Lords of the Nine (and some stats!)

The Serge

First Post
Here's an excerpt from an essay I've been writing on and off for the past few years. Below, there are updated (corrected) stats for Dispater and Asmodeus. I'd love to post these on the web some day, but I want to work on other Cosmic entities first. Thanks!

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Creating a Lord of the Nine

For millennia untold, the true nature of Hell' enigmatic rulers, the infamous Lords of the Nine, has been steeped in rumor, buried under myth, and spoken of in hushed tones. To this very day, the Lords of the Nine remain enigmas, yet none doubt their power, much less their existence.

The Lords of the Nine are masters of the nine layers of Hell, the heart of all Lawful Evil in Creation. Although seemingly a coven of equally ranked members, the Lords of the Nine are all extremely independent, greedy, tyrannical, and evil, among the most debased beings in the Cosmos. Like Arch-Devils, each of them possess powers well beyond those of the Devils they command, and like Arch-Devils, they are enemies to the powers of goodness and chaos. However, unlike Arch-Devils, the Lords of the Nine rule not a paltry realm, but an entire layer of the Nine Hells.

"ords of the Nine"is somewhat of a misnomer when it comes to who to include. As a group, it would appear that they make up the highest strata of Hell' nobility, commanding the Dukes of the lowest strata, and wielding greater authority and more power than the Arch-Devils of the second strata. And this is true as far as eight of the Lords go. The Lords of the First through Eighth are powerful Arch-Devils with the added potency given them by The Lord of the Nine, Asmodeus. However, the eight all bow (unwillingly) to the power of Asmodeus who ranks as the only member of Hell' royalty.

Unlike Arch-Devils, the Lords of the Nine maintain powers that rival those of the gods while in the layer over which each commands. While not completely omnipotent, a Lord in his layer is virtually unstoppable, capable of feats beyond that of most beings in the universe. Additionally, each maintains his own unique powers related to his interests, goals, and the nature of the layer he commands. Thus, as the ruler of the largest and most "nviting"city in Hell, Arch Duke Dispater is canny, witty, almost friendly fiend with powers to smother weaker minds in order to maintain the law of Dis; on the other hand, the narcissistic Baalzebub, committed to achieving perfection, reveals the weakness and impurity in all lesser creatures, forcing them to wither into nothing with but a touch.

Although they hate each other, the Lords of the Nine are well aware of the necessity for treaties and political maneuvering even as each strives to eventually overthrow Asmodeus and rule the Hells. In the distant past, the Lords composed three distinct political camps. One, made up by former and now fallen Celestials, included Baalzebub, Belial, Moloch, and Zavebe. The other camp composed of fiends always thought to have been Devils, including Mephistopheles, Mammon, Geryon, and Dispater. Asmodeus stood alone. Each camp claimed that it existed to ensure that the other camp did not attempt to overthrow the Overlord of Hell. Eventually, the political maneuvering of these camps came to a head and ended in disaster. Since then, the Lords of the Nine largely work independently of each other, although both Bel and Levistus are greatly hated by the others. Additionally, the Lords hate Infernals and loath other Arch-Devils, knowing that such creatures are only one step removed from taking a sitting Lord’s place. Indeed, the only time one Lord is inclined to aid another is if a colleague is being threatened by an Arch-Devil or Infernal.

The Arch-Devils that have been Lords of the Nine have changed a number of times. For example, the rulership of the First, Fifth, and Seventh Hells have changed hands a few times over the past few hundred thousand years, with some Lords being killed, others imprisoned, and still others banished by Asmodeus himself. The best known restructuring of the Lords occurred during the infamous Reckoning in which Asmodeus eliminated two Lords, Geryon, former Lord of the Fifth, and Moloch, former Lord of the Sixth; the new Lords are Levistus and Lilith respectively. The former Lord of the First, Zavebe, often confused with the dragon goddess Tiamat, has also been cast aside, imprisoned somewhere on Avernus by the new Lord, a former Pit Fiend, Bel.

Beyond a doubt, there are few beings in existence that wield as much power as the Lords. Although not true gods, the Lords have god-like might at their disposal, and are always eager to gain more. They are among the most dangerous beings in existence, capable of cheating even gods. All creatures, mortal or not, should avoid dealing with these monsters at all costs.
 

