|To Fertile Crescent Monsters||To Main Bestiary|
Asmodeus is a king of devils and of the Nine Hells,he is referred to as one of the nine princes of hell. Each one of these princes represents one of the seven deadly sins (Pride, Lust, Envy, Sloth, Greed, Gluttony, and Wrath). Asmodeus is the devil of lust and is therefore responsible for twisting people's sexual desires. People who fall to Asmodeus' ways will be sentenced to an eternity in hell.
In yet another legend Asmodai changed place for some
years with King Solomon. Another passage describes him as marrying Lilith,
who became his queen. He
has also been recorded as the off-spring of the union between Adam and the angel
of prostitution, Naamah, conceived while Adam was married to Lilith.
In the Testament of Solomon
the Testament of Solomon, a 1st-3rd century text, the king invokes Asmodeus to
aid in the construction of the Temple. The demon appears and predicts Solomon's
kingdom will one day be divided. When Solomon interrogates
Asmodeus further, the king learns that Asmodeus is thwarted by the angel Raphael,
as well as by sheatfish found in the rivers of Assyria. He also admits to hating
water and birds because both remind him of God.
In the Malleus Maleficarum
He has seventy-two legions of demons under his command. He is one of the
Kings of Hell under Lucifer the emperor. He incites gambling, and is the overseer
of all the gambling houses in the court of Hell. Some Catholic theologians compared
him with Abaddon. Yet other authors considered Asmodeus a prince of revenge.
In the Dictionnaire Infernal
the Dictionnaire Infernal Asmodeus is depicted with the breast
of a man, a cock leg, serpent tail, three heads (one of a man spitting fire, one
of a sheep, and one of a bull), riding a lion with dragon wings and neck, all
of these animals being associated with either lascivity, lust or revenge.The Archbishop
of Paris approved his portrait.
In the Lesser Key of Solomon
Asmodai appears as the king 'Asmoday' in the Ars Goetia, where he is said to have a seal in gold and is listed as number thirty-two according to respective rank.
He "is strong, powerful and appears with three heads; the first is like a bull, the second like a man, and the third like a ram; the tail of a serpent, and from his mouth issue flames of fire." Also, he sits upon an infernal dragon, holds a lance with a banner and, amongst the Legions of Amaymon, Asmoday governs seventy two legions of inferior spirits.
Claude Vignon Title Croesus Receiving Tribute from a Lydian Peasant Year 1629
Gates of Hell (Dice Freaks)
of Cosmic Entities Volume One By Eli Atkinson, William Church and Serge
W. Desir, Jr.
Full netbook can be found on the following websiteDicefreaks d20 Community
|ASMODEUS, The Lord of the Nine|
|The Overlord of Hell|
|Medium outsider (Abomination, Evil, Extraplanar, Lawful)|
|Divine Rank||18 (cosmic rank 21 in Hell)|
|Symbol||A pentagram surrounded by eight 9s with a final 9 in the center|
|Portfolio||Damnation, Devils, Tyranny, Power, Oppression, Lost Knowledge, Intrigue|
|Cleric Alignments||LE, NE|
|Domains||Destruction, Domination, Evil, Knowledge, Law, Trickery|
|Favored Weapon||The Ruby Scepter of Hell (heavy mace)|
|Hit Dice||45d8 (outsider) + 20d8 (cleric) + 25d4 (wizard) + 990 (1,610 hp)|
|Initiative||+21 (+13 Dexterity, +8 Superior Initiative)|
|Speed||120 ft., Fly 250 ft. (perfect)|
|Armor Class||97 (+13 Dexterity, +18 divine, +34 natural, +22 deflection), touch 63, flat-footed 84|
|Attack||The Ruby Scepter of Hell +110 melee (1d8+24 plus 3d6 and 1 negative level (axiomatic) plus 3d6 and 1 negative level (unholy) plus Tyrant's Taint/15- 20/x4 plus 12d6 and 4 negative levels (axiomatic) plus 12d6 and 4 negative levels (unholy)); or spell +101 melee touch or +99 ranged touch.|
|Full Attack||The Ruby Scepter of Hell +110/+105/+100/ +95 melee (1d8+24 plus 3d6 and 1 negative level (axiomatic) plus 3d6 and 1 negative level (unholy) plus Tyrant's Taint/15-20/x4 plus 12d6 and 4 negative levels (axiomatic) plus 12d6 and 4 negative levels (unholy)); or spell +101 melee touch or +99 ranged touch.|
|Space/Reach||5 ft. /5 ft.|
|Special Attacks||Domain powers, gaze of Hell's depth, rebuke/command undead 25/day, salient divine abilities, spell-like abilities, spells.|
traits, Avatar, Diabolical Decree, Diabolical Empowerment, Diabolical Prowess,
divine aura (18 miles, DC 72), divine immunities, damage reduction 40/anarchic,
epic, good, and silver, godly realm, greater
teleport at will, Infernal
Knowledge, Infernal Majesty, immunity to acid, cold, electricity, and fire, malefircarim traits, plane shift at will*, regeneration 22, remote communication, resistance to sonic 23, see in darkness, Spell Resistance 115, telepathy (18 miles), understand, speak, and read all languages and speak directly to all beings within 18 miles.
*As The King of Hell can only send one Avatar beyond the confines of Hell at a time, he rarely uses this ability.
|Saves||Fort +75, Ref +77, Will +86.|
|Abilities||Strength 40, Dexterity 36, Constitution 32, Intelligence 54, Wisdom 54, Charisma 54.|
|Skills||Appraise +105 (+113 alchemical items, +113 books, +113 paintings, +113 forged items), Balance +96, Bluff +141, Concentration +122, Craft (alchemy) +110, Craft (blacksmithing) +105, Craft (bookbinding) +105, Craft (painting) +100, Decipher Script +90, Diplomacy +169 (+175 with evil beings), Disguise +112 (+122 when acting in character), Escape Artist +76, Forgery +110, Gather Information +139 (+149 in Hell), Heal +115, Hide +119, Intimidate +149 (+155 against evil beings), Knowledge (Arcana) +133, Knowledge (Architecture and engineering) +85, Knowledge (Dungeoneering) +85, Knowledge (Geography) +90, Knowledge (History) +120, Knowledge (Local [Hell]) +133, Knowledge (Nature) +90, Knowledge (Nobility and royalty) +105, Knowledge (The planes) +133, Knowledge (Religion) +133, Listen +100, Move Silently +81, Perform (dance) +89, Perform (oratory) +89, Perform (string instruments) +89, Search +115 (+121 to find secret doors), Sense Motive +133, Sleight of Hand +45, Spellcraft +143, Spot +90, Survival +40 (+46 in aboveground natural environments, +50 on other planes, +48 to find or follow tracks, +46 to keep from getting lost, +46 while underground), Use Rope +31 (+37 to bind someone).|
|Feats||Alluring, Brew Potion , Combat Expertise, Combat Reflexes, Corrupt Spell, Corrupt Spell-like Ability B, Craft Magic Arms and Armour, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Dark SpeechB, Empower Spell, Eschew Materials, Flyby Attack, Forge Ring, Heighten Spell, Imposter, Improved Combat Expertise, Improved Critical (heavy mace), Improved Flyby Attack, Improved Initiative,Jack of All Trades, Persuasive, Power Attack, Quicken Spell, Reach Spell, Scribe Scroll, Silent Spell, Spell Focus (all)B, Still Spell, Trustworthy, Violate Spell.|
|Epic Feats||Epic Evil BrandB, Epic Reputation, Epic Spellcasting, Ignore Material Components, Improved Heighten Spell, Intensify Spell, Multispell, Superior Initiative.|
|Salient Divine Abilities||Alter
Form, Arcane Mastery, Aura
of Utter Hell*, Control Creatures (devils), Craft Artifact, Create
Object, Create Greater
Object, Damnation*, Divine Blast (25/day, 18 miles, 480 damage), Divine
Glibness (DC 72), Divine Shield (14/day, absorb 180 points of damage), Divine
Spellcasting, Govern the
Children (devils), Hand of Death (DC 72), Hells Mouth*, Increased
Damage Reduction, Increased Spell
Resistance, Know Secrets (DC 72), Life and Death, Overlord, Spontaneous Wizard
Spells, The Lord of the Nine*, Overlord of Hell*.
