Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Lords of the Nine (and some stats!)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="The Serge" data-source="post: 440494" data-attributes="member: 4049"><p><strong>Updated Lord of the Nine and Arch-Devil Templates</strong></p><p></p><p>Creating an Arch-Devil</p><p></p><p>"Arch-Devil" is a template that can be added to any Duke of Hell template, Lawful evil Infernal, or non-Chaotic Outsider with at least 30 HD or 35 ECL. On rare occasions (DM discretion), Asmodeus, the King of Hell, grants this boon to very powerful mortals of at least 31st level.</p><p></p><p>There is much confusion about the distinction between an Arch-Devils and the quasi-divine Lords of the Nine. The Lords of the Nine are the nine Arch-Devils that rule the Nine Hells. Eight of the Lords are of quasi-divine status, although they wield near omnipotent power on their respective layers, and no little power beyond; Asmodeus, the King of Hell is something more than a Lord of the Nine, having tremendous might, wit, and intellect rivaling that of the greatest gods. Arch-Devils, however, are something somewhat different. Simply put, an Arch-Devil is a Devil of such power that, while it does not rule a layer of Hell, it exists and commands devils to a degree almost equal to that of the Lords of the Nine. In the end, all Lords of the Nine (save Asmodeus) are Arch-Devils; most Arch-Devils are not a Lord of the Nine.</p><p></p><p>The Arch-Devils make up the second strata in hellish politics, towering above the Dukes of Hell, and only slightly less powerful than the Lords of the Nine. Most of them committed some manner of crime against Hell (i.e. Asmodeus), although most have no idea what it is they did wrong. On occasion, Asmodeus will simply decide to cast down a Lord, promote a Duke of Hell and immediately banish her, or allow an Arch-Devil to function as an infernal diplomat of sorts (like Gargauth of the prime world Toril). The best known most recent reshuffling of Arch-Devils occurred with the so-called Reckoning, when it appeared that Asmodeus would finally lose his thus far eternal rule of Hell. At the end of the conflict, when Asmodeus once again emerged victorious and unscathed, Asmodeus cast out the Lord of the Fifth at the time, Geryon (interestingly the only Lord who remained loyal to him), and promoted a formerly imprisoned Arch-Devil well-known for his treachery in the past, one Prince Levistus. </p><p></p><p>It is unknown how many Arch-Devils exist, although it?s unlikely that there are more than perhaps 18 of them. It is rumored that the original Arch-Devils (of whom Dispater, Mephistopheles, and Lilith number) were once the ancient Baatorians who emerged whole from the blood of Asmodeus when he plummeted the Lower Planes, creating the Nine Hells as he fell. The truth of this matter is unknown and will likely remain that way until Asmodeus determines otherwise.</p><p></p><p>Despite sharing the appellation of Arch-Devil, these scion Devils are very much individuals with varying goals, power, and interests. They are extremely powerful and so dangerous that even the Lords of the Nine treat them with caution. A few are exiled to the first layer of Hell, Avernus, although a fair number have their own ?realms? in places like Gehenna, the Plane of Elemental Fire, and The Outlands. They command vast numbers of Devils and other servants, and are not above working with Yugoloths, Demons, and even Celestials in pursuit of their desires. </p><p></p><p>Still, Arch-Devils are purveyors of tyranny, stealth, corruption, betrayal, and all other aspects of Lawful Evil. They are never to be handled with anything less than supreme respect and the utmost prudence.</p><p></p><p>The base creature's sub-type changes to Evil, Lawful. An Arch-Devil uses all the base creature's statistics and special abilities, and special qualities except as noted here:</p><p></p><p>HD: The Arch-Devil receives the maximum hit point per die.</p><p></p><p>Speed: The base speed is increased by 30 to all modes of movement except fly. All Arch-Devils gain the ability to fly 200 ft (perfect).</p><p></p><p>AC: If the base creature or Duke of Hell already has a natural armor class, this remains the same and the creature gains a +3 profane bonus and a deflection bonus to AC equal to its Charisma bonus. If the base creature does not have an inherent natural armor class, it gains natural armor of +13, a profane bonus of +3, and a deflection bonus equal to their Charisma bonus.</p><p></p><p>Spell-like Abilities or Psionics: Arch-Devils 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 an advanced Solar becomes an Arch-Devil, 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 Arch-Devil retains the ability. A degree of common sense should be used when exchanging or stripping the base creature of an ability. Across the board, however, an Arch-Devil will lose abilities that allow it to see through illusion or determine of another creature is being honest, thus a fallen Solar would lose the ability to discern lies and true see. The caster level for such abilities is always the Arch-Devil?s HD + 6. All Arch-Devils gain the following spell-like abilities: at will: blasphemy, charm monster, deeper darkness, delayed blast fireball, detect chaos, detect good, dominate monster, flamestrike, greater dispelling, improved invisibility, magic circle against chaos, magic circle against good, major image, mirage arcana, persistent image, polymorph self, symbol (any), unhallow, unholy aura, unholy blight. 