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  SND8-01S 
   
   
   
   
   
  Save Our Souls 
  Round 2 
   
  A Two-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Sunndi Regional Special 
  Version 0.1 
   
   
  by Pieter Sleijpen and Krishna Simonse 
  Circle Reviewers: –  
  Reviewers:  
  Playtesters: 
   
   
  The war of steel is done, but the war of minds is not yet won. Many souls are in peril, kept away from our 
  truth, to be subject to the lies of the hopping prophet. This must end. This can end. With your help our 
  values shall prevail. A two-round Sunndi regional special set in the Vast Swamp for characters level 2-15 
  (APLs 4-16). 
   
  Resources for this adventure [and the authors of those works] include title [author], title [author], Fiendish 
  Codex II [R. D. Laws, R.J. Schwalb], Spell Compendium [varies], and SND6-02S Muddied Future [Pieter 
  Sleijpen and Krishna Simonse].
  
  SND8-01S Save Our Souls – Round 2 
   
  Page 1 
  ADVENTURE SUMMARY 
  SND8-01S Save Our Souls is a 2-round Sunndi 
  special. The first round is a somewhat traditional 
  battle interactive in which the PCs fight the 
  Wastrians and their assorted allies in an attempt to 
  rescue prisoners of war. For some this is nothing 
  more than a dangerous fight, but others can try to 
  convince the newly converted Wastrians to switch 
  sides. Once the battle is won though the whole 
  fortress and everybody inside is transported to 
  Hell.  
   
  The 2nd round is about learning what is going 
  on, keeping those inside the fortress save and 
  return with as many people as possible in tact. It is 
  mostly a role-play part, but no devil allows its prey 
  to escape without a fight. 
   
  Introduction: The first part of the adventure 
  ended with the PCs realizing something odd was 
  going on with the weather and environment. While 
  discussing what is going on, a herald arrives 
  announcing the PCs are in the dominion of Lord 
  Mammon and that they have to negotiate free 
  passage or face the consequences. 
   
  The adventurers are split in two groups. One 
  group, the group in Schildwolde, is send to 
  Mammon to lead the negotiations or force the 
  issue through weapons. The other group, the one 
  in Delft, remains behind in the fortress to defend 
  the liberated prisoners against the dangers of Hell. 
   
  Schildwolde 
  Encounter 1 [Deadly Mist]: The Wastrians 
  realized there was a loophole in their deal with 
  Mammon, but it was too late to change it. What 
  they can do, is to prevent the adventurers from 
  arriving at Mammon’s court. So they hired several 
  assassin devils to slay the PCs en-route. A dense 
  mist separates the groups, giving the assassin 
  devils a chance of success. 
   
  Encounter 2 [Vital Negotiations]:  Arriving in the 
  city of Minaurus, the PCs arrive at the courts to 
  open the negotiations. The Wastrians have sent 
  their own representatives and a haggling session 
  about the souls of the Sunndians starts. The 
  primary negotiations will be with Mammon, but 
  there are many deals and potential gains for 
  advantages at the side. 
   
  Encounter 3 [Bad Losers]: If the PCs manage to 
  succeed in the deal, the Wastrians loose their 
  temper and attack. This attack triggers Mammon’s 
  paranoia and a large combat ensues. If the PCs 
  loose, they have to fight their way out. 
   
  Delft 
  Encounter 4 [Pests]: Hell is no save place, and 
  nothing draws monsters towards a place quicker 
  than the prospect of torturing innocent souls. 
   
  Encounter 5 [When Opportunity]: Four groups 
  of more organized devils arrive on the scene. A 
  group of amnizu are here to register who is at the 
  fortress and to offer protection in name of 
  Mammon. A group of pain devils are looking for 
  mortals to torture, but unless they convince the 
  mortals at the fortress to break any laws their 
  hands are tied. A group of escaped souls who are 
  looking for a safe haven add to the confusion. The 
  last is a single imp in the service of Baalzebul, 
  who is here to cause trouble for Mammon, jealous 
  about the big fish he apparently caught. 
   
  Encounter 6 [Shattered Peace]: Despite the best 
  efforts eventually the powder cask explodes. 
  Depending on how the PCs dealt with the different 
  factions this fight is more or less difficult. 
   
  All 
  Conclusion: 
  Regardless 
  who 
  wins 
  the 
  negotiations in Encounter 3, the fortress and those 
  in it are sent back to where it came from, ending 
  any fights taking place there. All any survivors 
  have to do, is to trudge back through the Swamp. 
  Luckily the trip back is uneventful. The PCs who 
  were send to Minauros need to find their own way 
  back, but remaining alive until that time poses no 
  real challenge until the finally return through a 
  planeshift spell cast by them selves. 
   
  The long term consequences of this mission 
  depend on how the PCs acted. If the remained 
  level-headed and protective of those under their 
  charge even if it was inconvenient they made a 
  good impression, keeping the reputation of 
  adventurers in tact. If the PCs on the other hand 
  proved to be callous about the lives of the 
  imprisoned Sunndians they ruin the reputation of 
  adventurers in general, playing right into the hands 
  of forces that would love nothing more than to 
  reduce the influence of those unpredictable do-
  gooders. If the Wastrians won the negotiations 
  and sacrifice their own for the safety of those 
  imprisoned they earn much glory. If the PCs win, 
  they foil a Wastrians plot and earn an even better 
  reputation in the eyes of the Sunndi citizens. 
   
  
  INTRODUCTION 
  After the break the game continues with the PCs 
  together within the fortress, discussing recent 
  events and trying to find out what happened. At 
  first glance the PCs might conclude some kind of 
  supernatural weather has been summoned into 
  the region. There are two things that immediately 
  contradict this: 
  - 
  The fact that Hell has a mildly evil and lawful 
  alignment trait causes chaotic and good 
  characters to feel very uncomfortable while 
  neutral 
  aligned 
  characters 
  feel 
  nothing 
  specific. 
  - 
  The sun has disappeared. While the eternal 
  mist hides this fact for most, PCs can make a 
  DC 15 Survival check to realize the sun is 
  gone, but also that the time of the day has 
  changed and that there are no telltale clues on 
  what north is. 
   
  PCs who take the effort to travel away outside a 
  500 yard radius from the fort, including the tower 
  and walled compound, also note a rather big 
  change in scenery. It is still a swamp, but the 
  vegetation is twisted and broken, covered in 
  thorns, vines, sickly brown mosses and abundant 
  amount of fungi. The whole is covered with a thin 
  layer of black slimy substance. The smell of 
  brimstone and rotting eggs is strong. The water is 
  dirty and crawling with worms and the air with 
  mosquitoes the size of human thumbs. There is 
  also a strange lack of birds, crocodiles and other 
  wildlife. Finally, 10 minutes after the first hailstorm 
  a second hail storm, equally painful strikes again, 
  this time lasting 10 rounds. 
   
  If all these clues are put together, most PCs 
  should realize the whole fortress has been 
  transported to another area, most likely another 
  plane. PCs who succeed at a DC 30 Knowledge 
  (the planes) check realize the kind of weather and 
  terrain is associated with the 3rd layer of Hell 
  called Minauros. How this feat is achieved remains 
  a mystery for the moment, but if done on purpose 
  the power required to achieve it would be 
  phenomenal. It somehow seems more likely it is 
  an ordinary planar breach, but PCs who succeed 
  at a DC 20 Knowledge (the planes) check realize 
  that a breach with an outer plane is extremely rare 
  and anything big enough to transport a whole 
  fortress 
  would 
  open 
  for 
  hours 
  and 
  not 
  milliseconds. 
   
  Talking with the Wastrians reveals nothing. 
  They are just as surprised about it as the PCs. 
  Some (the headmaster from the school, the 
  lieutenant of the tower, the captain of the gate and 
  the agitator of the courtyard) suspected the 
  leaders were busy with a ritual to summon a 
  powerful fiend, and they assume the ritual 
  somehow failed. Only the Wastrian general knows 
  the truth that the transportation is on purpose and 
  part of a deal between the Wastri and Mammon. It 
  is unlikely though that she is still alive, but if she is, 
  she does not reveal this even if under the effect of 
  a charm person or under torture. The only means 
  of learning this is through spells such as detect 
  thoughts. In that case the PCs learn that things 
  went as planned, that she is gleeful about it and 
  that whatever what was planned is not yet 
  finished. She knows the Wastrians have a means 
  to get everybody back again, but she does not 
  know the details. Without magic a DC 15 Sense 
  Motive check does show she is not surprised by 
  the situation. In fact, she seems to be very 
  pleased with it.  
   
  After the PCs have had some time to discuss 
  things, a herald arrives at the fortress. Read aloud 
  or paraphrase: 
   
  While some are engrossed in the discussion 
  about what is going on and what to do next, 
  others remained vigilant for danger. These 
  now shout a warning as they note a lone rider 
  riding towards the gate. Both the steed and the 
  rider look distinctly unnatural. The horse walks 
  over the muddy water as if it is solid ground. It 
  is as black as the night with burning hooves, 
  literally flaring nostrils and it leaves a trail of 
  smoke behind. The rider is clad in a dull grey 
  spiked full plate with a helmet with curved 
  horns and armed with a shield and lance. 
  Attached to the lance is a white flag. 
   
  Without hesitation, he rides to the gates, 
  where he puts away his lance, removes his 
  helmet and grabs a hunting horn from his belt, 
  giving one loud resounding blow on it. Its face 
  looks 
  somewhat 
  human 
  except 
  for 
  its 
  unnatural gray skin color, yellow glowing eyes 
  and lipless mouth. The symbol on its shield is 
  that of a golden coin with on it a snake-like 
  figure.  
   
  “Mortals from the Flanaess, in the name of 
  his majesty Mammon, archduke of Minauros, 
  3rd layer of Baator, High Breaker of Souls, 
  Destroyer of Chaos, Crusher of the Silver Host, 
  Destroyer of the Great Horde of Burning Ice, 
  conqueror of the Tattered Fortress, and so on, 
  I bid thee welcome in his fair realm. As his 
  most 
  honored 
  guests, 
  he 
  invites 
  representatives of your group for a formal 
  meeting in Minauros, the Sinking City to 
  SND8-01S Save Our Souls – Round 2 
   
  Page 2 
  
  discuss the terms for your stay, return or 
  surrender. We guarantee you safety from his 
  supremeness’ forces during the negotiations 
  as long as you respect and abide our local 
  laws. We cannot promise you safety from the 
  many pests that haunt the region that is your 
  own problem, but I have full confidence heroes 
  like you, have no problems dealing with the 
  minor irritants that prowl his greatness’ 
  domain. What reply can I return to my 
  master?” 
   
  The herald is a narzugon riding a nightmare as 
  regular Knowledge (the planes) checks reveal. 
  The symbol on his shield can be recognized with a 
  DC 20 Knowledge (religion) as belong to the devil 
  Mammon, patron of greed and lust. With a DC 36 
  Knowledge (the planes) check a character 
  remembers that Mammon is a seducer, slippery 
  with words, establishing friendships to betray them 
  equally quickly. All he cares about is power, a 
  feeling his touch can induce in others. A DC 15 
  Knowledge (the planes) check recognized the 
  herald as a narzugon and the steed as a 
  nightmare. The herald is willing to answer a few 
  questions, but he is impatient and advices the PCs 
  to be quick with an answer since his master is not 
  know for his patience. 
   
  What is your name? My name is unimportant. 
  Here I am the voice of Mammon. 
   
  You are a devil. Why shouldn’t we kill you? 
  Would you break the flag of truce and kill the 
  messenger of Mammon? That would be an act of 
  war which will generate an appropriate and lethal 
  response from my liege. You would sorely regret 
  such a decision and it would cause many deaths 
  on your side. 
   
  On yours as well. This is our domain. We cannot 
  die here. [Note that is not exactly true, they would 
  be absorbed by Baator, which strictly speaking 
  might not be dead, but for all intents and purposes 
  is.] 
   
  Why would we trust you? We baatezu never 
  break our word. We will grant those traveling to 
  the Sinking City papers that allow them free 
  passage. These have been sealed by Mammon 
  himself. If that is not enough, you are in bad luck, 
  since you really do not have much choice in the 
  matter. 
   
  What if we say “no”? In that case you forfeit any 
  guarantees for your safety and you are considered 
  armed trespassers in his lordship’s domain and 
  treated as hostile enemies. You should not 
  underestimate his greatness’ power. You will die.  
   
  What does Mammon want to talk about? I am 
  but his voice. I do not dare to presume to know his 
  thoughts. All I know is that it involves your freedom 
  and release of this realm. Ultimately it is your 
  choice, but there are rivals of you who would pay 
  dearly for the honor of being responsible for your 
  freedom. The choice is yours whether you want to 
  grant your enemies a great victory or foil their plot. 
   
  Who of us should go? A small group, big enough 
  to defend yourself against any pests and small 
  enough not to pose a threat. Besides, you are 
  much saver in this fortress than out there in the 
  wilderness. My master is not being boastful when 
  he warns you about local pests. [In short, the 
  tables of Groningen should go, the rest remains 
  behind.] 
   
  Where do we go? Go in that direction on foot or 
  horseback for the next 2 hours and you will arrive 
  at the city. It is the only city on the ground. Do 
  NOT use teleportation or flight. That is considered 
  a threat at the address of his lordship not unlike 
  drawing a weapon at court.  
   
  What pests? There are many from those that are 
  familiar to you to those that are not. The most 
  dangerous would be devils serving enemies of his 
  superiorness who would love nothing more than to 
  discredit their enemies. 
   
  Development: If the PCs accept, the tables of 
  Groningen are expected to leave for Minauros. In 
  that case, send the players back to their table and 
  proceed with Encounter 1 in Groningen and 
  Encounter 4 in Delft. If not, or when the PCs fly 
  towards Minauros, Mammon has no pity on the 
  PCs. He promised to protect the Sunndian 
  prisoners, not some group of good for nothing 
  heroes and he will assault the fortress en-masse. 
  Use the encounters from Encounter 1, 3, 4 and 6 
  in quick succession. The fiends try not to harm the 
  ex-prisoners, but not to the exclusion of their own 
  safety. They can always tell, that since the 
  adventurers were responsible for the assault in the 
  first place, the goal of the deal (discredit 
  adventurers, praise Wastrians) is achieved even 
  better. 
   
