Damned Petitioner

A tormented form, marred with scars from countless tortures, cries out for respite from its eternal suffering.

Petitioners are the souls of mortals brought to the Outer Planes after death in order to experience their ultimate punishment, reward, or fate. A petitioner retains fragments of its memories from life, and its appearance depends not only upon the shape it held in life but also upon the nature of the Outer Plane to which it has come.

The tormented plane of Hell is the domain of The Damned. These souls, a reflection of their past lives, bear the gruesome scars of ceaseless torture. Every day is a trial, a test of their resilience against the relentless agonies of Hell. For those who can endure the seemingly endless torment, there is a sinister promise – the opportunity to transform into the very devils that once tormented them.

CR 1 XP 400
Human petitioner (Damned)
LE Medium outsider (extraplanar)
Init +0; Senses darkvision 60 ft., Perception +5
DEFENSE
AC
10, touch 10, flat-footed 10
hp 16 (2d10+5)
Fort +4, Ref +3, Will +0
Immune fire (but see below), mind-affecting effects
OFFENSE
Speed
30 ft.
Melee slam +2 (1d4)
STATISTICS
Str
11, Dex 10, Con 13, Int 10, Wis 11, Cha 10
Base Atk +2; CMB +2; CMD 12
Feats Toughness
Skills Craft (any two) +5, Knowledge (planes) +5, Perception +5, Sense Motive +5, Stealth +5
Languages Common
ECOLOGY
Environment
Hell
Organization solitary, pair, group (3–12), or army (13 or more)
Treasure none
SPECIAL ABILITIES
Fire Immunity (Ex)
While the damned gain immunity to fire they still experience the full pain caused by the flame. Whenever one of the damned takes fire damage, it must make a DC 15 Fortitude save to resist being stunned by the pain for 1d4 rounds.
CREATING A DAMNED PETITIONER
 

Lemure

A roiling wave of flesh gushes forward. Amid the fatty surge wriggle half-formed limbs and a dripping tumorous face.

The least of devilkind, lemures roil forth from the ranks of souls damned to Hell, shapeless masses of quivering flesh. What spark of instinct or memory lingers on within a lemure’s semi-consciousness regularly shapes its features to mimic those of its tormentors or the tortured souls around it. Grotesque and useless, a lemure’s features speak nothing of what it once was. Many exhibit multiple terrible visages or are nothing more than churning pillars of cancerous flesh. Only their knobby, flailing limbs work as they should, and those they merely use to destroy any non-infernal life that draws too near. Moving lemures typically congeal in forms over 4 feet tall and weigh upward of 200 pounds, though when at rest these disgusting fiends often appear to be little more than lumps of melted flesh and malformed features. Although among the most loathsome creatures in existence, lemures serve a vital role in Hell’s perverse ecology. When at the end of a mortal life a creature’s soul is damned—whether because it revered diabolical forces or failed in the worship of another deity—it joins the masses of suffering souls filling the plains of Avernus, Hell’s first layer. Here a soul’s torments begin as lesser devils marshal it along with similar spirits in preparation for a long, perilous journey to one of Hell’s deeper layers—typically one suited to the punishments appropriate to the soul’s crimes, or merely the domain of a devil who has need for slaves. Upon reaching the realm of their damnation, souls face untold lifetimes of torment at the hands of devils, other fiendish beings, and the deadly machinations of Hell itself. As the formerly mortal essences slowly go mad, they forget their lives, grow bestial, and eventually become little more than automatons of fear and hatred. After ages of such existence, the cruel processes of Hell either utterly annihilate the soul or—in the cases of the most profane spirits—reconsecrate such forsaken beings into lemures, the building blocks of devils, unthinking waves of filth and diabolical flesh. Such repulsive beings assemble in vast mobs, waves of putrescence thousands upon thousands strong. Greater devils can spot the most corrupt of these fiends and, either through mysterious tortures or the powers of Hell itself, reshape them into true devils, newly born and ready to obediently serve in the legions of the damned.

CR 1 XP 400
LE
Medium outsider (devil, evil, extraplanar, lawful)
Init +0; Senses darkvision 60 ft., see in darkness; Perception +0
DEFENSE
AC
14, touch 10, flat-footed 14 (+4 natural)
hp 13 (2d10+2)
Fort +4, Ref +3, Will +0
DR 5/good or silver; Immune fire, mind-affecting effects, poison; Resist acid 10, cold 10
OFFENSE
Speed
20 ft.
Melee 2 claws +2 (1d4)
STATISTICS
Str
11, Dex 10, Con 12, Int —, Wis 11, Cha 5
Base Atk +2; CMB +2; CMD 12
ECOLOGY
Environment
any (Hell)
Organization solitary, pair, gang (3–5), swarm (6–17), or mob (10–40 or more)
Treasure none
 

Imp

Fiendish wings and a whipping scorpion-like tail lash behind this diminutive, red-skinned nuisance.

Born directly from the pits of Hell, imps are among the least of the true devils; these vicious, manipulative fiends, however, hold an important role in the corruption of mortal souls. Unfettered from the ranks and duties of diabolical armies, imps delight in any opportunity to travel to the Material Plane and subtly tempt mortals toward acts of ever-greater depravity. Willingly serving spellcasters as familiars, imps play the role of dutiful servants, often granting their masters cunning advice and infernal insights. In truth, though, an imp works to deliver souls to Hell, assuring that its master’s soul—and as many collateral souls as possible— faces damnation upon death. Imps vary widely in appearance, ranging through a spectrum of bestial traits and grotesque body shapes, though most take the forms of red-skinned, winged humanoids with bulbous features. Such a typical imp stands a mere 2 feet tall, has a 3-foot wingspan, and weighs 10 pounds. One in every thousand imps possesses the ability to communicate telepathically with creatures within 50 feet and the power to change its form into that of any Small or Tiny animal, as per the spell beast shape II. These imp consulars are highly prized by powerful devils, who send them to serve their favored minions or to corrupt mortals with great destinies. An imp consular can be summoned via the Improved Familiar feat, but only by a spellcaster of 8th level or higher. Diabolists tell of other breeds of imps with similarly specialized abilities, but if such creatures truly exist they are an especially rare lot. Unlike most devils, imps often find themselves free and alone on the Material Plane, particularly after they’ve been summoned to serve as familiars and their masters have perished (often indirectly due to the machinations of the imp itself ). With no way to return home, these imps, freed of their bonds to arcane masters, can become dangerous pests or even leaders of small tribes of savage humanoids like goblins or kobolds.

CR 2 XP 600
LE
Tiny outsider (devil, evil, extraplanar, lawful)
Init +3; Senses darkvision 60 ft., detect good, detect magic, see in darkness; Perception +7
DEFENSE
AC
17, touch 16, flat-footed 13 (+3 Dex, +1 dodge, +1 natural, +2 size)
hp 16 (3d10); fast healing 2
Fort +1, Ref +6, Will +4
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10
OFFENSE
Speed
20 ft., fly 50 ft. (perfect)
Melee sting +8 (1d4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 6th; concentration +8)
Constant—detect good, detect magic (self only)
At will—invisibility
1/day—augury, suggestion (DC 15)
1/week—commune (6 questions, CL 12th)
STATISTICS
Str
10, Dex 17, Con 10, Int 13, Wis 12, Cha 14
Base Atk +3; CMB +1; CMD 15
Feats Dodge, Weapon Finesse
Skills Acrobatics +9, Bluff +8, Fly +21, Knowledge (arcana) +7, Knowledge (planes) +7, Perception +7, Spellcraft +7
Languages Common, Infernal
SQ change shape (boar, giant spider, rat, or raven, beast shape I)
ECOLOGY
Environment
any (Hell)
Organization solitary, pair, or flock (3–10)
Treasure standard
SPECIAL ABILITIES
Poison (Ex)
Sting—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.
 

Zebub

This childlike blasphemy conjoins the features of a plump human infant and a gigantic, gore-fattened fly.

Childlike souls tormented and scoured of innocence by the flames of Hell and then reshaped by the mad whims of the archdevil Baalzebul, accuser devils embody the foul, merciless, and pervasive corruptions of the infernal host. From the depths of the Pit they rise in buzzing, shrieking plagues unleashed to taint the land, despoil weak flesh, and reveal exploitable secrets. En masse they display little of the cunning or subtlety typical of devilkind, spreading ruin at the will of their fiendish masters. Alone, though, a zebub is a craven, deceitful thing, lurking in darkness and filth, endlessly spying and vying for the petty favors of greater evils. Accuser devils are almost exclusively formed amid the cesspits of frozen Cocytus, the seventh layer of Hell. Within the Pit they serve countless infernal lords as messengers and spies, with droves being unleashed upon myriad mortal worlds with a mandate to seek out souls ripe for corruption or those whose sins might lead to greater damnations. Many zebubs overstep the freedoms of such vague missions, seeking to manipulate weak-willed or easily intimidated mortals into all manner of trivial evils, dispensing shrill orders in their buzzing, childlike voices. Despite the fact that many zebub plots end in the zebubs’ own revelation and destruction, few diabolical lords allow the slaying of their spies to go unpunished. The zebub’s ability to grant other creatures visions of what it has witnessed makes it an unusually useful creature to many conjurers. Relatively easy to conjure with a spell like lesser planar ally or lesser planar binding, an accuser devil can be an invaluable spy. One simply orders the foul little devil to become invisible and then infiltrate an area where visual information is hidden, with orders to teleport back to its point of origin to grant visions of what it observed to its master. Those who make use of accuser devils in this manner should take care to watch their own actions or what they reveal, of course, for such a creature can just as easily be bribed or intimidated into revealing visions that some conjurers might not want being made public. It’s common practice among conjurers to kill their accuser devils once they’ve completed their missions of infiltration and observation. These lesser devils stand just over 2 feet tall and rarely weigh more than 25 pounds.

CR 3 XP 800
LE
Small outsider (devil, evil, extraplanar, lawful)
Init +8; Senses darkvision 60 ft.; Perception +9
DEFENSE
AC
17, touch 15, flat-footed 13 (+4 Dex, +2 natural, +1 size)
hp 30 (4d10+8)
Fort +6, Ref +10, Will +3
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10
OFFENSE
Speed
20 ft., fly 60 ft. (perfect)
Melee bite +5 (1d6 plus 1d6 acid and disease)
Spell-Like Abilities (CL 8th; concentration +9)
At will—greater teleport (self plus 50 lbs. of objects only), invisibility (self only)
3/day—grease, summon swarm, whispering wind
1/day—summon (level 3, 1 zebub or 1d4 lemures, 40%)
STATISTICS
Str
11, Dex 18, Con 14, Int 9, Wis 15, Cha 12
Base Atk +4; CMB +3; CMD 17
Feats Improved Initiative, Lightning Reflexes
Skills Bluff +8, Fly +21, Knowledge (planes) +6, Perception +9, Stealth +15
Languages Celestial, Draconic, Infernal; telepathy 100 ft.
SQ infernal eye
ECOLOGY
Environment
any (Hell)
Organization solitary, pair, or swarm (3–28)
Treasure standard
SPECIAL ABILITIES
Disease (Ex)
Devil Chills: Bite—injury; save Fort DC 14; onset 1d4 days; frequency 1 day; effect 1d4 Str damage; cure 3 consecutive saves.
Infernal Eye (Su) A zebub records all that it sees and may pass its visions on to another creature. By remaining in contact with a willing creature, it can replay up to 24 hours of witnessed events, or shorter incidents if it so chooses. It takes a zebub 1 round to replay 1 hour of recorded images, which the target receives in a flash of information, without sound or other sensory information. After relaying its findings, the zebub cannot replay its visions of those events again. A zebub cannot replay its visions for an unwilling creature or as an attack, no matter how horrific the events it might have witnessed.
 

Barbazu

This seething devil deftly wields a vicious, saw-toothed glaive, while below its toothy maw writhes a hideous, twitching beard.

Elite warriors in Hell’s legions, bearded devils—or barbazus—fight savagely in the name of their infernal lords and command mindless hordes of the damned into battle. They collect and train with their infernally forged glaives among the vaults of Hell’s third layer, Erebus, but inevitably return to the first layer, Avernus, to serve at the side of the dread lord Barbatos. Barbazus are fond of making charge attacks with their glaives, and try to maintain a 10-foot gap between themselves and their foes so they can use their signature polearms to great effect. Against a foe that has greater reach (or one able to otherwise avoid the devil’s favored tactic), they drop their glaives and resort to their claws and hideous beards. At attention, bearded devils stand over 6 feet tall (though their squatting battle stances often make them appear shorter) and weigh upward of 200 pounds.

CR 5 XP 1,600
LE
Medium outsider (devil, evil, extraplanar, lawful)
Init +6; Senses darkvision 60 ft., see in darkness; Perception +10
DEFENSE
AC
19, touch 12, flat-footed 17 (+2 Dex, +7 natural)
hp 57 (6d10+24)
Fort +9, Ref +7, Will +3
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10; SR 16
OFFENSE
Speed
40 ft.
Melee glaive +11/+6 melee (1d10+6 plus infernal wound) or 2 claws +10 melee (1d6+4)
Space 5 ft.; Reach 5 ft. (10 ft. with glaive)
Special Attacks beard
Spell-Like Abilities (CL 12th; concentration +12)
At will—greater teleport (self plus 50 lbs. of objects only)
1/day—summon (level 3, 1 bearded devil or 6 lemures, 50%)
STATISTICS
Str
19, Dex 15, Con 19, Int 6, Wis 12, Cha 10
Base Atk +6; CMB +10; CMD 22
Feats Improved Initiative, Power Attack, Weapon Focus (glaive)
Skills Climb +13, Intimidate +7, Perception +10, Sense Motive +6, Stealth +11
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
ECOLOGY
Environment
any (Hell)
Organization solitary, pair, squad (3–10), or troop (10–40)
Treasure standard (glaive, other treasure)
SPECIAL ABILITIES
Beard (Ex)
If a bearded devil hits a single opponent with both claw attacks, it also lashes at the same target with its spiky, filthy beard. The victim takes 1d8+2 points of damage and must succeed on a DC 17 Fortitude save or contract devil chills. The save DC is Constitution-based.
Devil Chills: Disease—injury; save Fort DC 17; onset 1d4 days; frequency 1/day; effect 1d4 Str damage; cure 3 consecutive saves.
Infernal Wound (Su) The damage a bearded devil deals with its glaive inflicts persistent wounds that cause 2 points of bleed damage. Bleed caused from an infernal wound is particularly difficult to stanch—a DC 17 Heal check stops the damage, and any attempt to heal a creature suffering from an infernal wound must succeed on a DC 16 caster level check or the spell does not function. Success indicates the healing works normally and stops all bleed effects on the victim. The infernal wounds caused by a bearded devil are a supernatural ability of the devil, not of the weapon.
 

Magaav

Twisted horns rise from the skinless head of this winged creature, and noxious fumes leak from between its yellowed fangs.

Hunters of souls, magaavs (known as host devils) retrieve Hell’s most elusive property. Whether souls that have long evaded capture upon the plains of Avernus, damned beings who have somehow managed to escape Hell, or creatures that have reneged upon infernal contracts, vast flocks of these winged fiends fly from the Pit to recover their prey. Rarely seen alone, host devils travel in great swarms that often number in the thousands. These four-winged mockeries of the angelic form swarm in enormous columns, moving in tandem as though they were one colossal, infernal beast controlled by a single brain. Magaavs stand 5-1/2 feet tall and weigh 150 pounds, with wingspans reaching 10 feet across. Their fetid breath draws flies that swarm over their bodies.

CR 6 XP 2,400
LE
Medium outsider (devil, evil, extraplanar, lawful)
Init +4; Senses darkvision 60 ft., detect magic, see in darkness; Perception +11
DEFENSE
AC
23, touch 15, flat-footed 18 (+4 Dex, +1 dodge, +8 natural)
hp 59 (7d10+21)
Fort +8, Ref +9, Will +3
DR 5/good; Immune fire, poison; Resist acid 10, cold 10; SR 17
OFFENSE
Speed
20 ft., fly 50 ft. (average)
Melee mwk ranseur +12/+7 (2d4+6/×3) or 2 claws +11 (1d6+4 plus 2 bleed)
Special Attacks noxious breath, rend (2 claws, 1d6+6 plus 2 bleed)
Spell-Like Abilities (CL 12th; concentration +12)
Constant—detect magic
At will—greater teleport (self plus 50 lbs. of objects only)
1/day—summon (CL 3rd, 1 magaav 40%)
STATISTICS
Str
18, Dex 19, Con 16, Int 10, Wis 12, Cha 11
Base Atk +7; CMB +11; CMD 26
Feats Combat Reflexes, Dodge, Hover, Mobility
Skills Acrobatics +14 (+10 when jumping), Escape Artist +14, Fly +14, Intimidate +10, Perception +11, Stealth +14
Languages Celestial, Draconic, Infernal; telepathy 100 ft.
SQ master grappler, shared senses
ECOLOGY
Environment
any (Hell)
Organization solitary, pair, or flock (2–6)
Treasure standard (mwk ranseur, other treasure)
SPECIAL ABILITIES
Master Grappler (Ex)
A magaav can wield a weapon and still attempt grapple checks. While not wielding a weapon, a magaav gains a +4 bonus on grapple checks.
Noxious Breath (Su) Three times per day, as a standard action a magaav can exhale a breath that reeks of pure corruption upon a creature within 5 feet. The target must succeed at a DC 16 Fortitude save or be sickened for 1d4 rounds. Creatures that successfully save cannot be affected by the same magaav’s noxious breath for 24 hours. This is a poison effect. The save DC is Constitution-based.
Shared Senses (Su) All magaavs within 100 feet of one another share the same senses. Thus, if one individual perceives something (for example, with a successful Perception check), all others within range are immediately aware of it. Senses are instantly relayed from one magaav to the next, allowing for the senses of a single devil to potentially spread through and inform an entire swarm instantly. It is still possible for a magaav to be flat-footed for other reasons even if other magaavs nearby are not.
 

Levaloch

Armored like an infernal knight upon some monstrous steed, this fiend of iron and nails scuttles upon six bladed, beetle-like legs.

Fearsome giants of steel and blades, levalochs serve the armies of Hell as potent warriors and tenacious hunters. They stand just over 10 feet tall and weigh 1 ton.

