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Lords of the Nine Template

The Serge

First Post
This the second draft after toying around with Dispater. :devil:

"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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Dispater

DISPATER, Arch-Duke, Arch-Devil and Lord of the Second
Lord of the Nine (Arch-Devil) Aristocrat 10, Loremaster 5, Wizard 20
CR 56; Large Outsider (Devil); HD 52d8+520 and 10d8+100 and 5d4+40 and 20d4+200; hp 1456; Init +20; Spd 80 ft., fly 240 ft. (perfect); AC 81, touch 35, flat-footed 72; Atk +94/+89/+84/+79 melee (2d6+24+3d6 and 1 negative level (lawful power)+2d6 (unholy) The Dis Staff +6 lawful power unholy quarterstaff), or +79/+74/+69/+64 ranged (Hell's Fire, ranged touch attack or spell); Face/Reach 5 ft. by 5 ft./10 ft.; SA Hellish Aura, spell-like abilities, call baatezu, Iron Trust, Know Shame, Relive Shame; SQ Lord of the Nine traits, Arch-Devil qualities, Infernal Majesty (virtual Divine Rank 8), Might of Hell, Iron Haven; DR 50/+12, fast healing 20, regeneration 15, SR 74, Lore +16, summon familiar (Imp); AL LE; SV Fort +49, Ref +48, Will +51; Str 47, Dex 29, Con 30, Int 32, Wis 35, Chr 45. 8' tall
Skills and Feats: Alchemy +44, Appraise: +62, Balance +35, Bluff +56, Concentration +71, Decipher Script +29, Diplomacy +71, Disguise +50, Escape Artist +62, Gather Information +64, Hide +63, Innuendo +25, Intimidate +56, Knowledge (Arcana) +95, Knowledge (Hellish Politics) +55, Knowledge (The Planes) +84, Knowledge (Religion) +47, Listen +75, Move Silently +67, Ride +24, Scry +96, Search +99, Sense Motive +99, Spellcraft +67, Spot +57, Tumble +52. Alertness, Automatic Quicken Spell, Automatic Silent Spell (2), Blinding Speed (2), Cleave, Craft Epic Rod, Craft Epic Staff, Craft Rod, Craft Staff, Heighten Spell, Epic Skill Focus (Diplomacy), Epic Skill Focus (Spellcraft), Epic Spell Focus (Enchantment), Eschew Material Components, Expertise, Great Cleave, Great Intelligence, Greater Spell Focus (Enchantment), Improved Heighten Spell, Improved Initiative, Improved Spell Capacity (10th), Improved Spell Capacity (11th), Maximize Spell, Power Attack, Quicken Spell, Scribe Scroll, Spell Focus (Enchantment), Sunder, Superior Initiative, Tenacious Magic (blur), Tenacious Magic (improved invisibility), Weapon Focus (Claws).

Hellish Aura (Ex): Dispater's presence is so vile that it causes lesser beings to cower or pay homage to the evil he represents. All within 666 feet of Dispater must succeed in a Will save DC 38. Those who succumb to Dispater's evil suffer one of the two following effects as determined by the Lord of the Second (who can change the effect, or discontinue it, as a free action):
Cower: Affected beings cower before the might of Dispater. 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. Dispater's mere glance makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight.
Dispater can make his 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 Dispater dismisses it.

Beings with a Divine Rank of 5 or greater are immune to Dispater's Hellish Aura.
Hell's Fire (Su): Dispater may use Hell's Fire 17/day, a five-foot wide line of diabolical energy dealing 17d12 points of damage, up to 1700 feet away. Dispater's Hell's Fire appears like a blast of molten iron, searing the flesh from bones, and the soul from the body. 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.
The Might of Hell (Su): Dispater's presence is so terrible that he can corrupt an entire area with but a thought. Thrice per day as a free action, Dispater may unhallow an area equal to 1560 feet.

