The Wrath Devil

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The Wrath Devils are the nastiest bunch of creatures PCs will never want to run into. They are the common officers within Hell’s Legions, as well as elite troops and fiendish Knight Errants who independently spread misery and pain. They make great villains for action-oriented Campaigns. Remember, what follows are stats for the “ordinary” Wrath Devil. There are yet nastier things in Hell, including the Counts and Countesses of their caste, as well as the great dragon-like Destroyer who commands them all from his burning prison-pit.

WRATH DEVIL

NO. ENCOUNTERED: 1-3
SIZE: Large (9′ Tall)
HD: 13 (d8)
MOVE: 30′, 60 (fly)
AC: 25 (see below)
ATTACKS: 1 Bite (1d8 +Infest Wound), 2 Claws (1d8+6), or 2 Weapon Strikes (by Weapon Type+6)
SPECIAL: Magic or Silver Weapons To Hit, Deepvision, Fire Resistance (Full), Immune to Poison and Emotion-affecting Magic, Aura of Fear, Eyes of Hate, Infest Wounds, Great Strength, Spell Resistance 10, Spell-like Abilities
SAVES: M+P
INT: High
ALIGNMENT: Lawful Evil
TYPE: Extraplaner
TREASURE: 12
XP: 9675+13

The Wrath Devils are the Knights and Centurions of Hell‘s legions. When they are not officering armies of common Tormentor Devils, they sometimes make their way to Earth in order to ferment conflict and inspire murder. There are tales of Wrath Devils infiltrating the courts of kings in human guise, insinuating themselves as trusted advisers in order to bring about unnecessary and bloody wars. They may even set themselves up as the focus of sick cults, commanding their disciples to go forth to murder in the name of their false “god”. Eventually, the Wrath Devils slay their murderous dupes, dragging their souls to eternal torture in Hell.

A Wrath Devil in its true form has the head of some ferocious beast, but the body of a muscular man or woman. Examples with the heads of lions, wolves, boars, hawks, ravens, rams, or even dragons have been recorded. Whatever the form of its head, a Wrath Devil’s eyes always seem to burn with anger. The Devil’s hands are clawed, and its taloned feet resemble those of a bird of prey. Spreading behind the Devil are a pair of great wings, which are equally likely to resemble those of a dragon or a raven. The creature’s tail is long and serpentine. Wrath Devils often appear to wear armor of sinister design, but their Armor Class is unaffected unless the armor is itself enchanted, in which case only the magical “plus” is added the Devil’s natural AC. Wrath Devils usually carry one or more fearsome weapons, which are likely to be enchanted. These Devils can actually assume almost any form, but they prefer that of a powerful human warrior.

Naturally, Wrath Devils are absolutely merciless and inhumanly cruel. Their love of inflicting pain and suffering goes far beyond that of the most twisted human torturer. Wrath Devils are absolutely and inflexibly lawful, however, and will follow orders and hold bargains to the letter.

The Wrath Devils are closely allied with the Craft Devils, who provide arms, armor, and strongholds. If given a choice, a Wrath Devil will fight first for its own kind, then on behalf of the Craft Devils, and only thereafter for any of the other castes. They are neutral with regard to the rivalry between the Corrupter and Luminous Devils. While the Wrath Devils personally despise the Accuser Devils, they will nonetheless obey the decisions of Hell’s courts. Tormentor Devils are seen as useful but expendable tools.

Combat: Wrath Devils relish combat, luxuriating in the noise of battle and the feeling of fresh blood spraying on their bodies. They are equally able to inflict terrible damage with their fangs and claws as with other weapons. Such is their skill at arms that they can strike twice in around with any weapon. They will always Summon other Devils and use their spell-like abilities to inflict maximum damage in combat. Favored tactics include creating Walls of Fire to funnel armored opponents into a mass and then using Heat Metal, using Animate Dead to make the corpses of fallen opponents rise up against their former allies, or using Transmute Mud and Rock to mire opponents in deep muck. Although able to Teleport away from fights, they enjoy violence too much to do so. Wrath Devils show a wide range of tastes in weaponry, and are as likely to bear any particular weapon (or use a shield) as any human warrior.

Aura of Fear: Anyone who encounters and comes within 20′ of a Wrath Devil must save versus Charisma (Challenge Level 13) or be affected as by a Fear spell. The Devil can suppress this power at will.

Eyes of Hate: If a Wrath Devil forgoes its normal attacks to focus on the hatred that burns inside it, anyone meeting the Devil’s gaze must save versus Wisdom (Challenge Level 13) or go berserk with rage, physically attacking the nearest target (friend or foe) with a +2 to hit, but suffering a +2 penalty on their Armor Class. Berserk characters cannot focus their minds to use spells or Abilities not directly related to melee. The rage will last for 1d10 rounds. A Wrath Devil can use its Eyes of Hate regardless of the Devil’s current form.

Infest Wound: The bite of a Wrath Devil causes a horrible putrefying wound that breeds worms. Immediately after such a bite a mortal victim must Save versus Constitution (Challenge Level 13) or disgusting worms and crawling insects will burst from the wound. These insects will make the victim completely unable to sleep (due to horrible itching), unable to heal without magical aid, and smell so bad that anyone who fails a Challenge Level 13 Constitution Saving Throw will retch for 1d4 rounds if they try to approach him. The worms will last for 13 days, but the victim receives Saving Throw versus Constitution (Challenge Level 13) each day to end the effect before that time. Victims who spend more than 2 days awake will randomly lose 1 point from an Ability Score each night thereafter. The worms will simply reappear if scraped off, but the infestation can be ended with Remove Curse, Cure Disease, Dispel Magic, or any effect that destroys or banishes disease or vermin. A successful night’s sleep will restore any lost Ability damage.

Great Strength: Wrath Devils have an effective Strength score of 24, conferring a +6 bonus on damage done with their claws or melee weapons. They also receive this bonus on appropriate SEIGE checks.

Spell-like Abilities: At will: Animate Dead, Gust of Wind, Polymorph Self, Pyrotechnics, Suggestion, Wall of Fire. Once a day a Wrath Devil can do any of the following: strike with an 10 die Fireball or Lightning Bolt, Heat Metal, or Transmute Mud And Rock. In common with other Infernals, Wrath Devils can roam the Ethereal and Astral planes; speak, write, and understand all languages and forms of communication; become Invisible; see in complete darkness; Teleport with no chance of error; perform feats of Prestidigitation; Know Alignment, and create Darkness, all at will. A Wrath Devil may summon a a single fellow Wrath Devil, one Craft Devil, or else three Tormentor Devils instead per night. Wrath Devils can sometimes be convinced to teach the Arcane Spells that correspond to their spell-like abilities, particularly if they believe that the student intends to create havoc, fear, and pain with the magic. The Devil’s spell- abilities have an effective caster level of 10.

Immune To Fire: Like all Devils, a Wrath Devil cannot be harmed by fire.

The Seducer Devil: The Incubus/Succubus According To Medieval Lore

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The following version of the Incubus/Succubus attempts to present the monster in way that is consistent with the actual medieval lore. It is not the stuff of sexy fantasy art, but a horrible fiend with a real “ick” factor. Definitely not for every campaign.

