Baalzephon
OK, here's the last fiend from me -- at least for a while. Baalzephon, the pit fiend prime minister under Dispater, was mentioned in both Gygax and Greenwood’s articles on the Nine Hells, although he was never statted out. I believe in Planescape Baalzephon was described as female, a not unreasonable change. And although there’s a serviceable 3e version of Baalzephon in the Tome of Horrors, I couldn’t help but go off on my own here.
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The terrible BAALZEPHON is the Prime Minister of Dis under the Lord of Iron Rod and Staff.
Baalzephon: Pit Fiend Clr 6/Fiend of Blasphemy 6; CR 26; Large Outsider (Devil, Evil, Extraplanar, Lawful); HD 18d8+180 plus 6d8+60 plus 6d8+60; hp 438; Init +15; Spd 40 ft, fly 60 ft (average); AC 39, touch 16, flat-footed 32; BAB +24; Grp +41; Atk +36 melee (2d8+13, claw); Full Atk +36 melee (2d8+13, 2 claws) and +36 melee (2d6+6, 2 wings) and +36 melee (4d6+6 plus poison plus disease, bite) and +36 melee (2d8+6, tail slap); Space/Reach 10 ft/10 ft; SA Constrict 2d8+19, fear aura, improved grab, kill cultist, spell-like abilities, spells, summon devil, torture cultist; SQ blood oath, DR 15/good and silver, darkvision 60 ft, detect magic, immunity to fire and poison, locate cultist, mind shielding, resistance to acid 10 and cold 10, regeneration 5, scry on cultist, sponsor worshiper, see in darkness, telepathy 100 ft, undetectable alignment; SR 32; AL LE; SV Fort +29, Ref +23, Will +33; Str 36, Dex 25, Con 30, Int 32, Wis 30, Cha 32.
Skills and Feats: Balance +24, Bluff +38, Climb +28, Concentration +43, Craft (alchemy) +20, Diplomacy +50, Disguise +37 (+41 acting), Heal +19, Hide +23, Intimidate +43, Jump +33, Knowledge (arcana) +37, Knowledge (history) +20, Knowledge (nature) +33, Knowledge (the planes) +38, Knowledge (religion) +38, Listen +36, Move Silently +27, Profession (administrator) +19, Search +37, Sense Motive +31, Spellcraft +45, Spot +37, Survival +30 (+32 above ground, +34 on other planes or following tracks), Tumble +27; Blinding Speed, Cleave, Epic Will, Great Cleave, Improved Initiative, Improved Multiattack, Leadership, Multiattack, Power Attack, Quicken Spell-Like Ability (fireball), Superior Initiative.
Constrict (Ex): Baalzephon deals 2d8+19 points of damage with a successful grapple check.
Disease (Su): A creature struck by Baalzephon’s bite attack must succeed on a DC 29 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): Baalzephon can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 30 Will save or be affected as though by a fear spell (caster level 18th). A creature that successfully saves cannot be affected again by Baalzephon’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.
Improved Grab (Ex): To use this ability, Baalzephon 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.
Kill Cultist (Su): Baalzephon can kill those who have sworn him a blood oath if they displease him. Distance is not a factor, but Baalzephon cannot kill a cultist who is on a different plane. The affected creature must make a DC 27 Fortitude save or die. If the save is successful, the creature takes 3d6+6 points of damage. Kill cultist is a death effect.
Poison (Ex): Injury, Fortitude DC 29, initial damage 1d6 Con, secondary damage death. The save DC is Constitution-based.
Spell-Like Abilities: At will—blasphemy (DC 28), create undead, fireball (DC 24), greater dispel magic, greater teleport (self plus 50 pounds of objects only), invisibility, magic circle against good, mass hold monster (DC 30), persistent image (DC 26), power word stun, unholy aura (DC 29); 1/day—meteor swarm (DC 30). Caster level 18th. The save DCs are Charisma-based. Once per year Baalzephon can use wish as the spell (caster level 20th).
Summon Devil (Sp): Twice per day Baalzephon can automatically summon 2 lemures, bone devils, or bearded devils, or 1 erinyes, horned devil, or ice devil. This ability is the equivalent of an 8th-level spell.
Torture Cultist (Su): Baalzephon can inflict pain on those who have sworn him a blood oath. Distance is not a factor, but he cannot torture a cultist who is on a different plane. When he uses this ability, the target cultist suffers excruciating pain. The affected creature takes a –4 penalty on attack rolls, skill checks, and ability checks for 6 rounds. A successful DC 27 Fortitude save lessens the penalty to –2.
