The Gates of Hell: The Arch-Devils!

The Serge

First Post
The Gates of Hell continue to gape!

Much was risked in pursuit of their secrets, but uncovered them we have! Pit fiends rally at their call. Dukes of Hell obey their commands. Demigods tremble in their wake. Even the Lords of the Nine treat them with caution for these are but one step removed from so dark a station. Although many are outcasts from the Stinking Pit of Perdition, still they serve the will of Hell, spreading misery and tyranny whereever their interests tread. They are the Arch-Devils!

Finally, 12 Arch-Devils stand fully revealed, prepared to do all they can to drag entire pantheons into depravity. Languish under the dark beauty of Her Infernal Highness, Glasya the Princess of Hell, and the smoldering sensuality of the Lady of the Fourth, Fierana. Witness the cold, undead majesty of His Infernal Highness, Lixer the Prince of Hell, and the time-warping might of Merorem the Darkwind. Beg for succor from Semyaza, the Seduder of Hell, and melt under the envenomed words of Sammael, the sinister Poison of Perdition. Behold and pay homage to the awesome might of Eblis, monstrous Nemesis of the Heavens!

Can you withstand the glare of the ancient power that waits patiently in the Nine Hells of Perdition, ready to overwhelm you and the Cosmos you hold dear? Look into The Gates of Hell and find out!
 
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Converted these for my game from the Creature Catalog last year.

Bael (Duke of Hell)
Large Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 36d8+180 (342 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 50 ft (10 squares)
AC: 49 (+8 Armor, +2 Dex, +7 Insight, +23 Natural, -1 Size) touch 18, flat-footed 47
Base Attack/Grapple/Ranged Touch: +36/+47/+37
Attack: +3 extending cold iron morningstar +46 melee (2d6+10 [19-20/x2] or 2d6+13 [reach]); or gore +42 melee (1d8+7)
Full Attack: +3 extending cold iron morningstar +46/+39/+34/+29 melee (2d6+10 [19-20/x2] or 2d6+13 [reach]) and gore +42 (1d8+7)
Space/Reach: 10 ft./10 ft. (15 ft. with +3 extending morning star)
Special Attacks: Fear aura, powerful charge, spell-like abilities, summon devil
Special Qualities: Damage reduction 15/epic and good and silver, darkvision 60 ft., immunity to fire and poison, resistance to acid 20 and cold 20, regeneration 9, see in darkness, spell resistance 36, telepathy 100 ft.
Saves: Fort +25, Ref +22, Will +25
Abilities: Str 25, Dex 15, Con 21, Int 20, Wis 20, Cha 16
Skills: Bluff +42, Concentration +44, Gather Information +42, Intimidate +44, Jump +46, Knowledge (arcana) +44, Knowledge (the planes) +44, Listen +44, Search +44, Sense Motive +44, Spellcraft +46, Spot +44, Use Rope +41
Feats: Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Critical (morningstar), Improved Initiative, Improved Trip (+15 check modifier), Power Attack, Quicken Spell-like Ability (greater invisibility), Weapon Focus (morningstar)
Epic Feats: Overwhelming Critical (morningstar)
Challenge Rating: 24
Alignment: Lawful evil
“This powerfully muscled creature is an incredibly tall golden-skinned diabolical humanoid. His bull-like head features large round eyes, a long broad pierced nose, and protruding ears. He has forward curling horns that darken from gold to black at the end. He is wearing battered bronze-colored (+3) chainmail. He is wielding an unusually long (cold) iron morningstar.”
Bael’s natural weapons, as well as any weapons he wields, are treated as epic, evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Fear Aura (Su): As a free action, 20-foot radius, Will save (DC 31) negates, as a fear spell cast by a 20th-level sorcerer. If the save is successful, that creature cannot be affected again by Bael’s fear aura for one day. The save DC is Charisma-based.
Powerful Charge (Ex): Bael typically begins a battle by charging at an opponent, lowering his head to bring his mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows him to make a single gore attack with a +40 attack bonus that deals 4d6+14 points of damage.
Regeneration (Ex): Bael takes normal damage from epic good-aligned silvered weapons, and from spells or effects with the good descriptor.
Spell-Like Abilities: At will—animate dead, blasphemy (DC 20), comprehend languages, desecrate, detect good, detect magic, greater dispel magic, greater invisibility (DC 17), greater teleport (self plus 50 pounds of objects only), inflict serious wounds (DC 16), magic circle against good (DC 16), mass charm monster (DC 17), mass hold monster (DC 22), mass suggestion (DC 19), persistant image (DC 18), polymorph, power word stun, produce flame, pyrotechnics (DC 15), see invisibility, symbol (fear, pain, persuasion, or sleep; DC varies), unhallow, unholy aura (DC 21), and wind walk.
2/day—shapechange. 1/day—meteor swarm (DC 22), symbol (death, insanity, stunning, or weakness; DC varies), and wish (DC 22). Caster level 20th. The save DCs are Charisma-based.
Summon Devil (Sp): Twice per day, Bael can automatically summon four hamatulas, two lemures or barbazu, or one erinyes, osyluth, cornugon, or pit fiend.