SEDUCER DEVIL (Incubus/Succubus)

NO. ENCOUNTERED: 1-4
SIZE: Medium (7′ tall in natural form)
HD: 8 (d8)
MOVE: 30′, 60′ (Fly)
AC: 20
ATTACKS: 1 Weapon (by weapon type +2, usually 1d6+2) or 1 Sting (1d8)
SPECIAL: Magic or Silver Weapons To Hit, Deepvision, Fire Resistance (Full), Immune to Poison and Emotion-affecting Magic, Enter Dreams, Exhaust Partner, Immune To Turning, Spell Resistance 15, Spell-like Abilities
SAVES: M+P
INT: Superior
ALIGNMENT: Lawful Evil
TYPE: Extraplaner
TREASURE: 10
XP: 3275+8

Sexual desire is the perhaps the most powerful of the passions, and a special breed of Devil exists to exploit the lust of humanity. These fiends creep into bed chambers at night in the shape of handsome strangers, seducing virgins and married women alike. They assume the forms of beautiful but unobtainable women to trick men into succumbing to their lust. They also seem to have a particular attraction to Good-aligned clergy, especially those who are cloistered or under vows of chastity. Occasionally, these Seducer Devils simply use brute force rather than trickery – sometimes as part of some diabolical plot, other times simply to gratify their own brutal desires. They have even been known to forbear engaging in acts of lust themselves, in order to tempt mortals into ever greater acts of depravity.

Perhaps the most insidious of the Seducer Devil’s activities is the breeding of hybrid children called Cambions. Many sages speculate that the Seducer Devil visits men in a female form in order to obtain their semen, and then transmits the infernally corrupted material to women by visiting them in a male form. Evidence for this belief is provided by the testimony of women who claim that the emission of an Incubus is cold, not warm. Other sages believe that by the foul will of the Powers of Darkness the Seducer Devil is capable of breeding with humanity unassisted. Seducer Devils who have been bound and interrogated by the most powerful wizards have given contradictory answers to the question of their unassisted fertility, even when placed under the most fearsome of spiritual tortures.

When assuming a female form, the Seducer Devil is called a Succubus. The same creature, but in a male form, is also called an Incubus. The Seducer Devil has, in fact, no single gender. Their natural male form is a 7 foot tall, nude and bald male humanoid, with red skin; prominent, bull-like horns; spreading, bat-like wings; goat hooves instead of feet; and a prehensile tail that ends in a arrow-shaped stinger. The true female form of a Seducer Devil is similar, but that of a incredibly well-formed nude woman, also with red skin, but possessing a full head of hair, and much smaller horns. The Seducer Devil’s female form shares the wings, goat hooves, and the long tail of their male form. If forced to assume their true form by some magic, Seducer Devils are equally likely to appear male or female. Some Seducer Devils have even been seen to take a hermaphroditic form.

Seducer Devils have the ability to assume any humanoid shape, of either gender and any age, at will. They particularly enjoy assuming the form of someone their intended victim loves or trusts, or else feels an overpowering but forbidden desire for. They will also do such horrible things as seduce a victim in one form, and then change into the shape of a family member while the act is in progress. When they force a victim, the Seducer Devil is particularly prone to take the form of some trusted authority figure, in order to increase the mental anguish of their prey. They also enjoy seducing a victim in a form of one gender, and then switching genders once the victim is off guard and in a compromising position.

Combat: Seducer Devils avoid physical combat, considering it to be beneath them. If forced into it, they prefer to attack with either a vicious scourge, or else a thin, poisoned blade. They can use any weapons available, however, particularly if they wish to maintain a human disguise. Their natural strength adds a +2 to weapon damage. If grappled or forced into close quarters without other weapons, they can sting opponents with their tails. The Seducer Devil will always prefer to resolve any conflicts with their spell-like abilities, however. They do not like to kill uncorrupted mortals, because it can deprive Hell of new souls.

Spell-like Abilities: Alter Self (at will), Charm Person (at will), Detect Thoughts (at will), Dream (1/night), Hide Lies (at will), Hold Person (3/night), Hypnotism (3/night), Major Image (3/night), Suggestion (at will), Sympathy (1 /night) .

Like all common Internals, Seducer Devils can also roam the Ethereal and Astral planes; speak, write, and understand all languages and forms of communication; become Invisible; see in complete darkness; Teleport with no chance of error; perform feats of Prestidigitation; Know Alignment; assume the form of a snake, black dog, black cat, goat, toad, raven, or owl; and create Darkness, all at will. Once per night they can Summon 1-4 other common Devils of any type, with a 75% chance of success. All abilities have an effective caster level of 8. Seducer Devils are able to teach the Arcane Spells that correspond to any of their spell-like abilities, and are sometimes summoned for that purpose.

Exhaust Partner: Anyone who is a partner to a Seducer Devil’s lust, willingly or unwillingly, is exhausted by the act. Victims lose 1 point of Constitution, which can only be restored by magical means or 1 week of complete abstinence. Anyone drained completely of Constitution by a Seducer Devil dies, sometimes returning as an Undead creature.

Enter Dreams: A Seducer Devil can enter the dreams of one target per night. The Devil can appear in any form that it can assume in the waking world, and gains knowledge of everything the subject dreams about. The subject and the Devil can interact just as in the waking world, including engaging in combat. A Seducer Devil can Exhaust Partners in their dreams, just as if they visited them in the flesh. Any Constitution points lost in this way will be real, but hit points lost in dream combat will be regained upon waking. Characters who actually die in their dreams will die in real life, however.

The Enter Dreams ability is separate from the Seducer Devil’s ability to send messages using Dream as a spell-like power.

Immune To Turning: Uniquely among common Infernals, Seducer Devils cannot be turned away by a Cleric’s faith. The reason for this is unclear, but many Good clerics speculate that it may be allowed by Heaven to test the faith of men.

Immune To Fire: Like all Devils, a Seducer Devil cannot be harmed by fire.

The Corrupter Devil, or Sabbatic Goat

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Here’s the classic Devil who presides over the Witch’s Sabbath of late medieval and early modern lore. He makes a great final villain for a story arc, especially if there are Paladins or good Clerics among the PCs. Remember, what follows is a description of medieval legend – nothing in it is reflective of any modern Wiccan or Neo-Pagan groups. In fact, the Black Sabbath probably never existed at all outside the imagination of the witch hunters. The legend makes a great way to introduce some real darkness into the campaign, however. It hardly needs to be said that this creature will not be appropriate for all games

CORRUPTER DEVIL (Sabbatic Goat)

NO. ENCOUNTERED: 1
SIZE: Medium
HD: 10 (d8)
MOVE: 30′
AC: 24
ATTACKS: 1 Gore (4d4), or 1 Kick (1d8), 1 Torch (1d8, double damage against the Good-aligned)
SPECIAL: Magic or Silver Weapons To Hit, Deepvision, Fire Resistance (Full), Immune to Poison and Emotion-affecting Magic, Hellfire Torch, Disguise Substance, Place Witch’s Mark, Give Familiar, Grant Boons, Spell Resistance 12, Spell-like Abilities
SAVES: M+P
INT: Superior
ALIGNMENT: Lawful Evil
TYPE: Extraplaner
TREASURE: 10 (and see below)
XP: 3450+10

The way of Heaven is hard, demanding a life of good works in return for the promise of Paradise after death. Stuck in lives of seemingly endless toil and frustration, many cannot wait that long for their reward. To those people the Corrupter Devil offers an existence filled with indulgence and pleasure on Earth, in return for renouncing Heaven and serving the powers of Hell. The Devil becomes their unholy priest, leading his congregation in a perverted parody of Heaven’s worship.

