TEXT: Spirits of Heaven and Hell
  Spirits of Heaven and Hell
  An Account of the Angels
  &
  A Directory of Devils
  Inspired by Folklore, Legend, Art, and Mythology
  by Daniel James Hanley
  Basic Text Edition
  Page 1
  
  Spirits of Heaven and Hell
  Table of Contents
  Part I: An Account of the Angels..........................................................................................................................3
  The Angels of Heaven.........................................................................................................................................3
  The Hierarchy of Angels.....................................................................................................................................4
  The Rulership of Heaven....................................................................................................................................5
  Angelic Characteristics.......................................................................................................................................5
  The Common Angels.........................................................................................................................................6
  ANGEL OF DEATH...................................................................................................................................................6
  ANGEL OF MERCY..................................................................................................................................................9
  CHARIOT ANGEL (Whirling Wheel)......................................................................................................................11
  CHERUB..................................................................................................................................................................13
  GUARDIAN ANGEL...............................................................................................................................................16
  HERALD ANGEL....................................................................................................................................................18
  SERAPH...................................................................................................................................................................20
  WARRIOR ANGEL.................................................................................................................................................22
  Part II: A Directory of Devils.............................................................................................................................25
  The Devils of Hell.............................................................................................................................................25
  The Hierarchy of Devils....................................................................................................................................26
  The Rulership of Hell........................................................................................................................................27
  Diabolical Characteristics.................................................................................................................................27
  The Common Devils........................................................................................................................................28
  ACCUSER DEVIL...................................................................................................................................................28
  CRAFT DEVIL.........................................................................................................................................................30
  CORRUPTER DEVIL (Sabbatic Goat).....................................................................................................................32
  Concerning the Black Sabbath.............................................................................................................................34
  LUMINOUS DEVIL (Fallen Angel).........................................................................................................................35
  PACT DEVIL (Black Man of the Crossroads)..........................................................................................................38
  SEDUCER DEVIL (Incubus/Succubus)...................................................................................................................40
  TORMENTOR DEVIL.............................................................................................................................................42
  WRATH DEVIL.......................................................................................................................................................43
  Appendix I: The Spiritual Geography of Heaven.............................................................................................46
  The Ladder to Heaven.......................................................................................................................................46
  The Tunnel of Light..........................................................................................................................................46
  The Road to Heaven..........................................................................................................................................46
  The Gates of Pearl.............................................................................................................................................47
  The Gardens of the Blessed...............................................................................................................................47
  Time in Heaven.................................................................................................................................................49
  Appendix II: The Seven Pits of Hell and Their Inhabitants............................................................................50
  The Prisons of the Damned...............................................................................................................................50
  Page 2
  
