TEXT: 1
  ArchDevils of 
  Porphyra
  Perry Fehr
  
  2
  ARCHDEVILS OF 
  PORPHYRA
  Ye are of [your] father the devil, and the lusts of your father 
  ye will do. He was a murderer from the beginning, and 
  abode not in the truth, because there is no truth in him. 
  When he speaketh a lie, he speaketh of his own: for he is a 
  liar, and the father of it.
  - John 8:44 
  The singular being that is Lord Sathax rules the vast 
  legions of lawful evil outsiders known as devilkind, 
  who seek to deceive and rule mortal life and eliminate 
  all weaker beings from the lower planes- and the upper 
  planes, if they can manage.  On the Patchwork Planet 
  of Porphyra, devilkind had even less presence on that 
  world than the hated demons with their blaspheming 
  city of Bhaal-Aak, and any dark lore that might have 
  summoned devils was actively sought out and repressed 
  by the chaos-loving erkunae. The restriction irked Sathax 
  mightily, but the Dark Father was able to play the long 
  game, and in the fullness of time, The Calling took 
  place, and the NewGods War hard upon it.  Some fac-
  tions, indeed, claim that the Lord of the Seven Circles 
  worked from beyond the dimensional veil to influence 
  the members of the Cormazog Alliance to engineer 
  the Calling of the Gods, and through them, access to 
  the souls of Porphyran mortals.  A likelier truth is that 
  Sathax’s collection of blackmail information in The 
  Black Tome steered the paths of the disparate New Gods 
  themselves to come to Porphyra and make the necessary 
  contacts.  Sathax has always hated the Elemental Lords, 
  as they have ever resisted his alliances and threats, and 
  the lawful evil Lords Enor and Grunzol both refused 
  Hadriel’s hand in infernal marriage- a great affront.  
  Thus, when the NewGods War was engaged, Sathax 
  made his services and legions available through his first 
  and strongest cult, The Septagon, and through tentative 
  alliances made with Rolterra, The Boundless One.   Dev-
  ils are found on Porphyra mostly through summons by 
  haughty wizards, or clerics that believe their god merely 
  uses devilkind as servants.  Some cadres of devils are 
  remnants of the legions committed to the NewGods War 
  on the Gods’ behalf, where servants of reluctant gods 
  have been unwilling to deal with them, due to some 
  agreement between the Dark Father and a deity whose 
  name is in his dire Black Tome.  
     The subsidiary Archdevils of the Seven Circles, some-
  times referred to as Hell, are the family and vassals of 
  Sathax, and he does not permit them full portfolios of 
  domains, asserting his total control over them and their 
  power.  Devil-worshippers assume an ecclesiastical hier-
  archy in that Sathax is their “Lord” and the Archdevils 
  serve at his pleasure, and their cults are not completely 
  independent religions.  When the Septagon or other 
  devil-worshippers are opposed or persecuted, especially 
  by chaotic good religions like those of Tulis and Yolana, 
  their contributions to the NewGods War are often 
  thrown up, and their infernal efforts flourish.
  Deific Obedience
  Your reverence for a deity or equivalent being is so great that 
  daily prayer and minor sacrifices grant you special boons
  Prerequisite(s): Knowledge (religion) 3 ranks, must 
  worship a deity or equivalent being.
  Benefit(s): Each deity requires a different daily obedi-
  ence, but all obediences take no more than 1 hour per 
  day to perform. Once you’ve performed the obedience, 
  you gain the benefit of a special ability or resistance as 
  indicated in the “Obedience” entry for the god to whom 
  you performed the obedience.
     If you have at least 12 Hit Dice, you also gain the 
  first boon granted by your deity upon undertaking your 
  obedience. If you have at least 16 Hit Dice, you also 
  gain the deity’s second boon. If you have 20 Hit Dice 
  or more, you also gain the deity’s third boon. Unless a 
  specific duration or number of uses per day is listed, a 
  boon’s effects are constant.
     Certain prestige classes or prestige archetypes gain 
  access to these boons at lower levels as a benefit of their 
  prestige class. If you have no levels in one of these pres-
  tige classes or caster prestige archetypes, you gain the 
  boons marked as exalted boons. If you later take levels 
  in sentinel or evangelist, you lose access to the exalted 
  boons and gain access to the new boons appropriate to 
  your class. If you ever fail to perform a daily obedience, 
  you lose all access to the benefits and boons granted by 
  this feat until you next perform the obedience
     This feat is reprinted with minor changes.
