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Nikolai Kalmakov. Chappelle Fortin - Monster with tail.

Nikolai Kalmakov. Chappelle Fortin - Monster with tail.

Orginally from The Book of Fiends

Designed By Aaron Loeb, Erik Mona, Chris Pramas, and Robert J. Schwalb

Full netbook can be found on the following website

The Book of Fiends

The Supreme Unknown

Layer: Pleroma
Areas of Concern: Magic, occult lore, dangerous secrets
Domains: Chaos, Evil, Knowledge, Magic, Protection
Favored Weapon:Whip

Abraxas represents a rarity among demon princesin that his devotees are tolerated, if not altogether welcomed, in civilized lands throughout the mortal realm. Commoners and nobles alike honor Abraxas for his ability to protect them from ill luck and magical curses and hexes.

Followers of Abraxas fund their cult by selling medallions enchanted with the word “Abracadabra,” a talisman that guards its wearer against all manner of calamities. Abraxans claim that the gods are evil beings who have trapped the souls of their mortal followers in all-too-fragile physical shells, isolating them from a world of absolute spirit (known as Pleroma) where joy is boundless and there are no limits to the pleasure and indulgence experienced by all. The concept of harm does not exist in such a world, and it is from this absolute, Abraxans claim, that their trinkets and amulets draw their protective powers.

Whatever the source,the charms work. The word of power“Abracadabra” appears at the top and is written in an inverted triangle of eleven lines. Each line consists of one letter fewer than the one above it,until the word disappears completely. The shrinking of the word represents, in metaphysical terms, the fading of potential harm to the wearer. The wordplay is emblematic of most of the teachings of Abraxas, which consist of intense magical theory and complex numerological formulae meant to give the practitioner a greater understanding of the material world and how to manipulate it through arcane magic.

Abraxas appears as a powerful, bare-chested humanoid man with the head of a rooster topped by an elaborate golden crown (which, according to his followers, represents the reward of Pleroma, in which everyone is king). He carries a shield in one hand and a long, corded leather Whip in the other. Below the waist, his body consists of several constantly writhing snakes.

Abraxas’s Abyssal realm, Pleroma, is very much as advertised in his cult’s literature. There, souls are transformed into beings of light who experience nothing but pure pleasure and ecstasy. Boundless joy is theirs from the moment they enter the afterlife to the moment ten years later when they are completely consumed by bliss—their souls utterly annihilated and absorbed into the landscape of the Abyss. By the time souls enslaved to Pleromic rapture realize the terminality of their situation, they’ve long since surrendered the ability to do anything about it in exchange for greater and greater feelings of euphoria. The transaction fuels Abraxas’s power, which appears to grow stronger with each passing year.

Abraxans believe that the only way to achieve Pleroma is to escape their mortal shells by living a life opposite to that which should have been theirs, but for the duplicity of the gods. By denying themselves the pleasures of the flesh and leading austere, faultless lives, they hope to “trick” their containers (bodies) into releasing their spirit forms. Once free, their soul stranscend the material world and enter the endless pleasures promised to them by the Supreme Unknown.

Riddled with highly offensive condemnations of even themost apparently altruistic deities, the cult’s doctrine winsfew allies among the clergy of the civilized world. However, followers of Abraxas don’t physically hurt anyone, are aschaste as the most devout nuns of the God of Healing, and sell amulets of proven protective value, so most rulers view the cult as a strange but harmless sect more worthy of praisethan prosecution.

The plain lifestyle espoused by Abraxans appeals to commoners who disapprove of lewd behavior but who secretly wish to debauch themselves in the most obscene manners imaginable. Lacking the courage to do so in life, they instead punish themselves with self-denial and self-abuse, withholding from themselves in life of exactly the type of pleasures they hope to indulge in after death. Flagellation plays a significant role in the cult’s observances (Abraxas’s favored weapon is a Whip for a reason). Many multiclass as wizards or sorcerers to further explore arcanemagic, which they interpret as the mortal world’s sole tie to the realm of Pleroma. Abraxans determine for themselves when they have finally tricked their body-prisons into releasing their spirit forms—a journey that invariably commences with suicide.


