Esegala

Description:

Crimson scales cover this large fiend, from its bestial head to its
clawed toes. From its back spread great batlike wings. Foul green
venom drips from its teeth, sending up streams of smoke wherever
it falls. Cinched around its waist is a belt of a dozen shrieking angel
heads, their necks neatly severed by the massive fl aming sword the
creature holds in his clawed fist.
Aspect of Bel CR 20
LE Large outsider (baatezu, evil, extraplanar, lawful)
Init 6; Senses see in darkness; Listen +33, Spot +33
Aura fear (20 ft., DC 28)
Languages Abyssal, Celestial, Common, Draconic, Infernal;
telepathy 100 ft.
AC 39, touch 15, flat-footed 37
(–1 size, +2 Dex, +4 armor, +4 deflection, +20 natural)
hp 319 (22 HD); regeneration 5; DR 20/good and silver
Immune fire, poison
Resist acid 10, cold 10; SR 33
Fort +23, Ref +15, Will +21
Speed 40 ft. (8 squares), fly 60 ft. (average)
Melee +3 flaming greatsword +39/
34/29/24 (3d6+24/19–
20 plus 1d6 fire) and
2 wings each 30 (1d67) and
bite 30 (1d87 plus disease plus poison) and
tail 30 (1d87) or
Melee 2 claws each 35 (1d614) and
2 wings each 30 (1d67) and
bite 30 (1d87 plus disease plus poison) and
tail 30 (1d87)
Space 10 ft.; Reach 10 ft.
Base Atk 22; Grp +40
Atk Options Awesome Blow, Cleave, Great Cleave, Improved
Bull Rush, Power Attack, constrict 1d8
21, disease,
improved grab, poison (injury, DC 31, 1d6 Con/death)
Special Actions Dark Speech, summon baatezu
Spell-Like Abilities (CL 19th):
At will—dispel magic, greater teleport, hellfire storm, hold
person (DC 20), magic circle against chaos, major image
(DC 20), unhallow, wall of fire
1/day—meteor swarm (DC 26), unholy aura
Abilities Str 38, Dex 15, Con 30, Int 27, Wis 27, Cha 25
SA constrict, disease, fear aura, improved grab, spell-like
abilities, summon baatezu
Feats Awesome Blow, Cleave, Dark Speech*, Great Cleave,
Improved Bull Rush, Improved Initiative, Power Attack,
Weapon Focus (greatsword)
*This feat appears in Book of Vile Darkness and is revised
in Fiendish Codex I: Hordes of the Abyss. If you don’t have
either of these books, replace with Combat Reflexes.
Skills Bluff 32, Climb +39, Concentration, +35, Diplomacy +38,
Disguise +16 (
18 acting), Hide 23, Intimidate +34, Jump
+39, Knowledge (arcana) +33, Knowledge (nobility and
royalty) +24, Knowledge (the planes) +33, Listen +33, Move
Silently +27, Search +33, Sense Motive +33, Spellcraft +35,
Spot +33, Survival +8 (
10 on other planes or follow tracks),
Possessions 1 flaming greatsword, ring of protection +4,
bracers of armor +4
Constrict (Ex) Bel deals 1d8
21 points of damage with a
successful grapple check, in addition to damage from his
tail attack.
Disease (Ex) Devil chills—bite, Fortitude DC 31, incubation
period 1d4 days, damage 1d4 Str. The save DC is
Constitution-based.
Fear Aura (Su) At the end of each of Bel’s turns, creatures
within 20 feet of him must succeed on DC 28 Will saves or
be panicked for 10 rounds. The save DC is Charisma-based.
A creature that successfully saves cannot be affected
by Bel’s aura for 24 hours.
Improved Grab (Ex) To use this ability, Bel must hit an
opponent of up to Medium size with a tail attack. He can
then attempt to start a grapple as a free action without
provoking attacks of opportunity. If he wins the grapple
check, he establishes a hold and can constrict.
Regeneration (Ex) Good weapons, and spells and effects
with the good descriptor, deal normal damage to Bel. If
Bel loses a limb or body part, the lost portion regrows
in 1d6 minutes. Bel can reattach the severed member
instantly by holding it to the stump.
Summon Baatezu (Sp) Two times per day, Bel can
automatically summon three lemures, osyluths, or
barbazu, or two erinyes, cornugons, or gelugons. This
ability is the equivalent of a 9th-level spell (CL 19th).
Bel is the Lord of the First, a brutal warlord turned archdevil
after supplanting his mistress.
STRATEGIES AND TACTICS
Bel is never without his minions. When summoning baatezu,
he mixes up the devils he calls, preferring horned devils
to attack from the air and ice devils to contend with heavy
hitters on the ground, while he himself fi ghts from behind,
loosing a barrage of spell-like abilities such as hellfi re storm
and wall of fi re.
Rarely does he commit himself to a direct confrontation,
and when he does, it is only because he has an advantage. In
pqs
VILE DAMAGE
Many of the archdevils presented in this chapter are able to
deal vile damage with their attacks, spells, or spell-like abilities.
Unlike regular damage, vile damage can only be healed by
magic cast within the area of a consecrate or hallow spell. The
Violate Spell and Violate Spell-Like Ability feats, found in Book
of Vile Darkness, convert half of any damage dealt by a spell or
spell-like ability into vile damage.
pqs