CR 7 XP 3,200
LE
Large outsider (devil, evil, extraplanar, lawful)
Init +7; Senses darkvision 60 ft., see in darkness; Perception +16
DEFENSE
AC
22, touch 12, flat-footed 19 (+3 Dex, +10 natural, –1 size)
hp 84 (8d10+40)
Fort +10, Ref +9, Will +5
Defensive Abilities construct form; DR 5/good; Immune fire, poison; Resist acid 10, cold 10; SR 12
OFFENSE
Speed
40 ft., climb 40 ft.
Melee mwk trident +13/+8 (2d6+7), 2 legs +7 (1d8+2) or 2 claws +12 (1d6+5), 2 legs +7 (1d8+2)
Ranged mwk trident +10 (2d6+7) or net +10 ranged touch (entangle)
Space 10 ft.; Reach 10 ft.
Special Attacks merciless blow, trample (1d8+7, DC 19)
Spell-Like Abilities (CL 12th; concentration +14)
At will—greater teleport (self plus 50 lbs. of objects only)
1/day—summon (level 4, 1d4 lemures or 1 bearded devil 40%)
STATISTICS
Str
20, Dex 17, Con 19, Int 14, Wis 16, Cha 15
Base Atk +8; CMB +14; CMD 27 (31 vs. bull rush and trip)
Feats Combat Reflexes, Improved Initiative, Power Attack, Toughness
Skills Acrobatics +14, Bluff +13, Climb +17, Craft (weapons) +9, Intimidate +13, Knowledge (dungeoneering, engineering) +9, Knowledge (planes) +13, Perception +16, Stealth +12 (+18 among metal objects or debris)
Racial Modifiers +2 Perception, +2 Stealth (+8 Stealth among metal objects or debris)
Languages Celestial, Draconic, Infernal; telepathy 100 ft.
SQ hellstrider, phalanx, stability
ECOLOGY
Environment
any (Hell)
Organization solitary, pair, or troop (3–18)
Treasure standard (masterwork trident, other treasure)
SPECIAL ABILITIES
Construct Form
Despite being true devils, levalochs possess a number of immunities common to constructs, including immunity to ability damage, ability drain, death effects, death from massive damage, disease, energy drain, exhaustion, fatigue, necromancy effects, nonlethal damage, paralysis, sleep effects, and stunning. Upon being reduced to 0 hit points, they are immediately destroyed.
Hellstrider (Su) A levaloch is not impeded by difficult terrain, and can move or charge through such squares as normal. It can also cross areas covered with dangerous impediments (such as caltrops or thorns) without being damaged or hindered. The creature’s legs are immune to acid and cold, allowing it to cross even rivers of acid without being damaged or hindered as long as the hazard is fewer than 4 feet deep. This ability does not protect a levaloch against magical hindrances like black tentacles, web, or similar spells.
Merciless Blow (Su) Any trident attack a levaloch makes against entangled creatures deals an extra 2d6 points of damage.
Phalanx (Ex) All devils adjacent to a levaloch gain a +1 morale bonus on attack rolls and to AC.
Stability (Ex) A levaloch gains a +4 bonus to CMD against bull rush and trip.
 

Erinyes

Some calamity has befallen this angelic warrior. Wings stained black shear the air as her merciless eyes search for a target.

Known by many names—the Fallen, the Ash Wings, and the Furies—the devils called erinyes mock the form of the angelic hosts in their exaction of vengeance and bloody justice. Executioners, not judges, erinyes alight upon the bladed eaves of Dis, Hell’s cosmopolitan second layer, ever attentive for chances to soar into battle, whether in defense of Hell, on the whims of diabolical masters, or at the impassioned summons of jilted mortal summoners. All erinyes weave deadly living ropes from their own hair, which they use in battle to lift their foes into the air, mocking and condemning their victims for their transgressions before dropping them from great heights. Erinyes appear as darkly beautiful angels, augmenting their sensuality with deliberate bruises and scars. Yet despite their beauty, erinyes are not seducers—they lack the subtlety and patience required for such fine emotional manipulations, and instead vastly prefer to solve their problems with swift and excruciating violence. Often, an erinyes will stay her hand before attempting to slay a foe simply so she can draw out the victim’s suffering. Death is usually the only way to escape an erinyes’s not-so-tender attentions, and the most powerful of these devils excel at keeping their enemies alive but helpless so as to extend their torment—many going as far as to keep their victims alive with magic. Rumors hold that the most powerful erinyes torturers have skills that allow their torment to continue even after their subject has died from their attentions. Most erinyes stand just under 6 feet tall and weigh approximately 140 pounds, even with their blackfeathered wings that stretch over 10 feet wide.

CR 8 XP 4,800
LE
Medium outsider (devil, evil, extraplanar, lawful)
Init +6; Senses darkvision 60 ft., see in darkness, true seeing; Perception +16
DEFENSE
AC
23, touch 17, flat-footed 16 (+6 Dex, +1 dodge, +6 natural)
hp 94 (9d10+45)
Fort +11, Ref +12, Will +7
DR 5/good; Immune fire, poison; Resist acid 10, cold 10; SR 19
OFFENSE
Speed
30 ft., fly 50 ft. (good)
Melee +1 longsword +15/+10 (1d8+8/19–20)
Ranged +1 flaming composite longbow +14/+14/+9 (1d8+6/×3 plus 1d6 fire) or rope +15 touch (entangle)
Spell-Like Abilities (CL 12th; concentration +17)
Constant—true seeing
At will—fear (single target, DC 19), greater teleport (self plus 50 lbs. of objects only), minor image (DC 17), unholy blight (DC 19)
1/day—summon (level 3, 2 bearded devils, 50%)
STATISTICS
Str
20, Dex 23, Con 21, Int 14, Wis 18, Cha 21
Base Atk +9; CMB +14; CMD 31
Feats Combat Reflexes, Dodge, MobilityB, Point-Blank Shot, Precise Shot, Rapid Shot, Shot on the Run
Skills Acrobatics +18, Bluff +17, Diplomacy +14, Escape Artist +12, Fly +19, Intimidate +17, Knowledge (planes) +8, Knowledge (religion) +8, Perception +16, Sense Motive +10, Stealth +15
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
ECOLOGY
Environment
any (Hell)
Organization solitary or trio
Treasure triple (+1 longsword, +1 flaming composite longbow [+5 Str bonus], rope)
SPECIAL ABILITIES
Entangle (Su)
Each erinyes carries a 50-foot-long rope that entangles opponents of any size as an animate rope spell (CL 16th, DC 20). An erinyes can hurl its rope 30 feet with no range penalty. An erinyes’s rope functions only for the erinyes who made it and no other. The save DC is Dexterity-based.
 

Sarglagon

This serpentine creature has finlike wings, ram horns, four eyes, and arms that end in masses of tentacles.

Called sarglagons in their Infernal tongue, drowning devils take great pride in being the best-adapted guardians of Hell’s waterways, and are among the few fiends who travel the seas and rivers of the multiverse as part of larger infernal plots. Even in the air or on the ground, a drowning devil moves with a haunting litheness as though it were swimming. A typical drowning devil weighs 600 pounds, and can exceed 15 feet from head to tail.

CR 8 XP 4,800
LE
Large outsider (devil, evil, extraplanar, lawful)
Init +7; Senses darkvision 60 ft., see in darkness, see invisibility; Perception +17
Aura heavy aura (10 ft., DC 18)
DEFENSE
AC
21, touch 17, flat-footed 13 (+7 Dex, +1 dodge, +4 natural, –1 size)
hp 103 (9d10+54)
Fort +12, Ref +10, Will +11
DR 5/good; Immune fire, poison; Resist acid 10, cold 10; SR 19
OFFENSE
Speed
30 ft., fly 30 ft. (average), swim 40 ft.
Melee bite +15 (2d6+5), 2 slams +15 (1d8+5 plus poison)
Space 10 ft.; Reach 10 ft.
Special Attacks drown, poison
Spell-Like Abilities (CL 12th; concentration +16)
Constant—see invisibility, water breathing
At will—control water, curse water, discern lies, greater teleport (self plus 50 lbs. of objects only), hydraulic push
3/day—hydraulic torrent, poison (DC 18), protection from good
1/day—freedom of movement, summon (level 4, 1 drowning devil 35%)
STATISTICS
Str
20, Dex 25, Con 23, Int 16, Wis 20, Cha 19
Base Atk +9; CMB +17; CMD 33 (can’t be tripped)
Feats Agile Maneuvers, Combat Reflexes, Dodge, Weapon Finesse, Wind Stance
Skills Bluff +16, Diplomacy +16, Fly +5, Intimidate +16, Knowledge (nature) +15, Knowledge (planes) +15, Perception +17, Sense Motive +17, Stealth +15, Swim +25
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
ECOLOGY
Environment
any (Hell)
Organization solitary, pair, or guard (3–10)
Treasure standard
SPECIAL ABILITIES
Drown (Su)
As a full-round action, a drowning devil can summon murky water into the lungs of a single target within 30 feet. If the target can’t breathe water, it’s unable hold its breath and immediately begins to drown. At the start of its next turn, the target must succeed at a DC 18 Fortitude save to cough up this water or it falls unconscious and is brought to 0 hit points. On the next round, the target must save successfully again or drop to –1 hit point and start dying; on the third round it must save successfully again or die. The save DC is Charisma-based.
Heavy Aura (Su) Whenever a creature enters the drowning devil’s heavy aura, it must succeed at a DC 18 Will save or reduce its speed as if carrying a load one step higher or wearing armor one category heavier (whichever is worse), and its armor check penalty increases by 2. A creature already carrying a heavy load or wearing heavy armor that fails its save can’t move as long as it remains in the affected area. A creature that saves against a drowning devil’s heavy aura is immune to that devil’s aura for 24 hours. The save DC is Charisma-based.
Poison (Ex) Slam—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d4 Str; cure 2 consecutive saves.
 

Osyluth

Merging the most horrifying features of carrion-fed insect and withered cadaver, this bony devil moves in unsettling lurches.

The interrogators and inquisitors of devilkind, bone devils delight in torturing those weaker than themselves—mortals, souls, and other devils alike. Born of ancient heresies mired amid the Styx-fed swamps of Stygia, Hell’s fifth layer, bone devils—also known as osyluths—enforce infernal order and the will of the archdevils. Powerful fiends favor these terrifying sadists for their unwavering devotion to Hell’s laws and the commands of their masters, as osyluths eagerly report the disobedience of other devils—regardless of standing—and take to the craft of torture like morbid artists. Diabolists risk much to bargain with them, as bone devils glean many infernal secrets amid their nightmarish calcified torture hives. These devils especially delight in journeying to the mortal plane, as their cruel talents and service to evil spellcasters often mean gaining much valuable information, which they might hold in their perfect memories for centuries before reporting back to their diabolical masters. In battle, an osyluth uses quickened invisibility after each attack to confuse foes. Many osyluths carry twisted and eerie bone weapons, but these tools are more for torture and intimidation than actual combat. Osyluths tower over lesser devils at 9 feet tall—though their tails and fearsome but useless wings make them appear much larger—and weigh upward of 400 pounds.

CR 9 XP 6,400
LE
Large outsider (devil, evil, extraplanar, lawful)
Init +9; Senses darkvision 60 ft., see in darkness; Perception +19
Aura fear aura (5 ft., DC 19, 1d6 rounds)
DEFENSE
AC
25, touch 14, flat-footed 20 (+5 Dex, +11 natural, –1 size)
hp 105 (10d10+50)
Fort +12, Ref +12, Will +7
DR 10/good; Immune fire, poison; Resist acid 10, cold 10; SR 20
OFFENSE
Speed
40 ft., fly 60 ft. (good)
Melee bite +14 melee (1d8+5), 2 claws +14 melee (1d6+5), sting +14 melee (3d4+5 plus poison)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 12th; concentration +16)
Constant—fly
At will—dimensional anchor, greater teleport (self plus 50 lbs. of objects only), invisibility (self only), major image (DC 17), wall of ice
3/day—quickened invisibility (self only)
1/day—summon (level 4, 1 bone devil, 35%)
STATISTICS
Str
21, Dex 21, Con 20, Int 16, Wis 15, Cha 18
Base Atk +10; CMB +16; CMD 31
Feats Alertness, Combat Reflexes, Improved Initiative, Iron Will, Quicken Spell-Like Ability (invisibility)
Skills Bluff +17, Diplomacy +17, Fly +21, Intimidate +17, Knowledge (planes) +16, Perception +19, Sense Motive +19, Spellcraft +16, Stealth +14
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
ECOLOGY
Environment
any (Hell)
Organization solitary, pair, or inquisition (3–10)
Treasure standard
SPECIAL ABILITIES
Poison (Ex)
Sting—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d3 Str damage; cure 2 consecutive saves. The save DC is Constitution-based.
 

Phistophilus

With rust-colored skin and a jutting crown of ridge-like horns, this muscular devil is draped in lengthy contracts.

A phistophilus, also called a contract devil, always appears handsome and confident, its chiseled features housing a perpetually smug grin. Contract devils have red skin and black hair and stand near 6-1/2 feet in height, not counting their horns. The thicket of horns around a contract devil’s body increases its height to 7 feet and its weight to 350 pounds. Contract devils serve Asmodeus, archfiends, and the vast bureaucracy of Hell as clerks, scribes, and bargainers for mortal souls. They exist to keep track of the damned, to manage Hell’s endless ordinances, and, when time and opportunity permit, to coax mortals into damnation. Most phistophiluses spend their eternities in the various courts of Hell’s nine layers, particularly in the mazelike fortress-libraries where all infernal laws and oaths are recorded. Occasionally they serve similar roles on the Material Plane when summoned by particularly desperate, arrogant, or foolish mortals. When one of the souls damned by a contract devil is restored to life (typically via powerful magic like a wish or miracle), the phistophilus immediately notices the transgression. Usually, the contract devil recruits the aid of more powerful allies to track down and punish such transgressors and to collect the escaped soul as quickly as possible.

INFERNAL CONTRACTS
While numerous types of infernal contracts exist, the following two are those most often offered to mortals by contract devils.
Evil Wishes: Upon signing this contract, a mortal is granted three wishes, as per the spell. It must use these wishes within 24 hours of signing the contract—if it does not, the wishes are wasted but it remains bound to the contract nevertheless. While the mortal chooses the intention of the wishes, the contract devil decides upon the specifics, allowing for its own diabolical interpretation of the results should the mortal imprecisely phrase a wish.
Infernal Slave: A mortal can negotiate with a contract devil for the lifelong service of a devil. The mortal chooses any type of devil (except for a contract devil) of a CR equal to or less than its own character level at the time of the bargain. Upon signing the contract, the mortal’s infernal slave appears and is bound to do the mortal no harm and follow its orders for as long as it lives. Although the devil must obey its master’s commands, many devils delight in corrupting the intentions of these orders in all manner of cruel or mischievous ways.

BREAKING AN INFERNAL CONTRACT
An agreement with a contract devil can only be broken in two ways. When a contract is signed, a second copy manifests; one copy is retained by the devil and the other is given to the mortal. Mortals are free to do whatever they please with the lengthy, obviously evil documents, while contract devils typically keep active contracts with them at all times. Should both copies of a contract be destroyed, any effects caused by the contract are canceled or reversed and the mortal’s soul goes to its normal place of rest after death and can be resurrected as normal. Merely absconding with both copies of the contract is not enough to break the contract—as long as both copies exist, the signer’s soul remains forever damned. Alternatively, a second mortal might be allowed to adopt the terms of a contract—with its soul replacing that of the original contract signer after death. The mortal who seeks to pay the debt of another must contact the contract devil who holds the relevant contract. The contract devil has a choice of whether or not to allow one mortal to pay another’s debt, but values religious and good-aligned souls over others. Shrewd manipulators, contract devils often only agree to allow one mortal to pay another’s debt in return for some service or proof of worth. If a contract devil agrees to accept another soul in payment, the original contract signer retains all of the benefits of the contract, but is released from damnation and may be resurrected as normal. The new signer, however, receives no benefits, cannot be returned to life upon dying, and spends an eternity in Hell after death.

CR 10 XP 9,600
LE
Medium outsider (devil, evil, extraplanar, lawful)
Init +11; Senses darkvision 60 ft., see in darkness; Perception +26
DEFENSE
AC
25, touch 18, flat-footed 17 (+7 Dex, +1 dodge, +7 natural)
hp 136 (13d10+65)
Fort +9, Ref +15, Will +16
DR 10/good; Immune fire, mind-affecting effects, poison; Resist acid 10, cold 10; SR 21
OFFENSE
Speed
30 ft.
Melee binding contract (whip) +20/+15/+10 (1d4+7 plus bleed and grab), gore +11 (2d6+1)
Space 5 ft.; Reach 5 ft. (10 ft. with binding contract)
Special Attacks binding contract, bleed (1d6), impale (2d8+4)
Spell-Like Abilities (CL 13th; concentration +19)
Constant—tongues
At will—bestow curse (DC 20), detect thoughts (DC 18), dimension door, erase, identify, major image (DC 19), produce flame, sending
3/day—arcane eye, break enchantment, greater teleport (self plus 50 lbs. of objects only), hold person (DC 19), locate creature, mage’s private sanctum, scorching ray, silence (DC 18), vision
1/day—contact other plane, delayed blast fireball (DC 23), dismissal (DC 21), plane shift (DC 23), summon (level 4, 1d6 bearded devils or 1 bone devil 50%), symbol of pain (DC 21)
STATISTICS
Str
17, Dex 25, Con 20, Int 24, Wis 23, Cha 22
Base Atk +13; CMB +16 (+20 grapple); CMD 34
Feats Alertness, Deceitful, Dodge, Improved Initiative, Iron Will, Mobility, Persuasive
Skills Bluff +26, Diplomacy +26, Disguise +8, Intimidate +26, Knowledge (arcana) +23, Knowledge (nobility) +20, Knowledge (planes) +23, Knowledge (religion) +23, Linguistics +20, Perception +26, Profession (scribe) +19, Sense Motive +26, Sleight of Hand +20, Spellcraft +20
Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Gnoll, Halfling, Ignan, Infernal, Orc, Sylvan, Terran, Undercommon; telepathy 100 ft., tongues
SQ infernal contract, infernal investment
ECOLOGY
Environment
any (Hell)
Organization solitary, pair, or court (2–12)
Treasure standard
SPECIAL ABILITIES
Binding Contract (Su)
All contract devils carry numerous lengthy contracts draped over their horns or within their numerous carrying cases. They can wield these contracts like whips, but deal lethal damage regardless of the armor bonus of their target. A contract devil modifies attack and damage rolls when using a binding contract by its Intelligence modifier, not its Strength modifier (this equates to a +7 bonus for most contract devils). Wounds created by a binding contract resemble horrifically deep paper cuts and cause 1d6 points of bleed damage. A contract devil can use its binding contract to disarm and trip foes as if the contract were a whip. If it is itself disarmed of the contract, the devil can rearm itself with a new contract as an immediate action.
Impale (Ex) As a swift action, a contract devil can impale an opponent grappled by its binding contract, dealing 2d8+4 points of piercing damage.
Infernal Contract (Su) As a full-round action, a contract devil can produce an infernal contract for a single living mortal creature. This contract can grant a wide range of abilities and effects, as detailed on the following page. To receive any of these bonuses, however, the mortal must sign its true name to the document of its own free will. Upon doing so, that mortal’s soul is sworn to the contract devil, condemning the soul to an eternity of servitude in Hell rather than whatever fate would naturally befall it upon the mortal’s death. Breaking a contract with a contract devil is difficult and dangerous (see the next page); as long as the infernal contract remains in effect, the victim cannot be restored to life after death save by a miracle or a wish. If a mortal is restored to life in this way, the contract devil immediately senses the development—it not only knows which soul has been restored to life, but also gains the benefits of a discern location spell targeted on the character or creature that restored the damned soul to life.
Infernal Investment (Su) As a subclause of all infernal contracts, a contract devil can use greater scrying at will upon any creature it has a contract with. The target creature always fails its save against the devil’s scrying attempt—this ability otherwise functions at caster level 20th.
 