3/day: destruction, firestorm, meteor swarm. 1/day: hellball. 1/week: wish.</p><p></p><p>Arch-Devil Qualities: The Arch-Devil 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 Arch-Devil will gain the Evil version. The Arch-Devil also gains the following:</p><p>· Baatezu Qualities: If any of the benefits of these traits overlap with those of the base creature, the Duke retains the better of the two.</p><p>· Damage Reduction 15/+2 on any existing DR.</p><p>· Spell Resistance equal to the base creature's CR+10</p><p>· Regeneration (Ex): Fast Healing 20 unless a blessed or Holy weapon of at least +6 enchantment strikes the Arch-Devil. This overrides any existing Regeneration if it's lower.</p><p>· Divine Rank 0: As part of the higher-level nobility of Hell, Arch-Devils gain a degree of might unknown to mortals and common Devils. Arch-Devils gains immunity to polymorphing, petrification, or any other attack that alters its form. An Arch-Devil is not subject to energy drain, ability drain, or ability damage. An Arch-Devil is immune to mind-affecting effects. Arch-Devils are immortal and cannot die from natural causes. Arch-Devils do not age, and they do not need to eat, sleep, or breathe. They only way for an Arch-Devil to die is through special circumstances. </p><p>· Virtual Divine Rank 1: Although not true gods in that they cannot grant spells or take advantage of certain benefits available only to true divine beings, Arch-Devils gain certain benefits unavailable to even the Dukes of Hell. These benefits exist at all times, unless the Arch-Devil decides to voluntarily relax its might. Arch-Devils are immune to electricity, cold, acid and death effects if the attacker has fewer HD/class levels than the fiend?s CR. Arch-Devils are immune to disease and poison, stunning, sleep, paralysis, and disintegration. Finally, an Arch-Devil can sense anything within one mile around the mentioning of its name or an item of importance to it. This power is barred from places associated with gods of goodness and the Lords of the Nine.</p><p>· For the purpose of gate and similar spells, Arch-Devils are treated as unique creatures.</p><p></p><p>Call Baatezu (Sp): As a standard action, all Arch-Devils, as the near supreme Devils, command the respect of lesser Devils. As such, an Arch-Devil can call Baatezu. Each Arch-Devil may call up to four times a day, 18 Lemures, 9 Osyluths or Barbazu, 7 Erinyes or Hamatulas, 6 Cornugons or Gelugons, or 3 Pit Fiends. Since these Devils are called, they have the ability to summon other Devils as their Monster Manual descriptions allow. Despite their vaunted status, Arch-Devils are hesitant to call on their lesser brethren, fearing to incur the wrath of Asmodeus, so they rarely use this power unless sorely pressed. Fortunately for them, most Arch-Devils maintain their own cadre of servants, some Devils, some altogether creatures. Semyaza, a fallen Solar, for example, has his own array of fallen Celestials at his beck and call.</p><p></p><p>Diabolical Aura (Ex): The presence of an Arch-Devil is so vile that it causes lesser beings to cowering or pay homage to the might of the evil they represent. All within 66 feet of an Arch-Devil must succeed in a will save equal to 15 + the Devil?s Charisma modifier + any existing enchantment bonuses (e.g., from the Spell Focus: Enchantment feat). Those who succumb to the evil the Arch-Devil represents suffer one of the two following effects as determined by the Arch-Devil (who can change the effect, or discontinue it, as a free action):</p><p> Cower: Affected beings cower before the might of the Devil. They can defend themselves normally but take no actions.</p><p> Fright: Affected beings become shaken and suffer a ?2 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from the Devil makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight.