TEXT: ALASTOR “the Grim” (Executioner 
  of Hell) 
  Huge Outsider (Evil, Lawful) 
  Hit Dice: 39d8+390 (565 hp) 
  Initiative: +5 (+1 Dex, +4 Improved Initiative) 
  Speed: 40 ft 
  AC: 34 (-2 size, +1 Dex, +25 natural) 
  Attacks: Huge +4 vorpal battleaxe +56/+51/+46/+41/+36 melee; or 2 
  claws +51 melee, 2 wings +49 melee, bite +49 melee, tail slap +49 
  melee 
  Damage: Huge +4 vorpal battleaxe 2d8+18; or claw 2d4+14, wing 
  1d6+7, bite 2d8+7 and poison plus disease, tail slap 2d6+7 
  Face/Reach: 10 ft by 10 ft/15 ft 
  Special Attacks: Spell-like abilities, fear aura, improved grab, constrict 
  2d6+21, summon devils 
  Special Qualities: Damage reduction 30/+3, SR 30, devil qualities, see 
  in darkness, telepathy, regeneration 20, darkvision 60 ft 
  Saves: Fort +31, Ref +22, Will +30 
  Abilities: Str 39, Dex 13, Con 30, Int 28, Wis 28, Cha 24 
  Skills: Bluff +47, Climb +44, Concentration +52, Diplomacy +49, 
  Disguise +42, Gather Information +51, Hide +29, Intimidate +49, Jump 
  +54, Knowledge (arcana) +51, Knowledge (planes) +51, Listen +53, 
  Move Silently +37, Search +49, Sense Motive +44, Spellcraft +44, Spot 
  +53 
  Feats: Alertness, Blind-Fight, Cleave, Dodge, Great Cleave, Improved 
  Critical (battleaxe), Improved Initiative, Multiattack, Power Attack, 
  Weapon Focus (battleaxe) 
   
  Climate/Terrain: Any land and underground 
  Organization: Solitary or troupe (3-6 pit fiends) 
  Challenge Rating: 23 
  Treasure: Standard coins; double goods; standard items 
  Alignment: Always lawful evil 
  Advancement: — 
   
  Alastor the Grim, the greatest pit fiend of all, serves Asmodeus as Hell’s 
  executioner. It is said that if the Hell’s were swept away and Asmodeus 
  could choose but one devil as a companion, that it would be neither 
  consort nor lieutenant, but Alastor the Grim. 
   Alastor appears as a normal pit fiend standing about 16 feet tall. His 
  body is scarred and his wings are broken. Alastor never speaks. 
   
  COMBAT 
  Alastor attacks with his huge +4 vorpal battleaxe and his spell-like 
  abilities in combat. 
   Spell-Like Abilities: At will—animate dead, blasphemy, charm 
  person, comprehend languages, create undead, desecrate, detect 
  good, detect magic, dispel magic, fireball, hold person, improved 
  invisibility, magic circle against good, major image, produce flame, 
  polymorph self, pyrotechnics, see invisible, suggestion, teleport without 
  error (self plus 50 pounds of objects only), unholy aura, unhallow, and 
  wall of fire; 1/week—wish; 1/day—meteor swarm (any) and symbol 
  (any). These abilities are as the spells cast by a 20th-level sorcerer 
  (save DC 17 + spell level). 
  
   Fear Aura (Su): As a free action, Alastor can create an aura of fear in 
  a 20-foot radius. It is otherwise identical with fear cast by a 20th-level 
  sorcerer (save DC 39). If the save is successful, that creature cannot be 
  affected again by Alastor’s fear aura for one day. 
   Poison (Ex): Bite, Fortitude save (DC 39); initial damage 2d6 
  temporary Constitution, secondary damage death. 
   Disease (Su): Even if an affected creature saves against the poison, 
  it must succeed at a Fortitude save (DC 39) or be infected with a vile 
  disease called devil chills (incubation period 1d4 days, damage 1d4 
  points of temporary Strength). See Disease, page 74 in the Dungeon 
  Master’s Guide. 
   Improved Grab (Ex): To use this ability, Alastor must hit a Large or 
  smaller opponent with its tail slap attack. If he gets a hold, he can 
  constrict. 
   Constrict (Ex): Alastor deals 2d6+21 points of damage with a 
  successful grapple check against Large or smaller creatures. 
   Summon Devils (Sp): Three times per day Alastor can automatically 
  summon three lemures, osyluths, or barbazu, two erinyes, hamatulas, 
  cornugons, or pit fiends. 
   Regeneration (Ex): Alastor takes normal damage from holy and 
  blessed weapons of at least +3 enchantment. 
   Devil Qualities (Ex): Immune to fire and poison; cold and acid 
  resistance 20. 
   See in Darkness (Su): Can see perfectly in darkness of any kind, 
  even that created by deeper darkness spells. 
   Telepathy (Su): Alastor can communicate telepathically with any 
  creature within 100 feet that has a language. 
   
   
  Alastor was first mentioned in Dragon #75 (Ed Greenwood and Gary Gygax, 1983). 
   
  
  AMNIZU (Baatezu) 
  Medium-Size Outsider 
  Hit Dice: 9d8+9 (49 hp) 
  Initiative: +1 (Dex) 
  Speed: 20 ft, fly 40 ft (average) 
  AC: 21 (+1 Dex, +10 natural) 
  Attacks: 2 claws +10 melee 
  Damage: Claw 1d4+1 
  Face/Reach: 5 ft by 5 ft/5 ft 
  Special Attacks: Spell-like abilities, forget, summon devils 
  Special Qualities: Damage reduction 20/+2, SR 21, devil qualities 
  Saves: Fort +7, Ref +7, Will +8 
  Abilities: Str 13, Dex 13, Con 13, Int 15, Wis 15, Cha 15 
  Skills: Climb +10, Concentration +10, Diplomacy +11, Hide +10, 
  Knowledge (planes) +11, Listen +13, Move Silently +10, Search +11, 
  Sense Motive +11, Spot +13 
  Feats: Alertness, Dodge, Power Attack 
   
  Climate/Terrain: Any land and underground 
  Organization: Solitary, team (2-5), or troupe (1-2 amnizu, 2-5 erinyes) 
  Challenge Rating: 7 
  Treasure: Standard 
  Alignment: Always lawful evil 
  Advancement: 10-21 HD (Medium-size) 
   
  Amnizu, better known as Styx devils, are found throughout Stygia (the 
  fifth plane of Hell). They are the guardians of the River Styx and serve 
  as generals in Hell’s armies, commanding 20 companies of erinyes and 
  abishai. 
   The amnizu appears as a 4-foot tall, gruesome humanoid. Its head is 
  long and ovoid and devoid completely of hair. Its legs and arms are 
  short and stumpy. Its hands end in sharp claws. Its mouth is filled with 
  razor-sharp teeth. 
   
  COMBAT 
  The amnizu attacks using its spell-like abilities, claws, and forget ability 
  in combat. 
   Spell-Like Abilities: At will—animate dead, charm person, 
  desecrate, doom, fireball, hold person, major image, produce flame, 
  pyrotechnics, suggestion, and teleport without error (self plus 50 
  pounds of objects only); 1/day—imprisonment. These abilities are as 
  the spells cast by a 9th-level sorcerer (save DC 12 + spell level). 
   Forget (Su): By making a melee touch attack, an amnizu causes the 
  target to forget one whole day’s worth of memories if the creature fails a 
  Will save (DC 15). This does not negate any mind-affecting spells the 
  victim is currently affected by (charm, suggestion, for instance), but 
  causes the victim to forget the being that placed such magic on them in 
  the first place. 
   Lost memories can be restored by the casting of heal, lesser 
  restoration, greater restoration, miracle, or wish. 
   Summon Devils (Sp): Once per day an amnizu can attempt to 
  summon 2d10 lemures with a 50% chance of success or 1d8 erinyes 
  with a 35% chance of success. 
   Devil Qualities (Ex): Immune to fire and poison; cold and acid 
  resistance 20. 
  
   See in Darkness (Su): Can see perfectly in darkness of any kind, 
  even that created by deeper darkness spells. 
   Telepathy (Su): Amnizu can communicate telepathically with any 
  creature within 100 feet that has a language. 
   
   
  The Amnizu (Styx Devil) first appeared in 1e FF (1981). 
   
  
  ASMODEUS (Arch-Devil) 
  Large Outsider (Evil, Lawful) 
  Hit Dice: 66d8+858 (1155 hp) 
  Initiative: +11 (+7 Dex, +4 Improved Initiative) 
  Speed: 40 ft, fly 60 ft (good) 
  AC: 43 (-1 size, +7 Dex, +27 natural) 
  Attacks: Ruby Rod +86/+81/+76/+71/+66/+61 melee; or slam +81 
  melee 
  Damage: Ruby Rod 1d10+21 and serious wounds; or slam 1d6+16 
  Face/Reach: 5 ft by 5 ft/10 ft 
  Special Attacks: Spell-like abilities, spells, psionics, gaze attacks, 
  Ruby Rod of Asmodeus, summon devils 
  Special Qualities: Damage reduction 40/+4, SR 33, regeneration 30, 
  devil qualities, see in darkness, telepathy 
  Saves: Fort +48, Ref +42, Will +47 
  Abilities: Str 42, Dex 24, Con 36, Int 34, Wis 34, Cha 42 
  Skills: Bluff +82, Concentration +79, Diplomacy +82, Disguise +82, 
  Gather Information +82, Heal +78, Jump +82, Knowledge (arcana) +78, 
  Knowledge (Hell’s politics) +78, Knowledge (history) +78, Knowledge 
  (nobility) +78, Knowledge (planes) +78, Knowledge (religion) +78, 
  Listen +78, Move Silently +73, Search +78, Sense Motive +78, Scry 
  +78, Spellcraft +78, Spot +78 
  Feats: Blind-Fight, Cleave, Combat Casting, Combat Reflexes, Dodge, 
  Empower Spell, Extend Spell, Expertise, Great Cleave, Improved 
  Disarm, Improved Initiative, Improved Trip, Maximize Spell, Mobility, 
  Power Attack, Silent Spell, Sunder 
   
  Climate/Terrain: Any land and underground 
  Organization: Solitary or troupe (2-5 pit fiends) 
  Challenge Rating: 44 
  Treasure: Double standard 
  Alignment: Always lawful evil 
  Advancement: — 
   
  Asmodeus, the Overlord of Hell, rules the dukes and arch-devils by 
  might and wit. Of all the arch-devils he is the most cunning and artful. 
  His mighty palace rests upon the floor of the lowest rift in Nessus, Hell’s 
  ninth, and bottommost plane. 
   Asmodeus appears as a very handsome human standing about 13 
  feet tall. His hair is black, as is his goatee; his eyes burn red. Small 
  horns jut from his forehead. 
   
