ARCH DEMONS

There are seven arch demons who both rule the countless hordes of lesser and greater demons and are in turn subject to the rule of their merciless lord and master, Mephistopheles. Each arch demon will appear when summoned by the names given to them by the ancient races who first knew and feared them. Their true names are known to none save Mephistopheles, and are said to be nearly impossible for humans to pronounce or retain in memory.
  Each of the following arch demons have been converted from The Compleat Spell Caster (Bard Games). Any additional material is © 2001 by Malachi Martin. 

DEMON QUALITIES ~ ARCH DEMONS
The following abilities are possessed by arch demons, in addition to the qualities possessed by all demons.
  Spell-Like Abilities: At will–grant a wish (nondemons only) as the spell cast by a 24th level sorcerer.
  Dimension Travel (Sp): Arch demons can travel through the planes, as per the spell teleport without error, at will.
  See Invisibility (Su): All arch demons continuously see invisibility as the spell cast by a 18th level sorcerer.

AAMAN (Prince of Demons)
Large Outsider (Evil)
Hit Dice: 62d8+868 (1147 hp)
Initiative: +18 (+12 Dex, +4 Improved Initiative) 
Speed: 40 ft.
AC: 50 (+12 Dex, +24 natural, -1 size, +5 shield)
Attacks: By weapon +77/+72/+67/+62/+57 or +5 longsword +82/+77/+72/+67/+62
Damage: By weapon +20 or +5 longsword 4d8+22
Face/Reach: 5 ft. x 5 ft./10 ft.
Special Attacks: Spells, spell-like abilities, summon demon, aura of hatred
Special Qualities: Damage reduction 40/+4, SR 30, demon qualities, regeneration 25, resistance to weapons, immunity to subdual damage
Abilities: Str 40, Dex 38, Con 38, Int 34, Wis 34, Cha 36
Saves: Fort +51, Ref +51, Will +51
Skills: Bluff +75, Concentration +76, Diplomacy +75, Gather Information +75, Heal +74, Hide +76, Intimidate +75, Intuit Direction +74, Knowledge (architecture and engineering) +74, Knowledge (history) +74, Knowledge (nobility and royalty) +74, Knowledge (planes) +74, Knowledge (war) +74, Listen +74, Move Silently +76, Scry +74, Search +74, Sense Motive +74, Spellcraft +74, Spot +74
Feats: Blind-Fight, Cleave, Combat Reflexes, Dodge, Expertise, Great Cleave, Improved Critical (longsword), Improved Disarm, Improved Initiative, Improved Trip, Mobility, Power Attack, Sunder, Weapon Focus (longsword), Weapon Specialization (longsword)
Climate/Terrain: Any land or underground
Organization: Solitary or troupe (1d2 nether demons, 1d4 greater demons, and 2d4 lesser demons)
Challenge Rating: 25
Treasure: Triple goods; triple coins; triple items
Alignment: Always evil (usually lawful)
Advancement Range: By character class

Aaman is the master of war, violence, and physical force. On his home plane he is known as “The Destroyer”, and is the personal bodyguard of Mephistopheles himself. He is often revered by warriors and fighters of evil alignment, for it is said that Aaman has never been defeated in battle.
  Aaman is some 14 feet in height, weighing in excess of 1200 pounds, with a muscular human-like body. His face appears much like a demonic mask stapled to a hairless human head, and his teeth are like nails. Growing upward from his head are two long, curved horns. Aaman carries a powerful blade and a shield. 

Combat
Aaman is a terrifying opponent. Once he is engaged in battle he will never take prisoners nor spare a wounded foe’s life. Although his magical abilities are considerable, he prefers to attack using physical force while summoning greater demons to overwhelm his opponents.
  Spells: Aaman is a 24th level cleric (save DC 22 + spell level) with access to the domains of Destruction, Evil, Strength, and War.
  Resistance to Weapons (Ex): Aaman suffers only half damage from all attacks made by weapons, even if the weapon is +4 or greater in enchantment. Furthermore, Aaman cannot be subdued and can never receive subdual damage. These resistances do not apply to magical spells.
  Aura of Hatred (Su): Aaman exudes an aura of hatred in a 20-foot radius, affecting all creatures therein with hatred and rage. A successful Will save (DC 54) must be made or victims will be unable to defend themselves (drop Dex modifier, if positive) and will attack any opponent Aaman desires. 
  Regeneration (Ex): Holy or blessed weapons of +4 or greater enchantment will deal normal damage to Aaman.