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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 51; Large Outsider (Devil); HD 40d8+400 and 10d8+100 and 5d4+40 and 20d4+200; hp 1336; Init +20; Spd 80 ft., fly 240 ft. (perfect); AC 66, touch 32, flat-footed 57; Atk +73/+68/+63/+58 melee (2d6+15+3d6 and 1 negative level (lawful power)+2d6 (unholy) The Dis Staff +6 lawful power unholy quarterstaff), or +67/+62/+57/+52 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 (Divine Rank 8), Might of Hell, Iron Haven, DR 50/+9, fast healing 20, regeneration 15, SR 61, Lore +16, summon familiar (Imp); AL LE; SV Fort +48, Ref +47, Will +50; Str 28, Dex 29, Con 30, Int 32, Wis 35, Chr 32. 8’ tall
Skills and Feats: Alchemy +34, Appraise: +42, Balance +30, Bluff +50, Concentration +61, Decipher Script +29, Diplomacy +65, Disguise +39, Escape Artist +52, Gather Information +53, Hide +53, Innuendo +25, Intimidate +50, Jump +23, Knowledge (Arcana) +95, Knowledge (Hellish Politics) +55, Knowledge (The Planes) +84, Knowledge (Religion) +32, Listen +69, Move Silently +52, Ride +9, Scry +96, Search +94, Sense Motive +99, Spellcraft +67, Spot +55, Tumble +52. 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 (improved invisibility).

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 900 feet of Dispater must succeed in a Will save DC 46. 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 of Lesser god or greater status are immune to Dispater's Hellish Aura.
Hell's Fire (Su): Dispater may use Hell's Fire 14/day, a five-foot wide line of diabolical energy dealing 14d12 points of damage, up to 1400 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 prismatic 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 1200 feet.

Although Dispater detests the forces of righteousness, he also fears them. 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 30 + 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 46th; save DC 21 + spell level, DC 27 + 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 possesses cold and acid resistance 20; 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 is of Lesser god rank or lower. 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 11 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 latter 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 1100 feet of Dispater or within 1100 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.
 

Asmodeus

ASMODEUS
The King of Hell
Greater God (Avatar)
Symbol
: An upside down, equilateral black triangle embraced by a coiling, fiery red serpent. More elaborate versions have a symbol for the numeral “9” inside the triangle.
Home Plane: The Nine Hells of Baator
Alignment: Lawful evil
Portfolio: Damnation, Tyranny, Broken Promises, Pride, Power, Plots, Corruption, Lost Knowledge.
Cleric Alignments: LE, NE
Domains: Destruction, Evil, Knowledge, Law, Trickery
Favored Weapon: Scepter (morning star)

