The primary inhabitants of the planes of Hell are the devils. They are the champions of lawful evil, and are the implacable foes of chaotic demonkind and all servants of good.
Devil society is organized into a strict hierarchy, which is never compromised for fear of retribution from the archdevils, who rule the planes of Hell. Nevertheless, squabbling and rivalries are common amongst devils. Amongst the archdevils themselves there also exists a hierarchy of barons, dukes, marquises, and princes—cause for considerable rivalry and jealousy.
All devils can move between the various planes of Hell, although this usually requires permission from the archdevil who rules the particular plane. Devils may also move at will to Gehenna, Hades, and Acheron. Similarly, they can also travel to the Astral Plane, but this is rare. Devils are not allowed to enter the other planes (e.g. the Prime Material) without a proper summoning, a gate spell, or the invocation of their secret name (if they have one).
All devils possess special, magical abilities which may vary according to individual type. They can use these abilities at will one at a time. These abilities are: animate dead (as the 5th level magic user spell), charm person (as the 1st level magic user spell), fear (effect varies, as the 4th level magic user spell), know alignment (as the 2nd level cleric spell), phantasmal force (as the 3rd level magic user spell), suggestion (as the 3rd level magic user spell), teleport (no chance of error, otherwise as the 5th level magic user spell), and summoning other devils (varies, as the 3rd level magic user spell monster summoning I.
All devils have infravision and may understand and communicate in any language.
Only the material form of a devil may be killed. To actually slay a devil one must do so in the planes of Hell or a neighbouring lower plane. If its material form is slain, a devil must return to its home plane in Hell for 9 decades of servitude as a lemure before it will resume its home plane in Hell for 9 decades of servitude as a lemure before they will resume their former status.
Once combat is joined with devils, they can never be subdued. In dire circumstances the major devils and archdevils may be willing to negotiate. Lesser devils will madly fight to the death. If it is to their advantage, devils can split their attacks among 2 or more targets.
Devils are exceptionally conscious of any kind of laws or contracts binding them to certain behaviour, and are profoundly adept at exploiting hidden loopholes. Negotiating with them can be quite tedious as every minute detail and exigency must be properly accounted for.
Just as when summoning a demon, proper inscription of a magical circle of protection is necessary for the conjurer’s safety when attempting to summon a devil. These circles are type-specific, with more powerful devils requiring proportionately more complex and expensive circles. Devils are also repulsed by good artifacts.
Devils are susceptible to attack as noted in the table below;
Attack Form | Damage Rolled |
---|---|
Acid | Full damage |
Cold | ½ damage |
Electricity (lightning bolt) | Full damage |
Fire (dragon breath, fireball) | None |
Gas, poisonous (cloudkill) | ½ damage |
Iron weapons | No additional damage |
Magic missile | Full damage |
Poison | Full damage |
Silver | Full damage (according to normal weapon type) |
Frequency: | Common |
No. Encountered: | 10d10 |
Size: | Medium |
Move: | 60 ft |
Armour Class: | 9 |
Hit Dice: | 1 |
Attacks: | 2 claws or 1 weapon |
Damage: | 1d2/1d2 or by weapon type |
Special Attacks: | None |
Special Defences: | Regenerate 1hp/round |
Magic Resistance: | Standard |
Lair Probability: | None |
Intelligence: | Semi |
Alignment: | Lawful evil |
Level/XP: | 1/18+1/hp |
These are the lowest of all the devils, and they are found in the millions throughout every plane of Hell. Assagim are the unfortunate souls of those not evil enough to be incarnated as lemures. They are totally senseless—having neither eyes, ears, or mouth. They are telepathically sensitive to other devils, and can receive commands from most other types of devil except lemures.
Assagim resemble lumpy blobs of flesh with 2 crude arms ending in claws. In combat, they attack with their two sharp claws. If organized by an archdevil into an army, they are sometimes armed with crude clubs or maces which they use to blindly batter their opponents en masse. If slain in the service of evil, assagim will usually (99%) reincarnate within one day as another assagim. A small percentage (1%) become lemures; and within another 10 millennia, they might again be reincarnated as one of the lesser devils.
