Saturday, February 2, 2019

Frozen Walker

Frozen Walker
CR 4 XP: 1,200
CE Huge undead (cold)
Init +3; Senses Perception +7
AC 13, touch 11, flat-footed 10 (+2 natural, +3 Dex, -2 size)
HP 45 (7d12)
Fort +0, Ref +3, Will -3
Speed 30 ft., climb 15 ft.
Melee bite +4 (1d8+3 plus numbness)
Space 15 ft.
Special Attacks Numbing Grip, Numbness
During Combat Frozen horrors fall upon their victims with tooth and claw, numbing their victims with their icy grip as they rend flesh from bone. They sometimes grapple with their prey, holding them in a freezing embrace until the victim is overcome by the chill, and meanwhile dig with their teeth for warm blood. If outnumbered, frozen horrors endeavor to use their numbing grip on as many foes as possible before moving to the task of finishing their chilled victim.
Str 16, Dex 17, Con -, Int 6, Wis 5, Cha 10
Base Atk +3; CMB +8; CMD 21
Feats Ability Focus (Numbness), Alertness, Supernatural Tracker
Skills Climb +5, Perception +7, Sense Motive -1, Stealth +4
SQ Cold Subtype, Undead Traits
Environment Cold hill and mountains
Organization Solitary, pair, gang (3-5), or pack (6-20)
Treasure
While a frozen horror does still possess the equipment it had during its life, it does not use any it. Weapons are ignored in favor of its numbing bite and claw attacks and treasure such as coins and magic items are carried out of familiarity. In fact, it is because of familiarity with certain items that the horror acquires more treasure — tending to pick up and carry items from its victims which resonate on some kind of emotional level.
Rose quartz gems (x4) [60 gp each]
Belt pouch [1 gp]
Dagger [2 gp]
Leather armor [1 gp due to uselessness of the armor from age]
Masterwork short sword [310 gp]
Potion of endure elements [50 gp]
Small tapestry depicting an icy locale with a lone pine tree in the center of a grassy field; an "X" is hand drawn just west of the pine tree [350 gp but the tapestry could be worth far more if it is what it appears to be—a treasure map. Different horrors in the same pack might have other important pictorial clues about the treasure or the GM can replace the tapestry in this list with a family heirloom of comparable value]
246 gp
Numbness (Ex) Anyone hit by a frozen horror must make a DC 15 Fortitude save or take 1 point of temporary Dexterity damage
Numbing Grip (Ex) If a frozen horror successfully grapples an opponent or otherwise maintains contact with him for a full round, he must succeed at a DC 13 Fortitude save at the beginning of his turn or take 1d4 points of temporary Dexterity damage.
Frost-rimmed and torn clothing clings loosely to this blue-skinned humanoid. A bestial glint in its coal-black eyes highlights its otherwise withered features. The humanoid bares a jagged set of teeth and claws before rushing to attack.
The frozen northern landscape is a sea of ice and snow amidst tranquil snow-packed mountains. But amidst this beauty is a veritable graveyard of creatures that die in that dangerous beauty. Harsh elements and starvation take the lives of so many creatures that are not native to the north. Those that lay dead for over a year, however, gather the power to return. If a living creature being walks over the grave spot of a creature that died in the elements, there is a 10% chance per Hit Die of the living creature that the corpse animates as a frozen horror. It claws its way to freedom and follows the tracks of the creature which tread across its former resting place. Frozen horrors see their victims as arrogant nobodies who purposely strode over their grave to mock their failure at overcoming the elements.
In Your Campaign
Frozen horrors are not without some intelligence. In its relentless pursuit of the creature which disturbed its rest, a horror pretends to be a living being to those it encounters. Communities, no matter their size, might house a pack of frozen horrors and no one would be the wiser. These undead may crave the warm bodily juices of humanoids, but they do not need them to survive like a vampire needs blood. Frozen horrors can be cautious and cunning, even to the point of renting an apartment in a city whilst it attacks in the dead of night; for after its primary victim is slain, the horror is free to kill at its whim.
Frozen horrors can lie buried for decades before awakened by unknowing passerby. This makes their clothing out of date and is a possible tip-off for those characters encountering them that something is suspicious. You can grant a character a +3 circumstance bonus on a Spot check to notice something "odd" about the horror. Or, conversely, give the horror a -3 bonus to any Disguise checks meant to fool a character into believing it is not undead

