9. Nessus


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

The vast and gloomy ninth and
nethermost plane of the hells is known as
Nessus, or Cocytus (after the lake therein),
and is the personal realm of Asmodeus,
Overlord of the hells. Asmodeus
inhabits a grand palace, a fey court of
darksome beauty, which rests upon the
floor of the lowest rift in Nessus. If this
abode has a name, it is little used and
unknown to men. It is known that smoke
rises from its very stones when they are
trod by one not of lawful evil alignment,
and that Asmodeus has gathered here all
objects that he finds beautiful (including
much seen as beautiful by man).
It is known that Asmodeus can summon
each arch-devil to his court here,
once a year, but more details of his palace
are few indeed, understandably, since few
travelers return whole to the Prime Material
Plane after being in the clutches of
the Great Devil himself. All manner of
beings may be found within its extensive
halls, for Asmodeus, a master strategist,
makes use of all the powers and talents
available in the hells to further his own
ends. His bodyguards and personal servants
are the mighty pit fiends; outside of
the palace, one is more likely to encounter
them in Nessus than any other creature,
for they are constantly flying here
and there at the Overlord?s bidding.
Knowledge of the geography of Nessus
is similarly incomplete and possibly inaccurate,
but it is known to be a rocky,
misty realm that holds many dangers for
the unwary.


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Lethe, the river of forgetfulness, winds
aimlessly about Nessus; no mortal has
ever found its source or outflow. All creatures
who touch its clear green waters
(except devils, who are immune to
Lethe?s power) must save vs. poison or be
permanently feebleminded (only a wish,
alter reality, or limited wish will reverse
this), and even if cured, victims will lose
all memories of the time preceding their
cure. Some say that the river Lethe flows
through dimensional space in some
incomprehensible way, and thereby also
flows on the Prime Material Plane. It
may thus provide another entry and exit
to the deepest plane of the hells ? but if
any have traveled this route and survived,
they do not talk of it.

The lake of Cocytus lies far from the
palace of the Overlord, high up in a bowl
of rock surrounded by crags. It is frozen; a
glassy-smooth surface of ice tens of feet
thick ? and within the ice are trapped
the bodies of all who have ever ventured
across it, for the ice always rises suddenly,
in jaws, to engulf them. A dispel magic
or slow will slow this action enough for a
creature to escape or be helped clear, in
haste, and a wall of force or even a wall of
ice will temporarily jam the jaws open
and also permit escape. A shatter spell or
the physical force wielded by most creatures
will not affect the ice, but a crystalbrittle
spell cast upon it will render the
ice fragile (to the extent of the spell?s area
of effect), subject to the effects of all normal
weapons and implements, and a
hammer of thunderbolts will shatter it
easily (perhaps also damaging a trapped
victim). Any magical and/or natural
combination of strength equal to a storm
giant?s (such as the natural might of
Asmodeus or Geryon) can affect the ice of
Cocytus.

On the slopes between the crags that
surround the Lake of Fear (Cocytus) and
the winding river Lethe stands a huge
wood of trees whose leaves are always
burning, but are not consumed by the
flames. A blazing branch taken from one
of these trees will burn ? equal in heat
and fire effects to a normal blaze, doing
1-4 points of burn damage per contact ?
ceaselessly, even if taken to another plane.
Water, cold, winds, lack of air, etc., will
not douse it, nor will water- or coldrelated
spells. Nothing short of a limited
wish will douse it while in the hells; outside
the hells, a dispel magic or contact
with the area of effect of a protection
from evil (for such a branch is strongly
evil) will extinguish it forever, but affect
normal fires will have no effect. If a
branch is broken off, it will bleed, yielding
a small quantity of blue-green ichor,
a substance fabled in magical lore as an
ingredient in many potions, spell inks,
and processes for the making of magical
items.