If injured in Hell or another adjacent plane, assagim will regenerate damage at a rate of 1 hit point per round. If injured due to a weapon or artifact of good, no regeneration is possible.
Treasure: None
Frequency: | Uncommon |
No. Encountered: | 1d2 or 3d4 |
Size: | Man-sized |
Move: | 120 ft |
Armour Class: | 0 |
Hit Dice: | 8 |
Attacks: | 2 claws/1 tail |
Damage: | 2d4/2d4/3d4 |
Special Attacks: | See below |
Special Defences: | See below |
Magic Resistance: | 35% |
Lair Probability: | 50% |
Intelligence: | Very |
Alignment: | Lawful evil |
Level/XP: | 8/1,425 +10/hp |
These devils are quite common on the 3rd and 4th planes of Hell. They are typically used as guards and sentries, a task which they excel at. Any trespassers will be quickly imprisoned in one of their many iron cells to await torture.
Barbed devils do not need any hand weapons. They are quite proficient at using their hard, sharply-barbed claws and tail to beat their victims into submission. Whenever they hit an opponent, they cause fear (as the 4th level magic user spell).
Barbed devils have the following special abilities, which they can use one at a time, at will: pyrotechnics (as the 2nd level magic user spell), produce flame (as the 2nd level druid spell), hold person (as the 3rd level magic user spell), or summon an additional barbed devil to their aid (30% chance of success).
Treasure: Barbed devils do not carry treasure of any sort, nor can they be dissuaded from their tasks through bribery of any kind.
Frequency: | Common |
No. Encountered: | 1d2 or 1d6+4 |
Size: | Man-sized |
Move: | 150 ft |
Armour Class: | 1 |
Hit Dice: | 6+6 |
Attacks: | 1 glaive or 2 claws/1 beardburn |
Damage: | 1d3 plus entangle or 1d2/1d2/1d8 |
Special Attacks: | See below |
Special Defences: | See below |
Magic Resistance: | 45% |
Lair Probability: | 15% |
Intelligence: | Average |
Alignment: | Lawful evil |
Level/XP: | 7/1,125 +10/hp |
Bearded devils make their home on the 3rd plane of Hell. They are renowned for both their bloodthirstiness and their malicious cruelty. For this reason, they are often seen serving as shock troops in the legions of Hell.
Bearded devils have the following special abilities, which they can use one at a time, at will: affect normal fires (as the 1st level magic user spell), command (as the 1st level cleric spell), fear (touch only, otherwise as the 4th level magic user spell), produce flame (as the 2nd level druid spell), or summon another bearded devil (35% chance of success).
In combat, bearded devils prefer to use a wickedly barbed and hooked glaive, which can entangle an opponent intent on escape (1d3 damage plus the victim pinned until Open Doors roll is successful). If unarmed, these devils will grab victims in their claws and use their bristly beards to scrape and burn. If they manage to hit with both claws, they will also score maximum damage with their beards (8 hp). Any victim struck for maximum damage from these "beard-burns" must make a save vs poison or be afflicted with a painful, itching rash (-1 dexterity every 4 rounds; duration 3d8 turns).
Bearded devils do not value treasure, although they may be influenced by offers of warm meat.
Treasure: None
Frequency: | Uncommon |
No. Encountered: | 1d2 or 2d4 |
Size: | Large |
Move: | 150 ft |
Armour Class: | -1 |
Hit Dice: | 9 |
Attacks: | 1 bone hook |
Damage: | 3d4 |
Special Attacks: | See below |
Special Defences: | See below |
Magic Resistance: | 40% |
Lair Probability: | 55% |
Intelligence: | Very |
Alignment: | Lawful evil |
Level/XP: | 7/2,800+12/hp |
Bone devils make their lair on the 5th plane of Hell. They are cruel, and enjoy torturing those weaker than themselves. They resemble large skeletons, covered in leathery white flesh, with a segmented tail like a scorpion.
