Wednesday, January 23, 2019

SHOGUN WARRIOR

SHOGUN WARRIOR
CR 30 XP: 9,830,400
N Colossal construct
Init -1; Senses darkvision 60 ft., low-light vision; Perception +0
AC 19, touch 1, flat-footed 19 (-8 size, +18 natural, -1 Dex)
HP 872 (45d20+400); fast healing 15
Fort +15 Ref +14, Will +15
Immune Construct traits
OFFENSE
Speed 30 ft.
Melee 2 slams +47 (6d8+22)
Ranged +6 brilliant energy distance seeking shocking burst heavy crossbow +30/+25/+20/+15/+10/+5/+0 (6d8+6/19-20 plus 1d6 electricity)
Space 30 ft.
During Combat Shogun Warriors are straightforward in battle, bashing with their heavy stony fists. They are made for defense but are particularly impressive on offence with their hidden mounted crossbows the size of wagons.
Str 55, Dex 8, Con -, Int -, Wis 10, Cha 7
Base Atk +33; CMB +63; CMD 72
SQ find master, guard, low-light vision, shield other, spell storing
Environment any
Find Master (Su) As long as a Shogun Warrior and its amulet are on the same plane, the Shogun Warrior can find the amulet wearer (or just the amulet, if it is removed after the monolith is called).
Guard (Ex) If ordered to do so, a Shogun Warrior moves swiftly to defend the wearer of its amulet, blocking blows and disrupting foes. All attacks against the amulet wearer take a –8 penalty when the Shogun Warrior is adjacent to its master.
Shield Other (Sp) The wearer of a Shogun Warrior’s amulet can activate this defensive ability if within 200 feet of the Shogun Warrior. Just as the spell of the same name, this ability transfers to the Shogun Warrior half the damage that would be dealt to the amulet wearer (this ability does not provide the spell’s AC or save bonuses).
Spell Storing (Sp) A Shogun Warrior can store 4 spells of 4th level or lower that is cast into it by another creature. It “casts” this spell when commanded to do so or when a predefined situation arises. Once this spell is used, the Shogun Warrior can store another spell (or the same spell again).
Each Shogun is individually shaped and has its own color scheme with its counterpart sculpted control piece. The names of the mechs are Daitetsujin 17 (17 Robot), Chōdenji Robo Combattler V (Combattra), Tōshō Daimos (Daimos), Wakusei Robo Danguard Ace Dangard Ace), Dragun, Gaiking, Grendizer, Great Mazinger, Leopardon, Poseidon, Raiden, Brave Raideen and Chōdenji Machine Voltes V (Voltes V).
Created by alchemists and technocrats of ridiculous power, who in their wizened years believe every shadow haunts their tower to destroy them, these monoliths often stand outside as deterrents, as the wizards and sorcerers are usually to confused by old age to cast spells anymore. They always come with an amulet heavily lumbered over the owner’s neck and contains a rogue gem. Unlike their miniature counterparts they are constructed almost entirely from cold iron but often adorned with precious metals
Rather than being used as a personal body guard they are used to protect entire cities, or in fleets of soldiers that the owner is part of. They can be used in siege attempts and often take down. All of the added size though it is far more aware of itself and surroundings, it can interpret commands much more sentiently.
A Shogun Warrior is some monstrous 100 feet tall and weighs more than 620,000 pounds.
Shogun Warriors cannot speak, but they understand commands given in any language.
CONSTRUCTION
A Shogun Warrior is built from cold iron, bronze, stone, and steel. The materials cost 1,500,000 gp. The creature’s master may assemble the body or hire someone else to do the job. Creating the body requires a DC 36 Craft (blacksmithing) or Craft (carpentry) check this process takes twice as long. The keyed amulet is fashioned at the same time, and its cost (250,000 gp) is included in the cost of the monolith. After the body is sculpted, the Shogun Warrior is animated through an extended magical ritual that requires a specially prepared laboratory or workroom, similar to an alchemist’s laboratory and costing 500 gp to establish. If the creator is personally constructing the creature’s body, the building and the ritual can be performed together.
CL 20th; Craft Construct, limited wish, discern location, shield, shield other, caster must be at least 20th level; Price 290,000 gp; Cost 95,000 gp + 4,600 XP.
AMULET
If a Shogun Warrior’s amulet is destroyed, the monolith ceases to function until a new one is created. If the wearer dies but the amulet is intact, the Shogun Warrior carries out the last command it was given.

Countess Bathory

sing it with me ....Countess Bathory

Welcoming the virgins fair, to live a noble life
In the castle known to all - the Count's infernal wife
She invites the peasants with endless lavish foods
But, when evening spreads it wings, she rapes them of their blood
Countess Bathory
Countess Bathory
All day long the virgins sit and feast on endless meals
The Countess laughs and sips her wine - her skin doth crack and peel
But when nightime fills the air one must pay the price
The Countess takes her midnight bath with blood that once gave life
Countess Bathory
Countess Bathory


Elizabeth Báthory
CR 14 XP: 38,400
Female human vampire aristocrat 8/witch 9
LE Medium undead (augmented human)
Init +5; Senses darkvision 60 ft.; Perception +9
AC 23, touch 15, flat-footed 21 (+6 natural, +2 deflection, +2 armor, +1 dodge, +1 Dex)
HP 144 (17d6+85); Fast healing 5 
Fort +11, Ref +8, Will +12
Defensive Abilities Turn resistance +4; DR 10/silver and magic; Resist cold 10, electricity 10; Weaknesses Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
Speed 30 ft.
Melee +1 bane longsword +15/+10 (1d8+5/19-20), slam +9 (1d6+2 plus 2 negative levels) or 2 slams +14 (1d6+4 plus 2 negative levels)
Ranged +1 seeking light crossbow +12/+7 (1d8+1/19-20)
Special Attacks Blood drain 1d4 con if pins opponent. Gain 5 hps per attack, create spawn, dominate DC (24) As a standard action, summon once per day 1d6+1 rat swarms or 1d4+1 bat swarms or 3d6 wolfs
Spells Prepared (CL 9th) 
  0th-Arcane Mark, Bleed, Detect Magic, Detect Poison
  1st-Cause Fear, Charm Person, Command, Obscuring Mist, Ray of Enfeeblement, Silent Image
  2nd-Beastspeak, Blindness/Deafness, Darkness (x2), Inflict Moderate Wounds, Miserable Pity
  3rd-Bestow Curse, Deeper Darkness, Lovers Vengeance, Pain Strike, Speak With Dead
  4th-Curse of Burning Sleep, Fear, Shadow Conjuration
  5th-Curse, Major
Str 18, Dex 12, Con -, Int 19, Wis 11, Cha 19
Base Atk +10; CMB +14; CMD 28
Feats Alertness, Combat Casting, Combat Reflexes, Command Undead, Craft Construct, Deceitful, Dodge, Exotic Weapon Proficiency, Heavy Armor Proficiency, Improved Initiative, Light Armor Proficiency, Lightning Reflexes, Martial Weapon Proficiency, Medium Armor Proficiency, Mounted Archery, Mounted Combat, Shield Proficiency, Simple Weapon Proficiency, Spell Focus, Toughness, Tower Shield Proficiency, Weapon Focus (light crossbow)
Skills Appraise +4, Bluff +8, Craft (alchemy) +21, Diplomacy +24, Disguise +8, Fly +11, Handle Animal +6, Heal +13, Intimidate +24, Knowledge (arcana) +17, Knowledge (geography) +4, Knowledge (nature) +17, Knowledge (nobility) +21, Knowledge (planes) +4, Linguistics +4, Perception +9, Perform (oratory) +6, Ride +18, Sense Motive +2, Spellcraft +17, Stealth +1, Survival +0, Swim +14, Use Magic Device +15
Languages Common
Gear Cloak of charisma (+4) +4 CHR (16000gp), Elixir of love DC14 Charm (150gp), Unguent of timelessness - (150gp), Potion of Aid - (300gp), Potion of Undetectable alignment - (300gp), Ring of Protection (+2) +2 AC (8000gp), +1 (+1 special ability) Longsword (8300gp), Silver, Alchemical Medium Weapon : (90gp) Bane : Against a designated foe, enhancement bonus is +2 better and +2d6 points of damage. (+1 bonus), Masterwork Dagger, punching (300gp), Masterwork Pistol, coat (300gp) Seeking: Negates any miss chances that would apply, such as from concealment. (+1 bonus)
Environment Ustalav
Organization aristocracy
Familiar Abilities (Ex) At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard’s arcane bond class feature, except as noted in the Witch’s Familiar section. A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch’s familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch’s choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.
Blood Drain (Su) A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.
Children of the Night (Su) Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Summon (Sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature’s entry). Roll d%: On a failure, no creature answers the summons. Summoned creatures automatically return whence they came after 1 hour. A creature summoned in this way cannot use any spells or spell-like abilities that require material components costing more than 1 gp unless those components are supplied, nor can it use its own summon ability for 1 hour. An appropriate spell level is given for each summoning ability for purposes of Will saves, caster level checks, and concentration checks. No experience points are awarded for defeating summoned monsters.
Weaknesses (Ex) Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save. Vampires cannot enter a private home or dwelling unless invited in by someone with the authority to do so. Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a vampire equal to one-third of its maximum hit points—a vampire reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire’s heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.
Create Spawn (Su) A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire spawn in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master’s destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Dominate (Su) A vampire can crush a humanoid opponent’s will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM’s discretion, some vampires might be able to affect different creature types with this power.
Energy Drain (Su) A creature hit by a vampire’s slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.
Change Shape (Su) A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.
Gaseous Form (Su) As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Elizabeth was born into one of the richest and most powerful families in Ustalav, a family that had more than its fair share of scandalous members, including a devil worshipping uncle, a bi-sexual aunt, Klara, with a penchant for torturing servants, and a brother, Stephan, who was prone to bouts of heavy drinking and lecherous acts. That, combined with the witness of a gyspy being sewn into a horse and left for dead at a very young age, may have played a part in the vile lady she was to later become.
At the tender age of 15, Elizabeth married Ferenc Nadasdy, a union though to have been arranged by both families as a political power move. Nadasdy was besotted with his young bride though, and as a wedding gift, he presented her with Csejte castle, and as he was often away at battle, Elizabeth was left with the task of disciplining the servants, a job she attacked with unbridled glee.
Among the punishments doled out were, beating with a heavy club, sticking pins into the lips, flesh, and under the fingernails, and, probably most brutal of all, taking the girls outside, laying them in the snow and pouring cold water on them until they froze to death. Elizabeth had some help when it came to carry out these acts, in the shape of her manservants Helena, Dorka and Ficszko and washerwoman Katarina. Elizabeth latter befriended a noble woman named Anna Darvulia who was both a lover and teacher of new torture techniques.
After the death of her husband, and the disappearance of Darvulia a few years later, Elizabeth’s levels of depravity and torture increased. Not content to punishing her servants, she picked young women from the surrounding area, as well as some supplied by her aunt Karla, and performed barbaric acts of cruelty and sexual abuse upon them. The blood flowed freely, Elizabeth would bathe in the crimson offal in an attempt to retain her youthful looks and beauty, an act that led to her receiving the moniker of the blood countess.
Elizabeth and her gang of accomplices were involved in the murder of more than 650 young women during their reign of terror. That ended when Gyorgy Thurzo was dispatched to investigate the alleged crimes and collect evidence that lead to arrest and trial. Thurzo and his men went to Csejte Castle and discovered one dead girl and another dying. The arrests were made, and the trial set, Helena, Dorka, Ficszko and Katarina were tortured and sentenced to death by burning.
Elizabeth was never convicted, but was condemned to a single, walled-in room in her castle where she lived out the remainder of her days.
Four years later, as Elizabeth lay dying Darvulia reappeared in her true vampire form, killed the guards and freed Elizabeth. The two then took bloody vengeance on all and have retaken their castle home

