D&D Fiendish Codex Ii.Qxd

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D&D Fiendish Codex Ii.Qxd INTRODUCTION Fiendish Codex II: Tyrants of the Nine Hells is packed to the brim with information about the Nine Hells, devils, archdevils, harvesting souls, playing devils, and more. If you like using devils in your campaigns, you should get this book to help you flesh them out. It also FIENDISH includes updated versions of devils that saw publica- tion in Book of Vile Darkness and the different M o n s t e r ASPECTS II Manual tomes. At the end of the book you’ll find A Web Enhancement for Fiendish aspects of the archdukes, the rulers of the layers of the Nine Hells. The aspects of the Lords of the Nine Codex II: Tyrants of the Nine Hells presented there are suitable for high-level campaigns. However, you might want your lower level player characters (PCs) to encounter appropriately challeng- CREDITS ing aspects of the Lords of the Nine. This web Design: Robert Wiese enhancement presents these mid-level aspects, along Editing: Miranda Horner with a revised aspect of Tiamat (originally from Typesetting: Nancy Walker Miniatures Handbook) and aspects of the kobold deity Kurtulmak and the sahuagin deity Sekolah. Web Production Bart Carroll As with the demonic aspects in Fiendish Aspects I, Web Development: Mark Jindra you can create different “versions” of the aspects than Graphic Design: Sean Glenn, Cynthia Fliege those presented here. Each archduke is complex and and Karin Jacques has many powers. If you want a version along different Special Thanks: Michael Donais, Skaff Elias, Rob lines, just swap out the special abilities for the ones Heinsoo, and Jonathan Tweet, for the original design of you want, using the high-level aspects presented in aspects picked up and amended from the M i n i a t u r e s Fiendish Codex II: Tyrants of the Nine Hells as your Handbook. t e m p l a t e . Since the Nine Hells are very orderly, the aspects Based on the original DU N G E O N S & DR A G O N S® game by E. Gary Gygax and Dave Arneson and on the new edition of the are presented in order of planar home from first to DU N G E O N S & DR A G O N S game designed by Jonathan Tweet, n i n t h . Monte Cook, Skip Williams, Rich Baker, and Peter Adkison. DU N G E O N S & DR A G O N S , D&D, DU N G E O N MA S T E R, d20, d20 System, WI Z A R D S O F T H E CO A S T, EB E R R O N, FO R G O T T E N RE A L M S , RPGA, LI V I N G FO R C E , LI V I N G GR E Y H AW K, Player's Handbook, pqqqqrs Dungeon Master's Guide, Monster Manual, Fiendish Codex II: Tyrants of the Nine Hells, Miniatures Handbook, all other Wizards of the Coast product names, and their respec- BAATEZU SUBTYPE tive logos are trademarks of Wizards of the Coast in the U.S.A. and other countries. This material is protected under the copyright laws of the United Many devils, including all of the archdevils, States of America. Any reproduction or unauthorized use of the belong to the race of evil outsiders known as the material or artwork contained herein is prohibited b a a t e z u . without the express written permission of Wizards of the Coast, Inc. Tr a i t s : A baatezu possesses the following traits (unless otherwise noted in a creature’s entry). ©2007 Wizards of the Coast, Inc. All rights reserved. —Immunity to fire and poison. Made in the U.S.A. —Resistance to acid 10 and cold 10. This product is a work of fiction. —See in Darkness (Su): All baatezu can see Any similarity to actual people, organizations, places, perfectly in darkness of any kind, even that created or events is purely coincidental. by a deeper darkness spell. This Wizards of the Coast game product contains no Open Game Content. —Summon (Sp): Baatezu share the ability to No portion of this work may be reproduced in any form without written permission. To learn more about the Open Gaming License summon others of their kind (the success chance and the d20 System License, and type of baatezu summoned are noted in each please visit www.wizards.com/d20. monster description). For more DUNGEONS & DRAGONS articles, adventures, and information, —Telepathy. visit www.wizards.com/dnd pqqqqrs 1 ASPECT OF BEL Spot +17, Survival +3 (+5 on other planes or following tracks, +7 following tracks on other Crimson scales cover the fiend from head to toe, and its face