Unlike most devils, bone devils prefer the frigid climate of their home plane. They have ultravision (60 ft range) which is more suited to icy climates. In addition, bone devils have several special abilities which they can use one at a time, at will. These are fear (5 ft radius, otherwise as the 4th level magic user spell), phantasmal force (as the 1st level illusionist spell), fly (as the 3rd level magic user spell), invisibility (as the 2nd level magic user spell), detect invisibility (as the 2nd level magic user spell), or summon another bone devil (40% chance of success). Once per day, they can create a wall of ice (as the 4th level magic user spell).
Bone devils wield a large bone hook to snag their opponents. If they score a hit, there is a 50% chance the victim will be pinned. These devils then sting with their scorpion-like tails (2d4 damage, save vs poison or lose 1d4 strength for 10 rounds).
Bone devils carry no treasure. They cannot be bribed with coins or gems, but they consider frozen humanoid flesh a delicacy.
Treasure: None.
Frequency: | Rare |
No. Encountered: | 1 |
Size: | Large |
Move: | 120 ft |
Armour Class: | 6 |
Hit Dice: | 7+2 |
Attacks: | 2 claws/1 bite |
Damage: | 1d4+1/1d4+1/2d6 |
Special Attacks: | None |
Special Defences: | See below |
Magic Resistance: | 20% |
Lair Probability: | 30% |
Intelligence: | Average |
Alignment: | Lawful evil |
Level/XP: | 6/1,000+10/hp |
Devilcats are a minor type of devil, often seen serving their infernal masters in the nine planes of Hell. Rarely, devilcats also travel to the Prime Material Plane to serve as a familiar for an important evil spellcaster.
In normal lighting, devilcats are invisible. In total darkness however, they can be dimly seen as a glowing reddish aura resembling a large feline. Devilcats are immune to the effects of all charm, sleep, hold and suggestion spells. Further, they can only be harmed by magical weapons.
Devilcats encountered on the Prime Material Plane who are not already serving as a familiar may attach themselves to a suitable lawful evil character. They prefer to serve clerics, but will also attach themselves to a magic user or illusionist. If a stronger lawful evil character is present, devilcats will willingly switch to the new master, even betraying or attacking their former master in the process. In any case, a devilcat is only allowed to remain on the Prime Material Plane for a year and day. At the end of this period they must return to Hell. Sometimes they may later travel to the Prime Material Plane again, but will not necessarily seek out their old master.
Treasure: None.
Frequency: | Uncommon |
No. Encountered: | 1d3 or 4d4 |
Size: | Medium |
Move: | 60 ft; 210 ft flying (AA:IV) |
Armour Class: | 2 |
Hit Dice: | 6+6 |
Attacks: | 1 dagger |
Damage: | 2d4 + poison (See below) |
Special Attacks: | See below |
Special Defences: | See below |
Magic Resistance: | 30% |
Lair Probability: | 20% |
Intelligence: | Average |
Alignment: | Lawful evil |
Level/XP: | 6/875+8/hp |
These winged humanoids usually appear female, although a few (10%) are male. Erinyes dwell on the 2nd Plane of Hell, and are tasked with retrieving evil souls from the Prime Material Plane for their diabolical masters.
In melee, erinyes use a magical dagger which is poisonous and causes horribly painful wounds (save vs poison or pass out for 1d6 rounds). These devils also carry ropes of entanglement, which they use to bind their prisoners.
Erinyes have several special abilities. They can use these at will, one at a time. They are fear (gaze, otherwise as the 4th level magic user spell), detect invisibility (as the 2nd level magic user spell), locate object (as the 2nd level magic user spell), invisibility (as the 2nd level magic user spell), polymorph self (as the 4th level magic user spell), produce flame (as the 2nd level druid spell), or summon another erinyes to their aid (25% chance of success).
Erinyes are unrelenting pursuers and prefer to capture their victims alive and return them to Hell for punishment. On occasion, erinyes may be willing to bargain, but they are quite crafty and will always try to tempt the bargainer into committing a great sin.
Treasure: If encountered in their hellish aeries, these devils may have a treasure hoard made up of 2d4×1,000 gp (40%), 1d6×10 pp (50%), 4d8 gems (55%) and 1d12 jewellery (45%).