Although Dispater detests the forces of righteousness, he also fears it. As a result, he finds it difficult to enter any hallowed site. If Dispater attempts to enter a hallowed site, he 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); Dispater cannot use his spell resistance to overcome this effect. If Dispater succeeds in entering the hallowed area, the area immediately becomes unhallowed. Once Dispater breaches holy ground, the god in question is immediately alerted to the Lord of the Second?s presence and will often send an avatar or will arrive in person to deal with the intrusion.
Spell-Like Abilities: At will - animate dead, blasphemy, blur, change self, charm person, charm monster, confusion, create undead, darkness, deeper darkness, delayed blast fireball, desecrate, detect chaos, detect good, detect law, detect magic, dominate monster, false vision, fear, fireball, flamestrike, greater dispelling, hold person, improved invisibility, invisibility, magic circle against chaos, magic circle against good, major image, mirage arcana, mislead, non-detection, persistent image, polymorph any object, polymorph self, produce flame, pyrotechnics, read magic, screen, scrying, suggestion, symbol (any), telekinesis, teleport without error (self plus 1000 pounds), time stop, unhallow, unholy aura, unholy blight, wall of fire. 6/day ? destruction, fire storm, meteor swarm. 3/day ? damnation, hellball. 1/day ? implosion, wish. Caster level 58th; save DC 27 + spell level, DC 33 + spell level (Enchantment).
Call Baatezu (Sp): As a move equivalent action, Dispater can call Baatezu. Dispater may call, up to six times a day, 21 Lemures, 18 Osyluths or Barbazu, 15 Abishai, 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. Although more than capable of handling his own against most mortal and immortal adversaries, Dispater finds fighting and direct violence beneath him? not to mention potentially painful. As such, of all the Lords, he's the most likely to call Baatezu as soon as the threat of conflict arises. Dispater prefers to call Erinyes for weaker threats, Abishai or Hamatulas for mid-ranged threats, and Cornugons for more significant threats. Only when pressed will Dispater call Pit Fiends.
Regeneration (Ex): Dispater takes normal damage from holy and blessed weapons of at least +6 enchantment.
Arch-Devil Qualities: Dispater is immune to fire and poison; he see in darkness, even that created by deeper darkness spells; he can initiate telepathic communication with any creature within 100 feet; Dispater benefits from immunity to polymorphing, petrification, or any other attack to alter his form; he is not subject to energy drain, ability drain, or ability drain; immune to mind-affecting effects. Dispater is immune to death effects if the attacker has fewer HD/class levels than his CR or has a DvR of 2 or higher. He is immune to disease and poison, stunning, sleep, paralysis, and disintegration. Dispater can also sense anything within one mile around the mentioning of his name, title or an item of importance to him.
Dispater is immortal and cannot die from natural causes. He does not age, and does not need to eat, sleep, or breathe.
Infernal Majesty (Ex): As the Lord of the Second, Dispater has a status equivalent to that of the gods. While in Dis (and anywhere else on Hell that Asmodeus allows), Dispater functions as a Lesser god with a divine rank of 8. Refer to Deities and Demigods for information on benefits Dispater receives.
Iron Haven (Ex): Within the walls of the Iron Tower, the largest building in Dis and Dispater?s personal redoubt, the His Grace receives a +20 bonus to his Armor Class, spell resistance, and all saving throws. As a result of this added protection, Dispater rarely leaves the Iron Tower, preferring to lead through Erinyes messengers.
Iron Trust (Su): Dispater appears to be an honest beings, interested in the well being of those who are foolish enough to interact with and bargain with him. As a result, such mortals find it difficult to doubt his word. Attempts to Sense Motive against Dispater are met with a ?10 profane penalty. On the other hand, Dispater seems to read into the hearts of all beings. Dispater may Sense Motive each round as a free action; he can also sense if a being is under an enchantment, compulsion, or any other mind-affecting effect if he suspects the being is not being honest with him (and since he believes all beings seek to be like him, he almost always assumes the worst). This latter component of this ability functions as a free action Spellcraft check usable once a round. Only beings with a divine rank of 16 or higher are immune to this ability.
Know Shame (Su): Dispater enjoys crushing the minds of lesser beings and peering in to discover their weaknesses and greatest shame. Dispater may attempt to know the greatest shame or weakness of beings within his remote sensing area. Beings so chosen by Dispater receive a Will save DC 35 to avoid the effect. Dispater may use this on no more than 17 beings a day, and may make additional attempts until that point is reached on the same being repeatedly. Beings with a divine rank of 8 and higher are immune to this ability, as are those protected by a Divine Shield. In combat, Dispater may Know Shame as a standard action.
Relive Shame (Su): Once Dispater has determined the weakness of his target(s), he may use it against them. Usually, Dispater remains behind the scenes, using the information to destroy his foe, lead a target down some predetermined path, or crush them then and there. In the later case, Dispater may force the victim to Relive her shame. Similar to the weird spell, Relive Shame can be used 8/day to any being within 1700 feet of Dispater or within 1700 feet of the center of his initial remote sensing ability. Those who fail a Fortitude save DC 35 in that area of effect suffer from the Shame of the initial target, dying instantly from the exaggerated horror; those who succeed suffer 3d6 points of damage, suffer 1d4 Strength damage for 10 minutes, and are stunned for one round. At times, Dispater will center this ability on the target itself, but usually wants others to share in the targets misery.
The Dis Staff: This minor artifact appears as a 9 foot iron shaft with gold piping that twirls around the upper portion, forming a stylized dragon head on the staff?s top. Dispater rarely carries the Dis Staff, preferring the company of his Iron Rod, but does use this weapon when he expects some kind of physical confrontation. As a result, most Devils have never seen this staff. The Dis Staff functions as a +6 Lawful Power Unholy quarterstaff.
The Iron Rod: The well known Iron Rod is Dispater?s scepter and badge of office. A simple, unadorned iron rod some four feet long with a six inch diameter, the Iron Rod appears benign to the misinformed. In truth, the Iron Rod wields no little power. The Iron Rod functions as a combined Rod of Lordly Might and Rod of Epic Rulership. As a result, Dispater has this Rod in hand at all times, preferring to use its powers over his own when confronted with rude lesser beings.
Wizard Spells per day: 4/7/7/7/6/6/6/6/5/5/3/3; base DC 21 + spell level, 21 + spell level for Enchantments. Caster level 25th.
Spellbook: One of the oldest of the original Lords of the Nine, Dispater has access to all spells in the Players Handbook, Tome and Blood, the Forgotten Realms Campaign Setting, and some as yet unfound by mortals. Typically, Dispater prepares Enchantments, although if he expects battle or some other unusual situation, he will adjust his selection as necessary.
Possessions: As the Lord of the Iron City, Arch-Duke of Dis, and Lord of the Second Hell, Dispater has countless riches at his disposal. There is little doubt that he has access to legions of major magic items, scores of minor artifacts, and perhaps a dozen or so major artifacts. He is always seen with his Iron Rod, his favorite item.

