Bestiary: Hells

From HGWiki

Jump to: navigation, search
Type/Rank Paragon Superior Elite
AB +3 +6 +9
AC +3 +6 +9
Saves +3 +6 +9
Abil Checks +4 +8 +12
Save Checks +2 +4 +6
Skill Checks +10 +20 +30
Spell Resistance +4 +8 +12
Abilities +6 +12 +18
Skills +8 +16 +24
  Skill Increase includes Stat Change

Individual entries have not been given to Paragon, Superior and Elite versions of Hell Monsters. Instead any new abilities they add are listed under the Paragon Notes section of each Monster, as well as their healing element. To work out saves, checks, SR and AB the below table can be used as a fairly accurate guide. If you want to know the numbers on a Superior, simply add the numbers in the Superior column to the base stats of the ordinary monster. These numbers do not seem to always be accurate, AB especially, but it is a rough guide.


Contents

Monster Name (Paragon Name)


Race: What type of creature this is. This is important for Turners and Rangers. HP: (optional) Estimated total HP SP: (optional) Creature's spell penetration score SR: Spell Resistance TR: Turn Resistance and type if not Outsider
AB: Attack Bonus AC: Armour Class Saves: F Fortitude Save / R Reflex Save / W Will Save Conceal: What percentage concealment a creature has, this is pre-blindfight/listen. KB: Whether the creature has kickback, and if so what element/exotics it consists of, and whether or not it is (area-wide) (every time you hit it, everyone in the party gets hit back) or (personal) (just the hitter gets hit back).
Takes: What damages the monster is most vulnerable to (such as Acid, Cold, Electrical, Fire, Sonic, Divine, Magical, Negative, or Positive). Heals: This is the damage type (can be an element or exotic) that heals the Superior and Elite versions of this is monster. For the normal and paragon creatures, it is irrelevant. Deals: This are the main damage types dealt by this monster
Misc Imm: Non-spell immunities possessed by this monster. Examples include: Critical Hits, Death Magic, Mind Spells, Petrification, KD
Spell Imm: Spell Immunities possessed by the monsters. Examples include: Drown, Implode, Disintegrate, Forceful Hand, Grasping Hand, Clenched Hand, Crushing Hand.
Special Abilities: This lists any special abilities the creature has, such as stun, KD or slag (there are many others) abilities, and the DC at which these checks are made.
Occurs in: This lists on which layers of the hells, or as a random spawn, this creature can occur.
This details how to deal with this creature, whether they are a high priority target and sometimes further explanation of any special abilities.

Notes on special abilities specific to the Paragon versions of this creature.
The creature's description, as is found when you examine the creature.


Abishai (Chosen of Tiamat)


Race: Outsider SR: 70 TR: 68
AB: 115 AC: ? Saves: F 51 / R 48 / W 53 Conceal: (none) KB: (none)
Takes: Pi Sl, Di (see notes), b Heals: (see notes) (superior+) Deals: Ma (see notes)
Misc Imm: Death Magic Mind Spells
Spell Imm: Harm, and Mass Harm
Special Abilities: Inflicts vulnerability to chosen element on hit
There are actually 5 different types of Abishai; the only difference between them is their color and elemental weakness. These are the basic footsoldiers of the hells and pose little threat to parties. Black Abishai deal and can be healed by Ac, and are vulnerable to Co Fi and s. Blue Abishai deal and can be healed by El, and are vulnerable to Ac Co and s. Green Abishai deal and can be healed by Ac, and are vulnerable to Co El and f. Red Abishai deal and can be healed by Fi, and are vulnerable to Ac Co and s. White Abishai deal and can be healed by Co, and are vulnerable to El Fi and s.

Paragon Abishai inflict greater vulnerabilities to their chosen element on hit. Further they are weaponmasters and have huge critical threat ranges, allowing Elite Abishai to make short work of near any tank.
Abishai are one of the least forms of baatezu. They are the footsoldiers in the eternal Blood War between demon and devil, and are not particularly bright compared to most other devils.

Advespa (Swarm Master)


Race: Vermin SR: 90 TR: 62 (Vermin)
AB: 118 AC: ? Saves: F 54 / R 51 / W 57 Conceal: (none) KB: (none)
Takes: Bl Sl, Ac Fi Ne, p s Heals: Co (superior+) Deals: Co El Di
Misc Imm: Critical Hits Level/Abil Drain Knockdown Petrification Poison Entangle / Charm Confuse Domination Fear (paragon+)
Spell Imm: Harm, Mass Harm, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: Dexterity Check: DC 36 vs KD, Lowers Fortitude Save
Lacks Death Magic or Mind Spells immunities so can be easily killed using Wail of the banshee or Weird (Swarm masters and above are immune to Mind Spells) once their SR has been reduced. Good target to dominate, be careful around party KB creatures on layers below Avernus however.

Swarm Masters have a chance of depositing eggs in their opponents. This is an on-hit Reflex save vs. Disease DC 65 and produces the text 'The swarm master plants something in your chest' if you fail. If this happens and do not get a caster level 41 or higher Remove Disease cast on you, then next time you transition (including return from resting in the parallel dimension) they will hatch. This kills you and produces three new Advespas, each of which may be a Paragon depending on the demi count. There is no way to check once infected so if you have been in combat with a paragon Advespa for a period of time it is advisable to request a cure disease before resting or area transit unless you like unpleasant surprises.
Advespas are female, wasp like devils that patrol the skies above the infernal planes. They are often found under the command of more powerful baatezu. An advespa appears as a huge heavy-bodied wasp with a female face. It has small, antenna like horns, protruding humanoid features, dripping mandibles, a chitinous hide, and a pair of dark, resilient, insect wings. Its lower abdomen terminates in a barbed poisonous stinger, which may be brought up over the creature's head in the manner of a scorpion's tail.

Amnizu (Ephasiarch)


Race: Outsider SR: 84 TR: 79
AB: 120 AC: ? Saves: F 53 / R 52 / W 57 Conceal: 80% KB: (none)
Takes: Sl, El Fi Di, b p a Heals: Co (superior+) Deals: Co So Ma
Misc Imm: Death Magic Mind Spells Petrification Entangle
Spell Imm: Harm, Mass Harm, Word of Faith, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: Will Check: DC 55 vs Amnesia, Strength Check: DC ?? vs Stun.
An Amnizu's amnesia ability will cause those who fail their save to lose all their memorised spells and abilities. As such they should be a priority for tanks (especially assassins and rangers) to target. They can be killed with Heartbane but this will require their saves to be reduced to have a good chance of success. Often seen as a viable candidate for Greater Ruin.

Amnizu, also known as Styx devils, are found throughout the Hells, guarding means of ingress and egress, most especially the River Styx. They are among the greatest of Baatezu, and serve as generals in Hell's armies, commanding companies of lesser devils.

Arachill (Frostweaver)


Race: Animal SR: 0 TR: N/A (Animal)
AB: 118 AC: ? Saves: F 52 / R 56 / W 54 Conceal: (none) KB: (none)
Takes: Bl Pi, El Fi Ma, s s Heals: Ac (superior+) Deals: Ac Co Ne
Misc Imm: Critical Hits / Charm Confuse Domination (paragon+)
Spell Imm: Harm, and Mass Harm
Special Abilities: Create webs that force Reflex Check: DC 55 vs Petrification, this is freezing not actual petrification so petrification immunity will not protect, the Silks of the Arachill armour can cast a temporary freezing immunity buff, the Frostweb's Freedom ring gives complete immunity to the webs although it will not work for shifted characters. Breach on hit.
Webs created by Arachills should be gusted as quickly as possible. Arachills have no spell immunities so any instant death or disabling spells should be used on them quickly. Palemasters are helpful in this regard. They create webs irrespective of melee combat so whilst it will not cause any adverse effects it is more likely to get you frozen as they tend to cast webs close (although not exclusively) to themselves.

Arachills are ravenous ice demons, inhabiting only the coldest regions of the Hells. They thrive on the biting cold, feeding off it and using it to trap any who stray into their domain.