Caarcrinolaas (Duke of Hell)
Medium-Size Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 34d8+340 (493 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40 ft (8 squares), fly 60 ft (good)
AC: 47 (+5 Armor, +3 Dex, +6 Insight, +23 Natural) touch 19, flat-footed 44
Base Attack/Grapple/Ranged Touch: +34/+42/+37
Attack: +3 cold iron scythe +46 melee (2d4+15 [19-20/x4]); or fear touch +42 melee (fear); or horn +42 melee (1d8+8)
Full Attack: +3 cold iron scythe +46/+41/+36/+31 melee (2d4+15 [19-20/x4]); or fear touch +42/+37/+32/+27 melee (fear); or horn +42 melee (1d8+8)
Space/Reach: 5 ft/5 ft
Special Attacks: Fear touch, psionics, smite, spell-like abilities, summon devil
Special Qualities: Collar of heavy fortification, damage reduction 15/epic and good and silver, darkvision 60 ft., immunity to fire and poison, resistance to acid 20 and cold 20, regeneration 8, see in darkness, spell resistance 35, telepathy 100 ft.
Saves: Fort +29, Ref +22, Will +28
Abilities: Str 27, Dex 17, Con 31, Int 26, Wis 28, Cha 28
Skills: Bluff +46, Climb +41, Concentration +47, Diplomacy +50, Disguise +46 (+48 acting), Gather Information +46, Intimidate +48, Knowledge (arcana) +45, Knowledge (religion) +45, Knowledge (the planes) +45, Listen +46, Move Silently +40, Search +45, Sense Motive +46, Spellcraft +47, Spot +46
Feats: Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Great Cleave, Improved Critical (scythe), Improved Initiative, Improved Trip, Power Attack, Quicken Spell-like Ability (flesh to stone), Weapon Focus (scythe)
Epic Feats: Overwhelming Critical (scythe)
Challenge Rating: 23
Alignment: Lawful evil
“This inhuman creature is a powerfully built gray-brown furry diabolical humanoid with a dog’s head and radiant yellow eyes. He has scarlet bat-like wings and upright, scarlet horns. His filthy hooves are black and his writhing forked tail is scarlet. In the center of his bony brow is a third horn. Taller than the other two, it stands straight up. He is wearing (masterwork) chainmail and an (cold) iron collar (of heavy fortification). He is wielding an (cold) iron scythe.”
Caarcrinolaas’s natural weapons, as well as any weapons he wields, are treated as epic, evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Fear Touch (Su): Touch; Will save (DC 36) or fear (as a fear spell cast by a 20th-level sorcerer). If the save is successful, that creature cannot be affected again by Caarcrinolas’ fear touch for one day. The save DC is Charisma-based.
Psionics (Sp): At will—astral projection, deeper darkness, detect evil, detect law, levitate, and mass hold monster (DC 28). Caster level 20th. The save DCs are Charisma-based.
Regeneration (Ex): Caarcrinolaas takes normal damage from epic good-aligned silvered weapons, and from spells or effects with the good descriptor.
Smite (Su): Three times per day Caarcrinolaas can create a nimbus of unholy light. When he triggers the ability, black and white beams play around his horn. One round later they burst in a 60-foot radius. Any creature within this area must succeed on a DC 36 Will save or be dazed for 1d10 rounds as visions of its worst fears hound it. The creature receives its full Dexterity and shield bonuses to AC if attacked but can take no actions. Other devils are immune to this effect. The save DC is Charisma-based.
Spell-Like Abilities: At will—animate dead, blasphemy (DC 26), comprehend languages, desecrate, detect good, detect magic, fire shield, greater dispel magic, greater invisibility (DC 23), greater teleport (self plus 50 pounds of objects only), magic circle against good (DC 22), mass charm monster (DC 23), mass suggestion (DC 25), persistant image (DC 24), polymorph, power word stun, produce flame, pyrotechnics (DC 21), see invisibility, symbol (fear, pain, persuasion, or sleep; DC varies), unhallow, and unholy aura (DC 27). 2/day—flesh to stone (DC 27). 1/day—circle of death (DC 27), meteor swarm (DC 28), symbol (death, insanity, stunning, or weakness; DC varies) and wish (DC 28). Caster level 20th. The save DCs are Charisma-based.
Summon Devil (Sp): Three times per day, Caarcrinolaas can automatically summon 3 lemures, hamatulas, barbazu, or 2 erinyes, osyluths, or cornugons, or one pit fiend.

