• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Homebrew Dukes of Hell

The Serge

First Post
I threw this together for a discussion on another board. I haven't checked for balance or anything like that, but I think with some tweaking it's usable. Not that this is for a Duke of Hell. I think, if you want to bother with templates (and I personally think a template for these beings isn't necessary), you would need one for each Outsider type, i.e. a Demon Lord template, a Throne Archon template, etc.

Creating a Duke of Hell

"Duke of Hell" is a template that can be added to any Pit Fiend Devil, Lawful evil Infernal, or non-Chaotic Outsider with at least 20 HD or 25 ECL.

The Dukes of Hell, also known as the Courtiers of Perdition, are the singular nobles that serve under the might of Hell's masters, the Lords of the Nine. Despite their sharing the appelation of Duke of Hell, the various nobles often have different titles and different repsonsibilities as they pursue the darkest of evils, the blackest of souls, and more power for their masters and themselves (these goals are, of course, not necessarily in priority order).

Although they share a common title, the Dukes of Hells are all individuals with different powers and designs at their command. Each has a singular appearance (which can of course be mimicked with the use of Illusions and similar magicks by rivals), and each deals with allies and adversaries in different ways. Still, considering that they are defenders of Law, one can expect certain similarities from the Dukes of Hell.

The base creature's type changes to that of Devil. The Duke of Hell uses all the base creature's statistics and special abilities except as noted here:

HD: A Duke of Hell gains 6 HD more than the base creature.

Speed: The base speed is increased by 30 to all modes of movement. There is a 50% chance that if the base creature could not fly, that the new Duke of Hell will gain that ability at 90 ft (average).

AC: Dukes of Hell gain +3 to their Natural Armor in addition to any additional modifications due to size increases. They also gain a profane bonus of +3 and a deflection bonus equal to their Charisma modifier.

Spell-like Abilities or Psionics: Dukes of Hell retain the special attacks of the base creature unless such attacks were had the Good descriptor. In this case, the special attack with the Good descriptor is replaced with the Evil version. Thus, if a Solar becomes a Duke of Hell, it loses the spell-like ability holy smite, replacing it with unholy blight. In the case of Healing spells, such abilities are replaced with Necromantic spells of the appropriate type. If there is no clear opposite, the Duke retains the ability. The caster level for such abilities is always the Duke's HD + 6. All Dukes gain the following spell-like abilities: at will: blasphemy, charm monster, deeper darkness, dispel magic, fireball, flamestrike, improved invisibility, major image, persistent image, unhallow, unholy aura. 6/day: symbol (any). 3/day: destruction, meteor swarm. 1/week: wish.

Special Qualities: The Duke of Hell retains all of the base creature's special qualities. In the event that the base creature has qualities that are alignment specific, like protection from evil, the Duke of Hell will gain the Evil version. The Duke also gains the following:
* Baatezu Traits: If any of the benefits of these traits overlap with those of the base creature, the Duke retains the better of the two.
* Damage Reduction: An increase of 10/+3 on any existing DR.
* Spell Resistance equal to the base creature's CR+15, or the current SR+6, whichever is better.
* Regeneration: Fast Healing 10 unless the Duke is struck by a blessed or Holy weapon of at least +6 enhancement. This overrides any existing Regneration if it's lower.
* Divine Rank 0: As the lesser nobility of Hell, the Dukes of Hell gain a degree of might unknown to mortals and common Devils. The Duke of Hell gains immunity to polymorphing, petrification, or any other attack that alters its form. The Duke of Hell is not subject to energy drain, ability drain, or ability drain. The Duke of Hell is immune to mind-affecting effects.
Call Baatezu (sp): As a standard action, all Dukes of Hell, as the vassals of the Lords of the Nine, command the respect of lesser Devils. As such, a Duke of Hell can call Baatezu. Each Duke may call up to three times a day, 12 Lemures, 6 Osyluths or Barbazu, 4 Erinyes or Hamatulas, 2 Cornugons or Gelugons, or 1 Pit Fiend. Since these Devils are called, they have the ability to summon other Devils as their Monster Manual descriptions allow. Due to their vaunted status, Dukes of Hell are not beholden to the Devils they call, so they rarely hestitate to do so if pressed. Some Dukes are more likely to rely on certain kinds of Devils more than others. While Bael is likely to call Barbezu devils, Martinet, the Voice of Asmodeus, is likely to rely on Pit Fiends.