Ayperobos Swarm (Ayperobos Horde)


Race: Outsider SR: 80 TR: 75
AB: 118 AC: ? Saves: F 53 / R 48 / W 59 Conceal: 99% KB: (none)
Takes: Bl Pi Sl, Co Fi Di, s Heals: (none) Deals: Ac El Ma
Misc Imm: Critical Hits Death Magic Disease Domination Entangle Knockdown Level/Abil Drain Paralysis Petrification Poison Slow Sneak Attack Entangle
Spell Imm: Harm, Mass Harm, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Bigby's Interposing Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: Will Check: DC 65 vs Confusion
Ayperobos are randoms that will confuse party members and inflict Devil Rot very quickly; due to extremely high concealment, they are a difficult target for tanks. They are a high priority target for Arcane Casters to Weird, or to be Greater Ruined, if these spells are unavailable Fire damage can be effective though Firebrands, Fireballs or Delayed Blast Fireballs. Note that due to the high concealment, Hand of Vecna is ineffective. Lifethreaders can also take out Ayperobos quickly as their threading is unaffected by concealment.

What at first looks like a cloud of bloody mist is revealed to be a swarm of thousands of tiny devils. Individually they look like fat hairy humanoids with crimson skin, horns, and disproportionately large mouths. They flutter about on sparrow wings, moving together in unison, as if they were one creature.

Products of Baalzebul's foul imagination, Ayperobos Swarms are akin to clouds of mosquitoes found in the swamps and mires of the Material Plane. They prowl the misty reaches of the plane, setting upon anyone or anything less powerful. They are especially fond of Lemures and Nupperibos, and they tear apart these wretches with relish.

An individual Ayperobos is quite powerless. It has little ability to do harm by itself, and on some layers, the small devils are considered delicacies by larger fiends - popular for their squeals and the sudden rush of blood when crushed between the teeth. The need to survive drove these creatures to form into colonies, as they found other fiends much less likely to hunt them when so grouped. Perhaps it is because of the ability of a swarm of such creatures to burrow in the flesh of a creature it engulfs, to take control of the victim, that frightens them into seeking tamer prey. An individual who cannot resist becomes a plaything for a legion of fiends.

Baatorian Green Steel Golem (Masterwork Baatorian Green Steel Golem)


Race: Construct SR: 80 TR: Construct
AB: 119 AC: ? Saves: F 48 / R 55 / W 55 Conceal: (none) KB: (none)
Takes: Pi Sl, Ac So Ma, c Heals: Di (superior+) Deals: El Fi Ne, So Special
Misc Imm: Critical Hits Death Magic Disease Mind Spells Petrification Poison Sneak Attack
Spell Imm: Harm, Mass Harm, Drown, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: Deafening
Baatorian Golems have a deafening ability which gives 20% spell failure each round, reaching 100%. This is easily remedied with HMR, or a Restore Pearl, revised Higher Ground turning mechanism means these can only be turned after all other spawns are dead.

Paragon Golems do breach on hit.
These golems are forged from the mythical baatorian green steel. It comes from the mines of Baator's first layer, Avernus, which produce a black-hued ore called arjale. If alloyed with iron, it becomes a light green-grey the color of the skies of Dis. This alloy is dajavva, more commonly known simply as green steel. Lighter than normal steel, darjavva can be processed into razor-fine edges, making green steel weapons both faster and more damaging than their standard counterparts. While not magical in itself, it can withstand mighty enchantments, making ideal for golem manufacture, among other uses.

Barbazu (Barbazu Razor)


Race: Outsider SR: 76 TR: 69
AB: 117 AC: ? Saves: F 52 / R 50 / W 54 Conceal: (none) KB: (none)
Takes: Bl Pi, Co So Di, e Heals: Ac (superior+) Deals: Ac Fi Ma
Misc Imm: Death Magic Mind Spells
Spell Imm: (none) / Bigby's Crushing Hand, Bigby's Grasping Hand, and Bigby's Forceful Hand (paragon+)
Special Abilities: (none)
Lesser minions of the hells, Barbazu are rarely a threat to parties, and can easily be stoned, imploded or drowned to clear the map quicker.

Bearded devils, also called barbazu, are lesser devils, and serve as shock troops in the armies of the Hells, spearheading attacks by masses of lemures. Between wars, they find employment as guards and sentinels for more powerful devils. Every bearded devil carries a saw toothed glaive.

Bezekira (Bezekira Prideleader)


Race: Outsider SR: 0 TR: 68
AB: 116 AC: ? Saves: F 50 / R 51 / W 49 Conceal: (none) KB: (none)
Takes: Bl Pi, Fi So Ma, e Heals: Co (superior+) Deals: Ac Co Ne
Misc Imm: Petrification / Charm Confuse Domination Fear (paragon+)
Spell Imm: Harm, Mass Harm, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: Strength Check: DC 40 vs KD
Bezekira lack any real form of defence in terms of SR, saves and immunities and so can be quickly removed through use of any Instant Death spell or by Assassins/Rangers to reduce any KD threat to the party.

Bezekiras, or hell cats, are large devilish cats nine feet in length. They are native to Baator, moving about, constantly on the watch for some chance to do evil. They are intelligent and use telepathy to communicate amongst themselves and others. They enjoy setting ambushes and otherwise outwitting enemies. While its appearance suggests that it is incorporeal, a hellcat has a corporeal body and can be harmed by physical attacks.

Brachina (Brachina Seductrix)


Race: Outsider SR: 81 TR: 79
AB: ? AC: ? Saves: F 47 / R ? / W ? Conceal: 80% KB: Po (personal)
Takes: Ac Ne Heals: Po (superior+) Deals: El So Po
Misc Imm: Charm Confuse Daze Death Magic Domination Fear Paralysis Sleep Stun Entangle
Spell Imm: ?
Special Abilities: Cha Check DC 32 vs Confusion, Con Check: DC 34 vs Death
Brachina's are random's that can wreak havoc on a ill prepared parties. They should be Implosioned or Greater Ruined with all haste, the are also vulnerable to Assassin MS and Ranger CS. Whilst not immune to petrification this effect degrades quickly.

This female figure has long, amber hair with violet pools for eyes. She is dressed in revealing garb, and a smile plays on her lips. Even as her intoxicating eyes promise countless pleasures, her swollen lips pursed to kiss, something sinister seems to lie behind her otherwise flawless facade.

A brachina, or pleasure devil, as they are more commonly known, is an insidious devil that specialises in corrupting the servants of the gods. Brachinas are specially selected Erinyes who are lifted from their station and endowed with even greater beauty and power. Charged with corrupting the virtuous, they travel to the Material Plane to work their evil, returning to the Nine Hells only when they have succeeded in their task, The punishment for failure is severe; thus, all pleasure devils work doubly hard to corrupt their victim.

When in Hell, pleasure devils, plot and connive like all the rest, grasping at the chance to rise in status to one day join the ranks of Pit Fiends. They are quick to betray others of their kind as it means moving ahead. Pit Fiends and archdevils use Brachinas as playthings, discarding them as quickly as they select them. Thus, these seducers are quick to take any assignment they can to avoid the brutal attentions of their masters.

Bueroza (Magebane)


Race: Outsider SR: 77 TR: 77
AB: 119 AC: ? Saves: F 56 / R 50 / W 54 Conceal: (none) KB: (none)
Takes: Bl Pi, Co El Ma, s a Heals: Ma (superior+) Deals: Ma
Misc Imm: Critical Hits Death Magic Freedom Knockdown Mind Spells Paralysis Petrification Sneak Attack
Spell Imm: Harm, Mass Harm, Word of Faith, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Flesh to Stone, Cast in Stone, Call of Stone, and Dominate Monster
Special Abilities: Discipline Check: 120 vs KD, Spell Failure in massive radius.
Bueroza are extremely troublesome randoms that cause casters to suffer Spell Failure in a massive radius, rendering them near useless. Bueroza's cannot be Greater Ruined so they should be one of the highest priority targets for tanks to take out first, so that casters can return to aiding the party.

Paragon Bueroza's do breach on hit. Elite Magebane are a 1 mob army which can cause serious problems for any party.
Dust and cobwebs cover this armoured humanoid. It moves with the daunting inevitability of a lumbering beast. It looses its greatsword from its scabbard with ponderous, though fluid, movements.