  Spirits of Heaven and Hell
  Part I:
  An Account of the Angels
  The Angels of Heaven
  At  the  zenith  of  the  Cosmos  are  seven 
  realms of pure benevolence, known collectively as 
  Heaven,   the  Seven  Heavens,  Paradise,  or  the 
  Gardens of the Blessed. Inhabiting Heaven are the 
  Blessed Souls of those who lived lives of virtue and 
  goodness. Protecting and tending to the souls of the 
  Blessed are the beings of light called Angels.
  Each type of Angel is a perfect exemplar of 
  a  benevolent  virtue:  Kindness, Charity,  Chastity, 
  Patience, Mercy, Diligence, Humility, or Faith. So 
  strong is an angel's devotion to virtue that it is 
  visible  as  a  shining  light,  sometimes  emanating 
  from the head as a halo, other times surrounding the 
  being  as  a  burning  nimbus.  Virtue  provides  the 
  meaning and direction of an Angel's existence, and 
  the Angels experience joy when they lead others to 
  perfect happiness through its practice.
  Angels  embody  the  two  complimentary 
  strains  of  goodness:  Righteousness  and  Mercy. 
  Righteousness  consists  of  strict  devotion  to  the 
  lawful  forms  of  a  well-ordered  society,  and 
  willingness to take positive action to protect good 
  and  eliminate  evil.  Mercy  consists  of  wholly 
  benevolent intentions, commitment to help the less 
  fortunate,  and  compassionate  understanding  and 
  forgiveness of the limitations of imperfect creatures. 
  Certain Angels, by reason of their associated virtue, 
  lean more towards either Righteousness or Mercy. 
  Cherubim,  for  example,  are  so  Righteous  that 
  merely being near one will burn non-Angelic beings 
  with the fire of holiness. The aptly-named Angels of 
  Mercy, however, are so Merciful that they will even 
  intercede  on  behalf  of  Devils,  asking  that  the 
  diabolical creatures be spared, and given the chance 
  to  redeem  themselves.  While  the  Angels  may 
  disagree amongst themselves about the best way to 
  promote beneficence, they never fail to cooperate 
  for the greater good.
  The mission of the Angels in the Cosmos is 
  to protect it from Chaos, save its inhabitants from 
  evil, and restore all to perfect goodness. The Angels 
  work tirelessly to guide mortals towards benevolent 
  acts, to defend innocents from evil, and maintain the 
  sanctity of holy places. In this work they come into 
  constant conflict with the other kind of spirits. The 
  Cosmic  Archons  try  to  impose  destinies  upon 
  humanity, without regard for the moral qualities of 
  their subjects. The Devils endlessly seek to corrupt 
  souls and claim them for Hell. The Demons want to 
  undo all of existence, and turn everything to mad 
  Chaos. The Fairy Folk wish to enjoy and express 
  themselves,  without  moral  considerations.  While 
  there  is  no  doubt  that  the  Angels  represent  the 
  single most powerful class of extra-planer beings, 
  both individually and as a whole, it is also true that 
  they are set against vast numbers of other spirits 
  who constantly try to undermine the work of Virtue, 
  Righteousness, and Mercy. 
  Fundamental  to  the  way  Angels  see  the 
  Cosmos  is  the  event that  they term  “The  Fall”. 
  According to the Angels, all spirits were originally 
  Angels. Because Virtue is meaningless unless freely 
  chosen, the Angels had been granted free will by 
  their  creator.  The  most  powerful  of  their  kind, 
  seeing that he was better in every quantifiable way 
  than all other beings, lost the virtue of Humility. He 
  thereafter  decided  that  he  deserved  to  rule  the 
  Cosmos.  He  corrupted  many  other  Angels, 
  promising to make them even more splendid and 
  powerful if they followed him. Finally, he led the 
  rebel Angels against their creator. The rebels failed, 
  and their lack of virtue cause them to lose hold of 
  Heaven. The worst fell with their leader into the Pits 
  of Vice called Hell and became Devils, or else were 
  lost to the madness of Chaos, and became Demons. 
  Many of the Angels who had been involved in the 
  creation of the Cosmos had lost their commitment 
  to benevolence and joined the rebellion, hungering 
  to exercise total control over mundane creatures. 
  Those Angels fell to the Planetary Spheres, and 
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  Spirits of Heaven and Hell
  became the Archons.  Finally, the Angels who had 
  tried  to  remain  neutral  in  the  conflict  lost  their 
  Righteousness,  and  thus  fell  from  Paradise  and 
  became the Fairy Folk. Similarly, according to the 
  Angels,  humans  were  meant  to  be  a  perfectly 
  virtuous creation and automatically enjoy eternity in 
  Heaven.  By  the  malice  of  the  other  spirits, 
  particularly the Devils, humanity was corrupted and 
  turned  from  its  intended  destiny.  Naturally,  the 
  other varieties of spirits generally deny the Angel's 
  account of their origins, with the notable exception 
  of the Luminous Devils.
  Angels in general take a dim view of magic. 
  They have seen too many innocent souls corrupted 
  by the lure of sorcery to trust it. Nonetheless, there 
  are  indeed  virtuous  Theurgists  and  benevolent 
  White Witches who endeavor to serve the will of 
  Heaven.  Such  mortals  must  constantly resist the 
  temptation to use their  powers for selfish ends, 
  however. Angels do not grant supernatural powers 
  without very good reason, and careful consideration 
  of the possible outcome. Although, like all spirits, 
  Angels  are  theoretically  capable  of  teaching  the 
  Arcane  spells  that  correspond  to  their  special 
  abilities, they almost never do so.
  Above all else, Angels love humanity. It is 
  said that the Angels were commanded from their 
  creation to regard human beings as their special 
  concern. No other class of extra-planer beings will 
  aid human beings as quickly, or without obvious 
  reward. An Angel will willingly allow its material 
  form to be destroyed in order to save a human life. 
  Certain Angels will even go so far as to enter Hell 
  in  order  to  reclaim  human  souls  whose  vices 
  dragged them to the infernal pits, but whose good 
  actions in life ultimately merit Heaven's reward.
  The Hierarchy of Angels
  Angels  are  organized  into  groups  called 
  Choirs.  There  are  seven  regular  Choirs,  each 
  corresponding to a Virtue and a particular Garden of 
  Heaven,  plus  an  eighth  Choir  consisting  of  the 
  Guardian Angels that inhabit the whole of Paradise. 
  Each Choir consists of common members, as well 
  as more powerful nobles who are even stronger in 
  their virtues.
  The Noble Angels of Death are titled:
  Dominions.
  Noble Angels of Mercy are titled: 
  Virtues (not to be confused with virtue in general).
  Noble Chariot Angels are titled:
  Thrones.
  Noble Cherubim are titled: 
  Holy Living Ones.
  Noble Herald Angels are titled:
  Principalities.
  Noble Seraphim are titled:
  Shining Ones.
  Noble Warrior Angels are titled:
  Powers.
  Noble Guardian Angels are titled:
  Lords.
  Each of the seven regular Choirs is headed 
  by an Archangel (except for the Cherubim, who 
  have four), beings utterly committed to serving the 
  Lord of Hosts and promoting perfect Virtue. So 
  strong is the virtue of the more powerful Angels 
  that they are almost pinned to Heaven by it, unable 
  to  bear  the  evil  and corruption  in  the  mundane 
  world for long. Angelic nobles will usually only 
  appear in the mundane world when acts of great 
  benevolence  have  been  committed,  on  the 
  anniversaries of such events, or on other days of 
  holy significance. The awesome Archangels usually 
  require difficult and exhausting rites, performed by 
  the most virtuous of clergy, in order to come to the 
  mundane world.
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  Spirits of Heaven and Hell
  The Angels of Death are ruled by:
  The Archangel of Death.
  The Angels of Mercy are ruled by:
  The Archangel of Mercy.
  The Chariot Angels are ruled by:
  The Archangel of Secrets.
  The Cherubim are ruled by:
  The Four Archangels of the North, South, East,
  and West.
  The Herald Angels are ruled by:
  The Archangel of the Annunciation.
  The Seraphim are ruled by:
  The One Before the Throne.
  The Warrior Angels are ruled by:
  The Warrior Archangel.
  The Guardian Angels have no single Archangel.
  The Rulership of Heaven
  The Angels claim to have been created by, 
  and to faithfully serve, a divinity known as the Lord 
  of Hosts. Many sages state that the Lord of Hosts is 
  the most likely candidate to be the actual Ultimate 
  God - the true First Cause of existence, and a power 
  who wholly transcends lesser divinities. Other sages 
  speculate  that  while  the  Lord  of  Hosts  is  not 
  actually the Ultimate God, he is the most powerful 
  emissary of the Ultimate God in the Cosmos, and 
  the only divine power whose will is identical to that 
  of the Ultimate God. Some account say that the 
  natural shape of the Lord of Hosts is that of an 
  enormous  being  like  a  man,  whose  upper  body 
  seems to made of bright metal, whose lower body is 
  made  of  fire,  and  whose  whole  being  radiates 
  searing white light that breaks into prismatic bands. 
  The light from his body is supposed to shine so 
  strongly, that no mundane being can safely look at 
  him for more than a moment. The Lord of Hosts is 
  pictured as sitting upon a throne seemingly made of 
  glowing  sapphire,  but  which  is  actually  the 
  Archangel of Secrets.  Also said to surround the 
  Lord of Hosts at all times are four of the mightiest 
  Chariot Angels, like whirling wheels of chrysolite 
  filled with eyes, as well as the Four Archangels of 
  the Cherubim.
  The Angels are also said to have a Queen. 
  She considered by some sages to be the spouse of 
  the Lord of Hosts, and to have once been the only 
  mortal  to have ever  been free  of all  vices, and 
  perfect  in  every  virtue.  Others  propose  that  the 
  Queen of the Angels is actually the feminine form 
  of the Lord of Hosts himself, taken when he wishes 
  for  non-angelic  beings  to  be  graced  with  his 
  Presence. Some sages speculate that the The Lord 
  of Hosts and the Queen of the Angels are actually 
  the  embodiments  of  Righteousness  and  Mercy, 
  respectively.  When  she  appears  to  mortals,  the 
  Queen of the Angels is said to resemble a young 
  woman  of  perfect  loveliness,  beautifully  but 
  modestly dressed, whose body radiates soft light 
  like that of a summer day, and who is almost always 
  attended  by numerous  Angels  of Mercy.  Angels 
  who are asked about the true nature of the Lord of 
  Hosts and the Queen of the Angels generally reply 
  that  mortal  beings  should  apply  themselves  to 
  works of Righteousness and Mercy, and not confuse 
  themselves  with  questions  whose  actual  answers 
  mere men can never comprehend.
  Angelic Characteristics
  All Angels share the following characteristics:
  Extraplaner Type: Angels are native to Heaven, 
  and can be affected by magic that targets extra-
  planer  creatures.  Angels can  only  be  slain 
  permanently if fought  in  Heaven itself.  Usually, 
  only  the  material  body  of  the  Angel  can  be 
  destroyed, temporarily banishing the Angel back to 
  Heaven.  Wicked sorcerers who are so bold as to 
  attempt to command Angels should be prepared to 
  attract the notice of beings whose mere presence 
  can burn a mortal body to cinders.
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  Spirits of Heaven and Hell
  Halo: All Angels emit light as the visible sign of 
  their Virtue. This can range from a simple halo 
  surrounding the head, to a burning cloud of pure 
  sanctity that covers the whole body and renders the 
  Angel  extremely  hazardous  to  all  mundane 
  creatures.
  Odor of Sanctity: All Angels continually emit a 
  lovely smell like the finest incense.  An Angel can 
  suppress this Odor of Sanctity if she wishes to be 
  unrecognized.
  Magic  Weapons  to Hit: The material  forms  of 
  Angels can only be damaged by means of magic 
  spells, or enchanted weapons. Unlike most other 
  kinds of spirits, there is no mundane material that 
  allows ordinary beings to damage Angels without 
  the use of some kind of magic.
  Covenant  of  Virtue: Each  type  of  Angel  can 
  bestow  certain  powers  and  immunities  upon 
  humans,  in   return  for  a  total  commitment  to 
  practice and promote the Angel's favored Virtue. 
  Such Covenants are never easy to uphold, and the 
  Angels will expect extraordinary service in return 
  for extraordinary power.
  Perfect Vision: Angels can see perfectly regardless 
  of illumination. In particular, they are immune to 
  blindness,  or  any  other  debility,  caused  by 
  extremely bright light. Angels retain the ability to 
  distinguish colors in conditions of total darkness, 
  and  do  not  need  time  to  adjust  their  eyes  to 
  changing light.
  Spell Resistance: Like most spirits, all Angels have 
  some measure of resistance to magic.
  Spell-Like Abilities:  All Angels can use Improved 
  Invisibility,
   Know  Alignment,  create
   Light, 
  Polymorph Self, perform feats of  Prestidigitation, 
  and Teleport Without Error. They can speak, write, 
  and  understand  all  languages  and  forms  of 
  communication. Angels can also roam the Ethereal 
  and  Astral  planes.  Individual  Angels  will  also 
  possess other spell-like abilities, many of which are 
  quite fearsome.
  Unless otherwise specified, activating a spell-like 
  ability counts as an Angel's action for a round.
  Summoning:  Each  type  of  Angel  is  able  to 
  Summon other Angels to come to their aid. Like all 
  Summoned beings,  Summoned Angels  cannot 
  themselves Summon others until after they have first 
  returned to Heaven. An Angel who Summons others 
  can take no other actions in that round.
  Angelic  Immunities:  Angels  are  immune  to  all 
  diseases (magical or mundane), all poisons, and all 
  magic that influences minds or perceptions. 
  Immune to Electricity: All Angels are completely 
  immune to attacks of an electrical nature. 
  The Common Angels
  ANGEL OF DEATH
  A terrible enforcer of Heaven's judgment
  NO. ENCOUNTERED: 1
  SIZE: Large (10' Tall) 
  HD: 13 (d8)
  MOVE: 60', 120' (fly)
  AC: 25 
  ATTACKS: 2 Long Knife (1d6+3, + Bitter Gall of 
  Death), or 2 Great Scimitar (1d10+3 + Bitter Gall of 
  Death), 1 Cord of Strangulation (2 points 
  Constitution Damage per round)
  SPECIAL: Odor of Sanctity, Magic Weapons To 
  Hit, Perfect Vision, Electricity Resistance (Full), 
  Immune to Poison and Emotion-affecting Magic, 
  Total Perception, Bitter Gall of Death, Cord of 
  Strangulation, Scroll of Life, Virtue of Kindness, 
  Cannot Harm The Kindhearted, Covenant of 
  Kindness, Enter Unhallowed Ground, Spell 
  Resistance 15, Spell-like Abilities, Summoning
  SAVES: M+P
  INT: Genius
  ALIGNMENT: (Lawful) Good
  TYPE: Extraplaner
  TREASURE: 13
  XP: 11,000+13
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  Spirits of Heaven and Hell
  The Angels of Death are the Executioners of 
  Heaven's  Judgment  upon  mortals.  They  exist  to 
  claim the souls of the benevolent for Heaven, and to 
  inflict  the righteous  punishment of death on the 
  irredeemably wicked. They perform the latter task 
  quickly  and  efficiently,  despite  their  Good 
  Alignment.  The  Angels  of  Death  are  happy  to 
  relieve their fellow Angels of such a horrible duty, 
  and take satisfaction both from obeying the Will of 
  Heaven,  and the  sure knowledge  that  they have 
  protected innocent people from Evil.
  An Angel of Death in its natural form is an 
  androgynous being with chalk white skin, and deep 
  black hair. A nimbus of white light surrounds the 
  Angel's head, making it difficult to see the being's 
  face  directly.  The Angel's  body is  covered with 
  human-like eyes, of every possible shade and hue. 
  Attached to the back are glossy black wings that 
  seem to be constantly and quickly moving, even 
  when the Angel is at rest on the ground. The motion 
  of these wings is such that it is impossible to tell 
  whether they are a single pair of wings moving at 
  great speed, or many pairs of wings moving in an 
  intricate pattern. The Angel carries a long, curved 
  knife from which droplets of greenish liquid seem 
  to drop, disappearing before they reach the ground. 
  In the being's other hand is what appears to be an 
  ancient scroll. Around the waist is a loosely tied 
  black cord. When the being speaks, the sound is like 
  a chorus of voices, and anyone able to see  inside 
  the  Angel's  mouth  will  perceive  a  multitude  of 
  tongues. An Angel of Death seldom appears in its 
  natural form, however, preferring to either remain 
  Invisible, or else take the form of some enticing or 
  attractive figure. They will also sometimes appear 
  as ravens, as a rolling cloud, or may even assume a 
  terrifying form (such as that of winged skeleton) 
  when they are forced to parlay with Devils.
  Of all the Angels, only the Angels of Death 
  have direct peaceful dealings  with the Devils of 
  Hell and the Demons of the Outer Darkness. Sages 
  speculate that there is a kinship between the Angels 
  of Death and the Accuser Devils, proposing that the 
  Accuser Devils were once Angels of Death who lost 
  the Virtue of Kindness that buoyed them to heaven, 
  and became weighed down by the Vice of Envy. 
  Perhaps it is for that reason that the Angels of Death 
  consider  Accuser  Devils  to  be  their  particular 
  opponents. Just as Accuser Devils will enter Heaven 
  in an attempt to prosecute the righteous, Angels of 
  Death  will  descend  to  Hell  to  rescue  souls  the 
  Devils have unfairly damned. Some say that as a 
  result of these harrowing expeditions the Angels of 
  Death have come to certain arrangements with Hell, 
  and will even direct the Devils to unrighteous souls 
  who are deserving of torment.
  Despite  their  duties  as slayers,  Angels of 
  Death  are  actually  among  the  kindest  and  most 
  unselfish  beings  in  Creation.  They  take  no 
  happiness from causing death, but rather from the 
  happiness of the Blessed Souls in Heaven, and the 
  joy of mortals relieved of the oppression of Evil 
  men. The Angels of Death do not usually enter the 
  Gardens of Heaven, usually dwelling in the area just 
  outside the Gates of Pearl. Some sages say that in 
  their kindness the Angels of Death do not wish to 
  remind Blessed Souls of death and mortality, but 
  want  them  to  be  able  to  enjoy  the  delights  of 
  Paradise without care. Others say that the Angels of 
  Death are actually prohibited from entering Heaven 
  by the Lord of Hosts himself, for the same reason. 
  Certain savants speculate that on the Final Day, 
  when death is no more, the Angels of Death will 
  also be relieved of their terrible duty, and be able to 
  rest in Heaven also.
  Naturally,  an  Angel  of  Death  will 
  immediately  attack  and  destroy  any  Undead 
  encountered.
  Combat: An  Angel  of  Death  never  attacks 
  randomly, but only as part of its mission. If one is 
  foolishly attacked, Evil acts are committed in its 
  presence,  or  any  attempt  is  made  to  physically 
  prevent the Angel from discharging its duty, then it 
  becomes an awesome and implacable foe. The long 
  knife that each carries is equal to a +3 short sword, 
  and can be transformed at will into a great scimitar. 
  The  Angel  can  strike  with  either  form  of  the 
  weapon twice in a round. Additionally, the Angel 
  can cause the cord from its waist to fly around the 
  neck of Evil beings, strangling them without the 
  need for any further direction. Worst of all for its 
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  Spirits of Heaven and Hell
  opponents  are  the  Angel's  spell-like  abilities. 
  Angels of Death can attack unseen using Improved 
  Invisibility, and will usually only show themselves 
  if forced to by magic. A typical combat tactic is to 
  Hold opponents  motionless  and  thereafter  slay 
  them, either with a Finger of Death, or by dropping 
  the Bitter Gall of Death into their mouths.
  Once an Angel of Death is committed to a battle, it 
  will ignore any attempt to bargain. In the creature's 
  eyes, Good-Aligned opponents will simply enjoy 
  the  delights  of  Heaven  if  they  are  slain  while 
  opposing the Angel for righteous reasons, while the 
  souls  of  other  opponents  will  be  flung  to  just 
  punishment.  There are tales of Angels of Death 
  slaughtering entire generations of wicked nations, 
  creeping methodically from house to house to smite 
  those who have been judged irredeemable by the 
  Lord of Hosts.
  Total  Perception: Regardless  of  an  Angel  of 
  Death's current form, it enjoys constant True Seeing 
  in all directions at once. Naturally, it is impossible 
  to surprise the Angel.
  Bitter  Gall  of  Death:  The  blade  carried  by an 
  Angel  of  Death  drips  a  bitter,  greenish  liquid. 
  Anyone struck by the Angel's blade (whether it is in 
  knife or scimitar  form)  in combat  must  make  a 
  Charisma  Saving  Throw  versus  magical  Death 
  Attack. Failure means the character dies instantly. 
  Anyone (except the truly Kindhearted) the  who 
  tastes the Bitter Gall of Death by oral ingestion is 
  automatically  slain,  without  any  Saving  Throw, 
  completely  bypassing  any  and  all  magical 
  protections.
  Cord  of  Strangulation: Each  Angel  of  Death 
  carries a long black cord that is knotted at either 
  end. This Cord of Strangulation is reserved for the 
  execution of Evil-aligned opponents. This cord will 
  fly  through  the  air  and  attack  independently, 
  striking as a 13 HD creature. A successful attack 
  deals 2 points of Constitution damage, plus an equal 
  amount per round unless the cord is pried or cut off. 
  Prying off the cord require a Strength check with a 
  Challenge Level of 13. To cut the cord off requires 
  inflicting 30 points of damage against AC 20.  If the 
  Cord is cut in two, the Angel of Death loses the use 
  of  it  until  a  new  one  is  acquired  by  revisiting 
  Heaven. If the Angel is currently Invisible, the Cord 
  of Strangulation is Invisible as well, even if it is not 
  held by the Angel.
  Scroll of Life: Every Angel of Death carries with it 
  a scroll that contains the names of everyone the 
  Angel will encounter in their journey away from the 
  Gates of Heaven, indicates whether such people are 
  marked for death, and reports the current destination 
  of each person's soul. Although the scroll appears to 
  be of no great length before it is read, it will unroll 
  to far larger than initially looks possible. Characters 
  who somehow manage to look at the scroll will be 
  able to find their own names, of course, as well as 
  an indication as to where their soul will reside after 
  death.
  Virtue of Kindness: Angels of Death possess the 
  Virtue of Kindness. When the Angel is in its true 
  form the Virtue is visible as the halo, or nimbus of 
  light around the head. Such is the power of their 
  Virtue that the mere presence of an Angel of Death 
  prevents any Accuser Devils within 300 feet from 
  using their Shame Ability. Likewise, nobody within 
  that area will be able to tell or write slanderous lies, 
  spread gossip, or communicate hurtful insults of any 
  kind. Those who try will find that no sound comes 
  from their mouths, and if they try to write such 
  things  the instruments  will always  break, or the 
  papers shred.
  Cannot Harm  The Kindhearted: An Angel of 
  Death is completely unable to harm anyone who has 
  committed  an  act  of  selfless  kindness  in  the 
  previous 24 hour period. Even the Bitter Gall of 
  Death will have no effect on such people, and the 
  Angel will not attack or molest them in any way. 
  Covenant of Kindness: Angels of Death are quite 
  willing to enter into Covenants with individuals. In 
  return for the Angel performing some service, or 
  not taking a particular soul, a petitioner will be put 
  under  a  Geas to  perform  selfless  acts  that  help 
  strangers achieve happiness. The nature and number 
  of the acts will vary by the service requested, but 
  they will always be very inconvenient to perform, 
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  Spirits of Heaven and Hell
  and may involve depleting any excess resources or 
  treasure possessed. Note that an Angel of Death 
  cannot  be  selfishly  dealt  with,  and  anyone  who 
  attempts to make the Angel do anything unrighteous 
  will be subject to the swift and terrible judgment of 
  Heaven.
  Enter Unhallowed Ground: Angel of Death are 
  undeterred by Unhallowed Ground, and can freely 
  ignore any evil clerical spell designed to exclude 
  them  from  a  location.  They  can  be  affected  by 
  Arcane spells which protect subjects or areas from 
  spirits,  however. A  Protection  From  Good spell 
  used by a magician or wizard will keep an Angel of 
  Death out, but not the same effect created by an evil 
  priest. Angels of Death can freely enter Hell or the 
  Outer Darkness, and sometimes do so in order to 
  rescue souls.
  Spell-Like  Abilities: Detect  Thoughts;  Dream; 
  Fear; Finger of Death; Hold Person, Animal, or 
  Monster;  Scrying.  In  common  with  all  Angels, 
  Angels of Death can also use Improved Invisibility, 
  Know  Alignment,  create  Light,  Polymorph  Self, 
  perform  feats  of  Prestidigitation,  and  Teleport 
  Without Error. They can become Ethereal; roam the 
  Astral Plane; speak, write and understand all forms 
  of communication; and see perfectly regardless of 
  illumination.
  Summoning: Once a day an Angel of Death can 
  Summon another of its kind, a Warrior Angel, or 
  three Guardian Angels (none of which will be able 
  to  Summon more Angels). At the CK's discretion, 
  an Angel of Death may even be able to  Summon 
  three Tormentor Devils, who will be allowed to 
  claim the souls of the Angel's Evil opponents.
  Immune To Electricity: Like all Angels, an Angel 
  of  Death  cannot  be  harmed  by  Lightning  or 
  Electricity.
  ANGEL OF MERCY
  A Heavenly comforter for those who suffer
  NO. ENCOUNTERED: 1-4
  SIZE: Medium
  HD: 10 (d8)
  MOVE: 30', 60' (fly)
  AC: 20
  ATTACKS: No Physical Attacks (see below)
  SPECIAL: Odor of Sanctity, Magic Weapons To 
  Hit, Perfect Vision, Electricity Resistance (Full), 
  Immune to Poison and Emotion-affecting Magic, 
  Angelic Guardian, Clerical Spells, Profound 
  Wisdom, Virtue of Temperance, Covenant of 
  Temperance, Spell Resistance 17, Spell-like 
  Abilities, Summoning
  SAVES: M+P
  INT: Genius
  ALIGNMENT: (Lawful) Good
  TYPE: Extraplaner
  TREASURE: 11
  XP: 4,800+10
  It is said that if the Angels of Mercy had 
  their  way,  all  souls  would  eventually  enjoy 
  Paradise. Existing to administer miracles of healing, 
  give comfort to the afflicted, and to end conflicts 
  between mortals, the Angels of Mercy are perhaps 
  the most compassionate creatures in Creation. They 
  exemplify the belief that Righteousness needs to be 
  tempered  with  Forgiveness.  It  is  the  Angels  of 
  Mercy who intercede for the souls of those who 
  have indulged in vice, or been forced to break the 
  law, but whose hearts nonetheless remain Good. 
  Kindhearted prostitutes, thieves who steal from the 
  wicked  wealthy  to  support  the  virtuous  poor, 
  oppressed freedom fighters, and repentant addicts 
  who  try  to  prevent  others  from  following  their 
  sorrowful path, all have advocates in the Angels of 
  Mercy.  Some  say  it  is  for  that  reason  that  the 
  Angels of Mercy enjoy the particular favor of the 
  Queen of Angels.
  An  Angel  of  Mercy  in  her  natural  form 
  appears as a lovely young woman in a pure white, 
  gown-like robe. The Angel possesses a pair of large, 
  swan-like wings, also pure white in color. Her body 
  constantly glows with white light, which becomes a 
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  Spirits of Heaven and Hell
  particularly bright nimbus around the being's head. 
  An Angel of Mercy can have any skin tone, hair 
  color, and eye  color possible for humans. These 
  Angels will usually be encountered in a fully human 
  form, frequently disguised as members of female 
  religious orders. It is not unknown for an Angel of 
  Mercy  to  take  the  disguise  of  one  of  society's 
  outcasts, however, even seeming to be a common 
  beggar or harlot.
  In Heaven,  the  Angels  of Mercy help  to 
  administer  the  pleasures  of  Paradise.  To  reward 
  those who in life considered the good of others to be 
  more  important  than  their  own  enjoyment,  the 
  Angels  create  realms  where  Blessed  Souls  can 
  indulge in endless play and sensory enjoyment. In 
  the  mundane  world,  Angels  of  Mercy  will  visit 
  battlefields, places stricken by plague, or the scenes 
  of atrocities, in order to bring hope, healing, and 
  comfort. They sometimes take up residence in some 
  natural feature, such as a grotto or spring, which 
  may become a site of holy pilgrimage.
  Angels  of  Mercy  sometimes  employ 
  unorthodox methods to gain souls for Heaven. They 
  are the particular opponents of the Corrupter Devils, 
  who  tempt  mortals  souls  with  forbidden  and 
  excessive indulges. Therefore, in order to counteract 
  the pernicious influence of those Devils, the Angels 
  are quite willing to lead souls to virtue through a 
  path of apparent vice. The Angel may subvert the 
  lust of a irreligious man by arranging a love affair 
  with  a  beautiful  but  pious  woman,  who  will 
  ultimately  bring  him  closer  to  Heaven.  Another 
  strategy  would  be  to  inspire  the  creation  and 
  distribution of delicious food and drink, with the 
  profits  befitting  charity.  Whenever they can, the 
  Angels  of  Mercy  will  work  to  stop  those  who 
  exploit the moral failings of humanity for profit, 
  and  will  instead  provide  opportunities  for  those 
  same weaknesses to actually lead people to a life of 
  goodness.
  It is said by some Sages that the Angels of 
  Mercy  are  actually  the  original  form  of  the 
  Corrupter Devils, before the later lost the Virtue of 
  Temperance,  and  became  lost  to  Gluttony. 
  According to these authorities, the Angels of Mercy 
  do not seek the destruction of the Corrupter Devils. 
  Rather, the Angels want to convince the Devils to 
  renounce their Vice, and reclaim the Virtue that will 
  grant them a place back in Heaven. However, even 
  the scholars who promote such a view cannot say 
  that  the  Angels  have  ever  been  successful  in 
  bringing any Infernals back to Paradise.
  Combat: Angels of Mercy carry no weapons, and 
  embody  a  wholly  pacifistic  philosophy.  They 
  personally abhor all forms of violence, and refuse to 
  even defend themselves. The prefer to lose their 
  physical forms and be sent back to Heaven, than use 
  any  weapon  or  spell  effect  that  causes  actual 
  damage to an opponent. It is usual for an Angel of 
  Mercy  who  is  engaged  in  healing  to  ignore 
  successful attacks  and continue their work, until 
  their bodies are destroyed. The Angels can and will, 
  however,  use  non-offensive  spells  to  prevent 
  opponents from harming others. In addition, Heaven 
  takes  a  particularly  dim  view  of  anything  that 
  attacks an Angel of Mercy, and a Guardian Angel 
  will always be sent to stop the attacker.
  Angelic Guardian: Attacking an Angel of Mercy 
  causes the instantaneous appearance of a Guardian 
  Angel. Each opponent who launches an attack on an 
  Angel of Mercy will have to deal with a separate 
  Guardian  Angel.  The  Guardian  Angel  will  do 
  everything in its power to stop the Angel of Mercy 
  from being attacked, but once the attack ceases the 
  Guardian Angel will stop its attacks as well. Only 
  one such Guardian Angel will be sent per attacker, 
  but once the Guardian Angel arrives it will remain 
  with the Angel of Mercy for the remainder of the 
  day.
  Clerical Spells: An Angel of Mercy has the spell 
  ability  of  a  12th  Level  Cleric.  They  gain  the 
  appropriate  bonus  spells  for  their  Profound 
  Wisdom.
  Profound Wisdom: Angels of Mercy have Wisdom 
  scores of 20. This grants a +4 bonus on all relevant 
  Attribute checks and Saving throws.
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  Spirits of Heaven and Hell
  Virtue of Temperance: The mere presence of an 
  Angel  of  Mercy  suppresses  hunger  and  thirst, 
  automatically Purifies Food and Drink, Neutralizes 
  Poisons, deactivates the harmful effects of all drugs, 
  spoils  all potions created by Arcane magic, and 
  reveals all magically disguised substances within a 
  30' radius.
  Covenant of Temperance: Angels of Mercy do not 
  withhold their healing from anyone who suffers, but 
  they are also able to bestow a special blessing upon 
  those who are willing to completely abstain from 
  intoxication. If a character agrees to a Covenant of 
  Temperance,  they  are  bound  to  never  willingly 
  become intoxicated by any means, or ever willingly 
  consume a potion of Arcane origin. The character 
  can  still  drink  wine  or  beer,  but  must  never 
  willingly  drink  enough  to  experience  actual 
  intoxication.  In  return,  the  Angel  blesses  the 
  character with total immunity to all diseases and 
  disease-like  effects,  mundane  or  magical.  The 
  immunity lasts for as long as the character keeps to 
  the Covenant. Naturally, anyone in a Covenant of 
  Temperance  should  expect  to  be  targeted  for 
  temptation by the powers of Hell.
  Spell-Like  Abilities: Feather  Fall  (on  others), 
  Suggestion, Major Creation. Once a day an Angel 
  of  Mercy  can  use  Enhance  Attribute to  benefit 
  another, and raise a Minor Globe of Invulnerability. 
  In common with all Angels, Angels of Mercy can 
  also  use  Improved  Invisibility,  Know  Alignment, 
  create  Light,  Polymorph  Self,  perform  feats  of 
  Prestidigitation, and Teleport Without Error. They 
  can become Ethereal; roam the Astral Plane; speak, 
  write and understand all forms of communication; 
  and  see  perfectly  regardless  of  illumination.  All 
  spell-like abilities have an effective caster level of 
  12, and are in addition to the Angel's Clerical spells.
  Summoning: Once a day an Angel of Mercy can 
  Summon another of its kind. 
  Immune To Electricity: Like all Angels, an Angel 
  of  Mercy  cannot  be  harmed  by  Lightning  or 
  Electricity.
  CHARIOT ANGEL (Whirling Wheel)
  A strange Angel that can transform into objects
  NO. ENCOUNTERED: 1-4
  SIZE: Large (20' Tall) 
  HD: 15 (d8)
  MOVE: 100' in all environments
  AC: 25 
  ATTACKS: 1 Slam (2d6+6d6 holy fire damage)
  SPECIAL: Odor of Sanctity, Magic Weapons To 
  Hit, Perfect Vision, Electricity Resistance (Full), 
  Fire Resistance (Full), Immune to Poison and 
  Emotion-affecting Magic, Nimbus of Flame, Total 
  Perception, Complete Transformation, Implement 
  of Righteousness, Telepathic Bond, Virtue of 
  Diligence, Covenant of Diligence, Cosmic 
  Knowledge, Spell Resistance 15, Spell-like 
  Abilities, Summoning
  SAVES: M+P
  INT: Genius
  ALIGNMENT: (Lawful) Good
  TYPE: Extraplaner
  TREASURE:15
  XP: 22,900+15
  A Chariot Angel in its natural form is a 
  bizarre  sight.  The being  is  twenty feet  tall,  and 
  resembles two vertically-intersecting wheels, set at 
  right  angles  and   made  of  glowing  chrysolite 
  surrounded with white fire. The rims of the wheels 
  are set with unblinking, human-like eyes. No wings 
  are apparent, but the creature  seems  nonetheless 
  able to move in any direction. Because of the hazard 
  their  natural  form  poses  to  mundane  creatures, 
  Chariot Angels are apt to appear in other forms, 
  which are not limited to those of living creatures. It 
  is  not unknown for a Chariot Angel to actually 
  become a sword, shield, or even a building. They 
  can also assume human form, of course, usually 
  taking the shape of a common laborer, or someone 
  involved in the transportation trades.
  Chariot  Angels  are  often  found  in  the 
  company of Cherubim. Four Whirling Wheels and 
  four  Cherubim  often  form  the  transport  and 
  bodyguard of high Celestial figures when they feel 
  it necessary to visit the mundane world. The Chariot 
  Angels' ability to create a Telepathic Bond with 
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  Spirits of Heaven and Hell
  other Angels allows the team to move as a single 
  unit. Often, such a unit is headed by one of the 
  Chariot  Angel  nobles  called  Thrones,  who  form 
  themselves into the actual royal seats of important 
  figures in Heaven. 
  Chariot Angels are the natural opponents of 
  the  Craft  Devils.  Where  the  Craft  Devils  create 
  Infernal  Devices  to  tempt  the  unwary,  Chariot 
  Angels  are  themselves  holy  objects  to  aid  the 
  righteous. According to stories, the Craft Devils 
  were once Chariot Angels who lost the Virtue of 
  Diligence,  and  became  obsessed  with  devising 
  machines. Whatever the truth, Chariot Angels work 
  constantly to undo the Craft Devils' schemes.
  It is speculated that large portions of Heaven 
  are actually composed of Chariot Angels in various 
  forms. The great palaces of Heaven may be in fact 
  many Chariot Angels held together by their total, 
  diligent devotion to the glory of Righteousness.
  Many  Sages  speculate  that  the  Chariot 
  Angels were intimately involved in the process of 
  Creation, accounting for their profound knowledge 
  of  the  properties  of  the  Cosmos.  Some  wizards 
  claim to have been told by Cosmic Archons that the 
  Chariot  Angels  were  once  Archons  themselves, 
  whose devotion to Absolute Law became (in their 
  view) corrupted by concern for the welfare of other 
  beings. Of course, the powers of Heaven claim that 
  the Archons are all actually fallen Angels, so the 
  truth of the matter remains uncertain.
  Combat: A  Chariot  Angel's  ability  to  assume 
  almost  any  form  make  them  among  the  most 
  dangerous combatants in all Creation. Nonetheless, 
  they  prefer  to  assume  their  natural  shape  when 
  fighting, in under to underscore to opponents that 
  they are fighting a representative of Heaven. The 
  Chariot Angel in its natural form will slam into 
  combatants and crush them, also subjecting enemies 
  to horrible damage from its Nimbus of Holy Fire. 
  The  Angel  will  also  use  Telekinesis to  drag 
  opponents  into  the  Holy  Flame,  or  fling  them 
  against the the magical Walls (of Fire, Force, Ice, 
  Iron, or Stone) it can create.
  Nimbus of Holy Flame: Any mundane creature 
  standing within 60 feet of a Chariot Angel in its 
  natural  form  must  save  versus  Constitution 
  (Challenge Level 15) each round or receives 1d6 
  points of damage per round. This increases by 1d6 
  per  every  10  feet  nearer  the  mundane  creature 
  comes to the Angel, to a maximum of 6d6 points of 
  fire damage per round for creatures within melee 
  range. Evil-aligned or Undead creatures take double 
  damage. Creatures slammed by the Chariot Angel in 
  its natural form therefore suffer 6d6 (or 6d6 x 2) 
  points of fire damage, in addition to the damage 
  from the slam. A Chariot Angel only possesses its 
  Nimbus of Holy Flame when in its natural form, 
  and  the  Angel  cannot  make  the  Nimbus  appear 
  when the being is in a different shape.
  Total Perception: A Chariot Angel enjoys constant 
  True Seeing in all directions at once. Naturally, it is 
  impossible to surprise the Angel.
  Complete  Transformation: A  Chariot  Angel's 
  ability to Shapechange is not limited to the forms of 
  creatures, but can be used by the Angel to become 
  anything whatsoever that is not more than 100 feet 
  high  and  100  feet  wide.  The  Chariot  Angels 
  acquires all the special characteristics of whatever it 
  changes into. It may even acquire new immunities 
  in this way.  For example, a Chariot Angel in the 
  form of a castle of ice is immune to cold attacks.
  Implement  of  Righteousness: Chariot  Angels 
  sometimes transform themselves into weapons and 
  armor to be used for the cause of Good.  A Chariot 
  Angel  who  assumes  the  form  of  a  weapon  is 
  effectively a +3 Holy magical item that does double 
  damage against Evil creatures. Likewise, a Chariot 
  Angel in the shape of armor effectively becomes +3 
  magical armor. The Angel can resume its true form, 
  or any other form, at any time.
  Telepathic Bond: All Angels within 300 feet of a 
  Chariot  Angel  are  automatically  linked  by  a 
  Telepathic Bond, as the spell. The Chariot Angel 
  can  opt  to include  Good-aligned  mortals  in  this 
  Bond.
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  Spirits of Heaven and Hell
  Virtue  of  Diligence: The  mere  presence  of  a 
  Chariot  Angel  within  300  feet  instantly  cures 
  exhaustion; dispels any magically induced despair; 
  restores all broken, corroded or tarnished items of 
  metal, stone or wood to wholeness; and restores any 
  construction previously ruined by a Craft Devil's 
  ability to Curse Mortal Work.
  Covenant of Diligence: A Good-aligned character 
  is able to enter into a Covenant of Diligence with a 
  Chariot Angel. The Angel can provide petitioners 
  with magical items or treasures that will be used for 
  Good causes. The maximum value of such items 
  will not  exceed 20,000 gp. The recipient must then 
  agree to undertake 1 week of unpaid labor for every 
  1,000 gp value of items received. The work must be 
  undertaken  on  behalf  of  the  cause  of  Good. 
  Building  temples  or  orphanages,  clearing  away 
  rubble after a storm, working a farm for a widow, or 
  crafting free goods for distribution to the poor are 
  all examples of the kind of work the Angel may 
  demand. The character can accept food, water, and 
  shelter  for  their  labor,  but  no  monetary 
  compensation of any kind.
  Cosmic Knowledge: Chariot Angels have near total 
  knowledge of the structure and properties of the 
  physical  Cosmos  and  spiritual  realms.  They  are 
  95% likely to know the answer to any question 
  relating to cosmology, astronomy, astrology, or the 
  properties  of  material,  magical,  and  spiritual 
  substances.  This  includes  being  able  to  identify 
  potions by sight, for example. Chariot Angels are 
  sometimes  Summoned for  their  knowledge.  The 
  Angels cannot, however, be induced by any means 
  to  share  their  knowledge  with  Evilly  Aligned 
  creatures.
  Spell-Like  Abilities:  Discern  Location,  Fly  (on 
  others), Haste, Identify, Major Creation, Produce 
  Flame, Slow, Telekinesis, Wall of Fire.  Once per 
  day they can perform each of the following: Wall of 
  Force, Wall of Ice, Wall of Iron, Wall of Stone, In 
  common with all Angels, Chariot Angels can also 
  use  Improved Invisibility,  Know Alignment, create 
  Light,
   Polymorph  Self,  perform  feats  of 
  Prestidigitation, and Teleport Without Error. They 
  can become Ethereal; roam the Astral Plane; speak, 
  write and understand all forms of communication; 
  and  see  perfectly  regardless  of  illumination.  All 
  spell-like abilities have an effective caster level of 
  15.
  Summoning: Once per day a Chariot Angel can 
  Summon either another Chariot Angel, or a Cherub 
  (who, like all Summoned creatures, cannot Summon 
  more Angels themselves) 
  Immune To Electricity and Fire: Like all Angels, 
  a Chariot Angel cannot be harmed by Lightning or 
  Electricity.  Additionally,  they  are  immune  to 
  damage from Fire.
  CHERUB
  A mighty guardian of sacred places
  NO. ENCOUNTERED: 1-4
  SIZE: Large (18' Tall) 
  HD: 16 (d8)
  MOVE: 100' in all environments
  AC: 26 
  ATTACKS: 4 Sword of Holy Flame (3d8+4, +3d6 
  Holy Fire [x 2 total damage vs. Evil])
  SPECIAL: Odor of Sanctity, Magic Weapons To 
  Hit, Perfect Vision, Elemental Immunity, Immune 
  to Poison and Emotion-affecting Magic, Sword of 
  Holy Flame, Nimbus of Holy Fire and Lightning, 
  Total Perception, Awful Presence, Thunderous 
  Tumult, Telepathic Bond, Virtue of Chastity, 
  Covenant of Chastity, Spell Resistance 15, Spell-
  like Abilities, Summoning
  SAVES: M+P
  INT: Genius
  ALIGNMENT: (Lawful) Good
  TYPE: Extraplaner
  TREASURE:16
  XP:30,400+16
  A Cherub (the plural form is  Cherubim) in 
  its true shape is an awe-inspiring sight, standing 
  fully18 feet tall. It is hard to look directly at the 
  creature, however, because its body is surrounded 
  by white flame from which small bolts of lightning 
  seem to constantly erupt. The Angel has four faces: 
  one like a bull, another like a man, the third like a 
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  Spirits of Heaven and Hell
  lion, and the fourth like an eagle, all together on a 
  single head. The being is capable of rotating its 
  head  completely,  so  any  of  the  faces  might  be 
  facing forward. The Angel's body, arms, and legs 
  are man-like, but the being usually shrouds its torso 
  with  one  pair  of  its  large,  eagle-like  wings.  A 
  second pair of wings seems to be used for actual 
  flight. The Angel's feet are like a calf's, with brazen 
  hooves. The being's body and wings are covered 
  with  eyes,  of  kinds  resembling  those  of  the 
  creature's  four  faces.  In  the  Angel's  hand  is  a 
  strange, flaming sword whose blade seems to be in 
  constant motion, shifting back and forth into various 
  jagged, zig-zag like configurations. Whenever the 
  being moves, its wings make a sound like storm 
  winds, crashing thunder and rushing water. Usually, 
  however, a Cherub does not show its true form 
  unless it wishes to impress a viewer. They often 
  therefore assume the form of a robed human figure 
  with four wings, although still holding a smaller 
  form  of  their  distinctive  sword.  Sometimes,  a 
  Cherub will even assume the form of a human child, 
  with or without wings. The Angel's natural voice is 
  thunderous and overwhelming, but the being can 
  modulate it to appropriate levels.
  Cherubim are the guardians and sentinels of 
  holy  places,  and  the  personal  bodyguard  of 
  important  figures  in  Heaven.  They  stand  at  the 
  Gates of Pearl, as well as guard the various Gardens 
  of  the  Blessed.  They  are  frequently  found  in 
  company  with  Chariot  Angels,  especially  when 
  Heaven's  rulers  visit  the  mundane  world.  When 
  encountered alone, they will be standing watch over 
  some site of extreme holiness or importance. Unlike 
  some  other  Angels,  Cherubim  never  wander  the 
  mundane world. They always have some specific 
  charge or purpose, from which they never move.
  Those who have encountered Cherubim (and 
  lived to tell) report that the Angels have a strange 
  tendency to move only in straight lines. They will 
  turn their faces or pivot their bodies, but will almost 
  always move in perfectly straight lines from north 
  to south or east to west, as if on a grid. Any Chariot 
  Angels found in company with Cherubim will also 
  move in precisely the same manner.
  The Cherubim are the particular opponents 
  of the Seducer Devils, who the Angels view  as 
  defilers of the holy temple of the body. It is thought 
  by  some  that  the  Seducer  Devils  once  were 
  Cherubim themselves, who became victims of Lust, 
  and lost their place in Heaven.
  Many  Sages  speculate  regarding  the 
  relationship between Cherubim and such creatures 
  as  Lammasus,  Shedus,  and  Androsphinxes. 
  Naturally,  information  from  the  Cherubim 
  themselves is not forthcoming, and Lammasus and 
  Androsphinxes who are asked only smile and give 
  no other indication of an answer. It is known that 
  Lammasus  have  reportedly  been  seen  serving 
  Cherubs,  but  whether  this  indicates  a  shared 
  heritage, or some other kind of relationship, remains 
  obscure.
  Combat: Engaging  a  Cherub  in  combat  is 
  extremely  foolish  for  all  but  the  most  powerful 
  beings. Merely seeing one in its true form will Stun 
  most  opponents  into  inaction,  and  simply  being 
  within melee range subjects opponents to terrible 
  damage from the being's Nimbus of Holy Fire and 
  Lightning. A Cherub is capable of striking up to 
  four times a round with its terrible Sword of Holy 
  Flame. Worst of all, the Angel will also use its 
  powerful Spell-like Abilities to Slow opponents and 
  subject them  to a barrage of elemental damage (to 
  which the Angel is itself immune). Cherubim will 
  always  Summon other powerful beings to combat, 
  whether  other  Angels  or  Lamamsus.   For  most 
  beings, the best combat tactic against a Cherub is to 
  beg for mercy, and swear to ever after devote one's 
  life to the cause of Righteousness.
  Sword  of  Holy  Flame:  A  Cherub's  sword  is  a 
  strange and terrible weapon, with a blade that not 
  only constantly flames, but seems to be constantly 
  changing from one jagged, lightning bolt-like shape 
  to another. The Sword is magical +4 Holy Weapon 
  (and confers this bonus upon the Cherub's to-hit 
  roll), that does double damage (both for the blade 
  and the fire) against Evil beings. At its natural size 
  the sword does a base of 3d8 points of damage (+ 4 
  points for its enchantment, and an additional 3d6 
  points of Holy fire damage). If the Cherub is in a 
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  Spirits of Heaven and Hell
  human form, however, it will shift the sword into a 
  smaller  size,  with a  base  1d8 damage  (plus  the 
  magical bonuses). Any creature but a Cherub who 
  attempts to wield this sword will be attacked by the 
  blade  itself,  which will  shift and  twist to strike 
  exactly as if wielded by a Cherub (four times a 
  round as a 16 hit dice creature).
  Total Perception: A Cherub enjoys constant True 
  Seeing in  all  directions  at  once.  Naturally,  it  is 
  impossible to surprise the Angel.
  Awful  Presence:  Any  mundane  creature  (not 
  Elemental or Extraplaner in type) who first beholds 
  a Cherub's true form must Save versus Charisma 
  (Challenge Level 16) or be Stunned and unable to 
  act for 1d6 rounds.
  Nimbus  of  Holy  Fire  and  Lightning:  Any 
  mundane  creature  standing  within  60  feet  of  a 
  Cherub  in  its  natural  form  must  save  versus 
  Constitution (Challenge Level 16) each round or 
  receive 1d6 points of fire and lightning damage per 
  round.  This  increases  by 1d6  per  every  10  feet 
  nearer the mundane creature comes to the Angel, to 
  a maximum of 6d6 points of fire damage per round 
  for creatures within melee range. Evil-aligned or 
  Undead creatures  take  double  damage.  Mundane 
  creatures usually immune to either fire or lightning 
  damage will still take full damage from the Nimbus, 
  unless they are immune to both kinds of energy. A 
  Cherub only possesses its Nimbus of Holy Fire and 
  Lightning when in its natural form, and the Angel 
  cannot make the Nimbus appear when the being is 
  in a different shape.
  Thunderous  Tumult: When  a  Cherub  flaps  its 
  wings,  its  creates  a  thunderous  noise  that 
  overwhelms  all  other  sound  in  300'  radius.  No 
  creature  that relies upon spoken communications 
  can  do  so  while  the  Cherub  is  creating  its 
  Thunderous Tumult. CKs should not allow players 
  within 300' of the Cherub to verbally coordinate 
  actions during the Tumult, unless their characters 
  can employ Telepathic means to do so.
  Telepathic Bond: All Angels within 300 feet of a 
  Cherub are automatically linked by a  Telepathic 
  Bond, as the spell. The Cherub can opt to include 
  Good-aligned mortals in this Bond.
  Virtue  of  Chastity: The  presence  of  a  Cherub 
  within  300  feet  automatically  and  permanently 
  dispels  all  magical  Charms, Suggestions,  or 
  Dominations,  permanently  dispels  such  spells  as 
  Sympathy and  Antipathy, and destroys any effect 
  that causes artificial desire. True, natural love and 
  affections are not altered in nay way. A Cherub's 
  presence also prevents a Seducer Devil's ability to 
  Enter Dreams, and automatically forces such Devils 
  into their true form (no Saving Throw).
  Covenant  of  Chastity: A  Cherub  can  grant  a 
  character total immunity from all mind and emotion 
  affecting  spells  and  spell-like  effects,  including 
  such things  as  Charm,  Suggestion, and  Fear. In 
  return the character is  Geased to never engage in 
  any intimate act outside of matrimony, or to tolerate 
  such  acts  being  committed.  Characters  in  a 
  Covenant of Chastity will be expected to disrupt 
  brothels, expose celibate clergy who keep secret 
  mistresses, and actively prevent acts of adultery. 
  Naturally,  such  behavior  is  bound  to  bring  the 
  character no end of trouble. The sole exception to 
  the need to actively enforce Chastity is when the 
  apparently unchaste act is actually part of an Angel 
  of Mercy's unorthodox scheme of salvation. In that 
  case, the person will hear a voice telling him not to 
  disturb the proceedings. Of course, the Cherub will 
  not tolerate evil acts being committed in the name 
  of enforcing Chastity.  Any character in a Covenant 
  of Chastity should expect to be targeted not only by 
  Seducer Devils, but also by any other supernatural 
  power that promotes or enjoys unfettered intimate 
  expression.
  Spell-Like Abilities: Cone of Cold (10d6), Fireball 
  (10d6), Gust of Wind, Lightning Bolt (10d6), Slow. 
  Once per day a Cherub can perform each of the 
  following: Ice Storm, Meteor Swarm, Wall of Fire, 
  Wall  of  Force,  Wall  of  Ice,  Wall  of  Stone. In 
  common  with  all  Angels,  Cherubs  can  also  use 
  Improved  Invisibility,  Know  Alignment,  create 
  Light,
   Polymorph  Self,  perform  feats  of 
  Page 15
  
