Research into the nature and affairs of
the diabolic, particularly those specialized
investigations that can be carried out only
in the Nine Hells, is understandably peril-
ous. Much is yet unknown, or is largely
conjecture; here follows more information
about devils and their doings, and the Nine
Hells, gathered from many scattered
sources.
(Editor?s note: This article is designed to
be used in conjunction with Ed Green-
wood?s earlier treatise on the Nine Hells,
which was printed in issues #75 and #76 of
DRAGON® Magazine. However, readers
who do not have immediate access to those
issues will find that much of what follows
here can be used without the earlier infor-
mation. Issues #75 and #76 are available by
mail order; see the list of back issues and
order form elsewhere in this magazine.)
Dealing with devils
On the Prime Material Plane, there have
always been creatures of all sorts, including
men, who worship and/or serve devils. To
ensure the survival of these agents (and with
them, diabolic influence on the Prime Ma-
terial Plane), devils have always aided (by
?serving under duress?) these agents under
a detailed code of laws and behavior.
Knowledge of these laws and behavior ?
in practical terms, the summoning and
control of devils, and of their sigils and
talismans ? has survived down through the
ages outside the ranks of diabolic agents,
despite the unceasing efforts of devils and
their agents to eradicate it. Fear of diabolic
attack, and of the possible actions of other
beings seeking such knowledge, has kept the
identities of the possessors of diabolic
knowledge, and the knowledge itself, secret.
One can be sure (DMs take note) that
player characters? discovery of such knowl-
edge in play, if revealed or communicated to
anyone who is not a player character, will
bring eventual diabolic attack upon the
PCs. Tutors or temples will not knowingly
accept talismans and summoning informa-
tion as gifts or payment for services. If such
are unwittingly accepted, it is extremely
likely that the tutor or temple will shortly
thereafter be destroyed. Note that (accord-
ing to the official AD&D® rules)
the mere
handling of, or speaking of any inscriptions
on, a talisman will bring immediate re-
sponse. Devils, or any specific devil linked
to the talisman, will appear from the hells
within 1-4 rounds ? and without specific
knowledge of how to control such sum-
moned devils, the summoner is at their
(non-existent!) mercy. It must be empha-
sized that the inscriptions on talismans are
never the truenames of devils, and do not
give the speaker any power over the sum-
moned devils.
The protected (the word ?safe? can never
be truthfully used) storage of diabolic talis-
mans is another topic upon which lore is
fragmentary and largely silent. The long-
ago wizard Enthor mentions in his writings
a fellow mage who stored a talisman in a
silver box, its seams sealed with wax wet
with holy water; indeed, silver and holy
water would seem ideal physical compo-
nents of any protection (along with locks
and traps to prevent uncontrolled access to
the storage-place of the talisman). But
magic ? strong magic ? must also form a
part of such defenses, and of this, nothing
survives in known writings.
Diabolic names
Many sages, diabolic agents, and others
who have dealt with devils have repeatedly
emphasized the importance of correctly
pronouncing the common name of any devil
in all diabolic dealings, for the vanity of a
devil is a powerful and dangerous thing.
Again, it should be noted that the names by
which all devils are commonly known are
not truenames; use of such common names
will often summon the being concerned
from the hells, but the devil will not be
under the control of the speaker unless other
magical preparations have been made. Here
follow what are generally agreed to be the
correct pronunciations of the more difficult
or lesser-known common names of the
known hierarchy of the hells, with accented
syllables printed in italic type:
Names | Pronunciation |
Adonides | Ah- don- eeds |
Adramalech | Ah- dramma- leckh |
Agares | Ah- garr -aiys |
Amduscias | Am- doo -see - azse |
Amon | Aiy - mon |
Arioch | Air - ee - okh |
Baalberith | Bahl - bair - ith |
Baalzebul | Bahl - zee - bull |
Baalzephon | Bahl - zee - fonn |
Bael | Bay - ul |
Barbatos | Bahr -bah -toss |
Bele | Beel |
Bifrons | Bye- frons |
Bileth | Bye- leth |
Caarcrinolaas | Kar- crin -oh -lass |
Chamo | Chamm -oh |
Dispater | Diss- pay -ter |
Fecor | Fee -kor |
Goap | Goe -app |
Herobaal | Hair -oh -bahls |
Herodias | Hair -oh -dee -ass |
Hutijin | Hutt -ih -jinn |
Machalas | Mah -shall -ass |
Melchon | Mell -khon |
Merodach | Mare -oh -dakh |
Naome | Nay -ohm |
Tartach | Tarr - tackh |
Titivilus | Tih -tee -vie -luss |
More "outcast" devils
Described in the following section of text
are nine unique devils who, for one
reason
or another, have been relieved of their
former position or status and exiled to
Avernus, the uppermost plane of the Nine
Hells. As such, one or more of them might
well be encountered by a party of adventur-
ers who have traversed the Astral Plane and
emerged on Avernus ? generally the first
(and often the last) stop for those who would
visit the hells and meet the devils on their
own ground.
ARMAROS (Greater Devil)
FREQUENCY: Unique (Very rare)
NO. APPEARING: 1
ARMOR CLASS: -1
MOVE: 14?/20?
HIT DICE: 99 hit points
% IN LAIR: Nil
TREASURE TYPE: See below
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon type +4
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 90%
INTELLIGENCE: Genius
ALIGNMENT: Lawful evil
SIZE: L (12? tall, 26? wingspan)
PSIONIC ABILITY: 226
Attack/Defense Modes: All/all
Armaros, sometimes called ?The Re-
solver of Enchantments,? is the least un-
happy of the devils cast out of the present
hierarchy of the hells, for his sojourn on
Avernus is largely a matter of politics and
not punishment, and he is often visited by
Asmodeus or certain of the Overlord?s
emissaries. Other archdevils are forbidden
to have contact with him ? including
Tiamat ? and Tiamat?s dukes have orders
to drive him away from all archdevils or
their servants, but not to harm him. This is
fine with Armaros, who desires to be left
alone to practice and perfect his magical
powers anyway.
Due to his talent for magic, both in terms
of capacity for innovation and present de-
velopment, Armaros is potentially too pow-
erful to be allowed the rank of archdevil, for
he could well successfully challenge Asmo-
deus on purely physical terms, given the
power base (diabolic servants, wealth, de-
fenses, and communications) of an arch-
devil. Armaros would require far less in the
way of allies and outside aid than other
pretenders to the Overlord?s throne, and
thus could well overcome the masterful
politics of Asmodeus, who keeps the arch-
devils hostile to one another and thus di-
vided, rather than united against him.
And yet Armaros is an asset to the hells,
a dweomercraefter supreme and one who
has had a hand in the making of many of
the plane?s magical treasures ? an asset
that Asmodeus wishes kept loyal (and be-
holding) to himself. Due to long-standing
feuds with both Adramalech and Phongor,
Armaros could not serve at the court of
Asmodeus without imperiling their loyalty
to the Overlord, and thus the security of
Nessus and of the Overlord?s rule, so he was
placed on Avernus, separate from the arch-
devils. If any archdevil is found to have
consulted with him, Asmodeus has decreed,
he will be exiled and Armaros will take his
place as ruler of a plane ? and all of the
offending archdevil?s dukes, consorts, and
officers will be exiled or destroyed. Note the
double edge of this stroke: Were this to
occur, Armaros would have no staff and
thus would be the weakest of the archdevils,
perhaps prompting others to challenge his
rule of the plane, and thus keeping Armaros
weak and beholding to Asmodeus for any
support given to bail him out. On the other
side, the dukes, consorts, and officers of all
the incumbent archdevils have a strong
incentive not to let any communication
occur between Armaros and their archdevil,
and will not let themselves serve as emis-
saries or go-betweens for such a purpose.
Armaros himself is fairly happy with his
lot, in the same way that Geryon is content
with his ? Geryon enjoys his hunting, and
Armaros his spellcasting. Armaros has a
free hand to do what he likes on Avernus so
long as he neither approaches nor molests
Tiamat or her consorts, dukes, and armies
? nor those of any visiting archdevil ? and
so he is feared and hated by the other in-
habitants of the plane (such as the other
exiles, Tiamat?s minor offspring, intruders,
and the lesser infernal creatures native to
Avernus). Armaros is apt to appear without
warning, and harm (or even destroy) them,
frustrate their plans or activities of the
moment, or even experiment with them to
perfect a spell (e.g., transforming or other-
wise attacking them). He does such things
with calm detachment, sometimes even
amusement, and cares nothing for the fate
of others. He respects only Asmodeus, and
shrewd, elegant, or spectacular uses of
magic, and is always seeking to further his
own arts; any intruders he encounters will
be probed for what can be learned (i.e.,
wrested) from them, to this end.
Armaros can call upon the following
spell-like powers at will, one at a time and
once per round: pyrotechnics, produce
flame, wall of fire, delayed blast fireball
(3d6), ice storm, wall of ice, continual light,
read languages, read magic, detect magic,
write, erase, detect invisibility, locate object,
invisibility dispel magic, hold person, hold
monster, shapechange, dimension door,
blink, beguile, charm monster, mass charm,
geas, restoration, resurrection, reverse
gravity, disintegrate, wall of force, wall of
smoke (equals wall of fog in effects), unseen
servant, tongues, repulsion, darkness 15?
radius, detect lie, remove (or bestow) curse,
water breathing, passwall, fire shield (both
versions), feeblemind (devils immune),
telekinesis (6000 gp weight limit), flesh to
stone (and its reverse), dancing lights, faerie
fire, light, burning hands (doing 13 points
of damage), ESP flame strike, enchant an
item, permanency, spectral force, cause
critical wounds, heal, know alignment, true
seeing, identify and (fulfill another?s) lim-
ited wish, as well as the powers available to
all devils (see the Monster Manual).
Ar-
maros can cause fear, with effects as for the
4th-level magic-user spell. He is thought to
be the only devil to have developed and
mastered the ability to raise a prismatic
sphere, which he can do once in every 33-
day period.
Thrice per day Armaros can pronounce
an (un)holy word. He can use any and all
symbol(s) once (each) per 24-hour period.
He can unleash two meteor swarms per day,
and in the same time period attempt to
paralyze one opponent, cast four cones of
cold (9d4 +9 damage each), and employ two
fingers of death. He cannot summon or
otherwise call upon the aid of any devil. He
regenerates 1 hit point every 3 rounds.
Armaros strikes for 2-8 points of damage
if fighting barehanded, but is loath to do so,
and will seek to escape if caught at a disad-
vantage. Note that he can only employ one
of his awesome array of magical powers in a
round, and thus cannot defy diabolic armies
or even individual greater devils with impu-
nity. He is currently experimenting with
electrical discharge spells (e.g., lightning
bolt, chain lightning) but has not mastered
them.
Armaros appears as a grey-skinned,
bearded, handsome-featured human male
with dark grey, leathery, batlike wings and
two short, forward-thrusting horns on his
forehead. His eyes are a luminous blue-
green. He usually wears a leather tunic and
weapons belt, and pouches containing both
spell ingredients and ink, quills, and vellum
(scraped, bleached hides) for spell experi-
mentation and recording of results. He does
not need the ingredients to exercise the
powers listed above. (Note that Armaros
knows the ownership and precise properties
of all diabolic magical items.) Armaros will
readily trade magical knowledge with, and
(in exchange for magical knowledge) per-
form spells for, any creature(s) he meets
whom he cannot overcome. He feels no
strong loyalty to the hierarchy of the hells,
and is obsessed with working, and learning
more about, magic.