  SND8-01S Save Our Souls – Round 2 
   
  Page 3 
  
  1: DEADLY MIST 
  <Note: It is about 2 hours walking to Minauros. 
  The attack is about half-way.> 
   
  Terrain: The whole area is covered in a dense 
  fog, treat this as an obscuring mist. Strong wind 
  can disperse the mist for as long as it blows, but it 
  quickly returns afterward. The encounter includes 
  a +1 EL for the mist since the assassin devils are 
  virtually unaffected by it due to their blindsight. 
   
  Creatures: sdfsdf 
   
  APL 10 (EL 12) 
  Assassin Devil: hp 105; see Appendix 1. 
   
  APL 12 (EL 14) 
  Assassin Devils (2): hp 105 each; see Appendix 
  1. 
   
  APL 14 (EL 16) 
  Lethal Assassin Devils (2): assassin devil 
  assassin 2; hp 137; see Appendix 1. 
   
  APL 16 (EL 18) 
  Lethal Assassin Devils (3): assassin devil 
  assassin 4; hp 155; see Appendix 1. 
   
  Tactics: sfsdf 
   
  Treasure: sdfsdf 
   
  Development: asdasd 
   
  2: VITAL NEGOTIATIONS 
   
  3: BAD LOSERS 
   
  WASTRIANS 
  Note: while the servants of Wastri have all the 
  stats of a slaad, they are not truly slaad. They are 
  lawful neutral, and reverse anything associated 
  with chaos to law and vice versa.  
   
  APL 10 (EL 12) 
  Blue Slaad (3): hp 68 each; see Monster Manual 
  202. 
  Gray Slaad: hp 95; see Monster Manual 203 
   
  APL 12 (EL 14) 
  Terrible Blue Slaad (4): 12 HD blue slaad; hp ?? 
  each; see Monster Manual 202. 
  Gray Slaad: hp 95; see Monster Manual 203 
   
  APL 14 (EL 17) 
  Death Slaad: hp 142; see Monster Manual 231. 
  Terrible Blue Slaad (2): huge 16 HD blue slaad; 
  hp ?? each; see Appendix 1. 
   
  APL 16 (EL 19) 
  Malebranche (2): hp 184 each; see Appendix 1. 
  Horned Devil Marshal: horned devil marshal 4; 
  see Appendix 1. 
   
  MAMMON’S DEFENDERS 
   
  APL 10 (EL 10) <from various entries> 
  Bone Devil: hp 95 each; see Monster Manual 52. 
  Legion Devils (8): hp 19 each (special); see 
  Appendix 1. 
   
  APL 12 (EL 12) <archers on balcony> 
  Erinyes Archer: erinyes fighter 1; see Appendix 
  1. 
  Orthons (4): hp 87 each; see Appendix 1. 
   
  APL 14 (EL 14) <bodyguard at platform> 
  Barbed Devils (2): hp 126 each; see Monster 
  Manual 51. 
  Orthons (6): hp 87 each; see Appendix 1. 
   
  APL 16 (EL 17) <at platform> 
  Horned Devil Commander: horned devil bard 2; 
  hp xx; see Appendix 1. 
   
  Untiered (EL 21; for the brave) 
  Aspect of Mammon: see Fiendish Codex II 145. 
   
  DEVELOPMENT 
   
  4: INFERNAL PESTS 
  <The pests arrive about 30 minutes after the 
  transition.> 
   
  Creatures: A swarm of spined devils spotted the 
  mass gathering of mortals and decided to have 
  some fun. They gathered a couple of  hell wasp 
  nests to throw it amongst the mortals to saw 
  distraction and of course to have some fun 
  themselves. They are all here to have fun, and 
  except for the hell wasps swarms they retreat if 
  things go badly. 
   
  APL 4 (EL 6) 
  Spined Devil (2): hp 19 each; see Fiendish Codex 
  II. 
  SND8-01S Save Our Souls – Round 2 
   
  Page 4 
  
   
  APL 6 (EL 8) 
  Spined Devil (4): hp 19 each; see Fiendish Codex 
  II. 
   
  APL 8 (EL 10) 
  Hellwasp Swarms (2): hp 93 each; see Monster 
  Manual 238. 
   
  APL 10 (EL 12) 
  Hellwasp Swarms (4): hp 93 each; see Monster 
  Manual 238. 
   
  Tactics: The tactics of the hellwasps is fairly 
  straightforward: kill as many things as possible by 
  flying to the greatest gathering of non-wasp beings 
  except for devils (who are immune to their poison 
  and suffer much less damage). They are intelligent 
  enough to focus on opponents with area of effect 
  attacks, but only after they have been used at 
  least once. The spined devils simply stay in the air 
  while raining their spines over every mortal they 
  can see. They focus their attacks on opponents 
  with ranged attacks. They flee when at 2 hit points. 
   
  Treasure: None. 
   
  Development: asasdasdas 
   
  5: WHEN OPPORTUNITY 
  KNOCKS 
  Opportunity Knocks about 30 minutes after the 
  fight with the pests and it should last about 30 
  minutes to 1 hour. The amnizu gang openly 
  approach, their leader makes it known that he is 
  here because of the direct orders of Mammon. For 
  the negotiations it is needed to know how many 
  mortals there are present at the fortress or else 
  run the risk that not all will be released. The gang 
  of pain devils mingles with the amnizu, but they 
  are treated with disdain and keep their distance 
  somewhat. The petitioners come from the other 
  direction and try to remain unseen. The imp just 
  flies in while invisible, trying to remain out of sight 
  of the erinyes. 
   
  Despite the fact that the different tables are 
  assigned to different areas in the fortress, it is best 
  if each table talks with all four factions separately. 
  The factions do not talk with the same group of 
  PCs at the same time. Each group has a particular 
  goal as described below. If the PCs oppose this 
  goal, they should succeed at a number of skill 
  checks (sometimes opposed) equal to their APL. 
  The descriptions below give suggestions for skill 
  checks that the PCs can use to achieve success 
  of sorts, but creative players could replace any of 
  these with others as long as they make a good 
  case for its use. It should include at least a 
  Diplomacy or Bluff skill check. The idea is to let 
  different PCs make different checks and to draw 
  them all into the roleplaying. Explain this to the 
  players before the start, but do not tell what skill 
  checks need to made or what the precise goals of 
  the devils are. This should be determined through 
  smart playing, skill checks and negotiations. 
   
  Amnizu Gang 
  The amnizu are protected by a group of legion 
  devils and a couple of orthons. The amnizu 
  captain is typical for its type: green, short, stocky 
  and winged, vaguely resembling a gargoyle. It has 
  an oversized, elongated head fitted with small, 
  porcine eyes, a pug nose, and a large, fang-filled 
  mouth. Large bat-wings spread from its back. Like 
  all amnizu it is arrogant, thinks it is very important 
  and wants mortals to obey him. He hates chaos. 
   
  Goal: Create perfect records on the amounts 
  of mortals, their morale inclination and power 
  present in the fortress. 
   
  Pain Devils Gang 
  The pain devil gang is a ragtag group of 
  nupperibo, legion devils, steel devils and even an 
  erinyes. The pain devils themselves look like 
  humans with blood-stained leather apron and a 
  black spiked mask that covers its complete face. 
  Only its baleful red eyes can be seen. It has no 
  hair and a pale skin. 
   
  Goal: Get the PCs to break the laws of the 
  place so that can practice their skills on these 
  tasty mortals. 
   
  Petitioners 
  The leader and primary negotiator of the petitioner 
  calls himself Bragoth, a smooth talking human with 
  bruises along the wrists and a somewhat bloated 
  appearance (he was drowned for double crossing 
  a crime lord). He tends to grovel a lot, and he is 
  very jumpy. If things do not go his way, he has a 
  tendency to become very rude, which is the result 
  of fear. He knows he is not an innocent soul, and 
  he is desperately afraid of what the devils will do 
  to him. Feel free to think of a couple of NPCs of 
  your own, just remember that none of them are 
  innocent and all show signs of how they died. 
   
  Goal: Convince the PCs to smuggle them (or 
  only him if that is what it takes) into the cellars of 
  the fortress and to help them escape from Hell. He 
  SND8-01S Save Our Souls – Round 2 
   
  Page 5 
  
  knows that without the help from the PCs there is 
  no chance at all to escape. 
   
  Offer: Bragoth cannot offer anything except 
  empty promises of eternal gratitude and trying to 
  play on the heroes’ sense of justice and 
  goodness. 
   
  Price: Helping the escaped petitioners IS a 
  serious crime and it would instantly remove any 
  protection the PCs might have from Mammon. Of 
  course, the idea of thwarting the devils might be 
  tempting enough. Even talking with the petitioners 
  would be a crime in the eyes of paranoid servants 
  of Mammon. The real irony is that handing over 
  the petitioners to the local pain devils or amnizu 
  will not help one thing against their hunters. The 
  PCs might not be breaking any laws, but claiming 
  the glory of their capture for them selves or other 
  devils is a deadly insult. 
   
  Note: A DC 20 Knowledge (the planes) or 
  Knowledge (religion) shows that while it is known 
  to happen that truly innocents arrive in Hell, it is 
  extremely rare. For it to happen to over a dozen of 
  souls at the same time is virtually impossible. Note 
  that these souls also detect as evil, although the 
  souls claim that this is due to their stay in hell, this 
  is simply not true. Whether or not keeping the 
  souls here would actually allow the souls to 
  escape remains to be seen as well. 
   
  Imp of Baalzebul 
  The imp Ishmael wanders through the whole 
  fortress invisible, trying to remain out of sight of 
  the other devils. He secretly contacts PCs that 
  keep their distance from the others (in other 
  words: who do not involve them selves in the 
  negotiations), trying to make its own deals in 
  private. 
   
  Goal: Learn what is going on and whether it is 
  a threat to its master’s plans. Getting the PCs and 
  the devils of Mammon into a fight would certainly 
  serve this goal. Of course, winning over souls to 
  his cause is also a good thing, so trying to get 
  loners to torture any of the prisoners and so on 
  would be great too. If this fails on a PC, you can 
  have it succeed on a former prisoner who acts 
  against another prisoner out of vengeance. 
   
  Offer: Ishmael has very little to offer even 
  though he acts all knowing and powerful. As an 
  imp he does not lie when making a deal, but if the 
  PCs jump to the wrong conclusions he cannot be 
  blamed. He knows that the PCs are truly in 
  Minauros. He knows that Mammon made some 
  kind of deal with the Wastri and that deal involves 
  a large exchange of souls. He is also willing to spy 
  upon the other factions present, and hence can tell 
  the PCs the truth about the petitioners, the goals 
  of the pain devils (luring the PCs into breaking a 
  law) and the amnizu (getting a good idea of the 
  price of souls present at the fortress for the 
  negotiations between Mammon, the Wastrians 
  and the PCs). 
   
  Price: At a bare minimum he wants an oath 
  from the PCs to protect him from harm to the best 
  of their ability while it is within the fortress both 
  from his fellow devils AND the mortals. If at all 
  possible, he tries to make that protection as wide 
  as possible. If it goes beyond the fortress, make a 
  note of this on the AR since it might have 
  consequences in future scenarios. He also 
  accepts the torture of one of prisoners or even 
  ones soul, but even though he starts this high, he 
  does not really expect the PC to take the bait. 
  Note that the imp is not smart enough bargainer to 
  realize that asking do-gooders to do something 
  evil even if you do not expect them to comply is a 
  bad negotiation technique. People who do not 
  trust you, are much less likely to make a good 
  deal. 
   
  Development: When the senior DM signals it, or 
  when the players initiate violence or are obviously 
  bored, the players have a 15 minute break while 
  the DMs discuss the results of this encounter in 
  preparation for Encounter 2 and Encounter 6. Note 
  that if you stop early, you should not forget to tell 
  this to the senior DM, who might decide to cut 
  things short if the majority of tables is finished 
  early. Otherwise the likely end point is after about 
  1 hour of role-playing. 
   
  6: SHATTERED PEACE 
  Depending on the PCs actions in Encounter 5 they 
  might one or more of the following opponents. 
  They work well together against a common enemy 
  despite the fact that they did not arrive as allies. At 
  a minimum the PCs face the hunting party sent out 
  to capture the escaped petitioners. If they helped 
  the petitioners in any way, or broke the law in any 
  other way, the pain devils and their minions open 
  the attack as well. The amnizu only involve 
  themselves if they are attacked during this 
  encounter, or learn that the PCs tried to fool them 
  when they were making a headcount of those 
  present at the fortress. The senior DM tells you 
  which to use. 
   
  HUNTING PARTY 
   
  SND8-01S Save Our Souls – Round 2 
   
  Page 6 
  
  APL 4 (EL 6) 
  Hell Hounds (3): hp 22 each; see Monster 
  Manual 151. 
   
  APL 6 (EL 7) 
  Hunter: narzegun devil; hp 45; see Appendix 1. 
  Nightmare: hp 45; see Monster Manual 194. 
  [Note: wears chain barding, +4 AC] 
   
  APL 8 (EL 9) 
  Hunters (2): narzegun devil; hp 45; see Appendix 
  1. 
  Nightmare (2): hp 45; see Monster Manual 194. 
  [Note: wears chain barding, +4 AC] 
   
  APL 10 (EL 12) 
  Devil Enforcer: bone devil; hp 95; see Monster 
  Manual 52. 
  Nessian Warhounds (2): hp 114 each; see 
  Monster Manual 151. 
   
  PAIN DEVILS 
   
  APL 4 (EL 4) 
  Imp: hp 13; see Monster Manual 56. 
  Nupperibo (3): hp 16 each; see Appendix 1. 
   
  APL 6 (EL 6) 
  Legion Devils (3): hp 19 each (special); see 
  Appendix 1. 
   
  APL 8 (EL 8) 
  Pain Devil: hp 76; see Appendix 1. 
  Or (when there is also an APL 10 table) 
  Steel Devils (2): hp 51 each; see Appendix 1. 
   
  APL 10 (EL 10) 
  Pain Devils (2): hp 76 each; see Appendix 1. 
  Erinyes: hp 85; see Monster Manual 54. 
   
  Tactics: sdfsdf 
   
  AMNIZU GUARDS 
   
  APL 4 (EL 4) 
  Legion Devils (2): hp 19 each (special); see 
  Appendix 1. 
   
