Garnfellow's World [Updated 12.26.05]

Garnfellow said:
The following fiend is a 3.5 barbed devil with the Possessing template from FFG’s Monster’s Handbook.

Out of interest, why this version of possesion, rather than the BoVD of FF versions?
 

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Olive said:
Out of interest, why this version of possesion, rather than the BoVD of FF versions?

In all honesty, I first built Jack a few months before the Fiend Folio (and its Fiend of Possession prestige class) came out. When updating him to the 3.5, it seemed easier to just keep my initial approach, even though I think the FF's outsider prestige classes are great.

That said, I still really like Mike Mearls' clever use of a template to capture this possession ability -- it's what Monte should have done in the BoVD. And for a DM in a hurry, I almost always find it easier to drop a template on to a monster rather than advancing by prestige classes -- usually there's a lot less prerequisites to worry about.

It's sort of like having the half-dragon template and the dragon disciple prestige class -- two different ways to reach the same end.

(Angers of Angels also has a feat chain that also gives the possession ability, but that's one too many mechanics even for me.)
 

Souros the Enforcer

The following devil was built using an Enforcer of Dis from the Book of Fiends and adding levels from the Planar Champion prestige class from the Manual of the Planes. The Improved Spell Resistance feat is from Anger of Angels.

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The wicked spirit SOUROS scours the streets of Dis, enforcing the rule of the Iron Duke.

Souros: Enforcer of Dis Planar Champion 5; CR 14; Large Outsider (Devil, Evil, Extraplanar, Lawful); HD 11d8+33 plus 5d10+15; hp 123; Init +3; Spd 35 ft, fly 40 ft (average); AC 25, touch 12, flat-footed 22; BAB +16; Grp +27; Atk +23 melee (2d6+9 plus fear, claw); Full Atk +23 melee (2d6+9 plus fear, 2 claws); Space/Reach 10 ft/10 ft; SA attack ethereal, fear, rend 4d6+10, spell-like abilities, summon devil; SQ DR 10/good, darkvision 60 ft, favored planes (Prime Material +2, the Abyss +1), immunity to fire and poison, planar survival, resistance to acid 10 and cold 10, see in darkness, see invisible, telepathy 100 ft; SR 25; AL LE; SV Fort +14, Ref +14, Will +11; Str 24, Dex 16, Con 16, Int 13, Wis 16, Cha 16.

Skills and Feats: Balance +12, Escape Artist +10 (+12 when escaping from rope bonds), Gather Information +17, Hide +10, Intimidate +21, Jump +16, Knowledge (the planes) +20, Listen +10, Move Silently +13, Search +9, Spot +17, Survival +22 (+24 on other planes or following tracks), Tumble +12, Use Rope +10 (+12 to bind someone); Dodge, Improved Natural Attack (claw), Improved Spell Resistance, Mobility, Spring Attack, Weapon Focus (claw), Weapon Specialization (claw) b.

Attack Ethereal (Su): Souros can transform its claws into a material force effect at will, enabling it to attack creatures on the Ethereal Plane. Souros begins and ends this ability as a free action.

Fear (Su): A creature hit by Souros’s claw attack must succeed at a DC 18 Will save or be affected as though by fear (caster level 11th.) Whether or not the save is successful, that creature cannot be affected again by Souros’s fear ability for 24 hours. The save DC is Charisma-based.

Rend (Ex): If Souros hits with both claw attacks, its latches onto the opponent’s body a tears the flesh. The attack automatically deals 4d6+10 points of damage.

Spell-Like Abilities: At will—animate dead, charm person (DC 14), detect good, detect magic, detect thoughts (DC 15), dispel chaos (DC 18), dispel good (DC 18), hold person (DC 16), suggestion (DC 16), greater teleport (self plus 50 pounds of objects only); 3/day—lightning bolt (DC 16), polymorph (self only), prying eyes, wall of fire; 1/day—hold monster (DC 18), wall of force. Caster level 12th. The save DCs are Charisma-based.

Summon Devil (Sp): Once per day Souros can attempt to summon 2d6 herlekins with a 50% chance of success, or another enforcer with a 35% chance of success. This ability is the equivalent of a 4th-level spell.

Favored Plane (Ex): Souros has studied the natives of the Prime Material Plane and the Abyss extensively. Souros gains the indicated bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against a native of these planes. Souros also gains the same bonus on weapon damage rolls against creatures native to these favored planes. Souros gets the indicated bonus on Diplomacy and Gather Information checks when interacting with natives of these favored planes.