Focalor (Seneschal of Mammon)
Medium-Size Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 40d8+440 (620 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40 ft (8 squares), fly 60 ft (good)
AC: 49 (+3 Dex, +8 Insight, +5 Luck, +23 Natural) touch 26, flat-footed 46
Base Attack/Grapple/Ranged Touch: +40/+47/+43
Attack: Focalor’s staff +5 staff +53 melee (1d6+15); or masterwork cold iron spiked gauntlet +48 melee (1d4+7)
Full Attack: Focalor’s staff +5 staff +53/+48/+43/+38 melee (1d6+15); or masterwork cold iron spiked gauntlet +48/+43/+38/+43 melee (1d4+7)
Space/Reach: 5 ft/5 ft
Special Attacks: Breath weapon, psionics, spell-like abilities, summon devil
Special Qualities: Damage reduction 15/epic and good and silver, darkvision 60 ft., immunity to fire and poison, resistance to acid 20 and cold 20, regeneration 10, see in darkness, spell resistance 37, telepathy 100 ft.
Saves: Fort +38, Ref +30, Will +36
Abilities: Str 25, Dex 17, Con 33, Int 28, Wis 28, Cha 28
Skills: Bluff +52, Concentration +54, Diplomacy +56, Disguise +52 (+54 acting), Gather Information +52, Intimidate +54, Knowledge (arcana) +52, Knowledge (architecture and engineering) +52, Knowledge (religion) +52, Knowledge (the planes) +52, Listen +52, Move Silently +46, Search +52, Sense Motive +52, Spellcraft +54, Spot +52, Swim +50
Feats: Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Craft Staff, Great Cleave, Improved Disarm, Improved Initiative, Improved Trip, Power Attack, Quicken Spell-like Ability (bestow curse), Weapon Focus (spiked guantlet), Weapon Focus (staff)
Epic Feats: Tenacious Magic (unholy aura)
Challenge Rating: 25
Alignment: Lawful evil
“This composed creature appears human—a thin, bearded, and middle-aged bureaucrat or sage with authority and grave concerns—until he unfurls his angelic feathered wings from his flowing robes and reveals his brown cloven hooves. He wears an (masterwork cold) iron spiked gauntlet on his right hand. He is wielding a black quarterstaff covered with small glowing red meteoric rocks.”
Focalor’s natural weapons, as well as any weapons he wields, are treated as epic, evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Breath Weapon (Su): Cone of fear, 60 feet long, once per round; Will save (DC 41) negates, as a fear spell cast by a 20th-level sorcerer. If the save is successful, that creature cannot be affected again by Focalor’s breath weapon for one day. The save DC is Charisma-based.
Focalor’s Staff: This +5 quarterstaff is black and covered with small glowing red meteoric rocks. It allows the use of the following spells:
• Meteor Swarm (1 charge)
• Bestow Curse (quickened) (1 charge)
• Blink (1 charge)
• Blindness/Deafness (1 charge)
The wielder of Focalor’s staff gains a +5 luck bonus to AC and saving throws (included in the stats above). The wielder of the staff may use it to smite opponents. If I charge is expended (as a free action), the staff causes double damage (x3 on critical hit) for 1 round. Strong varied; CL: 20th; Weight 4 lbs.
Psionics (Sp): At will—astral projection, deeper darkness, detect evil, detect law, dispel good (DC 24), levitate, and protection from good (DC 20). Caster level 20th. The save DCs are Charisma-based.
Regeneration (Ex): Focalor takes normal damage from epic good-aligned silvered weapons, and from spells or effects with the good descriptor.
Spell-Like Abilities: At will—animate dead, blasphemy (DC 26), comprehend languages, control weather, desecrate, detect good, detect magic, greater dispel magic, greater invisibility (DC 23), greater teleport (self plus 50 pounds of objects only), gust of wind (DC 21), lightning bolt (DC 22), magic circle against good (DC 22), mass charm monster (DC 23), mass hold monster (DC 28), mass suggestion (DC 25), passwall, persistant image (DC 24), polymorph, power word stun, produce flame, pyrotechnics (DC 21), see invisibility, symbol (death, fear, insanity, pain, persuasion, sleep, stunning, or weakness; DC varies), tongues (DC 22), unhallow, unholy aura (DC 27), and water breathing (DC 22). 4/day—bestow curse (DC 23), blink, and remove curse (DC 23). 1/day—blindness/deafness (DC 21), meteor swarm (DC 28) and wish (DC 28). Caster level 20th. The save DCs are Charisma-based.
Summon Devil (Sp): Three times per day, Focalor can automatically summon three lemures, osyluths, or barbazu, or two erinyes, hamatulas, or cornugons, or one pit fiend.