ASTAROTH (Prince of Demons) 
Large Outsider (Evil)
Hit Dice: 55d8+770 (1017 hp)
Initiative: +16 (+12 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 45 (+12 Dex, +24 natural, -1 size)
Attacks: +5 whip +74/+69/+64/+59/+54 melee, or 2 claws +68 melee and bite +61 melee
Damage: +5 whip 2d12+21 subdual damage, or claws 3d6+14 and bite 2d6+7
Face/Reach: 5 ft. x 5 ft./10 ft.
Special Attacks: Spells, spell-like abilities, aura of hopelessness
Special Qualities: Damage reduction +4/+40, SR 32, demon qualities, regeneration 25, third eye
Abilities: Str 38, Dex 34, Con 38, Int 34, Wis 34, Cha 36
Saves: Fort +45, Ref +43, Will +43
Skills: Bluff +68, Concentration +69, Diplomacy +68, Gather Information +68, Heal +67, Hide +67, Intimidate +68, Intuit Direction +67, Knowledge (architecture and engineering) +67, Knowledge (geography) +67, Knowledge (history) +67, Knowledge (nature) +67, Knowledge (the planes) +67, Listen +67, Move Silently +67, Scry +67, Search +67, Sense Motive +67, Spot +67, Wilderness Lore +67
Feats: Cleave, Combat Casting, Combat Reflexes, Dodge, Great Cleave, Improved Critical (whip), Improved Initiative, Mobility, Power Attack, Sunder, Track, Weapon Focus (whip), Weapon Specialization (whip)
Climate/Terrain: Any land or underground
Organization: Solitary or troupe (1d2 nether demons, 1d4 greater demons, and 2d4 lesser demons)
Challenge Rating: 25
Treasure: Triple goods; triple coins; triple items
Alignment: Always evil (usually lawful)
Advancement Range: By character class

Astaroth is the master of oppression. On his home plane he is known as “The Imprisoner”, and in his darkened dungeons many of the enemies of Mephistopheles sit imprisoned forever in a place where time has no meaning. This demon prince is occasionally revered by slavers, jailers, and bounty hunters of evil alignment, for it is said that none has ever escaped Astaroth or the timeless dungeons that he guards.
  Astaroth is 12 feet tall, weighing in excess of 800 pounds, with a grossly muscular human-like body with dark goat hairs covering his legs and his head, cheeks, and his chin. His hands are clawed, and his feet are cloven. Astaroth’s eyes are empty, but on his forehead there appears as third eye with a penetrating gaze. Four horns jut upward from his forehead (two on either side of the single eye), and his mouth is filled with long piranha-like teeth.

Combat
Astaroth will usually attempt to subdue his opponents so that he can carry them back to his dungeons for imprisonment. This he accomplishes by defeating his enemy and then summoning greater demons to carry the body back to the nether realms.
  Spells: Astaroth is a 24th level cleric (save DC 22 + spell’s level) with access to the domains of Destruction, Evil, Law, and Strength.
  Third Eye (Su): Astaroth has a third eye on his forehead. With it, he can look into anywhere in any other plane for up to 10 minutes each day. If he uses this ability while tracking, Astaroth gains a +20 insight bonus to his Track checks.
  Aura of Hopelessness (Su): Astaroth radiates an aura of hopelessness, causing any creature within 20 feet of his person to make a Will save (DC 50) or immediately surrender themselves to Astaroth. Even those who save will be afflicted by emotion (despair) as long as they are in his presence.
  +5 Whip: Astaroth’s whip is a +5 weapon which inflicts 2d12 points of damage. If Astaroth so desires, he can envelop an enemy with it. When using this whip or any other, Astaroth gains the class features of a 10th level lasher (see pp. 25-27 of Sword and Fist).
  Regeneration (Ex): Holy or blessed weapons of +4 or greater enchantment will deal normal damage to Astaroth.