The Lord of the Second, His Grace, the Arch-Duke Dispater, is the best known and least feared of Hell's rulers. He controls the largest city in Hell, Dis, and, interested in maintaining an open admittance policy for his city, Dispater does all he can to appear inviting and harmless. Of course, few things can be further from the truth.

Dispater is one of the oldest Devils in existence. Along with Lilith and Mephistopheles, Dispater was among the first Baatorians to awaken after Asmodeus plummeted into Hell. Due to the nature of his "birth," Dispater was initially an (and possibly one of the first) Infernal. When Asmodeus regained his senses and some of his power, he allowed Dispater and a few other Baatorians to remain in Hell, setting Dispater up as Lord of the Second Hell. He has served in this capacity ever since.

Dispater is suave, sophisticated, and cultured. He comes across as the epitome of honesty. In truth, he is a word-twisting master of manipulation who loves to bend all things to his hedonistic favor. Controlling the majority of Hell's Erinyes, he is very involved with the Prime, sending these lesser devils out on all manner of business, favoring those interested in greater knowledge and those with questionable ethics. When these poor fools become corrupted by their limited insight, they are consigned to the Second Hell. Here, Dispater sees to it that they toil endlessly on tasks of limited meaning, never again pursuing anything of worth. He brooks no insolence and has a sharp, sardonic tongue, capable of smothering the arrogance of others with a few choice words.

Dispater appears as a very tall, slender and handsome older man with a long white moustache and trimmed goatee. His face appears kind, although his dark, pupiless eyes look like dark clouds smoldering with concealed flames and two small horns crown the top of his head. He wears conservative, dark colored robes and cloaks. Dispater walks with a pronounced limp, suggesting a past injury. Some legends insist that the limp is due to the fact that his left foot is similar to that of a goat.
 

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