</p><p>The Arch-Devil can make its servants, ?worshippers,? beings of Lawful Evil alignment, or a mixture of all three types immune to this effect as a free action. This immunity lasts one day or until the Arch-Devil dismisses it. </p><p></p><p>Demi-gods and higher ranked divine beings are immune to an Arch-Devil?s diabolical aura. </p><p></p><p>Diabolical aura replaces any existing fear auras of the base creature. </p><p></p><p>The Presence of Hell (Su): So terrible is the presence of an Arch-Devil that it may corrupt an entire area with but a thought. Once per day as a standard action, an Arch-Devil may unhallow an area equal to 30 feet per its hit dice. </p><p></p><p>Although Arch-Devils detest the forces of righteousness, they also fear it. As a result, they find it difficult to enter any hallowed site. An Arch-Devil attempting to enter a hallowed site must make a Will DC save equal to 40 + the divine rank of the represented god + the god?s Charisma modifier (if this is unknown, assume a +9); an Arch-Devil cannot use its spell resistance to overcome this effect. If the Arch-Devil succeeds in entering the hallowed area, the area immediately becomes unhallowed. Once an Arch-Devil breaches holy ground, the god in question is immediately alerted to the fiends presence and will often (DM?s discretion) send a proxy or an avatar to deal with the intrusion. </p><p></p><p>Abilities: Increase from the base creature as follows: Str +4, Dex +4, Con +2, Int +4, Wis +2, Cha +6</p><p></p><p>Class Levels: The Arch-Devil acquires class levels. All Arch-Devils have at least 15 levels in at least one class suited to their desires and duties; indeed, many are multi-classed. Semyaza, for example, a lecher and whore, has levels in both Bard and Blackguard, while arrogant Olivier has levels in Blackguard and 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 Arch-Devil gains an additional 3 levels. </p><p></p><p>Diabolical Adaptation (Su): Some Arch-Devils will exhibit special abilities or qualities different from their peers. For example, while most Arch-Devils are completely immune to all kinds of fire, magical or mundane, an Arch-Devils hoping to become a god associated with winter may be immune to cold. Each Arch-Devil gains one special ability or one special quality in keeping with his/her duties and areas of interest for every 20 total HD and Levels possessed. </p><p></p><p>Diabolical Metamorphosis: Almost all Arch-Devils 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, the lustful Semyaza is still as physically beautiful as the Solar he once was. Any adjustments in size and physical make up may affect the Arch-Devil?s attack methods or his advancement benefits; statistics should be adjusted accordingly.</p><p></p><p>Challenge Rating: +3 + class level</p><p></p><p>Treasure: triple standard base creature's.</p><p></p><p>Alignment: Always Lawful evil</p><p></p><p>Advancement: By class progression</p><p></p><p>_______________________________</p><p>"Lord of the Nine" is a template that can be added to any Arch-Devil template, Lawful evil Infernal, or non-Chaotic Outsider with at least 40 HD or 45 ECL. On rare occasions (DM discretion), Asmodeus, the King of Hell, grants this boon to very powerful mortals of at least 41st level.</p><p></p><p>The base creature's sub-type changes to Evil, Lawful. A Lord of the Nine uses all of the features and benefits from the Arch-Devil template in addition to those benefits listed here. When a fiend with the Arch-Devil template becomes a Lord of the Nine, it only gains these additional benefits and features herein. </p><p></p><p>A Lord of the Nine uses all the base creature's statistics and special abilities, and special qualities except as noted here:</p><p></p><p>Spell-like Abilities or Psionics: Lords of the Nine 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 an advanced Solar becomes a Lord of the Nine, 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 Lord retains the ability. A degree of common sense should be used when exchanging or stripping the base creature of an ability. Across the board, however, a Lord will lose abilities that allow it to see through illusion or determine of another creature is being honest, thus a fallen Solar would lose the ability to discern lies and true see (Dispater may be an exception to this rule). The caster level for such abilities is always the Lord?s HD + 6. Lords gain the following spell-like abilities: at will: blasphemy, charm monster, deeper darkness, delayed blast fireball, detect chaos, detect good, dominate monster, flamestrike, greater dispelling, improved invisibility, magic circle against chaos, magic circle against good, major image, mirage arcana, persistent image, polymorph self, symbol (any), teleport without error (self plus 1000 pounds), unhallow, unholy aura, unholy blight. 6/day: destruction, firestorm, meteor swarm. 3/day: damnation, hellball. 1/day: wish.</p><p></p><p>In addition, each Lord chooses one domain over which he has authority. The Lord may cast all domain spells listed at will. The Lord also gains the benefit of the domain power.</p><p></p><p>Call Baatezu (Sp): As a move equivalent action, all Lords, as the near supreme Devils, command the respect of lesser Devils. As such, a Lord can call Baatezu. Each Lord may call up to six times a day, 21 Lemures, 18 Osyluths or Barbazu, 15 Erinyes or Hamatulas, 12 Cornugons or Gelugons, or 6 Pit Fiends. Since these Devils are called, they have the ability to summon other Devils as their Monster Manual descriptions allow. As the masters of Devils, the Lords of the Nine never hesitate to summon servants if they fear that their lives are in danger, or if they grow bored with a confrontation. In short order, a Lord can fill an entire chamber with a legion of Devils.