  APL 6 (EL 6) 
  Legion Devils (4): hp 19 each (special); see 
  Appendix 1. 
   
  APL 8 (EL 8) 
  Amnizu: hp 49; see Appendix 1. 
  Bearded devil: hp 45; see Monster Manual 52. 
   
  APL 10 (EL 10) 
  Amnizu Captain: standard amnizu; hp 45; see 
  Appendix 1. 
  Orthons (2): hp 87 each; see Appendix 1. 
   
  Tactics: sdfsdf 
   
  CONCLUSION 
   
  Made a deal with a devil of Mammon: The PC 
  gets this AR item if they made a peaceful deal with 
  a devil in the service of Mammon or Mammon 
  himself. Depending on the circumstances, an 
  individual player (when done in secret) or the 
  whole table (if done openly such as for example in 
  Encounter 2). The exception is when a PC makes 
  a deal with the imp of Baalzebul. 
   
  Touched by Minauros: All PCs gain this AR item. 
   
  Favor of the Church of Trithereon: Any PC who 
  fought devils gets this favor, assuming any former 
  Sunndian prisoners survive the ordeal. 
    
  SND8-01S Save Our Souls – Round 2 
   
  Page 7 
  
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award. Award the total 
  value (objectives plus roleplaying) to each 
  character. 
   
  1: Deadly Mist 
  Defeated the opponents of the first fight 
  APL 10  
  XX XP 
  APL 12  
  XX XP 
  APL 14  
  XX XP 
  APL 16  
  XX XP 
   
  3: Bad Losers 
  Defeated the opponents of the first fight 
  APL 10  
  XX XP 
  APL 12  
  XX XP 
  APL 14  
  XX XP 
  APL 16  
  XX XP 
   
  4: Infernal Pests 
  APL 2  
  XX XP 
  APL 4  
  XX XP 
  APL 6  
  XX XP 
  APL 8  
  XX XP 
  APL 10  
  XX XP 
   
  6: Shattered Peace 
  APL 2  
  XX XP 
  APL 4  
  XX XP 
  APL 6  
  XX XP 
  APL 8  
  XX XP 
  APL 10  
  XX XP 
   
  Discretionary roleplaying award 
  APL 2  
  XX XP 
  APL 4  
  XX XP 
  APL 6  
  XX XP 
  APL 8  
  XX XP 
  APL 10  
  XX XP 
  APL 12  
  XX XP 
  APL 14  
  XX XP 
  APL 16  
  XX XP 
   
  Total Possible Experience 
  APL 2  
  XX XP 
  APL 4  
  XX XP 
  APL 6  
  XX XP 
  APL 8  
  XX XP 
  APL 10  
  XX XP 
  APL 12  
  XX XP 
  APL 14  
  XX XP 
  APL 16  
  XX XP 
   
  ADVENTURE RECORD ITEMS 
  Touched by Minaurus: By spending one use of 
  this power 1 opponent gets a -4 on its attack roll 
  with an attack of opportunity against you. By 
  spending 2 uses the opponent does not make the 
  attack of opportunity (and hence does not spend it 
  either). Activating the ability is an immediate action 
  that has to be done before the opponent makes its 
  attack of opportunity. It is a mind-affecting 
  compulsion. Uses: [  ]  [  ]  [  ]  [  ] 
   
  Favor of the Church of Trithereon: You gain 
  access to the feats Divine Censure, Divine Justice, 
  Pious Defiance and Undo Spell Resistance or the 
  prestige classes Hellbreaker and Hellreaver from 
  Fiendish Codex II.  Or you gain regional access to 
  any single item from the Items Found section 
  regardless 
  of 
  APL 
  played: 
  ________________________________________
  _________ 
   
  Made a Deal with a Devil of Mammon: This 
  might have consequences in future scenarios. 
   
   
  SND8-01S Save Our Souls – Round 2 
   
  Page 8 
  
  SND8-01S Save Our Souls – Round 2 
   
  Page 9 
  APPENDIX 1: APL 4
  4: INFERNAL PESTS 
  SPINED DEVILS* (2) 
  CR 4 
  *Fiendish Codex II 136  
  LE Small outsider (baatezu, evil, native, lawful) 
  Init +7; Senses see in darkness; Listen +7, Spot +7 
  Languages Celestial, Draconic, Infernal; telepathy 
  100 ft.  
  AC 24, touch 18, flat-footed 17 
   (+1 size, +7 Dex, +6 natural) 
  hp 19 (3 HD); DR 5/magic 
  Immune fire, poison 
  Resist acid 10, cold 10; SR 12 
  Fort +5, Ref +10, Will +4 
  Speed 20 ft. (4 squares), fly (average) 120 ft.; 
  Melee talon +4 (1d3 plus 1d4 fire) 
  Ranged spine +11 (1d3 plus 1d4 fire and see below) 
  Base Atk +3; Grp -1  
  Atk Options Point Blank Shot, Precise Shot 
  Special Actions spines, summon baatezu 
  Spell-Like Abilities (CL 5th): 
   3/day—disguise self, produce flame 
   1/day—stinking cloud (DC 14) 
  �Already cast 
  Abilities Str 10, Dex 25, Con 14, Int 8, Wis 13, Cha 
  13 
  SQ  
  Feats Point Blank Shot, Precise Shot 
  Skills Bluff +7, Diplomacy +1, Disguise +1 (+3 
  acting), Hide +17, Intimidate +3, Listen +7, Move 
  Silently +13, Sense Motive +7, Spot +7 
  Possessions combat gear plus  
  Spines (Ex) Each round, a spinagon can pluck a 
  spine from its body and hurl it as a standard action. 
  This is a ranged attack with a range of 60 feet and 
  no range increment. Each round, the spinagon 
  automatically regrows the lost spine. The spine 
  causes intense, distracting pain in its target. A 
  creature struck by a spine must succeed on a DC 
  13 Fortitude save or take a –2 penalty to AC and a 
  –10 foot penalty to speed. This penalty lasts for 1 
  minute or until the target receives healing of any 
  sort. The effects of multiple failed saves do not 
  stack. 
    
  6: SHATTERED PEACE 
  Pain Devils 
  NUPPERIBO* (3) 
  CR 2 
  *Fiendish Codex II 127  
  LE Medium outsider (baatezu, evil, extraplanar, 
  lawful) 
  Init -4; Senses Blindsight 30 ft.; Listen –, Spot +-2 
  (within 30 ft.) 
  Aura fear (10 ft., DC 11) 
  Languages Infernal (receive telepathy only) 
  Weakness Deaf  
  AC 14, touch 10, flat-footed 14 
   (+4 natural); 5 ranks Balance 
  hp 16 (2 HD); fast healing 3  
  Immune fire, poison, mind-affecting spells and 
  abilities 
  Resist acid 10, cold 10 
  Fort +5, Ref +3, Will +1 
  Speed 20 ft. (4 squares) 
  Melee halberd +5 (1d10+3/x3) or 
  Melee 2 claws each +4 (1d4+2) 
  Base Atk +2; Grp +4 
  Abilities Str 15, Dex 10, Con 14, Int 4, Wis 7, Cha 3 
  Feats Toughness, Weapon Focus (halberd)  
  Skills Balance +5, Climb +7, Hide +5, Jump +1, Swim 
  +7 
  Possessions combat gear plus halberd 
  Blindsight (Ex) A nupperibo can sense all foes within 
  30 feet as a sighted creature would. Beyond that 
  range it treats all targets as having total 
  concealment. A nupperibo is susceptible to scent-
  based attacks, however, and is affected normally 
  by overpowering odors. Negating a nupperibo’s 
  sense of smell effectively blinds it. 
  Fear Aura (Su) At the end of each nupperibo’s turns, 
  creatures within 10 feet of it must succeed on a DC 
  11 Will saving throw or be panicked for 5 rounds. 
  A creature that successfully saves cannot be 
  affected again by that same nupperibo’s aura for 
  24 hours. 
  Deaf (Ex) A nupperibo takes a –4 penalty on initiative 
  checks and automatically fails Listen checks. 
   
  Amnizu Guards 
  LEGION DEVILS (2) 
  CR 3 
  *Fiendish Codex II 122  
  LE Medium outsider (baatezu, evil, lawful, native) 
  Init +3; Senses see in darkness; Listen +0, Spot +0 
  Languages Infernal; telepathy 100 ft.  
  AC 21, touch 13, flat-footed 18 
   (+3 Dex, +3 armor, +3 shield, +2 natural); Mobility 
  hp 19 (3 HD); DR 5/magic; legion’s strength 
  Immune fire, poison, fear 
  Resist acid 10, cold 10, evasion 
  Fort +5, Ref +6, Will +5; legion’s defenses, legion’s 
  mind 
  Speed 30 ft. (6 squares); 
  Melee mwk longsword +8 (1d8+3/19-20) and 
   
  shield arm bash +1 (1d6+1) 
  Ranged longbow +6 (1d8/x3) 
  Base Atk +3; Grp +6  
  Atk Options legion’s battle skill 
  Special Actions legion’s advance 
  Combat Gear  
  Abilities Str 17, Dex 17, Con 15, Int 6, Wis 10, Cha 
  10 
  SQ  
  Feats Iron Will, Mobility, Weapon Focus (longsword)  
  
  Skills Climb +8, Craft (weaponsmithing) +4, Heal +6, 
  Intimidate +6, Jump +8, Ride +9 
  Possessions combat gear plus masterwork 
  longsword, longbow, 20 arrows, studded leather 
  armor 
  Legion’s Strength (Su) Legion devils combine their 
  physical vitality into one single pool of strength. In 
  many battles, legion devils seem to absorb blow 
  after blow, fighting on despite massive injuries, until 
  a single decisive attack against one causes all of 
  them to fall to the ground, slain. Legion devils 
  combine their hit points into one large pool. Any 
  damage that a legion devil takes comes from this 
  hit point pool. If the pool is reduced to 0, all the 
  legion devils in it immediately die. A legion devil 
  gains the pool’s benefit as long as it remains within 
  100 feet of the rest of the group. If forced to move 
  farther away, the legion devil reclaims some of its 
  hit points. Divide the hit points in the pool by the 
  number of devils in the group. The devil forced out 
  of the group gains that many hit points, and the 
  pool loses a like number. If the share is less than 1, 
  the devil immediately dies and the pool does not 
  lose any points. By the same token, if any devil 
  receives healing apply it to the devil’s total pool. 
  Legion’s Defenses (Su) If a spell, supernatural 
  ability, or other effect that allows a saving throw 
  targets more than one legion devil, all the devils 
  use the highest d20 result rolled by the group. 
  Legion’s Mind (Su) If a mind-affecting spell or ability 
  targets a single legion devil, the devil and all other 
  devils within 60 feet make saving throws against it. 
  If any devil succeeds, all the devils succeed. If all 
  the devils fail, they all suffer the effect of a failed 
  save. 
  Shield Arm (Ex) The left arm of a legion devil is 
  enlarged and heavily armored, providing it with a 
  +3 shield bonus to its Armor Class. A legion devil 
  can also use this arm to make a bashing attack as 
  a secondary weapon. A legion devil does not lose 
  its arm’s shield bonus when it attacks in this 
  manner. 
  Legion’s Battle Skill (Ex) Trained and experienced 
  in working together, legion devils gain a 4 bonus on 
  attack rolls for every other legion devil within 60 
  feet. 
  Legion’s Advance (Su) As a move action, a legion 
  devil can immediately teleport to a space adjacent 
  to any other legion devil within 100 feet. The legion 
  devil can continue its turn after using this ability as 
  normal. 
   
   
   
   
   
  SND8-01S Save Our Souls – Round 2 
   
  Page 10 
  
  APL 6 
  4: INFERNAL PESTS 
  SPINED DEVILS* (4) 
  CR 4 
  *Fiendish Codex II 136  
  LE Small outsider (baatezu, evil, native, lawful) 
  Init +7; Senses see in darkness; Listen +7, Spot +7 
  Languages Celestial, Draconic, Infernal; telepathy 
  100 ft.  
  AC 24, touch 18, flat-footed 17 
   (+1 size, +7 Dex, +6 natural) 
  hp 19 (3 HD); DR 5/magic 
  Immune fire, poison 
  Resist acid 10, cold 10; SR 12 
  Fort +5, Ref +10, Will +4 
  Speed 20 ft. (4 squares), fly (average) 120 ft.; 
  Melee talon +4 (1d3 plus 1d4 fire) 
  Ranged spine +11 (1d3 plus 1d4 fire and see below) 
  Base Atk +3; Grp -1  
  Atk Options Point Blank Shot, Precise Shot 
  Special Actions spines, summon baatezu 
  Spell-Like Abilities (CL 5th): 
   3/day—disguise self, produce flame 
   1/day—stinking cloud (DC 14) 
  �Already cast 
  Abilities Str 10, Dex 25, Con 14, Int 8, Wis 13, Cha 
  13 
  SQ  
  Feats Point Blank Shot, Precise Shot 
  Skills Bluff +7, Diplomacy +1, Disguise +1 (+3 
  acting), Hide +17, Intimidate +3, Listen +7, Move 
  Silently +13, Sense Motive +7, Spot +7 
  Possessions combat gear plus  
  Spines (Ex) Each round, a spinagon can pluck a 
  spine from its body and hurl it as a standard action. 
  This is a ranged attack with a range of 60 feet and 
  no range increment. Each round, the spinagon 
  automatically regrows the lost spine. The spine 
  causes intense, distracting pain in its target. A 
  creature struck by a spine must succeed on a DC 
  13 Fortitude save or take a –2 penalty to AC and a 
  –10 foot penalty to speed. This penalty lasts for 1 
  minute or until the target receives healing of any 
  sort. The effects of multiple failed saves do not 
  stack. 
   
