This the second draft after toying around with Dispater.
"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:
AC: They also gain a profane bonus of +6.
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), 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 666 feet of a Lord 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 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.
Beings with a Divine Rank of 5 or greater are immune to a Lord'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, a Lord 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 them. 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 20 + 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. Similar to a god's divine blast, 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 Might (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 levels in one class 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.
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 ripping any warmth or love from mortal souls. 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: +9 + 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:
AC: They also gain a profane bonus of +6.
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), 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 666 feet of a Lord 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 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.
Beings with a Divine Rank of 5 or greater are immune to a Lord'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, a Lord 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 them. 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 20 + 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. Similar to a god's divine blast, 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 Might (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 levels in one class 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.
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 ripping any warmth or love from mortal souls. 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: +9 + class level
Treasure: triple standard base creature's.
Alignment: Always Lawful evil
Advancement: By class progression
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