*Unique Salient Divine Abilities; see below for details.
|Environment||Malsheem, Nessus, Ninth of the Nine Hell of Perdition|
|Organization||Solitary (unique); or with bodyguard (Aesmadeva); or with attendees (The Ashmadia and Aesmadeva); or with court (The Ashmadia, Aesmadeva, Martinet, 1d8+1 Dukes of Hell, and 1d3+1 arch-devils); or with Infernal Procession (4d20 + 1 common devils, The Ashmadia, Aesmadeva, Martinet, 1d8+1 Dukes of Hell, and 1d3+1 Arch-Devils).|
|Treasure||The Ruby Scepter of Hell|
Up until this point, this
treatise has dealt with the individual threats of the lowliest lemure to the god-like Lords of the Nine. Yet, in all cases, an astute reader has noted
that the threat of these creatures, while immense, was nevertheless limited
by their own emptiness, their own meaninglessness. For that is what Evil is:
negation. There is nothing in Evil; indeed, Evil can exist only by taking away
something from another, consuming anything of value only to be empty and hungry
for more. For the demons of Chaos, this is a raging, destructive need with an
unassailable appetite for ever more destruction. For the daemons of pure Evil,
it is selfish apathy and lies, a study in darkness and depravity. However, for
the devils of Law, it is an attempt to drag others down into a mire of vice
and oppression, making all slaves to the emptiness from which they too suffer.
The devils of the Nine
Hells of Perdition want all to wallow equally in iniquity; yet, as mentioned
earlier, devils believe that what they want, to impose pain and emptiness on
others, can be explained logically, can be rationalized. It is unclear to what
degree that the greatest of the devils recognize the futility of their cause.
Not even Mephistopheles can comprehend what the depths of his soul has revealed to him, that his pursuits
are meaningless; not even Beelzebub can recognize that in his prideful search for perfection, he has only degenerated.
To the last, all in Hell, despite their varying degrees of cosmic or divine
power, are equal in their loss. There is one, however, who knows full well the
emptiness of Evil. There is one who revels in the pathetic nature of those who
have enslaved themselves to his will through their pursuit to rationalize something
that has no meaning. There is one whose very existence is defined by his own
emptiness, his own terrible desire to enforce that emptiness on all others,
making them through force do what they are made to do: suffer in darkness and
misery for all eternity. That one is The Overlord of Hell: Asmodeus.
is no single being in Creation that is more mysterious, more confusing, or more
feared. Since time immemorial, Asmodeus has ruled from the bottom of the Pit,
controlling virtually every aspect of the Nine Hells of Perdition and manipulating
organized, tyrannical evil throughout the Cosmos. He is the face of active, directed
evil and vice, the Adversary that has intellectualized Evil in the universe. He
is the one that seeks to shackle the Cosmos under the weight of a logical emptiness,
a confounding impossibility that leads to spiritual oblivion. Asmodeus is the
greatest of the spirits of Hell and the one that is the personification of all
that is prideful in its emptiness and its will to crush the spark of others until
they too are empty. Asmodeus knows very well that what he wants offers nothing
of value to any being but himself: Asmodeus seeks empty slaves, their souls devoid
of light, hope, joy, or love, yet simultaneously aware of what they have lost,
making their misery all the more pleasant for him. He knows that in every soul
the same desire lurks, the need and will to crush the wills of others in order
to shore oneself up. He offers this ability by revealing to Creation the value
of Evil, its sensibility, knowing that most will never recognize that there is
no meaning, no value in the grand scheme of things to any but The Overlord.
the Prime Evil, the intellectual center of all that is unholy. Indeed, the various
nether fiends may well be seeking to unite the Cosmos under a banner of Evil for
Evils sake. True, the multitudes of demon princes wish to see the overthrow
of restraint and explanation in the Evil they hope to spread. These alternatives
are terrible, make no mistake. But neither is so seemingly reasonable, so logical
as what The Overlord offers. Asmodeus, The Devil, is Hell.
spite of so many knowing of the King of the Ninefold Realm, few know of his origins.
There are numerous stories and myths about The Overlord of Hell. In the past,
popular myths claimed that he was not Hells first Overlord, but a powerful
arch-devil or Lord of the Nine that overthrew the previous Overlord, a being called
Lucifer (or The Satan). In a war that rocked Hell, these two beings battled to
be the penultimate face of organized Evil and, through trickery and Diplomacy in some stories or physical might in other stories, Asmodeus overcame Lucifer.
Some say that Lucifer was obliterated by the new Overlord of Hell, while some
insist that Lucifer escaped Hell and now roams Creation pursuing new goals.
A more recent
legend insists that Asmodeus has not only always ruled the Nine Hells, but that
he was one of the initial forces of Law in the Cosmos and was known as Ahriman.
These legends claim that Ahriman and another powerful being of Law, called Jazirian,
were joined in some kind of uroborus, a mystical circle. Emerging from the destruction,
freedom, and madness of Chaos, these two beings are credited with defining the
borders of the Space and Time, thereby determining how the Realms Beyond would
be structured. However, the two disagreed on where the Cosmos center should
be and, in a titanic struggle, pulled each other apart. Both were and continued
to be severely injured from this ordeal before Time and are still recovering.
For whatever reason, Ahriman changed his name to Asmodeus and hid himself in the
plane in which he fell where he slowly plots a terrible Armageddon at the End
to say, there are other legends, but none, not even these two popular versions,
are entirely accurate. And do not make the mistake of thinking that these errors
are accidental for, like virtually everything associated with Hell and Asmodeus,
these legends exist and in some cases are spread for a reason. Virtually
every story has a kernel of truth buried under the detritus of misinformation.
of Asmodeus origins are remarkably similar to the two preceding false legends.
The being that would become Asmodeus was originally linked with the being that
would become The Supreme Virtue of Heaven (whose name, incidentally, is not Jazirian).
And, in truth, these two beings were responsible for creating two of the Rules
of Three. And, in truth, they did do battle. However, they did not create the
planes, nor did they have names any would recognize today. And they were not alone
in their bond. These two paragons of Law were joined by the being that would become
the Progenitor of Nirvana. They were the Circle of Three. They sought to order
everything, including morality and the fledgling gods; they also hoped to do away
with annihilation, chance, and liberty. This Circle of Three battled against Chaos,
hoping to overthrow the roiling spontaneity by defining everything and establishing
borders in the Cosmos.
all Three could not agree on the sole important element of the Cosmos: The Center.
The definition of The Center, the physical manifestation of ultimate reality,
of the total Truth, would have been the final component to secure the power of
Law and defeated Chaos for all time. While the Three could agree on the ordered
elements of reality, they could not agree on the moral elements. One vied for
honesty, truth, and integrity, believing that Law should seek to make all equal
in happiness and goodness. The other wanted to eliminate goodness and evil, viewing
both as irrelevant, in favor of pure logic and unfettered order. But the last,
the quiet one, wished to see all of Creation ground into submission and all beings
and concepts serving its every whim. Reaching an impasse for the first time, the
Circle of Three struggled and their struggle became a war. As they fought, much
of what they built unraveled as Chaos rebounded, and when it seemed that Chaos
would rise triumphant (despite dealing with its own internal conflicts), the unthinkable
occurred. The Three separated.
separation was not painless. Exploding from each other, the Three were sent reeling
into different directions. The personification of Justice and Truth rose into
the defined Realms Above, the scorching wind of her passing creating the mountains
of the Seven Heavens, her blood the Silver Sea. The Progenitor stopped shortly
after the separation, latching onto the far left of the Concordant
Opposition, his body shattering into thousands of pieces, creating the first cogs
of Nirvana. The personification of Tyranny and Oppression fell, plummeting until
he slammed into the defined Depths Below, his passing creating the inverted mountain
of Hell, his blood the Lake of Fire. Even as the Three separated, the energy unleashed
in their passing infected the numerous champions of Chaos, dwindling Chaos
numbers and creating beings of Balance.
is unknown how long the Father of Hell lay at the bottom of the Pit his fall created.