BAAL (Prince of Demons)
Large Outsider (Evil)
Hit Dice: 53d8+689 (927 hp)
Initiative: +16 (+12 Dex, +4 Improved Initiative)
Speed: 30 ft., fly 60 ft. (perfect)
AC: 45 (+12 Dex, +24 natural, -1 size)
Attacks: By weapon +64/+59/+54/+49/+44 melee, or elemental attack 
Damage: By weapon +12, or elemental attack
Face/Reach: 5 ft. x 5 ft./10 ft.
Special Attacks: Spells, spell-like abilities, elemental attack, elemental aura
Special Qualities: Damage reduction 40/+4, SR 30, immunity to elements, demon qualities, regeneration 20
Abilities: Str 34, Dex 34, Con 36, Int 36, Wis 34, Cha 34
Saves: Fort +41, Ref +40, Will +40
Skills: Alchemy +66, Bluff +65, Concentration +66, Diplomacy +65, Gather Information +65, Heal +65, Hide +65, Intimidate +65, Intuit Direction +65, Knowledge (arcana) +66, Knowledge (geography) +66, Knowledge (nature) +66, Knowledge (planes) +66, Listen +65, Move Silently +65, Scry +66, Search +66, Sense Motive +65, Spellcraft +66, Spot +65, Wilderness Lore +66 
Feats: Blind-Fight, Cleave, Combat Casting, Combat Reflexes, Dodge, Expertise, Great Cleave, Improved Disarm, Improved Initiative, Mobility, Power Attack, Sunder 
Climate/Terrain: Any land or underground
Organization: Solitary
Challenge Rating: 
Treasure: Standard coins; double goods; standard items
Alignment: Always evil (usually lawful)
Advancement Range: By character class

Baal is the master of storms and the elemental forces of nature. He is often revered by practitioners of black witchcraft, as well as evil druids and rangers.
  Baal is 12 feet tall, weighing around 800 pounds, with a muscular and hairless human-like body with dark skin and a large pair of dragon-like wings. Horns jut backwards from his forehead, and his teeth are long and sharp.

Combat
Baal almost never attacks with weapons, preferring instead to strike his enemies down with powerful elemental attacks. 
  Spells: Baal is a 24th level druid (DC 22 + spell level) and 24th level cleric (DC 22 + spell level) with access to the domains of Air, Earth, Evil, Fire, and Water.
  Elemental Attack (Su): Baal can do 3d6 points of fire, cold, or electrical damage to any opponent within 60 feet of his person (DC 22; Ref save for half).
  Elemental Aura (Su): Baal can surround himself with an elemental aura at will (fire, cold, or electricity) which fill a 20 foot circle around his person, causing 3d8 points of damage per round (DC 49; Fort save for half). 
  Immunity to Elements (Ex): Baal is completely immune to fire, cold, and electricity, both magical and nonmagical.
  Regeneration (Ex): Holy or blessed weapons of +4 or greater enchantment will deal normal damage to Baal.

MOLOCHE (Prince of Demons)
Large Outsider (Evil)
Hit Dice: 46d8+598 (805 hp)
Initiative: +16 (+12 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 44 (+11 Dex, +24 natural, -1 size)
Attacks: 2 claws +56 melee
Damage: Claw 2d6+11 and death (Fort save; DC 36)
Face/Reach: 5 ft. x 5 ft./10 ft.
Special Attacks: Spells, spell-like abilities, summon demon, fear aura, gaze attack
Special Qualities: Damage reduction 40/+4, SR 30, demon qualities, immunity to necromancy, true sight, power over undead, regeneration 20
Abilities: Str 32, Dex 32, Con 36, Int 38, Wis 38, Cha 36
Saves: Fort +40, Ref +38, Will +41
Skills: Alchemy +70, Appraise +40, Bluff +59, Concentration +59, Diplomacy +59, Gather Information +59, Heal +60, Hide +50, Intimidate +50, Intuit Direction +50, Knowledge (arcana) +70, Knowledge (history) +70, Knowledge (nature) +60, Knowledge (planes) +63, Knowledge (religion) +60, Listen +60, Move Silently +50, Scry +70, Search +60, Sense Motive +60, Spellcraft +70, Spot +60
Feats: Cleave, Combat Casting, Empower Spell, Enlarge Spell, Extend Spell, Heighten Spell, Improved Initiative, Maximize Spell, Power Attack, Quicken Spell, Silent Spell
Climate/Terrain: Any land or underground
Organization: Solitary
Challenge Rating: 25
Treasure: Standard coins; double goods; standard items
Alignment: Always evil (usually lawful)
Advancement Range: By character class

Moloche is the master of arcane knowledge, dark secrets, and curses. He is often revered by necromancers, evil clerics, and loremasters who occasionally consult this demon prince for his knowledge of all curses and evil legends. 
  Moloche is 12 feet tall, weighing around 800 pounds. He wears black, leathery robes. Moloche has but one eye, which is sunk deep into his hairless forehead. Two pairs of canines juts from his lower haws, and his nails are long and steely.

