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Yet More Archfiends
A Book of Vile Darkness Web Enhancement
The Book of Vile Darkness details all aspects of evil as
they might apply to your campaign. This includes, but
is not limited to, the statistics and descriptions of those
most evil beings, the archfiends—the Lords of Hell
and Demon Princes. They each come with their own
details plus descriptions of their followers and cultists.
Ye s, although the archfiends are not true deities, cults
of mortals revere them all the same. (The Book of Vile
Darkness describes how this works and suggests rele-
vant variant rules.)
Presented here for you are three more archfiends
that didn’t make it into the book: a deposed archdevil
and two demon princes—well, one demon prince and
one princess.
¤
The former archdevil, Geryon, longs to rule in
Hell once again.
¤
Pazuzu is a prince like no other, for he rules
the skies of all Abyssal layers. Thus he is
master of very much and very little all at once.
¤
Rhyxali holds sway over all the shadow
demons (find their description in the Book of
Vile Darkness ) and the secrets and souls they
procure as they skulk about the Abyss.
To use this web enhancement, you should already
have the Book of Vile Darkness by Monte Cook. Any
spells, feats, or magic items marked with a dagger (†)
appear in that sourcebook rather than in the core
rulebooks. This bonus material is brought to you by
the official D UNGEONS & D RAGONS website:
< www.wizards.com/dnd >.
While the Book of Vile Darkness is intended for mature
readers only, this web enhancement was written with
Wizards of the Coast’s online audience in mind. There-
fore, it is suitable for all D&D players.
Credits
Editing and Typesetting:
Sue Weinlein Cook
Monte Cook
Editorial Assistance:
Penny Williams
Illustrations:
Arne Swekel and DiTerlizzi
Web Production:
Julia Martin
Web Development:
Mark Jindra
Graphic Design:
Sean Glenn, Cynthia Fliege
GERYON, DEPOSED LORD
OF THE FIFTH (FILTH)
Huge Outsider (Evil, Lawful)
Hit Dice: 30d8+360 (495 hp)
Initiative: +8
Speed: 40 ft.
AC: 40 (–2 size, +4 Dex, +11 insight, +17 natural),
touch 23, flat-footed 36
Attacks: Claws +40 melee and tail slap +38 melee
Damage: Claws 2d8+13 plus 1 vile, tail slap 1d8+6
plus poison
Face/Reach: 20 ft. by 5 ft./15 ft.
Special Attacks: Fear gaze, improved grab, poison,
spell-like abilities, summon baatezu
Special Qualities: Baatezu traits, DR 15/+5, outsider
traits, regeneration 6, SR 30
Saves: Fort +29, Ref +21, Will +24
Based on the original D UNGEONS & D RAGONS ® game by E.
Gary Gygax and Dave Arneson and on the new edition of the
D UNGEONS & D RAGONS game designed by Jonathan Tweet,
Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
D&D, D UNGEONS & D RAGONS , M ONSTER M ANUAL , and D UNGEON M ASTER are reg-
istered trademarks and the d20 System logo is a trademark owned by Wizards
of the Coast, Inc. All Wizards characters, character names, and the distinctive
likenesses thereof are trademarks owned by Wizards of the Coast, Inc.
This material is protected under the copyright laws of the United States of
America. Any reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written permission
of Wizards of the Coast, Inc.
This product is a work of fiction. Any similarity to actual people,
organizations, places, or events is purely coincidental.
This Wizards of the Coast game product contains no Open Game Content.
No portion of this work may be reproduced in any form without written per-
mission. To learn more about the Open Gaming License and the d20 System
License, please visit <www.wizards.com/d20>.
©2002 Wizards of the Coast, Inc.
All rights reserved. Made in
the U.S.A.