Hamatula

From the tip of its lashing tail to the serrated features of its fangfilled visage, this fiery-eyed sentinel bristles with barbs.

Sentinels of the vaults of Hell, jailers of the darkest souls, and living weapons of the infernal forges, barbed devils—known as hamatulas to diabolists—enforce the strictures of the damned and safeguard the nefarious works of greater devils. A hamatula enjoys the feel of warm blood on its spines, and prefers to leap into melee when presented with an opportunity for battle. Hamatulas are collectors and organizers, and are favorite allies of greedy summoners as they often bring with them tempting treasures from Hell’s vaults or know the paths to deadly riches. Left to their own devices, the lairs of these devils often bear the pierced trophies of their past victims, hung like perverse bug collections on bloodied walls. Most barbed devils stand upward of 7 feet tall and weigh 300 pounds, though their leanly muscled bodies appear much larger due to the constantly growing and adjusting spines that protrude from their razor-sharp bodies.

CR 11 XP 12,800
LE
Medium outsider (devil, evil, extraplanar, lawful)
Init +6; Senses darkvision 60 ft., see in darkness; Perception +21
DEFENSE
AC
26, touch 16, flat-footed 20 (+6 Dex, +10 natural)
hp 138 (12d10+72)
Fort +14, Ref +14, Will +8
Defensive Abilities barbed defense; DR 10/good; Immune fire, poison; Resist acid 10, cold 10; SR 22
OFFENSE
Speed
30 ft.
Melee 2 claws +18 (2d8+6/19–20 plus fear and grab)
Special Attacks fear, impale 3d8+9
Spell-Like Abilities (CL 12th; concentration +16)
At will—greater teleport (self plus 50 lbs. of objects only), hold person (DC 17), major image (DC 17), produce flame, pyrotechnics (DC 16), scorching ray (2 rays only)
1/day—order’s wrath (DC 18), summon (level 4, 1 barbed devil 35%), unholy blight (DC 18)
STATISTICS
Str
23, Dex 23, Con 22, Int 12, Wis 15, Cha 18
Base Atk +12; CMB +18 (+22 grapple); CMD 34
Feats Alertness, Cleave, Combat Reflexes, Improved Critical (claws), Iron Will, Power Attack
Skills Acrobatics +15, Diplomacy +13, Intimidate +19, Knowledge (planes) +16, Perception +21, Sense Motive +21, Spellcraft +12, Stealth +13, Survival +14
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
ECOLOGY
Environment
any (Hell)
Organization solitary, pair, team (3–5), or squad (6–11)
Treasure standard
SPECIAL ABILITIES
Barbed Defense (Su)
A creature that strikes a hamatula with a melee weapon, an unarmed strike, or a natural weapon takes 1d8+6 points of piercing damage from the devil’s barbs. Melee weapons with reach do not endanger a user in this way.
Fear (Su) A barbed devil’s fear attack affects any creature it damages with its claws. A DC 20 Will save resists this effect, otherwise the victim becomes frightened for 1d4 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.
Grab (Ex) A barbed devil can use its grab attack against a foe of up to Medium size.
Impale (Ex) A barbed devil deals 3d8+9 points of piercing damage to a grabbed opponent with a successful grapple check.
 

Ayngavhaul

Seemingly fused with a monstrous iron throne, this impossibly corpulent being floats several feet off the ground.

Bloated scholars of despair, ayngavhauls collect, create, and spread heresies and apocrypha, sowing disbelief and corruption among all who would seek their foul wisdom. Ayngavhauls are roughly ovular in form, about 10 feet tall with their rolls of wet gristle spreading 13 feet wide.

CR 12 XP 19,200
LE
Huge outsider (devil, evil, extraplanar, lawful)
Init +3; Senses darkvision 60 ft., see in darkness; Perception +21
DEFENSE
AC
29, touch 7, flat-footed 29 (+4 armor, –1 Dex, +18 natural, –2 size)
hp 175 (13d10+104); fast healing 5
Fort +17, Ref +3, Will +13
DR 5/good; Immune fire, poison; Resist acid 10, cold 10; SR 22
OFFENSE
Speed
10 ft., fly 40 ft. (perfect)
Melee 2 slams +18 (2d8+7), bite +18 (2d6+7)
Ranged 3 searing words +10 (4d6 fire and divine)
Space 15 ft.; Reach 5 ft.
Special Attacks blasphemous bile
Spell-Like Abilities (CL 13th; concentration +18)
At will—deathwatch, greater teleport (self plus 50 lbs. of objects only), illusory script (DC 18), mage hand, major image (DC 18), message
3/day—contagion (DC 19), deeper darkness, dispel good, dispel magic, invisibility purge, magic circle against good, speak with dead (DC 18), telekinesis (DC 20), stinking cloud (DC 18), unholy blight (DC 19), zone of silence
1/day—blasphemy (DC 22), legend lore, mislead, summon (level 6, 2 bone devils 100% or 1 contract devil 70%), unhallow
STATISTICS
Str
24, Dex 8, Con 24, Int 22, Wis 21, Cha 20
Base Atk +13; CMB +22; CMD 41
Feats Diehard, Endurance, Great Fortitude, Improved Initiative, Persuasive, Toughness
Skills Bluff +21, Diplomacy +25, Fly +12, Intimidate +25, Knowledge (arcana, planes, religion) +22, Knowledge (history) +19, Perception +21, Perform (oratory) +18, Profession (librarian) +12, Sense Motive +21, Spellcraft +22
Languages Abyssal, Celestial, Draconic, Infernal
SQ corpulence
ECOLOGY
Environment
any (Hell)
Organization solitary, pair, or lecture (3–8)
Treasure standard
SPECIAL ABILITIES
Corpulence (Ex)
Ayngavhauls are so greasy and grossly obese that they gain a +10 bonus to CMD.
Blasphemous Bile (Su) Once per hour, an ayngavhaul can expel a 30-foot line of putrid bile. The bile deals 4d6 acid damage (Reflex DC 23 half). Even on a successful save, those struck by this bile are drenched in liquid corruption. Any non-evil divine spellcaster who casts a spell targeting a creature soaked in this bile must make a DC 23 caster level check to affect the creature or the spell fails. This bile can be washed off by a creature or ally that spends a round and uses at least a gallon of fluid; otherwise the effect last for 10 minutes per HD of the ayngavhaul. The save DC is Constitution-based.
Searing Words (Su) An ayngavhaul can speak words of torment, giving them shape and sending them streaking toward their enemies as ranged touch attacks. Any good-aligned creature struck by one of these infernal words takes 4d6 points of hellfire damage (half fire, half profane); non-good creatures take half damage. This is a sonic effect.
 

Gelugon

A pair of frozen, multifaceted eyes coldly judge all before this towering, insectile monstrosity.

Strategists and masterminds of Hell’s armies, the insectile ice devils possess some of the most cruelly ingenious minds in Asmodeus’s legions. It is said that each ice devil—known as gelugons among the ranks of devilkind—bears within its chest a stolen, frozen mortal heart, which allows it to make decisions free of all emotion. Born on the icy layer of Cocytus, Hell’s seventh layer, most ice devils migrate to Caina, the eighth layer, where they plot world-damning machinations from courts of freezing steel. Although they are perhaps the most alien and monstrous in appearance of all devils, few breeds are accorded greater respect. In combat, a gelugon prefers to let its minions engage foes in melee so that it can hang back and appraise the foe’s tactics, strengths, and weaknesses. The ice devil supports its minions with its spell-like abilities, always taking care to avoid impacting its minions in the area of effect of its spells—this not from any sense of camaraderie, only a cold and logical truth that its allies can survive longer in a fight if they are not exposed to friendly fire. Gelugons stand at 12 feet tall, and weigh approximately 700 pounds.

CR 13 XP 25,600
LE
Large outsider (devil, evil, extraplanar, lawful)
Init +9; Senses darkvision 60 ft., see in darkness; Perception +27
Aura fear (10 ft., DC 22)
DEFENSE
AC
32, touch 14, flat-footed 27 (+5 Dex, +18 natural, –1 size)
hp 161 (14d10+84); regeneration 5 (good weapons, good spells)
Fort +15, Ref +14, Will +12
DR 10/good; Immune fire, cold, poison; Resist acid 10; SR 24
OFFENSE
Speed
40 ft., fly 60 ft. (good)
Melee +1 frost spear +21/+16/+11 (2d6+10/×3 plus 1d6 cold plus slow), bite +14 (2d6+6), tail +14 (3d6+3 plus slow)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 13th; concentration +18)
Constant—fly
At will—cone of cold
(DC 20), ice storm, greater teleport (self plus 50 lbs. of objects only), persistent image (DC 20), wall of ice (DC 19)
1/day—summon (level 4, 2 bone devils, 50%)
STATISTICS
Str
23, Dex 21, Con 22, Int 25, Wis 22, Cha 20
Base Atk +14; CMB +21; CMD 36
Feats Alertness, Cleave, Combat Reflexes, Improved Initiative, Iron Will, Power Attack, Weapon Focus (spear)
Skills Acrobatics +22, Bluff +22, Diplomacy +22, Fly +13, Intimidate +19, Knowledge (planes) +24, Knowledge (any three others) +21, Perception +27, Sense Motive +27, Spellcraft +21, Stealth +18, Survival +23
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
ECOLOGY
Environment
any (Hell)
Organization solitary, team (2–3), council (4–10), or contingent (1–3 ice devils, 2–6 horned devils, and 1–4 bone devils)
Treasure standard (+1 frost spear, other treasure)
SPECIAL ABILITIES
Slow (Su)
A hit from an ice devil’s tail or spear induces numbing cold. The opponent must succeed on a DC 23 Fortitude save or be affected as though by a slow spell for 1d6 rounds. This effect comes from the devil in the case of its weapon; it is not a quality possessed by the spear itself. The save DC is Constitution-based.
 

Gylou

Twin tentacles stretch from the crown of this feminine fiend’s head, while her lower body blooms in a gown of writhing tendrils.

Known as handmaiden devils, Mothers of Pain, and Maids of Miscarriage, gylous attend to the whims and schemes of Hell’s few female overlords. Like manipulative matrons amid decadent mortal courts, these deceivers hide their fathomless evil beneath illusions of beauty, graciousness, and tradition. Gylous particularly loathe children. It’s said that the persistent cry of a babe can sometimes cause these fiends to abandon their illusions and viciously attack. As greater devils, gylous can command many lesser devils, yet harbor an exclusive favoritism for erinyes. A gylou weighs 160 pounds and stands stiff ly at 5-1/2 feet— though many wear their head-sprouting tentacles in tall, elaborate coiffures.

CR 14 XP 38,400
LE
Medium outsider (devil, evil, extraplanar, lawful)
Init +11; Senses darkvision 60 ft., true seeing; Perception +23
DEFENSE
AC
31, touch 17, flat-footed 24 (+7 Dex, +14 natural)
hp 187 (15d10+105)
Fort +16, Ref +16, Will +10
DR 10/good; Immune fire, poison; Resist acid 10, cold 10; SR 25
OFFENSE
Speed
40 ft., fly 60 ft. (average)
Melee 2 claws +22 (2d8+7/19–20/×3), 2 tentacles +20 (1d6+3 plus grab)
Space 5 ft.; Reach 5 ft. (10 ft. with tentacle)
Special Attacks tentacle cage (4d8+10 bludgeoning, AC 17, 18 hp)
Spell-Like Abilities (CL 14th; concentration +19)
Constant—spider climb, true seeing
At will—alter self, dispel good (DC 20), enthrall (DC 17), greater teleport (self plus 1 entrapped creature and 50 lbs. of goods only), persistent image (DC 20)
3/day—black tentacles, charm monster (DC 19)
1/day—summon (level 5, 3 erinyes 65%)
STATISTICS
Str
24, Dex 25, Con 25, Int 22, Wis 21, Cha 20
Base Atk +15; CMB +22 (+26 grapple); CMD 39 (can’t be tripped)
Feats Acrobatic Steps, Combat Expertise, Combat Reflexes, Improved Initiative, Improved Trip, Multiattack, Nimble Moves, Strike Back
Skills Acrobatics +25 (+29 jump), Bluff +23, Diplomacy +23, Disguise +23, Escape Artist +22, Fly +14, Knowledge (arcana) +21, Knowledge (planes) +24, Perception +23, Perform (sing) +23, Sense Motive +23, Spellcraft +21, Stealth +25
Languages Celestial, Common, Draconic, Infernal, telepathy 100 ft.
SQ agile grappler
ECOLOGY
Environment
any (Hell)
Organization solitary, retinue (1 gylou and 2d4 erinyes), or cortege (1–4 gylous and 2d10 erinyes)
Treasure standard
SPECIAL ABILITIES
Agile Grappler (Ex)
A gylou does not gain the grappled condition if she grapples a foe.
Tentacle Cage (Su) If a gylou successfully grapples a creature, she transfers that creature into her lower body’s nest of cage-like tentacles. This works like swallow whole. The gylou’s tentacles are AC 17 and have 18 hp for the purpose of an entrapped creature cutting itself out. A gylou’s tendrils heal quickly, allowing her to use this ability 1 round after a creature cuts itself free.
 

Bdellavritra

This amphisbaenic monstrosity has the body of a slug with a leech’s mouth at one end and a knot of three human heads at the other.

Masterful possessors and foul manipulators, belier devils are among the most feared masterminds of Hell. Known as bdellavritras to devilkind, these worm-like fiends avoid physical confrontation. Instead, they target influential individuals for possession, using them to manipulate events by proxy. If their schemes are uncovered, the devils retaliate with all the power at their host bodies’ disposal. A bdellavritra’s voice can emanate from its worm-like maw, from any of its human-like mouths, or from all four at once, as it desires. Each mouth has its own distinct voice, often pleasing to the human ear. Bdellavritras typically reach lengths of 16 feet from worm-mouth to human heads, and weigh 3,000 pounds.

CR 16 XP 76,800
LE
Large outsider (devil, evil, extraplanar, lawful)
Init +10; Senses darkvision 60 ft., see in darkness; Perception +28
DEFENSE
AC
33, touch 15, flat-footed 27 (+6 Dex, +18 natural, –1 size)
hp 212 (17d10+119)
Fort +17, Ref +11, Will +20
DR 10/good and silver; Immune fire, poison; Resist acid 10, cold 10; SR 28
OFFENSE
Speed
20 ft., fly 60 ft. (perfect)
Melee bite +23 (4d8+7), 3 tongues +23 (2d6+7/19–20 plus grab)
Space 10 ft.; Reach 10 ft. (20 ft. with tongues)
Special Attacks blood drain (1d4 Con damage), constrict (1d6+7), possession, strangle
Spell-Like Abilities (CL 17th; concentration +24)
At will—acid arrow, greater dispel magic, greater teleport (self plus 50 pounds of objects only), persistent image (DC 22)
3/day—acid fog, dimensional anchor, dominate person (DC 22), greater scrying (DC 24), mass suggestion (DC 23)
1/day—blasphemy (DC 24), demand (DC 25), magic jar (DC 22), plane shift (DC 22), summon (level 6, 3 barbed devils 45%), waves of exhaustion
STATISTICS
Str
24, Dex 23, Con 25, Int 25, Wis 26, Cha 24
Base Atk +17; CMB +25 (+29 grapple); CMD 41 (can’t be tripped)
Feats Combat Expertise, Combat Reflexes, Greater Disarm, Greater Trip, Improved Critical (tongue), Improved Disarm, Improved Initiative, Improved Trip, Iron Will
Skills Appraise +24, Bluff +27, Diplomacy +27, Fly +32, Intimidate +24, Knowledge (arcana, local, nobility, and planes) +27, Perception +28, Sense Motive +28, Spellcraft +24, Stealth +22
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
ECOLOGY
Environment
any (Hell)
Organization solitary
Treasure double
SPECIAL ABILITIES
Possession (Su)
When a belier devil uses its magic jar spell-like ability, it can identify and pinpoint life forces accurately, allowing it to select its victims with ease. It does not require a receptacle to use magic jar. If it uses magic jar on a host while on the Material Plane, its own body becomes ethereal for the duration of the possession and the magic jar effect lasts until the effect is dispelled, the devil ends the effect, it is forced out of its host body, or it or its host body is slain.
 

Cornugon

Bristling with terrible spines and a crown of deadly horns, this leering winged terror wields a whirling barbed chain.

Among the deadliest of the archdevils’ warriors and able commanders of lesser fiends, horned devils spread the rule of Hell wherever they tread. These greater devils are trained, forged, and reforged to be among the most lethal, merciless, and obedient warriors in the multiverse. While rank-and-file horned devils are called cornugons, the greatest of their kind are known as malebranche. A typical horned devil rises to a hulking 9 feet tall, bears 14-foot-wide wings, and weighs 700 pounds.

CR 16 XP 76,800
LE
Large outsider (devil, evil, extraplanar, lawful)
Init +8; Senses darkvision 60 ft., see in darkness; Perception +24
Aura fear aura (5 ft., DC 23)
DEFENSE
AC
35, touch 17, flat-footed 27 (+8 Dex, +18 natural, –1 size)
hp 217 (15d10+135); regeneration 5 (good weapons, good spells)
Fort +18, Ref +17, Will +13
DR 10/good and silver; Immune fire, poison; Resist acid 10, cold 10; SR 27
OFFENSE
Speed
30 ft., fly 50 ft. (average)
Melee +1 unholy spiked chain +26/+21/+16 (2d6+11 plus stun), bite +22 (2d8+5), tail +22 (2d6+5 plus infernal wound) or 2 claws +24 (2d6+10), bite +24 (2d8+10), tail +22 (2d6+5 plus infernal wound)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 16th; concentration +22)
At will—dispel chaos (DC 21), dispel good (DC 21), magic circle against good, greater teleport (self plus 50 lbs. of objects only), persistent image (DC 21)
3/day—fireball (DC 19), lightning bolt (DC 19)
1/day—summon (level 6, 3 barbed devils, 35%)
STATISTICS
Str
31, Dex 27, Con 28, Int 14, Wis 22, Cha 23
Base Atk +15; CMB +26; CMD 44
Feats Improved Bull Rush, Improved Sunder, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Vital Strike, Weapon Focus (spiked chain)
Skills Bluff +24, Diplomacy +21, Fly +15, Intimidate +24, Knowledge (planes) +20, Perception +24, Sense Motive +21, Spellcraft +20, Stealth +22
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
ECOLOGY
Environment
any (Hell)
Organization solitary, pair, or wing (3–10)
Treasure standard (+1 unholy spiked chain, other treasure)
SPECIAL ABILITIES
Infernal Wound (Su)
The damage a horned devil deals with its tail causes persistent wounds that deal 2d6 points of bleed damage. Bleeding caused in this way is difficult to staunch—a DC 26 Heal check stops the damage, and any attempt to heal a creature suffering from an infernal wound must succeed on a DC 26 caster level check or the spell does not function. Success indicates the healing works normally and stops all bleed effects.
Stun (Su) Whenever a horned devil hits with a spiked chain attack, the opponent must succeed on a DC 27 Fortitude save or be stunned for 1d4 rounds. This ability is a function of the horned devil, not of the spiked chain. The save DC is Strength-based.
 