Bueroza, or steel devils, as they are more commonly known, are soldiers. They exist to fight, to spend their lives destroying any threat that comes to the Nine Hells. When not engaged in combat, they return to their barracks in the bowels of infernal citadels, where they stand at attention in readiness for the coming war. They specialise in locating and slaying particularly troublesome spellcasters or demons with magical abilities. While they lack the orthons' raw, brute strength, they more than compensate with their keen intellect and talent for moving their enemies around the battlefield.

A steel devil stands 6 feet tall and weighs 240 pounds. Every gap or hole in its armour is sealed shut. When slain, a steel devil collapses into a pile of junk. The fine steel used to construct its armour transforms into warped, worthless lead.

Cinderscale (Cinderscale Broodmother)


Race: Animal SR: 0 TR: N/A (Animal)
AB: 117 AC: ? Saves: F 55 / R 50 / W 51 Conceal: (none) KB: Fi (personal)
Takes: Bl Pi, Co So Ne, s e Heals: Ac (superior+) Deals: Ac Fi Po
Misc Imm: Entangle / Charm Confuse Domination Fear (paragon+)
Spell Imm: Harm, and Mass Harm / Bigby's Crushing Hand, Bigby's Grasping Hand, and Bigby's Forceful Hand (paragon+)
Special Abilities: Discipline Check: DC 90 vs Slagging; Discipline Check: DC 100 vs KD (paragon+)
Cinderscales are relatively harmless for any character with more than 110 Discipline, they can be killed through use of near any instant death spell. Characters without high discipline that wear metal Armour or a Shield should aim to avoid these due to the Cinderscale's slagging ability, which reduces your armour/shield to an unusable piece of slag.

Cinderscales are monstrous reptilians native to certain layers of the Hells. While not true devils, their ferocious appetite and nasty disposition make them far from pleasant to encounter.

Coldforge Construct (Rimeforged Assembly)


Race: Construct SR: 0 TR: Construct
AB: 117 AC: ? Saves: F 53 / R 50 / W 53 Conceal: (none) KB: Co Di (area-wide)
Takes: Pi Sl, Fi So Ma, e Heals: Co (superior+) Deals: Ac Co Di
Misc Imm: Critical Hits Death Magic Mind Spells Petrification Sneak Attack Poison Entangle / Knockdown (paragon+)
Spell Imm: Harm, Mass Harm, Drown, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: Fortitude Check: DC 55 vs Domination
Coldforges hit by melee weapons cause partywide KB and so must to be Greater Ruined, Implosioned, Disintegrated, bull-rushed or turned (see below). These should never be hit with melee (or ranged) weapons unless using an Anbaric Lance, revised Higher Ground turning mechanism means these can only be turned after all other spawns are dead and any attempt to turn will cause kickback damage.

Created in the coldforges of Cania, the eighth of the Nine Hells of Baator, these constructs bind in the essence of that layer, and give it will and movement by binding a devil within. This process makes for a monstrously effective killing machine.

Cornugon (Cornugon Taskmaster)


Race: Outsider SR: 84 TR: 79
AB: 118 AC: ? Saves: F 54 / R 52 / W 56 Conceal: (none) KB: (none)
Takes: Pi Sl, Ac Co Ne, b e Heals: El (superior+) Deals: Fi So Ma
Misc Imm: Death Magic Mind Spells Petrification Poison Entangle / Critical Hits (paragon+)
Spell Imm: Harm, Mass Harm, Word of Faith, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: Strength Check: DC 40 vs Stun. Breach on hit. Fortitude Save DC 55 vs. Festering Wound (The cornugon's spear has left a festering wound!). Fear on hit Will? save to resist.
Common on every layer, Cornugons pose little threat unless you lack breach immunity. It is not possible to CS, MS or Heartbane Cornugons unless they have been cursed and their saves reduced, however all Cornugons have the ability to cast a dismissal spell which will remove summons which can be extremely irritating when this happens to be your recently summoned Bard Army contingent.

Cornugon Taskmasters inflict exotic vulnerabilities and are immune to Critical Hits.
One of the highest-ranking levels of baatezu in all Baator, Cornugons have ascended through the ranks of Hell by means of countless generations of infighting, backstabbing and deception. They do not appear particularly intelligent, but are in fact extremely intelligent, and often rely on their deceptive appearance in their schemes. They serve as an elite defence force for the Hells.

Dogai (Camizu)


Race: Outsider SR: 83 TR: 78
AB: 118 AC: ? Saves: F 52 / R 56 / W 52 Conceal: 90% KB: (none)
Takes: El Po, c Heals: Ac (superior+) Deals: Ac So Ne
Misc Imm: Level/Abil Drain Fear Mind Spells Paralysis Sneak Attack
Spell Imm: Level 1&2 Spells (Uncomplete)
Special Abilities: Intelligence Check: DC 32 vs Daze
Dogai's are a troublesome random that should be killed relatively quickly. Greater Ruin or Finger of Death (or other death magic) are often effective ways to get rid of them at the start of a spawn. Melees should use Ssithrak Weapons for maximum effect.

Elite Camizus have Devastating Critical, DC 70 and very high concealment.
This humanlike creature has solid gray skin. Its head is almost blank, but it has the faintest suggestion of a nose and two burning, red eyes. Most disturbing is its wicked smile, it curves menacingly and fixed, revealing bone white teeth.

Erinyes (Erinyes Vitiarch)


Race: Outsider SR: 76 TR: 71
AB: 117 AC: ? Saves: F 50 / R 52 / W 54 Conceal: 60% KB: (none)
Takes: Bl Sl, Fi So Di, p a Heals: Co (superior+) Deals: Co El Ma
Misc Imm: Death Magic Mind Spells Entangle
Spell Imm: Bigby's Forceful Hand / Implosion, Drown, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Interposing Hand, Flesh to Stone, Cast in Stone, and Call of Stone (paragon+)
Special Abilities: Dexterity Check: DC 34 vs Domination
Any danger posed by the Erinyes' Domination ability can easily be removed through use of petrification spells or instant death spells such as Implosion or Drown although Erinyes Vitiarch are immune to these effects so require a Heartbane to kill.
Erinyes are a caste of baatezu of middling powers. They are usually promoted from Kocrachons who have proved their mastery over both pleasure and suffering. Erinyes are given unusual freedom in entering the Material Plane, as they are the primary tempters of mortal souls. They use every means at their disposal to convince mortals to love law and evil and hate chaos and good, corrupting both individuals and entire societies.

Rumor in the underworld tells that the first Erinyes were angels who fell from their lefty heights because of some temptation or misdeed. Now the skies of the Nine Hells are littered with their descendants. Erinyes serve as scouts, servants and even concubines for powerful devils. Unlike other devils, erinyes appear attractive to humans, resembling very comely women or men. They're not above taking advantage of being mistaken for the celestials that legend says they once were.


Excruciarch (Excruciarch Inquisitor)


Race: Outsider SR: 79 TR: 79
AB: 119 AC: ? Saves: F 54 / R 52 / W 54 Conceal: 55% KB: Ne (area-wide)
Takes: Bl Sl, Co So Ne, p e Heals: Ne (superior+) Deals: Ac Fi Ma, Ma Special
Misc Imm: Level/Abil Drain Death Magic Knockdown Mind Spells / Critical Hits (paragon+)
Spell Imm: Harm, Mass Harm, Word of Faith, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, and Bigby's Forceful Hand / Heartbane (paragon+).
Special Abilities: Fortitude Check: DC 65 vs massive Magic Damage (Great Smite?). Constitution Check: DC 36 vs ?
Powerful randoms, Excruciarchs can be Greater Ruined, stoned or beaten to death (assuming the hitter can stand up to KB).

Excruciarch Inquisitors are immune to Flesh to Stone.
This humanoid creature wears a bloodstained leather apron over a suit of leather armour. A black spiked mask covers its face, obscuring all but its baleful red eyes. A narrow leather strap holds the mask in place. It is bald, with pale skin. It carries a two handed flail covered with spikes and long, sharp blades.

Excruciarchs, or pain devils as they are commonly known, are diabolical torturers. They torture devils that have displeased their masters, soul shells and other captives with equanimity.