Visit our website at
<www.wizards.com/dnd>
1
Design:
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Treasure: Quadruple standard
Alignment: Lawful evil
Advancement:
Abilities: Str 36, Dex 19, Con 35, Int 26, Wis 24, Cha 23
Skills: Appraise +28, Bluff +34, Climb +41, Concentra-
tion +42, Diplomacy +36, Hide +26, Innuendo +34,
Intimidate +37, Knowledge (arcana) +36, Knowledge
(the planes) +36, Knowledge (religion) +36, Listen +35,
Move Silently +34, Perform +21, Search +36, Sense
Motive +34, Spellcraft +38, Spot +37
Feats: Cleave, Combat Reflexes, Dark Speech†, Great
Cleave, Improved Initiative, Multiattack, Power Attack,
Vile Natural Attack† (claws)
Geryon was once Lord of Hell’s Fifth Layer. During a
period called the Reckoning, Asmodeus himself ousted
him. This turn of events seems strange to those who
know the facts, since the Reckoning came about when
the lords of Hell all turned on their master,
Asmodeus—all but Geryon, that is. The only loyal lord
was deposed, while most of the mutinous lords went
unpunished. Some speculate that this move repre-
sented some sort of strange reward from Asmodeus—
Geryon certainly did not see it that way—and others
assume the former archdevil’s loss of rank is only tem-
porary. If Geryon has his way, the latter estimation will
prove correct.
Although some call him the Serpentine Lord,
Geryon’s enemies also name him Lord of the Filth. This
label obviously plays off his former “Lord of the Fifth”
title, much like Baalzebub’s “Lord of the Flies/Lord of
the Lies” moniker. However, such a reference is ironic
in Geryon’s case, for the archdevil despises uncleanli-
ness and dirt, demanding that servants keep himself
and his surroundings immaculate. This need seems at
odds with the devil’s otherwise bestial appearance and
nature; some think him a little mad.
The archdevil dwells in a secret iceberg fortress
called Citadel Coldsteel that floats in a frigid sea. Its
dangers combined with its sterile appearance encour-
age the few who have seen it to compare the place to a
surgeon’s scalpel.
In appearance Geryon resembles Mammon’s current
form: that of a huge serpent with a muscular humanoid
torso sporting two large arms and a massive humanoid
head. For all his bizarre appearance, Geryon’s face and
features seem strangely attractive and handsome in a
raw, animal sort of way.
Geryon’s symbol is a menacing bull’s head sur-
rounded by a serpentine border.
Combat
Geryon thrusts himself into physical combat at a
moment’s notice with lust and ferocity. He prefers to
destroy foes with his bare hands, but sometimes he
resorts to using weapons and even a shield.
Fear Gaze (Su): Geryon has a gaze attack that pro-
duces fear, similar to the fear spell (caster level 15 th ; Will
DC 31 negates). Other baatezu are immune to the aura.
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 22
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Improved Grab (Ex): If Geryon hits a Large or
smaller opponent with a claw attack, he deals normal
damage and attempts to start a grapple without provok-
ing an attack of opportunity (grapple bonus +51). If he
hits with the claw, he also automatically hits with his
tail slap attack in the same round. Geryon has the option
to conduct the grapple normally, or simply use his claw
to hold the opponent (–20 penalty on grapple check, but
Geryon is not considered grappled). In either case, each
successful grapple check he makes during successive
rounds automatically deals claw and tail slap damage.
Poison (Ex): Geryon delivers his poison (Fort DC 37)
via each successful tail slap attack, from the vicious stinger
embedded in his tail. The initial and secondary damage
are the same (2d6 points of Constitution damage).
Spell-Like Abilities: At will— blasphemy, charm mon-
ster, desecrate, detect good, detect magic, discern location, dispel
magic, enthrall, fireball, hellfire storm†, hold person, magic
circle against good, major image, produce flame, see invisibil-
ity, suggestion, teleport without error , unholy aura, unhallow,
wall of fire; 1/day —spread of savagery†, symbol (any), wish .
Caster level 20th; save DC 16 + spell level.
Baatezu Traits: Geryon can communicate telepathi-
cally with any creature within 100 feet that has a lan-
guage. In addition, he can see perfectly in darkness of
any kind, even that created by a deeper darkness spell.