Combat
Moloche is a formidable opponent in battle, and he will quickly proceed to break up groups by using his fear aura and using his gaze attacks against those in whom he perceives a low Intelligence, while using his death touch and necromantic powers against isolated combatants. 
  Spells: Moloche is a 24th level wizard (save DC 24 + spell’s level) and a 24th level cleric (save DC 24 + spell’s level) with access to the domains of Death, Destruction, Evil, Knowledge, and Magic. As a wizard, he gains all the benefits of specialization in the school of Necromancy, although he has access to all other schools.
  Death Touch (Su): Moloche can make a death touch, causing the victim to make a Fortitude save (DC 46) or die instantly. 
  Gaze (Su): Moloche’s gaze will drain one point of Intelligence from those who fail a Will save (DC 46). If the victim’s Intelligence is reduced to 0, it will become an undead slave of the demon prince.
  Fear Aura (Su): As per the fear spell (Will save; DC 49) in a 20 foot radius.
  True Sight (Su): Moloche sees all things as if under the influence of a true seeing spell. Furthermore, he can discern the lowest ability score of any character he gazes at as a free action (if a character has more than one, Moloche discerns them).
  Power over Undead (Su): If Moloche wishes, any undead creature who refuses to obey his direct command will suffer 12d10 points of damage. A Will save (DC 46) can be made for half damage.
  Immunity to Necromancy (Ex): Moloche is completely immune to all Necromancy spells and effects.
  Regeneration (Ex): Holy or blessed weapons of +4 or greater enchantment will deal normal damage to Moloche.

NERGAL (Prince of Demons)
Large Outsider (Evil)
Hit Dice: 53d8+742 (980 hp)
Initiative: +15 (+11 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 44 (+11 Dex, +24 natural, -1 size)
Attacks: +5 battleaxe +66 melee, or +5 scourge +66 melee
Damage: +5 battleaxe 3d6+18 and death, or +5 scourge 2d6+18 and compulsion
Face/Reach: 5 ft. x 5 ft./10 ft.
Special Attacks: Spells, spell-like abilities, death attack, aura of pain
Special Qualities: Damage reduction 40/+4, SR 30, demon qualities, heightened senses, immunity to gaze attacks, immunity to illusions, regeneration 20
Abilities: Str 36, Dex 32, Con 38, Int 34, Wis 32, Cha 32
Saves: Fort +44, Ref +41, Will +41
Skills: Bluff +64, Concentration +67, Diplomacy +64, Gather Information +64, Heal +64, Hide +64, Intimidate +74, Intuit Direction +64, Knowledge (history) +65, Knowledge (planes) +65, Knowledge (religion) +65, Listen +64, Move Silently +64, Scry +65, Search +65, Sense Motive +64, Spellcraft +65, Spot +54 (43 left)
Feats: Blind-Fight, Cleave, Dodge, Expertise, Great Cleave, Improved Critical (battleaxe), Improved Disarm, Improved Initiative, Mobility, Power Attack, Sunder, Weapon Focus (battleaxe), Weapon Focus (scourge) 
Climate/Terrain: Any land or underground
Organization: Solitary or troupe (1d2 nether demons, 1d4 greater demons, and 2d4 lesser demons)
Challenge Rating: 25
Treasure: Standard coins; double goods; standard items
Alignment: Always evil (usually lawful)
Advancement Range: By character class

Nergal is the master of cruelty, pain, and death. On his own plane, he often serves as torturer and executioner in the grisly dungeons of Astaroth. He is perhaps the most hated and feared of all arch demons, for it is said that Abaddon cast out Nergal’s eyes so that he might forever be blind to emotion or pity. 
  Nergal is 12 feet tall, weighing some 1000 pounds. He has a fat, hairless body covered in rock-like flesh. His eye sockets appear empty and burnt-out, and his gaping maul is filled with long, twisted teeth.  