Each morning, thaumaturges dedicatedto Abraxas spend 30 minutes inself-flagellation with a small Whip or tree branch. Collecting his own blood into an inkwell, the thaumaturge spends the rest of the hour inscribing the “Abracadabra”pyramid as many times as possible—on rocks, paper, amulets, or even the walls of buildings—all to further the notoriety of the cult. While writing the pyramid, the thaumaturge quietly imagines himself enjoying debauchery of all sorts. After 30 minutes of this, the thaumaturge’s spells election is replenished for the day.

Jacopo Zanguidi Bertoia (1544–1574) Title Aetas Felicior

Jacopo Zanguidi Bertoia (15441574) Title Aetas Felicior

As seen in Paolo's thread at Dicefreaks


Demiurge of Knowledge

Large outsider (Chaotic, Evil, Extraplanar)

Hit Dice

45d8 (outsider) plus 12d4 (wizard) + 10d4 (loremaster) + 3d4 (archmage) + 20d6 (bard) plus 900 (1480 hp)
Initiative +9 (Dexterity)
Speed 60 ft., Swim 60 ft., fly 120 ft. (perfect).
AC 64 (+9 Dexterity, +23 natural, +14 deflection, +9 profane, -1 size), touch 41, flat-footed 55
Base Attack/Grapple +55/+70
Attack +72/+67/+62/+57 flail + 7 (3d6+11 + 3d6 unholy plus one negative level/ x2 plus 6d6 unholy plus two negative levels), or claw +65 (3d6 +11 plus Intelligence loss) or bite +65 (3d8 +11 plus poison) or tail slap +65 (3d6 + 11), or beak +65 (3d8 +11 plus Intelligence loss) or spell +65 melee touch or + 63 ranged touch.
Full Attack flail +72/+67/+62/+57 (3d6+18 plus +3d6 unholy plus + one negative level/ x2 plus 6d6 unholy plus two negative levels) and 2 snake bites + 60 (3d8 +11 plus poison) and 1 tail slap +60 (3d6 + 11); or spell +65 melee touch or + 63 ranged touch.
Face/Reach 10 ft./10 ft., 15 ft with serpent legs.
Special Attacks Abyssal Spellcaster, Abyssal Vehemence, Call demons, Call creatures, Corrupted Knowledge, Cosmic Corruption, Entropic Wave, Ravaged Forms (snake legs, tail, claws and beak), spells, spell-like abilities, Two Sides Same Coin
Special Qualities Abyssal Knowledge, Bardic music (oratory); Bardic/Lore knowledge (+44 to check), Demon God, Demon Prince Qualities, Divine Decadence, DR 25/lawful, epic, good, cold iron; Greater Lore, High arcana (Arcane fire, Arcane reach, Master of counterspelling), immunities (electricity, poison); Ravaged Forms (snake legs, tail, claws and beak), regeneration 15, Secrets (secrets of inner strength, lore of true stamina, secret knowledge of avoidance, two bonus feats), SR 68, True Lore
Saves Fort +59, Ref +58, Will +62
Abilities Strength 33, Dexterity 28, Constitution 30, Intelligence 40, Wisdom 36, Charisma 39
Skills Appraise +45, Balance +49, Bluff +64, Climb +51, Concentration +75, Craft (alchemy) +80, Craft (blacksmiting) +30, Craft (sculpting) + 30, Craft (stonemasonry) + 30, Craft (carpentry) + 30, Craft (gemcutting) + 40, Decipher Script +55, Diplomacy +76, Disguise +34, Escape Artist +29, Forgery + 35, Gather Information +74, Handle Animals +24, Heal +63, Hide +59, Jump +41, Knowledge (arcana) + 118, Knowledge (architecture and engineering) +55, Knowledge (geography) + 65, Knowledge (history) +95, Knowledge (nature) +105, Knowledge (religion) + 108, Knowledge (astronomy) +45, Knowledge (mathematics) +45, Knowledge (the planes) +105, Knowledge (local) +55, Knowledge (nobility) +55, Listen +53, Move Silently +49, Perform (oratory) +89, Search +65, Sense Motive +65, Sleight of Hand +49, Spellcraft +118, Spot +63, Swim +41, Tumble +29, Use Magic Device +74.
Feats Brew potion, Chain Spell, Corrupt Spell-like Ability, Craft Rod, Craft Staff, Craft Wondrous Item, Energy Substitution, Enlarge Spell, Eschew material, Extend spell, Forge Ring, Greater Spell Focus (enchantment), Greater Spell Penetration, Heighten Spell, Negotiator, Persistent spell, Scribe Scroll, Sculpt spell, Silent Spell, Spell Focus (enchantment), Spell Penetration, Still Spell, Widen spell
Epic Feats Augmented alchemy, Craft Epic Wondrous Item, Deafening Song, Epic Skill Focus (knowledge, arcane), Epic Skill Focus (Spellcraft), Epic Spellcasting, Epic spell penetration, Forge Epic Ring, Hindering Song, Ignore Material Components, Inspire Excellence,
Music Of The Gods
, Reactive Countersong
Climate/Terrain Pleroma (Layer 17 of The Abyss) or Any Land and Underground
Organization Solitary (Unique)
Challenge Rating 60
Treasure Quintuple Standard
Alignment Chaotic Evil
Advancement N/A

