The Creature Catalog presents: The Dukes of Hell!

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BOZ

Creature Cataloguer
Amduscias

Amduscias
Large Outsider (baatezu, evil, extraplanar, lawful)
Hit Dice: 26d8+208 (325 hp)
Initiative: +7
Speed: 30 ft (6 squares)
Armor Class: 41 (-1 size, +3 Dex, +22 natural, +7 insight), touch 19, flat- footed 38
Base Attack/Grapple: +26/+40
Attack: Slam +35 melee (1d6+10); +2 wounding dagger +33 melee (1d4+12/19-20 plus wounding); or gore +35 melee (1d8+10 plus bleeding wounds plus 1 vile); or bite +35 melee (1d8+10/19-20)
Full Attack: 2 slams +35 melee (1d6+10) and bite +37 melee (1d8+5/19-20); or +2 wounding dagger +33 melee (1d4+12/19-20 plus wounding) and +2 unholy short sword +28 melee (1d6+7/19-20 plus 2d6 vs. good foes) and bite +31 melee (1d8+5/19-20); or gore +35 melee (1d8+10 plus bleeding wounds plus 1 vile) and 2 hooves +33 melee (1d6+5); or bite +35 melee (1d8+10/19-20) and 2 claws +33 melee (1d6+5) and tail +33 melee (1d8+5 plus constrict)
Space/Reach: 10 ft/5 ft
Special Attacks: Bleeding wounds, constrict 1d8+15, fear, improved grab, rake, spell-like abilities, summon baatezu
Special Qualities: Alternate form, damage reduction 20/good and silver, darkvision 60 ft, immunity to fire and poison, regeneration 5, resistance to acid 10 and cold 10, see in darkness, SR 34, telepathy 100 ft, tongues, unnatural aura
Saves: Fort +24, Ref +19, Will +23
Abilities: Str 30, Dex 17, Con 26, Int 24, Wis 25, Cha 37
Skills: Appraise +17, Bluff +42, Concentration +18, Diplomacy +50, Disguise +42 (+44 acting), Escape Artist +8, Gather Information +33, Hide +13, Intimidate +44, Jump +25, Knowledge (arcana) +36, Knowledge (history) +27, Knowledge (nobility and royalty) +31, Knowledge (religion) +36, Knowledge (the planes) +36, Listen +20, Move Silently +13, Perform (acting) +42, Search +17, Sense Motive +38, Spellcraft +19, Spot +20, Survival +7 (+9 other planes, +9 following tracks), Use Rope +3 (+5 bindings)
Feats: Combat Expertise, Dark Speech, Improved Critical (bite), Improved Initiative, Multiattack, Negotiator, Quicken Spell-Like Ability (fire shield), Two-Weapon Fighting, Vile Natural Attack (gore)

Environment: The Nine Hells of Baator
Organization: Solitary (plus 1d6 abishai of assorted colors)
Challenge Rating: 21
Treasure: Double standard
Alignment: Lawful evil
Advancement: ---
Level Adjustment: ---

This otherwise handsome, dark-robed humanoid figure has the head of a fearsome bird of prey where a human head should be. His beak is long and curved somewhat, like that of a hummingbird’s, and his sickly green eyes stare out with confidence and malice. He deftly wields a weapon in each hand.

Amduscias is a duke in the service of Tiamat, and leads 29 companies of abishai. He is famous for his long memory, and almost as well known for his cunning strategies. He has also earned the moniker “Reconciliator of Foes,” by being a skillful actor and negotiator. Tiamat often employs him to mediate disputes between devils and dragons.

Amduscias usually appears as a 9-foot tall hawk-headed man wearing dark red or black robes, and never wears armor. He can also change into two distinct forms. He can resemble a dirty-yellow unicorn with eyes of flame, and a purple horn that causes terrible bleeding. He can bolt from a standing start, and some say that whenever horses spook or gallop uncontrollably, Amduscias has affected them. He also likes to take the form of a dire wolf with a prehensile tail like that of a serpent.

Amduscias speaks Celestial, Common, Draconic, and Infernal.