Indra, Fully Advanced Marut

Indra, Fully Advanced Marut
CR 25                                                                                                            XP: 1,638,400
LN Huge outsider (extraplanar, inevitable, lawful)
Init +1; Senses darkvision 60 ft., low-light vision, true seeing; Perception +30
AC 36, touch 9, flat-footed 36 (+1 Dex, +1 dodge, +19 natural, -2 size, +8 armor)
HP 103 (45d10-144); fast healing 10
Fort +17, Ref +16, Will +18
Defensive Abilities constructed; DR 15/chaotic; SR 25
Speed 30 ft.
Melee 2 slams +49 melee (4d6+20 19-20 plus 3d6 sonic or 3d6 electricity)
Space 15 ft., Reach 15 ft.
Special Attacks Fists of thunder and lightning, spell-like abilities
Spell-Like Abilities (CL 45th; concentration +23) At will—air walk, dimension door, fear (DC 18), greater command (DC 19), greater dispel magic, mass inflict light wounds (DC 19), locate creature, true seeing; 1/day—chain lightning (DC 20), circle of death (DC 20), mark of justice, wall of force; 1/week— earthquake (DC 22), geas/quest, plane shift (DC 21). The save DCs are Charisma-based.
During Combat An Indra’s natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.
Str 50, Dex 12, Con -, Int 12, Wis 17, Cha 18
Base Atk +33; CMB +55; CMD 67
Feats Ability Focus (fists of lightning and thunder), Awesome Blow, Cleave, Combat Casting, Combat Reflexes, Great Cleave, Great Fortitude, Greater Spell Penetration, Improved Bull Rush, Improved Critical (Slam), Improved Natural Attack (Slam), Improved Sunder, Power Attack, Quicken Spell-Like Ability (Plane Shift), Spell Penetration
Skills Diplomacy +25, Knowledge (religion) +16, Linguistics +25, Perception +30, Sense Motive +25, Survival +10
  Racial Modifiers +4 Perception
Languages truespeech
Environment A lawful-aligned plane
Organization solitary
Treasure none
Fists of Lightning and Thunder (Su) An Indra’s left fist delivers a loud thunderclap whenever it hits something, dealing an extra 3d6 points of sonic damage and causing the target to be deafened for 2d6 rounds (Fortitude DC 52 negates the deafness). It’s right fist delivers a shock for an extra 3d6 points of electricity damage, and the flash of lightning causes the target to be blinded for 2d6 rounds (Fortitude DC 52 negates the blindness). The save DCs are Strength-based and include the Indra’s Ability Focus feat.
Those who have gained too much power by necromantic means, cannot be stopped by ordinary Maruts. Great liches are hunted by these gigantic inevitables.
Those who wish to perverse the laws of nature; by creating armies of undead or liches too powerful for normal control. The only way that returning the dead to life would draw one of these monolith’s attention is if they repeatedly revived beings of great power.
Behemoths of onyx and golden armor, maruts shake the ground when they walk, each thunderous step ringing a death knell for those they've come to take. Rarely seeming to hurry, a marut's onslaught is deliberate, purposeful, and relentless. Its quarry may impede it or flee, running for decades or centuries, but from the initial meeting onward, the target must always look over its shoulder with the knowledge that, like death itself, the marut is ever at its heels, slowly but surely approaching, bringing balance through inevitable oblivion.  Maruts primarily target those mortal souls who have artificially extended their lifespans beyond what is feasible for their race, such as liches and other powerful magic users. Extraordinary but natural means of cheating death are sometimes also punished, such as the magistrate who murders an entire starving town to save himself, or those who foresee their own deaths via divination magic and are therefore able to avoid them.  Although they are capable of speaking eloquently in any language, and frequently gather vast amounts of information from those who are intimidated by their mere presence, maruts rarely engage in conversation or strategic alliances with mortals. Even on the battlefield, the juggernauts prefer to remain silent, knowing that their targets are already aware of their own transgressions and that all mortals secretly harbor dreams of immortality.

Solar

Angel, Fully Advanced Solar 
CR 45                                                                                        XP: 1,677,721,600
NG Huge outsider (angel, extraplanar, good)
Init +8; Senses darkvision 60 ft., low-light vision, detect evil, detect snares and pits, true seeing; Perception +78
Aura protective aura
AC 47, touch 9, flat-footed 43 (+14 armor, +4 Dex, +1 dodge, +24 natural, -2 size +4 deflection vs. evil)
HP 473 (66d10+110); regeneration 15 (evil artifacts, effects, and spells)
Fort +43, Ref +39, Will +44; +4 vs. poison, +4 resistance vs. evil
Defensive Abilities Fort +47 against poison; DR 15/epic and evil; Immune acid, cold, petrification; SR 41; Resist electricity 10, fire 10
Speed 50 ft., fly 150 ft. (good)
Melee +5 dancing holy power greatsword +83/+78/+73/+68 melee (4d6+24/19-20 plus 3d6 holy [+6d6 on critical hit])
Ranged +5 composite longbow (+5 Str bonus) +73/+68/+63/+58 ranged (3d6+10/×3 plus slaying) or slam +82 (3d8+13)
Space 15 ft., Reach 15 ft.
Special Attacks Spell-like abilities, spells
Spell-Like Abilities (CL 20th) 
   3/day--Blade Barrier (DC 25), Earthquake (DC 27), Heal (DC 25), Mass Charm Monster (DC 27), Permanency, Resurrection, Waves of Exhaustion
   1/day--Greater Restoration (DC 26), Power Word, Blind, Power Word, Kill, Power Word, Stun, Prismatic Spray (DC 26), Wish
Spells Prepared (CL 20th)
0th create water, detect magic, guidance (2), resistance (2) 
1st bless (3), cause fear, divine favor (2), entropic shield, obscuring mist, shield of faith 
2nd align weapon, bears endurance (2), bulls strength (2), consecrate, eagles splendor, spiritual weapon 
3rd daylight, invisibility purge, magic circle against evil, magic vestment, prayer (2), protection from energy, wind wall 
4th death ward (3), dismissal (2), divine power, neutralize poison (2) 
5th break enchantment, control winds, dispel evil (2), plane shift, righteous might (2), symbol of pain 
6th banishment, chain lightning, heroes feast, mass cure moderate wounds, undeath to death, word of recall 
7th control weather, destruction, dictum, ethereal jaunt, holy word, regenerate 
8th fire storm, heightened banishment, holy aura, mass cure critical wounds (2), whirlwind 
9th etherealness, elemental swarm (air), mass heal (2), miracle, storm of vengeance 
10th maximized mass cure critical wounds 
11th intensified flame strike 
12th empowered maximized storm of vengeance 
13th heightened destruction 14th intensified fire storm
 Before Combat The following abilities are always active on the solar's person, as the spells (caster level 20th); detect evil, detect snares and pits, discern lies (DC 23), see invisibility, and true seeing. They can be dispelled, but the solar can reactivate them as a free action.
During Combat Like lesser solars, these beings fight tirelessly for good causes, wielding mighty +5 dancing holy power greatswords and +5 composite longbows that create any sort of slaying arrow when drawn. A solar's natural weapons, as well as any weapons it wields, are treated as good-aligned and epic for the purpose of overcoming damage reduction.
Str 38, Dex 18, Con 26, Int 24, Wis 28, Cha 28
Base Atk +66; CMB +82; CMD 96
Feats Automatic Quicken Spell (x3), Cleave, Dodge, Empower Spell, Epic Spellcasting, Great Cleave, Heighten Spell, Improved Initiative, Improved Metamagic, Improved Spell Capacity (x5), Improved Sunder, Intensify Spell, Maximize Spell, Mobility, Power Attack, Quicken Spell, Supernatural Tracker, Toughness
Skills Acrobatics +27, Diplomacy +80, Escape Artist +73, Intimidate +78, Knowledge (arcana) +76, Knowledge (planes) +76, Knowledge (religion) +76, Linguistics +77, Perception +78, Sense Motive +76, Spellcraft +79, Stealth +73, Survival +9, Use Magic Device +51
Languages Celestial, Draconic, Infernal; truespeech
SQ change shape (alter self)
Environment any good-aligned plane
Organization solitary or pair
Treasure No coins; double goods; standard items
Slaying Arrow (Su) A solar's bow needs no ammunition, and automatically creates a slaying arrow of the solar's choice when drawn.
Protective Aura (Su) Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 20th). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel’s statistics block.)
Regeneration (Ex) A solar takes damage from epic evil-aligned weapons and from spells and effects with the evil descriptor.
Spells (Ex) Solars can cast divine spells as 20th-level clerics. A solar has access to two of the following domains: Air, Destruction, Good, Law, or War (plus any others from its deity). The save DCs are Wisdom-based.
Epic Spells (Sp) Epic Spells per Day: 6. Save DCs are 29. Epic Spells Known: contingent resurrection, epic mage armor, nailed to the sky, superb dispelling. 
Tongues (Su) All angels can speak with any creature that has a language, as though using a tongues
The creature resembles a towering, powerfully built human with brilliant topaz eyes, golden skin, and gleaming white wings. A greater solar stands about 18 feet tall. It weighs about 2,000 pounds
Solars of such power are incredibly rare. They rank among the most powerful beings in the multiverse, often rivaling or even eclipsing the power of the deities they serve. Despite their great power, they serve their deities faithfully, often performing the most dangerous missions imaginable. They are often referred to as "archangels".

