyone so touched receives a + 1 profane bonus on attackand weapon damage rolls for every 3 HD of that Fallen's total for I minute (minimum bonus +1, maximum +6). This bonus does no! apply to spell damage. A fallen celesrlal may touch one being each round, as a standard action.

Pl'Obe Sou! (SI!): As a standard action, a fallen celestial may make a melee touch attack to form an empathic link with a living creature. Al ihar moment both the Fallen and thm mortal experience all image ofrhe mortal's greatest desire=and of that temptat ion realized. The touched creature must succeed at' a Will save (DC = 10+ 1/2 fallen celestial's HD + fa llen celestial '5 Charisma rnodificr) Of become extremely amenable 10 the Fallen's words and actions, suffering a -6 prof nne penally on all saves against Enchantment spells and spell-like abili ties ofthat Fallen for seven days. Addi lionally,llie fallen eelesrlal receives a +6 circumstance bonus on ~JII Bluff and Diplomacy checks made against thai creature over the same period.

Unholy COmp(ICl (SI/): As a full·round action, a fallen celestial may engage a living creature in a blasphemous agreement. The

Fallen offers rite realization ofa great temptation ill exchange for the mortal's soul. upon that being's death. When a mortal who has consented to the unholy compact dies, his or her soul travels to the Fallen's domain in the Lower Pianos. There It is permanently trapped. as though with the spell soul bind.

The terms ofthc compact must be absolutely clear, and the mortal cannot be under any form of Illagical compulsion, lest the agreement be considered null and void .. Acceptance need be no more than a verbal statement, which is a free action. In noncombat situations, some fa llcn cetestials prefer to draw up a. physical contract, but this is all affectation. As soon as the agreement is in place, the Fallen must spend its next action using its grant temptation ability (see below).

Freeing onesel f from an unholy compact is nearly impossible. Even a wish or miracle cannot release the promised soul. A stillliving mortal is released only if the Fallen is destroyed, or if he or she can somehow convi nee it to give up its claim wi thout magical compulsion. A fallen celestial automatically knows ira given mortal has entered into a compact with another, and has little patience with those it knows it cannot corrupt.

Grant Temptatio» (Sp): Fallen celestials with LO or more Hit Dice can grant a wish (as cast by a 20th.·level sorcerer) or miracle (as cast by II 20th·leve.1 cleric) to any living creature who has willingly entered an unholy compact (see above). This abi.!ity may be used once per week. A given mona! may never beneflt from more than one such grant.

Special Qualities: A fal len celestial retains the special qualities of the base creature, with the exceptions I isted below.

Holy interdict (Ex).: As aconsequence of tbeir disgrace, the Fallen are forever barred from venmringto the Upper Planes, whether by magical or non magical means. Likewise, tlley have di fficulty entering holy places, such as churches <1I1d even graveyards dedicated to gods of'Good . In order to do so, the fallen celestial must succeed at a Will save (DC 25). (The save DC may be higher for especially sanctified places, such as the main temple of the pantheon's ch ief deity.)

Unsettling !111m (Ex): Something about the Iallen celestial's presence, whether it is disguised or not, causes ani mals to become unsettled: Dogs bark, horses rear, and so 011. This aura affects all creatures within II radi us of 150 fecI that have the ani rna! type. An anima! must succeed at a Will save (DC = Fallen celestial 's HD + fa! len celestial's Charisma modi fier) or become unseu led. If it fails the save by more than 10, it immediately flees.

Saves: Same <IS the base creature.

Abilities: Alter the base creature as follows: Wis -2, Cha +2. Skills: Fallen celestials receive a +4 racial bonus (,0 Bluff and Sense Motive checks. They otherwise retain the same skills and ranks as th e ba so crea ture.

Feats: Fallencelestials have one feat for every four levels orthe base creature's total of feats, whiehever is greater.

Climatctrerrain: Same as the base creature.

Organizatlon: So\ilary

Challenge Rating: Same as the base creature +2. Treasure: Same as t he base creature.

Alignment: Always evil (retains previous law/chaos disposition) Advancement; Same as Ihe bese creature. (Some extremely powerful Fallen develop unique supernatural and spell-like abilities, and hence have commensurately higher Challenge Ratings.)