COMBAT
Amduscias prefers to fight in his wolf form. He can use all of his attacks on as many targets as he wishes. One favorite tactic is to constrict a foe with his tail and immerse the victim in water to drown, batter the victim against a rock, or use whatever advantage he can gain with the tail. In human form, he dual-wields two small weapons of his choice (such as daggers or darts), and likes to point at a victim to affect with his fear ability. One of his favored weapons is a wounding dagger that resembles the horn from his unicorn form.

An opponent can attack Amduscias’s tail with a sunder attempt as if it were a weapon. Amduscias’s tail has 15 hit points. If Amduscias is currently grappling a target with the tail, he usually uses another limb to make his attack of opportunity against the opponent making the sunder attempt. Severing Amduscias’s tail deals 7 points of damage to Amduscias.

Amduscias's natural weapons, as well as any weapons he wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Bleeding Wounds (Ex): A wound from Amduscias's gore attack continues to bleed after the injury was inflicted. Each wound bleeds for 1 point of damage per round thereafter. Multiple gore wounds result in cumulative bleeding loss (two wounds deal 2 points of damage per round, and so on). The bleeding can be stopped only by a successful DC 15 Heal check or the application of any cure spell or other healing spell (heal, mass heal, and so on).

Constrict (Ex): Amduscias deals 1d8+15 points of damage with a successful grapple check.

Fear (Su): As a swift action, Amduscias can frighten a creature within 30 feet. The affected creature must succeed on a DC 36 Will save or be frightened for 2d6 rounds. The save DC is Charisma-based.

Improved Grab (Ex): To use this ability, Amduscias must hit with his tail attack. He can then attempt to start a grapple as a free action without provoking attacks of opportunity. If he wins the grapple check, he establishes a hold and can constrict.

Rake (Ex): Wolf form only; attack bonus +33 melee, damage 1d6+5.

Spell-Like Abilities: (Caster level 20th)
At will - charm monster (DC 27), discern lies, dispel magic, faerie fire, fire shield (either version), greater teleport, locate object, produce flame, pyrotechnics, read magic, see invisibility, suggestion (DC 26), telekinesis (DC 28);
3/day - quickened fire shield (either version);
1/day - dominate monster (DC 32), symbol of stunning (DC 30).

Summon Baatezu (Sp): Twice per day, Amduscias can summon 4d6 abishai (of any color) or 2d6 erinyes automatically, or one aspect of Tiamat (see Dragon Magic page 110) with a 70% chance of success. This ability is the equivalent of an 8th-level spell (CL 20th).

Alternate Form (Su): Amduscias can shift between his humanoid, unicorn, and wolf forms as a standard action. In humanoid form, he cannot use his bleeding wounds, constrict, improved grab, or rake abilities, but he can use his slams and bite attack and can use weapons.

In unicorn form, he cannot use his constrict, improved grab, or rake abilities or make slam, bite, or weapon attacks, but he can use his horn and hoof attacks, his speed is 60 feet (12 squares), and he can use his bolt ability.

In wolf form he cannot use his bleeding wounds ability, make slam attacks or use weapons, but he can use his constrict, improved grab, and rake abilities, his speed is 50 feet (10 squares), and he gains low-light vision, scent, and a +4 racial bonus on Survival checks when tracking by scent.

Amduscias remains in one form until he chooses to assume a new one. A change in form cannot be dispelled, nor does Amduscias revert to any particular form when killed. A true seeing spell reveals all forms simultaneously.

Bolt (Ex): When in his unicorn form, Amduscias can run as a move action, rather than a full-round action.

Regeneration (Ex): Good weapons, and spells and effects with the good descriptor, deal normal damage to Amduscias. If Amduscias loses a limb or body part, the lost portion regrows in 1d6 minutes. Amduscias can reaattach the severed member instantly by holding it to the stump.

See in Darkness (Su): All baatezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Tongues (Su): Amduscias can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of Amduscias at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

Originally found in Dragon Magazine #75 ("The Nine Hells Part I," July 1983, Ed Greenwood).
 