Daimon Hellstrom

two variations of every ones favorite antichrist

Daimon Hellstrom
Male Fiendish Overdeity; Large Outsider (Devil, Extraplanar, Evil, Lawful)
Outsider18 Aristocrat10 Wizard15 Archmage5
Hit Dice: (18d8) + (10d8) + (15d4) + (5d4) +1344
Hit Points: 1544
Initiative: +16
Speed: Walk 240 ft., Fly 240 ft.
AC: 134 (touch 90, flatfooted 118)
Attacks: *Bite +79; *Claw +84/+84; *Tail Slap +79; *Trident +9 (Large/Bane (Outsiders (good))/ Ability Bonus (Enhancement)WIS +6/ Epic AC Bonus (Deflection) (+20)/ Epic Save Bonus (Sacred) (+9)/Fiery Blast/Flaming Burst/Ghost touch/Unholy Power) +98/+93/+88/+83; *Trident +9 (Large/Bane (Outsiders (good))/ Ability Bonus (Enhancement)WIS +6/ Epic AC Bonus (Deflection) (+20)/ Epic Save Bonus (Sacred) (+9)/Fiery Blast/Flaming Burst/Ghost touch/Unholy Power/Thrown) +93/+88/+83/+78; *Wing +79/+79;
Damage: *Bite 4d6+35; *Claw 2d8+46; *Tail Slap 2d8+35; *Trident +9 (Large/Bane (Outsiders (good))/ Ability Bonus (Enhancement)WIS +6/ Epic AC Bonus (Deflection) (+20)/ Epic Save Bonus (Sacred) (+9)/Fiery Blast/Flaming Burst/Ghost touch/Unholy Power) 2d6+76; *Trident +9 (Large/Bane (Outsiders (good))/ Ability Bonus (Enhancement)WIS +6/ Epic AC Bonus (Deflection) (+20)/ Epic Save Bonus (Sacred) (+9)/Fiery Blast/Flaming Burst/Ghost touch/Unholy Power/Thrown) 2d6+30; *Wing 2d6+35;
Vision: Darkvision (60 ft.)
Face / Reach: 10 ft. / 10 ft.
Special Attacks: Arcane Fire, Constrict, Fear Aura, Improved Grab, Poison, Spell-Like Abilities, Spell-Like Ability (Antimagic Field, Mage's Disjunction), Summon Devil
Special Qualities: Damage Reduction 15/Good and Silver; 10/Epic, Spell Resistance 126, Spell Power, Darkvision, Divine Rank, Divine Speed, Evil Traits, Extraplanar Traits, Fast Healing, Grant Spells, Immortal, Immunity to Ability Damage, Immunity to Ability Drain, Immunity To Acid, Immunity To Cold, Immunity To Electricity, Immunity To Energy Drain, Immunity To Fire, Immunity To Mind-Affecting, Immunity To Poison, Immunity To Transmutation, Lawful Traits, Mastery of Elements, Natural Weapons Treated as Epic, Outsider Traits, Regeneration, See in Darkness, Summon, Telepathy, Weapon and Armor Proficiency, Weapon and Armor Proficiency
Saves: Fortitude: +78, Reflex: +78, Will: +92
Abilities: STR 52 (+21), DEX 43 (+16), CON 43 (+16), INT 51 (+20), WIS 54 (+22), CHA 44 (+17)
Skills:  Appraise: 30; Balance: 26; Bluff: 27; Climb: 31; Climb (Using a rope): 41; Concentration: 26; Concentration (Cast defensively): 36; Craft (Untrained): 30; Diplomacy: 27; Disguise: 27; Disguise (Act in character): 37; Escape Artist: 26; Escape Artist (Escape from rope bonds): 36; Forgery: 30; Gather Information: 27; Heal: 32; Hide: 22; Intimidate: 27; Jump: 115; Knowledge (Arcana): 56; Listen: 32; Move Silently: 26; Ride: 26; Search: 30; Search (Notice unusual stonework): 40; Search (Secret doors and hidden compartments): 40; Sense Motive: 32; Spellcraft: 78; Spot: 32; Survival: 32; Survival (Find or follow tracks): 42; Survival (Lost/Natural hazards): 42; Survival (Natural environments): 42; Survival (The Planes): 42; Survival (Underground): 42; Swim: 31; Swim (Avoid taking nonlethal fatigue damage): 41; Use Rope: 26; Use Rope (Bind someone): 36;
Feats: Ability Focus (Draining Touch), Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Automatic Silent Spell, Empower Spell-Like Ability (Meteor Swarm), Greater Spell Focus (Evocation), Improved Metamagic, Improved Spell Capacity (CLASS.Wizard;LEVEL.20), Martial Weapon Proficiency, Permanent Emanation (Enervation), Polyglot, Quicken Spell, Reach Spell, Repeat Spell, Repeat Spell, Sacred Spell, Scribe Scroll, Shield Proficiency, Silent Spell, Simple Weapon Proficiency, Simple Weapon Proficiency, Skill Focus (Spellcraft), Spell Focus (Evocation, Conjuration), Spell Mastery (Fireball), Spell Mastery (Fireball), Spell Penetration, Tenacious Magic (Fireball), Tower Shield Proficiency, Weapon Focus (Trident)
Challenge Rating: 64
Alignment: Lawful Evil
Possessions: Bite; Claw; Tail Slap; Trident +9 (Large/Bane (Outsiders (good))/ Ability Bonus (Enhancement) WIS +6/ Epic AC Bonus (Deflection) (+20)/ Epic Save Bonus (Sacred) (+9)/Fiery Blast/Flaming Burst/Ghost touch/Unholy Power); Wing;
Prepared Spells Prepared Spell List: Wizard (CL 20):
0th - dancing lights, disrupt undead, ray of frost, read magic
1st - burning hands (DC 33), color spray (DC 31), identify, magic missile (4), protection from evil (DC 31), protection from good (DC 31)
2nd - bull's strength (DC 32), cat's grace (DC 32), ghoul touch (DC 32), mirror image, protection from arrows (DC 32), scorching ray, see invisibility, summon swarm, web (DC 33)
3rd - dispel magic (3), displacement (DC 33), fireball (5) (DC 35)
4th - detect scrying, dimension door, dimensional anchor, enervation, fire shield, ice storm, invisibility, greater (DC 34), stoneskin (2) (DC 34)
5th - cone of cold (DC 37), dismissal (3) (DC 35), globe of invulnerability (lesser) [silent spell], hold monster (DC 35), permanency, teleport
6th - antimagic field, chain lightning (2) (DC 38), contingency, disintegrate (2) (DC 36), heroism, greater (DC 36), true seeing (DC 36)
7th - banishment (DC 37) , delayed blast fireball (DC 39) , finger of death (DC 37) , mage's magnificent mansion , plane shift (DC 38) , prismatic spray (2) (DC 39) , spell turning
8th - horrid wilting (DC 38) , maddening scream , maze , polar ray , prismatic wall (DC 38) , protection from spells (DC 38) , sunburst (DC 40) , temporal stasis (DC 38)
9th - cloudkill [quicken spell] (DC 36) , energy drain (DC 39) , etherealness , meteor swarm , prismatic sphere (DC 39) , time stop , wail of the banshee (DC 39) (CL ): (CL ): (CL ):
Innate Spell-like Abilities: Blasphemy, Create Undead, Dispel Magic, Greater, Fireball, Hold Monster, Mass, Invisibility, Magic Circle against Good, Meteor Swarm, Persistent Image, Power Word Stun, Greater Teleport (self plus 50 pounds of objects only), Unholy Aura
Wizard - Spells per Day: (4/9/9/9/9/5/8/8/7/ DC: 30 + spell level); Known:
Level 0: Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue Level 1: Alarm, Animate Rope, Burning Hands, Cause Fear, Charm Person, Chill Touch, Color Spray, Comprehend Languages, Detect Secret Doors, Detect Undead, Disguise Self, Endure Elements, Enlarge Person, Erase, Expeditious Retreat, Feather Fall, Floating Disk, Grease, Hold Portal, Hypnotism, Identify, Jump, Mage Armor, Magic Aura, Magic Missile, Magic Weapon, Mount, Obscuring Mist, Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law, Ray of Enfeeblement, Reduce Person, Shield, Shocking Grasp, Silent Image, Sleep, Summon Monster I, True Strike, Unseen Servant, Ventriloquism
Level 2: Acid Arrow, Alter Self, Arcane Lock, Bear's Endurance, Blindness/Deafness, Blur, Bull's Strength, Cat's Grace, Command Undead, Continual Flame, Darkness, Darkvision, Daze Monster, Detect Thoughts, Eagle's Splendor, False Life, Flaming Sphere, Fog Cloud, Fox's Cunning, Ghoul Touch, Glitterdust, Gust of Wind, Hideous Laughter, Hypnotic Pattern, Invisibility, Knock, Levitate, Locate Object, Magic Mouth, Minor Image, Mirror Image, Misdirection, Obscure Object, Owl's Wisdom, Phantom Trap, Protection from Arrows, Pyrotechnics, Resist Energy, Rope Trick, Scare, Scorching Ray, See Invisibility, Shatter, Spectral Hand, Spider Climb, Summon Monster II, Summon Swarm, Touch of Idiocy, Web, Whispering Wind
Level 3: Arcane Sight, Blacklight, Blink, Clairaudience/Clairvoyance, Daylight, Deep Slumber, Dispel Magic, Displacement, Explosive Runes, Fireball, Flame Arrow, Fly, Gaseous Form, Gentle Repose, Halt Undead, Haste, Heroism, Hold Person, Illusory Script, Invisibility Sphere, Keen Edge, Lightning Bolt, Magic Circle against Chaos, Magic Circle against Evil, Magic Circle against Good, Magic Circle against Law, Magic Weapon, Greater, Major Image, Nondetection, Phantom Steed, Protection from Energy, Rage, Ray of Exhaustion, Secret Page, Sepia Snake Sigil, Shrink Item, Sleet Storm, Slow, Stinking Cloud, Suggestion, Summon Monster III, Telepathic Bond, Lesser, Tiny Hut, Tongues, Vampiric Touch, Water Breathing, Wind Wall
Level 4: Animate Dead, Arcane Eye, Bestow Curse, Black Tentacles, Charm Monster, Confusion, Contagion, Crushing Despair, Detect Scrying, Dimension Door, Dimensional Anchor, Dweomer of Transference, Enervation, Enlarge Person, Mass, Fear, Fire Shield, Fire Trap, Geas, Lesser, Globe of Invulnerability (Lesser), Hallucinatory Terrain, Ice Storm, Illusory Wall, Invisibility, Greater, Locate Creature, Minor Creation, Mnemonic Enhancer, Phantasmal Killer, Polymorph, Rainbow Pattern, Reduce Person, Mass, Remove Curse, Resilient Sphere, Scrying, Secure Shelter, Shadow Conjuration, Shout, Solid Fog, Stone Shape, Stoneskin, Summon Monster IV, Wall of Fire, Wall of Ice
Level 5: Animal Growth, Baleful Polymorph, Blight, Break Enchantment, Cloudkill, Cone of Cold, Contact Other Plane, Dismissal, Dominate Person, Dream, Fabricate, False Vision, Feeblemind, Hold Monster, Interposing Hand, Mage's Faithful Hound, Mage's Private Sanctum, Magic Jar, Major Creation, Mind Fog, Mirage Arcana, Nightmare, Overland Flight, Passwall, Permanency, Persistent Image, Planar Binding, Lesser, Prying Eyes, Psychic Turmoil, Secret Chest, Seeming, Sending, Shadow Evocation, Summon Monster V, Symbol of Pain, Symbol of Sleep, Telekinesis, Telepathic Bond, Teleport, Transmute Mud to Rock, Transmute Rock to Mud, Wall of Force, Wall of Stone, Waves of Fatigue