Pain devils relish a good fight. While they derive ghastly pleasure from torturing helpless beings, their deep streak of cruelty makes defeating enemies who have some chance of escape all the more compelling. A pain devil loves to leave an opponent lingering on the edge of defeat, luring him into a sense of false hope by appearing weak or giving him the illusion that victory might be at hand. To a pain devil, extinguishing the last spark of hope within a creature is the greatest feat of all.

Falxugon (Vexiarch)


Race: Outsider SR: 82 TR: 78
AB: 118 (124) AC: ? Saves: F 51 (57) / R 52 (59) / W 56 (64) Conceal: 60% KB: (none)
Takes: Bl Pi, El So Po, s a Heals: So (superior+) Deals: Co Fi Di, So Special
Misc Imm: Death Magic Fear Freedom Mind Spells Paralysis Petrification Sneak Attack
Spell Imm: Harm, Mass Harm, Word of Faith, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: Does level 59 Curse song and Bard song.
These are extremely dangerous foes, boosting their own stats (shown above in brackets) lowering your saves, AC, AB and skills making it much easier for other enemies to cripple your party. They should be Greater Ruined Heartbaned or targeted by tanks as quickly as possible. vulnerable to CS/MS they make good targets for Assassins and Rangers.

This saturnine humanoid's smile exposes gleaming, pointed canine teeth. Its slick, tightly cropped hair drops down over it's forehead in a widow's peak, which is flanked by two tiny horns, like those of a baby goat. The creature wears luxurious, impeccably fashionable garments. Instead of feet, it possesses a formidable pair of cloven hooves. Its eyes glow red. A prehensile tail, covered in crimson scales impatiently twitches from a long opening cut into the back of its fine outfit.

The falxugon, or harvester devil, as they are more commonly known, is the seductive schemer of legend, undermining societies and exposing individuals to insidious temptations. They rarely operate in concert with each other, but are often attended by body guards of other low-ranking devils. Falxugons prefer to win their victories through trickery, persuasion and political intrigue.

Gelugon (Gelidarch)


Race: Outsider SR: 84 TR: 81
AB: 118 AC: ? Saves: F ? / R ? / W ? Conceal: ? KB: Ma (personal)
Takes: Pi Sl, Ac Fi Di, b e Heals: Co (superior+) Deals: Co El Ma
Misc Imm: Death Magic Mind Spells Petrification / Critical Hits (paragon+)
Spell Imm: Harm, Mass Harm, Word of Faith, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: Strength Check: DC 28 vs Domination
Non-paragon Gelugons are good targets for Heartbane, once their saves/sr have been lowered, as they are immune to most other instant kill effects. Do not stand near them if you are lacking in Str or you will get dominated (frozen).

Creatures dedicated to icy perfection, the gelugons, or ice devils, are among the eldest and most powerful baatezu, second only the pit fiends. Gelugons make up the vast majority of the population of Cania, the eighth layer of Baator. They serve almost exclusively as troop commanders. When found without their soldiers and minions, they display a savage brutality.

After serving without any errors for 1001 years, a gelugon is eligible for transformation to pit fiend status. To do this, they must remain in the Pit of Flame for 1001 days.

Hamatula (Hamatula Scourge)


Race: Outsider SR: 80 TR: 73
AB: 118 AC: ? Saves: F 51 / R 53 / W 55 Conceal: (none) KB: Ma (personal)
Takes: Bl Sl, Ac El Di, p s Heals: Ne (superior+) Deals: Co Fi Ma
Misc Imm: Death Magic Mind Spells / Knockdown (paragon+)
Spell Imm: (none)
Special Abilities: Reflex Check: DC 55 vs Festering Wound, Discipline Check: DC 90 vs 400 Physical Damage
Hamatula are a common enemy found on many layers. They are fairly easy to kill, being susceptible to Implosion and Drown. Tanks can kill them as well, but should make sure they have a significant amount of Magic Immunity/Resistance before doing so. Those who are infected with a Festering Wound will continue to take Internal damage, although this gradually reduces over time it can be inconvenient as you will likely have to heal significantly more frequently than usual. This can be instantly cured with a level 41+ Heal spell.

Hamatula, or barbed devils, are a middle caste of baatezu tasked with patrolling the first four layers of Baator: Avernus, Dis, Minauros, and Phlegethos. They all report to the pit fiend Gazra, who is the consort of Fierna, Phlegethos' purported ruler. Hamatulas are the security guards of the baatezu, and are not a direct part of the Blood War.

Hell Hound (Cereberean Hound)


Race: Animal SR: 0 TR: N/A (Animal)
AB: 117 AC: ? Saves: F 51 / R 49 / W 51 Conceal: (none) KB: (none)
Takes: Bl Pi, Co So Po, a Heals: El (superior+) Deals: El Fi Ne
Misc Imm: (none) / Charm Confuse Domination Fear (paragon+)
Spell Imm: Harm, and Mass Harm
Special Abilities: (none)
Mere dogs, lacking any significant forms of defense.

Paragon Hell Hounds inflict Fire vulnerability
Hell hounds are aggressive, fire-breathing canines of Baator. Specimens are frequently brought to the Prime Material Plane to serve evil beings, and many have established indigenous breeding populations. Hell hounds are efficient hunters. A favourite pack tactic is to surround prey quietly, then attack with one or two hounds, driving it toward the rest with their fiery breath. If the prey doesn't run, the pack closes in. Hell hounds track fleeing prey relentlessly.

Hell Leech (Cloacal Leech)


Race: Animal SR: 0 TR: N/A (animal)
AB: ? AC: ? Saves: F ? / R ? / W ? Conceal: 60% KB: Ac (personal)
Takes: Pi Sl, Co El Po, s Heals: Ac (superior+) Deals: Ac Fi Ma
Misc Imm: (none) / Mind Spells (paragon+)
Spell Imm: Harm, and Mass Harm
Special Abilities: ?
 ?

Hell leeches are native to Minauros, the swampy third level of Baator. Not unlike natural leeches, they gain sustenance by drawing it out of other living things unlucky enough to pass near. Unlike their cousins, however, they feed directly on the life force of their victims.

Ice Fiend (Hyperborian Fiend)


Race: Outsider SR: 0 TR: 73
AB: Caster AC: ? Saves: F 56 / R 52 / W 54 Conceal: 65% KB: Co Di (personal)
Takes: Bl Sl, Ac Fi Po, s Heals: Co (superior+) Deals: Co El Di
Misc Imm: Death Magic / Fear (paragon+)
Spell Imm: Harm, Mass Harm, and [Drown]]
Special Abilities: Casts Ice Storm, Earthquake, Finger of Death (DC 56/58 vs Fortitude) (SP 65)
Like Rakshasa, Ice Fiends are a priority for Arcane Casters to Bigby's Grasping Hand or Bigby's Crushing Hand, to stop them casting spells. They can also be killed quickly using Implosion, Weird, Heartbane or Disintegrate.

Hyperborian Fiends spawn with active buffs which augment their elemental immunities. These can make it appear that they are, for example, not taking fire damage from weapons, until these spell defences are defeated.
Ice fiends reside in the colder layers of Baator, and are composed entirely of living ice. They are accomplished practitioners of the magical arts.

Ice Reaver (Algid Reaver)


Race: Animal SR: 0 TR: N/A (Animal)
AB: 118 AC: ? Saves: F 53 / R 55 / W 54 Conceal: (none) KB: (none)
Takes: Bl, El Fi Ma, p a Heals: Co (superior+) Deals: So Co Ne
Misc Imm: (none) / Domination Fear Knockdown (paragon+)
Spell Imm: Harm, and Mass Harm
Special Abilities: Fortitude Check: DC 65 vs Paralyze (Paralyze immunity does NOT cover this)
Cannon Fodder of the Frozen Floes, these can killed with any instant death spell, allowing tanks to focus on more difficult opponents.

Ice Reavers dwell in the ice caves of Baator's icy layers. They trap unwary passers-by with a quick sting to disable them, and then drag back to their lair to devour.

Imp (Hellion)


Race: Outsider SR: 70 TR: 66
AB: 117 AC: ? Saves: F 49 / R 50 / W 51 Conceal: 50% KB: (none)
Takes: Bl Sl, Co El Ma, s Heals: Ac (superior+) Deals: Ac Fi Ne
Misc Imm: (none) / Domination Fear (paragon+)
Spell Imm: Harm, and Mass Harm
Special Abilities: Fortitude/Poison Save DC 60 vs Paralyze (poison immunity does NOT cover this)
Near harmless creatures, pose little threat to most players and can easily be removed by any instant death spell.

