Homebrew Arch-Devils

The Serge

First Post
I've been thinking about doing something like this for a while and, with the relative success of the Duke of Hell Template, I figured I might as well try it out.

In 1ed, not all Arch-Devils ruled a layer of Hell. Since we've apparently brought this idea back, I decided to create a seperate strata for these guys. Any suggestions are welcome. Tomorrow, if time permits, I may write up Semyaza or Iblis... or even one of the Arch-Devils from the old DRAGON Magazines.

Creating an Arch-Devil

"Arch-Devil" is a template that can be added to any Duke of Hell, 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 psuedo-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 psuedo-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 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 the hellish nobility, 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 aside, 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, the King of Hell 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 to the post, one Prince Levistus.

It is unknown how many Arch-Devils exist, although it's unlikely that there are no more than 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 into 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 various 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 that of Baatezu. An Arch-Devil uses all the base creature's statistics and special abilities, and special qualities except as noted here:

HD: An Arch-Devil gains 12 HD more than the base creature. The Arch-Devil also 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: Arch-Devils gain +6 to their Natural Armor in addition to any additional modifications due to size increases. They also gain a profane bonus of +6 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. 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, permanent image, polymorph self, symbol (any), unhallow, unholy aura, unholy blight. 3/day: destruction, firestorm, meteor swarm. 1/day: hellball, instant [/i]unhallow[/i]. 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/+5 on any existing DR.
· Spell Resistance equal to the base creature's CR+18, or the current SR+6, whichever is better.
· Regeneration (Ex): Fast Healing 20 unless a blessed or Holy weapon of at least +6 enchantment strikes the Duke. 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 electicity, 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.

Call Baatezu (Sp): As a standard action, all Arch-Devils, as 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. Semyasa, a fallen Solar, for example, has his own array of fallen Celestials at his beck and call.

Abilities: Increase from the base creature as follows: Str +3, Dex +3, 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. Samsapeel, for example, a lecher and whore, has levels in both Bard and Rogue, 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 and skill points and Feats associated with the entirety of the class levels if they were not already taken in account.

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 and 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: +7 + class level

Treasure: double standard base creature's.