Planar Survival (Ex): Any effect that would be negated by the avoid planar effects spell is negated by this ability.

See Invisible (Su): Souros can see invisibility at will as per the spell. Caster level 5th. This ability allows Souros to see (but not affect) ethereal creatures.

Physical Description: Souros appears as a tall humanoid with a misshapen head, dangerously long, needle-like claws, and wings that resemble a tattered cape.
 
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Garnfellow said:
That said, I still really like Mike Mearls' clever use of a template to capture this possession ability -- it's what Monte should have done in the BoVD.

Isn't this more ro less what was done in the BoVD? There's a whole lof of abilities, and it raises the fiends CR by 2.

anyway, loving the monsters so keep em coming!
 

Adoch

This is a brown fiend, from Necromancer's Necropolis adventure. I did the 3.5 update myself.

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The loathsome spirit ADOCH, servant to the Grinning Fiend, is a cunning spy.

Adoch: brown fiend; CR 14; Medium Outsider (Devil, Evil, Extraplanar, Lawful); HD 13d8+65; hp 123; Init +8; Spd 50 ft; AC 31 touch 14, flat-footed 27; BAB +13; Grp +19; Atk +19 melee (2d6+6/19–20, claw); Full Atk +19 melee (2d6+6/19–20, 2 claws) and +14 melee (1d8+3, bite); SA fear aura, spell-like abilities, summon devil; SQ DR 10/good and silver, darkvision 60 ft, immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, telepathy 100 ft; SR 26; AL LE; SV Fort +13, Ref +12, Will +13; Str 23, Dex 19, Con 20, Int 19, Wis 20, Cha 16.

Skills and Feats: Bluff +15, Climb +16, Concentration +19, Disguise +19 (+21 acting), Hide +20, Intimidate +19, Jump +16, Knowledge (arcana) +14, Listen +21, Move Silently +20, Search +20, Sense Motive +21, Spellcraft +18, Spot +21; Improved Critical (claw), Ability Focus (fear aura), Improved Initiative, Improved Natural Attack (claw), Quicken Spell-like Ability (wall of ice),

Spell-Like Abilities: At will—animate dead, blasphemy (DC 20), charm person (DC 14), cone of cold (DC 18), create undead, desecrate, detect good, detect magic, dispel magic, fog cloud, greater invisibility, greater teleport (self plus 50 lb of objects only), hold person (DC 16), magic circle against good, major image (DC 16), polymorph (self only), produce flame, pyrotechnics (DC 15), suggestion (DC 16), unhallow, unholy aura, and wall of ice (DC 17). 1/day—meteor swarm (DC 22). Caster level 16th. The save DCs are Charisma-based.

Fear Aura (Su): Adoch can radiate a 10-foot radius aura of fear as a free action. Affected creatures must succeed on a DC 21 Will save or be affected as though by a fear spell (caster level 16th). A creature that successfully saves cannot be affected again by Adoch’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Summon Devil (Sp): 1/day Adoch can automatically summon two lemures or one erinyes or cornugon. This ability is the equivalent of a 5th-level spell.

Physical Description: Adoch appears as a figure about six feet tall, nimble and very fast. Its visage is ineffable and savage, something combining the worst aspects of a leprous human, a devil, and rabid animal. Its warty, toad-like hide seems to hang in tatters from its lank frame. Its head is oversized with protruding, serrated-fanged jaws.

Adoch serves the Grinning Fiend, Biffant, and dwells in the pits of Dis, a squalid refuse-filled series of caverns beneath Dispater’s palace. There Adoch acts as a solitary custodian and spy.
 
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Tatterscourge

The following fiend is an advanced whip devil, which is a lesser form of cornugon. This is swiped from Erica Balsley’s very cool post on Lesser Demons and Devils. As she puts it, "These are the original 3e stat blocks for the demons and devils that got a power boost [in 3.5], revised with the new stat block entries, and new skills and feats. They have also been given new names to set them apart from their counterparts."

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The spirit TATTERSCOURGE is an infernal gaoler and assistant to JACK HORNTAIL.