Devil, Kere

Devil, Kere
CR 8 XP: 4,800
LE Large outsider (devil, evil, extraplanar, lawful)
Init +9; Senses darkvision 60 ft., see in darkness, telepathy 100 ft.; Perception +28
AC 21, touch 18, flat-footed 12 (-1 size, +3 natural, +9 Dex)
HP 95 (10d10+40); fast healing 5
Fort +11, Ref +16, Will +8
Defensive Abilities improved dodge, uncanny dodge; DR 10/good; Immune fire and poison; SR 18; Resist acid 10 and cold 10
Speed 50 ft., climb 30 ft.
Melee +1 keen two-bladed sword +12/+8/+7 (2d6+7/2d6+3/17-20)
Space 10 ft., Reach 10 ft.
Special Attacks Clawed feet 1d8+3
During Combat Keres love to fight and they excel at it. In combat they are a blur of motion, using their spider legs, tumbling ability, and spring attacks to fight a very mobile style of warfare. Keres never just stand in one spot and duke it out. They always keep their opponents guessing where they’ll move and whom they’ll attack next. A kere’s natural weapons, as well as any weapons she wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Str 22, Dex 28, Con 18, Int 10, Wis 12, Cha 16
Base Atk +10; CMB +17; CMD 36
Feats Mobility, Spring Attack, Two-Weapon Fighting, Weapon Focus (Two-bladed sword)
Skills Acrobatics +24, Climb +27, Escape Artist +22, Intimidate +16, Perception +28, Use Magic Device +9
  Racial Modifiers Keres have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Languages telepathy 100 ft.
Environment Hell
Organization Solitary, Pair, or Squad (5-20)
Treasure standard
Clawed Feet (Ex) When fully engaged in melee, a kere can fall back on her spider legs, freeing up her clawed feet for attacks. When using the full attack action, a kere can make two extra clawed feet attacks with a +10 attack bonus. Each clawed foot inflicts 1d8+3 points of piercing and slashing damage.
Improved Dodge (Ex) As the dodge feat (see the PHB), but the dodge bonus to armor class is +3.
Uncanny Dodge (Ex) A kere retains its Dexterity bonus to AC when flat-footed, and it cannot be flanked except by a rogue of at least 14th level. It can flank characters with the uncanny dodge ability as if it were a 10th-level rogue.
This giant humanoid has clawed feet like a great bird, and where wings might be, it has spider legs sprouting from its back.
Keres are elite soldiers in the armies of Baal, Lord of the First Circle. They move fast and hit hard, and Baal prizes their skill and ruthlessness. Long spider legs sprout from their backs in mockery of the beautiful wings of celestials. These extra legs give keres a mobility undreamed of by the rank and file devils. Keres can climb walls, hang from ceilings, and pounce on opponents from any angle.
The drow, especially their clerics, hate keres with unrivaled passion. They see the devils as an affront to their Spider Queen and seek to slay keres above all other foes.
This greatly amuses the keres, but they respect the drow as adversaries. Lilith is known to favor female keres in her armies, but the majority of these devils serve the Lord of the First Circle.
Source: The Book of Fiends

