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Typical Hell Judge

Hell Judges pronounce sentence on the victims who land in the First Court. The position is held by many different species. The statistics below detail a typical Hell Judge—

a red minister (from Jade Dragons & Hungry Ghosts, pub-lished by Green Ronin Publishing).

Hell Judge, male red minister: CR 12; Medium humanoid;

HD 15d8; hp 70; Init +1; Speed 50 feet; AC 21 (+1 Dex, +10 natural), touch 11, flat-footed 20; BAB +8; Grapple +10;

Attack +11 melee (1d6+3, critical 20/×2, staff); Full Attack +11 melee (1d6+3, critical 20/×2, staff); SA Heavenly

judg-ment; SQ Infernal traits, spell-like abilities; AL LE;

SV Fort +15, Ref +16, Will +21; Str 15, Dex 14, Con 10, Int 17, Wis 19, Cha 14

Skills and Feats: Bluff +11, Disguise +5, Forgery +4, Intimidate +7, Listen +4, Sense Motive +6, Spot +20;

Alertness, Disarm, Persuasive, Skill Focus (Spot), Weapon Finesse (staff), Weapon Focus (staff)

Spell-Like Abilities: At will—charm person, discern lies;

6/day—charm monster; 3/day—suggestion (verbal compo-nents only); 2/day—detect good, detect magic, speak with dead. Caster level 13th. Saving throw DC 12 + spell level.

Save DCs are Charisma based.

Heavenly Judgment: Hell Judges bestow punishment in the Hall of Judgment in the First Court. Thanks to their speak with dead ability, victims can either cooperate while living or cooperate when dead.

Infernal Traits: Red ministers are immune to fire, poison, and electricity, and have resistance to acid 20 and cold 20.

They can see in darkness perfectly, even that caused by deeper darkness spells, and they can communicate telepathi-cally with any intelligent creature.

Yamado

Medium Outsider (Evil, Lawful) Hit Dice: 8d8–8 (28 hp) Initiative: +2 (+2 Dex) Speed: 30 feet

Armor Class: 19 (+7 adamantine coat of mail, +2 Dexterity), touch 12, flat-footed 17

Base Attack/Grapple: +8/+3 and +8

Attack: Spiked club +8 melee (1d8+1/×2) or shuriken +10 ranged (1d4 + knockout poison) or claw +8 melee (1d3,

×2)

Full Attack: Spiked club +8/+3 melee (1d8+1/×2) and shuriken +10/+5 ranged (1d4 + knockout poison) or claw +8/+3 melee (1d3,×2)

Space/Reach: 5 feet/5 feet (Face/Reach 5 feet ×5 feet/5 feet) Special Attacks: Knockout poison, silvertongue

Special Qualities: Shapeshifting, telepathy, infernal traits Saves: Fort +5, Ref +8, Will +8

Abilities: Str 10, Dex 14, Con 9, Int 12, Wis 15, Cha 20 Skills: Bluff +12, Diplomacy +20, Disable Device +9,

Disguise +18, Forgery +11, Gather Information +10, Hide +13, Intimidate +15, Listen +8, Move Silently +13, Sense Motive +14, Spot +10

Feats: Alertness, Deceitful, Persuasive Environment: Ten Courts of Hell

Organization: Patrol (2–3), press gang (7–12 plus one leader of 4th–6th level)

Challenge Rating: 4 Treasure: Standard

Alignment: Usually lawful evil

Advancement: 9–12 HD (Medium), 13–16 HD (Large) Level Adjustment: +3

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Creature Hell CR Source Notes

Achaierai 2nd 5 MM —

Azer 7th 2 MM —

Barghest All 4 and 5 MM —

Charfiend 1st, 2nd, 3rd 1 CC —

Chiao 4th 1 JDHG —

Demon, balor 10th 20 MM —

Demon, marilith 6th 17 MM —

Demon, monkey All 1/2 JDHG —

Demon, ox All 8 BCD Page 174

Demon, vampire 4th, 9th 11 BCD Page 175

Demon, vrock 4th 9 MM —

Devil, cornugon 1st and 5th 16 MM —

Devil, hamatula 5th 11 MM —

Devil, kyton 5th 6 MM —

Devil, skin 5th 4 CC —

Frost worm 8th 12 MM —

Giant, fire 5th 10 MM —

Hobgoblin 1st to 4th 1/2 MM —

Naga, dark 6th 8 MM —

Ogre mage All 8 MM —

Rakshasa 4th 10 MM —

Red minister 1st 12 JDHG —

Sennin 11th — JDHG —

Shiko me 9th 3 JDHG —

Tiger general 4th 14 JDHG —

Tikbalang (horse demon) 3rd 4 JDHG —

White-haired ghost 9th 6 JDHG —

Yamado 1st to 3rd 4 BCD Page 172

Yasha All 1 JDHG —

INHABITANTS OF THE TEN COURTS OF HELL

A successful yamado is one of the Ten Courts’ Recruiters, a mistress of lies and promises, or an immoral liar laden with traps and magical trickery. If subtle attempts to bring victims through a doorway voluntarily fail, some yamado fall back on extortion or brute force, but most operate by trickery and deception. Every Recruiter has his or her own strategy.

Some use seduction and then plane shift, some operate as bandits along busy roads, and still others create charged items that transport their wielders to the Ten Courts.

In its true form, a yamado is a red-skinned humanoid with a shock of blue hair, clawed fingers, fangs, and a ridged brow. Their ribs are typically visible, and spikes sometimes jut from their spines. All wear long, tailored coats or cloaks, with pockets full of sweets, gold, shuriken, and sleep potions.