  Spirits of Heaven and Hell
  Prestidigitation, and Teleport Without Error. They 
  can become Ethereal; roam the Astral Plane; speak, 
  write and understand all forms of communication; 
  and see perfectly regardless of illumination. Unless 
  otherwise  noted,  all  spell-like  abilities  have  an 
  effective caster level of 16.
  Summoning: Once per day a Cherub can Summon 
  either another Cherub, a Chariot Angel (who, like 
  all  Summoned creatures,  cannot  Summon  more 
  Angels themselves), or four Lammasus. 
  Elemental Immunity: Cherubim are immune to all 
  forms  of  Elemental  damage  from  any  source, 
  including fire, cold, wind, electricity and acid.
  GUARDIAN ANGEL
  An Angelic protector
  NO. ENCOUNTERED:1-7
  SIZE: Medium 
  HD: 7 (d8)
  MOVE: 30', 90' (fly)
  AC: 21 
  ATTACKS: 1 Weapon (+1)
  SPECIAL: Odor of Sanctity, Magic Weapons To 
  Hit, Perfect Vision, Electricity Resistance (Full), 
  Immune to Poison and Emotion-affecting Magic, 
  Battle Skill, Virtue of Faith, Alert to Evil, 
  Encouraging Touch, Gift of Faith, Spell Resistance 
  7, Spell-like Abilities, Summoning
  SAVES: M+P
  INT: Average to Superior
  ALIGNMENT: (Lawful) Good
  TYPE: Extraplaner
  TREASURE: 7
  XP: 1,575+7
  Guardian  Angels  are  the  most  numerous 
  type  of  Angel.  Their  natural  forms  resemble 
  ordinary humans of either gender, and any ethnicity. 
  They always appear to be dressed in pure white 
  clothing of the type commonly worn by clergy, but 
  each viewer will perceive the exact type differently, 
  according to their native culture. For example, a 
  knight from a feudal society may see the Guardian 
  Angel wearing a long white robe, while a tribesman 
  sees  the  Angel  wearing  a  white  loincloth. 
  Surrounding the Angel's head is nimbus of golden 
  light. A Guardian Angel always bears some kind of 
  weapon, which will always be typical of the nation 
  or  area  where  the  Angel  manifests.  Thus,  a 
  Guardian Angel could bear anything from a staff to 
  a sword, or even such things as blowgun or stone 
  ax! Like all Angels, however, Guardian Angels can 
  actually appear in almost any form. They are fond 
  of appearing like the most ordinary people, with no 
  outward  sign  of  supernatural  power.  Sometimes, 
  they  even  disguise  themselves  in  animal  forms, 
  particularly those of well-built guard dogs.
  Many Guardian Angels appear to be mortals 
  elevated to Angelic status after death. Such Angels 
  retain the basic recognizable appearance they had in 
  life,  but  without  any  physical  blemishes, 
  imperfections, or disabilities they once possessed. 
  Other Guardian Angels seem to have always been 
  Angels. Because time works in a strange and often 
  non-linear  fashion  in  the  spiritual  realms,  some 
  sages even claim that certain Guardian Angels are 
  actually the future selves of righteous people who 
  have not yet died!
  As well as being the most common Angel, 
  Guardian Angels are also the type most frequently 
  dispatched  to  the  mundane  world.  Very often  a 
  Guardian Angel's mission will consist of  Invisibly 
  guarding  a  person  from  evil,  and  whispering 
  encouragements  to  perform  righteous  deeds. 
  Guardian Angels posses unique abilities to shield 
  their  charges  from  the  most  common  types  of 
  wickedness and danger. These Angels frequently 
  come  into  conflict  with  other  spiritual  beings, 
  particularly  Tormentor  Devils  and  Possessor 
  Demons. There are stories of people visited by both 
  a Guardian Angel and Tormentor Devil, who would 
  constantly whisper opposing advice, and battle each 
  other. Guardian Angels will also fight the Cosmic 
  Archons on behalf of their wards, especially when 
  the Archons determine that a righteous person must 
  suffer or die before Heaven wants them to. Some 
  sages speculate that every Good creature is, in fact, 
  assigned a Guardian Angel, and that is is only due 
  to the constant assault of other spiritual beings (and 
  subsequent distraction or banishment of the Angel) 
  Page 16
  
  Spirits of Heaven and Hell
  that any Good person comes to harm.
  Guardian  Angels  form  the  bulk  of  the 
  military Hosts of Heaven. While they posses their 
  own Lords, armies  of Guardian  Angels  are also 
  often led by Warrior Angels in cosmic struggles 
  against powerful forces of Evil. In fact, Guardian 
  Angels stand ready to assist all the other choirs in 
  the work of Heaven. When Guardian Angels are 
  encountered  with other Angels they will usually 
  appear to be in a subservient role.  The Guardian 
  Angels  are  happy  to  further  righteousness  by 
  whatever  means  they  can,  however,  and  do  not 
  resent their status. Neither do the other Choirs of 
  Angels ever treat Guardian Angels with anything 
  but respect and appreciation.
  Some sages speculate concerning the exact 
  relationship  between  Guardian  Angels  and 
  Tormentor Devils. Guardian Angels are not known 
  to claim any such relationship at all, which leaves 
  the  question  of  the  Tormentor  Devils'  origin 
  unclear.
  Combat: Guardian Angels are neither bellicose nor 
  pacifistic, engaging in combat only when necessary, 
  but always taking all steps necessary to eliminate 
  enemies who refuse to surrender. They fight with 
  finely made weapons, the exact type always being 
  the one that is most typical of the cultural region 
  where  the  Angel  is  currently  manifested.  If 
  encountered in Heaven itself, Guardian Angels bear 
  long swords. When they fight alongside mortals, 
  Guardian  Angels  will  typically  use  their  special 
  abilities to first protect and bolster the defenses of 
  their allies, only thereafter committing themselves 
  to combat.
  Battle  Skill: Their  great  fighting  skill  allows 
  Guardian Angels to inflict an additional point of 
  damage, regardless of the weapon used.
  Alert  to  Evil: A  Guardian  Angelo  is  instantly 
  alerted  whenever  an  Evil-aligned  creature 
  approaches within 100 feet.  Invisibility offers Evil 
  creatures no protection against this ability, although 
  such spells (or spell-like powers) as  Sequester or 
  Mind Blank will defeat it.
  Encouraging  Touch: With  a  touch,  a  Guardian 
  Angel can  Remove Fear  (as the spell) from any 
  Good-aligned creature.
  Virtue  of  Faith: A  Guardian  Angel  can  Turn 
  Undead as a 7th Level Good Cleric. Additionally, 
  no  Undead  Creature  (including  such  things  as 
  Dhampirs) can actually touch a Guardian Angel, 
  voiding all attacks that require physical contact. The 
  Guardian  Angel  can  freely  attack  the  Undead, 
  however. 
  Gift of Faith: A Guardian Angel is able to bestow 
  the ability to Turn Undead (as a 7th-level Good 
  Cleric) upon any creature, regardless of Alignment. 
  The creature so gifted only receives the ability to 
  Turn or Destroy Undead - never to command them. 
  The Gift lasts until the next sunrise. If a recipient of 
  the Gift of Faith somehow manages to use it for 
  Evil or purely selfish purposes, they can expect to 
  be revisited by the Guardian Angel (who will be 
  very angry). In extreme cases, those who abuse a 
  Gift of Faith may even be targeted by an Angel of 
  Death, or a Warrior Angel.
  Spell-Like Abilities: Detect Magic, Detect Poison, 
  Endure Elements (on another), Message, Protection 
  From Arrows (on another), Shield (on another). 
  Seven times a day Guardian Angels can Cure Light 
  Wounds.  Once a night they can send a Dream. In 
  common with all Angels, Guardian Angels can also 
  use  Improved Invisibility,  Know Alignment, create 
  Light,
   Polymorph  Self,  perform  feats  of 
  Prestidigitation, and Teleport Without Error. They 
  can become Ethereal; roam the Astral Plane; speak, 
  write and understand all forms of communication; 
  and  see  perfectly  regardless  of  illumination.  All 
  spell-like abilities have an effective caster level of 
  7.
  Summoning: Once a day, a Guardian Angel can 
  Summon a fellow Guardian Angel (which, like all 
  Summoned creatures, is not able to itself  Summon 
  another). 
  Immune  To  Electricity: Like  all  Angels,  a 
  Guardian Angel cannot be harmed by Lightning or 
  Electricity.
  Page 17
  
  Spirits of Heaven and Hell
  HERALD ANGEL
  A messenger from Heaven
  NO. ENCOUNTERED: 1-4
  SIZE: Medium
  HD: 9 (d8)
  MOVE: 60', 120' (fly)
  AC: 24
  ATTACKS: 1 Trumpet Blast (see below)
  SPECIAL: Odor of Sanctity, Magic Weapons To 
  Hit, Perfect Vision, Electricity Resistance (Full), 
  Immune to Poison and Emotion-affecting Magic, 
  Sound Trumpet, Bardic Abilities, Incredible 
  Charisma, Gift of Tongues, Virtue of Charity, 
  Covenant of Charity, Immune To Sonic Magic, 
  Spell Resistance 15, Spell-like Abilities, 
  Summoning
  SAVES: M+P
  INT: Genius
  ALIGNMENT: (Lawful) Good
  TYPE: Extraplaner
  TREASURE: 10
  XP: 4,700+9
  When Heaven has important messages for 
  the mundane world, the task of delivering them falls 
  to the Herald Angels. From the initial revelations of 
  new  religions,  to announcing  the birth of future 
  saints, The Herald Angels form a vital link between 
  the material plane and spiritual powers of Good.
  Physically,  a Herald Angel's  natural  form 
  closely  resembles  an  ordinary,  albeit  attractive, 
  human of either gender. Their skin tone, hair, and 
  eye colors can be any possible to humans. A nimbus 
  of soft, golden light surrounds the being's head, the 
  physical  manifestation  of  the  Virtue  of  Charity. 
  Sprouting  from  the  Angel's  back  are  a  pair  of 
  slender,  colorful  wings  shaped  like  those  of  a 
  swallow or martin. Herald Angels tend to be garbed 
  in rich, colorful robes. Each carries a long, silver 
  trumpet, but no obvious weapon. When not in their 
  natural  form,  Herald Angels  prefer to appear as 
  doves, or other non-predatory birds.
  Herald Angels represent the clever side of 
  Goodness. They prefer to trick and embarrass Evil 
  people and creatures, letting them bring about their 
  own downfall, rather than fight them directly. They 
  are the authors of many schemes of salvation, often 
  cooperating with Angels of Mercy to cause morally 
  ambiguous people to perform righteous acts in spite 
  of themselves! 
  It is said by many sages that the scheming 
  Pact Devils who buy souls at lonely crossroads were 
  once Herald Angels, who became consumed by the 
  vice of Greed. Herald Angels are known to take a 
  particular  interest  in  undoing  the  work  of  Pact 
  Devils, going to far as to help those have damned 
  themselves (by signing the Devil's Black Book) to 
  find tricky ways out of their contracts. Even more 
  than the Pact Devils, however, the Herald Angels 
  despise  and  oppose  the  Cosmic  Archons  who 
  attempt  to  impose  their  pitiless  law  upon  the 
  mundane world. Most Angels dislike Arcane magic 
  intensely,  but Herald Angels will frequently ally 
  themselves with good-aligned magicians to order to 
  subvert  and  undo  the  plans  of  the  Archons. 
  Although  both  lawful  and  Good,  Herald  Angels 
  stress that Goodness must inform the Law for the 
  Law to be legitimate.
  It is said that their sense of humor and love 
  of  tricks  makes  Herald  Angels  welcome  in  the 
  Otherworld  of  the  Fairy  Folk.  Certainly,  Herald 
  Angels seem to have more tolerance for the the 
  morally ambivalent ways of the Fairy Folk than do 
  other Angels.
  Combat:  Herald  Angels  never  carry  obvious 
  weapons, and prefer not to engage opponents in 
  actual combat. If attacked by determined opponents, 
  Herald Angels will generally seek to first Teleport 
  into the air (or another safe place), and sound their 
  Trumpet. Even when combat starts, Herald Angels 
  will first employ their non-lethal abilities, escalating 
  to  deadly  powers  only  when  the  enemy  proves 
  unwilling to cease hostilities. If the Herald Angel is 
  fighting  with  mundane  allies,  she  will  forgo 
  sounding her trumpet in order to use their bardic 
  abilities to inspire her compatriots.
  Page 18
  
  Spirits of Heaven and Hell
  Sound Trumpet: A Herald Angel can sound his 
  trumpet in a special manner once a round to create 
  any of the following effects:
  Shout - as the spell from a 9th Level caster. Affects 
  all non-Angelic creatures in a 100' radius.
  Stun - for 1 round. Non-Angelic creatures in 100' 
  radius  cannot  move  or  act  unless  they  make  a 
  Constitution Saving Throw (Challenge Level 9). 
  Raise Dead - as the spell cast by a 9th Level Cleric. 
  Once per day.
  Bardic  Abilities: Herald  Angels  have  all  the 
  Abilities of a 9th Level Bard, including the Ability 
  to  Exalt, use  Legend Lore,  Fascinate, and  Exhort 
  Greatness.
  Incredible  Charisma: 
  Herald  Angels  have 
  effective Charisma scores of 20, and enjoy a +4 
  bonus on all relevant Saving Throws and Attribute 
  checks.
   
