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    CreditsWriting & Design

    Herb Beas, Jarad Fennell, B.D. Flory, Kurt Hausheer, M.K. McArtor, Gary McBride and James M. Ward

    EditingDawn HuttonJohn Zamarra

    Project DevelopmentChristoffer Trossen

    Graphic DesignWilliam W. Connors

    LayoutKathryn L. Connors

    Cover ArtWilliam W. Connors

    Interior ArtPhil Renne

    Some images 2002-2003 www.clipart.comDevils Players Guide 2003 Fast Forward Entertainment.

    Reference to other copyrighted material in no way constitutes a challenge to the respective copyright holders of the material. That text that is open gaming content is defined along with this products IP with

    the license reprinted at the back of this book.Dungeons & Dragons and Wizards of the Coast are registered trademarks of Wizards of the Coast, and are used with permission. D20 System and the D20 System logo are Trademarks owned by Wizards of the

    Coast and are used according to the terms of the D20 System License version 3.0. A copy of this License can be found at www.wizards.com/d20.

    Requires the use of the Dungeons & Dragons Players Handbook, Third Edition, published by Wizards of the Coast.

    Printed in USA.

    Fast Forward Entertainment772 West Main Street

    Suite 205Lake Geneva, WI 53147

    [email protected]

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    ContentsIntroduction . . . . . . . . . . . . . 4 Using This Book ........................................... 5

    Devilish Campaigns . . . . . . . 6 Evil Campaigns ............................................ 6 Using Devils in Your Campaigns.............. 7 Devils Coming to the Mortal Planes ....... 10 Calling Forth Devilish Creatures............. 10 Running a Devilish Campaign ................ 11

    Races . . . . . . . . . . . . . . . . . . . . 16 Devilish Races ............................................ 17 Barbazu.....................................................................17 Botis...........................................................................18 Cornugon .................................................................20 Erinyes ......................................................................21 Flauros ......................................................................22 Gelugon ....................................................................24 Hamatula..................................................................26 Imp ............................................................................27 Kyton.........................................................................28 Osyluth .....................................................................30 Pit Fiend....................................................................31 Shabriri .....................................................................33

    Devilish Templates .................................... 35 The Chosen of Hell .................................................35 Devilish Servant ......................................................36 Half-Devil.................................................................37 The Reborn...............................................................39 Touched by the Hells..............................................41

    Devilish Classes. . . . . . . . . 42 Character Classes....................................... 42 Combat Mage...........................................................42 Devil Bard ................................................................44 Diabolic Druid .........................................................46 Diabolic Fighter .......................................................48 Diabolic Mage..........................................................51 Diabolic Monk .........................................................53 Diabolic Rogue ........................................................55 Diabolic Warder ......................................................57 Diabolic Warrior......................................................60 Knight of the Hells ..................................................61 Priest of the Pit ........................................................64

    Prestige Classes .......................................... 67 Devilish Servant ......................................................67 Foot Soldier ..............................................................68 Infernal General.......................................................70 Infernal Lieutenant .................................................72 Infernal Lord............................................................74 Mortal Spokesman ..................................................76 Soul Corruptor.........................................................78

    Devils as Other Classes ............................. 80

    Devilish Feats . . . . . . . . . . . 85

    Devilish Spells . . . . . . . . . . 99

    Devilish Magical Items . 109 Armor and Shields................................... 109 Weapons.................................................... 110 Rings .......................................................... 112 Wondrous Items....................................... 112 Cursed Items............................................. 115

    Withered Wood . . . . . . . . 116 Introduction.............................................. 116 Surrounding Locales ............................... 116 The Tower of Thorns ............................... 118 Major Characters...................................... 123

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    IntroductionThe Devils Players Guide is a d20 System sourcebook

    devoted to Players and GMs who want to create devil Player Characters and NPCs for play in their games. The races, classes and other rules presented in this book can be used in a variety of different ways, depending on how the GM and players want to run their campaign.

    Most GMs will have their players characters occasionally encounter one or more devils of some sort during their adventures, be they either on the characters home world or in a jaunt across the planes. Of course, most players own the MM, and as a result most players are quite familiar with the nature and abilities of the creatures outlined in that book. For intelligent and enterprising players, even the most powerful of devils can prove to be easy challenges. This book allows GMs to take those standard devilish creatures (plus some that were originally presented in the two Encyclopediae of Demons and Devils, both published by Fast Forward Entertainment) and twist them in such a way that they will be a challenge to even the most knowledgeable players.

    And then there are those of you who will want to play an entire devil campaign where the PCs take on roles as devil footsoldiers or officers in the grand war that is playing out across the cosmos and throughout the planes. Perhaps you want to stay in Hell, adventuring there as you attempt

    to bring down your liege lords rival. Or, maybe you want to roam across the planes, spreading evil and bringing about the downfall of the most pious of the good.

    Then again, perhaps you want to try something a little different. Maybe you want to try your hand at being a half-devil, the progeny of an unknown parent who just happened to be a devil. Instead of knowing who you are and what youre capable of, you must actually learn what your abilities are by trial and error.

    In short, this book is here so that you can make devil PCs and NPCs. Now, be forewarned: the devils you create in this way will not necessarily turn out to be exactly like the devils in the MM or the Encyclopediae of Demons and Devils. Depending on the choices you make, the devils you create may be more or less powerful just like making your typical characters.

    Also, while this is the Devils Players Guide, this isnt the players guide to Hell. Included in this book are rules for creating and playing devil characters, as well as information designed for the GM to aid in the generation and running of a devil-based campaign (campaigns where devils play a central role). A description of the plane known as Hell is beyond the scope of this book.

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    Using This BookThe Devils Players Guide is divided into a number of

    different sections. Each of these sections is briefly described below.

    Devilish CampaignsThe choice to run a devilish campaign is likely one that

    will be difficult. After all, any time a group of players attempts to run evil characters, they will likely run into problems of one sort or another. This section provides GMs suggestions and hints for designing a devil-based campaign, especially for determining motivations and foci for these campaigns. Additionally, this section provides GMs information about the typical problems they can run into, and especially how to head those potential problems off before they do turn into the kind of problem that could ruin your campaign.

    RacesDevils are the heart of this book. This section provides

    racial information on twelve different major devil races. Each of these entries provides the same type of information as given for each of the core races in the Players Handbook. Each is a devil and is available for use as a Player Character race within a devil-based campaign. This section also includes five new racial templates for those who want to create devil-related characters. Like the racial descriptions, these entries include

    all of the information given for the templates provided in the MM, giving you everything you need to play one of these devilish creatures.

    Devilish ClassesThis chapter is broken up into three different subsections.

    The first describes eleven new classes that any of the devils in this book can become. These are core classes, available for use by first-level devilish characters (though they are available only to devils; typical fantasy races may not take these classes).

    The second sub-section provides information on seven new prestige classes, some which are available only to devils and some which can be taken up by any character looking to devote his or her life to evil.

    Finally, the last sub-section provides information to GMs and Players who want to give their devil characters standard core classes from the Players Handbook. Because the devils are powerful outsiders, they do gain a few additional powers above and beyond those typically provided.

    Devilish FeatsQuite a few additional feats are included in this chapter,

    giving devils and their allies incredible powers unlike any others. Most of these feats are available only to devils or those creatures that have pledged their lives to a powerful devil, however (non-devils can only have access to these feats by taking one or more of the prestige classes listed in this book).

    Devilish SpellsThis chapter described the arcane and divine spells that

    are jealously guarded by the most powerful of devils and gifted only to their most devout followers.

    Devilish Magical ItemsEvery infernal general and diabolical lord needs a

    powerful and dark magical item of their own, while devilish wizards spread cursed artifacts throughout the planes, designed to draw more souls to their own infernal plane. The most infamous of these items are listed in this section.

    Withered WoodThe Withered Wood is an adventure locale designed

    to provide you, the GM, a starting place for a devilish-based campaign. Alternately, you could use this as a high-level adventure for characters fighting against the evil minions of Hell.