Within the course of the river Lethe is
the central area of Nessus, a region of
twisted and scorched rock broken by
many rifts and knife-edged ridges, and
within this area the firewinds sweep. A
firewind is a permanent wall of fire (as in
the spell) of triple strength and damage,
typically up to a quarter of a mile in
length, that sweeps over the ground in
the forefront of a howling wind (26?
movement rate). The firewinds blow at
random, and may join or break apart in
accordance with the topography of the
land or for no apparent reason. Usually
they will sweep over a creature on the
ground in a single round, enveloping it
briefly for 4-24 points of damage (save for
half damage). Loose garments, small
birds, and so forth may be blown away
with the firewind, but in its wake there is
relative calm. The bones of many creatures
litter this inner desolation of Nessus,
and a traveler will find that the rifts
grow deeper as one heads inward, so that
the bottom of the lowest plane of the
hells is a huge bowl or gulf. Here the air
is always smoky, and the firewinds howl,
and here, at the bottom of the lowest rift
(where the firewinds do not reach, but
pass overhead) is the infernally grand
palace of Asmodeus. Some sages say that
in the center of the palace is a great gate
that will allow transport from this place
to any plane (of the user?s choice) in the
multiverse. This gate, they say, will allow
passage of any number or amount of creatures
and objects, and Asmodeus cannot
destroy it or affect its operation. (Devils
and other creatures of lawful evil alignment
attempting to use it, regardless of
power, will be destroyed.) Some believe
that the Overlord deliberately built his
palace atop it so as to control access to
and from the hells; somewhere in the
Prime Material Plane, it is hinted, lies the
way into the Nine Hells via this gate. The
existence of this gate is supported by the
legend that to escape the hells, one must
descend to the deepest part of the plane.
The maker of the gate is unknown, but is
probably one or more of the greater gods.

Asmodeus rarely leaves his palace,
making his will known and acted upon
by servants of apparently unshakeable
loyalty. Adramalech serves him as chancellor,
recording the numbers, acquisitions,
and transformations of the lemures
and larvae, torments suffered by devils,
the names of those who serve the diabolic
on other planes, and the making and
terms of all pacts and contracts. The
Keeper of the Records answers to no one
but the Overlord himself, and has his
own tower in the palace, ringed at all
times by six pit fiends. This guard detail
is ordered by the pit fiend Baalberith,
major domo of the palace, probably at the
behest of Asmodeus, and is little liked by
Adramalech. A similar guard rings the
chamber or person of Bensozia, consort to
Asmodeus, at all times.

Another 54 pit fiends
round out the palace guard.
Phongor is the most feared devil in
Nessus, after Asmodeus himself; he serves
Asmodeus as inquisitor, and little infor
mation escapes his probing questions and
methods of persuasion.

The greatest pit fiend of all, the awesomely
scarred, broken-winged Alastor,
serves Asmodeus as executioner. His
strength is that of a storm giant?s, and he
never speaks. It is said in the hells that if
all were swept away and Asmodeus could
choose but one devil as a companion, that
one would be neither consort nor lieutenant,
but Alastor the Grim.
Another pit fiend, Martinet, is constable
of Nessus, responsible for the personal
armies of Asmodeus. These armies camp
eternally around the palace, and their
generals confer often with the Overlord.
These proud dukes are: Buer, who commands
15 companies of pit fiends; Morax,
leader of nine such companies; Bune,
general of 30 companies of malebranche;
Rimmon, head of five companies of ice
devils; and Zagum, leader of 30 companies
of barbed devils. It is said that the
nycadaemon Daerith once appeared
unannounced over the lake of Cocytus
and flew toward the palace of Asmodeus,
and before it reached the crags about the
lake was destroyed utterly, torn apart bodily
by pit fiends on patrol. With such
guardians, it is small wonder why the
mysteries of the plane are so many, and
the visitors who return whence they came
so few.


 
 
Bensozia (Queen of Hell) Adramalech (Chancellor of Hell) Phongor (Inquisitor of Hell) Buer (Duke of Hell) Bune (Duke of Hell)
Morax (Duke of Hell) - Rimmon (Duke of Hell) - Zagum (Duke of Hell)
Nessus - - - Hell

BENSOZIA (Queen of Hell)
 

FREQUENCY: Unique (Very rare)
NO. APPEARING: 1
ARMOR CLASS: ?2
MOVE: 18?/26?
HIT DICE: 86 hit points
% IN LAIR: 95%
TREASURE TYPE: C, R, X
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-12
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 80%
INTELLIGENCE: Genius
ALIGNMENT: Lawful evil
SIZE: M (6? tall)
PSIONIC ABILITY: 261
    Attack/Defense Modes: All/all