  6: SHATTERED PEACE 
  Hunting Party 
  NARZEGUN 
  CR 5 
  *Fiendish Codex II 125.  
  LE Medium outsider (baatezu, evil, lawful, native) 
  Init +1; Senses see in darkness; Listen +11, Spot 
  +11 
  Languages Celestial, Common, Draconic, Infernal; 
  telepathy 100 ft.  
  AC 23, touch 11, flat-footed 22 
   (+1 Dex, +8 armor, +2 shield, +2 natural); 5 ranks 
  Balance 
  hp 45 (7 HD); DR 10/good 
  Immune fire, poison 
  Resist acid 10, cold 10; SR 15 
  Fort +7, Ref +6, Will +6 
  Speed 20 ft. in spiked full plate (4 squares), base 
  movement 30 ft.; 
  Melee mwk cold iron lance +11/+6 (1d8+3/x3) or 
  Melee mwk cold iron lance +13 (3d8+9/x3) with 
  Spirited Charge or 
  Melee mwk cold iron longsword +11/+6 (1d8+3/19-20) 
  Base Atk +7; Grp +10  
  Atk Options Mounted Combat, Ride-By Attack, 
  Trample 
  Special Actions baleful gaze 
  Combat Gear 2 potions of cure moderate wounds 
  Spell-Like Abilities (CL 5th): 
   At Will—scorching ray (+8 touch attack) 
   3/day—mount 
  �Already cast 
  Abilities Str 16, Dex 12, Con 15, Int 10, Wis 13, Cha 
  13 
  SQ  
  Feats Mounted Combat, Ride-By Attack, Skill Focus 
  (ride), Spirited Charge, Trample  
  Skills Balance +3, Climb –5 (-3 with ropes), Escape 
  Artist –7 (-5 with ropes), Handle Animal +11, 
  Intimidate +11, Knowledge (the planes) +10, Listen 
  +11, Ride +16, Spot +11, Survival +1 (+3 other 
  planes), Use Rope +11 
  Possessions combat gear plus masterwork cold iron 
  lance, masterwork cold iron longsword, cold iron 
  spiked full plate, heavy steel shield 
  Baleful Gaze (Su) Those who see a narzugon’s 
  unmasked face see their own worst fears reflected 
  in its eyes. This is a gaze attack that causes the 
  target to become shaken, range 30 ft. Will DC 14. 
  A creature that successfully saves cannot be 
  affected by that same narzugon’s baleful gaze for 
  24 hours. Baatezu are immune to baleful gaze. 
   
  Pain Devils 
  LEGION DEVILS (3) 
  CR 3 
  *Fiendish Codex II 122  
  LE Medium outsider (baatezu, evil, lawful, native) 
  Init +3; Senses see in darkness; Listen +0, Spot +0 
  Languages Infernal; telepathy 100 ft.  
  AC 21, touch 13, flat-footed 18 
   (+3 Dex, +3 armor, +3 shield, +2 natural); Mobility 
  hp 19 (3 HD); DR 5/magic; legion’s strength 
  Immune fire, poison, fear 
  Resist acid 10, cold 10, evasion 
  Fort +5, Ref +6, Will +5; legion’s defenses, legion’s 
  mind 
  Speed 30 ft. (6 squares); 
  Melee mwk longsword +8 (1d8+3/19-20) and 
   
  shield arm bash +1 (1d6+1) 
  Ranged longbow +6 (1d8/x3) 
  SND8-01S Save Our Souls – Round 2 
   
  Page 11 
  
  Base Atk +3; Grp +6  
  Atk Options legion’s battle skill 
  Special Actions legion’s advance 
  Combat Gear  
  Abilities Str 17, Dex 17, Con 15, Int 6, Wis 10, Cha 
  10 
  SQ  
  Feats Iron Will, Mobility, Weapon Focus (longsword)  
  Skills Climb +8, Craft (weaponsmithing) +4, Heal +6, 
  Intimidate +6, Jump +8, Ride +9 
  Possessions combat gear plus masterwork 
  longsword, longbow, 20 arrows, studded leather 
  armor 
  Legion’s Strength (Su) Legion devils combine their 
  physical vitality into one single pool of strength. In 
  many battles, legion devils seem to absorb blow 
  after blow, fighting on despite massive injuries, until 
  a single decisive attack against one causes all of 
  them to fall to the ground, slain. Legion devils 
  combine their hit points into one large pool. Any 
  damage that a legion devil takes comes from this 
  hit point pool. If the pool is reduced to 0, all the 
  legion devils in it immediately die. A legion devil 
  gains the pool’s benefit as long as it remains within 
  100 feet of the rest of the group. If forced to move 
  farther away, the legion devil reclaims some of its 
  hit points. Divide the hit points in the pool by the 
  number of devils in the group. The devil forced out 
  of the group gains that many hit points, and the 
  pool loses a like number. If the share is less than 1, 
  the devil immediately dies and the pool does not 
  lose any points. By the same token, if any devil 
  receives healing apply it to the devil’s total pool. 
  Legion’s Defenses (Su) If a spell, supernatural 
  ability, or other effect that allows a saving throw 
  targets more than one legion devil, all the devils 
  use the highest d20 result rolled by the group. 
  Legion’s Mind (Su) If a mind-affecting spell or ability 
  targets a single legion devil, the devil and all other 
  devils within 60 feet make saving throws against it. 
  If any devil succeeds, all the devils succeed. If all 
  the devils fail, they all suffer the effect of a failed 
  save. 
  Shield Arm (Ex) The left arm of a legion devil is 
  enlarged and heavily armored, providing it with a 
  +3 shield bonus to its Armor Class. A legion devil 
  can also use this arm to make a bashing attack as 
  a secondary weapon. A legion devil does not lose 
  its arm’s shield bonus when it attacks in this 
  manner. 
  Legion’s Battle Skill (Ex) Trained and experienced 
  in working together, legion devils gain a 4 bonus on 
  attack rolls for every other legion devil within 60 
  feet. 
  Legion’s Advance (Su) As a move action, a legion 
  devil can immediately teleport to a space adjacent 
  to any other legion devil within 100 feet. The legion 
  devil can continue its turn after using this ability as 
  normal. 
   
  Amnizu Guards 
  LEGION DEVILS (4) 
  CR 3 
  *Fiendish Codex II 122  
  LE Medium outsider (baatezu, evil, lawful, native) 
  Init +3; Senses see in darkness; Listen +0, Spot +0 
  Languages Infernal; telepathy 100 ft.  
  AC 21, touch 13, flat-footed 18 
   (+3 Dex, +3 armor, +3 shield, +2 natural); Mobility 
  hp 19 (3 HD); DR 5/magic; legion’s strength 
  Immune fire, poison, fear 
  Resist acid 10, cold 10, evasion 
  Fort +5, Ref +6, Will +5; legion’s defenses, legion’s 
  mind 
  Speed 30 ft. (6 squares); 
  Melee mwk longsword +8 (1d8+3/19-20) and 
   
  shield arm bash +1 (1d6+1) 
  Ranged longbow +6 (1d8/x3) 
  Base Atk +3; Grp +6  
  Atk Options legion’s battle skill 
  Special Actions legion’s advance 
  Combat Gear  
  Abilities Str 17, Dex 17, Con 15, Int 6, Wis 10, Cha 
  10 
  SQ  
  Feats Iron Will, Mobility, Weapon Focus (longsword)  
  Skills Climb +8, Craft (weaponsmithing) +4, Heal +6, 
  Intimidate +6, Jump +8, Ride +9 
  Possessions combat gear plus masterwork 
  longsword, longbow, 20 arrows, studded leather 
  armor 
  Legion’s Strength (Su) Legion devils combine their 
  physical vitality into one single pool of strength. In 
  many battles, legion devils seem to absorb blow 
  after blow, fighting on despite massive injuries, until 
  a single decisive attack against one causes all of 
  them to fall to the ground, slain. Legion devils 
  combine their hit points into one large pool. Any 
  damage that a legion devil takes comes from this 
  hit point pool. If the pool is reduced to 0, all the 
  legion devils in it immediately die. A legion devil 
  gains the pool’s benefit as long as it remains within 
  100 feet of the rest of the group. If forced to move 
  farther away, the legion devil reclaims some of its 
  hit points. Divide the hit points in the pool by the 
  number of devils in the group. The devil forced out 
  of the group gains that many hit points, and the 
  pool loses a like number. If the share is less than 1, 
  the devil immediately dies and the pool does not 
  lose any points. By the same token, if any devil 
  receives healing apply it to the devil’s total pool. 
  Legion’s Defenses (Su) If a spell, supernatural 
  ability, or other effect that allows a saving throw 
  targets more than one legion devil, all the devils 
  use the highest d20 result rolled by the group. 
  Legion’s Mind (Su) If a mind-affecting spell or ability 
  targets a single legion devil, the devil and all other 
  devils within 60 feet make saving throws against it. 
  If any devil succeeds, all the devils succeed. If all 
  the devils fail, they all suffer the effect of a failed 
  save. 
  SND8-01S Save Our Souls – Round 2 
   
  Page 12 
  
  Shield Arm (Ex) The left arm of a legion devil is 
  enlarged and heavily armored, providing it with a 
  +3 shield bonus to its Armor Class. A legion devil 
  can also use this arm to make a bashing attack as 
  a secondary weapon. A legion devil does not lose 
  its arm’s shield bonus when it attacks in this 
  manner. 
  Legion’s Battle Skill (Ex) Trained and experienced 
  in working together, legion devils gain a 4 bonus on 
  attack rolls for every other legion devil within 60 
  feet. 
  Legion’s Advance (Su) As a move action, a legion 
  devil can immediately teleport to a space adjacent 
  to any other legion devil within 100 feet. The legion 
  devil can continue its turn after using this ability as 
  normal. 
   
   
   
   
   
  SND8-01S Save Our Souls – Round 2 
   
  Page 13 
  
  SND8-01S Save Our Souls – Round 2 
   
  Page 14 
  APL 8 
  6: SHATTERED PEACE 
  Hunting Party 
  NARZEGUN (2) 
  CR 5 
  *Fiendish Codex II 125.  
  LE Medium outsider (baatezu, evil, lawful, native) 
  Init +1; Senses see in darkness; Listen +11, Spot 
  +11 
  Languages Celestial, Common, Draconic, Infernal; 
  telepathy 100 ft.  
  AC 23, touch 11, flat-footed 22 
   (+1 Dex, +8 armor, +2 shield, +2 natural); 5 ranks 
  Balance 
  hp 45 (7 HD); DR 10/good 
  Immune fire, poison 
  Resist acid 10, cold 10; SR 15 
  Fort +7, Ref +6, Will +6 
  Speed 20 ft. in spiked full plate (4 squares), base 
  movement 30 ft.; 
  Melee mwk cold iron lance +11/+6 (1d8+3/x3) or 
  Melee mwk cold iron lance +13 (3d8+9/x3) with 
  Spirited Charge or 
  Melee mwk cold iron longsword +11/+6 (1d8+3/19-20) 
  Base Atk +7; Grp +10  
  Atk Options Mounted Combat, Ride-By Attack, 
  Trample 
  Special Actions baleful gaze 
  Combat Gear 2 potions of cure moderate wounds 
  Spell-Like Abilities (CL 5th): 
   At Will—scorching ray (+8 touch attack) 
   3/day—mount 
  �Already cast 
  Abilities Str 16, Dex 12, Con 15, Int 10, Wis 13, Cha 
  13 
  SQ  
  Feats Mounted Combat, Ride-By Attack, Skill Focus 
  (ride), Spirited Charge, Trample  
  Skills Balance +3, Climb –5 (-3 with ropes), Escape 
  Artist –7 (-5 with ropes), Handle Animal +11, 
  Intimidate +11, Knowledge (the planes) +10, Listen 
  +11, Ride +16, Spot +11, Survival +1 (+3 other 
  planes), Use Rope +11 
  Possessions combat gear plus masterwork cold iron 
  lance, masterwork cold iron longsword, cold iron 
  spiked full plate, heavy steel shield 
  Baleful Gaze (Su) Those who see a narzugon’s 
  unmasked face see their own worst fears reflected 
  in its eyes. This is a gaze attack that causes the 
  target to become shaken, range 30 ft. Will DC 14. 
  A creature that successfully saves cannot be 
  affected by that same narzugon’s baleful gaze for 
  24 hours. Baatezu are immune to baleful gaze. 
   
  Pain Devils 
  PAIN DEVIL 
  CR 7 
  *Fiendish Codex II 132  
  LE Medium outsider (baatezu, evil, lawful, native) 
  Init +6; Senses see in darkness; Listen +11, Spot 
  +11 
  Aura torment (10 ft., DC 15) 
  Languages Celestial, Common, Infernal; telepathy 
  100 ft. 
  AC 20, touch 12, flat-footed 18 
   (+2 Dex, +2 armor, +6 natural) 
  hp 76 (8 HD); DR 10/magic 
  Immune fire, poison 
  Resist acid 10, cold 10; SR 17 
  Fort +11, Ref +8, Will +6 
  Speed 30 ft. (6 squares); 
  Melee hell scourge +15/+10 (2d4+7/19-20 plus 
  agony’s caress) 
  Space 5 ft.; Reach 5 ft. (10 ft. with hell’s scourge) 
  Base Atk +8; Grp +11  
  Atk Options  
  Special Actions agony’s caress, storm of pain, 
  torturer’s eye 
  Spell-Like Abilities (CL 8th): 
   At Will—greater teleport (self plus 50 pounds of 
  objects only), vampiric touch 
   3/day—cure moderate wounds, wave of grief (DC 
  15) (SC) 
  �Already cast 
  Abilities Str 16, Dex 15, Con 20, Int 11, Wis 10, Cha 
  13 
  SQ sadism 
  Feats Improved Critical (spiked chain), Improved 
  Initiative, Weapon Focus (spiked chain)   
  Skills Bluff +12, Diplomacy +5, Disguise +1 (+3 
  acting), Escape Artist +13, Handle Animal +12, 
  Intimidate +14, Listen +11, Ride +4, Sense Motive 
  +11, Spot +11, Use Rope +13 (+17 bindings) 
  Possessions combat gear plus hell scourge, leather 
  armor, masterwork torturer’s tools 
  Agony’s Caress (Su) Pain devils can send arcane 
  energy cascading down their weapons to leave 
  their victims wracked with pain beyond imagining. 
  Any creature struck by a pain devil’s armed or 
  unarmed melee attacks must attempt a DC 15 
  Fortitude save/ On a failed save, the target loses a 
  move action on his next turn. This ability affects 
  only living creatures. 
  Aura of Torment (Su) A pain devil creates a 
  supernatural aura of pain and misery. All within this 
  area suffer painful cuts and wounds that 
  spontaneously appear on their bodies. At the end 
  of each of a pain devil’s turns, creatures within 10 
  feet of it must succeed on a DC 15 Will save or 
  take 1d6 points of damage. Baatezu are immune to 
  the aura. 
  Hell Scourge A hell scourge is a +3 cold iron spiked 
  chain. It functions only in the hands of a pain devil. 
  A pain devil can create a new one as a swift action. 
  If it loses possession of its hell scourge, the 
  weapon crumbles into worthless dust. 
  