:Vlediu.m..sizc Outsider' (EviJ, Lawful) Hit Dice: .12d&+12 «(,6 hp)

Initinlive; +7 (+3 Dcx, H Improved Initiative) Speed: 40 Il., fly 90 fl. (good)

AC: 27 (+3 Dcx, +14 natural)

Attacks: 2 claws -11'7 melee" bitcl 12 melee; or +4g,.eal:~"lmrd +21/+ 161+11 melee J)allwgc: Claw Id4+5. bile 1M2;. +4 greatsword 2d6H I

FaeefR.cueh.: 5 n. by snrs n.

Special A I tacks: Spclt-likc abilities. spells .. trumpet, blasphemous benedict ion. probe soul. unholy compilct, grant temptation Special Qualities: Damage reduction 101+ I, SR 29, fallon celcstialqualhles, holy interdict. \.111 se II I ing aU!":1

Saves: Fon +9, Rcf+ll. WHI +10

Abilities: SIr 20,. Dcx 17. Con 13, Int 16,. \Vis 14, Cha 18

Skills: Allil'I'l{11 £:1111)allly + I (',. Bluff +8, Conccntmuon + 13, Escape A rtist +15 .. Ilide + 15 .. Knowl.cdge (any throe) + 15. Listen -14. Move Silently !-I 5. Sense I.OllvO ~"18, Spot +14

Feats: Bli.lld-Fight, Cleave.Improved Initiative. Power Attack

Climalcrr~l.·rain: Any hillel and underground Orgl111i7.ntion: Solitary

Challenge JhHing: J (i

Treasure: No coins; double goods; standard items AIi!;nrncnl: Always lawful evil

Advancement: 13-18 lID (Medium-size); 19--36 HD (Large)

This example uses a trumpct archon as Ihe base creature.

CO.lfibat

Spell-like Abilities: A I wi I l-deteCI evil, conttnua! flame, and message; 2/day- change self. clW1"1II person .. prOIf:Clioll./ivlII good; Ildayb/o.lpllemy. ("0.1111.11(111(1, dispe! good, misdirection, noudetection .. speak whhdeod. sugge.\·fiOI/. and I/I/llo/.y blif!./II. These abilities arc as the spelts cast by a 12th-level sorcerer (save DC 14·' spell brei).

Spclls: Fallen Inlln]}c1 archons can cast divine spells from the cleric lisl and from Ihe Air. Destruction, Evil, L1W, and War domains as I 4111-kvcl. clerics (save DC 12 + spell level),

Trumpet (SII): The .Iallcn archon's corrupted numpet produces music of haunting. chilling Clarity and, if'thc Fa1:lcll wills it, parnl}'7.ing fear, All crcatuecs except archons within 100 feCI oflhc blastmust succeed a.t a Fonhude save (DC 19) or be paralyzed for Id4 rounds .. The Fallen con also commend Its trumpet 10 become a +4 greatsword asa free action. If the tnnnpct is ever stolen, it becomes a chunk of useless Ictld uutil the rill1:en archon call recover it.

Fallen Celestial Qualities: AUra of'mcnace (save DC 20), magic circlet/gaill.w g(!O(I .. cIeclri.eily and petrification i1l1l'1lUnity, teleport (self plus 50 pounds only), tongues, +4 racial bonus to Fortitude saves against poison.

Eaeh Upper Plane has its own hierarchy (even the chaotic planes though Ihe particulars thcrccf'arc anyone's guess). The following outlines in very irnple terms the ccle tial hierarchy of the Seven Heavens, whose champions most frequently clash with the devils ofthc Nine Circles of Hell-and mOSI oflen fa II prey to the temptations those devils represent. SOl11e of the more notorious Fallen are also listed here.

Angellc Cht;1tS t;£ tbt S~Vt:!ti H~~'V~i1~

The celestial hierarchy is broken into three "choirs," each comprising three orders. Each order numbers from fewer than a dozen to as many as tens of thousands ofcelestials (listed here in order of most to least in fluentia I). Statistics for the following creatures can be found in the M~\1 or extrapolated from earlier ources,

F1r~t Choir

eraphim: The rnosi powerful servants of the gods of Law and Good, seraphim arc drawn from the ranks of'tbc most trustworthy and powerful alar in the rnultivcrsc, They spend most of their time facing aliter planar menaces, bUI wben not striking against the rude and the wicked, they surround the heavenly thrones of the Lords of Good, intoning sacred prayers for all eternity. .0 one know how many seraph irn exist but i I is believed that their ranks number fewer than ten.

