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D&D FIENDISH CODEX II.QXD
ASPECTS II
INTRODUCTION
Fiendish Codex II: Tyrants of the Nine Hells is packed to
the brim with information about the Nine Hells,
devils, archdevils, harvesting souls, playing devils, and
more. If you like using devils in your campaigns, you
should get this book to help you flesh them out. It also
includes updated versions of devils that saw publica-
tion in Book of Vile Darkness and the different M o n s t e r
Manual tomes. At the end of the book you’ll find
aspects of the archdukes, the rulers of the layers of the
Nine Hells. The aspects of the Lords of the Nine
presented there are suitable for high-level campaigns.
However, you might want your lower level player
characters (PCs) to encounter appropriately challeng-
ing aspects of the Lords of the Nine. This web
enhancement presents these mid-level aspects, along
with a revised aspect of Tiamat (originally from
Miniatures Handbook ) and aspects of the kobold deity
Kurtulmak and the sahuagin deity Sekolah.
As with the demonic aspects in Fiendish Aspects I,
you can create different “versions” of the aspects than
those presented here. Each archduke is complex and
has many powers. If you want a version along different
lines, just swap out the special abilities for the ones
you want, using the high-level aspects presented in
Fiendish Codex II: Tyrants of the Nine Hells as your
t e m p l a t e .
Since the Nine Hells are very orderly, the aspects
are presented in order of planar home from first to
n i n t h .
A Web Enhancement for Fiendish
Codex II: Tyrants of the Nine Hells
CREDITS
Design: Robert Wiese
Editing: Miranda Horner
Typesetting: Nancy Walker
Web Production Bart Carroll
Web Development: Mark Jindra
Graphic Design: Sean Glenn, Cynthia Fliege
and Karin Jacques
Special Thanks: Michael Donais, Skaff Elias, Rob
Heinsoo, and Jonathan Tweet, for the original design of
aspects picked up and amended from the M i n i a t u r e s
Handbook .
Based on the original D U N G E O N S & D R A G O N S ® game by E.
Gary Gygax and Dave Arneson and on the new edition of the
D U N G E O N S & D R A G O N S game designed by Jonathan Tweet,
Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
D U N G E O N S & D R A G O N S , D&D, D U N G E O N M A S T E R , d20, d20 System, W I Z A R D S O F T H E C O A S T ,
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Dungeon Master's Guide, Monster Manual, Fiendish Codex II: Tyrants of the Nine Hells,
Miniatures Handbook, all other Wizards of the Coast product names, and their respec-
tive logos are trademarks of Wizards of the Coast in the U.S.A. and other countries.
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BAATEZU SUBTYPE
Many devils, including all of the archdevils,
belong to the race of evil outsiders known as the
b a a t e z u .
Tr a i t s : A baatezu possesses the following traits
(unless otherwise noted in a creature’s entry).
—Immunity to fire and poison.
—Resistance to acid 10 and cold 10.
See in Darkness (Su): All baatezu can see
perfectly in darkness of any kind, even that created
by a deeper darkness spell.
Summon (Sp): Baatezu share the ability to
summon others of their kind (the success chance
and type of baatezu summoned are noted in each
monster description).
—Telepathy.
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All rights reserved.
Made in the U.S.A.
This product is a work of fiction.
Any similarity to actual people, organizations, places,
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No portion of this work may be reproduced in any form without
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1
FIENDISH
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ASPECT OF BEL
Crimson scales cover the fiend from head to toe, and its face
twists into a picture of devilish bestiality. Great wings spread
from its back, also crimson-colored. Hatred and calculated
cruelty have left their marks on this fiend’s features.
Spot +17, Survival +3 (+5 on other planes or
following tracks, +7 following tracks on other
planes)
P o s s e s s i o n s +1 flaming greatsword, ring of protec-
tion +2, cloak of Charisma +2
Constrict (Ex) The aspect of Bel deals 1d8+6 points
of damage with a successful grapple check, in
addition to damage from his tail attack.
Improved Grab (Ex) To use this ability, the aspect
of 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 provok-
ing attacks of opportu-
n i t y. If he wins the
grapple check, he
establishes a hold
and can constrict.
Summon Baatezu
( S p ) Once per day
an aspect of Bel
can summon a
bearded devil or
a black abishai
with a 50%
chance of suc-
cess. This is the
equivalent of a
5th-level s p e l l
(CL 11th).
A SPECT OF B EL CR 9
LE Large outsider (lawful, evil, extraplanar,
baatezu)
I n i t +6; S e n s e s see in darkness; Listen +17, Spot +17
L a n g u a g e s Abyssal, Infernal, Common; telepathy
100 ft.