  COMBAT 
  Asmodeus will attack first using his gaze weapon, then his spells and 
  spell-like abilities, followed up by his Ruby Rod. If things go against him 
  (not likely) or he becomes bored with combat, he will summon other 
  devils to finish the combat, while he attends to business elsewhere. 
   Spell-Like Abilities: At will—animate dead, blasphemy, charm 
  person, comprehend languages, daylight, desecrate, detect good, 
  detect magic, detect thoughts, dispel magic, fireball, geas/quest, hold 
  person, hold monster, ice storm, improved invisibility, magic circle 
  against good, major image, mass charm, polymorph self, produce 
  flame, pyrotechnics, raise dead, read magic, see invisible, suggestion, 
  teleport without error (self plus 50 pounds of objects only), unholy aura, 
  unhallow, wall of fire, wall of ice, and wish; 1/day—greater restoration, 
  meteor swarm (any), shapechange and symbol (any). These abilities 
  
  meteor swarm (any), shapechange and symbol (any). These abilities 
  are as the spells cast by a 20th-level sorcerer (save DC 26 + spell 
  level). 
   Spells: Asmodeus casts arcane spells as a 20th-level sorcerer (save 
  DC 26 + spell level) and divine spells as a 20th-level cleric (save DC 23 
  + spell level). He has access to the domains of Evil, Knowledge, Law, 
  and Strength. 
   Psionics (Sp): At will—astral projection, charm monster, deeper 
  darkness, detect evil, detect law, dimensional anchor, dispel good, 
  levitate, and protection from good. These abilities are as the spells cast 
  by a 20th-level sorcerer (save DC 26 + spell level). 
   Gaze Attacks (Su): Asmodeus has three different gaze weapons. He 
  may use one each round. Each gaze weapon has a range of 30 feet 
  and functions as a spell cast by a 20th-level sorcerer. The save DC for 
  each gaze attack is 59. 
   Chill: This functions as the slow spell, Will negates. 
   Fear: This functions as the fear spell, Will negates. 
   Fear and Weakness: This causes an opponent to be affected by a 
  fear spell and a ray of enfeeblement, Fortitude negates. 
   Ruby Rod of Asmodeus: Asmodeus carries a glowing ruby rod that 
  has the following powers. 
  ??
  Acts as a rod of absorption (Rods, rod of absorption, page 
  196 in the DMG). 
  ??
  Functions as a +5 greatclub. 
  ??
  Any creature touched is affected as if by inflict serious 
  wounds as cast by a 20th-level cleric (3d8+15 points of 
  damage). 
  ??
  Once per round, it may fire a ray of acid (24d4 points of 
  acid damage), frost (12d6 points of cold damage), or 
  lightning (24d8 points of electrical damage) to a range of 60 
  feet; Reflex save (DC 20) for half. Each may be used a total 
  of three times per day. 
   Summon Devils (Sp): Three times per day Asmodeus can 
  automatically summon 1d2 cornugons or gelugons, or 1d4 pit fiends. 
   Regeneration (Ex): Asmodeus takes normal damage from holy and 
  blessed weapons of at least +4 enchantment. 
   Devil Qualities (Ex): Immune to fire and poison; cold and acid 
  resistance 20. 
   See in Darkness (Su): Can see perfectly in darkness of any kind, 
  even that created by deeper darkness spells. 
   Telepathy (Su): Asmodeus can communicate telepathically with any 
  creature within 100 feet that has a language. 
   
   
  Asmodeus first appeared in the 1e MM (Gary Gygax, 1977). 
   
  
  BAALBERITH (Duke of Hell) 
  Large Outsider (Evil, Lawful) 
  Hit Dice: 35d8+280 (437 hp) 
  Initiative: +6 (+2 Dex, +4 Improved Initiative) 
  Speed: 40 ft, fly 60 ft (average) 
  AC: 33 (-1 size, +2 Dex, +22 natural) 
  Attacks: +3 vorpal bastard sword +46/+41/+36/+31/+26 melee; or 2 
  claws +42 melee, 2 wings +40 melee, bite +40 melee, tail slap +40 
  melee 
  Damage: +3 vorpal bastard sword 1d10+11; or claw 1d6+8, wing 
  1d4+4, bite 2d6+4 and poison plus disease, tail slap 2d4+4 
  Face/Reach: 5 ft by 5 ft/10 ft 
  Special Attacks: Spell-like abilities, fear aura, improved grab, constrict 
  2d4+12, summon devils 
  Special Qualities: Damage reduction 25/+3, SR 29, devil qualities, see 
  in darkness, telepathy, regeneration 15, darkvision 60 ft 
  Saves: Fort +27, Ref +21, Will +24 
  Abilities: Str 27, Dex 15, Con 27, Int 22, Wis 20, Cha 22 
  Skills: Bluff +41, Climb +43, Concentration +43, Diplomacy +41, 
  Disguise +31, Gather Information +38, Hide +33, Intimidate +36, Jump 
  +43, Knowledge (arcana) +41, Listen +35, Move Silently +27, Search 
  +43, Spellcraft +43, Spot +35 
  Feats: Blind-Fight, Cleave, Dodge, Great Cleave, Improved Critical 
  (bastard sword), Improved Initiative, Multiattack, Power Attack, Weapon 
  Focus (bastard sword) 
   
  Climate/Terrain: Any land and underground 
  Organization: Solitary or troupe (2-5 pit fiends) 
  Challenge Rating: 20 
  Treasure: Double standard 
  Alignment: Always lawful evil 
  Advancement: — 
   
  The great pit fiend Baalberith acts as the Major Domo of Asmodeus’ 
  palace in Nessus. He leads a small detail of eight pit fiends that 
  safeguard the Keeper of the Records, Adramalech, at the behest of 
  Asmodeus. Neither Adramalech nor Baalberith are pleased with this 
  arrangement, as there is no love lost between them. Both keep their 
  true feelings hidden, however, for fear of repercussion by the Overlord 
  of Hell. 
   Baalberith appears as a normal pit fiend. 
   
  COMBAT 
  Baalberith attacks with his +3 vorpal bastard sword and his spell-like 
  abilities. 
   Spell-Like Abilities: At will—animate dead, blasphemy, charm 
  person, comprehend languages, create undead, desecrate, detect 
  good, detect magic, dispel magic, fireball, hold person, improved 
  invisibility, magic circle against good, major image, produce flame, 
  polymorph self, pyrotechnics, see invisible, suggestion, teleport without 
  error (self plus 50 pounds of objects only), unholy aura, unhallow, and 
  wall of fire; 1/week—wish; 1/day—meteor swarm (any) and symbol 
  (any). These abilities are as the spells cast by a 20th-level sorcerer 
  (save DC 15 + spell level). 
   Fear Aura (Su): As a free action, Baalberith can create an aura of 
  
  fear in a 20-foot radius. It is otherwise identical with fear cast by a 20th-
  level sorcerer (save DC 32). If the save is successful, that creature 
  cannot be affected again by Baalberith’s fear aura for one day. 
   Poison (Ex): Bite, Fortitude save (DC 33); initial damage 1d6 
  temporary Constitution, secondary damage death. 
   Disease (Su): Even if an affected creature saves against the poison, 
  it must succeed at a Fortitude save (DC 33) or be infected with a vile 
  disease called devil chills (incubation period 1d4 days, damage 1d4 
  points of temporary Strength). See Disease, page 74 in the Dungeon 
  Master’s Guide. 
   Improved Grab (Ex): To use this ability, Baalberith must hit a 
  Medium-size or smaller opponent with its tail slap attack. If he gets a 
  hold, he can constrict. 
   Constrict (Ex): Baalberith deals 2d4+12 points of damage with a 
  successful grapple check against Medium-size or smaller creatures. 
   Summon Devils (Sp): Three times per day Baalberith can 
  automatically summon three lemures, osyluths, or barbazu, two erinyes, 
  hamatulas, or cornugons, or one pit fiend. 
   Regeneration (Ex): Baalberith takes normal damage from holy and 
  blessed weapons of at least +3 enchantment. 
   Devil Qualities (Ex): Immune to fire and poison; cold and acid 
  resistance 20. 
   See in Darkness (Su): Can see perfectly in darkness of any kind, 
  even that created by deeper darkness spells. 
   Telepathy (Su): Baalberith can communicate telepathically with any 
  creature within 100 feet that has a language. 
   
   
  Baalberith was first mentioned in Dragon #75 (Ed Greenwood and Gary Gygax, 1983). 
   
  
  BAALZEBUL (Arch-Devil) 
  Large Outsider (Evil, Lawful) 
  Hit Dice: 55d8+715 (962 hp) 
  Initiative: +11 (+7 Dex, +4 Improved Initiative) 
  Speed: 40 ft, fly 60 ft (good) 
  AC: 41 (-1 size, +7 Dex, +25 natural) 
  Attacks: 2 slams +59 melee, bite +54 melee 
  Damage: Slam 1d8+15, bite 1d8+7 
  Face/Reach: 5 ft by 5 ft/10 ft 
  Special Attacks: Spell-like abilities, spells, psionics, fear and 
  weakness gaze, summon devils 
  Special Qualities: Damage reduction 40/+4, SR 32, regeneration 25, 
  devil qualities, see in darkness, telepathy 
  Saves: Fort +42, Ref +26, Will +41 
  Abilities: Str 40, Dex 24, Con 36, Int 34, Wis 34, Cha 36 
  Skills: Balance +62, Bluff +68, Concentration +68, Diplomacy +68, 
  Disguise +68, Escape Artist +62, Gather Information +68, Heal +67, 
  Intimidate +68, Knowledge (arcana) +67, Knowledge (Hell’s politics) 
  +67, Knowledge (planes) +67, Knowledge (religion) +67, Listen +68, 
  Move Silently +62, Scry +55, Search +67, Sense Motive +68, Spellcraft 
  +67, Spot +55 
  Feats: Blind-Fight, Combat Casting, Combat Reflexes, Dodge, 
  Empower Spell, Extend Spell, Expertise, Great Cleave, Improved 
  Disarm, Improved Initiative, Maximize Spell, Mobility, Power Attack, 
  Silent Spell 
   
  Climate/Terrain: Any land and underground 
  Organization: Solitary or troupe (2-5 cornugons) 
  Challenge Rating: 40 
  Treasure: Double standard 
  Alignment: Always lawful evil 
  Advancement: — 
   
  The sixth and seventh planes of Hell, Malbolge and Maladomini, are 
  ruled by Baalzebul, “Lord of the Flies”. He is an arch-devil of great 
  power, second only to Asmodeus. 
   Maladomini is a black stone plane filled with stinking vapors, fire pits, 
  and huge caves and caverns. On this plane will be found the huge 
  fortress of Baalzebul. 
   Baalzebul appears as a 12-foot tall humanoid with a large, long head. 
  Two huge fly-like eyes dominate the head. His mouth is filled with razor 
  sharp teeth. Two large horns jut from the sides of his head. 
   