Devil, Iblis, Duke of Pride, Fallen Solar

Devil, Iblis, Duke of Pride, Fallen Solar

CR 30 XP: 9,830,400
LE Huge outsider (archon, evil, extraplanar, lawful)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +59
Aura protective, unsettling
AC 37, touch 13, flat-footed 32 (-2 size, +24 natural, +4 Dex)
HP 675 (50d12+350); regeneration 15
Fort +34, Ref +31, Will +33
Defensive Abilities Fort +38 against poison; DR 15/epic and good; Immune acid, cold, and petrification; SR 32; Resist electricity 10 and fire 10
Speed 50 ft., fly 150 ft. (good)
Melee +5 flaming burst, vorpal falchion +67/+62/+57/+52 melee (3d6+24/15–20 plus 1d6 fire) and bite +56 melee (2d6+6) or +2 composite longbow (+5 Str bonus) +54/+49/+44/+39 ranged (3d6+7/x3 plus slaying) or 2 claws +61 melee (1d8+13) and bite +56 melee (2d6+6)
Space 15 ft., Reach 15 ft.
Special Attacks Blasphemous benediction, grant temptation, probe soul, spell-like abilities, spells, unholy compact
Spell-Like Abilities (CL 20th) At will—aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, imprisonment (DC 27), invisibility (self only), lesser restoration, polymorph (self only), power word stun, remove curse, remove disease, remove fear, resist energy, summon monster VII, speak with dead (DC 21), unholy blight (DC 22), waves of fatigue; 3/day—blade barrier (DC 24), earthquake (DC 26), heal (DC 24), mass charm monster (DC 26), permanency, resurrection, unholy aura (DC 26), waves of exhaustion; 2/day—charm person (DC 19), disguise self, protection from good; 1/day—blasphemy (DC 25), command (DC 19), dispel good (DC 23), fire storm (DC 26), greater restoration, misdirection (DC 20), nondetection, power word blind, power word kill, prismatic spray (DC 25), soul bind (DC 27), suggestion (DC 21), summon monster IX (devils only), unhallow, wish. The save DCs are Charisma-based.
Spells Prepared (CL 20th)
  0th-Detect Magic (x2), Guidance (x2), Resistance (x2)
  1st-Bane, Bless, Cause Fear, Divine Favor (x2), Entropic Shield, Obscuring Mist, Shield of Faith
  2nd-Align Weapon, Bears Endurance (x2), Bulls Strength (x2), Desecrate, Eagles Splendor, Spiritual Weapon
  3rd-Bestow Curse, Deeper Darkness, Invisibility Purge, Magic Vestment, Prayer, Protection from Energy, Wind Wall
  4th-Death Ward, Dismissal (x2), Divine Power, Neutralize Poison, Poison, Sending
  5th-Control Winds, Dispel Chaos, Greater Command, Plane Shift, Righteous Might (x2), Symbol of Pain
  6th-Banishment, Chain Lightning, Harm, Geas/Quest, Mass Cure Moderate Wounds, Word of Recall
  7th-Control Weather, Destruction, Dictum, Greater Scrying, Repulsion
  8th-Fire Storm, Mass Inflict Critical Wounds (x2), Shield of Law, Whirlwind
  9th-Elemental Swarm (air), Etherealness, Implosion, Miracle, Storm of Vengeance
During Combat Iblis is a terror in combat, wielding the flaming falchion of Gian ben Gian with grim accuracy. Despite his fall from grace, the Duke of Pride managed to retain his +2 composite longbow (+5 Str bonus), which can create any sort of slaying arrow when drawn. Even the usually warlike generals of the First Circle of Hell give Iblis and his divs a wide berth.
Iblis’s natural weapons, as well as any weapons he wields, are treated as evil-aligned and epic for the purpose of overcoming damage reduction.
Str 36, Dex 18, Con 24, Int 23, Wis 23, Cha 27
Base Atk +50; CMB +65; CMD 79
Feats Cleave, Combat Casting, Combat Reflexes, Dodge, Far Shot, Great Cleave, Improved Critical (Falchion), Improved Initiative, Improved Sunder, Maximize Spell, Mobility, Point-Blank Shot, Power Attack, Quicken Spell, Silent Spell, Spring Attack, Weapon Focus (Falchion)
Skills Bluff +65, Diplomacy +65, Disguise +8, Escape Artist +57, Intimidate +63, Knowledge (arcana, planes, religion) +59, Linguistics +60, Perception +59, Sense Motive +63, Spellcraft +61, Stealth +57, Survival +6, Use Magic Device +8
  Racial Modifiers +4 on Bluff and Sense Motive checks
Languages Celestial, Infernal, and Draconic, though he can speak with almost any creature because of his tongues ability.
SQ holy interdict
Environment Hell
Organization Unique
Treasure Minor Artifact: The Falchion of Gian ben Gian
This +5 flaming burst, vorpal falchion is an ancient artifact, with power beyond the ability of any to reproduce now. It was made in the age of myth by a mighty div artisan. The falchion is a most impressive looking weapon. Its crimson-tinted blade is covered in the flowing, cursive script of the ancient div, a dead language now only known by the wisest sages and celestials. The inscriptions, made before Gian ben Gian’s rebellion, sing the praises of the Lords of Good and pledge eternal loyalty. Iblis took the weapon from his fallen foe after the rebellion was crushed and renewed the pledges on the blade as a sign of his own obedience. The spirit of Gian ben Gian must have laughed when the hammer of the Lords of Good himself fell from grace. Down in the Pit, Iblis considered destroying the falchion but he decided to keep it instead. He considered it a symbol of his ill treatment at the hands of the Lords of Good. He was true to them, but that loyalty was not returned. Now Iblis and his blade are enemies of Heaven.
Blasphemous Benediction (Su) Iblis grants a +6 profane bonus on the touched creature’s attack and weapon damage rolls.
Probe Soul (Su) The Will save to resist Iblis’s persuasion has a DC of 43.
Permanent Spells (Ex) The following abilities are always active on a Iblis’s person, as the spells (caster level 20th): detect good, detect snares and pits, discern lies (DC 22), see invisibility, true seeing. They can be dispelled, but Iblis can reactivate them as a free action.
Spells (Ex) Iblis can cast divine spells as a 20th-level cleric. Typical Cleric Spells Prepared (6/8/8/7/7/7/6/5/5/5; save DC 16 + spell level)
Unholy Compact (Su) A soul bound by this agreement is trapped in Iblis’s domain on the First Circle of Hell upon death.
Protective Aura (Su) Against attacks made or effects created by good creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of Iblis. Otherwise, it functions as a magic circle against good effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 50th). This aura can be dispelled, but Iblis can create it again as a free action on his next turn. (The defensive benefits from the circle are not included in Iblis’s statistics block.)
Regeneration (Ex) Iblis takes normal damage from epic good-aligned weapons and from spells or effects with the good descriptor.
Tongues (Su) Iblis can speak with any creature that has a language, as though using a tongues spell (caster level 50th). This ability is always active.
Unsettling Aura (Ex) The Will save vs. Iblis’s unsettling aura has a DC of 43.
This muscular humanoid stands 20 feet tall and has a handsome, if feral, face and two large ram horns jutting from his temples. His mouth is a jumble of needle-thin sharp teeth, and his dark eyes burn with a fiery intensity. His jetblack skin contrasts sharply with his fire-red hair and white feathery wings. Small horny protrusions line his back from waist to neck.
Long before the birth of the first mortal, the Material Plane was the domain of the divs, genies born of fire and entrusted with the government of the Iblis, Duke of Pride world by the Lords of Good. After nine thousand years of rule, the divs rebelled against their superiors under the rule of Gian ben Gian, a powerful warrior king. The gods turned to the solar Iblis to defeat the uprising, which he accomplished by slaying the genie caliph in personal combat. The divs were banished from the Material Plane as punishment for their insurgency.
Time-lost myths relate that the Lords of Good thereafter decided to populate the Material Plane with weaker beings who would serve them with good works and reverence. When the gods presented their creation to the celestials and told their glorious warriors that from now on they existed to serve the mortals, Iblis spoke out. “Ye have created me from fire,” he exclaimed. “Yet ye would have me bow to a creature made of dust?”
For this refusal to serve, Iblis was cast from the Upper Planes. With him fell a legion of celestials, said to have represented a third of the heavenly host. Iblis’s followers came from all ranks of the angelic choirs, from the lowly ischim to the powerful archangels. Unable to venture to the Material Plane unless summoned, the fallen turned to Hell; some say they were encouraged to settle there by the dark lord of the plane’s lowest circle. Their arrival triggered a fierce war against the devils who had previously dominated the plane.
Powerful, cunning fallen celestials such as Beelzebub and Belial distinguished themselves in this centuries-long conflict, but Iblis, who had started it all, largely withdrew from the battle to ponder his own concerns. Somehow, he managed to rally to his banner the divs whom he had once defeated, and these corrupted genies now serve him in an enormous army. From his lair in a rocky region of the First Circle of Hell, Iblis and his divs continue their spiteful, timeless struggle against their creators, infiltrating the Material Plane and undermining the worship of the Lords of Good.
When Iblis dresses at all, he wears a simple wrap around his waist and sandals that lace around his calves all the way up to his knees. His deep voice kindles memories of dying fires
Source: the Book of Fiends