All trough he multiverse, knowledge is power. This is especially true in arcane knowledge, when the capacity to understand the interplays between magical forces enable spellcasters to quickly increase their personal might. This is not without a price: early in their careers, spellcasters learn to wield with care what they know. Even the evil ones manage to use their spells after years of mental training and careful study. The greatest of spellcasters, those who learns the magic of seeds, know they must use with care and Wisdom those forces, since an incorrect and careless exploitation may bring disaster to them and the land in which they live.

However, there’s an entity in the multiverse who enjoys giving power to people he knows have no Wisdom to use it. He’s the one who may reveal to embittered druids the secret of summoning a great cleaning force, without fully explaining what that means. He’s the one who may teach ancient conjurations or the use of ley-lining magic, harassing the magic of earth itself, knowing that sooner or later someone will misuse his teachings.

This power which seems to spread knowledge, but in truth spreads chaos and evil, is Abraxas.

Abraxas is one of the great mysteries of the multiverse. The sages can’t even agree on his name, as sometimes he’s called Abrasax, Abracas or even Xabaras. The same sages can’t usually agree on the evilness of this entity, as Abraxas is considered by the few who knows and revere him a being apparently well disposed toward mortal beings, willing to share with the ones who patiently research true knowledge the lore he knows. Some sages even believe Abraxas as the one who first taught arcane magic to mortals.

The truth is, Abraxas is one of the most dangerous beings in existence, and the mayhem and horror which can be ascribed to his doings is nothing less then the corruption produced by other demiurges in the multiverse at large and in the mortal coil in particular. He’s the personification of the desire to research knowledge, and use it, regardless of the cost and the consequences.

The demiurge of knowledge approach to mortals is, to the unwary, very confusing. He seems to truly share his visions with his followers, usually sages, philosophes and small circles of learned and nobles. He seems uninterested in rewards, riches, or even souls. The association with him doesn’t seems to produce ravaging effects on the body or psyche, and he doesn’t want dominion of planes or continents.

For the ones who deal with him, he seems very civil, not really what would you expect from a fiend: a true well of discoveries, and something that won’t reap your soul after a short time. Apparently an ideal bargain, the ideal extraplanar being to summon for those who have the knowledge to call on him.

