Eadric et. al. (The Paladin and his Friends).

log in or register to remove this ad


Ah, but he doesn't have to look at it. Note that wide-brimmed hats provide protection from dive-bombing birds- you also don't have to see them, and don't have to worry about their droppings fall on your head. Wearing a lillend feather probably makes him feel tough and dangerous.

Azure Trance

First Post
You know, he does look a bit insane. You can see the whites of his eyes - all *around* his eyes. It's like he's screaming inside, all the time.

I like this pic. I'm considering getting the Doc to do one of Nehael - my wife will probably complain about the cost, though.

Here's another Devil while you're waiting - the pattern in the mechanics is pretty obvious.

ASTAROTH (Grand Duke, Prince and Archdevil)

Large Outsider (Evil, Lawful)
Hit Dice: 38d8+456 (627 hp)
Initiative: +11 (+7 Dex, +4 Improved Initiative)
Speed: 40 ft., fly 80 ft.
AC: 46 (-1 Size, +7 Dex, +10 insight, +20 natural), touch 26, flat-footed 39
Attacks: Viper Rod (+5 unholy power quarterstaff )+50/+45/+40/+35 melee
Damage: Viper Rod (+5 unholy power quarterstaff ) 1d6 +13 plus poison
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Fear, spell-like abilities, spells, stinking breath, Viper Rod
Special Qualities: Archfiend qualities, baatezu traits, DR 20/+7, facilitate translation, outsider traits, regeneration 10, SR 49, summon baatezu, superb arcanist
Saves: Fort +30, Ref +28, Will +33
Abilities: Str 27, Dex 25, Con 35, Int 30, Wis 30, Cha 32
Skills: Alchemy +41, Bluff +31, Concentration +42, Diplomacy +52, Disguise +31, Escape Artist +27, Gather Information +31, Innuendo +31, Intimidate +52, Knowledge (arcana) +71, Knowledge (history) +51, Knowledge (nobility) +41, Knowledge (nature) +46, Knowledge (religion) +51, Knowledge (the planes) +51, Listen +30, Move Silently +27, Ride (Dragon) +25, Scry +51, Search +30, Sense Motive +40, Spellcraft +71, Spot +30
Feats: Dark Speech, Empower Spell, Enlarge Spell, Epic Spellcasting, Extend Spell, Improved Initiative, Heighten Spell, Iron Will, Quicken Spell-like Ability, Violate Spell-like Ability
Climate/Terrain: Any land and underground
Organization: Solitary, pair or troupe (Astaroth, or Astaroth plus 1 hellfire wyrm and/or 5-8 pit fiends)
Challenge Rating: 32
Treasure: Triple standard plus Viper Rod
Alignment: Always lawful evil

Formerly of the highest choir, and one of those closest to the source of corruption, Prince Astaroth is numbered amongst the greatest of Devils in the Hells. As the lord of Caina and one of the chief lieutenants of the Adversary, Astaroth – together with Asmodeus, Baalzebul and Belial – forms one leg of the de facto quatriumvirate which governs at the behest of the Nameless Fiend. He directly commands eighty legions of Devils – primarily gelugons – and orders nearly a hundred more through the Dukes and Marquises who swear fealty to him. Astaroth also acts in the capacity of one of Hell’s treasurers.

The Prince appears as a celestial of exalted station, although in his natural form the aeons of malice and deceit are etched irrevocably into his face, and his aspect is grim and terrible. In his hand he always bears his viper rod – an artifact of singular power – which serves as both a badge of office and a tool to punish and torment recalcitrant Devils and damned souls alike. Across the frozen wastes of Caina to its steaming fringe, Astaroth rides a hellfire wyrm of great size. Within his citadel and beyond, he is often accompanied by a squad of pit fiends who act as bodyguards and enforcers.

Astaroth counts Dukes Hutijin and Vepar amongst his vassals, and is served by such notable Devils as the malebranche Rigios the Terrible, and the erinyes Gromenis, who makes frequent transits to the Prime to mark out suitable candidates for seduction.