Paragon Imps cast the Prismatic Spray spell (DC 60 vs Will, SP 73). Taunt's (Lowers AC) at DC 102 vs Discipline.
An imp is a type of minor devilkin, often assigned to wizards as familiars. Their job is to corrupt (or keep corrupted) their masters so that they end up as petitioners in the Baator

Infernal Machine (Hellfire Engine)


Race: Construct SR: 0 TR: Construct
AB: 118 AC: ? Saves: F 54 / R 54 / W 54 Conceal: (none) KB: Fi Po (area-wide)
Takes: Pi, Ac El Ne, s s Heals: Fi (superior+) Deals: Fi Co Ma
Misc Imm: Critical Hits Death Magic Mind Spells Sneak Attack Poison Entangle / Knockdown Petrification (paragon+)
Spell Imm: Harm, Mass Harm, and Drown / Flesh to Stone, Cast in Stone, and Call of Stone (paragon+)
Special Abilities: When they vent this inflicts Fire vulnerability to nearby characters.
Infernal Machines cause partywide KB and should be hit with ranged, melee weapons or AoE damage spells under no circumstances (Arcane casters should 'Tab' before letting fly with spells such as Great Thunderclap to ensure no Infernal machines are present in a spawn). They should be stoned (prevents venting but not kickback and only works on non-paragons), Implosioned, Disintegrated or Crumbled as quickly as possible, revised Higher Ground turning mechanism means these can only be turned after all other spawns are dead and any attempt to turn will cause kickback damage.

Manufactured in the forges of Maladomini, as a part of Balzebul's never-ending quest for infernal perfection, these hulking monstrosities are testament to the his mad quest, as he continually works to improve on them, and they continually work to build and defend ever-more-perfect versions of his vision.

Kocrachon (Infestiarch)


Race: Vermin SR: 74 TR: 61 (Vermin)
AB: 115 AC: ? Saves: F 50 / R 52 / W 55 Conceal: 60% KB: (none)
Takes: Pi, Fi So Po, b s c Heals: Ne (superior+) Deals: Ac El Ma
Misc Imm: Critical Hits Death Magic Mind Spells Poison
Spell Imm: Implosion Disintegrate / Drown (paragon+)
Special Abilities: Heals it's nearby allies.
Kocrachons, although fairly harmless, do heal their allies and so can slow down a run if not removed from spawns quickly. They can easily stoned or Drowned by a druid. Infestiarchs require petrification to disable as they are immune to Drown.

Kocrachons are diabolic torturers. When the damned are sent to hell to face torment, it is often the insectoid kocrachons that perform the sick and terrible duties-and they relish the task. These devils are likely to be found in terrible hellish citadels, working for some greater baatezu. Dispater alone employs more than a thousand kocrachons in Dis. They are quite adept at wielding scalpels and other terrible instruments of torture. In addition to performing the duties of torture within the Baatorian ranks, they also perform "upgrades" to their fellow fiends and oft perform surgery to heal them as well.

Kyton (Kyton Legionnaire)


Race: Outsider SR: 74 TR: 69
AB: 117 AC: ? Saves: F 50 / R 50 / W 53 Conceal: 55% KB: (none)
Takes: Bl, Ac El Ma, p c Heals: So (superior+) Deals: Fi So Po
Misc Imm: Death Magic Mind Spells / Knockdown (paragon+)
Spell Imm: (none) / Implosion (paragon+)
Special Abilities: Strength Check: DC 40 vs KD. Lowers all saves and skills.
Due to their KD ability should be targeted by Implosions, Drowns, Heartbanes and stoning to stop them knocking casters and Dex tanks flat. Aside from the KD ability they are not particularly threatening.


The clank and rattle of chains announces the arrival of this creature. It appears human in shape and size, but chains wrap it like a shroud, every length ending in a hook or blade or a heavy ball, the chains seems to slither and slide over the creature's form, almost as if they were alive.

These chain shrouded beings, also called kytons, are often mistaken for undead by those who liken them to the traditional shackle-rattling ghost. Kytons are human like devils, wrapped in chains instead of clothing.

The greatest kyton settlement is Jangling Hiter, the City of Chains in Minauros, Baator's swampy third hell. The city swings from infinitely long, slime-covered iron chains, wracked with rain and sleet. Jangling Hiter's filled with shadows and terror, kytons appearing out of nowhere to inflict suffering on those who venture within. Although the city's nominally under the control of the baatezu, even they are wary there.

Kytons are not true baatezu, and are not part of the baatezu hierarchy. Each of them is considered equal in station to every other kyton, though some of course are more "equal" than others.

Lemure (Foul Lemure)


Race: Outsider SR: 70 TR: 68
AB: 115 AC: ? Saves: F 50 / R 48 / W 52 Conceal: (none) KB: (none)
Takes: Pi Sl, El So Di, b c Heals: Ac (superior+) Deals: Ac Fi Po
Misc Imm: Death Magic Mind Spells / Knockdown (paragon+)
Spell Imm: (none)
Special Abilities: (none)
Not very threatening, these exist to be imploded or drowned.

Paragon Lemures are dangerous opponents. Foul Lemures have a special Daze attack which causes you to wretch for 1 round. Woe betide those who underestimate Elite Foul Lemures, who can keep a party occupied single-handedly.
The least of the hordes of the baatezu, lemures are used as ballista-fodder for the Blood War. They are pathetic creatures that mainly serve as slaves and conscripted troops for more powerful baatezu. Lemures are mindless and cannot communicate, but they are sensitive to telepathic messages from other devils, typically obeying a devil's mental commands.

Living Cold (Fell Mistral)


Race: Elemental SR: 0 TR: 63 (Elemental)
AB: 118 AC: ? Saves: F 54 / R 54 / W 54 Conceal: 90% KB: Co Ne (area-wide)
Takes: Bl Pi Sl, Ac Fi Po, e Heals: Co (superior+) Deals: Co So Di
Misc Imm: Critical Hits Death Magic Fear Level Drain Mind Spells Paralysis Petrification Sneak Attack Poison Entangle
Spell Imm: Harm, Mass Harm, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Bigbys Interposing Hand, Flesh to Stone, Cast in Stone, Call of Stone, and Bigby's Clenched Fist
Special Abilities: Inflicts Cold & Physical vulnerabilities
Living Colds generate KB for the entire party when hit with melee/ranged weapons, and so must be imploded or gusted.

Maelephant (Unbound)


Race: Outsider SR: 0 TR: 69
AB: 119 AC: ? Saves: F 53 / R 51 / W 56 Conceal: (none) KB: (none)
Takes: Pi Sl, El So Ne, a Heals: Po (superior+) Deals: Fi Co Di
Misc Imm: (none) / Death Magic Domination Fear (paragon+)
Spell Imm: Harm, and Mass Harm
Special Abilities: Will Check: DC 55 vs Confusion, Strength Check: DC 50 vs KD.
With both KD and Confuse abilities Maelephants are potentially quite dangerous. Luckily they lack any spell immunities and can be instant death'ed by near any caster, or melee'd to death by tanks.

The maelephant is a powerful guardian fiend used to protect and defend the treasuries of fiends and wizards.

The creature is humanoid in basic shape, standing 9 feet tall and weighing 800 pounds. A maelephant's hands appear oversized for its body and are tipped with claws. Its head is similar to a small-eared elephant's head, having a small mouth filled with tiny teeth, small rheumy eyes, and a long, coiling trunk tipped with a long, thin spike.

Originally created by powerful baatezu lords to serve as guardians, many maelephants escaped their servitude when their lords were deposed.