What Abraxas gives, is knowledge. The only thing is, he doesn’t care about the use other beings make of the knowledge he teach. With his Intelligence and Wisdom, He knows mortals will sooner or later misuse what he leaves in the material planes. He knows there’s no real immediate necessity to claim souls or spread misery: sooner or later, the same mortals, or the next generation, or the next, will corrupt his knowledge without any incentive from his side. Mortals don’t need any real, constant activity to condemn to the lower planes and destroy each others, spreading misery and war: all they need, according to Abraxas, is just a little push, like a pebble at the origin of a landslide. He particulary enjoys spreading secrets regarding the harassing of great natural/elemental or interdimensional forces, as he knows those are the ones more likely to get out of control, or more difficult to use wisely by the limited mortal minds. While he won't necessary lie to mortals, he may twist his words or leave some ambiguity that in the long run will cause the controlling rituals to fail.

Is no wonder Abraxas is very popular in the material plane. Two kinds of followers are usually attracted by him: the ones who just wants more knowledge, and the revolutionaries or anarchists who wants to tear down the current order, perceived to withhold precious knowledge to the rest of the population. While in the latter case those people may even be on the right side, the events usually turns in a typical and tragic pattern: those who would have shared the new knowledge with the others, find themselves enthralled by the newfound power and start to keep their knowledge (and power) only for them.

The details of his cults varies from city to city. Usually the cult take the aspect of a secret society. It’s not uncommon for the participants to sacrifice in a very elaborate ritual a victim every year. The victim is usually a beggar, a farmer or other ignorant, not-learned man. The underlining idea is that knowledge must be researched (for the greater common good, of course), even at the cost of some unfortunate, less important sacrifice.

From his side, Abraxas delights in watching the mayem his teachings spread in the mortal coil. He’s fascinated with mortals use and misuse of knowledge, expecially arcane knowledge. However, He’s not in any way symphatetic to mortals and the misery generated by his interventions: after all, he believes, they are just using their free will. Like a scientist making experiments, he enjoys experimenting with mortal avidity, studying the ethic abyss in which some mortals can plunge just for power’s sake. That’s why Abraxas may be one of the most dangerous beings of the Abyss: the gods of the upper planes have a difficult time with Abraxas’ interventions in the mortal coil, since even militaristic and stern churches like the one of St Cuthbert may have an hard time to put the blame of eventual catastrophes upon him: after all, he just made some discoveries possible… the only way to counter Abraxas is to teach Wisdom, compassion, mercy and a judicious way to use the power discovered.

Abraxas has few contacts with other entities. Gods of knowledge usually despise his attitude toward mortals, believing power without Wisdom is too dangerous to grant to just everyone. Other demiurges usually ignore him, but they are well aware of his existence,and they enjoy the chaos spread by his activities. After all, demons may have a long-term advantage if Abraxas teachings bring mortals to summon them.

Among other demons, Abraxas has a common interest with Azazel and a growing rivality with Baphomet. With the first, Abraxas shares his interest in mortal beings: while he’s credited with the teaching of arcane arts to mortals, Azazel was supposedly the first to teach mortals warfare and the art of seduction. Both enjoys watching the consequences of their lessons, and appreciate each other works. The rise of Baphomet as a being capable of granting obscure knowledge is a concern to Abraxas, who doesn’t accept any rivality in his field. The cults linked to the two beings are opposing more and more on the mortal coil.

Abraxas is not concerned much with the blood war. However, he despises devils, expecially Mephistopheles: according to Abraxas, there’s no need to actively tempt mortals, since they will provide by themselves their undoing. Abraxas sees all the tempting exercise as futile, and incredible waste of time and resources, while is far more interesting and rewarding watching the struggle mortals endure, usually losing, against their own evil side.