It is known that, due to the conflict of the Three and their separation, he
like his brethren suffered a great loss of power, finding himself trapped
in a prison of his own making. The Serpents Coil, the Pit of Darkness, and the
Endless Chasm of Fire - all of these serve as names for the place that held, and
continues to hold, The Overlord.
While the Father of Hell
recuperated, the first forms of life emerged from the coagulating
blood of the Lake of Fire. These would be the malefircareim,
the original devils. Reflections of their father, these terrible creatures sought
to dominate each other, instinctively knowing that an entire Cosmos awaited
the victor. But, eventually, the Father of Hell awoke. Watching his children
from the Pit of Darkness, the Dark Lord of Nessus realized that he did not have
the ability to return to his lofty position, but could use these beings, his
children, as slaves, forcing them down a path that would eventually
lead to his freedom. The Overlord of Hell extended a small bit of his will to
create a score of avatars called Lucifer. Through these avatars, the King of
Hell destroyed the more troublesome hellspawn (or rather dispersed their forms)
then selected eight of the most powerful to rule over eight equally infinite
layers of Hell. These included Astaroth, Dispater, Mammon, Adrammelek, Leviathan, Lilith, Sammael, and Mephistopheles.
Thus were the Lords of the Nine established. To occupy these beings until he
was ready to use them to their fullest extent, Lucifer created more creatures,
the common devils, and enforced a rigid hierarchy that encouraged the slavery
of the weak and foolish under the strong and clever.
was a force of tremendous evil in the earliest days of the Dawn of Gods. However,
still dedicated to the eradication of Chaos, The Overlord of Hell became wary
of the gods, knowing that they would create mortals and that these mortals would
eventually have a role to play in his secret goals. Through his various vassals
and slaves, Lucifer corrupted countless worlds, appearing as an angel of light
and betraying the trust of mortals, leading them into damnation and evil. Through
Lucifer, who became known as The Satan, The Overlord of Hell drew attention to
Hell. As the gods and the first of the powerful mortals sought to end the threat
of Hell forever, The Lord of the Nine created a second avatar, calling it Asmodeus.
Even as Hells enemies sought to destroy Lucifer, Hells Master staged
a civil war, The Battles of Greed and Light, between Asmodeus and Lucifer. Lucifer
lost, either killed or exiled, and a new Dark Lord of Nessus was established.
The Cosmos could feel at least a bit safer knowing that even the greatest of evils
could be destroyed and that this new Lord would have to struggle to maintain his
fiefs. Since that day of treachery, the face of Hell has been Asmodeus, most of
the Cosmos having no idea that Lucifer and Asmodeus are essentially one and the
has many goals. Chief and foremost is the spread of Lawful Evil throughout the
Cosmos. He strongly, but secretly, supports a wide array of plots across Creation,
from the corruption of entire worlds, to the creation of so-called messiahs, to
bringing about some worlds Armageddons. Ultimately, Asmodeus
simply wants one thing: to rule all Creation.
a true god, Asmodeus does not require worship. What he does require is belief
and veneration through actions or inactions that promote his portfolio. For every
act of tyranny, corruption, and vice, Asmodeus grows in power. It does not matter
if the act was in his name or not (although this certainly helps) so long as the
act is committed. Sacrifices of goodly creatures in his name also empower The
Lord of the Nine, their souls sent directly to Hell to be consumed. Eventually,
Asmodeus will gain enough power to break free from his imprisonment, at which
point he will be one of the most powerful beings in Creation, towering over even
the overpowers of singular worlds. He will strip back the power he spent in aligning
the Universe, toppling it entirely. All will come to naught and only Asmodeus
will remain with the power to rebuild.
In his goal to regain his
former power, The Overlord of Hell consumes souls. All mortals bound by tyranny
and vice in their hearts find their souls in Hell upon death. However, aside
from those who have been personally touched by an evil god or a Lord of the
Nine, even these mortals have some spark of light, some shred of decency, in
their souls. When these souls emerge in the Lake of Fire and Brimstone in Phlegethon
(Phlegethos), any remaining spark is seared away, melting into the
supernatural flames, along with much of their memory. As mentioned earlier,
the Lake of Fire also serves as the primary location for both purification and
punishment for devil; it is so important that the Lord of the Fourth, Belial,
has ordered Gazra to guard it at all times. However, not even Belial knows the truth of the Lake of Fire. The Lake of Fire is a vein
of The Overlord, his blood. It leads directly into the universe
spanning body of the creature that lies in the Pit of Darkness in the deepest
rift in Nessus. While Asmodeus
grants power to those he finds worthy, so too does he strip any light from those
that bathe within his blood. He drags their goodness, their meaning, away, consuming
it utterly, enslaving it to his will, and growing closer to wholeness. So, the
arrival of lemures in Phlegethon
(Phlegethos) is no accident, but by design. Indeed, Asmodeus takes
their memories as well as he hopes to consume every good thought along with
the bad, smothering them within his being, enslaving them to his will to corrupt.
While Asmodeus is capable of returning memories, he rarely does so, savoring
the fact that anything decent his slaves may have felt has been shackled within
his being. It is unknown if he has the capacity to return any spark of goodness
once taken. The more he consumes, the closer Asmodeus comes to freeing himself
from his imprisonment.
|Illustration for John Milton’s “Paradise Lost“ by Gustave Doré, 1866.|
Asmodeus spends his time
ruling Hell, which does not require much direct effort on his part. The other
Lords of the Nine, a good number of arch-devils, and a few Dukes of Hell, although
unaware of the truth of their masters origins and form, suspect that Asmodeus
is far more than he appears and fear him tremendously. Still, that has not stopped
each of the other Lords, at one time or another, from challenging Asmodeus
power - the most recent and explosive example being the Dies Irae. However,
all Lords obey a direct order from Asmodeus, although the more powerful, like Beelzebub and Mephistopheles,
are likely to find the means to obey just the letter of his rulings something
Asmodeus respects and always takes into account.
managing Hell and the political status quo therein, Asmodeus opposes the acts
of the demons of The Abyss. Although not integrally involved in The Blood War
largely viewing it as a meaningless pastime without a resolution for trillions
of years to come Asmodeus does support the appointments of the Dark Ministry
and allows these dreaded pit
fiends to meet in Nessus four times a year. For his
part, Asmodeus is very wary of the actions taken by a few demons, namely Orcus and Demogorgon. Asmodeus is mildly amused by the lies spread by other fiends and
their demon lackeys. Indeed, he views their desire to place themselves as the
creators of all fiends as ideal to his desire to remain in the background
and out of sight. Still, Asmodeus has numerous plans in place to topple many demon
plots should their lies come dangerously close to reality. Beyond the demons of
The Abyss and the demons of the Wastes, Asmodeus opposes actions taken by the
forces of righteousness, whether they are of a lawful or chaotic bent. Asmodeus
hates both The Supreme Virtue of Heaven and The Progenitor of Nirvana, never forgetting
what their insolence cost him.
does not often interact with traditional gods and most are unaware of his true
nature. The gods of Hell, though, do fear and respect him and all have some manner
of pact or arrangement with him that bars him from their realms. Asmodeus has
even allowed many gods to assume titles and names that suggest that they are Lords
of Hell; this is not a concern to Asmodeus since he still receives power from
their worshippers. Of course, Asmodeus, far older and far more intelligent than
any of them, has built-in numerous loop-holes should the need arise for him to
destroy a realm. Indeed, it was such a loop-hole that allowed Asmodeus to drive
the goblin pantheons from Hell untold millennia ago.
seeks to damn as many mortals as possible. Although he is infinitely patient,
Asmodeus would love to accelerate the moment of his freedom and damning entire
worlds is an excellent means to that end. Not even the greatest gods (save perhaps
those associated with Wisdom and knowledge) can see as far as Asmodeus. His foresight
and craftiness allows him to use one simple mortal to cause the downfall of entire
civilizations. One of Asmodeus means to accomplish this is to spread information
to all that would accept it. While Mephistopheles represents cold, clinical knowledge
in the pursuit of greater understanding, Asmodeus represents knowledge that has
been lost or concealed for fear of it being abused for the cause of Evil. Asmodeus
encourages intrigue and conspiracy in the pursuit of knowledge, dropping hints
and scraps to those seeking to learn more about that which they have no business
knowing. Such seekers invariably are in pursuit of more power and control.
