Dealing with devils - Wizards of the Coast€¦ · Attack/Defense Modes: All/all Armaros, sometimes...

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Transcript of Dealing with devils - Wizards of the Coast€¦ · Attack/Defense Modes: All/all Armaros, sometimes...

Page 1: Dealing with devils - Wizards of the Coast€¦ · Attack/Defense Modes: All/all Armaros, sometimes called fiThe Re-solver of Enchantments,fl is the least un-happy of the devils
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Research into the nature and affairs ofthe diabolic, particularly those specializedinvestigations that can be carried out onlyin the Nine Hells, is understandably peril-ous. Much is yet unknown, or is largelyconjecture; here follows more informationabout devils and their doings, and the NineHells, gathered from many scatteredsources.

(Editor�s note: This article is designed tobe used in conjunction with Ed Green-wood�s earlier treatise on the Nine Hells,which was printed in issues #75 and #76 ofDRAGON® Magazine. However, readerswho do not have immediate access to thoseissues will find that much of what followshere can be used without the earlier infor-mation. Issues #75 and #76 are available bymail order; see the list of back issues andorder form elsewhere in this magazine.)

Dealing with devils

On the Prime Material Plane, there havealways been creatures of all sorts, includingmen, who worship and/or serve devils. Toensure the survival of these agents (and withthem, diabolic influence on the Prime Ma-terial Plane), devils have always aided (by�serving under duress�) these agents undera detailed code of laws and behavior.

Knowledge of these laws and behavior �in practical terms, the summoning andcontrol of devils, and of their sigils andtalismans � has survived down through theages outside the ranks of diabolic agents,despite the unceasing efforts of devils andtheir agents to eradicate it. Fear of diabolicattack, and of the possible actions of otherbeings seeking such knowledge, has kept theidentities of the possessors of diabolicknowledge, and the knowledge itself, secret.One can be sure (DMs take note) thatplayer characters� discovery of such knowl-edge in play, if revealed or communicated toanyone who is not a player character, willbring eventual diabolic attack upon thePCs. Tutors or temples will not knowinglyaccept talismans and summoning informa-tion as gifts or payment for services. If suchare unwittingly accepted, it is extremelylikely that the tutor or temple will shortlythereafter be destroyed. Note that (accord-ing to the official AD&D® rules) the merehandling of, or speaking of any inscriptionson, a talisman will bring immediate re-sponse. Devils, or any specific devil linkedto the talisman, will appear from the hellswithin 1-4 rounds � and without specificknowledge of how to control such sum-moned devils, the summoner is at their(non-existent!) mercy. It must be empha-sized that the inscriptions on talismans arenever the truenames of devils, and do notgive the speaker any power over the sum-moned devils.

The protected (the word �safe� can neverbe truthfully used) storage of diabolic talis-mans is another topic upon which lore isfragmentary and largely silent. The long-

ago wizard Enthor mentions in his writingsa fellow mage who stored a talisman in asilver box, its seams sealed with wax wetwith holy water; indeed, silver and holywater would seem ideal physical compo-nents of any protection (along with locksand traps to prevent uncontrolled access tothe storage-place of the talisman). Butmagic � strong magic � must also form apart of such defenses, and of this, nothingsurvives in known writings.

Diabolic names

Many sages, diabolic agents, and otherswho have dealt with devils have repeatedlyemphasized the importance of correctlypronouncing the common name of any devilin all diabolic dealings, for the vanity of adevil is a powerful and dangerous thing.Again, it should be noted that the names bywhich all devils are commonly known arenot truenames; use of such common nameswill often summon the being concernedfrom the hells, but the devil will not beunder the control of the speaker unless othermagical preparations have been made. Herefollow what are generally agreed to be thecorrect pronunciations of the more difficultor lesser-known common names of theknown hierarchy of the hells, with accentedsyllables printed in italic type:

N a m e PronunciationAdonides Ah- don- eedsAdramalech Ah- dramma- leckhAgares Ah- garr -aiysAmduscias Am- doo -see - azseAmon Aiy - monArioch Air - ee - okhBaalberith Bahl - bair - ithBaalphegor Bahl - feh - gorBaalzebul Bahl - zee - bullBaalzephon Bahl - zee - fonnBael Bay -ulBarbatos Bahr -bah- tossBele Bee lBifrons Bye- fronsBileth Bye -lethCaarcrinolaas Kar- crin - oh - lassChamo Chamm- ohDispater Diss- pay -terFecor Fee - korGoap Goe -appHerobaal Hair - oh - bahlHerodias Hair - oh - dee - assHutijin Hutt - ih - jinnMachalas Mah - shall - assMelchon Mell - khonMerodach Mare - oh - dakhNaome Nay - ohmTartach Tarr - tackhTitivilus Tih - tee - vie - luss

More �outcast� devils

Described in the following section of textare nine unique devils who, for one reasonor another, have been relieved of theirformer position or status and exiled toAvernus, the uppermost plane of the Nine

Hells. As such, one or more of them mightwell be encountered by a party of adventur-ers who have traversed the Astral Plane andemerged on Avernus � generally the first(and often the last) stop for those who wouldvisit the hells and meet the devils on theirown ground.

ARMAROS (Greater Devil)

FREQUENCY: Unique (Very rare)NO. APPEARING: 1ARMOR CLASS: -1MOVE: 14�/20�HIT DICE: 99 hit points% IN LAIR: NilTREASURE TYPE: See belowNO. OF ATTACKS: 1DAMAGE/ATTACK: By weapon type +4SPECIAL ATTACKS: See belowSPECIAL DEFENSES: See belowMAGIC RESISTANCE: 90%INTELLIGENCE: GeniusALIGNMENT: Lawful evilSIZE: L (12� tall, 26� wingspan)PSIONIC ABILITY: 226

Attack/Defense Modes: All/all

Armaros, sometimes called �The Re-solver of Enchantments,� is the least un-happy of the devils cast out of the presenthierarchy of the hells, for his sojourn onAvernus is largely a matter of politics andnot punishment, and he is often visited byAsmodeus or certain of the Overlord�semissaries. Other archdevils are forbiddento have contact with him � includingTiamat � and Tiamat�s dukes have ordersto drive him away from all archdevils ortheir servants, but not to harm him. This isfine with Armaros, who desires to be leftalone to practice and perfect his magicalpowers anyway.

Due to his talent for magic, both in termsof capacity for innovation and present de-velopment, Armaros is potentially too pow-erful to be allowed the rank of archdevil, forhe could well successfully challenge Asmo-deus on purely physical terms, given thepower base (diabolic servants, wealth, de-fenses, and communications) of an arch-devil. Armaros would require far less in theway of allies and outside aid than otherpretenders to the Overlord�s throne, andthus could well overcome the masterfulpolitics of Asmodeus, who keeps the arch-devils hostile to one another and thus di-vided, rather than united against him.

And yet Armaros is an asset to the hells,a dweomercraefter supreme and one whohas had a hand in the making of many ofthe plane�s magical treasures � an assetthat Asmodeus wishes kept loyal (and be-holding) to himself. Due to long-standingfeuds with both Adramalech and Phongor,Armaros could not serve at the court ofAsmodeus without imperiling their loyaltyto the Overlord, and thus the security ofNessus and of the Overlord�s rule, so he wasplaced on Avernus, separate from the arch-devils. If any archdevil is found to have

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consulted with him, Asmodeus has decreed,he will be exiled and Armaros will take hisplace as ruler of a plane � and all of theoffending archdevil�s dukes, consorts, andofficers will be exiled or destroyed. Note thedouble edge of this stroke: Were this tooccur, Armaros would have no staff andthus would be the weakest of the archdevils,perhaps prompting others to challenge hisrule of the plane, and thus keeping Armarosweak and beholding to Asmodeus for anysupport given to bail him out. On the otherside, the dukes, consorts, and officers of allthe incumbent archdevils have a strongincentive not to let any communicationoccur between Armaros and their archdevil,and will not let themselves serve as emis-saries or go-betweens for such a purpose.

Armaros himself is fairly happy with hislot, in the same way that Geryon is contentwith his � Geryon enjoys his hunting, andArmaros his spellcasting. Armaros has afree hand to do what he likes on Avernus solong as he neither approaches nor molestsTiamat or her consorts, dukes, and armies� nor those of any visiting archdevil � andso he is feared and hated by the other in-habitants of the plane (such as the otherexiles, Tiamat�s minor offspring, intruders,and the lesser infernal creatures native toAvernus). Armaros is apt to appear withoutwarning, and harm (or even destroy) them,frustrate their plans or activities of themoment, or even experiment with them toperfect a spell (e.g., transforming or other-wise attacking them). He does such thingswith calm detachment, sometimes evenamusement, and cares nothing for the fateof others. He respects only Asmodeus, andshrewd, elegant, or spectacular uses ofmagic, and is always seeking to further hisown arts; any intruders he encounters willbe probed for what can be learned (i.e.,wrested) from them, to this end.

Armaros can call upon the followingspell-like powers at will, one at a time andonce per round: pyrotechnics, produceflame, wall of fire, delayed blast fireball(3d6), ice storm, wall of ice, continual light,read languages, read magic, detect magic,write, erase, detect invisibility, locate object,invisibility dispel magic, hold person, holdmonster, shapechange, dimension door,blink, beguile, charm monster, mass charm,geas, restoration, resurrection, reversegravity, disintegrate, wall of force, wall ofsmoke (equals wall of fog in effects), unseenservant, tongues, repulsion, darkness 15�radius, detect lie, remove (or bestow) curse,water breathing, passwall, fire shield (bothversions), feeblemind (devils immune),telekinesis (6000 gp weight limit), flesh tostone (and its reverse), dancing lights, faeriefire, light, burning hands (doing 13 pointsof damage), ESP flame strike, enchant anitem, permanency, spectral force, causecritical wounds, heal, know alignment, trueseeing, identify and (fulfill another�s) lim-ited wish, as well as the powers available toall devils (see the Monster Manual). Ar-maros can cause fear, with effects as for the4th-level magic-user spell. He is thought to

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be the only devil to have developed andmastered the ability to raise a prismaticsphere, which he can do once in every 33-day period.

Thrice per day Armaros can pronouncean (un)holy word. He can use any and allsymbol(s) once (each) per 24-hour period.He can unleash two meteor swarms per day,and in the same time period attempt toparalyze one opponent, cast four cones ofcold (9d4 +9 damage each), and employ twofingers of death. He cannot summon orotherwise call upon the aid of any devil. Heregenerates 1 hit point every 3 rounds.

Armaros strikes for 2-8 points of damageif fighting barehanded, but is loath to do so,and will seek to escape if caught at a disad-vantage. Note that he can only employ oneof his awesome array of magical powers in around, and thus cannot defy diabolic armiesor even individual greater devils with impu-nity. He is currently experimenting withelectrical discharge spells (e.g., lightningbolt, chain lightning) but has not masteredthem.