143THE LORDS OF CHAPTER 5 THE NINE
such cases, he makes extensive use of his 3 fl aming greatsword,
reserving his bite to incapacitate arcane spellcasters.
SERVANTS, ENEMIES, AND GOALS
Cunning, cruel, and perhaps one of the greatest tactical minds
of the Nine Hells, Bel is a rising star. Bel deals in treachery,
double-cross, and ambush, using his keen mind to anticipate
the treachery of his rivals.
Bel has yet to stabilize his domain. All efforts to establish
an alliance with other Lords have come to nothing.
Neither Mephistopheles nor Baalzebul trusts him, since
he so readily betrayed his own mistress. Of course, any of
the Lords of the Nine would have gladly dethroned Zariel
themselves, and many had agents in place to do just this,
but the coup wiped out most of their operatives. Though
they have refused Bel’s efforts at peace, so far none of
them move against him, because they value his role as
a buffer against the demons, as well as his alliance with
the Dark Eight.
Bel fears reprisals, but he has little opportunity to protect
his fl ank since invading armies of demons constantly push
against his defenses. He spends most of his time waging
the war against the Abyss, taking a personal hand in
overseeing the construction of fortifi cations and devising
strategies to fi ght the endless hordes.
He surrounds himself with cornugon
warlords and pit fi ends, though he
suspects their loyalties lie elsewhere. Bel
has recently made inroads into forging
an alliance with Tiamat, who maintains a
domain on his layer. The two have reached
an accord and abishai now swell the ranks
of his armies.
Of all his allies and minions, Zariel herself
offers him the greatest aid. Imprisoned in the bowels
of the Bronze Citadel, Zariel languishes under the cruel
knives of abishai torturers that carve off bits of her fl esh to
feed to their master.
DISPATER, LORD OF THE SECOND
This dark-haired fi gure stands just over seven feet tall. He could
pass for human if it weren’t for the small horns protruding from
his brow and his glowing red eyes. Dressed in regal fi nery, he carries
a long rod capped with a macelike head.
Aspect of Dispater CR 21
LE Medium outsider (baatezu, evil, extraplanar, lawful)
Init +6; Senses see in darkness; Listen +37, Spot +37
Aura fear (20 ft., DC 33)
Languages Celestial, Common, Draconic, Infernal; telepathy
100 ft.
AC 44, touch 12, flat-footed 42
(
2 Dex, 7 shield, +25 natural)
hp 462 (28 HD); regeneration 6; DR 20/good and silver
Immune fire, poison
Resist acid 10, cold 10; SR 34
Fort +28, Ref +20, Will +22
Speed 30 ft. (6 squares)
Melee Dispater’s rod +47/
42/37/32 (1d8+18) or
Melee touch +41 (rust)
Space 5 ft.; Reach 5 ft.
Base Atk +28; Grp +41
Bel, Lord of Avernus
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LORE ABOUT BEL
Characters with ranks in Knowledge (the planes) or Knowledge
(religion) can research Bel to learn more about him. When a
character succeeds on a skill check, the following lore is revealed,
including the information from lower DCs.
Knowledge (Religion)
DC Result
20 The cult of Zariel is scattered and crumbling,
thanks to some upheaval in the Nine Hells.
25 Bel ousted Zariel and seized control over her
demesne.
30 Many believe Bel keeps Zariel in a cell beneath the
Bronze Citadel.
Knowledge (the Planes)
DC Result
30 This creature is the aspect of Bel, the Duke of
Avernus. He seized his position in a recent rebellion
on his layer and now commands a sizable
force of devils.
35 Bel prefers to use spell-like abilities rather than
engage in direct combat. He is still deadly in
combat, hacking through his enemies with a
powerful fl aming greatsword.
40 Bel’s bite is his most dangerous weapon. Those
bitten suffer from both a lethal poison and a virulent
disease.
Illus. by D. Allsop