    Designers NotePlease note that this book touches upon

    a number of mature topics and themes and, obviously, deals with the topic of devils and other creatures from Hell. While we certainly do not delve deep into dark and disturbing topics this is a game book, after all, and we already have more than enough to fill up a book without describing ceremonies for summoning devils or making sacrifices we do reference some rather disturbing acts. Most specifically, the very next chapter, Devilish Campaigns, provides basic information for Players and GMs who want to take a mortal character and turn that character into a devil a process that does require some dark acts.

    This isnt a how-to book on how to worship devils or perform dark and evil ceremonies. This isnt a reference to real-world devils. This is simply a game book on how to create and play devils in a fantasy role-playing setting. In short, this isnt real!

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    Devilish CampaignsPresented below are a number of ways to create a

    campaign based around devils or to convert an existing campaign into one with a devilish taint. This section is intended as a guide for the GM, though players may find it useful in building more detail into their characters.

    Evil CampaignsIn order to focus on the subject matter of this

    volume, you must cope with the challenges of running an evil campaign. There are a number of these that must be addressed and overcome, but if done correctly an evil campaign can allow players a welcome change of pace. Always check with your players to make sure they are open to the idea of such a campaign playing an evil campaign. Some players may jump at the chance to approach role-playing from the opposite end of the heroic spectrum, while others might flatly refuse.

    ChallengesRunning a devilish campaign presents a set of

    unique challenges unlike those revolving around more traditional campaigns. The following presents a few suggestions for dealing with these challenges.

    MotivationAs defined by the Players Handbook, Evil involves

    hurting, oppressing and killing others. (See Chapter 6: Description in the Players Handbook). Evil creatures have varying motivations for their dark acts. Some lack empathy for their victims, causing pain and suffering without a pang of regret while others actively delight in the anguish and fear they cause. The former type of evil creature kills when necessary or convenient. They typically despair when caught; not from a sense of guilt for their acts, but from the loss of freedom or life they know await them. The latter type kills or maims when the fancy strikes them and never experiences feelings of regret or despair.

    When creating evil characters, the players need to take these differences into account when deciding how to portray their characters. Most devils fall into the latter group, so as a general rule devilish characters should as well.

    Evil vs. EvilOne of the inherent troubles with evil is that such

    beings and organizations rarely work together for long. Good creatures can work together even if they dislike one another, in order to promote a common goal. Evil, on the other hand, is almost always self-serving. Inter-party violence and betrayals are to be expected.

    A group composed entirely or even mainly of chaotic evil creatures will tear itself apart when the desires of the individual group members conflict. Unless a strong central being is present to force chaotic evil characters to work together, they are more likely to kill or hinder one another than to achieve any greater goal. Keep in mind that devils are opposed to those who uphold the worst of chaotic evil natures: demons.

    Neutral evil characters are concerned primarily with themselves, regardless of how their actions harm others. Of the three evil alignments, neutrality proves itself the most selfish. A group of neutral evil characters work together better than a chaotic evil group, but the individual members are still more concerned with bettering their own lives than with promoting any sort of common group agenda.

    Lawful evil promotes the best alignment for a group of evil characters working together. Because they are not against laws, discipline and structure, a group of lawful evil characters can work together indefinitely as long as they maintain a level of trust between party members. Naturally, though, a group of evil characters should only trust one another so far. Many lawful evil groups are based on a regimented military structure and can prove to be quite devastating in combat. Devils are universally lawful evil, meaning that a group of devilish PCs should work together relatively well.

    HuntedEvil creatures are almost always being hunted

    by good and to a lesser extent neutral creatures. Because their actions typically run counter to what society defines as acceptable, evil creatures often must spend much of their time actively avoiding capture or death. Evil creatures with a good degree of intelligence find ways to conceal their identities or natures while those with less intelligence simply hide from any threat. A gnawing fear of being caught always nags at the back of most evil beings minds, giving them little rest.

    A group of PC devils can expect not only mortal opposition, in the form of paladins and clerics aligned on the side of good, but also frequent attacks from celestials.

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    Using Devilsin Your Campaigns

    Devils can act as the major villains of your campaign or they can be the erstwhile heroes within it. This section will help you with both scenarios.

    Using NPC DevilsLesser devils, such as imps and osyluths, usually

    function best as fodder for the PCs to defeat with little effort. These types of devils can serve to weaken a party in the midst of an adventure or to boost the partys XP total if the PCs are not of a sufficiently high level. Greater devils, however, often warrant not only individual names but also their own character sheets. As either the hidden and secretive leader of a group of lesser devils or as a known but too-powerful antagonist, a greater devil detailed with its own motivations and goals can prove to be a challenging foe.

    As a result of the rituals described below or in the case of an exceptional member of a race, a devil may have one or more levels of a character class. Many devils, especially pit fiends, do not necessarily need such a boost in power to be a threat but adding a level or two in a devilish character class can help define the particular individual.

    Some of the devilish races are more likely than others to be individualized. Many, such as osyluths and cornugons, serve as soldiers and enforcers for more powerful devils and often lack much individuality. These types of devils work better as combat encounters for the party to overcome. There is no reason why an individual shabiri or hamatula (for example) might not be an extraordinary example of its race however. Such a being would possess one or more levels of a character class and act as a long term behind-the scenes nemesis to a party of good PCs or possibly as a patron/benefactor to a group of evil PCs.

    Other devilish races prefer to work alone, such as erinyes and pit fiends and are therefore more likely to possess qualities that set them apart from their kin. Such creatures can provide more thrilling combats but can be used even more effectively as long-term foes, sitting within an intricate web of deceit and power that the PCs slowly unravel.

    An erinyes can cause a great deal of disruption to a party and a campaign, especially if she successfully charms a PC outside of a combat situation. She may work for a more powerful devil (especially a pit fiend), supplying it with information and hapless victims or she may be working alone to bring her own type of pain and suffering to mortal men. Such manipulations may be on a small scale, such as controlling a PCs actions surreptitiously, or may have far greater effects, as in the case of gaining the confidence of a king. As a subtle

    manipulator, an erinyes might therefore prefer to take class levels in bard, rogue, sorcerer or wizard (or as an enchanter or illusionist). She always uses her class abilities and skills to augment her devilish powers.

    On the other hand, a pit fiend need not use subtlety and guile to get his way, though wise leaders rarely ignore such tools. As commanders of devilish armies, pit fiends can surround themselves with such a large and varying group of underlings that good PCs may take an entire campaign to unravel all the parts and get to the devil at the center. Pit fiends work well as a campaigns ultimate villain, the shadowy boss character who opposes the PCs from behind a cloud of secrecy. With their lawful evil nature, a pit fiend is excluded only from taking levels in barbarian and paladin, though few choose the path of ranger or druid.

    PC DevilsBy their very nature, devils are evil creatures.

    This means PC devils either are uniquely neutral (or possibly good) versions of their race struggling to prove their non-evil natures, or else they are evil characters (see Evil Campaigns, above). In the former case, the PC devil will spend the entirety of the campaign beset by well-deserved prejudice against him, based solely on his race. Characters of the latter type will find their own challenges, based on the alignments of their peers (the other PCs).

    Parties ComposedEntirely of Evil Devils

    A party made up entirely of devils should be carefully examined to make sure all PCs are balanced with one another. The easiest way to ensure equality is to force all beginning characters to be of the same race. At the campaigns start, all characters have the same abilities and individuality comes from role-playing rather than hard stats. As the campaign progresses and the characters gain experience, they may take levels of different classes, thereby quickly diverging down different paths. Essentially, this choice would be no different than having every character start as a human or as an elf, except that devils are inherently more powerful. Even beginning adventures would pit the characters against powerful foes.

    If more flexibility in character design is sought, each individual character can represent a different race of devil. In this case, the players and GM must work to make sure that each beginning character is balanced with the others. This can be done either by hampering more powerful devils or by upgrading weaker ones. The GM must be careful not to underestimate a seemingly benign ability, such as a devils see in darkness Special Quality.

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    9It is highly recommended that, except in

    extraordinary circumstances, players avoid lemures, as they lack minds.