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BOZ

Creature Cataloguer
Malphas

Malphas
Medium Outsider (baatezu, evil, extraplanar, lawful)
Hit Dice: 25d8+175 (287 hp)
Initiative: +10
Speed: 30 ft (6 squares)
Armor Class: 42 (+10 Dex, +11 natural, +7 insight, +4 deflection), touch 31, flat- footed 32
Base Attack/Grapple: +25/+34
Attack: +2 cold iron keen unholy heavy pick +36 melee (1d6+11/19-20/x4)
Full Attack: +2 cold iron keen unholy heavy pick +36/+31/+26/+21 melee (1d6+11/19-20/x4); or 2 claws +34 melee (1d6+9) and bite +29 melee (1d8+4)
Space/Reach: 5 ft/5 ft
Special Attacks: Fear touch, flaming weapons, spell-like abilities, summon baatezu, summon ravens
Special Qualities: Alternate form, damage reduction 20/good and silver, darkvision 60 ft, immunity to fire and poison, infernal fortress, regeneration 5, resistance to acid 10 and cold 10, see in darkness, spell resistance 34, telepathy 100 ft
Saves: Fort +25, Ref +28, Will +25
Abilities: Str 28, Dex 31, Con 24, Int 24, Wis 24, Cha 35
Skills: Appraise +27, Balance +12, Bluff +40, Concentration +23, Diplomacy +48, Disguise +40 (+44 acting), Escape Artist +22, Gather Information +40, Hide +26, Intimidate +44, Jump +11, Knowledge (arcana) +27, Knowledge (religion) +27, Knowledge (the planes) +27, Listen +35, Move Silently +26, Search +23, Sense Motive +35, Spellcraft +29, Spot +35, Survival +7 (+9 other planes, +9 tracking), Tumble +30, Use Rope +10 (+12 bindings)
Feats: Ability Focus (fear touch), Combat Expertise, Combat Reflexes, Dark Speech, Dodge, Improved Feint, Mobility, Power Attack, Spring Attack

Environment: The Nine Hells of Baator
Organization: Solitary or troupe (Malphas and 1–6 abishai of various colors)
Challenge Rating: 21
Treasure: Double standard, plus gemrobes of the Dark Duke and +2 cold iron keen unholy heavy pick
Alignment: Lawful evil
Advancement: ---
Level Adjustment: ---

This dark-complexioned man is dressed all in black velvet, studded with large gems. His deep voice commands authority, and something sinister lurks behind his sly grin.

Malphas is a duke in the service of Tiamat, and leads 40 companies of abishai. With his fellow duke Amduscias and the pit fiend Goap, he also serves as a go-between to the lord of Avernus, Bel. Malphas is particularly adept at deception, especially when using his detect thoughts and tongues spell-like abilities.

The three devils are often found patrolling Avernus and enforcing Tiamat’s will. They have no permanent encampments of fortresses (although Malphas as the ability to create a temporary fortress), but maintain a commonly-held system of guarded “safe” caves for their forces to rest and gather. These three devils are also tasked with the responsibility of keeping the outcast dukes, or “rabble of devilkin” in line.

Malphas usually appears as a 7-foot tall humanoid, but can also assume the form of a great, crow-like black bird.

Malphas speaks Celestial, Common, Draconic, and Infernal.

COMBAT
Malphas usually fights in human form, preferring to wield various weapons and use his spell-like abilities. He does not wear armor, being more concerned with his well-dressed appearance.

Malphas's natural weapons, as well as any weapons he wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Fear Touch (Su): On a successful touch attack, a creature must succeed on a DC 36 Will save or be affected as if by a fear spell (caster level 20). The save DC is Charisma-based.

Flaming Weapons (Su): As a swift action, Malphas can cause a weapon he touches to become sheathed in fire; this fire does not harm the wielder. The effect remains for 10 rounds. The weapon deals an extra 3d6 points of fire damage on a successful hit. The weapon also explodes with flame upon striking a successful critical hit, dealing an extra 6d6 points of fire damage instead of the normal fire damage. If the weapon’s critical multiplier is x3, add an extra 9d6 points of fire damage instead, and if the multiplier is x4, add an extra 12d6 points of fire damage instead. Bows, crossbows, and slings with this effect bestow the fire energy upon their ammunition.

Spell-Like Abilities: (Caster level 20th)
At will - bestow curse (DC 26), charm monster (DC 26), detect thoughts (DC 24), dispel magic, flame arrow, greater teleport, locate creature, produce flame, pyrotechnics, read magic, remove curse, see invisibility, suggestion (DC 25), tongues
1/day – dominate person (DC 27), moment of prescience, symbol of pain (DC 27), unholy aura.