</p><p></p><p>Lord of the Nine Traits</p><p></p><p>Hellish Aura (Ex): The presence of a Lord is so vile that it causes lesser beings to cowering or pay homage to the might of the evil they represent. All within 900 feet of a Lord must succeed in a Will save equal to 5 + ½ the Devil?s HD + the Devil?s Charisma modifier + any existing enchantment bonuses (e.g., from the Spell Focus: Enchantment feat). Those who succumb to the evil the Lord represents suffer one of the two following effects as determined by the Lord (who can change the effect, or discontinue it, as a free action):</p><p> Cower: Affected beings cower before the might of the Devil. They can defend themselves normally but take no actions.</p><p> Fright: Affected beings become shaken and suffer a ?2 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from the Devil makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight.</p><p>The Lord can make its servants, ?worshippers,? beings of Lawful Evil alignment, or a mixture of all three types immune to this effect as a free action. This immunity lasts one day or until the Lord dismisses it. </p><p></p><p>Lesser gods and higher ranking divine beings are immune to an Arch-Devil?s diabolical aura. </p><p></p><p>Diabolical aura replaces any existing fear auras of the base creature. </p><p></p><p>The Might of Hell (Su): So terrible is the presence of a Lord of the Nine that it may corrupt an entire area with but a thought. Thrice per day as a free action, an Arch-Devil may unhallow an area equal to 30 feet per its hit dice. </p><p></p><p>Although the Lords of the Nine detest the forces of righteousness, they also fear it. As a result, they find it difficult to enter any hallowed site. A Lord of the Nine attempting to enter a hallowed site must make a Will DC save equal to 30 + the divine rank of the represented god + the god?s Charisma modifier (if this is unknown, assume a +9); a Lord cannot use its spell resistance to overcome this effect. If the Lord succeeds in entering the hallowed area, the area immediately becomes unhallowed. Once a Lord breaches holy ground, the god in question is immediately alerted to the devil?s presence and will often (DM?s discretion) send an avatar or will arrive in person to deal with the intrusion. </p><p></p><p>Hell?s Fire (Su): All Lords of the Nine have the ability to unleash Hell?s Fire on their foes. A Lord may use Hell?s Fire 1/day equal to half the Lord?s Charisma modifier + 3, dealing 1d12 points of damage per half the Lord?s Charisma modifier + 3. Similar to a god?s divine blast, this line of diabolical energy does not allow a saving throw, and is 5 feet wide, with a range of 100 feet per the Lord?s charisma modifier. Most forms of Hell?s Fire appear to be made from scorching magma, although Mephistopheles is fond of shards of ice, and Lilith is fond of torrents of flesh and blood. The damage and range of a Lord?s Hell?s Fire is listed in its description. Hell?s Fire ignores mortal magic like anti-magic field, but may only remove one layer of prismatics per blast. Walls of force are not affected by Hell?s Fire. </p><p></p><p>Infernal Majesty (Ex): Although not gods, the fact that each Lord of the Nine rules an entire layer of Hell affords them a grotesque amount of power. While on its layer, each Lord essentially functions as a god, having abilities that give the true deities of Hell pause. Each Lord gains a virtual divine rank equal to half their Charisma modifier. Virtual divine rank grants the Lord benefits associated with attacks, saving throws, checks, immunities, senses, Diabolical Aura, communication, and the ability to manipulate its layer. Some Lords, most notably Dispater, have additional benefits when in their palace or fortress.</p><p> </p><p>Class Levels: The Lord acquires class levels. All Lords of the Nine have at least 25 class levels suited to their desires and duties. Bel, for example, who controls the largest armies in defending Hell from outsiders, is a Fighter, while the crafty Dispater is a powerful Wizard and Aristocrat. Adjustments for skills, ability scores, and feats may be made here in addition to those associated with HD and size adjustments. </p><p></p><p>Abilities: +10 Cha</p><p></p><p>Diabolical Adaptation: Each Lord will exhibit special abilities or qualities different from its peers. While Levistus may be able to strip minds of their wits, Mephistopheles is capable of completely the soul of a mortal to dust with a glance. Each Lord of the Nine gains one special ability or one special quality in keeping with his/her duties and areas of interest for every 15 total HD and Levels possessed. Many of these abilities are on par with the powers of gods. This replaces, and does not stack with, any existing benefits from previous Diabolical Adaptations from similar templates, like Duke of Hell and Arch-Devil.</p><p></p><p>Diabolical Metamorphosis: Almost all of the Lords experienced some kind of physical change upon their apotheosis into this new status. This new form always relates to their duties and desires. Any adjustments in size and physical make up may affect the Lord?s attack methods or his advancement benefits; statistics should be adjusted accordingly.</p><p></p><p>Challenge Rating: +6 + class level</p><p></p><p>Treasure: triple standard base creature's.</p><p></p><p>Alignment: Always Lawful evil</p><p></p><p>Advancement: By class progression</p></blockquote><p></p>