Level 6: Acid Fog, Analyze Dweomer, Antimagic Field, Bear's Endurance, Mass, Bull's Strength, Mass, Cat's Grace, Mass, Chain Lightning, Circle of Death, Contingency, Control Water, Create Undead, Disintegrate, Dispel Magic, Greater, Eagle's Splendor, Mass, Eyebite, Flesh to Stone, Forceful Hand, Fox's Cunning, Mass, Freezing Sphere, Geas/Quest, Globe of Invulnerability, Guards and Wards, Hardening, Heroism, Greater, Legend Lore, Mage's Lucubration, Mental Pinnacle, Mislead, Move Earth, Owl's Wisdom, Mass, Permanent Image, Planar Binding, Probe Thoughts, Programmed Image, Repulsion, Shadow Walk, Stone to Flesh, Suggestion, Mass, Summon Monster VI, Symbol of Fear, Symbol of Persuasion, Transformation, True Seeing, Undeath to Death, Veil, Wall of Iron
Level 7: Arcane Sight, Greater, Banishment, Control Undead, Control Weather, Delayed Blast Fireball, Ethereal Jaunt, Finger of Death, Forcecage, Grasping Hand, Hold Person, Mass, Insanity, Instant Summons, Invisibility, Mass, Limited Wish, Mage's Magnificent Mansion, Mage's Sword, Phase Door, Plane Shift, Power Word Blind, Prismatic Spray, Project Image, Psychic Turmoil, Greater, Reverse Gravity, Scrying, Greater, Sequester, Shadow Conjuration, Greater, Simulacrum, Spell Turning, Statue, Summon Monster VII, Symbol of Stunning, Symbol of Weakness, Teleport, Greater, Teleport Object, Vision, Waves of Exhaustion
Level 8: Antipathy, Binding, Charm Monster, Mass, Clenched Fist, Clone, Create Greater Undead, Demand, Dimensional Lock, Discern Location, Horrid Wilting, Incendiary Cloud, Iron Body, Irresistible Dance, Maddening Scream, Maze, Mind Blank, Moment of Prescience, Planar Binding, Greater, Polar Ray, Polymorph Any Object, Power Word Stun, Prismatic Wall, Protection from Spells, Prying Eyes, Greater, Scintillating Pattern, Screen, Shadow Evocation, Greater, Shout, Greater, Summon Monster VIII, Sunburst, Symbol of Death, Symbol of Insanity, Sympathy, Telekinetic Sphere, Temporal Stasis, Trap the Soul
Level 9: Astral Projection, Crushing Hand, Dominate Monster, Energy Drain, Etherealness, Foresight, Freedom, Gate, Hold Monster, Mass, Imprisonment, Mage's Disjunction, Meteor Swarm, Power Word Kill, Prismatic Sphere, Refuge, Shades, Shapechange, Soul Bind, Summon Monster IX, Teleportation Circle, Time Stop, Wail of the Banshee, Weird, Wish
Devil Prince, Daimon Hellstorm
CR 64                                                                                                         XP: 1,288,490,188,800
Male devil-spawn aristocrat 10/wizard 15/ archmage 5
LN Large outsider (Extraplanar, Lawful)
Init +12; Senses See in Darkness, telepathy 100 ft.; Perception +63
AC 62, touch 38, flat-footed 54 (-1 size, +24 natural, +21 deflection, +8 Dex)
HP 1125 (51d8+717); regeneration 15
Fort +53, Ref +43, Will +45
DR 25/epic and chaotic and silver; Immune fire and poison; SR 51; Resist acid 10 and cold 10
Speed 50 ft., fly 80 ft. (good)
Melee Rod of Infernum +84/+79/+74/+69 (1d10+34) bite +73 (2d8+21 plus 1d8 acid) tail sting +73 (2d8+21 plus poison); or 2 claws +78 (2d6+28 plus 1d8 acid) bite +73 (2d8+21 plus 1d8 acid) tail sting +73 (2d8+21 plus poison)
Space 10 ft., Reach 10 ft.
Special Attacks Acid, gaze weapons, poison, spell-like abilities, spells, summon arch devil, summon devils
Spell-Like Abilities At will—alter self, animate dead, blasphemy (DC 29), charm monster (DC 26), daylight, deeper darkness, desecrate, detect good, detect magic, detect thoughts (DC 24), discern location, dominate monster, fireball (DC 25), geas/quest (DC 28), greater dispel magic, greater invisibility, greater teleport (self plus 50 pounds of objects only), hold monster (DC 27), ice storm (DC 26), magic circle against good, major image (DC 25), mass charm monster (DC 30), polymorph, produce flame, pyrotechnics (DC 24), read magic, resurrection, see invisibility, suggestion (DC 25), tongues, unholy aura (DC 30), unhallow, wall of fire, wall of ice; 2/day— greater restoration, meteor swarm, shapechange, symbol of fear (DC 28), symbol of pain (DC 27), symbol of persuasion (DC 28), symbol of death (DC 30); 1/day—wish. Caster level 39th. The save DCs are Charisma-based.
Str 38, Dex 26, Con 36, Int 28, Wis 28, Cha 34
Base Atk +51; CMB +66; CMD 105
Feats Blinding Speed, Cleave, Combat Casting, Craft Rod, Craft Wondrous Item, Empower Spell, Enhance Spell, Epic Spellcasting, Extend Spell, Improved Combat Casting, Improved Initiative, Legendary Tracker, Maximize Spell, Power Attack, Quicken Spell, Scribe Scroll, Silent Spell, Sudden Silent, Toughness
Skills Acrobatics +62, Bluff +70, Craft (alchemy) +63, Diplomacy +70, Intimidate +66, Knowledge (arcana) +63, Knowledge (planes) +63, Knowledge (religion) +63, Linguistics +63, Perception +63, Sense Motive +67, Spellcraft +63, Survival +63
  Racial Modifiers a +4 racial bonus on Bluff, Diplomacy and Sense Motive checks
Languages Abyssal, Celestial, Common, Daemonic, Draconic, Giant, Goblin, Infernal, Sylvan and Terran.
SQ outsider traits, planar omniscience
Gear Daimon Hellstorm’s black iron rod functions as a +6 greatclub and has the following abilities: Annihilation Ray: Once per round, and no more than five times per day, the rod can fire a ray to a range of 60 feet. A creature struck by this ray must succeed on a DC 40 Fortitude save or be annihilated instantly—not even a trace of dust is left behind. No form of mortal magic can restore life to a creature annihilated by this ray. Daimon Hellstorm or a deity of divine rank 1 or higher can restore the annihilated creature to life using magic. Rod of Rulership: The rod has all of the abilities and powers of a rod of rulership Trap the Soul: Once per round, and no more than three times per day, the rod can fire a ray of hellish-red energy to a range of 60 feet that functions as a trap the soul spell (caster level 20th). A target can make a DC 40 Will save to resist the effects. If failed, the victim’s soul vanishes into Daimon Hellstorm’s rod. Up to 10 such souls can be held in the rod at one time. A trapped soul may be freed by grasping the rod and speaking a command word. Any non-devil that touches the rod takes 10d8 points of electricity damage per round of contact (no save) and gains two negative levels each round it touches the rod. The Fortitude save to remove a negative level has a DC of 40 and can result in actual level loss on a failed save (unlike other magic items that bestow negative levels). The negative levels cannot be overcome in any way (including restoration spells) while the rod is wielded. Any good-aligned creature that touches the rod takes 3d6 points of Constitution drain each round it touches the rod (DC 40 Fortitude save for half).
Environment Hellstorm's Apartment with multiple openings throughout the planes
Organization Solitary or troupe (Daimon Hellstorm plus 2-4 pit fiends)
Treasure Triple standard, plus Rod of Infernum
Acid (Ex) Daimon Hellstorm secretes acid at will from his sharpened claws and fangs. Any melee hit with his claws or fangs deals acid damage.
Gaze Weapons (Su) Daimon Hellstorm has two gaze weapons. He may use one each round as a standard action. Each gaze weapon has a range of 30 feet and functions as a spell cast by a 39th-level sorcerer. Each gaze attack has a save DC of 47. The save DC is Charisma-based.
Descent into Evil (Ex) Any creature meeting Daimon Hellstorm’s gaze must make a successful Will save or have his alignment shift one step toward lawful evil on the law-chaos axis or the good-evil axis. A lawful evil creature is unaffected by this gaze attack. A successful save renders a creature immune to this gaze weapon for one day.
Curse (Ex) Any creature meeting Daimon Hellstorm’s gaze must succeed at a Will save or be affected as if by a double strength bestow curse spell (-12 to one ability score or -6 to two ability scores; or -8 enhancement penalty on attack rolls, saving throws, ability checks, and skill checks; or each turn the target has a 25% chance to act normally, otherwise he takes no action; Daimon Hellstorm chooses the curse when he uses this special attack). A successful save renders a creature immune to this gaze weapon for one day. This curse can be dispelled by making a caster level check against DC 50.
Poison (Ex) Daimon Hellstorm’s tail ends in a deadly stinger that delivers lethal venom with a successful sting attack. Injury, Fort DC 48, initial and secondary damage 3d6 Con. The save DC is Constitution-based.
Summn Arch Devil (Ex) Once per week, Daimon Hellstorm can attempt to summon each arch devil to his palace on the nethermost plane of Hell. The arch devil in question receives a spell resistance roll against caster level 39th to avoid this summoning, though most obey Daimon Hellstorm’s command and appear without question. Note: Daimon Hellstorm cannot currently use this ability while in Infernum. This ability is the equivalent of a 9th level spell.
Summon Devils (Sp) Three times per day Daimon Hellstorm can automatically summon 4d10 lemures, 2d8 bearded devils or chain devils, 2d4 bone devils, ice devils, or erinyes, 1d6 barbed devils, or 1d3 pit fiends. This ability is the equivalent of a 9th level spell.
Planar Omniscience (Ex) All-knowing (CL 39th), all-sensing (10 miles), block sensing (10 miles), planar knowledge.