  COMBAT 
  Baalzebul attacks with his slam and bite, as well as his spells and spell-
  like abilities. He will open combat with his gaze attack. 
   Spell-Like Abilities: At will—animate dead, blasphemy, charm 
  person, comprehend languages, daylight, desecrate, detect good, 
  detect magic, detect thoughts, dispel magic, fireball, geas/quest, hold 
  person, hold monster, improved invisibility, magic circle against good, 
  major image, mass charm, polymorph self, produce flame, 
  pyrotechnics, raise dead, read magic, see invisible, suggestion, teleport 
  without error (self plus 50 pounds of objects only), unholy aura, 
  unhallow, wall of fire, and wish; 1/day— greater restoration, meteor 
  swarm (any), shapechange, and symbol (any). These abilities are as 
  the spells cast by a 20th-level sorcerer (save DC 23 + spell level). 
  
  the spells cast by a 20th-level sorcerer (save DC 23 + spell level). 
   Spells: Baalzebul casts arcane spells as a 20th-level sorcerer (save 
  DC 23 + spell level) and divine spells as a 20th-level cleric (save DC 22 
  + spell level). He has access to the domains of Evil, Knowledge, Law, 
  and Trickery. 
   Psionics (Sp): At will—astral projection, charm monster, deeper 
  darkness, detect evil, detect law, dispel good, levitate, and protection 
  from good. These abilities are as the spells cast by a 20th-level sorcerer 
  (save DC 23 + spell level). 
   Fear and Weakness Gaze (Su): 30 feet; Fortitude save (DC 50) or 
  flee in fear for 2d6 rounds and be affected as by a ray of enfeeblement 
  spell as cast by a 20th-level sorcerer. 
   Summon Devils (Sp): Three times per day Baalzebul can 
  automatically summon 1d6 cornugons or 1d2 pit fiends. 
   Regeneration (Ex): Baalzebul takes normal damage from holy and 
  blessed weapons of at least +4 enchantment. 
   Devil Qualities (Ex): Immune to fire and poison; cold and acid 
  resistance 20. 
   See in Darkness (Su): Can see perfectly in darkness of any kind, 
  even that created by deeper darkness spells. 
   Telepathy (Su): Baalzebul can communicate telepathically with any 
  creature within 100 feet that has a language.?
   
   
  Baalzebul first appeared in the 1e MM (Gary Gygax, 1977). 
   
  
  BAALZEPHON (Duke of Hell) 
  Large Outsider (Evil, Lawful) 
  Hit Dice: 35d8+280 (437 hp) 
  Initiative: +6 (+2 Dex, +4 Improved Initiative) 
  Speed: 40 ft, fly 60 ft (average) 
  AC: 33 (-1 size, +2 Dex, +22 natural) 
  Attacks: +3 vorpal bastard sword +46/+41/+36/+31/+26 melee; or 2 
  claws +42 melee, 2 wings +40 melee, bite +40 melee, tail slap +40 
  melee 
  Damage: +3 vorpal bastard sword 1d10+11; or claw 1d6+8, wing 
  1d4+4, bite 2d6+4 and poison plus disease, tail slap 2d4+4 
  Face/Reach: 5 ft by 5 ft/10 ft 
  Special Attacks: Spell-like abilities, fear aura, improved grab, constrict 
  2d4+12, summon devils 
  Special Qualities: Damage reduction 25/+3, SR 29, devil qualities, see 
  in darkness, telepathy, regeneration 15, darkvision 60 ft 
  Saves: Fort +27, Ref +21, Will +24 
  Abilities: Str 27, Dex 15, Con 27, Int 22, Wis 20, Cha 20 
  Skills: Bluff +40, Climb +43, Concentration +43, Diplomacy +40, 
  Disguise +30, Gather Information +37, Hide +33, Intimidate +35, Jump 
  +43, Knowledge (arcana) +41, Listen +35, Move Silently +27, Search 
  +43, Spellcraft +43, Spot +35 
  Feats: Blind-Fight, Cleave, Dodge, Great Cleave, Improved Critical 
  (bastard sword), Improved Initiative, Multiattack, Power Attack, Weapon 
  Focus (bastard sword) 
   
  Climate/Terrain: Any land and underground 
  Organization: Solitary or troupe (2-5 erinyes, and 6-10 barbazu) 
  Challenge Rating: 20 
  Treasure: Double standard 
  Alignment: Always lawful evil 
  Advancement: — 
   
  The great pit fiend Baalzephon is the Prime Minister of Dis, leading the 
  vassals and armies of Dispater. He is almost always found in Dispater’s 
  palace or at the right-hand of the arch-devil himself. 
   Baalzephon appears as a normal pit fiend. 
   
  COMBAT 
  Great Baalzephon attacks with his +3 vorpal bastard sword and his 
  spell-like abilities. 
   Spell-Like Abilities: At will—animate dead, blasphemy, charm 
  person, comprehend languages, create undead, desecrate, detect 
  good, detect magic, dispel magic, fireball, hold person, improved 
  invisibility, magic circle against good, major image, produce flame, 
  polymorph self, pyrotechnics, see invisible, suggestion, teleport without 
  error (self plus 50 pounds of objects only), unholy aura, unhallow, and 
  wall of fire; 1/week—wish; 1/day—meteor swarm (any) and symbol 
  (any). These abilities are as the spells cast by a 20th-level sorcerer 
  (save DC 15 + spell level). 
   Fear Aura (Su): As a free action, Baalzephon can create an aura of 
  fear in a 20-foot radius. It is otherwise identical with fear cast by a 20th-
  level sorcerer (save DC 32). If the save is successful, that creature 
  cannot be affected again by Baalzephon’s fear aura for one day. 
   Poison (Ex): Bite, Fortitude save (DC 33); initial damage 1d6 
  
  temporary Constitution, secondary damage death. 
   Disease (Su): Even if an affected creature saves against the poison, 
  it must succeed at a Fortitude save (DC 33) or be infected with a vile 
  disease called devil chills (incubation period 1d4 days, damage 1d4 
  points of temporary Strength). See Disease, page 74 in the Dungeon 
  Master’s Guide. 
   Improved Grab (Ex): To use this ability, Baalzephon must hit a 
  Medium-size or smaller opponent with its tail slap attack. If he gets a 
  hold, he can constrict. 
   Constrict (Ex): Baalzephon deals 2d4+12 points of damage with a 
  successful grapple check against Medium-size or smaller creatures. 
   Summon Devils (Sp): Three times per day Baalzephon can 
  automatically summon three lemures, osyluths, or barbazu, two erinyes, 
  hamatulas, or cornugons, or one pit fiend. 
   Regeneration (Ex): Baalzephon takes normal damage from holy and 
  blessed weapons of at least +3 enchantment. 
   Devil Qualities (Ex): Immune to fire and poison; cold and acid 
  resistance 20. 
   See in Darkness (Su): Can see perfectly in darkness of any kind, 
  even that created by deeper darkness spells. 
   Telepathy (Su): Baalzephon can communicate telepathically with any 
  creature within 100 feet that has a language. 
   
   
  Baalzephon was first mentioned in Dragon #75 (Ed Greenwood and Gary Gygax, 1983). 
   
  
  BAEL (Duke of Hell) 
  Large Outsider (Evil, Lawful) 
  Hit Dice: 35d8+280 (437 hp) 
  Initiative: +7 (+3 Dex, +4 Improved Initiative) 
  Speed: 40 ft 
  AC: 40 (-1 size, +3 Dex, +8 chain mail, +23 natural) 
  Attacks: +3 telescoping morningstar +43/+38/+33/+28/+23 melee 
  Damage: +3 telescoping morningstar 1d8+11 
  Face/Reach: 5 ft by 5 ft/10 ft (15-20 ft with +3 telescoping morning star) 
  Special Attacks: Spell-like abilities, psionics, fear aura, summon devils 
  Special Qualities: Damage reduction 25/+3, SR 29, devil qualities, see 
  in darkness, telepathy, regeneration 15, darkvision 60 ft 
  Saves: Fort +27, Ref +22, Will +28 
  Abilities: Str 27, Dex 17, Con 26, Int 28, Wis 28, Cha 24 
  Skills: Bluff +42, Climb +43, Concentration +43, Diplomacy +42, 
  Escape Artist +38, Intimidate +42, Knowledge (arcana) +44, Knowledge 
  (engineering) +44, Knowledge (planes) +44, Knowledge (nobility) +44, 
  Listen +44, Move Silently +38, Scry +44, Search +44, Sense Motive 
  +44, Spellcraft +44, Spot +44 
  Feats: Blind-Fight, Cleave, Combat Casting, Great Cleave, Improved 
  Critical (morningstar), Improved Initiative, Power Attack, Sunder, 
  Weapon Focus (morningstar) 
   
  Climate/Terrain: Any land and underground 
  Organization: Solitary or troupe (2-5 cornugons and 4-8 hamatulas) 
  Challenge Rating: 21 
  Treasure: Standard plus +3 chainmail and +3 telescoping morningstar 
  Alignment: Always lawful evil 
  Advancement: By character class 
   
  Bael is vassal to Mammon, commanding 66 companies of hamatulas in 
  his master’s service. 
   Bael appears as an 8-foot tall golden skinned humanoid. He wears 
  battered bronze-colored +3 chainmail armor. His bovine head features 
  large round eyes, a long broad nose, and protruding ears. He has 
  forward curling horns. 
   
  COMBAT 
  Bael attacks with his +3 telescoping morningstar and his spell-like 
  abilities. 
   Spell-Like Abilities: At will—animate dead, blasphemy, charm 
  person, comprehend languages, desecrate, detect good, detect magic, 
  dispel magic, hold person, improved invisibility, inflict serious wounds, 
  magic circle against good, major image, produce flame, polymorph self, 
  pyrotechnics, see invisible, suggestion, teleport without error (self plus 
  50 pounds of objects only), unholy aura, unhallow, and wind walk; 
  2/day—shapchange; 1/day—meteor swarm (any), symbol (any), and 
  wish. These abilities are as the spells cast by a 20th-level sorcerer 
  (save DC 17 + spell level). 
   Psionics (Sp): At will—astral projection, charm monster, detect evil, 
  detect law, levitate, and protection from good. These abilities are as the 
  spells cast by a 20th-level sorcerer (save DC 17 + spell level). 
   Fear Aura (Su): As a free action, Bael can create an aura of fear in a 
  20-foot radius. It is otherwise identical with fear cast by a 20th-level 
  sorcerer (save DC 32). If the save is successful, that creature cannot be 
  affected by Bael’s fear aura for one day. 
  
  affected by Bael’s fear aura for one day. 
   Summon Devils (Sp): Three times per day, Bael can automatically 
  summon three lemures, hamatulas, or barbazu, or two erinyes, osyluths 
  or cornugons, or one pit fiend. 
   Regeneration (Ex): Bael takes normal damage from holy and 
  blessed weapons of at least +3 enchantment. 
   Telescoping Morningstar: As a standard +3 morningstar, but handle 
  can extend and retract from 4-8 feet in length as a free action. 
   Devil Qualities (Ex): Immune to fire and poison; cold and acid 
  resistance 20. 
   See in Darkness (Su): Can see perfectly in darkness of any kind, 
  even that created by deeper darkness spells. 
   Telepathy (Su): Bael can communicate telepathically with any 
  creature within 100 feet that has a language. 
   