Abilities: Increase from the base creature as follows: Str +2, Dex +2, Int +4, Wis +2, Cha +6.

Class Levels: The Duke of Hell acquires level. All Dukes have at least 10 levels in at least one class suited to their desires and duties. Thus, Titivlus, the Herald of Dispater, is a 15th level Bard, while Bael, a Duke in the service of Mammon, is a 15th level Fighter. Adjustments for skills, ability scores, and feats may be made here in addition to those associated with HD and size adjustments. If the base creature already has class levels, the new Duke gains an additional 3 levels and skill points and Feats associated with the entirety of the class levels if they were not already taken in account. Class levels do not impact HD in terms of size adjustments.

Diabolical Adaptation: Some Dukes will exhibit special abilities or qualities different from their peers. For example, while most Dukes are completely immune to all kinds of fire, magical or mundane, a Duke of Cania, a layer of malign cold, may be immune to cold. Each Duke gains one special ability and one special quality in keeping with his/her duties and areas of interest for every 30 total HD and Levels possessed.

Diabolical Metamorphosis: Almost all Dukes of Hell experience some kind of physical change upon their apotheosis into this new status. This new form always relates to their duties and desires. For example, as Dispater's word twisting herald, Titivilus is not huge and physically imposing like a Pit Fiend. Any adjustments in size and physical make up may affect the Duke's attack methods or his advancement benefits; statistics should be adjusted accordingly.

Challenge Rating: +6 + class level

Treasure: at least double standard base creature's.

Alignment: Always Lawful evil

Advancement: By class progression

Feel free to offer advice or suggestions.

*Edit: Reflects adjustments made when making Bael.
 
Last edited:

log in or register to remove this ad

it's actually a cool idea, but i don't think you would need separate templates for each one. maybe something like a nice universal "epic overlord" sort of template that can apply to *any* creature, and then a few "package" options for alignment and type (devil, demon, slaad, archon, etc).
 

BOZ said:
it's actually a cool idea, but i don't think you would need separate templates for each one. maybe something like a nice universal "epic overlord" sort of template that can apply to *any* creature, and then a few "package" options for alignment and type (devil, demon, slaad, archon, etc).

Somebody else tried this (on the WotC Boards), but I don't think it works all that well since each "epic overlord" represents a type that will have different powers. Like, most Celestials do not summon, so I would suggest either one broad Celestial template (or three different ones) rather than trying to capture all things in one Template.

But that's just me.

Thanks!
 

Maybe you're referring to me? I simply did not finish it, and it might actually work.

Nevermind, you were referring to Rule of Three. :rolleyes: I should get my facts right before posting.
 
Last edited:

Yeah, I was referring to Rule of Three.

Do you plan on finishing, Sir Knight? I'd be curious to see your results.

I will probably post version of Bael and Titivlus based upon this template sometime this weekend. They will be drawn from "official" literature rather than the 1ed material... although I will look to the wonder job Creature Catalogue has done on them for some inspiration :)
 

i will try this template out myself, i might even find some time to do one or two while i'm still here at work. ;)
 

BOZ said:
i will try this template out myself, i might even find some time to do one or two while i'm still here at work. ;)

Would you mind trying Huitijin? I was going to do him first, but not as a Pit Fiend but as his historical type (assuming one exists).

Thanks! Seeing this work up will be helpful!
 

i was hoping i would have some more time, but i'm way too busy here at work (becuase i've been messing around on the internet all day, hehehe). it'll probably have to keep until next week some time, as i'll likely be busy all weekend too.
 

The Serge said:
Yeah, I was referring to Rule of Three.

Do you plan on finishing, Sir Knight? I'd be curious to see your results.

I actually did some work on it recently.