Deimavigga

A grim metal mask floats above ceremonial armor that shifts and writhes, and long blades form fingers on gauntleted hands.

Regal, fearsome, and unfeeling, deimaviggas seek to turn the faithful from their gods, using cold logic to proselytize the path of atheism, the freedom of the mortal spirit, and the order offered by Hell. Their ever-shifting masks speak envenomed words and give their hollow lies the ring of truth. Speaking out against all deities—except for Asmodeus, whom they subtly tout as a bringer of discipline even as they downplay his divinity—these deadly intellectuals know that those who turn from their deities are more likely to succumb to the temptations of diabolism. Rather than attempting to sway the souls of individual mortals, these cunning fiends take on the roles of prophets of reason, disguising themselves beneath layers of illusion to evangelize the virtues and freedoms of lives unshackled by the demands of egotistical deities. Occasionally one might focus its arguments on a soul of particular piety, delighting in throwing a deity’s most devoted servant into an inescapable crisis of faith. Deimaviggas care little for what gods their depredations affect, disenfranchising the worshipers of the pure and the profane alike.  In their natural shapes, deimaviggas stand 7 feet tall and weigh a mere 120 pounds. When disguised, though, they typically take the forms of wise elders who have lived long enough to understand fundamental truths about the universe, priests who have “realized their folly” and rejected their former dogma, or even “angels” of truth. Though they prefer to fight with words rather than with physical means, deimaviggas attack those who attempt to strip away their disguises and illusions, or who can argue as eloquently as they—though if possible, they prefer to do so discreetly and dispose of the bodies secretly.  Deimaviggas prefer to spend most of their time upon the Material Plane, swaying the weak and corruptible souls of mortals. There they seek out either vast mortal cities, where their heresy might reach many ears, or small communities where the isolated might fall to their blasphemous philosophizing. When in Hell, though, they linger in Caina, tormenting the souls of those trapped upon its lonely islands, developing and testing complicated and often confusing arguments.  Preferring to operate alone, these poison-tongued devils rarely work with others of their kind, even though their status affords them control over their lesser brethren. They find that their arguments benefit from a single voice, and that their endeavors are complicated by even the most obedient minions. They bow to Hell’s hierarchy, however, and serve if compelled to do so. Pit fiends and infernal dukes sometimes utilize deimaviggas as personal majordomos, spies, and spreaders of dissension, though even among devilkind these enigmatic fiends are considered particularly unnerving.   

CR 17 XP 102,400
LE
Medium outsider (devil, evil, extraplanar, lawful)
Init +14; Senses darkvision 60 ft., see in darkness; Perception +28
DEFENSE
AC
46, touch 20, flat-footed 36 (+14 armor, +10 Dex, +12 natural)
hp 261 (18d10+162); regeneration 5
Fort +20, Ref +16, Will +20
DR 10/good and silver; Immune fire, poison; Resist acid 10, cold 10; SR 27
OFFENSE
Speed
30 ft., fly 60 ft. (perfect)
Melee 2 claws +28 (1d8+9/19–20 plus 1d6 Wisdom drain)
Space 5 ft.; Reach 10 ft.
Special Attacks boundless reach, ohrwurm
Spell-Like Abilities (CL 18th; concentration +27)
At will—alter self, dream (DC 24), greater teleport (self plus 50 lbs. of objects only), major image (DC 22), mirage arcana (DC 24), ventriloquism (DC 19)
3/day—blasphemy (DC 26), dominate person (DC 24), hold monster (DC 24), insanity (DC 26), touch of idiocy, veil (DC 25)
1/day—mind fog (DC 24), screen (DC 27), summon (level 8, 1d6 bone devils or 2d4 bearded devils 50% or 1 ice devil 20%)
STATISTICS
Str
28, Dex 31, Con 28, Int 21, Wis 24, Cha 28
Base Atk +18; CMB +28; CMD 47
Feats Agile Maneuvers, Combat Expertise, Combat Reflexes, Improved Critical (claw), Improved Disarm, Improved Initiative, Iron Will, Persuasive, Weapon Focus (claw)
Skills Acrobatics +28, Bluff +30, Diplomacy +34, Disguise +27, Fly +18, Intimidate +34, Knowledge (history, planes, religion) +26, Perception +28, Sense Motive +28, Stealth +36
Languages Abyssal, Celestial, Common, Draconic, Infernal; indomitable oration, telepathy 100 ft.
SQ armor bond, evangelization, indomitable oration, malleable form
ECOLOGY
Environment
any (Hell)
Organization solitary
Treasure double (+5 shadow full plate, other treasure)
SPECIAL ABILITIES
Armor Bond (Ex)
A deimavigga’s armor is as much a part of its body as a second skin. A deimavigga ignores its armor’s speed reduction, max Dex bonus, and armor check penalty.
Boundless Reach (Su) A deimavigga’s claws slice through reality, allowing it to make melee attacks against any creature it is aware of—typically meaning creatures within 100 feet. The devil still only threatens the 10-foot area around it and cannot make attacks of opportunity against creatures farther away. This ability can span vast distances, allowing a deimavigga making use of divination magic to detect distant creatures and attack foes separated by miles or even planes. Spells like forbiddance, which prevent planar travel, protect against a deimavigga’s claws. The spell dimensional anchor also prevents a deimavigga from using this ability for the duration of that spell. An attacked creature can retaliate until the beginning of the deimavigga’s next turn, striking at the devil’s claws with weapons or spells as if it were physically present, but the deimavigga’s claws receive a size bonus to AC as if they were two sizes smaller than the deimavigga, and the attacked creature cannot grapple or otherwise prevent the claws from vanishing out of reach at the end of the round.
Evangelization (Su) The words of deimaviggas are poison to the mind. Every round a deimavigga speaks (a free action), all non-devils with an Intelligence score of 3 or higher within 30 feet must make a DC 28 Will save or become vulnerable to its blasphemous discourse. The DC of this Will save increases by 1 for each consecutive round a creature has listened to the same deimavigga speak. Creatures must be listening to a deimavigga to be affected by its oration. Deafened creatures and those in combat—either with the deimavigga or with other creatures—are not considered to be listening. Victims cannot simply declare they are not listening without taking steps to impede their hearing. Upon failing this save, a victim can be affected by the heretical power of a deimavigga’s words. The devil may use its speech to affect a listener in ways that mimic any of the following spells: calm emotions (DC 21), charm monster (DC 23), command (DC 20), confusion (DC 23), crushing despair (DC 23), deep slumber (DC 22), enthrall (DC 21), modify memory (DC 23), rage (DC 22), or suggestion (DC 22). Victims still receive saving throws against these spell effects, but if they fail their saves they are not aware the devil is working its power upon them. A deimavigga can affect multiple victims with different spell effects in the same round. This is a sonic mind-affecting effect. The base save DC is Charisma-based.
Indomitable Oration (Su) A deimavigga’s speech is always perfectly clear and cannot be silenced or warped. Even in areas of incredible noise, through water or airless voids, or in areas of magical silence, these devils’ voices can still be heard normally. All beings understand deimaviggas, as if these devils constantly spoke in all tongues at once.
Malleable Form (Su) A deimavigga has complete control over its physical form, and if transformed into another shape against its will, it can revert to its own form as a free action.
Ohrwurm (Su) As a standard action, three times per day, a deimavigga can whisper a fundamental and terrifying multiversal truth to one creature within 5 feet. The target must make a DC 28 Will save or have the devil’s words take root in its psyche. Outsiders and elementals have a +2 bonus   on their saves to resist this ability. Initially, the deimavigga’s words seem to have no effect. Any time the victim tries to rest, though, he must make an additional DC 28 Will save or be affected as per the spell nightmare (even if the victim doesn’t technically sleep). After a night of suffering vivid dreams and wrestling with the devil’s words, the victim must make yet another DC 28 Will save or have its alignment shift one step toward lawful evil. Only by unlearning what the deimavigga told it can a victim be free of this effect, requiring a spell such as miracle, modify memory, or wish.
Wisdom Drain (Su) A deimavigga drains 1d6 points of Wisdom each time it hits with its claw attack. This does not heal any damage to the dimavigga when it uses its Wisdom drain.
 

Advodaza

This ancient monstrosity has the torso of a massively muscled giant, scaly wings, and the lower half of a four-legged, clawed beast.

False gods, fallen demagogues, nemesis devils—all are names for the fiends known collectively as advodazas. They survive from dark ages past, when mortals offered worship to base things and unwholesome spirits that masqueraded as baleful gods. Although time and faith have turned against these beings, the most tenacious of their kind have refused to fade into oblivion, and to these obstinate corruptors and one-time deities the gates of Hell swing wide and welcoming. These lords of cults and masters of forgotten mysteries find renewed vigor in the depths of the Pit, and those seeking to restore their power and lordship over mortalkind undergo terrible indoctrinations and binding rites that transform them over the ages into true devils. What emerge are shades of half-remembered demigods, fallen princes seeking to claim their subjects anew, and fiends of blasphemy: the idol-clad advodazas. Fantastically ancient beings, advodazas rose from spirits worshiped by mortals in distant ages, typically as part of primitive and deranged cults. While humanoids still huddled in crude shelters, begging any power that would listen to protect them from storms, beasts, enemies, hunger, and countless other fears, the spirits of the land, sky, and animals were the first to give heed. Not deities, but elusive influences, these forces heard the early prayers and worked what appeared to be miracles in return for sacrifices and adoration. Slowly, these formless vestiges took shape as idols, fetishes, palladia, and all manner of cult images. Yet as knowledge of true deities and the powers they offered worshipers spread, the old spirits were either forgotten or demonized and rooted out. All advodazas desire to eventually return to the Material Plane, where they might tempt new followers to serve, sacrifice, and raise idols to their names. Though merciless, advodazas appeal to many mortals because of the directness of their interaction and their willingness to grant power or to violently smite enemies for a seemingly paltry price. In death, however, advodazas’ servants find no divine realm, nor do they sit beside some grand deity. When they die, there is only Hell. No two advodazas look exactly alike. Each one embodies the powers and spheres of influence for which it was worshiped in ages past and subsequently anthropomorphized as a monstrous being. Typically, this results in quadrupedal and half-bestial shapes that bristle with terrible wings, hooves, claws, and fangs. Universally, though, they bear the broken remnants of their fallen faith—in the form of cracked idols worn like armor, profane talismans crafted into jewelry, or fearful totems wielded like massive weapons—and bristle with archaic power and unquenchable arrogance. Despite this wide range of appearances, all advodazas possess the same core abilities, though some particularly ancient or powerful fiends possess augmented or even unique abilities. Most advodazas stand about 18 feet tall and weigh approximately 9 tons.

CR 18 XP 153,600
LE
Huge outsider (devil, evil, extraplanar, lawful)
Init +11; Senses darkvision 60 ft., see in darkness; Perception +28
DEFENSE
AC
36, touch 15, flat-footed 29 (+7 armor, +7 Dex, +14 natural, –2 size)
hp 297 (18d10+198)
Fort +21, Ref +18, Will +13
Defensive Abilities idol armor; DR 10/good and silver; Immune cold, dismissal, electricity, fire, poison, sonic; Resist acid 10; SR 29
OFFENSE
Speed
40 ft., fly 80 ft. (average)
Melee bite +28 (2d6+12), 2 claws +28 (1d8+12 plus infernal wound), 2 slams +26 (1d8+6), tail slap +26 (2d6+6)
Space 15 ft.; Reach 15 ft. (20 ft. with tail)
Special Attacks infernal wound
Spell-Like Abilities (CL 16th; concentration +23)
At will—gaseous form, greater invisibility, greater teleport (self plus 50 lbs. of objects only), scorching ray, whispering wind
3/day—blasphemy (DC 24), dispel magic, ethereal jaunt, harm (DC 23), heal (DC 23), hold monster (DC 22), wall of stone
1/day—greater scrying (DC 21), summon (level 7, horned devil 60%), unhallow
STATISTICS
Str
34, Dex 25, Con 30, Int 23, Wis 25, Cha 24
Base Atk +18; CMB +32 (+36 bull rush); CMD 49 (51 vs. bull rush, 53 vs. trip)
Feats Awesome Blow, Flyby Attack, Greater Bull Rush, Hover, Improved Bull Rush, Improved Initiative, Multiattack, Power Attack, Toughness
Skills Acrobatic +25 (+29 when jumping), Bluff +28, Diplomacy +28, Fly +24, Intimidate +28, Knowledge (arcana, planes, religion) +27, Perception +28, Sense Motive +28, Spellcraft +24, Stealth +20
Racial Modifier +4 Acrobatics when jumping
Languages Abyssal, Aklo, Celestial, Common, Draconic, Infernal; telepathy 100 ft.
SQ devil mark, false divinity (Trickery)
ECOLOGY
Environment
any (Hell)
Organization solitary or pantheon (2–5)
Treasure double
SPECIAL ABILITIES
Devil Mark (Su)
An advodaza can grant worthy servants a measure of its power. As a full-round action, an advodaza can touch a willing creature, marking it with a unique symbol. For as long as the creature is marked, it gains a spell-like ability it can use once per day. This spell-like ability comes from the advodaza’s chosen domain (see false divinity, below). The target can also telepathically communicate with the advodaza over any distance while on the same plane. An advodaza can dismiss its mark as a standard action, no matter where the bearer is. It can also, as a standard action, cause pain to a mark bearer that deals 6d6 points of damage with no saving throw. An advodaza can mark multiple creatures, up to a number equal to its Hit Dice (typically 18).
False Divinity (Su) Each advodaza chooses one cleric domain and gains the domain spells (5th level and lower) of that domain as spell-like abilities. Each of these abilities can be used 3 times per day. The advodaza does not gain any of the domain’s granted powers. Most advodazas possess powers from the Evil, Fire, Law, Trickery, War, or Weather domains, though any domains except Good or Chaos are possible. These spell-like abilities are not included in the stat block above.
Evil Domain: align weapon (evil only), dispel good, magic circle against good, protection from good, unholy blight
Fire Domain: burning hands, fire shield, fireball, produce flame, wall of fire
Law Domain: align weapon (law only), dispel chaos, magic circle against chaos, order’s wrath, protection from chaos
Trickery Domain: confusion, disguise self, false vision, invisibility, nondetection
War Domain: divine power, flame strike, magic vestment, magic weapon, spiritual weapon
Weather Domain: call lightning, fog cloud, ice storm, obscuring mist, sleet storm
Idol Armor (Su) Advodazas armor themselves in fallen idols and ornaments of devotion. This armor grants an advodaza a +7 armor bonus to AC and immunity to cold, electricity, and sonic damage, as well as immunity to the spell dismissal. The spells chaos hammer, holy smite, holy word, and word of chaos destroy this armor, removing the devil’s armor bonus to AC and its immunities (its cold immunity is replaced with the devil’s normal cold resistance of 10). The armor is automatically destroyed if the advodaza is slain. If uninterrupted for 1 hour, an advodaza can summon new armor to replace its destroyed protection.
Infernal Wound (Su) An advodaza’s assaults leave vicious marks that do not easily heal. The damage an advodaza inflicts with its claws leaves persistent wounds that deal 2d6 points of bleed damage. Bleeding caused in this way is difficult to stanch—a successful DC 29 Heal check is required to stop the bleeding, and anyone attempting to magically heal a creature suffering from an infernal wound must succeed at a DC 29 caster level check or the spell does not function. Success indicates the healing works normally and stops all bleed effects. The Heal check DC and caster level DC are Constitution-based.
 

Puragaus

Ash and embers encrust the smoldering humanoid frame of this imperious, dragon-winged devil.

Immolation devils are tyrant warlords and terrifying field generals among Hell’s legions. While many other greater devils manipulate and corrupt subtly and from afar, puragaus surround themselves with lesser diabolical minions, lead interplanar incursions, hold infernal redoubts upon mortal worlds, or strike against any who would defy the will of Hell. Immolation devils stand just over 10 feet tall, with wingspans nearing 20 feet, and weigh 900 pounds.

CR 19 XP 204,800
LE
Large outsider (devil, evil, extraplanar, lawful)
Init +8; Senses darkvision 60 ft., true seeing; Perception +27
DEFENSE
AC
36, touch 17, flat-footed 28 (+8 Dex, +19 natural, –1 size)
hp 315 (18d10+216); regeneration 5 (good weapons or good spells)
Fort +23, Ref +19, Will +14
DR 15/good and silver; Immune fire, poison; Resist acid 10, cold 10; SR 30
OFFENSE
Speed
30 ft., fly 80 ft. (good)
Melee bite +29 (2d6+12 plus burn), 2 claw +29 (1d8+12 plus burn), gore +29 (2d8+12 plus burn), 2 wings +27 (1d8+6)
Space 10 ft.; Reach 10 ft.
Special Attacks burn (2d6, DC 31), hellfire
Spell-Like Abilities (CL 17th; concentration +24)
Constant—fire shield, true seeing
At will—fireball (DC 20), greater teleport (self plus 50 lbs. of objects only), persistent image (DC 22), wall of fire
3/day—dictum (DC 24), fire storm (DC 25), mass charm monster (DC 25)
1/day—summon (level 9, any 2d4 devils of CR 10 or lower, 90%)
STATISTICS
Str
34, Dex 26, Con 35, Int 24, Wis 23, Cha 24
Base Atk +18; CMB +31; CMD 49
Feats Blind-Fight, Blinding Critical, Combat Expertise, Combat Reflexes, Critical Focus, Iron Will, Multiattack, Power Attack, Stand Still
Skills Bluff +28, Diplomacy +28, Disable Device +26, Fly +31, Intimidate +28, Knowledge (arcana, nobility) +25, Knowledge (engineering, planes) +28, Perception +27, Sense Motive +27, Spellcraft +28, Stealth +25
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
ECOLOGY
Environment
any (Hell)
Organization solitary, pair, or council (3–6)
Treasure double
SPECIAL ABILITIES
Hellfire (Su)
Any fire damage caused by an immolation devil’s abilities and spells is half fire damage, half unholy damage.
 

Pit Fiend

A pair of gigantic, flame-seared wings and eyes smoldering like embers give this towering devil a truly horrific appearance.