   
  Bael first appeared in Dragon #75 (Gary Gygax, 1983). 
   
  
  BELIAL (Arch-Devil) 
  Large Outsider (Evil, Lawful) 
  Hit Dice: 51d8+510 (739 hp) 
  Initiative: +10 (+6 Dex, +4 Improved Initiative) 
  Speed: 40 ft, 60 ft (good) 
  AC: 39 (-1 size, +6 Dex, +24 natural) 
  Attacks: Huge +5 Military fork of pain +67/+62/+57/+52/+47/+42 melee 
  Damage: Huge +5 Military fork of pain 2d6+16 and pain 
  Face/Reach: 5 ft by 5 ft/10 ft (15 ft with fork) 
  Special Attacks: Spell-like abilities, spells, psionics, fear gaze, 
  summon devils 
  Special Qualities: Damage reduction 30/+3, SR 31, regeneration 25, 
  devil qualities, see in darkness, telepathy 
  Saves: Fort +37, Ref +33, Will +37 
  Abilities: Str 32, Dex 22, Con 30, Int 30, Wis 30, Cha 36 
  Skills: Balance +57, Bluff +64, Concentration +61, Diplomacy +64, 
  Gather Information +64, Heal +61, Intimidate +61, Knowledge (arcana) 
  +61, Knowledge (Hell’s politics) +61, Knowledge (planes) +61, 
  Knowledge (religion) +61, Listen +61, Move Silently +57, Scry +61, 
  Search +61, Sense Motive +61, Spellcraft +61, Spot +651 
  Feats: Blind-Fight, Cleave, Combat Casting, Dodge, Great Cleave, 
  Improved Critical (military fork), Improved Initiative, Mobility, Power 
  Attack, Spring Attack, Sunder, Weapon Focus (military fork), Whirlwind 
  Attack 
   
  Climate/Terrain: Any land and underground 
  Organization: Solitary or troupe (Belial plus 2-3 pit fiends) 
  Challenge Rating: 38 
  Treasure: Double standard 
  Alignment: Always lawful evil 
  Advancement: — 
   
  Great Belial rules Phlegethos, Hell’s fourth plane from his citadel 
  located in the volcanic city of Abriymoch. He is firmly in the camp of 
  Baalzebul, hating Geryon nearly as much as does Moloch. Belial must 
  guard against the machinations of Mammon, so he does not have 
  freedom to act. 
   Belial appears as a 10-foot tall handsome humanoid with blue-black 
  skin. His eyes are slanted and red. Belial has no wings. 
   
  COMBAT 
  Belial prefers to use his military fork in combat as well as his spells and 
  spell-like abilities. 
   Spell-Like Abilities: At will—animate dead, blasphemy, charm 
  person, comprehend languages, daylight, desecrate, detect good, 
  detect magic, detect thoughts, dispel magic, fireball, geas/quest, hold 
  person, improved invisibility, magic circle against good, major image, 
  polymorph self, produce flame, pyrotechnics, raise dead, read magic, 
  see invisible, suggestion, teleport without error (self plus 50 pounds of 
  objects only), unholy aura, unhallow, wall of fire, and wish; 1/day—
  meteor swarm (any) and symbol (any). These abilities are as the spells 
  cast by a 20th-level sorcerer (save DC 23 + spell level). 
   Spells: Belial casts arcane spells as a 20th-level sorcerer (save DC 
  23 + spell level) and divine spells as a 20th-level cleric (save DC 20 + 
  spell level). He has access to the domains of Evil, Law, and War. 
  
   Psionics (Sp): At will—astral projection, charm monster, deeper 
  darkness, detect evil, detect law, levitate, and protection from good. 
  These abilities are as the spells cast by a 20th-level sorcerer (save DC 
  25 + spell level). 
   Fear Gaze (Su): 30 feet; Will save (DC 45) or flee in fear for 2d6 
  rounds. 
   Summon Devils (Sp): Three times per day Belial can automatically 
  summon 1d6 osyluths, 1d4 barbazu, or 1d2 hamatula or pit fiends. 
   Regeneration (Ex): Belial takes normal damage from holy and 
  blessed weapons of at least +3 enchantment. 
   Military Fork of Pain: Huge Martial weapon, reach, 2d6 points of 
  piercing damage, x3 crit (Belial scores a critical hit on a roll of 19-20 
  due to the Improved Critical feat). Any creature struck must succeed at 
  a Fortitude save (DC 22) or be affected as if by a symbol of pain cast by 
  a 20th-level sorcerer. 
   Devil Qualities (Ex): Immune to fire and poison; cold and acid 
  resistance 20. 
   See in Darkness (Su): Can see perfectly in darkness of any kind, 
  even that created by deeper darkness spells. 
   Telepathy (Su): Belial can communicate telepathically with any 
  creature within 100 feet that has a language.?
   
   
  Belial first appeared in the 1e MM II (Gary Gygax, 1983). 
   
  
  CAARCRINOLAAS (Duke of Hell) 
  Medium-Size Outsider (Evil, Lawful) 
  Hit Dice: 34d8+340 (493 hp) 
  Initiative: +7 (+3 Dex, +4 Improved Initiative) 
  Speed: 40 ft, 60 ft (good) 
  AC: 41 (+3 Dex, +8 chainmail, +20 natural) 
  Attacks: +3 scythe +46/+41/+36/+31/+26 melee; or horn +42 melee 
  Damage: +3 scythe 2d4+11; or horn 1d6+8 
  Face/Reach: 5 ft by 5 ft/5 ft 
  Special Attacks: Spell-like abilities, psionics, fear, summon devils 
  Special Qualities: Damage reduction 25/+3, SR 28, devil qualities, see 
  in darkness, telepathy, regeneration 15, darkvision 60 ft 
  Saves: Fort +29, Ref +22, Will +28 
  Abilities: Str 27, Dex 17, Con 31, Int 26, Wis 28, Cha 28 
  Skills: Bluff +35, Climb +30, Concentration +47, Diplomacy +46, 
  Disguise +39, Gather Information +35, Intimidate +43, Knowledge 
  (arcana) +45, Knowledge (planes) +39, Knowledge (religion) +28, 
  Listen +39, Move Silently +38, Scry +40, Search +31, Sense Motive 
  +36, Spellcraft +43, Spot +39 
  Feats: Blind-Fight, Cleave, Combat Casting, Great Cleave, Improved 
  Critical, Improved Initiative, Power Attack, Sunder, Weapon Focus 
  (scythe) 
   
  Climate/Terrain: Any land and underground 
  Organization: Solitary or troupe (1 pit fiend, 2-5 barbazu, and 4-7 
  hamatulas) 
  Challenge Rating: 19 
  Treasure: Standard plus +3 chainmail and +3 scythe 
  Alignment: Always lawful evil 
  Advancement: By character class 
   
  Caarcrinolaas is a duke in the service of Mammon. He leads 36 
  companies of hamatulas into combat. He is indifferent to the ambitions 
  of others, preferring to follow orders and wait for any opportunity that 
  comes along to better himself. Let others risk their necks in intrigues; 
  Caarcrinolaas will sit and watch patiently. 
   Caarcrinolaas appears as a gray-brown furred humanoid with a dog’s 
  head and yellow eyes. He has scarlet bat-like wings and upright, scarlet 
  horns. His hooves are black and his forked tail is scarlet. In the center 
  of his brow is a third horn. Taller than the other two, it stands straight 
  up, and Caarcrinolaas can use it in combat, though he rarely, if ever, 
  does. He wears +3 chainmail. 
   
  COMBAT 
  In combat, Caarcrinolaas attacks with his +3 scythe. He wears an iron 
  collar that protects him from any form of decapitation. 
   Spell-Like Abilities: At will—animate dead, blasphemy, charm 
  person, comprehend languages, desecrate, detect good, detect magic, 
  dispel magic, fire shield, hold person, improved invisibility, magic circle 
  against good, major image, produce flame, polymorph self, 
  pyrotechnics, see invisible, suggestion, teleport without error (self plus 
  50 pounds of objects only), unholy aura, unhallow, and wish; 2/day—
  flesh to stone; 1/day—circle of death, meteor swarm (any) and symbol 
  (any). These abilities are as the spells cast by a 20th-level sorcerer 
  (save DC 19 + spell level). 
  
   Psionics (Sp): At will—astral projection, charm monster, deeper 
  darkness, detect evil, detect law, and levitate. These abilities are as the 
  spells cast by a 20th-level sorcerer (save DC 19 + spell level). 
   Fear (Su): Touch; Will save (DC 37) or flee in fear for 2d6 rounds. If 
  the save is successful, that creature cannot be affected again by 
  Caarcrinolas’ fear touch for one day. 
   Summon Devils (Sp): Three times per day, Caarcrinolaas can 
  automatically summon 3 lemures, hamatulas, barbazu, or 2 erinyes, 
  osyluths, or cornugons, or one pit fiend. 
   Regeneration (Ex): Caarcrinolaas takes normal damage from holy 
  and blessed weapons of at least +3 enchantment. 
   Devil Qualities (Ex): Immune to fire and poison; cold and acid 
  resistance 20. 
   See in Darkness (Su): Can see perfectly in darkness of any kind, 
  even that created by deeper darkness spells. 
   Telepathy (Su):  Caarcrinolaas can communicate telepathically with 
  any creature within 100 feet that has a language. 
   
   
  Caarcrinolaas first appeared in Dragon #75 (Ed Greenwood, July 1983). 
   