planes) twists into a picture of devilish bestiality. Great wings spread P o s s e s s i o n s +1 flaming greatsword, ring of protec- from its back, also crimson-colored. Hatred and calculated tion +2, cloak of Charisma +2 cruelty have left their marks on this fiend’s features. Constrict (Ex) The aspect of Bel deals 1d8+6 points ASPECT OF BEL CR 9 of damage with a successful grapple check, in LE Large outsider (lawful, evil, extraplanar, addition to damage from his tail attack. baatezu) Improved Grab (Ex) To use this ability, the aspect I n i t +6; S e n s e s see in darkness; Listen +17, Spot +17 of Bel must hit an opponent of L a n g u a g e s Abyssal, Infernal, Common; telepathy up to Medium size with a tail 100 ft. attack. He can then attempt to start a grapple as a free AC 25, touch 13, flat-footed 23 action without provok- (–1 size, +2 Dex, +2 ing attacks of opportu- deflection, +12 natural) n i t y. If he wins the hp 104 (11 HD); DR grapple check, he 10/good establishes a hold Immune fire, poison and can constrict. Resist acid 10, cold 10; Summon Baatezu SR 18 ( S p ) Once per day Fort +12, Ref +9, Will +10 an aspect of Bel Speed 30 ft. (6 squares), fly can summon a 50 ft. (average) bearded devil or Melee +1 greatsword a black abishai +16/+11/+6 with a 50% (3d6+7/19–20 chance of suc- plus 1d6 fire) and cess. This is the tail +9 (1d8+2) equivalent of a Space 10 ft.; Reach 5th-level s p e l l 10 ft. (CL 11th). Base Atk +11; Grp +19 This aspect of Bel Atk Options Cleave, is a mid-level mani- Power Attack, festation of the constrict 1d8+6, a r c hdevil of the improved grab same name. B e l , Special Actions summon and a stronger aspect baatezu of him, are de- A b i l i t i e s Str 18, Dex 14, tailed in Fiendish Con 20, Int 15, Wis 16, Codex II: Tyrants Cha 17 of the Nine Hells. Feats Cleave, Improved Initiative, Power STRATEGIES Attack, AND Weapon Focus TACTICS (greatsword) This aspect of Skills Bluff +17, Bel is more Diplomacy +23, Disguise +3 (+5 acting), Hide suited to melee than to anything else, and it prefers +11, Intimidate +19, Knowledge (nobility) +12, melee more than the more powerful version. It Knowledge (the planes) +12, Listen +17, Move attempts to summon a bearded devil initially, and then 2 Silently +15, Search +12, Sense Motive +17, it wades into combat. It makes the best use of its Power Attack feat that it can, trying to strike a balance between subterfuge, they mingle in diabolical society easily more Power Attack damage and having its 3rd iterative enough, and could be found in almost any court in the attack hit. Because grappling and constricting are less Nine Hells. favorable than striking with its +1 flaming greatsword, Alignment: Aspects of Bel are always lawful evil. the aspect grapples and constricts enemy spellcasters only, hoping to prevent them from casting while it TYPICAL TREASURE strikes at other foes. An aspect of Bel carries a flaming greatsword at all times, and it usually wears or carries other personal SAMPLE ENCOUNTERS magic items. An aspect of Bel may have the treasure of Aspects of Bel are comfortable leading troops of downed foes, or something to offer a potential ally, but diabolic minions, and usually they are not encountered this is not always true. alone. EL 9: An aspect of Bel has been dispatched to a cult ASPECTS OF BEL IN EBERRON meeting to rally the cultists against a cult of Orcus. The Devils in the EB E R R O N Campaign Setting live on aspect may be an ally of the PCs at first, but eventually Shavarath, the Plane of Battle, and endlessly oppose the they may have to dispatch it. hordes of demons that live on that plane too. One rarely EL 12: An aspect of Bel accompanied by two red finds an aspect of Bel on Eberron proper, but this is not abishai and three black abishai are meeting with a cult unheard of. Some cults of Bel, scattered though they are of Tiamat. Bel and Tiamat have an alliance of sorts in the and usually populated by monstrous races, sometimes Nine Hells, and this meeting should bring together the enjoy the favor of the presence of an aspect of Bel. cult with other diabolic allies. Such a meeting must be ASPECTS OF BEL IN FAERÛN prevented. On Faerûn, aspects of Bel appear wherever the forces of ECOLOGY demonic cults gain power and prominence.
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