Cherubim: Only slightly less powerful than the seraphim, the cherubim (composed entirely of planctars) hold the combined knowledge ofthc Lords of Good. More numerous than their superiors, members of this order often act as the "right-hand celestials' ofspecific lawful good gods in a sense acting as his or her conduit to other like-minded deities and their servants. Cherubim arc often sent to the Prime on such important tasks as guarding sacred artifacts, aiding in the ascension of a saint, or announcing II ncw messiah.

Thrones: Thrones have a humanlike appearance, with golden skin and gleaming metal armor. The lowest order ofthe most powerful choir, these archons nonetheless command considerable influence, for their duty is to exact the justice of the gods both in the Heavens and on the Prime. Though they are subject to the

eraphirn and cherubim, they also hold power over superiors who

hirk their duties and devotion. Thrones rule the cities of the Seven llea en ,and a arbiters of celestial justice, (hey arc the principal

ncmics of'those who fall from the grace of the gods. -

S~cottdCho1r

Dominations: AI 0 known as dominion, lords, or lordships, this order i populated by archons who resemble beautiful winged humans with glowing eyes and cccasionally animal heads. The lord. aCI as i nrermediarics bel ween the First Choir and the lesser eelestials of the Seven Heavens. This leads some to classify them

a me sengers, but in fact they play an important role in regulating the activities oflc ser archons and arc tasked with "maintaining the eel tial order,"

Virtues: When mortals imagine a celestial, they allen visualize the devas who make up the order of irtues, These cclcstials seldom appear in the even Heavens in lead acting as "field agents" for the gods, intervening in the affairs of pious mortals on the Prime, Ethereal, Astral, and even Lower Planes.

Powers: To the lowest order of'thc middle choir is entrusted the task of maintaining the borders between the Seven Heavens and the other planes, including the Prime. The powers a!. 0 are charged with guiding newly arrived lawful good souls to their rightful place in the afterlife, These archons never leave the Heavens but spend all of their days guarding the portals ofthe plane, constantly watching through divination those who would lay siege to the walls of righteous ness. Perhaps unsurprisingly, more members of this order arc listed among the Fallen (1ulTI from any other.

Principalities: The principalities, sometimes called trumpet archons, arc responsible for guiding the governments and religions of tile material world (this they accomplish primarily through answering divinations, but also by the occasional personal appearance). Thcy directly govern the bene clim, have limited jurisdiction over the lantern archons. and act as intercessors between the Heavens and the Prime. They guide the souls of the resurrected and raised back to their bodies and occasionally act as messengers and heralds for members of superior orders visiting the Prime.

Ilene Elim: When the Lords of Good draw a particularly holy martyr to the Heavens, that being often skips the lower celestial forms and ascend. directly to this order. Bene elim appear much as they did in life, save that they arc surrounded by a calming luminescence and bear two pairs of feathery wings. The bene elim act as generals in the hosts of'the Heavens in lime of war. Wilen all is at peace they are the pastors and philosophers who preach to the lantern archons or visitors from the Prime. They seldom manifest beyond the Heaven unless brought to foreign ground by the tides of battle.

Ischim: The lowest order of lawful good celestials, the ischim are sometimes called hound archons, a. a can inc head rests atop their powerful human bodies. Their duty is (0 extol the virtues of the gods and watch over the newly arrived lantern archons.

Other Ce1estja1s

Three groups of lawful good cclcstials stand outside the hierarchy. Lantern Archons: These arc little more than newly arrived souls. Lanterns await the day when they will ascend 10 the lowest ranks of the heavenly orders as ischim.

The Libramar: This is a group of seven archons, one of whom "rules" each layer of Heaven in the name of the Lords of Good. The Libramar hold more power than the throne but answer to tile seraphim and cherubim.

Archangels: No more than a handful of these extremely powerful beings exist who have been raised OUI ofthc hierarchy by the gods themselves for inscrutable purposes. Archangels are solars, planctars, deva or archons of the highest po sible aptitude. Certainly more powerful than even some gods these beings arc respected throughout the Outer Planes,

What follows is an incomplete summary of many of the important fallen cclcstials resident in the inc Circles or Hcll.