Tatterscourge: advanced whip devil; CR 11; Large Outsider (Devil, Evil, Extraplanar, Lawful); HD 12d8+60; hp 116; Init +3; Spd 20 ft, fly 50 ft (average); AC 29, touch 12, flat-footed 26; BAB +12; Grp +23; Atk +19 melee (1d6+7 and stun, whip); Full Atk +19/+14/+9 melee (1d6+7 and stun, whip) and +16 melee (1d4+3, bite) and +16 melee (1d3+3 and wound, tail) or +18 melee (1d4+7, 2 claws) and +16 melee (1d4+3, bite) and +16 melee (1d3+3 and wound, tail); Space/Reach 10 ft/10 ft; SA fear aura, spell-like abilities, stun, summon devil, wound; SQ DR 10/good and silver, darkvision 60 ft, immunity to fire and poison, resistance to acid 10 and cold 10, regeneration 5, see in darkness, telepathy 100 ft; SR 24; AL LE; SV Fort +13, Ref +11, Will +9; Str 24, Dex 16, Con 20, Int 14, Wis 12, Cha 18.

Skills and Feats: Bluff +18, Concentration +20, Diplomacy +8, Hide +14, Intimidate +25, Knowledge (the planes) +17, Listen +16, Move Silently +18, Search +17, Sense Motive +16, Spot +16; Cleave, Improved Sunder, Multiattack, Power Attack, Weapon Focus (whip).

Fear Aura (Su): Tatterscourge can radiate a 5-foot-radius fear aura as a free action. Affected creatures must succeed on a DC 20 Will save or be affected as though by a fear spell (caster level 12th). A creature that successfully saves cannot be affected again by Tatterscourge’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Spell-Like Abilities (Sp): At will—animate dead, charm person (DC 15), desecrate, detect good, detect magic, detect thoughts (DC 16), dispel chaos (DC 19), dispel good (DC 19), greater teleport (self plus 50 pounds of objects only), magic circle against good, major image (DC 17), produce flame, pyrotechnics (DC 16), suggestion (DC 17); 3/day—fireball (DC 17) and lightning bolt (DC 17); 1/day—wall of fire. Caster level 12th. The save DCs are Charisma-based.

Stun (Su): Whenever Tatterscourge hits with a whip attack, the opponent must succeed at a DC 19 Fortitude save or be stunned for 1d4 rounds. The save DC is Charisma-based.

Summon Devil (Sp): Once per day Tatterscourge can attempt to summon 2d10 lemures or 1d6 barbazu with a 50% chance of success, 1d6 barbed devils with a 35% chance of success, or another whip devil with a 20% chance of success. This ability is the equivalent of a 4th-level spell.

Wound (Su): A hit from Tatterscourge’s tail attack causes a bleeding wound. The injured creature loses 2 additional hit points each round until the wound is bound (a DC 10 Heal check) or the creature dies.

Regeneration (Ex): Tatterscourge takes normal damage from acid, and from good and silver weapons.

Possessions: +1 light steel shield.

Physical Description: Tatterscourge is a lean, lanky devil with a twitching tail. It has a high, conical head with two forward protruding horns, large pointed ears, a curved nose, and two curved, overhanging incisors.

Tatterscourge dwells in the City of Dis, where he serves as a guard to a prison of Merodach.
 
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Lilis, Princess of Hell

The following fiend was originally described in Ed Greenwood’s classic Nine Hells article from Dragon # 75. I’ve done the 3.5 update myself, using some guidelines hashed out over in a Creature Catalog thread.

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The scheming spirit LILIS is consort and loyal ally to the Lord of Iron Rod and Staff.

Lilis: female unique devil; CR 15; Medium Outsider (Devil, Evil, Extraplanar, Lawful); HD 16d8+80; hp 152; Init +6; Spd 40 ft, fly 70 ft (good); AC 35, touch 28, flat-footed 22; BAB +16; Grp +21; Atk +24 melee (1d8+5/19-20 plus 1d6 fire, +3 flaming longsword); Full Atk +24/+19/+14/+9 melee (1d8+5/19-20 plus 1d6 fire, +3 flaming longsword); SA spell-like abilities, summon devil; SQ DR 10/epic and good and silver, darkvision 60 ft, immunity to fire and poison, regeneration 5, resistance to acid 10 and cold 10, see in darkness, telepathy 100 ft; SR 27; AL LE; SV Fort +15, Ref +16, Will +18; Str 20, Dex 22, Con 20, Int 25, Wis 27, Cha 24.

