7. Maladomini


 
1. Avernus
2. Dis
3. Minauros
4. Phlegethos
5. Stygia
6. Malbolge
7. Maladomini
8. Caina
9. Nessus
o
Dragon magazine
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Dragon #76

The seventh plane of the hells is also
ruled by Baalzebul, who dwells there in a
great fortress of black stone. Baalzebul?s
fortress, Malagard, sprawls for many
miles, and consists of countless black
spired towers linked by many open and
covered bridge-spans that crisscross and
slant crazily in all directions. Here Baalzebul
is attended by his consort Baftis, his
herald Neabaz, and his marshal Barbatos,
plus malebranche and many lesser devils
of all sorts whom he has commanded to
service. Malagard?s rooms, passages, and
dungeons are so vast and numerous that
it is said not even the Lord of the Flies
himself has visited all of them. Most of
those who escape cells of torment in Malagard
flee to the dungeons, seldom penetrated
very deeply by the devils, and many
weird creatures are said to roam this
lightless underworld.



The fortress above contains many rich
and sumptuously furnished chambers,
many cells for prisoners and for larvae
awaiting use, and rooms upon rooms that
are choked with garbage. Filth of all
sorts, including carrion and anything
that is broken and useless (for none of the
devils here can be bothered to repair anything)
is carried to neglected areas of
Malagard by servant spined devils, and
tossed into any unused space, so that
entire towers of the fortress are crammed
with reeking debris.
 

Outside, the plane of Maladomini is
very similar to Malbolge: hot underfoot
(see Malbolge, above, for effects on flammable
objects) and filled with stinking
vapors, earth tremors and underground
explosions, fire pits, smokes, and huge
caves and caverns. Maladomini?s surface
is also despoiled by vast quarries where
lesser devils and enslaved prisoners toil
ceaselessly to cut the stones from which
Malagard and the castles of the malebranche
are built. Roads wind and crisscross
the landscape from quarry to quarry
to the various castles, and the entire plane
is littered with the tumbled ruins of longago
cities and towers, and the ever-larger
new works.
 

Great arched bridges, carved with diabolic
faces, span the rivers of molten lava
that cut across Maladomini, and from the
rivers canals have been cut to carry the
liquid fire, so that it encircles every castle
of the malebranche with a moat of leaping
flames. The rivers of lava are swelled
by volcanic cascades and eruptions, and

run in the end to a great sea of lava that
seems to encircle the plane. Within this
sea are a ring of volcanic mountains, and
within this ring lies the confusion of
Malagard, malebranche castles, ruins,
roads, and quarries. Baalzebul is said to
have vast collections of gems and plants
(the latter tended continually by enslaved
creatures) in Malagard, but no green
things grow in this plane outside Malagard
?s walls.

Neabaz (as herald) is the only devil
allowed by Baalzebul to move freely
about the hells. Barbatos is charged with
the duty of arranging malebranche messengers
and weaponry so that the armies
of Maladomini can be gathered quickly
for battle. These malebranche armies ?
60 companies under the duke Abigor, and
28 under the duke Zepar ? are customarily
occupied with the endless construction
of Malagard, other fortresses, and linking
roads. Spined devils, typically overseen by
styx devils or (rarely) bone devils, feed
and tend to the wants of the malebranche
laborers. Pit fiends are noticeably absent
from Baalzebul?s service on Maladomini;
the Lord of the Flies suspects all such of
being spies for Asmodeus, and is reluctant
to allow any of the creatures on the
same plane he inhabits.


 
 
Baftis (Princess of Hell) Neabaz (Duke of Hell) Barbatos (Duke of Hell) Abigor (Duke of Hell) Zepar (Duke of Hell)
Maladomini - - - Hell


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BAFTIS (Princess of Hell)
(Dead)

FREQUENCY: Unique (Very rare)
NO. APPEARING: 1
ARMOR CLASS: ?1
MOVE: 16?/30?
HIT DICE: 79 hit points
% IN LAIR: 80%
TREASURE TYPE: D, G
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 2-8 or by weapon
type +5
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 75%
INTELLIGENCE: Genius
ALIGNMENT: Lawful evil
SIZE: L (9? tall)
PSIONIC ABILITY: 220
    Attack/Defense Modes: All/all
 

Baftis is consort to Baalzebul, The
Lord of the Flies. A quiet, subservient
consort, she is more than a little afraid of
her lord, and rarely acts on her own
behalf without specific permission from
him. Baftis is somewhat proud and will
be outraged if her person or belongings
are threatened by lesser creatures. Her
fanged bite does 2-8 points of damage.
She normally carries a bronze spear.
Baftis can employ the following spelllike
powers, one at a time and once per
round: pyrotechnics, produce flame, wall
of fire, wall of smoke (= fog), animate
dead, dispel magic, charm person, suggestion,
detect invisibility, darkness 15?
radius, paralyzation (= hold person or
monster, by touch, lasts 1-3 turns; save vs.
paralyzation to avoid), teleport, and (fulfill
another?s limited) wish. Once per day
Baftis can employ a finger of death, and
thrice per day she can heal herself or others
(by touch). She causes fear by speaking
to a creature within 3? (save vs. spell
at ?1 to avoid). Baftis can summon 1-3
malebranche with a 70% chance of success.
She regenerates 1 point of damage
every 3 rounds.
 