Their dreams are filled with passion, for the desire to take what they have learned and to use it to become stronger or to create dark cabals to control the lives of others from the background.
What is amazing about the
ploys Asmodeus uses is the fact that he encourages the spread of truth. Those
that would follow Asmodeus often learn early on that the path upon which they
have embarked will lead them into Perdition, yet anyway they come. This is because
Asmodeus offers a reasonable explanation for why their pursuits are worthy,
why the knowledge they will uncover will improve their lives. The damnation
Asmodeus delivers is never due to anything he forced upon others directly; rather,
it is something that the damned take upon themselves in their desire to have
more, control more, be more. Many find this interesting for it is often expected
of Asmodeus that he will force mortals to take the path he demands. In point
of fact, Asmodeus does accomplish this through the other Lords of the Nine and
the various Powers of Hell. Whether it is through the various unique servants
of Hell (like the dark marshal of Bael or the stoic of Mephistopheles)
or through the Legions of Hell, Asmodeus has plenty of means to impose his will
on others. However, when he becomes personally involved, The Overlord prefers
to allow others to willfully place the shackles on their souls, to willfully
accept him as their true lord and master.
is even craftier than Dispater when
it comes to arranging contingencies. More than almost any other being in Creation,
Asmodeus has the capacity to be patient and has no problem with manipulating events
over the course of a thousand generations to lead to one end. Whether it is in
Hell, with the death of Bensozia, the Dies Irae and the dismissal of Geryon,
or the creation of false messiahs on countless worlds, there is nothing Asmodeus
does not do that does not play some role in his desire to rule over all. What
is never clear until it is too late is precisely what Asmodeus is hoping to accomplish.
Asmodeus will guide apparent servants down a path only to abandon them at what
appears to be the strangest moment while at other times he will make sure that
a single child is saved from a collapsing building. In the end, it is always better
to assume that whatever Asmodeus does is done to benefit himself and Lawful Evil.
There are two
public faces of The Overlord of Hell. The first was Lucifer the Satan. In this
guise, The King of Hell appeared as being of inhuman, angelic beauty, his androgynous,
glowing white body held aloft by six wings, his evil only hinted at through his
blood red eyes. The guise of Asmodeus is notably different and more subtle. As
Asmodeus, The Overlord of Hell appears as a slightly taller-than-average, very
handsome mature man with slicked back, ebon hair, and blood red eyes. His skin
is like white marble and his red lips are framed by a neatly trimmed moustache
and goatee. Dressed in extremely expensive, yet conservative red and black robes
and cloaks that bring to mind religious attire, Asmodeus seems to glide rather
than walk with tremendous grace. In either guise, the avatars of the King of Hell
always carry the Ruby Scepter of Hell, an artifact of almost incomparable power.
The true form
of The Overlord of Hell is unknown. Apocalyptic texts and the visions of lunatic
seers claim that the true appearance is similar to that of a tremendous black
serpent or legless dragon with broken bat-like wings and with flaming, blood-red
eyes. The body of The Overlord is said to be as large as a single mortal coil
and that a single, ebon scale can hold an entire world. These apocalyptic visions
often end with this tremendous monster rising from the depths of the Pit of Darkness,
followed by countless legions of pit
fiends, as it slowly coils about the Cosmos,
suffocating it of love, joy, peace, and freedom, smothering all under the weight
of tyranny and evil. To date, all those who have publicly shared their dreams
disappear within nine days, never to be seen or heard from again. Yet, their books
remain, hidden in dusty libraries across the Cosmos, ready to be read by those
eager to learn more of Hell and its master, preparing them for the tribulation
that will end with The Overlords final, ultimate, victory.
finds it necessary to allow matters to degenerate into fisticuffs, preferring
to trick other beings into doing his bidding or to smother their wills. Asmodeus
does not personally engage in combat unless it becomes absolutely necessary, first
allowing millions of devils to enter battle in his name. If combat occurs in his
direct presence, he may aid favored minions (such as Aesmadeva and the Ashmadia)
by countering particularly dangerous spells, disarming foes via telekinesis, or
dominating the weaker-minded opponents and ordering them to attack their comrades.
Seated calmly on the Serpents Throne, Asmodeus activates his Aura of Utter
Hell and employs spell-like abilities or silent and Still
Spells, exerting his
will with no outward signs of any effort. Should enemies attempt to engage him
directly, he may strike them down instantly if possible (via Divine
of Death, or Life
more powerful foes, rather than taking them apart in combat, Asmodeus may first
allow them to wear themselves down on his defenses (employing the Armor of Malsheem
and his Divine
Shields), creating a feeling of hopelessness and forcing them to
inevitably submit to his will. Though it is virtually unheard of for Asmodeus
to enter physical combat, he is quite proficient at it, and
with the might of the Ruby Scepter of Hell, Asmodeus will not hesitate to humble his foes in melee if necessary.
his melee abilities, salient divine abilities, special attacks, spell-like abilities,
spontaneous spells, and the powers of the Ruby Scepter, Asmodeus has virtually
limitless options in combat. His vast knowledge allows him to select the most
appropriate attack form for any foe or situation he may come across.
is always prepared to increase the sway of Lawful Evil, and a creature powerful
enough to challenge him may become a useful slave, whether tempted or tricked
into his service or dominated outright. Others that challenge The Overlord, however,
may find naught but oblivion as he consumes their immortal souls.
Reality: Asmodeus can use the wish spell with regard to his portfolio,
save for the replication of other spells. This ability costs Asmodeus no XP, and
requires a standard action to implement. Asmodeus may also use Alter
cast any inflict spell at will as a standard action (applying metamagic feats
to the spell requires him to forego using Alter
Reality for 1 round for each spell
level the feat would add). As a free action, Asmodeus can assume any size from
Fine (as small as a grain of sand) to Colossal (up to 1,600 feet tall), adjusting
his statistics accordingly. He may also change the size of up to 100 pounds of
objects he touches.
of Utter Hell (unique salient divine ability): As the ultimate representation
of organized evil, Asmodeus exudes an aura that is akin to Hell itself. Asmodeus
presence is so heinous and overwhelming that it causes lesser (that is most) beings
to cower before him or pay homage to the totality of Lawful Evil he represents.
All within 9 miles of Asmodeus must succeed on a Will save (DC 72). Those who
succumb to evil of The Overlord of Hell suffer one of the three following effects,
as determined by The Lord of the Nine (who can change the effect, or discontinue
it, as a free action):
Cower: Affected beings cower before the might of Asmodeus. They can defend themselves
normally but take no actions.
Fear: Affected beings become panicked and suffer a -9 morale penalty on attack
rolls, saves, and checks. The merest glance or gesture from Asmodeus makes them
frightened, and they flee from him as quickly as possible. A panicked creature
has a 50% chance to drop what its holding, chooses its path randomly (as
long as its getting away from immediate danger), and flees any other dangers
that confront it. If cornered, a panicked creature cowers.
Obeisance: Affected beings drop to their knees at the sound of Asmodeus voice,
acknowledging The Arch- Fiends sovereignty. While bowing, victims are considered
prone and flatfooted until their next turn. Asmodeus can use Obeisance in conjunction
with any 9th level or higher spell that requires a verbal component (this includes
spells adjusted by metamagic feats). Doing so uses up a spell slot as per usual.
Aura of Utter Hell supersedes the effects of his divine aura for those beings
within 9 miles of his presence. Deities and cosmic entities can only be affected
on a successful opposed rank check.