    Hampering: Hampering a pit fiend to the level of an imp is possible but it eliminates most if not all of the interesting powers that would draw a player to play a pit fiend in the first place. This is not to say it cannot be done, however. A pit fiend reduced to the power of an imp might start with exactly the same stats as an imp, such as reduced ability scores, lesser DR and SR, fewer spell-like abilities and weaker regeneration. The GM (or player) must then come up with a reason for the greatly reduced pit fiend and generate a progression chart for the pit fiend to represent its return to power as the other characters gain class levels. By the time the other characters reach a level of relative equality with the base pit fiend, the pit fiend character should be at full strength for his race. For example, the GM might determine that at every level the other characters gain, the pit fiend adds another spell-like ability and increases its ability scores slightly; resulting in a full-powered pit fiend and an imp with class levels.

    Upgrading: A far easier and more preferable method of equalizing a party of different devil races is by bringing the weaker races up to equal capabilities with the most powerful devil in the party. Once again, the GM must determine the relative power of all of the devil PCs and assign a level difference between the most powerful devil and all others in the party. The players of the weaker devils can then take a number of class levels sufficient to bring their characters to the same relative power level as the most powerful devil. For example, the GM might determine that a pit fiend is worth 19 class levels while the imp is worth only 3. Therefore, at the start of a campaign with an imp and a pit fiend in the same party, the player of the imp would take 16 class levels in order to have a character roughly equal to that of the pit fiend.

    A Mixture: The third option is to mix both of the above styles of equalization into the same party. If a character wishes to play a devil race with a power level somewhere near the middle of the spectrum, the GM may decide to use that character as the baseline. In this case, more powerful races are hampered down to the level of the baseline creature while weaker devils add class levels to achieve balance.

    All Evil PartiesThe above recommendations also work for evil

    parties that do not consist entirely of devils. If a party consists of three devils, a drow and an evil human, the GM can use whichever equalizing style he wishes to bring the drow and the devils down to the humans power level, or the humans and the drows power levels up to that of the devils.

    Non-Evil Devil CharactersAs mentioned above, a player may wish to play

    a devil in a party of non-evil characters. If the GM is open to the idea of allowing non-standard races (even typically evil races) into the party, the player should at least be given the chance to make an argument in favor of playing a non-evil devil. Once again, the GM must then bring relative equality to all of the PCs to avoid claims of favoritism.

    PCs Becoming Devils

    Dark and forbidden rituals can transform an otherwise normal character into a being of powerful and terrible evil. GMs should question why any non-evil PC would ever want to undergo the horrors necessary for transforming themselves into a devil. For an evil PC (or NPC) wanting to fundamentally alter his being into a vile and malevolent monster or for a GM who is looking for examples of dire and unforgivable acts for his heroic PCs to thwart, examples of transforming rituals follow.

    The following seven rituals, when performed under the watchful eye of a greater devil (such as a pit fiend), transform a character into an evil and hateful creature. As the characters patron, the watching devil is granted the ability by an archdevil or evil deity to transform the ritual performer into the form listed within the ritual. As lawful creatures most devils require the rituals performer to sign a contract, stating the penalty for failure to complete the ritual. A typical penalty is life-long servitude on the devils home plane. Each rituals description details what is necessary for conducting the ceremony, as well as the expected results if it is completed successfully.

    All rituals alter the characters ability scores in some fashion. These alterations are not bonuses or penalties but are simply adjustments (must like racial adjustments) that affect the characters new form. A template gained from a ritual is immediately added to the character.

    If the ritual transforms the character into a devilish race (such as a kyton), the character becomes the standard version of that race as presented in the MM but with modified ability score adjustments. The character retains the 1st level of every character class he possesses at the time of the transformation, including prestige classes even if he no longer has the prerequisites for it. All other class levels are stripped away, including feats and ability score adjustments gained from them.

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    9Warning: The rest of the content of this section

    deals with adult themes and is not recommended for children or those who are easily offended by descriptions of evil or heinous acts.

    EnvyRitual: This ritual requires the most aid from the

    patron devil. For three days, the rituals performer must be locked in a dark closet within an inn or dining hall where she can hear people around her and smell the food they eat. She is given enough water to survive those three days but no food. Preferably the room should be small enough so that she cannot comfortably lie down. If she makes any noise loud enough to alert those around her of her presence the ritual fails. After three days of smelling food she cannot eat, the character performing the ritual is then released by her patron and given enough coins to buy the cheapest meal available. Maintaining the lawfulness of the race she wishes to become, the character must then dine with those around her without revealing her previous location. Once she has finished her meal, the rituals performer then re-enters her prison. She repeats the process of denial and controlled eating three times. At the end of the third dining experience, the character must then kidnap or capture one person she dined with for every level she possesses. These victims are bound, gagged and are forced by her patron to watch the character eat and drink while they slowly starve to death. A character must be at least 9th level to perform this ritual and receive its desired effect. Upon completion of the ritual the character gains +2 Strength and 2 Constitution in the course of the transformation.

    Result: A character performing this ritual becomes a Touched by the Hells (see Devilish Templates).

    GluttonyRitual: A great deal of food is required for the

    proper performance of this ritual. For every level the character possesses, he must eat and drink non-stop for one day, pausing only to take short naps. He must continue to eat and drink to the point of vomiting and then begin eating again. The character cannot stop eating, even while performing other body maintenance functions, except while sleeping. The patron devil continues to supply the character with food and alcoholic drink which must be stockpiled in preparation for the ritual. A character may be only 1st level to perform this ritual and receive its desired effect. There is no ability score adjustment, though the character retains his Intelligence score after the transformation.

    Result: Upon completing this ritual, the character becomes a lemure (see the MM).

    GreedRitual: The time necessary to prepare for this

    ritual varies depending on how much intelligence gathering the character performs beforehand. Once the character has learned all he can or wants to learn about his targets, he may begin the ritual. He has 48 hours to complete the ritual once it begins. For every character level the rituals performer possesses, he must steal 30,000 gp worth of coins, art, or other treasure from one or more wealthy individuals. In addition, he must behead everyone who lives in the house he is robbing and all victims must be awake and aware when they die. He may retain the wealth he acquires but he must protect it against other devils, including his patron. A character must be at least 9th level to perform this ritual and receive its desired effect. Upon completion of the ritual the character gains +2 Dexterity and 2 Wisdom in the course of the transformation.

    Result: A character performing this ritual becomes a Chosen of Hell (see Devilish Templates).

    LustRitual: Only male characters may perform this

    ritual. The ritual requires one living virgin per character level of the individual wishing to perform it. Each victim is selected for her beauty and all must be present against their will. The victims are bound and gagged using ropes woven from their own hair or clothing and are placed together in the same room. Under the watchful eye of the attendant devil, the rituals performer then rapes each victim in turn, slitting each one open from neck to navel when he is finished. In the course of the ritual, which may last several days, the performing character may not eat and may only drink the blood of each victim after he kills her. A character must be at least 13th level to perform this ritual and receive its desired effect. Upon completion of the ritual, the character gains +2 Constitution and -2 Charisma in the course of transformation.

    Result: A character performing this ritual becomes a hamatula (see Devilish Races).

    PrideRitual: Only female characters may perform this

    ritual. The Character must surround herself with male admirers and suitors; one per character level that she has. Using whatever deceptive means she possesses, the rituals performer must lure all of the men to one place where they may fawn, praise and compliment her for several days. During that time, the character performing the ritual must dress and act as if she were part of the highest social class (even if she is not). At a signal from her patron devil (who remains hidden during the first part of the ritual), the character retires

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    11from her suitors and admirers. While she prepares herself for the completion of the ritual, her patron does what it can to seal off the chosen location to prevent the victims escape. Dressed to reveal her feminine qualities, the performer of the ritual then calls each man individually to her, where she forces him to tell her how beautiful and powerful she is even as she gouges out his eyes and castrates him. After she is done with her first victim, her patron removes him from the room to let him bleed to death nearby. She then calls in the next victim and repeats the mutilation. A character must be at least 9th level to perform this ritual and receive its desired effect. Upon completion of the ritual the character gains +2 Charisma in the course of the transformation.

    Result: Completing this ritual transforms the character into an erinyes (see Devilish Races).