Alignment: Always Lawful evil

Advancement: By class progression
 
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SEMYAZA, Arch-Devil and Fallen Solar
Arch-Devil Bard 15, Blackguard 10
CR 41; Huge Outsider (Devil); HD 40d8+320 and 15d6+120 and 10d10+80; hp 1030; Init +11; Spd 80 ft., fly 200 ft. (perfect); AC 57, touch 27, flat-footed 50; Atk +84/+79/+74/+69 melee (2d8+20 +5 dancing vorpal greatsword), or +73/+68/+63/+58 (1d8+5 and slaying +2 mighty composite longbow (+5)), or +71/+66/+61/+56 ranged (ranged touch attack or spell); Face/Reach 10 ft. by 10 ft./15 ft.; SA Diabolical Aura, spell-like abilities, call baatezu, smite good 2/day (12 Atk bonus, +10 damage), sneak attack 4d6; SQ Arch-Devil qualities, Presence of Hell, (fallen) celestial qualities; DR 50/+9, fast healing 15, SR 59, detect good, bardic music, bardic knowledge +24, poison use, dark blessing, command undead, aura of despair; AL LE; SV Fort +63, Ref +78, Will +67; Str 40, Dex 24, Con 26, Int 28, Wis 27, Chr 34. 18' tall
Skills and Feats: Alchemy +44, Animal Empathy +47, Appraise: +67, Balance +47, Bluff +90, Concentration +64, Craft (jewelry) +31, Diplomacy +74, Disguise +14, Escape Artist +78, Gather Information +14, Heal +21, Hide +39, Intimidate +57, Knowledge (Arcana) +41, Knowledge (Hellish Politics) +41, Knowledge (Sonnets and Poems) +41, Knowledge (Religion) +69, Listen +50, Move Silently +46, Perform +101, Scry +27, Search +48, Sense Motive +58, Spellcraft +46, Spot +33. Alluring, Charlatan, Cleave, Combat Casting, Craft Wondrous Items, Deafening Song, Dodge, Epic Skill Focus (Perform), Expertise, Great Cleave, Hindering Song, Improved Initiative, Mobility, Persuasive, Point Blank Shot, Power Attack, Quick Draw, Spell Focus (Enchantment), Subsonics, Sunder, Trustworthy.
Arch-Devil Qualities: Immune to fire and poison; see in darkness, even that created by deeper darkness spells; telepathic communication with any creature within 100 feet; immunity to polymorphing, petrification, or any other attack to alter his form; not subject to energy drain, ability drain, or ability drain; immune to mind-affecting effects. Semyaza 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. Semyaza can also sense anything within one mile around the mentioning of his name, title or an item of importance to him.
Semyaza is immortal and cannot die from natural causes. He does not age, and does not need to eat, sleep, or breathe.
Protective Aura (Su): As a free action, Semyaza can surround himself with a dark miasma with a 20 foot radius. This acts as a double-strength magic circle against good and as a minor globe of invulnerability, both cast as a 52nd level Sorcerer. The aura can be dispelled, but Semyaza can create it again as a free action on his next turn.
Fallen Celestial Immunities and Resistance (Ex): Semyaza is immune to electricity, cold, and acid.
Keen Vision (Ex): Semyaza has low-light vision and 60-foot darkvision.
Spell-Like Abilities: At will - aid, animate objects, bestow curse, blasphemy, cause fear, charm monster, contagion, continual flame, deeper darkness, delayed blast fireball, detect chaos, detect good, dimensional anchor, dominate monster, flamestrike, greater dispelling, imprisonment, improved invisibility, magic circle against chaos, magic circle against good, major image, mirage arcana, persistent image, polymorph self, resist elements, summon monster VII, speak with dead, symbol (any), unhallow, unholy aura, unholy blight. 3/day - blade barrier, destruction, earthquake, firestorm, harm, meteor swarm, permanency, shapechange. 1/day - energy drain, hellball, mass charm, power word blind, power word kill, power word stun, prismatic spray, wish. All spells are cast as a 46th level Sorcerer (save DC 22 + spell level).
Spells: As a fallen Solar, Semyaza still retains the ability to cast divine spells from the cleric list and from the Destruction, Evil, Fire, Law, and War domains as a 23rd level cleric (save DC 18 + spell level).
The Presence of Hell (Su): So terrible is Semyaza?s presence that he may corrupt an entire area with but a thought. Once per day as a standard action, Semyaza may unhallow an area equal to 1560-foot radius.

Semyaza actively avoids holy sites, finding them difficult to enter. In the unlikely event that he does enter a holy site, Semyaza 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); Semyaza cannot use his spell resistance to overcome this effect. If Semyaza succeeds in entering the hallowed area, the area immediately becomes unhallowed.
Diabolical Aura (Ex): Semyaza's presence can be so vile that it causes lesser beings to cowering or pay homage to the might of the evil he represents. All within 66 feet of Semyaza must succeed in a Will save DC 29. Those who succumb to the evil Semyaza represents suffer one of the two following effects as determined by Semyaza (who can change the effect, or discontinue it, as a free action):
Cower: Affected beings cower before Semyaza's might. 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. Semyaza's mere glance or gesture makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight.
Semyaza 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 Semyaza dismisses it.