  
  DISPATER (Arch-Devil) 
  Medium-Size Outsider (Evil, Lawful)  
   
   
   
  Hit Dice: 48d8+528 (744 hp) 
  Initiative: +9 (+6 Dex, +4 Improved Initiative) 
  Speed: 40 ft 
  AC: 38 (+6 Dex, +22 natural) 
  Attacks: Staff of Dis +61/+56/+51/+46/+41/+36 melee; or claw +56 
  melee 
  Damage: Staff of Dis 2d6+12; or claw 1d6+8 
  Face/Reach: 5 ft by 5 ft/5 ft (10 ft with staff) 
  Special Attacks: Spell-like abilities, spells, psionics, gaze attacks, 
  summon devils, Staff of Dis 
  Special Qualities: Damage reduction 30/+3, SR 31, regeneration 20, 
  devil qualities, see in darkness, telepathy 
  Saves: Fort +37, Ref +31, Will +35 
  Abilities: Str 26, Dex 22, Con 32, Int 28, Wis 28, Cha 28 
  Skills: Bluff +57, Concentration +59, Diplomacy +57, Disguise +57, 
  Intimidate +57, Intuit Direction +57, Knowledge (arcana) +57, 
  Knowledge (Hell’s politics) +57, Knowledge (planes) +57, Knowledge 
  (religion) +57, Listen +57, Move Silently +54, Scry +57, Search +57, 
  Sense Motive +57, Spellcraft +57, Spot +57 
  Feats: Blind-Fight, Cleave, Combat Casting, Dodge, Expertise, Great 
  Cleave, Improved Disarm, Improved Initiative, Improved Trip, Mobility, 
  Power Attack, Sunder, Weapon Focus (staff) 
   
  Climate/Terrain: Any land and underground 
  Organization: Solitary or troupe (2-5 erinyes and 3-18 Medium-size 
  zombies) 
  Challenge Rating: 39 
  Treasure: Double standard 
  Alignment: Always lawful evil 
  Advancement: — 
   
  Dispater is the ruler of Dis, Hell’s second plane. His capitol is the iron 
  city of Dis, named for the entire plane. The iron city is filled with 
  zombies, erinyes, and a sprinkling of hamatula. 
   Dispater is evilly handsome, appearing as a 7-foot tall humanoid with 
  baldhead and goatee; only his small horns, tail, and cloven left hoof 
  betray his true identity. 
   
  COMBAT 
  Dispater attacks using his staff, spells and spell-like abilities in combat. 
   Spell-Like Abilities: At will—animate dead, blasphemy, charm 
  person, comprehend languages, create undead, daylight, desecrate, 
  detect good, detect magic, detect thoughts, dispel magic, fireball, 
  geas/quest, hold person, improved invisibility, magic circle against 
  good, major image, polymorph self, produce flame, pyrotechnics, raise 
  dead, read magic, restoration, see invisible, suggestion, teleport without 
  error (self plus 50 pounds of objects only), unholy aura, unhallow, wall 
  of fire, and wish; 1/day— meteor swarm (any) and symbol (any). These 
  abilities are as the spells cast by a 20th-level sorcerer (save DC 19 + 
  spell level). 
   Spells: Dispater casts arcane spells as a 20th-level sorcerer (save 
  DC 19 + spell level) and divine spells as a 20th-level cleric (save DC 19 
  + spell level). He has access to the domains of Evil, Law, and Magic. 
  
   Psionics (Sp): At will—astral projection, charm monster, deeper 
  darkness, detect evil, detect law, levitate, and protection from good. 
  These abilities are as the spells cast by a 20th-level sorcerer (save DC 
  19 + spell level). 
   Gaze Attacks (Su): Dispater has two gaze weapons. He may use 
  one once per round. 
   Each gaze weapon has a range of 30 feet and functions as a spell 
  cast by a 20th-level sorcerer. The save DC for each gaze attack is 43. 
   Chill: This functions as the slow spell, Will negates. 
   Fear: This functions as the fear spell, Will negates. 
   Summon Devils (Sp): Three times per day Dispater can 
  automatically summon 1d4 erinyes, 1d3 hamatula, or 1d2 pit fiends. 
   Regeneration (Ex): Dispater takes normal damage from holy and 
  blessed weapons of at least +3 enchantment. 
   Staff of Dis: Large bludgeoning weapon, as a +4 staff, deals 2d6+4 
  points of damage per hit. It possesses all the abilities of a rod of 
  rulership (Rod of Rulership, page 198 in the DMG). 
   Devil Qualities (Ex): Immune to fire and poison; cold and acid 
  resistance 20. 
   See in Darkness (Su): Can see perfectly in darkness of any kind, 
  even that created by deeper darkness spells. 
   Telepathy (Su): Dispater can communicate telepathically with any 
  creature within 100 feet that has a language.?
   
   
  Dispater first appeared in the 1e MM (Gary Gygax, 1977). 
   
  
  FOCALOR (Duke of Hell) 
  Medium-Size Outsider (Evil, Lawful) 
  Hit Dice: 40d8+440 (620 hp) 
  Initiative: +7 (+3 Dex, +4 Improved Initiative) 
  Speed: 40 ft, fly 60 ft (good) 
  AC: 35 (+3 Dex, +22 natural) 
  Attacks: Slam +48/+43/+38/+33/+28 melee; or +3 staff 
  +51/+46/+41/+36/+31 melee 
  Damage: Slam 1d6+7; or +3 staff 1d6+10 
  Face/Reach: 5 ft by 5 ft/5 ft 
  Special Attacks: Spell-like abilities, psionics, breath weapon, summon 
  devils 
  Special Qualities: Damage reduction 25/+3, SR 28, devil qualities, see 
  in darkness, telepathy, regeneration 20, darkvision 60 ft 
  Saves: Fort +33, Ref +25, Will +31 
  Abilities: Str 25, Dex 17, Con 33, Int 28, Wis 28, Cha 28 
  Skills: Bluff +44, Climb +42, Concentration +51, Diplomacy +37, 
  Disguise +48, Gather Information +40, Intimidate +40, Knowledge 
  (arcana) +49, Knowledge (engineering) +37, Knowledge (planes) +41, 
  Knowledge (religion) +35, Listen +41, Move Silently +37, Scry +49, 
  Search +39, Sense Motive +39, Spellcraft +49, Spot +40, Swim +49 
  Feats: Blind-Fighting, Cleave, Combat Casting, Expertise, Great 
  Cleave, Improved Disarm, Improved Initiative, Improved Trip, Power 
  Attack, Sunder, Weapon Focus (slam, staff) 
   
  Climate/Terrain: Any land and underground 
  Organization: Solitary or troupe (1 pit fiend, 2-5 cornugons, and 2-5 
  barbazu) 
  Challenge Rating: 22 
  Treasure: Standard 
  Alignment: Always lawful evil 
  Advancement: By character class 
   
  Focalor acts as seneschal to Mammon and wields much of the real 
  power in Minauros. He is a master strategist and carefully watches over 
  Mammon’s palace as well as Glasya (Mammon’s consort and 
  Asmodeus’ daughter). 
   Many in the Hells believe Mammon would be easy prey were it not for 
  his dukes and the care of Focalor. Many arch-devils have tested 
  Focalor’s loyalty in the past and come away disappointed, as he is 
  unshakable in his dedication to Mammon. 
   Focalor appears human—a thin, bearded, and middle-aged sage with 
  power and heavy concerns—until he unfurls his feathered wings from 
  his flowing robes or reveals his brown cloven hooves. He wears an iron 
  gauntlet on his right hand as his badge of office. 
   
  COMBAT 
  Focalor attacks using his spell-like abilities or his staff and fists. If the 
  battle is going against him, he will gate in a troupe of barbazu or 
  hamatula and flee. If Glasya is present and in trouble, Focalor will 
  protect her at all costs, including that of his own life. 
   Spell-Like Abilities: At will—animate dead, blasphemy, charm 
  person, comprehend languages, control weather, desecrate, detect 
  good, detect magic, dispel magic, hold person, improved invisibility, 
  lightning bolt, magic circle against good, major image, produce flame, 
  
  passwall, polymorph self, pyrotechnics, see invisibility, suggestion, 
  teleport without error (self plus 50 pounds of objects only), unholy aura, 
  unhallow, water breathing, and wish; 2/day—bestow curse and blink ; 
  1/day—blindness/deafness, meteor swarm (any) and symbol (any). 
  These abilities are as the spells cast by a 20th-level sorcerer (save DC 
  19 + spell level). 
   Psionics (Sp): At will—astral projection, deeper darkness, detect evil, 
  detect law, dispel good, levitate, and protection from good. These 
  abilities are as the spells cast by a 20th-level sorcerer (save DC 19 + 
  spell level). 
   Breath Weapon (Su): Line of fear, 5 feet wide, 5 feet high, and 30 
  feet long, once per round; Will save (DC 31) or affected as fear cast by 
  a 20th-level sorcerer. If the save is successful, that creature cannot be 
  affected by Focalor’s fear breath weapon for one day. 
   Summon Devils (Sp): Three times per day, Focalor can 
  automatically summon three lemures, osyluths, or barbazu, or two 
  erinyes, hamatulas, or cornugons, or one pit fiend. 
   Regeneration (Ex): Focalor takes normal damage from holy and 
  blessed weapons of at least +3 enchantment. 
   Devil Qualities (Ex): Immune to fire and poison; cold and acid 
  resistance 20. 
   See in Darkness (Su): Can see perfectly in darkness of any kind, 
  even that created by deeper darkness spells. 
   Telepathy (Su): Focalor can communicate telepathically with any 
  creature within 100 feet that has a language. 
   
   
  Focalor first appeared in Dragon #75 (Ed Greenwood, July 1983). 
   
  
  GERYON (Arch-Devil) 
  Huge Outsider (Evil, Lawful) 
  Hit Dice: 44d8+484 (682 hp) 
  Initiative: +6 (+2 Dex, +4 Improved Initiative) 
  Speed: 20 ft, fly 50 ft (average) 
  AC: 33 (-2 size, +2 Dex, +23 natural) 
  Attacks: 2 slams +58 melee, tail sting +57 melee 
  Damage: Slam 2d6+16, tail sting 2d4+8 and poison 
  Face/Reach: 10 ft by 30 ft/10 ft 
  Special Attacks: Spell-like abilities, spells, psionics, poison, fear gaze, 
  improved grab, tear, bull’s horn, summon devils 
  Special Qualities: Damage reduction 30/+3, SR 30, regeneration 20, 
  devil qualities, see in darkness, telepathy 
  Saves: Fort +35, Ref +26, Will +31 
  Abilities: Str 42, Dex 14, Con 32, Int 24, Wis 24, Cha 32 
  Skills: Bluff +55, Concentration +55, Diplomacy +55, Heal +51, 
  Intimidate +55, Knowledge (arcana) +51, Knowledge (Hell’s politics) 
  +51, Knowledge (planes) +51, Knowledge (religion) +51, Listen +51, 
  Scry +51, Search +51, Sense Motive +51, Spellcraft +51, Spot +51 
  Feats: Blind-Fight, Cleave, Combat Casting, Dodge, Expertise, Great 
  Cleave, Improved Critical (tail sting), Improved Initiative, Mobility, 
  Multiattack, Power Attack, Weapon Focus (tail sting) 
   
  Climate/Terrain: Any land and underground 
  Organization: Solitary or troupe (2-5 osyluths) 
  Challenge Rating: 38 
  Treasure: Double standard 
  Alignment: Always lawful evil 
  Advancement: — 
   
  Geryon is the ruler of Stygia, Hell’s fifth plane. Geryon dwells in a great 
  fortress in the city of Tantlin in the very middle of the plane, and seldom 
  ventures forth. 
   He appears as a 10-foot tall snake-humanoid. His upper torso is that 
  of a handsome man with dark hair and eyes, while his lower torso is 
  that of a huge, 30-foot long, snake. Huge, black bat-like wings protrude 
  from his back. His tail ends in a razor-sharp stinger. 
   