Astaroth is a master of the arcane, and concerns himself with the temptation and seduction of arcanists above all others. He has been known to bribe potential converts to the infernal cause with the most powerful of magics – going to extraordinary lengths in his attempts to win them over. His rhetoric and logic are faultless, and the easy manner which he can choose to assume has seen many swayed to take their first steps down the dark road. As one who recognizes potential above all else, Astaroth directs his attention to middle-ranking Wizards of high promise above those who have already excelled in their field.


Astaroth will use his formidable arsenal of spells and spell-like abilities to maximum effect, targeting those he considers to be the greatest threat before engaging lesser foes. He generally shuns melee, although if pressed he will use his viper rod to strike his enemies. If the opportunity arises for extensive protective magic before combat, Astaroth will use epic mage armour and unholy aura.

When accompanied by his steed (Traagh, the hellfire wyrm – see below), Astaroth will coordinate his attacks with the Dragon, liberally employing quickened hold monster and charm monster spell-like abilities, whilst Traagh uses breath attacks and fire storm against their unwitting enemies.

In most cases the Devil will begin with haste and couple his spell-like attacks with death by thorns, hellfire storm and chain lightning, carefully observing where the weakness of his opponents lies, and then exploiting it to the maximum. When they are sufficiently weakened, the Prince will employ an appropriate symbol against his antagonists.

In the event of a serious threat, Prince Astaroth will employ the epic spells greater ruin and momento mori. If outside of the Hells, Astaroth may also invoke damnation – the latter is usually reserved for those of good alignment, and upon his return to Caina, Astaroth can deal with them at his leisure.

Unlike lesser infernal magnates, Astaroth shows no hesitation in summoning other Devils – few would dare demand favours from him, and the privilege of being selected to serve him faithfully is enough to enhance their reputations in the eyes of their peers. Pit Fiends answer his call, but under dire circumstances he will Gate one of his noble vassals to his side – something which he is loathe to do, as amongst the infernal aristocracy, reciprocity is both expected and required.

Spell-Like Abilities: At will—animate dead, blasphemy, charm monster, create greater undead, desecrate, detect good, detect magic, discern location, dispel good, geas/quest, greater dispelling, greater scrying, hold monster, hypnotism, improved invisibility, locate object, magic circle against good, major image, produce flame, polymorph self, pyrotechnics, suggestion, teleport without error (self plus 50 pounds of objects only), tongues, unhallow, unholy aura, unholy blight; 1/day— imprisonment, symbol (any), and wish. These abilities are as the spells cast by a 20th-level sorcerer (save DC 21 + spell level).

Spells: Astaroth casts spells as a 25th level Sorcerer. He may also cast spells from the Diabolic, Evil, Knowledge and Trickery domains as arcane spells.

Spells Known: (6/9/9/9/8/8/8/8/7/7 per day; save DC 21 + spell level)

0 Level: detect poison, daze, flare, light, open/close, arcane mark, prestidigitation, read magic, mage hand.

1st Level: mount, obscuring mist, erase, jump, expeditious retreat

2nd Level: obscure object, detect thoughts, love’s pain, misdirection, slow consumption.

3rd Level: displacement, haste, reality blind, tongue serpents

4th Level: confusion, enervation, wall of deadly chains, wrack

5th level: forbidden speech, soul shackles, dream, feeblemind

6th Level: analyze dweomer, chain lightning, eyebite

7th Level: hellfire storm, death by thorns, greater scrying

8th Level: binding, demand, bestow greater curse

9th Level: mindrape, gate, astral projection

Epic Spells: These include, but are not limited to, Greater Ruin, Mummy Dust, Superb Dispelling, Soul Dominion, Epic Mage Armour, Animus Blizzard, Momento Mori, Damnation. Astaroth may cast four epic spells per day, and may use the Dark Subsumption rite to mitigate against spell DCs.

Outsider Traits: Astaroth has darkvision (60-foot range). He cannot be raised or resurrected.

Fear Aura (Su): Astaroth continually radiates fear in a 20 ft. radius. Those within this area must succeed at a Will save (DC 40) or suffer the fear effect. Those successfully making the saving throw cannot be affected by Astaroth’s fear aura for 24 hours. Astaroth may suppress or resume his aura as a free action. Devils are immune to this effect.