Rulers of infernal realms, generals of Hell’s armies, and advisors to the archfiends, pit fiends embody the awesome and terrible pinnacle of devilkind. Massive, physically indomitable, and possessed of ingenious evil intellects, these diabolical tyrants hold great autonomy whether in their service to the archfiends, in their rule of vast infernal fiefdoms, or in subjugation of mortal worlds. Thick muscles cling to their gigantic frames, armored over by dense, bladed scales capable of deflecting all but the most potent assaults. Fangs as thick as daggers fill their maws, bestial visages disguising some of the most insidious minds in Hell. Born within the depths of Nessus, the ninth and deepest layer of Hell, pit fiends are raised from the ranks of cornugons and gelugons by the archdevils and their dukes alone. While many travel to higher layers and far from Hell to command infernal legions, most remain in Nessus serving in the courts of Hell’s elite or in dark councils with unknowable purposes. Pit fiends always stand over 14 feet tall, with wingspans in excess of 20 feet and weights over 1,000 pounds. Pit fiends are masters of fire and prefer lands bathed in flame. In Hell, this predisposes them to Avernus, Dis, Malebolge, Nessus, and Phlegethon the layers most likely to harbor their burning temple-citadels. Fanatics obsessed with diabolical superiority and ironclad obedience, pit fiends left to their own devices raise massive armies, scouring the pits of Hell for the most depraved lemures to transform into true fiends. When convinced they’ve formed the perfect legions, they turn their attentions to vulnerable demiplanes and mortal worlds, eyeing them for infernal domination and the glory of conquest. In the service of the archfiends or other unique infernal warlords, pit fiends hold themselves to a greater cause, obeying the wills of Asmodeus’s chosen nobles in the hopes of one day garnering the favor of either the Prince of Darkness or Hell itself. While obedient to the hierarchies of their kind, they are also strict in their enforcement, and should a pit fiend find itself subservient to a master unfit to rule, it holds itself duty bound to cast down such an incompetent lord. Thus, whether as masters or servants, pit fiends embody the will of Hell’s merciless law and assure that only the strongest of devilkind flourish (or dare to). Only the most powerful of mortal spellcasters can or dare summon a pit fiend. These devils’ reactions to summoning are deliberate and swift, usually typified by overwhelming rage that such insignificant beings would waste their immortal time. Those that cannot weather the devils’ burning rage are slain—their souls typically racing the pit fiends back to Hell. Those who manage to keep control of the greater devils, though, intrigue them. A pit fiend might dutifully serve a mortal master for centuries, but its goal is always the same: to further corrupt the mortal soul, assure its absolute damnation, and when the mortal inevitably dies, claim its soul and begin the process of creating a perfectly corrupt lemure servant. Pit fiends know they are immortal and are intelligent enough to indulge in impossibly disciplined patience. As such, the eldest pit fiends see in their legions the faces of countless fools who once presumed themselves the devils’ masters.

CR 20 XP 307,200
LE
Large outsider (devil, evil, extraplanar, lawful)
Init +13; Senses darkvision 60 ft., see in darkness; Perception +33
Aura fear (20 ft., DC 23)
DEFENSE
AC
38, touch 18, flat-footed 29 (+9 Dex, +20 natural, –1 size)
hp 350 (20d10+240); regeneration 5 (good weapons, good spells)
Fort +24, Ref +21, Will +18
DR 15/good and silver; Immune fire, poison; Resist acid 10, cold 10; SR 31
OFFENSE
Speed
40 ft., fly 60 ft. (average)
Melee 2 claws +32 (2d8+13), 2 wings +30 (2d6+6), bite +32 (4d6+13 plus poison and disease), tail slap +30 (2d8+6 plus grab)
Space 10 ft., Reach 10 ft.
Special Attacks constrict 2d8+19, devil shaping
Spell-Like Abilities (CL 18th; concentration +26)
At will—blasphemy (DC 25), create undead, fireball (DC 21), greater dispel magic, greater teleport (self plus 50 lbs. of objects only), greater scrying (DC 25), invisibility, magic circle against good, mass hold monster (DC 27), persistent image (DC 23), power word stun, scorching ray, trap the soul (DC 26), unholy aura (DC 26), wall of fire
3/day—quickened fireball (DC 21)
1/day—meteor swarm, summon (level 9, any 1 CR 19 or lower devil, 100%)
1/year—wish
STATISTICS
Str 37, Dex 29, Con 35, Int 26, Wis 30, Cha 26
Base Atk +20; CMB +34 (+38 grapple); CMD 53
Feats Cleave, Great Cleave, Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Quicken Spell-Like Ability (fireball), Vital Strike
Skills Appraise +17, Bluff +31, Diplomacy +31, Disguise +27, Fly +30, Intimidate +31, Knowledge (arcana) +28, Knowledge (planes) +31, Knowledge (religion) +31, Perception +33, Sense Motive +33, Spellcraft +31, Stealth +28, Survival +22, Use Magic Device +28
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
ECOLOGY
Environment
any (Hell)
Organization solitary, pair, or council (3–9)
Treasure double
SPECIAL ABILITIES
Devil Shaping (Su)
Three times per day, a pit fiend can spend a minute to transform nearby lemures into other lesser devils. A pit fiend can transform one lemure for every Hit Die the pit fiend possesses. It can then reshape these lemures into a number of Hit Dice’s worth of lesser devils  equal to the number of lemures affected. For example, a typical 20 Hit Dice pit fiend could transform 20 lemures into two bone devils (10 HD each), or three bearded devils (6 HD each, leaving two lemures unchanged), or any other combination of lesser devils. Lemures to be reshaped must be within 50 feet of the pit fiend, becoming stationary and unable to move once the shaping begins. After a minute passes, the lemures reform into the shape of a new lesser devil ready to follow the orders of the pit fiend. Although pit fiends can, technically, elevate a mass of 20 lemures into a new pit fiend, most are hesitant to do so since they have no special control over a devil created in this manner.
Disease (Su) Devil Chills: Bite—injury; save Fort DC 32; onset immediate; frequency 1/day; effect 1d4 Strength damage; cure 3 consecutive saves. The save DC is Constitution-based.
Poison (Ex) Bite—injury; save Fort DC 32; frequency 1/round for 10 rounds; effect 1d6 Con damage; cure 3 consecutive saves. The save DC is Constitution-based.

INFERNAL DUKES
The most powerful of pit fiends are lords in their own right—members of the elite caste of infernal politics and leadership known as the Dukes of Hell. While not all of the Dukes of Hell are pit fiends, the majority of them are. As a general rule, a pit fiend Duke of Hell has several levels of a particular character class, the advanced simple template, or in some cases unusual spell-like abilities or unique powers over and above those of most pit fiends. Listed here are three sample unique pit fiend duke abilities, but these examples are by no means the entirety of what strange powers an infernal duke might wield.
Deathmastery (Su): The pit fiend duke’s ability to manipulate the souls of the damned extends beyond the standard devil shaping power. Whenever a pit fiend slays a humanoid, it can attempt to transform the slain creature’s soul into a ghost under the pit fiend’s control. The pit fiend may control a number of ghosts in this manner equal to its Charisma modifier.
Master of Magic (Su): The pit fiend duke has additional spell-like abilities (20 spell levels’ worth of 1st–4th level spells usable at will and 20 spell levels’ worth of 5th–8th level spells usable 3 times a day).
Hellfire Breath (Su): The pit fiend gains a devastating breath weapon that it can use once every 1d4 rounds. This breath weapon is a 60-foot cone of fire (10d10 fire damage and 10d10 unholy damage as per flame strike, successful Ref lex save [DC 10 + 1/2 the pit fiend’s racial HD + the pit fiend’s Constitution modifier] half).

 

Barbatos, Lord of the First

This humanoid wears a shabby hooded cloak. Within the darkness of its hood, eerie eyes glow and strange shapes twitch.

Barbatos is a mystery among the lords of Hell, a being from beyond who came into the service of Asmodeus a mere millennium ago. Technically not a devil, Barbatos is nonetheless the archdevil of the uppermost layer of Hell. Since his arrival, he has served as the doorwarden of Hell, guarding its outer layer from angelic invasions and fiendish forays alike, and dealing with an endless stream of damned souls needing guidance to their final purgatory and tearful petitioners willing to risk everything for one final glimpse of their lost loves. Barbatos dresses plainly, rarely showing more than his wicked staff and rumpled cloak, and stands 5 feet tall.

BARBATO'S CULT
Barbatos is the master of the rippling dimensions between worlds, and is worshiped by those who tread the hidden interstitial spaces of the universe, as well as those who manipulate animals and wild beasts, warping them through foul sorceries into sinister servants. His sacred places are found near crossroads, marketplaces, and ports, some accessible only by teleportation. As befits his role as the guardian to the entrance to Hell (and his association with gateways of all types), entrances to compounds are often held with particular reverence by Barbatos’s cult, and the doorways or arches that provide access to his temples or other sites sacred to him often bear his likeness or symbol. Barbatos’s unholy symbol is an inverted triangle with three red eyes—often, the triangle portion of his symbol appears to be three filthy beards, the tangled hairs of which extend in three directions around the eyes at the center. His favored weapon is the quarterstaff. He grants access to the Evil, Law, Magic, and Travel domains, and to the Arcane, Devil, Divine, and Trade subdomains.

EYJATAS
Slot
none; CL 26th; Weight 4 lbs.; Aura overwhelming all
Barbatos wields a potent weapon named Eyjatas, a +4 speed unholy quarterstaff embedded with innumerable inhuman eyeballs. Three times per day when striking a creature with Eyjatas, its wielder can rip the target’s eyes out, permanently blinding it and dealing 2d6 points of bleed damage. A creature can resist this effect with a successful DC 30 Fortitude save, but no save is allowed if the attack was a confirmed critical hit. Once Eyjatas rips out a creature’s eyes, it functions as a bane weapon against that target. Three times per day, the wielder of Eyjatas can cast prying eyes. In addition, the wielder can use arcane eye at will, even on other planes viewed through scrying, and can use eyebite (DC 20) at will within 30 feet of the arcane eye.
DESTRUCTION
To destroy Eyjatas, the quarterstaff’s dozens of eyes must be blinded by the purifying light of an unwavering truth spoken by an immortal that has only ever spoken lies in its life. Once the eyes are blinded in this way, the staff must be hurled into a magical portal that has no entrance and that leads nowhere.

CR 26 XP 2,457,600
LE Medium outsider (evil, extraplanar, lawful, shapechanger)
        Within his realm of Avernus?  Yes/No
Init +13; Senses darkvision 60 ft., detect chaos, detect good, see in darkness, true seeing; Perception +44
Aura frightful presence (120 ft., DC 35), unholy aura (DC 28)
DEFENSE
AC 44, touch 36, flat-footed 34 (+4 deflection, +9 Dex, +1 dodge, +8 natural, +12 profane)
hp 604 (31d10+434); regeneration 30 (deific or mythic)
Fort +28, Ref +32, Will +31; +8 vs. mind-affecting effects
Defensive Abilities improved evasion, infernal resurrection, mind blank; DR 20/epic, good, and silver; Immune ability damage, ability drain, charm, compulsion, death effects, energy drain, fire, petrification, poison; Resist acid 30, cold 30; SR 37
OFFENSE
Speed 40 ft.; air walk
Melee Eyjatas +41/+41/+41/+36/+36/+31/+31/+26 (1d6+19/19–20), beard +36 (1d8+5 plus bleed and disease)
Special Attacks barbed beard, bleed (2d6), counterport, festering filth
Spell-Like Abilities (CL 26th; concentration +36)
Constant—air walk, detect chaos, detect good, mind blank, speak with animals, true seeing, unholy aura (DC 28)
At will—astral projection, blasphemy (DC 27), desecrate, dominate animal (DC 23), dominate person (DC 25), greater dispel magic, greater scrying (DC 27), greater teleport, plane shift (DC 27), unhallow, unholy blight (DC 24)
3/day—banishment (DC 27), quickened contagion (DC 24), dimensional lock, maze, summon devils
1/day—gate, time stop, wish
STATISTICS
Str 30, Dex 29, Con 38, Int 29, Wis 30, Cha 31
Base Atk +31; CMB +41 (+45 trip); CMD 77 (79 vs. trip)
Feats Combat Expertise, Combat Reflexes, Deflect Arrows, Dodge, Double Slice, Greater Trip, Greater Two-Weapon Fighting, Improved Critical (quarterstaff), Improved Initiative, Improved Lightning Reflexes, Improved Trip, Improved Two-Weapon Fighting, Lightning Reflexes, Mobility, Quicken Spell-Like Ability (contagion), Two-Weapon Fighting
Skills Acrobatics +40, Bluff +44, Diplomacy +41, Handle Animal +44, Intimidate +41, Knowledge (arcana, religion) +40, Knowledge (nature, planes) +43, Linguistics +43, Perception +44, Sense Motive +44, Spellcraft +43, Stealth +43, Use Magic Device +41
Languages all (language mastery); speak with animals; telepathy 300 ft.
SQ change shape (animal, humanoid, and magical beast; shapechange), hear name, sphere of souls
ECOLOGY
Environment any (Hell)
Organization solitary (unique)
Treasure triple (Eyjatas, other treasure)
SPECIAL ABILITIES
Barbed Beard (Ex) The bleeding caused by Barbatos’s slashing beard requires a successful DC 39 Heal check (or caster level check, for magical healing) to stanch. The save DC is Constitution-based.
Counterport (Su) As an immediate action, Barbatos can negate any conjuration (calling, summoning, or teleportation), effect within 30 feet, or redirect creatures to new valid destinations within 30 feet. Affected creatures take 10d6 points of damage, but with a successful DC 35 Fortitude save, a creature takes only half damage and can teleport normally. As a standard action, Barbatos can recall one creature that teleported since the end of his last turn. This functions as above, but the creature returns to the point from which it teleported (or the nearest available space, if that space is now occupied); the teleported creature can resist being recalled with a successful DC 35 Will save. The save DCs are Charisma-based.
Festering Filth (Su) A creature struck by Barbatos’s filthy beard contracts blinding sickness if it fails a DC 39 Fortitude save. Attempts to remove this disease via a spell effect must first overcome Barbatos’s spell resistance before attempting to remove the disease normally as per the spell’s rules. The save DC is Constitution-based.
Frightful Presence (Su) An archdevil can activate its frightful presence as a free action as part of any attack, spell-like ability, or special attack, or by speaking aloud.
Hear Name (Su) Barbatos hears his name when it is spoken, regardless of distance and even across planar boundaries. If a creature speaks Barbatos’s name three times in the same breath, Barbatos learns the creature’s name and precise location, and can hear the next 21 words spoken by that speaker. Once per day, if any living animal or an image or statue of Barbatos is within 10 feet of the speaker, Barbatos can answer the speaker via that image, statue, or animal (an animal can resist being made Barbatos’s mouthpiece with a successful DC 35 Will save). Barbatos can observe, converse, or utilize his spell-like abilities through this vessel for up to 13 rounds, but if Barbatos uses a spell-like ability through this link, the connection immediately ends thereafter, regardless of any remaining duration. The save DC is Charisma-based.
Infernal Resurrection (Ex) If an archdevil is killed, its crumbles into ashes, leaving behind any gear it held or carried, while it is immediately restored to life (as per true resurrection) in a location of its choice in its domain. An archdevil can’t use this ability again for 1 year and avoids direct combat if possible until that year has passed. If slain again within 1 year or if killed by unusual methods (such as by a true deity or an artifact created for this purpose), an archdevil is slain forever.
Language Mastery (Ex) An archdevil knows all languages, as though using tongues, although this ability is not supernatural and cannot be dispelled. Linguistics is always a class skill for an archdevil.
Sphere of Souls (Su) As a full-round action, even when he is projecting his consciousness through his likeness or an animal, Barbatos can create a polished black crystal sphere that functions as a crystal ball with detect thoughts, which also grants him the benefits of status for 13 hours on one creature scried by the user. Each round a creature other than Barbatos uses the sphere, it must save against Barbatos’s dominate person ability. Barbatos can freely manipulate the vision the scryer sees, as false vision, and can use detect thoughts and scrying at unlimited range on any creature within 10 feet of the sphere, with no save and with a +10 bonus on caster level checks. Effects that normally block scrying spells instead allow each creature a saving throw and negate the bonus on caster level checks. Barbatos can have up to 13 such spheres at a time, and can destroy a sphere as a free action from any distance.
Summon Devils (Sp) Three times per day as a swift action, an archdevil can summon any devil or combination of devils whose total combined CR is 20 or lower. This otherwise works like the summon universal monster rule with a 100% chance of success, and it counts as a 9th-level spell effect.
 

Dispater, Lord of the Second

This diabolic figure is draped in a kingly robe and crowned with iron horns. He bears a long, heavy mace of black metal.

Dispater is one of Asmodeus’s oldest and most loyal allies, with a favored place in the hierarchy of Hell. He generally keeps his distance from the machinations of the other archdevils, and of all their number he cares least about the tedious and trivial affairs of the Material Plane. His focus is on building the eternal and glorious perfection of Hell, the model community and system upon which the universe should be modeled. He is calm, creative, careful, and deliberate, in some ways the picture of a just sovereign, yet he is also unforgiving, ruthless, manipulative, and arrogant in the extreme. The rules of rank, station, and courtly life are his meat and drink, and he is swift to deride any who violate the tiniest rule of etiquette, though he quickly discards decorum when necessary to further his elaborate schemes. Alone among the archdevils, he maintains a passing acquaintance with courtly love and marriage, conferring with his advisors on matters of state. Dispater is every inch the image of a devil, 13 feet tall with rippling, rust-colored muscles and a refined and majestic style, eschewing the opulent grandiosity of some of his brethren.

DISPATER'S CULT
Dispater represents devotion to calming order, meticulous planning, and the dark majesty of Hell’s potential to bring peace and unity to the universe, despite the fact that such peace would be bought with blood, chains, and death. His sacred places are grandiose, typically found in palaces or grand monuments. Dispater’s unholy symbol is a heavy black nail piercing a red crown. His favored weapon is the heavy mace. He grants access to the domains of Evil, Law, Nobility, and Trickery, and to the subdomains of Deception, Devil, Leadership, and Tyranny.