Armaros appears as a grey-skinned,bearded, handsome-featured human malewith dark grey, leathery, batlike wings andtwo short, forward-thrusting horns on hisforehead. His eyes are a luminous blue-green. He usually wears a leather tunic andweapons belt, and pouches containing bothspell ingredients and ink, quills, and vellum(scraped, bleached hides) for spell experi-mentation and recording of results. He doesnot need the ingredients to exercise thepowers listed above. (Note that Armarosknows the ownership and precise propertiesof all diabolic magical items.) Armaros willreadily trade magical knowledge with, and(in exchange for magical knowledge) per-form spells for, any creature(s) he meetswhom he cannot overcome. He feels nostrong loyalty to the hierarchy of the hells,and is obsessed with working, and learningmore about, magic.

AZAZEL (Greater Devil)

FREQUENCY: Unique (Very rare)NO. APPEARING: 1ARMOR CLASS: -2MOVE: 12�/16�HIT DICE: 97 hit points% IN LAIR: NilTREASURE TYPE: NilNO. OF ATTACKS: 3DAMAGE/ATTACK: 2-16/1-4/1-4 or

by weapon type +4SPECIAL ATTACKS: See belowSPECIAL DEFENSES: +2 or better

weapon to hitMAGIC RESISTANCE: 70%INTELLIGENCE: GeniusALIGNMENT: Lawful evilSIZE: L (10� tall)PSIONIC ABILITY: 215

Attack/Defense Modes: All/all

Azazel, �The Serpent,� enjoys combat,but does not take well to being ordered

about by any he deems lesser than himself(this includes all devils except Asmodeus,Mephistopheles, Baalzebul, and Adrama-lech). As a result of this aggressive rejectionof what he deemed undeserved and un-founded authority, he was thrown out of twosuccessive dukedoms, despite being an ablegeneral of infernal armies and a masterstrategist.

Azazel is vain, and often wears rich gar-ments incorporating fur and gold braid, andgaudy, oversized jewelry. He will not coop-erate with any devil except those mentionedabove unless rewarded, and spends much ofhis time in self-indulgent amusements suchas planning ways to overthrow Tiamat andtake control of Avernus. He has lured forthor ambushed and slain no less than three ofTiamat�s consorts, and slaughtered greatnumbers of her lesser spawn.

At will Azazel can call upon the followingspell-like powers, one at a time and onceper round: pyrotechnics, produce flame,wall of fire, read magic, detect magic, de-tect invisibility hold person, and polymorphself. Once per day Azazel can employ invis-ibility on himself, duration unlimited (ceas-ing when he wills, or when he employsanother power; if he struck another creaturehe would become visible for 1round, but could thereafter become invisi-ble again unless he willed otherwise or usedanother of his spell-like powers). Thrice perday he can dispel magic. His touch causesfear, as he wills. Azazel regenerates 2 hitpoints per round. (Note that he cannot usea symbol, nor summon another devil.)

Azazel appears as a winged, emerald-green, scaled humanoid with broad (40�wingspan) batlike wings and a snakelikehead. His great fangs do 2-16 damage whenhe bites; his clawed hands and feet do littledamage (1-4 and 1-2 each respectively), buthe usually prefers to employ weapons suchas a three-bladed military fork and a broad-sword. Azazel can employ all five attacks(jaws, two hands, two feet) if unarmed andin flight or swooping.

Azazel, like his fellow exile Dagon (seebelow), shares his name with a demonprince (a cause of mutual displeasure).Azazel was renamed (from �Hazzael,� as hewas formerly called) by order of Asmodeus,to ensure that his exile was not broken bymany summonings to the Prime MaterialPlane � for the ritual of his summoninghad become widely known there � andfrom whence it was (and is) feared that hewould work against the plans of the arch-devils, and gather strength to challenge fora place among them. Like Kochbiel (seebelow), his lighting abilities are still re-spected in the hells.

CAHOR (Greater Devil)

FREQUENCY: Unique (Very rare)NO. APPEARING: 1ARMOR CLASS: -1MOVE: 14�HIT DICE: 93 hit points

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% IN LAIR: NilTREASURE TYPE: NilNO. OF ATTACKS: 1DAMAGE/ATTACK: 6-11 or by

weapon type +5SPECIAL ATTACKS: See belowSPECIAL DEFENSES: +2 or better

weapon to hitMAGIC RESISTANCE: 65%INTELLIGENCE: ExceptionalALIGNMENT: Lawful evil (chaotic

tendencies)SIZE: M (6� tall)PSIONIC ABILITY: 215

Attack/Defense Modes: All/all

Cahor, �The Deceiver,� is a scheming,masterful actor and mimic who is mostskilled in his use of illusions � and is heart-ily detested even in the hells, for he is chaot-ically untrustworthy and untruthful, to thepoint where he became useless in the hierar-chy; no underling could act upon his ordersfor fear of those orders being denied later,and no superior could entrust any task tohim. But he is outwardly obedient at alltimes to archdevils, acting contrary to com-mands only when not under direct observa-tion by the one who issued them; for suchcontrary actions Cahor will always haveplausible, well-thought-out rationalizationsor reasons. Those who have encounteredhim and lived to grow wiser know that hiswords can never be trusted.

Cahor now amuses himself by trying to

make Avernus a realm of confusion, whereno one but he knows where they stand.Intruders, lesser devils, and greater devilsalike he manipulates and misinforms to stirup trouble, create feuds and strife, andupset diabolic plans. Cahor�s destructionwill be secretly applauded by those devilswho inhabit Avernus � but no devils movedirectly to destroy him themselves, forCahor�s indirect work on the Prime Mate-rial Plane, and his efforts to diffuse theactivities of intruders into Avernus who seekto strike at the hells, is invaluable. As muchof the active �hellish doings� on the PrimeMaterial Plane are Cahor�s work as they arethat of any of the archdevils; he is energeti-cally evil and has carefully developed con-tacts on the Prime Material Plane(s). Heenjoys engaging in one-sided battles withlemures or intruders, ripping into andrending opponents with snarling savagery.

Cahor can employ the following spell-likepowers at will, one at a time and once perround: pyrotechnics, produce flame, detectillusion, detect invisibility, polymorph self,audible glamer, spectral force, dancinglights, darkness, wall of smoke (equals wallof fog in effects), blindness, detect magic,fly (maneuverability class A, 16� move),misdirection, ventriloquism, ESP, fire shield(both versions), dispel illusion, and mass-morph. Thrice per day Cahor can causeconfusion by his gaze, and once per day hecan paralyze a creature by touch (save vs.spell at -1 to avoid either of these effects).

At will Cahor can generate fear in a 10-footradius about himself. Cahor regenerates 1hit point per round. (Note that he cannotuse a symbol, nor summon any other devil.)

Cahor�s true appearance is rarely seen;he prefers to pose as a man or demi-human,deceiving those he meets with the aid of hismisdirection and ESP abilities. (One adven-turer writes that his diabolic nature betrayshim; his breath remains uncomfortably hotwhen he is in this form.) He usually wears atattered grey robe and poses as an imbecileor deaf-mute. In his true form, Cahor ap-pears as a tall, mottled black- and grey-skinned, horned and bat-winged humanoid.He has black hair, mustache and beard, ahuman face of cruelly handsome aspect, anda pinkish-white barbed tail which can ma-nipulate knots, keys, fastenings and the like,but is not strong enough to wield a weapon.Cahor�s eyes are yellowish-brown; theyshine green when he becomes enraged (arare event). Cahor prefers to employ hispowers of illusion in combat, striking fromafar with black javelins of iron (he usuallycarries three such weapons). Hand-to-hand,he prefers to use a scimitar, but will makeuse of any weapon available.

DAGON (Greater Devil)

FREQUENCY: Unique (Very rare)NO. APPEARING: 1ARMOR CLASS: -1

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MOVE: 12�HIT DICE: 91 hit points% IN LAIR: NilTREASURE TYPE: See belowNO. OF ATTACKS: 1DAMAGE/ATTACK: By weapon type +5SPECIAL ATTACKS: See belowSPECIAL DEFENSES: See belowMAGIC RESISTANCE: 65%INTELLIGENCE: ExceptionalALIGNMENT: Lawful evil (neutral

tendencies)SIZE: M (5� tall)PSIONIC ABILITY: 211

Attack/Defense Modes: All/all

Dagon is one of the most despised of thediabolic outcasts. The ritual of his summon-ing became relatively well known amonghuman conjurers, and he was so often sum-moned to the Prime Material Plane that hebegan to freely carry on covert dealingswith humans and other spellcasters, provid-ing (for a fee, of course) substances foundonly in the hells for collections and alchemi-cal ingredients, and information to aid inthe summoning of fellow greater devils. Forthese dangerous practices (which weaken allof the devils) and for his unpleasant activi-ties within the hells, Asmodeus changed hisname and banished him to Avernus. He wasformerly known as Jaqon, the least duke inthe court of Asmodeus. In that capacity hetraveled freely about the Nine Hells as theherald and messenger of Adramalech and

Asmodeus; these tasks are now performedby various pit fiends and dukes.

The �unpleasant activities� referred toabove included similar trading of informa-tion, including hints as to the truenamesand the preferences of various she-devilswith regard to an archdevil winning one oftheir hands to be his consort. For this pan-dering, he is especially despised by all of theconsorts and she-devils in the hells; nonewill aid him, work with him, or even speakcivilly with him.

To make Jaqon�s exile a punishmentrather than a mere inconvenience, and tolessen his treachery against the hells, it wasnecessary for Asmodeus to end his frequentsummonings to the Prime Material Plane.The Overlord accomplished this by forciblychanging Jaqon�s name to Dagon, the nameof a demon prince � an insult to bothJaqon and the demon Dagon, and a meansof confounding the familiar summoningrituals used by Prime Material plane con-jurers. The Overlord did not destroy hisformer herald because Jaqon�s continuedexistence � and knowledge of the consort�struenames � remains a threat to many ofthe consorts, thus ensuring their loyalty toAsmodeus, upon whose protection theymust depend.

Dagon will be pleased and flattered ifaddressed by his former, proper name, andwill try to bargain with any intelligent beingwhom he perceives to possess the means ofescaping or returning from the hells to thePrime Material Plane, offering (honestlyand generously) much treasure in return fora service: to seek out certain conjurers(Dagon recalls their names, descriptions,and the locations he was summoned to byeach, in perfect detail � although mostmust be dead by now) and spread the wordof his name-change and the means of sum-moning hence anew. He sees this as theonly way out of his present exile, and if heobtains this outlet, he will serve with dili-gent enthusiasm until he has built up afrequent clientele of summoners again.

Dagon is not a fair or kind bargainer orservant; he firmly believes in a lawful soci-ety wherein the stronger rule the weak(devils being the strongest, and distributingtheir services to summoners is seen as a

form of largesse). He thinks himself abovethe rulings and laws of Asmodeus, whom hedisagrees with. Of the archdevils, he mostclosely identifies with Geryon, and feels asort of kinship to the rebellious pit fiends onthe fringes of the frigid eighth plane, Caina.Dagon is a most accomplished actor anddiplomat when he wishes to be, and oftensuccessfully impersonates a fellow intruderor explorer to trap or gain the measure andcooperation of intruders whom he encount-ers in Avernus. He is master of his owntemper, reactions, and visible emotions, Hehas much treasure, including many items ofevil magic � gained from both devils andPrime Material Plane clients � hiddenaway around Avernus, and will not hesitateto spend some of this wealth to obtain some-thing he wants.