    SlothRitual: While this ritual often takes longer than

    the others to complete, it requires very little other than the patience of the watching devil. For every character level the rituals performer has, he must abstain from every possible activity for two days. Thus, a 5th level character attempting the ritual must do nothing for ten days. This lack of activity includes moving, eating, or drinking (see Chapter 3: Running the Game in the DMG, for rules on starvation). Wise characters attempting this ritual surround themselves with servants to care for them, as the watching devil never interferes. A character must be at least 5th level to perform this ritual and receive its desired effect. Upon completion of the ritual, the character gains +2 Constitution, -2 Strength and 2 Dexterity in the course of the transformation

    Result: A character performing this ritual takes on the Devilish Servant template (see Devilish Templates). He is forever bonded to his patron devil and must obey the devil at all times out of fear of death.

    WrathRitual: Requiring the least amount of preparation

    of all the rituals, the ritual of wrath nevertheless generates the most bloodshed. In order to perform this ritual, the character must carry a short piece of chain in place of her preferred weapons. She must then wander the streets of a small town or city, putting herself into as many situations as she can that might frustrate her (this, of course, depends on the individual character). Once her frustration turns to anger, the ritual begins. Under the approving eye of her patron, the character must go on a murderous rampage, killing everyone who contributed to her anger by using the length of chain to beat them to death. This spree lasts until at least two people are dead for every level the character possesses

    and among the dead must be at least one person who directly contributed to her anger. During the attack, the character may not cast any offensive or ability-boosting spells, but may heal herself if necessary. A character must be at least 12th level to perform this ritual and receive its desired effect. Upon completion of the ritual the character gains +2 Strength and 2 Wisdom in the course of the transformation.

    Result: A character performing this ritual becomes a kyton (see Devilish Races).

    Devils Coming tothe Mortal Planes

    Occasionally, a group of devils, willingly or not, enter the mortal planes to work their devilish machinations. The greatest threat they face will be adventuring parties and groups of celestials. Their reasons for appearing on the mortal planes can vary greatly. Some are drawn here when other devils call in reinforcements during a battle. Others come willingly, either with the intent of causing mischief or gaining personal power, or under the command of some greater devil.

    Devils sometimes come to a plane because they learn of an increase of activity there by celestials or demons. As a devils hatred of demons is second only to their abhorrence of celestials, a concentration of either group on a mortal plane can signal the need to intervene. In this case, the devils appear on the plane to find out why their hated enemies are there as well as to eliminate as many celestials or demons that they can.

    Finally, a devil or group of devils may journey to a mortal plane in search of a powerful artifact of evil to use or one of good to destroy. Such a group may cross a good-aligned party on the opposite quest or encounter an evil party with the same goal in mind. In the latter case, the party and devils may decide to work together for awhile, though any such union is ultimately doomed to failure.

    Calling Forth Devilish Creatures

    Another option for creating a campaign based around devils is to have them run amok due to a failed summoning.

    The summoner may not have understood what was being summoned or may have been tricked into performing the ritual by another with knowing its true purpose. If such a foolish person proved to not be evil (or, worse yet, a paragon of good and virtue such as a paladin), the PCs sent to undo what has been done would be faced with the dilemma of how

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    11to treat the summoner. This works particularly well if the summoner is a child or some other innocent who stumbled across the necessary ritual by accident.

    On the other hand, far too often clerics of evil gods and other practitioners of dark arts believe they have the power to summon and control devils or other powerful extra planar beings. Usually, these foolhardy yet power-hungry individuals make an error in their performance of the ritual, releasing a terrible evil upon the land. The summoner is usually the first to die as a result. Trapped upon a plane it does not wish to inhabit, the devil becomes displeased and sets about enacting its revenge on those around it.

    In an evil campaign, PCs may decide to summon a devil to answer their questions or perform some other task. If they are successful in summoning the devil, such as with a planar ally spell, they must still convince it to perform an action for them. They must also agree on payment. Devils are hard bargainers; while quite shrewd, they are also honest to the letter of the agreement. Of course, if they find a loophole or some other way of twisting the agreement to better their position, they will never hesitate to do so.

    Running aDevilish Campaign

    Devilish PCs present challenges and opportunities to a GM that are unique to these types of characters. Their backgrounds and capabilities are often very different from other, mundane characters, and even when they are on a similar power level, the GM must keep several factors in mind while designing campaigns with devilish PCs.

    In general, campaigns featuring devilish characters fall into two categories: discreet and integrated. Discreet devilish campaigns are games in which all of the PCs are devilish characters of one kind or another. Such campaigns are much easier to manage, as the GM can more easily tailor the adventures to a group motivation than he could if only one or two characters are devilish. On the other hand, the campaign is going to tread over territory that is probably unfamiliar to both the players and the GM. Its easy for a GM to describe a forest, as such things are found in our own world. However, in order to convincingly portray some of the locales in a devilish campaign, the GM must do quite a bit of research.

    Integrated campaigns, on the other hand, feature a group of PCs made up predominantly of mundane characters, with one or two devilish characters mixed in. The devilish characters may not even be aware of their true nature. Such campaigns are challenging to run, as the disparity in PC motivations is often incredibly wide.

    The lions share of this chapter deals with running discreet devilish campaigns, though notes throughout provide advice on how to apply this information to integrated campaigns. Finally, rules for playing devilish characters not aware of their true heritage are included herein, as well as advice on how to run a campaign that features such a character.

    Devilish MotivationsThe motivations of PC devils can be as broad

    and varied as their mundane counterparts. As with mortals, however, these goals can be summarized in a few categories.

    Working for aPowerful Devil Lord

    Hell, though a plane of evil, is also a plane of law. Devilish characters must obey the strict hierarchy of the devils, or face terrible punishment. For beginning characters, this usually means that every devil in Hell can order them about, as authority is derived by a devils station and personal power. This can get confusing however, and it is recommended the PCs be assigned a single handler who issues them their orders; such orders can be either the whim of the handler, or handed down from higher up in the infernal hierarchy. Either way, the PCs are obliged to obey.

    When serving powerful devil lords, the PCs are cogs in an infernal machine. They may be assigned any number of tasks, from investigating the disappearance of another devils mortal servant on the Prime Material Plane, to negotiating a border dispute with one of their masters rivals.

    Unfortunately, due to the Byzantine structure of the devils caste system, it is entirely possible even likely the PCs eventually receive conflicting orders from two different and equally powerful devil lords. Woe betide the devil that disappoints either of them.

    Integrated: In an integrated campaign, the mundane PCs are probably servants (either knowing or unwittingly) of the devilish PCs lord, and are pursuing his ends on the Prime Material Plane. Generally, such assignments are forced on devils with little personal power, as cooperating directly with mortals is considered beneath most devils. That said, if the devilish PCs companions are unaware of his true nature, this can be an excellent opportunity for the devil to corrupt mortals who, while at the moment are of only small consequence, may one day grow into individuals of stature and respect. Rare is the devil lord who would sniff at a devilish PC who presents him with a band of powerful adventurers who have already been subverted to the cause of Hell.

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    13Gaining Power and Prestige

    Of course, eventually the PCs are going to tire of playing infernal errand boys, and begin to lust after power and influence of their own. Fortunately, they may already be on their way to achieving such lofty ambitions.

    Rank among the devils is based on both personal power and a devils success in corrupting the inhabitants of the Prime Material Plane. Theoretically, during the course of serving a devil lord, the PCs will have demonstrated some success in both areas, increasing their reputation among the devils. After a particularly successful assignment, they may even be granted a small principality in Hell over which to rule. Suddenly, the PCs are playing a whole new ball game. Not only are they expected to continue to expand Hells influence in the Prime Material Plane, but they are responsible for putting their dramatically increased resources to good use. Further, they must keep a wary eye out for do-gooders who set out to harm the devils cause.

    For most devils, the pursuit of power and glory is an end unto itself, though it goes hand in hand with other common devilish pursuits. The PCs are likely no different in this regard. Ultimately, this aspect of a devilish campaign differs little from many mundane campaigns, as the devilish party travels the planes amassing wealth, magic, and fame.

    Integrated: This is a difficult element to include in an integrated campaign, as Hells political structure has no room for mere mortals. As the devilish PC rises in stature among devils, his mortal companions will always be considered second class citizens at best in Hell.