Devil, Hadriel, Duchess of Domination

Devil, Hadriel, Duchess of Domination
CR 14 XP: 38,400
LE Large outsider (devil, evil, extraplanar, lawful)
Init +6; Senses darkvision 60 ft., telepathy 100 ft.; Perception +26
AC 29, touch 19, flat-footed 23 (-1 size, +10 natural, +4 deflection, +6 Dex)
HP 144 (17d10+51)
Fort +13, Ref +16, Will +15
DR 15/good and silver; Immune fire and poison; SR 25; Resist acid 10 and cold 10
Speed 40 ft.
Melee 2 bone hooks +21 melee (1d8+6/19–20/x3)
Space 10 ft.
Special Attacks Bone hooks, fear aura, greater domination, spell-like abilities
Spell-Like Abilities (CL 15th) At will—charm monster (DC 19), detect chaos, detect good, misdirection (DC 17), polymorph (self only), tongues; 2/day—geas/quest, protection from good; 1/day—false vision, greater dispel magic, greater teleport (self plus 50 pounds of objects only), mass suggestion (DC 21), mislead (DC 21), veil (DC 21). The save DCs are Charisma-based.
During Combat Hadriel is a fearsome individual opponent, but she is never found alone. Depending on the task at hand, she has a squad of specialized Submitters or Obeyed to assist and defend her.
Hadriel’s natural weapons, as well as any weapons she wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Str 18, Dex 22, Con 17, Int 22, Wis 17, Cha 20
Base Atk +17; CMB +22; CMD 42
Feats Deflect Arrows, Improved Grapple, Iron Will, Spell Penetration, Stunning Fist, Weapon Focus (Bone Hook), Weapon Specialization (Bone Hook)
Skills Bluff +25, Climb +28, Diplomacy +29, Disguise +25, Intimidate +27, Knowledge (arcana, planes) +26, Knowledge (gather information) +25, Linguistics +23, Perception +26, Sense Motive +23, Stealth +22, Survival +3
  Racial Modifiers +4 to Climb
Environment Hell
Organization Unique or retinue (Hadriel plus 2–5 gladiatrixes, 2–5 pain mistresses, 2–5 painshriekers, or 2–5 strigae)
Treasure Triple standard
Bone Hooks (Ex) In Hadriel’s natural form, large bone hooks protrude from her wrists. With them, she deals piercing and slashing damage. In addition to their deadly potency in combat, these give Hadriel a +4 bonus to all grapple checks.
Fear Aura (Su) Hadriel can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 23 Will save or be affected as though by a fear spell (caster level 15th). A creature that successfully saves cannot be affected again by Hadriel’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.
Greater Domination (Sp) Hadriel has a towering will that allows her to dominate nearly any foe. Treat this as the dominate monster spell (caster level 17th), but with a save DC of 30 and a duration of 3 months. She can use this ability three times per day, each time against a single target, or once per day against 1d6 targets at once.
Wearing a voluminous gown, this imposing creature appears female, its body a humanoid skeleton with flesh stretched over. A bony mane sweeps from its skull, and sharp hooks of bone extend from the back of its hands.
Source: the Book of Fiends