Description: Baftis appears as a tall,
attractive, but rather forbidding human
female, save for her tall, spired horns,
batlike wings, crimson skin, and hooves.
She has no tail, and ? unusual for a
devil ? eyes of lavender hue. She almost
always wears loose, open robes; it is said
she is sensitive about the lighter shade of
her skin down her back ? of a human,
almost ivory hue. Once a human on the
Prime Material Plane uttered an oath
mentioning ?the pearly spine of Baftis,?
and she took that as a summons, appearing
and rending the unfortunate with her
jaws and claws (which do 1-3 damage
each when she is weaponless).
 
 

NEABAZ (Duke of Hell)

FREQUENCY: Unique (Very rare)
NO. APPEARING: 1
ARMOR CLASS: ?3
MOVE: 16?/30?
HIT DICE: 124 hit points
% IN LAIR: 15%
TREASURE TYPE: See below
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-6 or by weapon
type +4
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 70%
INTELLIGENCE: Exceptional
ALIGNMENT: Lawful evil
SIZE: M (6? tall)
PSIONIC ABILITY: 190
    Attack/Defense Modes: All/all
 

Neabaz serves Baalzebul as herald, and
as such is rarely idle. He respects his master
and likes his work, for he is placed in
the Nine Hells well above any station he
could achieve by his own means, due to
his association with the Lord of the Flies.
Physically weak in comparison to other
greater devils, Neabaz has by Baalzebul?s
orders been provided with magical weaponry
to augment his means of personal
defense. His bare fists do only 1-6 damage
each, and his chief attack is blood drain:
When his human-like mouth is open, he
can extrude a foot-long proboscis from
within, and suck blood (1-6 points per
round, both upon initial contact and
thereafter for as long as he can grip the
victim). Neabaz is careful and polite at all
times, fearing to offend an arch-devil (and
any creature may be a polymorphed archdevil,
to his slightly paranoid mind).
Neabaz can use the following spell-like
powers at will, one at a time and once per
round: pyrotechnics, produce flame, fireball
(2d6), dispel magic, detect magic,
read magic, read languages, tongues,
know alignment, detect invisibility, teleport,
and (fulfill another?s limited) wish.
Once per day he can slay living (by
touch), and at will he can cause fear in a
2? radius. Neabaz can summon (40%
chance of success) 1-3 malebranche, or
(50% chance of success) 1-4 bone devils.
He regenerates 1 hit point every 2 rounds.

Description: Neabaz appears as a
smoothly polite, cold-blooded, and very
handsome man ? save for his tiny
pointed horns and transparent, houseflylike
wings. He is customarily garbed in
black tunic (open at the shoulders to
accommodate his wings) and breeches,
with a hat and cape of rich, blood-red
silk. The cape is magical, having the ability
to give forth an aura of flames (treat as
a ?cold version? fire shield that will not
harm Neabaz?s wings) up to four times
every 24 hours at the wearer?s will, each
aura lasting up to three rounds as desired.
Neabaz also bears a flame tongue blade
that, when grasped, can know alignment
of any creature pointed at, and fire 9
magic missiles (1 missile per spell) every
24 hours. (These items are believed to be
of Prime Material Plane origin.) Neabaz
carries other treasure only upon Baalzebul
?s business and explicit orders.

BARBATOS (Duke of Hell)

FREQUENCY: Unique (Very rare)
NO. APPEARING: 1
ARMOR CLASS: ?3
MOVE: 16?
HIT DICE: 122 hit points
% IN LAIR: 60%
TREASURE TYPE: See below
NO. OF ATTACKS: 2
DAMAGE/ATTACK: By weapon type +7
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 70%
INTELLIGENCE: Exceptional
ALIGNMENT: Lawful evil
SIZE: L (12? tall)
PSIONIC ABILITY: 212
    Attack/Defense Modes: All/all

Barbatos is the marshal of Maladomini,
responsible for all of Baalzebul's armies
on that plane, and, through Moloch,
administering also the forces of Malbolge.
Authoritarian and a shrewd judge both of
his warriors and of tactical problems, he
has won Baalzebul?s respect and limited
trust. He has never displayed any personal
ambitions, nor (at any time) his
true feelings, so that among the hierarchy
of the hells his loyalty to his master, and
therefore his actions in any change of the
status quo, remain unknown.
 

Barbatos moves with lightning speed in
battle, having two weapon attacks per
round. He carries treasure only upon the
orders and specific business of Baalzebul,
and wears a gray cloak with a green hood
fringed in scarlet.
 