    Betrayal and Selling OutAll devilish characters are beholden to one or

    more devil lords more powerful than themselves. Though based on a strict hierarchy, diabolic politics are nonetheless fueled by the exchange of favors. Such maneuvers can often be far reaching and complex in scope, quite possibly beyond the grasp of even those devils who are involved in the bargaining process. Pit fiends, for example, often trade dozens of favors at once, and not always their own. Lesser devils often find themselves owing a favor or three to a devil with which they have never had dealings, simply because a pit fiend he is beholden to decided to exchange the favor owed with another devil. Such is the nature of devilish politics.

    Sooner or later, the PCs are bound to be caught in the middle of such a bargain. Worse, devil lords sometimes spend the lives of their subjects like nickels and dimes, and consider lesser devils expendable in the pursuit of expanding their own power base, both in Hell and on the Prime Material Plane. In exchange,

    the loyalties of lesser devils are often mercurial. Though ultimately lawful creatures, devils always try to take best advantage of a bargain or exchange, even if it means stretching the bounds of such an agreement. PCs who attempt this are likely to either succeed beyond measure, placing themselves beyond the easy reach of retribution, or be struck down by an incensed devil lord when their schemes fail.

    However, canny devils, rather than go it alone in such circumstances, make new bargains for protection with other devil lords. Any devil lord is loathe to strike down the servant of another, as such behavior places him in debt to the slighted party. Sometimes, the desire for vengeance overrides such concerns, but not often. Crafty PCs can take advantage of such social mores to play both sides against the middle, so to speak. Of course, devils who engage in such maneuvering regularly are considered untrustworthy by their infernal kin, and are likely to be closely watched in the future.

    Rarely, devilish PCs may escape Hells hierarchy altogether, and take refuge on the Prime Material Plane. Usually, this is only attempted when the devil in question is out of options, and is forced to flee his enemies in Hell. A devil without favors owed is like a warrior without a weapon: both would do well to flee the field of battle. Hell, at all times, is a political battlefield, where no prisoners are taken, nor quarter given. Characters who flee to the Prime Material Plane are - temporarily at least - beyond the reach of a devil lords retribution. Usually, it is simply not worth the effort to sortie a band of devils to the Prime Material Plane in order to exact vengeance. However, the influence of the devils is far reaching, and PCs hiding out in the Prime Material Plane would be wise to be on guard against the blades of those mortals who have entered the service of a devil lord.

    Integrated: This provides an excellent excuse for a devilish PC to begin play with a group of mundane PCs. The devilish PC may have betrayed one too many devil lords in his time in Hell, and has fled to the Prime Material Plane for refuge. In all likelihood, he keeps his true nature secret from his companions. In fact, he may even join a group of good PCs to throw his former masters off his trail.

    Racial MotivationsThe devils do not share one monolithic culture.

    Each of the devilish races has its own habits and tendencies.

    Barbazu: Barbazu enjoy few things more than battle and bloodshed, and any opportunity to engage in their favorite pastime is greeted with relish. Unfortunately, this obsession with combat tends to make them less than ideal as agents on the Prime Material Plane, as they are eventually hunted down and killed. More often, barbazu are employed as foot soldiers in the

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    13many wars fought for territory and power on the plane of Hell. That said, barbazu are often dispatched to the Prime Material Plane with parties of devils in order to provide the group with a bit of extra muscle. Usually, such thugs are instructed to follow the orders of their companions to the letter.

    Botis: Like the barbazu, botis hold their love of combat before all else. However, unlike their more bloodthirsty brethren, they relish not just the shedding of blood, but the challenge of combat. Botis, when given the opportunity, seek worthy foes to battle in order to test their combat skill in a situation in which their own death is a very real possibility. When a botis is dispatched to the Prime Material Plane, it is usually in a cohort of his fellow botis. However, being somewhat brighter than barbazu, they are sometimes included in missions to the Prime Material Plane where some combat ability is desired, but stealth and guile are paramount.

    Cornugon: A cornugons primary concern is defense, both of his own lords principality in Hell, as well as the totality of the infernal realm itself. These creatures often travel to the Prime Material Plane in order to put a stop to those wizards and clerics who represent a threat to Hell. Usually, the threat is in the shape of a new spell a wizard is researching that would allow mortals to breach the infernal plane. Sometimes, however, a preemptive strike on a particularly powerful group of heroes is necessary.

    Erinyes: Erinyes both enjoy and excel at the corruption of mortals, particularly males. They enjoy a challenge, and will almost always elect to pursue the corruption of a good and true soul over one that is already slightly tarnished with sin. However, they are often dispatched by devil lords to join a mortal servant as his consort. Such assignments rankle these demonic creatures, and they do their utmost to build their power base until they are able to choose their own targets.

    Flauros: Flauros enjoy nothing more than forcing good men and women to decide between the lesser of two evils. Easily bored with the machinations and maneuvers of Hellish politics, they much prefer roaming the Prime Material Plane in order to corrupt mortals. They achieve this through subtle means, forcing their targets to commit acts of evil in order to gain the flauros aid to achieve some greater good.

    Gelugon: Gelugon are the spies and saboteurs of devilish society, and are often dispatched to foil the plots of rival devil lords. Just as frequently, they are sent to the Prime Material Plane in order to sabotage the goals of the righteous. Occasionally, however, their abilities are directed against devilish servants and associates who have grown a little too big for their britches, in order to remind the mere mortals who wears the pants in the relationship.

    Hamatula: In Hell, hamatulas often serve as bodyguards and guardians, protecting their lords against attacks by servants of other devilish lords and

    creatures of good alike. Often, they are dispatched to the Prime Material Plane to protect a devilish servant who has performed particularly well for their lord. Of all devils, hamatulas are perhaps the easiest to incorporate into an integrated campaign. If another PC serves a devil lord, one of these creatures could easily be assigned as a bodyguard.

    Imp: Imps serve as spies for their devilish masters, both in Hell and on the Prime Material Plane. Further, they often associate with evil spell casters. They offer frequent advice, designed to place their mortal masters in debt to their true infernal lords.

    Kyton: Kytons enjoy nothing more than the fear of a mortal, and when on the Prime Material Plane, often go out of their way to engender such terror. Little is different on their home plane of Hell where they attempt the same against devils weaker than themselves. They are often used by their lords to deliver warnings and threats to servants who have gone astray of their lords commands, and are encouraged to instill true fear into the disloyal.

    Osyluth: Osyluths are the enforcers and informers of the devils, often accompanying other servants of their mutual lord on missions. They report on the activities of other subjects, and as a whole, are vital to the orderly pursuit of devilish goals.

    Pit Fiend: Pit fiends, as a group, are the undisputed rulers of Hell, and any pit fiend PC should work tirelessly toward improving his own station and increasing his power. They are largely unconcerned with establishing a network on the Prime Material Plane, instead preferring to build their power base in Hell. Once this is accomplished, they use their influence among other devils to expand their dominion into the Prime Material Plane itself.

    Shabriri: Shabriri are manipulative creatures, and loathe personal combat. They are the merchants and traders of Hell, where they deal in favors, loyalty, and the very soul. In the Prime Material Plane, they usually restrict themselves to trading tangible items, though the price is quite steep: sometimes, the shabriri requires a task (invariably an evil deed) to be performed in exchange for the goods he offers. Other times he simply requires that the buyer owe the shabriri (and therefore, the shabriris lord) a favor.

    Devilish AdventuresDesigning adventures for devilish PCs is a unique

    challenge for any GM. For starters, devilish characters are, on the whole, evil. This alone sets them apart from the stereotypical adventuring party. Rather than saving the world and stopping the bad guys, they are the bad guys. They are the villains of the piece, working to spread evil in a world that probably hates and fears them usually with good reason.

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    Crafting adventures for devilish PCs, therefore, requires the GM to keep their goals in mind. Several possibilities are presented here.