Summon Baatezu (Sp): Twice per day, Malphas can summon 3d6 abishai (of any color) or 2d4 malebranche automatically. This ability is the equivalent of a 9th-level spell (CL 20th).

Summon Ravens (Sp): Twice per day, Malphas can summon 1d6 fiendish giant ravens (use stats for fiendish giant eagles) or 2d6 fiendish raven swarms (use stats for fiendish bat swarms) automatically. This ability is the equivalent of a 5th-level spell. (CL 20th).

Alternate Form (Su): Malphas can shift between his humanoid and bird forms as a standard action. In bird form, he gains a fly speed of 80 feet per round (average) and can make claw and bite attacks, but cannot wield weapons.

Malphas remains in one form until he chooses to assume a new one. A change in form cannot be dispelled, nor does Malphas revert to any particular form when killed. A true seeing spell reveals both forms simultaneously.

Infernal Fortress (Su): Malphas can cause a hellish tower of Baatorian green steel to come into being as a standard action. This tower is 20 feet square and 30 feet high, with arrow slits on all sides and a crenellated battlement atop it. The metal walls extend 10 feet into the ground, rooting it to the spot and preventing it from being tipped over. The fortress has a small door that opens for anyone.

The walls of the infernal fortress have 100 hit points and hardness 12.

The fortress springs up in just 1 round, with the door facing Malphas. People and creatures nearby (except Malphas) must be careful not to be caught by the fortress’s sudden growth. Anyone so caught takes 10d10 points of damage (Reflex DC 34 half). The save DC is Charisma-based.

The infernal fortress lasts for 1 hour, or until Malphas dismisses the fortress as a standard action. Any beings inside the fortress when it disappears are expelled harmlessly.

Regeneration (Ex): Good weapons, and spells and effects with the good descriptor, deal normal damage to Malphas. If Malphas loses a limb or body part, the lost portion regrows in 1d6 minutes. Malphas can reaattach the severed member instantly by holding it to the stump.

See in Darkness (Su): All baatezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Gemrobes of the Dark Duke: Malphas’s black velvet robes are studded with 333 gems of considerable value. The robe grants a +4 resistance bonus to saving throws and a +4 deflection bonus to AC.

Malphas can also activate any gem on his robe as a standard action by touching it. The robe can be used in this way up to 9 times per day to activate any of the 333 gems. Each gem has a separate, individual function which should be determined by the DM.

Many of the gems can be used to cast a spell much like a reusable scroll, at caster level 20. Some of the gems function like ioun stones, for 9 rounds. Some function similarly to a metamagic rod for 9 rounds, enhancing any spell-like ability Malphas uses rather than spells. The gems can have any of a variety of different effects, such as granting incorporeality, allowing Malphas to make sneak attacks, providing bonuses on skill checks, or anything the DM can imagine.

Originally found in Dragon Magazine #75 ("The Nine Hells Part I," July 1983, Ed Greenwood).
 
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Shade

Monster Junkie
Nergal
Large Outsider (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice: 28d8+252 (378 hp)
Initiative: +10
Speed: 50 ft (10 squares), fly 30 ft. (average)
Armor Class: 44 (-1 size, +6 Dex, +22 natural, +7 insight), touch 22, flat- footed 38
Base Attack/Grapple: +28/+46
Attack: Bite +41 melee (2d6+14/19-20 plus 1 vile and disease)
Full Attack: Bite +41 melee (2d6+14/19-20 plus 1 vile and disease) and 2 claws +36 melee (1d8+7 plus cowering touch)
Space/Reach: 10 ft./10 ft.
Special Attacks: Acid sheath, cowering touch, disease, poison, spell-like abilities
Special Qualities: Damage reduction 20/good and silver, darkvision 60 ft, immunity to fire and poison, regeneration 5, resistance to acid 10 and cold 10, see in darkness, spell resistance 35, telepathy 100 ft., tongues
Saves: Fort +25, Ref +22, Will +23
Abilities: Str 38, Dex 22, Con 29, Int 24, Wis 24, Cha 30
Skills: Appraise +28, Balance +10, Bluff +41, Concentration +30, Diplomacy +53, Disguise +41 (+45 acting), Gather Information +30, Intimidate +45, Jump +49, Knowledge (arcana) +27, Knowledge (history) +38, Knowledge (nobility and royalty) +38, Knowledge (religion) +27, Knowledge (the planes) +38, Listen +27, Search +20, Sense Motive +38, Spot +27, Survival +7 (+9 following tracks, +11 on other planes), Tumble +41
Feats: Combat Reflexes, Dark Speech, Dire Charge, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Power Attack, Quicken Spell-Like Ability (pyrotechnics), Vile Natural Attack (bite), Violate Spell-Like Ability (delayed blast fireball)
Environment: The Nine Hells of Baator
Organization: Solitary
Challenge Rating: 22
Treasure: Double standard, plus darkskull and ring of freedom of movement
Alignment: Lawful evil
Advancement: -
Level Adjustment: -