Stinking Breath (Sp): Once per round as a free action, Astaroth may exhale a cloud of noxious vapours equivalent to a stinking cloud as cast by a 20th level sorcerer (save DC 24).

Summon Devils (Sp): Twice per day, Astaroth can automatically summon 1d4 pit fiends.

Superb Arcanist (Ex): Astaroth possesses a profound talent for the arcane arts, and enjoys a +20 competence bonus to all Knowledge (arcana) and Spellcraft checks that he makes.

Regeneration (Ex): Astaroth takes normal damage from holy and blessed weapons of at least +4 enchantment.

Baatezu Traits: Astaroth can communicate telepathically with any creature within 100 feet that has a language. He can see perfectly in darkness of any kind, even that created by deeper darkness spells. He is immune to fire and poison, and has cold and acid resistance 20.

Archfiend Qualities (Sp): These qualities are continually in effect upon Astaroth’s person – see invisibility, detect magic, true seeing, freedom of movement, mind blank, protection from spells, foresight, antipathy toward all good-aligned creatures, and sympathy towards all evilly aligned creatures. Caster level is 20th, where applicable. These qualities may be dispelled, but can be resumed as a free action. Astaroth is also considered to have an experience point cushion of 15,000 xp per week when casting spells which have an xp component.

Facilitate Translation (Sp): as an Arch-Devil, Astaroth can open a special Gate to allow other fiends to soujourn upon the Prime Plane, contrary to the usual limitations which apply to lower planar creatures. Opening such a Gate is a full-round action, requires 5000 xp, and Astaroth must subsequently rest 1 hour for every Hit Dice of the translating creature(s), during which time his arcane spellcasting abilities are unavailable to him, and he is effectively fatigued. No more than 24HD of creatures may be translated, and no single creature of more than 16HD may be affected. Astaroth himself may not enter the Prime unless called.

Redoubt of Evil: When present in his sanctum in Caina (on the Eighth Plane of Hell), Astaroth is considered to have an effective divine rank of 1 with the portfolio of magic and knowledge, and the domains of magic, evil and knowledge. He gains the following benefits:

* Astaroth’s hit points increase to 760 (maximum per die).
* His speed doubles to 80 ft.; his flight speed doubles to 160 ft.
* His Charisma increases from 32 to 33.
* Astaroth gains a deflection bonus to his AC of +11, and a divine AC bonus of +1. Total AC increases to 58.
* He gains a +1 divine bonus on all attack rolls, and does not automatically fail on a natural attack roll of 1.
* Astaroth gains a +1 divine bonus on all saving throws. He does not automatically fail on a natural saving throw roll of 1.
* All of Astaroth’s skill checks gain a divine bonus of +1. Caster level checks gain a divine bonus of +1.
* He benefits from divine immunities to transmutation (polymorphing, petrification or any other attack that would alter his form), energy drain, ability drain, ability damage, and mind-affecting effects (charms, compulsions, phantasms, patterns and morale effects). He gains immunity to cold and acid, disease, stunning, sleep, paralysis, death effects and disintegration. He is not subject to death from massive damage.
* Astaroth gains additional damage reduction of 36/+4 – this overlaps with his existing DR, and he gains the benefit of the best damage reduction in a given situation.
* Astaroth gains the following extra spell-like abilities usable at will as an 11th level caster: antimagic field, clairaudience/clairvoyance, create undead, detect secret doors, dispel magic, divination, find the path, identify, imbue with spell ability, legend lore, magic circle against good, Mordenkainen’s disjunction, Nystul’s undetectable aura, protection from good, protection from spells, spell resistance, spell turning, summon monster IX (evil creatures only), true seeing. Saving throw DCs for these spell-like abilities are 22 + spell level.
* He gains the benefits of the domain powers of evil, magic and knowledge: all evil spells and all divinations are cast at +1 caster level
* Astaroth’s senses (including darkvision) extend to a distance of one mile.
* He gains the benefit of remote sensing. As a standard action, Astaroth can perceive everything within a radius of one mile around any shrines or sites dedicated to him. This supernatural effect may also be centered on any place where someone speaks Astaroth’s name for up to 1 hour after his name is spoken, and at any location where an event related to his portfolio occurs. He may view two locations at once. He can block the sensing of other deities or entities of divine rank 1 or lower within the same areas.
* Astaroth automatically senses any event which involves his portfolio and more than one thousand people.
* When making a skill check related to his portfolio with a DC of 15 or less, Astaroth can perform it as a free action. He may make one such check per round as a free action.
* Astaroth may create any magic item related to his portfolio with a market price of 4,500 gp or less.
* Astaroth has a divine aura extending up to 10 ft. Mortals and beings of less than divine rank 1 must make a successful Will save (DC 22) to resist this effect. Beings of divine rank 1 or higher are immune to this effect.
* He may use remote communication to any of those who venerate him, and to anyone within one mile of a site dedicated to him.
* Astaroth gains the Salient Divine Abilities of Automatic Metamagic (Persistent Spell) and Possess Mortal.