[QUOTE="The Serge, post: 440494, member: 4049"] [b]Updated Lord of the Nine and Arch-Devil Templates[/b] Creating an Arch-Devil "Arch-Devil" is a template that can be added to any Duke of Hell template, Lawful evil Infernal, or non-Chaotic Outsider with at least 30 HD or 35 ECL. On rare occasions (DM discretion), Asmodeus, the King of Hell, grants this boon to very powerful mortals of at least 31st level. There is much confusion about the distinction between an Arch-Devils and the quasi-divine Lords of the Nine. The Lords of the Nine are the nine Arch-Devils that rule the Nine Hells. Eight of the Lords are of quasi-divine status, although they wield near omnipotent power on their respective layers, and no little power beyond; Asmodeus, the King of Hell is something more than a Lord of the Nine, having tremendous might, wit, and intellect rivaling that of the greatest gods. Arch-Devils, however, are something somewhat different. Simply put, an Arch-Devil is a Devil of such power that, while it does not rule a layer of Hell, it exists and commands devils to a degree almost equal to that of the Lords of the Nine. In the end, all Lords of the Nine (save Asmodeus) are Arch-Devils; most Arch-Devils are not a Lord of the Nine. The Arch-Devils make up the second strata in hellish politics, towering above the Dukes of Hell, and only slightly less powerful than the Lords of the Nine. Most of them committed some manner of crime against Hell (i.e. Asmodeus), although most have no idea what it is they did wrong. On occasion, Asmodeus will simply decide to cast down a Lord, promote a Duke of Hell and immediately banish her, or allow an Arch-Devil to function as an infernal diplomat of sorts (like Gargauth of the prime world Toril). The best known most recent reshuffling of Arch-Devils occurred with the so-called Reckoning, when it appeared that Asmodeus would finally lose his thus far eternal rule of Hell. At the end of the conflict, when Asmodeus once again emerged victorious and unscathed, Asmodeus cast out the Lord of the Fifth at the time, Geryon (interestingly the only Lord who remained loyal to him), and promoted a formerly imprisoned Arch-Devil well-known for his treachery in the past, one Prince Levistus. It is unknown how many Arch-Devils exist, although it?s unlikely that there are more than perhaps 18 of them. It is rumored that the original Arch-Devils (of whom Dispater, Mephistopheles, and Lilith number) were once the ancient Baatorians who emerged whole from the blood of Asmodeus when he plummeted the Lower Planes, creating the Nine Hells as he fell. The truth of this matter is unknown and will likely remain that way until Asmodeus determines otherwise. Despite sharing the appellation of Arch-Devil, these scion Devils are very much individuals with varying goals, power, and interests. They are extremely powerful and so dangerous that even the Lords of the Nine treat them with caution. A few are exiled to the first layer of Hell, Avernus, although a fair number have their own ?realms? in places like Gehenna, the Plane of Elemental Fire, and The Outlands. They command vast numbers of Devils and other servants, and are not above working with Yugoloths, Demons, and even Celestials in pursuit of their desires. Still, Arch-Devils are purveyors of tyranny, stealth, corruption, betrayal, and all other aspects of Lawful Evil. They are never to be handled with anything less than supreme respect and the utmost prudence. The base creature's sub-type changes to Evil, Lawful. An Arch-Devil uses all the base creature's statistics and special abilities, and special qualities except as noted here: HD: The Arch-Devil receives the maximum hit point per die. Speed: The base speed is increased by 30 to all modes of movement except fly. All Arch-Devils gain the ability to fly 200 ft (perfect). AC: If the base creature or Duke of Hell already has a natural armor class, this remains the same and the creature gains a +3 profane bonus and a deflection bonus to AC equal to its Charisma bonus. If the base creature does not have an inherent natural armor class, it gains natural armor of +13, a profane bonus of +3, and a deflection bonus equal to their Charisma bonus. Spell-like Abilities or Psionics: Arch-Devils 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 an advanced Solar becomes an Arch-Devil, 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 Arch-Devil retains the ability. A degree of common sense should be used when exchanging or stripping the base creature of an ability. Across the board, however, an Arch-Devil will lose abilities that allow it to see through illusion or determine of another creature is being honest, thus a fallen Solar would lose the ability to discern lies and true see. The caster level for such abilities is always the Arch-Devil?s HD + 6. All Arch-Devils gain the following spell-like abilities: at will: blasphemy, charm monster, deeper darkness, delayed blast fireball, detect chaos, detect good, dominate monster, flamestrike, greater dispelling, improved invisibility, magic circle against chaos, magic circle against good, major image, mirage arcana, persistent image, polymorph self, symbol (any), unhallow, unholy aura, unholy blight. 