Devil, Furcas, Duke of Rhetoric

Devil, Furcas, Duke of Rhetoric
CR 18 XP: 153,600
LE Large outsider (devil, evil, extraplanar, lawful)
Init +6; Senses darkvision 60 ft., see in darkness, telepathy 100 ft.; Perception +22
AC 25, touch 20, flat-footed 19 (-1 size, +5 natural, +5 deflection, +6 Dex)
HP 136 (16d10+48)
Fort +13, Ref +16, Will +13
DR 15/good and silver; Immune fire and poison; SR 26; Resist acid 10 and cold 10
Speed 40 ft.
Melee +3 brilliant energy short sword +22/+17/+12/+7 (1d8+7/19-20)
Space 10 ft., Reach 10 ft.
Special Attacks Spell-like abilities, spells, words of power
Spell-Like Abilities (CL 20th) At will—greater invisibility, levitate, polymorph (self only), suggestion (DC 19), greater teleport (self plus 50 pounds of objects only), whispering wind; 2/day—discern location, globe of invulnerability, protection from good, prying eyes; 1/day—dispel good (DC 21), foresight, nondetection, plane shift (DC 23). The save DCs are Charisma-based.
Spells Prepared (CL 20th) 
  0th-Arcane Mark, Detect Magic, Mage Hand, Resistance
  1st-Detect Secret Doors, Mage Armor, Magic Missile (x2), Shield, True Strike
  2nd-Detect Thoughts, Eagles Splendor, Flaming Sphere, Foxs Cunning, Owls Wisdom, Scorching Ray
  3rd-Clairaudience/Clairvoyance, Deep Slumber, Displacement, Fireball (x2), Vampiric Touch
  4th-Bestow Curse, Detect Scrying, Fear, Ice Storm, Phantasmal Killer, Wall of Fire
  5th-Cloudkill, Feeblemind, Major Creation, Mind Fog, Telekinesis
  6th-Chain Lightning, Eyebite, Greater Dispel Magic (x2), True Seeing
  7th-Banishment, Greater Arcane Sight, Greater Scrying, Spell Turning, Waves of Exhaustion
  8th-Incendiary Cloud, Maze, Mind Blank, Moment of Prescience, Polar Ray
  9th-Dominate Monster, Energy Drain, Power Word Kill, Summon Monster IX
During Combat Duke Furcas enjoys the occasional physical confrontation. He likes to set up traps and ambushes using his impressive array of spells. He considers a battle boorish if it actually comes to smelly grunts swinging swords at him. In such cases, he teleports away as soon as possible.
Duke Furcas’s natural weapons, as well as any weapons he wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Str 19, Dex 22, Con 17, Int 26, Wis 17, Cha 22
Base Atk +16; CMB +21; CMD 42
Feats Empower Spell, Improved Counterspell, Maximize Spell, Quicken Spell, Spell Penetration, Still Spell
Skills Appraise +8, Bluff +25, Craft (alchemy) +27, Diplomacy +29, Disguise +6, Intimidate +8, Knowledge (arcana, history, nature, planes, religion) +27, Linguistics +22, Perception +22, Sense Motive +22, Spellcraft +29, Survival +3
Languages telepathy 100 ft.
Environment Hell (Dis)
Organization Unique or with bodyguard (2-5 enforcers of Dis)
Treasure Double standard
Spells (Ex) Duke Furcas casts spells as a 20th-level wizard. His spell selection is usually heavy with divinations, but he switches to combat spells if he knows a confrontation is imminent. Wizard Spells Prepared (4/6/6/6/6/5/5/5/5/4; save DC 18 + spell level)
Words of Power (Sp) Furcas is a master of language and he knows how to make the most out of even a single word. He can disrupt hostile spells with such quickness and efficiency that he can cast counterspells at will without needing to ready an action to do so. Furcas may cast but one counterspell per round (doing so is a free action).
A glance of cunning in his eyes, this humanoid man has horns extending straight out on either side of his bald head and a long beard twisted into a point. His robe is turned down at the waist to reveal a toned torso and, flanking his neck, two iron rings set into the flesh of his shoulders. 
Duke Furcas is Hell’s foremost intellectual, at least in his own mind. He is a member of Dispater’s court and thus spends the majority of this time in the city of Dis. This suits Furcas just fine, since Dis is the closest thing Hell has to a center of knowledge. Furcas has written many books that circulate throughout the Material Plane. His favorite is Gods or Monsters: An Investigation 
Into the Nature of Divinity. This book argues that the gods are not gods at all, but powerful yet petty beings who fool mortals into worshipping them. All of Furcas’s books are meant to lead the reader into evil by destroying their cherished beliefs with cold logic and powerful rhetoric.
Furcas presides over the Forbidden Library, an octagonal edifice in the city center. The library is a den of blasphemous secrets, the ultimate destination for evil mages and cultists from across the planes. Parts of this collection are nearly as old as the planes themselves. Access, of course, is strictly controlled by Furcas. Only those willing to donate a rare volume or their own services may enter. Furcas has collected more than one soul in this way, and it allows him to maintain a cadre of agents on the Material Plane second to none.
If Duke Furcas has a weakness, it’s that he craves recognition for his genius. It is not enough for him to outsmart a foe; he must make sure that the deed is publicized. Even his books, written under pen names, contain complicated ciphers that reveal the true author to those smart enough to figure it out. His thirst for accolades has gotten him into trouble in the past. Dispater pierced his body with
iron rings and hung Furcas from his tower for a year after a particularly notorious incident. Furcas has kept the rings in his body as a sign of obeisance. 
Furcas’s greatest rival in Hell is Bune, Duke of Eloquence. Both devils use honeyed words as weapons, but Furcas’s rhetoric is backed up with knowledge. His arguments are based on fact and logic, while Bune’s manipulate the psyche. They have never confronted each other directly, instead preferring to play a great game down through the centuries. The dukes try to prove their mastery by converting each other’s minions. Both courts are riddled with double agents, and only intellects such as theirs can keep track of where true loyalties lie. Neither Furcas nor Bune misses an opportunity to show up his rival.
Source: The Book of Fiends