AZAZEL (Greater Devil)
FREQUENCY: Unique (Very rare)
NO. APPEARING: 1
ARMOR CLASS: -2
MOVE: 12?/16?
HIT DICE: 97 hit points
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-16/1-4/1-4 or
by weapon type +4
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +2 or better
weapon to hit
MAGIC RESISTANCE: 70%
INTELLIGENCE: Genius
ALIGNMENT: Lawful evil
SIZE: L (10? tall)
PSIONIC ABILITY: 215
Attack/Defense Modes: All/all
Azazel, ?The Serpent,? enjoys combat,
but does not take well to being ordered
about by any he deems lesser than himself
(this includes all devils except Asmodeus,
Mephistopheles, Baalzebul, and Adrama-
lech). As a result of this aggressive rejection
of what he deemed undeserved and un-
founded authority, he was thrown out of two
successive dukedoms, despite being an able
general of infernal armies and a master
strategist.
Azazel is vain, and often wears rich gar-
ments incorporating fur and gold braid, and
gaudy, oversized jewelry. He will not coop-
erate with any devil except those mentioned
above unless rewarded, and spends much of
his time in self-indulgent amusements such
as planning ways to overthrow Tiamat and
take control of Avernus. He has lured forth
or ambushed and slain no less than three of
Tiamat?s consorts, and slaughtered great
numbers of her lesser spawn.
At will Azazel can call upon the following
spell-like powers, one at a time and once
per round: pyrotechnics, produce flame,
wall of fire, read magic, detect magic, de-
tect invisibility hold person, and polymorph
self. Once per day Azazel can employ invis-
ibility on himself, duration unlimited (ceas-
ing when he wills, or when he employs
another power; if he struck another creature
he would become visible for 1
round, but could thereafter become invisi-
ble again unless he willed otherwise or used
another of his spell-like powers). Thrice per
day he can dispel magic. His touch causes
fear, as he wills. Azazel regenerates 2 hit
points per round. (Note that he cannot use
a symbol, nor summon another devil.)
Azazel appears as a winged, emerald-
green, scaled humanoid with broad (40?
wingspan) batlike wings and a snakelike
head. His great fangs do 2-16 damage when
he bites; his clawed hands and feet do little
damage (1-4 and 1-2 each respectively), but
he usually prefers to employ weapons such
as a three-bladed military fork and a broad-
sword. Azazel can employ all five attacks
(jaws, two hands, two feet) if unarmed and
in flight or swooping.
Azazel, like his fellow exile Dagon (see
below), shares his name with a demon
prince (a cause of mutual displeasure).
Azazel was renamed (from ?Hazzael,? as he
was formerly called) by order of Asmodeus,
to ensure that his exile was not broken by
many summonings to the Prime Material
Plane ? for the ritual of his summoning
had become widely known there ? and
from whence it was (and is) feared that he
would work against the plans of the arch-
devils, and gather strength to challenge for
a place among them. Like Kochbiel (see
below), his lighting abilities are still re-
spected in the hells.
CAHOR (Greater Devil)
FREQUENCY: Unique (Very rare)
NO. APPEARING: 1
ARMOR CLASS: -1
MOVE: 14?
HIT DICE: 93 hit points
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 6-11 or by
weapon type +5
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +2 or better
weapon to hit
MAGIC RESISTANCE: 65%
INTELLIGENCE: Exceptional
ALIGNMENT: Lawful evil (chaotic
tendencies)
SIZE: M (6? tall)
PSIONIC ABILITY: 215
Attack/Defense Modes: All/all
Cahor, ?The Deceiver,? is a scheming,
masterful actor and mimic who is most
skilled in his use of illusions ? and is heart-
ily detested even in the hells, for he is chaot-
ically untrustworthy and untruthful, to the
point where he became useless in the hierar-
chy; no underling could act upon his orders
for fear of those orders being denied later,
and no superior could entrust any task to
him. But he is outwardly obedient at all
times to archdevils, acting contrary to com-
mands only when not under direct observa-
tion by the one who issued them; for such
contrary actions Cahor will always have
plausible, well-thought-out rationalizations
or reasons. Those who have encountered
him and lived to grow wiser know that his
words can never be trusted.
Cahor now amuses himself by trying to
make Avernus a realm of confusion, where
no one but he knows where they stand.
Intruders, lesser devils, and greater devils
alike he manipulates and misinforms to stir
up trouble, create feuds and strife, and
upset diabolic plans. Cahor?s destruction
will be secretly applauded by those devils
who inhabit Avernus ? but no devils move
directly to destroy him themselves, for
Cahor?s indirect work on the Prime Mate-
rial Plane, and his efforts to diffuse the
activities of intruders into Avernus who seek
to strike at the hells, is invaluable. As much
of the active ?hellish doings? on the Prime
Material Plane are Cahor?s work as they are
that of any of the archdevils; he is energeti-
cally evil and has carefully developed con-
tacts on the Prime Material Plane(s). He
enjoys engaging in one-sided battles with
lemures or intruders, ripping into and
rending opponents with snarling savagery.
Cahor can employ the following spell-like
powers at will, one at a time and once per
round: pyrotechnics, produce flame, detect
illusion, detect invisibility, polymorph self,
audible glamer, spectral force, dancing
lights, darkness, wall of smoke (equals wall
of fog in effects), blindness, detect magic,
fly (maneuverability class A, 16? move),
misdirection, ventriloquism, ESP, fire shield
(both versions), dispel illusion, and mass-
morph. Thrice per day Cahor can cause
confusion by his gaze, and once per day he
can paralyze a creature by touch (save vs.
spell at -1 to avoid either of these effects).
At will Cahor can generate fear in a 10-foot
radius about himself. Cahor regenerates 1
hit point per round. (Note that he cannot
use a symbol, nor summon any other devil.)
Cahor?s true appearance is rarely seen;
he prefers to pose as a man or demi-human,
deceiving those he meets with the aid of his
misdirection and ESP abilities. (One adven-
turer writes that his diabolic nature betrays
him; his breath remains uncomfortably hot
when he is in this form.) He usually wears a
tattered grey robe and poses as an imbecile
or deaf-mute. In his true form, Cahor ap-
pears as a tall, mottled black- and grey-
skinned, horned and bat-winged humanoid.
He has black hair, mustache and beard, a
human face of cruelly handsome aspect, and
a pinkish-white barbed tail which can ma-
nipulate knots, keys, fastenings and the like,
but is not strong enough to wield a weapon.
Cahor?s eyes are yellowish-brown; they
shine green when he becomes enraged (a
rare event). Cahor prefers to employ his
powers of illusion in combat, striking from
afar with black javelins of iron (he usually
carries three such weapons). Hand-to-hand,
he prefers to use a scimitar, but will make
use of any weapon available.
FREQUENCY: Unique (Very rare)
NO. APPEARING: 1
ARMOR CLASS: -1
MOVE: 12?
HIT DICE: 91 hit points
% IN LAIR: Nil
TREASURE TYPE: See below
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon type +5
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 65%
INTELLIGENCE: Exceptional
ALIGNMENT: Lawful evil (neutral
tendencies)
SIZE: M (5? tall)
PSIONIC ABILITY: 211
Attack/Defense Modes: All/all
Dagon is one of the most despised of the
diabolic outcasts. The ritual of his summon-
ing became relatively well known among
human conjurers, and he was so often sum-
moned to the Prime Material Plane that he
began to freely carry on covert dealings
with humans and other spellcasters, provid-
ing (for a fee, of course) substances found
only in the hells for collections and alchemi-
cal ingredients, and information to aid in
the summoning of fellow greater devils. For
these dangerous practices (which weaken all
of the devils) and for his unpleasant activi-
ties within the hells, Asmodeus changed his
name and banished him to Avernus. He was
formerly known as Jaqon, the least duke in
the court of Asmodeus. In that capacity
he
traveled freely about the Nine Hells as the
herald and messenger of Adramalech and
The ?unpleasant activities? referred to
above included similar trading of informa-
tion, including hints as to the truenames
and the preferences of various she-devils
with regard to an archdevil winning one of
their hands to be his consort. For this pan-
dering, he is especially despised by all of the
consorts and she-devils in the hells; none
will aid him, work with him, or even speak
civilly with him.
To make Jaqon?s exile a punishment
rather than a mere inconvenience, and to
lessen his treachery against the hells, it was
necessary for Asmodeus to end his frequent
summonings to the Prime Material Plane.
The Overlord accomplished this by forcibly
changing Jaqon?s name to Dagon, the name
of a demon prince ? an insult to both
Jaqon and the demon Dagon, and a means
of confounding the familiar summoning
rituals used by Prime Material plane con-
jurers. The Overlord did not destroy his
former herald because Jaqon?s continued
existence ? and knowledge of the consort?s
truenames ? remains a threat to many of
the consorts, thus ensuring their loyalty to
Asmodeus, upon whose protection they
must depend.
Dagon will be pleased and flattered if
addressed by his former, proper name, and
will try to bargain with any intelligent being
whom he perceives to possess the means of
escaping or returning from the hells to the
Prime Material Plane, offering (honestly
and generously) much treasure in return for
a service: to seek out certain conjurers
(Dagon recalls their names, descriptions,
and the locations he was summoned to by
each, in perfect detail ? although most
must be dead by now) and spread the word
of his name-change and the means of sum-
moning hence anew. He sees this as the
only way out of his present exile, and if he
obtains this outlet, he will serve with dili-
gent enthusiasm until he has built up a
frequent clientele of summoners again.
Dagon is not a fair or kind bargainer or
servant; he firmly believes in a lawful soci-
ety wherein the stronger rule the weak
(devils being the strongest, and distributing
their services to summoners is seen as a
form of largesse). He thinks himself above
the rulings and laws of Asmodeus, whom he
disagrees with. Of the archdevils, he most
closely identifies with Geryon, and feels a
sort of kinship to the rebellious pit fiends on
the fringes of the frigid eighth plane, Caina.
Dagon is a most accomplished actor and
diplomat when he wishes to be, and often
successfully impersonates a fellow intruder
or explorer to trap or gain the measure and
cooperation of intruders whom he encount-
ers in Avernus. He is master of his own
temper, reactions, and visible emotions, He
has much treasure, including many items of
evil magic ? gained from both devils and
Prime Material Plane clients ? hidden
away around Avernus, and will not hesitate
to spend some of this wealth to obtain some-
thing he wants.
Dagon can employ the following spell-like
powers at will, one at a time and once per
round: pyrotechnics, produce flame, wall of
fire, ice storm, wall of force, charm mon-
ster, hold person, beguile, read magic, read
languages, tongues, detect magic, detect
invisibility, polymorph self, invisibility,
detect lie, locate object, obscure alignment,
and misdirection. Once per day he can cast
a meteor swarm, and once a day he can
create a wall of thorns.
Dagon can strike barehanded for 2-8
points of damage, but he prefers to employ
weapons ? usually a whip and rapier, or
some sort of polearm. He regenerates 2 hit
points per round. At will, Dagon?s gaze can
cause fear in a single creature within 8?