A Corrupter Devil has the torso and arms of a human, but the head of a black, four-horned goat. Its lower parts are likewise those of a black goat with an unusually long tail, although the Devil walks upright. The Corrupter Devil has a woman’s breasts, but the other attributes of gender are male, and grotesquely large for the creature’s size. Under its tail the Corrupter Devil possesses another, human-like face. This posterior face cannot talk, but the eyes, mouth and facial features seem to have full movement. The Devil usually carries a blazing torch which never seems to extinguish. If it wishes, the creature can absorb the torch into its body, transforming it into a fifth, flaming horn atop it’s head. The Corrupter Devil also particularly enjoys assuming the form of a normal black goat, or a blasted oak tree with a grotesque human face on the trunk.

Unlike the Pact Devils, who make make simple bargains that can be accepted or rejected, the Corrupter Devils tempts souls with the promise of life’s indulgences. Instead of presenting a formal contract, a Corrupter Devil asks that mortals perform acts that further Hell’s agenda. These can range from simple tricks played on the pious, to the desecration of holy places, to outright murder. Periodically the Corrupter Devil will call together its faithful at assemblies known as Black Sabbaths. At these Black Sabbaths the Corrupter Devil rewards its servants with all manner of sensual delights. Eager to curry favor with the Devil and attain ever more pleasurable rewards, people willingly damn themselves to Hell.

Although they promise ease and luxury to their followers, Corrupter Devils are actually extremely abusive and sadistic. They are also possessed of twisted, obscene senses of humor that they will seek to gratify at every opportunity. They particularly like to see wholesome aspects of human society parodied in the most disgusting and degrading manner possible. It give them great pleasure to watch their followers consume disgusting substances magically disguised as rich provisions, and to watch the dupes engage in taboo and perverted acts.

Combat: The Corrupter Devil does not like to engage in melee, but it can be a fearsome opponent nonetheless. It is able to gore with its horns, or kick with its sharp hooves and burn opponents with hell-fire from its torch. Typically, however, the Corrupter Devil will let others fight for it, either its mortal cultists or other summoned Devils. In addition, the Corrupter Devil has several spell-like abilities which usually allow it to escape almost any potential combat.

Spell-like Abilities: At will: Levitate, Major Creation, Suggestion, Mirage Arcana, Obscuring Mist, Persistent Image, Pyrotechnics. The Corrupter Devil can also transform itself at will into the shape of a lightning-blasted tree with a distorted parody of a human face on its trunk. In common with other Infernals, Corrupter Devils can roam the Ethereal and Astral planes; speak, write, and understand all languages and forms of communication; become Invisible; see in complete darkness; Teleport with no chance of error; perform feats of Prestidigitation; Know Alignment; assume the form of a snake, black dog, black cat, goat, toad, raven, or owl; and create Darkness, all at will. A Corrupter Devil may summon one Pact Devil, one Seducer Devil, one Wrath Devil, one Craft Devil, and four Tormentor Devils per night. All abilities have an effective caster level of 10.

Hellfire Torch: The Corrupter Devil’s torch burns with the fires of Hell itself. It does double damage against all Good-aligned creatures. The Corrupter Devil can use its Pyrotechnics ability on its own torch, without extinguishing it. Only dousing with Holy Water can extinguish the flame.

Disguise Substance: In addition to their other spell-like abilities, Corrupter Devils have a magical ability to disguise one organic substance as another. They can do such things as make excrement look, smell, feel, and taste like roast beef; blood seem to be fine wine; and filthy leafs seem to be pastry. They can also do the reverse, causing edible or harmless substances to be perceived as rotten or dangerous things. The change is wholly illusory, of course, but affects all senses. All non-magical substances of solely animal or vegetable origin with 300 feet of the Corrupter Devil can be affected at the Devil’s whim, and the creature does not need to concentrate to maintain the illusion. Living plants or animals cannot be affected, however. A successful save versus Wisdom (Challenge Level 10) will allow someone to see through the illusion.

Place Witch’s Mark: Anyone who agrees to join the cult of the Sabbatic Goat is first made to renounce their former faith, and in particular all ties to Heaven. The Devil will then place a mark on the convert’s body. This mark will take the form of a small, red or purple nub that resembles a nipple. The Witch’s Mark, as it is called, is always paced on some hidden or inconspicuous place, usually one hidden by body hair. The Witch’s Mark is insensitive to pain, and can be used by Imps and the like to nurse on the person’s blood. The possession of a Witch’s mark excludes a person from receiving miraculous aid from any Good-aligned cleric, including healing. A Witch’s Mark can only be removed by Atonement, or such magic as a Limited Wish (or its equivalent).

Give Familiars: Once a night a Corrupter Devil is able to summon an Imp and bind it to a person. The Imp them becomes the familiar of it’s new master, in a manner identical to the Summon Familiar spell. Even non-Wizards can gain an Imp familiar in this way. The Imp will suck 1 hp of its master’s blood nightly using the master’s Witch’s Mark as a nipple.

Grant Boons: A Corrupter Devil is able to summon actual, non-illusory treasures or magic items from Hell’s storehouses, usually to confer them as rewards upon followers that it feels have been sufficiently wicked. The Corrupter Devil can summon a maximum of 5,000 gold pieces worth of Boons per night. Summoning Boons indebts the Corrupter Devil to the Craft Devils that create the items, however, so it is done with an eye towards maximum reward. The Corrupter Devil will always try to Grant Boons to opponents that its feels could successfully challenge it in combat..

The Black Sabbath: Corrupter Devils appear on Earth primarily to preside over meetings known as Black Sabbaths (or Witch’s Sabbaths). These festivities will be held four to eight times a year, always in some lonely and forbidding place. Typical venues include stark mountains, lonely heaths, secluded glades in haunted forests, and cursed ruins. Places that have previously been burned or scorched by lightning are favored. If there happens to be a crossroads in the venue, that will be chosen as the focal point of the Black Sabbath.

The Corrupter Devil will usually summon other Devils to be present at the Black Sabbath, and always at least a Pact Devil. The many-faced Accuser Devils, however, are specifically not invited (although they may try to sneak in to spy), and the arrogant and beautiful Luminous Devils (rivals of the Corrupter Devils) consider themselves to be above the the coarse entertainment of the Black Sabbath.

The Corrupter Devil will use its magical abilities to create numerous illusions to create a dramatic scene for its Black Sabbath. With Mirage Arcana it will make the semblance a golden, pulpit-like throne for itself, as well as two other thrones to flank it. These will eventually be occupied by the witches that it chooses as it favorites. Other tables and chairs will be created with a combination of Mirage Arcana and Major Creation. Various edible and semi-edible materials (preferably disgusting and rotted) will be gathered and disguised as rich provisions. The illusion of musicians playing will be created with Persistent Image, or else Tormentor Devils will be assigned the task of playing instruments produced with Major Creation. Various other illusions will also be created to order to create a properly festive atmosphere.

As the mortal attendees arrive, the Corrupter Devil will demand that they present themselves before it. It will demand that they kneel behind it and kiss its posterior face. The Corrupter Devil will indicate its two favorite witches by allowing them to kiss its regular mouth. The favorites will be told to sit on the thrones, and will be allowed to keep their clothing on (if they want). Most others present will be expected to strip, although sometimes powerful Wizards who are friends of Hell will be allowed to attend the Black Sabbath as observers, and also be allowed to remain clothed. The Devil will demand a accounting of the evil acts that its cultists have committed since the last Black Sabbath. It will then Grant Boons as it sees fit, or have followers punished if they have made no effort to be evil. Any potential new cultists that have been brought will then be initiated by the Corrupter Devil, and given their Witch’s Mark. Often they will be made to sign in the Black Book of the Pact Devil who has been summoned to keep accounts.