Combat
Nergal is a terrifying opponent who will rely upon direct or covert methods to destroy his enemies. He is not averse to using his powerful assassination abilities, which he will use initially in most case, latter relying on his aura of pain and powerful weapons to beat down enemies.
  Spells: Nergal casts spells as a 10th level assassin (save DC 22 + spell level) and 24th level cleric (save DC 21 + spell level) with access to the domains of Death, Destruction, Evil, and Strength.
  Heightened Senses (Ex): Even though Nergal is physically blinded, he has extraordinary senses of hearing, smell, taste, and touch, allowing him to effectively “see” what is occurring within 100 feet of his person. Furthermore, he automatically senses all living things, including their actions, within the specified range.
  Death Attack (Su): Nergal can make a death attack as a 10th level assassin. Victims are allowed a Fortitude save (DC 32) to resist death.
  Aura of Pain (Su): Nergal can radiate pain (as per the symbol) in a 20-foot radius about his person. Victims are allowed a Will save (DC 46) to negate the effect. A 50% chance of spell failure also accompanies the spell-like effects.
  Immunity to Gaze Attacks (Ex): Because of his blindness, Nergal cannot be affected by gaze attacks of any sort.
  Immunity to Illusions (Ex): Similarly, Nergal’s blindness effectively makes him immune to illusions of a visual nature, and his heightened senses allows him to note the absence of an actual physical form for accompanying auditory-based illusions.
  +5 Battleaxe: Nergal’s double headed +5 battleaxe does 3d6 points of damage and causes those struck to make a Fortitude save (DC 26) or die instantly. Those slain in this fashion cannot be raised or resurrected except by Nergal himself.
  +5 Scourge: Nergal carries a 6-tailed +5 scourge which does 2d6 points of subdual damage and causes any creature struck to make a Will save (DC 26) or reveal the answer to any question which Nergal asks for one round.
  Regeneration (Ex): Holy or blessed weapons of +4 or greater enchantment will deal normal damage to Nergal.
 
SHAX (Prince of Demons)
Large Outsider (Evil)
Hit Dice: 44d8+572 (770 hp)
Initiative: +16 (+12 Dex, +4 Improved Initiative)
Speed: 60 ft.
AC: 45 (+12 Dex, +24 natural, -1 size)
Attacks: By weapon +55/+50/+45/+40/+35 
Damage: By weapon +12
Face/Reach: 5 ft. x 5 ft./10 ft.
Special Attacks: Spells, spell-like abilities, summon demon, aura of delusion, true form, control dreams
Special Qualities: Damage reduction 40/+4, SR 30, demon qualities, regeneration 20, immune to illusions
Abilities: Str 34, Dex 34, Con 36, Int 38, Wis 36, Cha 38
Skills: Alchemy +58, Bluff +58, Concentration +57, Diplomacy +58, Disguise +58, Gather Information +58, Heal +57, Hide +56, Intimidate +58, Intuit Direction +57, Knowledge (arcana) +58, Knowledge (history) +58, Knowledge (nature) +58, Knowledge (planes) +58, Knowledge (religion) +58, Listen +57, Move Silently +56, Scry +58, Search +58, Sense Motive +57, Spellcraft +58, Spot +57
Feats: Combat Casting, Empower Spell, Enlarge Spell, Extend Spell, Heighten Spell, Improved Initiative, Maximize Spell, Quicken Spell, Silent Spell, Spell Penetration, Spell Focus (Illusions)
Climate/Terrain: Any land or underground
Organization: Solitary or troupe (1d2 nether demons, 1d4 greater demons, and 2d4 lesser demons)
Challenge Rating: 25
Treasure: Standard coins; double goods; standard items
Alignment: Always evil (usually lawful)
Advancement Range: 

Shax is the master of illusions, dreams and magic. Many illusionists, wizards, and sorcerers of evil alignment revere Shax for his mastery of illusions and knowledge of all spells.
  Though he has physical form on his own plane of existence, Shax will always appear as spectral, shadowy mist when summoned to the material plane. Shax’s true form is so unspeakably horrible that those mortals who gaze upon it are permanently afflicted with insanity. 

