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
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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