After the initial formalities, the Corrupter Devil will then lead the revelry. There will be feasting from the seemingly luxurious foodstuffs. The cultists will dance obscenely. Various intimacies will always be in progress, in which the Devils present will take part. The Corrupter Devil itself will insist upon personally coupling with any new recruits. Gambling, and the telling of obscene jokes and stories will be encouraged. All manner of foul magic will be practiced openly and freely. The Pact Devil present will make side contracts and teach sorcery. The Craft Devil (if present) will make its own deals to create special treasures or perform labor. The Seducer Devil will indulge its particular desires. Any Wrath Devil present will guard the area, and tempt cultist to further acts of murder and atrocity. Any Tormentor Devils present will serve as the other Devils as menials when not engaged with the cultists. The Corrupter Devil will often preach its perverted doctrine to the attendees, and may even lead them in a disgusting parody of the rites of Good-aligned religion. The Black Sabbath will never begin before midnight, and will always be broken up well before dawn.

Naturally, any Paladin or Good cleric who witnesses, or even learns of the celebration of a Black Sabbath is obligated to tirelessly stamp it out using any means necessary. Paladins in particular will be expected to exterminate any Devils present, and must attempt to at least arrest (if not kill outright) any mortal attendees. No person who voluntarily attends a Black Sabbath is innocent, and the Paladin is obligated to punish them by whatever means he sees fit.

The Craft Devil: A Diabolical Artisan

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Presenting the Craft Devils. Their inspirations include the legend of Solomon commanding demons to build the First Temple, European legends of the Devil creating bridges and churches, the legend of the Codex Gigas (or Devil’s Bible), the colloquial idea of the Printer’s Devil, the legends of people entombed in walls to stop demons from preventing construction, and various other stories of diabolical helpers and craftsmen. If you dream of a life where everything comes easy, the Craft Devil is waiting to cater to your needs. He’ll make you a castle, build you clockwork servants, even sculpt your likeness in marble. You won’t even miss the innocent people he demands as payment…

CRAFT DEVIL

NO. ENCOUNTERED: 1-4
SIZE: Medium
HD: 9 (d8)
MOVE: 30′, 50 (fly)
AC: 24
ATTACKS: 1 Weapon (usually 1d8,+additional enchantment)
SPECIAL: Magic or Silver Weapons To Hit, Deepvision, Fire Resistance (Full), Immune to Poison and Emotion-affecting Magic, Craft Infernal Device, Inhuman Labor, Curse Mortal Work, Infernal Protection, Spell Resistance 13, Spell-like Abilities
SAVES: M+P
INT: Genius
ALIGNMENT: Lawful Evil
TYPE: Extraplaner
TREASURE: 12 (and see below)
XP: 3700+9

Although the practices of other Devils may seem far more vile at first glance, some sages consider the Craft Devils to be the most insidiously dangerous of all. The Craft Devil doesn’t offer obviously immoral sensual indulgences, earthly power, or twisted thrills to tempt the unwary. Instead, the Craft Devil appeals to the human desire to be freed from labor, worry, and care. The Craft Devil will build beautiful structures, scribe entire libraries of books, create wonderful technological devices, and deliver potent enchanted objects. The things the Craft Devil offers often seem at first to make life easier, and the world better. It is only later that a recipient comes to fully understand the terrible price they have paid, and the awful consequences of accepting the Devil’s aid.

A Craft Devil in its natural form somewhat resembles a stooped, mature man with leathery, brownish-red skin. The facial features are grotesquely squashed, and look as if the being was always squinting and wrinkling his nose in disgust. The Devil is bearded, and apparently balding. Two small horns resembling the letter “s” protrude from the forehead, and a pair of small, bat-like wings sprout from between the shoulder blades. The nails of the hands and feet are sharp and claw-like, but not so long as to decrease the creature’s manual dexterity. The Devil also possesses a prehensile tail, which it often utilizes to hold or move objects. In Hell, Craft Devils often wear thick aprons made of stitched human hide. When they appear in the mundane world, Craft Devils tend to assume the form of a human, dwarf, or gnome.

Craft Devils love to cause the death of innocent human beings, and any agreement for the Devil’s work will almost always include a provision for such a sacrifice. In addition, Craft Devils will attempt to engineer any items, structures, or technologies they deliver to cause maximum misery over time. A Craft Devil may create a wonderful bridge across a vast gorge, but every winter it becomes slippery and somebody falls to their death. The potent magical sword that was needed to slay the marauding dragon also requires to be bathed in the blood of an innocent before it can be sheathed. The automated mill that the Devil created belches out toxic smoke that shortens the lives of everyone in the village.

A typical tactic employed by a Craft Devil is to secretly sabotage a construction or new invention. The Devil will them appear, usually in disguise, and offer to solve the mysterious problem. The Devil will appear very sympathetic to the builders’ desire to see their project finished, and will emphasize how little he asks as compensation in comparison to how much good the structure or invention will do. The Devil will not ask for payment in advance, but always show apparent good faith by setting to work as soon as an agreement is reached. Once work is completed, however, the bargainers had better be willing to deliver whatever was promised, or incur the most severe punishment. Craft Devils will always obey the letter of whatever agreement was reached, so there are numerous stories of people who were successfully able to trick the Devil into laboring for a reward that was less than what he expected. Such clever folk may sometimes save their souls from eternal damnation, but they suffer the lifelong enmity of the Devil.

Craft Devils are closely allied with the Wrath Devils, but they are friendly with every caste. They provide the items and structures used by all other Devils, so the other castes make it a priority to avoid offending them.

Combat: Since Craft Devils create the arms and armor used by other Devils, it is possible to encounter one armed with any possible weapon. They generally prefer great warhammers, however, which are often enchanted. The Devil is particularly devious with regard to using its spell-like powers. A typical tactic is to trap opponents with a Wall of Stone, fly above the wall, create an unanchored Wall of Iron in the air, and tip the sheet of solid metal onto the trapped victims.

Craft Infernal Device: Common Craft Devils can create any magical items with a value of up to 10,000 gold pieces, or invent items of clockwork technology that can replicate the effects of Arcane spells up to level 3. Clockwork technological items typically only work 50 times before they break, and any effect they create are equal to a spell from a 9th-level caster. The Craft Devil can create any magic items or technological items desired, regardless of whether the Devil can use the corresponding spell-like ability. Whatever a Craft Devil creates will have a curse, or other severe drawback. A magical helmet, for instance, may slowly turn the wearer’s face into that of a Devil. A technological device that shoots lightning bolts will also shock its user for 1d6 points of damage (no save). Craft Devils are able to teach Wizards the methods of manufacturing any item they can themselves create, and are often Summoned for that purpose. Craft Devils will sometimes accept payment in mundane money for creating Infernal Devices, as they sell the currency to Corrupter and Pact Devils who then use it to tempt new souls for Hell. Buying from the Craft Devils is always much cheaper than obtaining the same (un-cursed) items from mortal Wizards.

Inhuman Labor: Craft Devils possess skill in every area of human labor and craftsmanship. A Devil that is left to labor unobserved by mortal eyes is able to perform the work of 100 men, or can work 100 times faster than an ordinary human. This ability includes being able to simultaneously perform all the specialized jobs of a construction crew, for example. A single Craft Devil can create a small structure overnight, while a crew of them could build a castle. Forging weapons can be done at bewildering speed, and major works of art completed in hours. The Devil must have still have access to all the materials needed to perform its labor, although it is able to use Major Creation to create its own temporary tools. Watching a Craft Devil labor spoils its ability to work fast, however, slowing it down to merely the speed of the most talented human. Unless somehow magically forced to labor, a Craft Devil typically demands one human sacrifice for every night that it works. Often, it will want the life of the first person to enter or use the structure it has made.