Bensozia is the consort of Asmodeus,
and staunchly supports her mate. She is
personally the most powerful of the consorts,
but her influence is entirely linked
with that of Asmodeus; it is said that
?Bensozia speaks not, save by the leave of
the Great One.? Bensozia seems happy in
her position, although she is not always
physically with Asmodeus, but her natural
manner is coldly polite and haughty,
seldom revealing her true feelings. She

bears a brass scepter that does 4-16 damage
to all creatures of good alignment,
3-12 damage to devils, and 2-8 damage to
others. Empty-handed, she strikes with
her hands for 2-12 damage.
Bensozia can use the following spelllike
powers at will, once per round and
only one at a time: pyrotechnics, produce
flame, animate dead, fireball (3d6),
lightning bolt (2d6), dispel magic, charm
person, charm monster, suggestion, ESP,
detect invisibility, detect magic, identify,
sending (to Asmodeus only), teleport, and
(fulfill another?s limited) wish. Twice per
day Bensozia can employ a finger of
death, and once per day heal herself. She
causes fear (6? range) by speaking to an
individual (save vs. spell at ?2 to avoid),
and can summon 1-2 pit fiends (50%
chance), or 1-4 malebranche (30% chance).
Bensozia regenerates 1 point of damage
every 3 rounds.
Description: Bensozia is a tall statuesque,
human-appearing devil. She has
long white hair, large glistening black
eyes, scarlet skin, large brown hooves,
and a forked tail. She always wears loose
black robes with a scarlet silk lining
within, and, as Queen of Hell, a diadem
of beaten gold set with large rubies (total
value 26,000 gp)
.
ADRAMALECH
(Chancellor of Hell)

FREQUENCY: Unique (Very rare)
NO. APPEARING: 1
ARMOR CLASS: ?1
MOVE: 14?
HIT DICE: 133 hit points
% IN LAIR: 90%
TREASURE TYPE: I, S, Z
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon type +6
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 75%
INTELLIGENCE: Genius
ALIGNMENT: Lawful evil
SIZE: M (6? tall)
PSIONIC ABILITY: 245
    Attack/Defense Modes: All/all

Adramalech, the cruel and malicious
Chancellor of Hell, aids Asmodeus
greatly from his tower in the Overlord?s
palace in Nessus. The Keeper of Records
answers only to Asmodeus, and spends
much of his time observing (through his
spies and openly recognized informants,
the latter including all pit fiends in the
hierarchy of the hells) events in the infernal
regions and elsewhere. The Infernal
Records (sometimes called ?The Book of
Fire? by men, although the records actually
take up many folios and papers) contain
all true names of devils known to
Adramalech (note that he has memorized
those of all dukes and arch-devils in selfdefense;
thus, none will attack him). He
also records the numbers, acquisitions,
and transformations of lemures and larvae;
torments suffered by devils; the ranks
and powers of all devils and suspected or
known alliance or deceptions among
them; the names, ranks, and locations of
all who serve the devils on other planes;
and the making and terms of all pacts
and contracts.
When not engaged in updating the
records or keeping an ear to the ground,
Adramalech likes to amuse himself by
watching weaker creatures ? particularly
humans and elves brought from the
Prime Material Plane ? being tortured
and slain by devils in the dungeons of the
palace or in the encampments of the
infernal armies outside its walls. Adramalech
carries a +2 staff which can slay living
(save at +1) by touch, and disintegrate
(devils save at ?1) by touch once in every 6
turns. His loyalty to Asmodeus is not
entire ? he often tries to conceal small
items of information or magical items
seized from intruders from the Overlord,
under the guise of absent-mindedness.
Adramalech can employ the following
spell-like powers at will, one at a time
and once per round: pyrotechnics, produce
flame, wall of fire, fireball (3d6),
dispel magic, detect lie, detect magic,
detect invisibility, ESP, know alignment,
read magic, read languages, tongues,
write, explosive runes, animate dead,
sending (to Asmodeus only), teleport,
identify, anti-magic shell, and (fulfill
another?s limited) wish. Once per day
Adramalech can unleash a meteor swarm,
and once per day he can use a symbol of
insanity. He causes fear by pointing at a
creature within 4? and speaking (save vs.
spell at ?1 to avoid). He can summon 1-3
pit fiends (55% chance) or 1-6 malebranche
(50% chance). Adramalech regenerates
1 hit point every round.

Description: Adramalech appears as an
aged, gray-bearded and balding man,
with cold, wet eyes that change hue from
emerald green through black to fiery
orange depending upon his mood
(enjoyment to fury, respectively). He has
normal human feet and hands, small
crimson barbed horns and a crimson
forked tail. He wears loose, flowing robes
of green, purple, russet, or black, and
beneath these is a humanoid body that is
crimson and scaly down the back, and
yellow-green and slimy down the front.