Avatar: Asmodeus is the avatar of The Overlord of Hell (Lawful Evil overdeity). As
the avatar of an overgod, Asmodeus possesses the powers of a true deity rather
than those of a conventional avatar. Asmodeus also keeps his malefircarim special
abilities, and was given several unique salient abilities to help facilitate his
rule over Perdition.
Overlord may generate up to 20 avatars within Hell at one time and typically has
at least nine (including the dominant avatar) available. However,
due to the nature of his imprisonment, The Overlord may only maintain one avatar
outside of Hell at any one time; if The Overlord sends an avatar beyond Hell,
he can neither generate nor maintain other avatars (already created avatars go
into stasis until the avatar returns to Hell). It takes 90 days for
the Overlord to create a new avatar unless an avatar was destroyed beyond Hell.
In such cases, The Overlord will lose all current avatars save one and it will
take nine months for him to create a new avatar. It is unknown what would happen
if The Overlord lost access to all his avatars. The Overlord may select different
appearances, ability scores, classes, feats, salient divine abilities, skills,
and so on when creating an avatar, as was the case with Lucifer and Asmodeus.
(unique salient divine ability): Many desperate mortals have made deals
with devils over the centuries, seeking the quick (yet dangerous) road to knowledge,
power, or wealth. Some of the most arrogant or foolish have attempted to bargain
with the King of Hell himself. Assuming the client signs several contracts of
terrifying complexity, thereby agreeing to repay the Overlord at some point in
the future, Asmodeus will grant the client whatever his or her heart desires.
Using his ability to Alter
Reality, Asmodeus will generally grant the client great
power (whether personal or political) and/or the ability to completely dominate
or oppress a person, group of people, or even country of their choosing.
Asmodeus can grant virtually
any boon that suits him and his clients needs. For instance, Asmodeus
might grant the client a +9 profane bonus to an ability score or skill (especially Bluff, Diplomacy,
or a Knowledge skill), or the ability to cast a spell like dominate
monster or mass charm monster (with a +9 profane bonus to the save DC) 9 times per day as a spell-like ability.
Asmodeus is quite flexible with the boons he offers those insane enough to deal
with him; so long as their desires promote organized evil, The Lord of the Nine
is likely to grant them their request, even in the form of a wish. Furthermore,
it is believed that Asmodeus has the ability to mimic the soul-bargaining powers
of any being bearing a Duke of Hell, arch-devil, or Lord of the Nine template.
To date, this has neither been confirmed nor debunked. It is known that Asmodeus
has the ability to grant Damnation boons through a proxy; such proxies
are typically Nessian pit fiends, extremely powerful (21st level +) cardinals
of Asmodeus, or Dukes of Hell (particularly Martinet).
can bestow up to nine such benefits per client, but one such benefit is lost every
nine months unless the client sacrifices the soul of a willing or dominated subject
to Asmodeus before that time. Such sacrifices must be worth no less than one-third
the HD of the victim and must have noble or royal blood in their veins (no more
than nine generations removed). Such sacrifices must take place in regal environments
and at midnight. When all of a client's powers have been lost, or when all nine
sacrifices have been made, the client usually dies (The Devil has been known to
let his favored clients live on for quite some time, often killing them when they
least expect it or right before they assume their hoped for destiny).
Short of the direct intervention of a deity while the client lives, there is no
chance of reprieve from the damnation awaiting this corrupt soul. Even with the
direct intervention of the deity, the victim must undergo some form of Atonement to release his soul from Asmodeus. The deity may offer Atonement and a quest to
the client to not only undue the wrongs he committed, but to release the souls
he consigned to Hell to gain more power. The quest must be completed within nine
months after which the clients soul is forfeit and he immediately dies and
descends into the Pit of Darkness where his oblivion will be endless and complete.
To retrieve such a soul is an epic adventure of almost divine proportions as it
requires that one bargain with Asmodeus . . .
Divine Immunities: Ability damage, ability drain, acid, binding, cold, death effects, dimensional anchor, disease, disintegration, dismissal, electricity, energy drain, imprisonment, mind-affecting effects, Paralysis, poison, repulsion, sleep, soul bind, stunning, temporal, stasis, Trap the soul, turning or rebuking, transmutation.
deities, Asmodeus is subject to banishment and similar effects. This unique status
is due to the nature of The Overlord, who itself has effectively been banished
from the Cosmos.
Powers: Cast divination, evil, and law spells at +1 caster level; smite 18/day (+4 to attack, +20 to damage); treats Bluff, Disguise,
and Hide as class skills.
of Hells Depth (Su): Asmodeus gaze reveals the depth of
depravity, loss, and wickedness that is Hell. Those subjected to Asmodeus
blood red gaze may suffer one of the following effects, as chosen by Asmodeus
(each is a mind-affecting gaze attack with a range of 60 feet):
Chill: The target creature must make a Fortitude save (DC 72) or begin to feeling
numbingly cold and empty. If affected, it can take only a single move action or
standard action each turn, but not both (nor may it take fullround actions). It
moves at half its normal speed (round down to the next 5-foot increment). This
effect lasts for up to 63 rounds and does not stack with other slow effects. Additionally,
the creature takes a 9 penalty on all attack and damage rolls, saving throws,
ability checks, and skill checks for the next 24 hours.
and Weakness: The target creature must make a Will save (DC 72) or cower before
Asmodeus for up to 63 rounds. If the Will save is successful, the creature is
instead shaken for 9 rounds. In addition, if Asmodeus wills it, the target may
also take 9 points of Strength damage. A Fortitude save (DC 72) halves the effect.
A creature cannot drop below Strength 1 in this manner.
Madness: If the target creature fails a Will saving throw (DC 72), its mind becomes
overwhelmed by the sheer power and otherworldliness of Asmodeus. The creatures Intelligence and Charisma scores each drop to 1. The affected creature is unable
to use Intelligence- or Charisma-based skills, cast spells, understand language,
or communicate coherently. The subject remains in this state until a heal, limited
wish, miracle, or wish spell (succeeding at a DC 45 caster level check) is used
to cancel the effect. If the variant sanity rules are being employed (see Appendix
D: Infernal Insanity), the creature instead takes d% points of sanity damage (minimum
9) on a failed save and 3d6 points of sanity damage on a successful save.
cosmic entities can only be affected on a successful opposed rank check.
Hells Mouth (unique salient divine ability):
Detail of an illustration by Simon Marmion for the Visio Tnugdali, a medieval vision of hell and heaven; it shows the gaping mouth of a monster, in whose belly poor souls are tortured. The mouth is held open by two giants, one of them standing on his head.
the King of Hell, Asmodeus has absolute control over all of the gates and portals
that lead to Hell from any location, reality, or plane of existence, as well as
those within Hell. Up to 18 times a day, The Lord of the Nine can cause a gate
or portal to open and can accomplish different feats with it. First, Asmodeus
may use the Hells Mouth to interact with beings within his sensory range.
may cast spells, use salient divine abilities, spell-like abilities, or any other
power through a Hells Mouth. Asmodeus may also send devils through the Mouth;
such beings are treated as if called rather than summoned. Finally, Asmodeus can
cause the Hells Mouth to inhale sharply; sucking in those within 90 feet
into a location in the Nine Hells of Asmodeus choosing if they fail a Will
Save (DC 72). In any event, the Mouth remains open for nine rounds.
can only open existing gates to Hell or those that have been opened by spellcasters,
magic items, or artifacts within the past nine days at the location the gate was
created. Thus, if a wizard casts a gate spell to Hell in his sanctum, for the
next nine days, Asmodeus can create a Hells Mouth in that location. Asmodeus
cannot use Hells Mouth on typical summon monster spells. He is limited in
his ability to create Hell's Mouths on planes apart from Hell and the Prime -
he does not have direct access to the Ethereal
Plane or the Elemental Planes.
He has no access to the plane of Concordant Opposition or to Sigil, though he
is able to open a Hell's Mouth in the gate towns. He may open Hell's Mouths on
the Outer Planes, but only 18/year, and only within 18 miles of an existing monument
or portal to Hell. Note that these restrictions do not prevent him from opening
standard gates to these locations (save Sigil).