Curse Mortal Work: A Craft Devil is able to curse and undo the previous day’s work of up to 100 men. They can likewise spoil the construction of technological items or the progress of enchantments. The Devil can only ruin the work of the previous day, and no more.

Infernal Protection: Just as they can ruin human labor, Craft Devils are also able to protect finished constructions and devices. The unholy blessing of a Craft Devil can do any of the following:

1. Protect a structure against natural decay and any damage from wind or weather, for a period of 100 years.
2. Protect a structure and its inhabitants against any spells of Level 1-3, for a period of 100 years.
3. Make a structure completely vermin-free for a period of 100 years.
4. Protect a device or object from breaking, corroding, or wearing out, for a period of 100 years.

Such protections come at terrible prices, of course. Typically, the Devil will demand that an innocent victim be entombed alive within a structure to be protected, or else killed with the object to be preserved. A separate innocent victim will be required for each blessing granted. There are stories of people who have actually volunteered to be sacrificed in this way, but the people who made the bargain with the Devil were nonetheless damned to Hell.

Spell-like Abilities: Alter Self (to any humanoid form, at will), Unseen Servant (at will), Ironwood (3/day), Locate Object (at will), Major Creation (at will), Move Earth (1/day), Produce Flame (at will), Pyrotechnics (at will), Wall of Stone (1/day), Wall of Iron (1/day), In common with other Infernals, Craft Devils can roam the Ethereal and Astral planes; speak, write, and understand all languages and forms of communication; become Invisible; see in complete darkness; Teleport with no chance of error; perform feats of Prestidigitation; Know Alignment; assume the form of a snake, black dog, black cat, goat, toad, raven, or owl; and create Darkness, all at will. A Craft Devil can Summon another of its kind, a Wrath Devil, or 3 Tormentor Devils, with a 65% chance of success. All abilities have an effective caster level of 9.

Immune To Fire: Like all Devils, a Craft Devil cannot be harmed by fire.

The Luminous Devil

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Inspired by the legends of fallen angels, the idea of the Devil appearing as an angel of light, and the strong artistic tradition of the diabolical lover, here are the Luminous Devils. They represent the almost-sympathetic face of the diabolical, as they portray themselves as lords in exile and victims of injustice. Consumed with pride and resenting their expulsion from Heaven, these beings seek to make a substitute Paradise of fleeting pleasure and false glory, and they don’t care who has to suffer for it.

LUMINOUS DEVIL (Fallen Angel)

NO. ENCOUNTERED: 1-2
SIZE: Large (8′ tall, but usually appears Medium)
HD: 12 (d8)
MOVE: 36′, 72′ (fly)
AC: 24
ATTACKS: 2 Magical Sword +2 (1d10+6)
SPECIAL: Magic or Silver Weapons To Hit, Deepvision, Fire Resistance (Full), Electricity Resistance (Full), Immune to Poison and Emotion-affecting Magic, Awful Visage, Artistic Mastery, Diabolical Wager, Confer Power and Glory, Spell Resistance 16, Spell-like Abilities
SAVES: M+P
INT: Genius
ALIGNMENT: Lawful Evil
TYPE: Extraplaner
TREASURE: 12
XP: 8025+10

The Luminous Devils hold themselves to be above and apart from the other castes of Devils, claiming to actually be Angels unfairly cast out from Heaven. They further claim that all the Devils were once Angels, but the other castes have grown so corrupted by Hell that they do not remember their own past. Accordingly, the Luminous Devils consider themselves to be Hell’s ruling nobility, and their Prince to be the greatest of all Devils. They treat other Devils accordingly. The Corrupter Devils take particular umbrage at the arrogance of the Luminous Devils, and the two castes will often try to undermine each other’s schemes.

Luminous Devils usually appear in one of two forms. The first is a very handsome (or beautiful) and extremely well-dressed human, normal except for two small horns and a set of moderately-sized bat-like wings. The second form is that of a lovely child (usually blond haired and blue-eyed), with no overt signs of supernatural heritage. Neither is their true shape. Their true form, which they almost never show because other Devils find it to be very offensive, is that of a radiant, eight-foot tall angelic figure, dressed in a robe of white silk and cloth-of-gold, and possessing a pair of large, jet-black wings. Their faces are lovely, framed by wavy blond hair and set with deep blue eyes. Only a pair of small horns mars the gorgeous countenance. It is extremely hard to actually look at a Luminous Devil in their true form, however, because they constantly radiate bright light (equal to that of a Light spell).

The other castes of Devils, although they are forced to respect the manifest power of the Luminous Devils, do not fully trust them, and are suspicious of how they constantly agitate for an assault on Heaven itself. The other Devils widely (if usually secretly) believe that the Luminous Devils want nothing more than to re-join Heaven, and will happily betray Hell to be allowed back into Paradise. Taken as evidence for this belief is the fact that the abodes of the Luminous Devils resemble grotesque parodies of the mansions of Paradise. Also, the Luminous Devils sometimes brood for long periods of time, evidently pining for their lost place in Heaven. In fact, no caste of Devils bears more ill will towards the hosts of Heaven than the Luminous Devils. For the Luminous Devils, the war against Heaven isn’t ideological – it’s personal.

Of all the Devils, the Luminous Devils possess an emotional life that is most similar to mortals. Alone among Devils they are capable of actually falling in love (albeit of a twisted and selfish kind). They have even been seen to weep. It is not uncommon for a Luminous Devil to be overcome with feelings of love for a mortal of great beauty and innocence. They actually spurn the affections of evil folk, finding themselves most attracted to the good and pure. The Luminous Devil may assume a human form to court the object of their love, or may abduct them and bring them to Hell to be their infernal spouse. The Luminous Devil will initially shower their beloved with gifts, and lavish attention on them. In time, however, the evil within the Devil takes hold, and they always eventually find cause to destroy whoever they love. The Luminous Devil will never accept responsibility for this, but seek to blame their lost lovers themselves(for allowing themselves to become corrupted), or else the envy of the other Devils.

Sages speculate that many (if not most) of the Luminous Devils were formerly the Angels responsible for the birth of the original Nephilim. The Luminous Devils deny it, blaming instead the Craft Devils.

Luminous Devils have a noted obsession with the number 6 and its multiples, and an aversion to the number 7 and its multiples. Sages speculate that this aversion is due to the importance of the number 7 as an organizing principle in Heaven.

Combat: In combat, Luminous Devils always seek to display their own prowess and skill. They will actually forbear using efficient but unspectacular tactics in favor of those that make themselves look more impressive. For example, a Luminous Devil will almost never attack secretly or from behind, because it would not give their opponents the chance to behold the glory of the Luminous Devil’s swordsmanship. The Luminous Devil may only use its spell-like abilities to add drama to the scene of combat, unless they face particularly powerful enemies. Each Luminous Devil possesses a Bastard Sword +2, and their great strength also adds an additional +4 to the damage done with the weapon. They are able to strike twice in around with these swords. Luminous Devils possess a strong, but twisted, sense of chivalry, and will actually honor attempts to negotiate truces if they respect their opponent.

