5. Stygia


 
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 #75

The fifth plane of the Nine Hells
derives its name from the Styx, the
mighty river of black, opaque water that
falls from the endless encircling mountains
and swells into a vast salt swamp
that fills much of the plane. Stygia is
ruled by Geryon from his huge castle,
Tantlin, which lies at the center of the
plane, the swamp curving about it for
slightly less than half the run of its high
stone walls. Stygia is a chilly place, lit by
lightning flashes and ?cold fires? (weird
white flames that are freezing cold and do
2-12 points of damage per round of contact)
that burn on rocky peaks for some
time after a lightning strike. It is not
known precisely what these flames feed
on ? they appear to blaze on bare rock ?
and they leave no trace on rock or ice.
Much of Stygia?s landscape is high,
tumbled rock and ice. Avalanches and
electrical storms are common, and
?shooting stars? of ice sometimes hurtle
across the sky from the peaks, smoking,
to plunge into the swamp far below.
The swamp itself is constantly disturbed
by splashes and wails, for it is the
abode of the styx devils, who torment
lemures constantly unless summoned by
Geryon to undertake a mission. Sometimes
a bone devil or horned devil will
enter the swamp to join in the fun, or to
chase a few styx devils, but on such occasions
all of the styx devils present will
eventually unite to drive them out.
Beneath the swamp lies a cold and
lightless ocean, home to giant octopi and

squids, whales, and many smaller, blind
fish. There are no sharks or killer whales,
however, for in the utter depths Sekolah,
a great white shark, cruises. She long ago
devoured all potential rivals, and now
swims supreme, ignored by the devils, as
the ruler of her deep realm. If there ever
was an aquatic race of any sort at the bottom
of this black river ? sahuagin, diabolic,
or otherwise ? there is none now.
The sahuagin of the Prime Material
Plane worship Sekolah (see the DDG
book) but she appears totally disinterested
in all matters except where her next meal
is coming from. Much of the upper
reaches of the ocean are always frozen (if
they were not, much of the vegetation
that makes up the swamp would have
sunk to the ocean floor long ago), and
Sekolah very rarely comes to the surface.
When she does, lemures, hell hounds, and
devils alike usually make a hasty exit
from the surrounding area.


 

Geryon seldom leaves his great castle.
He delights in physically battling lesser
devils and captured intruders within the
walls of Tantlin, sometimes chasing them
for long periods of time throughout the
halls of the castle and the gravel-strewn
mines nearby, where Tantlin?s blocks
were and still are quarried, eternally, by
captives, spined and barbed devils, and
the like. Geryon delights in luring powerful
creatures from other planes (that is,
from outside the hells) to Stygia with
carefully contrived tales of magic, lore, or
other treasure, so that they can be the victims
for one of his cruel hunts. Any survivors
of these unsporting events go to
the quarries. (Geryon, by the way, is
immune to the strength-sapping power of
the bone devils? tail poison.)
One of the most powerful members of

Geryon?s retinue is Herodias, whose title
is magistrate. Herodias is responsible for
the security of the realm and the training
and ordering of Geryon?s legions of bone
devils, and for assuming command of the
defenses of Tantlin whenever Geryon is
hunting.

Geryon?s bailiff, Gorson, concentrates
on external matters. It is Gorson who
observes the day- to-day activities and
internal politics of the other planes of the
Nine Hells, and who (unless Geryon steps
in to do this directly) orders and coordinates
the styx devils in their individual
missions about the planes.

Geryon is perhaps the most satisfied or
contented of the archdevils, and the least
interested in the endless political struggle
among the devils for more power,
although he never misses a chance to act
to the detriment of his foe Moloch, ruler
of the sixth plane, or his other neighbor,
Belial. Herodias and Gorson safeguard
his interests (under the watchful eye of
Cozbi, Geryon?s consort), gaining much
actual power while always acting in
Geryon?s name, and allowing Geryon to
continue his ?hunts? by, if not increasing
his force and influence, at least preventing
their erosion.