Geryon is immune to fire and poison, and he has acid
resistance 20 and cold resistance 20.
Outsider Traits: Geryon cannot be raised or resur-
rected.
Regeneration (Ex): Geryon takes normal damage
from holy and blessed weapons of at least +4 enhance-
ment.
Summon Baatezu (Sp): Three times per day, Geryon can
summon four barbazu or hamatulas automatically. Alter-
natively, he can attempt to summon three cornugons, two
gelugons, or one pit fiend with an 80% chance of success.
Possessions: Geryon possesses the horn of the bull .
Most of the time Geryon plots and schemes against
Levistus, current ruler of Hell’s fifth layer. Slowly and
secretly the resentful ex-lord raises an army of disaf-
fected or mercenary devils. Geryon’s secret army is vast
and powerful, but not yet ready to begin a revolt
against Levistus.
If Geryon ever regains his former position, his per-
sonal power likely will increase quickly (more Hit
Dice, greater spell-like abilities, and so on).
The Cult of Geryon
Cultists who worship Geryon see him as a patron of
controlled rage and revenge. His followers, often
rangers and barbarians,
can be found among
gnolls, bugbears, hob-
goblins, and minotaurs,
as well as more standard
races. These driven,
greedy individuals
allow nothing to get in
their way.
The very few temples
of Geryon are found
deep in the wilderness.
These underground
labyrinths incorporate cold, bluish steel where possible
and always look extremely clean and stark.
Clerics associated with Geryon wear red or dark
green clothing and serpentine jewelry. They usually
have access to the Diabolic, Evil, and Bestial domains.
Cultists
Daglum Shiverstone lives alone in the wilderness,
maintaining a small underground temple to his patron.
His current goals include winning over some of the
local bugbears to Geryon’s service and using them as
temple guards. Eventually he hopes to lead an army of
Geryon’s worshippers back to his dwarven home and
raze it in revenge for past wrongs done him. A dire
badger companion currently serves Daglum.
The Goals of Geryon
Geryon’s single-minded goal is to regain his former
position. Although he hates Asmodeus for taking away
his authority and power, he does not openly oppose his
old master. Instead, he still works for him, hoping his
performance will result in his reinstatement. In fact,
Asmodeus likely deposed Geryon in the first place
because he knew the archfiend’s coveting of his former
position would make him more easily to manipulate
and use for some great task at a later date.
D Daglum Shiverstone: Male dwarf Clr 5/Rgr 6;
CR 11; Medium-size humanoid; HD 5d8+13 plus
6d10+12; hp 65; Init +2; Spd 20 ft.; AC 15, touch 12, flat-
footed 13; Atk +10/+5 melee (1d8+3/x3, +1 cursespewing
battleaxe ) and +10 melee (1d62/x3, +1 handaxe );
SQ Dwarf traits, favored enemies (humans +2, beasts
+1), scent; AL LE; SV Fort +13, Ref +5, Will +9; Str 15,
Dex 15, Con 14, Int 10, Wis 16, Cha 4.
3
Horn of the Bull
This lesser artifact summons 1d10+10
minotaurs with maximum hit points.
They serve the summoner until they
die. The horn can be used three times
per week, but when a user blows it, all
summoned minotaurs remaining from
its previous use (if any) disappear. In all
other ways, treat the horn’s effect as a
summon monster spell.
Caster Level: 18th.
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Skills and Feats: Appraise +3, Balance +3, Concen-
tration +6, Craft (metalworking) +2, Craft (stonework-
ing) +2, Escape Artist +3, Hide +3, Knowledge
(religion) +8, Move Silently +8, Spellcraft +8, Spot +6;
Combat Casting, Great Fortitude, Scribe Scroll,
Toughness, Track.