Glasya, Princess of Corruption (Princess of Hell)
Large Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 18d8+90 plus 6d6+30 (222 hp)
Initiative: +10
Speed: 50 ft (10 squares), fly 60 ft (average)
AC: 43 (+5 Armor, +10 Dex, +4 Insight, +15 Natural, -1 Size), touch 23, flat-footed 33
Base Attack/Grapple/Ranged Touch: +22/+32/+31
Attack: +3 speed cold iron short sword +34 melee (1d8+9 [19-20/x2] plus dragon bile poison)
Full Attack: +3 speed cold iron short sword +34/+34/+29/+24/+19 melee (1d8+9 [19-20/x2] plus dragon bile poison)
Space/Reach: 10 ft/10 ft
Special Attacks: Gaes, mark of justice, sneak attack +9d6, spell-like abilities, suggestion, summon devil
Special Qualities: Alternate form, damage reduction 15/good and silver, darkvision 60 ft., fiend’s favor, fiendish graft, grant wish, immunity to fire and poison, major creation, mind shielding, resistance to acid 20 and cold 20, regeneration 6, see in darkness, soul bargain, SR 33, telepathy 100 ft
Saves: Fort +21, Ref +26, Will +21
Abilities: Str 23, Dex 31, Con 21, Int 20, Wis 20, Cha 26
Skills: Bluff +35, Concentration +26, Diplomacy +39, Disguise +35 (+37 acting), Hide +31, Intimidate +31, Knowledge (arcana) +20, Knowledge (nobility and royalty) +20, Knowledge (religion) +26, Knowledge (the planes) +20, Listen +21, Move Silently +31, Search +26, Sense Motive +23, Spellcraft +28, Spot +21
Feats: Alertness, Combat Expertise, Combat Reflexes, Dodge, Improved Feint, Mobility, Spring Attack, Weapon Finesse
Epic Feats: Tenacious Magic (greater invisibility)
Challenge Rating: 21
Alignment: Lawful evil
“This seductive creature is an superbly gorgeous diabolical female with coppery skin and emerald eyes. Large bat-like wings protrude from her shoulders, and two small horns sit above her eyes. She is wearing beautiful silk lingerie. She is wielding a short sword dripping wet with foul fluid.”
Glasya’s natural weapons, as well as any weapons she wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Alternate Form (Su): Glasya can assume any humanoid form of Small to Large size as a standard action. This ability is similar to the polymorph spell but allows only humanoid forms. While using this ability, she gains a +10 circumstance bonus on Disguise checks.
Dragon Bile Poison (Ex): Contact, Fort DC 26, initial damage 3d6 Str, secondary damage 0.
Fear Aura (Su): As a free action, 30-foot radius, Will save (DC 27) negates, as a fear spell cast by a 20th-level sorcerer. If the save is successful, that creature cannot be affected again by Glasya’s fear aura for one day. The save DC is Charisma-based.
Fiend’s Favor (Su): Once per day, Glasya can grant a touched creature a +3 bonus to one of the creature’s ability scores. This bonus stacks with any other bonus the creature may already have and lasts for one day. When the effect expires, the creature takes a –3 penalty to the same ability score for the next day. Another application of fiend’s favor not only negates the penalty, but restores the full bonus.