CR 27 XP 3,276,800
LE Large outsider (devil, evil, extraplanar, lawful, shapechanger)
        Within his realm of Dis?  Yes/No
Init +13; Senses darkvision 60 ft., detect chaos, detect good, see in darkness, true seeing; Perception +46
Aura frightful presence (120 ft., DC 37), shield of law (DC 29)
DEFENSE
AC 45, touch 35, flat-footed 35 (+4 deflection, +9 Dex, +1 dodge, +10 natural, +12 profane, –1 size)
hp 643 (33d10+462); regeneration 30 (deific or mythic)
Fort +29, Ref +31, Will +34; +8 vs. mind-affecting effects
Defensive Abilities infernal resurrection, mind blank; DR 20/epic, good, and silver; Immune ability damage, ability drain, charm, compulsion, death effects, energy drain, fire, petrification, poison; Resist acid 30, cold 30; SR 38
OFFENSE
Speed 50 ft., fly 60 ft. (good)
Melee The Eclipsing Eye +49/+44/+39/+34 (2d6+22/19–20/×3), gore +39 (2d6+6)
Space 10 ft.; Reach 10 ft.
Special Attacks caustic wit, mortal gaze, sneak attack +6d6
Spell-Like Abilities (CL 27th; concentration +38)
Constant—detect chaos, detect good, fly, mind blank, shield of law (DC 29), true seeing
At will—astral projection, charm monster (DC 27), desecrate, dictum (DC 28), dominate person (DC 28), greater dispel magic, greater teleport, iron body, order’s wrath (DC 25), unhallow, wall of iron
3/day—quickened blade barrier (DC 27), forcecage (DC 28), geas/quest, summon devils, symbol of pain (DC 27)
1/day—imprisonment (DC 30), time stop, wish
STATISTICS
Str 34, Dex 29, Con 38, Int 33, Wis 30, Cha 33
Base Atk +33; CMB +46; CMD 82
Feats Combat Expertise, Combat Reflexes, Critical Focus, Dazzling Display, Dodge, Greater Feint, Improved Critical (heavy mace), Improved Feint, Improved Initiative, Improved Iron Will, Iron Will, Mobility, Power Attack, Quicken Spell-Like Ability (blade barrier), Shatter Defenses, Staggering Critical, Weapon Focus (heavy mace)
Skills Acrobatics +42, Bluff +47, Diplomacy +47, Fly +60, Intimidate +47, Knowledge (arcana, engineering, history, nobility, religion) +44, Knowledge (planes) +47, Linguistics +44, Perception +46, Sense Motive +46 (+56 in Dis), Spellcraft +44, Stealth +41, Use Magic Device +44
Languages all (language mastery); telepathy 300 ft.
SQ change shape (any humanoid; alter self), lord of iron, voice of command
ECOLOGY
Environment any (Hell)
Organization solitary (unique)
Treasure triple (The Eclipsing Eye, other treasure)
SPECIAL ABILITIES
Caustic Wit (Su) Dispater is a master of urbane insults and flippant dismissals. He can attempt a Bluff check once per round as a free action in place of an Intimidate check to demoralize a foe within 30 feet. In addition to becoming shaken, a creature demoralized by Dispater is so filled with shame and self-loathing that it takes 1d4 points of Charisma damage and becomes dazed. This additional effect can be negated with a successful DC 37 Will save. The insulted creature can attempt a new save each round at the beginning of its turn as a free action to end the effect, but any Charisma damage sustained remains until it is healed. This is a mind-affecting effect. The save DC is Charisma-based.
Frightful Presence (Su) An archdevil can activate its frightful presence as a free action as part of any attack, spell-like ability, or special attack, or by speaking aloud.
Infernal Resurrection (Ex) If an archdevil is killed, its crumbles into ashes, leaving behind any gear it held or carried, while it is immediately restored to life (as per true resurrection) in a location of its choice in its domain. An archdevil can’t use this ability again for 1 year and avoids direct combat if possible until that year has passed. If slain again within 1 year or if killed by unusual methods (such as by a true deity or an artifact created for this purpose), an archdevil is slain forever.
Language Mastery (Ex) An archdevil knows all languages, as though using tongues, although this ability is not supernatural and cannot be dispelled. Linguistics is always a class skill for an archdevil.
Lord of Iron (Ex) Rust effects (such as rusting grasp) do not function within 60 feet of Dispater unless he allows them to function. Dispater can command unintelligent iron cobras, iron golems, and any other construct made entirely out of iron as if he were the construct’s creator.
Mortal Gaze (Su) Dispater can level his gaze upon any one creature within 60 feet as a free action once per round. The creature he gazes upon gains 2 negative levels. Each of these negative levels requires a successful DC 37 Fortitude save to remove after 24 hours or it becomes permanent. Creatures slain by Dispater’s mortal gaze rise again 1d4 rounds later as zombie lords under Dispater’s control. The save DC is Charisma-based.
Summon Devils (Sp) Three times per day as a swift action, an archdevil can summon any devil or combination of devils whose total combined CR is 20 or lower. This otherwise works like the summon universal monster rule with a 100% chance of success, and it counts as a 9th-level spell effect.
Voice of Command (Su) The saving throw DCs of Dispater’s charm monster and dominate person spell-like abilities include a +2 bonus; this is included in the statistics above. Creatures do not gain the usual +5 bonus on saves against charm monster if they are currently being threatened or attacked by Dispater or his allies. If Dispater commands a humanoid controlled via dominate person to take an action against its nature, the creature does not gain a new saving throw to resist the effect unless the order is self-destructive, in which case the creature gains a new save with a +2 bonus to resist the command.
 

Mammon, Lord of the Third

This shining being is humanoid, but its four arms, multiple legs, and horned head reveal its diabolic nature.

Mammon is the master of avarice, a fallen angel long in service to Asmodeus; though slain by his enemies long ago, his spirit lingered in his hellish sepulcher, unwilling to surrender to oblivion. His hunger for life infused his spirit into the obscene wealth heaped about him in death, until he became one with the wealth of ages. The Grasping One is now vault keeper for all of Hell, growing ever more resplendent as he discovers new treasures to incorporate into his form and reporting directly to Asmodeus on Hell’s accounts. Mammon can possess objects and creatures with ease, but most often possesses the Argent Prince, a peerlessly sculpted 8-foot-tall metallic likeness of his former angelic glory, tastefully tainted with accents of his diabolic nature.

MAMMON'S CULT
Mammon is the patron saint of greed, and is worshiped by unscrupulous merchants and rapacious robber barons. His sacred places are often in mansions, museums, and palaces of obscene opulence. Some give offerings to him in secret, while others shamelessly praise his name and the power of greed to all who are willing to listen—and even some who are not. Mammon’s unholy symbol is a midnight blue coin with a horned devil’s head and an infernal inscription of his name in pale silvery blue. His favored weapon is the shortspear. He grants access to the Artifice, Earth, Evil, and Law domains, and to the Construct, Devil, Metal, and Toil subdomains.

CR 28 XP 4,915,200
LE Medium outsider (devil, evil, extraplanar, lawful)
        Within his realm of Erebus?  Yes/No
Init +16; Senses darkvision 60 ft., detect chaos, detect good, see in darkness, tremorsense 60 ft., true seeing; Perception +46
Aura frightful presence (120 ft., DC 37), shield of law (DC 29)
DEFENSE
AC 46, touch 39, flat-footed 33 (+4 deflection, +12 Dex, +1 dodge, +7 natural, +12 profane)
hp 676 (33d10+495); regeneration 30 (deific or mythic)
Fort +30, Ref +34, Will +34; +8 vs. mind-affecting effects
Defensive Abilities gleaming glory, infernal resurrection, mind blank; DR 20/epic, good, and silver; Immune ability damage, ability drain, bleed, charm, compulsion, death effects, disease, energy drain, fire, necromancy effects, paralysis, petrification, poison, sleep effects, stunning; Resist acid 30, cold 30; SR 39
OFFENSE
Speed 50 ft., air walk
Melee 4 claws +47 (1d6+14/19–20), gore +47 (2d8+14), 6 talons +47 (2d6+14/19–20)
Spell-Like Abilities (CL 28th; concentration +39)
Constant—air walk, detect chaos, detect good, mind blank, shield of law (DC 29), true seeing
At will—astral projection, beguiling gift (DC 22), desecrate, dictum (DC 28), enter image, greater dispel magic, greater object possession (DC 30), greater teleport, order’s wrath (DC 25), possession (DC 26), unhallow
3/day—awaken construct, greater scrying (DC 28), polymorph any object (DC 29), quickened possession (DC 26), summon devils, sympathy (DC 29)
1/day—microcosm (DC 30), time stop, wish
STATISTICS
Str 38, Dex 35, Con 40, Int 31, Wis 30, Cha 33
Base Atk +33; CMB +47 (+51 steal); CMD 86 (88 vs. steal)
Feats Ability Focus (greater object possession), Combat Expertise, Combat Reflexes, Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Critical Focus, Dodge, Greater Steal, Improved Critical (claw, talon), Improved Initiative, Improved Steal, Iron Will, Mobility, Quicken Spell-Like Ability (possession), Staggering Critical
Skills Appraise +46, Bluff +47, Diplomacy +44, Disable Device +45, Intimidate +47, Knowledge (arcana, history, nobility, religion) +43, Knowledge (planes) +46, Linguistics +46, Perception +46, Sense Motive +46, Spellcraft +46, Stealth +48, Use Magic Device +47
Languages all (language mastery); telepathy 300 ft.
SQ Argent Prince, Mammon’s mark, plunderer
ECOLOGY
Environment any (Hell)
Organization solitary (unique)
Treasure triple
SPECIAL ABILITIES
Argent Prince (Su) In his true form, Mammon lacks a body. The archdevil relies entirely on his possession spell-like abilities to interact with the physical world. In his true form, Mammon gains the incorporeal quality, gains a deflection bonus to his AC equal to his Charisma modifier (+11), and replaces his base speed of 50 feet with a fly speed of 80 feet (perfect maneuverability); he loses all abilities that rely on a physical body (including his Strength score, the additional immunities gained from possessing the Argent Prince (see below), air walk, his natural armor bonus, and his natural attacks). Mammon rarely interacts with others without possessing a body, and his favorite body to possess is that of the Argent Prince—a powerful unique construct that represents the archdevil’s ideal form. The Argent Prince always fails its saving throw against Mammon’s greater object possession spell-like ability, and Mammon can call the Argent Prince to his side across any distance (even across planar boundaries) as a swift action—when he does so, he can possess the Argent Prince immediately. While possessing the Argent Prince, Mammon gains air walk as a constant spell-like ability; the gleaming glory ability (see below); and immunity to bleed, disease, necromancy effects, paralysis, sleep effects, and stunning. When Mammon is not possessing the Argent Prince (typically because he is possessing another object or being), the Argent Prince loses all of its spell-like abilities and supernatural abilities, but remains under the control of Mammon and can continue to fight or take other actions as Mammon directs. If the Argent Prince is destroyed, Mammon can rebuild it, but doing so requires the archdevil to remain sequestered in his workshop deep in Erebus for a year.
Frightful Presence (Su) An archdevil can activate its frightful presence as a free action as part of any attack, spell-like ability, or special attack, or by speaking aloud.
Gleaming Glory (Ex) The Argent Prince’s gleaming metallic body reflects light and magic. In bright light, a creature within 60 feet is automatically dazzled, while one that moves or begins its turn within 10 feet is blinded for 1d4 rounds unless it succeeds at a DC 37 Fortitude save or averts or closes its eyes as for a gaze attack. Rays and magical ranged touch attacks have a 20% miss chance against the Argent Prince, and such missed attacks have a 20% chance of being redirected toward a random target within 60 feet; otherwise, they are deflected harmlessly. While possessed by Mammon, the Argent Prince increases both chances to 50%, and if the creator of an effect deflected by this ability is within 60 feet, Mammon can reflect it at that creature instead of choosing randomly. Gaze attacks and light-based effects (including color spray and prismatic spray) targeting Mammon have the same chance as rays of being reflected, while area effects of this nature simply do not affect him. Mammon also has the same chance to move without harm through a prismatic wall or prismatic sphere. The save DC is Charisma-based.
Infernal Resurrection (Ex) If an archdevil is killed, its crumbles into ashes, leaving behind any gear it held or carried, while it is immediately restored to life (as per true resurrection) in a location of its choice in its domain. An archdevil can’t use this ability again for 1 year and avoids direct combat if possible until that year has passed. If slain again within 1 year or if killed by unusual methods (such as by a true deity or an artifact created for this purpose), an archdevil is slain forever.
Language Mastery (Ex) An archdevil knows all languages, as though using tongues, although this ability is not supernatural and cannot be dispelled. Linguistics is always a class skill for an archdevil.
Mammon’s Mark (Su) Any coin, gemstone, piece of jewelry, or art object that Mammon touches bears his invisible image for 13 days. He can sense the location of marked items (as per locate object, even if such an object is in an extradimensional space), and can communicate through them as per enter image. In both cases, this effect has 10 times the normal range (or unlimited range within Mammon’s domain on Erebus). If a creature has a marked object in its possession for 24 hours, Mammon can locate that creature (as per locate creature with the same increase to range as above) at will as a free action, even if the marked object is discarded. Mammon gains a +10 bonus on caster level checks and to the save DC of scrying effects he uses against such creatures. This is a curse effect.
Plunderer (Su) Mammon can sense wealth within 300 feet as if using a rod of metal and mineral detection. He also gains a +10 bonus on Appraise checks and on Spellcraft checks to identify the magical properties of items, can attempt either check once per round as a free action to determine the value or properties of any item within his line of sight, and gains a +10 bonus until the end of his turn on combat maneuver checks to disarm a creature of or steal an item he has thus appraised or identified.
Summon Devils (Sp) Three times per day as a swift action, an archdevil can summon any devil or combination of devils whose total combined CR is 20 or lower. This otherwise works like the summon universal monster rule with a 100% chance of success, and it counts as a 9th-level spell effect.
 

Belial, Lord of the Fourth

One half of this figure’s body is gleaming and beautiful with an angelic wing, while the other is scaled, scarred, and blackened.

Belial, the Pale Kiss, was created by Asmodeus as an object of adoration, a being that would be perfect in form and face in the eyes of every creature. The Prince of Devils granted Belial virtually unlimited malleability of form, enabling them to become whatever and whomever might be most alluring to those the archdevil encountered, along with a boundless imagination to create inspirational art and implements of war. Belial finds equal bliss in pleasure and in pain and revels in the act of creation, whether of innovations in magical or martial fields. The Pale Kiss designs new weapons for the legions of Hell, shapes new manifestations of magic for the minions of devilry to unleash upon foes, and even spawns entirely new races of infernal servitors, though the fiend cares little for creations once birthed, swiftly moving on to new interests. Belial’s true natural form is unknown to all but Asmodeus, who has not shared even with Belial the secret of the archdevil’s infernal genesis. The Pale Kiss changes shape almost constantly, at times seemingly without conscious thought. In council with the other lords of Hell, Belial typically appears as a delicately built humanoid between 5 and 6 feet tall with pale skin and hair but burning eyes, with one half of their body shining and angelic and the other as scarred, misshapen, and grotesque as the most hideous malebranche. Their weapons and gear are always finely crafted, though marred where they defaced them in their erratic rages. Belial’s carnal lust is both expansive and insatiable, and they freely shift form, species, and gender when engaging with mortal and immortal lovers across the universe, leaving innumerable half-fiends of every description in their wake.

BELIAL'S CULT
Belial is revered by those who crave wanton pleasures and forbidden desires but who hide beneath a mask of respectability and propriety. Adulterers celebrate the archdevil’s rites alongside sadists, torturers, and worse; all two-faced deceivers willing to plumb the depths of depravity to fulfill their desires seek Belial’s felicitations. The Pale Kiss’s sacred places are often in large cities or remote and beautiful natural settings that hide grisly boudoirs and orgiastic abattoirs. Belial’s unholy symbol is a split-faced mask, one side of which is smiling and white and the other frowning and red. Their favored weapon is the ranseur. The Pale Kiss grants access to the domains of Charm, Destruction, Evil, and Law, and to the subdomains of Catastrophe, Devil, Lust, and Rage.

CR 28 XP 4,915,200
LE Medium outsider (devil, evil, extraplanar, lawful, shapechanger)
        Within their realm of Phlegethon?  Yes/No
Init +12; Senses darkvision 60 ft., detect chaos, detect good, see in darkness, true seeing; Perception +45
Aura baleful beauty (30 ft., DC 39), shield of law (DC 31)
DEFENSE
AC 46, touch 35, flat-footed 37 (+4 deflection, +8 Dex, +1 dodge, +11 natural, +12 profane)
hp 676 (33d10+495); regeneration 30 (deific or mythic)
Fort +37, Ref +23, Will +31; +8 vs. mind-affecting effects
Defensive Abilities amorphous anatomy, infernal resurrection, mind blank, reflexive shapeshifter; DR 20/epic, good, and silver; Immune ability damage, ability drain, charm, compulsion, death effects, energy drain, fire, petrification, poison, polymorph effects; Resist acid 30, cold 30; SR 39
OFFENSE
Speed 50 ft., fly 120 ft. (good)
Melee +4 speed unholy ranseur +51/+46/+41/+36 (2d4+26/19–20/×3), caress +40 touch (special), 2 wings +40 (2d8+6), gore +40 (1d6+6)
Special Attacks fiendish fluttering, hedonistic hope, ranseur mastery
Spell-Like Abilities (CL 28th; concentration +41)
Constant—detect chaos, detect good, mind blank, shield of law (DC 31), true seeing
At will—astral projection, baleful polymorph (DC 28), desecrate, dictum (DC 30), dominate person (DC 28), greater dispel magic, greater teleport, matchmaker (DC 26), modify memory (DC 27), order’s wrath (DC 27), unhallow
3/day—quickened mass suggestion (DC 29), prismatic spray (DC 30), summon devils, sympathy (DC 31), waves of ecstasy (DC 30)
1/day—overwhelming presence (DC 32), time stop, wish
STATISTICS
Str 34, Dex 26, Con 41, Int 31, Wis 28, Cha 37
Base Atk +33; CMB +45 (+49 disarm); CMD 80 (82 vs. disarm)
Feats Combat Expertise, Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Dodge, Flyby Attack, Greater Disarm, Greater Weapon Focus (ranseur), Greater Weapon Specialization (ranseur), Improved Critical (ranseur), Improved Disarm, Improved Initiative, Mobility, Power Attack, Quicken Spell-Like Ability (mass suggestion), Weapon Focus (ranseur), Weapon Specialization (ranseur)
Skills Acrobatics +41, Bluff +49, Craft (weapons) +46, Diplomacy +49, Disguise +49, Fly +48, Intimidate +46, Knowledge (arcana, local, religion) +43, Knowledge (planes) +46, Linguistics +46, Perception +45, Sense Motive +45, Spellcraft +46, Use Magic Device +49
Languages all (language mastery); telepathy 300 ft.
SQ change shape (see below)
ECOLOGY
Environment any (Hell)
Organization solitary (unique)
Treasure triple (+4 speed unholy ranseur, other treasure)
SPECIAL ABILITIES
Amorphous Anatomy (Ex) Belial’s constant shapechanging occurs within their body as well as outwardly, causing their vital organs to rapidly shift configuration and location. This grants the archdevil a 50% chance to ignore additional damage from critical hits and sneak attacks, and renders them immune to polymorph effects. Belial recovers from physical effects that cause the blinded, deafened, or dazzled condition after 1 round by shifting their form to create new sensory organs to replace those that were compromised.
Baleful Beauty (Su) No matter what form Belial takes, the archdevil can adopt an aspect of unearthly beauty, causing either all humanoids (if in a humanoid form or the archdevil’s true form) or all creatures of the archdevil’s assumed type (if in another form) within 30 feet with line of sight to Belial to be filled with lust for them. Such a creature rushes toward the splendid figure to kiss the archdevil on its next turn, subjecting itself to the effects of Belial’s caress. Alternatively, the archdevil can adopt a guise of extreme and appalling horror, causing creatures of that type to become nauseated for 1d6 rounds and to take 1d6 points of Strength damage. A creature can resist either effect with a successful DC 39 Will save, and a creature that successfully saves against either effect is immune to that effect for 24 hours, though it must attempt a new save against the opposite effect. This is a mind-affecting emotion effect. The DC is Charisma-based.
Caress (Su) A creature caressed or kissed by Belial gains 2 negative levels, and must succeed at a DC 39 Fortitude save or also take 1d4 points of Intelligence, Wisdom, and Charisma damage. As a swift action when using a spell-like ability, Belial can force a single creature currently suffering from any of these effects from a caress to roll twice on any saving throws against that spell-like ability and to use the lower result. The save DC is Charisma-based.
Change Shape (Su) Belial can assume the form of any creature when changing shape, but the specific powers granted are limited to those available in the options for greater polymorph. Using change shape is a move action for Belial.
Fiendish Fluttering (Ex) If Belial strikes a creature with both wings in the same round, the target is staggered for 1 round and dazzled for 1d4 rounds by flying feathers and scabrous scales. With a successful DC 41 Fortitude save, the target negates the staggered condition and reduces the duration of the dazzled condition to 1 round. This is a vision-based effect. The save DC is Constitution-based.
Hedonistic Hope (Su) When any creatures (friend or foe) within 30 feet of Belial gain a morale bonus or a beneficial emotion effect, Belial can choose to gain the same benefit (including the highest bonus, if there are multiple morale bonuses of the same kind). In addition, when Belial confirms a critical hit, they suppress all morale bonuses affecting the target for 1 minute.
Infernal Resurrection (Ex) If an archdevil is killed, its crumbles into ashes, leaving behind any gear it held or carried, while it is immediately restored to life (as per true resurrection) in a location of its choice in its domain. An archdevil can’t use this ability again for 1 year and avoids direct combat if possible until that year has passed. If slain again within 1 year or if killed by unusual methods (such as by a true deity or an artifact created for this purpose), an archdevil is slain forever.
Language Mastery (Ex) An archdevil knows all languages, as though using tongues, although this ability is not supernatural and cannot be dispelled. Linguistics is always a class skill for an archdevil.
Ranseur Mastery (Ex) Belial can attack adjacent foes with a ranseur as if it were not a reach weapon, and counts as a 20th-level fighter for the purposes of fulfilling feat prerequisites for ranseur-related feats.
Reflexive Shapeshifter (Su) Once per minute as an immediate action when Belial would be struck in melee by a non-reach weapon, the archdevil can use change shape to assume a different form of a smaller size, gaining a +10 dodge bonus to their AC against that attack; if this causes the attack to miss, they take no damage and can then move up to 30 feet in any direction before automatically reverting to their previous form. This ability and movement do not provoke attacks of opportunity.
Summon Devils (Sp) Three times per day as a swift action, an archdevil can summon any devil or combination of devils whose total combined CR is 20 or lower. This otherwise works like the summon universal monster rule with a 100% chance of success, and it counts as a 9th-level spell effect.
 