Dwarf Traits: Daglum has a +1 racial bonus on
attack rolls against orcs and goblinoids, a +2 racial
bonus on saves against spells and spell-like abilities, a
+2 racial bonus on Fortitude saves against all poisons,
and a +4 dodge bonus against giants. He has darkvision
(60-foot range) and stonecunning (+2 racial bonus on
checks to notice unusual stonework; can make a check
for unusual stonework as though actively searching
when within 10 feet and can use the Search skill to find
stonework traps as a rogue can; intuit depth). Daglum
also has a +2 racial bonus on Appraise checks and Craft
or Profession checks related to stone or metal (these
bonuses are already figured into the statistics above).
Favored Enemies: Daglum has selected humans
as his first favored enemy and beasts as his second.
He gains a +2 bonus on his Bluff, Listen, Sense
Motive, Spot, and Wilderness Lore checks when
using these skills against humans, and a +1 bonus
when using them against beasts. He gets the same
bonus to weapon damage rolls against creatures of
these types. He also gets the damage bonus with
ranged weapons if the target is within 30 feet. The
bonus doesn’t apply to damage against creatures that
are immune to critical hits.
Scent (Ex): Daglum can detect approaching ene-
mies, sniff out hidden foes, and track by sense of smell.
Cleric Spells Prepared (5/4+1/3+1/2+1; save DC 13
+ spell level): 0— cure minor wounds, detect magic (2),
guidance, resistance; 1st— bane, command, cure light
wounds, divine favor, magic fang*; 2nd— aid, bull’s
strength*, endurance, sap strength†; 3rd— cure serious
wounds, dispel magic, greater magic fang*.
*Domain spell. Domains: Bestial (gains the scent
extraordinary ability), Evil (+1 caster level with evil
spells).
Ranger Spells Prepared (2; save DC 13 + spell
level): 1st— resist elements, speak with animals.
Possessions: +1 cursespewing† battle axe, +1 hand axe, +1
fleshshifter† leather armor , scroll of cure moderate wounds .
deposed at Geryon’s ousting. Amon looks like a huge
humanoid figure covered in fur with a massive
wolfish head. His mouth is full of jagged teeth, and
his eyes glisten like ice. Normally accompanying him
is a Huge 18-HD winter wolf.
D Amon: Male deposed duke of Hell; CR 18; Huge
outsider (evil, lawful); HD 26d8+234; hp 351; Init +9;
Spd 40 ft., fly 60 ft. (average); AC 36, touch 13, flat-
footed 31; Atk +37/+32/+27/+22 melee (4d6+18 plus 1
vile, Gargantuan +3 heavy mace) and +29 melee (2d8+5,
bite); Face/Reach 5 ft. by 10 ft./15 ft.; SA Fear aura,
spell-like abilities; SQ Baatezu traits, cold immunity,
DR 25/+3, outsider traits, regeneration 5, SR 28,
summon baatezu ; AL LE; SV Fort +24, Ref +20, Will +20;
Str 31, Dex 20, Con 29, Int 20, Wis 20, Cha 18.
Skills and Feats: Bluff +33, Climb +37, Concentra-
tion +36, Diplomacy +17, Disguise +30, Hide +17,
Intimidate +8, Jump +36, Knowledge (arcana) +34,
Listen +34, Move Silently +34, Search +34, Spellcraft +34,
Spot +34; Cleave, Corrupt Spell-Like Ability, Great
Cleave, Improved Initiative, Power Attack, Vile Martial
Strike (heavy mace), Weapon Focus (heavy mace)
Fear Aura (Su): As a free action, Amon can create an
aura of fear in a 20-foot radius. This effect is otherwise
identical to a fear spell (caster level 15th; Will DC 27).
If the save succeeds, that creature cannot be affected
again by Amon’s fear aura for one day. Other baatezu are
immune to the aura.
Spell-Like Abilities: At will— animate dead,
blasphemy, charm person, cone of cold, create undead,
desecrate, detect good, detect magic, dispel magic, fly,
improved invisibility, magic circle against good, major
image, polymorph self, suggestion, teleport without error
(self plus 50 lb. of objects only), unholy aura, unhallow,
wall of ice; 1/day— limited wish, symbol (hopelessness).