(save vs. spell to avoid).
Dagon usually appears as a red-skinned
satyr with a slyly handsome, hairless visage,
pointed ears, and short, curving horns like
those of a pit fiend. His eyes are green, and
shine brightly when he is angry or excited.
He wears a weapon-harness (see above for
weapons carried) and backpack, and often
tries to pretend that he is an unfortunate
woodlands creature trapped in the hells and
seeking to escape back to the Prime Mate-
rial Plane, employing his powers of misdi-
rection and obscure alignment to reinforce
this deception.
DUSKUR (Greater Devil)
FREQUENCY: Unique (Very rare)
NO. APPEARING: 1
ARMOR CLASS: -4
MOVE: 16?/22?
HIT DICE: 111 hit points
% IN LAIR: Nil
TREASURE TYPE: See below
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 2-8/2-8
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +2 or better
weapon to hit
MAGIC RESISTANCE: 85%
INTELLIGENCE: Exceptional
ALIGNMENT: Lawful evil
SIZE: M (6? tall)
PSIONIC ABILITY: 219
Attack/Defense Modes: All/all
Duskur is an enigmatic and mysterious
she-devil, sometimes called ?The Dark
Lady.? She roams the wastes of Avernus
accompanied by the skeleton and zombie
armies she has raised, having spurned more
than one archdevil who offered her his hand
(Geryon and Belial are known to have been
among her rejected suitors), and chosen to
have no mate instead.
Although Amduscias, Malphas, and
Goap respect her more than any other of
the outcast ?rabble of devilkin? that they
must protect Tiamat from, they have orders
to slay Duskur if possible, and in any event
prevent her (or any of the outcast devils)
from occupying and fortifying any lair or
stronghold on Avernus from which the
outcast(s) might gather strength and chal-
lenge Tiamat?s rule. So Duskur wanders,
avoiding greater devils as much as possible.
When encountered, she is almost always
found within a ring of skeletons who bear
her arms, personal effects, and treasure (all
types possible) gained from victims.
Duskur can employ the following spell-
like powers, one at a time and once per
round: pyrotechnics, produce flame, wall of
fire, ice storm, invisibility levitate, detect
magic, dispel magic, read magic, read
languages, ESP, tongues, blink, hold per-
son, shatter, gust of wind, push, detect
invisibility, and bridge of fire. This latter
power is like a wall of fire except that it can
span chasms, climb heights, etc., in the
form of a blazing, flat path with neither
side-rails nor supports reaching the ground
below; only Duskur and creatures she is
carrying can walk on it; all others will pass
or fall through it. Once per day she can cast
a meteor swarm, and once per day reverse
gravity.
Duskur?s kiss causes sleep if she wills it
(no saving throw, but creatures immune to
the spell sleep, and all greater devils, are
unaffected), and thereby she gains most of
her prey. She bears an envenomed dagger
similar to the weapon carried by erinyes
devils (see the Monster Manual), and her
skeletal bodyguards carry other weapons
gained from victims. With each fist Duskur
can strike for 2-8 points of damage. She
regenerates 1 hit point per round.
Duskur appears as a winged but other-
wise normal human female of thin, shapely
form and graceful movements. Her flesh is
snow-white, her eyes black pools ? iris,
pupils, and all a glistening black ? and her
hair long and black. Her wings are smoky-
grey and white, leathery rather than feath-
ered, and she usually wears a long,
sweeping hooded cloak over them unless
actually in flight. She is said to sometimes
sing to herself in a beautiful fluting, high
voice, but she bears no musical instrument
or any love for the music of others.
KOCHBIEL (Greater Devil)
FREQUENCY: Unique (Very rare)
NO. APPEARING: 1
ARMOR CLASS: -3
MOVE: 6?/15?
HIT DICE: 104 hit points
% IN LAIR: 20%
TREASURE TYPE: See below
NO. OF ATTACKS: 4
DAMAGE/ATTACK: By weapon type +8
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +2 or better
weapon to hit
MAGIC RESISTANCE: 65%
INTELLIGENCE: Exceptional
ALIGNMENT: Lawful evil
SIZE: L(14? tall)
PSIONIC ABILITY: 215
Attack/Defense Modes: All/all
Once a great general of the hells (marshal
to the archdevil Beherit, now destroyed),
Kochbiel was too feared and mistrusted by
the other archdevils to win himself another
place in the hierarchy. A cold and calculat-
ing general, his inspired tactics, iron leader-
ship, and personal brawn made him the
victor in many armed squabbles on Avernus
and elsewhere in the hells, leading Beherit?s
legions. Although he never seemed to de-
light in defeating opponents ? only in the
lighting and strategy involved ? many in
the hells still bear grudges. Kochbiel takes
care to avoid large groups or devils and all
archdevils in his present exile, and is as
elusive as his fellow exile Duskur (see
above). Kochbiel is said to have explored
(and enlarged upon) many subterranean
chasms, caverns, and tunnel-warrens in
Avernus, and is believed to spend much of
his time moving about from one of these
rough lairs to another. He is said to have
gathered rich hoards of treasure in the most
remote of these hideaways, and certainly
much of what is known to have been
brought to Avernus is presently unac-
counted for. He and Nergal (see DRAGON
issue #75) are rivals, and often find and raid
each other?s treasure hoards.
Kochbiel is able to employ any of the
following spell-like powers at will, one at a
time and once per round: pyrotechnics,
produce flame, wall of fire, detect magic,
detect invisibility, polymorph self, hold
person, invisibility, fireball (3d6), push, wall
of force, and ice storm. At will he can also
shed fear in a 30? radius (save vs. spell to
avoid). Once per day Kochbiel can cast
repulsion, and thrice per day he can dispel
magic. He cannot use a symbol, nor sum-
mon any devil.
Kochbiel resembles an especially large,
grey-skinned pit fiend with tall, curving,
bull-like red horns. He has four massively
muscled arms set in two opposing pairs ?
that is, a ?front? pair plus a ?back? pair
facing the other way, two arms sharing a
bony-plated, spike-horn-protected shoulder
on each side of his body. Kochbiel can light
four opponents on four sides at once with
apparent ease. His eyes are a brilliant,
flashing yellow, and his tongue and inner
mouth a vivid purple.
MALAREA (Greater Devil)
FREQUENCY: Unique (Very rare)
NO. APPEARING: 1
ARMOR CLASS: -1
MOVE: 9?/24?
HIT DICE: 96 hit points
% IN LAIR: Nil
TREASURE TYPE: See below
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-4/2-5/2-5 or
by weapon type +2
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +2 or better
weapon to hit
MAGIC RESISTANCE: 70%
INTELLIGENCE: High
ALIGNMENT: Lawful evil
SIZE: L (7? tall, 28? wingspan)
PSIONIC ABILITY: 213
Attack/Defense Modes: All/all
Malarea (pronounced Mahl-ah- ree -ah) is
a bitter and envious devil. She despises
many of the consorts of the Nine Hells and
desires (to the point of mania) to join their
ranks. If she has to slay them all to claim
her rightful place among them, she will do
so unhesitatingly ? but rude defeats on the
occasions of her bold, direct assaults in the
past have made her more cautious.
Malarea remains a fiercely combative,
fractious devil, given to sudden berserk
rages and wild physical attacks. This tem-
perament probably cost her a consortship or
other position in the hierarchy of the hells,
and has certainly earned her her present
exile. She has learned little, however: if she
recognizes an archdevil, duke, or unique
greater devil, she will pause to ascertain
their situation and intentions before she
attacks ? but she almost always attacks
eventually, except when faced with impos-
sible odds. Lesser devils and intruders are
her prey ? she will attack any such crea-
tures immediately, swooping at them to bite
(1-4 damage) and strike with a lance, spear,
or other weapon gained from a previous
victim, or bare-handed with her iron-hard
claws. Malarea is a strong flyer, and often
buffets airborne opponents with her great
wings, or rams into them at full speed (1-12
damage).
Malarea is able to use the following spell-
like powers at will, one at a time and once
per round: pyrotechnics, produce flame,
wall of fire, detect magic, dispel magic,
detect invisibility, hold person, and poly-
morph self. She can shed fear in a 2?radius
at will (save vs. spell to avoid), and can cast
a delayed blast fireball (5d6) thrice per day.
She regenerates 1 hit point every 2 rounds.
Malarea appears as a tall, human-like
female with huge black wings, which tower
6 feet above her own head when furled; in
short, rather like an erinyes (see
the Mon-
ster Manual). Her eyes are fiery red, her
hair long, greasy, and black, her body sleek
but powerfully muscled and of a faintly
luminescent, ?ghostly? white hue. Her
hands have long claws, and she has large,
vampire-like fangs. Malarea speaks Mabra-
horing (the language of the hells), her align-
ment tongue, and the common tongue. She
is usually encountered wearing some gaudy
trophy of a previous victim ? a gleaming
necklace or jeweled belt, but she cares noth-
ing for the value of such items, and will
carelessly discard one for another of gaudier
appearance.
Malarea roams Avernus, avoiding the
armies of Tiamat?s dukes and the Chro-
matic Dragon herself, but striking at all
others she meets, seeking to slay and de-
vour. If she encounters strong and deter-
mined opposition, it is quite likely that she
will abruptly break off combat and wing
away in search of other prey.
NISROCH (Greater Devil)
FREQUENCY: Unique (Very rare)
NO. APPEARING: 1
ARMOR CLASS: -1
MOVE: 14?/6?
HIT DICE: 99 hit points
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 3-12/1-4/1-4
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +2 or better
weapon to hit
MAGIC RESISTANCE: 65%
INTELLIGENCE: Exceptional
ALIGNMENT: Lawful evil
SIZE: L (11? tall)
PSIONIC ABILITY: 217
Attack/Defense Modes: All/all
Nisroch, ?The Eagle,? is the poisoner of
the hells; he is polite, cruel, faintly mock-
ing, and darkly humorous ? and will try to
slay any creature that thwarts his will. He
destroyed the duke Senciner and nearly slew
Abigor, another duke, and for this was
banished. He now has little chance to prac-
tice his favorite art, poisoning sumptuous
feasts, but instead contents himself with
concocting deadly poisons from the sparse
ingredients at hand in Avernus, and poison-
ing corpses and other food sources to sur-
prise the unwary.
Nisroch can employ the following spell-
like powers, one at a time and once per
round: pyrotechnics, produce flame, affect
normal fires, continual light, read magic,
detect magic, detect invisibility hold mon-
ster, create food & water, purify (and pu-
trefy) food & drink, darkness 15? radius,
and silence 15? radius. Once every 24
hours, Nisroch can create an incendiary
cloud up to 6? distant. He can also heal
himself (within 1 round) or another creature
(by touch) once per day. At will, Nisroch
can radiate fear in a 10?-radius sphere
about himself (save vs. spell to avoid ef-
fects). Nisroch regenerates 1 hit point per
melee round. (Note that he cannot employ a
symbol, nor summon any other devil.)