Malebranche (Ravening Malebranche)


Race: Outsider SR: 85 TR: 84
AB: 120 AC: ? Saves: F 55 / R 53 / W 55 Conceal: 75% KB: El Ma (personal)
Takes: Pi Sl, Ac Di, b f Heals: El (superior+) Deals: Co El Ma
Misc Imm: Critical Hits Death Magic Level/Abil Drain Knockdown Mind Spells Paralysis Petrification Sneak Attack Poison Entangle
Spell Imm: Harm, Mass Harm, Word of Faith, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: Dexterity Check: DC 40 + BAC/2 vs KD, Dexterity Check: DC 42 vs Death
Malebranches are one of the tougher non-random mobs you will fight in the Hells, becoming very common in the lower layers. The KD check varies according to armour type, just substitute your Base Armour Class into the above equation to determine the DC (If you have a decimal number, round down). The Dexterity Check against death (the Malebranche tosses you) can be prevented through the use of Levitation through item, race or feat. Due to the nature of their abilities Malebranches are high priority targets and should either be Melee'd to death, or damaged with Bigby's Clenched Fist.

This massive, hulking fiend sports two pairs of curving horns. Its black hide is thick, leathery, and covered in scars. It has a huge underslung jaw filled with jagged teeth, and its feral eyes glow with flickering shades of red.

Malebranches utilize their great strength to the best of their ability. When fighting in numbers, they fly on silent wings, dropping from the sky to deliver gore attacks, followed by a series of ranseur attacks. They prefer to operate in teams, and are occasionally used as steeds by other devils.

At home anywhere in the Nine Hells, Malebranches are not choosy about where they loiter. Many congregate in Avernus, to fight the endless hordes of demons and the occasional celestial expeditionary force. From the moment of their creation (or elevation from another kind of baatezu), they are abused, mistreated, and tormented, all to make them tough and resistant to pain. Malebranches do not enter into the pacts that allow baatezu to summon others of their kind, or at least they never put other devils in their debt. They are expert fliers, and often snatch up smaller foes and hurl them to their deaths from on high.

Malefic Wind (Effluviarch)


Race: Elemental SR: 0 TR: 62 (Elemental)
AB: 118 AC: ? Saves: F 51 / R 56 / W 61 Conceal: 90% KB: El Di (area-wide)
Takes: Bl Pi Sl, Ac Fi Ma, c Heals: El (superior+) Deals: El So Di
Misc Imm: Critical Hits Death Magic Fear Level Drain Knockdown Mind Spells Paralysis Petrification Sneak Attack Poison Entangle
Spell Imm: Harm, Mass Harm, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Bigby's Interposing Hand, Flesh to Stone, Cast in Stone, Call of Stone, and Bigby's Clenched Fist
Special Abilities: Inflicts Phys and Elec vulnerabilities.
Like machines, Malefic Winds create party wide KB when hit with melee weapons, and so are a priority target to Implosion or Gust of Wind.

Mammon's Tear (Dolorous Tear)


Race: Outsider SR: 0 TR: Not turnable
AB: 121 AC: ? Saves: F 51 / R 56 / W 53 Conceal: (none) KB: Splits. See Notes.
Takes: Pi Sl, Co Fi Ne, e Heals: Ac (superior+) Deals: Ac So Di
Misc Imm: Critical Hits Death Magic Fear Knockdown Mind Spells Paralysis Petrification Sneak Attack Poison Entangle
Spell Imm: Harm, Mass Harm, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Flesh to Stone, Cast in Stone, and Call of Stone / Firebrand, Inflict Spells, Spells of level 6 and below (paragon+).
Special Abilities: Lowers Acid Immunity
Mammon's Tears, found throughout Minuaros, split when they are hit by physical attacks. Tanks must be careful to never hit them, especially with instant killers in the party, as you can automatically cleave onto a tear after your previous target is killed. Drinking a heal pot is usually the most efficient way of breaking combat and to stop cleaving onto a tear. Be careful also when dominating creatures like Advespa's on Minauros, as they will attack the Tear, causing it to split (many a party have wiped to this). Non-paragon Tears are best killed by Firebrands, Enervation, Inflict, Elemental Swarm, Vampiric Touch, Greater Orb of Fire/Greater Orb of Cold, Ice Storm and Bigby's Clenched Fist. Only one weapon can safely hit Mammon's Tears without splitting them: Mammons Wrath. This morningstar is a secret drop in Minauros.

Paragon Tears are immune to Firebrand and Inflict Spells although not to higher level spells such as Delayed Blast Fireball, making Mammon's Wrath an essential weapon for any Swamp-hunting warrior. Life-threading Paragon Tears can be a risky or sometimes foolish tactic. While it may be an acceptable risk with 1-2 regular tears, you take your party's life in your hands by continuing to thread near Dolorous Tears. Definitely do not thread Superior and Elite Tears as they will multiply at astonishing rates.
Mammon's tears are sentient pools of acidic substance that roam the Third looking for unwary prey. They strike with acid, dissolving their victims in preparation for dining on them. The unwary often find their weapons trapped in these viscous creatures, and green burning trails creeping up their arms.

Legend has it that these creatures originated from the tears shed by Mammon as he groveled at the feet of Asmodeus, begging forgiveness for his betrayal in the Reckoning. While this is most likely a rumour spread by Mephistopheles or Dispater, both of whom were also betrayed by Mammon in the Reckoning and now count him as a hated foe, these creatures do share their namesake's greedy and lustful nature, constantly seeking out flesh to devour. A being's first encounter with them is often also their last as Tears are extremely difficult to destroy by ordinary means...

Minauran Murkfiend (Minuaran Rotscale)


Race: Animal SR: 0 TR: N/A (Animal)
AB: 117 AC: ? Saves: F 53 / R 49 / W 51 Conceal: (none) KB: (none)
Takes: Bl Pi, El So Ma, a Heals: (none) Deals: Co Fi Ne
Misc Imm: (none) / Charm Confuse Domination Fear Knockdown (paragon+)
Spell Imm: Harm, and Mass Harm / Bigby's Grasping Hand and Bigby's Forceful Hand (paragon+)
Special Abilities: Reflex Check: DC 55 vs Paralysis
Found on Minauros, Murkfiends can easily be killed by melee or any instant death spells.

Minauran murkfiends are native to the swampy third layer of the same name. It stalks its prey by means of its paralytic spittle, which suffocates while it slowly paralyses. It also has a built-in defence mechanism in its blood, which is highly acidic, burning those who injure it.

Narzugon (Narzugon Eye)


Race: Outsider SR: 92 TR: 75
AB: 118 AC: ? Saves: F 56 / R 49 / W 53 Conceal: 60% KB: (none)
Takes: Bl, Ac El Ne, p s s Heals: Po (superior+) Deals: Co Fi Ma
Misc Imm: Charm Confuse Critical Hits Daze Domination Fear Knockdown Paralysis Petrification Sleep Sneak Attack Poison
Spell Imm: Harm, Mass Harm, Word of Faith, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: Dexterity Check: DC 34 vs KD, Will Check: DC 55 vs Death
Narzugon are a common enemy found on many layers of the hells. Their abilities are a pain for many, with death gaze respecting no immunities and the KD check causing problems for casters. Death Magic works on Narzugon but due to high SR it can be hard to land so they will usually need SR reduction through Natures Balance or other means before success. Shifter Basilisk death gaze can also be very effective as can the Banshee form Wail as these do not require an SR check. Tanks should work on beating these down quickly. Ssithrak weapons are very effective in this respect. They can also be Crumbled.

Narzugons are the baatezu's elite calvary, riding nightmares or other fantastic steeds across the planes on errands of evil. When someone escapes Baator, narzugons are sent to chase the escapee down. And when the devils' dirty work needs to be done quickly on the Material Plane, narzugons travel there to prowl the countryside by night.

Narzugons are rarely seen without their hallmark spiked plate armour, or masterwork construction. Behind their visors, they resemble pale, grey humans whose eyes betray an incomparable sadness - but to gaze at the narzugon's face is to court death itself.

Most narzugons ride nightmares when on missions for the baatezu. Some ride greater barghests, fiendish dire boars, or even dragons.

Nightmare (Elder Nag)


Race: Outsider SR: 0 TR: 66
AB: 116 AC: ? Saves: F 50 / R 50 / W 50 Conceal: (none) KB: Po(personal)(paragon+)
Takes: Bl Pi, Ac Co Ma, s s Heals: Fi (superior+) Deals: El Fi Ne
Misc Imm: (none) / Death Magic Knockdown Mind Spells (paragon+)
Spell Imm: Harm, and Mass Harm
Special Abilities: Cloud that drops saves and fps by 4 each round.
Nightmares constantly create clouds that drop the saves of all party members, while not as threatening as an Arachill's web, it does make the party susceptible to checks from other enemies. These clouds should be removed by using Gust of Wind, Desert Sirocco or wing buffets from XDD or Shifter Dragon forms. The Nightmare itself has very weak defences (saves especially) and can easily be beaten, disabled or instant death'ed.