PHONGOR (Inquisitor of Hell)

FREQUENCY: Unique (Very rare)
NO. APPEARING: 1
ARMOR CLASS: ?1
MOVE: 16?
HIT DICE: 129 hit points
% IN LAIR: 80%
TREASURE TYPE: Q(x2), Z
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon type +5
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 80%
INTELLIGENCE: Genius
ALIGNMENT: Lawful evil
SIZE: M (6? tall)
PSIONIC ABILITY: 249
    Attack/Defense Modes: All/all

Phongor is the dreaded Inquisitor of
Hell; he is responsible directly to Asmodeus
for the provision of complete and
accurate news of the hells and other
planes. To do this, he has subverted the
spies of Adramalech (so that they report
first, and most fully, to him), enlisted
spies of his own (and spies to watch his
spies; he trusts no one), and perfected the
arts of torture on devils, the lesser creatures
of the hells, and intruders alike. Little
escapes his arts, and ?few return whole
in body or mind from Phongor?s gentle
grasp,? as it is said in the hells. In the
depths of the palace of the Overlord,
Phongor employs many delicate and brutal
instruments of torture. While in the
palace, he will always have two pit fiends
as bodyguards and 6-11 servant spined
devils.
In battle Phongor can employ any
weapon without ?to hit? or damage
penalties, but he favors his envenomed
whip (see the listing for erinyes in the
Monster Manual for effects of the venom).
The weapon is a cat-of-nine-tails with
tempered wire, rather than cord, as its
strands. Each strand does 1-4 points base
damage, and all nine strands are capable
of striking the same target in the same
round. Phongor himself can feel no pain,
and thus is unaffected by attacks until
physically disabled.
Phongor can use the following spelllike
powers at will, one at a time and
once per round: pyrotechnics, produce
flame, fireball (2d6), lightning bolt (2d6),
wall of fire, animate dead, dispel magic,
detect lie, know alignment, ESP, tongues,
detect invisibility, identify, sending (to
Asmodeus only), teleport, and (fulfill
another?s limited) wish. By touch, Phongor
can either cause disease (see DMG for
diseases), putrefy food & drink, or attack
with a shocking grasp. He can choose
from these three effects freely and change
between them without limit. Six times
per day he can use a symbol of pain, and
thrice a day he can heal himself or
another (by touch). Once per day he can
employ true seeing (lasts for 1-12 rounds,
as he wills, but is ended immediately if he
uses another of the above powers). Phongor
radiates fear in a 4? radius at will
(save at ?2 to avoid; this power affects
even devils below the rank of duke). He
can summon 1-2 pit fiends (60% chance)
or 1-6 spined devils (65% chance). Phongor
regenerates 1 hit point per round.

Description: Phongor appears as a
dead-white skinned man with glittering
pink eyes, a hoarse, hissing voice, tiny
horns and oily black hair, a forked tail,
and red hooves. He wears open purple or
black robes, and a belt to carry his whip.
BUER (Duke of Hell)

FREQUENCY: Unique (Very rare)
NO. APPEARING: 1
ARMOR CLASS: ?2
MOVE: 22?
HIT DICE: 126 hit points
% IN LAIR: 90%
TREASURE TYPE: H, Q(x4)
NO. OF ATTACKS: See below
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 70%
INTELLIGENCE: Exceptional
ALIGNMENT: Lawful evil
SIZE: L (10? long)
PSIONIC ABILITY: 226
    Attack/Defense Modes: All/all
Buer is a duke in the service of Asmodeus,
commanding 15 companies of pit
fiends. He is inclined to melancholy
demeanor and, although always polite in
speech, appears to delight in practical
jokes. It should be remembered, however,
that his words and actions are perfectly
controlled, and are generally intended to
further a specific aim or purpose. His
loyalty to Asmodeus has never been questioned,
and he keeps a careful eye on the
whereabouts and activities of his forces.
Buer can use the following spell-like
powers, one at a time and once per round:
pyrotechnics, produce flame, flame arrow
(by touch), animate dead, lightning bolt
(4d6), dispel magic, fly, remove (or bestow)
curse (by touch), find familiar (for
another; imps only), cure (or cause) disease
(by touch), detect invisibility, detect
magic, know alignment, teleport, and
(fulfill another?s limited) wish. Twice per
day he can cause a flame strike, and once
per day he can use a symbol of hopelessness
or one of discord. He causes fear by
his bellow (6? effective range; save vs.
spell to avoid), and can summon 1-3 pit
fiends (70% chance). Buer regenerates 2
hit points per round.
Description: Buer resembles a centaur
(human torso with arms, horse?s body)
with gleaming silver skin and white hair.
He has staring red eyes and red horns,
and his four hooves are cloven and have
crimson fetlocks. He wears a belt about
his body, carrying a +2 mace and a +1
bow; the belt also carries four quivers
(two on each side) containing 20 arrows
each. He can flame arrow and fire such a
shaft in one round, or fire two arrows, or
strike twice with his mace.
From Buer?s hips (that is, the upper
portion of his back, just above the forelegs)
protrude six 10?-long prehensile tentacles,
which have no strength to grip but
can flail at any opponents (up to six
separate targets) within 1?. Each tentacle
slaps for 2-8 corrosive, stinging acidic
damage per strike. Each tentacle can
withstand 6 cumulative points of damage
before being severed. Note that Buer will
regenerate damage to these along with the
rest of his body.
 