Nisroch appears as an upright male hu-
manoid with an eagle?s head, black feathers
upon his head and chest, yellow eyes and
talons, humanoid arms, and batlike wings
protruding from his shoulders, separate
from his arms. Where he is not feathered,
Nisroch?s leathery, hairless skin is dusty
black in hue. His elbows end in upswept,
barbed spines; a slash from one of these,
likely to be incurred only if the victim is
grappling with Nisroch or attacking him
from above, does 1-3 points of damage.
Nisroch?s unblinking stare rivets most
who look upon him; he says little and ob-
serves much. He prefers to overcome oppo-
nents by subterfuge and poison rather than
in open battle, but is not loath to fight non-
devils, opponents, he deems weaker than
himself, or any who attack him. In battle he
uses his cruel, hooked beak (3-12 damage),
his talons, and his spines (see above). His
hands are not taloned and are not used in
battle except to grapple with, snatch at, or
disarm opponents; Nisroch avoids using
weapons except in a pinch.
FREQUENCY: Unique (Very rare)
NO. APPEARING: 1
ARMOR CLASS: -2
MOVE: 16?/16?
HIT DICE: 100 hit points
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 2-8/2-8 (fists)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +2 or better
weapon to hit
MAGIC RESISTANCE: 65%
INTELLIGENCE: Exceptional
ALIGNMENT: Lawful evil
SIZE: L (8? tall)
PSIONIC ABILITY: 209
Attack/Defense Modes: All/all
Expelled from the hierarchy of the hells
for the molestation of Geryon?s consort
Cozbi (see DRAGON issue #75),
Rumjal is
a proud and bitter exile, who delights in
tormenting lemures, lesser devils, and non-
diabolic visitors to Avernus. He is tolerated
by Tiamat and her dukes far more than the
other exiled devils, for he has in the past
informed them of the schemes of both
Nergal (see DRAGON issue #75)
and sev-
eral nycadaemons, and physically aided
them in thwarting such plans. It is said that
Asmodeus likes Rumjal, and does not wish
him harmed or ill used.
Rumjal still considers himself lieutenant
to Geryon (his former post) and a legitimate
member of the hierarchy of the hells who
has been temporarily displaced by a fall
from favor. He acts accordingly, hoping that
the loyalty and usefulness of his actions will
restore him to his rightful place in the hier-
archy (and he may be right). Rumjal, al-
though a cruel prankster and an admirer of
wit, art, and poetry, will let nothing sway
him from the course of action that a loyal
scion of the hells would take. He will never
fawn or flatter when dealing with archdevils
or other dukes, although he is always polite
and generally good-natured; he deals with
all other devils as equals. He often remarks
that Asmodeus used to enjoy a good game
of chess with him, and this is true.
Rumjal can employ the following spell-
like powers at will, once per round and one
at a time: pyrotechnics, produce flame,
light, read magic, read languages, detect
invisibility, blink, and ring of fire. This
latter power produces a hollow circle of fire
identical to a wall of fire in effects, except
that Rumjal can throw it, roll it, and pick it
up and swing it about; he is the only being
able to do so. Once per day Rumjal can
utter a power word, blind. His touch causes
fear (save vs. spell at -2 to avoid). Rumjal
regenerates 2 hit points per round. (Note
that he cannot use a symbol nor summon
another devil.)
Rumjal appears as a tall, muscular, hair-
less, slate-grey humanoid with a cruel,
grinning human visage, dead-white curving
horns, and bat wings. He has a prehensile
tail of the same dead-white hue that splits at
its end into three back-curving, barbed
points, like a fishhook, with which he can
flail (1-6 tearing damage) at opponents or
constrict them (1 - 10 crushing damage per
round). The barbs on his tail are enven-
omed with Rumjal?s caustic spittle, and
upon each strike from a barb a victim must
save vs. poison or take a further 2-8 points
of corrosive, tissue-eating damage. This
venom works only in open wounds; it reacts
with a victim?s blood as it works, changing
to become mere water. For obvious reasons,
this liquid has not been analyzed or repro-
duced by alchemists. Rumjal produces it
only in small quantities; in a pinch, he
could spit it directly, but can only do so
once in a 3-day period, and habitually uses
it instead to keep his weapons well smeared.
Riches of the hells
Understandably, details of the treasures
of the hells are largely unknown. Much is
speculation, based on inference and frag-
mentary records. The following plane-by-
plane summary is by no means complete.,
Note that, as a general rule, treasure in the
hells is not lying around unguarded, and if
it is taken, it will be actively pursued and
recovered. Note that all consorts have fine
clothing and jewelry (including diadems),
and all archdevils have personal treasuries,
not usually known about in detail.
Avernus
The wastelands of Avernus have no easily
accessible natural treasure, although deep-
lying rocks (reached only by a few labyrin-
thine caverns and remote rifts) are said to
contain some naturally occuring garnet,
spinel, ruby, and sapphire. Many small
hoards and caches (of varied treasure
gained from intruders and from raids on
Tiamat?s hoard) have been concealed in the
many caverns of Avernus by Dagon, Koch-
biel, and Nergal. Magic items and all types
of currency are to be found among these ?
if they can be found at all, for all are diffi-
cult to locate (if they were not, they would
have already been raided by other devils),
and most are trapped with acid, balanced
rocks (deadfalls), stake-lined pit traps, etc.
The largest single hoard on Avernus is
certainly that of Tiamat, consisting of 100%
of treasure types H, S, T, and U. She
knows the size and components of her hoard
intimately, will spot any thefts immediately,
and has charged her consorts to guard her
treasure at all times in her absence. Some
abishai (see DRAGON issue
#75 or Mon-
ster Manual II) encountered may bear
treasure, and any erinyes encountered will
have a rope of entanglement and a dagger
of venom.
Individual devils also carry treasure of
note, as follows:
Amduscias ? All types possible, small
amounts; carried only when in human
form.
Goap ? (J, R)
Malphas ? 333 gems of base value 100
gp each, on robes.
Armaros ? Spell components, fragments
of spells and relevant notes written on vel-
lum (in Mabrahoring, the language of the
hells), magic items and knowledge of same.
Duskur ? small amounts of all treasure
types possible; gained from victims and
carried by her skeleton bodyguards.
Malarea ? Gaudy (appearance over
material value) treasures worn as personal
adornment; plunder from victims.
Dis
In the hills of the plane of Dis are a few,
almost worked-out veins of nearly pure
copper, and smaller amounts of the ores of
iron, tin, and zinc. These have been exten-
sively worked by the devils, and the work-
ing are constantly labored in and guarded.
In underwater crevices along the banks of
the rivers of Dis, deposits of turquoise are
found, but much of the mineral wealth of
Dis has already been mined.
In the streets and underways (?pits?) of
the Iron City of Dis there are undoubtedly
items of treasure lost amidst the darkness,
filth, and garbage. Large hoards, however,
are found only in the palace of Dispater and
in the fortresses of his dukes.
Individual devils may own and perhaps
be carrying treasure as follows:
Dispater ? The lord of this plane has a
sizable treasure (Qx10, S) of gold pieces,
worked turquoise gems, spare ropes of
entanglement and daggers of venom (see
Monster Manual, ?Erinyes,?
for special
venom effects), and his personal rod (see
MM illustration of Dispater for its appear-
ance), which has the combined powers of a
rod of rulership and a double-strength (4-24
damage) staff of striking.
Lilis ? (Qx4, S)
Arioch ? Dispater?s bodyguard carries a
20? - long double-ended +1 halberd of ada-
mantite, and bears monetary treasure only
upon the order of his superior.
Biffant ? Dispater?s provost carries an
ornate iron rod of office (finely made; worth
20 gp for its workmanship alone), and con-
trols a treasury amounting to (Qx8, S).
Alocer and Bitru ? These dukes, who
command companies of erinyes in Dispa-
ter?s service, each have (G, P) plus a sizable
number of spare ropes of entanglement and
daggers of venom. Bitru also has his per-
sonal weapon, a +3 two-handed sword.
Titivilus ? (G, S, T) plus a silver-bladed
sword of wounding; its hilt is adorned with
three rubies, each of 1700 gp value.
Baalzephon ? personal treasure equal to
(J, R) hidden about Dispater?s palace.
In addition, all of the dukes have small,
well-hidden hoards of treasure in their
fiefdoms, accumulated over centuries from
intruders and from mining efforts ? the
little baubles they hoped Dispater would not
miss or begrudge them.
Minauros
Mammon, ruler of this plane, is known
as the ?Lord of Avarice? for good reason:
he jealously guards all items of value in his
fortress (called ?Galbuach,? but more often
referred to as ?Mammon?s House? or not
named at all). His hoard is said to be great
(Hx20, Sx6, Ux2, Vx3 plus unknown addi-
tions), but Mammon never lets a single
piece of it outside of his vaults ? the guard-
ing of which is the first of Focalor?s duties.
Focalor himself commands a much smaller
treasure, the ?palace purse? (F, I, Qx3),
which he is allowed to spend as he sees fit to
ensure the security and comfort of the for-
tress. Mammon?s personal wealth, kept on
his person or in his apartments, is (H, R).
Mammon fights with a fauchard-fork that
does normal damage, but otherwise acts as
a sword of wounding. His consort Glasya is
known to have treasure equal to (I, Qx5,
S), and she carries a dagger of venom.
The marshy surface of Minauros itself
may well hold many small treasures fallen
from slain intruders, but all large, magical,
or noticeable items have been taken. Mam-
mon?s dukes have no fortresses, but inhabit
bowl-like craters in the higher parts of the
volcanic ridges on this plane. Here they
hold their treasure, typically in chests, in a
pit covered by a massive boulder and con-
stantly guarded by a score or more of their
troops. These treasures are as follows:
Bael ? (G, P), guarded by barbed devils.
He carries a bronze +2 morning star that
can change its length from 4 feet anywhere
up to 8 feet, as its wielder desires.
Caarcrinolaas ? (G, P), guarded by
barbed devils. He carries a +3 scythe.
Malchon ? (G, P), guarded by two rings
of erinyes ? one aloft and one on the
ground. Malchon has no magical weapons,
but all of his arms are poisoned.
Zimimar ? (J, R)
Phlegethos
This active, fiery plane is rich in mineral
and gemstone wealth due to its volcanic
activity: all major metals are found here ?
including the two metals unique to the hells,
arjale and tantulhor. Obsidian and dia-
monds abound in hardened lava-flows, and
rubies, sapphires, zircons, spinels, tourma-
lines, and lapis lazuli (lazurite) are recov-
ered in large quantities from the mines,
where spined devils labor ceaselessly
under
the eyes of barbed devil overseers. The
outlands are well patrolled (by barbed dev-
ils, usually in squads of 12-16), for the
security of this plane is imperiled by the few
salamanders in hiding here (see
issue #75,
p. 26), and beings of all sorts (including
the
devils of other planes) wishing to make use
of its mineral wealth and splendid natural
forges, the fabled ?firefalls.? These cata-
racts of liquid fire are always guarded, with
many devils within call, and here (so say
magicians and sages) are made the best
flame tongue swords and the best helms of
brilliance. Belial makes much of the normal
weaponry used in the hells here, and is paid
well ? in treasure, services, and favors.
In Abriymoch?s lowest tiers, surrounded
by hell hound kennels, are Belial?s vaults
containing monetary payments; his personal
wealth (A, S, T, Y) resides in his own
chambers high up on the rim of the vol-
cano. Individual devils bear or own treasure
as follows:
Belial ? huge +4 military fork; if struck,
save vs. spell or be affected as though by a
symbol of pain.