  Immune  To  Sonic  Magic: In  addition  to  the 
  normal  Angelic  immunities  to  mind-affecting 
  magic, Herald Angels are immune to the effects of 
  any spell or spell-like ability manipulating sound, 
  including such spells as  Shout, and  Silence. They 
  are naturally immune to any of the effects from 
  their own (or any other Herald Angel's) trumpet.
  Gift of Tongues: By touch, a Herald Angel can 
  bestow  the  ability  to  speak  and  understand  any 
  language (as the per the spell Tongues). The Gift of 
  Tongues lasts for a full week. Anyone with True 
  Sight who views a person possessing the Gift of 
  Tongues  will  see  a  small  flame  (like  that  of  a 
  candle)  burning atop the gifted person's head.
  Virtue of Charity: The Presence of a Herald Angel 
  within100 feet automatically undoes any magically-
  induced greed, reveal all magically or mundanely 
  disguised treasures for what they really are, and 
  causes  rogues  and  thieves  to  glow  (as  the spell 
  Faerie Fire).
  Covenant of Charity: Herald Angels are willing to 
  enter  into  Covenants  with  creatures  willing  to 
  donate  all  their  excess  wealth  to  the  poor.  The 
  petitioner must agree to keep only funds sufficient 
  to maintain their own health and safety. In practice, 
  this means living on no more than 5 silver pieces a 
  day. All other treasure, wealth, and property must 
  be given, or otherwise used, to benefit the lowest 
  and poorest classes of the petitioner's society. In 
  return, the Angel bestows complete immunity to all 
  illusions, and all mind or emotion affecting magic. 
  Most interestingly,  people  within  a  Covenant  of 
  Charity can freely cheat any Infernal bargains. The 
  recipient will get whatever benefit they seek, but the 
  Devil's terms (such as the loss of a soul, or a Geas 
  to  perform  some  evil  act)  become  completely 
  unenforceable. Naturally, anything obtained in this 
  way must be used solely for the benefit of the less 
  fortunate, or else the protection of the Covenant of 
  Charity is voided. Anyone in a Covenant of Charity 
  should naturally be aware that they are marked for 
  death by the Pact Devils.
  Spell-Like Abilities: Clairaudience, Clairvoyance, 
  Detect  Magic,  Discern  Lies,  Detect  Thoughts, 
  Discern Location, Message, See Invisibility. Once 
  per night, a Herald Angel can send a  Dream. In 
  common with all Angels, Herald Angels can also 
  use  Improved Invisibility,  Know Alignment, create 
  Light,
   Polymorph  Self,  perform  feats  of 
  Prestidigitation, and Teleport Without Error. They 
  can become Ethereal; roam the Astral Plane; speak, 
  write and understand all forms of communication; 
  and see perfectly regardless of illumination. Unless 
  otherwise  noted,  all  spell-like  abilities  have  an 
  effective caster level of 9.
  Summoning:  Once per day a Herald Angel can 
  Summon either another Herald Angel, or a Guardian 
  Angel (who, like all  Summoned creatures, cannot 
  Summon more Angels themselves).
  Immune To Electricity: Like all Angels, a Herald 
  Angel cannot be harmed by Lightning or Electricity.
  Page 19
  
  Spirits of Heaven and Hell
  SERAPH
  The most exalted of Angels
  NO. ENCOUNTERED: 1
  SIZE: Large (15' Tall) 
  HD: 20 (d8)
  MOVE: 120' (fly)
  AC: 30 
  ATTACKS: See below
  SPECIAL: Odor of Sanctity, Magic Weapons To 
  Hit, Perfect Vision, Electricity Resistance (Full), 
  Fire Immunity (Full), Sonic Immunity (Full), 
  Immune to Poison and Emotion-affecting Magic, 
  Nimbus of Holy Light, Purifying Touch, Virtue of 
  Humility, Covenant of Humility, Spell Resistance 
  17, Spell-like Abilities, Summoning
  SAVES: M+P
  INT: Deific
  ALIGNMENT: (Lawful) Good
  TYPE: Extraplaner
  TREASURE: 20
  XP: 40,850+20
  A  Seraph  (the  plural  form  is  Seraphim) 
  belongs to the most exalted choir of Angels, and 
  will almost never be seen in the mundane world. 
  Seraphim  function  as  the  personal  advisers  and 
  ministers of the Lord of Hosts. Even the common 
  Seraphim are too powerful to be ordinarily called by 
  mortals. Only at the direct command of the Lord of 
  Hosts do the Seraphim leave Heaven, and even then 
  only for very short periods of time.
  Very  few  mortals  who  have  encountered 
  Seraphim  have  actually  seen  them  in  their  true 
  forms, because the Angels' natural bodies shine so 
  brightly they are nearly impossible to look at. Those 
  few who have been able to behold them report that 
  the Seraphim seem to have two different forms. The 
  first form is that of a 15 foot tall, androgynous 
  human-like figure with six feathered wings, two of 
  which are folded around the torso, two of which 
  seem to hang down to cover the lower body, and 
  two of which are used for flight. The second form is 
  that  of a serpentine  creature seemingly made  of 
  solid light, with six bird-like wings that also seem to 
  be made of light. In either form a Seraph radiates a 
  searing  white  illumination,  and  never  actually 
  touches the ground.
  In either of its natural forms, a Seraph is 
  always accompanied by a sound of high-pitched, 
  droning music. Even when not actually addressing 
  anyone, a Seraph will continually chant a of phrase 
  of three repeated words that translates as "Holy, 
  Holy, Holy". Indeed, Seraphim communicate solely 
  by song, imparting a melody to everything they say. 
  Their voices are profound and echoing, unlike those 
  possessed by any mundane creature. 
  Despite  their  exalted  status,  incredible 
  power, and glorious appearance, the Seraphim are 
  humble,  utterly  unselfish  beings.  In  fact,  their 
  constant chant of "Holy, Holy, Holy" is a hymn of 
  praise for the Lord of Hosts. Seraphim will accept 
  no praise or honor for themselves, telling all who 
  offer such to direct their gratitude and worship to 
  He whom the Seraphim serve.
  It is said by many Sages that the Luminous 
  Devils are former Seraphim who lost their Humility 
  and became possessed by Pride. So exalted are the 
  Seraphim, say these sages, that even in their fallen 
  state the Luminous Devils retain a glimmer of their 
  former angelic glory. Whatever the truth, Seraphim 
  do seem to take a particular interest in undoing the 
  schemes  of  the  Luminous  Devils,  although  they 
  usually do so through intermediaries.
  Some  Sages  also  speculate  regarding  a 
  possible connection between the Seraphim and the 
  Couatls, as well as the Gold Dragons. 
  Combat: Seraphim do not engage in hand-to hand 
  combat. In fact, their Nimbus of Holy Light makes 
  it  difficult  for  most  creature  to  even  get  close 
  enough to fight them with melee weapons. Anyone 
  so stupid as to actually attack a Seraph will find that 
  the Angel first Teleports some distance away, and 
  then unleashes a bombardment of fearsome spell-
  like abilities. Typically, the Seraph will proceed to 
  use  Shout,  or  pronounce  a  Power  Word,  before 
  moving  onto  creating  a  Fire  Storm or  Chain 
  Lightning.
  Page 20
  
  Spirits of Heaven and Hell
  Nimbus of Holy Light: A Seraph in its natural 
  form constantly radiates searing light with an effect 
  equal to a perpetual Sunburst spell. Thus, any non-
  Angelic creature (except a Luminous Devil) within 
  50' must save versus Dexterity (challenge Level 20) 
  or suffer 3d6 points of damage, and be permanently 
  blinded.  Those  who  Save  avoid  blindness,  and 
  suffer  only  half  damage.  Evil,  or  naturally 
  nocturnal, creatures suffer double damage. Undead 
  suffer 23d6 damage, and things like Vampires are 
  instantly destroyed without a Saving Throw. The 
  Angel always possesses this Nimbus of Holy Light 
  when in either of its natural forms, but can also 
  freely unleash or suppress it (in addition any other 
  actions for that round) when in any other shape as 
  well.
  Purifying Touch: The physical touch of any part of 
  a Seraph's body (in any form) has a differing effect, 
  depending upon the touched being's Alignment.
  Good creatures  will enjoy the benefits of 
  Atonement (as the spell), be Healed (as the spell), 
  and  have  all  Levels  ever  lost  to  Energy  Drain 
  restored.
  Neutral,  (Lawful)  Neutral,  or  (Chaotic) 
  Neutral  beings  will be given  the opportunity to 
  change to Good alignment without penalty (as per 
  the Redemption function of the Atonement spell). If 
  they do not change to a Good Alignment on the spot 
  they will be burned for 3d8 points of damage. If a 
  formerly  Neutral  being  ever  changes  back  to 
  Neutrality (or becomes Evil) after becoming Good 
  in order to avoid damage, they will instantly suffer 
  all damage they had avoided by their conversion.
  Evil beings will be burned for 6d8 points of 
  Holy  Fire,  and  must  thereafter  Save  versus 
  Constitution  (challenge  Level  20) each  round or 
  continue  burning,  and  suffer  an  additional  1d8 
  points of Holy fire damage. A successful Saving 
  Throw ends the burning. Even Evil beings normally 
  immune to fire will suffer this damage, with the 
  notable  exception  of  Luminous  Devils  (who  are 
  immune to the ill effects of a Seraph's touch).
  All effects are in addition to any damage sustained 
  from simply being within the Seraph's Nimbus of 
  Holy Light.
  Virtue of Humility: The mere presence of Seraph 
  within  100  feet  instantly  undoes  any  magically 
  created  pomp  or  worldly  power,  disrupts  any 
  powers  that  command  or  influence  minds,  and 
  causes Evil beings to suffer a -6 modifier to their 
  Charisma  scores.  Magical  items  that  manipulate 
  perceived social status or power (such as a Rod of 
  Rulership) 
  are  permanently  disenchanted  by 
  proximity to a Seraph. There is no Saving Throw 
  against any of these effects.
  Covenant  of  Humility:  Mortal  beings  who 
  encounter a Seraph and swear to serve Heaven in 
  whatever tasks may thereafter be given to them; to 
  renounce all honors, noble titles, and positions of 
  worldly power; to free any slaves or servants they 
  own; to dress modestly and simply; and to live on 
  no more than 1 gold piece a day (anonymously 
  giving the remainder to Good causes); can enter into 
  a  Covenant  of  Humility.  Those  within  such  a 
  Covenant  thereafter  enjoy  constant  protection 
  against mental manipulation equal to a Mind Blank 
  spell. In addition, any contract the character had 
  with a Luminous Devil is rendered null and void. 
  Anyone in a Covenant of Humility can expect to be 
  frequently visited by Guardian or Herald Angels 
  who will assign the character holy quests. Failure to 
  uphold one's end of a Covenant of Humility,  or 
  attempting to pervert its benefits for selfish ends, 
  may cause the character to be visited by an Angel of 
  Death, however.
  Spell-Like  Abilities:  Chain  Lightning  (20d6), 
  Commune, Control  Weather,  Fire  Storm  (20d6), 
  Flame Strike (20d6), Hallow, Holy Word, Lightning 
  Bolt (20d6), Mass Suggestion, Power Word Blind, 
  Power Word Kill, Power Word Stun, Shout, Wall of 
  Fire, Wall of Force. Once per day a Seraph can 
  raise a Meteor Swarm. In common with all Angels, 
  Seraphim can also use Improved Invisibility, Know 
  Alignment, create  Light,  Polymorph Self, perform 
  feats  of  Prestidigitation,  and  Teleport  Without 
  Error. They can become Ethereal; roam the Astral 
  Plane;  speak,  write  and  understand  all  forms  of 
  communication;  and  see  perfectly  regardless  of 
  illumination.  All  spell-like  abilities  have  an 
  effective caster Level of 20.
  Page 21
  
  Spirits of Heaven and Hell
  Summoning: Seven  times  a  day  a  Seraph  can 
  Summon any other kind of Angel (none of which 
  will be able to Summon more Angels). 
  Immune To Electricity: Like all Angels, a Seraph 
  cannot  be  harmed  by  Lightning  or  Electricity. 
  Additionally, they are immune to damage from Fire 
  or Sound.
  WARRIOR ANGEL
  A Heavenly defender, and commander of celestial 
  armies
  NO. ENCOUNTERED: 1
  SIZE: Large (9' Tall) 
  HD: 16 (d8)
  MOVE: 60', 120' (fly)
  AC: 27 
  ATTACKS: 3 Weapon (usually 1d12+6)
  SPECIAL: Odor of Sanctity, Magic Weapons To 
  Hit, Perfect Vision, Electricity Resistance (Full), 
  Immune to Poison and Emotion-affecting Magic, 
  Great Strength, Skilled Grappler, Debilitating 
  Touch, Change True Name, Virtue of Patience, 
  Covenant of Patience, Spell Resistance 17, Spell-
  like Abilities, Summoning
  SAVES: M+P
  INT: Genius
  ALIGNMENT: (Lawful) Good
  TYPE: Extraplaner
  TREASURE:16
  XP: 22,200+16
  The  Warrior  Angels  are  the  knights  and 
  commanders of the Heavenly Hosts. Individually, 
  they battle the worst monsters of Creation, and fight 
  ceaselessly  to  prevent  the  mundane  world  from 
  being overrun by the powers of Evil. They are the 
  bravest  of  Angels,  who  consider  only  the 
  importance  of  their  mission,  and  are  perfectly 
  willing  to  be  destroyed  in  the  service  of 
  righteousness.  Fittingly,  they  are  the  especial 
  patrons  of  most  Paladins,  serving  as  models  of 
  absolute devotion and courage.
  Warrior  Angels  in  their  natural  form 
  resemble well-built men and woman dressed in the 
  armor typical of ancient heroes, and wielding spears 
  and  types  of  swords  associated  with  long-gone 
  empires.  They  often  wear  helmets  of  similarly 
  ancient design, and bear shields emblazoned with 
  holy symbols. A Warrior Angel possesses a pair of 
  great, eagle-like wings. The head of the Angel is 
  constantly surrounded by a nimbus of golden light, 
  which persists even if one wears a helmet. Warrior 
  Angels will often assume human form, appearing as 
  a noble Knight or Dame on a white horse.
  Warrior  Angels  often  lead  Hosts  of 
  Guardian  Angels  into  battle.  The  duties  of  the 
  Warrior Angels may seem to overlap those of the 
  Cherubim and Angels of Death somewhat, but the 
  primary function of Warrior Angels is not guarding 
  holy places,  or  executing  heavenly judgment  on 
  mortal men, but rather fighting abominations and 
  preventing injustice. It is said nonetheless that the 
  souls of particularly brave and righteous warriors 
  will be personally escorted to Heaven by Warrior 
  Angels, rather than an Angel of Death.
  The animosity between the Warrior Angels 
  and  the  Wrath  Devils  is  intense,  exceeding  that 
  between  any  other  types  of  Angels  and  Devils. 
  While Wrath Devils will attack Warrior Angels on 
  sight, Warrior Angels are possessed of the Virtue of 
  Patience, and will pick the best time to engage their 
  damned counterparts. It is said that not only are the 
  Wrath Devils the fallen form of the Warrior Angels, 
  but that the Warrior Archangel personally banished 
  from Heaven the draconic Destroyer  who is the 
  Marshall of Hell. 
  Warrior  Angels  are  often  assigned  to 
  specific geographical areas of the mundane world, 
  where they both personally engage in combat with 
  supernatural  terrors,  and  aid  mortals  in  battling 
  more  ordinary monsters.  Perhaps  because of the 
  dragon-like  form  of  the  Destroyer,  the  Warrior 
  Angels  bear  great  enmity  towards  evil  dragons. 
  Warrior Angels are particularly fond of the human 
  race,  and  consider  themselves  their  special 
  protectors. They share this love with the Angels of 
  Mercy,  which  explains  the  otherwise  surprising 
  fondness that the two choirs feel for each other.
  Page 22
  
  Spirits of Heaven and Hell
  Warrior  Angels  are  also  especially 
  concerned with eradicating the practice of human 
  sacrifice.  They  have  been  known  to  actually 
  invisibly  hold  the  arm  of  anyone  (or  anything) 
  attempting to commit such an abomination. Often, 
  such  vile  people  and  monsters  are  protected  by 
  Diabolical and Demonic forces, so the battle to end 
  the horrible practice continues on both the mundane 
  and spiritual planes.
  Combat:  Warrior  Angels  are  masters  of  melee 
  combat, so skilled with their weapons that they can 
  strike  three  times  in  a  single  round.  Both  their 
  spears  and  their  swords  are  equivalent  to  +2 
  magical weapons. Against opponents of Good or 
  even Neutral alignment, the Warrior Angels will 
  usually  use  grappling  attacks,  however.  Evil 
  opponents, on the other hand, can expect to suffer 
  the full range of the Angels' abilities. Typically, a 
  Warrior Angel will use Control Weather to create a 
  storm,  and  then  Call  Lighting down  upon  the 
  wicked. The Angel will then swoop down to attack 
  with their spear or sword, alternating melee attacks 
  with lightning, or Flame Strikes.
  Great  Strength: All  Warrior  Angels  have  an 
  effective Strength score of 20, adding a  +4 bonus to 
  all to-hit and damage rolls, as well as to all relevant 
  Attribute checks and Saving Throws.
  Skilled  Grappler: Warrior  Angels  are  skilled 
  wrestlers, and add a +4 bonus to grappling checks. 
  This bonus is in addition to the bonus for their Great 
  Strength, so the total bonus is +8 under ordinary 
  circumstances.
  Debilitating  Touch: In  lieu  of  their  standard 
  attacks, Warrior Angels can attempt to dislocate the 
  joints of their opponents' limbs. The Angel makes a 
  normal attack roll against an opponent. The victim 
  must save versus Constitution (Challenge Level 16) 
  or  suffer  permanently  numbness  and  loss  of 
  function in the affected area. Roll a d4 to find the 
  affected limb:
  1. Thigh: Character  will  walk  with  a  limp, 
  reducing  AC  by  2  points,  and  reducing 
  movement rate by 50%.
  2. Hand: Character  loses  use  of  the  hand, 
  destroying the ability to hold a weapon in 
  the affected hand, or use spells with somatic 
  components. A shield could still be strapped 
  to the arm, however.
  3. Arm: Character loses use of an entire arm. 
  The character loses the ability to cast spells 
  with somatic components.
  4. Torso: The character can no longer turn or 
  bend at the waist, eliminating all bonus to 
  AC due to dexterity, and further reducing 
  AC by 4 points. The character cannot bend 
  down, although they can sit.
  All paralysis can be removed by the standard spells 
  and effects.
  Change True Name: Warrior Angels possess the 
  unique ability to change the True Name of a willing 
  creature. Such a change renders useless any magic 
  that  employs  the  character's  former  True  Name 
  against him.
  Virtue  of Patience: Warrior Angels  possess the 
  Virtue of Patience, and the presence of one within 
  100' automatically dispels all Haste spells, as well 
  as magically-induced confusion, rage, or madness. 
  This includes similar effects created by extraplaner 
  beings, especially Wrath Devils.
  Covenant of Patience: Characters who impress a 
  Warrior Angel with their bravery and commitment 
  to  righteousness  can  enter  into  a  Covenant  of 
  Patience. In return for pledging to serve Heaven, a 
  character  in  a  Covenant  of  Patience  receives 
  constant Protection Against Evil (as the spell), and 
  becomes  immune  to  magically  induced  Fear 
  (including  such  things  as  Fear auras),  Hasting, 
  Slowing, or  Entanglement. Every night thereafter 
  the character will receive a dream directing them to 
  perform some service during the day. The objects of 
  such  services  will  usually  be  obscure,  and  will 
  therefore test the character's patience. For instance, 
  a character may be told to visit the far side of town, 
  count how many people wearing orange tights enter 
  a particular house, and then write that number on a 
  wall near the city gate. Failure to perform Heaven's 
  directives, no matter how apparently ridiculous, will 
  result  in  the  cancellation  of  the  Covenant  of 
  Patience.
  Page 23
  
  Spirits of Heaven and Hell
  Spell-Like  Abilities:
   Aid,  Call  Lightning, 
  Consecrate,  Control  Weather,  Cure  Serious 
  Wounds,  Dispel  Magic,  Dream,  Flame  Strike 
  (16d6), Neutralize Poison, Protection Against Evil 
  (on another), Sending. In common with all Angels, 
  Warrior Angels can also use Improved Invisibility, 
  Know  Alignment,  create  Light,  Polymorph  Self, 
  perform  feats  of  Prestidigitation,  and  Teleport 
  Without Error. They can become Ethereal; roam the 
  Astral Plane; speak, write and understand all forms 
  of communication; and see perfectly regardless of 
  illumination.  All  spell-like  abilities  have  an 
  effective caster Level of 16.
  Summoning: Once  a  day  a  Warrior  Angel  can 
  Summon either another of its kind, or a pair of 
  Guardian Angels (none of which will be able to 
  Summon more Angels). 
  Immune To Electricity: Like all Angels, a Warrior 
  Angel cannot be harmed by Lightning or Electricity.
  Page 24
  
  Spirits of Heaven and Hell
  Part II:
  A Directory of Devils
  The Devils of Hell
  At the nadir of the Cosmos are the seven 
  spiritual prisons of Hell, also known as the City of 
  Dis. There suffer the Damned Souls of those who 
  selfishly indulged their own wicked desires at the 
  expense  of  others.  Presiding  over  them  as  their 
  tormentors, yet also prisoners themselves, are the 
  Devils. Also known by such names as the Infernals 
  and the Diabolical Legions, the Devils are the great 
  enemies  of  the  Angelic  Hosts  of  Heaven.  The 
  Devils seek to destroy Virtue and promote Vice 
  everywhere in the mundane world. Most of all, they 
  are known for the endless and intricate schemes by 
  which they entrap and trick mortals into becoming 
  the willing pawns and prisoners of Hell.
  Devils  are famous  for binding mortals  to 
  contracts where a person receives worldly power or 
  love into return for surrendering his soul. Most of 
  the  Damned  Souls,  however,  did  even  require 
  formal contracts to consign themselves to Hell. Still 
  longing to indulge their wickedness after death, they 
  followed visions of Vice that Hell projects as traps. 
  Like  flies  to  a  pitcher  plant,  the  Damned  are 
  attracted to the mouths of Hell, willingly entering 
  for the chance to indulge themselves for all eternity. 
  By the time they realize their mistake it is too late, 
  and they must suffer an eternity of the same kind of 
  misery and torment they inflicted on others in life.
  The most commonly told story regarding the 
  origin of the Devils states they are former Angels, 
  fallen from Heaven after they lost their Virtue, and 
  tried to usurp the Lord of Hosts. Even the powerful 
  Luminous Devils claim this story to be basically 
  true, although the Devils add that they did not fall 
  of their own free will, but were unjustly exiled for 
  simply  demanding  to  be  respected.  Lending  the 
  support to that idea is the fact that the natural forms 
  of Luminous Devils do actually resemble Angels. 
  The other castes of Devils, however, claim to have 
  no memory of ever having been present in Heaven, 
  and know only their existence in Hell. The Cosmic 
  Archons are known to claim that both Angels and 
  Devils are rebel Archons, illegitimately occupying 
  spiritual  realms  that  were  meant  to  respectively 
  reward  or  punish  those  who  either  obeyed  or 
  disobeyed the Natural Law of the Demiurge. When 
  Demons speak of Devils, they will deride them as 
  severely deluded former Demons who try to imitate 
  the tyranny of the Archons. The Fairy Folk regard 
  Devils  as  they  do  all  other  spirits  -  as  corrupt 
  versions of themselves.
  Devils are the embodiment of Evil. They 
  will appear to scrupulously obey the letter of any 
  contract or agreement they enter into, while at the 
  same  time  seeking  ways  to  ultimately  turn  any 
  relationship  to their  own benefit. All except  the 
  Luminous Devils are utterly devoid of mercy, love, 
  or any of the finer emotions. Thus, while magicians 
  find Devils to be far more reliable than Demons, the 
  Infernal beings invariably harbor schemes to bring 
  about the downfall of whoever they seem to serve. 
  Like Demons, Devils can be summoned to 
  teach spells and other magical lore. Unlike Demons, 
  the terms of any such arrangement will be specific 
  and strictly obeyed, but will also always be  crafted 
  in such a way to ultimately benefit Hell. Typically, 
  a formal contract signed in blood will be required. 
  Only  the  most  powerful  magic  will  require  the 
  surrender of a soul; the terms for a a lesser arcanum 
  will typically only specify  some wicked service to 
  be performed at a later date.
  Page 25
  
  Spirits of Heaven and Hell
  The Hierarchy of Devils
  The Devils exist in a strict hierarchy. Each 
  different type of Devil is referred to as a Caste. 
  Seven of the Castes correspond to the deadly Vices, 
  with the ubiquitous Tormentor Devils forming the 
  eighth Caste. Each Caste possesses its own nobility, 
  who are even more more powerful and evil than the 
  commoners they rule.
  The nobility of the Accuser Devils are titled: 
  Marquises.
  The nobility of the Pact Devils are titled:
  Presidents.
  The nobility of the Seducer Devils are titled:
  Dukes or Duchesses.
  The nobility of the Wrath Devils are titled:
  Counts and Countesses.
  The nobility of the Corrupter Devils are titled:
  Prelates.
  The nobility of the Craft Devils are titled:
  Masters.
  The nobility of the Luminous Devils are titled:
  Kings and Queens.
  The nobility of the Tormentor Devils are titled:
  Overseers.
  All members of a Caste are ultimately under 
  the  command  of  one  of  the  Archdevils.  The 
  Archdevils are the most evil beings in existence, 
  each one wholly consumed by a particular Vice, and 
  capable of inflaming that Vice in any being that 
  stands in their presence. The more powerful and 
  vice-ridden a Devil is, the more they are bound to 
  Hell, and unable to stand the goodness and virtue 
  that yet exists in the mundane world. The Diabolical 
  nobility, for example, can only visit the Earth if 
  summoned, or at times and in places associated with 
  deeds of great wickedness. The Archdevils can only 
  enter  ordinary  reality  after  the  performance  of 
  disgustingly evil ceremonies, involving outrageous 
  sacrifices, and the most debased acts.
  The Accuser Devils are ruled by:
  The Crooked Serpent.
  The Pact Devils are ruled by:
  Devil Money.
  The Seducer Devils are ruled by:
  The Prince of Darkness.
  The Wrath Devils are ruled by:
  The Destroyer.
  The Corrupter Devils are ruled by:
  The Lord of the Flies.
  The Craft Devils are ruled by:
  The Lord of Evil Inventions.
  The Luminous Devils are ruled by:
  The Light Bearer.
  The Tormentor Devils serve no single Archdevil.
  There  is  debate  regarding  whether  is  is 
  possible  to  actually  destroy  an  Archdevil 
  permanently.  Many sages believe  that  should an 
  Archdevil be somehow slain, the most powerful of 
  its former underlings will simply become the new 
  Archdevil, identical in every way to the previous 
  one.
  It is not otherwise possible for a Devil to 
  better  its  position  in  the infernal  hierarchy.  The 
  diabolical  nobility  and  the  Archdevils  are 
  completely  unappreciative  of  the  labors  of  their 
  inferiors. Archdevils belittle the nobility, who abuse 
  the commoners, who take out their frustrations on 
  the  Damned.  Likewise,  while  Devils  may  fool 
  mortals  into  believing  that  truly  evil  souls  may 
  eventually be transformed into Devils, the only fate 
  that  actually  awaits  the  Damned  is  relentless 
  torment. 
  There is no hope in Hell.
  Page 26
  