Awful Visage: Although they are naturally beautiful, Luminous Devils involuntarily assume a truly Awful Visage when angered. The face of an angry Luminous Devil will turn bright red, their eyes will start to glow, flames will shoot out of their mouths and nostrils, and lightning-like flashes (accompanied by crashes of thunder) will shoot out of their body. Anyone seeing this display must save versus Charisma (Challenge Level 12) or be affected as by a Symbol of Fear. The Devil cannot use this ability unless it has been truly angered, such as after having been cheated or embarrassed.

Diabolical Wager: Every Luminous Devil is an absolute master of some mode of artistic expression, whether singing, sculpting, or playing a musical instrument. If a mortal challenges Hell to a contest of skill there is percentage chance equal to the challenger’s Level that a Luminous Devil will take notice. The Devil may appear and accept the challenge, the terms of which will usually be that if the boaster wins they receive a (Level-appropriate) treasure, but if they lose their soul belongs to the Devil. As a suggestion, the CK may decide the result of such a contest with appropriate SEIGE checks, giving a Devil a bonus on the roll of 2 greater than whatever the PC’s bonus is. If the Devil loses such a wager he will honor his bargain, but will forever feel hatred and enmity towards the winner.

Confer Power and Glory: Like Pact Devils, Luminous Devils will also bargain for souls. They offer only one thing, however: earthly power and glory. The Luminous Devil will produce a contract to be signed, but it is never anything so pedestrian as the Pact Devil‘s Black Book. The contract offered will be scribed on a obviously costly scroll with beautiful calligraphy, and may even be illuminated and gilt. The Luminous Devil doesn’t bother with tricky or convoluted language. The term are quite clear – you will become a wealthy and important person, but your soul belongs to the Luminous Devil after death. Once the contract is signed in blood, the person will awaken the next day to find themselves suddenly in a desired position of power and wealth. Naturally, they will also have mortal enemies, but the contract never said they wouldn’t…

Spell-like Abilities: At will: Charm Person, Cure (or Cause) Serious Wounds, Cure (or Cause) Disease, Polymorph Self, True Seeing, Wall of Fire. Once per day they can strike with a 12 die Lightning Bolt, and Control Weather. In common with other Infernals, Luminous Devils can roam the Ethereal and Astral planes; speak, write, and understand all languages and forms of communication; become Invisible; see in complete darkness; Teleport with no chance of error; perform feats of Prestidigitation; Know Alignment, and create Darkness, all at will. A Luminous Devil can Summon any other Devil (except a Corrupter Devil) six times a day. All abilities have an effective caster level of 12. Like all Infernals, Luminous Devils can teach the Arcane spells that correspond to their own Spell-like abilities, if a Wizard can somehow convince them to do so.

Immune To Fire and Lightning: Like all Devils, a Luminous Devil cannot be harmed by fire. Additionally, they are immune to damage from lightning or electricity.

The Tormentor Devil

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Here’s your basic, pitchfork-wielding devil. He’s just itching for the chance to torture some damned souls!

TORMENTOR DEVIL

NO. ENCOUNTERED: 1-12
SIZE: Medium
HD: 5 (d8)
MOVE: 30′, 50′ (fly)
AC: 17
ATTACKS: 1 Red-Hot Pitchfork (1d8+1d6 heat damage), 1 Head-butt (1d4), 1 Sting (1d6)
SPECIAL: Magic or Silver Weapons To Hit, Deepvision, Fire Resistance (Full), Immune to Poison and Emotion-affecting Magic, Panic, Torment, Spell Resistance 5, Spell-like Abilities
SAVES: P
INT: Average (High Cunning)
ALIGNMENT: Lawful Evil
TYPE: Extraplaner
TREASURE: 5
XP: 420+5

A Tormentor Devil resembles a satyr in basic form, but its eyes are lizard-like, its skin is deep red, and its wild hair is dull black. A pair of small, bat-like wings sprout from its black, and its long, hairless tail ends in a triangular flange and stinger. Tormentor Devils can be of either gender. They also superficially resemble the natural form of Seducer Devils, but are shorter, with distorted and grotesque features, in contrast to the diabolically handsome forms of the Incubi and Succubi. Tormentor Devils usually carry a sharp, red-hot pitchfork. The weapon will only remain heated in the hands of an Infernal – otherwise it cools to become a normal weapon.

Tormentor Devils are the most numerous caste of true Devils. They are generally used to herd and torture souls in Hell, or as the personal servants of other Devils. On certain very rare occasions they will be assigned to serve very powerful witches and warlocks. Although they lack the sophistication of some other Infernals, they may nonetheless be sometimes sent to tempt or harass ordinary people. When on such missions, they will usually assume an animal shape or turn Invisible. They will proceed to whisper nasty insinuations to their victim, and may use their spell-like abilities to play increasingly malicious pranks. Although this behavior may seem minor when compared to the vile machination of some other Devils, it would be a serious mistake to underestimate the Tormentor Devils. When given license they are utterly malicious and sadistic. In fact, they are only capable of feeling true joy when watching some other creature suffer.

Combat: Generally, Tormentor Devils will seek to Panic enemies first, then Torment their prey for a few rounds before launching an all-out assault with pitchforks, head-butts, and stingers. Tormentor Devils will almost never attack when alone, and almost always will when they are in groups. These Devils will also use their spell-like abilities to sew confusion in the ranks of their enemies. Common tactics include such things as using Mage Hand to spill arrows out of the quivers of archers, using Ghost Sound to spook mounts, and throwing motes of fire made with Produce Flame.

Panic: By a combination of their hellish gaze and aggressive antics, a Tormentor Devil can induce Panic in mortals. The effect is similar to a Scare spell, but will affect creatures of up to 10 Hit Dice. A successful Charisma save (with a Challenge Level of 5) will negate the effect. The Tormentor Devil who attempts to induce Panic cannot perform any other actions in that round.

Torment: One thing Tormentor Devils are especially skilled at is inflicting pain. If a Tormentor Devil chooses to Torment, they make a normal to-hit roll. If successful the attack does only 1 hit point of damage, but also reduces either Strength or Dexterity (equal chances for either) by 1 point (due to the blow being struck in an extremely painful spot). A successful Constitution save (Challenge Level 5) will negate the ability damage. The hit point damage heals in the normal way, but the Strength and Dexterity damage will disappear after a full night’s rest.

Spell-like Abilities: At will: Ghost Sound, Mage Hand, Message, Produce Flame. In common with other Infernals, Tormentor Devils can roam the Ethereal and Astral planes; speak, write, and understand all languages and forms of communication; become Invisible; see in complete darkness; Teleport with no chance of error; perform feats of Prestidigitation; Know Alignment; assume the form of a snake, black dog, black cat, goat, toad, raven, or owl; and create Darkness, all at will. A Tormentor Devil can attempt to Summon another of its kind, with a 50% chance of success. All abilities have an effective caster level of 5.

Immune To Fire: Like all Devils, a Tormentor Devil cannot be harmed by fire.

The Pact Devil, or Black Man Of the Crossroads

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Here’s an intriguing fellow just waiting to make a deal. He makes a great plot device for darker campaigns, as well as a way to explain the existence of many magic items. Remember, always read the fine print on anything you sign….