 

BUNE (Duke of Hell)

FREQUENCY: Unique (Very rare)
NO. APPEARING: 1
ARMOR CLASS: ?3
MOVE: 12?/18?
HIT DICE: 136 hit points
% IN LAIR: 90%
TREASURE TYPE: I, Q(x10), W, Z
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 2-5 or by weapon
type +8
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 70%
INTELLIGENCE: Exceptional
ALIGNMENT: Lawful evil
SIZE: L (12? tall)
PSIONIC ABILITY: 229
    Attack/Defense Modes: All/all

Bune is a duke in the service of Asmodeus,
commanding 30 companies of
malebranche. He is greedy (fond of material
wealth) and enjoys manipulating
lesser beings of all sorts (including his
warriors). His loyalty to Asmodeus is
solid, but he is naturally ?cheeky? to and

defiant of all beings of whom he is scared
(in other words, those stronger than himself).
Asmodeus tolerates this because of
all the dukes, Bune is the quickest and
most careful in the execution of his
orders. Bune is content with his position,
sees Asmodeus as the most powerful archdevil
and thus the safest lord, and will
not betray him.
Bune can use the following spell-like
powers at will, one at a time and once per
round: pyrotechnics, produce flame, animate
dead, dispel magic, detect invisibility,
detect magic, tongues, locate object,
flaming sphere, magic missile (6 missiles
per spell), teleport, and (fulfill another?s
limited) wish. Once per day Bune can cast
a cone of cold (9d4 +9), once per day heal
himself, and once per day use a symbol of
death. Bune causes fear (save vs. spell at ?
2 to avoid) by touch, and can summon 1-4
malebranche (70% chance of success) or a
pit fiend (40% chance of success) to his
aid. Bune regenerates 2 hit points per
round.

Description: Bune appears as a malebranche,
except that his scaled body is
green in hue (coppery on the belly and
loins), and his talons are silvery in color.
Bune?s head, however, is human ? with
dog-like furry ears and a great griffon-like
beak. His voice is high-pitched and lilting,
although he will screech if he
becomes infuriated, and he is an excellent
mimic of other beings.

Bune fights with a saw-edged sword,
shaped somewhat like a leaping flame
(2-8 base damage), and a trident. He bears
the sword and any treasure (in a pouch)
by means of a belt, but rarely wears any
other clothing. Bune?s bite does 2-5 damage;
if he is unarmed, his claws do 2-8
damage each, but he will snatch up a
weapon at any opportunity.
 
 

MORAX (Duke of Hell)

FREQUENCY: Unique (Very rare)
NO. APPEARING: 1
ARMOR CLASS: ?3
MOVE: 12?/16?
HIT DICE: 135 hit points
% IN LAIR: 90%
TREASURE TYPE: H, I, Y
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 3-12/3-12
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 75%
INTELLIGENCE: Exceptional
ALIGNMENT: Lawful evil
SIZE: L (12? tall)
PSIONIC ABILITY: 223
    Attack/Defense Modes: All/all

Morax is a duke in the service of
Asmodeus, leading nine companies of pit
fiends. He is a being of few (and wellchosen)
words, but exults in a good fight.

He often wrestles with the pit fiends
under his command, hurling them about
and roaring. He is respected by the pit
fiends for his fairness to them and his
loyalty to Asmodeus. He despises weakness,
and is angered by creatures who
bluff or presume to have a strength or station
they do not possess or deserve. Morax
respects Bifrons, Geryon, Asmodeus, and
other physically strong devils, and has little
time for ?sneaks? or those who ?hide
behind magic? (for example, Phongor
and Adramalech, in Nessus). Morax and
Alastor are good friends, and will aid
each other when one is in need, knowledge
of the situation and opportunity
permitting.