  COMBAT 
  Geryon attacks with his massive fists and poisonous tail in combat. One 
  of his favorite tactics is to grab an opponent and sting it to death with 
  his tail. 
   Spell-Like Abilities: At will—animate dead, blasphemy, charm 
  person, comprehend languages, daylight, desecrate, detect good, 
  detect magic, detect thoughts, dispel magic, fireball, geas/quest, hold 
  person, ice storm, improved invisibility, magic circle against good, major 
  image, polymorph self, produce flame, pyrotechnics, raise dead, read 
  magic, see invisible, suggestion, teleport without error (self plus 50 
  pounds of objects only), unholy aura, unhallow, wall of ice, and wish; 
  1/day—mass charm, meteor swarm (any) and symbol (any). These 
  abilities are as the spells cast by a 20th-level sorcerer (save DC 21 + 
  spell level). 
   Spells: Geryon casts arcane spells as a 20th-level sorcerer (save DC 
  21 + spell level) and divine spells as a 20th-level cleric (save DC 17 + 
  spell level). He has access to the domains of Evil, Law, and Strength. 
  
   Psionics (Sp): At will—astral projection, charm monster, deeper 
  darkness, detect evil, detect law, and levitate. These abilities are as the 
  spells cast by a 20th-level sorcerer (save DC 23 + spell level). 
   Fear Gaze (Su): Gaze, 30 feet; Will save (DC 43) or flee in fear for 
  2d6 rounds. 
   Improved Grab (Ex): To use this ability, Geryon must hit with a claw 
  attack. If he gets a hold he can sting with his tail. 
   Tear (Ex): Geryon automatically hits a held opponent of up to Large 
  size with all his melee attacks each round he maintains the hold. 
   Poison (Ex): Tail sting, Fortitude save (DC 43); initial and secondary 
  damage 2d6 points of temporary Constitution damage. 
   Summon Devils (Sp): Three times per day Geryon can automatically 
  summon 1d3 osyluths or barbazu, or 1d2 hamtula or pit fiends. 
   Regeneration (Ex): Geryon takes normal damage from holy and 
  blessed weapons of at least +3 enchantment. 
   Bulls Horn: Geryon carries a great horn which he can blow as a full 
  round action. The horn summons 5d4 6 HD minotaurs. It may be blown 
  thrice per week. 
   Devil Qualities (Ex): Immune to fire and poison; cold and acid 
  resistance 20. 
   See in Darkness (Su): Can see perfectly in darkness of any kind, 
  even that created by deeper darkness spells. 
   Telepathy (Su): Geryon can communicate telepathically with any 
  creature within 100 feet that has a language.?
   
   
  Geryon first appeared in the 1e MM (Gary Gygax, 1977). 
   
  
  GLASYA (Princess of Hell) 
  Large Outsider (Evil, Lawful) 
  Hit Dice: 23d8+161 (264 hp) 
  Initiative: +7 (+3 Dex, +4 Improved Initiative) 
  Speed: 40 ft, fly 60 ft (good) 
  AC: 34 (-1 size, +3 Dex, +22 natural) 
  Attacks: +3 short sword of venom +31/+26/+21/+16/+11 melee 
  Damage: +3 short sword of venom 1d6+8 and poison 
  Face/Reach: 5 ft by 5 ft/5 ft 
  Special Attacks: Spell-like abilities, psionics, fear, summon devils 
  Special Qualities: Damage reduction 25/+3, SR 27, devil qualities, see 
  in darkness, telepathy, regeneration 15, darkvision 60 ft 
  Saves: Fort +20, Ref +16, Will +21 
  Abilities: Str 21, Dex 17, Con 24, Int 26, Wis 26, Cha 32 
  Skills: Bluff +34, Climb +28, Concentration +30, Diplomacy +34, 
  Disguise +34, Gather Information +34, Intimidate +34, Knowledge 
  (arcana) +31, Knowledge (Hell’s politics) +31, Knowledge (planes) +31, 
  Listen +31, Move Silently +26, Scry +31, Sense Motive +31, Spellcraft 
  +31, Spot +31 
  Feats: Ability Focus (fear), Blind-Fight, Combat Casting, Dodge, 
  Empower Spell, Improved Initiative, Maximize Spell, Mobility, Weapon 
  Focus (shortsword) 
   
  Climate/Terrain: Any land and underground 
  Organization: Solitary or troupe (1 pit fiend, 2-5 cornugons, and 2-5 
  barbazu) 
  Challenge Rating: 18 
  Treasure: Standard plus +3 short sword of venom 
  Alignment: Always lawful evil 
  Advancement: By character class 
   
  As consort to Mammon, Glasya is one of the more powerful and 
  influential female devils. Glasya is the daughter of Asmodeus, the 
  Overlord of the Hells. 
   Glasya appears as a very beautiful female standing about 9 feet tall. 
  She has copper-colored skin, small horns, and black bat-like wings. 
   
  COMBAT 
  Glasya very rarely enters combat, but when pressed, she will attack 
  using her short sword or spell-like abilities. Given the chance she will 
  teleport away, but not before summoning other devils to deal with the 
  interlopers. 
   Spell-Like Abilities: At will—animate dead, blasphemy, charm 
  person, comprehend languages, desecrate, detect good, detect magic, 
  dispel magic, hold person, improved invisibility, magic circle against 
  good, major image, produce flame, polymorph self, pyrotechnics, see 
  invisible, suggestion, teleport without error (self plus 50 pounds of 
  objects only), unholy aura, and unhallow; 1/day—finger of death, 
  meteor swarm (any) and symbol (any). These abilities are as the spells 
  cast by a 20th-level sorcerer (save DC 21 + spell level). 
   Psionics (Sp): At will—astral projection, charm monster, detect evil, 
  detect law, dispel good, and levitate. These abilities are as the spells 
  cast by a 20th-level sorcerer (save DC 21 + spell level). 
   Fear (Su): By speaking, 30-foot radius, Will save (DC 34) negates, as 
  a fear spell cast by a 20th-level sorcerer. If the save is successful that 
  creature cannot be affected again by Glasya’s fear aura for one day. 
  
  creature cannot be affected again by Glasya’s fear aura for one day. 
   Summon Devils (Sp): Three times per day Glasya can automatically 
  summon three lemures, osyluths, or barbazu, or two erinyes, 
  hamatulas, or cornugons, or one pit fiend. 
   Regeneration (Ex): Glasya takes normal damage from holy and 
  blessed weapons of at least +3 enchantment. 
   Short Sword of Venom: Functions as a dagger of venom. 
   Devil Qualities (Ex): Immune to fire and poison; cold and acid 
  resistance 20. 
   See in Darkness (Su): Can see perfectly in darkness of any kind, 
  even that created by deeper darkness spells. 
   Telepathy (Su): Glasya can communicate telepathically with any 
  creature within 100 feet that has a language. 
   
   
  Glasya first appeared in Dragon #75 (Gary Gygax, 1983). 
   
  
  MAMMON (Arch-Devil) 
  Large Outsider (Evil, Lawful) 
  Hit Dice: 46d8+552 (759 hp) 
  Initiative: +9 (+5 Dex, +4 Improved Initiative) 
  Speed: 20 ft, fly 50 ft (average) 
  AC: 37 (-1 size, +5 Dex, +23 natural) 
  Attacks: Huge +5 Unholy fauchard-fork of wounding 
  +59/+54/+49/+44/+39/+34 melee; or 2 slams +53 melee, bite +51 melee 
  Damage: Huge +5 Unholy fauchard-fork of wounding 2d8+13; or Slam 
  1d8+8, bite 2d8+4 
  Face/Reach: 5 ft by 5 ft/10 ft (15 ft with fauchard-fork) 
  Special Attacks: Spell-like abilities, spells, fear gaze, summon demons 
  Special Qualities: Damage reduction 30/+3, SR 30, regeneration 20, 
  devil qualities, see in darkness, telepathy 
  Saves: Fort +37, Ref +30, Will +35 
  Abilities: Str 27, Dex 20, Con 34, Int 30, Wis 30, Cha 28 
  Skills: Balance +51, Bluff +55, Concentration +58, Diplomacy +55, 
  Gather Information +55, Intimidate +55, Jump +53, Knowledge (arcana) 
  +56, Knowledge (Hell’s politics) +56, Knowledge (planes) +56, 
  Knowledge (religion) +56, Listen +56, Move Silently +51, Scry +56, 
  Search +56, Sense Motive +56, Spellcraft +56, Spot +56 
  Feats: Blind-Fight, Cleave, Combat Casting, Dodge, Great Cleave, 
  Improved Critical (fauchard-fork), Improved Initiative, Mobility, 
  Multiattack, Power Attack, Sunder, Weapon Focus (fauchard-fork) 
   
  Climate/Terrain: Any land and underground 
  Organization: Solitary or troupe (18 HD Huge nightmare, 5-12 
  hellhounds) 
  Challenge Rating: 35 
  Treasure: Double standard 
  Alignment: Always lawful evil 
  Advancement: — 
   
  From the black stone city of Minauros (named after the plane), 
  Mammon rules Hell’s third plane. Mammon and Dispater are supposed 
  allies and purportedly support Mephistopheles, but neither has ever 
  failed to obey Asmodeus. Mammon’s realm is a boundless series of rifts 
  with slime streams along the bottoms. Hot ash sprays from volcanoes 
  and cover the plane. 
   Mammon is red-gold in color and his scaled wings gleam like rubies. 
  His form is bloated and soft looking. His head is bald and his eyes are 
  black with red pupils. A large toothy maw dominates his head. Small 
  horns jut from the top of his head. 
   