Combat
In melee, Shax will rarely use physical force, preferring instead to rely upon his magical powers and ability to become ethereal at will. 
  Spells: Shax is a 24th level wizard (save DC 24 + spell’s level) and a 24th level cleric (save DC 23 + spells’ level) with access to the domains of Evil, Magic, Travel, and Trickery. As a wizard, he gains all the benefits of specialization in the school of Illusion, although he has access to all other schools.
  True Form (Su): In his true form, Shax causes any onlookers to make a Will save (DC 36) or be permanently afflicted with insanity, existing perpetually in a state of confusion.
  Displacement (Sp): Shax is assumed to have a permanent displacement spell in effect during combat. A Will save (DC 27) can be made to overcome the spell’s effects.
  Immunity to Illusions (Ex): Shax is completely immune to all Illusion spells and effects. 
  Control Dreams (Su): Shax can control the dreams of any sleeping individual, and can manifest either a dream or nightmare (as per the spells; Will save allowed; DC 29). He has complete control over the individual’s dreams. Once per day per person, Shax can manifest an individual’s worst nightmares, which takes the form of a phantasmal killer. A Will save (DC 28) is allowed to resist the spell’s effects. Once per week he can cast weird, allowing a Will save (DC 33) to resist.
  Aura of Delusion (Su): Shax radiates an aura in a 20 foot radius which causes all creatures to make a Will save (DC 46) or experience severe hallucinations as long as they remain within 20 feet of the arch demon. Those afflicted will be at –2 to attack rolls, damage rolls, and AC.
  Regeneration (Ex): Holy or blessed weapons of +4 or greater enchantment will deal normal damage to Shax.

THAMUZ (Prince of Demons)
Large Outsider (Evil)
Hit Dice: 48d8+624 (840 hp)
Initiative: +18 (+4 Dex, +4 Improved Initiative)
Speed: 60 ft.
AC: 47 (+14 Dex, +24 natural, -1 size)
Attacks: +5 bastard sword of wounding, +5 garrote or +5 sap +58/+53/+48/+43/+38 melee
Damage: +5 bastard sword of wounding 1d10+16, or +5 garrote 1d12+16 (per round), or +5 sap 2d6+16
Face/Reach: 5 ft. x 5 ft./10 ft.
Special Attacks: Spell-like abilities, spells
Special Qualities: Damage reduction 40/+4, SR 30, demon qualities, regeneration 25
Abilities: Str 32, Dex 38, Con 36, Int 36, Wis 34, Cha 36
Skills: Appraise +81, Balance +82, Bluff +81, Concentration +61, Diplomacy +81, Disguise +81, Escape Artist +102, Gather Information +81, Heal +62, Hide +102, Intimidate +81, Intuit Direction +80, Listen +80, Move Silently +102, Open Lock +102, Scry +61, Search +81, Sense Motive +80, Spellcraft +60, Spot +80, Use Magic Device +81
Feats: Blind-Fight, Cleave, Dodge, Expertise, Great Cleave, Improved Critical (garrote), Improved Critical (sword), Improved Disarm, Improved Initiative, Mobility, Power Attack, Sunder
Climate/Terrain: Any land or underground
Organization: Solitary
Challenge Rating: 25
Treasure: Standard coins; double goods; standard items
Alignment: Always evil (usually lawful)
Advancement Range: By character class

Thamuz is the master of emotions and evil desires such as greed, lust and avarice. He is occasionally revere by evil rogues, thieves, and courtesans, and certain bards who admire his charm and cunning.
  Thamuz appears as a 12-foot tall demon with a muscular human body. His body is adorned with all sorts of jewelry and adornments, and his bony hands are covered in rings. His face is decidedly demonic, with fat lips, a flat nose and solid white eyes. Long curved horns covered in thorns adorn his head, and his skin is pulled tight over his skull. 

Combat
Thamuz always carries a variety of weapons, but prefers the use of his sword, garrote and sap. He always prefers backstabbing and ambushing to direct confrontation.
  Spells: Thamuz has the spell abilities of a 24th level bard (save DC 23 + spell level) 24th level cleric (save DC 22 + spell level) with access to the domains of Evil, Luck, Travel, and Trickery.
  Rogue Abilities: Thamuz possesses all of the class features and skills of a 20th level rogue–sneak attack +10d6; evasion; uncanny dodge (retains Dex bonus while flatfooted or struck by an invisible attacker, cannot be flanked, +4 on Reflex saves against traps); and four special abilities (crippling strike, defensive roll, improved evasion, and opportunist).
  Aura of Emotion (Su): Thamuz is capable of emanating any emotion (as per the spell) in a 20-foot radius of his person. Creatures in the area must make a Will save (DC 47).
  +5 Bastard Sword of Wounding: Thamuz’s +5 longsword has wounding properties (see pp. 187-188 of the Dungeon Master’s Guide).
  +5 Garrote: Thamuz can use his magical +5 garrote to strangle enemies for 1d12 damage each round, requiring a successful grapple check (see page 137 of the Player’s Handbook).
  +5 Sap: Thamuz can use his +5 sap to deal 2d6 points of subdual damage to enemies.
  Regeneration (Ex): Holy or blessed weapons of +4 or greater enchantment will deal normal damage to Thamuz.