My basic idea is that such a being should get one "ability" per hit die, which may be spent on spell-like abilities, summoning/calling abilities, improved abilities, maximized hit points, feats, etc.. The basic abilities that each planar ruler gets is a +4 bonus to skills, a +8 bonus to ability scores, an DR improvement of 10/+2, spell resistance, a number of spell levels (usable for spell-like abilities) equal to his hit dice and turn resistance (yes, like the undead ability).

I don't have my notes currently, but I might post two of the three planar rulers I created with the template and a lot of guesswork in a few days. They are no traditional rulers, though, and they currently lack any kind of flavor text (which could be added hastily). :rolleyes:

Of course, the hard work is balancing the abilities with each other, determining CRs, and the question how to incorporate unique abilities (one solution could be to use equivalent epic spells).
 

Here's Bael, a classic Duke of Hell. I used my template to create him and I'm pleased with how he came out. He's clearly very powerful, clearly an epic-level threat, and clearly more along the lines of power I think the Dukes of Hell should be. Any suggestions or questions about him are welcome.

Also, see the template above to adjustments I made to it when creating Bael.

BAEL, Duke of Hell, Vassal of Mammon, Lord of the Third
Duke of Hell Fighter 15 CR 45; Huge Outsider (Devil); HD 34d8+238 and 15d10+105; hp 765; Init +5; Spd 70 ft., fly 90 ft.; AC 55, touch 20, flat-footed 54; Atk +56/+51/+46/+41 melee (2d6+25+ 2d6 (lawful) + 3d6 and 1 negative level (unholy) /19-20/x2+2d6 (lawful) + 6d6 (unholy) + 2d6+death Fort DC 30 Bael's Morningstar, a +6 lawful, unholy power morningstar), or +36/+31/+26/+21 ranged (ranged attack or spell); Face/Reach 10 ft. by 10 ft./15 ft. (up to 20 ft. with Bael's Morningstar); SA fear aura, spell-like abilities, call baatezu; SQ Diabolical Rage, Duke of Hell, DR 40/+6, regeneration 10, SR 55; AL LE; SV Fort +35, Ref +26, Will +33; Str 36, Dex 15, Con 25, Int 26, Wis 24, Chr 22. 18? tall
Skills and Feats: Animal Empathy (bovine) +27, Balance +24, Bluff +48, Climb +59, Concentration +33, Craft (armorsmith) +41, Craft (weaponsmith) +41, Diplomacy +37, Disguise +26, Handle Nightmare +24, Hide -2, Intimidate +45, Jump +28, Knowledge (Arcana) +32, Knowledge (Hellish Politics) +33, Knowledge (war and strategy) +33, Listen +35, Move Silently +18, Ride +41, Search +23, Spellcraft +24, Spot +23, Cleave, Combat Reflexes, Epic Weapon Focus (morningstar), Epic Weapon Specialization (morningstar), Expertise, Great Cleave, Improved Bullrush, Improved Critical (morningstar), Improved Disarm, Improved Initiative, Improved Trip, Leadership, Mobility, Mounted Combat, Overwhelming Critical (morningstar), Penetrate Damage Reduction, Power Attack, Quick Draw, Ride-by Attack, Spellcasting Harrier, Weapon Focus (morningstar), Weapon Specialization (morningstar).
Duke of Hell Qualities: Immune to fire and poison; acid and cold resistance 20; see in darkness, even that created by deeper darkness spells; telepathic communication with any creature within 100 feet; immunity to polymorphing, petrification, or any other attack to alter his form; not subject to energy drain, ability drain, or ability drain; immune to mind-affecting effects.
Spell-Like Abilities: At will -- animate dead, blasphemy, charm person, charm monster, create undead, deeper darkness, desecrate, detect good, detect magic, dispel magic, fireball, flamestrike, hold person, improved invisibility, magic circle against good, major image, mirage arcana, permanent image, produce flame, polymorph self, pyrotechnics, see invisibility, suggestion, teleport without error (self plus 500 pounds of objects only), unholy aura, unholy blight, unhallow, and wall of fire; 6/day -- symbol (any); 3/day -- destruction, meteor swarm (any); 1/week ? wish. These abilities are as spells cast by a 40th level sorcerer (save DC 16 + spell level).