PACT DEVIL (Black Man of the Crossroads)

NO. ENCOUNTERED: 1
SIZE: Medium
HD: 7 (d8)
MOVE: 30′
AC: 20 (26 in conditions of darkness)
ATTACKS: 1 Weapon (by weapon type), Spells
SPECIAL: Magic or Silver Weapons To Hit, Deepvision, Fire Resistance (Full), Immune to Poison and Emotion-affecting Magic, Spell use, Grant Heart’s Desire, Enforce Pact, Set Hellhounds On Your Trail, Spell Resistance 15, Spell-like Abilities
SAVES: M+P
INT: Genius
ALIGNMENT: Lawful Evil
TYPE: Extraplaner
TREASURE: 12
XP: 1485+7

Souls are the currency of Hell, and no caste of Devils is greedier for souls, or more adept at acquiring them, than the Pact Devils. A Pact Devil closely resembles a normal human in form, but they are wholly jet black in color. Even their eyes and teeth are black, with no other color visible. When Pact Devils bleed, their blood resembles ink. These Devils also dress in completely black clothing, which may range from garb like that of mortal commoners to rich robes. Each Pact Devil always carries a large, black book, in which they keep their contracts, records of accounts, and magic spells.

Pact Devils tempt mortals with the promise of riches, talent, and magic. The ritual to summon one is simple and well known. It requires only that the supplicant visits a lonely crossroads on three successive nights, at exactly the stroke of midnight. The hopeful petitioner must state that they wish to speak to the Black Man of the Crossroads, and what they want from him. He must then wait, by himself, for another hour. One hour after midnight on the third night a Pact Devil will appear, and offer to strike a bargain with its summoner.

Pact Devils have the ability to grant a range of desires. They can confer or increase talents, make people wealthy, or even teach the use of magic. They do not always demand that a mortal actually sell their soul, at least not at first. Very often, Pact Devils will initially want the bargainer to simply perform some act of evil that will serve Hell’s interest, and serve to further corrupt the soul before it is finally harvested. Other times the pact Devil will take things that cause the bargainer joy, such as their love or sense of smell. Sometimes, a Pact Devil will even perform some small favor for the subject without even asking for payment, as an inducement to further dealing. The ultimate goal, for the Devil, however, is always the collection of a soul.

Typical bargains offered by Pact Devils include:
Slay someone (who is destined to be a powerful agent of Heaven) in return for 10,000 gold pieces.
Open the city gates (leaving in a conquering army of diabolists) in return for learning the Fly spell.
Renounce your true love in return for a Magical Sword that can fight Demons (Sword +1)
Lose your beauty in return for a poison that will slay your husband for his infidelity.
Lose your soul, and gain a Level of Wizard ability.
You will die at 27 and lose your soul, in return for becoming the best lute player in the kingdom.

Bargains involving ever greater desires necessitate dealing directly with the Presidents of the Pact Devils, who are even more devious than the common variety. The actual contract offered by any Pact Devil will always be written in small, cramped letters and with the most intricate and confusing language possible. It must be signed in blood, of course, to be binding.

In addition to their own activities, Pact Devils serve as the accountants for other Devils. They will often be summoned by the other castes when they are collecting souls, in order to record and enforce the contract. They are always present at revels of the Black Sabbat, for example. The Pact Devils are consequently owed many favors by other Devils, a position that they thoroughly enjoy.

Combat: Pact Devils seldom engage in melee combat, although they are capable of using any weapon if pressed. If a bargain cannot be struck with potential opponents, the Pact Devil prefers to use magic, and employ its Hell Hounds.

Spell Use: A Pact Devil can cast spells as a 12th level Wizard. These spells are separate from, and in addition to, the Devil’s spell-like abilities. The Pact Devil’s Black Book is also its spell book, and the Devils consults it in exactly the same way as would a normal Wizard. They receive bonus spells due to their intelligence scores.

Grant Heart’s Desire: The Pact Devil is able to grant any of the following things as part of a contract:

1. A Level in any class except Cleric and Druid.
2. Wealth or any treasure with a maximum value of 10,000 gold pieces.
3. Any spell that the Pact Devil knows.
4. An enchanted item with a value of less than 10,000 gold pieces.
5. Mastery of a single type of artistic expression or area of skill, such as singing or bread baking. The recipient may well become renowned for this ability, but it is completely non-magical. Mastery of a musical instrument, for example, does not confer any special Bard abilities.

Enforce Pact: The Pact Devil is able to purchase anything, including things like love, memories, beauty, and senses. Once both the pact Devil and the petitioner sign their contract, the bargain specified must happen. The pact Devil is bound to deliver its end, and anything sold will be removed from the seller’s life permanently. If they sold their love, for instance, their former lover will suddenly begin to treat them with indifference, and will never regard them with affection ever again.

The consequences of actually selling one’s soul to the Pact Devil are dire. Firstly, the subject will be damned to torment in Hell after death, regardless of their Alignment. Secondly, no miracle of Heaven will be able to benefit the hapless person, including healing. Thirdly, the character can never be Resurrected, Raised, or Reincarnated. A Pact Devil can even purchase a fraction of a soul, equivalent to one or more Levels of experience.

If the terms of the contract call for an action, and that action is not performed within the specified time, then the Pact Devil will send its Hell Hounds after the one who is attempting to break faith. Anyone killed by these Hounds will forfeit their soul to hell, whatever the original bargain was. In fact, the possibility of soul forfeiture in this manner is always spelled out in the terms of the contract, albeit in extremely small print and confusing language.

Hell Hounds: Each Pact Devil has two Hell Hounds always at its beck and call. These creatures can either be a pair of 5 Hit Dice Hellhounds, as per the standard monster description, or else Tormentor Devils permanently bound into the form of black dogs. The Pact Devil can summon its Hell Hounds at will, and they will obey its orders without question. The Hounds can be sent to track down those who escape from the Pact Devil, and will be thereby empowered to enter any plane in search of their prey.

The Black Book: The Black Book carried by a Pact Devil contains its spells and contracts. It appears to be bound in black leather, sometimes with iron bindings, with pages of old but extremely high quality vellum. The book can be recalled to the Pact Devil at will, without regard to distance in time, space or plane of existence. Although it appears to have a definite amount of pages before it is opened, anyone actually trying to peruse the Book finds that it seems to have far more pages than seems possible. In addition to every signed contract the Pact Devil has ever made on its own or another Devil’s behalf, the book will contain 5-10 spells of each Level from 0 to 6. These spells can be learned just like any others, if a would-be thief can find some way of separating a Pact Devil from its Book. If the Book is ever destroyed, every contract within it is rendered null and void. Destroying such a book is nearly impossible, however, even after the destruction of its owner. Each Black Book has Spell Resistance of 19, can take 100 hit points of damage, and regenerates 10 hit points per round. In addition, Hell considers the recovery of lost Black Books to be top priority. Even if the original owner and his Hell Hounds have been destroyed, another Pact Devil (perhaps of Noble status) will surely make it his mission to recover the lost Book and punish its would-be possessors. If a Black Book is sold, everyone who has had contact with it in any way will be singled out for death by Hell.

Spell-like Abilities: In common with other Infernals, Pact Devils can roam the Ethereal and Astral planes; speak, write, and understand all languages and forms of communication; become Invisible; see in complete darkness; Teleport with no chance of error; perform feats of Prestidigitation; Know Alignment; assume the form of a snake, black dog, black cat, goat, toad, raven, or owl; and create Darkness, all at will. Although they can call upon their Hell Hounds at will, Pact Devils never summon any other Devils, because they do not wish to owe them favors. All abilities have an effective caster level of 12.

Immune To Fire: Like all Devils, a Pact Devil cannot be harmed by fire.

Infest Wounds – Another Spell From The Grotesque Grimoire

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Here’s a spell inspired by a power attributed to several demons in medieval grimoires.

INFEST WOUNDS, Level 5 wizard, level 5 cleric, level 5 druid
Causes wounds previously inflicted to become full of horrific vermin.