Devil, Stigabazu, Enforcer of Dis

Devil, Stigabazu, Enforcer of Dis
CR 9 XP: 6,400
LE Large outsider (devil, evil, extraplanar, lawful)
Init +3; Senses darkvision 60 ft., see in darkness, telepathy 100 ft.; Perception +15
AC 26, touch 13, flat-footed 22 (-1 size, +13 natural, +3 Dex)
HP 93 (11d10+33)
Fort +10, Ref +10, Will +8
DR 10/good; Immune fire and poison; SR 20; Resist acid 10 and cold 10
Speed 35 ft., fly 40 ft. (average)
Melee 2 claws +15 (1d8+5 plus fear)
Space 10 ft., Reach 10 ft.
Special Attacks Fear, rend 2d8+7, spell-like abilities, summon devils
Spell-Like Abilities (CL 12th) At will—animate dead, charm person (DC 14), detect good, detect magic, detect thoughts (DC 15), dispel chaos (DC 18), dispel good (DC 18), hold person (DC 16), suggestion (DC 16), greater teleport (self plus 50 pounds of objects only); 3/day—lightning bolt (DC 16), polymorph (self only), prying eyes, wall of fire; 1/day—hold monster (DC 18), wall of force. The save DCs are Charisma-based. 
During Combat Enforcers of Dis prefer to get their way without a fight. They are masters of intimidation, and their reputation is such that many renegades surrender without a struggle. They are no strangers to violence, however, and can and do use their claws to deadly effect. Their spell-like abilities usually serve to block off exits or capture an offender for later judgment.
An enforcer of Dis’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 20, Dex 16, Con 16, Int 11, Wis 13, Cha 17
Base Atk +11; CMB +17; CMD 30
Feats Dodge, Mobility, Spring Attack, Weapon Focus (Claw), Weapon Specialization (Claw)
Skills Acrobatics +5, Escape Artist +17, Intimidate +17, Knowledge (gather information) +17, Knowledge (planes) +14, Perception +15, Stealth +17, Survival +1, Use Magic Device +3
Languages telepathy 100 ft. 
Environment Hell
Organization Solitary, team (2–5), or patrol (1 enforcer plus 2d6 herlekins)
Treasure Standard 
Fear (Su) A creature hit by an enforcer of Dis’s claw attack must succeed at a Will save (DC 18) or be affected as though by fear (caster level 11th). Whether or not the save is successful, that creature cannot be affected again by that enforcer’s fear ability for 24 hours. The save DC is Charisma-based.
Rend (Ex) If an enforcer of Dis hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals 2d8+7 points of damage.
Summon Devils (Sp) Once per day an enforcer of Dis can attempt to summon 2d6 herlekins with a 50% chance of success, or another enforcer with a 35% chance of success. This ability is the equivalent of a 4th-level spell. 
This humanoid has a misshapen head, dangerously long
needle-like claws, and wings that resemble a tattered cape.
The Second Circle of Hell largely consists of the enormous city of Dis, home to millions of devils, damned souls, and even desperate mortals. Enforcers of Dis patrol the streets in the name of their lord, Dispater, rooting out lawbreakers and renegades.
Dispater rules the city from his iron tower and rarely ventures forth. He may be a schemer and a tyrant, but Dispater does believe in the rule of law. (Of course, he also makes the laws in Dis.) Many devil lords pay lip service to order but act as chaotically as the demons they despise. The enforcers of Dis make their lord’s belief a reality.
Enforcers of Dis are, without a doubt, cruel, but they are not capricious. Like their lord, they place value in the law. Enforcers can mete out punishment on the spot for transgressions, and this being Hell, this is swift and severe. The most common penalty is death, followed by imprisonment and torture. 
Several neighborhoods of Dis host mortal residents, an oddity in Hell. Some residents were lured here by infernal lies, others came with adventuring parties and were stranded, and a few even thought they could profit in Hell. The enforcers of Dis pay particular attention to these districts, most of whose residents live in abject fear of them. One word from an enforcer can send anyone to prison—or worse.
Source: Book of Fiends