  
  3
  Lord Sathax (Grand Archdevil)
  Lord of the Pit, Dark Father
  Emperor of the Seven Circles
  Worshippers: All devil-worshippers, lawful evil rulers 
  and aristocrats
  Minions: evil dragons, fire giants, pit devils
  Alignment: Lawful Evil
  Domains: Evil, Knowledge, Law, Nobility
  Subdomains: Aristocracy, Blackmail, Devil, Tyranny
  Lower Realm Dominated: Sathax, the Seventh
  Favored Weapon: Heavy flail
  Favored Animal: Emperor cobra
  Favored Instrument: Violin
  Obedience
  Read from The Black Tome for one hour while standing, 
  then write any possible activities that could be used in 
  blackmail files on a parchment and then burn it.  Gain 
  +4 to saves vs. compulsion spells and effects.
  Boons
  1. The Gifts of Knowledge (Sp): comprehend languages 
  3/day, communal protection from chaos 2/day or detect 
  desires 1/day
  2. Master of Lies (Ex/Sp): You gain +5 to Bluff checks, 
  add +2 to the DC of illusion spells you cast, and can cast 
  illusion spells without any components whatsoever; once 
  per day you may cast programmed image as a spell-like 
  ability.
  3. High Acolyte of the Dark Father (Sp): You may re-
  quest an audience with Lord Sathax! The audience takes 
  place on the full moon, once a month, that results in the 
  equivalent of a granted wish if the receiver of the boon 
  makes a DC 28 Diplomacy check.  
  Legend
  Lord Sathax is a brilliant, manipulative, and ambitious 
  para-deity, and the only things holding him back from 
  being far more powerful and controlling of Porphyra 
  and its Material Plane is his late arrival to the world.  
  That and his demand for total obedience and discipline, 
  which does not regularly combine with the lack of good 
  morals that “The Snake in a Robe” (an epithet of the 
  Geranites) possesses.  Sathax is quite content with the 
  idea of quality over quantity, and the surest way to dis-
  please him is to recruit weak and lesser beings.  Though 
  some frankly desperate religions attempt to paint Sathax 
  as a rebel against some moral order, he is no such thing; 
  Sathax is the coalescent personality of a past universe, 
  the living remnant of a dead reality, boiled down to 
  ruthless sentience and desire to dominate, control, snuff 
  out all willfullness, in what Sathax believes will be an 
  eternal cycle of dominance. 
  Church
  Sathax’s cult is fairly healthy on Porphyra, finding a 
  niche above the revolutionaries of Rolterra, the milita-
  rism of Kamus, and the bureaucracy of Eshsalqua.  Fol-
  lowers of Sathax are those who crave control over others, 
  who need to own the hearts and souls of those around 
  them, by the most efficient means possible.  Many 
  Sathaxians are petty lords, manor-holders, even shop-
  keepers that keep extensive records on everyone around 
  them, all that they do or see, thus, they are all educated.  
  Cult cells rarely stray outside family lines, with outsid-
  ers being tolerated only if they are slavishly subordinate.  
  Temples to Sathax are always tall and straight; if worship 
  of Sathax needs to be concealed it will simply go into 
  the parlors and meeting-rooms owned by practitioners.   
  Most cultists of Sathax will have spell or magic power of 
  some kind.
  Spell Preparation Ritual
  Cultists draw the Seven Rings of Sathax upon the des-
  ignated altar in the blood of a sacrifice of fitting stature.  
  They chant memorized verses from the The Black Tome 
  while making mystical passes with a knife or appropriate 
  instrument.  If the blood is that of a chaotic being, the 
  first spell cast that day adds +1 to the DC of its save.
  
  4
  The Chained Queen 
  (Arch-devil)
  The Jailed Empress, Dark Mother
  Deposed Queen of the Seven Circles
  Worshippers: police, jailers, bounty hunters
  Minions: hellhounds, hobgoblins, kytons
  Alignment: Lawful Evil
  Domains: Community, Evil, Law
  Subdomains: Betrayal, Cooperation, Devil 
  Lower Realm Dominated: Carcerem, The Sixth
  Favored Weapon: Garrote
  Favored Animal: Bloodhound
  Favored Instrument: Casaba
  Obedience
  Flagellate yourself with a personally purchased or crafted 
  chain, repeating verses from your assigned code of con-
  duct.  You gain DR/4 against all non-lethal damage.
  Boons
  1. Jailer’s Arsenal (Sp): barbed chains 3/day, bloodhound 
  2/day or blood scent 1/day.