Blackguard 20/Cleric 20/Loremaster 10/Wizard 10
Medium-Size Outsider
Divine Rank:
16
Hit Dice: 20d8+180 (outsider) plus 20d10+380 (Blackguard) plus 20d8+340 (Cleric) plus 10d4+130(Loremaster) plus 10d4+130 (Wizard) (1,320 hp)
Initiative: +17 (+9 Dexterity, +8 Superior Initiative)
Speed: 60 ft., fly 200 ft. perfect
AC: 83 (+9 Dex, +16 divine, +29 natural, +19 deflection)
Attacks*: The Ruby Rod of Hell +9 lawful power, unholy power morningstar +90/+85/+80/+75 melee; or +80/+75/+70/+65 ranged (spell or touch). *Always receives a 20 on attack rolls; roll die to check for critical hit.
Damage*: The Ruby Rod of Hell +9 lawful power, unholy power morningstar 1d8+23+3d6 and 1 negative level (Lawful) +3d6 and one negative level (Unholy)/19-20/x2; or by spell. *Always does maximum damage (morningstar 67 points).
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Rebuke or command undead 22/day (cleric), rebuke or command undead 22/day (as Clr18), poison use, smite good (+19 to attack and +40 to damage), sneak attack 6d6, domain powers, salient divine abilities, spell-like abilities.
Special Qualities: Divine Immunities, Baatezu Qualities, DR 51/+4 (DR 51/+8), SR 48, regeneration 15, spontaneous casting of arcane spells, speak and read all languages and speak directly to all beings within 16 miles, remote communication, godly realm, teleport without error at will, plane shift at will, divine aura (16 miles, DC 45), detect good, dark blessing, aura of despair, fiendish servant, greater lore, lore +27, true lore.
Saves*: Fort +85, Ref +85, Will +92. *Always receives a 20 on saves.
Abilities: Str 39, Dex 29, Con 28, Int 46, Wis 42, Chr 48.
Skills *: Alchemy +105, Appraise +68, Bluff +144, Concentration +120, Craft (blacksmith) +90, Craft (bookbinding) +90, Craft (painting) +67, Diplomacy +120, Disguise +71, Decipher Script +47, Escape Artist +45, Forgery +76, Gather Information +101, Heal +75, Hide +112, Intimidate +115, Knowledge (Arcane) +125, Knowledge (Hell) +106, Knowledge (The Planes) +106, Knowledge (Religion) +141, Listen +57, Move Silently +51, Perform +68, Scry +106, Search +74, Sense Motive +86, Spellcraft +110, Spot +50. *Always receives a 20 on checks.
Feats: Alluring, Brew Potion, Charlatan, Cleave, Combat Reflexes, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Dodge, Empower Spell, Epic Spellcasting, Eschew Materials, Expertise, Extra Turning, Forge Ring, Great Cleave, Great Smiting, Ignore Material Components, Improved Critical (morningstar), Improved Disarm, Improved Initiative, Intensify Spell, Maximize Spell, Mobility, Multispell, Persuasive, Planar Turning, Power Attack, Profane Spell, Quick Draw, Reach Spell, Scribe Scroll, Spell Mastery, Spring Attack, Sunder, Superior Initiative, Trustworthy, Unholy Strike, Weapon Focus (morningstar).
Baatezu Qualities: Asmodeus is immune to fire and can see in perfect darkness, even that created by deeper darkness spells.
Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.
Salient Divine Abilities: Alter Reality (DC 55), Alter Size, Arcane Mastery, Automatic Metamagic (quicken wizard spells), Craft Artifact, Create Object, Create Greater Object, Divine Blast (22/day, 16 miles), Divine Celerity, Divine Glibness (DC 45), Divine Shield (160 points), Divine Spellcasting, Extra Domain (Destruction), Extra Domain (Trickery), Frightful Presence (DC 45), Hand of Death (DC 55), Hell’s Mouth*, Know Secrets (DC 45), Life and Death, The Lord of the Nine*, True Knowledge. *Unique Salient Divine Abilities; see below for details.
Domain Powers: Cast divination, evil, and law spells at +1 caster level, smite 16/day (+32 on attack and damage for one weapon attack).
Spell-Like Abilities: Asmodeus uses these abilities as a 26th level caster, except for divination, evil, and lawful spells, which he uses as a 27th level caster. The save DCs are 47 + spell level, and 49 + spell level for any spoken mind-effecting spells. Blasphemy, calm emotions, charm monster, change self, circle of doom, confusion, contagion, create undead, damnation, deeper darkness, delayed blast fireball, desecrate, destruction, detect chaos, detect good, dictum, disintegration, dispel chaos, dispel good, dominate monster, earthquake, false vision, firestorm, flamestrike, greater dispelling, harm, hellball, hold monster, implosion, improved invisibility, inflict critical wounds, inflict light wounds, invisibility, magic circle against chaos, magic circle against good, major image, meteor swarm, mirage arcana, mislead, non-detection, order's wrath, persistent image, polymorph any object, polymorph self, protection from chaos, protection from good, screen, shatter, shield of law, summon monster IX (evil and lawful only), symbol (any), time stop, unhallow, unholy aura, unholy blight.
Blackguard Spells/Day: 7/4/4/5; base DC=28+spell level.
Cleric Spells/Day: 6/9/9/9/9/8/7/7/7/4/4/4/3/3/3/3; base DC=28+spell level.
Wizard Spells/Day: 4/9/9/8/8/8/8/7/7/7/5/4/4/4/4/3/3/3/3; base DC=30+spell level.
Hell's Mouth (unique salient divine ability): As the King of Hell, Asmodeus has absolute control over all of the gates and portals that lead to Hell, as well as those within Hell. Up to 16 times a day, The Lord of the Nine can cause a gate or portal to open, sucking in those within 90 feet into a location in the Nine Hells of Asmodeus' choosing if they fail a Will Save DC 45. The Mouth remains open for nine rounds. A Hell's Mouth appears as a great, diabolically evil human male face with jagged, chewing teeth. Flames burst from the gaping maw as it attempts to suck in unlucky victims.
The Lord of the Nine (unique salient divine ability): As The King of Hell, the avatar of Asmodeus (or whatever the real name of Hell's king is) reaps some of the benefits of the Lord of the Nine template as follows:
Spell-like Abilities: Asmodeus may cast all spell-like abilities available to the Lord of the Nine template at will. These abilities are included in the list above.
Call Baatezu (Su): As a move equivalent action, Asmodeus can demand the respect of any Devils. Asmodeus may call up to nine times a day, 21 Lemures, 18 Osyluths or Barbazu, 15 Erinyes or Hamatulas, 12 Cornugons, Gelugons, or Pit Fiends, Dukes of Hell, 3 Arch-Devils, or any one Lord of the Nine. Since these Devils are called, they have the ability to summon other Devils as their Monster Manual descriptions allow, or call other Devils as their description allows. No Devil is brave or stupid enough to verbally challenge Asmodeus in Hell, much less to his face, so all obey his commands. Asmodeus rarely finds it necessary to allow matters to degenerate into fisticuffs, preferring to either help mortals and other beings trick themselves into doing his bidding, or smothering their wills to force them to do his bidding. However, if he had to fight, Asmodeus prefers to call Baatezu only when he’s killed, trapped, or other incapacitated most of his enemies, particularly those that dared to challenge him. Then, he will call in Pit Fiends and a Duke or two, leaving to watch the end result of the conflict from afar. Just as often, he grows bored of a battle in the middle of conflict, and will likewise call Pit Fiends and teleport elsewhere.
Infernal Potentate (Ex): As the personification of Lawful evil, Asmodeus’ mere presence automatically unhallows an area equal to 8 miles in Hell (it is unknown the degree of this power beyond Hell, although it’s likely to be 900 feet). While he can suppress (and reactive) this ability as a free action, he rarely does so.
Submission of the Lords (Ex): Once a month, Asmodeus can force the other eight Lords of the Nine to submit to him. Asmodeus may call them to his fortress in Nessus, Malsheem, where they must pay obeisance to him. This power also allows Asmodeus to terminate any and all infernal abilities the Lords or any other Devil has in Hell. Asmodeus may do this 16 times a day, the Devil (even a Lord or Arch-Devil) receiving no saving throw or spell resistance to avoid the effect. The Devil retains its hit dice, feats, skills, and ability scores, but loses its Baatezu traits, supernatural abilities, and spell-like abilities. It is unclear if this power extends beyond Hell.
Possessions: Asmodeus carries the Ruby Rod of Hell, a +9 lawful power, unholy power morningstar.