Dagon can employ the following spell-likepowers at will, one at a time and once perround: pyrotechnics, produce flame, wall offire, ice storm, wall of force, charm mon-ster, hold person, beguile, read magic, readlanguages, tongues, detect magic, detectinvisibility, polymorph self, invisibility,detect lie, locate object, obscure alignment,and misdirection. Once per day he can casta meteor swarm, and once a day he cancreate a wall of thorns.

Dagon can strike barehanded for 2-8points of damage, but he prefers to employweapons � usually a whip and rapier, orsome sort of polearm. He regenerates 2 hitpoints per round. At will, Dagon�s gaze cancause fear in a single creature within 8�(save vs. spell to avoid).

Dagon usually appears as a red-skinnedsatyr with a slyly handsome, hairless visage,pointed ears, and short, curving horns likethose of a pit fiend. His eyes are green, andshine brightly when he is angry or excited.He wears a weapon-harness (see above forweapons carried) and backpack, and oftentries to pretend that he is an unfortunatewoodlands creature trapped in the hells andseeking to escape back to the Prime Mate-rial Plane, employing his powers of misdi-rection and obscure alignment to reinforcethis deception.

DUSKUR (Greater Devil)

FREQUENCY: Unique (Very rare)NO. APPEARING: 1ARMOR CLASS: -4MOVE: 16�/22�HIT DICE: 111 hit points% IN LAIR: NilTREASURE TYPE: See belowNO. OF ATTACKS: 2DAMAGE/ATTACK: 2-8/2-8SPECIAL ATTACKS: See belowSPECIAL DEFENSES: +2 or better

weapon to hitMAGIC RESISTANCE: 85%INTELLIGENCE: ExceptionalALIGNMENT: Lawful evilSIZE: M (6� tall)PSIONIC ABILITY: 219

Attack/Defense Modes: All/all

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Duskur is an enigmatic and mysteriousshe-devil, sometimes called �The DarkLady.� She roams the wastes of Avernusaccompanied by the skeleton and zombiearmies she has raised, having spurned morethan one archdevil who offered her his hand(Geryon and Belial are known to have beenamong her rejected suitors), and chosen tohave no mate instead.

Although Amduscias, Malphas, andGoap respect her more than any other ofthe outcast �rabble of devilkin� that theymust protect Tiamat from, they have ordersto slay Duskur if possible, and in any eventprevent her (or any of the outcast devils)from occupying and fortifying any lair orstronghold on Avernus from which theoutcast(s) might gather strength and chal-lenge Tiamat�s rule. So Duskur wanders,avoiding greater devils as much as possible.When encountered, she is almost alwaysfound within a ring of skeletons who bearher arms, personal effects, and treasure (alltypes possible) gained from victims.

Duskur can employ the following spell-like powers, one at a time and once perround: pyrotechnics, produce flame, wall offire, ice storm, invisibility levitate, detectmagic, dispel magic, read magic, readlanguages, ESP, tongues, blink, hold per-son, shatter, gust of wind, push, detectinvisibility, and bridge of fire. This latterpower is like a wall of fire except that it canspan chasms, climb heights, etc., in theform of a blazing, flat path with neitherside-rails nor supports reaching the groundbelow; only Duskur and creatures she iscarrying can walk on it; all others will passor fall through it. Once per day she can casta meteor swarm, and once per day reversegravity.

Duskur�s kiss causes sleep if she wills it(no saving throw, but creatures immune tothe spell sleep, and all greater devils, areunaffected), and thereby she gains most ofher prey. She bears an envenomed daggersimilar to the weapon carried by erinyesdevils (see the Monster Manual), and herskeletal bodyguards carry other weaponsgained from victims. With each fist Duskurcan strike for 2-8 points of damage. Sheregenerates 1 hit point per round.

Duskur appears as a winged but other-wise normal human female of thin, shapelyform and graceful movements. Her flesh issnow-white, her eyes black pools � iris,pupils, and all a glistening black � and herhair long and black. Her wings are smoky-grey and white, leathery rather than feath-ered, and she usually wears a long,sweeping hooded cloak over them unlessactually in flight. She is said to sometimessing to herself in a beautiful fluting, highvoice, but she bears no musical instrumentor any love for the music of others.

KOCHBIEL (Greater Devil)

FREQUENCY: Unique (Very rare)NO. APPEARING: 1ARMOR CLASS: -3

MOVE: 6�/15�HIT DICE: 104 hit points% IN LAIR: 20%TREASURE TYPE: See belowNO. OF ATTACKS: 4DAMAGE/ATTACK: By weapon type +8SPECIAL ATTACKS: See belowSPECIAL DEFENSES: +2 or better

weapon to hitMAGIC RESISTANCE: 65%INTELLIGENCE: ExceptionalALIGNMENT: Lawful evilSIZE: L(14� tal l)PSIONIC ABILITY: 215

Attack/Defense Modes: All/all

Once a great general of the hells (marshalto the archdevil Beherit, now destroyed),Kochbiel was too feared and mistrusted bythe other archdevils to win himself anotherplace in the hierarchy. A cold and calculat-ing general, his inspired tactics, iron leader-ship, and personal brawn made him thevictor in many armed squabbles on Avernusand elsewhere in the hells, leading Beherit�slegions. Although he never seemed to de-light in defeating opponents � only in thelighting and strategy involved � many inthe hells still bear grudges. Kochbiel takescare to avoid large groups or devils and allarchdevils in his present exile, and is aselusive as his fellow exile Duskur (seeabove). Kochbiel is said to have explored(and enlarged upon) many subterraneanchasms, caverns, and tunnel-warrens inAvernus, and is believed to spend much ofhis time moving about from one of theserough lairs to another. He is said to havegathered rich hoards of treasure in the mostremote of these hideaways, and certainlymuch of what is known to have beenbrought to Avernus is presently unac-counted for. He and Nergal (see DRAGONissue #75) are rivals, and often find and raideach other�s treasure hoards.

Kochbiel (pronounced Kawkh - beel) isvery cunning and perceptive in matters ofbattle, ambush, and taking the measure ofopponents. He is surprised only rarely (1 in12 chance), and is always armed with atleast four weapons taken from fallen foes.He can strike with all four of his arms in around, at different targets if desired, anddoes 4-7 (1d4 +3) points of damage per fist ifstriking barehanded. He has 18/00 strength,regenerates 2 hit points per melee round,and can hold and constrict a single oppo-nent for 2-8 points of damage per round ifhe scores a successful hit with his tail.

Kochbiel is able to employ any of thefollowing spell-like powers at will, one at atime and once per round: pyrotechnics,produce flame, wall of fire, detect magic,detect invisibility, polymorph self, holdperson, invisibility, fireball (3d6), push, wallof force, and ice storm. At will he can alsoshed fear in a 30� radius (save vs. spell toavoid). Once per day Kochbiel can castrepulsion, and thrice per day he can dispelmagic. He cannot use a symbol, nor sum-mon any devil.

Kochbiel resembles an especially large,

grey-skinned pit fiend with tall, curving,bull-like red horns. He has four massivelymuscled arms set in two opposing pairs �that is, a �front� pair plus a �back� pairfacing the other way, two arms sharing abony-plated, spike-horn-protected shoulderon each side of his body. Kochbiel can lightfour opponents on four sides at once withapparent ease. His eyes are a brilliant,flashing yellow, and his tongue and innermouth a vivid purple.

MALAREA (Greater Devil)

FREQUENCY: Unique (Very rare)NO. APPEARING: 1ARMOR CLASS: -1MOVE: 9�/24�HIT DICE: 96 hit points% IN LAIR: NilTREASURE TYPE: See belowNO. OF ATTACKS: 3DAMAGE/ATTACK: 1-4/2-5/2-5 or

by weapon type +2SPECIAL ATTACKS: See belowSPECIAL DEFENSES: +2 or better

weapon to hitMAGIC RESISTANCE: 70%INTELLIGENCE: HighALIGNMENT: Lawful evilSIZE: L (7� tall, 28� wingspan)PSIONIC ABILITY: 213

Attack/Defense Modes: All/all

Malarea (pronounced Mahl-ah- ree -ah) isa bitter and envious devil. She despisesmany of the consorts of the Nine Hells anddesires (to the point of mania) to join theirranks. If she has to slay them all to claimher rightful place among them, she will doso unhesitatingly � but rude defeats on theoccasions of her bold, direct assaults in thepast have made her more cautious.

Malarea remains a fiercely combative,fractious devil, given to sudden berserkrages and wild physical attacks. This tem-perament probably cost her a consortship orother position in the hierarchy of the hells,and has certainly earned her her presentexile. She has learned little, however: if sherecognizes an archdevil, duke, or uniquegreater devil, she will pause to ascertaintheir situation and intentions before sheattacks � but she almost always attackseventually, except when faced with impos-sible odds. Lesser devils and intruders areher prey � she will attack any such crea-tures immediately, swooping at them to bite(1-4 damage) and strike with a lance, spear,or other weapon gained from a previousvictim, or bare-handed with her iron-hardclaws. Malarea is a strong flyer, and oftenbuffets airborne opponents with her greatwings, or rams into them at full speed (1-12damage).

Malarea is able to use the following spell-like powers at will, one at a time and onceper round: pyrotechnics, produce flame,wall of fire, detect magic, dispel magic,detect invisibility, hold person, and poly-morph self. She can shed fear in a 2�radius

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at will (save vs. spell to avoid), and can casta delayed blast fireball (5d6) thrice per day.She regenerates 1 hit point every 2 rounds.

Malarea appears as a tall, human-likefemale with huge black wings, which tower6 feet above her own head when furled; inshort, rather like an erinyes (see the Mon-ster Manual). Her eyes are fiery red, herhair long, greasy, and black, her body sleekbut powerfully muscled and of a faintlyluminescent, �ghostly� white hue. Herhands have long claws, and she has large,vampire-like fangs. Malarea speaks Mabra-horing (the language of the hells), her align-ment tongue, and the common tongue. Sheis usually encountered wearing some gaudytrophy of a previous victim � a gleamingnecklace or jeweled belt, but she cares noth-ing for the value of such items, and willcarelessly discard one for another of gaudierappearance.

Malarea roams Avernus, avoiding thearmies of Tiamat�s dukes and the Chro-matic Dragon herself, but striking at allothers she meets, seeking to slay and de-vour. If she encounters strong and deter-mined opposition, it is quite likely that shewill abruptly break off combat and wingaway in search of other prey.

NISROCH (Greater Devil)

FREQUENCY: Unique (Very rare)NO. APPEARING: 1ARMOR CLASS: -1MOVE: 14�/6�HIT DICE: 99 hit points% IN LAIR: NilTREASURE TYPE: NilNO. OF ATTACKS: 3DAMAGE/ATTACK: 3-12/1-4/1-4SPECIAL ATTACKS: See belowSPECIAL DEFENSES: +2 or better

weapon to hitMAGIC RESISTANCE: 65%INTELLIGENCE: ExceptionalALIGNMENT: Lawful evilSIZE: L (11� tall)PSIONIC ABILITY: 217

Attack/Defense Modes: All/all

Nisroch, �The Eagle,� is the poisoner ofthe hells; he is polite, cruel, faintly mock-ing, and darkly humorous � and will try toslay any creature that thwarts his will. Hedestroyed the duke Senciner and nearly slewAbigor, another duke, and for this wasbanished. He now has little chance to prac-tice his favorite art, poisoning sumptuousfeasts, but instead contents himself withconcocting deadly poisons from the sparseingredients at hand in Avernus, and poison-ing corpses and other food sources to sur-prise the unwary.