Newcomers to Stygia will find that it is
cold (why the swamp and the river Styx
do not freeze is a mystery to one accustomed
to conditions on the Prime Material
Plane), with little shelter outside
Tantlin, and there is nothing to eat
unless one has a taste for the flesh of devils,
lemures or hell hounds. (It is not certain
if such flesh is edible by humans.
Some mad adventurers in the Realms
have boasted of eating the flesh of devils,
but the truth of their claims is unknown.
If their words are true, it is impossible to
say if such food is poisonous to some,
carries any diseases or parasites, or if it in
fact has caused their mental conditions.)
Tantlin, however, is said to be richly provisioned
and furnished, crammed with
the bric-a-brac of centuries of plundering
the wealth of other planes. (Before he
gained the rulership of his own plane,
Geryon was wont to undertake extended
pillaging expeditions through the Prime
Material Plane whenever summoned
there by a foolish mortal ? and he
always sought out the most dangerous,
and richest, foes.)
 

Geryon?s vassals are outwardly loyal,
and are often called upon to protect their
master?s interests. They include Amon,
who commands 40 companies of bone
devils; Agares, who commands 31 companies
of bone devils; Machalas, who
leads 11 companies of barbed devils; and
the pit fiend Fecor, who leads 8 companies
of malebranche.
 

The fiefs of these dukes lie between
Tantlin itself and the rockiest heights of
the endless, frozen mountains, consisting
of rising land and many long, twisting
rocky canyons and hanging valleys.
There are a few remote volcanic rifts in
the mountains, commonly known as
?steam trenches,? where the malebranche
dwell unless ordered elsewhere.


 
 
Cozbi (Princess of Hell) Gorson (Duke of Hell) Herodias (Duke of Hell) Agares (Duke of Hell) Machalas (Duke of Hell)
Stygia - - - Hell

COZBI (Princess of Hell)


 

FREQUENCY: Unique (very rare)
NO. APPEARING: 1
ARMOR CLASS: -1
MOVE: 14?/24?
HIT DICE: 67 hit points
% IN LAIR: 90%
TREASURE TYPE: C, E
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon type +4
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 70%
INTELLIGENCE: Exceptional
ALIGNMENT: Lawful evil
SIZE: L (7? tall)
PSIONIC ABILITY: 229
    Attack/Defense Modes: All/all

Cozbi is consort to Geryon, ruler of the
fifth plane of the Nine Hells, and is perhaps
the quietest and least forceful of the
diabolic princesses ? but she is no easy
mark. Cozbi watches her master?s interests
carefully at all times, for she knows well
the hatred that both Moloch and Belial
hold for Geryon, and she is aware of
Geryon?s relative weakness among the
archdevils. She mistrusts both Herodias
and Gorson, and is said by some to be
friendly with the outcast devil Nergal (see
Avernus section). In battle, Cozbi throws
poisoned knives (Insinuative Type D;
DMG, p. 20), and fights with a +1 spear.
Cozbi can employ the following spelllike
powers, using them one at a time and
one per round: pyrotechnics, produce
flame, animate dead, detect invisibility,
charm monster, charm person, suggestion,
dispel magic, know alignment,
invisibility, polymorph self, read magic,
ice storm, teleport, and (fulfill another?s
limited) wish. Four times per day she can
cast a 4-dice lightning bolt, and once per
day she can employ a finger of death. She
causes fear by speaking to an individual
(save vs. spell to avoid). She can summon
(40% chance) 1-2 styx devils or, if she
chooses, 1-4 bone devils (70% chance of
success). Cozbi regenerates 2 points of
damage every turn.

Description: Cozbi appears as a beautiful,
unnaturally tall woman with chalkwhite
skin and long (thigh-length) pale
green hair. Her eyes are fiery green and
her long nails are black. She wears belted
robes and jewelry when in Tantlin, but
when fighting or otherwise active strips
her garments away, whereupon her diabolic
nature is revealed. Her hooves are
tiny and delicate, easily concealed by
boots, and Cozbi customarily wraps her
forked tail about her waist, or hangs it
over one arm. Her skin is shaded pink to
red on her belly, and red from the hips
down, but her arms and upper torso are
chalk-white. Her hair usually hides two
tiny horns that form a crescent upon the
crown of her head, and her canine teeth
are slim, vampire-like fangs (1-2 points of
biting damage, but in a serious fight
Cozbi will rarely let an opponent get
close enough to allow her to employ this
bite).
 