3/day: destruction, firestorm, meteor swarm. 1/day: hellball. 1/week: wish. Arch-Devil Qualities: The Arch-Devil 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 Arch-Devil will gain the Evil version. The Arch-Devil also gains the following: · Baatezu Qualities: 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 15/+2 on any existing DR. · Spell Resistance equal to the base creature's CR+10 · Regeneration (Ex): Fast Healing 20 unless a blessed or Holy weapon of at least +6 enchantment strikes the Arch-Devil. This overrides any existing Regeneration if it's lower. · Divine Rank 0: As part of the higher-level nobility of Hell, Arch-Devils gain a degree of might unknown to mortals and common Devils. Arch-Devils gains immunity to polymorphing, petrification, or any other attack that alters its form. An Arch-Devil is not subject to energy drain, ability drain, or ability damage. An Arch-Devil is immune to mind-affecting effects. Arch-Devils are immortal and cannot die from natural causes. Arch-Devils do not age, and they do not need to eat, sleep, or breathe. They only way for an Arch-Devil to die is through special circumstances. · Virtual Divine Rank 1: Although not true gods in that they cannot grant spells or take advantage of certain benefits available only to true divine beings, Arch-Devils gain certain benefits unavailable to even the Dukes of Hell. These benefits exist at all times, unless the Arch-Devil decides to voluntarily relax its might. Arch-Devils are immune to electricity, cold, acid and death effects if the attacker has fewer HD/class levels than the fiend?s CR. Arch-Devils are immune to disease and poison, stunning, sleep, paralysis, and disintegration. Finally, an Arch-Devil can sense anything within one mile around the mentioning of its name or an item of importance to it. This power is barred from places associated with gods of goodness and the Lords of the Nine. · For the purpose of gate and similar spells, Arch-Devils are treated as unique creatures. Call Baatezu (Sp): As a standard action, all Arch-Devils, as the near supreme Devils, command the respect of lesser Devils. As such, an Arch-Devil can call Baatezu. Each Arch-Devil may call up to four times a day, 18 Lemures, 9 Osyluths or Barbazu, 7 Erinyes or Hamatulas, 6 Cornugons or Gelugons, or 3 Pit Fiends. Since these Devils are called, they have the ability to summon other Devils as their Monster Manual descriptions allow. Despite their vaunted status, Arch-Devils are hesitant to call on their lesser brethren, fearing to incur the wrath of Asmodeus, so they rarely use this power unless sorely pressed. Fortunately for them, most Arch-Devils maintain their own cadre of servants, some Devils, some altogether creatures. Semyaza, a fallen Solar, for example, has his own array of fallen Celestials at his beck and call. Diabolical Aura (Ex): The presence of an Arch-Devil is so vile that it causes lesser beings to cowering or pay homage to the might of the evil they represent. All within 66 feet of an Arch-Devil must succeed in a will save equal to 15 + the Devil?s Charisma modifier + any existing enchantment bonuses (e.g., from the Spell Focus: Enchantment feat). Those who succumb to the evil the Arch-Devil represents suffer one of the two following effects as determined by the Arch-Devil (who can change the effect, or discontinue it, as a free action): Cower: Affected beings cower before the might of the Devil. They can defend themselves normally but take no actions. Fright: Affected beings become shaken and suffer a ?2 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from the Devil makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight. The Arch-Devil can make its servants, ?worshippers,? beings of Lawful Evil alignment, or a mixture of all three types immune to this effect as a free action. This immunity lasts one day or until the Arch-Devil dismisses it. Demi-gods and higher ranked divine beings are immune to an Arch-Devil?s diabolical aura. Diabolical aura replaces any existing fear auras of the base creature. The Presence of Hell (Su): So terrible is the presence of an Arch-Devil that it may corrupt an entire area with but a thought. Once per day as a standard action, an Arch-Devil may unhallow an area equal to 30 feet per its hit dice. Although Arch-Devils detest the forces of righteousness, they also fear it. As a result, they find it