Bune, Duke of Eloquence, Fallen Trumpet Archon

Bune, Duke of Eloquence, Fallen Trumpet Archon
CR 22 XP: 614,400
LE Large outsider (fallen archon, evil, extraplanar, lawful)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +25
Aura aura of menace (DC 22), magic circle against good
AC 27, touch 11, flat-footed 25 (+2 Dex, +16 natural +2 deflection vs. evil, -1 size)
HP 228 (20d10+118)
Fort +20, Ref +14, Will +14; +4 vs. poison, +2 resistance vs. evil
Defensive Abilities Fort +24 against poison; DR 10/good and magic; Immune electricity, petrification; SR 29
Speed 40 ft., fly 90 ft. (good)
Melee 2 claws (+4 unholy hand wrappings) +32 melee (1d6+13 plus 2d6 against good)
Space 10 ft., Reach 10 ft.
Special Attacks Blasphemous benediction, grant temptation, implosion gaze, probe soul, spell-like abilities, spells, unholy compact
Spell-Like Abilities (CL 20th) At will—detect good, continual flame, message; 3/day—unholy aura (DC 28); 2/day—charm person (DC 21), disguise self, protection from good; 1/day—blasphemy (DC 27), command (DC 21), dispel good (DC 25), fire storm (DC
Spells Prepared (CL 14th)
   0th-Detect Magic, Guidance (x2), Read Magic, Resistance (x2)
  1st-—Bane (x2), Divine Favor (x2), Protection from Chaos, Sanctuary, Shield of Faith
  2nd-Bulls Strength (x2), Death Knell, Desecrate, Owls Wisdom (x2), Silence
  3rd-Bestow Curse, Dispel Magic, Magic Circle Against Chaos, Magic Vestment, Protection from Energy
  4th-Dismissal, Divine Power, Orders  Wrath, Sending, Spell Immunity
  5th-Dispel Chaos, Flame Strike, Mass Inflict Light Wounds, Plane Shift
  6th-Geas/Quest, Heal, Hold Monster, Mass Eagles Splendor
  7th-Dictum, Greater Scrying, Summon Monster VII (Domains Evil and Law)
During Combat Bune has little interest in physical combat. If it appears that a battle is imminent, he immediately triggers his implosion gaze. However, he is more than a match for most combatants if he must fight. The Duke of Eloquence shuns weapons, instead fighting with claws bound in +4 unholy hand wrappings. Bune’s natural weapons, as well as any weapons he wields, are treated as evil-aligned, lawful-aligned and magic for the purpose of overcoming damage reduction.
Str 28, Dex 15, Con 27, Int 16, Wis 14, Cha 30
Base Atk +20; CMB +30; CMD 42
Feats Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Improved Initiative, Power Attack, Silent Spell
Skills Bluff +37, Diplomacy +37, Disguise +10, Escape Artist +25, Intimidate +12, Knowledge (planes, religion) +26, Linguistics +31, Perception +25, Perform (wind instruments) +33, Sense Motive +29, Stealth +21, Survival +2, Use Magic Device +10
  Racial Modifiers +4 on Bluff and Sense Motive checks
Languages Bune knows Celestial, Draconic, and Infernal and can understand any other language because of his tongues ability. He is unable to speak, however, and must communicate via a complicated series of hand gestures. These are interpreted by a canny bone devil named Regudel, who serves as Bune’s majordomo.
SQ Bestow eloquence, holy interdict, magic circle against good, teleport, tongues, unsettling aura
Environment Hell
Organization Unique or retinue (Bune plus 3 pit fiends, 1 bone devil, and 2–5 other devils)
Treasure No coins; double goods; standard items
Blasphemous Benediction (Su) Bune grants a +6 profane bonus on the touched creature’s attack and weapon damage rolls.
Implosion Gaze (Su) At will, Bune can change the fire in his eye sockets from brilliant orange to dull gray, initiating a gruesome gaze attack with a range of 50 feet. Any creature within range must succeed at a Fortitude save (DC 30) or collapse in upon itself with a sickening pop, killing it instantly. The save DC is Charisma-based.
Probe Soul (Su) The Will save to resist Bune’s persuasion has a DC of 30.
Spells (Sp) Bune can cast divine spells as a 14th-level cleric. Typical Cleric Spells Prepared (6/7/7/5/5/4/4/3; DC 12 + spell level)
Unholy Compact (Su) A soul bound by this agreement is trapped in Bune’s domain on the Ninth Circle of Hell upon death.
Aura of Menace (Su) A frightening aura surrounds Bune when he fights or gets angry. Any hostile creature within a 20-foot radius of him must succeed on a Will save (DC 32) to resist its effects. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit Bune. A creature that has resisted or broken the effect cannot be affected again by Bune’s aura for 24 hours.
Bestow Eloquence (Su) In exchange for a fitting sacrifice (such as the destruction of some hated being of good alignment or the gift of a magic item worth more than 20,000 gp), Bune bestows his diabolical eloquence upon a supplicant. He places his large, beautiful face to the supplicant’s ear, and despite his lack of a mouth, magically whispers a word in the Elder Tongue, an arcane language of great power. Though the listener never remembers this word, just hearing it fills her with presence and confidence, granting her a +8 profane bonus on all Charisma-based skill checks for the next three days. During this time, the supplicant is also aware of all divination spells cast upon her and can warp the results as she sees fit (such as causing a lawful evil supplicant to appear chaotic good or masking outright lies as the utter truth).