Beings with a Divine Rank of 5 or greater are immune to Semyaza's diabolical aura.
Call Baatezu (Sp): As a standard action Semyaza can call Baatezu. He 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. However, Semyaza finds the physical presence of most Baatezu repugnant, so he rarely uses this ability unless he calls Erinyes. Additionally, Semyaza is often in the company of six fallen Planetars.
Regeneration (Ex): Semyaza takes normal damage from holy and blessed weapons of at least +6enchantment.
Alluring Form (Ex): When a lesser creature (any being with less than a DvR 2) views Semyaza, they do not see a terrible monster, or even a "normal" Solar. Instead, they see a being of such beauty and sensuality that they wish to be with the being, doing anything necessary to please it. What each being sees corresponds to his/her/its definition of the perfect mate, one to whom a person will abandon his/her/its self to. Similar to a mass charm spell, Semyaza's Alluring Form requires that victims make a Will save DC 34. Those who fail will do anything to please Semyaza for six days. If Semyaza makes a request that may bring harm to the victim or stands in opposition to their ethics or morals, the victim gains another Will save DC 34. Those who succeed in saving against this effect are immune for one week. Note: Semyaza cannot use the power of his Alluring Form in conjunction with his Diabolical Aura. To use one, he must suppress the other's power, although he still appears to be being of incredible beauty.
False Vision (Ex): Although most beings see Semyaza as the epitome of splendor, there are those who suspect that his true form is far from perfect. However, not even gods have an easy time piercing Semyaza's Alluring Form. Non-divine creatures that try to piece the illusions that wrap Semyaza?s body with spells like true seeing are stunned for six round upon their first attempt, overwhelmed by the fleeting image of Semyaza's true form. Despite desires to do otherwise, the memory of his appearance immediately departs after being seen. Divine beings (including those with DvR 0) likewise have difficulty seeing Semyaza's true form, seeing only a normal Solar. Divine beings with access to Salient Divine Abilities Know Secret, and Power of Truth see through Semyaza?s glammer with ease, although only those with Alter Reality can eliminate it for one round per divine rank. Those who see Semyaza as he is are immune to his Alluring Form.
Sweet Words (Su): As a free action, Semyaza may use any Bardic Music ability or any enchantment school spell 7th level or less, each round as long as he can speak.
Bard spells known (4/7/6/6/6/4; base DC 22 + spell level; 24 + spell level for Enchantment; 26 + spell level for somatic Enchantments): 0 - daze, detect magic, flare, ghost sound, mage hand, prestidigitation; 1st - charm person, identify, mage armor, ventriloquism; 2nd - blindness/deafness, enthrall, mirror image, sound burst; 3rd - blink, displacement, haste, scrying; 4th - break enchantment, dominate person, legend lore, modify memory; 5th - dream, mislead, nightmare. Caster level 15th.
Blackguard spells per day: 4/4/4/3. Base DC 18 + spell level, 20 + spell level for Enchantments, 22 + spell level for somatic Enchantments. Caster level 10th.
The Alluring Harp: Semyaza made this minor artifact shortly after his fall from grace. Made of gold, this garish lap harp allows all of his enchantments and Bardic songs to behave as if benefiting from the Extend Spell feat. As a free action, Semyaza can turn the harp into his +2 mighty composite longbow (+5).
Possessions: The Alluring Harp, +5 dancing vorpal greatsword. As an Arch-Devil, Semyaza has access to countless resources and magic items. It is likely that he also has access to at least two major artifacts. However, he does not see himself as a combatant, preferring to pursue more mortal and immortal women of incredible to grind under his velvety heel.

Semyaza was once a great Solar serving the will of the Virtues of Celestia. An ambassador of sorts, Semyaza would grant boons to the greatest servants of good, regardless of the gods these mortals worshipped. However, as he traveled time and again to the Prime Material plane, Semyaza soon became aware of the limited will of mortals as well as the growing temptation in his heart to gain pleasure from these lesser beings. Eventually, Semyaza yielded to his temptation, taking advantage of beautiful women of all walks of life, smothering their will and self-respect as he made them do his bidding. He shared the pleasure of his discovery with other Celestials and soon scores were looking for opportunities to go to the various Prime worlds. However, the decadent behavior in which Semyaza and his followers indulged would not last. In his greed, Semyaza grew more confident of his skill will words and his fair appearance and soon sought the affections of paladins and clerics of goodness, seeking to bring them under his thrall as well. All too soon, however, these women pushed aside his advances and, through prayer and meditation, informed their gods of his behavior. The gods in turn lashed out against the Virtues of Celestia who, when informed of the monstrosity of Semyaza's actions and his corruption of other Celestials, cast him from the Seven Mounting Heavens of Celestia to join others who had proceeded him in despair.