While not particulary involved in the outer planes politics, Abraxas is very active in the mortal coil. As already told, he’s fascinated with mortals, and countless worlds have tasted the chaos and suffering he brings with him. In the world of Lethan, according to the greatest demonologists, there where two events whose catastrophic results may be ascribed to Abraxas meddling.

The first occurred almost three thousand years ago, and is linked to the disappearance of Milveni civilisation. The Milveni were a powerful nation ruled by merchant guilds, who abandoned their gods when they suddenly discovered the use of ley-lines. Using geomancy to a degree usurpassed at the time, the Milveni builded in a century a great naval empire, until the magic overuse brought a terrible volcanic eruption on their main island, followed by colossal tidal waves which swept their coastal cities. The ruins of their temples were explored by many adventurers, and among the treasure there were ancient texts describing the decadence of Milveni pantheon as the population turned to arcane magic for any need of their everyday life. Also a lot of coins of the pre-cataclismatic event were found, showing a snake-legged, bird-headed being on a side, apparently adored by the geomancers guilds.

While Abraxas involvement with the Milveni destruction is ambiguous, his role in the demonic invasion of the Kandur empire is a certainty. The Empire was besieged by the Lomen barbarians, which laid siege to the imperial capital Larmich after the Kandur “white” civil war, almost a thousand years ago. As the military situation become desperate, the great Kandur king asked arcane help from a small sect of thaumaturgists which claimed they could summon and control demonic armies thanks to the teachings of the “Snake-legged Archon, the dispenser of knowledge”. After the first success against the Lomen, the demonic army broke the control of the sect and, spearheaded by a powerful Klurichir, destroyed the city and engulfed half of the empire. The demons were stopped at the border of the empire by the combined efforts of the mage-psions of the internal sea, but for thirty years the old lands of the empire were under a heel of utter horror, as the “Maw of Larmich” gleefully ruled from his bloodied throne. The demon was finally driven away by the Lomen Barbarian hero Ralmen and his companions, but the empire and his people was forever lost… at a cost far higher than a possible rule by the Lomen barbarians.

Abraxas resides in The Knowledge Vaults, a huge cave complex located in the 17th layer of the Abyss. In the middle of this labyrinth, there’s a huge cave tens of miles long and wide, in the middle of which lies Abaxas’s home. The caves are always dark: only Abraxas, or a being with a divine rank of 17 or higher can create any light.

Abraxas’ true form is a powerfully build humanoid with two snakes instead of legs, a big belly and the head of a rooster. The heads of the snakes are in the place of his feet, and on his back he has a powerful tail. However, Abraxas is fond of many other forms. He can appear as a middle-aged man dressed in black, with black hairs and neatly trimmed black beard, with rich jewellery on his body, or as an old, white-bearded and wise-looking, or a beautiful woman. Usually, in those humanoid shapes, he retains eyes like those of a serpent.

Abraxas hates fighting. He believes in the long time of his plans, and much prefers to convince others of his goodwill. In a fight, he will use spells to keep the distance, summon aid and teleport away. In the almost unheard of occasion he’s forced to melee, Abraxas can attack with his two serpents heads, his tail and his magical Whip; if disarmed or grappled, he can hit with his beak and attack with his claws.

Abyssal Knowledge: Abraxas is mystically linked to all knowledge accumulated from mortal souls trapped in the Abyss. Three times per day, he may add 30 points to any of his knowledge checks, even in fields in which he does not have any specific competence (in this case, the check is at +45).

Abyssal Spellcaster: Abraxas’ arcane mastery is renowed trough the cosmos. He can cast spells above 9th level as if possess the “Divine Spellcasting” ability. He does not, however, receive automatically the benefit of the Spell Focus feat on any spells he casts.

Abyssal Vehemence: When Abraxas decides to reveal to mortal beings in all his unholy glory, the effects may be horrible. All creatures within 600 feet of him must succeed in a Will save 71 (77 in the Abyss). Those who succumb to Abraxas’ presence suffer one of the two following effects:

Fright: Affected beings become shaken and suffer a –2 morale penalty on attack rolls, saves, and checks. The merest glance or gesture by Abraxas makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight.