Other Divine Powers
The statistics here reflect the powers of the Avatar of the King of Hell, whom most simply call Asmodeus although the true name of this being is unknown. As far as the Devils of Hell, most gods, and virtually all lesser beings, the avatar is the true Asmodeus.

Although these statistics are for the avatar of the true King of the Nine Hells (what or whomever that being might be), it is only through the use of Hell’s Mouth salient divine ability that the avatar can interact with the Prime Material Plane. When transforming a gate into a Hell's Mouth, the Avatar gains the following divine abilities:

Senses: Asmodeus can see, hear, touch, and smell at a distance of sixteen miles. As a standard action, Asmodeus can perceive anything within sixteen miles of his servants or worshippers, holy sites, objects, or any location where on of her titles or name was spoken in the last hour. He can extend his senses up to 20 locations at once. While he can completely block the sensing power of any god attempting to peer into Nessus, he does not have this ability beyond his layer.
Portfolio Sense: Asmodeus can sense anything that pertains to Lawful evil acts (tyranny, trickery, etc) sixteen weeks before it happens and retains the sensation for sixteen weeks after the event occurs. However, he is limited to the ability to perform this feet beyond Hell except with the use of a Hell's Mouth.
Automatic Action: Asmodeus can use any Knowledge skill (even those in which he has no rank) as a free action if the DC for the task is 30 or lower. He can use Bluff as a free action if the DC for the task is 46 or less. He can perform up to 20 such free actions each round.
Create Magic Items: Asmodeus can create any magic item that has lawful or unholy attributes, smother the will, or otherwise bring the wielder/user ever closer to lawful evil.

Avatars
The real King of Hell, due to its unique imprisonment in Hell, can only generate ten avatars at any one time. Typically, it only generates one unless there is need to discipline the Lords of the Nine or Arch-Devils. All Avatars have the statistics listed above.

In the distant past, in order to further conceal the continuance of its existence, The King of Hell allowed his first avatar, which was called Lucifer, to battle against and lose to another avatar, the one called Asmodeus. This ploy, like virtually every other concocted by the King of Hell, worked and, to this day, Creation believes that there is but one Asmodeus and no greater being in Hell.
 