Blood Oath (Su): Baalzephon can perform a ritual of initiation that binds cult members to his service. The ritual forges a magical, mental bond between Baalzephon and those mortals who participate. It requires one day of preparation, during which time Baalzephon must meditate and ready a room in which the ritual will take place. The ritual itself lasts for 2 hours, plus an additional 10 minutes per mortal initiate. If either the preparation or the ritual is interrupted, the process is ruined and Baalzephon must start again. Every creature in the room (and no more than 60 feet away from Baalzephon) when the ritual begins or that enters that area during the ritual must make a DC 27 Will save or be affected as if by an enthrall spell. A willing participant in the ritual takes a –4 penalty on this saving throw, while a hostile onlooker receives a +4 bonus. After the first 2 hours of the ritual, each initiate receives Baalzephon’s individual attention for 10 minutes, during which time the bond between the two is formed, and the creature becomes one of Baalzephon’s cultists. An initiate who wishes to resist the bond can attempt a DC 27 Will saving throw. Willing participants may voluntarily fail their saving throws. If an initiate makes a successful saving throw, Baalzephon is aware that the bond was not properly formed, but this does not interrupt the ritual.
Detect Magic (Su): Baalzephon continuously has a detect magic effect in operation (caster level 12th).
Locate Cultist (Su): Baalzephon has a telepathic bond with each of his cultists. At will, he can generate an effect identical to that of a locate creature spell to sense the location of any creature that has sworn a blood oath with him.
Mind Shielding (Su): Baalzephon is immune to the detect thoughts and discern lies spells.
Regeneration (Ex): Baalzephon takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.
Scry on Cultist (Sp): Baalzephon can scry on any creature that has sworn him a blood oath, as if using the scrying spell. He cannot scry on cultists on other planes. Baalzephon can use this ability on any given cultist once per day, but there is no limit to how many cultists he can scry on in a day.
Sponsor Worshiper (Su): Baalzephon can channel spellcasting ability from the Shaithim to mortals with levels in the cleric class. He can sponsor a cleric of up to 12th level, who receives access to the full complement of cleric spells as well as any two domains chosen from Death, Evil, or Law.
Transfer Spell-Like Ability (Sp): Baalzephon can grant his cultists access to his spell-like abilities as though using the imbue with spell-like ability spell. He can give one creature that has sworn him a blood oath access to as many of his own spell-like abilities as he desires. The cultist can use each such ability once per day, with all variable characteristics (including caster level and save DC) determined as if Baalzephon himself were using the ability. When he transfers a spell-like ability, Baalzephon cannot use that ability as often as usual. He can use an ability normally available at will only 4 times per day, and he loses one use per day from more limited abilities. Baalzephon can bestow the same ability on multiple cultists or allow cultists to use the ability more than once per day, but in doing so he loses more of his own daily uses of the ability. Baalzephon can revoke the transfer at any time as a free action. If the cultist had already used the ability during the current day, it counts as if Baalzephon had used it that day as well.
Undetectable Alignment (Su): Baalzephon’s alignment is constantly concealed from all forms of divination as though with the undetectable alignment spell.
Cleric Spells Prepared (5/7/7/5; save DC 20 + spell level): 0—cure minor wounds, detect magic, inflict minor wounds, read magic, resistance; 1st—bane, command, deathwatch, doom, obscuring mist, protection from chaos*, shield of faith; 2nd—bear’s endurance, death knell, desecrate*, eagle’s splendor, inflict moderate wounds, shatter, silence; 3rd—bestow curse, contagion, deeper darkness, magic circle against good*, magic vestment.
*Domain spell. Deity: the Shaithim. Domains: Evil (Chaos spells as a 7th-level caster), Law (Evil spells as a 7th-level caster)
Fiend of Blasphemy Spells Prepared (6/6/4/4/4; save DC 20 + spell level): 1st—bane, cause fear, command, doom, sanctuary, shield of faith; 2nd—aid, bull’s strength, desecrate, enthrall, hold person, undetectable alignment; 3rd—bestow curse, deeper darkness, invisibility purge, prayer; 4th—discern lies, poison, sending, spell immunity; 5th—commune, dispel good, greater command, true seeing.
Possessions: rod of rulership.
Physical Description: Baalzephon appears as a hulking, regal pit fiend, its wings wrapped around itself like a grotesque cloak.
Personality Traits: Scrupulous, disdainful, demanding.
The pit fiend Baalzephon acts as Dispater’s prime minister, ordering and administering the Iron Duke’s armies and vassals.