CT: 1    R: 1 creature within 250′    D: 1 day/Level
SV: Con negates     SR: Yes     Comp: V, S. M

The Infest Wounds spell can only be cast upon a creature that has already been wounded in some way. The abominable effect causes horrible maggot-like worms and crawling insects to erupt from the victim’s wounds and torment him for days afterwards. The infestation has the following effects:

1. The vermin will torment the afflicted character incessantly, making it impossible for the victim to concentrate on anything but the constant itching and pain. Spell use is impossible while infested, and sleep will have to be chemically or magically induced. A character can stay awake for 2 days without harm, but each day afterwards they must save versus Constitution or lose 1 point from a random Ability score. If any Ability score reaches 0, the character is either dead (if the lost Ability was a Physical one) or permanently insane (if it was a mental Ability). Death can still follow permanent insanity, if Abilities continue to drop. Sleep before the point of death or permanent insanity will restore all lost Ability scores, but will not restore an insane character’s mind.

2. The character will be unable to heal naturally at all while infested. The character can still be healed magically, however, and if the victim is magically healed of all damage the Infest Wounds spell will be canceled.

3. The vermin will exude a horrible smell, causing anyone approaching within 5′ of the character to save versus Constitution or retch for 1d4 rounds.

Attempting to scrape off the infesting vermin will be ineffective, as more will simply erupt from the wounds to replace those removed. An infested character can make a new saving throw for every day of the spell’s effect. Success will end the infestation. The spell can also be undone by Remove Curse, Cure Disease, Dispel Magic, or any effect that destroys or banishes disease or vermin. As previously noted, magically healing a character of all damage will cancel the spell, but surgical or other mundane means of healing will not stop the infestation.

The Infest Wounds spell is sometime employed as a means of torture, by making shallow cuts all over a prisoner’s body and then causing them to become infested. Naturally, possession of a copy of this abominable spell may bring a wizard quick death at the hands of outraged Paladins or good Clerics.

The Material Component for this spell is a small piece of rotten meat.

A Spell From The Grotesque Grimoire: Fame/Obscurity

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FAME/OBSCURITY Level 5 wizard
Subject becomes either suddenly famous, or else completely ignored.

CT: 10 min.     R: 1 subject    D: Permanent
SV: Chr. negates     SR: Yes    Comp: V, S, M, F

The subject of this spell is almost immediately confronted with new-found fame. Wherever they go, somebody will know who they are. Bards will sing songs about their accomplishments, however commonplace or meager. Strangers will look at them with admiration, young women (or men) will seek them out for romance, and taverns will let them drink for free. Even the local rulers will know who the character is, and may ask them to commit to quests. The character may find references to himself in songs and books that were written before the spell was even cast. They may be confronted with ancient prophesies regarding their glorious destiny. Treat the PC as having an 18 Charisma for purposes of reactions and persuasion (but NOT for such things as Saving Throws or determining bonus spells).

On the other hand, any character under he influence of the Fame spell will find it impossible to hide out or disguise themselves (negating am Assassin’s Disguise Ability, for example). Privacy is utterly lost. Word will always spread regarding their whereabouts. Crowds will form outside inns where the character stays. In time, the character may become so famous that even monsters and savage humanoids instantly recognize him, for better or worse. Eventually, there will be nowhere in the multiverse that the character can go without their fame preceding them.

Some sages regard the Fame spell as the most insidious curse that can be inflicted on anyone.

The reversed form of the spell, Obscurity, makes it impossible for the character to achieve any form of glory or recognition. The character’s family and friends still remember who they are, but other people will be unable to recall the character, or anything he has done. Even family and friends will be unable to remember the character having ever done anything significant. The character will be ignored and overlooked whenever possible. If he performs any great deeds, they will either be forgotten or ascribed to others. Nobody will answer the character’s call to arms, or flock to their banner. Any records of the character having done anything notable will seem to disappear, and his name will be missing from any books that previously may have mentioned him. On the other hand, an Obscure character receives on a +4 bonus on attempts to Hide or Disguise themselves.

It is rumored that the most powerful Mages of antiquity remain unknown due to their deliberate use of the Obscurity spell.

Fame and Obscurity cancel each other out, restoring the character’s normal level of recognition. Either version of the spell can also be undone by a Dispel Magic or Remove Curse spell cast on the character. After the termination of a Fame spell, no creature in the multiverse below Divine level will remember the character’s period of notoriety, and the affected will concoct rationalizations for their behavior during the time of the spell’s effect. Any prophesies or recorded evidence created as a result of the spell will disappear, remembered by no one. Conversely, after the influence of an Obscurity spells ends, a character’s notable (or infamous!) deeds will be remembered again, and recorded testimonies of such deeds will again exist.

There are stories of rogue wizards who use the Fame and Obscurity spells as a racket, casting Fame for a price even commoners can afford, then charging an astronomical price to undo the spell after the foolish subject is driven nearly mad by the attention they receive.

The Material Component is a slip of parchment inscribed with the subject’s name in ink that contains at least 500 gp worth of powdered peridot. The name is written normally for the Fame spell, and backwards for the Obscurity spell. The Arcane Focus is a mirror.

A Twisted New Spell – Swap Heads

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SWAP HEADS Level 6 wizard
Allows the caster to safely swap the heads (and most physical abilities) of two creatures.

CT: 20 min.    R: 2 Creatures    D: Permanent
SV: None     SR: Yes     Comp: V, S, M, F

By means of this strange and potent spell a wizard is able to surgically transpose the heads of any two organic creatures that are no more than one category different in size. For example the heads of two people can be swapped (both Medium sized), or those of a dog (Small sized) and a person (Medium sized). The heads of a horse (Large sized) and a fly (Small sized), however, could not be swapped (unless one was magically altered in size beforehand). The new body does not need to be the same gender or age as the old one. Due to the peculiar magic of the spell, both heads must actually be swapped. The caster cannot simply throw one head away and let a donor body die, for example.

A transferred head keeps its own Class, Level, Intelligence, Wisdom, and Charisma, spell-like abilities, special senses (such as Darkvision), and any biting or goring attacks possessed. The body that receives the new head retains its natural Armor Class, movement rate and types, Strength, Dexterity, Constitution, body-based natural attacks, and Hit Dice (if they are higher than the Head’s Class Level). Obviously, if the new body lacks hands the transferred head may be unable to use certain character Abilities, such as casting spells with Somatic or Material Components.

Certain evil (or insane) wizards use this spell to create bizarre human-animal hybrids for use as slaves, or merely for their own twisted amusement. Sometimes, the spell is used as a reward, replacing an old or weak body with that of a hapless (but healthy) victim. There are horrible stories of entire families that were the subject of some wizard’s sick joke, waking up to the shock of having their heads attached to the wrong bodies. Tales also tell of variations on the Swap Heads spell, allowing for the transplantation of other limbs and appendages.

A caster cannot use the Swap Heads spell on their own body. Those who wish to attain better bodies in this way must have the aid of an equally powerful wizard.

The spell requires a full 20 minutes of uninterrupted work, during which time the wizard surgically removes the heads, and places them upon their new bodies. The wounds heal instantly, leaving only thin red lines as evidence. The spell does not restrain the subjects in any way, so some other means must be used to make unwilling subjects submit to its effects. The spell can easily be used on slumbering subjects, however.

The Arcane Focus is a specially prepared and inscribed knife which costs no less than 5,000 gp to create. The Material Component is a alchemical salve that must be applied to the blade, worth 1,000 gp.

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