Fiendish Graft (Su): Once per month, Glasya can bestow a fiendish graft or symbiont on a willing mortal.
Geas (Sp): Glasya can use geas/quest once per day.
Grant Wish (Sp): Glasya can grant a wish to a mortal (not an elemental, outsider, or nonliving creature) once per day. Using this ability costs her experience points as if she were casting a wish spell.
Major Creation (Sp): Glasya can use major creation three times per day. Caster level 6th.
Mark of Justice (Sp): Glasya can use mark of justice once per day to cement a good person’s descent into evil. Once her victim is living an immoral life, she uses mark of justice to ensure that he does not return to his old ways or seek atonement. She generally hides her mark in a location that is not obvious.
Mind Shielding (Su): Glasya is completely immune to detect thoughts, discern lies, and any attempt to magically discern her alignment.
Regeneration (Ex): Glasya takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.
Sneak Attack: Glasya can make sneak attacks as a 18th-level rogue.
Soul Bargain (Su): Glasya can enter a binding agreement with a mortal, at the cost of the mortal’s soul. The mortal victim must enter into the soul bargain willingly. Upon the mortal’s death (by any means), his soul is transferred to a gem (prepared as with the soul bind spell when the bargain is forged), even if the gem and the mortal are not on the same plane at the time. The bargain requires 1 hour to complete, and it is utterly inviolable once forged. The only way to escape a soul bargain is to recover the gem after the mortal’s death and break it, freeing his soul and allowing him to be restored to life through the normal means.
Spell-Like Abilities: At will—animate dead, blasphemy (DC 25), create undead, desecrate, detect good, detect magic, greater dispel magic, greater invisibility (DC 22), greater teleport (self plus 50 pounds of objects only), magic circle against good (DC 21), mass charm monster (DC 22), mass hold monster (DC 27), mass suggestion (DC 24), persistant image (DC 24), polymorph, power word stun, produce flame, pyrotechnics (DC 20), symbol (fear, pain, persuasion, or sleep; DC varies), true seeing (DC 24), unhallow, unholy aura (DC 26) and wall of fire. 1/day—finger of death (DC 25), and limited wish (DC 25). Caster level 20th. The save DCs are Charisma-based.
Suggestion (Sp): Glasya can use suggestion (caster level 6th; save DC 21) three times per day. A target that is currently under the influence of Glasya’s mass charm monster takes a –2 penalty on the saving throw. Caster level 6th. The save DC is Charisma-based.
Summon Devil (Sp): Three times per day, Glasya can automatically summon 1d4 erinyes, or she can attempt to summon Rornar (75% chance of success).
Temptation (Su): Glasya can offer good creatures the opportunity to change their alignment to evil. This works like the redemption or temptation function of the atonement spell, and she can use this ability whenever the opportunity arises.
Possessions: +3 speed cold iron short sword, moon bracers +5.