Magic Circle against Good (Su) A magic circle against good effect always surrounds Bune. Caster level 20th. (The defensive benefits from the circle are not included in Bune’s statistics block.)
Teleport (Su) Bune can use greater teleport at will, as the spell (caster level 14th), except that he can transport only himself and up to 50 pounds of objects.
Tongues (Su) Bune can understand any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active, but Bune is unable to use it to speak.
Unsettling Aura (Ex) The Will save to resist Bune’s unsettling aura has a DC of 30.
Looking like a winged elf, this creature’s body is partially covered by wrappings, which resemble bandages. His beauty is marred by his lack of a mouth, and where his eyes should be, there are leaping flames.
Long-sealed volumes in the locked basements of holy temples tell the story of the Primogenial Rebellion, when the solar Iblis (see page 169) refused the will of the Lords of Good and brought legions of archons to their doom in the depths of Hell. Only the most learned tomes reveal that many of the celestials who followed Iblis to perdition were convinced to do so by the calculatingly influential principality Bune [boo-NAY], a trusted trumpet archon who had long commanded the bene elim celestials of the Sun God.
As Iblis made his historic stand, Bune worked behind the scenes, whispering to doubting celestials that Iblis’s actions must be a test from the Lords of Good, and that to pass it they would have to show support for Iblis. No one knows whether Bune genuinely believed his own rousing words of solidarity, but many of the other archons, perhaps with a preexisting sliver of faithlessness or arrogance, flocked to his cause. In the end, Iblis’s betrayal may indeed have been a test. But thanks to the diplomatic efforts of Bune, far more failed than otherwise might have, and all were cast into the bowels of the underworld. Many of the fallen hate Bune with an unequalled passion, blaming him for their disgrace.
In the intervening years, Bune has become a patron of liars and corrupt politicians. Bishops of apostate cults say silent vespers to the Duke of Eloquence, praying that none will see through their profane ruse. Captured murderers on the way to trial carve ritualistic scars upon their flesh, hoping to attract Bune’s attention and blessings. On the eve of important negotiations with an enemy nation, a sovereign might enter a portal to Hell to confer with Bune on how best to convince the other of good intentions while at the same time ordering the murder of that rival’s family.
When the Lords of Good damned Bune, they punished him in what they thought was the harshest way possible. First, they stripped him of the holy trumpet of his station. Next, since his words had caused so much trouble, they erased his mouth from his comely face. Finally, they plucked out his penetrating, handsome eyes and set the sockets aflame with agonizing orange fire. Yet despite these deformities, Bune has persevered. Soon after the Fall, he was taken in by Asmodeus, Lord of the Ninth Circle, and given protection and a lair in the form of a shining castle called Neverdusk. There he is served by a personal guard of three pit fiends and several devils of lesser rank.
Hand Wrappings
These leather-and-cloth bindings, when wrapped about fists or claws, grant an enhancement bonus of +1 to +5 to the wearer’s attack and damage rolls with unarmed attacks and natural weapons. Wearing them is like wearing gloves and takes up that “slot”; they can be further imbued with special abilities as magic weapons can.
Bune’s hand wrappings are made from the cured skin of a titan. The titan had angered the God of Retribution and sought to make amends. One of Bune’s agents, posing as an astral deva, convinced the titan that only a very personal sacrifice would appease the angry god. The titan cut slices of his own flesh off his arms, legs, and torso and presented them to the agent. One hour later they were in Bune’s hands, ready for enchantment. The titan never learned who had fooled him out of his own flesh, nor did he ever reconcile with the God of Retribution. Faint to strong transmutation; CL 5th at least; Craft Magic Arms and Armor, magic fang, caster must be of a level three times that of the wrappings’ enhancement bonus; Price is twice the market value of a magic weapon with the same bonus. Thus, Bune’s +4 unholy hand wrappings are twice the cost of a weapon with a +6 bonus (+4 enhancement bonus and +2 bonus from the unholy special ability), or 144,000 gp.
Source: Book of Fiends