Caster level 18th; save DC 14 + spell level.
Baatezu Traits: Amon is immune to fire and poi-
sion. He has acid resistance 20 and cold resistance 20.
Amon can see perfectly in darkness of any kind, includ-
ing that created by deeper darkness spells. He can also
communicate telepathically with any creature within
100 feet that has a language (except lemures).
Outsider Traits: Amon cannot be raised or resur-
rected.
Regeneration (Ex): Amon takes normal damage from
holy and blessed weapons of at least +4 enhancement.
Summon Baatezu (Sp): Twice per day Amon can auto-
matically summon two osyluths or barbazu, or one
erinyes, cornugon, or gelugon.
Possessions: Gargantuan +3 heavy mace.
The Servants of Geryon
This archdevil has a diabolic army composed of a
variety of devils—the rogue lord will take whomever
he can get. His most powerful servant and most
trusted ally is the duke Amon, a unique creature also
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PAZUZU, DEMON PRINCE
OF THE LOWER AERIAL
KINGDOMS
Large Outsider (Chaotic, Evil)
Hit Dice: 33d8+330 (478 hp)
Initiative: +14
Speed: 30 ft., fly 120 ft. (perfect)
AC: 43 (–1 size, +10 Dex, +6 insight, +18 natural),
touch 25, flat-footed 33
Attacks: 2 claws +46 melee and bite +41 melee
Damage: Claws 2d8+15 plus 1 vile, bite 1d10+10
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Breath weapon, improved grab,
pounce, rake 2d8+5, spell-like abilities
Special Qualities: Blindsight 100 ft., DR 20/+6, fast
healing 5, greater magic fang, SR 34, summon tanar ’ri,
summon aerial monster, tanar’ri traits
Saves: Fort +28, Ref +28, Will +27
Abilities: Str 30, Dex 31, Con 30, Int 29, Wis 29, Cha 30
Skills: Animal Empathy +35*, Balance +44, Concen-
tration +43, Diplomacy +47, Escape Artist +43, Handle
Animal +35*, Hide +39, Intimidate +42, Intuit Direc-
tion +42, Jump +14, Knowledge (nature) +37, Knowl-
edge (the planes) +37, Listen +42, Move Silently +43,
Ride +12, Search +28, Sense Motive +42, Spellcraft +28,
Spot +42*, Tumble +43, Wilderness Lore +36
Feats: Cleave, Dark Speech†, Dodge, Expertise, Fly-by
Attack, Improved Initiative, Power Attack, Sunder, Vile
Natural Weapon† (claw)
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 24
Treasure: Quadruple standard
Alignment: Chaotic evil
Advancement:
highest Abyssal mountain peaks or rocky crags, or in
the floating palaces of the evil cloud giants that pay
him homage.
Known as the Demon Prince of the Lower Aerial
Kingdoms or Demon Prince of the Air, Pazuzu con-
cerns himself mainly with the Material Plane. He goes
there more often than most demon princes. And, more
than any other prince, he enjoys tempting or tricking
those of good alignment to fall to evil.
Pazuzu is a 7-foot-tall humanoid with four dark,
feathered wings. His large head also bears a bit of
plumage, as well as massive red eyes and a sharp, tooth-
filled, beaklike mouth.
The Demon Prince of the Air uses a swooping bird of
prey as his symbol.
Pazuzu, known to some as Pazrael or Pazuzeus, is a
unique demon lord in that he does not rule a layer of
the Abyss. Instead he oversees a portion of almost every
layer: the sky above. Also unlike his fellow princes, he
does not war with other demon lords. All treat him
with roughly equal amounts of resentment and grudg-
ing respect.
One cannot dispute Pazuzu’s power, but he is not in
the same league physically as the most powerful
princes, Demogorgon and Orcus. He maintains no per-
manent lair, although he occasionally resides in the
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