    TemptationsThe devils, as a whole, spend a great deal of time

    and effort corrupting mortals. This should be a common theme in devilish adventures, as the PCs strive to spread evil and sin throughout the Prime Material Plane. Corrupting those who are predisposed to it, however, is easy. The PCs should be responsible for the fall of the good, just, and virtuous. Often, this requires the PCs to find out a great deal about their mark, as they need to know what if anything he wants badly enough to surrender himself to sin to get. Power? Fame? Glory? Peace? An artifact of incomparable might? Whatever it is, once the devilish PCs discover the nature of the targets moral Achilles heel, the next step is to exploit it to the fullest measure.

    Usually, such virtuous characters strive for the intangibles. Money and material wealth is not enough to drive them to evil. Unless, that is, they have become accustomed to such things. Once attained, riches are difficult to surrender. Even the most righteous character is probably loathe to go back to living in a hovel in the country after tasting the rich life. If the PCs can arrange for such a character to live beyond his

    means for an extended period of time, then threaten to rip the red carpet out from under him, he may be more vulnerable to temptation than he would be had he spent his whole life in poverty.

    Ironically, those characters that are virtuous enough to place the needs of others before their own are sometimes the easiest to tempt to evil. The ends, after all, can often justify the means. If one assassination a murder can break the iron grip of tyranny over a nation, isnt it worth it? One life ends, but a thousand more live happier lives thereafter. Yes, someone has to do the deed. Who better than a man of morals and convictions, a man who would sacrifice anything even his soul to bring the light of truth and good to his countrymen?

    Further, even the most powerful heroes need aid and succor on occasion. Devilish PCs should be only too happy to grant such requests, but only at a price. The trick here is to start small: asking a hero to commit a murder raises all sorts of moral red flags. On the other hand, asking the same hero to leave a door unlocked on a certain night is such a little thing. Only later, when the body is found, will the hero realize what he has done, at which point the PCs have the dirt on him. Small steps take such men to the same place as great leaps, and they are less likely to take care for where they step.

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    15Quests

    Devilish characters are as prone as their mundane counterparts to undertake quests, though their goals and motivations are often unrecognizable when held against those of mortal adventurers. Often, such quests are performed at the behest of their devilish lords, who require an item recovered, a subordinate found, or a great leader assassinated. Often times, the PCs wont even know why a particular deed must be done, only that it has been asked of them by their liege. The quest archetype can be easily superimposed over any of the other devilish adventure types. A quest/temptation, for example, might find the devilish PCs agreeing to recover an artifact of some power for the target of a temptation, in exchange for a small favor.

    Not all quests, however, need be performed at the behest of a devilish lord. Sometimes the PCs themselves may desire an artifact, or wish to locate a particular person, in order to fulfill their own schemes.

    Perhaps the easiest way to involve a group of devilish PCs into a quest is for a mortal wizard to summon them to perform the task. Mortals frequently bargain with devils for such favors, and the PCs are devils. This is a great opportunity not only for adventure, but for the PCs to begin to build a network of allies and favors owed.

    PunishmentAdventures that revolve around devilish

    punishment are likely to revolve around one of two foci. Either the PCs themselves are to be punished for some failure or transgression, or they are to mete out punishment on behalf of a devil lord - or, perhaps, on their own initiative.

    In the former case, the PCs are likely assigned an incredibly difficult task, and instructed that this is their last chance to make good (or in this case, evil). One more failure and they will be transformed into mindless lemures. A punishment assignment can even be the basis for an entire campaign, provided the task is sufficiently difficult or complex. Perhaps the devils are tasked with the corruption of an entire nation or world, or they must destroy the reputation of a legendary hero. In many cases, punishment tasks are designed to be impossible; imagine the prestige to be gained should the PCs accomplish it anyway!

    On the other hand, the PCs themselves may be responsible for the punishment of a third party. Usually, such a task revolves around a mortal who has offended a devil lord in some fashion, usually by reneging on a bargain. Few devils stand for such behavior, and its up to the PCs to deliver retribution. In many cases, the PCs are asked to leave the transgressor alive, so he may be useful in the future. This leaves the PCs to determine how best to discipline the target without killing him. This could be anything

    from stealing a prized possession to murdering a loved one of the transgressor. Of course, its a fine line between bringing a target in line, and causing him to swear vengeance against the PCs and their lord, so the PCs must often tread carefully. As with a temptation adventure, the PCs should discover all they can about their target before proceeding.

    Aid to an AllyDevilish activities revolve around favors granted

    and favors owed, and sooner or later, the PCs are going to find themselves tangled up in this intricate web. In all likelihood, their first encounter with such activity will be as proxies for their lord, aiding another devil or mortal ally. In the latter case, their aid will be granted against a future (and unspecified) favor owed to the devil lord. In the former case, the devil lord may instead be repaying a past debt. Regardless, the PCs are instructed to treat the recipient of the aid with the utmost respect, and fulfill his requests to the best of their ability.

    Alternately, the PCs themselves may be called upon to repay a past debt they have incurred. Such requests are invariably difficult to fulfill, as any devil is loathe to expend a favor to complete a task he himself would be able to easily accomplish.

    A Grand Tour ofthe Mortal Planes

    To devils, the mortal planes can be as wondrous as their own home plane of Hell is to mortals. Common sights on the mortal planes, such as forests, woodland creatures, rivers, beaches, and the like, are virtually unknown in Hell. While a devil is unlikely to appreciate the natural beauty inherent in such surroundings on the whole, they are likely to prefer the frozen wastes of Hell it is not uncommon for a devil to be consumed by curiosity about the mortal planes and their peoples.

    A devilish exploration of the mortal planes, of course, is likely to be concerned with different matters than a mortal expedition. Devilish characters should always be scouting for mortals to corrupt, the more powerful the better. Great is the reward for a devil who returns to Hell with word of an entire kingdom ripe to be turned to evil, usually through the corruption of prominent figures among its ruling class. Similarly, word of remote locations on mortal planes in which a devilish outpost can be established is very valuable, and the bearers of such tidings are likely to be rewarded with a great increase in prestige and possibly rank within the devilish hierarchy.

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    Full-blooded devils are unique creatures. Not only are they outsiders, thus gaining a number of special abilities based solely on their extra-terrestrial origins, but they are creatures that hail from the deepest pits of Hell. They are evil, through and through, but also highly intelligent, powerful and adaptive creatures. Moreover, they are innately magical creatures.

    Because they are from another world, and especially because of their magical nature, devils gain feats and Ability increase at a different rate than typical mortals. The process of birthing these creatures is horrible, completely indescribable, but like any other normal creature, devils are not born at full power. Instead, they must grow, learn and advance.

    Full-blooded devils, and some of the half-breeds and other races, also gain special feats Devilish Feats (see the chapter of that name for more information) that give them access to special powers and abilities that are available only to devils. Thus, as a devil advances in age and ability, he gains more and more powers. These devilish feats cannot be chosen as a normal feat (even by devils), but can only be chosen when a Devilish Feat is indicated. Devils gain these

    specifically as they advance (see table below), and likewise many of the devilish classes provide these devilish feats as a special feature.

    Additionally, as a devil advances, he may grow physically larger, increasing in size by one step. A devil may increase only by a total of two steps no matter how far he advances in character level, at least without divine intervention. By the third size increase, a devil is considered a unique and powerful devil (like those described in the two Encyclopediae of Demons and Devils). Further, while all devils grow older, devils are all but immortal; aging has no effect upon a devils Abilities or other features.

    All devils, and several other races (as specified in Templates), use the following table when advancing in level. This table replaces the Feats and Ability Increases columns on Table 3-2: Experience and Level-Dependent Benefits in the Players Handbook, and further adds another column specifically for granting devilish feats. Finally, under the Special column, when a size increase is indicated, the devil literally increases in size by one step (from medium-size to large, for example).

    Devil Level-Dependent Benefits

    Character Devilish AbilityLevel Feats Feats Increases Special

    1st 1st, 2nd 1st, 2nd 2nd 3rd 1st 3rd 3rd 4th 4th 5th 2nd 5th 6th 6th 4th 7th 3rd Size Increase7th 8th 8th 9th 4th 9th 5th 10th 10th 5th 11th 11th 12th 6th Size Increase13th 12th 6th 14th 15th 7th 13th 16th 7th 17th 14th 18th 8th Size Increase19th 8th 20th 15th

    Races

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    Devilish RacesHell is filled with hundreds, if not thousands, of

    different races of devilish creatures. Many of these are not intelligent, however, while others represent a sub-race or a small group of creatures that have made one corner of Hell their home. Twelve of the most commonly-encountered intelligent devilish races follow. Each of these is available as a starting race (with GMs approval, of course).