MEPHISTOPHELES (King of Demons)
Huge Outsider (Evil)
Hit Dice: 88d8+1320 (1716 hp)
Initiative: +17 (+13 Dex, +4 Improved Initiative)
Speed: 40 ft.
AC: 52 (+15 Dex, +28 natural, -2 size)
Attacks: +5 flaming greatsword, +126/+121/+116/+111/+106 melee or 2 claws +106 melee
Damage: +5 flaming greatsword 4d12+1d8+21 or claws 3d10+21 and death (see below)
Face/Reach: 10 ft. x 10 ft./15 ft.
Special Attacks: Spells, spell-like abilities, death touch
Special Qualities: Damage reduction 50/+5, SR 34, demon qualities, regeneration 30, resistance to attacks, power over demons, immunities
Abilities: Str 42, Dex 40, Con 40, Int 42, Wis 40, Cha 40
Saves: Fort +67, Ref +67, Will +67
Skills: Alchemy +104, Bluff +103, Concentration +103, Diplomacy +103, Gather Information +103, Heal +103, Hide +103, Intimidate +103, Intuit Direction +103, Knowledge (arcana) +104, Knowledge (history) +103, Knowledge (nature) +103, Knowledge (nobility and royalty) +103, Knowledge (the planes) +103, Knowledge (religion) +103, Knowledge (undead) +103, Knowledge (war) +103, Listen +103, Move Silently +103, Scry +104, Search +104, Sense Motive +103, Spellcraft +104, Spot +103
Feats: Blind-Fight, Cleave, Combat Casting, Combat Reflexes, Dodge, Empower Spell, Enlarge Spell, Extend Spell, Expertise, Great Cleave, Heighten Spell, Improved Critical (greatsword), Improved Disarm, Improved Initiative, Improved Trip, Maximize Spell, Mobility, Power Attack, Quicken Spell, Silent Spell, Spell Penetration, Sunder
Climate/Terrain: Any land or underground
Organization: Solitary or troupe (1d2 nether demons, 1d4 greater demons, and 2d4 lesser demons)
Challenge Rating: 25
Treasure: Quadruple goods; quadruple coins; quadruple items
Alignment: Always evil (usually lawful)
Advancement Range: By character class 

Mephistopheles is the master of evil. He is known and feared by countless names (including Baelzebub, Typhon, and Abaddon, to name but a few) in countless times and places, and none but the purest and noblest of men could ever hope to best him.
  Mephistopheles appears as an 18-foot tall humanoid demon with massive muscular appendages, walking on cloven feet. His horrible talons can tear through any substance, and his eyes can see into any heart. Long horns curve backwards from his temples, and two sets of small horns jut from his forehead. Large canines protrude from his lower jaw, and his tongue is long and snaky. 

Combat
Mephistopheles never enters battle except during wars of epic proportions. When Mephistopheles chooses to employ weapons, he prefers to use his flaming +5 greatsword, although he is quite formidable without it, considering his numerous magical abilities, breath weapons, claw and bite attacks which mete out enormous damage.
  Spells: Mephistopheles is a 28th level sorcerer (save DC 25 + spell’s level) and a 28th level cleric (save DC 25 + spell’s level) with access to the domains of Death, Destruction, Evil, and Trickery.
  Power over Demons (Su): If Mephistopheles wishes, any demon that refuses to obey his direct command will suffer 12d10 points of damage. A Will save (DC 59) can be made for half damage.
  Breath Weapon (Su): Once every 1d4 rounds Mephistopheles can breath a cone of fire or (12d10 damage) 50 feet in length, corrosive (acid) gas  (24d6 damage) 50 feet in length, or a line of lightning (24d8 damage). A successful Reflex save against a DC of 59 halves the damage.
  Death Touch (Su): Mephistopheles can make a death touch, causing the victim to make a Fortitude save (DC 59) or die instantly. 
  Regeneration (Ex): Only a character of good alignment wielding a holy or blessed weapon of +5 or greater enchantment will deal normal damage to Mephistopheles.
  Immunities (Ex): Mephistopheles is immune to fire, cold, electricity and acid.