Nisroch can employ the following spell-like powers, one at a time and once perround: pyrotechnics, produce flame, affectnormal fires, continual light, read magic,detect magic, detect invisibility hold mon-ster, create food & water, purify (and pu-trefy) food & drink, darkness 15� radius,

24 NOVEMBER 1984

and silence 15� radius. Once every 24hours, Nisroch can create an incendiarycloud up to 6� distant. He can also healhimself (within 1 round) or another creature(by touch) once per day. At will, Nisrochcan radiate fear in a 10�-radius sphereabout himself (save vs. spell to avoid ef-fects). Nisroch regenerates 1 hit point permelee round. (Note that he cannot employ asymbol, nor summon any other devil.)

Nisroch appears as an upright male hu-manoid with an eagle�s head, black feathersupon his head and chest, yellow eyes andtalons, humanoid arms, and batlike wingsprotruding from his shoulders, separatefrom his arms. Where he is not feathered,Nisroch�s leathery, hairless skin is dustyblack in hue. His elbows end in upswept,barbed spines; a slash from one of these,likely to be incurred only if the victim isgrappling with Nisroch or attacking himfrom above, does 1-3 points of damage.

Nisroch�s unblinking stare rivets mostwho look upon him; he says little and ob-serves much. He prefers to overcome oppo-nents by subterfuge and poison rather thanin open battle, but is not loath to fight non-devils, opponents, he deems weaker thanhimself, or any who attack him. In battle heuses his cruel, hooked beak (3-12 damage),his talons, and his spines (see above). Hishands are not taloned and are not used inbattle except to grapple with, snatch at, ordisarm opponents; Nisroch avoids usingweapons except in a pinch.

RUMJAL (Greater Devil)

FREQUENCY: Unique (Very rare)NO. APPEARING: 1ARMOR CLASS: -2MOVE: 16�/16�HIT DICE: 100 hit points% IN LAIR: NilTREASURE TYPE: NilNO. OF ATTACKS: 2DAMAGE/ATTACK: 2-8/2-8 (fists)SPECIAL ATTACKS: See belowSPECIAL DEFENSES: +2 or better

weapon to hitMAGIC RESISTANCE: 65%INTELLIGENCE: ExceptionalALIGNMENT: Lawful evilSIZE: L (8� tall)PSIONIC ABILITY: 209

Attack/Defense Modes: All/all

Expelled from the hierarchy of the hellsfor the molestation of Geryon�s consortCozbi (see DRAGON issue #75), Rumjal isa proud and bitter exile, who delights intormenting lemures, lesser devils, and non-diabolic visitors to Avernus. He is toleratedby Tiamat and her dukes far more than theother exiled devils, for he has in the pastinformed them of the schemes of bothNergal (see DRAGON issue #75) and sev-eral nycadaemons, and physically aidedthem in thwarting such plans. It is said thatAsmodeus likes Rumjal, and does not wishhim harmed or ill used.

Rumjal still considers himself lieutenantto Geryon (his former post) and a legitimatemember of the hierarchy of the hells whohas been temporarily displaced by a fallfrom favor. He acts accordingly, hoping thatthe loyalty and usefulness of his actions willrestore him to his rightful place in the hier-archy (and he may be right). Rumjal, al-though a cruel prankster and an admirer ofwit, art, and poetry, will let nothing swayhim from the course of action that a loyalscion of the hells would take. He will neverfawn or flatter when dealing with archdevilsor other dukes, although he is always politeand generally good-natured; he deals withall other devils as equals. He often remarksthat Asmodeus used to enjoy a good gameof chess with him, and this is true.

Rumjal can employ the following spell-like powers at will, once per round and oneat a time: pyrotechnics, produce flame,light, read magic, read languages, detectinvisibility, blink, and ring of fire. Thislatter power produces a hollow circle of fireidentical to a wall of fire in effects, exceptthat Rumjal can throw it, roll it, and pick itup and swing it about; he is the only beingable to do so. Once per day Rumjal canutter a power word, blind. His touch causesfear (save vs. spell at -2 to avoid). Rumjalregenerates 2 hit points per round. (Notethat he cannot use a symbol nor summonanother devil.)

Rumjal appears as a tall, muscular, hair-less, slate-grey humanoid with a cruel,grinning human visage, dead-white curvinghorns, and bat wings. He has a prehensiletail of the same dead-white hue that splits atits end into three back-curving, barbedpoints, like a fishhook, with which he canflail (1-6 tearing damage) at opponents orconstrict them (1 - 10 crushing damage perround). The barbs on his tail are enven-omed with Rumjal�s caustic spittle, andupon each strike from a barb a victim mustsave vs. poison or take a further 2-8 pointsof corrosive, tissue-eating damage. Thisvenom works only in open wounds; it reactswith a victim�s blood as it works, changingto become mere water. For obvious reasons,this liquid has not been analyzed or repro-duced by alchemists. Rumjal produces itonly in small quantities; in a pinch, hecould spit it directly, but can only do soonce in a 3-day period, and habitually usesit instead to keep his weapons well smeared.

Riches of the hells

Understandably, details of the treasuresof the hells are largely unknown. Much isspeculation, based on inference and frag-mentary records. The following plane-by-plane summary is by no means complete.,Note that, as a general rule, treasure in thehells is not lying around unguarded, and ifit is taken, it will be actively pursued andrecovered. Note that all consorts have fineclothing and jewelry (including diadems),and all archdevils have personal treasuries,not usually known about in detail.

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Note also that many items of no intrinsicvalue (the skull of a devil, the normally usedweapons of all devils, etc.) will have a highvalue to collectors if brought intact to thePrime Material Plane � rulers, sages,priests of rival gods, and such figures oftenlike to possess and display such artifacts;these �treasures� are also not specificallymentioned herein. DMs should consider thepossible alignment or physical-damageeffects of wielding diabolic weapons ormagic items. It should be noted that mostforges and jeweler�s workshops on theplanes of the Nine Hells are within thefortresses of archdevils, unless specificallymentioned as otherwise.

AvernusThe wastelands of Avernus have no easily

accessible natural treasure, although deep-lying rocks (reached only by a few labyrin-thine caverns and remote rifts) are said tocontain some naturally occuring garnet,spinel, ruby, and sapphire. Many smallhoards and caches (of varied treasuregained from intruders and from raids onTiamat�s hoard) have been concealed in themany caverns of Avernus by Dagon, Koch-biel, and Nergal. Magic items and all typesof currency are to be found among these �if they can be found at all, for all are diffi-cult to locate (if they were not, they wouldhave already been raided by other devils),and most are trapped with acid, balancedrocks (deadfalls), stake-lined pit traps, etc.

The largest single hoard on Avernus is iron, tin, and zinc. These have been exten-certainly that of Tiamat, consisting of 100% sively worked by the devils, and the work-of treasure types H, S, T, and U. She ing are constantly labored in and guarded.knows the size and components of her hoard In underwater crevices along the banks ofintimately, will spot any thefts immediately, the rivers of Dis, deposits of turquoise areand has charged her consorts to guard her found, but much of the mineral wealth oftreasure at all times in her absence. Some Dis has already been mined.abishai (see DRAGON issue #75 or Mon- In the streets and underways (�pits�) ofster Manual II) encountered may bear the Iron City of Dis there are undoubtedlytreasure, and any erinyes encountered will items of treasure lost amidst the darkness,have a rope of entanglement and a dagger filth, and garbage. Large hoards, however,of venom. are found only in the palace of Dispater and

Individual devils also carry treasure of in the fortresses of his dukes.note, as follows: Individual devils may own and perhaps

Amduscias � All types possible, small be carrying treasure as follows:amounts; carried only when in human Dispater � The lord of this plane has aform. sizable treasure (Qx10, S) of gold pieces,

Goap � (J, R) worked turquoise gems, spare ropes ofMalphas � 333 gems of base value 100 entanglement and daggers of venom (see

gp each, on robes. Monster Manual, �Erinyes,� for specialArmaros � Spell components, fragments venom effects), and his personal rod (see

of spells and relevant notes written on vel- MM illustration of Dispater for its appear-lum (in Mabrahoring, the language of the ance), which has the combined powers of ahells), magic items and knowledge of same. rod of rulership and a double-strength (4-24

Duskur � small amounts of all treasure damage) staff of striking.types possible; gained from victims and Lilis � (Qx4, S)carried by her skeleton bodyguards.

Malarea � Gaudy (appearance overmaterial value) treasures worn as personaladornment; plunder from victims.

DisIn the hills of the plane of Dis are a few,

almost worked-out veins of nearly purecopper, and smaller amounts of the ores of

Arioch � Dispater�s bodyguard carries a20� - long double-ended +1 halberd of ada-mantite, and bears monetary treasure onlyupon the order of his superior.

Biffant � Dispater�s provost carries anornate iron rod of office (finely made; worth20 gp for its workmanship alone), and con-trols a treasury amounting to (Qx8, S).

Alocer and Bitru � These dukes, who

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command companies of erinyes in Dispa-ter�s service, each have (G, P) plus a sizablenumber of spare ropes of entanglement anddaggers of venom. Bitru also has his per-sonal weapon, a +3 two-handed sword.

Titivilus � (G, S, T) plus a silver-bladedsword of wounding; its hilt is adorned withthree rubies, each of 1700 gp value.

Baalzephon � personal treasure equal to(J, R) hidden about Dispater�s palace.

In addition, all of the dukes have small,well-hidden hoards of treasure in theirfiefdoms, accumulated over centuries fromintruders and from mining efforts � thelittle baubles they hoped Dispater would notmiss or begrudge them.

MinaurosMammon, ruler of this plane, is known

as the �Lord of Avarice� for good reason:he jealously guards all items of value in hisfortress (called �Galbuach,� but more oftenreferred to as �Mammon�s House� or notnamed at all). His hoard is said to be great(Hx20, Sx6, Ux2, Vx3 plus unknown addi-tions), but Mammon never lets a singlepiece of it outside of his vaults � the guard-ing of which is the first of Focalor�s duties.Focalor himself commands a much smallertreasure, the �palace purse� (F, I, Qx3),which he is allowed to spend as he sees fit toensure the security and comfort of the for-tress. Mammon�s personal wealth, kept onhis person or in his apartments, is (H, R).Mammon fights with a fauchard-fork that

does normal damage, but otherwise acts asa sword of wounding. His consort Glasya isknown to have treasure equal to (I, Qx5,S), and she carries a dagger of venom.

The marshy surface of Minauros itselfmay well hold many small treasures fallenfrom slain intruders, but all large, magical,or noticeable items have been taken. Mam-mon�s dukes have no fortresses, but inhabitbowl-like craters in the higher parts of thevolcanic ridges on this plane. Here theyhold their treasure, typically in chests, in apit covered by a massive boulder and con-stantly guarded by a score or more of theirtroops. These treasures are as follows:

Bael � (G, P), guarded by barbed devils.He carries a bronze +2 morning star thatcan change its length from 4 feet anywhereup to 8 feet, as its wielder desires.

Caarcrinolaas � (G, P), guarded bybarbed devils. He carries a +3 scythe.