Madness: The grotesque evil incarnate in its being drives lesser beings insane per the insanity spell. The being remains stuck in a state of madness for one day for every point by which he/she failed the saving throw, after which time the victim is allowed another save. The madness exists until the victim successfully saves or the appropriate spells are cast by a 31st level being to purge the insanity effect.

Abraxas can make her servants, “worshippers,” beings of Chaotic Evil alignment, or a mixture of all three types immune to this effect as a free action (he usually does so). This immunity lasts one day or until he dismisses it. However, Abraxas cannot determine which effect takes place; there is a 50% chance each time Abyssal Vehemence is used that one or the other effect will impact near by victims.

Other Demiurges and beings possessing divine or virtual divine ranks equal to or greater than Abraxas are immune to his Abyssal Vehemence.

Bardic music (oratory): Abraxas is a master orator and hearing him speaking could be terribly dangerous to the careless. Countless mortals and entire civilisations were destroyed thanks to his diplomatic skills and elaborate suggestions. 20 times a day, he can use his oratory (Perform check at +89) to produce the following effects:

Countersong (Su): he can use his oratory to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet that is affected by a sonic or language-dependent magical attack may use his Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use Abraxas Perform check result for the save. Abraxas may keep up the countersong for 10 rounds.

Fascinate (Sp): he can use his oratory to cause up to seven creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear him, and able to pay attention to him. Abraxas must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working.

Abraxas’ perform check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, he cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to him, taking no other actions, for as long as he continues to speak. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires Abraxas to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Inspire Courage (Su): Abraxas can use his oratory to inspire courage in his allies (including himself ), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear him speak. The effect lasts for as long as the ally hears Abraxas speaking and for 5 rounds thereafter. An affected ally receives a +4 morale bonus on saving throws against charm and fear effects and a +4 morale bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability.

Inspire Competence (Su): Abraxas can use his oratory to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear him. he must also be able to see the ally. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear Abraxas. Inspire competence is a mind-affecting ability.

suggestion (Sp): Abraxas can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the his concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. Making a suggestion doesn’t count against Abraxas’ daily limit on bardic music performances. A Will saving throw (34) negates the effect. This ability affects only a single creature (but see mass suggestion, below). suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.

Inspire Greatness (Su): Abraxas can inspire greatness in himself or up to four willing allies within 30 feet, granting extra fighting capability. The effect lasts for as long as the ally hears Abraxas, and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.

Song of Freedom (Sp): Abraxas can use his oratory to create an effect equivalent to the Break enchantment spell (caster level at 20 level). Using this ability requires 1 minute of uninterrupted concentration and speech, and it functions on a single target within 30 feet.

Inspire Heroics (Su): Abraxas can use his oratory to inspire tremendous heroism in himself or on up to two single willing allies within 30 feet. To inspire heroics, he must speak and an ally must hear him for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 Dodge bonus to AC. The effect lasts for as long as the ally hears Abraxas, and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.

mass suggestion (Sp): This ability functions like suggestion, above, except that Abraxas can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.

Call Demons: Three times a day, Abraxas may call up to 90 HD of Demons. He favours Glabrezu over other demons.

Call serpents: three times per day, Abraxas may call up to 90 HD of snakes or snake-like creatures, like Basilisks, Behirs, Griks, or Spirit Nagas.

Corrupted Knowledge: three times per day, Abraxas may decide to use this power to anyone he’s fascinating with his oratory. The victim is so shaken with the demiurge’s revelations, he renounce to his previous faith and fully embrace Abraxas’s cults, paying him homage and pursuing whatever goal he demands. The will save to resist this effect is 50 plus the difference between the original will save and Abraxas’ perform check. So for example if Abraxas’ perform check was 100 and the will save 61, the new will save against Abraxas’ corrupt knowledge would be 89.