Somewhat annoyed with the growing number of fallen Celestials fleeing to the Nine Hells, Asmodeus willingly allowed Semyaza to assume the Arch-Devil status and promptly forced him to delve no deeper into Hell than Avernus, the First Layer. It is in his realm of Allure that Semyaza still seeks to grind women, and some men, under his heel, robbing them of their independence and self-respect, forcing them down a path of servitude and oppression. Thus, both Semyaza and the forces of Hell mutually benefit.

It is unclear when Semyaza lost his naturally glorious form. Some believe it occurred when well before the Virtues cast him out, while others believe it happened when he fell. At any rate, Semyaza has taken pains to hide the truth of his form to Creation. To most, Semyaza appears as a Solar of such piercing beauty that all who see are pained to their heart with desire. Those who find the means to look beyond his inhuman beauty see nothing more than a somewhat sad Solar at first, but those with the power to strip aside all of his illusions see Semyaza as he truly is. Now, Semyaza appears as Solar with dead, blotched ash-white flesh covered in deep wrinkles. His tattered wings shed constantly, and his once fair face is devoid of any sign of love or happiness.
 

One word: WHOA!

This has got to be the best template I have seen in a long time. (No offense to anyone.)

Imagine adding it to a 30th+ level wizard or sorcerer :D or to a lich :D

Any plans on making one for Demon Lords?
 

Krishnath said:
One word: WHOA!

This has got to be the best template I have seen in a long time. (No offense to anyone.)

Imagine adding it to a 30th+ level wizard or sorcerer :D or to a lich :D
[/QB]

Thanks!

Actually, it would look nice on a high level character of any class and, if used properly, could have some serious impact on a long-term, high-level campaign.

The only problem I have with it is determining the CR. When I finish these guys, they are clearly more powerful than an Infernal, but rank with some of the other abominations... so I think the CRs may be a little high.

Krishnath said:
Any plans on making one for Demon Lords?

Actually, I'm going to take a break from evil and work on good. I'm thinking about an arch-angel template and I'll probably re-work my Virtues idea I've had for some time now. Then, I'll back to evil and do Demon Lords and Demon Princes.
 

Well, those additional 12 outsider HD are a boon for any spellcaster, so i would say the CR is about right.

about the Demon Princes, well, I was hoping to use Demogorgon as the main protagonist for my highlevel campaign, so such a template would help me create a couple of his lackeys. But I can do without it. (I have the deathknight template from a Dragon mag. to use as his minions for a start...)

Later,
 

Krishnath said:
Well, those additional 12 outsider HD are a boon for any spellcaster, so i would say the CR is about right.

about the Demon Princes, well, I was hoping to use Demogorgon as the main protagonist for my highlevel campaign, so such a template would help me create a couple of his lackeys. But I can do without it. (I have the deathknight template from a Dragon mag. to use as his minions for a start...)

Later,
I will probably start working on the Demon Lords later this week. I plan on writing up Mephistopheles and probably Belial today and tomorrow, then I'll start big time on a Demon Lord template. From there, I'll go write up a Demon Lord... not sure who though. Then, I'll do a Demon Prince template and then Demogorgon, who will be tougher than the standard Demon Prince. If you don't mind giving me a week or so, and you end up liking what I end up with, you are welcome to use it. Just remember to give me credit for the hours I've put in writing this stuff!

Later!
 

No stress for a demon prince template. As I'm pretty sure that Demogorgon will make an appearance in the Book of Vile Darkness. It wouldn't really be the same without him, (P)orcus and Yeenoghu... :D
 

I'm certain he'll be in BoVD. I'm just not all that gung-ho about his power level therein. I really like most of what Monte Cook has done, and I respect him a great deal for the innovation he's brought to D&D... not to mention his advice for DMs. But, I disagree with what I've seen and heard thus far with the Demon Princes, et. al.

Still, I plan on buying the book since I'm sure that, aside from what may be in it with regards to real BBEGs, it will offer a lot of very valuable information.
 


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