  COMBAT 
  Mammon attacks with his fauchard-fork in battle as well as his spells 
  and spell-like abilities. 
   Spell-Like Abilities: At will—animate dead, blasphemy, charm 
  person, comprehend languages, desecrate, detect good, detect magic, 
  detect thoughts, dispel magic, fireball, geas/quest, hold person, 
  improved invisibility, magic circle against good, major image, polymorph 
  self, produce flame, pyrotechnics, raise dead, read magic, see invisible, 
  suggestion, teleport without error (self plus 50 pounds of objects only), 
  unholy aura, unhallow, wall of fire, and wish; 1/day— meteor swarm 
  (any), shapechange, and symbol (any). These abilities are as the spells 
  cast by a 20th-level sorcerer (save DC 19 + spell level). 
  
  cast by a 20th-level sorcerer (save DC 19 + spell level). 
   Spells: Mammon casts arcane spells as a 20th-level sorcerer (save 
  DC 19 + spell level) and divine spells as a 20th-level cleric (save DC 20 
  + spell level). He has access to the domains of Evil, Law, and Trickery. 
   Psionics (Sp): At will—astral projection, charm monster, deeper 
  darkness, detect evil, detect law, levitate, and protection from good. 
  These abilities are as the spells cast by a 20th-level sorcerer (save DC 
  19 + spell level). 
   Fear Gaze (Su): Gaze, 30 feet; Will save (DC 43) or flee in fear for 
  2d6 rounds. 
   Summon Devils (Sp): Three times per day Mammon can 
  automatically summon 1d4 hamatula or barbazu, or 1d2 pit fiends. 
   Regeneration (Ex): Mammon takes normal damage from holy and 
  blessed weapons of at least +3 enchantment. 
   Unholy Fauchard-Fork of Wounding: Huge Martial weapon, reach, 
  2d8 piercing damage, x3 crit (Mammon scores a critical hit on a roll of 
  19-20 due to his Improved Critical feat); acts as a weapon of wounding 
  and an unholy weapon (Unholy, Wounding, page 187 in the DMG). 
   Devil Qualities (Ex): Immune to fire and poison; cold and acid 
  resistance 20. 
   See in Darkness (Su): Can see perfectly in darkness of any kind, 
  even that created by deeper darkness spells. 
   Telepathy (Su): Mammon can communicate telepathically with any 
  creature within 100 feet that has a language.?
   
   
  Mammon first appeared in the 1e MM II (Gary Gygax, 1983). 
   
  
  MELCHON (Duke of Hell) 
  Medium-Size Outsider (Evil, Lawful) 
  Hit Dice: 33d8+363 (511 hp) 
  Initiative: +7 (+3 Dex, +4 Improved Initiative) 
  Speed: 40 ft 
  AC: 33 (+3 Dex, +20 natural) 
  Attacks: Greataxe +41/+36/+31/+26/+21 melee; or tail sting +40 melee 
  Damage: Greataxe 1d12+7; or tail sting 2d4+7 
  Face/Reach: 5 ft by 5 ft/5 ft 
  Special Attacks: Spell-like abilities, psionics, fear aura, corrupt water, 
  summon devils 
  Special Qualities: Damage reduction 25/+3, SR 29, devil qualities, see 
  in darkness, telepathy, regeneration 15, darkvision 60 ft 
  Saves: Fort +28, Ref +21, Will +27 
  Abilities: Str 25, Dex 17, Con 31, Int 26, Wis 28, Cha 28 
  Skills: Bluff +34, Climb +37, Concentration +46, Diplomacy +45, 
  Disguise +29, Gather Information +39, Heal +34, Intimidate +34, 
  Knowledge (arcana) +44, Knowledge (planes) +33, Knowledge 
  (religion) +33, Listen +39, Move Silently +28, Scry +34, Search +38, 
  Sense Motive +34, Spellcraft +34, Spot +38 
  Feats: Blind-Fight, Cleave, Combat Casting, Great Cleave, Improved 
  Critical (greataxe), Improved Initiative, Power Attack, Sunder, Weapon 
  Focus (greataxe) 
   
  Climate/Terrain: Any land and underground 
  Organization: Solitary or troupe (1 pit fiend, 2-5 barbazu, and 7-12 
  erinyes) 
  Challenge Rating: 19 
  Treasure: Standard 
  Alignment: Always lawful evil 
  Advancement: By character class 
   
  Melchon is a duke in the service of Mammon, on whose behalf he leads 
  18 companies of erinyes in battle. A devil most jealous of his stronger 
  fellows, Melchon is something of a malcontent in Minauros, and would 
  welcome any setback to Bael or Focalor. He keeps his true feelings well 
  hidden concerning such things. 
   Meclhon stands 6 feet tall and appears as a red skinned humanoid 
  with upturned, bull-like horns; black, curling brows and beard. His 
  hooves are black and he has large crimson wings. 
   
  COMBAT 
  Melchon disdains the use of magical weapons and uses his greataxe in 
  battle as well as his spell-like abilities. Melchon is fond of poison and 
  uses poisons equal to Deathblade poison (Poison, page 80 in the 
  Dungeon Master’s Guide). 
   Both his greataxe and tail will already be envenomed (90% chance) 
  when he enters combat. 
   Spell-Like Abilities: At will—animate dead, blasphemy, charm 
  person, comprehend languages, desecrate, detect good, detect magic, 
  dispel magic, hold person, improved invisibility, magic circle against 
  good, major image, produce flame, polymorph self, pyrotechnics, see 
  invisible, suggestion, teleport without error (self plus 50 pounds of 
  objects only), unholy aura, unhallow, and wish; 2/day—fireball; 1/day—
  meteor swarm (any) and symbol (any). These abilities are as the spells 
  
  cast by a 20th-level sorcerer (save DC 19 + spell level). 
   Psionics (Sp): At will—astral projection, detect evil, detect law, 
  levitate, and protection from good. These abilities are as the spells cast 
  by a 20th-level sorcerer (save DC 19 + spell level). 
   Fear Aura (Su): As a free action, 30-foot radius, Will save (DC 35) 
  negates, as a fear spell cast by a 20th-level sorcerer. If the save is 
  successful that creature cannot be affected again by Melchon’s fear 
  aura for one day. 
   Corrupt Water (Ex): Touch transforms up to 66 gallons of water into 
  a deadly poison equal to Deathblade poison. 
   Holy water is unaffected by this ability. Magical waters or potions 
  receive a save (DC 36) to avoid corruption. A potion’s save is equal to 
  2+one-half its caster level. 
   Summon Devils (Sp): Three times per day, Melchon can 
  automatically summon 3 lemures, erinyes, or barbazu, or 2 osyluths, 
  hamatulas, or cornugons, or one pit fiend. 
   Regeneration (Ex): Melchon takes normal damage from holy and 
  blessed weapons of at least +3 enchantment. 
   Devil Qualities (Ex): Immune to fire and poison; cold and acid 
  resistance 20. 
   See in Darkness (Su): Can see perfectly in darkness of any kind, 
  even that created by deeper darkness spells. 
   Telepathy (Su): Melchon can communicate telepathically with any 
  creature within 100 feet that has a language. 
   
   
  Melchon first appeared in Dragon #75 (Ed Greenwood, July 1983). 
   
  
  MEPHISTOPHELES (Arch-Devil) 
  Large Outsider (Evil, Lawful) 
  Hit Dice: 62d8+682 (961 hp) 
  Initiative: +10 (+6 Dex, +4 Improved Initiative) 
  Speed: 40 ft, fly 60 ft (good) 
  AC: 41 (-1 size, +6 Dex, +26 natural) 
  Attacks: Large +5 vorpal pitchfork +80/+75/+70/+65/+60/+55 melee; or 
  2 claws +74 melee 
  Damage: Large +5 vorpal pitchfork 2d6+18 and 2d6 electrical, fire, or 
  cold; or claw 1d8+13 
  Face/Reach: 5 ft by 5 ft/10 ft (15 ft with pitchfork) 
  Special Attacks: Spell-like abilities, spells, psionics, fear gaze, 
  summon devils 
  Special Qualities: Damage reduction 40/+4, SR 32, regeneration 25, 
  devil qualities, see in darkness, telepathy 
  Saves: Fort +45, Ref +39, Will +45 
  Abilities: Str 36, Dex 22, Con 32, Int 34, Wis 34, Cha 36 
  Skills: Balance +68, Bluff +75, Concentration +73, Diplomacy +75, 
  Disguise +75, Escape Artist +68, Gather Information +75, Heal +74, 
  Intimidate +75, Knowledge (arcana) +74, Knowledge (Hell’s politics) 
  +74, Knowledge (planes) +74, Knowledge (religion) +74, Listen +74, 
  Move Silently +68, Scry +74, Search +74, Sense Motive +74, Spellcraft 
  +74, Spot +74 
  Feats: Blind-Fight, Cleave, Combat Casting, Dodge, Expertise, Great 
  Cleave, Improved Critical (pitchfork), Improved Disarm, Improved 
  Initiative, Improved Trip, Mobility, Power Attack, Spring Attack, Sunder, 
  Weapon Focus (pitchfork), Whirlwind Attack 
   
  Climate/Terrain: Any land and underground 
  Organization: Solitary or troupe (2-5 gelugons) 
  Challenge Rating: 40 
  Treasure: Double standard 
  Alignment: Always lawful evil 
  Advancement: — 
   
  The eighth plane of Hell, Caina, is ruled by Mephistopheles. His main 
  aim is to wrest the seventh plane from Baalzebul and with the strength 
  gained, challenge Asmodeus for the overlordship of the hells. 
   His great iron citadel sits in the icy mountains of the frozen plane. The 
  eighth plane is a plane of frozen marshes and steaming slime pits. 
   Mephistopheles appears as a great blue-black humanoid about 8 feet 
  tall. He has very handsome features with black scales. His wings are 
  deep blue, as are his horns and talons. His eyes are pale blue with red 
  irises and pupils. His normal speech is a whispering wind. 
   
  COMBAT 
  Mephistopheles attacks using his fear gaze, followed by his spells and 
  spell-like abilities. If engaged in melee combat, he will use his +5 
  pitchfork, rarely relying on his talons. 
   Spell-Like Abilities: At will—animate dead, blasphemy, charm 
  person, comprehend languages, cone of cold, desecrate, detect good, 
  detect magic, detect thoughts, dispel magic, fireball, geas/quest, hold 
  person, ice storm, improved invisibility, magic circle against good, major 
  image, polymorph self, produce flame, pyrotechnics, raise dead, read 
  magic, see invisible, suggestion, teleport without error (self plus 50 
  pounds of objects only), unholy aura, unhallow, wall of ice, and wish; 
  
  pounds of objects only), unholy aura, unhallow, wall of ice, and wish; 
  1/day—mass charm, meteor swarm (any), shapechange, and symbol 
  (any). These abilities are as the spells cast by a 20th-level sorcerer 
  (save DC 23 + spell level). 
   Spells: Mephistopheles casts arcane spells as a 20th-level sorcerer 
  (save DC 23 + spell level) and divine spells as a 20th-level cleric (save 
  DC 22 + spell level). He has access to the domains of Evil, Knowledge, 
  Law, and War. 
   Psionics (Sp): At will—astral projection, charm monster, deeper 
  darkness, detect evil, detect law, dispel good, levitate, and protection 
  from good. These abilities are as the spells cast by a 20th-level sorcerer 
  (save DC 23 + spell level). 
   Fear Gaze (Su): 30 feet; Will save (DC 54) or flee in fear for 2d6 
  rounds. 
   Summon Devils (Sp): Three times per day Mephistopheles can 
  automatically summon 1d6 gelugons or 1d2 pit fiends. 
   Regeneration (Ex): Mephistopheles takes normal damage from holy 
  and blessed weapons of at least +4 enchantment. 
   Vorpal Pitchfork: +5 vorpal pitchfork, treat as a trident 
  (Mephistopheles scores a critical hit on a roll of 19-20 due to his 
  Improved Critical feat); deals 2d6 points of damage and 2d6 points of 
  cold, electrical, or fire damage (Mephistopheles chooses the type of 
  additional damage each time he hits with his trident). It also has the 
  vorpal weapon special qualities (Vorpal, page 187 in the Dungeon 
  Master’s Guide). 
   Devil Qualities (Ex): Immune to fire and poison; cold and acid 
  resistance 20. 
   See in Darkness (Su): Can see perfectly in darkness of any kind, 
  even that created by deeper darkness spells. 
   Telepathy (Su):  Mephistopheles can communicate telepathically 
  with any creature within 100 feet that has a language.?
   