  Sadism (Ex) For every 10 points of damage a pain 
  devil deals in a round, it gains a +1 luck bonus on 
  attack rolls, saving throws, and skill checks in the 
  following round. 
  Storm of Pain (Ex) As a full-round action, a pain devil 
  can whirl its hell scourge above its head in a wide, 
  deadly arc. Anyone who draws close to the pain 
  devil must dodge past the scourge. When a pain 
  devil uses this ability, any creature that enters a 
  square it threatens takes 1d4 points of damage. A 
  creature can choose to move at half speed to avoid 
  this damage. A creature takes this damage each 
  time it enters a pain devil’s threatened square.  
  Torturer’s Eye (Ex) As a move action, a pain devil 
  can study an opponent’s defenses and identify the 
  proper place to attack to negate them. When a pain 
  devil uses this ability, it ignores the target’s 
  damage reduction for the rest of its turn.  
   
  Or (when there is also an APL 10 table) 
   
  STEEL DEVILS* (2) 
  CR 6 
  *Fiendish Codex II 137  
  LE Medium outsider (baatezu, evil, extraplanar, 
  lawful) 
  Init +3; Senses see in darkness; Listen +8, Spot +8 
  Languages Celestial, Draconic, Infernal; telepathy 
  100 ft.  
  AC 26, touch 9, flat-footed 26 
   (-1 Dex, +17 natural); 5 ranks Balance 
  hp 51 (6 HD); DR 5/good 
  Immune fire, poison, mind-affecting spells and 
  abilities, sleep effects, stun, paralysis, death effects 
  Resist acid 10, cold 10; SR 16 
  Fort +9, Ref +4, Will +4 
  Speed 20 ft. (4 squares) 
  Melee mwk cold iron greatsword +11/+6 (2d6+4/19-
  20)  
  Base Atk +6; Grp +9 
  Atk Options Combat Expertise, push +7 
  Special Actions chant, formation fighting 
  Spell-Like Abilities (CL 6th): 
   At Will—greater command (DC 17), haste (self 
  only), scare (DC 14) 
  Abilities Str 16, Dex 8, Con 19, Int 13, Wis 9, Cha 14 
  Feats Combat Expertise, Improved Initiative, Weapon 
  Focus (greatsword) 
  Skills Balance +8, Diplomacy +11, Intimidate +11, 
  Jump +6, Knowledge (geography) +10, Knowledge 
  (the planes) +10, Listen +8, Ride +8. Survival -1 
  Possessions combat gear plus masterwork cold iron 
  greatsword 
  Chant (Su) As a swift action, a steel devil can begin 
  to chant. For 1 minute starting immediately after it 
  uses this ability, the steel devil produces a horrid, 
  rhythmic shrieking that sounds like metal rasping 
  against metal. Any spellcasters within 30 feet of a 
  chanting steel devil must make a Concentration 
  check (DC 15 + the spell’s level) to cast a spell. 
  This DC increases by 1 for each chanting steel 
  devil beyond the first. Silence and similar effects 
  negate this ability. 
  Formation Fighting (Ex) If a square adjacent to a 
  steel devil is occupied by another steel devil, both 
  gain a +2 bonus on attack rolls, damage rolls, and 
  saving throws so long as they remain adjacent. 
  Bonuses gained from multiple steel devils stack. 
  Push (Ex) A steel devil’s attacks hammer home with 
  such tremendous force that they can force 
  opponents to move. Each time a steel devil strikes 
  an opponent in melee, it can make a Strength 
  check opposed by the target’s Strength check; the 
  steel devil gains a +4 racial bonus on this check. If 
  the devil succeeds, it forces its opponent to move 5 
  feet in a direction of its choice. Large or larger 
  creatures gain a  +4 bonus on this check per size 
  category larger than a steel devil, and Small or 
  smaller ones take a –4 penalty per size category 
  smaller than the steel devil. 
   
  Amnizu Guards 
  AMNIZU 
  CR 7 
  *Fiendish Codex II 112  
  LE Medium outsider (baatezu, evil, lawful, native) 
  Init +4; Senses see in darkness; Listen +0, Spot +17 
  Languages Celestial, Draconic, Infernal; telepathy 
  100 ft.  
  AC 21, touch 10, flat-footed 21 
   (+11 natural); 5 ranks Tumble 
  hp 49 (9 HD); regeneration 4; DR 10/good 
  Immune fire, poison; secure intelligence 
  Resist acid 10, cold 10; SR 18 
  Fort +7, Ref +6, Will +8 
  Speed 30 ft. (6 squares), fly (average) 60 ft.; 
  Melee stupefying touch +10 (2d4 plus Int damage) 
  Base Atk +9; Grp +10  
  Atk Options  
  Special Actions  
  Combat Gear potion of cure light wounds, potion of 
  mage armor 
  Spell-Like Abilities (CL 14th): 
   3/day—quickened fireball (DC 16) 
  �Already cast 
  Abilities Str 12, Dex 11, Con 13, Int 15, Wis 11, Cha 
  16 
  SQ  
  Feats Ability Focus (stupefying touch), Combat 
  Casting, Improved Initiative, Quicken Spell-Like 
  ability (fireball)  
  Skills Balance +6, Concentration +13 (+17 casting 
  defensively), Diplomacy +9, Hide +12, Jump +7, 
  Knowledge (the planes) +14, Search +14, Sense 
  Motive +12, Spellcraft +14, Spot +17, Survival +0 
  (+2 other planes or following tracks), Swim +13, 
  Tumble +12 
  Possessions combat gear plus eyes of the eagle 
  Regeneration (Ex) Acid, good-aligned weapons, and 
  spells or effects with the good descriptor deal 
  normal damage to an amnizu. 
  SND8-01S Save Our Souls – Round 2 
   
  Page 15 
  
  Secure Intelligence (Ex) Immune to any effect that 
  would damage, drain, or otherwise reduce its 
  Intelligence score. 
  Stupefying Touch (Su) In addition to the damage, 
  creatures struck by stupefying touch must succeed 
  on a DC 19 Will save or take 2d4 points of 
  Intelligence damage. 
   
   
   
   
   
   
   
  SND8-01S Save Our Souls – Round 2 
   
  Page 16 
  
  SND8-01S Save Our Souls – Round 2 
   
  Page 17 
  APL 10
  1: DEADLY MIST 
   
   
   
  ASSASSIN DEVIL* 
  CR 11 
  *Fiendish Codex II 114  
  LE Medium outsider (baatezu, evil, native, lawful) 
  Init +9; Senses blindsight 60 ft., see in darkness; 
  Listen +23, Spot +23 
  Languages Celestial, Common, Draconic, Infernal; 
  Telepathy 100 ft.  
  AC 27, touch 19, flat-footed 18 
   (+9 Dex, +8 natural); Dodge, Mobility, improved 
  uncanny dodge, 5 ranks Balance, 5 ranks Tumble 
  Miss Chance 20% shadow form 
  hp 105 (14 HD); DR 10/good 
  Immune fire, poison, nondetection 
  Resist acid 10, cold 10, evasion; SR 21 
  Fort +12, Ref +18, Will +15 
  Speed 30 ft. (6 squares); Spring Attack 
  Melee mwk cold iron longsword +20/+15/+10 
  (1d8+6/17-20) 
  Base Atk +14; Grp +18  
  Atk Options sneak attack +5d6 
  Special Actions assassin’s shadow step, shadow 
  form 
  Combat Gear elixir of sneaking, 3 potions of cure light 
  wounds 
  Spell-Like Abilities (CL 14th): 
   At Will—dimension door, fog cloud, nondetection, 
  tongues 
   1/day—greater teleport (self plus 50 pounds of 
  onjects only) 
  �Already cast 
  Abilities Str 19, Dex 28, Con 17, Int 16, Wis 22, Cha 
  17 
  SQ  
  Feats Dodge, Improved Critical (longsword), Mobility, 
  Spring Attack, Weapon Focus (longsword)  
  Skills Balance +28, Bluff +20, Climb +21, Diplomacy 
  +7, Disguise +3 (+5 acting), Escape Artist +26, 
  Hide +26, Intimidate +5, Jump +23, Listen +23, 
  Move Silently +26,Sense Motive +23, Spot +23, 
  Tumble +28, Use Rope +9 (+11 bindings) 
  Possessions combat gear plus masterwork cold iron 
  longsword 
  Assassin’s Shadow Step (Su) As a swift action, an 
  assassin devil can turn invisible until the end of its 
  current turn. The creature remains invisible even if 
  it attacks. An assassin devil can use this ability at 
  will. 
  Shadow Form (Su) As a swift action, an assassin 
  devil can cause itself to turn into a shadowy, 
  indistinct figure seemingly carved from pure 
  shadow. While in this form, an assassin devil has 
  concealment (20% miss chance) in all but sunlight 
  or in the area of a daylight spell. In addition, an 
  assassin devil gains a +4 bonus on Hide checks. 
  An assassin devil can end this effect with a second 
  swift action, and it can remain in shadow form for 
  as long as it wishes. 
   
  3: BAD LOSERS 
  Mammon’s Defenders 
  LEGION DEVILS (8) 
  CR 3 
  *Fiendish Codex II 122  
  LE Medium outsider (baatezu, evil, lawful, native) 
  Init +3; Senses see in darkness; Listen +0, Spot +0 
  Languages Infernal; telepathy 100 ft.  
  AC 21, touch 13, flat-footed 18 
   (+3 Dex, +3 armor, +3 shield, +2 natural); Mobility 
  hp 19 (3 HD); DR 5/magic; legion’s strength 
  Immune fire, poison, fear 
  Resist acid 10, cold 10, evasion 
  Fort +5, Ref +6, Will +5; legion’s defenses, legion’s 
  mind 
  Speed 30 ft. (6 squares); 
  Melee mwk longsword +8 (1d8+3/19-20) and 
   
  shield arm bash +1 (1d6+1) 
  Ranged longbow +6 (1d8/x3) 
  Base Atk +3; Grp +6  
  Atk Options legion’s battle skill 
  Special Actions legion’s advance 
  Combat Gear  
  Abilities Str 17, Dex 17, Con 15, Int 6, Wis 10, Cha 
  10 
  SQ  
  Feats Iron Will, Mobility, Weapon Focus (longsword)  
  Skills Climb +8, Craft (weaponsmithing) +4, Heal +6, 
  Intimidate +6, Jump +8, Ride +9 
  Possessions combat gear plus masterwork 
  longsword, longbow, 20 arrows, studded leather 
  armor 
  Legion’s Strength (Su) Legion devils combine their 
  physical vitality into one single pool of strength. In 
  many battles, legion devils seem to absorb blow 
  after blow, fighting on despite massive injuries, until 
  a single decisive attack against one causes all of 
  them to fall to the ground, slain. Legion devils 
  combine their hit points into one large pool. Any 
  damage that a legion devil takes comes from this 
  hit point pool. If the pool is reduced to 0, all the 
  legion devils in it immediately die. A legion devil 
  gains the pool’s benefit as long as it remains within 
  100 feet of the rest of the group. If forced to move 
  farther away, the legion devil reclaims some of its 
  hit points. Divide the hit points in the pool by the 
  number of devils in the group. The devil forced out 
  of the group gains that many hit points, and the 
  pool loses a like number. If the share is less than 1, 
  the devil immediately dies and the pool does not 
  lose any points. By the same token, if any devil 
  receives healing apply it to the devil’s total pool. 
  Legion’s Defenses (Su) If a spell, supernatural 
  ability, or other effect that allows a saving throw 
  targets more than one legion devil, all the devils 
  use the highest d20 result rolled by the group. 
  
  Legion’s Mind (Su) If a mind-affecting spell or ability 
  targets a single legion devil, the devil and all other 
  devils within 60 feet make saving throws against it. 
  If any devil succeeds, all the devils succeed. If all 
  the devils fail, they all suffer the effect of a failed 
  save. 
  Shield Arm (Ex) The left arm of a legion devil is 
  enlarged and heavily armored, providing it with a 
  +3 shield bonus to its Armor Class. A legion devil 
  can also use this arm to make a bashing attack as 
  a secondary weapon. A legion devil does not lose 
  its arm’s shield bonus when it attacks in this 
  manner. 
  Legion’s Battle Skill (Ex) Trained and experienced 
  in working together, legion devils gain a 4 bonus on 
  attack rolls for every other legion devil within 60 
  feet. 
  Legion’s Advance (Su) As a move action, a legion 
  devil can immediately teleport to a space adjacent 
  to any other legion devil within 100 feet. The legion 
  devil can continue its turn after using this ability as 
  normal. 
   