AC 25, touch 13, flat-footed 23
(–1 size, +2 Dex, +2
deflection, +12 natural)
hp 104 (11 HD); DR
10/good
Immune fire, poison
Resist acid 10, cold 10;
SR 18
Fort +12, Ref +9, Will +10
Speed 30 ft. (6 squares), fly
50 ft. (average)
Melee +1 greatsword
+16/+11/+6
(3d6+7/19–20
plus 1d6 fire) and
tail +9 (1d8+2)
Space 10 ft.; Reach
10 ft.
Base Atk +11;
Grp +19
Atk Options Cleave,
Power Attack,
constrict 1d8+6,
improved grab
Special Actions summon
baatezu
A b i l i t i e s Str 18, Dex 14,
Con 20, Int 15, Wis 16,
Cha 17
Feats Cleave, Improved
Initiative, Power
Attack,
Weapon Focus
(greatsword)
Skills Bluff +17,
Diplomacy +23, Disguise +3 (+5 acting), Hide
+11, Intimidate +19, Knowledge (nobility) +12,
Knowledge (the planes) +12, Listen +17, Move
Silently +15, Search +12, Sense Motive +17,
This aspect of Bel
is a mid-level mani-
festation of the
a r c hdevil of the
same name. B e l ,
and a stronger aspect
of him, are de-
tailed in Fiendish
Codex II: Tyrants
of the Nine Hells .
2
STRATEGIES
AND
TACTICS
This aspect of
Bel is more
suited to melee than to anything else, and it prefers
melee more than the more powerful version. It
attempts to summon a bearded devil initially, and then
it wades into combat. It makes the best use of its Power
666631141.106.png
Attack feat that it can, trying to strike a balance between
more Power Attack damage and having its 3rd iterative
attack hit. Because grappling and constricting are less
favorable than striking with its +1 flaming greatsword ,
the aspect grapples and constricts enemy spellcasters
only, hoping to prevent them from casting while it
strikes at other foes.
subterfuge, they mingle in diabolical society easily
enough, and could be found in almost any court in the
Nine Hells.
Alignment: Aspects of Bel are always lawful evil.
TYPICAL TREASURE
An aspect of Bel carries a flaming greatsword at all
times, and it usually wears or carries other personal
magic items. An aspect of Bel may have the treasure of
downed foes, or something to offer a potential ally, but
this is not always true.
SAMPLE ENCOUNTERS
Aspects of Bel are comfortable leading troops of
diabolic minions, and usually they are not encountered
alone.
EL 9: An aspect of Bel has been dispatched to a cult
meeting to rally the cultists against a cult of Orcus. The
aspect may be an ally of the PCs at first, but eventually
they may have to dispatch it.
EL 12: An aspect of Bel accompanied by two red
abishai and three black abishai are meeting with a cult
of Tiamat. Bel and Tiamat have an alliance of sorts in the
Nine Hells, and this meeting should bring together the
cult with other diabolic allies. Such a meeting must be
prevented.
ASPECTS OF BEL IN EBERRON
Devils in the E B E R R O N Campaign Setting live on
Shavarath, the Plane of Battle, and endlessly oppose the
hordes of demons that live on that plane too. One rarely
finds an aspect of Bel on Eberron proper, but this is not
unheard of. Some cults of Bel, scattered though they are
and usually populated by monstrous races, sometimes
enjoy the favor of the presence of an aspect of Bel.
ASPECTS OF BEL IN FAERÛN
On Faerûn, aspects of Bel appear wherever the forces of
demonic cults gain power and prominence. Bel himself
constantly battles the forces of the Abyss, and does so
on the Material Plane as well as on the fiendish planes.
Aspects of Bel oppose demonic cults, though with the
same cruel and wicked means that the demons use to
accomplish their objectives. Generally, the aspects of
Bel are as little appreciated as the demons.
ECOLOGY
As outsiders, the aspects don’t need to eat or sleep. Bel
creates them fully formed when he needs them, so they
don’t have an ecology.
Environment: Aspects of Bel live on the barren
and sometimes crowded first layer of the Nine Hells,
where their master rules. They can be found on other
layers as emissaries or subversive agents, since Bel plays
a great many games and uses a lot of pawns.
Typical Physical Characteristics: This aspect
of Bel is the same size and appearance as Bel, with great
batlike wings and crimson scales covering his body.
ASPECT OF TIAMAT
The five colored heads of this thick-bodied dragon glare at you
from different angles. Each head resembles the head of one
color of evil dragon: red, white, black, green, and blue. Its large
body is striped in the matching colors that merge together into
a brownish-black color.