  Spirits of Heaven and Hell
  The Rulership of Hell
  The entire hierarchy of Devils appears to 
  serve two nearly-omnipotent embodiments of Vice. 
  The first is a horror usually called alternately  the 
  Adversary, or simply the Beast. As the Adversary 
  he is said to be similar in appearance to a gigantic, 
  crowned satyr, with a barbed tail, enormous bat-like 
  wings, and holding a red-hot trident. As the Beast, 
  he resembles a red-hued dragon, whose seven heads 
  are the seven Hell-mouths. 
  The consort of the Beast is the Queen of the 
  Night, also known as the  Great Scarlet Whore. 
  She  is  usually  seen  as  an  incredibly  beautiful, 
  intoxicated woman, with a cruel smile, and flowing 
  red hair. She is dressed in immodest clothing of red 
  and  purple,  and  covered  with  gold  and  jewels. 
  When they are seen together, the Scarlet Whore 
  often rides the back of the Beast. 
  The Luminous Devils are known to claim 
  that the Adversary is actually just a form taken by 
  the Light Bearer, and the Queen of the Night is the 
  first mortal woman, who exceeded all other beings 
  in her devotion to sorcery and Vice.
  Diabolical Characteristics
  All Devils share the following characteristics:
  Extraplaner Type: As natives of Hell, Devils are 
  subject  to  all  magic  that  targets  Extraplaner 
  creatures. Devils can only be slain permanently if 
  fought in Hell itself. Usually, only the material body 
  of  the  Devil  can  be  destroyed,  temporarily 
  banishing the Devil back to Hell. Despite being 
  generally unable to enter mundane reality without 
  aid, Devils are notable in that they can often be 
  summoned by non-magical rituals.
  Whiff  of  Brimstone: Devils  can  sometimes  be 
  detected by the stink of sulfur that occurs whenever 
  they appear. Any time a Devil is  Summoned or 
  Teleported  into  an  area,  the  odor  of  burning 
  brimstone will be momentarily noticeable in a 30' 
  radius.  This  smell  occurs  even  if  the  Devil  is 
  Invisible or in another form, unless the creatures 
  uses magical precautions to mask its odor. 
  Silver or Magic Weapons To Hit: All Devils, no 
  matter how powerful, can be damaged by weapons 
  crafted  from,  or coated with, silver. Devils hate 
  silver, and will not willingly touch it. Otherwise, 
  only enchanted weapons can harm them.
  Barred From Holy Ground: All Devils, with the 
  notable exception of Accuser Devils, are unable to 
  enter any area consecrated to the powers of Good.
  Burned By Holy Water: Like Demons, Devils are 
  burned by Holy Water as if it was acid. They take 
  1d8 damage for every full phial they are doused 
  with.
  Subject To Faith:  Devils can be turned by the 
  faith of sufficiently powerful Good Clerics. Treat 
  Devils  as  Unique  Undead  for  turning  purposes. 
  Seducer Devils are singularly immune to the power 
  of faith.
  Perfect Vision: Devils can see perfectly regardless 
  of illumination. They retain the ability to distinguish 
  colors in conditions of total darkness, and do not 
  need time to adjust their eyes to changing light.
  Spell Resistance: Like most spirits, all Devils have 
  some measure of resistance to magic.
  Spell-Like  Abilities:  All  Devils  can  speak  and 
  understand all languages; become Invisible; assume 
  the form of a snake, black dog, black cat, goat, toad, 
  raven, or owl; cause  Darkness; perform feats of 
  Prestidigitation; and  instantly  Know  Alignment. 
  They can also become Ethereal, and roam the Astral 
  Plane. Most Devils also have additional Spell-Like 
  Abilities, often related to their associated Vice.
  Unless otherwise specified, activating a spell-like 
  ability counts as a Devil's action for a round.
  Page 27
  
  Spirits of Heaven and Hell
  Summoning: If  hard  pressed,  every  Devil  can 
  attempt to  Summon Diabolical aid. Not all Devils 
  are assured of success, however. In addition, any 
  Devil that has been Summoned by another loses its 
  own  ability  to  Summon,  until  it  returns  to  Hell 
  again.
  A Devil who  Summons others can take no other 
  actions in that round.
  Diabolical Immunities:  Devils  are immune to all 
  diseases (magical or mundane), all poisons, and all 
  magic that influences minds or perceptions. 
  Fire Immunity: Devils are completely immune to 
  fire based attacks.
  The Common Devils
  ACCUSER DEVIL
  A scaly, many-faced lawyer from Hell
  NO. ENCOUNTERED: 1-4
  SIZE: Medium 
  HD: 8 (d8)
  MOVE: 30'
  AC: 19 
  ATTACKS: 2 Claws (1d4)
  SPECIAL: Whiff of Brimstone, Magic or Silver 
  Weapons To Hit, Burned By Holy Water, Subject 
  To Faith, Perfect Vision, Fire Resistance (Full), 
  Cold Resistance (Full), Immune to Poison and 
  Emotion-affecting Magic, Cannot Be Surprised, 
  Shame, Babble, Enter Holy Ground, Spell 
  Resistance 10, Spell-like Abilities, Summoning
  SAVES: M+P
  INT: Genius
  ALIGNMENT: (Lawful) Evil
  TYPE: Extraplaner
  TREASURE: 8
  XP: 2,500+8
  The  Accuser  Devils  are  the  lawyers, 
  messengers, spies, and ambassadors of Hell. They 
  travel constantly from place to place, not only in 
  Hell, but across the surface of the Earth. Of all the 
  Devils they have the freest rein to roam among 
  mortals. They gather information for Hell, as well 
  as directly spread gossip, slander, resentment, and 
  envy. Their chief joy comes in ruining lives though 
  lies and insinuations. The dissatisfaction they breed 
  can  spread  like  an  infection,  until  the  bonds  of 
  society fall before a wave of petty jealousy and 
  covetousness. 
  An Accuser Devil in its true form presents a 
  striking and unsettling image. The most noticeable 
  aspect of the Devil's appearance are the multiple 
  faces all over its body. In addition to the grotesque 
  face on the front of its head, it possesses another on 
  the back of its head, a face on each shoulder, faces 
  on its chest and belly, a face on its groin where the 
  attributes of gender might otherwise be, and a face 
  on each thigh. The sexless body is scaly, wiry, and a 
  sickly green in overall color. The arms and legs 
  seem to proceed from the mouths of the faces on the 
  shoulders and thighs. The hands and feet are slender 
  and clawed. The Devil's ears are long and pointed, 
  and top of its head similarly comes to a point. There 
  are  six  spike-like  horns  surrounding  the  head, 
  creating the effect of a grotesque crown. The Devil 
  sometimes wear a kind of cap on its head, through 
  which  the  horns  will  project.  Accuser  Devils 
  possess the ability to assume human forms, and they 
  will almost always do so when dealing with non-
  Infernals. They also particularly enjoy assuming the 
  forms of snakes.
  The natural voices of Accuser Devils are 
  whiny  and  sniveling.  They  have  the  unsettling 
  ability to speak through all of their mouths at once, 
  which can severely confuse anyone listening.
  In Hell, the Accuser Devils try cases and 
  mediate disputes between other Devils. They are 
  completely corrupt, of course, so Hell's justice is 
  usually a matter of who can afford a better bribe. 
  Since Accuser Devils seldom collect souls directly 
  from the mortal plane, they rely upon the legal fees 
  and  bribes  they  demand  for  their  wealth  (the 
  coinage of Hell being mortal souls). It is even said 
  that for enough of a bribe in souls, a mortal can 
  convince an Accuser Devil to bring a legal case in 
  Page 28
  
  Spirits of Heaven and Hell
  Hell  to  release  someone  from  an  otherwise 
  unbreakable Infernal contract. Accuser Devils also 
  travel to other planes (including Heaven itself) in 
  order to claim souls that Hell believes to be its 
  rightful  property.  Their  direct  dealings  with  the 
  Angels  contribute  to  Infernal  rumors  that  the 
  Accuser  Devils  have  arranged  side  deals  with 
  Heaven, to save themselves in the event that any 
  eventual war for Paradise goes against the Devils.
  If it introduces itself, an Accuser Devil will 
  often add the title “Esquire” after its name.
  Combat: Accuser Devils will not personally engage 
  in  hand-to-hand  combat,  always  preferring  to 
  Teleport to a safe place, Summon other Devils, and 
  let them deal directly with any threats. If somehow 
  cornered they can claw their their hands, but they 
  are inherently cowardly beings. At the first sign of 
  real trouble the Devil will attempt to make a deal 
  with its attackers.
  Cannot Be Surprised:  Due to their many sets of 
  eyes  and  ears,  it  is  impossible  to  surprise  an 
  Accuser Devil. They constantly perceive with True 
  Seeing, as the spell.
  Shame: Upon  first  meeting  an  opponent,  an 
  Accuser  Devil  gains  knowledge  of  her  most 
  embarrassing secret. If the Devil has the chance to 
  state  the  secret  out  loud,  and  the  victim  can 
  understand  it,  the  person  so  exposed  will 
  temporarily lose all confidence. An exposed person 
  receives a Save versus Charisma (Challenge Level 
  8). Failure means that until she wakes up the next 
  morning, the character may use no special Abilities 
  related to Charisma, and will fail every Charisma-
  based Attribute Check and Saving Throw.
  Babble: An Accuser Devil can speak from any of 
  its free mouths, but it can also speak from many, or 
  all of them at once. It can even state different ideas 
  from  different  mouths,  arguing  against  itself.  A 
  person he hears this barrage of voices must save 
  versus Wisdom (Challenge Level 8) or be affected 
  as by a Confusion spell. Affected creatures receive a 
  new  saving  throw  every  8  rounds.  Naturally,  a 
  successful  Silence spell will cancel all effects, as 
  well as the Devil's ability to Babble at all.
  Enter Holy Ground: Alone among Infernals, the 
  Accuser  Devils  can  freely  enter  holy  and 
  consecrated ground. This ability even allows them 
  to enter Heaven, which they do as ambassadors and 
  messengers, as well as to dispute with the Angels 
  over  the  legitimate  possession  of  certain  souls. 
  Accuser Devils can be kept out by wards and guards 
  (such as a Wizard's Protection From Evil) placed by 
  Arcane magic, however. They are also still subject 
  to  active Turning from Good Clerics, just not the 
  passive protection usually conferred by consecrated 
  ground.
  Spell-like Abilities: Alter Self (to any humanoid 
  form), Clairaudience, Clairvoyance, Detect Magic, 
  Detect  Thoughts,  Discern  Lies,  Hide  Lies,  Hide 
  Thoughts, Locate Creature, Locate Object, Speak 
  With  Dead. Accuser Devils  enjoy constant  True 
  Seeing. Once per day they can raise a Wall of Ice. In 
  common with other Infernals, Accuser Devils  can 
  speak  and  understand  all  languages;  become 
  Invisible; assume the form of a snake, black dog, 
  black cat, goat, toad, raven, or owl; cause Darkness; 
  perform  feats  of  Prestidigitation;  and  instantly 
  Know Alignment. They can also become Ethereal, 
  and roam the Astral Plane.  All abilities have an 
  effective caster level of 8.
  Accuser Devils are quite willing to teach the 
  Arcane  Spells  that  correspond  to  their  spell-like 
  abilities, in return for services rendered.
  Summoning:  An Accuser Devil may attempt  to 
  Summon either one Wrath Devil or four Tormentor 
  Devils per day, with a 60% chance of success.
  Immune To Fire and Cold:  Like all Devils, an 
  Accuser  Devil  cannot  be  harmed  by  fire. 
  Additionally,  they  are  immune  to  damage  from 
  cold.
  Page 29
  
  Spirits of Heaven and Hell
  CRAFT DEVIL
  A twisted Infernal workman, capable of completing 
  seemingly impossible tasks
  NO. ENCOUNTERED: 1-4
  SIZE: Medium 
  HD: 9 (d8)
  MOVE: 30', 50 (fly)
  AC: 24 
  ATTACKS: 1 Weapon (usually 1d8,+additional 
  enchantment)
  SPECIAL: Whiff of Brimstone, Magic or Silver 
  Weapons To Hit, Burned By Holy Water, Barred 
  From Holy Ground, Subject To Faith, Perfect 
  Vision, Fire Resistance (Full), Immune to Poison 
  and Emotion-affecting Magic, Craft Infernal 
  Device, Inhuman Labor, Curse Mortal Work, 
  Infernal Protection, Spell Resistance 13, Spell-like 
  Abilities, Summoning
  SAVES: M+P
  INT: Genius
  ALIGNMENT: (Lawful) Evil
  TYPE: Extraplaner
  TREASURE:12 (and see below)
  XP: 3,700+9
  Although the practices of other Devils may 
  seem  far  more  vile  at  first  glance,  some  sages 
  consider the Craft Devils to be the most insidiously 
  dangerous  of  all.  The  Craft  Devil  doesn't  offer 
  obviously  immoral  sensual  indulgences,  earthly 
  power,  or  twisted  thrills  to  tempt  the  unwary. 
  Instead, the Craft Devil appeals to the human desire 
  to be freed from labor, worry, and care. The Craft 
  Devil will build beautiful structures, scribe entire 
  libraries of books, create wonderful technological 
  devices, and deliver potent enchanted objects. The 
  things the Craft Devil offers often seem at first to 
  make life easier, and the world better. It is only later 
  that  a  recipient  comes  to  fully  understand  the 
  terrible  price  they  have  paid,  and  the  awful 
  consequences of accepting the Devil's aid.
  A Craft Devil in its natural form somewhat 
  resembles  a  stooped,  mature  man  with  leathery, 
  brownish-red  skin.  The  facial  features  are 
  grotesquely squashed, and cause the being to look 
  as if he is always squinting and wrinkling his nose 
  in disgust. The Devil is bearded, and apparently 
  balding. Two small horns resembling the letter "s" 
  protrude from the forehead, and a pair of small, bat-
  like wings sprout from between the shoulder blades. 
  The nails of the hands and feet are sharp and claw-
  like, but not so long as to decrease the creature's 
  manual  dexterity.  The  Devil  also  possesses  a 
  prehensile tail, which it often utilizes to hold or 
  move objects. In Hell, Craft Devils often wear thick 
  aprons made of stitched human hide. When they 
  appear in the mundane world, Craft Devils tend to 
  assume the form of a human, dwarf, or gnome. 
  Craft  Devils  love  to  cause  the  death  of 
  innocent human beings, and any agreement for the 
  Devil's work will almost always include a provision 
  for such a sacrifice. In addition, Craft Devils will 
  attempt  to  engineer  any  items,  structures,  or 
  technologies they deliver to cause maximum misery 
  over time. A Craft Devil may create a wonderful 
  bridge  across  a  vast  gorge,  but  every  winter  it 
  becomes  slippery,  and  somebody  falls  to  their 
  death. The potent magical sword that was needed to 
  slay  the  marauding  dragon  also  requires  to  be 
  bathed in the blood of an innocent before it can be 
  sheathed. The automated mill that the Devil created 
  belches out toxic smoke that shortens the lives of 
  everyone in the village.
  A typical tactic employed by a Craft Devil is 
  to  secretly  sabotage  a  construction  or  new 
  invention. The Devil will them appear, usually in 
  disguise, and offer to solve the mysterious problem. 
  The  Devil  will  appear  very  sympathetic  to  the 
  builders' desire to see their project finished, and will 
  emphasize how little he asks as compensation in 
  comparison  to  how  much  good  the  structure  or 
  invention  will  do.  The  Devil  will  not  ask  for 
  payment  in  advance,  but  always  show  apparent 
  good  faith  by  setting  to  work  as  soon  as  an 
  agreement  is  reached.  Once  work  is  completed, 
  however, the bargainers had better be willing to 
  deliver whatever was promised, or incur the most 
  severe punishment. Craft Devils will always obey 
  the letter of whatever agreement was reached, so 
  there  are  numerous  stories  of  people  who  were 
  successfully able to trick the Devil into laboring for 
  a reward that was less than what he expected. Such 
  Page 30
  
  Spirits of Heaven and Hell
  clever folk may sometimes save their souls from 
  eternal  damnation,  but  they  suffer  the  lifelong 
  enmity of the Devil.
  Craft  Devils  are  closely  allied  with  the 
  Wrath Devils, but they are also friendly with every 
  caste. They provide the items and structures used by 
  all  other  Devils,  so  the  other  castes  make  it  a 
  priority to avoid offending them.
  Combat: Since Craft Devils create the arms and 
  armor  used  by  other  Devils,  it  is  possible  to 
  encounter  one armed  with any possible  weapon. 
  They generally prefer great warhammers, however, 
  which are often enchanted. The Devil is particularly 
  devious with regard to using its spell-like powers. A 
  typical tactic is to trap opponents with a  Wall of 
  Stone, fly above the wall, create  an unanchored 
  Wall of Iron  in the air, and let the sheet of solid 
  metal fall onto the trapped victims.
  Craft Infernal Device: Common Craft Devils can 
  create  any magical  items  with a value of up to 
  10,000 gold pieces, or invent items of clockwork 
  technology that can replicate the effects of Arcane 
  spells up to level 3. Clockwork technological items 
  typically only work 50 times before they break, and 
  any effect they create are equal to a spell from a 
  9th-level caster. 
  The Craft Devil can make any magic items 
  or  technological  items  desired,  regardless  of 
  whether the Devil can use the corresponding spell-
  like ability.  Whatever a Craft Devil creates  will 
  have a curse, or other severe drawback. A magical 
  helmet, for instance, may slowly turn the wearer's 
  face into that of a Devil. A technological device that 
  shoots lightning bolts will also shock its user for 
  1d6 points of damage (no save). 
  Craft  Devils  are  able  to  teach  magicians  the 
  methods  of  manufacturing  any  item  they  can 
  themselves create, and are often Summoned for that 
  purpose.  Craft  Devils  will  sometimes  accept 
  payment in mundane money for creating Infernal 
  Devices, as they sell the currency to Corrupter and 
  Pact Devils, who then use it to tempt new souls for 
  Hell. Buying from the Craft Devils is always much 
  cheaper than obtaining the same (curse-free) items 
  from mortal magicians.
  Inhuman  Labor:  Craft  Devils  possess  skill  in 
  every area of human labor and craftsmanship. A 
  Devil that is left to labor unobserved by mortal eyes 
  is able to perform the work of 100 men, or can work 
  100  times  faster  than  an  ordinary  human.  This 
  ability  includes  being  able  to  simultaneously 
  perform all the specialized jobs of a construction 
  crew, for example. A single Craft Devil can create a 
  small  structure  overnight, while a crew of them 
  could build a castle. Forging weapons can be done 
  at  bewildering  speed,  and  major  works  of  art 
  completed in hours. The Devil must have still have 
  access to all the materials needed to perform its 
  labor, although it is able to use Major Creation to 
  create its own temporary tools. Watching a Craft 
  Devil  labor  spoils  its  ability  to  work  quickly, 
  however, slowing it down to merely the speed of the 
  most talented human. Unless somehow magically 
  forced to labor, a Craft Devil typically demands one 
  human sacrifice for every night that it works. Often, 
  it will want the life of the first person to enter or use 
  the structure it has made.
  Curse Mortal Work: A Craft Devil is able to curse 
  and undo the previous day's work of up to 100 men. 
  They  can  likewise  spoil  the  construction  of 
  technological  items  or  the  progress  of 
  enchantments. The Devil can only ruin the work of 
  the previous day, and no more.
  Infernal Protection: Just as they can ruin human 
  labor,  Craft Devils are also able to protect finished 
  constructions and devices. The unholy blessing of a 
  Craft Devil can do any of the following:
  •
  Protect a structure against natural decay and 
  any damage from wind or weather, for a 
  period of 100 years.
  •
  Protect a structure and its inhabitants against 
  any spells of Level 1-3, for a period of 100 
  years.
  •
  Make a structure completely vermin-free for 
  a period of 100 years.
  •
  Protect a device or object from breaking, 
  corroding, or wearing out for 100 years.
  Page 31
  
  Spirits of Heaven and Hell
  Such protections come at terrible prices, of 
  course. Typically, the Devil will demand that an 
  innocent  victim  be  entombed  alive  within  a 
  structure to be protected, or else killed with the 
  object to be preserved. A separate innocent victim 
  will be required for each blessing granted. There are 
  stories of people who have actually volunteered to 
  be sacrificed in this way, but the people who made 
  the bargain with the Devil were nonetheless damned 
  to Hell.
  Spell-like Abilities: Alter Self (to any humanoid 
  form),  Unseen  Servant,  Locate  Object,  Major 
  Creation, Produce Flame, Pyrotechnics.  Once per 
  day a Craft Devil can Move Earth, create a Wall of 
  Stone, and create a Wall of Iron. Up to three times a 
  day, one can make Ironwood. In common with other 
  Infernals, Craft Devils can speak and understand all 
  languages; become Invisible; assume the form of a 
  snake, black dog, black cat, goat, toad, raven, or 
  owl;  cause
   Darkness;  perform  feats  of 
  Prestidigitation;  and  instantly  Know  Alignment. 
  They can also become Ethereal, and roam the Astral 
  Plane. All abilities have an effective caster level of 
  9.
  Summoning: A Craft Devil can Summon another of 
  its kind, a Wrath Devil, or three Tormentor Devils, 
  with a 65% chance of success.
  CORRUPTER DEVIL (Sabbatic Goat)
  An  obscene  tempter  who  offers  perverted 
  indulgences 
  NO. ENCOUNTERED: 1
  SIZE: Medium 
  HD: 10 (d8)
  MOVE: 30'
  AC: 24 
  ATTACKS: 1 Gore (4d4), or 1 Kick (1d8), 1 Torch 
  (1d8, double damage against the Good-aligned)
  SPECIAL: Whiff of Brimstone, Magic or Silver 
  Weapons To Hit, Burned By Holy Water, Barred 
  From Holy Ground, Subject To Faith, Perfect 
  Vision, Fire Resistance (Full), Immune to Poison 
  and Emotion-affecting Magic, Hellfire Torch, 
  Disguise Substance, Place Witch's Mark, Give 
  Familiar, Grant Boons, Spell Resistance 12, Spell-
  like Abilities, Summoning
  SAVES: M+P
  INT: Superior
  ALIGNMENT: (Lawful) Evil
  TYPE: Extraplaner
  TREASURE:10 (and see below)
  XP: 3,450+10
  The way of Heaven is hard, demanding a life 
  of good works in return for the promise of Paradise 
  after death. Stuck in lives of seemingly endless toil 
  and frustration, many cannot wait that long for their 
  reward. To those people the Corrupter Devil offers 
  an existence filled with indulgence and pleasure on 
  Earth, in return for renouncing Heaven and serving 
  the powers of Hell. The Devil becomes their unholy 
  priest,  leading  his  congregation  in  a  perverted 
  parody of Heaven's worship.
  A Corrupter Devil has the torso and arms of 
  a human, but the head of a black, four-horned goat. 
  Its lower parts are likewise those of a black goat 
  with  an  unusually  long  tail,  although  the  Devil 
  walks upright. The Corrupter Devil has a woman's 
  breasts, but the other attributes of gender are male, 
  and grotesquely large for the creature's size. Under 
  its  tail  the  Corrupter  Devil  possesses  another, 
  human-like face. This posterior face cannot talk, but 
  the eyes, mouth and facial features seem to have full 
  movement. The Devil usually carries a blazing torch 
  Page 32
  