Yamado speak Infernal, Common, and the argot of the Ten Courts.

Combat

Yamado are not powerful fighters and rely on surprise and ambush in combat. When they must fight to bring a victim back, they prefer to grapple and then plane shift. Despite their claws and fangs, yamado almost never fight with natural weapons.

Recruiters who fail to meet their quota are often returned to the ranks as Enforcers or even as slaves.

Silvertongue (Sp): A yamado has the innate spell-like ability to cast charm person or charm monster three times per day simply by speaking to a target for 1 round. If the saving throw succeeds (DC 15), the victim is aware of the magical pressure that the yamado applied. If not, he or she views the yamado as a trusted friend, and typically only realizes his or her mistake after arriving in the First Court.

Knockout Poison (Ex): Yamado weapons are envenomed with a knockout poison. This poison causes 2d6 points of

temporary Constitution damage as primary damage, and 2d4 points as secondary damage (Fortitude save, DC 16). If a victim’s Constitution drops below 3, he falls into a coma.

Most victims recover 1 point of Constitution per day, and thus are very weak when they first awaken in the First Court.

Shapeshifting (Su): Yamado are natural shapeshifters, able to take on the appearance of any intelligent humanoid three times per day.

Telepathy (Su): A yamado can speak to any intelli-gent creature telepathically.

Infernal Traits: Yamado are immune to fire, poison, and electricity, and have resistance to acid 20 and cold 20. They can see in darkness perfectly, even that caused by deeper darkness spells, and they can com-municate telepathically with any intelligent crea-ture.

Ox Demon

Large Outsider (Evil, Lawful) Hit Dice: 12d8+36 (90 hp) Initiative: +0

Speed: 30 feet

Armor Class: 17 (+8 natural, –1 size) or 24 (+8 natu-ral, +2 shield, +5 banded armor, –1 size), touch 9, flat-footed 17

Base Attack/Grapple: +12/+7/+2 and +21 Attack: Halberd +16 melee (19–20, 3d8+7/×3) or

kick +16 (2d6+5/×2) or heavy crossbow +12 (3d8/19–20,×3)

Full Attack: Halberd +18/+13/+8 melee (3d8+7/×3) or kick +16/+11/+6 melee (2d6+5/×2) or heavy cross-bow +12 (3d8/19–20,×3)

Space/Reach: 5 feet/5 feet (Face/Reach 5 feet ×5 feet/5 feet)

Special Attacks: Headbutt, knockdown, mighty hoof Special Qualities: Darkvision 60 feet, infernal traits Saves: Fort +11, Ref +8, Will +7

Abilities: Str 20, Dex 10, Con 16, Int 7, Wis 8, Cha 6

Skills: Climb +20, Intimidate +13, Jump +20, Listen +14, Search +13, Spot +14

Feats: Power Attack, Cleave, Greater Cleave, Improved Bull Rush, Improved Critical (halberd)

Environment: Ten Courts of Hell

Organization: Watch (2–4), company (7–12 plus one leader of 4th–6th level), legion (21–40 plus 1d4 leaders of 7th to 10th level) Challenge Rating: 8

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Treasure: Standard

Alignment: Usually lawful evil

Advancement: 13–16 HD (Large), 17–20 HD (Huge, horse demon)

Level Adjustment: —

Ox demons are large humanoid demons with the skin, head, and feet of oxen. They are dim but loyal, and they enjoy demonstrating their strength by tearing limbs from their victims. They walk upright with a lumbering gait and prefer heavy, two-handed cleaving weapons such as battle-axes, halberds, glaives, and poleaxes. They wear heavy band-ed armor over their leathery hides.

Ancient ox demons often become size Huge and grow more horselike, losing their horns. These ox demons typi-cally have names that reflect their roles, such as “Great Gate Guardian” or “Third Minister to the Lesser Chamberlain.”

Ox demons speak Infernal and the language of the Ten Courts.

Combat

Ox demons are not sophisticated, but they’re stubborn fight-ers, reluctant to retreat. Their sharp eyes and suspicious nature makes them excellent guards. Their tactics consist of bellowing for help, charging, and attempting to flatten every-thing around them.

Knockdown (Ex): On any critical hit or any charge attack, the ox demon’s power may knock an opponent prone. The target is entitled to an opposed Strength check; if the target fails, he or she is knocked prone and stunned for 1 round.

Creatures smaller than the ox demon itself suffer a –2 penalty to this check if they are one size category smaller, –4 if two categories smaller, and –8 if three or more categories smaller.

Headbutt (Ex): When an ox demon grapples an oppo-nent, it may knock heads or attempt to gore with its horns.

This is treated as an attack of opportunity that the ox demon is entitled to each round that it is grappling. It inflicts 2d10+5 points of goring damage if successful.

Mighty Hoof (Su): Once per day, an ox demon may, as a move action, stamp a hoof and make the earth around it shake, similar to the open ground effect of the earthquake spell. Creatures within 80 feet must make a Reflex save (DC 15) or fall down. Fissures open in the earth, and every creature that has fallen has a 25 percent chance to tumble into one (Reflex save, DC 20, to avoid), falling 20 to 50 feet down. The fissures do not close.

Typically, an ox demon stamps its mighty hoof just before attacking suddenly prone characters. An ox demon never needs to make a saving throw to resist the knockdown effect of its own mighty hoof.

Infernal Traits: Ox demons are immune to fire, poison, and electricity, and have resistance to acid 20 and cold 20.

They can see in darkness perfectly, even that caused by deeper darkness spells, and they can communicate telepathically with any intelligent creature.

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