Malchon � (G, P), guarded by two ringsof erinyes � one aloft and one on theground. Malchon has no magical weapons,but all of his arms are poisoned.

Zimimar � (J, R)

PhlegethosThis active, fiery plane is rich in mineral

and gemstone wealth due to its volcanicactivity: all major metals are found here �including the two metals unique to the hells,arjale and tantulhor. Obsidian and dia-monds abound in hardened lava-flows, andrubies, sapphires, zircons, spinels, tourma-lines, and lapis lazuli (lazurite) are recov-ered in large quantities from the mines,where spined devils labor ceaselessly underthe eyes of barbed devil overseers. Theoutlands are well patrolled (by barbed dev-ils, usually in squads of 12-16), for thesecurity of this plane is imperiled by the fewsalamanders in hiding here (see issue #75,p. 26), and beings of all sorts (including thedevils of other planes) wishing to make useof its mineral wealth and splendid naturalforges, the fabled �firefalls.� These cata-racts of liquid fire are always guarded, withmany devils within call, and here (so saymagicians and sages) are made the bestflame tongue swords and the best helms ofbrilliance. Belial makes much of the normalweaponry used in the hells here, and is paidwell � in treasure, services, and favors.

In Abriymoch�s lowest tiers, surroundedby hell hound kennels, are Belial�s vaultscontaining monetary payments; his personalwealth (A, S, T, Y) resides in his ownchambers high up on the rim of the vol-cano. Individual devils bear or own treasureas follows:

Belial � huge +4 military fork; if struck,save vs. spell or be affected as though by asymbol of pain.

Naome � (P, S, T) plus a large wardrobeof rich silk and gold wire filigree garments,with gem-studded belts and pins.

Chamo � (C, P, S) plus an iron-shod +1staff that parts or negates all web, hold, andother locking or binding spells or mecha-nisms by touch, and can also detect good ina creature (range 9�) or item (by touch).

Balan � (C, P)Bathym � (C, P) plus a black +3 mace

which dispels light, continual light, faeriefire, or dancing lights automatically uponcontact with any part of the radiant area,and a dagger of venom.

Gaziel � (P, S)Zaebos � (J, R)Zaebos � (J,R)

StygiaStygia is rich in natural wealth; its moun-

tains, steam trenches, and waters all yieldvaluable substances. Opals and topazes aredredged up from the bottom of the Styx(through holes broken in the ice), and themountains around Tantlin yield granite,basalt, marble, and even chalk, from greatquarries where much of the structural stoneused in the Nine Hells is hewn out of theimpassive rock. Rubies, beryls, and tur-quoise deposits are found in the seams orveins of these quarries, and in the �steamtrenches� or volcanic rift valleys high in theoutlands of the plane many metallic ores arefound in veins of igneous origin. Spineddevils labor ceaselessly in the quarries underthe direction of bone devil overseers, andevery known �steam trench� is home tomany malebranche.

The massive, labyrinthine halls of Tantlinare crammed with the plunder of centuries,items given to or seized by Geryon on manyplanes. The exact composition and value ofhis hoard are unknown, but in type it is(Ux?, Vx?, Xx?), rather than coinage ofany sort; statues and temple idols of allorigins are common, as are pieces of furni-ture, tapestries, unusual or gaudy orna-ments, and the like. Geryon would merelybe bored with an exquisitely tiny ruby � hehas hundreds � but show him a ruby thesize of a man�s head, and he is delighted.DMs should detail his treasures accordingly.

Geryon himself carries treasure (H, R)plus a magical bull�s horn almost 4 feet inlength, bound about with bands of brassand pins of nickel. It can be blown onlyonce in any 7-day period; when sounded itcalls forth 5-20 minotaurs, who will servethe horn-blower until death. It is a relic ofGeryon�s adventuring on other planes, andis not of diabolic origin. Other individualdevils resident in Stygia may bear treasureas follows:

Cozbi � +1 spear, up to 6 poisonedknives, personal treasure (C, E) and jewelryin Tantlin only.

Gorson � (A, G, P)Herodias � (A, S, G, P)Agares � (G, P), a +1 staff shod in iron,

and trained hawks (1 - 16 in number).Amon � (G, P) plus a huge +3 mace.Machalas � (G, P) and a +2 axe.Fecor � (J, R)

MalbolgeLike Phlegethos and Stygia above it,

Malbolge is volcanically active, and its firepits and caverns yield rubies, sapphires,and diamonds aplenty. Most of these valu-ables find their way to Baalzebul�s coffers

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via Moloch, Lilith, Tartach, Bileth, Be-thage, and Herobaal � all of whom exact afew gems along the way for their own per-sonal gain. They take care to keep most ofthese apart from their own hoards, and wellhidden, until they can sell them unbe-knownst to Baalzebul, exchanging them forless easily identifiable coinage. Most gemsare to be found in the vaults of the fortressesof malebranche, with many concealedhoards � and raw, unmined gems � aboutthe tortured surface of Malbolge.

Like Phlegethos, Malbolge is a source ofthe metals arjale and tantulhor (see the endof this section); Moloch�s whip, said to befashioned of an �unknown, pliable metal�(see Monster Manual II), is made of analloy of arjale. These metals are much rarerin Malbolge than in Phlegethos, and aremined by nupperibos and spined devilsunder the command of malebranche, in ahaphazard and untidy fashion. The status ofa malebranche is in part measured by hisyield of gems and metallic ores, so there isintense rivalry, trickery, and sometimesoutright theft or battle between variousmalebranche in order that each may bringthe largest yield to its commander.

It should be noted that personal treasureson Malbolge are portable, and often movedabout, as Moloch and court move about inaccordance with Baalzebul�s wishes. Inci-dentally, Neabaz the herald (see the follow-ing section on Maladomini) is often therecipient of bribes on his visits when a

resident of Malbolge wants something notmentioned, or reported in a certain light orterms, to Baalzebul.

Individual devils on Malbolge may beartreasure as follows:

Moloch � (I, R, S, T, X) plus a 6-tailedwhip which transmits his own natural elec-trical discharges (of great value for itsmetal, or to collectors).

Lilith � (C, I, S)Tartach � (C, I, P), a rope of entangle-

ment, plus a sword +1, flame tongue whichis +2 vs. regenerating creatures, +3 vs. cold-using, inflammable, or avian creatures, and+4 vs. undead. Note that in the hells thisblade does +2 damage to all devils, but +3damage to all devils when wielded outsidethe hells.

Bileth � (C, P) plus a set of gilded coat-of-plate (material value 1200 gp).

Bethage � (J, R)Herobaal � (J, R)

MaladominiMaladomini is identical to Malbolge in

terms of natural mineral wealth, with per-haps slightly more diamonds and obsidianto be found � but on Maladomini, almostall wealth finds its way to the great fortressof Malagard. Here is a vast, well-guarded(by malebranche) collection of gems(Qx300?) of all varieties, and a similarlyprotected collection of plants from allplanes, tended by nupperibo under thecommand of a few bone devils, who are in

turn watched by the malebranche. In thevast, seemingly endless chambers and pas-sages of Malagard are many riches of allsorts, from tapestries and furniture to mar-ble and beaten copper wall inlays, but rela-tively few of these are �lost and forgotten�(more likely, they are surreptitiously hiddenand hoarded by malebranche) in the dis-used, garbage-choked areas. Note that anyattack upon, or pilferage from, Malagardwill swiftly bring ever-increasing hordes ofmalebranche down upon the intruders�heads.

Individual devils resident on Maladominimay carry treasure as follows:

Baalzebul � (E, R, V)Baftis � (D, G) plus a finely worked

bronze spear (material value 4 gp).Neabaz � May have some treasure due

to bribes, or carried upon Baalzebul�s busi-ness and explicit orders. He also holds asword +1, flame tongue (see Tartach, above,for effects vs. devils) that when grasped canknow alignment of any creature pointed at,and can fire 9 magic missile spells (1 missileper spell) per day. Neabaz wears a cape ofblood-red silk which can at the wearer�s willgive forth a �cold version� fire shield up to4 times per day, each aura lasting up tothree rounds as desired; these flames willnot harm the wings of Neabaz. Both thesword and cape are believed to be of PrimeMaterial Plane origin.

Barbatos � Carries treasure only uponthe orders and specific business of Baalze-

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bul, but when on the Prime Material Planecan detect treasure (of metal or mineralnature, as in a wand of metal and mineraldetection) at a 3� range, and gains as muchtreasure as he can when there, which hegives to Baalzebul if seen with it, but other-wise hides in Malagard; the amounts andtypes thus hoarded are unknown.

Abigor � (A, I) plus a +2 battleaxe.Zepar � (A, P), a hand axe and

shortsword that are both envenomed (savevs. poison or faint for 1-6 melee rounds),and black-hued +1 plate armor.

CainaCaina, the largely frigid realm of Mephis-

topheles, is rich in mineral wealth. Wherehot magma meets the cold surface condi-tions (particularly in the �hot fringes� ofthe plane), it cools in metal-rich veins.Forges are located all about this region,under the administration of Nexroth. In theicy interior of Caina, magma cools andhardens at greater depths, forming what weknow as �plutonic rocks�: crystal-rich oressuch as pegmatite, which harden in�dykes� and are the source of beryl, topaz,garnet, tourmaline, and many quartz gem-stones. These are mined, at great peril, bynupperibos and ice devils who tunnel downthrough the unstable, shifting rifts of thegreat glaciers to reach deep rock exposed byglacial action. Rifts may open � or close �with sudden, crushing force, and miningtasks are � to say the least � not eagerlysought by the ice devils.

Mephistar, the iron citadel of Mephis-topheles, contains the greatest treasurehoard on Caina (believed to be H, Xx10)under the guard of ice devils and spineddevils commanded by Barbas. Nargus, theglacial palace of Bifrons, also has rich trea-sures � ice sculptures (non-portable, andrapidly destroyed when away from regionsof biting cold) and gems (Qx14).

The nobles of Caina (two companies ofpit fiends, including Silcharde, Bechard,Guland, Sphandor, Buldumech, Anxrab-bas, Ezegul, Ulfrin, and Seilazar) all havepersonal treasure equal to (J, R) each, butmany may well have more, for their loyaltyto Mephistopheles is minimal, and littletribute from the outer fringes reaches theLord of No Mercy.

The hollows, caves, and glacial clefts ofCaina are vast and remain little plunderedfor their mineral wealth, but Adonides,Steward of the Realm, keeps a careful eyeon what creatures go where and what areasare disturbed. No intruders will mine ineven the most remote areas of Caina forlong before an ice devil, or a patrol of 1-4ice devils, or even Adonides himself, withhis guard of 16 ice devils, will appear.

Individual devils resident in Caina maybear treasure as follows:

Mephistopheles � (R, X, Z) plus a great3-tined +3 fork. Upon the wielder�s com-mand, this weapon can deliver 3-12 pointsof cold, electrical, or fire damage as well asnormal weapon damage. Each special attackform is usable 3 times per day; targets whosave vs. spell will suffer only half damage.

Baalphegor � (R, X, Z)Bele � Carries a dagger of venom and a

black rod of office (equal to a rod of smit-ing), and also has personal fools gold natu-ral power (as in the 2nd-level magic-userspell; 9 cubic feet affected, and savingthrows of all creatures viewing the gold areat +9).