  Spirits of Heaven and Hell
  which never seems to extinguish. If it wishes, the 
  creature  can  absorb  the  torch  into  its  body, 
  transforming it into a fifth, flaming horn atop its 
  head. The Corrupter Devil also particularly enjoys 
  assuming the form of a normal black goat, or a 
  blasted oak tree with a grotesque human face on the 
  trunk.
  Unlike  the  Pact  Devils,  who  make  make 
  simple bargains that can be accepted or rejected, the 
  Corrupter Devils tempt souls with the promise of 
  life's indulgences. Instead of presenting a formal 
  contract,  a   Corrupter  Devil  asks  that  mortals 
  perform acts that further Hell's agenda. Such acts 
  can range from simple tricks played on the pious, to 
  the desecration of holy places, to outright murder. 
  Periodically, the Corrupter Devil will call together 
  its faithful at assemblies known as Black Sabbaths. 
  At  these  Black  Sabbaths  the  Corrupter  Devil 
  rewards  its  servants  with  all  manner  of  sensual 
  delights. Eager to curry favor with the Devil and 
  attain  ever  more  pleasurable  rewards,  people 
  willingly damn themselves to Hell.
  Although they promise ease and luxury to 
  their  followers,  Corrupter  Devils  are  actually 
  extremely  abusive  and  sadistic.  They  are  also 
  possessed of twisted, obscene senses of humor that 
  they will seek to gratify at every opportunity. They 
  particularly like to see wholesome aspects of human 
  society  parodied  in  the  most  disgusting  and 
  degrading  manner  possible.  It  give  them  great 
  pleasure  to  watch  their  followers  consume 
  disgusting substances magically disguised as rich 
  provisions, and to watch the dupes engage in taboo 
  and perverted acts.
  Combat: The  Corrupter  Devil  does  not  like  to 
  engage in melee, but it can be a fearsome opponent 
  nonetheless. It is able to gore with its horns, or kick 
  with its sharp hooves, while burning opponents with 
  hellfire  from  its  torch.  Typically,  however,  the 
  Corrupter Devil will let others fight for it, either its 
  mortal  cultists,  or  other  summoned  Devils.  In 
  addition, the Corrupter Devil has several spell-like 
  abilities which usually allow it to escape almost any 
  potential combat.
  Hellfire Torch: The Corrupter Devil's torch burns 
  with the fires of Hell itself. It does double damage 
  against all Good-aligned creatures. The Corrupter 
  Devil can use its  Pyrotechnics ability on its own 
  torch, without extinguishing it. Only dousing with 
  Holy Water can extinguish the flame.
  Disguise Substance: In addition to their other spell-
  like  abilities,  Corrupter  Devils  have  a  magical 
  ability to disguise one organic substance as another. 
  They can do such things as make excrement look, 
  smell, feel, and taste like roast beef; blood seem to 
  be fine wine; and filthy leafs seem to be pastry. 
  They can also do the reverse, causing edible or 
  harmless substances to be perceived as rotten or 
  dangerous things. The change is wholly illusory, of 
  course,  but  affects  all  senses.  All  non-magical 
  substances of solely animal or vegetable origin with 
  300 feet of the Corrupter Devil can be affected at 
  the Devil's whim, and the creature does not need to 
  concentrate to maintain the illusion. Living plants or 
  animals cannot be affected, however. A successful 
  save  versus  Wisdom  (Challenge  Level  10)  will 
  allow someone to see through the illusion.
  Place Witch's Mark:  Anyone who agrees to join 
  the  cult  of  the  Sabbatic  Goat  is  first  made  to 
  renounce their former faith, and in particular all ties 
  to Heaven. The Devil will then place a mark on the 
  convert's body. This mark will take the form of a 
  small, red or purple nub that resembles a nipple. 
  The Witch's Mark, as it is called, is always paced on 
  some hidden or inconspicuous place, usually one 
  hidden  by  body  hair.  The  Witch's  Mark  is 
  insensitive to pain, and can be used by Imps and the 
  like to nurse on the person's blood. The possession 
  of a Witch's mark excludes a person from receiving 
  miraculous  aid  from  any  Good-aligned  cleric, 
  including  healing.  A  Witch's  Mark  can  only  be 
  removed by Atonement, or such magic as a Limited 
  Wish (or its equivalent).
  Page 33
  
  Spirits of Heaven and Hell
  Give Familiars: Once a night a Corrupter Devil is 
  able to summon an Imp, and bind it to a person. The 
  Imp them becomes the familiar of its new master, in 
  a manner identical to the  Summon Familiar spell. 
  Even non-magicians can gain an Imp familiar in this 
  way. The Imp will suck 1 hp of its master's blood 
  nightly, using the master's Witch's Mark as a nipple.
  Grant Boons: A Corrupter Devil is able to summon 
  actual, non-illusory treasures or magic items from 
  Hell's  storehouses,  usually  to  confer  them  as 
  rewards  upon  followers  that  it  feels  have  been 
  sufficiently  wicked.  The  Corrupter  Devil  can 
  summon a maximum of 5,000 gold pieces worth of 
  Boons  per night.  Summoning  Boons  indebts  the 
  Corrupter Devil to the Craft Devils that create the 
  items, however, so it is done with an eye towards 
  maximum reward. The Corrupter Devil will always 
  try to Grant Boons to opponents that it feels could 
  successfully challenge it in combat..
  Spell-like  Abilities: Levitate,  Major  Creation, 
  Suggestion,  Mirage  Arcana,  Obscuring  Mist, 
  Persistent  Image,  Pyrotechnics. The  Corrupter 
  Devil can also transform itself at will into the shape 
  of a lightning-blasted tree with a distorted parody of 
  a human face on its trunk. In common with other 
  Infernals,  Corrupter  Devils
   can  speak  and 
  understand all languages; become Invisible; assume 
  the form of a snake, black dog, black cat, goat, toad, 
  raven, or owl; cause  Darkness; perform feats of 
  Prestidigitation;  and  instantly  Know  Alignment. 
  They can also become Ethereal, and roam the Astral 
  Plane. All abilities have an effective caster level of 
  10.
  Summoning: A Corrupter Devil may summon one 
  Pact Devil, one Seducer Devil, one Wrath Devil, 
  one Craft Devil, and four Tormentor Devils per 
  night. 
  Concerning the Black Sabbath
  Corrupter Devils appear on Earth primarily 
  to preside over meetings known as Black Sabbaths 
  (or Witch's Sabbaths). These festivities will be held 
  four to eight times a year, always in some lonely 
  and forbidding place. Typical venues include stark 
  mountains,  lonely  heaths,  secluded  glades  in 
  haunted forests, and cursed ruins. Places that have 
  previously been burned or scorched by lightning are 
  favored. If there happens to be a crossroads in the 
  venue, that will be chosen as the focal point of the 
  Black Sabbath.
  The Corrupter Devil will usually summon 
  other Devils to be present at the Black Sabbath, and 
  always  at  least  a  Pact  Devil.  The  many-faced 
  Accuser  Devils,  however,  are  specifically  not 
  invited (although they may try to sneak in to spy), 
  and  the  arrogant  and  beautiful  Luminous  Devils 
  (rivals of the Corrupter Devils) consider themselves 
  to be above the the coarse entertainment  of the 
  Black Sabbath.
  The  Corrupter  Devil  will  use  its  magical 
  abilities  to create  numerous  illusions  to create a 
  dramatic scene for its Black Sabbath. With Mirage 
  Arcana it will make the semblance a golden, pulpit-
  like throne for itself, as well as two other thrones to 
  flank it. These will eventually be occupied by the 
  witches that it chooses as it favorites. Other tables 
  and chairs will be created with a combination of 
  Mirage Arcana and Major Creation.  Various edible 
  and  semi-edible  materials  (preferably  disgusting 
  and rotted) will be gathered, and disguised as rich 
  provisions. The illusion of musicians playing will 
  be created with Persistent Image, or else Tormentor 
  Devils  will  be  assigned  the  task  of  playing 
  instruments  produced  with
   Major  Creation. 
  Various other illusions will also be created to order 
  to create a properly festive atmosphere.
  As the mortal attendees arrive, the Corrupter 
  Devil  will  demand  that  they  present  themselves 
  before it. It will demand that they kneel behind it 
  and kiss its posterior face. The Corrupter Devil will 
  indicate its two favorite witches by allowing them 
  to kiss its regular mouth. The favorites will be told 
  to sit on the thrones, and will be allowed to keep 
  their clothing on (if they want). Most others present 
  will  be  expected  to  strip,  although  sometimes 
  powerful wizards who are friends of Hell will be 
  allowed to attend the Black Sabbath as observers, 
  and also be allowed to remain clothed. The Devil 
  will demand an accounting of the evil acts that its 
  Page 34
  
  Spirits of Heaven and Hell
  cultists  have  committed  since  the  last  Black 
  Sabbath. It will then Grant Boons as it sees fit, or 
  have followers punished if they have made no effort 
  to be evil. Any potential new cultists will then be 
  initiated by the Corrupter Devil, and given their 
  Witch's Mark. Often they will be made to sign in 
  the Black Book of the Pact Devil who has been 
  summoned to keep accounts.
  After the initial  formalities, the Corrupter 
  Devil  will  then  lead  the  revelry.  There  will  be 
  feasting from the seemingly luxurious foodstuffs. 
  The  cultists  will  dance  obscenely.  Various 
  intimacies will always be in progress, in which the 
  Devils present will take part. The Corrupter Devil 
  itself will insist upon personally coupling with any 
  new recruits. Gambling, and the telling of obscene 
  jokes and stories, will be encouraged. All manner of 
  foul magic will be practiced openly and freely. The 
  Pact Devil present will make side contracts  and 
  teach  sorcery.  The  Craft  Devil  (if  present)  will 
  make its own deals to create special treasures, or 
  perform labor. The Seducer Devil will indulge its 
  particular  desires. Any Wrath Devil present will 
  guard the area, and tempt cultist to further acts of 
  murder and atrocity. Any Tormentor Devils present 
  will serve the other Devils as menials, when not 
  engaged with the cultists. The Corrupter Devil will 
  often preach its perverted doctrine to the attendees, 
  and may even lead them in a disgusting parody of 
  the  rites  of  Good-aligned  religion.  The  Black 
  Sabbath will never begin before midnight, and will 
  always be broken up well before dawn.
  Naturally, any Paladin or Good cleric who 
  witnesses, or even learns of the celebration of a 
  Black Sabbath is obligated to tirelessly stamp it out 
  using any means necessary. Paladins in particular 
  will be expected to exterminate any Devils present, 
  and  must  attempt  to  at  least  arrest  (if  not  kill 
  outright)  any  mortal  attendees.  No  person  who 
  voluntarily attends a Black Sabbath is innocent, and 
  the Paladin is obligated to punish them by whatever 
  means he sees fit.
  LUMINOUS DEVIL (Fallen Angel)
  A  former  celestial  being,  twisted  by  pride  and 
  resentment
  NO. ENCOUNTERED: 1-2
  SIZE: Large (8' tall, but usually appears Medium) 
  HD: 12 (d8)
  MOVE: 36', 72' (fly)
  AC: 24 
  ATTACKS: 2 Magical Sword +2 (1d10+6)
  SPECIAL: Whiff of Brimstone, Magic or Silver 
  Weapons To Hit, Burned By Holy Water, Barred 
  From Holy Ground, Subject To Faith, Perfect 
  Vision, Fire Resistance (Full), Electricity 
  Resistance (Full), Immune to Poison and Emotion-
  affecting Magic, Awful Visage, Artistic Mastery, 
  Diabolical Wager, Confer Power and Glory, Spell 
  Resistance 16, Spell-like Abilities, Summoning
  SAVES: M+P
  INT: Genius
  ALIGNMENT: (Lawful) Evil
  TYPE: Extraplaner
  TREASURE: 12
  XP:  8,025+10
  The Luminous Devils hold themselves to be 
  above and apart from the other castes of Devils, 
  claiming to actually be Seraphim unfairly cast out 
  from Heaven. They further claim that all the Devils 
  were once Angels, but the other castes have grown 
  so corrupted by Hell that they do not remember 
  their own past.  Accordingly, the Luminous Devils 
  consider themselves to be Hell's ruling nobility, and 
  their Emperor to be the greatest of all Devils. They 
  treat other Devils accordingly. The Corrupter Devils 
  take  particular  umbrage  at  the  arrogance  of  the 
  Luminous Devils, and the two castes will often try 
  to undermine each others' schemes.
  Luminous Devils usually appear in one of 
  two  forms.  The  first  is  a  very  handsome  (or 
  beautiful) and extremely well-dressed  human of 
  either gender, normal except for two small horns, 
  and a set of moderately-sized bat-like wings. The 
  second form is that of a lovely child (usually blond 
  haired  and  blue-eyed),  with  no  overt  signs  of 
  supernatural heritage. Neither is their true shape. 
  Their  true  form,  which  they almost  never  show 
  Page 35
  
  Spirits of Heaven and Hell
  because other Devils find it to be very offensive, is 
  that  of  a  radiant,  eight-foot  tall  angelic  figure, 
  dressed in a robe of white silk and cloth-of-gold, 
  and  possessing  a  pair  of  large,  jet-black  wings. 
  Their faces are lovely, framed by wavy blond hair, 
  and set with deep blue eyes. Only a pair of small 
  horns  mars  the  gorgeous  countenance.  It  is 
  extremely hard to actually look at a Luminous Devil 
  in their true form, however, because they constantly 
  radiate bright light (equal to that of a Light spell).
  The other castes of Devils, although they are 
  forced  to  respect  the  manifest  power  of  the 
  Luminous Devils, do not fully trust them, and are 
  suspicious of how they constantly agitate for an 
  assault on Heaven itself. The other Devils widely (if 
  usually secretly) believe that the Luminous Devils 
  want  nothing  more  than  to  re-join  Heaven,  and 
  would happily betray Hell to be allowed back into 
  Paradise. Taken as evidence for this belief is the 
  fact  that  the  abodes  of  the  Luminous  Devils 
  resemble  grotesque  parodies  of  the  mansions  of 
  Paradise.  Also, the Luminous Devils sometimes 
  brood for long periods of time, evidently pining for 
  their lost place in Heaven. In fact, no caste of Devils 
  bears more ill will towards the hosts of Heaven than 
  the Luminous Devils. For the Luminous Devils, the 
  war against Heaven isn't ideological - it's personal.
  Of  all  the  Devils,  the  Luminous  Devils 
  possess an emotional life that is most similar to 
  mortals. Alone among Devils, they are capable of 
  actually  falling  in  love  (albeit  of  a  twisted  and 
  selfish kind). They have even been seen to weep. It 
  is  not  uncommon  for  a  Luminous  Devil  to  be 
  overcome with feelings of love for a mortal of great 
  beauty  and  innocence.  They  tend  to  spurn  the 
  affections  of  evil  folk,  finding  themselves  most 
  attracted to the good and pure. The Luminous Devil 
  may assume a human form to court the object of his 
  love, or may abduct her and bring her to Hell to be 
  his infernal bride. The Luminous Devil will initially 
  shower his beloved with gifts, and lavish attention 
  on her. In time, however, the evil within the Devil 
  takes hold, and he will always eventually find cause 
  to destroy whoever he loves. The Luminous Devil 
  will never accept responsibility for such actions, but 
  blame  his  lost  lovers  themselves  (for  allowing 
  themselves to become corrupted), or else the envy 
  of the other Devils.
  Sages speculate that many (if not most) of 
  the  Luminous  Devils  were  formerly  the  Angels 
  responsible for the birth of the original Nephilim. 
  The Luminous Devils deny it, blaming instead the 
  Craft Devils.
  Luminous  Devils  have  a  noted  obsession 
  with the number 6 and its multiples, and an aversion 
  to the number 7 and its multiples. Sages speculate 
  that this aversion is due to the importance of the 
  number  7 as an organizing principle in Heaven. 
  Notably, Luminous Devils will speak of there being 
  only  six castes  of  Devils,  since  they  treat  the 
  Tormentor  Devils  as  merely  slaves,  and  like  to 
  pretend the rival Corrupter Devils don't exist.
  Combat: In combat, Luminous Devils always seek 
  to display their own prowess and skill. They will 
  actually forbear using efficient but unspectacular 
  tactics, in favor of those that make themselves look 
  more impressive. For example, a Luminous Devil 
  will almost never attack secretly or from behind, 
  because  it  would  not  give  their  opponents  the 
  chance to behold the glory of the Luminous Devil's 
  swordsmanship. The Luminous Devil might only 
  use its spell-like abilities to add drama to the scene 
  of combat, unless they face particularly powerful 
  enemies. Each Luminous Devil possesses a Bastard 
  Sword +2, and their great strength also adds an 
  additional +4 to the damage done with the weapon. 
  They are able to strike twice in a round with these 
  swords. Luminous Devils possess a strong, albeit 
  twisted, sense of chivalry, and will actually honor 
  attempts  to negotiate  truces  if they respect  their 
  opponent.
  Page 36
  
  Spirits of Heaven and Hell
  Awful  Visage: Although  they  are  naturally 
  beautiful, Luminous Devils involuntarily assume a 
  truly Awful Visage when angered.  The face of an 
  angry Luminous Devil will turn bright red, their 
  eyes will start to glow,  flames will shoot out of 
  their mouths and nostrils, and lightning-like flashes 
  (accompanied by crashes of thunder) will shoot out 
  of their body. Anyone seeing this display must save 
  versus  Charisma  (Challenge  Level  12)  or  be 
  affected as by a Symbol of Fear. The Devil cannot 
  use this ability unless it has been truly angered, such 
  as after having been cheated or embarrassed.
  Diabolical Wager: Every Luminous  Devil is an 
  absolute master of some mode of artistic expression, 
  whether singing, sculpting,  or playing  a musical 
  instrument. If a mortal challenges Hell to a contest 
  of skill, there is percentage chance equal to the 
  challenger's Level that a Luminous Devil will take 
  notice.  The  Devil  may  appear  and  accept  the 
  challenge, the terms of which will usually be that if 
  the boaster wins they receive a (Level-appropriate) 
  treasure, but if they lose their soul belongs to the 
  Devil. As a suggestion, the CK may decide the 
  result of such a contest with appropriate Attribute 
  checks, giving a Devil a bonus on the roll of  2 
  greater than whatever the PC's bonus is. If the Devil 
  loses such a wager he will honor his bargain, but 
  will  forever  feel  hatred  and  enmity  towards  the 
  winner.
  Confer  Power  and  Glory: Like  Pact  Devils, 
  Luminous Devils will also bargain for souls. They 
  offer only earthly power and glory, however. The 
  Luminous  Devil  will  produce  a  contract  to  be 
  signed, but it is never anything so pedestrian as the 
  Pact Devil's Black Book. The contract offered will 
  be  scribed  on  an  obviously  costly  scroll,  with 
  beautiful calligraphy, and may even be illuminated 
  and gilt. The Luminous Devil doesn't bother with 
  tricky or convoluted language. The term are quite 
  clear – you will become a wealthy and important 
  person,  but  your  soul  belongs  to  the  Luminous 
  Devil after death. Once the contract is signed in 
  blood, the person will awaken the next day to find 
  themselves  in the desired position of power and 
  wealth. Naturally, they will have mortal enemies, 
  but the contract never indicated that they wouldn't...
  Spell-like  Abilities: Charm  Person,  Cure  (or 
  Cause) Serious Wounds, Cure (or Cause) Disease, 
  Polymorph Self, True Seeing, Wall of Fire.  Once 
  per day a Luminous Devil can strike with a 12 die 
  Lightning Bolt, and Control Weather.  In common 
  with other Infernals, Luminous Devils  can speak 
  and  understand  all  languages;  become  Invisible; 
  cause  Darkness; perform feats of  Prestidigitation; 
  and  instantly  Know  Alignment.  They  can  also 
  become Ethereal, and roam the Astral Plane.  All 
  abilities have an effective caster level of 12. 
  Like all Infernals, Luminous Devils can teach the 
  Arcane spells that correspond to their own Spell-
  like abilities, if a Magician can somehow convince 
  them to do so.
  Summoning: A Luminous Devil can Summon any 
  other Devil (except a Corrupter Devil) six times a 
  day. 
  Immune To Fire and Lightning: Like all Devils, a 
  Luminous  Devil  cannot  be  harmed  by  fire. 
  Additionally,  they  are  immune  to  damage  from 
  lightning or electricity.
  Page 37
  
  Spirits of Heaven and Hell
  PACT DEVIL (Black Man of the Crossroads)
  A tricky trader in souls and miracles
  NO. ENCOUNTERED: 1
  SIZE: Medium 
  HD: 7 (d8)
  MOVE: 30'
  AC: 20 (26 in conditions of darkness)
  ATTACKS: 1 Weapon (by weapon type), Spells
  SPECIAL: Whiff of Brimstone, Magic or Silver 
  Weapons To Hit, Burned By Holy Water, Barred 
  From Holy Ground, Subject To Faith, Perfect 
  Vision, Fire Resistance (Full), Immune to Poison 
  and Emotion-affecting Magic, Spell use, Grant 
  Heart's Desire, Enforce Pact, Set Hellhounds On 
  Your Trail, Spell Resistance 15, Spell-like Abilities
  SAVES: M+P
  INT: Genius
  ALIGNMENT: (Lawful) Evil
  TYPE: Extraplaner
  TREASURE: 12
  XP: 1,485+7
  Souls are the currency of Hell, and no caste 
  of Devils is greedier for souls, or more adept at 
  acquiring them, than the Pact Devils. Pact Devils 
  closely resembles a normal humans in form, but are 
  wholly jet black in color. Even their eyes and teeth 
  are black, with no other color visible. When Pact 
  Devils  bleed,  their  blood  resembles  ink.  These 
  Devils  also  dress  in  completely  black  clothing, 
  which  may  range  from garb like  that  of mortal 
  commoners, to rich robes. Each Pact Devil always 
  carries a large, black book, in which they keep their 
  contracts, records of accounts, and magic spells.
  Pact Devils tempt mortals with the promise 
  of riches, talent, and magic. The ritual to summon 
  one is simple, and well known. It requires only that 
  the supplicant visits a lonely crossroads on three 
  successive nights, at exactly the stroke of midnight. 
  Each night, the hopeful petitioner must state that 
  she  wishes  to  speak  to  the  Black  Man  of  the 
  Crossroads, and what she want from him. She must 
  then wait, by herself, for another hour. One hour 
  after midnight on the third night, a Pact Devil will 
  appear,  and  offer  to  strike  a  bargain  with  its 
  summoner.
  Pact Devils have the ability to grant a range 
  of desires. They can confer or increase talents, make 
  people wealthy, or even teach the use of magic. 
  They do not always demand that a mortal actually 
  sell their soul, at least not at first. Very often, Pact 
  Devils will initially want the bargainer to simply 
  perform  some  act  of  evil  that  will  serve  Hell's 
  interest, and serve to further corrupt the soul before 
  it is finally harvested. Other times, the pact Devil 
  will take things that cause the bargainer joy, such as 
  their love, or sense of smell. Sometimes, a Pact 
  Devil will even perform some small favor for the 
  subject  without  even  asking  for  payment,  as  an 
  inducement to further dealing. The ultimate goal, 
  for the Devil, however, is always the collection of a 
  soul.
  Typical  bargains  offered  by  Pact  Devils 
  include:
  •
  Slay  someone  (who  is  destined  to  be  a 
  powerful  agent  of  Heaven)  in  return  for 
  10,000 gold pieces.
  •
  Open the city gates (leaving in a conquering 
  army of diabolists) in return for learning the 
  Fly spell.
  •
  Renounce  your  true  love  in  return for  a 
  Magical  Sword  that  can  fight  Demons 
  (Sword +1)
  •
  Lose your beauty in return for a poison that 
  will slay your husband for his infidelity.
  •
  Lose your soul, and gain a Level of Wizard  
  ability.
  •
  You will die at 27 and lose your soul, in 
  return for becoming the best musician in the 
  kingdom.
  Bargains  involving  ever  greater  desires 
  necessitate  dealing  directly  with  the  Pact  Devil 
  nobility,  who  are  even  more  devious  than  the 
  common variety.  The actual contract offered by 
  any Pact Devil will always  be written  in small, 
  cramped letters, and with the most  intricate and 
  confusing language possible. It must be signed in 
  blood, of course, to be binding.
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  Spirits of Heaven and Hell
  In  addition  to  their  own  activities,  Pact 
  Devils  serve as the accountants  and bankers for 
  other Devils. They will often be summoned by the 
  other castes when they are collecting souls, in order 
  to record and enforce the contract. They are always 
  present at revels of the Black Sabbath, for example. 
  The  Pact  Devils  are  consequently  owed  many 
  favors  by  other  Devils,  a  position  that  they 
  thoroughly enjoy.
  Combat: Pact  Devils  seldom  engage  in  melee 
  combat,  although  they are capable  of using  any 
  weapon if pressed. If a bargain cannot be struck 
  with potential opponents, the Pact Devil prefers to 
  use magic, and employ its Hell Hounds.
  Spell Use: A Pact Devil can cast spells as a 12th 
  level Wizard or Magician. These spells are separate 
  from,  and  in  addition  to,  the  Devil's  spell-like 
  abilities. The Pact Devil's Black Book is also its 
  spell book, and the Devils consults it in exactly the 
  same  way as would a normal  spell-caster.  They 
  receive bonus Wizard spells due to their intelligence 
  scores. If the CK is using the Magician class, the 
  Devil's Black Book is both its  Power Object and 
  Magical Implement.
  Grant Heart's Desire: The Pact Devil is able to 
  grant  any  of  the  following  things  as  part  of  a 
  contract:
  •
  A Level in any class except Cleric and 
  Druid.
  •
  Wealth or any treasure with a maximum 
  value of 10,000 gold pieces.
  •
  Any spell that the Pact Devil knows.
  •
  An enchanted item with a value of less 
  than 10,000 gold pieces.
  •
  Mastery  of  a  single  type  of  artistic 
  expression  or  area  of  skill,  such  as 
  singing or bread baking. The recipient 
  may  well  become  renowned  for  this 
  ability, but it is completely non-magical. 
  Mastery  of  a  musical  instrument,  for 
  example,  does  not  confer  any  special 
  Bard abilities.
  Enforce Pact: The Pact Devil is able to purchase 
  anything,  including  things  like  love,  memories, 
  beauty, and senses. Once both the pact Devil and 
  the  petitioner  sign  their  contract,  the  bargain 
  specified must happen. The pact Devil is bound to 
  deliver its end, and anything sold will be removed 
  from the seller's life permanently. If the seller sold 
  their  love,  for  instance,  her  former  lover  will 
  suddenly begin to treat her with indifference, and 
  will never regard her with affection ever again.
  The consequences of actually selling one's soul to 
  the Pact Devil are dire. Firstly, the subject's soul 
  will  be  damned  to  torment  in  Hell  after  death, 
  regardless of Alignment. Secondly, no miracle of 
  Heaven will be able to benefit the hapless person, 
  including healing. Thirdly, the character can never 
  be  Resurrected,  Raised, or  Reincarnated.  A Pact 
  Devil  can  even  purchase  a  fraction  of  a  soul, 
  equivalent to one or more Levels of experience.
  If the terms of the contract call for an action, and 
  that action is not performed within the specified 
  time, then the Pact Devil will send its Hell Hounds 
  after  the  one  who  is  attempting  to  break  faith. 
  Anyone killed by these Hounds will forfeit their 
  soul to Hell, whatever the original bargain was. In 
  fact, the  possibility of soul forfeiture in this manner 
  is always spelled out in the terms of the contract, 
  albeit  in  extremely  small  print,  and  confusing 
  language.
  Hell  Hounds: Each  Pact  Devil  has  two  Hell 
  Hounds always at its beck and call. These creatures 
  can either be a pair of 5 Hit Dice Hellhounds, as per 
  the standard monster description, or else Tormentor 
  Devils permanently bound into the form of black 
  dogs. The Pact Devil can summon its Hell Hounds 
  at  will,  and  they  will  obey  its  orders  without 
  question. The Hounds can be sent to track down 
  those who escape from the Pact Devil, and will be 
  thereby empowered to enter any plane in search of 
  their prey. 
  Page 39
  