Regeneration (Ex) Daimon Hellstorm takes normal damage from good-aligned epic silver weapons, and from spells or effects with the good descriptor.
This exquisitely handsome humanoid stands at least 10 feet tall. His hair is long and reddish as is his neatly trimmed and forked beard. His hands end in wicked claws and his feet are cloven. A long snake-like tail dances behind him and intertwines itself around the massive triple-pronged pitchfork he carries. Two oversized and backward-curving blackened horns jut from his head. He is cloaked in a suit of banded armor that glistens with the color of the night sky. Daimon Hellstorm stands 10 feet tall and weighs 300 pounds.
Daimon Hellstorm’s father has many names: The Prince of Lies, The Prince of Darkness, The Adversary, The Prince of Light, and Satan. It is believed that Lucifer was the first devil in existence, having been cast down from the heavens when he challenged the rulings of the gods of law and good. After being cast down, Lucifer constructed a plane he called Hell. There he built his palace of iron and basalt on the lowest and darkest region of Hell. He divided this realm into nine distinct regions and appointed his closest allies to rule. Each lord was allowed to mould and shape his domain as he saw fit, but all paid homage to Lucifer.
A millennia passed and Lucifer reigned supreme in Hell. During this time, one of the lieutenants (each of which had now become known as arch-devils or rulers) decided he could do a much better job of running Hell than Lucifer could. Asmodeus coveted the Throne of Hell and wanted it for himself. Using his powers of persuasion, he promised each and every other arch-devil that stood with him and challenged Lucifer a larger role in the ‘new’ Hell. Those that stood against him, he said, would be destroyed or cast out of Hell along with Lucifer when the end came. This time in Hell’s history became known as the Great Uprising.
Asmodeus managed to sway every single arch-devil, save one. Belial refused to stand with Asmodeus and barely escaped capture at the hands of the other arch-devils. When the battle for Hell’s Throne commenced, Belial, Lucifer and their allies stood fast against the mighty armies of the other arch-devils. In the end however, the sheer numbers of devils that fought against Lucifer overwhelmed his armies and those that stood with him.
Lucifer and his allies were forced to flee Hell or face destruction. The sole exception was Belial. Near the end of the war when he saw that Lucifer would likely lose the Throne, Belial turned and joined Asmodeus’ ranks and helped oust Lucifer from Hell. Cast out, Lucifer wanted vengeance. But vengeance required power, and he was tired, injured and weakened from the time spent battling in Hell. He needed a place to rest, a place to grow in power, and a place to plan. Thus he created Infernum.
Lucifer is said to be one with the plane. As the gods of law are to the planes of good, so is Lucifer to Infernum. Nothing goes unnoticed by him on Infernum. All movements are seen, all whispers are heard. A plan is not hatched or contrived in this place without Lucifer’s knowledge. When people speak of Infernum, they speak of Lucifer and vice versa. No creature, it is thought, stands a chance against Lucifer on Infernum, not even the archdevils that stood against him a millennia ago. But Lucifer knows that when the battle comes, he will have to fight the arch-devils on their own planes, not on Infernum, and he is preparing for just that.
By sending his son to the Material Plane to corrupt good-aligned beings and convert those currently paying homage to Hell’s rulers, Lucifer grows in strength. And this strength gives him power, power that surpasses any he ever had—including his near deific powers he possessed in the planes of good. And when his power finally reaches its pinnacle, he will travel to Hell and destroy it and every single inhabitant. Hellstorm is unconcerned with his father’s schemes. He only cares about having fun. and having fun with his superheroic buddies.
The Hell-Lords had long desired to sire a child with a human woman for use as a gateway to gain further power. A devil calling himself Satan took human form and established the trappings of a mortal life for himself near Fire Lakes Keeping his true identity a secret, he married a young woman, Victoria Wingate. Daimon was born to the "Hellstroms" a year later with a strange pentagram-shaped birthmark on his chest. His sister, Satana, was born when Daimon was three.
When Hellstrom was a young adolescent, Victoria interrupted a ritual sacrifice Satan had staged in their basement involving the participation of Satana. Traumatized to the point of hysteria, Victoria was institutionalized.] She eventually regained enough of her sanity to write a full diary describing her life with the demon before she died. Hellstrom and his sister meanwhile were placed in separate orphanages, and Satan disappeared to his netherworld domain, where he eventually brought Satana.
Hellstrom ultimately entered a monastery, hoping to become a priest. Shortly before being ordained, however, Hellstrom received legal notification of his inheritance of his father's house, where he found his mother's diary and learned the truth about his birth. At that point, Satan, aware of his son's new knowledge, directed him telepathically through the house's secret basement interdimensional passageway to the demon's netherworld domain, or "Hell." Hellstrom's father beseeched his son to disregard his mother's diary's warnings and serve him in Hell. However, when Satan transported Hellstrom back to Earth, Hellstrom decided to dedicate himself to fighting his father's evil. He immediately returned to Hell in an attempt to battle Satan. Although he failed to defeat Satan outright, Hellstrom managed to pit many of Satan's slaves against their master as well as to steal the satanic trident of Satan and a demon-drawn chariot before returning to Earth. Hellstrom also discovered the powers of the Darksoul that he had inherited from his father. He declared himself the Son of Satan, and for the next several years battled many manifestations of demonic evil on Earth as well as other realms.
During this period, the Son of Satan maintained his civilian identity of occult expert Daimon Hellstrom and was a visiting specialist professor at a St. Louis college. Hellstrom battled many adversaries of his father, and he even battled his sister, Satana, who had become a succubus. On several occasions, Hellstrom aided other heroes in occult battle, including the Ghost Rider. He became affiliated with the hero team Defenders in their battles with demonic possessions and threats,eventually becoming a member. During his Defenders membership, Daimon Hellstrom met and fell in love with his teammate Hellcat.
It was during this period, too, that he finally confronted his father and defeated him. Shortly afterward, the Son of Satan declared himself triumphant over his father and his father's influence. Then, the Miracle Man, a superhumanly powered criminal who had masqueraded as a monk, stole the Darksoul from Hellstrom in battle. The Miracle Man himself was subsequently defeated and the Darksoul was sent into a snake. Daimon Hellstrom was finally liberated from his partial possession by demonic evil, and, with much of his powers gone, he retired his costumed identity of the Son of Satan.
Daimon Hellstrom thereupon married Hellcat and the couple left the Defenders, moving to Cheliax. He and his wife soon earned a reputation as supernatural investigators based there. Hellstrom continued to publish regularly in scholarly occult journals and became considered a leading demonologist. Daimon Hellstrom created a costumed identity of Hellstorm when battling supernatural menaces in public in order to preserve Daimon Hellstrom's professional reputation. In this capacity, they helped several superheroes in mystical problems, notably the Avengers West Coast branch.
Over time, however, Hellstrom grew increasingly weak, due to the separation from his Darksoul, until he lay near death. In desperation, Hellcat used an ancient, dark spell book in order to summon Hellstrom's father. She asked him to restore Hellstrom's Darksoul, provoking the demon by saying Satan needed Hellstrom as someone to test himself against. Satan agreed, restoring Hellstrom's Darksoul although Hellcat was driven insane at the sight of it. Hellstrom said he was grateful for his wife's actions, but if the situations were reversed, he would have left her to die. Hellcat, due to her insanity, eventually died by calling upon the entity Deathurge.
Hellstrom once more began battling his father and demonic agents. Hellstrom gathered around him several agents of his own, including the villainous Nekra, Gabriel the Devil-Hunter, and the Gargoyle. During this time, Hellstrom's friend Jaine Cutter had remained by his side, hoping that her presence would "bring out the best" in him, and the two formed a type of romantic relationship. He also made a deal with the witch LaVoisin, impregnating her to learn about his father, including his true name.
Using this information, Daimon was able to slay his father. Hellstrom was given the 'Black Halo' and lordship of Hell. He claimed doing so would maintain the balance between Heaven and Hell, so neither could take control of the workings of the Universe and humanity could control their own destiny. He learned that LaVoisin gave birth to a son, whom he realized is the resurrected Marduk Kurios.