Adonides � (R, X, Z) plus a twisted,spiked +1 staff.

Barbas � (R, X, Z), a staff of striking, 3daggers of venom, and a chaotic good irongoad. This last item is a rod with a hook atone end; it does 4-24 damage to all lawfulevil creatures, including devils; other crea-tures suffer 1-6 (size L) or 2-8 (size S or M)points of damage.

Bifrons � (R, Qx6, Z) plus an enven-omed scimitar (effects same as an erinyes�blade).

Hutijin � (G) plus a net of snaring and a+3 trident.

Nexroth � (J,R) . . . plus more, hiddenaway?

NessusThe nethermost plane of the Nine Hells,

variously known as Cocytus or Nessus, isthe abode of the Overlord, Asmodeus, andthe source of much of the wealth of thehells.

In the crags that lie all about the farreaches of the plane are to be found all gemsand metals known on the Prime MaterialPlane, and in the central rifts, perhaps

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aided by the unique conditions there (the�firewinds�), are to be found rich depositsof the two metals unique to the hells, as wellas veins bearing the fiery red, stronglylawful evil gems unique to Nessus, the�hellstones.�

Hellstones are the hardest gems known� many have survived hammer blows andweapon attacks unscathed. They are lit byan inner, flickering radiance, and do dam-age to all non-evil creatures (and half dam-age to non-lawful creatures of evil) upon theslightest contact, equal to 1-4 points +1 hitpoint per level or hit dice of the creaturetouched. The pit fiend Alastor is known tobear a double-bladed +4 axe, the head ofwhich is studded with hellstones. The stonesare rare, valuable (4000 gp each), butsuperstition-shrouded on the Prime Mate-rial Plane. Apart from the danger to mostpeople of handling them (for they retaintheir damaging properties when removedfrom the hells) � even with tongs or gloves,the chance of an inadvertent contact is great� many priesthoods, classes (i.e., pala-dins), and individuals will not wish to pos-sess or even be close to them, except todestroy them.

Sometimes, sages assert, contact with ahellstone does no damage, but causes asubtle change in alignment, not immedi-ately noticed by the victim, one step closertoward lawful evil. A crushed hellstone �one that is shattered into many small frag-ments � will lose its radiance and capacityto cause damage. Due to their often lethaldamaging properties, hellstones are oftencalled �deathstones,� �doomstones,� or thelike. Their �scholarly� name is Ulith, orthe plural Ulithim.

The clear green waters of the river Lethecause permanent feeblemindedness (save vs.poison to avoid; devils are immune), and itis thus dangerous to capture and convey theliquid elsewhere; it is said to retain itspower on other planes. Properties of thefrozen waters of Lake Cocytus are un-known. The vast Burning Wood betweenthe lake and the river Lethe (see DRAGONissue #76) yields ever-blazing branches(causing 1-4 points of flame damage upon atouch) with blue-green sap or ichor that isvalued as a potion and spell-ink ingredient,

and as an unguent or ingredient used in themaking of many magic items.

Such natural substances of Nessus maywell bring high prices (15,000 gp and up)per item or container if sold to alchemists,sages, and magic-users on the Prime Mate-rial Plane. It should be noted that aerialpatrols of pit fiends watch the rifts, crags,and woods of Nessus closely, and the mightypersonal armies of Asmodeus are alwaysencamped in a ring about the Overlord�spalace.

The palace is vast and beautiful,crammed with all sorts of exquisite crea-tures and objects, many of which are highlyvalued on the Prime Material Plane andelsewhere. Details of the palace and itstreasures are not known to non-devils,although it is commonly thought in the hellsthat Asmodeus holds in his palace moreriches than are in the clutches of devils in allthe rest of the Nine Hells put together. Evenhis pit fiend guards have (J, R) personaltreasure.

Individual devils are, however, known topossess � and may bear some or all of �the following:

Asmodeus � (I, R, U, V) plus his glow-ing rod of pure ruby (1,000,000 gp materialvalue) with opaline tip that can cause seri-ous wounds upon touch. It also acts as a rodof absorption, and upon command willshoot a cone of frost, jet of acid, or bolt oflightning (equal in range and effects tothese attacks as often as 9 times per 13turns, 1 attack per round. If desired by thewielder, the rod can fire one particularattack in 9 successive rounds, or strikecontinuously, using all three attack formsinterchangeably, for 27 successive rounds.No audible command word is required tofire these attacks, and Asmodeus can men-tally override the commands of any non-archdevil who grasps the rod unless hehimself is slain, on another plane, uncon-scious, or engaged in psionic combat. Therod will shift the alignment of any possessorgradually but inexorably to lawful evil,more rapidly the more often the rod is used.more often the rod is used.

Bensozia � (C, R, X) plus a brass scep-ter (4-16 damage per contact to all creaturesof good alignment, 3-12 to devils, 2-8 to

others) and a diadem of beaten gold set inrubies (total value 26,000 gp).

Adramalech � (I, S, Z) plus a +2 staffthat can slay living (save at +1 to avoid) bytouch, and disintegrate (devils save at +1) bytouch. Each power is usable at the wielder�swill, but only once in every six turns, andonly one power is usable within any round.(Note that all greater devils and archdevilsare immune to the staffs powers.) He alsomay carry a tome known as the �Book ofFire� or the �Infernal Records� � com-posed of many folios and papers recordingalmost all diabolic truenames, knownpowers, actions, likes, dislikes, treasure,activities, means of summoning, and soforth.

Phongor � (Qx2, Z) plus many instru-ments of torture, and a cat-of-nine-tails of 9wire strands, which does 1-4 damage plusvenom effects (see erinyes entry in MonsterManual for details).

Buer � (H, Qx4) plus a +2 mace and a +1bow (with 20 arrows).

Bune � (I, Qx10, W, Z)Morax � (H, I, Y)Rimmon � (Qx6, R)Zagum � (C, P)Baalberith � (W)Alastor � (I, V) plus his double-bladed

+4 battleaxe studded with 16 hellstones.Martinet � (J, R)

Unique metals and talismans

The two metals unique to the hells arefound in Phlegethos, Malbolge, Mala-domini, and Nessus.

One of them is arjale. It is black in color,light in weight, easily worked to a smoothsurface, and can be brought to razor-sharpness. If alloyed with iron, it becomes alight green-grey in color, and quite pliable(a metal sometimes called �dajavva�).

The other is tantulhor (no relation towhat we know as �tantalum�). It is aboutthe weight of iron, can be worked into asmooth finish, and is apparently unbreak-able � weapon blades fashioned of it willcut anything they touch, except stone.

Methods of forging and working thesemetals are unknown outside the hells � as,

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by and large, are the metals themselves.Due to their rarity and properties, suchmetals will bring very high prices ifshrewdly sold on the Prime Material Plane.

The rod of Dispater is known to be madeof tantulhor, and Moloch�s whip is of da-javva. The talismans of many devils �Agares, Asmodeus, Barbatos, and Buer, forcertain � are known to be fashioned ofarjale, and most others are suspected to beof tantulhor (so far, Zagan�s talisman andthe talisman for all barbed devils have beenspecifically identified as of tantulhor; notethat both of these talismans have a numberof barbs that will cut anything but stone).

The compositions of a few other talis-mans are known: the talisman for all bonedevils is a hook of bone (origin unknown);the talisman for all malebranche is of obsid-ian; and the talismans of Belial, Morax,and Zepar are of polished brass.

The devils� dark agents

Here follows a very brief summary ofthose creatures who actively further diaboliccauses on the Prime Material Plane(s).These are of two types: agents (who obey,and spend much of their time working for,the devils), and allies (who will and docooperate with devils to further commoncauses or in return for sufficient reward).

The most important diabolic agents onthe Prime Material Plane are the dominantrace of the plane � humans. Both individ-ual humans (particularly lawful evil magic-users who can summon devils from theLower Planes to the Prime Material) anddevil-worshipping groups (such as lawfulevil priesthoods of the diabolic) exist, andthey are the backbone of diabolic influenceon the Prime Material. They deal eitherdirectly with devils or through intermedi-aries such as dark nagas, hell cats, imps,and the like. Such intermediaries can com-mand nightmares, mephits, and so on fortheir own use.

These intermediaries can also deal withequivalent races in cold regions (frost men),swampy areas (some tribes of muckdwel-lers), and in the sea (sahaguin, and the fewlawful evil sirine). Other types of creaturesalso dealt with by the intermediaries aredragons (the green and blue varieties; law-ful evil dragonkind, who will obey Tiamatdirectly, or orders attributed to Tiamatbrought by a devil or known intermediarycreature) and the subterranean races(meenlocks and mites), who are sometimesruled through another rank of intermedi-aries, such as medusae.

In turn, all of these human-and-equivalent races command more stupidcreatures (both lawful evil creatures such asmanticores, and those of neutral align-ments) which they can force, goad, or traininto service. Humans of sufficient talentscan create undead (skeletons and zombies)to serve them, and such creatures as scare-crows and homonculi. The truly loyal dia-bolic servants are few in number, but rely in

30 NOVEMBER 1984

most situations upon the allies they can callupon for fighting strength and weight ofnumbers.

Such allies include beholders (and in thesea, eyes of the deep); the goblin races(goblins, orcs, hobgoblins) and kobolds;some tribes of muckdwellers; some wererats(and in turn, normal rats); some fire giantbands; some ogre magi, annis, andgreenhags; some intelligent undead (such aswraiths, spectres, mummies, wights,penanggalans, ghosts, and poltergeists); afew liches and adherers; some duergarsettlements; some men (mercenaries, LEnon-diabolic priesthoods, and their worship-pers); and screaming devilkin. They in turnhave servant creatures and allies they cancall upon: �The arm of Asmodeus is long,�as the saying goes, �longer than you think.�

Some lawful evil creatures are so self-interested that they rarely, if ever, cooperatewith the devils� dark agents. These includethe aboleths, the (lawful evil) githyanki, andthe illithids (mind flayers).

Details and precise dispositions of dia-bolic agents will vary from Prime MaterialPlane to (�parallel�/alternate) plane � thatis, from campaign to campaign. But thereshould be one constant � the enigmatic,�watchdog� devil Gargoth:

GARGOTH (Arch-devil)

FREQUENCY: Unique (Very rare)NO. APPEARING: 1ARMOR CLASS: -6MOVE: 16�/20�HIT DICE: 177 hit points% IN LAIR: NilTREASURE TYPE: See belowNO. OF ATTACKS: 2DAMAGE/ATTACK: By weapon type +7SPECIAL ATTACKS: See belowSPECIAL DEFENSES: See belowMAGIC RESISTANCE: 90%INTELLIGENCE: Supra-geniusALIGNMENT: Lawful evilSIZE: L (8� tall)PSIONIC ABILITY: 311

Attack/Defense Modes: All/all

Gargoth, �The Lord Who Watches�(sometimes misnamed by sages as �AS-taroth�; a name properly applied to a de-mon prince of great-power), was once amighty power in the hells, second only toAsmodeus himself. For untold eons, how-ever, he has resided elsewhere � mostbelieve on the Prime Material Plane � andhas become little more than a legend both inthe hells and on the Prime Material Plane.He is real, however, and very powerful. Thereason for the departure of Gargoth fromthe hells is unknown. Some sages say hechallenged Asmodeus and was driven intoexile; others say that he left upon the de-struction of his closest friend, Beherit, at thehands of Asmodeus (see the following sec-tion, �Of the nature of devils�). One orboth of these reasons may be true.