  Spirits of Heaven and Hell
  The Black Book: The Black Book carried by a Pact 
  Devil contains its spells and contracts. It appears to 
  be  bound  in  black  leather,  sometimes  with  iron 
  bindings,  with  pages  of  old  but  extremely  high 
  quality vellum. The book can be recalled to the Pact 
  Devil at will, without regard to distance in time or 
  space in the Cosmos. Although it appears to have a 
  definite amount of pages before it is opened, anyone 
  actually trying to peruse the Book  finds that it 
  seems to have far more pages than seems possible. 
  In addition to every signed contract  the Pact 
  Devil has ever made, on its own or another Devil's 
  behalf, the book will contain 5-10 spells of each 
  Level from 0 to 6.  These spells can be learned just 
  like any others, if a would-be thief can find some 
  way of separating a Pact Devil from its Book. 
  Hell considers  the recovery of lost Black 
  Books to be top priority. Even if the original owner 
  and his Hell Hounds have been destroyed, another 
  Pact Devil (perhaps of Noble status) will surely 
  make it his mission to recover the lost Book, and 
  punish its would-be possessors. If a Black Book is 
  sold, everyone who has had contact with it in any 
  way will be singled out for death by Hell.
  If a Black  Book is ever  destroyed, every 
  contract  within  it  is  rendered  null  and  void. 
  Destroying  such  a  book  is  nearly  impossible, 
  however, even after the destruction of its owner. 
  Each Black Book has Spell Resistance of 19, can 
  take 100 hit points of damage, and regenerates 10 
  hit points per round. 
  Spell-like Abilities: Detect Magic, Read Magic. In 
  common with other Infernals, Pact Devils can speak 
  and  understand  all  languages;  become  Invisible; 
  assume the form of a snake, black dog, black cat, 
  goat, toad, raven, or owl; cause Darkness; perform 
  feats  of  Prestidigitation;  and  instantly  Know 
  Alignment.  They  can  also  become  Ethereal,  and 
  roam the Astral Plane. All abilities have an effective 
  caster level of 12, and are in addition to the Devil's 
  use of actual spells.
  Pact Devils never summon Devils beside their Hell 
  Hounds, because they do not wish to owe favors. 
  SEDUCER DEVIL (Incubus/Succubus)
  A Devil who visits men and women in their beds
  NO. ENCOUNTERED: 1-4
  SIZE: Medium (7' tall in natural form)
  HD: 8 (d8)
  MOVE: 30', 60' (Fly)
  AC: 20
  ATTACKS: 1 Weapon (by weapon type +2, 
  usually 1d6+2) or 1 Sting (1d8)
  SPECIAL: Whiff of Brimstone, Magic or Silver 
  Weapons To Hit, Burned By Holy Water, Barred 
  From Holy Ground, Perfect Vision, Fire Resistance 
  (Full), Immune to Poison and Emotion-affecting 
  Magic, Enter Dreams, Exhaust Partner, Immune To 
  Faith, Spell Resistance 15, Spell-like Abilities, 
  Summoning
  SAVES: M+P
  INT: Superior
  ALIGNMENT: (Lawful) Evil
  TYPE: Extraplaner
  TREASURE: 10
  XP: 3,275+8
  Sexual  desire  is  the  perhaps  the  most 
  powerful of the passions, and a special breed of 
  Devil exists to exploit the lust of humanity. These 
  fiends creep into bed chambers at night in the shape 
  of  handsome  strangers,  seducing  virgins  and 
  married women alike. They assume the forms of 
  beautiful but unobtainable women to trick men into 
  succumbing  to  lust.  They  also  seem  to  have  a 
  particular  attraction  to  Good-aligned  clergy, 
  especially those who are cloistered or under vows of 
  chastity. Occasionally, these Seducer Devils simply 
  use brute force rather than trickery - sometimes as 
  part of some diabolical plot, other times simply to 
  gratify their own brutal desires. They have even 
  been  known to  forbear  engaging  in acts  of lust 
  themselves,  in  order  to  tempt  mortals  into  ever 
  greater acts of depravity. 
  Perhaps the most insidious of the Seducer 
  Devil's activities is the breeding of hybrid children 
  called  Cambions.  Many sages  speculate  that  the 
  Seducer Devil visits men in a female form in order 
  to  obtain  their  semen,  and  then  transmits  the 
  infernally corrupted material to women by visiting 
  Page 40
  
  Spirits of Heaven and Hell
  them in a male form. Evidence for this belief is 
  provided by the testimony of women who claim that 
  the emission of an Incubus is cold, not warm. Other 
  sages believe that by the foul will of the Powers of 
  Darkness the Seducer Devil is capable of breeding 
  with humanity unassisted. Seducer Devils who have 
  been bound and interrogated by the most powerful 
  wizards have given contradictory answers to the 
  question  of  their  unassisted  fertility,  even  when 
  placed under the most fearsome of spiritual tortures.
  When assuming a female form, the Seducer 
  Devil is called a Succubus. The same creature, but 
  in  a  male  form,  is  also  called  an Incubus.  The 
  Seducer Devil has, in fact, no single gender. Its 
  natural  male form is a 7 foot tall, nude and bald 
  man,  with  red  skin;  prominent,  bull-like  horns; 
  spreading, bat-like wings; goat hooves instead of 
  feet; and a prehensile tail that ends in a arrow-
  shaped stinger. The true female form of a Seducer 
  Devil is similar, but that of a incredibly well-formed 
  nude woman, also with red skin, but possessing a 
  full  head  of hair,  and much  smaller  horns. The 
  Seducer Devil's female form shares the wings, goat 
  hooves, and the long tail of their male form. If 
  forced to assume their true form by some magic, 
  Seducer Devils are equally likely to appear male or 
  female. Some Seducer Devils have even been seen 
  to take a hermaphroditic form.
  Seducer Devils have the ability to assume 
  any humanoid shape, of either gender and any age, 
  at will. They particularly enjoy assuming the form 
  of someone their intended victim loves or trusts, or 
  else feels an overpowering, but forbidden, desire 
  for. They will also do such horrible things as seduce 
  a victim in one form, and then change into the shape 
  of a family member while the act is in progress. 
  When they force a victim, the Seducer Devil is 
  particularly prone to take the form of some trusted 
  authority  figure, in order  to increase  the  mental 
  anguish of their prey. They also enjoy seducing a 
  victim in a form of one gender, and then switching 
  genders  once  the  victim  is  off  guard  and  in  a 
  compromising position. 
  Combat: Seducer Devils avoid physical combat, 
  considering it to be beneath them. If forced into it, 
  they prefer to attack with either a vicious scourge, 
  or else a thin, poisoned blade. They can use any 
  weapons  available,  however,  particularly  if  they 
  wish to maintain a human disguise. Their natural 
  strength adds a +2 to weapon damage. If grappled 
  or forced into close quarters without other weapons, 
  they  can  sting  opponents  with  their  tails.  The 
  Seducer Devils will always prefer to resolve any 
  conflicts  with  their  spell-like  abilities,  however. 
  They  do  not  like  to  kill  uncorrupted  mortals, 
  because it can deprive Hell of new souls.
  Exhaust Partner: Anyone who is a partner to a 
  Seducer  Devil's  lust, willingly  or unwillingly,  is 
  exhausted  by  the  act.  Victims  lose  1  point  of 
  Constitution, which can only be restored by magical 
  means, or 1 week of complete abstinence. Anyone 
  drained completely of Constitution by a Seducer 
  Devil  dies,  sometimes  returning  as  an  Undead 
  creature.
  Enter  Dreams: A  Seducer  Devil  can  enter  the 
  dreams  of  one  target  per  night.  The  Devil  can 
  appear in any form that it can assume in the waking 
  world,  and  gains  knowledge  of  everything  the 
  subject dreams about. The subject and the Devil can 
  interact  just  as  in  the  waking  world,  including 
  engaging in combat. A Seducer Devil can Exhaust 
  Partners in their dreams, just as if they visited them 
  in the flesh.  Any Constitution points lost in this 
  way will be real, but hit points lost in dream combat 
  will  be  regained  upon  waking.  Characters  who 
  actually die in their dreams will die in real life, 
  however. 
  The Enter Dreams ability is separate from, and in 
  addition  to,  the  Seducer  Devil's  ability  to  send 
  messages using Dream as a spell-like power.
  Immune  To  Faith: Uniquely  among  common 
  Infernals, Seducer Devils cannot be turned away by 
  clerics. The reason for this is unclear, but many 
  Good clerics speculate that it may be allowed by 
  Heaven to test the faith of men.
  Page 41
  