GORSON (Duke of Hell)
FREQUENCY: Unique (very rare)
NO. APPEARING: 1
ARMOR CLASS: -2
MOVE: 14?
HIT DICE: 126 hit points
% IN LAIR: 55%
TREASURE TYPE: A, G, P
NO. OF ATTACKS: 2
DAMAGE/ATTACK: By weapon type +7
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 70%
INTELLIGENCE: Genius
ALIGNMENT: Lawful evil
SIZE: M (6? tall)
PSIONIC ABILITY: 231
    Attack/Defense Modes: All/all

Gorson is Geryon?s bailiff, and in this
capacity is up to his neck in the intrigues
and activities of the hierarchy of the hells.
A quiet, careful devil who says nothing
he does not intend to, and plans ever for
the future, Gorson is acutely aware of
Geryon?s relative weakness in comparison
to the other archdevils. As a result, he
always acts to strengthen the standing of
"The Great Beast," but in such a way as
to make Gorson himself appear useful,
reasonable, and noncommittal to diabolic
observers ? future masters or allies -
outside of Stygia. He will be quick to deal
with intruders to Stygia, but will seek to
keep any items seized or any knowledge
gained about intruders from others as
much as possible.

Gorson can employ the following
spell-like powers, one at a time, and once
per round: pyrotechnics, produce flame,
ice storm, animate dead, dispel magic,
detect invisibility, polymorph self, invisibility
read magic, friends, hold person,
teleport, and (fulfill another?s limited)
wish. Gorson causes fear by pointing at a
target (one creature per round) within 6?
range, and can use a symbol of stunning
once per day. He can summon 1 styx
devil (25% chance), 1-3 bone devils (60%
chance), or 1-2 barbed devils (65%
chance). Gorson regenerates 1 hit point
per round.

Description: Gorson appears as a
yellow-skinned, hawk-nosed man with
black-hued eyes, small horns, a tufted
lion-like tail, and black hooves. He wears
saffron robes and bears a scimitar. His
voice is soft and cultured; his advice and
arguments always appear sound, sensible,
and convincing. In battle, Gorson
appears to let out all of his pent-up feelings
and go berserk, exulting in the
rough-and-tumble, This is the origin of a
saying in the hells, referring to someone
hurrying, that the individual looks like
?Gorson unleashed.?
 

HERODIAS (Duke of Hell)

FREQUENCY: Unique (very rare)
NO. APPEARING: 1
ARMOR CLASS: -2
MOVE: 18?
HIT DICE: 129 hit points
% IN LAIR: 60%
TREASURE TYPE: A, S, G, P
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 3-12/3-12, or by
weapon type +7
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 70%
INTELLIGENCE: Genius
ALIGNMENT: Lawful evil
SIZE: L (8? tall)
PSIONIC ABILITY: 236
    Attack/Defense Modes: All/all

Herodias serves Geryon as magistrate,
and is a devil of great pride and ambition.
He fully expects to one day be master of
the Nine Hells, and favors any change in
the present regime as a step in his inexorable
rise to the top.
 

Herodias can employ the following
powers, one at a time and once per round:
pyrotechnics, produce flame, ice storm,
wall of ice, animate dead, dimension
door, dispel magic, detect magic, detect
invisibility, polymorph self, read magic,
suggestion, charm person, hold monster,
hold person, teleport, and (fulfill another
?s limited) wish. Herodias causes fear by
touch (save vs. spell at -2 to avoid). Once
per day he can disintegrate one creature
or item of up to twice his own size, and
twice per day he can cast feeblemind.
Once per day he can employ a symbol of
hopelessness. He can summon 1-4 bone
devils with a 60% chance of success.
Herodias is able to regenerate 2 hit points
per round.
 

Description: Large and portly, Herodias
has a humanoid body of scarlet hue,
and massive, muscled arms. He has a
small forked tail and small, bat-like (useless)
wings. His face is round and sinister
and startlingly human in appearance,
and his horns are tall, curving inward
and then out again like a goat?s. His
hooves are black.