Hells Mouth usually appears as a great, diabolically evil human male face
with jagged, chewing teeth. Flames burst from the gaping maw as it attempts to
suck in unlucky victims or when Asmodeus uses the Mouth to communicate. On other
occasions, it appears as a particularly sinister-looking portal complete with
a diabolical, enflamed frame. Asmodeus may adjust the Mouths appearance
as he desires.
Knowledge: As the driving force of Lawful Evil in the cosmos for countless
millennia, Asmodeus possesses untold knowledge. He may use the lore ability as
a 45th level loremaster (+85 to his check).
Majesty (Ex): Within Perdition, the power of the King of All Hell is
incomparable. On any layer of Hell, Asmodeus possesses a cosmic rank of 21, ranking
him as an overdeity. This does not alter his statistics and is applied in addition
to his divine rank (the better of the two, in this case the cosmic rank, is used
for rank checks). Asmodeus may select up to nine locations within Hell at any
one time, which he may affect as a godly realm. It is unclear if he has any limitations
in terms of range or duration in accomplishing such feats. Although it is believed
that he must succeed in a rank check to overcome the cosmic or divine defenses
of other Lords or gods, the certainty of this position is unclear.
Lord of the Nine (unique salient divine ability): Asmodeus
is affected as though by a permanent nondetection spell (caster level 45th) and
can see in perfect darkness, even that created by deeper darkness spells. He can
communicate with any creature within 18 miles using telepathy. He gains the Damage
Reduction, Infernal Majesty, Regeneration, and bonus feats of the Lord of the
Nine template, and reaps improved versions of some of their other powers, as follows:
(Su): As a move equivalent action, Asmodeus can demand the respect of any
devils. Asmodeus may call, up to 9 times a day, up to 3 archdevils, 6 Dukes of
Hell, 9 pit fiends, or 18 of any lesser type of devil. Any devil or being with
a diabolic template is vulnerable to being called by Asmodeus, regardless of location.
No devil is brave enough (save Mephistopheles) or stupid enough (save Moloch)
to verbally challenge Asmodeus in Hell, much less to his face, so all obey his
Supremacy: Akin to (but more potent than) the diabolic prowess of lesser arch-devils,
Asmodeus receives a +18 profane bonus to the DCs and effective caster levels of
his special attacks, spells, and spell-like abilities. Asmodeus calculates the
save DCs for his divine aura and salient divine abilities as he does his other
Abilities: Asmodeus may cast all spell-like abilities available to the Lord
of the Nine template at will. These abilities are included in the list below.
of Hell (unique salient divine ability): As the true and undisputed King of the Nine Hells, Asmodeus has powers that
transcend those of the other Lords of the Nine.
Potentate (Ex): As the personification of Lawful Evil, Asmodeus
mere presence automatically unhallows an area equal to 9 miles in Hell. Not only
can Asmodeus select any spell from the unhallow list in the Players Handbook,
he may also use any of his domain spells as potential attachments to the effect,
can attch up to nine different spells at once, and can change the associated spells
9/day as a move equivalent action. While he can suppress (and reactivate) this
ability as a free action, he rarely does so. Asmodeus can use this ability through
his Hells Mouth salient divine ability.
of the Lords (Ex): Once a month, Asmodeus can force the other eight Lords
of the Nine to submit to him. Asmodeus may call them to his fortress in Nessus,
Malsheem, where they must pay obeisance to him. This power also allows Asmodeus
to terminate any and all infernal abilities of the Lords or any other devil. Asmodeus
may do so 18 times a day as a moveequivalent action, the devil (even an arch-devil
or Lord) receiving no saving throw or Spell
Resistance to avoid the effect. The
devil retains its hit dice, class levels, feats, skills, and ability scores, but
loses its Abomination and Devil traits, supernatural abilities, spell-like abilities,
and any benefits and/or features associated with the Duke of Hell, arch-devil,
and/or Lord of the Nine templates. Asmodeus may also grant these benefits up to
18 times per day, again as a move equivalent action. Finally, Asmodeus can simply
transform a devil into another kind of devil, the devil again receiving no save
against this ability. This power extends beyond Hell through the use of a Hells
Mouth, although there are rumors that Asmodeus can reach beyond Hell without the
benefit of the Mouth. Asmodeus power to promote or demote devils as described
here is in addition to the powers of the Diabolical Decree.
Spell-Like Abilities: Asmodeus uses these abilities as a 99th level caster, except for divination spells, evil spells, and law spells, which he uses as a 100th level caster. The save DCs are 78 + spell level.
At will - accursed, animate dead, baleful polymorph, blasphemy, blur, calm emotions, change self, charm monster, clairaudience/ clairvoyance, command, confusion, contagion, create greater undead, create undead, deeper darkness, delayed blast fireball, desecrate, destruction, detect chaos, detect good, detect magic, detect secret doors, detect thoughts, dictum, discern location, disintegrate, dispel chaos, dispel good, divination, dominate monster, dominate person, Earthquake, Enthrall, false vision, find the path, firestorm, flame strike, Foresight, geas/quest, greater command, greater dispel magic, greater invisibility, greater restoration, harm, hellball, hold monster, Implosion, inflict critical wounds, inflict light wounds, invisibility, Legend Lore, magic circle against chaos, magic circle against good, mass hold monster, mass inflict light wounds, Mass suggestion, meteor swarm, mirage arcana, mislead, monstrous thrall, nondetection, oppress, order's wrath, persistent image, polymorph, polymorph any object, power word stun, protection from chaos, produce flame, protection from good, pyrotechnics, read magic, restoration, resurrection, screen, scrying, shatter, Shield of law, suggestion, summon monster IX (as evil or law spell only), symbol of pain, time stop, true domination, true resurrection, true seeing, tyranny, unhallow, unholy aura, unholy blight, wall of fire, wish.
Spells: Asmodeus may spontaneously cast up to 9 arcane and 9 divine epic spells per
day. The forbidden spells accursed, Asmodeus' heretical infection, the Serpent's
sibilant whisper, and tyranny are all closely associated with the Lord of the
Nine, though he is familiar with an untold number of spells.
Spells Per Day: (Levels 0-22) 6/11/11/10/10/10/9/8/8/8/5/4/4/4/4/3/3/3/3/2/2/2/2.
Caster level 71st (72nd for divination, evil, or law spells). Base DC = 51 + spell
level, or 53 + spell level for mindaffecting, language dependant spells.
Spells Per Day: (Levels 0-22) 4/10/10/9/9/9/9/8/8/8/5/4/4/4/4/3/3/3/3/2/2/2/2.
Caster level 76th (77th for divination, evil, or law spells). Base DC = 51 + spell
level, or 53 + spell level for mindaffecting, language dependant spells.
The Ruby Scepter of Hell:
Lodovico Cardi, called Cigoli (1559-1613). Title Portrait of Cosimo I de' Medici, Grand Duke of Tuscany (1519-1574).
carries The Ruby Scepter of Hell. The scepter is carved from pure ruby, with an
onyx pentagram at its head. Of unparalleled craftsmanship, it glistens with an
unimaginable, unearthly luster. This item would be worth more than 1,000,000 gp
in gem value alone, before even considering its immense magical power.
The Ruby Scepter is a +9 axiomatic power unholy power heavy mace with a threat range of 18-20 and a x4 critical multiplier. Any creature struck by the Scepter is affected as by blasphemy and dictum (caster level 45th).
Ruby Scepter also possesses the following powers. While Asmodeus may use each
of these powers at will, unless otherwise stated, all others may use each power
no more than three times per day.