difficult to enter any hallowed site. An Arch-Devil attempting to enter a hallowed site must make a Will DC save equal to 40 + the divine rank of the represented god + the god?s Charisma modifier (if this is unknown, assume a +9); an Arch-Devil cannot use its spell resistance to overcome this effect. If the Arch-Devil succeeds in entering the hallowed area, the area immediately becomes unhallowed. Once an Arch-Devil breaches holy ground, the god in question is immediately alerted to the fiends presence and will often (DM?s discretion) send a proxy or an avatar to deal with the intrusion. Abilities: Increase from the base creature as follows: Str +4, Dex +4, Con +2, Int +4, Wis +2, Cha +6 Class Levels: The Arch-Devil acquires class levels. All Arch-Devils have at least 15 levels in at least one class suited to their desires and duties; indeed, many are multi-classed. Semyaza, for example, a lecher and whore, has levels in both Bard and Blackguard, while arrogant Olivier has levels in Blackguard and 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 Arch-Devil gains an additional 3 levels. Diabolical Adaptation (Su): Some Arch-Devils will exhibit special abilities or qualities different from their peers. For example, while most Arch-Devils are completely immune to all kinds of fire, magical or mundane, an Arch-Devils hoping to become a god associated with winter may be immune to cold. Each Arch-Devil gains one special ability or one special quality in keeping with his/her duties and areas of interest for every 20 total HD and Levels possessed. Diabolical Metamorphosis: Almost all Arch-Devils 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, the lustful Semyaza is still as physically beautiful as the Solar he once was. Any adjustments in size and physical make up may affect the Arch-Devil?s attack methods or his advancement benefits; statistics should be adjusted accordingly. Challenge Rating: +3 + class level Treasure: triple standard base creature's. Alignment: Always Lawful evil Advancement: By class progression _______________________________ "Lord of the Nine" is a template that can be added to any Arch-Devil template, Lawful evil Infernal, or non-Chaotic Outsider with at least 40 HD or 45 ECL. On rare occasions (DM discretion), Asmodeus, the King of Hell, grants this boon to very powerful mortals of at least 41st level. The base creature's sub-type changes to Evil, Lawful. A Lord of the Nine uses all of the features and benefits from the Arch-Devil template in addition to those benefits listed here. When a fiend with the Arch-Devil template becomes a Lord of the Nine, it only gains these additional benefits and features herein. A Lord of the Nine uses all the base creature's statistics and special abilities, and special qualities except as noted here: Spell-like Abilities or Psionics: Lords of the Nine 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 an advanced Solar becomes a Lord of the Nine, 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 Lord retains the ability. A degree of common sense should be used when exchanging or stripping the base creature of an ability. Across the board, however, a Lord will lose abilities that allow it to see through illusion or determine of another creature is being honest, thus a fallen Solar would lose the ability to discern lies and true see (Dispater may be an exception to this rule). The caster level for such abilities is always the Lord?s HD + 6. Lords gain the following spell-like abilities: at will: blasphemy, charm monster, deeper darkness, delayed blast fireball, detect chaos, detect good, dominate monster, flamestrike, greater dispelling, improved invisibility, magic circle against chaos, magic circle against good, major image, mirage arcana, persistent image, polymorph self, symbol (any), teleport without error (self plus 1000 pounds), unhallow, unholy aura, unholy blight. 6/day: destruction, firestorm, meteor swarm. 3/day: damnation, hellball. 1/day: wish. In addition, each Lord chooses one domain over which he has authority. The Lord may cast all domain spells listed at will. The Lord also gains the benefit of the domain power. Call Baatezu (Sp): As a move equivalent action, all Lords, as the near supreme Devils, command the respect of lesser Devils. As such, a Lord can call Baatezu. Each Lord may call up to six times a day, 21 Lemures, 18 Osyluths or Barbazu, 15 Erinyes or Hamatulas, 12 Cornugons or Gelugons, or 6 Pit Fiends. Since these Devils are called, they have the ability to summon other Devils as their Monster Manual descriptions allow. As the masters of Devils, the Lords of the Nine never hesitate to summon servants if they fear that their lives are in danger, or if they grow bored with a confrontation. In short order, a Lord can fill an entire chamber with a legion of Devils. Lord of the Nine Traits Hellish Aura (Ex): The presence of a Lord is so vile that it causes lesser beings to cowering or pay homage to the might of the evil they represent. All within 900 feet of a Lord must succeed in