Paragon Nightmare's force a Will Check: DC 56 vs Maze
Nightmares are proud equine creatures with hearts as black and evil as the dark abysses from which they come.

At first glance, a nightmare looks like a large, powerful horse with a jet-black coat. A closer look, however, reveals its true nature. Flames wreathe its steely hooves, trail from its flared nostrils, and smoulder in the depths of its dark eyes.

Nightmares are wild and restless creatures. They roam the world doing evil and haunting the dreams of all who dared cross them. Although they have no wings, they can fly with great speed. They seldom allow others to ride them, but particularly powerful and evil creatures have been known to make mounts of nightmares.

Nupperibo (Inchoate Baatorian)


Race: Outsider SR: 70 TR: Not turnable?
AB: 116 AC: ? Saves: F 51 / R 49 / W 53 Conceal: (none) KB: (none)
Takes: Pi Sl, Co So Po, a Heals: El (superior+) Deals: El Fi Ne
Misc Imm: Death Magic Mind Spells
Spell Imm: Harm, and Mass Harm
Special Abilities: (none)
Normal Nupperibos are an easy enemy to dispose of having no special abilities or defences.

Paragon Nupperibos force Concentration Check: DC 40 vs Disarm. These are a big reason why many tanks put at least 20 skill points into Concentration.
The baatorians are the former masters of Baator, and inhabited it long before the devils claimed it from them. Rumours abound about secret enclaves of Baator's former masters, and the immense powers the supposedly possess, powers even the dukes of Hell fear. Even the least of their kind, the nupperibos, are ruthlessly slain or sold as food whenever found, lest they have a chance to mature and come into their powers. They are mostly found in Malbolge and only appear as randoms in other Hell layers.

Orthon (Orthon Fist)


Race: Outsider SR: 74 TR: Blocks turning
AB: 119 AC: ? Saves: F 57 / R 48 / W 55 Conceal: (none) KB: (none)
Takes: Pi, Ac So Ma, s e p Heals: Di (superior+) Deals: El Fi Ne
Misc Imm: Critical Hits Death Magic Knockdown Petrification / Mind Spells (paragon+)
Spell Imm: Harm, Mass Harm, Word of Faith, Word of Balance, Implosion, Drown, Disintegrate, Flesh to Stone, Cast in Stone, and Call of Stone, Spells of level 1 and lower
Special Abilities: Fortitude Check: DC 65 vs Death, presence on a map prevents planar ring resting and turn undead ability
The Orthon's Fortitude check is very dangerous and so they should be dealt with quickly, this can be negated by a successful disarm attack. Greater Ruin, Weird, Domination and Melee are all acceptable ways of dealing with an Orthon. When dominated Orthon are a very powerful ally to have, however will stop anyone else in the party from resting. For anybody to use a rest ring it must be killed. As with any dominated creature, be extremely careful on layers with kickback or splitting monsters.

Paragon Orthons are immune to Domination, Greater Ruin and Weird making them a good target for Erradicate.
This hulking fiend is covered in metal plates bolted directly to its flesh. The nails that fix the plates in place drip black blood that stains armour and body alike. The creature has monstrous features, twisted in pain but filled with a primal cunning. Rotten tusks sprout from its lower jaw and maggots wriggle in its wounds.

Orthons are foot soldiers in Hell's armies. Though specialised in killing demons, they are equally dangerous against mortal foes. They believe it an honour to die for the baatezu, and that their sacrifice furthers the glory of Hell. Their deadliness in combat ensures that other devils treat them with a wary respect.

Orthons live a miserable, pain-wracked existence. The armoured plates hammered into their body grind against bone, muscle, and sinew. The smallest movement causes them terrible anguish. Only in combat are their minds distracted enough to allow them to rise above their misery.

Osyluth (Rachugon)


Race: Outsider SR: 80 TR: 73
AB: 118 AC: ? Saves: F 56 / R 51 / W 55 Conceal: (none) KB: (none)
Takes: Bl Sl, Fi So Ne, p a Heals: Co (superior+) Deals: Co El Ma
Misc Imm: Critical Hits Mind Spells Sneak Attack / Death Magic (paragon+)
Spell Imm: Harm, Mass Harm, Implosion, Drown, and Disintegrate / Bigby's Crushing Hand, Bigby's Grasping Hand, and Bigby's Forceful Hand (paragon+)
Special Abilities: Fortitude Check: DC 55 vs Poison (Death). Lower Fortitude Save
The Osyluth's Poison ability can be prevented completely using poison immunity off items. This doesn't work for Paragon Osyluth however, their poison will only respect the immunity given by Constitution artifact.

Osyluths are the police of Baator, constantly watching lesser baatezu castes and other denizens of the Nine Hells for deviations from Baator's Law. They have the power to teleport malefactors into the Lake of Fire in Phlegethos. Osyluths often serve as informers, monitoring other devils' activities and reporting on their service.

An osyluth looks bony and wretched, almost a husk of a humanoid form, topped with a fearsome skull whose sickly, dried skin is stretched tight. It has a tail like a scorpion's and exudes a foul odour of decay. Osyluths stand about 9 feet tall.

Pit Fiend (Aspirant Of The Eight)


Race: Outsider SR: 86 TR: 84
AB: 119 AC: ? Saves: F 55 / R 52 / W 56 Conceal: 70% KB: Ac Ma (personal)
Takes: Bl Pi, Co Di, s s Heals: Fi (superior+) Deals: Ac Fi Ma
Misc Imm: Ability Drain Critical Hits Death Magic Fear Knockdown Mind Spells Paralysis Petrification Sneak Attack Poison Entangle
Spell Imm: Harm, Mass Harm, Word of Faith, Implosion, Drown, Disintegrate, Bigby's Crushing Hand, Bigby's Grasping Hand, Bigby's Forceful Hand, Flesh to Stone, Cast in Stone, and Call of Stone
Special Abilities: Strength Check: DC 44 - BAC/2 vs KD, Does Blindness On Hit. Casts Meteor Swarm.
Similar to the Malebranche, this is one of the hardest and most common non random enemy you will find in the Hells. Like the Malebranche the KD check varies according to what sort of armour you are wearing. Pitfiends should be targeted quickly by tanks or hit with freezing Spheres & Bigby's Clenched Fists.

Pit fiends are among the most powerful of baatezu, leading entire armies in the Blood War. They are often personal servants of the Lords of the Nine. They have spent countless generations tested by the intrigue and machinations of Baatific society, emerging as absolute masters of diabolic law.

The greatest number of pit fiends dwell in Nessus, the ninth of Baator's hells, although some exist in higher layers as well. The greatest of pit fiends are the Dark Eight.

Physically, pit fiends are corpulent, scaly humanoids of great size and strength, with bat wings, horns, monstrous claws, and venom-dripping fangs, though they have the ability to take on more comely guises with their powerful innate illusions.

Pyrexic Fume (Phlogiston Ferment)


Race: Elemental SR: 0 TR: 61 (Elemental)
AB: 117 AC: ? Saves: F 52 / R 52 / W 52 Conceal: 90% KB: Fi Po (area-wide)
Takes: Bl Pi Sl, Ac Co Ne, e Heals: Fi (superior+) Deals: Fi So Ma
Misc Imm: Critical Hits Death Magic Fear Mind Spells Level Drain Paralysis Petrification Sneak Attack Poison Entangle / Knockdown (paragon+)
Spell Imm: Harm, Mass Harm, Drown, Disintegrate, Bigbys Crushing Hand, Bigbys Grasping Hand, Bigbys Forceful Hand, Bigbys Interposing Hand, Flesh to Stone, Cast in Stone, Call of Stone, and Bigbys Clenched Fist
Special Abilities: Inflicts Physical and Fire Vulnerability. Reduces Saves.
Pyrexic Fumes will first be encountered at Phlegethos. They are an area wide kickback monster that must never be hit with melee or ranged weapons. Fumes must be Imploded or gusted and as quickly as possible.