Frequency: | Uncommon |
No. Encountered: | 1d2 or 1d4+1 |
Size: | Large |
Move: | 90 ft; 180 ft flying (AA:III) |
Armour Class: | -5 |
Hit Dice: | 5+5 |
Attacks: | 2 claws/1 bite/1 tail or 1 weapon/1 tail |
Damage: | 1d4/1d4/1d4+1/1d3 or by weapon/1d3 |
Special Attacks: | See below |
Special Defences: | +1 or better magic weapon to hit |
Magic Resistance: | 50% |
Lair Probability: | 55% |
Intelligence: | High |
Alignment: | Lawful evil |
Level/XP: | 7/1,320+6/hp |
Horned devils are inhabitants of the 6th and 7th planes of Hell. Although considered to be greater devils, they are weaker than either ice devils or pit fiends, whom they despise. Horned devils have their own personal names which can be used to summon and control them.
In combat, horned devils typically use either a barbed fork (75%, 2d6 damage) or a jagged whip (25%, 1d4 damage plus the victim is stunned 1d4 rounds—save vs spells for unlisted categories to avoid). If unarmed, these devils can attack with their sharp claws or a bite. Finally, they also can attack with their sharply-tipped tails which cause weeping wounds (1d3 damage plus 1 hp of damage per turn until the wound is bound or cured).
Horned devils constantly emanate fear (as the 4th level magic user spell) in a 5 foot radius. These devils also have several special abilities, which they can use one at a time, at will: ESP (as the 2nd level magic user spell), detect magic (as the 1st level magic user spell), phantasmal force (as the 1st level illusionist spell), pyrotechnics (as the 2nd level magic user spell), produce flame (as the 2nd level druid spell) or summon another horned devil (50% chance of success).
Treasure: If a horned devil lair is found, it may contain a hoard of 3d6×100 pp (30%), 2d10 gems (55%), 1d12 jewellery (50%) and perhaps even a random magic item (15%).
Frequency: | Uncommon |
No. Encountered: | 1 or 1d4 |
Size: | Large |
Move: | 60 ft |
Armour Class: | -4 |
Hit Dice: | 11 |
Attacks: | 2 claws/1 mandible/1 tail or spear |
Damage: | 1d4/1d4/2d4/3d4 or 2d6+4 plus freezing |
Special Attacks: | See below |
Special Defences: | +2 or better magic weapon to hit |
Magic Resistance: | 55% |
Lair Probability: | 60% |
Intelligence: | High |
Alignment: | Lawful evil |
Level/XP: | 8/4,400+16/hp |
Ice devils resemble upright remorhaz with humanoid arms and legs, and knotted, barbed tails. They dominate the 8th plane of Hell, which serves as their frozen home. They are also very strong (18.76 strength) and enjoy torturing their victims before killing them. Ice devils also have secret personal names which can be used to summon them, if the name is somehow known to the conjurer.
In combat, these devils will usually rely on their claws, mandibles, and tails. Occasionally (25%), they wield long, magical spears which they can use to impale and freeze their victims (2d6 damage plus the victim must save vs paralysation or be reduced to half their normal move).
Ice devils exude fear (as the 4th level magic user spell) in a 10 ft radius. They also have infravision (60 ft) which is useful in their frigid lairs. If injured, they will regenerate 1 hp per round. In addition, ice devils have these special abilities which they can use one at a time, at will: detect invisibility (as the 2nd level magic user spell), detect magic (as the 1st level magic user spell), fly (as the 3rd level magic user spell), polymorph self (as the 4th level magic user spell), wall of ice (as the 4th level magic user spell), or gate in 2 bone devils (70%) or another ice devil (30%) with a 60% chance of success in either case. Once per day, an ice devil can call forth an ice storm (as the 4th level magic user spell).
Treasure: If their lair is plundered, ice devils will have a buried cache containing 2d4×1,000 gp (40%), 1d6×10 pp (50%), 4d8 gems (55%) , and 1d12 jewellery (45%).