Astaroth’s sanctum is considered to be a Godly Realm.

Viper Rod

This +5 unholy power quarterstaff, fashioned in the likeness of a serpent, writhes of its own accord. Those struck by it also suffer from its poison effect (DC 40; primary damage 2d6 Con, secondary damage death).

In addition to its weapon abilities, Astaroth’s viper rod also allows the wielder to cast wrack at will (Fort Save DC 24), symbol of pain three times per day (Fort Save DC 29) and eternity of torture once per week (Fort Save DC 30). Only Astaroth may use these functions of the viper rod.

Traagh, Advanced Hellfire Wyrm: CR27; Gargantuan Dragon; HD 30d12+300 (495hp); Init +8; Spd 60 ft., burrow 30 ft., fly 250 ft. (clumsy) ; AC 38 (touch 6, flat-footed 38); Atk: bite +39 melee and 2 claws +34 melee (bite 4d6+13, claw 4d8 +6); SA Breath weapon, crush 4d6+19, frightful presence, spell-like abilities); SQ DR 20/+5, fiendish form, fire subtype, immunities, infernal aura, keen senses, SR 37, summon baatezu; AL LE; SV Fort +27, Ref +14, Will +25; Str 37, Dex 10, Con 31, Int 23, Wis 26, Cha 28.
Skills and Feats: Bluff +33, Diplomacy +39, Intimidate +42, Jump +35, Knowledge (arcana) +38, Knowledge (religion) +38, Knowledge (history) +38, Knowledge (geography) +38, Listen +41, Scry +36, Search +33, Spot +41; Flyby Attack, Hover, Improved Initiative, Power Attack, Quicken Spell-like Ability, Snatch, Superior Initiative, Empower Spell-like ability.


Sepulchrave II said:
I like this pic. I'm considering getting the Doc to do one of Nehael - my wife will probably complain about the cost, though.

If you set up a pay-pal account and announce the address on a thread, I bet enough donations would come in from your fans to illustrate the whole bunch.

Ridley's Cohort

First Post
Azure Trance said:
You know, he does look a bit insane. You can see the whites of his eyes - all *around* his eyes. It's like he's screaming inside, all the time.

In fact, his posture is calm and assured, while his wide eyes make him look always surprised. It is actually rather disconcerting.


First Post
Ridley's Cohort said:

In fact, his posture is calm and assured, while his wide eyes make him look always surprised. It is actually rather disconcerting.

I agree completely. I just tried covering his eyes with my thumb and looking at the rest of him. A calm mage completly in control of the situation. One to be feared. And then the thumb comes off and. . .freaky.


Sep, if you commission a portrait for Nehael, I would humbly request that you the image somehow capture her in courtly attire (as Lady Despina), in natural/sexless form (as glamor-dispelled by Mostin), and in her standard succubus form. Not sure if this is possible within one image, but we've seen so many sides to Nehael, that I'm curious to see how she appears in all guises.

Thanks for listening!

(PS: Dan, if you're reading this, how about some spells? ;) )

Voidrunner's Codex

Remove ads