Tyrants Taint: On
any successful strike, the Ruby Scepter may confer Tyrants Taint. If a victim
fails a Will save DC 72, he suffers from this insidious effect. Tyrants
Taint has an incubation period of 9 days and deals one negative level. The damage
dealt by Tyrants Taint shifts the victim one alignment step closer to Lawful
Evil. What makes Tyrants Taint particularly dangerous is that a new save
must be made every nine days for the next 81 days. Nine successful consecutive
saves indicate that one has become free of the disease. Tyrants Taint may
be removed by a 31st level, good aligned cleric who must cast greater
restoration and miracle in immediate succession, succeeding on a DC 45 caster level check
each time; this may be done at any time during the 81 day period. Like the Serpent's
sibilant whisper (see Medieval Magic), it is all but impossible to detect Tyrants
The Ruby Scepter grants a +9 profane bonus to the saves of all Lawful Evil creatures
within 90 feet (all wielders save Asmodeus benefit from the bonus). The wielder
may withdraw this effect on an individual basis should a powerful Lawful Evil
creature challenge his authority. Further, all Lawful Evil creatures within 900
feet with 45 or fewer combined HD or class levels may be commanded by the wielder
as an evil cleric commands undead. All other non-Lawful Evil creatures with fewer
than 45 HD may be turned as a good cleric turns undead.
Absorption: The Ruby Scepter can be used as a rod of absorption, capable of
absorbing up to 27 spell levels per day.
Armor of Malsheem: When this ability is activated (a full round action), the
wielders damage reduction, fast healing, and regeneration are doubled for
the next 9 rounds (if the wielder does not possess one or more of these boons,
he receives a DR of 9/ , fast healing equal to his Constitution modifier,
and regeneration equal to double his Constitution modifier). When in Asmodeus
hands, the Scepter also doubles the hit points of his Divine
Shields for the duration.
While this power may be used once a day for others, Asmodeus take on the Armor
of Malsheem thrice per day.
Bolt of Lightning: 180 foot long, 10 foot wide line; deals 180 points of corrupted,
violated electricity damage (Reflex DC 72 for half). Failure of the Reflex knocks
a victim prone; furthermore, failure by 10 points or more throws a victim back
10 feet plus 10 more feet for every additional 10 points by which the save was
failed (thus a being that received a result of 40 would be knocked back 30 feet).
If this effect causes the victim to strike a solid object (like a wall), the victim
suffers 1d6 points of damage for every 10 feet they travel before striking. A
victim must also make a Fortitude save DC 72 or become paralyzed for 9 rounds.
Whether the victim succeeds or not, he becomes charged with static electricity
for the next 9 rounds and deals 15d6 points of electricity damage whenever they
come within reach of or touch another being.
Cone of Frost: 90 foot long cone; deals 180 points of corrupted, violated
cold damage (Reflex DC 72 for half). Those struck must also make a Fortitude save
DC 72. On a successful save, victims are slowed for 9 rounds. On a failure, victims
are stuck in place as though by Hold monster for 9 rounds. If they fail the Fortitude
save by 18 points or more, they are frozen into ice and rendered helpless for
up to 9 days (a miracle or wish cast by a 31st level caster that succeeds at a
DC 45 caster level check can thaw victims out). If they take 50 points of damage
or more from any one attack while in this state, victims shatter into pieces and
Inflict Wounds: On any successful melee attack with the Ruby Scepter, the
wielder may choose to inflict wounds upon the target of a melee attack (this is
done as part of the melee damage rather than as a separate action). This effect
deals 52 points of corrupted, violated negative energy damage to the target (Will
save DC 72 for half). undead are neither harmed by nor benefit from this power.
Thrice per day, Asmodeus (and Asmodeus only) can increase the effect, dealing
200 points of corrupted, violated negative energy damage instead (Will save DC
72 for half). In both cases, Asmodeus heals a number of hit points equal to half
the damage dealt in this fashion (he cannot exceed his normal maximum hit points
in this fashion).
Jet of Acid: 360
foot long, 5 foot wide line; deals 180 points of corrupted, violated acid damage
(Reflex DC 72 for half). Failing the Reflex save requires that a victim must also
make a Fortitude save DC 72 for one magic item; failure indicates that the item
takes the damage as well (see Items Surviving after a Saving Throw in the Magic
Overview section of the Players Handbook to determine which items are affected
first). At the beginning of each of the next two rounds, another of their items
must save as well. In addition, the acid eats away at the flesh, dealing 3 points
of Constitution damage (Fortitude DC 72 for half) immediately and an additional
3 points at the beginning of each of the next two rounds (unless a heal, miracle,
or wish spell from a 31st level caster that succeeds at a DC 45 caster level check
is cast on the victim).
Tyrant Triumphant: Activating this ability causes pulsing, red and black waves to emanate from
the Scepter in a 90 foot radius. The area within 90 feet of the Scepter is surrounded
by a wall of anti-magic. The wall is razor thin, but prevents spells or supernatural
abilities originating from within the area from affecting those without and
vice versa, similar to the lesser layers of a prismatic wall. All save the wielder
within the area are affected as if by mage's
disjunction, blasphemy, dictum, and repulsion in that order during the round that the effect begins (caster level 99th, DC
72 where applicable). A nearly impenetrable shield is erected around the wielder,
and remains for 3 rounds. Each round the barrage of spells repeats within 90
foot radius of the Scepter. The shield surrounding the wielder is immune to
all forms of attack save those with the good or chaotic descriptor. The shield
has 999 hit points. Even from those forms of attack against which it is vulnerable,
the shield ignores the first 90 points of damage per round. Good or chaotic
aligned spells which do not normally deal damage deal 1d10 points of damage
per spell level to the shield. During the first round, the Scepters wielder
is purged of all unwanted effects, including but not limited to, disease, poison,
enchantments, curses, debilitations, and death. In the second round, the wielder
is healed to full hit points. By the third round, the wielder regains spells,
spell-like abilities, and any other limited-use abilities innate to his nature
(not granted by an item) as if he had rested for a day. While Asmodeus may use
this ability thrice a day, all others benefit from it once a day. Tyrant Triumphant
will automatically activate once per day should its wielder perish. In either
case, once Tyrant Triumphant is used, the wielder may not call on any of the
Scepters other powers save its melee effects (including axiomatic power, unholy power, blasphemy, dictum,
and Tyrants Taint, but excluding inflict wounds), or the remaining uses
of Tyrant Triumphant (Asmodeus only), for the next 24 hours.
A being that
touches or holds the Ruby Scepter against Asmodeus will suffers several
dire consequences. In addition to the saves required by Infernal Arms, the DCs
increase by +1 every nine hours. Even a being that saves against these effects
suffers nine negative levels when holding the Ruby Scepter.
being slain by the Ruby Scepter finds his soul consigned to Nessus trapped
in the Serpents Throne. No being save Asmodeus himself can restore such
a soul to life. Asmodeus has a price for the release of each one, assuming someone
is willing to travel to his domain in order to bargain for it.
say the Supreme Virtue once traveled into Hell to liberate her follower, and she
was the only one to ever receive a soul back free of cost. The modron bureaucrats
of Mechanus offer pricey legal advice for discovering loopholes in a contract
offered by Asmodeus...some go mad after seeing perfect logic so tainted by evil.
here reflect the powers of the avatar of the King of Hell, whom most simply call
Asmodeus, although the true name of this being is unknown. As far as the devils
of Hell, most gods, and virtually all lesser beings know, the avatar is the true
these statistics are for the avatar of the true King of the Nine Hells (what or
whoever that being might be), it is only through the use of the Hells Mouth
salient divine ability that the avatar can interact with (or, more rarely, enter)
the Prime Material Plane.
Senses: Asmodeus can see
(using normal vision or Darkvision), hear, touch, and smell at a distance of eighteen
miles. As a standard action, he can perceive anything within eighteen miles of
his worshipers, holy sites, objects, or any location where one of his titles or
name was spoken in the last hour. He can extend his senses to up to twenty locations
at once. However, his remote sensing is limited to Hell, or to Prime worlds he
has accessed with a Hell's Mouth. While he can completely block the sensing power
of any god or cosmic entity attempting to peer into Nessus, he does not have this
ability beyond his layer.
Sense: Asmodeus can sense anything that pertains to Lawful Evil acts
(trickery, tyranny, etc.) eighteen weeks before it happens and retains the sensation
for eighteen weeks after the event occurs. However, he is limited in his ability
to perform this feat beyond Hell except with the use of a Hells Mouth.