Frequency: | Very rare |
No. Encountered: | 1 |
Size: | Small |
Move: | 60 ft; 180 ft flying (AA:V) |
Armour Class: | 2 |
Hit Dice: | 2+2 |
Attacks: | Tail |
Damage: | 1d4 + poison (See below) |
Special Attacks: | See below |
Special Defences: | See below |
Magic Resistance: | 25% |
Lair Probability: | None |
Intelligence: | Average |
Alignment: | Lawful evil |
Level/XP: | 7/275+3/hp |
Imps are formed from soul worms, created by archdevils to spread evil through service to a lawful evil priest or sorcerer. They are very rarely encountered on the Prime Material Plane, but are commonly seen in the lower planes. They have only average intelligence, but in their role as familiars they are able to rely on the knowledge of their archdevil master.
Imps are created with the innate ability to polymorph self. The GM should choose two of the following forms (giant rat, goat, large spider, raven). In their polymorphed form, imps are limited to that animal’s natural attacks. In their natural form, imps attack with their poison-tipped tail stingers. Any victim struck must save vs poison or die.
Imps are immune to normal melee and missile weapons. Only silver and +1 or better magical weapons can damage them. Imps are also immune to cold, fire, and electrical attacks. Imps also have several special abilities, which they can use in whatever form they are in, one at a time at will. These are: detect good (as the 2nd level magic user spell), detect magic (as the 1st level magic user spell), and invisibility (as the 2nd level magic user spell). Once per day, an Imp can cast a suggestion (as the 3rd level magic user spell). Once per week it can commune with the lower planes (6 questions maximum, otherwise as the 5th level cleric spell).
When serving as a familiar to an evil magic user or cleric, the Imp imparts the following benefits to its master: Constant full-sensory telepathic contact between the Imp and the master up to 1 mile in range. If the master is within 25 feet of the imp, the former gains the Imp’s 25% magic resistance and its regeneration ability (1 hp/round). If the master is within 1 mile of the Imp, the former gains an additional level of ability. However, if the imp is killed, the master immediately loses 4 ability levels.
Treasure: Imps normally possess no treasure of any kind. If encountered in their lair in the lower planes however, they might have a small hoard of 1d4×1,000 cp (25%) and 1d3×1,000 sp (20%).
Frequency: | Common |
No. Encountered: | 5d6 |
Size: | Medium |
Move: | 30 ft |
Armour Class: | 7 |
Hit Dice: | 3 |
Attacks: | 1 pseudopod |
Damage: | 1d3 |
Special Attacks: | None |
Special Defences: | See below |
Magic Resistance: | Standard |
Lair Probability: | 100% |
Intelligence: | Semi- |
Alignment: | Lawful evil |
Level/XP: | 3/65+3/hp |
Lemures are the primal form of evil souls damned to spend eternity in Hell. They are only vaguely humanoid, with crude arms and heads. Due to their ongoing torment, lemures are quite insane and will attack any non-devils coming close to them. Certain lemures (5%) are chosen by archdevils to form wraiths, spectres, and other æthereal undead.
Lemures cannot normally be destroyed, except by blessed or holy items or weapons. They regenerate 1 hit point per round. They are immune to all forms of sleep or charm spells.
Treasure: None.
Black | Blue | Green | Red | White | |
Frequency: | Common | Common | Common | Common | Common |
No. Encountered: | 1d3 or 2d4 | 1d4 or 2d4 | 1d3 or 3d3 | 1d4 or 3d4 | 1d3 or 3d4 |
Size: | Large | Medium | Medium | Small | Medium |
Move: | 90 ft, 120 ft flying (AA: IV) | 150 ft, 150 ft flying (AA: IV) | 120 ft, 150 ft flying (AA: IV) | 180 ft, 180 ft flying (AA: IV) | 90 ft, 150 ft flying (AA: IV) |
Armour Class: | 2 | 3 | 3 | 1 | 3 |
Hit Dice: | 8 | 5+1 | 6 | 4+2 | 7 |
Attacks: | Halberd | Trident | Pole arm | Short sword | Flail |
Damage: | 1d10+4 | 1d6+4 | 1d6+4 | 1d4+1(x2) | 1d6+3(x2) |
Special Attacks: | See below | See below | See below | See below | See below |
Special Defences: | See below | See below | See below | See below | See below |
Magic Resistance: | 35% | 20% | 25% | 40% | 30% |
Lair Probability: | 20% | 35% | 30% | 40% | 25% |
Intelligence: | Average | Average | Average | Average | Average |
Alignment: | Lawful evil | Lawful evil | Lawful evil | Lawful evil | Lawful evil |
Level/XP: | 6/855+10/hp | 6/550+6/hp | 6/550+6/hp | 5/320+5/hp | 6/650+8/hp |
The scaly devils known as the scaly devil are quite common on the upper planes of Hell. Most scaly devils serve the five-headed dragon queen of Hell.