Selene wished to create a demonic version of the world-conquering Hellfire Club. She began associating with Blackheart. Blackheart and the Queen clashed with the Fantastic Four, Margali Szardos, Hellstorm, and a mysterious new figure called the Mechamage. The Hellfire Club was defeated in that encounter, and Blackheart was mystically bound into the Club's basement. Hellstrom then joined the Hellfire Club as its new White King as the means to balance the forces of good and evil in the Club's Inner Circle. Hellstrom, Szardos, Moy and the Mechamage agreed to remain together to defend the Earth against other demonic threats, calling themselves the Shadow Hunters. However, Hellstorm later claimed that the formation of the Shadow Hunters was a ruse to placate the Fantastic Four as they parted company.
Hellcat's soul had ended up in the realm of the demon Mephisto, fighting an eternal battle in the so-called Arena of Tainted Souls, alongside fallen hero Mockingbird. The two discovered sketchy details about a plot that Hellstrom was developing. Mockingbird was able to send a warning to her husband, the hero Hawkeye, during a brief resurrection, and Hawkeye and his team the Thunderbolts confronted Hellstrom and then used their sorcerous connections to go to Hell in order to rescue Mockingbird. They were tricked, however, by Hellstrom, and the Thunderbolts rescued Hellcat instead, restoring her body to Earth as Hellstrom had planned.
The extradimensional sorcerer Dormammu later tried a direct invasion to invade and take over the regions of Hell, beginning with the realm of Mephisto. Mephisto joined with fellow rulers of Hell, Satannish the Supreme and obstenibly Hellstrom, to oppose Dormammu, but was ultimately betrayed by Satannish, who revealed his true origins as a "stalking horse" for Dormammu.
Dormammu and Satannish nearly succeeded in annexing Mephisto's realm, but the hero Hellcat, who had stumbled onto the plot, managed to bring together Hellstrom and the death-gods Pluto and Hela and ultimately defeat Dormammu. As it is now known, the several incarnations of Hell are shaped by the subconscious thoughts (and fears) of those who would dwell within them. This loophole allowed Hela, Pluto, Hellstorm and Mephisto to temporarily change the nature of Satannish and Mephisto's dimensions, ruled at the time by Satannish and Dormammu respectively, to frozen wastelands. This neutralized the power of Dormammu's Faltinian Flames rendering him too weak to fight. He fled to the Dark Dimension with Nicholas Scratch in tow.
Satannish, alone and demoralized at the rout of his master, was easily destroyed with a blast of mystical energy (in the back) from Mephisto as he reclaimed his world. During these events Dormammu had revealed, his supposed ace in the hole -- that Satannish was in fact a demon of his own creation and was the demon who had fathered Hellstorm. This was later exposed as a falsehood which Daimon had played along with in order to drive his former wife away for her own protection.
Hellstorm used this claim to assume control over Satannish's realm, and inherit Dormammu's right to rule as designated by the powerful "Flames of Faltine." However, without either Satannish or Dormammu backing Daimon, Mephisto was able to gain control of the vast majority of "Hell."
When the demon Olivier attacked the other realms, Daimon and Doctor Strange observed Frank Castle (who had been temporarily empowered by angels as repentance for his family's death) defeat the demon.
After Doctor Strange gave up his position as Sorcerer Supreme, Hellstrom was involved in the search for the next one. Brother Voodoo became the new Sorcerer Supreme, but eventually died protecting Earth from Agamotto.
After the demonic invasion in Vegas was averted, Daimon - who had discovered the Descent (the day when a Hell-Lord would become more powerful and the ones they marked would become a demon as well as their heirs) was real after seeing Agent Venom, Red Hulk, X-23 and the new Ghost Rider's hellmarks - betrayed the Avengers and joined forces with Sin in her plot to raze the world using the hammers of the Worthy.
He was killed by Victoria Hand, who was being possessed by the spirit of Brother Voodoo's brother in revenge for the death of his brother. However, his spirit didn't die as he appeared along the Ancient One when Doctor Strange regained his mantle as Sorcerer Supreme, telling Strange and the New Avengers that he would come back soon.
Some time after his frustrated attempt to turn the Venom symbiote into one of his Monsters of Evil, Hellstrom, who was incarcerated at the Peak Maximum Security Prison in Virginia, revealed to Agent Venom that he didn't know if he was indeed the original Daimon Hellstrom as many copies of himself were created to explore every possible facet of the coming Descent. Hellstrom also revealed that Venom's hellmark had disappeared, freeing him from any infernal obligations.
Daimon Hellstrom later appeared as part of the Shadow Council's Masters of Evil, where he was part of Baron Helmut Zemo's inner circle. Daimon Hellstrom was shown to live in Hellstrom Manor in Hell Town, Bagalia.
Spells: Daimon Hellstorm casts spells as a 20th-level sorcerer and a 19th-level cleric. He has access to the domains of Evil, Law and War. He does not gain the granted powers of his domains. The save DCs are Charisma-based (sorcerer spells) and Wisdom based (cleric spells).
Sorcerer Spells Known (Cast per Day 6/9/9/9/9/8/8/8/8/7; save DC 22 + spell level):
0—acid splash, arcane mark, daze, dancing lights, ghost sound, ray of frost, read magic, resistance, touch of fatigue;
1st—color spray, hold portal, jump, ray of enfeeblement, unseen servant;
2nd— acid arrow, arcane lock, fog cloud, scorching ray, touch of idiocy;
3rd—blink, deep slumber, hold person, ray of exhaustion;
4th—charm monster, dimensional anchor, ice storm, shout;
5th—cloudkill, magic jar, mind fog, seeming;
6th—acid fog, contingency, flesh to stone;
7th—forcecage, finger of death, waves of exhaustion; 8th—sunburst, horrid wilting, iron body;
9th—dominate monster, soul bind, wish.
Cleric Spells Prepared (6/8+1/7+1/7+1/7+1/7+1/5+ 1/5+1/4+1/4+1; save DC 19 + spell level):
0—create water, detect poison, guidance, light, mending, reading;
1st—bane, curse water, detect chaos, doom (2), inflict light wounds (2), protection from chaos*, shield of faith;
2nd—calm emotions*, darkness, death knell, delay poison, hold person (3), sound burst;
3rd—animate dead (2), blindness/deafness, contagion (2), inflict serious wounds,
magic circle against chaos*, obscure object;
4th—death ward, dimensional anchor, discern lies, dismissal, divine power* (2), freedom of movement, inflict critical wounds;
5th—break enchantment, dispel good*, flame strike (2), insect plague, raise dead, slay living, true seeing;
6th—banishment, blade barrier*, geas/quest, harm, mass inflict moderate wounds, word of recall;
7th—destruction, greater restoration, mass inflict serious wounds, power word blind, repulsion, resurrection;
8th—earthquake, fire storm, greater spell immunity, power word stun, shield of law;
9th—gate, mass heal, power word kill, storm of vengeance, true resurrection.
Epic Spells (5/day; save DC 32): Enslave, epic mage armor, greater ruin.
Prepared Spells Prepared Spell List: Wizard (CL 20):
0th - dancing lights, disrupt undead, ray of frost, read magic
1st - burning hands (DC 33), color spray (DC 31), identify, magic missile (4), protection from evil (DC 31), protection from good (DC 31)
2nd - bull's strength (DC 32), cat's grace (DC 32), ghoul touch (DC 32), mirror image, protection from arrows (DC 32), scorching ray, see invisibility, summon swarm, web (DC 33)
3rd - dispel magic (3), displacement (DC 33), fireball (5) (DC 35)
4th - detect scrying, dimension door, dimensional anchor, enervation, fire shield, ice storm, invisibility, greater (DC 34), stoneskin (2) (DC 34)
5th - cone of cold (DC 37), dismissal (3) (DC 35), globe of invulnerability (lesser) [silent spell], hold monster (DC 35), permanency, teleport
6th - antimagic field, chain lightning (2) (DC 38), contingency, disintegrate (2) (DC 36), heroism, greater (DC 36), true seeing (DC 36)
7th - banishment (DC 37) , delayed blast fireball (DC 39) , finger of death (DC 37) , mage's magnificent mansion , plane shift (DC 38) , prismatic spray (2) (DC 39) , spell turning
8th - horrid wilting (DC 38) , maddening scream , maze , polar ray , prismatic wall (DC 38) , protection from spells (DC 38) , sunburst (DC 40) , temporal stasis (DC 38)
9th - cloudkill [quicken spell] (DC 36) , energy drain (DC 39) , etherealness , meteor swarm , prismatic sphere (DC 39) , time stop , wail of the banshee (DC 39) (CL ): (CL ): (CL ):
Servants of Daimon Hellstorm
Followers of Daimon Hellstorm are far and wide and consist of evil humanoids; usually clerics, necromancers, sorcerers, and wizards. Devout followers of Daimon Hellstorm are called Dark Cardinals and must sign a pact of evil with Daimon Hellstorm. Dark Cardinals can receive spells from Daimon Hellstorm and are granted access to two of the following domains: Evil, Law, Strength and War