Skills and Feats: Balance +17, Bluff +24, Decipher Script +17, Diplomacy +34, Disguise +22 (+24 acting), Escape Artist +15, Forgery +22, Gather Information +30, Hide +21, Intimidate +26, Knowledge (local) +22, Knowledge (nobility and royalty) +22, Knowledge (the planes) +26, Listen +20, Move Silently +15, Search +24, Sense Motive +30, Spot +20, Tumble +16, Use Magic Device +24 (+26 with scrolls); Alertness, Dodge, Investigator, Mobility, Negotiator, Quicken Spell-Like Ability (charm monster).

Spell-Like Abilities: At will—animate dead, blasphemy (DC 24), charm monster (DC 21), create greater undead, desecrate, detect good, detect magic, discern lies (DC 21), fear (DC 21), greater dispel magic, greater invisibility, greater teleport, hold monster (DC 22), magic circle against good, major image (DC 20), polymorph, produce flame, pyrotechnics (DC 19), repulsion (DC 23), suggestion (DC 20), tongues, read magic, true seeing, unhallow, unholy aura; 1/day—insanity (DC 24), wish. Caster level 17th. The save DCs are Charisma-based.

Summon Devil (Sp): Once per day Lilis can summon 1d3 erinyes with a 70% chance of success. This ability is the equivalent of an 7th-level spell.

Regeneration (Ex): Lilis takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor

Possessions: +3 flaming longsword.

Physical Description: Lilis has orange-red skin, copper-colored hair and green eyes; she looks like a short, plump, well-preserved human female of middle age, except for the hue of her skin, her tiny orange-red horns, long red nails, forked tail, wings, and delicate cloven black hooves.

Personality Traits: Cautious, quiet, and loyal.

Lilis, consort of Dispater, is one of the older and weaker female devils, but her careful diplomacy and strategies and her attention to events in the hells and elsewhere (her network of spies is said to be second only to that of Asmodeus) has kept her own position in the infernal regions as secure as that of any of the nobility of the hells. Lilis and Biffant, Dispater’s provost, are as trusting and as close as two devils ever become—but both are (thus far) unswervingly loyal to Dispater, making his control of Dis the envy of other archdevils.
 
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Biffant the Grinning Fiend

Here’s another one of Greenwood’s unique fiends. updated to 3.5

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The Grinning Fiend BIFFANT serves as Provost to the Lord of Iron Rod and Staff.

Biffant: male unique devil; CR 16; Medium Outsider (Devil, Evil, Extraplanar, Lawful); HD 19d8+76; hp 161; Init +11; Spd 40 ft; AC 35, touch 29, flat-footed 21; BAB +19; Grp +21; Atk +24 melee (1d8+5, +2 axiomatic morning star); Full Atk +24/+19/+14/+9 melee (1d8+5, +2 axiomatic morning star); SA fear aura, spell-like abilities, summon devil; SQ DR 15/epic and good, darkvision 60 ft, immunity to fire and poison, regeneration 5, resistance to acid 10 and cold 10, see in darkness, telepathy 100 ft; SR 27; AL LE; SV Fort +15, Ref +18, Will +21; Str 16, Dex 24, Con 19, Int 26, Wis 30, Cha 21.

Skills and Feats: Appraise +26, Bluff +23, Concentration +24, Decipher Script +24, Diplomacy +33, Forgery +22, Gather Information +23, Hide +21, Intimidate +25, Knowledge (arcana) +24, Knowledge (nobility and royalty) +26, Knowledge (religion) +24, Knowledge (the planes) +26, Listen +30, Move Silently +21, Profession (provost) +30, Sense Motive +30, Spellcraft +26 (+28 reading scrolls), Spot +28, Use Magic Device +27 (+31 with scrolls); Combat Casting, Combat Expertise, Dodge, Improved Initiative, Magical Aptitude, Mobility, Quicken Spell-Like Ability (greater dispel magic).

Fear Aura (Su): Biffant can radiate a 5-foot-radius fear aura as a free action. Affected creatures must succeed on a DC 25 Will save or be affected as though by a fear spell (caster level 20th). A creature that successfully saves cannot be affected again by Biffant’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Spell-Like Abilities: At will—animate dead, blasphemy (DC 22), charm monster (DC 19), create greater undead, desecrate, detect good, detect magic, discern lies (DC 19), greater dispel magic, greater invisibility, greater teleport, hold monster (DC 20), locate object, magic circle against good, major image (DC 18), polymorph, produce flame, pyrotechnics (DC 17), read magic, see invisible, suggestion (DC 18), true seeing, unhallow, unholy aura, wall of fire; 1/day—symbol of pain (DC 20), symbol of persuasion (DC 20), wish. Caster level 20th. The save DCs are Charisma-based.