Naome ? (P, S, T) plus a large wardrobe
of rich silk and gold wire filigree garments,
with gem-studded belts and pins.
Chamo ? (C, P, S) plus an iron-shod +1
staff that parts or negates all web, hold, and
other locking or binding spells or mecha-
nisms by touch, and can also detect good in
a creature (range 9?) or item (by touch).
Balan ? (C, P)
Bathym ? (C, P) plus a black +3 mace
which dispels light, continual light, faerie
fire, or dancing lights automatically upon
contact with any part of the radiant area,
and a dagger of venom.
Gaziel ? (P, S)
Zaebos ? (J, R)
Stygia
Stygia is rich in natural wealth; its moun-
tains, steam trenches, and waters all yield
valuable substances. Opals and topazes are
dredged up from the bottom of the Styx
(through holes broken in the ice), and the
mountains around Tantlin yield granite,
basalt, marble, and even chalk, from great
quarries where much of the structural stone
used in the Nine Hells is hewn out of the
impassive rock. Rubies, beryls, and tur-
quoise deposits are found in the seams or
veins of these quarries, and in the ?steam
trenches? or volcanic rift valleys high in the
outlands of the plane many metallic ores are
found in veins of igneous origin. Spined
devils labor ceaselessly in the quarries under
the direction of bone devil overseers, and
every known ?steam trench? is home to
many malebranche.
The massive, labyrinthine halls of Tantlin
are crammed with the plunder of centuries,
items given to or seized by Geryon
on many
planes. The exact composition and value of
his hoard are unknown, but in type it is
(Ux?, Vx?, Xx?), rather than coinage of
any sort; statues and temple idols of all
origins are common, as are pieces of furni-
ture, tapestries, unusual or gaudy orna-
ments, and the like. Geryon would merely
be bored with an exquisitely tiny ruby ? he
has hundreds ? but show him a ruby the
size of a man?s head, and he is delighted.
DMs should detail his treasures accordingly.
Geryon himself carries treasure (H, R)
plus a magical bull?s horn almost 4 feet in
length, bound about with bands of brass
and pins of nickel. It can be blown only
once in any 7-day period; when sounded it
calls forth 5-20 minotaurs, who will serve
the horn-blower until death. It is a relic of
Geryon?s adventuring on other planes, and
is not of diabolic origin. Other individual
devils resident in Stygia may bear treasure
as follows:
Cozbi ? +1 spear, up to 6 poisoned
knives, personal treasure (C, E) and jewelry
in Tantlin only.
Gorson ? (A, G, P)
Herodias ? (A, S, G, P)
Agares ? (G, P), a +1 staff shod in iron,
and trained hawks (1 - 16 in number).
Amon ? (G, P) plus a huge +3 mace.
Machalas ? (G, P) and a +2 axe.
Fecor ? (J, R)
Malbolge
Like Phlegethos and Stygia above it,
Malbolge is volcanically active, and its fire
pits and caverns yield rubies, sapphires,
and diamonds aplenty. Most of these valu-
ables find their way to Baalzebul?s coffers
via Moloch, Lilith, Tartach, Bileth, Be-
thage, and Herobaal ? all of whom exact a
few gems along the way for their own per-
sonal gain. They take care to keep most of
these apart from their own hoards, and well
hidden, until they can sell them unbe-
knownst to Baalzebul, exchanging them for
less easily identifiable coinage. Most gems
are to be found in the vaults of the fortresses
of malebranche, with many concealed
hoards ? and raw, unmined gems ? about
the tortured surface of Malbolge.
Like Phlegethos, Malbolge is a source of
the metals arjale and tantulhor (see the end
of this section); Moloch's whip, said
to be
fashioned of an ?unknown, pliable metal?
(see Monster Manual II), is made of an
alloy of arjale. These metals are much rarer
in Malbolge than in Phlegethos, and are
mined by nupperibos and spined devils
under the command of malebranche, in a
haphazard and untidy fashion. The status of
a malebranche is in part measured by his
yield of gems and metallic ores, so there is
intense rivalry, trickery, and sometimes
outright theft or battle between various
malebranche in order that each may bring
the largest yield to its commander.
It should be noted that personal treasures
on Malbolge are portable, and often moved
about, as Moloch and court move about in
accordance with Baalzebul?s wishes. Inci-
dentally, Neabaz the herald (see the follow-
ing section on Maladomini) is often the
recipient of bribes on his visits when a
resident of Malbolge wants something not
mentioned, or reported in a certain light or
terms, to Baalzebul.
Individual devils on Malbolge may bear
treasure as follows:
Moloch ? (I, R, S, T, X) plus a 6-tailed
whip which transmits his own natural elec-
trical discharges (of great value for its
metal, or to collectors).
Lilith ? (C, I, S)
Tartach ? (C, I, P), a rope
of entangle-
ment, plus a sword +1, flame tongue which
is +2 vs. regenerating creatures, +3 vs. cold-
using, inflammable, or avian creatures, and
+4 vs. undead. Note that in the hells this
blade does +2 damage to all devils, but +3
damage to all devils when wielded outside
the hells.
Bileth ? (C, P) plus a set of gilded coat-
of-plate (material value 1200 gp).
Bethage ? (J, R)
Herobaal ? (J, R)
Maladomini
Maladomini is identical to Malbolge in
terms of natural mineral wealth, with per-
haps slightly more diamonds and obsidian
to be found ? but on Maladomini, almost
all wealth finds its way to the great fortress
of Malagard. Here is a vast, well-guarded
(by malebranche) collection of gems
(Qx300?) of all varieties, and a similarly
protected collection of plants from all
planes, tended by nupperibo under the
command of a few bone devils, who are in
turn watched by the malebranche. In the
vast, seemingly endless chambers and pas-
sages of Malagard are many riches of all
sorts, from tapestries and furniture to mar-
ble and beaten copper wall inlays, but rela-
tively few of these are ?lost and forgotten?
(more likely, they are surreptitiously hidden
and hoarded by malebranche) in the dis-
used, garbage-choked areas. Note that any
attack upon, or pilferage from, Malagard
will swiftly bring ever-increasing hordes of
malebranche down upon the intruders?
heads.
Individual devils resident on Maladomini
may carry treasure as follows:
Baalzebul ? (E, R, V)
Baftis ? (D, G) plus a finely worked
bronze spear (material value 4 gp).
Neabaz ? May have some treasure due
to bribes, or carried upon Baalzebul?s busi-
ness and explicit orders. He also holds a
sword +1, flame tongue (see Tartach, above,
for effects vs. devils) that when grasped can
know alignment of any creature pointed at,
and can fire 9 magic missile spells (1 missile
per spell) per day. Neabaz wears a cape of
blood-red silk which can at the wearer?s will
give forth a ?cold version? fire shield up to
4 times per day, each aura lasting up to
three rounds as desired; these flames will
not harm the wings of Neabaz. Both the
sword and cape are believed to be of Prime
Material Plane origin.
Barbatos ? Carries treasure only upon
the orders and specific business of Baalze-
bul, but when on the Prime Material Plane
can detect treasure (of metal or mineral
nature, as in a wand of metal and mineral
detection) at a 3? range, and gains as much
treasure as he can when there, which he
gives to Baalzebul if seen with it, but other-
wise hides in Malagard; the amounts and
types thus hoarded are unknown.
Abigor ? (A, I) plus a +2 battleaxe.
Zepar ? (A, P), a hand axe and
shortsword that are both envenomed (save
vs. poison or faint for 1-6 melee rounds),
and black-hued +1 plate armor.
Caina, the largely frigid realm of Mephis-
topheles, is rich in mineral wealth. Where
hot magma meets the cold surface condi-
tions (particularly in the ?hot fringes? of
the plane), it cools in metal-rich veins.
Forges are located all about this region,
under the administration of Nexroth. In the
icy interior of Caina, magma cools and
hardens at greater depths, forming what we
know as ?plutonic rocks?: crystal-rich ores
such as pegmatite, which harden in
?dykes? and are the source of beryl, topaz,
garnet, tourmaline, and many quartz gem-
stones. These are mined, at great peril, by
nupperibos and ice devils who tunnel down
through the unstable, shifting rifts of the
great glaciers to reach deep rock exposed by
glacial action. Rifts may open ? or close ?
with sudden, crushing force, and mining
tasks are ? to say the least ? not eagerly
sought by the ice devils.
Mephistar, the iron citadel of Mephis-
topheles, contains the greatest
treasure
hoard on Caina (believed to be H, Xx10)
under the guard of ice devils and spined
devils commanded by Barbas. Nargus, the
glacial palace of Bifrons, also has rich trea-
sures ? ice sculptures (non-portable, and
rapidly destroyed when away from regions
of biting cold) and gems (Qx14).
The nobles of Caina (two companies of
pit fiends, including Silcharde, Bechard,
Guland, Sphandor, Buldumech, Anxrab-
bas, Ezegul, Ulfrin, and Seilazar) all have
personal treasure equal to (J, R) each, but
many may well have more, for their loyalty
to Mephistopheles is minimal, and little
tribute from the outer fringes reaches the
Lord of No Mercy.
The hollows, caves, and glacial clefts of
Caina are vast and remain little plundered
for their mineral wealth, but Adonides,
Steward of the Realm, keeps a careful eye
on what creatures go where and what areas
are disturbed. No intruders will mine in
even the most remote areas of Caina for
long before an ice devil, or a patrol of 1-4
ice devils, or even Adonides himself, with
his guard of 16 ice devils, will appear.
Individual devils resident in Caina may
bear treasure as follows:
Mephistopheles ? (R, X, Z) plus a great
3-tined +3 fork. Upon the wielder?s com-
mand, this weapon can deliver 3-12 points
of cold, electrical, or fire damage as well as
normal weapon damage. Each special attack
form is usable 3 times per day; targets who
save vs. spell will suffer only half damage.
Baalphegor ? (R, X, Z)
Bele ? Carries a dagger of venom and a
black rod of office (equal to a rod of smit-
ing), and also has personal fools gold natu-
ral power (as in the 2nd-level magic-user
spell; 9 cubic feet affected, and saving
throws of all creatures viewing the gold are
at +9).
Adonides ? (R, X, Z) plus a twisted,
spiked +1 staff.
Adonides ? (R, X, Z) plus a twisted,
spiked +1 staff.
Barbas ? (R, X, Z), a staff of striking, 3
daggers of venom, and a chaotic good iron
goad. This last item is a rod with a hook at
one end; it does 4-24 damage to all lawful
evil creatures, including devils; other crea-
tures suffer 1-6 (size L) or 2-8 (size S or M)
points of damage.
Bifrons ? (R, Qx6, Z) plus an enven-
omed scimitar (effects same as an erinyes?
blade).
Hutijin ? (G) plus a net of snaring and a
+3 trident.
Nexroth ? (J,R) . . . plus more, hidden
away?
The nethermost plane of the Nine Hells,
variously known as Cocytus or Nessus, is
the abode of the Overlord, Asmodeus, and
the source of much of the wealth of the
hells.