   
  Mephistopheles first appeared in Dragon 75 (Gary Gygax, 1982). 
   
  
  MOLOCH (Arch-Devil) 
  Large Outsider (Evil, Lawful) 
  Hit Dice: 42d8+462 (651 hp) 
  Initiative: +10 (+6 Dex, +4 Improved Initiative) 
  Speed: 40 ft 
  AC: 38 (-1 size, +6 Dex, +23 natural) 
  Attacks: 2 claws +48 melee, bite +46 melee; or Medium-size +5 6-
  tailed shocking whip +52/+47/+42/+37/+32/+27 ranged 
  Damage: Claw 1d6+7, bite 1d8+3; or Medium-size +5 6-tailed shocking 
  whip 2d6+12 and 2d6 electrical 
  Face/Reach: 5 ft by 5 ft/10 ft 
  Special Attacks: Spell-like abilities, spells, psionics, breath weapon, 
  improved grab, summon devils 
  Special Qualities: Damage reduction 30/+3, SR 29, regeneration 20, 
  devil qualities, see in darkness, telepathy 
  Saves: Fort +34, Ref +29, Will +31 
  Abilities: Str 25, Dex 22, Con 32, Int 26, Wis 26, Cha 27 
  Skills: Bluff +50, Concentration +53, Diplomacy +50, Disguise +50, 
  Intimidate +50, Knowledge (arcana) +50, Knowledge (Hell’s politics) 
  +50, Knowledge (planes) +50, Knowledge (religion) +50, Listen +50, 
  Move Silently +48, Scry +50, Search +50, Sense Motive +50, Spellcraft 
  +50, Spot +50 
  Feats: Blind-Fight, Cleave, Combat Casting, Dodge, Great Cleave, 
  Improved Bull Rush, Improved Initiative, Mobility, Multiattack, Power 
  Attack, Sunder 
   
  Climate/Terrain: Any land and underground 
  Organization: Solitary or troupe (1-4 cornugons) 
  Challenge Rating: 33 
  Treasure: Double standard 
  Alignment: Always lawful evil 
  Advancement: — 
   
  Moloch is a grand duke, viceroy of Baalzebul, and the lord of Malbolge, 
  Hell’s sixth plane. Great enmity exists between Moloch and Geryon. If it 
  were not for Baalzebul, there would be open warfare between the two, 
  much to Moloch’s detriment and Mephistopheles’ delight. 
   Moloch is a great, square-bodied creature standing around 14 feet 
  tall. He has red-orange skin, short thick arms and legs, and huge 
  square hands and feet. His feet and head are horned. His head is huge 
  with slanting eyes and gaping mouth. 
   
  COMBAT 
  Moloch attacks with either a claw/claw/bite routine or his weapon and 
  spell-like abilities. 
   Spell-Like Abilities: At will—animate dead, blasphemy, burning 
  hands, charm person, comprehend languages, desecrate, detect good, 
  detect magic, detect thoughts, dispel magic, fireball, fire charm, fly, 
  geas/quest, hold person, improved invisibility, magic circle against 
  good, major image, polymorph self, produce flame, pyrotechnics, raise 
  dead, read magic, see invisible, suggestion, teleport without error (self 
  plus 50 pounds of objects only), unholy aura, unhallow, wall of fire, and 
  wish; 1/day— flame strike, meteor swarm (any) and symbol (any). 
  These abilities are as the spells cast by a 20th-level sorcerer (save DC 
  18 + spell level). 
  
   Spells: Moloch casts arcane spells as a 20th-level sorcerer (save DC 
  18 + spell level) and divine spells as a 20th-level cleric (save DC 18 + 
  spell level). He has access to the domains of Evil, Law, and Strength. 
   Psionics (Sp): At will—astral projection, charm monster, deeper 
  darkness, detect evil, detect law, and levitate. These abilities are as the 
  spells cast by a 20th-level sorcerer (save DC 18 + spell level). 
   Breath Weapon (Su): 30 feet, cone, once per round; Will save (DC 
  42) or flee in fear for 2d6 rounds. 
   Improved Grab (Ex): To use this ability, Moloch must hit a Large or 
  smaller creature with a claw attack. 
   Tear (Ex.): Moloch automatically hits a held opponent with his claws 
  and bite attack each round he maintains the hold. 
   Summon Devils (Sp): Three times per day Moloch can automatically 
  summon 1d4 cornugons or 1d2 pit fiends. 
   Regeneration (Ex): Moloch takes normal damage from holy and 
  blessed weapons of at least +3 enchantment. 
   Medium-Size 6-Tailed Shocking Whip: Medium-size +5 ranged 
  weapon, 2d6+5 points of subdual damage and 2d6 points of electrical 
  damage. 
   Devil Qualities (Ex): Immune to fire and poison; cold and acid 
  resistance 20. 
   See in Darkness (Su): Can see perfectly in darkness of any kind, 
  even that created by deeper darkness spells. 
   Telepathy (Su): Moloch can communicate telepathically with any 
  creature within 100 feet that has a language.?
   
   
  Moloch first appeared in Dragon 75 (Gary Gygax, 1982). 
   
  
  ZIMMIMAR (Duke of Hell) 
  Large Outsider (Evil, Lawful) 
  Hit Dice: 35d8+280 (437 hp) 
  Initiative: +6 (+2 Dex, +4 Improved Initiative) 
  Speed: 40 ft, fly 60 ft (average) 
  AC: 33 (-1 size, +2 Dex, +22 natural) 
  Attacks: +3 vorpal bastard sword +46/+41/+36/+31/+26 melee; or 2 
  claws +42 melee, 2 wings +40 melee, bite +40 melee, tail slap +40 
  melee 
  Damage: +3 vorpal bastard sword 1d10+11; or claw 1d6+8, wing 
  1d4+4, bite 2d6+4 and poison plus disease, tail slap 2d4+4 
  Face/Reach: 5 ft by 5 ft/10 ft 
  Special Attacks: Spell-like abilities, fear aura, improved grab, constrict 
  2d4+12, summon devils 
  Special Qualities: Damage reduction 25/+3, SR 29, devil qualities, see 
  in darkness, telepathy, regeneration 15, darkvision 60 ft 
  Saves: Fort +27, Ref +21, Will +24 
  Abilities: Str 27, Dex 15, Con 27, Int 22, Wis 20, Cha 20 
  Skills: Bluff +40, Climb +43, Concentration +43, Diplomacy +40, 
  Disguise +30, Gather Information +37, Hide +33, Intimidate +35, Jump 
  +43, Knowledge (arcana) +41, Listen +35, Move Silently +27, Search 
  +43, Spellcraft +43, Spot +35 
  Feats: Blind-Fight, Cleave, Dodge, Great Cleave, Improved Critical 
  (bastard sword), Improved Initiative, Multiattack, Power Attack, Weapon 
  Focus (bastard sword) 
   
  Climate/Terrain: Any land and underground 
  Organization: Solitary or troupe (1-2 pit fiends, 2-5 hamatulas, and 6-
  10 osyluths) 
  Challenge Rating: 20 
  Treasure: Standard 
  Alignment: Always lawful evil 
  Advancement: By character class 
   
  The great pit fiend Zimmimar leads 6 companies of osyluths in the 
  service of Mammon. He serves as “protector” of Mammon’s palace on 
  Minauros, and is thus almost always found there, or in the company of 
  Mammon himself. Zimmimar does not like nor trust Bael or Focalor, 
  though he keeps his suspicions to himself. 
   Zimmimar appears as a normal pit fiend. 
   
  COMBAT 
  Great Zimmimar attacks with his +3 vorpal bastard sword and his spell-
  like abilities. 
   Spell-Like Abilities: At will—animate dead, blasphemy, charm 
  person, comprehend languages, create undead, desecrate, detect 
  good, detect magic, dispel magic, fireball, hold person, improved 
  invisibility, magic circle against good, major image, produce flame, 
  polymorph self, pyrotechnics, see invisible, suggestion, teleport without 
  error (self plus 50 pounds of objects only), unholy aura, unhallow, and 
  wall of fire; 1/week—wish; 1/day—meteor swarm (any) and symbol 
  (any). These abilities are as the spells cast by a 20th-level sorcerer 
  (save DC 15 + spell level). 
   Fear Aura (Su): As a free action, Zimmimar can create an aura of 
  fear in a 20-foot radius. It is otherwise identical with fear cast by a 20th-
  level sorcerer (save DC 32). If the save is successful, that creature 
  
  level sorcerer (save DC 32). If the save is successful, that creature 
  cannot be affected again by Zimmimar’s fear aura for one day. 
   Poison (Ex): Bite, Fortitude save (DC 33); initial damage 1d6 
  temporary Constitution, secondary damage death. 
   Disease (Su): Even if an affected creature saves against the poison, 
  it must succeed at a Fortitude save (DC 33) or be infected with a vile 
  disease called devil chills (incubation period 1d4 days, damage 1d4 
  points of temporary Strength). See Disease, page 74 in the Dungeon 
  Master’s Guide. 
   Improved Grab (Ex): To use this ability, Zimmimar must hit a 
  Medium-size or smaller opponent with its tail slap attack. If he gets a 
  hold, he can constrict. 
   Constrict (Ex): Zimmimar deals 2d4+12 points of damage with a 
  successful grapple check against Medium-size or smaller creatures. 
   Summon Devils (Sp): Three times per day Zimmimar can 
  automatically summon three lemures, osyluths, or barbazu, two erinyes, 
  hamatulas, or cornugons, or one pit fiend. 
   Regeneration (Ex): Zimmimar takes normal damage from holy and 
  blessed weapons of at least +3 enchantment. 
   Devil Qualities (Ex): Immune to fire and poison; cold and acid 
  resistance 20. 
   See in Darkness (Su): Can see perfectly in darkness of any kind, 
  even that created by deeper darkness spells. 
   Telepathy (Su): Zimmimar can communicate telepathically with any 
  creature within 100 feet that has a language. 
   
   
  Zimmimar was first mentioned in Dragon #75 (Ed Greenwood and Gary Gygax, 1983). 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Dungeons and dragons mega book pack/various sourcebooks/D&D 3rd Edition (Dungeons and Dragons) - Aid - Monster Collection - Book Of Devils.pdf