Their appearance epitomizes the human idea of what a devil should look like. They are humanoid-shaped with horns, bat-like wings, and a long spiked tail. Their scaled hide varies, as there are 5 distinct breeds of scaly devil: black, blue, green, red, and white.
In combat, scaly devils generally wield specific weapons depending on their breed (see above). All scaly devils can use their spiky tails as a weapon for 1d2 damage. They can also grapple, using their scaled and barbed skin to damage their victims. Damage is as follows: black 1d4+4, blue 1d4+3, green 1d4+2, red 1d4+1, white 1d4+2.
Scaly devils have the following special abilities, which they can use one at a time at will: change self (as the 1st level illusionist spell), command (as the 1st level cleric spell), produce flame (as the 2nd level druid spell), pyrotechnics (as the 2nd level magic user spell), or scare (as the 2nd level magic user spell). Once per day, they can attempt to summon another scaly devil (20% chance of success).
Treasure: If scaly devils are encountered in one of their hellish lairs they will have no treasure cache, but they may (10%) have another 1d4 other breeds of scaly devil with them. If encountered in transit however, they may (15%) have 1d4 large gems, which they are delivering to one of their devil masters.
Frequency: | Very Rare |
No. Encountered: | 1d2 |
Size: | Medium |
Move: | 60 ft; 150 ft flying (AA:IV) |
Armour Class: | -1 |
Hit Dice: | 6+6 |
Attacks: | 1 touch |
Damage: | 2d4 |
Special Attacks: | See below |
Special Defences: | See below |
Magic Resistance: | 50% |
Lair Probability: | 60% |
Intelligence: | High |
Alignment: | Lawful evil |
Level/XP: | 7/1,275+ 8/hp |
These devils resemble humanoids with large, bulbous heads and small, evil features. Their wings are black with silver tips.
Shaitan dwell on the 5th plane of Hell, where they serve the archdevil, Geryon. Their primary task is to acquire souls for their master. Occasionally, they will travel to the Prime Material plane on a mission of murder and mayhem. Dispelling a shaitan on the Prime Material plane requires pronouncement of a holy word (the 7th level cleric spell).
In combat, these devils will attempt to touch their victim (2d4 damage) and thereby cast an imprisonment spell (as the 9th level magic user spell). Shaitans are immune to normal melee and missile weapons. Either silver or a +1 or better magical weapon is needed to hit them.
Treasure: If encountered in their hellish lairs, Shaitan are likely to have 2d4×1,000 gp (40% chance), 1d6×10 pp (50%), 4d8 gems (55%) and 1d12 jewellery (45%). Individual shaitan will sometimes be found carrying 1d4 gems (50% chance) as well.
Frequency: | Common |
No. Encountered: | 2d4 or 5d4 |
Size: | Small |
Move: | 60 ft; 180 ft flying (AA:IV) |
Armour Class: | 3 |
Hit Dice: | 3+3 |
Attacks: | 1 weapon and/or 2 claws |
Damage: | By weapon and/or 1d4/1d4 |
Special Attacks: | See below |
Special Defences: | See below |
Magic Resistance: | 25% |
Lair Probability: | 10% |
Intelligence: | Low |
Alignment: | Lawful evil |
Level/XP: | 4/240 +4/hp |
Spiked devils are small and weak compared to the other devils, but are amongst the most commonly seen types. They have scaly reddish skin and bat-like wings. A row of dark spines runs from their forehead to the base of their tail. Both their hands and feet have sharp claws.