Mammon (Arch-Devil)
Huge Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 46d8+598 (805 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 30 ft (6 squares), fly 60 ft (average)
AC: 51 (+4 Dex, +9 Insight, +5 Luck, +25 Natural, -2 Size) touch 26, flat-footed 47
Base Attack/Grapple/Ranged Touch: +46/+66/+48
Attack: Mammon’s longspear +5 unholy wounding cold iron longspear +62 melee (3d6+23 [19-20/x2]); or slam +56 melee (3d8+12)
Full Attack: Mammon’s longspear +5 unholy wounding cold iron longspear +62/+57/+52/+47 melee (3d6+23 [19-20/x2]); or 2 slams +46 melee (3d8+12), bite +44 melee (4d8+6), and tail slap +44 (3d8+6)
Space/Reach: 15 ft/10 ft (15 ft with +5 unholy wounding cold iron longspear)
Special Attacks: Fear gaze, improved grab, constrict 3d8+24, spell-like abilities, spells, summon devil, touch of greed
Special Qualities: Damage reduction 15/epic and good and silver, darkvision 60 ft., immunity to fire and poison, resistance to acid 20, cold 20 and sonic 10, regeneration 11, see in darkness, spell resistance 41, telepathy 100 ft.
Saves: Fort +44, Ref +35, Will +41
Abilities: Str 35, Dex 18, Con 37, Int 30, Wis 30, Cha 28
Skills: Balance +55, Bluff +58, Concentration +62, Diplomacy +64, Gather Information +58, Intimidate +60, Jump +63, Knowledge (arcana) +59, Knowledge (nobility and royalty) +59, Knowledge (religion) +59, Knowledge (the planes) +59, Listen +59, Move Silently +48, Search +59, Sense Motive +59, Spellcraft +61, Spot +59, Tumble +55
Feats: Blind-Fight, Cleave, Combat Casting, Combat Reflexes, Dodge, Great Cleave, Improved Critical (longspear), Improved Initiative, Improved Sunder, Mobility, Multiattack, Power Attack, Quicken Spell-like Ability (greater dispel magic), Weapon Focus (longspear)
Epic Feats: Armor Skin, Energy Resistance (sonic)
Challenge Rating: 29
Alignment: Lawful evil
“This decadent creature looks like a huge golden serpent with a muscular humanoid torso, sporting two large arms, two scaled wings that gleam like rubies, and a massive humanoid head. His mouth has pointed teeth and two large snake fangs. He is wielding an (iron) longspear.”
Mammon’s natural weapons, as well as any weapons he wields, are treated as epic, evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Constrict (Ex): Mammon deals 3d8+24 points of damage with a successful grapple check.
Fear Gaze (Su): Gaze, 30 feet; Will save (DC 42) negates, as a fear spell cast by a 20th-level sorcerer. If the save is successful, that creature cannot be affected again by Mammon’s fear gaze for one day. The save DC is Charisma-based.
Improved Grab (Ex): To use this ability, Mammon must hit with his tail slap attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and can constrict.
Mammon’s Longspear: The wielder of Mammon’s longspear gains a +5 luck bonus to AC and saving throws (included in the stats above).
Psionics (Sp): At will—astral projection, deeper darkness, detect evil, detect law, dispel good (DC 24) and levitate. Caster level 20th. The save DCs are Charisma-based.
Regeneration (Ex): Mammon takes normal damage from epic good-aligned silvered weapons, and from spells or effects with the good descriptor.
Spell-Like Abilities: At will—animate dead, blasphemy (DC 26), comprehend languages, desecrate, detect good, detect magic, detect thoughts, fire shield, fireball (DC 22), geas/quest, greater dispel magic, greater invisibility (DC 23), greater teleport (self plus 50 pounds of objects only), magic circle against good (DC 22), mass charm monster (DC 23), mass hold monster (DC 28), mass suggestion (DC 25), persistant image (DC 24), power word stun, produce flame, pyrotechnics (DC 21), raise dead (DC 24), read magic, see invisibility, shapechange, symbol (death, fear, insanity, pain, persuasion, sleep, stunning, or weakness; DC varies), tongues (DC 22), unhallow, unholy aura (DC 27), and wall of fire. 1/day— meteor swarm (DC 28) , and wish (DC 28). Caster level 20th. The save DCs are Charisma-based.
Summon Devil (Sp): Three times per day Mammon can automatically summon 1d4 hamatula or barbazu, or 1d2 pit fiends.
Touch of Greed (Su): Any creature that Mammon touches with his hands must make a successful Will save (DC 42) or be overcome with greed. The creature attacks another random creature within 60 ft. and attempths to take its valueables as soon as possible. This effect lasts for 1d4 rounds, and is otherwise treated as a suggestion. Mammon can refrain from using this effect when he desires. The save DC is Charisma-based.