ASPECT OF BEL LORE
Characters with ranks in Knowledge (the planes) can
learn more about the aspect of Bel. When a character
succeeds on a skill check, the following lore is revealed,
including the information from lower DCs.
A SPECT OF T IAMAT CR 13
LE Huge dragon (lawful, evil, extraplanar, water,
earth, air, fire, cold)
Init +4; Senses blindsense 60 ft., darkvision 60 ft.,
low-light vision; Listen +20, Spot +20
Languages Abyssal, Celestial, Common, Draconic,
Infernal
AC 31, touch 8, flat-footed 31
(–2 size, +23 natural)
hp 175 (14 HD)
Immune cold, fire, magic sleep effects, paralysis
Fort +15, Ref +11, Will +12
DC
Result
21
This is an aspect of Bel, the lord of Avernus. This
reveals all outsider and baatezu traits.
26
This aspect of Bel specializes in tail constriction
attacks, and it decimates foes with its flaming
greatsword.
SOCIETY
Aspects of Bel suffer from Bel’s reputation for treachery
and double-dealing, so few devils trust one. Though
these aspects are not designed for diplomacy and
3
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Speed 30 ft. (6 squares), fly 100 ft. (clumsy), swim
20 ft., burrow 20 ft.
Melee 5 bites +19 (2d6+7)
Space 15 ft.; Reach 15 ft.
Base Atk +14; Grp +29
Atk Options Power Attack
Special Actions breath weapon
A b i l i t i e s Str 24, Dex 11, Con 22, Int 19, Wis 16,
Cha 18
Fe a t s H o v e r, Improved Initiative, Lightning
Reflexes, Power Attack, Wingover
S k i l l s Bluff +16, Climb +15, Diplomacy +20,
Disguise +4 (+6 acting), Escape Artist +17,
Intimidate +18, Knowledge (nature) +16,
Knowledge (the planes) +16, Listen +20, Search
+21, Sense Motive +17, Spellcraft +15 (+17
deciphering scrolls), Spot +20, Survival +3 (+5
on other planes or following tracks or in above-
ground natural environments, +7 following
tracks on other planes or in aboveground natu-
ral environments), Use Magic Device +21 (+23
scrolls)
Breath Weapon (Su) An aspect of Tiamat can
breathe from each of its five heads, but can
breathe from only one head per round. Each
breath weapon does 10d6 points of damage,
and the type depends on the head: acid for the
black and green heads, fire for the red head,
cold for the white head, and electricity for the
blue head. The aspect must wait 1d4+1 rounds
(always at least 1 round) before breathing again
from any head once it has used its breath
weapon. The Reflex save DC is 22 against all
breath weapons. It can make bite attacks with
heads that are not breathing in the same round
that it uses a breath weapon.
SAMPLE ENCOUNTERS
Aspects of Tiamat love allies, especially dragons, but are
most used to working with spawn of Tiamat.
EL 13: An aspect of Tiamat has been affected by a
mental disease and is randomly attacking a nearby
town. The townspeople fear they have angered the
goddess of evil dragons and seek to placate her rather
than slay the aspect.
EL 17: An aspect of Tiamat leads a small army
composed of itself, three bluespawn godslayers, a young
adult red dragon, and an adult green dragon. This force
is attacking the home of an enemy of Tiamat’s on the
Material Plane, and it will succeed in killing the occu-
pants if the PCs don’t intervene.
ECOLOGY
Aspects of Tiamat eat and sleep. Tiamat creates them
fully formed when she needs them, so they don’t have
an ecology.
Environment: Tiamat has her home on Avernus,
the first layer of the Nine Hells. Aspects of Tiamat are
comfortably at home in this bleak place, though they
can also be quite at home in a swamp, or a desert, or
even in snowy mountains.
Typical Physical Characteristics: This aspect
of Tiamat is a smaller version of the goddess of evil
dragons. It has five heads, one the color of each kind of
chromatic dragon. Its body is larger than a dragon of its
size, but it cannot use its claws or attack with its tail.
ASPECT OF TIAMAT LORE
Characters with ranks in Knowledge (nature) can learn
more about the aspect of Tiamat. When a character
succeeds on a skill check, the following lore is revealed,
including the information from lower DCs.
DC
Result
24
This is an aspect of Tiamat, the queen of evil dragons.
This reveals all dragon traits.
This aspect of Tiamat is a mid-level manifestation of
the queen of evil dragons. Tiamat is detailed in
Draconomicon .
29
Each head of an aspect of Tiamat has the same breath
weapon as a chromatic dragon of the same color. The
aspect cannot use all of them at once, however.