Shortly after the Lords of'Good achieved their position of'promincnee in the Upper Planes. they banded together in an act or creation Ihal resulted in the birth of the first archons, a race of servitors made from the very stuff of goodness, The. e beings were arranged in a single great hierarchy shared even by contesting good deities and ruled by the most powerful of the new celcstials,

For COilS, the archons served admirably and without fault. The Lords of Good. however soon grew tired of their rigidity. The archons they reasoned, worshiped them because they were created ro worship them, ami hence were not an accurate representation of the alue of good over evil. To prove this, the god' proposed a creature with complcrc self-will, limited by a tenninal lifclinc. The Lords presented thi new creation to their ser itor race and Slated lhat henceforth the lawful cclesrials would serve the c mortals as if they were gods.

By this act, the Lords ofGood introduced the sins or pride and envy 10 rhc archons. lblis, a powerful craph who had purged the Prime of a troublesome elder race or genies. felt betrayed in clearing the way for this new, flawed creation. lie refu cd to serve the mortal. and was cast from the Heavens to the depths 0 f He] I. With Iblis fell one-third of the angelic host. thousands of celcstials who, having lost th status of favored beings, turned their backs on the Lords ofGood and succumbed to sin. Thi event, [he Prirnogenial Rebellion is seen by many as the bi rth of con flier in the Upper Planes. It. certai n Iy had repercussions in the lower rea Ims.

Stewards of the Primogenial Rebellion

Name Former Status Serves
Amitiel Cherub Beelzebub
Ariel Throne Bdial
Beelzebub Throne Himself Notes

Archon of Truth. he opposed the creation of mortality and now burns eternally for his rebellion,

A great winged warrior with the head ora lion. Ariel once ruled the winds but now oversees the hideous tortures of the Fourth Hell,

Lord of rhc Flies, Perhaps the 1110St powerful of the Primogcnial Stewards. he 'has risen from the lower ranks or the Fallen 10

dom inatc an cnt ire Circle of Hell.

Belial Virtue Himself
Bune Principality Asmodeus
Carnivcau Power Moloch
Flauros Power Beelzebub
lblis Archangel Himself
Mercsin Ischim Beelzebub
Moloch Principality Beelzebub Formerly tasked with exacting the vengeance of the Lords or Good.

Belial now exacts vengeance by his own whims.

Convinced many archons to abandon the I leavens. and hence is roundly haled by 1110st of the Fallen.

Patron of witches. thc ghastly Carniveau often manifests at Black Sabbaths. tempting women with lusty promises of power.

A leopard-formed Fallen. often consulted in divinations regarding the Prunogcnial Rebellion.

Fonner ruler of the bene clim who refused to serve the first mortal and brought a third of al] archons into perdition.

Once a grand prince of the power of Air, Mcrcsin now controls the violent lightning storms of the Seventh Circle of Bell.

Formerly a patron of children. Moloch now welcomes the lillie ones only as sacrifices. He was once a great diabolical leader bUI now wanders the Seventh Circle as a servant of its wicked lord.

Murmur

Throne

Beelzebub

. Questions souls arrivi ng on (he Seventh Circle. cnsuri ng their dedication to order and evil. Those found wanting are doomed to the Lake of Fire.

Paimon

Domination

Asmodeus

Patron or science. Paimon grants transcendental secrets to those who appease her. She is served by her lovers. the diabolical Bebal and Abalan.

Rahbad

Seraph

Beelzebub

Lord of'rhc Lightlcss Seas and allied with evil water creatures.

Thrown down when he refused 10 order the waters to recede 10 make way for the first mortals,

Long ago, when humanity was in its earliest stages, the seraph Samyasa was templed 10 bed with the sorceress Ishrahar, who wished ihe eelestial ro reveal to her the secret names of the Lords of Good. In tile tumult that followed, Samyasa encouraged many of his fellows 10 abandon the Heavens for the earthly pleasures of the Prime. In so doing, some 200 celesuals fell victim 10 the sin of lust and were barred from returning forevermore. Many of the lenders of this divine revolt have been killed in the intervening years. What follows is a summary of those who still remain bound in I lell and barred from Heaven.