Cosmic Corruption: So heinous is Abraxas’ presence that he may corrupt an entire area with but a thought. Once per day as a standard action, Abraxas may unhallow an area equal to 3150 feet. He can apply the following spells to the unhallow effect (some of which are not listed as part of the unhallow spell in the Player’s Handbook): bane, bestow curse, contagion, deeper darkness, dispel magic, silence.
The forces of righteousness disgust Abraxas, who finds goodness and holiness repellent enough to give her pause. As a result, he avoids hallowed ground. If Abraxas finds it necessary to enter a hallowed site, he must make a Will DC save equal to 30 + the divine rank of the represented god + the god’s Charisma modifier; Abraxas cannot use his Spell Resistance to overcome this effect. If he succeeds in entering the hallowed area, the area immediately becomes unhallowed. Once Abraxas breaches holy ground, the god in question is immediately alerted to his presence and will almost always (DM’s discretion) arrive in person to deal with him.

Entropic Wave: Abraxas can unleash an explosion of corrupt, destructive, Abyssal power in the form of a wave that extends from his body. Abraxas may use her Entropic Wave 10/day, dealing 17d12 points of damage. Abraxas’ Entropic Wave explodes in a radius of 220 feet; victims caught in the wave may attempt a Reflex save DC 65 for half damage. The wave appears as a shimmering display of eldritch energies.

Demon God: Abraxas cults are usually small and secretive, and his worshippers are sages and learned, philosophers and intellectuals. Some of them may be delused in believing their researches will spread wellbeing and bring forth a new, fairer order. Others are just interested in their studies. A few of them from secret societies which may have a considerable, if hidden, impact on the current order. Nearly all of his cultists are city-dwellers, as in big cities there are the main places in which Abraxas may find followers: universities and libraries.
To them, Abraxas may grant spells from chaos, knowledge, magic and trickery domains.

Demon Prince Qualities: Abraxas is immune to electricity and poison; he possesses acid resistance 10, cold resistance 10, and fire resistance 10. Abraxas can engage in telepathic communication with any creature within 100 feet; he constantly detects good, detects magic, and true sees as a 31st level Sorcerer; he possesses immunity to polymorphing, petrification, or any other attack to alter his form.
He has DR 25/lawful, epic, good, cold iron; regeneration 15, and SR 68

Abraxas is not subject to energy drain, ability drain, or ability damage; he is also immune to mind-affecting effects.

Abraxas can sense anything within one mile around the mentioning of his name, titles, or an item of importance to him. This power is barred from places associated with gods of goodness or the personal redoubts of Demiurges.

Abraxas is immortal and cannot die from natural causes; he does not age, and does not need to eat, sleep, or breathe.

Divine Decadence: Although not a god, Abraxas possesses power that rivals that of true divine beings. Abraxas possesses a virtual divine rank of 11 as described in the “Virtual Divine Ranks and Cosmic Entities Defined” article. Furthermore, while anywhere in the Abyss, Abraxas functions as if he had a Virtual Divine Rank of 16. In the Prime Material or Ethereal Planes it has the ability to manipulate an area equal to its virtual divine rank x 1 miles as if it were a god in its divine realm.

Ravaged form - snake legs: Abraxas’ legs are two great serpents, 15 ft long. Each serpent may bite an opponent for 3d8 + 11 hp of damage; furthermore, the bite is highly poisonous (fortitude save DC 65, initial damage 1d8 Strength, secondary 2d8 Strength). Each serpent may also constrict on a successful grapple check for 2d8 + 11 points of damage. The two serpents are considered to have the improved grab feat.

Ravaged form – tail: Abraxas has a 15 ft serpentine tail he can use for a 3d6 + 11 tail slap attack against enemies on his back.