Radiant Sister

Radiant Sister

CR 22 XP: 614,400
CE Medium humanoid (Chaotic, Evil, Mazza’im)
Init +8; Senses darkvision 60 ft.; Perception +28
AC 39, touch 31, flat-footed 31 (+13 deflection, +8 natural, +8 Dex)
HP 322 (28d8+196)
Fort +23, Ref +24, Will +24
DR 15/good and cold iron; Immune electricity and poison; SR 33; Resist acid 20, cold 20 and fire 20; Weaknesses vulnerable to divine magic
Speed 40 ft.
Melee Whip +37/+32/+27/+22 melee (1d3 + 9 and sharpness) and 4 stingers +32 melee (1d4 + 4 plus poison) and claw +27 melee (1d6 + 2)
Reach 10 ft.
Special Attacks Bardic music (21/day), betrayal, draining kiss, lilitu’s gift, poison, sneak attack +3d6, spell like abilities, spells
Spell-Like Abilities (CL 22nd) At will – charm monster (DC 30), detect good, detect thoughts (DC 26), disguise self, greater teleport, fly, suggestion (DC 28), sending, tongues;1/day – dominate person (DC 29), symbol of persuasion (DC 32)
Str 18, Dex 26, Con 25, Int 21, Wis 27, Cha 36
Base Atk +28; CMB +32; CMD 63
Feats Combat Reflexes, Dark Speech, Epic Skill Focus (Bluff), Group Inspiration, Heighten Spell, Hindering Song, Music of the Gods, Persuasive, Still Spell, Weapon Finesse
Skills Bluff +56, Diplomacy +56, Disguise +33, Escape Artist +18, Heal +28, Intimidate +39, Knowledge (arcana) +25, Knowledge (gather information) +44, Knowledge (nobility) +30, Knowledge (religion) +36, Linguistics +27, Perception +28, Perform (dance) +44, Perform (sing) +44, Sense Motive +39, Spellcraft +22, Stealth +26
Languages telepathy 100 ft.
SQ Bardic knowledge (+26), item use, reflect enchantment, shroud alignment,
Gear A radiant sister's halo can be turned into a +5 brilliant energy whip of sharpness as a free action
Environment The Infinite Layers of The Abyss
Organization Solitary, pair or group (3-13)
Treasure double standard
Betrayal (Su) Allies struck by a Radiant Sister’s attacks or spells must make a Will save (DC 37) or be stunned for 1d4 rounds.
Draining Kiss (Su) A Radiant Sister can bestow 1 negative level with a kiss. She must succeed on a grapple check to kiss an unwilling victim.
Lilitu's Gift (Su) Once per day, a Radiant Sister can embrace a willing or helpless living creature as a standard action and grant it a +2 profane bonus to Charisma and a +2 profane bonus on saving throws. The effects persists for 24 hours or until the target creature is affected by dispel chaos. Until the gift expires or is removed, the affected creature radiates chaos as if his alignment were chaotic. Moreover, its natural weapons, as well as any weapons it wields, are treated as chaotic aligned for the purpose of bypassing damage reduction. As long as the character possesses the gift, the Sister’s name (written in Abyssal) appears as a tattoo somewhere on the character’s body. The recipient cannot see its own tattoo. The Sister can monitor the character’s condition and location as if she had placed a status spell on the character. She can communicate telepathically with the character at all times, despite any intervening distance (even across planes), and by concentrating, can observe the world around the character as if she were there in its place. Accepting a Sister’s gift is a chaotic act. A creature can resist gaining the gift by making a Will save (DC 37 negates).
Poison (Ex) Injury, Fortitude DC 31, 2d6 Wis/1d4 negative levels
Spells (Ex) Radiant Sisters cast spells as both clerics and bards. Bard spells per day: 8/6/6/7/7/5 (Caster level 21st, DC 23 + spell level, 25 + spell level for language dependent) Cleric spells per day: 14/8/8/8/7/6/5/5/4 (Caster level 16th; DC 18+spell level)
Item Use (Sp) A Radiant Sister can use any magic item as though she had successfully used the Use Magic Device skill.
Reflect Enchantment (Sp) Three times per day as an immediate action, a Radiant Sister can reflect an enchantment spell back on its caster if the Sister succeeds on her saving throw or the spell fails to penetrate her spell resistance.
Shroud Alignment (Sp) Spells and spell-like abilities that have the good descriptor treat a Radiant Sister as if her alignment was good. Magic items are similarly fooled.
Vulnerable to Divine Magic (Su) Radiant Sisters take a -2 penalty on saves against divine magic. Divine casters gain a +4 bonus to caster level checks to penetrate their spell resistance.

Pit Fiend

Devil, Pit Fiend (Fully Advanced)
CR 38 XP: 157,286,400
LE Huge outsider (devil, evil, extraplanar, lawful)
Init +12; Senses darkvision 60 ft., see in darkness; Perception +62
Aura fear (20 ft., DC 23)
AC 42, touch 16, flat-footed 34 (+8 Dex, +26 natural, -2 size)
HP 591 (54d10+294); regeneration 5 (good weapons, good spells)
Fort +42, Ref +37, Will +39
DR 15/good and silver; Immune fire, poison; SR 50; Resist acid 20 and cold 20
Speed 40 ft., fly 60 ft. (average)
Melee 2 claws +71 melee (3d8+19/19-20+1d6 on critical hit) 2 wings +75 (3d6+15) bite +75 (6d6+15/19-20 plus poison plus disease) tail slap +75 (3d8+15)
Space 15 ft., Reach 15 ft.
Special Attacks Constrict 3d8+34, fear aura, improved grab, spell-like abilities, summon devil
Spell-Like Abilities (CL 18th) At will—blasphemy (DC 25), create undead, fireball (DC 21), greater dispel magic, greater teleport (self plus 50 pounds of objects only), invisibility, magic circle against good, mass hold monster (DC 27), persistent image (DC 23), power word stun, unholy aura (DC 26); 1/day—meteor swarm (DC 27). The save DCs are Charisma-based. Once per year a pit fiend can use wish as the spell (caster level 20th).
During Combat Pit fiends are wily and resourceful fighters, using invisibility to gain the upper hand and biting at foes seemingly able to see them. They don’t hesitate to blanket an area with fireballs and can call down the wrath of an inferno with meteor swarm.
A pit fiend’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Str 48, Dex 26, Con 36, Int 26, Wis 26, Cha 26
Base Atk +54; CMB +75 (+38 grapple); CMD 93
Feats Awesome Blow, Cleave, Combat Reflexes, Devastating Critical (bite, claw DC 56), Dire Charge, Energy Resistance (acid, cold), Great Cleave, Improved Bull Rush, Improved Critical (bite, claw), Improved Initiative, Iron Will, Multiattack, Overwhelming Critical (bite, claw), Power Attack, Quicken Spell-Like Ability (fireball), Vital Strike
Skills Acrobatics +74, Bluff +62, Climb +68, Diplomacy +10, Disguise +62, Intimidate +62, Knowledge (arcana) +62, Knowledge (nature) +8, Knowledge (planes) +62, Knowledge (religion) +62, Linguistics +67, Perception +62, Spellcraft +64, Stealth +62, Survival +8
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
Environment Nine Hells of Baator
Organization Solitary, pair, team (3–4), or troupe (1–2 pit fiends, 2–5 horned devils, and 2–5 barbed devils)
Treasure Standard coins; double goods; standard items; 442,000 gp total value
Devil Shaping (Su) Three times per day, a pit fiend can spend a minute to transform nearby lemures into other lesser devils. A pit fiend can transform one lemure for every Hit Die the pit fiend possesses. It can then reshape these lemures into a number of Hit Dice's worth of lesser devils (see page 71) equal to the number of lemures affected. For example, a typical 20 Hit Dice pit fiend could transform 20 lemures into two bone devils (10 HD each), or three bearded devils (6 HD each, leaving two lemures unchanged), or any other combination of lesser devils. Lemures to be reshaped must be within 50 feet of the pit fiend, becoming stationary and unable to move once the shaping begins. After a minute passes, the lemures reform into the shape of a new lesser devil ready to follow the orders of the pit fiend. Although pit fiends can, technically, elevate a mass of 20 lemures into a new pit fiend, most are hesitant to do so since they have no special control over a devil created in this manner.
Disease (Su) A creature struck by a pit fiend’s bite attack must succeed on a DC 50 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). The save DC is Constitution-based.
Poison (Ex) Injury, Fortitude DC 50, initial damage 1d6 Con, secondary damage death. The save DC is Constitution-based.
Constrict (Ex) A pit fiend deals 3d8+34 points of damage with a successful grapple check.
Fear Aura (Su) A pit fiend can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 45 Will save or be affected as though by a fear spell (caster level 18th). A creature that successfully saves cannot be affected again by the same pit fiend’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.
Improved Grab (Ex) To use this ability, a pit fiend must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Summon Devil (Sp) Twice per day a pit fiend can automatically summon 2 lemures, bone devils, or bearded devils, or 1 erinyes, horned devil, or ice devil. This ability is the equivalent of an 8th-level spell.
Regeneration (Ex) A pit fiend takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.
Deathmastery (Su) The pit fiend duke's ability to manipulate the souls of the damned extends beyond the standard devil shaping power. Whenever a pit fiend slays a humanoid, it can attempt to transform the slain creature's soul into a ghost under the pit fiend's control. The pit fiend may control a number of ghosts in this manner equal to its Charisma modifier.
Master of Magic (Su) The pit fiend duke has additional spell-like abilities (20 spell levels' worth of 1st-4th level spells usable at will and 20 spell levels' worth of 5th-8th level spells usable 3 times a day).
Hellfire Breath (Su) The pit fiend gains a devastating breath weapon that it can use once every 1d4 rounds. This breath weapon is a 60-foot cone of fire (10d10 fire damage and 10d10 unholy damage as per flame strike, successful Reflex save [DC 10 + 1/2 the pit fiend's racial HD + the pit fiend's Constitution modifier] half).