Fear Aura (Su): As a free action, Bael can create an aura of fear in a 20-radius. It is otherwise identical with fear cast by a 40th level sorcerer (save DC 20). If the save is successful, that creature cannot be affected again by Bael?s fear aura for one day. Other baatezu are immune to the aura.
Call Baatezu (Sp): Three times per day, Bael can automatically call 12 Lemures, 6 Osyluths or Barbazu, 4 Erinyes or Hamatula, 2 Cornugons or Gelugons, or 1 Pit Fiend. Since these Devils are called rather than summoned, they have the ability to summon their own reinforcements if so ordered. Typically, Bael will call one Pit Fiend, then two squads of Barbazu Devils.
Diabolical Rage (Ex): Once per day, Bael can fall under a Diabolical Rage. Very similar to Barbarian Rage, Diabolical Rage affords Bael +6 to Strength, +6 to Constitution, and a +3 morale bonus to Will Saves. Bael gains an additional 68 hit points while raging and gains an additional partial attack action. He suffers a -2 penalty to his AC. Unfortunately for his foes, while Bael cannot perform any task requiring patience or concentration, he still can cast the following spell-like abilities: fireball, flamestrike, destruction, meteor swarm (any), unholy aura and unholy blight. Bael's Diabolical Rage lasts for 13 rounds, although he can end it as a free action.
Incite Frenzy (Su): 3/day, Bael may Incite Frenzy. Although he is a Courtier of Perdition, sworn to uphold the terrible majesty of Hell, Bael may reveal the chaos within the heart of all lesser creatures. Bael may Incite Frenzy to all in a 20-foot radius up to 100 feet away. Those who fail a Will save DC 22 against this mind-affecting compulsion seem to gain the benefits of Barbarian Rage (with whose bonuses they do not stack), receiving a +3 moral bonus to Strength and Constitution, and a -1 penalty to AC; furthermore, targets are compelled to attack anyone in their line of sight as if affected by a confusion spell. However, the target suffers a -2 profane penalty to Will saves while under this effect. The effect last for 20 rounds, after which the victims are fatigued, suffering -3 penalties to Strength and Dexterity, cannot run or charge for a duration equal to the time under the effect.
Regeneration (Ex): Bael takes normal damage from holy and blessed weapons of at least +6 enchantment.
Bael's Morningstar: This magical, bronze morningstar of archaic and elaborate design is Bael?s signature weapon. Given to him by Mammon, Viscount and Lord of the Third Hell, this morningstar functions as a +6 lawful, unholy power morningstar. It also has the ability to magically lengthen at Bael's command (this is a free action and does not require that Bael say anything), granting him additional reach. Unknown to Bael, this morningstar also allows the greedy Lord of the Third to hear the wielder on occasion; as a result, Mammon is well aware of Bael's desire to eventually overthrow him, a notion that amuses the Viscount to no end.
Possessions: Bael's Morningstar, Bael's Breastplate. As a Duke of Hell and one of the most powerful Courtiers of Perdition in Minauros, the Third Hell, Bael has access to three times the treasure for his CR. He rarely bothers with it, preferring to spend his time plotting to overthrow Mammon or battling Demons and powerful mortals trapped in Hell.

Like all Courtiers of Perdition, Bael's true name is known only to Asmodeus, the King of Hell. Named after a relatively benign agricultural god of a small Prime Material world, Bael has done an excellent job as one of Mammon's chief vassals, using the need for more land and agricultural space as a means to promote both greed (Mammon's favorite subject) and violence (Bael's favorite subject). Well known on a few Prime worlds, Bael is also very involved in planar politics, having battled the Demons of The Abyss and the Celestials of the Upper Planes numerous times. He has made as many allies as enemies, and hopes to one day use these, and other resources, to crush other noble rivals in Minauros and replace Mammon as the Lord of the Third.
 
Last edited:

Into the Woods

Remove ads

Top