a Will save equal to 5 + ½ the Devil?s HD + the Devil?s Charisma modifier + any existing enchantment bonuses (e.g., from the Spell Focus: Enchantment feat). Those who succumb to the evil the Lord represents suffer one of the two following effects as determined by the Lord (who can change the effect, or discontinue it, as a free action): Cower: Affected beings cower before the might of the Devil. They can defend themselves normally but take no actions. Fright: Affected beings become shaken and suffer a ?2 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from the Devil makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight. The Lord can make its servants, ?worshippers,? beings of Lawful Evil alignment, or a mixture of all three types immune to this effect as a free action. This immunity lasts one day or until the Lord dismisses it. Lesser gods and higher ranking divine beings are immune to an Arch-Devil?s diabolical aura. Diabolical aura replaces any existing fear auras of the base creature. The Might of Hell (Su): So terrible is the presence of a Lord of the Nine that it may corrupt an entire area with but a thought. Thrice per day as a free action, an Arch-Devil may unhallow an area equal to 30 feet per its hit dice. Although the Lords of the Nine detest the forces of righteousness, they also fear it. As a result, they find it difficult to enter any hallowed site. A Lord of the Nine attempting to enter a hallowed site must make a Will DC save equal to 30 + the divine rank of the represented god + the god?s Charisma modifier (if this is unknown, assume a +9); a Lord cannot use its spell resistance to overcome this effect. If the Lord succeeds in entering the hallowed area, the area immediately becomes unhallowed. Once a Lord breaches holy ground, the god in question is immediately alerted to the devil?s presence and will often (DM?s discretion) send an avatar or will arrive in person to deal with the intrusion. Hell?s Fire (Su): All Lords of the Nine have the ability to unleash Hell?s Fire on their foes. A Lord may use Hell?s Fire 1/day equal to half the Lord?s Charisma modifier + 3, dealing 1d12 points of damage per half the Lord?s Charisma modifier + 3. Similar to a god?s divine blast, this line of diabolical energy does not allow a saving throw, and is 5 feet wide, with a range of 100 feet per the Lord?s charisma modifier. Most forms of Hell?s Fire appear to be made from scorching magma, although Mephistopheles is fond of shards of ice, and Lilith is fond of torrents of flesh and blood. The damage and range of a Lord?s Hell?s Fire is listed in its description. Hell?s Fire ignores mortal magic like anti-magic field, but may only remove one layer of prismatics per blast. Walls of force are not affected by Hell?s Fire. Infernal Majesty (Ex): Although not gods, the fact that each Lord of the Nine rules an entire layer of Hell affords them a grotesque amount of power. While on its layer, each Lord essentially functions as a god, having abilities that give the true deities of Hell pause. Each Lord gains a virtual divine rank equal to half their Charisma modifier. Virtual divine rank grants the Lord benefits associated with attacks, saving throws, checks, immunities, senses, Diabolical Aura, communication, and the ability to manipulate its layer. Some Lords, most notably Dispater, have additional benefits when in their palace or fortress. Class Levels: The Lord acquires class levels. All Lords of the Nine have at least 25 class levels suited to their desires and duties. Bel, for example, who controls the largest armies in defending Hell from outsiders, is a Fighter, while the crafty Dispater is a powerful Wizard and Aristocrat. Adjustments for skills, ability scores, and feats may be made here in addition to those associated with HD and size adjustments. Abilities: +10 Cha Diabolical Adaptation: Each Lord will exhibit special abilities or qualities different from its peers. While Levistus may be able to strip minds of their wits, Mephistopheles is capable of completely the soul of a mortal to dust with a glance. Each Lord of the Nine gains one special ability or one special quality in keeping with his/her duties and areas of interest for every 15 total HD and Levels possessed. Many of these abilities are on par with the powers of gods. This replaces, and does not stack with, any existing benefits from previous Diabolical Adaptations from similar templates, like Duke of Hell and Arch-Devil. Diabolical Metamorphosis: Almost all of the Lords experienced some kind of physical change upon their apotheosis into this new status. This new form always relates to their duties and desires. Any adjustments in size and physical make up may affect the Lord?s attack methods or his advancement benefits; statistics should be adjusted accordingly. Challenge Rating: +6 + class level Treasure: triple standard base creature's. Alignment: Always Lawful evil Advancement: By class progression [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Lords of the Nine (and some stats!)
Top