144CHAPTER 5 THE LORDS OF THE NINE
Atk Options Combat Expertise, Improved Trip, Power
Critical* (heavy mace), Quicken Spell-Like Ability (greater
dispel magic), Quicken Spell-Like Ability
(suggestion), smite good (3/day, 20
damage, Dispater’s rod only)
Special Actions Dark Speech, flesh
to iron, summon baatezu
Spell-Like Abilities (CL 20th):
At will—charm monster
(DC 23), greater
dispel magic, greater
teleport, major image
(DC 22), suggestion
(DC 22), true seeing,
wall of iron
3/day—blasphemy (DC
26), locate creature,
locate object,
polymorph, unholy
aura (DC 27)
1/day—iron body
Abilities Str 37, Dex 14,
Con 35, Int 29, Wis
22, Cha 29
SA fear aura, flesh to iron,
rust, spell-like abilities,
summon baatezu
Feats Combat Expertise,
Dark Speech*, Improved
Initiative, Improved
Trip, Lightning Reflexes,
Negotiator, Power Critical
(heavy mace)*, Quicken Spell-Like
Ability (greater dispel magic), Quicken
Spell-Like Ability (suggestion), Weapon
Focus (heavy mace)
*This feat appears in Book of Vile
Darkness and is revised in Fiendish
Codex I: Hordes of the Abyss. Power
Critical is found in Complete Warrior. If you don’t have
these books, replace these feats with Ability Focus (flesh
to iron) and Improved Critical (heavy mace), respectively.
Skills Appraise +29 (
31 alchemical goods, armor, weapons),
Bluff 40, Climb +34, Concentration +43, Craft (alchemy)
+30, Craft (armorsmithing) +29, Craft (weaponsmithing)
+40, Diplomacy +46, Disable Device +40, Disguise +9
(
11 acting), Intimidate 42, Knowledge (arcana) +40,
Knowledge (architecture and engineering) +40, Listen
+37, Move Silently +33, Open Lock +33, Search +30 (
32
secret and concealed doors), Sense Motive 39, Spellcraft
+32, Spot +37, Survival +6 (
8 follow tracks)
Possessions Dispater’s rod, +5 heavy cold iron
shield
Dispater’s Rod The aspect of
Dispater wields a lesser version of
Dispater’s own weapon. It acts
as a +5 heavy mace and a rod of
rulership. In addition, it grants
its wielder the ability to smite
good three times per day.
Fear Aura (Su) At the end
of each of Dispater’s turns,
creatures within 20 feet of
him must succeed on DC 33
Will saves or be panicked for
10 rounds. The save DC is
Charisma-based.
A creature that successfully
saves cannot be affected by
Dispater’s aura for 24 hours.
Flesh to Iron (Sp) As the flesh
to stone spell; at will; +41 melee
touch; DC 33.
Flesh to iron transforms the target
into iron instead of stone.
Regeneration (Ex) Good weapons, and
spells and effects with the good descriptor,
deal normal damage to Dispater. If Dispater
loses a limb or body part, the lost portion
regrows in 1d6 minutes. Dispater can
reattach the severed member instantly by
holding it to the stump.
Rust (Su) If Dispater succeeds on a
touch attack, his touch causes the target
metal to corrode, falling to pieces and
becoming useless immediately. His
touch can destroy a 10-foot cube of metal
instantly. Magic armor, weapons, and other magic items
made of metal must succeed on a DC 36 Reflex save or
be dissolved. The save DC is Constitution-based.
A metal weapon that deals damage to Dispater
corrodes immediately unless its bearer succeeds on a DC
36 Reflex save. Wooden, stone, and other nonmetallic
weapons are unaffected. Dispater can suppress or
resume his rusting touch ability as a free action. The save
DC is Constitution-based.
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LORE ABOUT DISPATER
Characters with ranks in Knowledge (the planes) or Knowledge
(religion) can research Dispater to learn more about him. When
a character succeeds on a skill check, the following lore is revealed,
including the information from lower DCs.
Knowledge (Religion)
DC Result
20 Dispater is the patron of war and intrigue.
25 Dispater is actually the Lord of the Second, the
Iron Duke of Dis.
30 Dispater’s cults are secretive and warlike. They
have hidden fortresses in remote places, featuring
an assortment of traps and secret passages.
Knowledge (the Planes)
DC Result
31 This creature is the aspect of Dispater.
36 Dispater never leaves the Iron Tower because it
is itself is a powerful magic item that makes him
nearly invulnerable. He relies on his aspect to deal
with other archdevils, even when called to Nessus
to treat with his peers.
41 Dispater’s touch corrodes metal. Avoid using
metal weapons against him, because he is sure to
destroy them. One tactic he uses is to transform
an opponent into an iron statue and then rust
him away to dust.
Dispater,
Lord of Dis
Illus. by K. Yanner