In the crags that lie all about the far
reaches of the plane are to be found all gems
and metals known on the Prime Material
Plane, and in the central rifts, perhaps
aided by the unique conditions there (the
?firewinds?), are to be found rich deposits
of the two metals unique to the hells, as well
as veins bearing the fiery red, strongly
lawful evil gems unique to Nessus, the
?hellstones.?
Hellstones are the hardest gems known
? many have survived hammer blows and
weapon attacks unscathed. They are lit by
an inner, flickering radiance, and do dam-
age to all non-evil creatures (and half dam-
age to non-lawful creatures of evil) upon the
slightest contact, equal to 1-4 points +1 hit
point per level or hit dice of the creature
touched. The pit fiend Alastor is known to
bear a double-bladed +4 axe, the head of
which is studded with hellstones. The stones
are rare, valuable (4000 gp each), but
superstition-shrouded on the Prime Mate-
rial Plane. Apart from the danger to most
people of handling them (for they retain
their damaging properties when removed
from the hells) ? even with tongs or gloves,
the chance of an inadvertent contact is great
? many priesthoods, classes (i.e., pala-
dins), and individuals will not wish to pos-
sess or even be close to them, except to
destroy them.
Sometimes, sages assert, contact with a
hellstone does no damage, but causes a
subtle change in alignment, not immedi-
ately noticed by the victim, one step closer
toward lawful evil. A crushed hellstone ?
one that is shattered into many small frag-
ments ? will lose its radiance and capacity
to cause damage. Due to their often lethal
damaging properties, hellstones are often
called ?deathstones,? ?doomstones,? or the
like. Their ?scholarly? name is Ulith, or
the plural Ulithim.
The clear green waters of the river Lethe
cause permanent feeblemindedness (save vs.
poison to avoid; devils are immune), and it
is thus dangerous to capture and convey the
liquid elsewhere; it is said to retain its
power on other planes. Properties of the
frozen waters of Lake Cocytus are un-
known. The vast Burning Wood between
the lake and the river Lethe (see DRAGON
issue #76) yields ever-blazing branches
(causing 1-4 points of flame damage upon a
touch) with blue-green sap or ichor that is
valued as a potion and spell-ink ingredient,
and as an unguent or ingredient used in the
making of many magic items.
Such natural substances of Nessus may
well bring high prices (15,000 gp and up)
per item or container if sold to alchemists,
sages, and magic-users on the Prime Mate-
rial Plane. It should be noted that aerial
patrols of pit fiends watch the rifts, crags,
and woods of Nessus closely, and the mighty
personal armies of Asmodeus are always
encamped in a ring about the Overlord?s
palace.
The palace is vast and beautiful,
crammed with all sorts of exquisite crea-
tures and objects, many of which are highly
valued on the Prime Material Plane and
elsewhere. Details of the palace and its
treasures are not known to non-devils,
although it is commonly thought in the hells
that Asmodeus holds in his palace more
riches than are in the clutches of devils in all
the rest of the Nine Hells put together. Even
his pit fiend guards have (J, R) personal
treasure.
Individual devils are, however, known to
possess ? and may bear some or all of ?
the following:
Asmodeus ? (I, R, U, V) plus his glow-
ing rod of pure ruby (1,000,000 gp material
value) with opaline tip that can cause seri-
ous wounds upon touch. It also acts as a rod
of absorption, and upon command will
shoot a cone of frost, jet of acid, or bolt of
lightning (equal in range and effects to
these attacks as often as 9 times per 13
turns, 1 attack per round. If desired by the
wielder, the rod can fire one particular
attack in 9 successive rounds, or strike
continuously, using all three attack forms
interchangeably, for 27 successive rounds.
No audible command word is required to
fire these attacks, and Asmodeus can men-
tally override the commands of any non-
archdevil who grasps the rod unless he
himself is slain, on another plane, uncon-
scious, or engaged in psionic combat. The
rod will shift the alignment of any possessor
gradually but inexorably to lawful evil,
more rapidly the more often the rod is used.
more often the rod is used.
Bensozia ? (C, R, X) plus a brass scep-
ter (4-16 damage per contact to all creatures
of good alignment, 3-12 to devils, 2-8 to
others) and a diadem of beaten gold set in
rubies (total value 26,000 gp).
Adramalech ? (I, S, Z) plus a +2 staff
that can slay living (save at +1 to avoid) by
touch, and disintegrate (devils save at +1) by
touch. Each power is usable at the wielder?s
will, but only once in every six turns, and
only one power is usable within any round.
(Note that all greater devils and archdevils
are immune to the staffs powers.) He also
may carry a tome known as the ?Book of
Fire? or the ?Infernal Records? ? com-
posed of many folios and papers recording
almost all diabolic truenames, known
powers, actions, likes, dislikes, treasure,
activities, means of summoning, and so
forth.
Phongor ? (Qx2, Z) plus many instru-
ments of torture, and a cat-of-nine-tails of 9
wire strands, which does 1-4 damage plus
venom effects (see erinyes entry
in Monster
Manual for details).
Buer ? (H, Qx4) plus a +2 mace and a +1
bow (with 20 arrows).
Bune ? (I, Qx10, W, Z)
Morax ? (H, I, Y)
Rimmon ? (Qx6, R)
Zagum ? (C, P)
Baalberith ? (W)
Alastor ? (I, V) plus his double-bladed
+4 battleaxe studded with 16 hellstones.
Martinet ? (J, R)
Unique metals and talismans
The two metals unique to the hells are
found in Phlegethos, Malbolge, Mala-
domini, and Nessus.
One of them is arjale. It is black in color,
light in weight, easily worked to a smooth
surface, and can be brought to razor-
sharpness. If alloyed with iron, it becomes a
light green-grey in color, and quite pliable
(a metal sometimes called ?dajavva?).
The other is tantulhor (no relation to
what we know as ?tantalum?). It is about
the weight of iron, can be worked into a
smooth finish, and is apparently unbreak-
able ? weapon blades fashioned of it will
cut anything they touch, except stone.
Methods of forging and working these
metals are unknown outside the hells ?
by and large, are the metals themselves.
Due to their rarity and properties, such
metals will bring very high prices if
shrewdly sold on the Prime Material Plane.
The rod of Dispater is known to be made
of tantulhor, and Moloch?s whip is of da-
javva. The talismans of many devils ?
Agares, Asmodeus, Barbatos, and Buer, for
certain ? are known to be fashioned of
arjale, and most others are suspected to be
of tantulhor (so far, Zagan?s talisman and
the talisman for all barbed devils have been
specifically identified as of tantulhor; note
that both of these talismans have a number
of barbs that will cut anything but stone).
The compositions of a few other talis-
mans are known: the talisman for all bone
devils is a hook of bone (origin unknown);
the talisman for all malebranche is of obsid-
ian; and the talismans of Belial, Morax,
and Zepar are of polished brass.
Here follows a very brief summary of
those creatures who actively further diabolic
causes on the Prime Material Plane(s).
These are of two types: agents (who obey,
and spend much of their time working for,
the devils), and allies (who will and do
cooperate with devils to further common
causes or in return for sufficient reward).
The most important diabolic agents on
the Prime Material Plane are the dominant
race of the plane ? humans. Both individ-
ual humans (particularly lawful evil magic-
users who can summon devils from the
Lower Planes to the Prime Material) and
devil-worshipping groups (such as lawful
evil priesthoods of the diabolic) exist, and
they are the backbone of diabolic influence
on the Prime Material. They deal either
directly with devils or through intermedi-
aries such as dark nagas, hell cats, imps,
and the like. Such intermediaries can com-
mand nightmares, mephits, and so on for
their own use.
These intermediaries can also deal with
equivalent races in cold regions (frost men),
swampy areas (some tribes of muckdwel-
lers), and in the sea (sahaguin, and the few
lawful evil sirine). Other types of creatures
also dealt with by the intermediaries are
dragons (the green and blue varieties; law-
ful evil dragonkind, who will obey Tiamat
directly, or orders attributed to Tiamat
brought by a devil or known intermediary
creature) and the subterranean races
(meenlocks and mites), who are sometimes
ruled through another rank of intermedi-
aries, such as medusae.
In turn, all of these human-and-
equivalent races command more stupid
creatures (both lawful evil creatures such as
manticores, and those of neutral align-
ments) which they can force, goad, or train
into service. Humans of sufficient talents
can create undead (skeletons and zombies)
to serve them, and such creatures as scare-
crows and homonculi. The truly loyal dia-
bolic servants are few in number, but rely in
most situations upon the allies they can call
upon for fighting strength and weight of
numbers.
Such allies include beholders (and in the
sea, eyes of the deep); the goblin races
(goblins, orcs, hobgoblins) and kobolds;
some tribes of muckdwellers; some wererats
(and in turn, normal rats); some fire giant
bands; some ogre magi, annis, and
greenhags; some intelligent undead (such as
wraiths, spectres, mummies, wights,
penanggalans, ghosts, and poltergeists); a
few liches and adherers; some duergar
settlements; some men (mercenaries, LE
non-diabolic priesthoods, and their worship-
pers); and screaming devilkin. They in turn
have servant creatures and allies they can
call upon: ?The arm of Asmodeus is long,?
as the saying goes, ?longer than you think.?
Some lawful evil creatures are so self-
interested that they rarely, if ever, cooperate
with the devils? dark agents. These include
the aboleths, the (lawful evil) githyanki, and
the illithids (mind flayers).
Details and precise dispositions of dia-
bolic agents will vary from Prime Material
Plane to ("parallel"/alternate) plane
-- that
is, from campaign to campaign. But there
should be one constant ? the enigmatic,
"watchdog" devil Gargoth:
FREQUENCY: Unique (Very rare)
NO. APPEARING: 1
ARMOR CLASS: -6
MOVE: 16?/20?
HIT DICE: 177 hit points
% IN LAIR: Nil
TREASURE TYPE: See below
NO. OF ATTACKS: 2
DAMAGE/ATTACK: By weapon type +7
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 90%
INTELLIGENCE: Supra-genius
ALIGNMENT: Lawful evil
SIZE: L (8? tall)
PSIONIC ABILITY: 311
Attack/Defense Modes: All/all
Gargoth, ?The Lord Who Watches?
(sometimes misnamed by sages as ?AS-
taroth?; a name properly applied to a de-
mon prince of great-power), was once a
mighty power in the hells, second only to
Asmodeus himself. For untold eons, how-
ever, he has resided elsewhere ? most
believe on the Prime Material Plane ? and
has become little more than a legend both in
the hells and on the Prime Material Plane.
He is real, however, and very powerful. The
reason for the departure of Gargoth from
the hells is unknown. Some sages say he
challenged Asmodeus and was driven into
exile; others say that he left upon the de-
struction of his closest friend, Beherit, at the
hands of Asmodeus (see the following sec-
tion, ?Of the nature of devils?). One or
both of these reasons may be true.
It is certain that Gargoth is a loner; his
few servants are undead and other creatures
he can control with his charm monster
ability (he favors snakes and blue dragons).
He cannot summon any devil, and never
openly works with the devils or their agents.
He dislikes revealing himself, preferring to
work behind the scenes or in disguise. Of all
the devils, he has the strongest sense of
humor, and possesses a wily intelligence and
acting ability that rival those of Asmodeus
himself.