Melchon (Duke of Hell)
Medium-Size Outsider (Extraplanar, Evil, Lawful)
Hit Dice: 33d8+330 (478 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40 ft (8 squares)
AC: 42 (+3 Dex, +6 Insight, +23 Natural) touch 19, flat-footed 39
Base Attack/Grapple/Ranged Touch: +33/+40/+36
Attack: Masterwork cold iron greataxe +42 melee (1d12+10 [19-20/x3] plus deathblade poison); or tail sting +40 melee (2d6+7)
Full Attack: Masterwork cold iron greataxe +42/+37/+32/+27 melee (1d12+10 [19-20/x3] plus deathblade poison) and tail sting +35 melee (2d6+3)
Space/Reach: 5 ft/5 ft
Special Attacks: Corrupt water, fear aura, psionics, spell-like abilities, summon devil
Special Qualities: Damage reduction 15/good and epic and silver, darkvision 60 ft., immunity to fire and poison, resistance to acid 20 and cold 20, regeneration 8, see in darkness, spell resistance 34, telepathy 100 ft.
Saves: Fort +28, Ref +21, Will +27
Abilities: Str 25, Dex 17, Con 31, Int 26, Wis 28, Cha 28
Skills: Bluff +45, Climb +43, Concentration +46, Diplomacy +49, Disguise +45 (+47 acting), Gather Information +45, Heal +45, Intimidate +47, Knowledge (arcana) +44, Knowledge (religion) +26, Knowledge (the planes) +26, Listen +45, Move Silently +39, Search +44, Sense Motive +45, Spellcraft +46, Spot +45
Feats: Blind-Fight, Cleave, Combat Reflexes, Empower Spell-Like Ability (delayed blast fireball), Great Cleave, Improved Critical (greataxe), Improved Initiative, Improved Sunder, Power Attack, Weapon Focus (greataxe)
Epic Feats: Devastating Critical (greataxe) (DC 33), Overwhelming Critical (greataxe)
Challenge Rating: 22
Alignment: Lawful evil
“This creature is a 6 ft. tall, fiery red-skinned diabolical humanoid with upturned, bull-like horns, black, curling brows and a thick pointed beard. His dirty hooves are pitch black and he has enormous crimson wings. He is holding an (cold) iron greataxe.”
Melchon’s natural weapons, as well as any weapons he wields, are treated as epic, evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Corrupt Water (Ex): Melchon’s touch transforms up to 36 gallons of water into a deadly poison equal to Deathblade poison. Holy water is unaffected by this ability. Magical waters or potions receive a save (DC 36) to avoid corruption. A potion’s save is equal to 2 + ½ its caster level. The quantity and save DC are Constitution-based.
Deathblade Poison (Ex): Injury, Fort DC 20, initial damage 1d6 Con, secondary damage 2d6 Con.
Fear Aura (Su): As a free action, 30-foot radius, Will save (DC 35) negates, as a fear spell (while within the 30 ft. area) and a 30 ft. repulsion spell cast by a 20th-level sorcerer. If the save is successful, that creature cannot be affected again by Melchon’s fear aura for one day. The save DC is Charisma-based.
Psionics (Sp): At will—astral projection, detect evil, detect law, levitate, and protection from good (DC 20). Caster level 20th. The save DCs are Charisma-based.
Regeneration (Ex): Melchon takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.
Spell-Like Abilities: At will—animate dead, blasphemy (DC 26), comprehend languages, desecrate, detect good, detect magic, greater dispel magic, greater invisibility (DC 23), greater teleport (self plus 50 pounds of objects only), magic circle against good (DC 22), mass charm monster (DC 23), mass hold monster (DC 28), mass suggestion (DC 25), persistent image (DC 24), polymorph, power word stun, produce flame, pyrotechnics (DC 21), see invisibility, symbol (fear, pain, persuasion, or sleep; DC varies), unhallow and unholy aura (DC 27). 2/day—delayed blast fireball (DC 26). 1/day—meteor swarm (DC 28), symbol (death, insanity, stunning, or weakness; DC varies). 1/week—wish (DC 28). Caster level 20th. The save DCs are Charisma-based.
Summon Devil (Sp): Three times per day, Melchon can automatically summon 3 lemures, erinyes, or barbazu, or 2 osyluths, hamatulas, or cornugons, or 1 pit fiend.