Geryon, Lord of the Fifth

This tripartite being has three humanoid bodies engulfed from the waist down by a tangle of three immense serpents.

Geryon, the source of blasphemies, has ruled in Hell longer than any other archdevil. When Asmodeus and his legions migrated to Hell, Geryon reigned as an asura rana, an emperor among divine mistakes. After bargaining with Asmodeus, Geryon betrayed its brethren, assuring devilkind’s stranglehold over Hell and cementing its continued rule over the bleak marshes of Stygia. Ever since, Geryon has numbered among Hell’s greatest and most enigmatic rulers, a connoisseur of impossible truths and a font of heresies. Geryon is a knot of three 20-foot-long, scaled worms. From its maws it can partially regurgitate and speak with the voices of any being it has ever devoured—be they mortals, fiends, or stranger eldritch beings. As a result of its covenant with Asmodeus, Geryon is now a true devil.

GERYON'S CULT
Geryon is worshiped by those who crave forbidden knowledge. Its sacred places are hidden within libraries or amid the ruined temples of nigh-forgotten gods and fallen kingdoms. Geryon’s unholy symbol is a shadowed, red-and-black serpent’s head. It favored weapon is the heavy flail. It grants access to the domains of Evil, Law, Strength, and Water, and to the subdomains of Devil, Ferocity, Oceans, and Resolve.

HORN OF LIES
Slot
none; CL 30th; Weight 15 lbs.; Aura overwhelming all
This horn can be sounded three times per day as a swift or move action to function as a greater horn of blasting with no chance of exploding and an effect duration of 1 minute. Creatures deafened by the horn hear whispers and falsehoods echoing in their minds, twisting their perceptions; they treat all other creatures as if they had concealment and take a –4 penalty on saves against mind-affecting effects as long as they remain deaf. In addition, any competence or insight bonuses are treated as penalties instead until they regain their hearing. The horn can be sounded three additional times per day to grant allies within 60 feet a +4 bonus on saves against divine spells, while enemies within 60 feet become unable to tell the truth (Will DC 25 negates). This includes verbal, written, and any other form of communication, but does not prevent saying things that are neither true nor untrue, such as commands, questions, and verbal components of spells. While compelled to falsehood, Geryon’s enemies also become paranoid and treat no one as their ally; thus, they are unable to provide or benefit from flanking, teamwork feats, or the aid another action, and always attempt to save against harmless effects. Affected creatures are unable to cast divine spells or activate domain powers unless they worship an archdevil. This effect lasts 1 minute. This is a sonic mind-affecting curse effect.
DESTRUCTION
If the Horn of Lies is sounded by a chaotic good divine spellcaster within the Silent Cairns of Elysium, it shatters into 13 fragments, each of which transforms into a serpentine monster. If these 13 serpents are slain within 24 hours, the artifact is destroyed—but if even one serpent remains alive, the Horn of Lies is restored and returned to Asmodeus’s keeping in Hell.

CR 29 XP 6,553,600
LE Huge outsider (aquatic, devil, evil, extraplanar, lawful)
        Within its realm of Stygia?  Yes/No
Init +9; Senses darkvision 60 ft., detect chaos, detect good, scent, see in darkness, true seeing; Perception +47
Aura frightful presence (120 ft., DC 38), shield of law (DC 29)
DEFENSE
AC 47, touch 32, flat-footed 42 (+4 deflection, +5 Dex, +8 natural, +15 profane, +7 shield, –2 size)
hp 731 (34d10+544); regeneration 30 (deific or mythic)
Fort +31, Ref +28, Will +33; +8 vs. mind-affecting effects
Defensive Abilities all-around vision, envenomed scales, infernal resurrection, mind blank, threefold body; DR 20/epic, good, and silver; Immune ability damage, ability drain, charm, cold, compulsion, death effects, energy drain, fire, memory loss effects, petrification, poison; Resist acid 30; SR 40
OFFENSE
Speed 50 ft., swim 50 ft., air walk
Melee +5 cruel dispelling burst unholy flail +47/+42/+37/+32 (3d6+19/19–20), +1 heavy shield +43/+38 (2d6+15/19–20), 3 claws +41 (1d6+7), 3 tail slaps +41 (2d6+7/19–20 plus poison)
Space 15 ft.; Reach 15 ft.
Special Attacks casterbane, corrupting caress, perceive destiny
Spell-Like Abilities (CL 29th; concentration +40)
Constant—air walk, detect chaos, detect good, mind blank, shield of law (DC 29), true seeing
At will—astral projection, black tentacles, desecrate, dictum (DC 28), greater dispel magic, greater teleport, mindwipe (DC 25), modify memory (DC 25), order’s wrath (DC 25), unhallow, wall of ice
3/day—feeblemind (DC 26), quickened mindwipe (DC 25), mislead, persistent image (DC 26), summon devils, vision
1/day—prediction of failure (DC 29), time stop, wish
STATISTICS
Str 38, Dex 21, Con 42, Int 33, Wis 30, Cha 33
Base Atk +34; CMB +50 (+54 disarm, trip); CMD 84 (86 vs. disarm, can’t be tripped)
Feats Blinding Critical, Combat Expertise, Critical Focus, Double Slice, Greater Disarm, Greater Trip, Improved Critical (flail, heavy shield, tail slap), Improved Disarm, Improved Initiative, Improved Shield Bash, Improved Trip, Improved Two-Weapon Fighting, Power Attack, Quicken Spell-Like Ability (mindwipe), Spellbreaker, Two-Weapon Fighting
Skills Bluff +48, Diplomacy +48, Intimidate +48, Knowledge (arcana, dungeoneering, engineering, geography, history, local, nature, nobility, religion) +45, Knowledge (planes) +48, Linguistics +48, Perception +47, Sense Motive +47, Spellcraft +48, Swim +21
Languages all (language mastery); telepathy 300 ft.
SQ amphibious, change shape (humanoid and serpentine; shapechange),
ECOLOGY
Environment any (Hell)
Organization solitary (unique)
Treasure triple (+5 arrow deflection bashing heavy steel shield, +5 cruel dispelling burst unholy flail, Horn of Lies, other treasure)
SPECIAL ABILITIES
Casterbane (Ex) Geryon’s foresight allows it to counterspell using greater dispel magic as an immediate action, with a +4 bonus to counter or dispel divine spells. It gains Spellbreaker as a bonus feat, and a spellcaster who fails a concentration check to cast defensively become flat-footed to Geryon until the end of its next turn.
Corrupting Caress (Su) A creature damaged by Geryon’s natural attacks or melee weapons becomes unable to cast divine spells or activate domain powers, channel positive energy, or smite evil for 1 round (Will DC 38 negates). The duration stacks with multiple failed saves, but a creature that successfully saves cannot be further targeted by Geryon’s corrupting caress for 24 hours. This is a curse effect. The save DC is Charisma-based.
Envenomed Scales (Ex) Creatures that strike Geryon with melee touch attacks, unarmed strikes, or natural attacks are exposed to its poison, as are creatures that confirm a critical hit on Geryon with a piercing or slashing weapon in melee.
Frightful Presence (Su) An archdevil can activate its frightful presence as a free action as part of any attack, spell-like ability, or special attack, or by speaking aloud.
Immune to Memory Loss (Ex) Geryon is immune to the effects of the River Styx and to all effects that cause memory loss or manipulate memories.
Infernal Resurrection (Ex) If an archdevil is killed, its crumbles into ashes, leaving behind any gear it held or carried, while it is immediately restored to life (as per true resurrection) in a location of its choice in its domain. An archdevil can’t use this ability again for 1 year and avoids direct combat if possible until that year has passed. If slain again within 1 year or if killed by unusual methods (such as by a true deity or an artifact created for this purpose), an archdevil is slain forever.
Language Mastery (Ex) An archdevil knows all languages, as though using tongues, although this ability is not supernatural and cannot be dispelled. Linguistics is always a class skill for an archdevil.
Perceive Destiny (Su) As an immediate action, Geryon can train its threefold gaze upon a creature to perceive its past, present, and future, granting Geryon a +4 insight bonus to its AC and on attack rolls, opposed skill checks, and Reflex saves against that creature and attacks or effects created by that creature until the end of its next turn. This affects creatures using mind blank, nondetection, or similar protection from divination only if Geryon succeeds at a caster level check (DC = 11 + the effect’s caster level + the mythic tier of the caster, for mythic effects).
Poison (Ex) Tail slap—injury; save Fort DC 43; frequency 1/round for 6 rounds; effect 1d6 Int drain; cure 3 saves.
Summon Devils (Sp) Three times per day as a swift action, an archdevil can summon any devil or combination of devils whose total combined CR is 20 or lower. This otherwise works like the summon universal monster rule with a 100% chance of success, and it counts as a 9th-level spell effect.
Threefold Body (Ex) Geryon’s vital organs and senses are spread across all three of its linked bodies. An effect that would cause it to become blinded or deafened instead affects only one of its bodies, unless it affects an area or targets each body as a separate creature. If one body is blinded or deafened, Geryon suffers no ill effects. If two bodies are blinded or deafened, it loses its all-around vision and is dazzled. Geryon is blinded or deafened only if all three bodies are blinded or deafened. It likewise has a 75% chance to ignore critical hits, sneak attack damage, and similar precision-based damage.
 

Moloch, Lord of the Sixth

This immense figure appears to be a suit of blackened, diabolic armor filled with shrieking blasts of blistering fire.

Moloch is the dread general of Hell’s armies, both his own hordes in the pits of Malebolge and the legions serving his lieutenants throughout the plane. He is fiercely loyal to Asmodeus and to Hell itself, and he marshals not only devils but also lost souls, other denizens of Hell, and interplanar mercenaries in brutal, endless campaigns. He can recount the dispositions and particulars of every military formation in Hell, and he brooks no insubordination or disobedience in martial matters, under threat of burning torments that are terrible even by Hell’s standards. Moloch is surprisingly responsive to his mortal worshipers, and he is quite willing to exchange his favor for gifts of provisions, supplies, and soldiers for the infernal armies. Those sacrificed to him in the fires of the mortal world or ritually cremated in his honor after death face an eternity of soldierly slavery in his legions. Moloch is a hulking giant of fire and steel, standing 24 feet tall and weighing 5 tons. What appears to be his armor is in fact his flesh, inside which lies nothing but flames, ash, and bits of scorched bone from previous victims. Despite his fiery appearance, he is a cool and professional tactician who has studied war for eons and has put every known tactical theory into practice in the endless war against the celestial hosts and the fiendish rivals of Hell.

MOLOCH'S CULT
Moloch is worshiped by warlords and tyrants alike. Unlike for many archdevils, his worship is often public, with monolithic temple complexes and pits of eternal flame where sacrifices to the Ashen Bull are made to pass through the fire, or their hearts are cut out and burned to sear their courage into the immortal armies that the Lord of the Sixth marshals at the behest of the high lords of Hell. His sacred places are altars of blackened stone and twisted iron, replete with massive gongs and braziers to sound the knell of death that war will bring to all. Moloch’s unholy symbol is a shadowed red-and-black bull’s head with a sickly yellow flame within. Although he can use any weapon (and favors the battleaxe Goreletch and the longsword Ramithaine), his favored weapon is the whip, as he prefers his worshipers to drive armies by the lash. He grants access to the Evil, Fire, Law, and War domains, and to the Ash, Devil, Smoke, and Tactics subdomains.

CR 29 XP 6,553,600
LE Huge outsider (devil, evil, extraplanar, lawful)
        Within his realm of Malebolge?  Yes/No
Init +11; Senses darkvision 60 ft., detect chaos, detect good, mistsight, see in darkness, true seeing; Perception +49
Aura fiendish furnace (10 ft.), frightful presence (120 ft., DC 38), shield of law (DC 29)
DEFENSE
AC 47, touch 34, flat-footed 40 (+4 deflection, +7 Dex, +13 natural, +15 profane, –2 size)
hp 731 (34d10+544); regeneration 30 (deific or mythic)
Fort +39, Ref +24, Will +35; +8 vs. mind-affecting effects
Defensive Abilities fortification (50%), infernal resurrection, mind blank; DR 20/epic, good, and silver; Immune ability damage, ability drain, charm, compulsion, death effects, energy drain, fire, petrification, poison; Resist acid 30, cold 30; SR 40
OFFENSE
Speed 40 ft., air walk
Melee Goreletch +46/+41/+36/+31 (3d6+18/19–20/×4), Ramithaine +46/+41 (3d6+18/17–20/×3), bite +42 (2d6+7 plus grab and burn), gore +42 (2d6+7 plus burn)
Space 15 ft.; Reach 15 ft.
Special Attacks barbed blademaster, burn (2d6 hellfire, DC 43), fast swallow, incinerate, spirit of hellfire, swallow whole (20d10 hellfire damage plus pain, AC 16, 73 hp)
Spell-Like Abilities (CL 29th; concentration +40)
Constant—air walk, detect chaos, detect good, mind blank, shield of law (DC 29), true seeing
At will—astral projection, desecrate, dictum (DC 28), dominate person (DC 26), fireball (DC 24), greater dispel magic, greater teleport, order’s wrath (DC 25), slow (DC 24), unhallow, wall of fire
3/day—quickened blade barrier (DC 27), empowered fire storm (DC 29), mass charm monster (DC 29), mass hold person (DC 28), summon devils
1/day—meteor swarm (DC 30), time stop, wish
STATISTICS
Str 40, Dex 25, Con 42, Int 25, Wis 34, Cha 33
Base Atk +34; CMB +51 (+53 bull rush); CMD 87 (89 vs. bull rush)
Feats Combat Expertise, Craft Magic Arms and Armor, Critical Focus, Double Slice, Empower Spell-Like Ability (fire storm), Improved Bull Rush, Improved Critical (battleaxe, longsword), Improved Initiative, Improved Lightning Reflexes, Improved Two-Weapon Fighting, Lightning Reflexes, Power Attack, Quicken Spell-Like Ability (blade barrier), Staggering Critical, Two-Weapon Fighting, Two-Weapon Rend
Skills Bluff +48, Intimidate +48, Knowledge (arcana, history, religion) +41, Knowledge (nobility, planes) +44, Linguistics +44, Perception +49, Sense Motive +49, Spellcraft +44, Survival +46, Use Magic Device +45
Languages all (language mastery); telepathy 300 ft.
SQ call weaponry, infernal fortress
ECOLOGY
Environment any (Hell)
Organization solitary (unique)
Treasure triple (Goreletch, Ramithaine, other treasure)
SPECIAL ABILITIES
Barbed Blademaster (Ex) Moloch is proficient with all weapons. In addition, any piercing or slashing weapon he wields sprouts cruel, wicked barbs that increase the weapon’s critical multiplier by 1 for as long as he wields it. Targets that have fortification gain only half their usual chance of ignoring Moloch’s critical hits.
Call Weaponry (Su) Moloch can call his weapons Goreletch (a +3 adamantine unholy vorpal battleaxe) and Ramithaine (a +3 axiomatic cruel unholy wounding longsword) to his hands at will as a free action from any distance (even across planar boundaries). If one of these weapons is destroyed, he can remake it and cause the rebuilt weapon to appear in his hand as a standard action; if needed, he can instead remake both weapons as a full-round action. Remaking a weapon in this way provokes attacks of opportunity, but calling a weapon does not.
Fiendish Furnace (Ex) Any creature that comes within 10 feet of Moloch or begins its turn within this area takes 2d8 points of hellfire damage (no save). In addition, creatures that strike Moloch in melee are affected by his burn ability unless they succeed at a DC 43 Reflex save. Whenever Moloch would take cold damage, he can choose to block all cold damage from that attack, but doing so causes his fiendish furnace ability to be negated until the start of his next turn. Choosing to do so is reflexive and does not require any action on Moloch’s part. The save DC is Constitution-based.
Frightful Presence (Su) An archdevil can activate its frightful presence as a free action as part of any attack, spell-like ability, or special attack, or by speaking aloud.
Incinerate (Su) When a creature is reduced to 0 hit points by an attack or effect used by Moloch that deals hellfire damage, it is instantly killed and its body reduced to ash (Fortitude DC 38 negates). Creatures destroyed in this way can be restored to life only through miracle, true resurrection, wish, or divine intervention. The save DC is Charisma-based.
Infernal Resurrection (Ex) If an archdevil is killed, its crumbles into ashes, leaving behind any gear it held or carried, while it is immediately restored to life (as per true resurrection) in a location of its choice in its domain. An archdevil can’t use this ability again for 1 year and avoids direct combat if possible until that year has passed. If slain again within 1 year or if killed by unusual methods (such as by a true deity or an artifact created for this purpose), an archdevil is slain forever.
Infernal Fortress (Su) Once per day as a full-round action, Moloch can cause a towering fortress to erupt from the ground at a point within 30 feet. Treat this ability as if Moloch used an instant fortress, save that the fortress is 60 feet square and 90 feet tall, and sized for a Huge inhabitant. Once created, this fortress is permanent until Moloch uses the ability again, whereupon the previous fortress vanishes; any objects and creatures within the fortress fall to the ground at this time.
Language Mastery (Ex) An archdevil knows all languages, as though using tongues, although this ability is not supernatural and cannot be dispelled. Linguistics is always a class skill for an archdevil.
Spirit of Hellfire (Su) Whenever Moloch creates an effect that would normally deal fire damage, it instead deals hellfire damage. Half of the damage dealt by hellfire is fire damage, with the other half being unholy damage that is not reduced by fire resistance or fire immunity.
Summon Devils (Sp) Three times per day as a swift action, an archdevil can summon any devil or combination of devils whose total combined CR is 20 or lower. This otherwise works like the summon universal monster rule with a 100% chance of success, and it counts as a 9th-level spell effect.
Swallow Whole (Su) Whenever a creature takes hellfire damage as a result of being swallowed whole by Moloch, it must succeed at a DC 43 Will save or be so overwhelmed with pain that it can do nothing but shriek and wail in agony, and can take no other action; this is a pain effect. Each round that such a victim shrieks in pain, Moloch’s frightful presence is automatically activated and he gains a +4 profane bonus to the save DC to resist its effects. The save DC is Constitution-based.
 