  6: SHATTERED PEACE 
  Pain Devils 
  PAIN DEVILS (2) 
  CR 7 
  *Fiendish Codex II 132  
  LE Medium outsider (baatezu, evil, lawful, native) 
  Init +6; Senses see in darkness; Listen +11, Spot +11 
  Aura torment (10 ft., DC 15) 
  Languages Celestial, Common, Infernal; telepathy 
  100 ft. 
  AC 20, touch 12, flat-footed 18 
   (+2 Dex, +2 armor, +6 natural) 
  hp 76 (8 HD); DR 10/magic 
  Immune fire, poison 
  Resist acid 10, cold 10; SR 17 
  Fort +11, Ref +8, Will +6 
  Speed 30 ft. (6 squares); 
  Melee hell scourge +15/+10 (2d4+7/19-20 plus 
  agony’s caress) 
  Space 5 ft.; Reach 5 ft. (10 ft. with hell’s scourge) 
  Base Atk +8; Grp +11  
  Atk Options  
  Special Actions agony’s caress, storm of pain, 
  torturer’s eye 
  Spell-Like Abilities (CL 8th): 
   At Will—greater teleport (self plus 50 pounds of 
  objects only), vampiric touch 
   3/day—cure moderate wounds, wave of grief (DC 
  15) (SC) 
  �Already cast 
  Abilities Str 16, Dex 15, Con 20, Int 11, Wis 10, Cha 
  13 
  SQ sadism 
  Feats Improved Critical (spiked chain), Improved 
  Initiative, Weapon Focus (spiked chain)   
  Skills Bluff +12, Diplomacy +5, Disguise +1 (+3 
  acting), Escape Artist +13, Handle Animal +12, 
  Intimidate +14, Listen +11, Ride +4, Sense Motive 
  +11, Spot +11, Use Rope +13 (+17 bindings) 
  Possessions combat gear plus hell scourge, leather 
  armor, masterwork torturer’s tools 
  Agony’s Caress (Su) Pain devils can send arcane 
  energy cascading down their weapons to leave 
  their victims wracked with pain beyond imagining. 
  Any creature struck by a pain devil’s armed or 
  unarmed melee attacks must attempt a DC 15 
  Fortitude save/ On a failed save, the target loses a 
  move action on his next turn. This ability affects 
  only living creatures. 
  Aura of Torment (Su) A pain devil creates a 
  supernatural aura of pain and misery. All within this 
  area suffer painful cuts and wounds that 
  spontaneously appear on their bodies. At the end 
  of each of a pain devil’s turns, creatures within 10 
  feet of it must succeed on a DC 15 Will save or 
  take 1d6 points of damage. Baatezu are immune to 
  the aura. 
  Hell Scourge A hell scourge is a +3 cold iron spiked 
  chain. It functions only in the hands of a pain devil. 
  A pain devil can create a new one as a swift action. 
  If it loses possession of its hell scourge, the 
  weapon crumbles into worthless dust. 
  Sadism (Ex) For every 10 points of damage a pain 
  devil deals in a round, it gains a +1 luck bonus on 
  attack rolls, saving throws, and skill checks in the 
  following round. 
  Storm of Pain (Ex) As a full-round action, a pain devil 
  can whirl its hell scourge above its head in a wide, 
  deadly arc. Anyone who draws close to the pain 
  devil must dodge past the scourge. When a pain 
  devil uses this ability, any creature that enters a 
  square it threatens takes 1d4 points of damage. A 
  creature can choose to move at half speed to avoid 
  this damage. A creature takes this damage each 
  time it enters a pain devil’s threatened square.  
  Torturer’s Eye (Ex) As a move action, a pain devil 
  can study an opponent’s defenses and identify the 
  proper place to attack to negate them. When a pain 
  devil uses this ability, it ignores the target’s 
  damage reduction for the rest of its turn.  
   
  Amnizu Guards 
  AMNIZU 
  CR 7 
  *Fiendish Codex II 112  
  LE Medium outsider (baatezu, evil, lawful, native) 
  Init +4; Senses see in darkness; Listen +0, Spot +17 
  Languages Celestial, Draconic, Infernal; telepathy 
  100 ft.  
  AC 21, touch 10, flat-footed 21 
   (+11 natural); 5 ranks Tumble 
  hp 49 (9 HD); regeneration 4; DR 10/good 
  Immune fire, poison; secure intelligence 
  Resist acid 10, cold 10; SR 18 
  Fort +7, Ref +6, Will +8 
  Speed 30 ft. (6 squares), fly (average) 60 ft.; 
  Melee stupefying touch +10 (2d4 plus Int damage) 
  Base Atk +9; Grp +10  
  SND8-01S Save Our Souls – Round 2 
   
  Page 18 
  
  Atk Options  
  Special Actions  
  Combat Gear potion of cure light wounds, potion of 
  mage armor 
  Spell-Like Abilities (CL 14th): 
   3/day—quickened fireball (DC 16) 
  �Already cast 
  Abilities Str 12, Dex 11, Con 13, Int 15, Wis 11, Cha 
  16 
  SQ  
  Feats Ability Focus (stupefying touch), Combat 
  Casting, Improved Initiative, Quicken Spell-Like 
  ability (fireball)  
  Skills Balance +6, Concentration +13 (+17 casting 
  defensively), Diplomacy +9, Hide +12, Jump +7, 
  Knowledge (the planes) +14, Search +14, Sense 
  Motive +12, Spellcraft +14, Spot +17, Survival +0 
  (+2 other planes or following tracks), Swim +13, 
  Tumble +12 
  Possessions combat gear plus eyes of the eagle 
  Regeneration (Ex) Acid, good-aligned weapons, and 
  spells or effects with the good descriptor deal 
  normal damage to an amnizu. 
  Secure Intelligence (Ex) Immune to any effect that 
  would damage, drain, or otherwise reduce its 
  Intelligence score. 
  Stupefying Touch (Su) In addition to the damage, 
  creatures struck by stupefying touch must succeed 
  on a DC 19 Will save or take 2d4 points of 
  Intelligence damage. 
   
  ORTHONS (2) 
  CR 8 
  * Fiendish Codex II 128 
  LE Large Outsider (baatezu, evil, extraplanar, lawful) 
  Init +1; Senses see in darkness, see invisibility; 
  Listen +12, Spot +12 
  Languages Celestial, Draconic, Infernal; Telepathy 
  100 ft.  
  AC 24, touch 10, flat-footed 23 
   (-1 size, +1 Dex, +8 armor, +6 natural); 5 ranks 
  Balance 
  hp 87 (7 HD); DR 5/good or silver 
  Immune fire, poison 
  Resist acid 10, cold 10, stability (+4 against bull rush 
  and trip); SR 18  
  Fort +13, Ref +6, Will +9 
  Speed 20 ft. (4 squares) 
  Melee hellspear +14/+9 (2d6+9/x3) 
  Ranged hellfire crossbow +7 ranged touch (2d6/19-
  20) 
  Space 10 ft.; Reach 10 ft., 20 ft. with hellspear 
  Base Atk +7; Grp +17 
  Atk Options hell stroke 
  Special Actions dimensional interference, formation 
  fighting, maggot burst 
  Spell-Like Abilities (CL 7th): 
   At Will—greater teleport (self plus 50 pounds of 
  objects only), see invisibility 
  Abilities Str 22, Dex 13, Con 26, Int 8, Wis 15, Cha 
  11 
  Feats Exotic Weapon Proficiency (hellspear), Iron 
  Will, Weapon Focus (hellspear)  
  Skills Balance +11, Climb +16, Intimidate +10, Jump 
  +10, Listen +12, Search +9, Spot +12, Survival +2 
  (+4 following tracks) 
  Possessions combat gear plus hellspear, hellfire 
  crossbow 
  Hellspear This exotic weapon has reach, but unlike 
  most other reach weapons, it is also usable against 
  opponents within its wielder’s normal reach. It is a 
  masterwork cold iron weapon. 
  Hellfire Crossbow Any devil that carries it can use a 
  move action to focus the crossbow on a single 
  target and let loose a stream of pure hellfire as a 
  ranged touch attack. This energy appears as flame, 
  but it has no energy type (and thus ignores 
  resistances and immunities). A hellfire crossbow 
  has a maximum range or 400 feet and no range 
  increment. This weapon functions only in the hands 
  of a baatezu. Other creatures are unable to focus 
  the energy needed to spawn the bolt of energy 
  from it. 
  Hell Stroke (Ex) When using a full attack action, an 
  orthon can choose to make an extra attack at its 
  highest attack bonus against an opponent adjacent 
  to the target of its first attack. The orthon makes its 
  first attack as normal, and then decides if it wants 
  to use its hell stroke ability. If it uses this option, it 
  cannot make any of the extra attacks from its full 
  attack action. Otherwise, it takes them as normal. 
  Note that the second attack granted by this ability 
  must be against a different target. The second 
  target must be within the orthon’s reach. 
  Dimensional Interference (Su) At will, as a swift 
  action, an orthon can emit a 20-foot-radius field 
  that disrupts extradimensional movement. All 
  creatures within the area are prevented from using 
  any spell or spell-like ability that provides such 
  movement, as if affectd by a dimensional anchor 
  spell. Each use of the field lasts for 4 rounds. There 
  is no save against this ability. 
  Formation Fighting (Ex) If a square adjacent to an 
  orthon is occupied by another orthon, both gain a 
  +2 bonus on attack rolls, damage rolls, and saving 
  throws so long as they remain adjacent. Bonuses 
  gained from multiple orthons stack. 
  Magot Burst (Ex) When an orthon is slain, he 
  maggots burst from its body in search of a new 
  meal. Luckily, they cannot survive away from their 
  original host for long. When an orthon takes a 
  critical hit, or if it is slain, maggots surge from its 
  body. All creatures other than baatezu within 10 
  feet of the orthon take 2d6 points of damage as the 
  maggots swarm over the area, gnawing and biting 
  all in their path. 
   
   
  SND8-01S Save Our Souls – Round 2 
   
  Page 19 
  
  SND8-01S Save Our Souls – Round 2 
   
  Page 20 
  APL 12
  1: DEADLY MIST 
   
   
   
  ASSASSIN DEVILS* (2) 
  CR 11 
  *Fiendish Codex II 114  
  LE Medium outsider (baatezu, evil, native, lawful) 
  Init +9; Senses blindsight 60 ft., see in darkness; 
  Listen +23, Spot +23 
  Languages Celestial, Common, Draconic, Infernal; 
  Telepathy 100 ft.  
  AC 27, touch 19, flat-footed 18 
   (+9 Dex, +8 natural); Dodge, Mobility, improved 
  uncanny dodge, 5 ranks Balance, 5 ranks Tumble 
  Miss Chance 20% shadow form 
  hp 105 (14 HD); DR 10/good 
  Immune fire, poison, nondetection 
  Resist acid 10, cold 10, evasion; SR 21 
  Fort +12, Ref +18, Will +15 
  Speed 30 ft. (6 squares); Spring Attack 
  Melee mwk cold iron longsword +20/+15/+10 
  (1d8+6/17-20) 
  Base Atk +14; Grp +18  
  Atk Options sneak attack +5d6 
  Special Actions assassin’s shadow step, shadow 
  form 
  Combat Gear elixir of sneaking, 3 potions of cure light 
  wounds 
  Spell-Like Abilities (CL 14th): 
   At Will—dimension door, fog cloud, nondetection, 
  tongues 
   1/day—greater teleport (self plus 50 pounds of 
  onjects only) 
  �Already cast 
  Abilities Str 19, Dex 28, Con 17, Int 16, Wis 22, Cha 
  17 
  SQ  
  Feats Dodge, Improved Critical (longsword), Mobility, 
  Spring Attack, Weapon Focus (longsword)  
  Skills Balance +28, Bluff +20, Climb +21, Diplomacy 
  +7, Disguise +3 (+5 acting), Escape Artist +26, 
  Hide +26, Intimidate +5, Jump +23, Listen +23, 
  Move Silently +26,Sense Motive +23, Spot +23, 
  Tumble +28, Use Rope +9 (+11 bindings) 
  Possessions combat gear plus masterwork cold iron 
  longsword 
  Assassin’s Shadow Step (Su) As a swift action, an 
  assassin devil can turn invisible until the end of its 
  current turn. The creature remains invisible even if 
  it attacks. An assassin devil can use this ability at 
  will. 
  Shadow Form (Su) As a swift action, an assassin 
  devil can cause itself to turn into a shadowy, 
  indistinct figure seemingly carved from pure 
  shadow. While in this form, an assassin devil has 
  concealment (20% miss chance) in all but sunlight 
  or in the area of a daylight spell. In addition, an 
  assassin devil gains a +4 bonus on Hide checks. 
  An assassin devil can end this effect with a second 
  swift action, and it can remain in shadow form for 
  as long as it wishes. 
   
  3: BAD LOSERS 
  Wastrians 
  TERRIBLE BLUE SLAAD (4) 
  CR 10 
  LN Large Outsider (lawful, native) 
  Init +2; Senses darkvision 60 ft.; Listen +11, Spot 
  +11 
  Languages Common, Infernal  
  AC 20, touch 11, flat-footed 18 
   (-1 size, +2 Dex, +9 natural); Dodge, Mobility 
  hp 112 (12 HD); fast healing 5  
  Immune sonic 
  Resist acid 5, cold 5, electricity 5, fire 5 
  Fort +12, Ref +10, Will +6 
  Speed 30 ft. (6 squares); 
  Melee claws +17/+17/+17/+17 (3d6+7) and 
   
  Bite +14 (2d8+3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +10; Grp +21  
  Atk Options  
  Special Actions  
  Combat Gear  
  Spell-Like Abilities (CL 12th): 
   At Will—hold person (DC 13), passwall, telekinesis 
  (DC 15) 
   1/day—order’s wrath (DC 14) 
  �Already cast 
  Abilities Str 24, Dex 15, Con 19, Int 6, Wis 6, Cha 10 
  SQ  
  Feats Dodge, Improved Natural Attack (claw), 
  Mobility, Multiattack, Weapon Focus (claw)  
  Skills Climb +20, Hide +11, Jump +20, Listen +11, 
  Move Silently +15, Spot +11 
  Possessions combat gear plus  
   
  Mammon’s Defenders 
  ERINYES ARCHER 
  CR 9 
  Fighter 1 
  LE Medium outsider (baatezu, evil, lawful, native) 
  Init +6; Senses see in darkness, true seeing; Listen 
  +17, Spot +17 
  Languages Celestial, Draconic, Infernal; telepathy 
  100 ft.  
  AC 29, touch 16, flat-footed 23 
   (+6 Dex, +5 armor, +8 natural); Dodge, Mobility 
  hp 115 (10 HD); DR 5/good 
  Immune fire, poison 
  Resist acid 10, cold 10; SR 20 
  Fort +17, Ref +14, Will +13 
  Speed 30 ft. (6 squares), fly (good) 50 ft.; 
  Melee longsword +18/+13 (1d8+12/19-20) 
  Ranged +1 flaming composite longbow +18/+13 
  (1d8+6/19-20/x3 plus 1d6 fire) or 
  Ranged+15 ranged (entangle) 
  Base Atk +10; Grp +15  
  
  Atk Options entangle, Point Blank Shot, Precise 
  Shot, Rapid Shot, Shot on the Run 
  Special Actions  
  Combat Gear  
  Spell-Like Abilities (CL 12th): 
   At Will—greater teleport (self plus 50 pounds of 
  objects only), charm monster (DC 18), mirror 
  image (DC 16), unholy blight (DC 18) 
  �Already cast 
  Abilities Str 26, Dex 24, Con 24, Int 14, Wis 20, Cha 
  18 
  SQ  
  Feats Dodge, Improved Critical (longbow), Mobility, 
  Point Blank Shot, Precise Shot, Rapid Shot, Shot 
  on the Run  
  Skills Concentration +19, Diplomacy +6, Escape 
  Artist +19, Hide +19, Knowledge (the planes) +14, 
  Knowledge (religion) +14, Listen +17, Move Silently 
  +19, Search +14, Sense Motive +17, Spot +17, 
  Survival +5 (+7 following tracks), Use Rope +7 (+9 
  with bindings) 
  Possessions combat gear plus +1 flaming mighty 
  composite longbow, mwk longsword, rope, +1 
  mithril chain shirt, cloak of resistance +1 
  Entangle (Ex) Each erinyes carries a stout rope some 
  50 feet long that entangles opponents of any size 
  as an animate rope spell (caster level 16th). An 
  erinyes can hurl its rope 30 feet with no range 
  penalty. Typically, an erinyes entangles a foe, lifts it 
  into the air, and drops it from a great height. 
   