Zimmimar (Member of the Dark Eight; Minister of Morale)
Large Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 35d8+280 (437 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 50 ft (10 squares), fly 80 ft (average)
AC: 42 (+2 Dex, +8 Insight, +23 Natural, -1 Size) touch 19, flat-footed 40
Base Attack/Grapple/Ranged Touch: +35/+47/+36
Attack: +3 vorpal cold iron bastard sword +46 melee (2d8+15 [17-20/x2]); or claw +42 melee (2d8+8)
Full Attack: +3 vorpal cold iron bastard sword +46/+41/+36/+31 melee (2d8+15 [17-20/x2]); or 2 claws +40 melee (2d8+8), 2 wings +38 melee (2d6+8), bite +38 melee (4d6+8 and poison plus disease), tail slap +38 melee (2d8+8)
Space/Reach: 10 ft/10 ft
Special Attacks: Spell-like abilities, fear aura, improved grab, constrict 2d8+20, summon devil
Special Qualities: Damage reduction 15/epic and good and silver, darkvision 60 ft., immunity to fire and poison, resistance to acid 20 and cold 20, regeneration 8, see in darkness, spell resistance 35, telepathy 100 ft.
Saves: Fort +27, Ref +21, Will +24
Abilities: Str 27, Dex 15, Con 27, Int 22, Wis 20, Cha 20
Skills: Bluff +43, Climb +46, Concentration +46, Diplomacy +45, Disguise +43 (+45 acting), Gather Information +43, Hide +36, Intimidate +45, Jump +46, Listen +43, Move Silently +40, Search +44, Spellcraft +44, Spot +43
Feats: Blind-Fight, Cleave, Dodge, Great Cleave, Improved Critical (bastard sword), Improved Initiative, Multiattack, Mobility, Power Attack, Quicken Spell-Like Ability (fireball), Weapon Focus (bastard sword)
Epic Feats: Overwhelming Critical (bastard sword)
Challenge Rating: 23
Alignment: Lawful evil
“This hulking creature looks like an exceptionally large pit fiend, cloaked in fire and as tall as two humans. Great scales cover her body like armor. She has bat-like wings and a whip-like tail. She smiles, revealing large fangs that drip with a hissing venom. She is wielding an (cold) iron greatsword.”
Zimmimar’s natural weapons, as well as any weapons she wields, are treated as epic, evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Constrict (Ex): Zimmimar deals 2d8+16 (2d8+18) points of damage with a successful grapple check.
Disease (Su): A creature struck by Zimmimar’s bite attack must succeed on a DC 35 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). The save DC is Constitution-based.
Fear Aura (Su): As a free action, 20-foot radius, Will save (DC 32) negates, as a fear spell cast by a 20th-level sorcerer. If the save is successful, that creature cannot be affected again by Zimmimar’s fear aura for one day. The save DC is Charisma-based.
Improved Grab (Ex): To use this ability, Zimmimar must hit with her tail slap attack. She can then attempt to start a grapple as a free action without provoking an attack of opportunity. If she wins the grapple check, she establishes a hold and can constrict.
Poison (Ex): Injury, Fort DC 35, initial damage 1d6 Con, secondary damage death. The save DC is Constitution-based.
Regeneration (Ex): Zimmimar takes normal damage from epic good-aligned silvered weapons, and from spells or effects with the good descriptor.
Spell-Like Abilities: At will—animate dead, blasphemy (DC 22), comprehend languages, create undead, desecrate, detect good, detect magic, fireball (DC 18), greater dispel magic, greater invisibility (DC 19), greater teleport (self plus 50 pounds of objects only), magic circle against good (DC 18), mass charm monster (DC 19), mass hold monster (DC 24), mass suggestion (DC 21), persistant image (DC 20), polymorph, power word stun, produce flame, pyrotechnics (DC 17), see invisibility, symbol (fear, pain, persuasion, or sleep; DC varies), unhallow, and unholy aura (DC 23), wall of fire . 1/day—meteor swarm (DC 24), and symbol (death, insanity, stunning, or weakness; DC varies). 1/week—wish (DC 24). Caster level 20th. The save DCs are Charisma-based.
Summon Devil (Sp): Three times per day Zimmimar can automatically summon 3 lemures, osyluths, or barbazu, 2 erinyes, hamatulas, or cornugons, or 1 pit fiend.
 

This would be much easier to read with some HTML coding.

I'm assuming that you're attempting to meld 1ed and 2ed material (you still have Glasya in Minauros apparently, along with Zimimar but Mammon his serpentine in nature). Where's your flavor text?
 

These were made for my Forgotten Realms game. They represent my take on the more classic Ed Greenwood take on demons and devils from the Faerunian cosmology (see Player's Guide to Faerun). Yes, they are updates from 1st in that regard. I don't know how to do special coding or posting sorry. I just didn't want to inflate the thread count by posting them by themselves. As far as Glasya, I did a story were she was banished (retreated) to Faerun to avoid her father. She fell in love with a player and she sent her pit fiend to get him. The pit fiend eventually grew to respect him as he resisted her punishments. Long story short, she died in the battle and returned to her pimp, Mammon. In my campaign, Focalor is the real power behind everything. He very secretly helped restore Mammon to his former self at great personal sacrifice hoping Asmodeus would notice and destroy Mammon for the slight thus giving him a promotion. It says Focalor is supremely loyal, but all patience grows thin eventually.
 

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