AGARES (Duke of Hell)

FREQUENCY: Unique (very rare)
NO. APPEARING: 1
ARMOR CLASS: -1
MOVE: 15?
HIT DICE: 119 hit points
% IN LAIR: 60%
TREASURE TYPE: G, P
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon type +6
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 65%
INTELLIGENCE: Exceptional
ALIGNMENT: Lawful evil
SIZE: L (8? tall)
PSIONIC ABILITY: 232
    Attack/Defense Modes: All/all
 

Agares, vassal to Geryon, is a duke who
commands 31 companies of bone devils.
He and Amon, Geryon?s most powerful
duke, bear no great love one for another,
and several times Herodias has had to
head off open warfare between the two.
Agares customarily fights with a +1 ironshod
staff, but will use any weapons at
hand in a fight.
 

Agares can employ the following spelllike
powers, one at a time and one per
round: pyrotechnics, produce flame,
know alignment, dispel magic, animate
dead, ice storm, detect invisibility, slow,
cause earthquake, hold person, hold
monster, tongues, wall of ice, teleport,
and (fulfill another?s limited) wish.
 

Agares radiates fear in a 1? radius, at will
(save vs. spell to avoid). Once per day he
can use a symbol of pain. He can summon
1-4 bone devils with a 65% chance of
success, and regenerates 1 point of damage
every 3 rounds.
 

Description: Agares appears as an old
man, and has a brittle, quavering voice.
He often bears a hawk at his wrist;
these birds he captures or bargains for on
the Prime Material Plane when summoned
thence, and he enjoys training
them as messengers or companions. He
has gray-scaled, clawed reptilian feet, and
a ruddy facial complexion that deepens to
a scarlet body skin hue (usually concealed
by robes). Agares has a stumpy, gray reptilian
tail, and a humanoid body with
curved, irregular-looking ribs that make
his ribcage look knotted and deformed.
Tufts of gray beard are matched by small,
stubby gray horns. Agares has watery red
eyes and red hooked nails.

MACHALAS (Duke of Hell)

FREQUENCY: Unique (very rare)
NO. APPEARING: 1
ARMOR CLASS: -2
MOVE: 16?/21?
HIT DICE: 122 hit points
% IN LAIR: 60%
TREASURE TYPE: G, P
NO, OF ATTACKS: 2
DAMAGE/ATTACK: 2-8, or by
weapon type +6
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 60%
INTELLIGENCE: Exceptional
ALIGNMENT: Lawful evil
SIZE: L (12? tall)
PSIONIC ABILITY: 201
Attack/Defense Modes: All/all

Machalas is a duke commanding 11
companies of barbed devils at the direction
of his master Geryon. The least of
Geryon?s dukes in both personal power
and influence, Machalas encourages the
feuding between his fellow dukes Amon
and Agares, while taking the side of
neither, and hopes to appear Geryon?s
most steadfast and reliable vassal so as to
gain the favor of ?The Wild Beast.?
Once per round, Machalas can employ
one of the following spell-like powers:
pyrotechnics, produce flame, ice storm,
push, blink, jump, know alignment,
detect invisibility, read magic ESP, dispel
magic, animate dead, wall of ice, teleport,
and (fulfill another?s limited) wish. Once
per day he can cause insanity (save vs.
spell at -1 to avoid; see DMG for types)
by touch, and once per day he can use a
symbol of stunning. He radiates fear in a
1? radius at will. He can (70% chance of
success) summon 1-3 barbed devils. He
regenerates 1 hit point every 2 rounds.

Description: Machalas appears as a tall,
thin humanoid with black, scaly skin, a
black forked tail, black cloven hooves,
large black batlike wings, and large jaws
(2-8 damage from bite in combat). A
nimble flyer, he usually wields a +2 axe
or a normal spear in combat. His horned
head is a startling fiery red, and his eyes
are slanted and entirely white, so that
they appear to have no pupils or irises
unless examined very closely. His face
appears ugly and batlike (the jaws most
prominent), and his voice is a soft,
menacing, hissing tone.