  ORTHONS (4) 
  CR 8 
  * Fiendish Codex II 128 
  LE Large Outsider (baatezu, evil, extraplanar, lawful) 
  Init +1; Senses see in darkness, see invisibility; 
  Listen +12, Spot +12 
  Languages Celestial, Draconic, Infernal; Telepathy 
  100 ft.  
  AC 24, touch 10, flat-footed 23 
   (-1 size, +1 Dex, +8 armor, +6 natural); 5 ranks 
  Balance 
  hp 87 (7 HD); DR 5/good or silver 
  Immune fire, poison 
  Resist acid 10, cold 10, stability (+4 against bull rush 
  and trip); SR 18  
  Fort +13, Ref +6, Will +9 
  Speed 20 ft. (4 squares) 
  Melee hellspear +14/+9 (2d6+9/x3) 
  Ranged hellfire crossbow +9 ranged touch (2d6/19-
  20) 
  Space 10 ft.; Reach 10 ft., 20 ft. with hellspear 
  Base Atk +7; Grp +17 
  Atk Options hell stroke 
  Special Actions dimensional interference, formation 
  fighting, maggot burst 
  Spell-Like Abilities (CL 7th): 
   At Will—greater teleport (self plus 50 pounds of 
  objects only), see invisibility 
  Abilities Str 22, Dex 13, Con 26, Int 8, Wis 15, Cha 
  11 
  Feats Exotic Weapon Proficiency (hellspear), Iron 
  Will, Weapon Focus (hellspear)  
  Skills Balance +11, Climb +16, Intimidate +10, Jump 
  +10, Listen +12, Search +9, Spot +12, Survival +2 
  (+4 following tracks) 
  Possessions combat gear plus hellspear, hellfire 
  crossbow 
  Hellspear This exotic weapon has reach, but unlike 
  most other reach weapons, it is also usable against 
  opponents within its wielder’s normal reach. It is a 
  masterwork cold iron weapon. 
  Hellfire Crossbow Any devil that carries it can use a 
  move action to focus the crossbow on a single 
  target and let loose a stream of pure hellfire as a 
  ranged touch attack. This energy appears as flame, 
  but it has no energy type (and thus ignores 
  resistances and immunities). A hellfire crossbow 
  has a maximum range or 400 feet and no range 
  increment. This weapon functions only in the hands 
  of a baatezu. Other creatures are unable to focus 
  the energy needed to spawn the bolt of energy 
  from it. 
  Hell Stroke (Ex) When using a full attack action, an 
  orthon can choose to make an extra attack at its 
  highest attack bonus against an opponent adjacent 
  to the target of its first attack. The orthon makes its 
  first attack as normal, and then decides if it wants 
  to use its hell stroke ability. If it uses this option, it 
  cannot make any of the extra attacks from its full 
  attack action. Otherwise, it takes them as normal. 
  Note that the second attack granted by this ability 
  must be against a different target. The second 
  target must be within the orthon’s reach. 
  Dimensional Interference (Su) At will, as a swift 
  action, an orthon can emit a 20-foot-radius field 
  that disrupts extradimensional movement. All 
  creatures within the area are prevented from using 
  any spell or spell-like ability that provides such 
  movement, as if affectd by a dimensional anchor 
  spell. Each use of the field lasts for 4 rounds. There 
  is no save against this ability. 
  Formation Fighting (Ex) If a square adjacent to an 
  orthon is occupied by another orthon, both gain a 
  +2 bonus on attack rolls, damage rolls, and saving 
  throws so long as they remain adjacent. Bonuses 
  gained from multiple orthons stack. 
  Magot Burst (Ex) When an orthon is slain, he 
  maggots burst from its body in search of a new 
  meal. Luckily, they cannot survive away from their 
  original host for long. When an orthon takes a 
  critical hit, or if it is slain, maggots surge from its 
  body. All creatures other than baatezu within 10 
  feet of the orthon take 2d6 points of damage as the 
  maggots swarm over the area, gnawing and biting 
  all in their path. 
   
   
   
   
   
   
  SND8-01S Save Our Souls – Round 2 
   
  Page 21 
  
  SND8-01S Save Our Souls – Round 2 
   
  Page 22 
  APL 14
  1: DEADLY MIST 
   
   
   
  LETHAL ASSASSIN DEVILS* (2) CR 11 
  Assassins 2 
  *Fiendish Codex II 114  
  LE Medium outsider (baatezu, evil, native, lawful) 
  Init +11; Senses blindsight 60 ft., see in darkness; 
  Listen +25, Spot +25 
  Languages Celestial, Common, Draconic, Infernal; 
  Telepathy 100 ft.  
  AC 30, touch 22, flat-footed 19 
   (+11 Dex, +8 natural, +1 deflection); Dodge, 
  Mobility, improved uncanny dodge, 5 ranks Balance, 
  5 ranks Tumble 
  Miss Chance 20% shadow form 
  hp 137 (16 HD); DR 10/good 
  Immune fire, poison, nondetection 
  Resist acid 10, cold 10, evasion; SR 21 
  Fort +14, Ref +24, Will +18 
  Speed 30 ft. (6 squares); Spring Attack 
  Melee mwk cold iron longsword +23/+18/+13 
  (1d8+9/17-20) 
  Base Atk +15; Grp +21  
  Atk Options sneak attack +6d6 
  Special Actions assassin’s shadow step, shadow 
  form, death attack (DC 17) 
  Combat Gear elixir of sneaking, 3 potions of cure light 
  wounds 
  Assassin Spells Known (CL 2nd): 
   1st (3/day)—disguise self, feather fall, true strike 
  �Already cast 
  Spell-Like Abilities (CL 14th): 
   At Will—dimension door, fog cloud, nondetection, 
  tongues 
   1/day—greater teleport (self plus 50 pounds of 
  onjects only) 
  �Already cast 
  Abilities Str 22, Dex 33, Con 18, Int 20, Wis 22, Cha 
  14 
  SQ  
  Feats Dodge, Improved Critical (longsword), Iron Will, 
  Mobility, Spring Attack, Weapon Focus (longsword)  
  Skills Balance +32, Bluff +21, Climb +25, Diplomacy 
  +8, Disguise +2 (+4 acting), Escape Artist +30, 
  Hide +30, Intimidate +4, Jump +25, Listen +25, 
  Move Silently +30, Sense Motive +23, Spot +25, 
  Tumble +30, Use Rope +11 (+13 bindings) 
  Possessions combat gear plus masterwork cold iron 
  longsword, ring of protection +1, cloak of resistance 
  +1 
  Assassin’s Shadow Step (Su) As a swift action, an 
  assassin devil can turn invisible until the end of its 
  current turn. The creature remains invisible even if 
  it attacks. An assassin devil can use this ability at 
  will. 
  Shadow Form (Su) As a swift action, an assassin 
  devil can cause itself to turn into a shadowy, 
  indistinct figure seemingly carved from pure 
  shadow. While in this form, an assassin devil has 
  concealment (20% miss chance) in all but sunlight 
  or in the area of a daylight spell. In addition, an 
  assassin devil gains a +4 bonus on Hide checks. 
  An assassin devil can end this effect with a second 
  swift action, and it can remain in shadow form for 
  as long as it wishes. 
   
  3: BAD LOSERS 
  Wastrians 
  TERRIBLE BLUE SLAAD (2) 
  CR 13 
  LN huge Outsider (lawful, native) 
  Init +1; Senses darkvision 60 ft.; Listen +11, Spot 
  +11 
  Languages Common, Infernal  
  AC 21, touch 9, flat-footed 20 
   (-2 size, +1 Dex, +12 natural); Dodge, Mobility 
  hp 194 (16 HD); fast healing 5  
  Immune sonic 
  Resist acid 5, cold 5, electricity 5, fire 5 
  Fort +16, Ref +11, Will +8 
  Speed 30 ft. (6 squares); 
  Melee claws +22/+22/+22/+22 (3d6+11) and 
   
  Bite +19 (2d8+5) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +12; Grp +31  
  Atk Options Power Attack 
  Special Actions  
  Combat Gear  
  Spell-Like Abilities (CL 16th): 
   At Will—hold person (DC 13), passwall, telekinesis 
  (DC 15) 
   1/day—order’s wrath (DC 14) 
  �Already cast 
  Abilities Str 32, Dex 13, Con 24, Int 6, Wis 6, Cha 10 
  SQ  
  Feats Dodge, Improved Natural Attack (claw), 
  Mobility, Multiattack, Power Attack, Weapon Focus 
  (claw)  
  Skills Climb +26, Hide +8, Jump +26, Listen +13, 
  Move Silently +16, Spot +13 
  Possessions combat gear plus  
   
  Mammon’s Defenders 
  ORTHONS (6) 
  CR 8 
  * Fiendish Codex II 128 
  LE Large Outsider (baatezu, evil, extraplanar, lawful) 
  Init +1; Senses see in darkness, see invisibility; 
  Listen +12, Spot +12 
  Languages Celestial, Draconic, Infernal; Telepathy 
  100 ft.  
  AC 24, touch 10, flat-footed 23 
   (-1 size, +1 Dex, +8 armor, +6 natural); 5 ranks 
  Balance 
  hp 87 (7 HD); DR 5/good or silver 
  Immune fire, poison 
  
  Resist acid 10, cold 10, stability (+4 against bull rush 
  and trip); SR 18  
  Fort +13, Ref +6, Will +9 
  Speed 20 ft. (4 squares) 
  Melee hellspear +14/+9 (2d6+9/x3) 
  Ranged hellfire crossbow +7 ranged touch (2d6/19-
  20) 
  Space 10 ft.; Reach 10 ft., 20 ft. with hellspear 
  Base Atk +7; Grp +17 
  Atk Options hell stroke 
  Special Actions dimensional interference, formation 
  fighting, maggot burst 
  Spell-Like Abilities (CL 7th): 
   At Will—greater teleport (self plus 50 pounds of 
  objects only), see invisibility 
  Abilities Str 22, Dex 13, Con 26, Int 8, Wis 15, Cha 
  11 
  Feats Exotic Weapon Proficiency (hellspear), Iron 
  Will, Weapon Focus (hellspear)  
  Skills Balance +11, Climb +16, Intimidate +10, Jump 
  +10, Listen +12, Search +9, Spot +12, Survival +2 
  (+4 following tracks) 
  Possessions combat gear plus hellspear, hellfire 
  crossbow 
  Hellspear This exotic weapon has reach, but unlike 
  most other reach weapons, it is also usable against 
  opponents within its wielder’s normal reach. It is a 
  masterwork cold iron weapon. 
  Hellfire Crossbow Any devil that carries it can use a 
  move action to focus the crossbow on a single 
  target and let loose a stream of pure hellfire as a 
  ranged touch attack. This energy appears as flame, 
  but it has no energy type (and thus ignores 
  resistances and immunities). A hellfire crossbow 
  has a maximum range or 400 feet and no range 
  increment. This weapon functions only in the hands 
  of a baatezu. Other creatures are unable to focus 
  the energy needed to spawn the bolt of energy 
  from it. 
  Hell Stroke (Ex) When using a full attack action, an 
  orthon can choose to make an extra attack at its 
  highest attack bonus against an opponent adjacent 
  to the target of its first attack. The orthon makes its 
  first attack as normal, and then decides if it wants 
  to use its hell stroke ability. If it uses this option, it 
  cannot make any of the extra attacks from its full 
  attack action. Otherwise, it takes them as normal. 
  Note that the second attack granted by this ability 
  must be against a different target. The second 
  target must be within the orthon’s reach. 
  Dimensional Interference (Su) At will, as a swift 
  action, an orthon can emit a 20-foot-radius field 
  that disrupts extradimensional movement. All 
  creatures within the area are prevented from using 
  any spell or spell-like ability that provides such 
  movement, as if affectd by a dimensional anchor 
  spell. Each use of the field lasts for 4 rounds. There 
  is no save against this ability. 
  Formation Fighting (Ex) If a square adjacent to an 
  orthon is occupied by another orthon, both gain a 
  +2 bonus on attack rolls, damage rolls, and saving 
  throws so long as they remain adjacent. Bonuses 
  gained from multiple orthons stack. 
  Magot Burst (Ex) When an orthon is slain, he 
  maggots burst from its body in search of a new 
  meal. Luckily, they cannot survive away from their 
  original host for long. When an orthon takes a 
  critical hit, or if it is slain, maggots surge from its 
  body. All creatures other than baatezu within 10 
  feet of the orthon take 2d6 points of damage as the 
  maggots swarm over the area, gnawing and biting 
  all in their path. 
   