Standing nearly 25 feet tall, this hulking monster is wreathed in unholy flames. Its bears enormous bat-like wings and a long, whip-like tail. The thick scales that cover its body are stronger than most armor. It smiles, revealing large fangs that drip with a hissing venom.
The greatest pit fiends often serve archdevils as generals or dukes, but they always plot and scheme to ascend to rule the Hells themselves.
A pit fiend often wraps its wings around itself like a grotesque cloak and appears wreathed in flames.
A fully advanced pit fiend is 24 feet tall and weighs 1,600 pounds.
Rulers of infernal realms, generals of Hell's armies, and advisors to the archfiends, pit fiends embody the awesome and terrible pinnacle of devilkind. Massive, physically indomitable, and possessed of ingenious evil intellects, these diabolical tyrants hold great autonomy whether in their service to the archfiends, in their rule of vast infernal fiefdoms, or in subjugation of mortal worlds. Thick muscles cling to their gigantic frames, armored over by dense, bladed scales capable of deflecting all but the most potent assaults. Fangs as thick as daggers fill their maws, bestial visages disguising some of the most insidious minds in Hell. Born within the depths of Nessus, the ninth and deepest layer of Hell, pit fiends are raised from the ranks of cornugons and gelugons by the archdevils and their dukes alone. While many travel to higher layers and far from Hell to command infernal legions, most remain in Nessus serving in the courts of Hell's elite or in dark councils with unknowable purposes. Pit fiends always stand over 14 feet tall, with wingspans in excess of 20 feet and weights over 1,000 pounds. Pit fiends are masters of fire and prefer lands bathed in flame. In Hell, this predisposes them to Avernus, Dis, Malebolge, Nessus, and Phlegethon the layers most likely to harbor their burning temple-citadels. Fanatics obsessed with diabolical superiority and ironclad obedience, pit fiends left to their own devices raise massive armies, scouring the pits of Hell for the most depraved lemures to transform into true fiends. When convinced they've formed the perfect legions, they turn their attentions to vulnerable demiplanes and mortal worlds, eyeing them for infernal domination and the glory of conquest. In the service of the archfiends or other unique infernal warlords, pit fiends hold themselves to a greater cause, obeying the wills of Asmodeus's chosen nobles in the hopes of one day garnering the favor of either the Prince of Darkness or Hell itself. While obedient to the hierarchies of their kind, they are also strict in their enforcement, and should a pit fiend find itself subservient to a master unfit to rule, it holds itself duty bound to cast down such an incompetent lord. Thus, whether as masters or servants, pit fiends embody the will of Hell's merciless law and assure that only the strongest of devilkind flourish (or dare to). Only the most powerful of mortal spellcasters can or dare summon a pit fiend. These devils' reactions to summoning are deliberate and swift, usually typified by overwhelming rage that such insignificant beings would waste their immortal time. Those that cannot weather the devils' burning rage are slain-their souls typically racing the pit fiends back to Hell. Those who manage to keep control of the greater devils, though, intrigue them. A pit fiend might dutifully serve a mortal master for centuries, but its goal is always the same: to further corrupt the mortal soul, assure its absolute damnation, and when the mortal inevitably dies, claim its soul and begin the process of creating a perfectly corrupt lemure servant. Pit fiends know they are immortal and are intelligent enough to indulge in impossibly disciplined patience. As such, the eldest pit fiends see in their legions the faces of countless fools who once presumed themselves the devils' masters. Infernal Dukes The most powerful of pit fiends are lords in their own right-members of the elite caste of infernal politics and leadership known as the Dukes of Hell. While not all of the Dukes of Hell are pit fiends, the majority of them are. As a general rule, a pit fiend Duke of Hell has several levels of a particular character class, the advanced simple template, or in some cases unusual spell-like abilities or unique powers over and above those of most pit fiends. Listed here are three sample unique pit fiend duke abilities, but these examples are by no means the entirety of what strange powers an infernal duke might wield.

fully advanced cornugon

Yerashyu
CR 16 XP: 76800
Male Advanced Horned Devil (Cornugon)
LE Huge outsider (devil, evil, extraplanar, lawful)
Init +11; Senses darkvision 60 ft., see in darkness; Perception +53
Aura fear aura (5 ft., DC 23)
AC 44, touch 20, flat-footed 37 (+7 Dex, +24 natural, -2 size, +5 deflection)
HP 382 (45d10+135); regeneration 5 (good weapons, good spells)
Fort +33, Ref +31, Will +31
DR 10/good and silver; Immune fire, poison; SR 58; Resist acid 10, cold 20 and sonic 20
Speed 20 ft., fly 50 ft. (average)
Melee +4 Huge Unholy Shocking Burst Adamantine Spiked Chain +62/+57/+52/+47 melee (3d6+21+4 plus 1d6 electricity plus 2d6 unholy plus stun/19-20/x2) bite +59 (3d8+11) tail +59 (3d6+11 plus infernal wound) or 2 claws +61 (3d6+18) bite +59 (3d8+11) tail +59 (3d6+11 plus infernal wound)
Space 15 ft., Reach 15 ft.
Special Attacks Fear aura, Infernal wound, Spell-like abilities, Stun, Summon devil
Spell-Like Abilities (CL 45th) At will – dispel chaos (DC 22), dispel good (DC 22), magic circle against good, greater teleport (self plus 50 pounds of objects only), persistant image (DC 22); 3/day – fireball (DC 20), lightning bolt (DC 20). The save DC’s are charisma based.
Str 39, Dex 25, Con 29, Int 16, Wis 20, Cha 24
Base Atk +45; CMB +61; CMD 83
Feats Armor Skin, Blinding Speed, Cleave, Devastating Critical, Flyby Attack, Great Cleave, Hover, Improved Critical (spiked chain), Improved Initiative, Improved Sunder, Iron Will, Multiattack, Overwhelming Critical, Power Attack ((-45/+45)), Weapon Focus (spiked chain), Wingover
Skills Bluff +55, Climb +62, Diplomacy +23, Fly +12, Intimidate +55, Knowledge (planes) +21, Linguistics +57, Perception +53, Sense Motive +53, Stealth +55, Survival +21
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
Environment Nine hells of Baator
Organization Unique
Treasure Yerashyu’s Treasure:
Rod of Metamagic: Empower (32.500 gp)
Major Ring of Cold Resistance (28.000 gp) [Worn]
Major Ring of Sonic Resistance (28.000 gp) [Worn]
Ring of Protection +5, (50.000 gp) [Worn]
+4 Huge Unholy Shocking Burst Adamantine Spiked Chain (131.325 gp)
Bag of Holding type II (5000 gp) [carried]
Hand of the Mage (900 gp) [Worn]
4 blue diamond gems (3.000 gp each)
5 fire opal gems (400 gp each)
6 golden yellow topaz gems (600 gp each)
3 amethys gems (90 gp each)
6 moonstone gems (50 gp each)
7 banded agate gems (10 gp each)
7945 gp
Infernal Wound (Su) The damage Yerashyu deals with his tail attack causes a persistent wound. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 41 Heal check, a cure spell, or a heal spell. However, a creatyre attempting to cast a cure spell or a heal spell on a creature damaged by Yerashyu’s tail must succeed on a DC 41 caster level check, or the spells has no effect on the injured character. A successful Heal check automatically stops the continuing hit point loss, as well as restoring hit points. The DC is Con based.
Stun (Su) Whenever Yerashyu hits with a spiked chain attack, the opponent must succeed a DC 46 fortitude save or be stunned for 1d4 rounds. This ability is a function of the horned devil, not the spiked chain. The DC is Str based.
Fear Aura (Su) Yerashyu can radiate a 5’-radius fear aura as a free action. A creature in the area must succeed a DC 39 Will save or be affected as though by a fear spell (caster level 45th). A creature that successfully saves cannot be affected again by the same horned devil’s aura for 24 hours. The DC is Cha based.
Summon Devil (Sp) Once per day Yerashyu can attempt to summon 2d10 lemures or 1d6 bearded devils with a 50% chance of success, 1d6 barbed devils with a 35% chance of success, or a horned devil with a 20% chance of success. This ability is equivalent of a 6th level spell.
Regeneration (Ex) Yerashyu takes normal damage from good-aligned weapons, and from spells or effects with the good descriptor.
Bristling with terrible spines and a crown of deadly horns, this leering winged terror wields a whirling barbed chain.
Among the deadliest of the archdevils' warriors and able commanders of lesser fiends, horned devils spread the rule of Hell wherever they tread. These greater devils are trained, forged, and reforged to be among the most lethal, merciless, and obedient warriors in the multiverse. While rank-and-file horned devils are called cornugons, the greatest of their kind are known as malebranche.  A typical horned devil rises to a hulking 9 feet tall, bears 14-foot-wide wings, and weighs 700 pounds.