    BarbazuAggressive and violent devils, barbazu lack

    the cunning and intelligence of some of their more sly demonic brethren. Often, they lead the charge of demonic legions, their thunderous and terrifying battle cries sowing fear and chaos among their foes. They are fierce and dangerous combatants who take great pleasure in the destruction of their foes.

    Unfortunately for these devils and to the relief of those on the Prime Material Plane who are familiar with these creatures they lack the subtlety required to insinuate themselves into mortal society. Usually they only appear at the spearhead of a demonic assault, often accompanied by legions of Lemures at their backs.

    Personality: Barbazu are quick tempered and bloodthirsty, often engaging in combat not because it is the best solution but simply because for them it is fun. They have little patience for cowardice, either in friend or foe and if either flees the field they exact a terrible toll in flesh and bone for the offense. Those who escape their wrath would do well to avoid the barbazu who witnessed their flight in the future, for these devils have a long memory and no capacity for forgiveness.

    Barbazu are most comfortable in their native environments, the various infernal planes. That is not to say, however, that they are averse to jaunts of slaughter and destruction on the Prime Material Plane. They go out of their way to set buildings ablaze, sow the sky with cries of the wounded and dying and generally inflict as much pain and misery on the inhabitants of the Prime Material Plane whenever they have the opportunity to do so.

    Physical Description: A barbazu is roughly of human height, generally standing approximately six feet tall. Its features have a disturbing angularity, as do their slightly pointed ears. A long tail that ends in a vicious barb protrudes from the base of the barbazus spine. Its hands and feet sport razor-sharp claws and its entire body is covered in deep, crimson scales. These scales are slightly moist to the touch and a faint

    sheen similar to sweat constantly coats the barbazus reptilian flesh. A beard of fleshy tendrils also protrudes from the creatures chin.

    Relations: Within devilish society barbazu are renowned not for their cunning, tactical prowess or sly tongues, but for their sheer unparalleled combat ability. They are often recruited to lead the forces of devils intent upon conquest, whether against another devils domain or an attack on the Prime Material Plane. Though they are considered little more than foot soldiers, barbazu are often granted great respect by their lords, as well as a great deal of independence so long as they remain successful on the battlefield. This is partially due to their value as shock troops but mostly because an incensed barbazu is a terrible foe indeed. Few devil lords wish to contend with a unit of rogue barbazu tearing its way through their armies.

    Alignment: As with other devils, barbazu tend almost exclusively to lawful evil alignment. That said, a few barbazu particularly those that find themselves far from the infernal planes or those that are unaware of their heritage are of neutral or even good alignment. Such examples, however, are exceedingly rare.

    Barbazu Lands: Barbazu rarely establish principalities of their own within Hell, instead serving among the soldiers of other Devil armies.

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    19Religion: As outsiders themselves, barbazu rarely

    give worship to other devils or gods. Most, however, pay at least lip service to the gods of war, slaughter and bloodshed - but only if such deities are of lawful evil alignment.

    Language: Most barbazu speak Celestial, Infernal and Draconic. Some speak Common, as well.

    Names: Barbazu are not named at birth, but instead are given names by their compatriots the first time they shed the blood of an enemy. These names are often descriptive, though the image often has little to do with the particular battle and instead focuses on imagery of blood and thunder. Both male and female barbazu are named in this fashion, with little variation for gender. All such names are spoken in the Infernal tongue.

    Given Names: Borabus, DezKelos, Ekerzu, GaArNuf, KoraZin, Mokarin, QerTokara, ShreelKa, Tokonak and ZhuShin.

    Clan Names: Abaros, Barak, ChoGal, DrellZin, Kulak, Nagroth, TroKa, Vezzor, YKarn and Zolok.

    Adventurers: Barbazu rarely set out on adventures, instead preferring the chaos and thunder of life at the lead of a devilish legion. A few are assigned tasks by their masters that compel them to travel the planes. Such beings are often particularly destructive and pugnacious; as they cannot return to the battlefield, they do everything in their power to create one close at hand.

    Racial Motivation: Barbazu would like nothing more than to see the entire Prime Material Plane plunged into an eternity of slaughter and warfare. As such, when pursuing their own ends, they attempt to foment conflict wherever and whenever they go.

    Barbazu Racial Traits +4 Strength, -4 Intelligence: Though powerful

    combatants, barbazu are not the brightest devils in Hell. They usually resort to strong arm tactics before considering other, more subtle options.

    Medium-size: As medium-size creatures, barbazu have no special penalties or bonuses due to their size. Further, they do not increase in size at the 6th level.

    Barbazu base speed is 30 ft. Barbazu gain a +4 racial modifier to saving throws

    versus fire and poison effects; and a +2 racial modifier to saves versus acid and cold.

    Bonus Feats: Devilish Qualities and choose two additional devilish feats.

    Barbazu gain a natural Armor Class bonus of +2. Claws: Barbazu have vicious claws which can be

    used in unarmed combat. Barbazu do not provoke attacks of opportunity when making an unarmed attack against an armed opponent. Further, when making an unarmed attack, barbazu inflict 1d4

    points of normal damage rather than subdual damage. As a barbazu grows, this damage also increases; see the Introduction in the MM.

    A barbazu is an outsider and therefore subject to effects which target outsiders. Further, barbazu have the evil and lawful subtypes (though in the rare case of a barbazu of a different alignment, he gains the subtype of his own alignment, instead).

    Automatic Languages: Celestial, Draconic and Infernal; at character creation, the barbazu may elect to surrender his ability to speak Celestial and Draconic in order to speak Common instead. Bonus languages: Celestial, Draconic, Goblin and Orc.

    Favored Class: Barbarian. A multiclass barbazus barbarian class does not count when determining whether he suffers an XP penalty for multiclassing.

    Note: Due to the nature of this creature, a barbazu character has an Effective Character Level (ECL) of +1.

    BotisIf there is such a thing as a standard devil the

    Botis may well be it. This common breed of devil was counted amongst the soldiers of the divine before they followed the Morningstar to their own downfall. They are a diverse breed, encompassing many different forms and appearances within their ranks. They are united in one aspect: Every Botis can trace his lineage back to the war in heaven. Their ancestors were there when Lucifer stormed paradise. Their kind was cast from the presence of the divine with their defeat and fell for three days, plummeting through the Astral before crashing into their new home, the place now known as Hell.

    Personality: Botis are perhaps the most diverse of any devilish race. They are soldiers and warriors by nature. All of them are driven by anger at their races banishment. The harsh reality of abandonment by the divine so many eons ago has forced them to adapt to the rigors of life in Hell. They are servants and fulfill every duty that their higher ranked devilish lords could require.

    Physical Description: Botis are all basically humanoid. With this simple generalization out of the way, any other detail is subject to change. Animal features are common: serpent heads, wolf heads, reptilian scales, cats eyes, claws, fangs, horns, hooves and tails. Skin color encompasses all normal human shades but also extends into reds, blues and sometimes even green. Hair is a rare trait among the Botis, but where it exists it is usually long, fine and golden (a reminder of their angelic origins) or short, wiry, thick and bestial. They are large creatures ranging in height from eight to sixteen feet.

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    all the other minions of Hell. With anyone else, their relationship is strained to say the least. The wars of Hell are fought in large measure by Botis legions. Anyone in the service of good, on the other hand, is assumed to be an agent of the Celestial sent to torment the Botis still further.

    Alignment: Botis are by great majority lawful evil. However, every once in a while a botis devil will emerge who embraces some other alignment. These outcasts among the outcasts are guaranteeing themselves a harsh and often brutishly short existence. There are legends, however, of botis who do not share their races great hatred of the divine, who manifest angelic traits and personalities and who seek redemption against all odds.

    Botis Lands: The Botis are the inhabitants of Hell, the land of a million names, the home of the fallen. They are one of the few devil races that inhabit all nine of the planes of Hell without preference for one climate. There are Botis in the ice pits and in the burning caverns, in the jagged peaks of despair and amongst the groves of suicides.