Nice job on Asmo Serge :D . I'll probably throw him into my Forgotten Realms pantheon.
Ever since it's release I've been wondering why WotC didn't list Asmodeus as a diety in Faiths & Pantheons. After all they had Orcus and Baphomet listed as Lesser Dieties, but no Asmo. Go figure eh :rolleyes: ?
 

Updated Lord of the Nine and Arch-Devil Templates

Creating an Arch-Devil

"Arch-Devil" is a template that can be added to any Duke of Hell template, 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 quasi-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 quasi-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 somewhat 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 hellish politics, 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, 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, Asmodeus 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 in the past, one Prince Levistus.

It is unknown how many Arch-Devils exist, although it?s unlikely that there are more than perhaps 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 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 varying 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 Evil, Lawful. An Arch-Devil uses all the base creature's statistics and special abilities, and special qualities except as noted here:

HD: The Arch-Devil 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: If the base creature or Duke of Hell already has a natural armor class, this remains the same and the creature gains a +3 profane bonus and a deflection bonus to AC equal to its Charisma bonus. If the base creature does not have an inherent natural armor class, it gains natural armor of +13, a profane bonus of +3, 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. A degree of common sense should be used when exchanging or stripping the base creature of an ability. Across the board, however, an Arch-Devil 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. 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, persistent image, polymorph self, symbol (any), unhallow, unholy aura, unholy blight. 3/day: destruction, firestorm, meteor swarm. 1/day: hellball. 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/+2 on any existing DR.
· Spell Resistance equal to the base creature's CR+10
· Regeneration (Ex): Fast Healing 20 unless a blessed or Holy weapon of at least +6 enchantment strikes the Arch-Devil. 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 electricity, 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.
· For the purpose of gate and similar spells, Arch-Devils are treated as unique creatures.

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

Diabolical Aura (Ex): The presence of an Arch-Devil is so vile that it causes lesser beings to cowering or pay homage to the might of the evil they represent. All within 66 feet of an Arch-Devil 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 Arch-Devil represents suffer one of the two following effects as determined by the Arch-Devil (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 Arch-Devil 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 Arch-Devil dismisses it.

Demi-gods and higher ranked divine beings are immune to an Arch-Devil?s diabolical aura.

Diabolical aura replaces any existing fear auras of the base creature.

The Presence of Hell (Su): So terrible is the presence of an Arch-Devil that it may corrupt an entire area with but a thought. Once per day as a standard action, an Arch-Devil may unhallow an area equal to 30 feet per its hit dice.

Although Arch-Devils detest the forces of righteousness, they also fear it. As a result, they find it difficult to enter any hallowed site. An Arch-Devil attempting to enter a hallowed site must make a Will DC save equal to 40 + the divine rank of the represented god + the god?s Charisma modifier (if this is unknown, assume a +9); an Arch-Devil cannot use its spell resistance to overcome this effect. If the Arch-Devil succeeds in entering the hallowed area, the area immediately becomes unhallowed. Once an Arch-Devil breaches holy ground, the god in question is immediately alerted to the fiends presence and will often (DM?s discretion) send a proxy or an avatar to deal with the intrusion.

Abilities: Increase from the base creature as follows: Str +4, Dex +4, Con +2, 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. Semyaza, for example, a lecher and whore, has levels in both Bard and Blackguard, 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.

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 or 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: +3 + class level

Treasure: triple standard base creature's.

Alignment: Always Lawful evil

Advancement: By class progression

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"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:

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), teleport without error (self plus 1000 pounds), 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 900 feet of a Lord must succeed in a Will save equal to 5 + ½ the Devil?s HD + 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.

Lesser gods and higher ranking divine beings are immune to an Arch-Devil?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, an Arch-Devil 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 it. 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 30 + 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. A Lord may use Hell?s Fire 1/day equal to half the Lord?s Charisma modifier + 3, dealing 1d12 points of damage per half the Lord?s Charisma modifier + 3. Similar to a god?s divine blast, this line of diabolical energy does not allow a saving throw, and is 5 feet wide, with a range of 100 feet per the Lord?s charisma modifier. 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 Majesty (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 class levels 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.

Abilities: +10 Cha

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 the soul of a mortal to dust with a glance. 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: +6 + class level

Treasure: triple standard base creature's.

Alignment: Always Lawful evil

Advancement: By class progression
 


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