Ravaged form - claws and beak: Abraxas has long claws and a powerful beak. If he fights unharmed, any direct hit cause the loss of 1d4 points of Intelligence if the victim fail a will save (DC 62)

Spells: wizard spells (0-15): 4/8/8/8/7/7/7/5/6/5/3/3/2/2/2/2. Saving throws are 25 (27 for enchantment school spells) + spell level. Caster level 25th (26th for divination spells). Abraxas knows every spell available to players, and many others researched by himself. With the use of Abyssal knowledge, Abraxas has a base Spellcraft check for epic spells at +148, and many epic slots thanks to his knowledge in nature (10 slots), religion (another 10) and arcane (11).

Bard spells per day (0-14): 4/8/8/7/7/7/7/3/3/3/3/2/2/2/2. Saving throws are 24 (26 for enchantment school spells) + spell level. Caster level 20th (21th for divination spells). bard spells know (6/5/5/5/5/5/4): daze, flare, ghost sound, lullaby, mage hand, prestidigitation; alarm, cure light wounds, Disguise Self, hideous laughter, obscure object; alter self, animal trance, cure moderate wounds, eagle’s splendor, calm emotions; crushing despair, cure serious wounds, glibness, haste, Tiny hut; cure critical wounds, freedom of movement, locate creature, neutralized poison, zone of silence; cure light wounds, Heroism (greater), mislead, Seeming, song of discord; animate objects, Fox’s cunning (mass), programmed image, Shout (greater)

Spell-like abilities: at will: blasphemy, charm person, clairaudience/clairvoyance, cone of cold, daylight, deeper darkness, destruction, detect law, detect scrying, detect secret doors, detect thoughts, discern location, dispel magic (greater), divination, find the path, foresight, greater dispel magic, harm, hold person mass, Legend Lore, magic circle against good, magic circle against law, obscure object, telekinesis, teleport (greater), true seeing, unhallow, unholy aura, unholy blight, wall of fire.

6/day: Implosion, Mage’s disjunction, Charm monster (mass), Prismatic sphere.

3/day: ruin, power word (blind), power word (stun).

1/day: greater ruin, weird, horrid wilting, banishment, baleful polymorph.

1/week: Gate, Trap the soul, Dominate monster.

Caster level is 96.

Abraxas also casts spells from the Knowledge domain at will; these spells are included in the list above.

Two Sides Same Coin: Abraxas is one of the few beings in the universe which, after eons of careful studies and researches, has mastered both the fell words of the fiends and the words at the origin of the celestial tongues. He’s considered to have both the “words of creation” feat and the “Dark Speech” feat. While he can use every power linked to “Dark Speech” feat, he cannot use the “exalted power” use of words of creation (he can use “celestial choir”, “creation” and “true name”) . However, he knows the effects of that particular power, and knows how to teach it to other beings if he wants.

Possessions: Abraxas in the course of eons has amassed a huge number of treasures and magic objects (epic included) in the Vaults, and he may be expected to use any of them if he feels threatened. He owns quite a number of artefacts. Among the most used, he has:

- a +7 flail with the unholy power. The flail inflicts 3d6 points of damage on any hit. Anytime Abraxas strikes with his flail, the victim is subjected to the equivalent of a phantasmal killer spell (will save 50): this happens on every single hit. Furthermore, the victim must succeed in a 60 will save or lose 2-5 points of Intelligence and ten points from a single knowledge he has, starting with the highest knowledge score.

- A magic crown which acts as a ring of epic wizardry VII (doubling 7th level arcane spells). The crown enhance the caster level of arcane spells by five, and the wearer may use blur, mirror image and invisibility at 30th level at will. While wearing his crown, Abraxas has 10 7th level arcane spells per day instead of five, and his arcane caster level is 30th (31th for divination spells).

- A +5 magic shield with cold warding and fire warding proprieties. This is not accounted for in Abraxas AC stats; with the shield, his AC rise to 69


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