It is certain that Gargoth is a loner; his

few servants are undead and other creatureshe can control with his charm monsterability (he favors snakes and blue dragons).He cannot summon any devil, and neveropenly works with the devils or their agents.He dislikes revealing himself, preferring towork behind the scenes or in disguise. Of allthe devils, he has the strongest sense ofhumor, and possesses a wily intelligence andacting ability that rival those of Asmodeushimself.

The activities and aims of Gargoth on thePrime Material Plane are similar to those ofthe devils and their agents � not surpris-ing, considering his alignment and upbring-ing, but some devils (notably Mephis-topheles and Adramalech) believe thatGargoth and Asmodeus are staunch allies,as friendly together as devils ever get, andthat Gargoth works to further their commonends from concealment outside the hells,serving in part as a �watchdog� on theactivities and loyalties of �official� servantsof the hells, and the devils themselves, onthe Prime Material Plane. Certainly he hasnever supported another archdevil in anybid to unseat Asmodeus � although he iscontinually sought after for that end by theambitious dukes, due to his great personalpower � and when a devil meets withGargoth, Asmodeus eventually knows whathas befallen.

Gargoth can employ the following spell-like powers at will, one at a time and onceper round: pyrotechnics, produce flame,wall of fire, fireball (4d6), ice storm, dispelmagic, detect lie, detect magic, detect invis-

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ibility, ESP, beguile, geas, know alignment,read magic, read languages, tongues, iden-tify, shapechange, charm monster, raisedead, and (fulfill another�s) limited wish.His gaze causes confusion (as in the spell),his breath causes fear (a cone 2� long and1� wide at its farthest extent, usable onceevery 2 rounds), and at will he can sur-round himself with a nimbus of choking,caustic, sulphurous fire (save vs. breathweapon or lose consciousness for 1-6rounds) affecting all creatures within a 10�radius. It causes 1-6 points of fiery damage(save for half damage), and will ignite pa-per, clothing, and other combustibles.

Once per day Gargoth can use a symbolof insanity or of pain (one or the other, notone of each), and once per day he can trans-mute metal into gold. Using this latterpower, he can change any refined metalexcept silver (i.e., any implement, crudeforging, weapon, etc., but not raw ore) bytouch into gold (no volume limit, but theweight of the metal to be changed cannot bemore than 600 gp). This takes 1 round, andother substances touching, or attached to,the metal(s) to be turned are entirely unaf-fected. The gold produced is very pure �and thus soft and crumbly � but will con-form to the shape and disposition of themetal it replaces exactly. Thus a hook hold-ing a heavy cauldron, if turned to gold(Gargoth can so control his power that hecould choose to change only the hook, andnot the attached chains and cauldron, if he

so wishes � or change all three, even ifthey are all made of different metals) wouldbreak off, twist, and crumble away immedi-ately, dropping the cauldron to earth. Bro-ken items will be transmuted into brokengold items, not whole items. If any magicitem is transmuted, the transformation�drinks� the magical charge, leaving theitem bereft of all dweomer. Gargoth�s powerof transmutation can only be successfullyused when he is in full control of his senses(i.e., a psionically or magically controlledGargoth could not turn baser metals intogold).

Gargoth can breathe in water, and take ingases poisonous to men without apparenteffect, and is immune to charm, sleep, andhold spells of any type. Poisons (includingvenom) do not seem to affect him, but silverweapons are known to do him double dam-age. Mere contact with silver does him 1-3points of damage. (A bag of silver pieceshurled at Gargoth once nearly slew him.)He regenerates 2 hit points per round.

Gargoth has no known lair (it is likelythat he has many, and is often on the move,concealed by his illusions � see the Mon-ster Manual for spell-like powers commonto all devils). Gargoth can strike with hisnaked fists for 2-8 damage each in a round,or employ any weapon except one made of,or adorned with, silver. He will seek todestroy, bury, or drown silver objects sothey can never be used against him.Gargoth cannot be summoned by any devil

or conjurer, although he can be compelledto service by the same spells that affectother devils if he is encountered.

Sages say that Gargoth possesses anability unique among devils (an ability thatcauses some to argue that he is not a devilat all): he can plane shift once every 9 days,apparently freely about the known planes ofexistence, for he has been seen far from thePrime Material Plane.

Gargoth usually appears as a handsome,8�-tall man of indeterminate mature age,with noble features, a soft, low voice, and amustache. He wears swash-topped boots,jerkins with slit and puffed sleeves, velvet-lined cloaks and similar finery, and usuallycarries treasure equal to Qx4 in the form ofhuge, sparkling knuckle rings, pendants,buckle ornaments, and cloak pins, In hisvoluminous sleeves, and slipped down hisboots, Gargoth usually carries 4-6 throwingknives, and he can juggle these with a show-man�s skill and flair if he wishes. Sometimeshe adopts the guise of a nondescript traderor an old pilgrim, but only rarely appears asa female creature. He has more self-control,and thinks in a more strategic fashion, thanany other devil � his sense of humor tem-pers his thinking and reactions in situationswhere even Asmodeus would fly into a rage.He is an awesome foe, and if he preferred torule the hells rather than walk his own path,the present Overlord�s days might well benumbered. Gargoth sees himself as morepowerful, and far more intelligent � cer-

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tainly less rash � than the present hierar-chy of hell, and therefore above them inrank, and free to choose his own role andway � he is lawful evil, but he is himselfthe lawmaker. He is on friendly terms withAsmodeus, whom he sees as the most capa-ble of the archdevils � and is known torespect also Alastor, Bifrons, and Mephis-topheles. He views only Asmodeus andAlastor as anything approaching equals,and sees Mephistopheles as a young, rash,inexperienced replica of himself. DMsplease note: Gargoth will reveal nothing ofhis personal thoughts on such things, toanyone, under any circumstances. He willalways speak with detachment, dispassion-ately and reflectively, and often pretends tobeliefs and emotions to mislead and manip-ulate his audience of the moment.

He is so skillful at this that he can elicitobedience from even the vainest of crea-tures, such as the (lawful evil, green orblue) dragon. Gargoth customarily employsa large, adult or older blue dragon as hissteed (one, named Rathguul, he has grownvery fond of, and often engages in riddle-games with), and often bears a giant poison-ous snake (such as a pit viper) wrappedabout his arm (see the Monster Manual foreffects of the snake�s poisonous bite).Gargoth has been known to cast this snakeat nearby foes, or atop sleeping or preoccu-pied men or orcs, for his own amusement.

Of the nature of devils

To understand the hierarchy of the hellsand how it works � and to know how prop-erly to deal with and defeat the diabolic �it is necessary to know something of thenature and biology of devils. Unfortunately,this is a subject rife with mystery, misunder-standing, and wild, often false speculationas far as most Prime Material Plane observ-ers are concerned � and it must largelyremain so. What little is known of the na-ture of devils follows hereafter.

All lesser and non-unique greater devilsderive their physical forms and powers fromthe archdevils. These mighty lawful evilbeings alone possess the power to transformor �shape� devilkin, a somewhat mysteri-ous process whereby an archdevil by an actof concerted will and direct physical andmental contact with a lawful evil spirit,lemure, larva, or devil can permanentlyshapechange that being into an undead orlawful evil creature of any sort (includingdiabolic form).

The Overlord has the means (see below)to enforce his own limitations on the use ofthis power; by such tradition, for example,only he creates pit fiends. And although anyarchdevil has the time and potential �rawmaterial� (lemures, stench kine, hellhounds and the like) to create legions ofdevils, they are rarely allowed to do so.

Lawful evil souls and spirits come toAvernus via the Astral Plane, and wanderfreely through the hells, until noticed andmentally �bound� (charmed) by an arch-

32 NOVEMBER 1984

devil. Any number can be bound (and arecontrolled as a cleric controls animatedundead) until needed for shaping. Theshaping process takes 1 round per hit die ofthe form being created, and must be com-menced with a particular end result in mind(and once begun, followed through to thatresult � i.e., the shaper cannot change hismind about what is desired in the midst ofthe process, although an unsatisfactoryresult can be reshaped anew). An archdevilcan do nothing else while shaping (for itcommands all his attention) and is thusvulnerable during this time.

Advances in the personal power of adiabolic spirit cause it to be rewarded with amore powerful form and a more influentialposition, and eventually such a spirit withcontinued growth would rise into the ranksof the greater devils, becoming in turn astyx devil, malebranche, ice devil, and pitfiend.

The essential difference between lesserand greater devils is that the spirits of thelatter are of sufficient power (lawful evilloyalty, mental/psionic development, self-will and self-control) to take a distinctivename. By doing so, such spirits protectthemselves from the caprices of archdevils,for the very name of a named spirt deter-mines its form, and so a given sprit cannotbe ousted from its form, nor shaped intoanother diabolic form without its coopera-tion (although an archdevil of sufficientstrength can always give another devil thechoice of cooperation or utter destruction).Thus, an ice devil is always an ice devil; anarchdevil can give it a replacement form ofan ice devil or even a lesser creature if itsown form is lost, but cannot demote it inform without its cooperation.

Greater devils always derive their ownnew name when they have developed suffi-ciently; then they seek out an archdevil togrant them such a higher form (typicallypledging limited loyalty to the archdevil inreturn for the bestowal of a new form). Toadvance beyond the status of a pit fiendrequires an anima (soul or spirit) of unusuallawful evil strength and finely honed powers� powers that apparently are served best,and serve the hells best, when matched witha unique personal form; therefore, much ofthe hierarchy of the hells consists of devils ofunique forms and powers, despite the strictregimentation of lower ranks.

The most intelligent devils, and the mostloyal to Asmodeus, are the consorts; theOverlord allows only certain loyal spirits totake this form, thereby limiting possibletreachery, and protects the consorts fromunwanted attentions of other devils anddiabolic creatures � on pain of destructionor exile (see the description of Rumjalabove). The consorts can see and appreciatethe strategy of Asmodeus, and consider hima fair and astute Overlord, much better atruling the hells than any of the other arch-devils would be, except perhaps Mephis-topheles. Glasya, daughter of Asmodeusand one of the most influential consorts,does not always see eye to eye with her

father, but thinks and acts in a like mannerto him, and thus supports him continually.

However, none of the consorts can affordto be complacent. In comparison to theirmale counterparts and underlings such aspit fiends, they are relatively weak in physi-cal and magical powers. Their survivaldepends upon continued usefulness to, andbeing in the good graces of, Asmodeus andtheir respective archdevil mates. Among theranks of the �outcast� unique devils areseveral she-devils who could readily beelevated to the position of consort, to re-place an unwanted or destroyed incumbent.These include Duskur and Malarea, de-scribed above. At least one consort, Batna(and her mate the archdevil Beherit, theformer ruler of Malbolge), has been utterlydestroyed by Asmodeus for disobeying hisrestrictions upon the elevation of devils.

Asmodeus alone has the power andknowledge to alter the truename of a lawfulevil creature; it is largely this power thatenabled him to become master of the hells,and that leads some to consider him a deity.It is also this ability that enables himto exile devils, by ending their ability toanswer a summons.