The activities and aims of Gargoth on the
Prime Material Plane are similar to those of
the devils and their agents ? not surpris-
ing, considering his alignment and upbring-
ing, but some devils (notably Mephis-
topheles and Adramalech) believe that
Gargoth and Asmodeus are staunch allies,
as friendly together as devils ever get, and
that Gargoth works to further their common
ends from concealment outside the hells,
serving in part as a ?watchdog? on the
activities and loyalties of ?official? servants
of the hells, and the devils themselves, on
the Prime Material Plane. Certainly he has
never supported another archdevil in any
bid to unseat Asmodeus ? although he is
continually sought after for that end by the
ambitious dukes, due to his great personal
power ? and when a devil meets with
Gargoth, Asmodeus eventually knows what
has befallen.
Gargoth can employ the following spell-
like powers at will, one at a time and once
per round: pyrotechnics, produce flame,
wall of fire, fireball (4d6), ice storm, dispel
magic, detect lie, detect magic, detect invis-
ibility, ESP, beguile, geas, know alignment,
read magic, read languages, tongues, iden-
tify, shapechange, charm monster, raise
dead, and (fulfill another?s) limited wish.
His gaze causes confusion (as in the spell),
his breath causes fear (a cone 2? long and
1? wide at its farthest extent, usable once
every 2 rounds), and at will he can sur-
round himself with a nimbus of choking,
caustic, sulphurous fire (save vs. breath
weapon or lose consciousness for 1-6
rounds) affecting all creatures within a 10?
radius. It causes 1-6 points of fiery damage
(save for half damage), and will ignite pa-
per, clothing, and other combustibles.
Once per day Gargoth can use a symbol
of insanity or of pain (one or the other, not
one of each), and once per day he can trans-
mute metal into gold. Using this latter
power, he can change any refined metal
except silver (i.e., any implement, crude
forging, weapon, etc., but not raw ore) by
touch into gold (no volume limit, but the
weight of the metal to be changed cannot be
more than 600 gp). This takes 1 round, and
other substances touching, or attached to,
the metal(s) to be turned are entirely unaf-
fected. The gold produced is very pure ?
and thus soft and crumbly ? but will con-
form to the shape and disposition of the
metal it replaces exactly. Thus a hook hold-
ing a heavy cauldron, if turned to gold
(Gargoth can so control his power that he
could choose to change only the hook, and
not the attached chains and cauldron, if he
so wishes ? or change all three, even if
they are all made of different metals) would
break off, twist, and crumble away immedi-
ately, dropping the cauldron to earth. Bro-
ken items will be transmuted into broken
gold items, not whole items. If any magic
item is transmuted, the transformation
?drinks? the magical charge, leaving the
item bereft of all dweomer. Gargoth?s power
of transmutation can only be successfully
used when he is in full control of his senses
(i.e., a psionically or magically controlled
Gargoth could not turn baser metals into
gold).
Gargoth can breathe in water, and take in
gases poisonous to men without apparent
effect, and is immune to charm, sleep, and
hold spells of any type. Poisons (including
venom) do not seem to affect him, but silver
weapons are known to do him double dam-
age. Mere contact with silver does him 1-3
points of damage. (A bag of silver pieces
hurled at Gargoth once nearly slew him.)
He regenerates 2 hit points per round.
Gargoth has no known lair (it is likely
that he has many, and is often on the move,
concealed by his illusions ? see the Mon-
ster Manual for spell-like powers common
to all devils). Gargoth can strike with his
naked fists for 2-8 damage each in a round,
or employ any weapon except one made of,
or adorned with, silver. He will seek to
destroy, bury, or drown silver objects so
they can never be used against him.
Gargoth cannot be summoned by any devil
or conjurer, although he can be compelled
to service by the same spells that affect
other devils if he is encountered.
Sages say that Gargoth possesses an
ability unique among devils (an ability that
causes some to argue that he is not a devil
at all): he can plane shift once every 9 days,
apparently freely about the known planes of
existence, for he has been seen far from the
Prime Material Plane.
Gargoth usually appears as a handsome,
8?-tall man of indeterminate mature age,
with noble features, a soft, low voice, and a
mustache. He wears swash-topped boots,
jerkins with slit and puffed sleeves, velvet-
lined cloaks and similar finery, and usually
carries treasure equal to Qx4 in the form of
huge, sparkling knuckle rings, pendants,
buckle ornaments, and cloak pins, In his
voluminous sleeves, and slipped down his
boots, Gargoth usually carries 4-6 throwing
knives, and he can juggle these with a show-
man?s skill and flair if he wishes. Sometimes
he adopts the guise of a nondescript trader
or an old pilgrim, but only rarely appears as
a female creature. He has more self-control,
and thinks in a more strategic fashion, than
any other devil ? his sense of humor tem-
pers his thinking and reactions in situations
where even Asmodeus would fly into a rage.
He is an awesome foe, and if he preferred to
rule the hells rather than walk his own path,
the present Overlord?s days might well be
numbered. Gargoth sees himself as more
powerful, and far more intelligent ? cer-
tainly less rash ? than the present hierar-
chy of hell, and therefore above them in
rank, and free to choose his own role and
way ? he is lawful evil, but he is himself
the lawmaker. He is on friendly terms with
Asmodeus, whom he sees as the most capa-
ble of the archdevils ? and is known to
respect also Alastor, Bifrons, and Mephis-
topheles. He views only Asmodeus and
Alastor as anything approaching equals,
and sees Mephistopheles as a young, rash,
inexperienced replica of himself. DMs
please note: Gargoth will reveal nothing of
his personal thoughts on such things, to
anyone, under any circumstances. He will
always speak with detachment, dispassion-
ately and reflectively, and often pretends to
beliefs and emotions to mislead and manip-
ulate his audience of the moment.
He is so skillful at this that he can elicit
obedience from even the vainest of crea-
tures, such as the (lawful evil, green or
blue) dragon. Gargoth customarily employs
a large, adult or older blue dragon as his
steed (one, named Rathguul, he has grown
very fond of, and often engages in riddle-
games with), and often bears a giant poison-
ous snake (such as a pit viper) wrapped
about his arm (see the Monster Manual for
effects of the snake?s poisonous bite).
Gargoth has been known to cast this snake
at nearby foes, or atop sleeping or preoccu-
pied men or orcs, for his own amusement.
Of the nature of devils
To understand the hierarchy of the hells
and how it works ? and to know how prop-
erly to deal with and defeat the diabolic ?
it is necessary to know something of the
nature and biology of devils. Unfortunately,
this is a subject rife with mystery, misunder-
standing, and wild, often false speculation
as far as most Prime Material Plane observ-
ers are concerned ? and it must largely
remain so. What little is known of the na-
ture of devils follows hereafter.
All lesser and non-unique greater devils
derive their physical forms and powers from
the archdevils. These mighty lawful evil
beings alone possess the power to transform
or ?shape? devilkin, a somewhat mysteri-
ous process whereby an archdevil by an act
of concerted will and direct physical and
mental contact with a lawful evil spirit,
lemure, larva, or devil can permanently
shapechange that being into an undead or
lawful evil creature of any sort (including
diabolic form).
The Overlord has the means (see below)
to enforce his own limitations on the use of
this power; by such tradition, for example,
only he creates pit fiends. And although an
archdevil has the time and potential ?raw
material? (lemures, stench kine, hell
hounds and the like) to create legions of
devils, they are rarely allowed to do so.
Lawful evil souls and spirits come to
Avernus via the Astral Plane, and wander
freely through the hells, until noticed and
mentally ?bound? (charmed) by an arch-
devil. Any number can be bound (and are
controlled as a cleric controls animated
undead) until needed for shaping. The
shaping process takes 1 round per hit die of
the form being created, and must be com-
menced with a particular end result in mind
(and once begun, followed through to that
result ? i.e., the shaper cannot change his
mind about what is desired in the midst of
the process, although an unsatisfactory
result can be reshaped anew). An archdevil
can do nothing else while shaping (for it
commands all his attention) and is thus
vulnerable during this time.
Advances in the personal power of a
diabolic spirit cause it to be rewarded with a
more powerful form and a more influential
position, and eventually such a spirit with
continued growth would rise into the ranks
of the greater devils, becoming in turn a
styx devil, malebranche, ice devil, and pit
fiend.
The essential difference between lesser
and greater devils is that the spirits of the
latter are of sufficient power (lawful evil
loyalty, mental/psionic development, self-
will and self-control) to take a distinctive
name. By doing so, such spirits protect
themselves from the caprices of archdevils,
for the very name of a named spirt deter-
mines its form, and so a given sprit cannot
be ousted from its form, nor shaped into
another diabolic form without its coopera-
tion (although an archdevil of sufficient
strength can always give another devil the
choice of cooperation or utter destruction).
Thus, an ice devil is always an ice devil; an
archdevil can give it a replacement form of
an ice devil or even a lesser creature if its
own form is lost, but cannot demote it in
form without its cooperation.
Greater devils always derive their own
new name when they have developed suffi-
ciently; then they seek out an archdevil to
grant them such a higher form (typically
pledging limited loyalty to the archdevil in
return for the bestowal of a new form). To
advance beyond the status of a pit fiend
requires an anima (soul or spirit) of unusual
lawful evil strength and finely honed powers
? powers that apparently are served best,
and serve the hells best, when matched with
a unique personal form; therefore, much of
the hierarchy of the hells consists of devils of
unique forms and powers, despite the strict
regimentation of lower ranks.
The most intelligent devils, and the most
loyal to Asmodeus, are the consorts; the
Overlord allows only certain loyal spirits to
take this form, thereby limiting possible
treachery, and protects the consorts from
unwanted attentions of other devils and
diabolic creatures -- on pain of destruction
or exile (see the description of Rumjal
above). The consorts can see and appreciate
the strategy of Asmodeus, and consider him
a fair and astute Overlord, much better at
ruling the hells than any of the other arch-
devils would be, except perhaps Mephis-
topheles. Glasya, daughter of Asmodeus
and one of the most influential consorts,
does not always see eye to eye with her
father, but thinks and acts in a like manner
to him, and thus supports him continually.
However, none of the consorts can afford
to be complacent. In comparison to their
male counterparts and underlings such as
pit fiends, they are relatively weak in physi-
cal and magical powers. Their survival
depends upon continued usefulness to, and
being in the good graces of, Asmodeus and
their respective archdevil mates. Among the
ranks of the "outcast" unique devils are
several she-devils who could readily be
elevated to the position of consort, to re-
place an unwanted or destroyed incumbent.
These include Duskur and Malarea,
de-
scribed above. At least one consort, Batna
(and her mate the archdevil Beherit, the
former ruler of Malbolge), has been utterly
destroyed by Asmodeus for disobeying his
restrictions upon the elevation of devils.
Asmodeus alone has the power and
knowledge to alter the truename of a lawful
evil creature; it is largely this power that
enabled him to become master of the hells,
and that leads some to consider him a deity.
It is also this ability that enables him
to exile devils, by ending their ability to
answer a summons.
Asmodeus carefully maintains his rule
over the Nine Hells, and as carefully nur-
tures the strength of his domain, keeping it
close-knit and individually strong by limit-
ing its hierarchy, holding the pit fiends loyal
to (and beholding to) him personally by
threat of destruction or exile and by prom-
ise of elevation to the hierarchy as a reward.