In melee, they usually attack with a trident, fork, or similar pole arm. When flying and attacking a target on the ground, they can also attack with their clawed feet.
Their spines are also an effective weapon, and burst into flame when plucked from the devil’s back. If attacking from above, these devils can also shoot up to 12 of their spines (1d4 damage, like a dart). In melee, should they choose to grapple, 1d4 of the spines will damage the opponent. In any case, the spines should be considered as a flaming attack.
Spiked devils also have the following special abilities which they can use one at a time, at will: affect normal fires (as the 1st level magic user spell), change self (as the 1st level illusionist spell), command (as the 1st level cleric spell), produce flame (as the 2nd level druid spell), and scare (as the 2nd level magic user spell). Once per day they can attempt to summon a barbed devil (5% chance of success).
Spiked devils are typically used for herding assagim or lemures, or serving as a messenger for more powerful devils.
Treasure: These devils rarely have any sort of treasure or possessions beyond their weapon. Only when serving as a messenger are they likely to possess something of value. In these cases, the GM should decide what, if anything the spiked devil is carrying.
Frequency: | Rare |
No. Encountered: | 1 or 1d3 |
Size: | Large |
Move: | 60 ft; 150 ft flying (AA:III) |
Armour Class: | -3 |
Hit Dice: | 13 |
Attacks: | 1 scimitar/1 spiked club or tail |
Damage: | 1d8+6/1d6+7 or 2d4 constriction |
Special Attacks: | See below |
Special Defences: | +2 or better magic weapon to hit |
Magic Resistance: | 65% |
Lair Probability: | 65% |
Intelligence: | Exceptional |
Alignment: | Lawful evil |
Level/XP: | 10/7,900+18/hp |
Pit Fiends are native to the 9th Plane of Hell, and are the personal servants of Asmodeus, the Lord of Hell. They are both incredibly strong and diabolically evil. All Pit Fiends have secret personal names which can be used to summon them.
In combat, pit fiends wield a scimitar and a spiked club with equal proficiency. They can also strike with their serpentine tail, which causes 2d4 points of constriction damage per round, unless the victim makes a successful Open Doors roll.
Pit fiends exude fear (as the 4th level magic user spell) in a 20 foot radius. These devils also have the following special abilities, which they can use one at a time, at will: detect invisibility (as the 2nd level magic user spell), detect magic (as the 1st level magic user spell), hold person (as the 3rd level magic user spell), polymorph self (as the 4th level magic user spell), produce flame (as the 2nd level druid spell), pyrotechnics (as the 2nd level magic user spell), wall of fire (as the 4th level magic user spell), or summon 1d3 barbed devils (60%) or another pit fiend (70%). Once per day, a pit fiend can use a symbol of pain (as the 7th level cleric spell).
Treasure: If encountered in their nethermost lair, they are liable to have a hoard of 2d4×1,000 gp (40%), 10d6 pp (50%), 4d8 gems (55%), and 1d12 jewellery (45%). Individual pit fiends will typically carry only 3d8 copper pieces.
Frequency: | Common |
No. Encountered: | 10d4 |
Size: | Medium |
Move: | 60 ft |
Armour Class: | 7 |
Hit Dice: | 1 |
Attacks: | 1 bite |
Damage: | 1d4+1 |
Special Attacks: | None |
Special Defences: | None |
Magic Resistance: | Standard |
Lair Probability: | 100% |
Intelligence: | Low |
Alignment: | Any evil |
Level/XP: | 1/10+1/hp |
Soul worms are the remains of the most base and any evil souls who have been imprisoned in Hell for eternity. Their appearance is similar to a putrescent maggot with a leering humanoid face. They live in great squirming masses and are tended by night hags, who trade them to demons and devils for the creation of quasits and imps. Liches also make use of soul worms to help preserve their essence throughout the centuries.
Treasure: None.