Asmodeus carefully maintains his ruleover the Nine Hells, and as carefully nur-tures the strength of his domain, keeping itclose-knit and individually strong by limit-ing its hierarchy, holding the pit fiends loyalto (and beholding to) him personally bythreat of destruction or exile and by prom-ise of elevation to the hierarchy as a reward.Such advancement is rare, coming onlywhen a vacancy is created in the hierarchyby the utter destruction or exile of an arch-devil or a unique greater devil (most ofwhom are dukes).

Exile of a rebellious devil involves thetaking of a new name and form; the formerunknown to the Prime Material Plane sum-moners, and the latter having diaboliccensure and comparatively feeble powers �all resulting in practical imprisonment onthe plane of exile. The outcasts of the hellshave been exiled to Avernus, and collec-tively are known as the �rabble of devilkin,�although many remain quite powerful. Notethat a rebellious styx, horned, or ice devil,or pit fiend must be elevated to uniqueform to be exiled; more often, such aremerely destroyed.

The body of a devil slain on a plane otherthan one of the Nine Hells will slowly beginto burn, regardless of temperature, oxygen,or surroundings, giving off first thick, oilysmoke, then a rising, crackling burst oforange and sickly yellow through green-hued flame, which gives off little heat butconsumes the carcass in a puff of smoke andshower of sparks (within a ten-foot radius),leaving nothing but a sulphurous, brim-stone stench. Combustion begins 6 roundsafter death, and is complete at the end of 9rounds after the devil (or at least its physicalform) is slain.

A speak with dead spell cast upon a deviloutside of the Nine Hells will have no effect.If cast upon the corpse of any slain devil

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while in the hells (diabolic bodies do notspontaneously combust in the hells, butrather lie to rot, usually being eaten beforelong), speak with dead will bring the spell-caster into direct communication with thearchdevil who rules the plane (and if thatarchdevil has itself been slain, into com-munication with Asmodeus himself). Thisoccurs regardless of the archdevil�s locationand activities at the time;. the archdevil willhear all questions (and any other wordsuttered by the spellcaster while the spell isin effect � it retains normal duration), andmay � it is not compelled to � answer, orspeak something else, which may be a mes-sage, threat, or order, but not a spell, inreply.

All unique greater devils (including arch-devils) who suffer destruction of their formon a plane other than their own will flee theplace and plane of their slaying as disem-bodied spirits, travelling astrally back totheir home plane. There they can seizecontrol of any lemure, casting out the spirittherein, and make the form their own.Greater devils endure nine decades of tor-ment in lemure form before being grantedtheir old form back. Archdevils can slowlyshift forms back to their own form, but ittakes a decade before an archdevil canregain the ability to leave its own plane atwill.

Traveling the Styx

Recently information has come to light(Monster Manual II, p. 28, Daemon(Charon)) that the river Styx spans theLower Planes, with branches flowingthrough the topmost layers of Pandemo-nium, the Abyss, Tarterus, Hades, Ge-henna, and Acheron, and culminating in anocean on Stygia, the fifth plane of the NineHells. The river Lethe in Nessus, nether-most of the Nine Hells, may well be one ofits branches, but the waters of Lethe haveslightly different effects (see DRAGONissue #76, p. 32) than those of the Styx.

Note that although the Styx appears as adeep, swift, unfordable torrent, the rivernever seems to �go anywhere�; its source(s)have never been found, and although itswaters rush in one direction or another(remaining consistent only while within agiven plane), it never empties nor floods itsbanks. Although an observer journeying toStygia on it will find that it falls from themountains, flowing ever slower, to end in aswamp and apparently boundless ocean,Charon or a charonadaemon will take itsskiff somehow through the swamp and passon to another plane without having to climbback out of Stygia�s encircling mountains.In similarly confusing fashion, a boat on theStyx may pass on from plane to plane in anapparently random fashion, coming uponAcheron, Pandemonium, and the rest inany order � one knowing the Styx�sbranches well could pass from any of theLower Planes (topmost layers only, exceptfor Stygia) to any other of the topmost

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Lower Planes. This may not be so, for onlyCharon and the charonadaemons know theStyx well. It is certain that the branches ofthe Styx enter the Astral, Ethereal, andPrime Material Planes, and that Charonand his charonadaemons, in their skiffs, cantravel them freely, regardless of current orplane traveled into or across.

Note that Charon and the charona-daemons are immune to the effects of thewaters of the Styx (or of the Lethe, ifdoused with them), and if attacked by apassenger, or if a passenger seeks to steal itsgoods � including stealing back the farepaid � the daemonic boatmaster will typi-cally capsize its craft deliberately, towing itaway � for Charon and his charona-daemons are strong swimmers (18� move)and can at will exercise water breathing andwater walking (18� move) and care nothingfor breaking bargains that someone on the-other end of has already violated � recov-ering its treasure, righting its skiff, drivingoff its former passengers, and sailing on.Passengers could thus find themselvesstranded. Should they later raise treasure orthe means to make a suitable sacrifice (seeMonster Manual II, p.29), and then sum-mon Charon or a charonadaemon again,however, they begin with a clean slate;Charon and his servants hold no grudges aslong as the fare is paid, and will take aboardbeings they have fought previously.

Charon and the devils-largely ignore eachother. Charon and the charonadaemons willnever speak to or attack a devil, and onlyarchdevils or greater devils would everapproach or attack such a creature, or thepassengers in its skiff. In such a case,Charon or a charonadaemon would seek todefend itself (not its passengers) and planeshift via the Styx to another plane immedi-ately. The skiffs of such daemons do notseem affected by fire- or cold-based (andmost other spell) attacks.

As far as the hells are concerned, thismeans that the easiest road to the hells is viathe Styx, for if it can be found on the PrimeMaterial Plane and the fee paid, an admit-tedly perilous route to the hells is opened.The Styx passes eventually into Avernus,and thence to Stygia, before passing on toother planes. No devil except a greater devilor archdevil will touch the boatmaster orany passenger until they leave the skiff, ineither Avernus or Stygia � although lesserdevils often find and travel with such a skiff,waiting for the passengers to alight. Anygreater devil or archdevil attacking passen-gers � which they will do usually onlywhen the passengers are fleeing with trea-sure belonging to the archdevil or greaterdevil (or the greater devil�s archdevil mas-ter) � will ignore Charon or the charona-daemon, who will in turn ignore the devils,poling steadily onward, although behindhim his passengers may be slain or tornfrom the skiff. Such attacks rarely damageor upset the skiff � if they do, Charon orthe charonadaemon will strike back.

Anyone summoning a skiff to escapefrom the hells will find that the boatmaster

34 NOVEMBER 1984

will not tight for them nor carry anythingaboard � except its fee � but will notwaste time or attract undue attention, ei-ther. Lesser devils will rarely attack beingsdealing with, or in the presence of, Charonor a charonadaemon, except from a distance(i.e., by the use of missiles or spells). Nei-ther Charon nor a charonadaemon will takea passenger �on credit� or upon the prom-ise of being paid at the destination � if youlack the fee up front, you will not be al-lowed aboard. Note that charonadaemonswill not take most devils aboard � for onlythe styx devils (see the FIEND FOLIO®Tome) can pass out of the Lower Planes byusing the plane-spanning powers of the Styxor of such a skiff, hence their name.

The boatmasters of the Styx will readilytake non-diabolic lawful evil creatures if thefee is paid, including achaerai, barghests,daemons, hell cats, hell hounds, hordlings,mephits, and rakshasas. Note that the boat-master will not police its passengers; if theyfight among themselves, it is not its affair,unless they attack it or its boat, and a partyof human adventurers could well find them-selves sitting with a pair of styx devils � orfighting them savagely in a small, precari-ous, open boat!

Mounts, including nightmares, are diffi-cult to transport. They must be blindfoldedand made to lie down, and for the incon-venience and the space required Charonand his charonadaemons will charge triplefare for such creatures, in addition to the feefor their rider (or owner, if a pack animal).If a boat has insufficient spaces left whensummoned, the party must let it go andsummon another, or split up; no boatmasterwill evict a passenger who has not yetreached his or her destination to make roomfor another. If they did this, almost no onewould seek passage with them, and so this isan inflexible rule: even if a charonadaemonintends to later betray a passenger by deliv-ering him to the wrong place or by leadinghim into an ambush, it will never force anypassenger out unless that passenger attacksit. If a charonadaemon docks at a placeknown by its passengers to be wrong, andthey refuse to get out of the boat, it will notattack them (unless they attack it), butrather wait for a time, and if the passengersalso wait patiently, will move on to theproper place (if they seem too strong toovercome) or to another wrong destinationor ambush (if the passengers seem weak). Aboatmaster will never attack first. Note thatCharon himself will never betray passengersby leading them into ambush or to a wrongdestination.

Mention should be made of another routeinto the hells: Pazuzu (see Monster ManualII, p. 41) will carry a summoner (a servantor a being he hopes to gain as a servant inthis way) to the hells in return for a serviceto be performed in the hells, or later �usually, as he is also called to bring thebeing back out of the hells, it costs twoservices! (A less expensive way to venturealone to the hells may be to take Pazuzu in,and Charon or a charonadaemon out again.

Travelers are advised to avoid the busyseason.)

Note to the DM

In conclusion, a much-needed reminderto Dungeon Masters handling devils inplay: devils are too often misused. Thelegions of the hells may seem small in num-bers when compared to the goblin races,men, and demons, but they are both mightyand numerous when compared to a party ofadventurers � or even an army of in-vaders. Player characters entering the hellswill have to wade through almost all of anarchdevil�s legions (thousands of strong,organizedcal and/or afraid of punishment if they

devils, enthusiastic and/or fanati-

perform poorly, and fighting on their�home ground�) before even seeing thearchdevil (unless the party has that arch-devil�s talisman). Greater devils send lesserdevils to do their bidding, and call on aidfrom higher ranks only if hard pressed. Noplayer should ever be able to boast of his orher character slaying Asmodeus in his verythroneroom in Nessus, or for that matter,outsmarting any archdevil!

The distressingly widespread tendency tomishandle devils and other powerful mon-sters so that players can overcome them tooeasily cheapens any AD&D® campaign, andultimately the interest and pride of player-character achievements therein. Bear inmind also that no PC or NPC, howeverlearned, will ever know fully and accuratelythe powers of devils and the details of theNine Hells as presented in �The NineHells� (DRAGON issues #75 and #76) andherein: all available diabolic informationshould be scanty, distorted, and often wildlyinaccurate. Seekers after such knowledgemay well attract the attention of diabolicagents (see above), too.

Note also that treasure taken from thehells will be actively sought by devils andtheir agents (both to bring about its recov-ery, and the destruction of those who tookit), and that gems in their natural statefound in the hells do not resemble cut,polished gems; extensive knowledge (lapi-dary secondary skill, or the knowledge of adwarven miner) may be required even torecognize them.

Research into the diabolic continues �and probably never will be complete. Per-haps there are some things men were notmeant to know, and certainly many will dietrying to learn more � for what is stillmysterious lies in the innermost nature andworkings of the Nine Hells, and the saneand wise do not inquire too closely of suchmatters. Wherefore, this treatise is at an

END