  2. Mercenary Agent (Sp): Once per day you can call 
  forth a kyton as an ally, which will serve until it is killed 
  or dismissed.  You can have one kyton ally at a time.
  3. Selective Bondage (Su): You are immune to all evoca-
  tion spells except those that have the word “chain” in 
  them, which you save at a -2 penalty.
  Legend
  Ecclesiastic doctrine outlined in The Gift of Knowledge 
  asserts that Lord Sathax, created for himself, from his 
  own will and the generative power of the Universe, a 
  mate and wife.  The accomplishments of the two are 
  many, including the procreation of Hadriel, Melektus 
  and Mastema,  but this being’s true name is expunged 
  from his unholy book, for a crime committed at least 
  3,500 years before the present day. The wife and partner 
  of Sathax dared to tryst with the God Kamus, the Lord 
  of Chains, and did produce from this union the power-
  ful and fast-rising demigod Kram-Hotep, Pharaoh of 
  the Freezing Portal.  The “Queen” argued the legitimacy 
  of her actions in that their union had not been presided 
  over by a ‘higher power’ and that she and Kamus’ child 
  had the potential to be great because of the mixing of 
  Sathax and Kamus’ inherent power… The argument 
  could not be faulted in Sathax’s logic, so instead of an-
  nihilation, the now-named “Chained Queen” would 
  be given her own prison-kingdom and rule it from 
  ascendant captivity.  The Jailed Empress epitomizes the 
  purpose and occasional price of ambition, and the honor 
  of service, even to a dangerous ruler.   
  Church
  Many beings in law enforcement serve The Chained 
  Queen, especially those in oppressive regimes whose 
  mantra is “I was just following orders”.  A businesslike 
  faith, clerics and adherents of The Jailed Empress are ad-
  ept at shifting blame and responsibility, all in the name 
  of getting ahead at another’s’ expense.  There is a ritual-
  istic sense of subversion among Reginites (their formal 
  ecclesiastical name) that advocates patience and seeking a 
  opportunistic advantage, and their number see the rising 
  power of Kram-Hotep as the fulfillment of this philoso-
  phy.  A discreet badge of chains on their regular work-
  insignia marks an adherent of The Chained Queen.
  Spell Preparation Ritual
  Reginite worshipers of all types carry a rosary-like token, 
  a string of 49 chain-links of materials commensurate 
  with the rank or station of the worshipper within their 
  organization.  Spell-casters attach their unholy symbol 
  to this dark rosary, and use in their morning medita-
  tions, counting a chain link and reciting a passage from 
  The Black Tome and/or regulations and requirements 
  for the day, and the proper spells.  When all of the links 
  have been meditated over, the ritual is over.  This rosary 
  doubles as a functional garrote, if made of metal.
  
  5
  Duke Melektus 
  (Arch-devil)
  The White Twin, Doctor Infernus
  Favored Twin Son of Sathax
  Worshippers: architects, doctors, courtiers and sadists, 
  necromancers
  Minions: giant leeches, kahrn, parasitic monsters, un-
  dead
  Alignment: Lawful Evil
  Domains: Evil, Healing, Law
  Subdomains: Devil, Loyalty, Medicine
  Lower Realm Dominated: Sputimius, the Fifth
  Favored Weapon: Lance
  Favored Animal: Leech
  Favored Instrument: Viol
  Obedience
  Use leeches to drain a cup of blood into a vessel or into 
  stagnant water.  Write your secret failings in the dirt or 
  on a mirror with blood, confess it, then erase it.  Gain a 
  +4 profane bonus on saves vs. poison.
  Boons
  1. Patients’ Price (Sp): infernal healing 3/day, blinding 
  ray 2/day or appearance of life 1/day.
  2. Parasitic Penetration (Su): Once per day with a suc-
  cessful touch attack, you can infest a living creature with 
  foul worms unless the target makes a Fortitude save (DC 
  10 + 1/2 your HD + your Constitution modifier). These 
  parasites retain an unholy link to you, draining that crea-
  ture’s energy and transferring it to you. This infestation 
  persists for 10 rounds, during which you act as if hasted 
  and the infested victim is staggered. These parasites 
  count as a disease effect.
  3.  Eternal Servant(Ex): You gain the undead type and 
  the ability to use Command Undead a number of times 
  per day equal to 3 plus your Charisma modifier.  No 
  unintelligent undead can attack or harm you in any way.