Summon Devil (Sp): 1 per day Biffant can summon 1d6 spined devils with a 70% chance of success or 1d2 spined devils with a 30% chance of success. This ability is the equivalent of an 7th-level spell.

Regeneration (Ex): Biffant takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor

Possessions: +2 axiomatic morning star.

Physical Description: Biffant appears as a portly, blood-red skinned humanoid devil, wingless but with a small, tufted tail and two inward-pointing, hook-curved horns that sprout from his head above either temple. His eyes are of a single hue, deep blue-green, and he is always smiling.

Personality Traits: Crafty, pleasant, cowardly.

Biffant serves Dispater as provost, running the affairs of that archdevil’s palace. Consequently, he is almost always to be found in the Iron City, usually in the palace itself, where he is never without a staff/guard of two "messenger" erinyes and six servant spined devils. Typically he carries an ornate iron rod, but will seize whatever is at hand in a battle.

Biffant prefers to let others fight for him, however, and will try to summon or otherwise call for aid if attacked. He is not particularly brave or forceful, but is crafty and plans far, far into the future. Biffant and Lilis are said to be very friendly; closer in mutual understanding and cooperation, some say, than Lilis and Dispater himself.
 
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Titivilus the Confuser

The following unique fiend was first described by Gygax in Dragon 75 and later appeared in the Monster Manual II. Scott Greene also did a fine 3e update that appeared in the Tome of Horrors. I ended up doing my own conversion in order to keep Titivilus in line with the rest of my versions of Dispater’s court.

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The old confuser TITIVILUS, advisor to the Lord of Iron Rod and Staff, is an infernal spirit most clever, able to twist the words of men into knots.

Titivilus: male unique devil; CR 17; Medium Outsider (Devil, Evil, Extraplanar, Lawful); HD 20d8+80; hp 170; Init +5; Spd 40 ft, 30 ft (poor); AC 37, touch 29, flat-footed 22; BAB +20; Grp +24; Atk +28 melee (1d8+7/19–20 plus 1 Con, +3 silver wounding longsword); Full Atk +28/+24/+18/+14 melee (1d8+7/19–20 plus 1 Con, +3 silver wounding longsword) or +24 melee touch (fear, touch); SA fear, spell-like abilities, summon devil; SQ DR 15/epic and good, darkvision 60 ft, immunity to fire and poison, regeneration 5, resistance to acid 10 and cold 10, see in darkness, telepathy 100 ft; SR 29; AL LE; SV Fort +16, Ref +17, Will +17; Str 18, Dex 21, Con 18, Int 26, Wis 21, Cha 30.

Skills and Feats: Balance +23, Bluff +33, Concentration +23, Diplomacy +35, Disguise +33 (+35 acting), Escape Artist +21 (+23 with rope), Forgery +29, Gather Information +28, Hide +28, Intimidate +31, Jump +22, Knowledge (local) +24, Knowledge (nobility and royalty) +25, Knowledge (the planes) +24, Open Locks +21, Perform (oratory) +27, Sense Motive +24, Sleight of Hand +30, Tumble +23, Use Rope +22 (+24 to bind someone); Dodge, Combat Expertise, Ability Focus (suggestion), Weapon Focus (longsword), Mobility, Combat Reflexes, Spring Attack.

Fear (Su): A creature hit by Titivilus’s touch must succeed on a DC 30 Will save or be affected as though by fear (caster level 20th). Whether or not the save is successful, that creature cannot be affected by Titivilus’s fear ability for 24 hours. The save DC is Charisma-based.

Spell-Like Abilities: At will—animate dead, bestow curse (DC 24), blasphemy (DC 27), charm monster (DC 24), confusion (DC 24), create greater undead, crushing despair (DC 24), desecrate, detect good, detect magic, dispel magic, dream, greater invisibility, greater teleport, hold monster (DC 25), illusionary script (DC 23), magic circle against good, major image (DC 23), message, misdirection (DC 22), nondetection (DC 23), polymorph, suggestion (DC 25), tongues, true seeing, unhallow, unholy aura, ventriloquism (DC 21), whispering wind; 1/day—feeblemind (DC 25), limited wish, song of discord (DC 25), symbol of sleep (DC 25). Caster level 20th. The save DCs are Charisma-based.