Devil Knocker Herlekiu Whiptllil Akop

Boncdreg, Quadruped Boncdrcg, Biped

Icc talker

irign Hcllwarden Painshricker Spindel" Bulugon

oulsni ITer Vicrhandcr Asakku Charnagon GladiaLrix Pain Mistress Distendcr Kere

Balan' Huntsman En forcer of Dis

CR

Devil

CR 9 10 II 11 12 12 13 13 13 13 14 14 15 15 15 16 17 17 18 18 18 20 24

y, 1 I 2 2 3

Faceless Dark phinx Magugon Oubliellc

Balan's Jacka I (gnoll)

Lei. Marqui e of the iglll A hmcde

Balan, Master of the lnfernal l lunt Mountebank (human)

Plaguclord (goblin)

Hadriel Duchess of Domination

aamah, Conrcssa ofDuplicity Furca Duke of Rhetoric Krorep, Pharoah of Axor VW111, Duke of Pleasure Nekhet, Prophet of Set

Dagon, Warden of the Stygian Depths Malgrin, Duke ofUnlife

Anraia, the Witch Queen

Jalic Squarcfoot, the Lich Fiend Ncrgal, the Fetid Prince

Bune, Duke of Eloquence

lbli .Dukc of Pride

3 3 4 4 4 5 5 5 7 7 7 7 8 8 9 9

The Complete Book of Devils and Demons Leonard R.l . A hley 1996.

Barricade Books; I 81 : 1569800774

Dictionary of Deities and Demons in the Bible Variou authors. 1995, 1999.

Eerdmans Publishing Company; [SB 0802824919

Devils, Their Ortgins Hod History

J Charles Wall, 1904, 1992,

Studio Editions. London: ISBN 1851709509

A Dictionary of Angels: Including the Fallen Angels Gu tav Davidson, 1994.

Free Press; ISB : 002907052X

A Dictionary of Gods and Goddesses. Devils and Demons Manfred Lurker, 1987.

Routledge Kegsn & Paul; ISBN: 0415039444

Encyclopedia of Hell

Miriam Van SCOll, 1998.

SI. Martin's Press; I BI : 031218574X

The History of Hell

Alice K. Turner, 1995.

Harvest Books' ISB : 0156001373

The Origin of Satan Elaine Pagels, 1996.

Viluagc Books; ISB ': 0679731180

ADoD Stjtirce~

Faces of Evil: The Fiends Colin McComb, 1997.

T R· ISO 10786906(47

The Fires of Dis SIeve Perrin. 1995.

TSR; ISO: 0786901004

Guide to Hell

Chris Pramas, ]999

Wizards of the Coast; I S8 : 07869143 J 9

Manual of the Planes

Jeff Grubb, J 987.

TSR; 1SBl 0880383992

Monster Manual

Gary Gygax, 1977. TSR; ISBN 0935696008

Monster Manual II Gary Gygax, 1983.

T R: T B 0880380314

The Nine HeUs, Parts 1 and 2 Ed Greenwood

Dragon Magazine issues 75176

Planes or Law

olin McComb and Wolfgang Gaur. 1995.

TSR; I 131 0786900938

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Coming August 2001

A d20 System Adventure

Written by Jim Bishop, Jess Lebow, and Paul Bazakas MSRP: $14.95

GRRI006

- .. ' .·.r ''": ..... -:" .•... '. '!." ... L

Freeport has never been in more danger. Infernal forces lurk in every alley and inn. Inquisitors and prophets of doom comb the streets, for the stench of evil hangs in the air. A city that is no stranger to dirty dealings and bloody

pay backs is about to get a lesson in debauchery from the pros-the minions of Hell. It's a race against time as the heroes or perhaps viIJains, of Freeport work to save themselves from the wrath of an ancient prophecy and from the hands of an infernallich lord.

Hell in Freeport is a stand-alone, 64-page adventure that provides the perfect compliment to Legions of Hell. Only high

level heroes need apply for this hazardous duty. Recommended

for characters level 8-11.

Cc.mit1g November 2001

~\lenlts of f rzcport

A d20 System Sourcebook

Written by Matt Forbeck, Hal Mangold, and Chris Pramas 'MSRP: $22.95

GRRI007

Players and gamernasters alike have been begging for more info on Freeport. The wait end in October when Secrets of Freeport blows the lid off the most larcenous city in fantasy. Game indu try veterans Matt Forbeck and Hal Mangold join Freeport creator Chris Prama for an indepth look at the people place, and politics of the city of adventure. Jam packed with info on the city the Serpent's Teeth, and the. ea lanes Secrets of Freeport provides action-packed material for any campaign. The book also includes a full color poster map of the city beautifully rendered with street-level detail. Secrets of Freeport is the must-have sourcebook of 200 j !

MSRP $14.95 US ISBN 0-9701048-4-7

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