   
   
   
   
   
   
  SND8-01S Save Our Souls – Round 2 
   
  Page 23 
  
  SND8-01S Save Our Souls – Round 2 
   
  Page 24 
  APL 16
  1: DEADLY MIST 
   
   
   
  LETHAL ASSASSIN DEVILS* (2) CR 11 
  Assassins 4 
  *Fiendish Codex II 114  
  LE Medium outsider (baatezu, evil, native, lawful) 
  Init +11; Senses blindsight 60 ft., see in darkness; 
  Listen +27, Spot +27 
  Languages Celestial, Common, Draconic, Infernal; 
  Telepathy 100 ft.  
  AC 33, touch 23, flat-footed 22 
   (+11 Dex, +8 natural, +2 armor, +2 deflection); 
  Dodge, Mobility, improved uncanny dodge, 5 ranks 
  Balance, 5 ranks Tumble 
  Miss Chance 20% shadow form 
  hp 155 (18 HD); DR 10/good 
  Immune fire, poison, nondetection 
  Resist acid 10, cold 10, evasion; SR 21 
  Fort +17, Ref +27, Will +21 
  Speed 30 ft. (6 squares); Spring Attack 
  Melee mwk cold iron longsword +25/+20/+15/+10 
  (1d8+9/17-20) 
  Base Atk +17; Grp +23  
  Atk Options sneak attack +7d6 
  Special Actions assassin’s shadow step, shadow 
  form, death attack (DC 21) 
  Combat Gear elixir of sneaking, 3 potions of cure 
  moderate wounds 
  Assassin Spells Known (CL 4th): 
   2nd (2/day)—fox’s cunning, pass without trace, 
  undetectable alignment 
   1st (5/day)—disguise self, feather fall, ghost sound, 
  true strike 
  �Already cast 
  Spell-Like Abilities (CL 14th): 
   At Will—dimension door, fog cloud, nondetection, 
  tongues 
   1/day—greater teleport (self plus 50 pounds of 
  onjects only) 
  �Already cast 
  Abilities Str 22, Dex 33, Con 18, Int 20, Wis 22, Cha 
  14 
  SQ  
  Feats Ability Focus (death attack), Dodge, Improved 
  Critical (longsword), Iron Will, Mobility, Spring 
  Attack, Weapon Focus (longsword)  
  Skills Balance +32, Bluff +23, Climb +25, Diplomacy 
  +10, Disguise +2 (+4 acting), Escape Artist +32, 
  Hide +32, Intimidate +4, Jump +25, Listen +27, 
  Move Silently +32, Sense Motive +23, Spot +27, 
  Tumble +34, Use Rope +11 (+13 bindings) 
  Possessions combat gear plus masterwork cold iron 
  longsword, ring of protection +2, cloak of resistance 
  +3, bracers of armor +2 
  Assassin’s Shadow Step (Su) As a swift action, an 
  assassin devil can turn invisible until the end of its 
  current turn. The creature remains invisible even if 
  it attacks. An assassin devil can use this ability at 
  will. 
  Shadow Form (Su) As a swift action, an assassin 
  devil can cause itself to turn into a shadowy, 
  indistinct figure seemingly carved from pure 
  shadow. While in this form, an assassin devil has 
  concealment (20% miss chance) in all but sunlight 
  or in the area of a daylight spell. In addition, an 
  assassin devil gains a +4 bonus on Hide checks. 
  An assassin devil can end this effect with a second 
  swift action, and it can remain in shadow form for 
  as long as it wishes. 
   
  3: BAD LOSERS 
  Wastrians 
  HORNED DEVILMARSHAL 
  CR 18 
  Marshal 4 
  LE Large outsider (baatezu, evil, lawful, native) 
  Init +13; Senses see in darkness; Listen +27, Spot 
  +27 
  Aura fear aura (5-ft. radius; DC 25 Will), marshal aura 
  (60 ft.; minor +9 – force of will, master of tactics; 
  major +1 – motivate care) 
  Languages Celestial, Common, Infernal; telepathy 
  100 ft.  
  AC 37, touch 18, flat-footed 28 
   (-1 size, +9 Dex, +19 natural) 
  hp 254 (19 HD); regeneration 5; DR 10/good and 
  silver 
  Immune fire, poison 
  Resist acid 10, cold 10; SR 28 
  Fort +22, Ref +20, Will +20 
  Speed 20 ft. (4 squares), fly (average) 50 ft.; 
  Melee spiked chain +28/+23/+18/+13 (2d6+15 plus 
  stun) and 
   
  bite +25 (2d8+5) and 
   
  tail +25 (2d6+10 plus infernal wound) or 
  Melee claws +27/+27 (2d6+10) and 
   
  bite +25 (2d8+5) and 
   
  tail +25 (2d6+10 plus infernal wound) 
  Space 10 ft.; Reach 10 ft. (20 ft. with spiked chain) 
  Base Atk +18; Grp +32  
  Atk Options Cleave, Improved Sunder, Power Attack 
  Special Actions grant move action 1/day 
  Combat Gear  
  Spell-Like Abilities (CL 15th): 
   At Will—dispel chaos (DC 23), dispel good (DC 
  23), magic circle against good, greater teleport 
  (self plus 50 pounds of objects only), persistent 
  image (DC 23) 
   3/day—fireball (DC 22), lightning bolt (DC 22) 
  �Already cast 
  Abilities Str 30, Dex 30, Con 28, Int 14, Wis 20, Cha 
  28 
  SQ  
  Feats Cleave, Improved Sunder, Improved Initiative, 
  Iron Will, Multiattack, Power Attack, Skill Focus 
  (diplomacy), Weapon Focus (spiked chain) 
  
  Skills Bluff +31, Climb +28, Concentration +26, 
  Diplomacy +20, Disguise +9 (+11 acting), Hide 
  +24, Intimidate +29, Listen +27, Move Silently +26, 
  Search +20, Sense Motive +27, Spot +27, Survival 
  +9 (+11 following track) 
  Possessions combat gear plus  
  Fear Aura (Su) A horned devil can radiate a 5-foot-
  radius fear aura as a free action. A creature in the 
  area must succeed on a DC 26 Will save or be 
  affected as though by a fear spell (caster level 
  15th). A creature that successfully saves cannot be 
  affected again by the same horned devil’s aura for 
  24 hours. Other devils are immune to the aura. 
  Stun (Su) Whenever a horned devil hits with a spiked 
  chain attack, the opponent must succeed on a DC 
  27 Fortitude save or be stunned for 1d4 rounds. 
  The save DC is Strength-based. This ability is a 
  function of the horned devil, not of the spiked 
  chain. 
  Infernal Wounds (Su) The damage a horned devil 
  deals with its tail attack causes a persistent wound. 
  An injured creature loses 2 additional hit points 
  each round. The wound does not heal naturally and 
  resists healing spells. The continuing hit point loss 
  can be stopped by a DC 26 Heal check, a cure 
  spell, or a heal spell. However, a character 
  attempting to cast a cure spell or a heal spell on a 
  creature damaged by a horned devil’s tail must 
  succeed on a DC 26 caster level check, or the spell 
  has no effect on the injured character. A successful 
  Heal check automatically stops the continuing hit 
  point loss as well as restoring hit points. The check 
  DC is Constitution-based. 
  Regeneration (Ex) A horned devil takes normal 
  damage from good-aligned silvered weapons, and 
  from spells or effects with the good descriptor.  
   
  MALEBRANCHE (2) 
  CR 14 
  *Fiendish Codex II 124  
  LE Huge outsider (baatezu, evil, lawful, native) 
  Init +3; Senses see in darkness; Listen +21, Spot +21 
  Aura fear (20 ft., DC 18) 
  Languages Infernal; telepathy 100 ft.  
  AC 32, touch 7, flat-footed 32 
   (-2 size, -1 Dex, +25 natural); 5 ranks Balance 
  hp 184 (16 HD); regeneration 8; DR 15/magic 
  Immune fire, poison 
  Resist acid 10, cold 10; SR 24 
  Fort +17, Ref +9, Will +12 
  Speed 40 ft. (8 squares), fly 120 ft. (average); Flyby 
  Attack, Hover 
  Melee +1 cold iron ranseur +26/+21/+16/+11 
  (3d6+16) and 
   
  gore +19 (2d6+5) or 
  Melee claws +24/+24 (1d8+10) and 
   
  Gore +19 (2d6+5) 
  Melee gore +26 (2d6+10 plus 3d6) with Powerful 
  Charge 
  Space 15ft.; Reach 15 ft. (30 ft. with ranseur) 
  Base Atk +16; Grp +34  
  Atk Options Flyby Attack, Hover, Power Attack 
  Special Actions improved grab 
  Combat Gear  
  Abilities Str 30, Dex 9, Con 25, Int 8, Wis 15, Cha 10 
  SQ  
  Feats Improved Initiative, Flyby Attack, Hover, Power 
  Attack, Powerful Charge, Weapon Focus (ranseur), 
  Wingover  
  Skills Balance +18, Escape Artist +18, Intimidate +19, 
  Knowledge (the planes) +18, Listen +21, Sense 
  Motive +21, spot +21 
  Possessions combat gear plus +1 cold iron ranseur 
  Fear Aura (Su) At the end of each of a malebranche’s 
  turns, creatures within 20 feet of it must succeed 
  on DC 19 Will saves or be panicked for 10 rounds. 
  A creature that successfully saves cannot be 
  affected by that same malebranche’s aura for 24 
  hours. Baatezu are immune to the aura. 
  Improved Grab (Ex) If a malebranche hits an 
  opponent at least one size category smaller than 
  itself with a claw attack, it deals normal damage 
  and attempts to start a grapple as a free action 
  without provoking attacks of opportunity. 
   
  Mammon’s Defenders 
  HORNED DEVIL BARD 
  CR 17 
  Bard 2 
  LE Large outsider (baatezu, evil, lawful, native) 
  Init +9; Senses see in darkness; Listen +22, Spot +22 
  Aura fear aura (5-ft. radius; DC 26 Will) 
  Languages Celestial, Common, Infernal; telepathy 
  100 ft.  
  AC 37, touch 18, flat-footed 28 
   (-1 size, +9 Dex, +19 natural); Combat Expertise, 5 
  ranks Balance, 5 ranks Tumble 
  hp 194 (17 HD); regeneration 5; DR 10/good and 
  silver 
  Immune fire, poison 
  Resist acid 10, cold 10; SR 28 
  Fort +18, Ref +21, Will +18 
  Speed 20 ft. (4 squares), fly (average) 50 ft.; 
  Melee spiked chain +26/+21/+16/+11 (2d6+16 plus 
  stun) and 
   
  bite +23 (2d8+5) and 
   
  tail +23 (2d6+11 plus infernal wound) or 
  Melee claws +25/+25 (2d6+11) and 
   
  bite +24 (2d8+5) and 
   
  tail +24 (2d6+11 plus infernal wound) 
  Space 10 ft.; Reach 10 ft. (20 ft. with spiked chain) 
  Base Atk +16; Grp +30  
  Atk Options bardic music 2/day (inspire courage +1), 
  Cleave, Combat Reflexes, Improved Trip (+19), 
  Power Attack 
  Special Actions  
  Combat Gear  
  Bard Spells Known (CL 2nd): 
   1st (2/day)—inspirational boost, tasha’s hideous 
  laughter (DC 20) 
   0 (3/day)—detect magic, message, prestidigitation 
  �Already cast 
  SND8-01S Save Our Souls – Round 2 
   
  Page 25 
  
  Spell-Like Abilities (CL 15th): 
   At Will—dispel chaos (DC 22), dispel good (DC 
  22), magic circle against good, greater teleport 
  (self plus 50 pounds of objects only), persistent 
  image (DC 21) 
   3/day—fireball (DC 22), lightning bolt (DC 22) 
  �Already cast 
  Abilities Str 32, Dex 28, Con 28, Int 14, Wis 18, Cha 
  28 
  SQ  
  Feats Combat Expertise, Combat Reflexes, Improved 
  Trip, Iron Will, Multiattack, Power Attack, Weapon 
  Focus (spiked chain) 
  Skills Balance +18, Bluff +27, Climb +29, 
  Concentration +26, Diplomacy +13, Disguise +9 
  (+11 acting), Hide +23, Intimidate +29, Listen +22, 
  Move Silently +25, Search +20, Sense Motive +22, 
  Spot +22, Survival +4 (+6 following track), Tumble 
  +16 
  Possessions combat gear plus  
  Fear Aura (Su) A horned devil can radiate a 5-foot-
  radius fear aura as a free action. A creature in the 
  area must succeed on a DC 26 Will save or be 
  affected as though by a fear spell (caster level 
  15th). A creature that successfully saves cannot be 
  affected again by the same horned devil’s aura for 
  24 hours. Other devils are immune to the aura. The 
  save DC is Charisma-based. 
  Stun (Su) Whenever a horned devil hits with a spiked 
  chain attack, the opponent must succeed on a DC 
  28 Fortitude save or be stunned for 1d4 rounds. 
  The save DC is Strength-based. This ability is a 
  function of the horned devil, not of the spiked 
  chain. 
  Infernal Wounds (Su) The damage a horned devil 
  deals with its tail attack causes a persistent wound. 
  An injured creature loses 2 additional hit points 
  each round. The wound does not heal naturally and 
  resists healing spells. The continuing hit point loss 
  can be stopped by a DC 26 Heal check, a cure 
  spell, or a heal spell. However, a character 
  attempting to cast a cure spell or a heal spell on a 
  creature damaged by a horned devil’s tail must 
  succeed on a DC 26 caster level check, or the spell 
  has no effect on the injured character. A successful 
  Heal check automatically stops the continuing hit 
  point loss as well as restoring hit points. The check 
  DC is Constitution-based. 
  Regeneration (Ex) A horned devil takes normal 
  damage from good-aligned silvered weapons, and 
  from spells or effects with the good descriptor.  
   
   
   
   
   
   
  SND8-01S Save Our Souls – Round 2 
   
  Page 26 
  
  SND8-01S Save Our Souls – Round 2 
   
  Page 27 
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  List alphabetically. Include source and page 
  reference like so: 
   
  Scorpion’s Resolve  
  Like the scorpion, you are not easily distracted. 
   
  Benefit: You gain a +4 bonus on saving 
  throws 
  against 
  mind-affecting 
  spells 
  and 
  abilities. 
   
  Source: Sandstorm 53 
   
  MAGIC ITEMS 
  List alphabetically; see above. 
   
  MUNDANE EQUIPMENT 
  List alphabetically; see above. 
   
  SPELLS 
  List alphabetically; see above. 
  
  DM MAPS 
  SND8-01S Save Our Souls – Round 2 
   
  Page 28 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Sunndi/598/Specials/SND8-01S - Save Our Souls (APL 2-16)/SND8-01S Save Our Souls Part 2.pdf