Barbatos can at will use the following
spell-like powers, one at a time and once
per round: pyrotechnics, produce flame,
dispel magic, detect invisibility, detect lie,
detect magic, charm person, fly, know
alignment, tongues, speak with animals,
repulsion, wall of fire, teleport, and (fulfill
another?s limited) wish. Once per day
he can use a symbol of sleep, and six
times per day he can cast a 4d6 fireball.
Barbatos breathes fear in a cone up to 4?
distant, 2? wide at its furthest extent (save
vs. breath weapon to avoid). He can
summon 1-4 malebranche with a 70%
chance of success, and regenerates 2 hit
points per round.

If summoned to the Prime Material
Plane, Barbatos will always appear with
2-8 malebranche. On that plane, he can
track as a ranger, pass without trace, and
move silently if he wills; break wizard
locks by touch; and detect treasure (of a
metal or mineral nature, as in the wand
of metal and mineral detection) in a 3?
radius. Those who know how to summon
him are few, because he and his malebranche
guard can usually destroy them
or bear them to the hells for torment.

Description: Barbatos appears as a
bearded, horned man-like giant with
crimson skin, black hooves, and a tail.
His eyes are green, and he talks with a
rich, persuasive voice.

ABIGOR (Duke of Hell)
 
 

FREQUENCY: Unique (Very rare)
NO. APPEARING: 1
ARMOR CLASS: ?2
MOVE: 14?/22?
HIT DICE: 120 hit points
% IN LAIR: 65%
TREASURE TYPE: A, I
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-16 or by weapon
type +7
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 70%
INTELLIGENCE: Exceptional
ALIGNMENT: Lawful evil
SIZE: L (7½? tall)
PSIONIC ABILITY: 210
Attack/Defense Modes: All/all
 

Abigor is a duke in the service of Baalzebul,
commanding 60 companies of
malebranche. He enjoys destroying other
creatures in battle, and will not miss a
chance to fight a weaker opponent. He
wields a +2 battleaxe and a mace, and if
he loses these in a skirmish he will
employ anything available. Weaponless,
he strikes with one massive fist while
warding off attacks with the other. A
blow from his hand does 2-16 damage.
Abigor can use the following spell-like
powers, one at a time and once per round:
pyrotechnics, produce flame, animate
dead, dispel magic, speak with dead (who
can have been dead for up to 600 days),
detect invisibility, detect magic, know
alignment, tongues, teleport, and (fulfill
another?s limited) wish. Once per day
Abigor can employ a symbol of stunning,
and once per day he can spell turn (as in
ring of spell turning) a spell cast at him
back at the caster (note that he can do this
even with a spell that his magic resistance
has protected him from). Abigor causes
fear by touch (save vs. spell at ?1 to
avoid). He can summon 1-2 malebranche
with a 70% chance of success, and regenerates
2 hit points per round.
 

Description: Abigor appears as an
ochre-skinned, hairless humanoid with
ruddy diabolic features, small horns,
black hooves, and a forked tail. He has
large crimson bat-like wings, and a loud,
bellowing voice.
 

ZEPAR (Duke of Hell)

FREQUENCY: Unique (Very rare)
NO. APPEARING: 1
ARMOR CLASS: ?3
MOVE: 14?
HIT DICE: 118 hit points
% IN LAIR: 65%
TREASURE TYPE: A, P
NO. OF ATTACKS: 1
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 70%
INTELLIGENCE: Exceptional
ALIGNMENT: Lawful evil
SIZE: M (5? tall)
PSIONIC ABILITY: 217
    Attack/Defense Modes: All/all

Zepar is a duke in the service of Baalzebul,
and leads 28 companies of malebranche.
Vicious and arrogant, he seldom
engages in combat, but uses his magical
powers and his servants to bully weaker
creatures. When in a black mood, he
wades into the hapless lemures and dishes
out all the punishment he can deliver. He
fights with a hand axe and a short sword,
both envenomed like those of an erinyes
(save vs. poison or faint for 1-6 melee
rounds).

Zepar can employ the following spelllike
powers at will, one at a time and
once per round: pyrotechnics, produce
flame, animate dead, spectral force, blink,
fly, detect invisibility, tongues, suggestion,
teleport, and (fulfill another?s
limited) wish. His touch can (at will)
cause one of the following: fear (save vs.
spell at ?1 or cower on the spot, dropping
weapons, if save fails); lust (cease hostilities
and approach the first creature of like
race and opposite sex; this effect lasts
only 4 rounds and ceases in any case
when the affected person is attacked ? by
Zepar, the intended object of his or her
affections, or another); or a shocking
grasp (11-18 points of damage). Once per
day Zepar can polymorph other (save at
?1) and once per day employ a symbol of
insanity. He can summon 1-3 malebranche
with a 70% chance of success, and
regenerates 1 hit point per round.

Description: Zepar appears as a slight,
dark-complexioned man dressed in scarlet
armor, with a grotesque clubfoot and a
forked tail. He has small horns (concealed
by his helm) and speaks in a grating, contemptuous
voice. Beneath his armor
(without which he is AC ?2) is crimson
skin, and a ?normal? human foot that
has retractile black catlike claws (1-4 raking
damage if unbooted).