145THE LORDS OF CHAPTER 5 THE NINE
Summon Baatezu (Sp) Twice per day, Dispater can
automatically summon five osyluths or barbazu; three
erinyes, cornugons, or gelugons; or one pit fiend. This
ability is the equivalent of a 9th-level spell (CL 20th).
Dispater is the Iron Duke, the Lord of the Second. A cautious
fi end, he never leaves the impregnable Iron Tower that looms
over all of Dis.
STRATEGIES AND TACTICS
Dispater buys time by creating walls of iron and loosing quickened
suggestions to drive his opponents away. While his foes
struggle to get past his defenses, he calls for reinforcements,
using summon baatezu to bring in a pit fi end or multiple devils
depending on the skill and nature of his opponents.
If pressed, he uses Combat Expertise and fl esh to iron. If at
any point he feels the battle turning against him, he doesn’t
hesitate to use greater teleport to beat a hasty retreat.
SERVANTS, ENEMIES, AND GOALS
Dispater is the very defi nition of caution. He is vigilant beyond
compare, weaving a web of impenetrable defenses around
himself and his holdings. His plans are far-reaching, taking
generations to come to fruition. Yet he is not a craven, frightened
fi end who grasps at power out of fear of losing it. He is calm,
composed, and charming. He is the perfect gentleman, not given
to emotional outbursts or acts of passion. He knows the political
games of the Nine Hells, and he’s one of the best players.
Dispater has a fi nger in everything. He has agents scattered
throughout the layers, all working toward some convoluted
scheme. Most of Dispater’s goals lurk behind countless lies and
deceptions, but his hatred of Baalzebul is the worst kept secret
in the Nine Hells. The two fi ght a war of secret betrayals and
assassinations, each winnowing away at the other’s defenses.
The Lord of the Second has forged an alliance with Mephistopheles,
who shares Dispater’s hate of the Lord of Lies. But
even with help, the plots against Baalzebul consume almost
all of Dispater’s time, distracting him from expanding his
infl uence elsewhere—or so the baatezu believe.
Dispater favors erinyes, since they are not only beautiful,
but also competent and unswervingly loyal. Protecting his
fortress are scores of iron golems and other constructs that
follow his every command.

Bio:

Esegala

Darth Otaku overdark_ness8