Rakshasa (Raja)


Race: Shapechanger SR: 0 TR: Not turnable
AB: Caster AC: ? Saves: F ? / R ? / W ? Conceal: 80% KB: (none)
Takes: Fi Ma, c Heals: El (superior+) Deals: El So Ma
Misc Imm: Poison
Spell Imm: All Level 1-8 Spells directly cast at them
Special Abilities: Casts Mordenkainen's Disjunction, Meteor Swarm, Grasping Hand, IGMS, Wail of the banshee, Flesh to Stone, Great Thunderclap (SP 65).
Rakshasa, especially Males, are troublesome casters who will Mordenkainen's Disjunction party buffs, cast Wail of the banshee (only blocked by specific Wail of the banshee immunity not by generic Death Magic immunity) and petrify party members. All Rakshasa spawn with a full set of buffs already cast, among them being some that will soak great quantities of damage and absorb spells cast at them. They should be mord'ed (twice) or breached (twice?) immediately, before they can be neutralised with Level 9 spells. They should be the first priority for arcane casters to target with Bigby's Crushing Hand, Weird or for Clerics to implode. Very high priority targets for both CS Rangers (require Shapechangers to be in your FE selection) and MS Assassins as even paragon Rakshasa do not have critical hit immunity.

Paragon Rakshasa (Raja) can also cast the epic spells Mass Spell Destruction and Bigby Swarm leading to debuffing and imobilisation of party members, the effects of Bigby Swarm can NOT be removed through the use of Break Enchantment until the caster has been killed.
Some say that rakshasas are the very embodiment of evil. Few beings are more malevolent.

Rakshasas look like humanoid tiger garbed in the clothes of nobility. They love rich living, baldly using their intelligence and power to maintain a decadent lifestyle at the expense of others. Although their bodies are like those of humans, except for the luxurious coat of tiger's fur, their hands are backward (with the palm where the back of the hand is on a human). While this doesn't detract from the creature's manual dexterity, it makes them look very disturbing to those unfamiliar with them.

Sahuagin (Elder Sahuagin)


Race: Outsider SR: 0 TR: Not turnable
AB: 115 AC: ? Saves: F 52 / R 50 / W 54 Conceal: 60% KB: (none)
Takes: Bl Pi, El Fi Ne, s s Heals: Ac (superior+) Deals: Ac Co Di
Misc Imm: Level Drain
Spell Imm: Harm, Mass Harm, Drown, Bigbys Crushing Hand, and Bigbys Grasping Hand / Disintegrate, and Bigbys Forceful Hand (paragon+)
Special Abilities: Casts Implode (Fortitude vs DC 59), EQ, Word Of Faith (SP 65)
Sahuagin can cause great amounts of damage to parties if not dealt with quickly. At Stygia save penalties are only -3 (for a non demi) but implodes can still cause many deaths as anyone can fail on a roll of one. If not equipped with the right resists and immunities (they hurt even if you are) Earthquake spells will cause immense damage. Sahuagin can be stoned, imploded, Clenched Fist'd or beaten down.

Elder Sahuagin have defensive buffs which they can cast, not necessarily on-spawn. These spells augment their Miscellaneous Immunities and Damage Immunities, until these spell defences are defeated.
Sahuagin are marine predators that are superbly adapted to undersea hunting. Also known as sea devils, these beings dwell in coastal waters, forming organised hunting groups that raid shore communities

Most sahuagin feature green coloration, darker along the back and lighter on the belly. Many have dark stripes, bands, or spots, but these tend to fade with age. Their great, staring eyes are deep black. They have scaly skin with webbed fingers and toes, and their mouths are filled with sharp fangs. An adult male sahuagin stands roughly 6 feet tall and weighs about 200 pounds.

Sahuagin are the natural enemy of tritons. The two cannot coexist peacefully. Wars between them are prolonged, bloody affairs that sometimes interfere with shipping and maritime trade.

Soul Shell (Hollow Soul)


Race: Outsider SR: 0 TR: 66
AB: 115 AC: ? Saves: F 49 / R 49 / W 52 Conceal: 60% KB: Ne (personal)
Takes: Bl Pi Sl, El Fi Po, a Heals: Ne (superior+) Deals: So Co Ne
Misc Imm: Death Magic Mind Spells Petrification / Critical Hits Sneak Attack (paragon+)
Spell Imm: Harm, Mass Harm, Flesh to Stone, Cast in Stone, and Call of Stone / Drown, Heartbane and Disintegrate (paragon+)
Special Abilities: Blindness on hit, Inflicts Negative vulnerabilities.
Soul Shells are mostly implode fodder. Tanks hitting them can usually do so safely but should be careful with negative vulnerability, and use a restoration pearl periodically, the effects of Soul Shell combat degrade UEF and render it useless after a while requiring a recast.

Paragon Souls Shells do Level Drain (roughly d10 levels).
A Petitioner is a mortal who has passed on and whose soul or spirit has reformed on the plane of his alignment and/or power, usually without memory of his or her former life.

If a petitioner is slain on its own plane, its essence merges with that of the plane in general or its patron power, if any. If slain off the plane, though, the energies dissipate, never to be seen or heard from again. Most petitioners never leave their plane for this reason.

The planes shape their petitioners to fit the nature of that plane. For example, on the Beastlands, petitioners take the form of sentient animals. On Mount Celestia, they begin as lantern archons, in the Gray Waste they often become larvae, and so on and so forth.

Soul shells are a form of petitioner common in the iron hell of Dis. They are twisted by the baatezu into all manner of hideous, painful configurations, and granted the memories of their former lives in order to torment them even more.

Spinagon (Spiniarch)


Race: Outsider SR: 70 TR: 69
AB: 115 AC: ? Saves: F 51 / R 47 / W 52 Conceal: 60% KB: (none)
Takes: Bl Sl, Co Fi Di, p s Heals: Ma (superior+) Deals: Ac Fi Ma
Misc Imm: Death Magic Mind Spells
Spell Imm: (none) / Drown, Implosion (Paragon)
Special Abilities: Ranged Attacker
Spinagons are ranged attackers that will repeatedly pepper the party with spikes. They are usually a good target for tanks or for Imploders once high priority KB/random creatures are dealt with. Spinarchs are immune to Implosion although not Heartbane so this can be a good way to deal with them. Stoning is an excellent way to neutralize their spike attack.

Paragon Spinagon do Reflex: DC 65 vs KD. This is a ranged KD and can hit any party member regardless where they are on the map. In addition they have special attack that does 120 Physical and Fire Damage.
Spinagons, the spined devils, are the first non-petitioner baatezu form, a lemure's chance to think and reason. Some are quite cunning, either due to some innate quality of the soulstuff from which they were made or perhaps an irregularity in the crafting process. This is rare, though; a spinagon is intended to be a messenger or information-gatherer, or a herder of petitioners. They sometimes act as escorts for imps, too, but most imps are expected to find their own way about.

Spinagons who excel at their tasks can be promoted as high as amnizu status, but this is rare. Most spinagons who perform satisfactorily are transformed into abishai.

Physically, spinagons are small, scaly humanoids with tiny horns, bat like wings, and a tail studded with sharp spines which they can launch at opponents. Their bodies are covered with spines as well.

Swamp Devil (Fen Render)


Race: Outsider SR: 0 TR: 69
AB: 117 AC: ? Saves: F 49 / R 49 / W 51 Conceal: (none) KB: (none)
Takes: Bl Sl, El So Po, c Heals: Ac (superior+) Deals: Ac Fi Ne
Misc Imm: (none) / Critical Hits Death Magic Domination Fear Knockdown (paragon+)
Spell Imm: Harm, and Mass Harm
Special Abilities: Strength Check: DC 40 vs KD, Discipline 110 vs ???
Swamp Devils, found within the swamps of Minuaros are fairly weak aside from their KD check, which can cause issues for Dex tanks and casters. Lacking any immunities or concealment they are easily dealt with.

Swamp devils lurk in the murky swamps of Minauros, waiting for some unfortunate to pass, when they pounce. They attack by leaping on their prey in a whirling, tearing frenzy. Often their prey is knocked down and suffocated in the swampy water before they can bleed to death.
Personal tools