Actions: Asmodeus can use Bluff, any Knowledge skill, or Sense
Motive as a free action if the DC for the task is 30 or lower. He can perform up to twenty
such free actions each round.
Magic Items: Asmodeus can create any magic item that has lawful or unholy
attributes, that smothers the will, or that otherwise brings the wielder ever
closer to a Lawful Evil alignment.
|Depiction of the demon Asmodeus from Collin de Plancy's Dictionnaire Infernal, first published in 1818.|
of the King of Hell is a rare event indeed, but it has been attempted - and even
been successful on certain occasions, most often immediately before the
absolute triumph of Hells powers on a prime world. The highest-ranking cardinals
of Asmodeus are perhaps the most likely to successfully summon TheLord of the
Nine, but the damning secrets by which thisfeat can be accomplished are by no
means limited to their clandestine order. In short, those who dig deep enough
and delve far enough will find a way to treat directly with he who rules from
the bottom of the Pit.
Asmodeus has stipulated
very precise arrangements necessary to facilitate his summoning to the mortal
coil. First of all, the summons must be spoken entirely in the Dark
Speech. This tongue, best lost to mortals, is the only language capable
of adequately capturing the evil essences crucial to the invocation; scholars
have speculated that the Dark Speech,
while representative of evil as a whole, more perfectly represents Lawful Evil
than Neutral Evil in that it is confined in a particular, definable form. The
ritual formulas, repeated thrice throughout the invocation, only further demonstrate
this lawful bent.
Speaking the entire invocation
in the Dark Speech is no mean feat; indeed,
a mortal cannot possibly achieve such a thing on his own. Thus the second requirement
of the invocation: diabolical aid. The summoner must be assisted in the invocation
by nine pit fiends (or
devils of equal or greater status note that epic level cardinals of Asmodeus
are considered to be of such status for this purpose). These pit
fiends are generally brought to the prime for the summons by means of greater
planar binding. Whether bound or not, these diabolical aides must be situated
equally around the outer magic circle. Even with such aid, any mortal involved
in the casting takes 18d6 points of non-lethal damage from the strain of channeling
such oppressive might as needed to summon the King of Hell.
the site itself. This must be an unworked stone room, at least 36 feet in all
dimensions, the ceiling of which being situated at least 9 feet below the foundations
of a place of profound religious significance. The magic circles must be chiseled
directly into the bedrock before being laced with powdered silver, ebony, and
unholy unguents worth in excess of 9,999gp. The trappings of power must adorn
the place rich tapestries, exotic treasures, slaves, and so forth. The
chief invocant must dress to suit the site and the occasion: garments of rich
brocade, black and crimson, and bearing a rod in the right hand, and a scourge
in the left.
the invocation progresses, the chief invocant walks about the outer magic circle,
forcing each devil in turn to submit to him, until all nine bow and offer him
obeisance. The chanting continues throughout, but each devil that submits to the
chief invocant loses one point of Intelligence permanently as a result of the
dark energies being channeled, as forbidden lore is stripped forever from their
minds. The chief invocant does not gain this knowledge; instead, it provides the
final fuel required to rend the wards protecting the mortal coil from the physical
presence of The Devil.
A crack appears then in
the center of the floor, small at first, and then suddenly wrenching open under
the pressure of a mighty, supernatural blast. All in the room must succeed on
a Strength check DC 72 or be knocked to the ground; note that it is not by happenstance
that all in the room are forced to bow before Asmodeus even appears.
Accompanying this terrific explosion of power, the cries of a myriad of damned
souls rise from the Pit, the sound deafening all those except for the chief
invocant (Fort save DC 72 allows the deafness to last only the duration of the
audience, otherwise the deafness is permanent). A palpable mist of darkness
ebbs into the room, at first swirling only around the feet of those in attendance,
but steadily mounting throughout the encounter until nothing can be seen. Those
without protection against mind-affecting effects must make a Will save DC 72
the moment they are engulfed by the darkness, or permanently lose all memory
and become feebleminded.
eddy in the mist is the first sign that betrays the coming of The Arch-Fiend.
The cries rise in crescendo as he ascends slowly from the mist, his hands hidden
deep within the folds of his robes, and his eyes piercing all those whom he gazes
on to their very souls. Any who willingly participated in the summons at this
time are damned, their alignments shifting directly to Evil along the moral axis,
and three steps towards Lawful along the ethical axis.
the audience the mist of darkness gathers with increasing heaviness about Asmodeus,
obscuring him from all sight early on, though the chief invocant can always see
him clearly. Each time the Prime Evil speaks, an oppressive heaviness settles
on all present, forcing additional Strength checks against DC 72. Failure results
in that creature being forced to the ground or, as is more likely the case,
forced to remain on the ground prostate and effectively groveling for The
Lord of the Nine. Deafened creatures are still susceptible to this effect, and
the chief invocant is not exempt.
uses his vast intellect, cunning, and deific might to steer conversations in the
way he desires, whilst also maintaining the illusion that all outcomes of the
audience are as per the invocants darkest desires. He uses his Damnation
ability to grant such desires to clients, granting up to nine boons to the invocant
(note that the sacraments of the cardinal are not included as a manifestation
of the Damnation power). The contracts drawn up in relation to such boons are
complex beyond imagining, but entirely legal and binding throughout the Cosmos.
To date none have found any viable loophole in even one of The Overlords
business has been concluded, Asmodeus, in the midst of the darkness, covers his
face with the hood of his robes and whispers an unholy prayer. The darkness takes
on a malevolent feel, transmuting into a permanent Damning Darkness effect through
which only the chief invoker (typically) can see. Joining Asmodeus in his unholy,
blasphemous prayer are the souls of the countless damned, whispering and weeping
as their sorrow and damnation leeches from the Pit of Darkness. The arch-devil
begins to swell into immensity, his shape elongating and becoming serpent-like,
his face becoming too terrible to behold. All those that witness this transformation
immediately lose nine years from their lives and suffer 9 points of Wisdom drain
(if the variant sanity rules are in use, victims lose d% sanity points). In short
order, the King of Hells bulk strangles the entire room. As the whispers
of the damned reach a chilling crescendo, The Overlords form explodes into
a cloying, black mist that forces its way into every creature present. This process
is a violation of the highest order that eternally marks the soul. animals, magical
beasts, oozes, plants, or vermin immediately take on the fiendish template and
become Lawful Evil. All others are thereafter under a permanent serpents
sibilant whisper effect (Will save DC 72 negates). Unlike the version of the spell
detailed in the Medieval Campaign, a successful rank check is required to not
only magically discern the enchantment, but to remove it once found. If the rank
check is not exceeded by at least ten points, the victims soul is immediately
rent from wherever it resides and is dragged screaming into Nessus.
fiends present, having suffered humiliation and a loss of intellect, are banished
from Hell, but are granted an ethereal form by which they may tempt and possess
the souls of the children of humanity (see the Book of Vile Darkness for rules
on possession and the Fiend Folio for the fiend of possession prestige class).
Generally, these pit
fiends remain close to the chief invocant, possessing those
closest to him and influencing all his affairs in such a way as to please Asmodeus,
hoping for a reprieve and return to Hell.
fiends take ethereal form, illumination returns to the summoning chamber
and all seems as it was save that burnt into the precise center of the floor is
a small (nine inch) and invisible symbol of Asmodeus. The summoning chamber is
forever marked as a place of immense and eternal evil. Although Asmodeus often
leaves the mortal coil without any indication of a spiritual wound, it is a certainty
that the effects of his spiritual wounds far exceed those caused by his vassals.
The following affects are the better known:
Evil and Lawful spells function at +9 caster level (this supersedes the caster
level described the Medieval Campaign.
Asmodeus has the ability to select what creatures are affected by the spiritual
wound maladies within the range.
Asmodeus may cause weather in the area to function as evil
weather cast by a 99th
level caster with all applicable saves at DC 72 in addition to the effects described
in the Medieval Campaign
Asmodeus may open a Hells Mouth up to nine times a year for the next nine years in the summoning chamber.
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