Morax can use the following spell-like
powers, one at a time and once per round:
pyrotechnics, produce flame, fireball
(2d6), dispel magic, detect invisibility,
detect magic, teleport, and (fulfill another
?s limited) wish. Once per day he can
cause earthquake, and once per day use a
symbol of stunning. He causes fear by
touch (save vs. spell at ?2 to avoid), and
can summon 1-3 pit fiends (75% chance)
at will. Morax regenerates 2 hit points per
round.

Description: Morax is a cloven-hooved,
humanoid devil. He has a bull-like head,
with massive curved horns (somewhat
like Moloch), bat-like wings, and heavily
muscled arms. He has a short forked tail.
His entire body is a dark, dirty brown in
hue, and his eyes are scarlet. He has a
cluster of 2-inch-long spines on his chest,
and in battle loves to hug victims against
this cluster (piercing and crushing damage
of 4-24 points per round). He prefers
to fight by hurling two throwing axes
and then closing with opponents to use
his hands (3-12 each). If he wields a weapon
(a rare thing), Morax does damage by
weapon type +7.
 
 

RIMMON (Duke of Hell)

FREQUENCY: Unique (Very rare)
NO. APPEARING: 1
ARMOR CLASS: ?4
MOVE: 9?
HIT DICE: 125 hit points
% IN LAIR: 90%
TREASURE TYPE: Q(x6), R
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-8/2-8/4-16
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 65%
INTELLIGENCE: Exceptional
ALIGNMENT: Lawful evil
SIZE: L (12? tall)
PSIONIC ABILITY: 224
    Attack/Defense Modes: All/all

Rimmon is a duke serving Asmodeus.
He leads five companies of ice devils in
battle, and appears as an ice devil with a
handsome, human-like diabolic horned
head. He is nasty and sarcastic and little
liked in the hells, but he is loyal to
Asmodeus and has little personal pride.
Rimmon rarely fights with a trident, getting
2 attacks per round, one for weapon
damage +6 and the other 4-16 for his tail.
Unarmed, he does 2-8 damage with each
set of claws plus 4-16 for his tail.
Rimmon can use the following spelllike
powers, one at a time and once per
round: pyrotechnics, produce flame, fly,
dispel magic, detect invisibility, detect
magic, wall of ice, ice storm, cone of cold
(5d4 +5 damage), lightning bolt (4d6
damage), teleport, and (fulfill another?s
limited) wish. Twice per day he can
unleash chain lightning (7d6), and once
per day he can use a symbol of pain.
Rimmon radiates fear in a 2? radius at
will, has 60? infravision, and regenerates
2 hit points per round.
ZAGUM (Duke of Hell)

FREQUENCY: Unique (Very rare)
NO. APPEARING: 1
ARMOR CLASS: ?2
MOVE: 12?
HIT DICE: 127 hit points
% IN LAIR: 85%
TREASURE TYPE: C, P
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 3-12/3-12/4-16
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 65%
INTELLIGENCE: Exceptional
ALIGNMENT: Lawful evil
SIZE: L (16? tall)
PSIONIC ABILITY: 228
    Attack/Defense Modes: All/all
Zagum is a duke serving Asmodeus,
and commands 30 companies of barbed
devils. He is ambitious and cold-blooded,
but considers cruelty a self-indulgent
waste of time, whereas humor (laughing
with fellow devils) pays dividends in
terms of comradeship, mutual aid,
respect, and cooperation. Therefore
Zagum has a sense of humor, if a coarse
one, and is constantly inventing jokes or
stunts that amuse rather than harm.
Zagum can use the following spell-like
powers, one at a time and once per round:
pyrotechnics, produce flame, wall of fire,
dispel magic, hold person, hold monster,
fly, teleport, and (fulfill another?s
limited) wish. Twice per day he can cause
a flame strike, and once per day employ a
symbol of pain. He causes fear by gaze (1?
effective range, save vs. spell at ?2 to
avoid), and can summon 1-4 barbed devils
(75% chance of success) as desired. Zagum
regenerates 2 hit points per round.
Description: Zagum appears as a gigantic
barbed devil, with a long (15?) tail and
a jagged row of barbed spines running up
his back, culminating in a bony collar
edged with spines at the back and sides of
his head. His scaled skin is crimson in
hue, his eyes yellow with black pupils.