  Spirits of Heaven and Hell
  Spell-like Abilities: Alter Self (to any humanoid 
  form), Charm Person, Detect Thoughts, Hide Lies, 
  Suggestion. Three times a night, they can use Hold 
  Person,  Hypnotism, and  Major Image.  Once per 
  night they can use Dream, and Sympathy. Like all 
  common  Devils,  Seducer  Devils  can  speak  and 
  understand all languages; become Invisible; assume 
  the form of a snake, black dog, black cat, goat, toad, 
  raven, or owl; cause  Darkness; perform feats of 
  Prestidigitation;  and  instantly  Know  Alignment. 
  They can also become Ethereal, and roam the Astral 
  Plane. All abilities have an effective caster level of 
  8. 
  Seducer Devils are able to teach the Arcane Spells 
  that correspond to any of their spell-like abilities, 
  and are sometimes summoned for that purpose.
  Summoning: Once per night a Seducer Devil can 
  Summon one to four other common Devils of any 
  type, with a 75% chance of success. 
  .
  TORMENTOR DEVIL
  A pitchfork -wielding servant of Hell
  NO. ENCOUNTERED: 1-12
  SIZE: Medium 
  HD: 5 (d8)
  MOVE: 30', 50' (fly)
  AC: 17 
  ATTACKS: 1 Red-Hot Pitchfork (1d8+1d6 heat 
  damage), 1 Head-butt (1d4), 1 Sting (1d6)
  SPECIAL: Whiff of Brimstone, Magic or Silver 
  Weapons To Hit, Burned By Holy Water, Barred 
  From Holy Ground, Subject To Faith, Perfect 
  Vision, Fire Resistance (Full), Immune to Poison 
  and Emotion-affecting Magic, Panic, Torment, 
  Spell Resistance 5, Spell-like Abilities, Summoning
  SAVES: P
  INT: Average (High Cunning)
  ALIGNMENT: (Lawful) Evil
  TYPE: Extraplaner
  TREASURE: 5
  XP: 420+5
  A  Tormentor  Devil  resembles  a  satyr  in 
  basic form, but its eyes are lizard-like, its bare skin 
  is deep red, and its wild hair is dull black. A pair of 
  small, bat-like wings sprout from its black, and its 
  long, hairless tail ends in a triangular flange and 
  stinger. Tormentor Devils can be of either gender. 
  They also superficially resemble the natural form of 
  Seducer Devils, but are shorter, with distorted and 
  grotesque features, in contrast to the diabolically 
  handsome  forms  of  the  Incubi  and  Succubi. 
  Tormentor  Devils  usually  carry  a  sharp,  red-hot 
  pitchfork. The weapon will only remain heated in 
  the hands of an Infernal - otherwise it cools to 
  become a normal weapon.
  Tormentor  Devils  are  the  most  numerous 
  caste of true Devils. They herd and torture souls in 
  Hell, swell the ranks of Hell's legions, and are the 
  personal servants of other Devils. On certain very 
  rare occasions they will be assigned to serve very 
  powerful mortal witches and warlocks. 
  Although  they  lack  the  sophistication  of 
  some  other  Infernals,  Tormentor  Devils  may 
  nonetheless be sometimes sent to tempt or harass 
  ordinary people. When on such missions, they will 
  usually assume an animal shape, or turn  Invisible. 
  They will proceed to whisper nasty insinuations to 
  their victim, and may use their Spell-like Abilities 
  to play increasingly malicious pranks. Although this 
  behavior may seem minor when compared to the 
  vile machination of some other Devils, it would be a 
  serious  mistake  to  underestimate  the  Tormentor 
  Devils.  When  given  license  they  are  utterly 
  malicious and sadistic. In fact, they are only capable 
  of  feeling  true  joy  when  watching  some  other 
  creature suffer.
  Combat: Generally, Tormentor Devils will seek to 
  Panic enemies first, then Torment their prey for a 
  few rounds, before launching an all-out assault with 
  pitchforks,  head-butts,  and  stingers.  Tormentor 
  Devils will almost never attack when alone, but 
  almost always  will when they are in groups. The 
  Devils will also use their spell-like abilities to sew 
  confusion in the ranks of their enemies.  Common 
  tactics include using Mage Hand to spill arrows out 
  of quivers, using Ghost Sound to spook mounts, and 
  throwing motes of fire made with Produce Flame.
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  Spirits of Heaven and Hell
  Panic: By a combination of their hellish gaze and 
  aggressive antics, a Tormentor Devil can induce 
  Panic in mortals. The effect is similar to a  Scare 
  spell, but will affect creatures of up to 10 Hit Dice. 
  A  successful  Charisma  save  (with  a  Challenge 
  Level of 5) will negate the effect. The Tormentor 
  Devil who attempts to induce Panic cannot perform 
  any other actions in that round.
  Torment:  One  thing  Tormentor  Devils  are 
  especially  skilled  at  is  inflicting  pain.  If  a 
  Tormentor Devil chooses to Torment, they make a 
  normal to-hit roll. If successful the attack does only 
  1  hit  point  of  damage,  but  also  reduces  either 
  Strength or Dexterity (equal chances for either) by 1 
  point (due to the blow being struck in an extremely 
  painful  spot).  A  successful  Constitution  save 
  (Challenge Level 5) will negate the ability damage. 
  The hit point damage heals in the normal way, but 
  the Strength and Dexterity damage will disappear 
  after a full night's rest.
  Spell-like Abilities: At will:  Ghost Sound, Mage 
  Hand, Message, Produce Flame. In common with 
  other Infernals, Tormentor Devils  can speak and 
  understand all languages; become Invisible; assume 
  the form of a snake, black dog, black cat, goat, toad, 
  raven, or owl; cause  Darkness; perform feats of 
  Prestidigitation;  and  instantly  Know  Alignment. 
  They can also become Ethereal, and roam the Astral 
  Plane. All abilities have an effective caster level of 
  5.
  Summoning:  A Tormentor Devil can attempt to 
  Summon another of its kind, with a 50% chance of 
  success.
  WRATH DEVIL
  A  bestial  warrior  of  evil,  who  inspires  men  to 
  murder
  NO. ENCOUNTERED: 1-3
  SIZE: Large (9' Tall)
  HD: 13 (d8)
  MOVE: 30', 60 (fly)
  AC: 25 (see below)
  ATTACKS: 1 Bite (1d8 +Infest Wound), 2 Claws 
  (1d8+6), or 2 Weapon Strikes (by Weapon Type+6)
  SPECIAL: Whiff of Brimstone, Magic or Silver 
  Weapons To Hit, Burned By Holy Water, Barred 
  From Holy Ground, Subject To Faith, Perfect 
  Vision, Fire Resistance (Full), Immune to Poison 
  and Emotion-affecting Magic, Aura of Fear, Eyes of 
  Hate, Infest Wounds, Great Strength, Spell 
  Resistance 10, Spell-like Abilities, Summoning
  SAVES: M+P
  INT: High
  ALIGNMENT: (Lawful) Evil
  TYPE: Extraplaner
  TREASURE: 12
  XP: 9,675+13
  The  Wrath  Devils  are  the  Knights  and 
  Centurions  of Hell's legions. When they are not 
  officering  armies  of  common  Tormentor  Devils, 
  they sometimes make their way to Earth in order to 
  ferment conflict and inspire murder. There are tales 
  of Wrath Devils infiltrating the courts of kings in 
  human  guise,  insinuating  themselves  as  trusted 
  advisers in order to bring about unnecessary and 
  bloody wars. They may even set themselves up as 
  the focus of sick cults, commanding their disciples 
  to go forth to murder in the name of their false 
  "god".  Eventually,  the  Wrath  Devils  slay  their 
  murderous  dupes, dragging their souls to eternal 
  torture in Hell.
  A Wrath Devil in its true form has the head 
  of some ferocious beast, but the body of a muscular 
  man or woman. Examples with the heads of lions, 
  wolves, boars, hawks, ravens, rams, or even dragons 
  have been recorded. Whatever the form of its head, 
  a Wrath Devil's eyes  always  seem to burn with 
  anger. The Devil's hands are clawed, and its taloned 
  feet resemble those of a bird of prey. Spreading 
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  Spirits of Heaven and Hell
  behind the Devil are a pair of great wings, which 
  are equally likely to resemble those of a dragon or a 
  raven. The creature's tail is long and serpentine. 
  Wrath Devils often appear to wear armor of sinister 
  design, but their Armor Class is unaffected unless 
  the armor is itself enchanted, in which case only the 
  magical  "plus" is  added  the Devil's  natural  AC. 
  Wrath Devils usually carry one or more fearsome 
  weapons, which are likely to be enchanted. These 
  Devils can actually assume many other forms, but 
  they prefer those of powerful human warriors.
  Wrath Devils are absolutely merciless, and 
  inhumanly cruel. Their love of inflicting pain and 
  suffering goes far beyond that of the most twisted 
  human torturer. Wrath Devils are absolutely and 
  inflexibly lawful, however, and will follow orders 
  and hold bargains to the letter. 
  The Wrath Devils are closely allied with the 
  Craft  Devils,  who  provide  arms,  armor,  and 
  strongholds. If given a choice, a Wrath Devil will 
  fight first for its own kind, then on behalf of the 
  Craft Devils, and only thereafter for any of the other 
  castes. They are neutral with regard to the rivalry 
  between the Corrupter and Luminous Devils. While 
  the Wrath Devils personally despise the Accuser 
  Devils, they will nonetheless obey the decisions of 
  Hell's courts. Tormentor Devils are seen as useful 
  but expendable tools.
  Combat: Wrath Devils relish combat, luxuriating in 
  the noise of battle and the feeling of fresh blood 
  spraying on their bodies. They are equally able to 
  inflict terrible damage with their fangs and claws as 
  with other weapons. Such is their skill at arms that 
  they can strike twice in around with any weapon. 
  They will always  Summon other Devils and use 
  their spell-like abilities to inflict maximum damage 
  in combat. Favored tactics include creating Walls of 
  Fire to funnel armored opponents into a mass and 
  then  using  Heat  Metal,  using  Animate  Dead to 
  make the corpses of fallen opponents rise up against 
  their former allies, or using  Transmute Mud and 
  Rock to mire opponents in deep muck. Although 
  able  to  Teleport away from fights, they are too 
  addicted to violence to do so. Wrath Devils show a 
  wide range of tastes in weaponry, and are as likely 
  to bear any particular weapon (or use a shield) as 
  any human warrior.
  Aura of Fear: Anyone who encounters and comes 
  within  20'  of  a  Wrath  Devil  must  save  versus 
  Charisma (Challenge Level 13) or be affected as by 
  a Fear spell. The Devil can suppress this power at 
  will.
  Eyes of Hate: If a Wrath Devil forgoes its normal 
  attacks to focus on the hatred that burns inside it, 
  anyone meeting the Devil's gaze must save versus 
  Wisdom (Challenge Level 13) or go berserk with 
  rage, physically attacking the nearest target (friend 
  or foe) with a +2 to hit, but suffering a -2 penalty on 
  their Armor Class. Berserk characters cannot focus 
  their minds to use spells or Abilities not directly 
  related to melee. The rage will last for 1d10 rounds. 
  A Wrath Devil can use its Eyes of Hate regardless 
  of the Devil's current form.
  Infest Wound: The bite of a Wrath Devil causes a 
  horrible  putrefying  wound  that  breeds  worms. 
  Immediately after such a bite a mortal victim must 
  Save versus Constitution (Challenge Level 13) or 
  disgusting worms and crawling insects  will burst 
  from the wound. These insects will make the victim 
  completely unable to sleep (due to horrible itching), 
  unable to heal without magical aid, and smell so bad 
  that  anyone  who  fails  a  Challenge  Level  13 
  Constitution  Saving  Throw  will  retch  for  1d4 
  rounds if they try to approach him. The worms will 
  last for 13 days, but the victim receives a Saving 
  Throw versus  Constitution (Challenge Level 13) 
  each day to end the effect before that time. Victims 
  who spend more than 2 days awake will randomly 
  lose  1  point  from  an  Ability  Score  each  night 
  thereafter.  The  worms  will  simply  reappear  if 
  scraped off, but the infestation can be ended with 
  Remove Curse, Cure Disease, Dispel Magic, or any 
  effect that destroys or banishes disease or vermin. A 
  successful night's sleep will restore any lost Ability 
  damage.
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  Spirits of Heaven and Hell
  Great  Strength: Wrath  Devils  have  effective 
  Strength scores of 24, conferring a +6 bonus on 
  damage done with their claws or melee weapons. 
  They  also  receive  this  bonus  on  appropriate 
  Attribute checks.
  Spell-like Abilities: Animate Dead, Gust of Wind, 
  Polymorph Self, Pyrotechnics, Suggestion, Wall of 
  Fire.  Once a day a Wrath Devil can do any of the 
  following:  strike  with  an  10  die  Fireball or 
  Lightning Bolt, Heat Metal, or Transmute Mud And 
  Rock.  In  common  with  other  Infernals,  Wrath 
  Devils  can  speak  and  understand  all  languages; 
  cause  Darkness; perform feats of  Prestidigitation; 
  and  instantly  Know  Alignment.  They  can  also 
  become Ethereal, and roam the Astral Plane.  The 
  Devil's spell-like abilities have an effective caster 
  level of 10.
  Wrath Devils can sometimes be convinced to teach 
  the Arcane Spells that correspond to their spell-like 
  abilities, particularly if they believe that the student 
  intends  to create  havoc, fear, and pain with the 
  magic.
  Summoning:  A  Wrath  Devil  may  summon  a  a 
  single fellow Wrath Devil, one Craft Devil, or else 
  three Tormentor Devils instead, per night. 
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  Spirits of Heaven and Hell
  Appendix I:
  The Spiritual Geography of Heaven
  Beyond even Heaven, and wholly outside 
  the manifest Cosmos, is a realm of pure light and 
  spiritual fire called the Empyrean. The Empyrean is 
  the polar opposite of the Outer Darkness, burning 
  with the transcendent flame of ineffable truth. No 
  manifest beings can enter the Empyrean  without 
  surrendering their individuality to it, and dissolving 
  themselves into the liquid light of perfect harmony. 
  The Seven Heavens proceed from the Empyrean, 
  and those who dwell within them shine with its 
  light. The light is a visible sign of virtue, whose 
  ultimate source is that wholly transcendent realm of 
  incomprehensible purity.
  Heaven itself lies beyond the Firmament of 
  Stars  that  surrounds  the  Planetary  Spheres. 
  Attempting  to  enter  Heaven  by  traversing  the 
  Planetary  Spheres  is  fraught  with  peril,  as  the 
  Archons who inhabit them will oppose any attempt 
  by  a  mortal  to  transcend  the  mundane  world. 
  Certain  cults  are  said  to  posses  strange  signs, 
  gestures, and passwords with the power to render 
  the Archons friendly, but if such aids exist they are 
  closely  guarded  secrets.  Therefore,  most  souls, 
  living or dead, enter Heaven by means of special 
  portals that bypass the Planetary Spheres.
  Usually, only the recently deceased who are 
  destined to dwell in Heaven as Blessed Souls can 
  perceive the entrances to Paradise. There are said to 
  exist certain spells, however, that will allow living 
  mortals  to  access  a  portal  to  Heaven.  Heaven's 
  treasures so far exceed anything in the mundane 
  world,  that  many  mortals  are  willing  to  risk 
  everything for the chance to obtain them, even for 
  the briefest of times.  The Saints that serve Heaven 
  insist, however, that whatever the Angels withhold 
  from humanity is done for its own protection.
  The Ladder to Heaven
  Portals  to  Heaven  often  manifest  in  the 
  mundane world as long ladders or staircases leading 
  into a glowing cloud. Various Angels will usually 
  be seen climbing up or down the ladder. Living 
  mortals  who  encounter  such  a  ladder  may  be 
  challenged  to wrestle with one or more  Warrior 
  Angels  for  the  right  to  learn  Heaven's  secrets. 
  Anyone who successfully climbs up the ladder will 
  eventually enter a cloud. After wandering in the 
  cloud for a time, the mists will part, and the traveler 
  will find themselves before the walls of Heaven.
  The Tunnel of Light
  Sometimes,  a  portal  to  Heaven  takes  the 
  form of a vast tunnel of light, instead of a ladder. 
  Inside the tunnel will move images  of deceased 
  loved  ones.  Each  observer  will  behold  different 
  figures in the light. The souls of a recently deceased 
  mortal will be guided through the light by an Angel, 
  usually an Angel of Death, but sometimes a Warrior 
  Angel, or Guardian Angel. Those who attempt to 
  visit Heaven while alive will not be escorted by an 
  Angel, but will still perceive the images of dead 
  loved ones in the tunnel of light. The images within 
  the  Tunnel  of  Light  will  whisper  words  of 
  reassurance to those escorted by an Angel. Living 
  mortals who travel in the Tunnel, however, will be 
  confronted  with  the  unsolved  puzzles  and 
  challenges  of  their  lives,  as  the  dead  take  the 
  travelers back through their own histories.
  The Road to Heaven
  A third form that a portal to Heaven may 
  take is that of a long road through a wilderness. 
  Unfortunately,  the  powers  of  Evil  and  Chaos 
  become  aware  whenever  the  Road  appears. 
  Therefore travelers  on the Road are targeted for 
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  Spirits of Heaven and Hell
  temptation and intimidation. Devils, Demons, the 
  restless  dead,  and  other  monstrous  things,  may 
  appear on the sides of the Road, threatening and 
  wooing  those  who  would  reach  Heaven.  The 
  abominations cannot actually enter the Road, but 
  they can project illusions onto it. Those who travel 
  the Road to Heaven with Heaven's permission are 
  accompanied  by  a  Guardian  Angel.  Those  who 
  boldly attempt to find Heaven through their own 
  initiative must travel the lonely road alone. At the 
  end of the Road is a wall of mists. If entered, the 
  mists eventually clear and reveal Paradise.
  The Gates of Pearl
  When first beheld, Heaven itself appears to 
  be  a  walled  garden  or  town  of  vast  dimension, 
  manifesting from a cloud or mist. From the outside, 
  the sky above the walls appears to be an infinite 
  expanse of pure light, which is the Empyrean itself. 
  The walls of the city are high and seemingly made 
  of glowing, pale blue jasper. Punctuating the walls 
  are numerous vast gates, whose frames and doors 
  are made of pearl. Before each gate is a host of 
  black-winged beings whose bodies are covered with 
  eyes,  and  whose  heads  are  obscured  by shining 
  halos. They are the Angels of Death.
  At the center of each Host of Angels before 
  the Gates of Pearl is a Cherub with a flaming sword, 
  as well as a lone, white-robed figure like an elderly 
  man. The man holds an enormous book in one hand, 
  and a large golden key in the other. This is the 
  Gatekeeper  of  Heaven,  and  the  same  figure 
  simultaneously  stands  before  all  the  gates  of 
  Heaven. Some  tales  say he is a Saint who was 
  exemplary in his Righteousness when he was alive. 
  Other stories suggest that the Gatekeeper is none 
  other than the  Archangel of Death himself.  The 
  book in his hand is the Book of Life, and it contains 
  the names of all those who are entitled to enter 
  Heaven, and the date and conditions upon which 
  they shall enter. No mortal whose name is not in 
  that book is entitled to enter past the Gates of Pearl. 
  If  a  mortal's  name  is  found  in  the  book,  the 
  gatekeeper will unlock the gate with the golden key. 
  Anything so wicked and foolish as to try to storm 
  the gate shall have to deal with an entire Host of 
  Angels. 
  Furtively whispered tales speak of a  strange 
  spell that allows even a wicked man to sneak past 
  the Gatekeeper and enter Heaven, at least for a time. 
  If such magic exists, it is a well-guarded secret. 
  Conceivably, the Accuser Devils (who by compact 
  may enter Heaven's courts) might be able to teach 
  such a spell, but it is generally contrary to their 
  interests for any wicked person  to know the joy that 
  awaits the Blessed in Heaven.
  The Gardens of the Blessed
  There are seven different Gardens that the 
  Gates of Pearl can open onto, depending upon the 
  heart's desire of each soul. Two different souls who 
  enter Heaven simultaneously may see two different 
  Gardens  beyond  the  Gate.  All  of  the  Gardens 
  contains paths that lead to all of the others, and 
  Blessed Souls are generally permitted to roam as 
  they will. Those parts  of Heaven which contain 
  Celestial secrets, however, can only be reached by 
  the Angels themselves (or those in possession of 
  certain eldritch sorceries).
  First Heaven: The Garden of Kindness
  The  Angels  of Death  wait  outside  the  Gates  of 
  Pearl,  and  almost  never  actually  enter  the  First 
  Heaven. Instead, the Guardian Angels tend to the 
  souls there. In the Garden of Kindness, the Blessed 
  have their childhoods returned to them. They are 
  free to pursue their favorite pastimes for eternity, 
  across  landscapes  that  precisely  recreate  their 
  favorite places in the mundane world. They are fed 
  whatever food they loved best in life, and can eat 
  nothing but sweets forever if they want. In some 
  places, buildings are even made of candy and cake, 
  and toys are alive. In other places, the Blessed can 
  relive  their  most  loved  memories  of  youth.  All 
  innocent  dreams  come  true  in  the  Garden  of 
  Kindness.
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  Spirits of Heaven and Hell
  Second Heaven: The Garden of Charity
  The  Garden  of  Charity  is  a  landscape  of 
  immaculately-kept  orchards  and  fields.  In  the 
  Garden, everything that could be desired actually 
  grows on trees - even money! There are trees whose 
  fruits are richly cured meats, and others that bear 
  beautiful clothing. The dice, card, and money trees 
  allow the Blessed of Charity to joyously game and 
  gamble all day and all night. Every morning, all of 
  the fruit on the trees is completely replenished. The 
  Blessed in the Garden of Charity enjoy the company 
  of the Herald Angels, who know games yet to be 
  invented. Living in the trees are prophetic dreams, 
  which take the shape of doves. The Herald Angels 
  lovingly tend to these dreams, until each is ready to 
  fly  from  Heaven  to  their  intended  recipient. 
  Abducting one of these dreams is a dark desire of 
  the wicked.
  Third Heaven: The Garden of Chastity
  The  Garden  of  Chastity  is  a  series  of  jeweled 
  palaces  and  parks  that  contain  the  most  perfect 
  examples  of  every  form  of  artistic  expression. 
  There, the Blessed Souls who loved Chastity can 
  dwell  in  perfect  aesthetic  enjoyment,  in  the 
  company  of  the  Cherubim.  Souls  in  the  Third 
  Heaven are made flawlessly beautiful, dressed in 
  exquisite robes and rich jewels, and seated upon 
  thrones. They can contemplate and discuss the pure 
  forms of every art, and learn the secrets of perfect 
  beauty.  To  visit  and  return  from  the  Garden  of 
  Chastity, having beheld perfection, is the dream of 
  many mortal artists.
  Fourth Heaven: The Garden of Patience
  The Fourth Heaven consists of numerous  lovely 
  castles  set amidst fair, rolling hills. Inside these 
  castles patient souls can find perfect rest, if they 
  want it. The same castles, however, are the armories 
  and  marshaling  grounds  of  Heaven,  each  one 
  overseen by a Power of the Warrior Angels. Thus, 
  the castles are also inhabited by the souls of those 
  who in life militantly defended the cause of Good. 
  Surrounding the hills and castles is a seemingly 
  endless  forest,  stocked  with  the  simulacrums  of 
  beasts and monsters. The Blessed Souls of righteous 
  warriors can sally forth to eternally hunt game, and 
  defeat the images of evil. In this way, they prepare 
  for the day when they will aid the Angels in the 
  Final Battle against the forces of Evil and Chaos.
  Fifth Heaven: The Garden of Mercy
  The Garden of Mercy takes the form of a pleasant 
  field of grass and wild flowers, through which flow 
  streams  of  wine,  milk,  and  pure  water.  There, 
  Blessed Souls can feast all day at outdoor banquet 
  tables, and can make love all night in silk pavilions. 
  Separated  lovers  are  reunited  in  the  Garden  of 
  Mercy. There is said by some to be a secret place in 
  the Garden, an abandoned field where the Angels of 
  Mercy come to mourn the loss of all those spirits 
  who fell from grace. It is said that if one was to 
  overhear the Angels as they mourn, one would learn 
  the True Name of every spirit outside of Heaven.
  Sixth Heaven: The Garden of Diligence 
  The Sixth Heaven is a perfectly orderly city filled 
  with workshops and laboratories, interspersed with 
  formal gardens. There every discovery is possible, 
  and  the  wildest  inventions  are  made  real.  The 
  Blessed Souls of the diligent enjoy the company of 
  the Chariot Angels, who reveal secrets of nature 
  undreamed by mortal minds. Many a living inventor 
  has endeavored to somehow spy upon the Garden of 
  Diligence.
  Seventh Heaven: The Garden of Humility
  The  Seventh  Heaven  is  also  called  the  Holy 
  Mountain, and is visible on the horizon from every 
  other Garden. From the slopes of the Mountain one 
  can look down upon all the other Gardens, and also 
  see that  the peak seems  to touch the Empyrean 
  itself. The Blessed Souls of the humble dwell in 
  simple cottages and grottoes on the side of the Holy 
  Mountain, and are dressed in the plainest of  robes. 
  The air resounds with the chanting of the Seraphim, 
  eternally singing the praise of the Lord of Hosts. To 
  climb the Holy Mountain is to confront one's own 
  pride,  and  to  learn  selfless  compassion  and 
  humility. There are said to be tests along the way, 
  purifying the soul. At the summit, where manifest 
  existence blends into the purity of the Empyrean, is 
  the court of the Lord of Hosts and the Queen of the 
  Angels.
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  Spirits of Heaven and Hell
  Time in Heaven
  Time flows differently in Heaven, both in 
  rate relative to the mundane world, and direction. 
  Those who enter Heaven find that for every year 
  that seems to pass, only a day has gone by in the 
  mundane world. Therefore, after an entire adventure 
  in Heaven, a mortal may awaken in their body to 
  discover that only a few minutes have transpired. 
  Likewise, time in Heaven is not linear. In a certain 
  sense, both The Fall, and the Final Battle against 
  evil, are both happening currently, and have already 
  happened there. It is possible in Heaven to meet the 
  souls of people not yet born, and to discuss histories 
  not yet made.
  Page 49
  
  Spirits of Heaven and Hell
  Appendix II:
  The Seven Pits of Hell and Their Inhabitants
  The seven prisons that comprise Hell are 
  known as Pits, because each seems to consist of a 
  terrible landscape at the bottom of a vast rift or 
  depression.  Each  Pit  corresponds  to  a  particular 
  Vice or Sin: Envy, Greed, Lust, Wrath, Gluttony, 
  Sloth, or Pride. Each Pit also has it own associated 
  caste of Devils, the members of which are wholly 
  obsessed with indulging their particular Vice. To do 
  this they require victims, forming one motivation 
  for the Devils' well-known zeal for obtaining mortal 
  souls. 
  The gates of Hell are known as Hell-mouths, 
  and take the form of monstrous heads with gaping 
  maws. Notably,  the heads appear to be identical 
  with those of the Archdevils themselves. When a 
  Hell-mouth is encountered there will often seem to 
  be people and Devils walking in and out of it, and 
  the sound of a particular Vice being indulged will 
  echo from beyond the entry. The mouth will make 
  no motion to close, and the surrounding figures will 
  entice souls to enter. Woe unto any so foolish as to 
  do so.
  The Prisons of the Damned
  First Hell: The Pit of Envy
  The  entrance  to  this  Pit is  through  the  head  of 
  gigantic sea-serpent. The Pit takes the form of a 
  frozen  swamp  surrounded  by  cliffs,  and  is  the 
  Courthouse of Hell. Here the Envious are eternally 
  subjected to humiliating and torturous trials for the 
  amusement of the Accuser Devils. Such trials are 
  presided over by the Accuser Devil nobility, who 
  love  to  don  elaborate  costumes  that  parody  the 
  official regalia of mortal judges. Ruling the Pit is 
  the Archdevil known as the Crooked Serpent, or 
  Father of Lies, a howling reptilian monster whose 
  tail is stuck in the ice that covers the vast polluted 
  lake at the center the Pit.
  Second Hell: The Pit of Greed
  The Pit of Greed is a complex of miserable treasure 
  vaults that form the Banks of Hell. The Mouth of 
  Greed resembles a giant old man with avaricious 
  eyes, whose lips surround an open set of iron doors. 
  The Damned who enter the Pit are branded and 
  periodically herded from vault to vault, becoming 
  the actual currency of Hell. As they loved money in 
  life, so they become money in death. No attempt is 
  made to deliberately torture the Damned in the Pit 
  of  Greed;  they  simply  suffer  as  a  result  of  the 
  indifference and neglect born of avarice. Each cold 
  and filthy vault represents a particular Devil's bank 
  account, and each collection of vaults comprising an 
  Infernal Bank is headed by a President. All the 
  Presidents of the Pact Devils report to the Archdevil 
  known as Devil Money, Old Scratch, or sometimes 
  simply The Man. Old Scratch is chained to his desk 
  at the crossroads in the center of the Pit, forever 
  counting and gloating over the souls he owns.
  Third Hell: The Pit of Lust
  The Pit of Lust is reached through a mouth that 
  resembles a gaping ram's head. At the center of the 
  Pit of Lust is a sweltering city of juxtaposed decay 
  and barbaric splendor - not just another festering 
  hell-hole of depravity, but THE festering hell-hole 
  of depravity. Surrounding the city is Green Hell - a 
  mountainous landscape of scalding geysers and dark 
  jungles filled with monstrous carnivorous plants. In 
  the Pit of Lust, those who once made others serve as 
  instruments of their pleasure are themselves hunted 
  by  the  Seducer  Devils,  brutally  abducted,  and 
  forcibly incorporated into diabolical harems. They 
  are thereafter subjected to the foul desires of the 
  Devils,  until  the  new  bodies  of  the  Damned 
  succumb  to  agonizing  deaths.  Thereafter  the 
  Damned awaken back on the streets of the city, to 
  repeat the cycle. The Dukes and Duchesses who 
  rule  the  Seducer  Devils  will  periodically  select 
  certain  of  the  Damned  to  be  delivered  to  the 
  Archdevil known as the Prince of Darkness, also 
  called the Lord of Lust. That polymorphous being is 
  Page 50
  
  Spirits of Heaven and Hell
  chained by a lame foot to an ornate bed in his 
  harem-zoo, where he engages in a desperate and 
  eternal  quest  to  obtain  the  ultimate  sensory 
  experience.
  Fourth Hell: The Pit of Wrath
  Reached through the mouth of a fearsome dragon, 
  the Pit of Wrath is an endless shallow sea of bloody 
  entrails  and  severed  body  parts,  interrupted  by 
  volcanoes, rocky outcroppings, and torture poles. 
  Here, hateful and violent souls are flayed, tortured, 
  hunted, and made to engage in endless gladiatorial 
  combats for the amusement of the Wrath Devils. 
  From their burning iron and basalt fortresses the 
  Counts and Countesses of the Wrath Devils plot the 
  destruction of all innocence. Imprisoned in a vast 
  pit in the center of a titanic fortress is the Marshall 
  of Hell known as The Destroyer. The only joys of 
  this vast dragon-like monster are tearing and searing 
  the bodies of the Damned souls fed to him, and 
  dreaming of the day when he will rampage through 
  Heaven.
  Fifth Hell: The Pit of Gluttony
  When first entered through the gaping mouth of 
  humongous  goat, the Pit of Gluttony appears to 
  consist  of  piles  of  delicious  food.  Quickly,  the 
  Damned Soul learns that all the apparent food is just 
  disguised dung and filth, and the only thing to eat in 
  the Pit are the Damned themselves, served up alive 
  in banquets for the Corrupter Devils. The entire Pit 
  is in fact made of excrement that often explodes 
  with blue flame, and the rain is urine and bile. 
  Presiding over the infernal feasts are the Corrupter 
  Devil Prelates, who serve the Archdevil known as 
  the  Lord  of  the  Flies.  He  sits  imprisoned  in  a 
  gaudily gilded pulpit atop the largest of the dung 
  heaps, as Damned Souls fattened on the flesh of 
  their fellows are wheeled up to him to sate his 
  eternal hunger.
  Sixth Hell: The Pit of Despair
  The Pit of Despair is a series of miserable factories 
  filled with steam, blazing forges, disused trash piles, 
  and abandoned constructions. Reached through a 
  rusted pipe held in the mouth of an old man with 
  relatively small horns and tired eyes, the Damned 
  are  here  chained  together  and  made  to  labor 
  unceasingly  on  bizarre,  pointless,  and  usually 
  impossible  projects.  The  Craft  Devils  at  whose 
  command  the  Damned  work  are  never  actually 
  satisfied with any results. Periodically,  they will 
  destroy all the work that has already been done, and 
  force the hapless laborers to start again from the 
  beginning.  The  Masters  of  the  Craft  Devils 
  constantly present new  devices  to the  Archdevil 
  known alternately as the Grand Engineer of Hell, or 
  the Lord of Evil Inventions. This perpetually bored 
  being  broods  in  eternal  ennui  atop  a  wheeled 
  contraption of a throne. Only the throne is actually 
  chained to the ground; while the Engineer might get 
  up at any time, he never does.
  Seventh Hell: The Pit of Pride
  The gate to the Pit of Pride is through the mouth of 
  a titanic,  youthful  king. The Pit of Pride is the 
  deepest of all the pits, and its floor is flooded by the 
  vast Lake of Fire. In the center of the burning lake 
  is an island that seems to be an incongruous piece of 
  Paradise.  The  island  is  filled  with  palaces  and 
  gardens, each  seemingly more  splendid  than the 
  last. Here the Damned Souls of kings and potentates 
  are  contorted  into  living  furniture,  and  become 
  abused,  menial  slaves.  The  Luminous  Devils 
  believe that none but the rulers of the mundane 
  world are fit to perform even the most humiliating 
  work for them. The Luminous Devils are ruled by 
  arrogant Kings and Queens, and their grand palaces 
  surround a structure of astounding magnificence. In 
  that grandest of palaces sits the Archdevil known as 
  the Light Bearer, a breathtakingly beautiful being 
  that dares to title himself Emperor of Hell. He is 
  eternally chained to a throne formed from the bound 
  souls  of  the  world's  proudest  conquerors. 
  Ceaselessly the Light Bearer curses the Heavenly 
  Lord of Hosts, whose station the Archdevil believes 
  himself to rightly deserve.
  Page 51
  
  Spirits of Heaven and Hell
  OPEN GAME LICENSE Version 1.0a
  The following work is designated Open Game Content: The names and mechanical representations of the Angel of Death, Angel of 
  Mercy, Chariot Angel, Cherub, Guardian Angel, Herald Angel, Seraph, Warrior Angel, Accuser Devil, Craft Devil, Corrupter Devil, 
  Luminous Devil, Pact Devil, Seducer Devil, Tormentor Devil, and Wrath Devil, and all text not specified as “Product Identity”.
  The following is designated Product Identity: The unique product titles “Spirits of Heaven and Hell”, “An Account of the Angels” and 
  “A Directory of Devils”, as well as the  appendices entitled “The Spiritual Geography of Heaven” and “The Seven Pits of Hell and 
  Their Inhabitants”.
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All 
  Rights Reserved.
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  use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or 
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  Page 52
  
  Spirits of Heaven and Hell
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing 
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  10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
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  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the 
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  13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach 
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  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000, Wizards of the Coast, Inc; Authors Johnathan Tweet, Monte Cook, Skip Williams, 
  based upon original material by E. Gary Gygax and Dave Arneson.
  Castles & Crusades: Player's Handbook, Copyright 2004, Troll Lord games; Authors Davis Chenault and Mac Golden.
  Castles & Crusades: Monsters & Treasure, Copyright 2005, Troll Lord games; Authors Robert Doyel and Stephen Chenault 
  Spirits of Heaven and Hell, Copyright 2011, Daniel James Hanley
  Page 53
  
SOURCE: textdata/thevault/Castles & Crusades Siege Engine/Castles & Crusades Monster Manuals/Spirits of Heaven & Hell (C&C).pdf