  Legend
  A millennium after the semidivine birth of Hadriel, 
  Sathax furthered his plans and ambitions and engen-
  dered twin sons with his Queen.  An efficient process, 
  so he reasoned, and they were, in the logic of the Lower 
  Realms, mirror images of each other. The ‘light’ twin, 
  named Melektus, was coerced, manipulated and molded 
  by his infernal parents to be a false beacon to gull-
  ible mortals, and thus draw more power to the Seven 
  Circles.   Melektus is entirely Sathax’s creature, with only 
  his personal flaws and insecurities to give him a distinct 
  personality, which plays perfectly into his portfolio of 
  appearance over substance, and pretense over real ac-
  complishment.  Melektus does little without Sathax’s 
  approval or permission, though he does skirmish with 
  his hated brother Mastema and haughty sister Hadriel 
  occasionally. 
  Church
  Melektus’ cult is one of faddishness and false popular-
  ity, of looking better than one feels and maintaining 
  pretenses of power at all costs, if you have none of your 
  own.  This attitude is actually written into doctrine, a 
  flashy pamphlet-like “unholy book” called The Power of 
  Healing which white-robed Melektites hand out to any-
  one who stands still long enough.  Cults of the Doctor 
  Infernal spring up, surge, and scatter, spreading steadily 
  but raggedly across the land while their leaders dole out 
  small amounts of healing in exchange for large sums of 
  money that are funneled into larger Hell-based projects, 
  given outright to armies loyal to Sathax, or embezzled 
  by Melektite devil-worshippers, an acceptable practice if 
  you don’t overdo it and get horribly tortured by an eager 
  Mastemite.  The followers of Melektus are the leading 
  Infernal practitioners of undead animation.  
  Spell Preparation Ritual
  The rituals of Mastema are quite similar to those of the 
  Dark Father, Sathax, though the altar must be smaller 
  and is typically made of stainless metal; many Melektites 
  carry a large steel shield for this purpose in the field.  
  
  6
  Duke Mastema 
  (Arch-devil)
  The Black Twin, Khan of the Asherake, The Punisher
  Twin Son of Sathax
  Worshippers: gladiators, mercenaries, privateers
  Minions: asherake, rakshasas and half-rakshasas, giants
  Alignment: Lawful Evil
  Domains: Destruction, Evil, Law
  Subdomains: Devil, Judgement, Torture
  Lower Realm Dominated: Aeronicus, the Fourth
  Favored Weapon: Bastard sword
  Favored Animal: Tiger
  Favored Instrument: Trumpet 
  Obedience
  Dress in the ritualistic garb of The Black Goat, per-
  forming the chant and sword exercises prescribed by 
  Mastema, anointing your blade in alchemists’ fire for 
  the duration.  You gain +4 to weapon confirmation rolls 
  with your master’s favored weapon, the bastard sword.  
  Boons
  1. Oppressor’s Might (Sp): interrogation 3/day; castigate 
  2/day or righteous vigor 1/day.
  2. Blackship Captain (Ex): You have been granted com-
  mand of an asherake flying ship, identical to a longship, 
  but able to levitate its own maximum weight; a crew of 
  10 asherake warriors loyal to you come with it.  
  3. Infernal Might (Ex): You become infused with infer-
  nal power, and gain a +4 profane bonus to Constitution 
  and your natural armor.
  Legend
  The twin brother of the Archdevil Melektus and argu-
  ably the eldest son of Lord Sathax and the Chained 
  Queen, the Archdevil Mastema, called The Punisher, is 
  the dark hope of lawful evil in the Seven Circles, as co-
  vertly rebellious as one may be in the Infernal Lands and 
  still maintain one’s immortal existence.  Mastema is as 
  bold and defiant as Melektus is compliant and obedient, 
  and believes, probably with some truth, that his father 
  admires this and will reward him some day.  Mastema 
  chose to rise through the ranks of greater demons rather 
  than be groomed for Lordship like his brother and sister, 
  and what he lost in time invested he gained in knowl-
  edge of cruelty and manipulation, and figures himself 
  Hadriel’s equal in that department.  Mastema also dis-
  agrees with his fellows in the merits of the human race, 
  and he rejects them with disgust, preferring non-human, 
  more powerful races for his ends, his favorite being the 
  felinoid asherake, rakshasas, and various giant races. 
  Church
  Mastema prefers whole tribes and racial variants for wor-
  shippers, rather than cultist cells lurking in basements 
  and decadent palaces.  The aggressive asherake warrior-
  race is his pride and joy, and much effort was placed in 
  transplanting them to Porphyra.  Worshippers of Mas-
  tema are a violent lot, but disciplined, and always push 
  for war, alternated with periods of building up power; 
  leader-types have the welfare of whole communities in 
  their hands, and do not spend their lives gratuitously.  