This vile entity resembles a nine-foot-long winged toad with the head of a lion. Its warty skin is mottled pinkish-grey, continuously oozing a clear, colorless ichor.

The most powerful of the "rabble of devilkin", Nergal is sometimes known as "The Bringer of Pestilence and Fever". He currently resides upon Avernus, where he was banished by the archdevils, endlessly plotting and gathering resources to gain entry into the upper circle of Hell's hierarchy.

Nergal has no permanent lair, but keeps concealed caches of wealth and magic items scattered about Avernus. He uses this treasure to bargain with others, and the magic items are often used to increase his already potent powers.

Nergal often masquerades as a human horribly misfigured by diabolic magic, appealing to the mercy of planar travelers in order to gain their trust. He then leads them into a trap, stealing anything of value and tormenting them for information he may later use to his gain.

Nergal is 9 feet tall and weighs 800 pounds.

Nergal speaks Celestial, Common, Draconic, and Infernal.

COMBAT

Nergal is warlike, quick to attack those who defy him or bully injured or weaker creatures.

Nergal's natural weapons, as well as any weapons he wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Acid Sheath (Su): Nergal's skin is covered with sores which continually ooze a clear, colorless ichor. This forms a fluid sheath of acid that does not harm Nergal. Any creature striking Nergal deals normal damage, but at the same time the attacker takes 30 points of acid damage. Reach weapons, such as longspears, do not endanger their users in this way. The acid sheath does not protect Nergal against other attack forms, such as fire. If Nergal is grappling, other creatures in the grapple take acid damage once per round at the beginning of their turn. Additionally, any spell Nergal casts with the acid descriptor deals an extra 1 point of damage per die.

Cowering Touch (Su): If Nergal hits with a claw attack, the victim must succeed on a DC 34 Will saving throw or cower for 1d4 rounds. The save DC is Charisma-based.

Disease (Ex): Devil chills—bite, Fortitude DC 33, incubation period 1d4 days, damage 1d4 Strength. The victim must make three successful Fortitude saving throws in a row to recover from devil chills. The save DC is Constitution-based.

Poison (Ex): Creatures hitting Nergal with natural weapons or unarmed attacks are subject to his poison. Contact, Fortitude DC 33, initial damage 1d6 Con, secondary damage death. The save DC is Constitution-based.

Regeneration (Ex): Good weapons, and spells and effects with the good descriptor, deal normal damage to Nergal. If Nergal loses a limb or body part, the lost portion regrows in 1d6 minutes. Nergal can reaattach the severed member instantly by holding it to the stump.

See in Darkness (Su): All baatezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Spell-Like Abilities: Always active—true seeing; at will—baleful polymorph (DC 25), continual flame, darkness, delayed blast fireball (DC 27), detect magic, greater dispel magic, greater teleport, hellfire storm**, produce flame, pyrotechnics (DC 22), read magic, regenerate, scrying (DC 24), shapechange, silence (DC 22); 3/day—destruction (DC 27), mindrape (DC 29)*, quickened pyrotechnics (DC 22), violated delayed blast fireball (DC 27); 1/day—contingency, dimensional anchor. Caster level 25th. The save DCs are Charisma-based.

*This spell appears in Book of Vile Darkness.
**This spell appears in Fiendish Codex II.

Tongues (Su): Nergal can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

Originally found in Dragon Magazine #75 ("The Nine Hells Part I," July 1983, Ed Greenwood).
 
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