Such advancement is rare, coming only
when a vacancy is created in the hierarchy
by the utter destruction or exile of an arch-
devil or a unique greater devil (most of
whom are dukes).
Exile of a rebellious devil involves the
taking of a new name and form; the former
unknown to the Prime Material Plane sum-
moners, and the latter having diabolic
censure and comparatively feeble powers ?
all resulting in practical imprisonment on
the plane of exile. The outcasts of the hells
have been exiled to Avernus, and collec-
tively are known as the ?rabble of devilkin,?
although many remain quite powerful. Note
that a rebellious styx, horned, or ice devil,
or pit fiend must be elevated to unique
form to be exiled; more often, such are
merely destroyed.
The body of a devil slain on a plane other
than one of the Nine Hells will slowly begin
to burn, regardless of temperature, oxygen,
or surroundings, giving off first thick, oily
smoke, then a rising, crackling burst of
orange and sickly yellow through green-
hued flame, which gives off little heat but
consumes the carcass in a puff of smoke and
shower of sparks (within a ten-foot radius),
leaving nothing but a sulphurous, brim-
stone stench. Combustion begins 6 rounds
after death, and is complete at the end of 9
rounds after the devil (or at least its physical
form) is slain.
A speak with dead spell cast upon a devil
outside of the Nine Hells will have no effect.
If cast upon the corpse of any slain devil
while in the hells (diabolic bodies do not
spontaneously combust in the hells, but
rather lie to rot, usually being eaten before
long), speak with dead will bring the spell-
caster into direct communication with the
archdevil who rules the plane (and if that
archdevil has itself been slain, into com-
munication with Asmodeus himself). This
occurs regardless of the archdevil?s location
and activities at the time;. the archdevil will
hear all questions (and any other words
uttered by the spellcaster while the spell is
in effect ? it retains normal duration), and
may ? it is not compelled to ? answer, or
speak something else, which may be a mes-
sage, threat, or order, but not a spell, in
reply.
All unique greater devils (including arch-
devils) who suffer destruction of their form
on a plane other than their own will flee the
place and plane of their slaying as disem-
bodied spirits, travelling astrally back to
their home plane. There they can seize
control of any lemure, casting out the spirit
therein, and make the form their own.
Greater devils endure nine decades of tor-
ment in lemure form before being granted
their old form back. Archdevils can slowly
shift forms back to their own form, but it
takes a decade before an archdevil can
regain the ability to leave its own plane at
will.
Recently information has come to light
(Monster Manual II, p. 28, Daemon
(Charon)) that the river Styx
spans the
Lower Planes, with branches flowing
through the topmost layers of Pandemo-
nium, the Abyss, Tarterus, Hades, Ge-
henna, and Acheron, and culminating in an
ocean on Stygia, the fifth plane of the Nine
Hells. The river Lethe in Nessus, nether-
most of the Nine Hells, may well be one of
its branches, but the waters of Lethe
have
slightly different effects (see DRAGON
issue #76, p. 32) than those of the Styx.
Note that although the Styx appears as a
deep, swift, unfordable torrent, the river
never seems to ?go anywhere?; its source(s)
have never been found, and although its
waters rush in one direction or another
(remaining consistent only while within a
given plane), it never empties nor floods its
banks. Although an observer journeying to
Stygia on it will find that it falls from the
mountains, flowing ever slower, to end in a
swamp and apparently boundless ocean,
Charon or a charonadaemon will take its
skiff somehow through the swamp and pass
on to another plane without having to climb
back out of Stygia?s encircling mountains.
In similarly confusing fashion, a boat on the
Styx may pass on from plane to plane in an
apparently random fashion, coming upon
Acheron, Pandemonium, and the rest in
any order ? one knowing the Styx?s
branches well could pass from any of the
Lower Planes (topmost layers only, except
for Stygia) to any other of the topmost
Lower Planes. This may not be so, for only
Charon and the charonadaemons know the
Styx well. It is certain that the branches of
the Styx enter the Astral, Ethereal, and
Prime Material Planes, and that Charon
and his charonadaemons, in their skiffs, can
travel them freely, regardless of current or
plane traveled into or across.
Note that Charon and the charona-
daemons are immune to the effects of the
waters of the Styx (or of the Lethe, if
doused with them), and if attacked by a
passenger, or if a passenger seeks to steal its
goods ? including stealing back the fare
paid ? the daemonic boatmaster will typi-
cally capsize its craft deliberately, towing it
away ? for Charon and his charona-
daemons are strong swimmers (18? move)
and can at will exercise water breathing and
water walking (18? move) and care nothing
for breaking bargains that someone on the-
other end of has already violated ? recov-
ering its treasure, righting its skiff, driving
off its former passengers, and sailing on.
Passengers could thus find themselves
stranded. Should they later raise treasure or
the means to make a suitable sacrifice (see
Monster Manual II, p.29), and then sum-
mon Charon or a charonadaemon
again,
however, they begin with a clean slate;
Charon and his servants hold no grudges as
long as the fare is paid, and will take aboard
beings they have fought previously.
Charon and the devils-largely ignore each
other. Charon and the charonadaemons will
never speak to or attack a devil, and only
archdevils or greater devils would ever
approach or attack such a creature, or the
passengers in its skiff. In such a case,
Charon or a charonadaemon would seek to
defend itself (not its passengers) and plane
shift via the Styx to another plane immedi-
ately. The skiffs of such daemons do not
seem affected by fire- or cold-based (and
most other spell) attacks.
As far as the hells are concerned, this
means that the easiest road to the hells is via
the Styx, for if it can be found on the Prime
Material Plane and the fee paid, an admit-
tedly perilous route to the hells is opened.
The Styx passes eventually into Avernus,
and thence to Stygia, before passing on to
other planes. No devil except a greater devil
or archdevil will touch the boatmaster or
any passenger until they leave the skiff, in
either Avernus or Stygia ? although lesser
devils often find and travel with such a skiff,
waiting for the passengers to alight. Any
greater devil or archdevil attacking passen-
gers ? which they will do usually only
when the passengers are fleeing with trea-
sure belonging to the archdevil or greater
devil (or the greater devil?s archdevil mas-
ter) ? will ignore Charon or the charona-
daemon, who will in turn ignore the devils,
poling steadily onward, although behind
him his passengers may be slain or torn
from the skiff. Such attacks rarely damage
or upset the skiff ? if they do, Charon or
the charonadaemon will strike back.
Anyone summoning a skiff to escape
from the hells will find that the boatmaster
will not tight for them nor carry anything
aboard ?except its fee ? but will not
waste time or attract undue attention, ei-
ther. Lesser devils will rarely attack beings
dealing with, or in the presence of, Charon
or a charonadaemon, except from a distance
(i.e., by the use of missiles or spells). Nei-
ther Charon nor a charonadaemon will take
a passenger ?on credit? or upon the prom-
ise of being paid at the destination ? if you
lack the fee up front, you will not be al-
lowed aboard. Note that charonadaemons
will not take most devils aboard ? for only
the styx devils (see the FIEND
FOLIO®
Tome) can pass out of the Lower Planes by
using the plane-spanning powers of the Styx
or of such a skiff, hence their name.
The boatmasters of the Styx will readily
take non-diabolic lawful evil creatures if the
fee is paid, including achaerai, barghests,
daemons, hell cats, hell hounds, hordlings,
mephits, and rakshasas. Note that the boat-
master will not police its passengers; if they
fight among themselves, it is not its affair,
unless they attack it or its boat, and a party
of human adventurers could well find them-
selves sitting with a pair of styx devils ? or
fighting them savagely in a small, precari-
ous, open boat!
Mounts, including nightmares, are diffi-
cult to transport. They must be blindfolded
and made to lie down, and for the incon-
venience and the space required Charon
and his charonadaemons will charge triple
fare for such creatures, in addition to the fee
for their rider (or owner, if a pack animal).
If a boat has insufficient spaces left when
summoned, the party must let it go and
summon another, or split up; no boatmaster
will evict a passenger who has not yet
reached his or her destination to make room
for another. If they did this, almost no one
would seek passage with them, and so this is
an inflexible rule: even if a charonadaemon
intends to later betray a passenger by deliv-
ering him to the wrong place or by leading
him into an ambush, it will never force any
passenger out unless that passenger attacks
it. If a charonadaemon docks at a place
known by its passengers to be wrong, and
they refuse to get out of the boat, it will not
attack them (unless they attack it), but
rather wait for a time, and if the passengers
also wait patiently, will move on to the
proper place (if they seem too strong to
overcome) or to another wrong destination
or ambush (if the passengers seem weak). A
boatmaster will never attack first. Note that
Charon himself will never betray passengers
by leading them into ambush or to a wrong
destination.
Mention should be made of another route
into the hells: Pazuzu (see Monster
Manual
II, p. 41) will carry a summoner (a servant
or a being he hopes to gain as a servant in
this way) to the hells in return for a service
to be performed in the hells, or later ?
usually, as he is also called to bring the
being back out of the hells, it costs two
services! (A less expensive way to venture
alone to the hells may be to take Pazuzu in,
and Charon or a charonadaemon out again.
Travelers are advised to avoid the busy
season.)
Note to the DM
In conclusion, a much-needed reminder
to Dungeon Masters handling devils in
play: devils are too often misused. The
legions of the hells may seem small in num-
bers when compared to the goblin races,
men, and demons, but they are both mighty
and numerous when compared to a party of
adventurers ? or even an army of in-
vaders. Player characters entering the hells
will have to wade through almost all of an
archdevil?s legions (thousands of strong,
organized
cal and/or afraid of punishment if they
devils, enthusiastic and/or fanati-
perform poorly, and fighting on their
?home ground?) before even seeing the
archdevil (unless the party has that arch-
devil?s talisman). Greater devils send lesser
devils to do their bidding, and call on aid
from higher ranks only if hard pressed. No
player should ever be able to boast of his or
her character slaying Asmodeus in his very
throneroom in Nessus, or for that matter,
outsmarting any archdevil!
The distressingly widespread tendency to
mishandle devils and other powerful mon-
sters so that players can overcome them too
easily cheapens any AD&D® campaign,
and
ultimately the interest and pride of player-
character achievements therein. Bear in
mind also that no PC or NPC, however
learned, will ever know fully and accurately
the powers of devils and the details of the
Nine Hells as presented in ?s? (DRAGON
issues #75 and #76) and
herein: all available diabolic information
should be scanty, distorted, and often wildly
inaccurate. Seekers after such knowledge
may well attract the attention of diabolic
agents (see above), too.
Note also that treasure taken from the
hells will be actively sought by devils and
their agents (both to bring about its recov-
ery, and the destruction of those who took
it), and that gems in their natural state
found in the hells do not resemble cut,
polished gems; extensive knowledge (lapi-
dary secondary skill, or the knowledge of a
dwarven miner) may be required even to
recognize them.
Research into the diabolic continues ?
and probably never will be complete. Per-
haps there are some things men were not
meant to know, and certainly many will die
trying to learn more ? for what is still
mysterious lies in the innermost nature and
workings of the Nine Hells, and the sane
and wise do not inquire too closely of such
matters. Wherefore, this treatise is at an
END.