Summon Devil (Sp): 1 per day Titivilus can summon 1d4 erinyes with a 50% chance of success. This ability is the equivalent of an 8th-level spell.

Regeneration (Ex): Titivilus takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.

Possessions: +3 silver wounding longsword.

Physical Description: Titivilus appears very similar to a satyr, but he is actually more human-looking, save for his bat-like wings. His complexion is pale, but his face slightly ruddy.

Personality Traits: Mischievous, smarmy, and contrary.

Titivilus is infamous for his ability to twist words, to use words to confuse, to confuse those using words. Fittingly, he is the nuncio for Dispater. He is not large nor particularly strong, but he is most clever. It is said that Titivilus possesses a silver sword of wounding. In any event, he typically uses his other powers.
 
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Alocer, the Lion of Dis

And here's another one of Greenwood's unique fiends.

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Terrible in aspect, the fierce spirit ALOCER is a warlord under the Lord of Iron Rod and Staff.

Alocer: male unique devil; CR 18; Medium Outsider (Devil, Evil, Extraplanar, Lawful); HD 21d8+189; hp 283; Init +9; Spd 30 ft; AC 37, touch 19, flat-footed 32; BAB +21; Grp +31; Atk +32 melee (1d8+11/17–20 and fear, +1 keen longsword); Full Atk +32/+27/+22/+17 melee (1d8+11/17–20 and fear, +1 keen longsword) and +26 melee (2d8+5, bite); SA blinding gaze, spell-like abilities, summon devil; SQ DR 15/epic and good, darkvision 60 ft, immunity to fire and poison, regeneration 10, resistance to acid 10 and cold 10, see in darkness, telepathy 100 ft; SR 28; AL LE; SV Fort +21, Ref +17, Will +15; Str 30, Dex 21, Con 28, Int 19, Wis 16, Cha 23.

Skills and Feats: Bluff +24, Concentration +33, Diplomacy +22, Handle Animal +24, Intimidate +32, Jump +17*, Knowledge (geography) +28, Knowledge (history) +22, Knowledge (the planes) +16, Listen +15, Profession (soldier) +27, Ride +31, Sense Motive +21, Spot +15, Survival +27 (+29 on other planes or to keep from getting lost), Swim +12*; Blind-Fight, Cleave, Dire Charge, Great Cleave, Improved Initiative, Improved Sunder, Mounted Combat, Power Attack. *Includes armor check penalty.

Blinding Gaze (Su): Blindness (as the spell) for 2d6 days, 30 feet, Fortitude DC 26 negates. The save DC is Charisma-based. Devils are immune to this ability.

Fear (Su): A creature hit by a melee weapon wielded by Alocer must succeed on a DC 26 Will save or be affected as though by fear (caster level 20th). Whether or not the save is successful, that creature cannot be affected by Alocer’s fear ability for 24 hours. The fear effect is a supernatural ability of Alocer, not of the weapon. The save DC is Charisma-based.

Spell-Like Abilities: At will—animate dead, blasphemy (DC 23), charm person (DC 17), create undead, dancing lights, desecrate, detect good, detect magic, fly, greater dispel magic, greater invisibility, greater teleport, hold person (DC 19), magic circle against good, major image (DC 19), polymorph, produce flame, pyrotechnics (DC 18), read magic, suggestion (DC 19), true seeing, unhallow, unholy aura; 1/day—limited wish, song of discord (DC 21), symbol of stunning (DC 23). Caster level 20th. The save DCs are Charisma-based.

Summon Devil (Sp): Once per day Alocer can summon 1d2 erinyes with a 65% chance of success. This ability is the equivalent of an 8th-level spell.

Regeneration (Ex): Alocer takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.

Possessions: +2 full plate, +1 keen longsword.

Physical Description: Alocer has a humanoid body with redgold flesh and a fearsome leonine head. The fiery flash of his eyes can be seen for some distance.

Personality Traits: Proud, brusque, and aggressive.

Alocer is a duke in the service of Dispater, and leads 36 companies of erinyes into battle. Warlike in attitude, Alocer wears plate mail and fights with broadsword, axe, mace, and dagger, wielding one at a time and biting at the same time with his great jaws. He will seize and employ other weapons available when in battle, and often rides a nightmare about his estates or to war.
 
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