STRATEGIES AND TACTICS
Because the aspect of Tiamat has more restricted use of
its breath weapons than its mistress does, its combat
tactics mirror those of true dragons. However, a hydra-
like flair is mixed in, because each head can bite every
round. Thus, the aspect does flyby breath attacks, or it
uses all bite attacks on a single foe. If it knows it must
fight, the aspect burrows underground to erupt with
surprise amidst its foes.
34
The aspect of Tiamat has the same immunities as the
dragon types that its heads represent.
SOCIETY
Aspects of Tiamat can be found with other chromatic
dragon types, with abishai allies, or with spawn of
Tiamat minions. They rarely spend time in the
company of other types of devils, and Tiamat never
sends an aspect to the court of any archdevil.
A l i g n m e n t : Aspects of Tiamat are always lawful evil.
4
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TYPICAL TREASURE
Aspects of Tiamat travel lightly, and therefore they don’t
hoard treasure like true dragons do. The aspects must be
ready to serve their mistress at a moment’s notice. They
sometimes have allies with magic items or wealth.
Melee +2 longspear +17/+12/+7 (2d6+8) and
tail stinger +10 (1d8+2)
Space 10 ft.; Reach 10 ft. (15 ft. with longspear)
Base Atk +12 Grp +20
Atk Options poison (injury, Fort save DC 21, 1d6
Con/1d6 Con)
Sorcerer Spells Known (cast 6/8/8/8/7/6/4 per
day, CL 12th)
6th— disintegrate (DC 23)
5th— lesser dragon ally*, summon monster V
4th— greater invisibility, polymorph, summon
monster IV
ASPECTS OF TIAMAT IN EBERRON
Aspects of Tiamat rarely leave the continent of
Argonessen, but sometimes one operates on mysterious
Xen’drik. When encountered, an aspect of Tiamat
always has a mission.
ASPECTS OF TIAMAT IN FAERÛN
Strangely enough, on
Faerûn Tiamat is
worshiped by
humans as well
as dragons.
Members of the
Cult of the Dragon
hold her in rever-
ence, as do some
fringe cults. Tiamat
sends aspects to her
cultists when
they request
such a visit,
and the
a s p e c t
could be bringing a message
or be commanded to take
charge of the cult activities.
3rd— dispel magic, fireball
(DC 20), hailstones * (+14
ranged touch), l i g h t n i n g
b o l t (DC 20)
2 n d — alter self, false
life, Melf ’s acid
a r r o w (+14 ranged
touch), resist energy,
scorching ray ( + 1 4
ranged touch)
1 s t — ebon eyes*,
magic missile, ray
of clumsiness ( + 1 4
ranged touch),
ray of enfeeble-
m e n t (+14 ranged
touch), s h i e l d
0 — acid splash
(+14 ranged touch),
arcane mark, dancing
lights, daze, detect magic,
ghost sound, mage hand, ray of
f r o s t (+14 ranged touch), read magic
*Spells are from Spell Compendium
A b i l i t i e s Str 19, Dex 17, Con 21, Int 16, Wis 15, Cha 24
Fe a t s Combat Casting, Empower Spell, Extend
Spell, Iron Will, Still Spell
S k i l l s Bluff +13, Concentration +20 (+24 casting in
threatened areas), Decipher Script +13, Diplomacy
+26, Disguise +7 (+9 acting), Escape Artist +18,
Intimidate +9, Knowledge (arcana) +17, Knowledge
(religion) +13, Knowledge (the planes) +18, Listen
+12, Sense Motive +17, Spellcraft +20 (+22 deci-
phering scrolls), Spot +12, Survival +2 (+4 on other
planes), Use Magic Device +22 (+26 scrolls)
P o s s e s s i o n s +2 longspear, cloak of Charisma +4,
metamagic rod of extend spell
ASPECT OF KURTULMAK
This large reptilian humanoidlike creature wields a long spear
but eschews armor. Its alligator-shaped head holds eyes that
glow with a bright orange light, and its long tail whips back
and forth showing its anger. The tail sports a wicked stinger.
A SPECT OF K URTULMAK CR 11
LE Large outsider (lawful, evil, extraplanar, drag-
onblood)
I n i t +3; S e n s e s darkvision 60 ft.; Listen +12, Spot
+ 1 2
Languages Celestial, Common, Draconic, Infernal
AC 27, touch 12, flat-footed 24
(–1 size, +3 Dex, +15 natural)
hp 114 (12 HD); DR 10/chaotic
SR 21
Fort +13, Ref +11, Will +12
Speed 40 ft. (8 squares)
The aspect of Kurtulmak is a mid-level manifestation of
the god of the kobolds. Kurtulmak is presented in Races
of the Dragon .
5
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