Baalzebul, Lord of the Seventh

This swarm of droning black flies teems in the semblance of a winged angel with glowing red eyes.

Baalzebul was once the chief lieutenant of the Prince of Darkness. The glorious Hell’s Angel sought to rule at Asmodeus’s side, but he was greatly vexed at being relegated to stand alongside other archdevils. When he demanded a higher station, claiming he should rule over multitudes, the Lord of Hell annihilated his magnificent angelic form, replacing it with swarms of insects so he might rule over them in their millions as Lord of the Flies. Chastened, Baalzebul has brooded on vengeance ever since, harboring an insatiable urge to prove himself greatest among Hell’s lords. His knowledge and power are vast, but so are his caprice, ego, love of flattery, and tendency to lash out at any perceived slight. Baalzebul resembles a 15-foot-tall armored angel and has a body composed of flies.

BAALZEBUL’S CULT
Baalzebul’s cultists strive to accomplish triumphs of will in the fields of magic, politics, and beyond, no matter the cost. Once such a victory has been achieved, they gloat over those left behind. Baalzebul’s sacred places are always erected high above the surrounding cities or landscape, often in soaring towers and colossi, the better to literally and figuratively look down on those whose defeat awaits them at the hands of those bold and ruthless enough to will it. Baalzebul’s unholy symbol is a broken black crown tipped at an angle, underneath a shining white diamond inside a broken white halo. Although he prefers the use of the longsword himself, his arrogance prevents him from sharing his favor of that weapon with his worshipers—instead, his favored weapon is the spear. He grants access to the Air, Death, Evil, and Law domains, and to the Devil, Murder, Undead, and Wind subdomains.

CR 30 XP 9,830,400
LE Large outsider (devil, evil, extraplanar, lawful)
        Within his realm of Cocytus?  Yes/No
Init +14; Senses blindsight 120 ft., darkvision 60 ft., detect chaos, detect good, see in darkness, true seeing; Perception +49
Aura frightful presence (120 ft., DC 39), shield of law (DC 30)
DEFENSE
AC 48, touch 40, flat-footed 37 (+4 deflection, +10 Dex, +1 dodge, +8 natural, +16 profane, –1 size)
hp 717 (35d10+525); regeneration 30 (deific or mythic)
Fort +30, Ref +33, Will +36; +8 vs. mind-affecting effects
Defensive Abilities infernal resurrection, mind blank, swarm body, usurpation; DR 20/epic, good, and silver; Immune ability damage, ability drain, charm, cold, compulsion, death effects, disease, energy drain, fire, petrification, poison; Resist acid 30; SR 41
OFFENSE
Speed fly 120 ft. (perfect)
Melee +5 adamantine good-outsider-bane icy burst unholy longsword +53/+48/+43/+38 (2d6+24/17–20 plus 1d6 cold) or 2 slams +47 (8d6+13)
Space 10 ft.; Reach 10 ft.
Special Attacks biting blackflies, hellfrost, suffocating swarm
Spell-Like Abilities (CL 30th; concentration +42)
Constant—detect chaos, detect good, mind blank, shield of law (DC 30), true seeing
At will—astral projection, curse of disgust (DC 27), desecrate, dictum (DC 29), greater dispel magic, greater invisibility, greater teleport, icy prison (DC 27), insect plague, order’s wrath (DC 26), unhallow
3/day—demand (DC 30), finger of death (DC 29), quickened freezing sphere, empowered cone of cold, summon devils
1/day—mass suffocation (DC 31), time stop, wish
STATISTICS
Str 36, Dex 30, Con 41, Int 35, Wis 32, Cha 35
Base Atk +35; CMB +49; CMD 90 (can’t be tripped)
Feats Critical Focus, Dazzling Display, Dodge, Empower Spell-Like Ability (cone of cold), Flyby Attack, Improved Critical (longsword), Improved Initiative, Improved Iron Will, Iron Will, Lightning Stance, Mobility, Power Attack, Quicken Spell-Like Ability (freezing sphere), Shatter Defenses, Sickening Critical, Skill Focus (Bluff), Weapon Focus (longsword), Wind Stance
Skills Acrobatics +48, Bluff +56, Diplomacy +50, Disguise +50, Fly +54, Intimidate +50, Knowledge (arcana, history, local, nobility, religion) +47, Knowledge (planes) +50, Linguistics +50, Perception +49, Sense Motive +49, Spellcraft +47, Stealth +44, Use Magic Device +47
Languages all (language mastery); telepathy 300 ft.
SQ lord of the flies, swarm master
ECOLOGY
Environment any (Hell)
Organization solitary (unique)
Treasure triple (+5 adamantine good-outsider-bane icy burst unholy longsword, other treasure)
SPECIAL ABILITIES
Biting Blackflies (Ex) Baalzebul’s body consists of innumerable flies. The first time in a round a creature strikes him with a melee touch attack, natural attack, or unarmed strike, the creature is subjected to these flies’ savage stings and bites. The creature takes 7d6 points of damage and must succeed at a DC 42 Fortitude save or become nauseated with pain for 1 round. These biting flies cling tenaciously to the attacker for 1 round, dealing 7d6 points of damage on the attacker’s next turn (but not threatening nausea). Any damage from an area effect destroys clinging flies, though they share Baalzebul’s resistances and immunities, including spell resistance. If Baalzebul does not move more than 5 feet in a round, any creature that approaches or begins its turn within 10 feet of him is affected in the same way. Any number of targets can be affected in a round by the biting blackflies, but no more than once per round per target. The save DC is Constitution-based.
Frightful Presence (Su) An archdevil can activate its frightful presence as a free action as part of any attack, spell-like ability, or special attack, or by speaking aloud.
Hellfrost (Su) Half of any cold damage dealt by Baalzebul is unholy damage that is not reduced by cold resistance or cold immunity. Devils are immune to this unholy damage, but it is doubled against creatures with the good subtype.
Infernal Resurrection (Ex) If an archdevil is killed, its crumbles into ashes, leaving behind any gear it held or carried, while it is immediately restored to life (as per true resurrection) in a location of its choice in its domain. An archdevil can’t use this ability again for 1 year and avoids direct combat if possible until that year has passed. If slain again within 1 year or if killed by unusual methods (such as by a true deity or an artifact created for this purpose), an archdevil is slain forever.
Language Mastery (Ex) An archdevil knows all languages, as though using tongues, although this ability is not supernatural and cannot be dispelled. Linguistics is always a class skill for an archdevil.
Lord of the Flies (Su) Any creature flying under its own power (not by means of a magic item, spell, or spell-like ability) that tries to attack Baalzebul in melee must succeed at a DC 39 Will save or the attack fails and is wasted. In addition, if it fails the save, the attacker is so awed by Baalzebul’s majesty that it cannot look at him directly for 1d4 rounds. Creatures that succeed at the save are immune to this effect for 24 hours. This is a mind-affecting effect. The save DC is Charisma-based.
Suffocating Swarm (Su) Baalzebul can collapse into a swarm of flies or reform his body as a free action; when he is discorporated, his sword becomes part of the swarm and his Strength score becomes 1. Baalzebul functions as a true swarm of Fine creatures when discorporated, filling four squares as he chooses, and has a swarm attack that deals 7d6+26 points of damage. Any creature that fails at a DC 42 Fortitude save against his distraction attack is nauseated and begins suffocating, as a suffocation spell (CL 30th). If killed by this suffocation, the creature arises 1 minute later infested by a hellwasp swarm (a successful DC 42 Fortitude save immediately before death negates). The save DCs are Constitution-based.
Summon Devils (Sp) Three times per day as a swift action, an archdevil can summon any devil or combination of devils whose total combined CR is 20 or lower. This otherwise works like the summon universal monster rule with a 100% chance of success, and it counts as a 9th-level spell effect.
Swarm Body (Ex) Baalzebul’s body is composed of millions of tiny flies. He can pass without difficulty through narrow holes, openings, and cracks as if in gaseous form. He has no discernible anatomy and is not subject to critical hits or flanking, and he takes only half damage from attacks dealing bludgeoning, piercing, or slashing damage. If reduced below 0 hit points, he discorporates into a suffocating swarm (as above) and is staggered, but does not fall unconscious. Baalzebul is immune to any physical spell or effect that targets a specific number of creatures (including single-target spells and rays) unless he chooses to target himself with such effects, though he is still subject to mind-affecting effects. He takes half again as much damage (+50%) from area effects, including splash weapons. Baalzebul is treated as a single Large creature for the purpose of wind effects.
Swarm Master (Su) Baalzebul is immune to swarm damage and swarm effects (such as distraction). As a swift action, he can direct the movement of any unintelligent swarm within 30 feet.
Usurpation (Su) When a creature within 30 feet targets itself with a spell or effect, as an immediate action Baalzebul can gain the same effects as the caster (including interacting normally with a caster using time stop). Baalzebul can have only one usurped spell effect at a time; copying a new effect causes him to forfeit any previously copied effect.
 

Mephistopheles, Lord of the Eighth

This red-skinned devil has three sets of curving horns atop his brow and three mismatched pairs of wings.

Mephistopheles was formed by Asmodeus from the ashes and hellfire of the plane of Hell itself. He is an artist of flattery and guile, a master of the infernal contract, and a warden of the chained prison plane of Caina. He is tireless in his hunt for new souls, and constantly seeks to lure mortals into signing theirs away in all manner of complex bargains and contracts. Mephistopheles appears as a muscular, 12-foot-tall, red-skinned humanoid.

MEPHISTOPHELE'S CULT
Mephistopheles is worshiped by dishonest merchants, crooked politicians, decadent nobles, and cruel tyrants. His sacred places are almost always within large cities, often buried in hidden rooms beneath prisons, palaces, or courts of law, or in secret apartments of corrupt nobles. His unholy symbol is a diagonal scarlet trident piercing a golden halo. His favored weapon is the trident. He grants access to the Evil, Knowledge, Law, and Rune domains, and to the Devil, Language, Memory, and Thought subdomains.

VISINEIR
Slot
none; CL 30th; Weight 1 lb.; Aura overwhelming all
This adamantine quill pen is the greatest weapon Mephistopheles has in the corruption of souls. As a full-round action that does not provoke attacks of opportunity, he can use it to inscribe a magic circle against good (or chaos), place a mark of justice, or pen an infernal contract. These contracts can grant any number of boons, but typically do so in the form of a wish spell or the devilbound template. Visineir can be wielded as a +1 adamantine keen wounding dagger, but Mephistopheles rarely does so, preferring his trident in battle. The quill can store a sample of blood from every creature it strikes, storing up to 33 blood samples at a time. The quill gains the bane special ability against any creature whose blood it stores, and it marks the target as if Mephistopheles had used a witch’s scar hex on it, allowing him to use his spell-like abilities on that creature with a range of 1 mile (or with unlimited range, if the creature is in Caina). Mephistopheles can expend one stored blood sample as a full-round action to inscribe a symbol spell of any type he wishes, or to call the creature to him as if he had cast greater planar binding (regardless of the creature’s actual type—this is not limited to calling outsiders).
DESTRUCTION
If Visineir is used to pen a contract that results in Asmodeus having to void the creation of Mephistopheles, the quill crumbles away to ashes, as does Mephistopheles himself.

CR 30 XP 9,830,400
LE Large outsider (devil, evil, extraplanar, lawful)
        Within his realm of Cania?   Yes/No
Init +14; Senses darkvision 60 ft., detect chaos, detect good, discern lies, see in darkness, true seeing; Perception +50
Aura frightful presence (120 ft., DC 41), shield of law (DC 32)
DEFENSE
AC 48, touch 40, flat-footed 37 (+4 deflection, +10 Dex, +1 dodge, +8 natural, +16 profane, –1 size)
hp 752 (35d10+560); regeneration 30 (deific or mythic)
Fort +31, Ref +33, Will +37; +8 vs. mind-affecting effects
Defensive Abilities ashen essence, freedom of movement, infernal resurrection, mind blank; DR 20/epic, good, and silver; Immune ability damage, ability drain, bleed, blindness, blood drain, charm, compulsion, critical hits, dazzled, deafness, death effects, energy drain, fire, petrification, poison, precision damage; Resist acid 30, cold 30; SR 41
OFFENSE
Speed 50 ft., fly 100 ft. (perfect)
Melee +5 axiomatic flaming unholy trident +55/+50/+45/+40 (2d6+29/19–20 plus 1d6 fire), gore +50 (2d8+8), 6 wings +48 (1d8+8/19–20)
Space 10 ft.; Reach 10 ft.
Special Attacks infernal wings, profane gift
Spell-Like Abilities (CL 30th; concentration +44)
Constant—detect chaos, detect good, discern lies (DC 28), freedom of movement, mind blank, shield of law (DC 32), true seeing
At will—astral projection, deeper darkness, desecrate, dictum (DC 31), dominate person (DC 29), greater dispel magic, greater scrying (DC 31), greater teleport, order’s wrath (DC 28), secret page, unhallow
3/day—quickened dominate person (DC 29), fire storm (DC 32), globe of invulnerability, mass charm monster (DC 32), mislead (DC 30), summon devils
1/day—soul bind (DC 33), time stop, wish
STATISTICS
Str 42, Dex 30, Con 43, Int 35, Wis 34, Cha 39
Base Atk +35; CMB +52; CMD 93
Feats Combat Expertise, Craft Construct, Craft Magic Arms and Armor, Craft Rod, Craft Wondrous Item, Critical Focus, Deceitful, Dodge, Flyby Attack, Forge Ring, Improved Critical (trident, wing), Improved Initiative, Iron Will, Multiattack, Power Attack, Quicken Spell-Like Ability (dominate person), Staggering Critical
Skills Bluff +56, Diplomacy +52, Disguise +56, Fly +54, Intimidate +52, Knowledge (arcana, history, local, nobility, religion) +47, Knowledge (planes) +50, Linguistics +50, Perception +50, Sense Motive +50, Sleight of Hand +45, Spellcraft +47, Stealth +44, Use Magic Device +49
Languages all (language mastery); telepathy 300 ft.
SQ flattering inquisitor
ECOLOGY
Environment any (Hell)
Organization solitary (unique)
Treasure triple (+5 axiomatic flaming unholy trident, Visineir, other treasure)
SPECIAL ABILITIES
Ashen Essence (Ex) Despite his appearance, Mephistopheles has a body formed of the ashes and brimstone of Hell rather than flesh and blood. He cannot be blinded, dazzled, or deafened, and he is immune to bleed damage, blood drain, critical hits, and precision-based damage. In addition, once per minute when he is hit by a melee or ranged attack, as an immediate action Mephistopheles can cause his body and all of his gear to collapse into ashes while he teleports to any point within 30 feet of his prior position and re-forms, taking no damage from the attack.
Flattering Inquisitor (Su) Mephistopheles is unsurpassed at inveigling himself into a creature’s good graces and ferreting out secrets. His discern lies spell-like ability automatically affects all creatures within 30 feet of him, and he does not need to concentrate to know whether a target is lying (although each time a creature tries to lie in this area it can attempt a Will save to negate the effect as normal). Anyone who attempts to lie when responding to a direct question posed by Mephistopheles must succeed at a DC 41 Will save or take 1d3 points of Wisdom drain and be unable to speak for 24 hours (Mephistopheles can end this enforced vow of silence at will as a free action). This is a mind-affecting effect. The save DC is Charisma-based.
Frightful Presence (Su) An archdevil can activate its frightful presence as a free action as part of any attack, spell-like ability, or special attack, or by speaking aloud.
Infernal Resurrection (Ex) If an archdevil is killed, its crumbles into ashes, leaving behind any gear it held or carried, while it is immediately restored to life (as per true resurrection) in a location of its choice in its domain. An archdevil can’t use this ability again for 1 year and avoids direct combat if possible until that year has passed. If slain again within 1 year or if killed by unusual methods (such as by a true deity or an artifact created for this purpose), an archdevil is slain forever.
Infernal Wings (Su) Mephistopheles has three pairs of wings, and while the damage caused by all six wings is identical, the additional effect caused by a strike from a wing depends on its nature. A hit from one of his burning wings deals 1d6 additional points of fire damage and the creature struck must succeed at a DC 43 Reflex save or catch fire. A hit from one of his draconic wings deals 2d6 points of bleed damage. A hit from one of his raven wings causes permanent blindness unless the creature struck succeeds at a DC 43 Fortitude save. The save DCs are Constitution-based.
Language Mastery (Ex) An archdevil knows all languages, as though using tongues, although this ability is not supernatural and cannot be dispelled. Linguistics is always a class skill for an archdevil.
Profane Gift (Su) As a full-round action, Mephistopheles can grant a willing non-devil a +4 profane bonus to one ability score; this also allows him to communicate telepathically with and use his mind-affecting spell-like abilities on the creature at any distance (even across planar boundaries). A creature can have only one such gift at a time. The profane gift can be removed with dispel evil or dispel law, or Mephistopheles can remove it as a free action, dealing 3d6 points of Charisma drain to the target (no save). In addition, a creature that accepts a wish from Mephistopheles immediately becomes lawful evil (Will DC 41 negates) and gains the benefits of good hope for 1 week, followed by the effects of crushing despair for 1d6 months (CL 30th). The save DC is Charisma-based.
Summon Devils (Sp) Three times per day as a swift action, an archdevil can summon any devil or combination of devils whose total combined CR is 20 or lower. This otherwise works like the summon universal monster rule with a 100% chance of success, and it counts as a 9th-level spell effect.