    Religion: Like most devils, the Botis have no formal religion. However, many Botis dedicate themselves to one dark god or another in an informal fashion.

    Language: Botis speak Infernal, the ancient language of devils and Draconic. Infernal is a corrupted form of Celestial that the fallen Botis (amongst others) use in their defiance of the divine. Infernal is a precise language, sharp as a sword, full of inventive curses and deep nuances. They also speak the language of their enemies, Celestial, though they rarely speak it aloud.

    Names: The actual names of devils are, of course, closely guarded secrets. The Botis are no exception. Any given Botis can be counted on to use several names. Usually two are of note. The Botis has a title. This is the name that the Botis freely gives to anyone non-diabolic who summons the devil. These titles usually imply that the Botis is somehow important to the ranks of devils even if this is simply not true. For example, a lowly soldier in the ranks of Hell might use the title Kaathrael, Lieutenant of the Legions, Sword bearer of Azmodeus. These titles are usually technically accurate, but often misleading. Amongst devils the Botis usually has a common name, something to distinguish itself from the masses of the fallen. For example, Kaathrael might be the demons common name or it may be something wholly different.

    Adventurers: Botis who manage to leave Hell are often to be found wandering the planes. Usually they are on errands from some devil lord. But sometimes, Botis find themselves without lords, because a pit fiend or devilish dignitary has been deposed or destroyed. These free Botis wander the planes searching either for a new position in the diabolic hierarchy or seeking some usually unfathomable goal.

    Racial Motivation: The Botis remember heaven. Even though comparatively few of their number were actually alive during the Fall, the memory of this event is central to the mind of the Botis. Rare is the Botis who does not dream of ending the squabbling amongst the lords of Hell and organizing a great diabolic army to return to Paradise and again challenge the Celestial hosts. It is only fear that keeps this dream in check. Someday, they whisper among themselves, they will again storm heaven. When they do, this time, the silver city will burn.

    Botis Racial Traits +6 Strength, +2 Constitution, -2 Wisdom, -4

    Charisma: The Botis are tall muscular creatures, powerful in build and fearsome in disposition. Their anger against the celestials, however, often clouds their judgment.

    Medium-size: As medium-size creatures, botis have no special penalties or bonuses due to their size (they may grow to large size and larger through character advancement).

    Botis base speed is 40 ft. Bonus Feats: Devilish Qualities, Damage Reduction

    5/+1.

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    which target outsiders. Further, botis have the evil and lawful subtypes (though in the rare case of a botis of a different alignment, he gains the subtype of his own alignment, instead).

    Automatic Languages: Infernal, Celestial, Draconic. Bonus Languages: Any (other than secret languages, such as Druidic). Abyssal is a common fourth language amongst many devils.

    Favored Class: Diabolic Fighter. A multiclass botis diabolic fighters class does not count when determining whether he suffers an XP penalty for multiclassing.

    Note: Due to the nature of this creature, a botis character has an Effective Character Level (ECL) of +1.

    CornugonThe Cornugon are native to Hell, existing there

    before the arrival of the Morningstar. When the fallen arrived, the Cornugon were swiftly conquered and enslaved by the newcomers. Before that defeat, the Cornugon were great winged snakes, the Serpents of the Pit, as they are sometimes called. Now that heritage is a distant memory. They are infused with diabolic blood and are eager, long-standing servants of their new masters. They fight with an almost suicidal intensity. Rare is the Duke of Hell who does not owe much to these powerful warriors.

    Personality: The Cornugon are a warrior race. They have been bred for service in battle for countless eons in the slave pits of Hell. They see prowess in battle as their path to power. A distinguished Cornugon can rise high in the ranks of the fallen. As such, an obsession with war dominates their personality. A Cornugon sees everything in terms of conflict.

    Physical Description: The Cornugon exhibit many of the classic devil traits. They are typically nine foot tall muscular humanoids with red skin, curving horns and huge dragon-like wings. Their pre-diabolic heritage manifests in several ways. Their skin is covered with almost iridescent scales. They usually have a prehensile tail. And rarest of all, some Cornugon are born without legs but instead have a coiling serpents tail in their place.

    Relations: The Cornugon, for all their physical strength, are slaves in Hell. They are bred for war. They have long ago accepted their position in the diabolic hierarchy. They view the other devils as competition, someone they must out perform. They view demons and servants of good as opponents who they must defeat. Ultimately, the relation of Cornugon with any being depends of what his master commands.

    Alignment: Cornugons, like other devils, are typically lawful evil. Those rare few that arent are considered rebels and hunted down.

    Cornugon Lands: The Cornugon once controlled several regions in Hell, but now have no lands of their own. They are found exclusively in the barracks and slave pits of the devil lords.

    Religion: The Cornugon are taught to revere their devilish lords. If they practice any faith besides this reverence it is unknown. There are legends in more esoteric diabolic works that once the Cornugon worshiped a dragon-like entity whose name is now forgotten but that carried the title the Great Serpent. Perhaps somewhere, this cult yet survives in secret. The fate of the Great Serpent itself is also unknown.

    Language: The Cornugon speak the language of their masters, Infernal. Few Cornugon trouble themselves to learn other languages, but when they do Abyssal and Draconic are common choices.

    Names: Like all devils, Cornugon guard their true names closely. Unlike other devils, Cornugon rarely bother with elaborate titles and multiple names. Cornugon usually are given a short name that describes them some way in Infernal. For example, a Cornugon who favors a great black two-handed axe may be called Blood Axe.

    Adventurers: Cornugon never wander without being tasked to some purpose by a greater devil. Even to this day, the commanders of diabolic legions remember that long ago the Cornugon had to be

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    21pacified. They still fear that someday the Cornugon may rise and try to rebel. Still, this paranoia does not preclude Cornugon being sent on long-reaching errands. Of course, the Dukes of Hell are immortal; a short errand for them may encompass centuries.

    Racial Motivations: Despite the fear of their masters, the Serpents of the Pit are no longer interested in escaping from the hierarchy of the Hells. They are now loyal members of the hierarchy, entrenched in the armies of all of the Dukes. Their motivation now is to further their own power and prestige within this framework. Towards this end they focus on their prowess in combat.

    Cornugon Racial Traits Strength +8, Constitution +4, Intelligence +2,

    Wisdom +2, Charisma +2; cornugons are among the most intelligent and powerful creatures in Hell.

    +1d8 hit points at 1st level and +1 hit points at every character level; cornugons are powerfully-built devils.

    Medium-size: As medium-size creatures, cornugons have no special penalties or bonuses due to their size (they may grow to large size and larger through character advancement).

    Cornugon base speed is 20 ft. Cornugon can fly at 50 ft. and are average fliers.

    Bonus Feats: Devilish Qualities and choose four additional devilish feats.

    Cornugons are outsiders and therefore subject to effects which target outsiders. Further, cornugons have the evil and lawful subtypes (though in the rare case of a cornugon of a different alignment, he gains the subtype of his own alignment, instead).

    Automatic Languages: Infernal. Bonus Languages: Any (other than secret languages, such as Druidic). Abyssal and Draconic are common second languages amongst many devils.

    Favored Class: Diabolic Fighter. A multiclass cornugon diabolic fighters class does not count when determining whether he suffers an XP penalty for multiclassing.

    Note: Due to the nature of this creature, a cornugon character has an Effective Character Level (ECL) of +2.

    ErinyesSly and cunning, erinyes are the devilish

    counterparts of the demonic succubi. They revel in tempting mortals into the depths of depravity and vice and dooming the virtuous and villainous alike into irredeemable sin. Only female erinyes are born, usually of the union of an erinyes and another devil.

    Personality: An erinyes personality is like opposite sides of a coin, one clean and untarnished, the other marred and corroded. In public, these creatures are erudite and charming, possessed of incredible charm and beauty. In relative privacy, particularly when in the company of one (or a few) mortal men, they are wickedly seductive, their amorous and whorish demeanors able to sway even strong men into sin.

    Physical Appearance: Erinyes are quite diverse, physically. The only common factor among all erin