  Slaves taken may choose to worship Mastema, but it 
  profits them little, being used for cannon-fodder and 
  skirmishers rather than brute labor and food.
  Spell Preparation Ritual 
  Within communities that worship Mastema, the morn-
  ing meal is both sacrifice and worship service, calling 
  for aid and magic from The Black Twin. It is perfunc-
  tory and functional, and always well-guarded.  Certain 
  scheduled observance are affairs with more pomp, with 
  blaring trumpets, dire costumes and enactments, and 
  pronouncements of the season of war.
  
  7
  Duchess Hadriel 
  (Greater Devil)
  Duchess of Domination, The Ambitious One
  Daughter of Lord Sathax
  Worshippers: unmarried female aristocrats, social climb-
  ers, bureaucrats
  Minions: Erinyes, gynosphinxes, pergensia
  Alignment: Lawful Evil
  Domains: Charm, Evil, Law
  Subdomains: Captivation, Devil, Corruption
  Lower Realm Dominated: Sorata, The Third
  Favored Weapon: Sickle
  Favored Animal: Eagle
  Favored Instrument: Glockenspiel
  Obedience
  Sit in a circle of seven lit candles and calculate the per-
  mutations of seven with your abacus, associating each 
  number with a being that you plan to coerce to your 
  cause.  Gain a +4 bonus on saves versus fire and charm 
  effects.
  Boons
  1. Infernal Infatuation (Sp): charm person 3/day, un-
  natural lust 2/day or reckless infatuation 1/day.
  2. Bend to the Will (Sp): You may use dominate person 
  twice per day as a spell-like ability.
  3. Loaned Retinue of the Duchess (Ex): A pergensia 
  becomes your bodyguard (and Hadriel’s spy) for the 
  term of a year.)
  Legend
  Firstborn of Sathax, Hadriel was engendered to further 
  their ambitions in new and Hellish ways.  The infinite 
  possibilities of political and personal manipulation are 
  the meat and ale  of Hadriel. It is said that she will have 
  no being in her presence that is not bound to her will, 
  that is not part of her overarching plan of infernal and 
  Prime Material control. This is probably infernal pro-
  paganda, as she is obliged to follow the summons of 
  her father, Lord Sathax, or, indeed, any other Pit Lords 
  or Arch-Devils. Though her proclivities tend toward 
  the female, it is known to students of the infernal that 
  Hadriel’s reluctance to take a consort, male or otherwise, 
  is a consternation to Hell’s aristocracy. It is whispered 
  that Hadriel seeks a consort from the ranks of the non-
  infernal gods, and control of that consort will propel 
  The Ambitious One into at least demi-goddess status.  
  Hadriel always deals from a position of political or situ-
  ational strength, her own personal preference, which 
  raises a few brimstone-laced eyebrows in Hell, as ambi-
  tion is usually associated with risk. She walks to the beat 
  of her own drummer, though, and has created a network 
  of spies, servants, and cat’s-paws that make her all but 
  invulnerable to the machinations of her fellow-devils. 
  She hosts an annual festival in Hell, celebrated also by 
  her devotees on the Prime Material plane, in which 
  gladiatorial contests are conducted. 
  Church
  Self-styled Hadrielites are bold and insinuate themselves 
  into bureaucracies of all kinds in all situations, from field 
  army supply stations and chapels, to large city adminis-
  trations, to underworld warrens of swarming creatures; 
  Hadriel is not choosy about her servitors other than 
  their willingness to serve well and shrewdly. The Duch-
  ess of Domination is not pleased with her status as mere 
  demigod, and wants, more than anything, to possess the 
  Knowledge domain in her portfolio. That this basically 
  means supplanting her father does not trouble the Infer-
  nal community, it is the natural way of things.  Hadri-
  elite cultists are efficient and helpful but always prepare 
  blackmail books and bribery funds for every contingency 
  in establishing power by any means, and real power, with 
  legitimate backing, not squalid caves or ruins!
  Spell Preparation Ritual
  Hadrielites prefer a publicly viewed exhortation, a dis-
  play of power at an altar or similar venue, as they rarely 
  have to hide their actions.  Barbed trinkets, censers, 
  curved blades and books of power abound, and though 
  interruption of an adherent will result in a wild rage (+1 
  to hit on the first strike) it is expected that all who view 
  the ritual will be impressed and in awe of the power and 
  boldness of the supplicant.
  
  8
  Duke Ibolis (Arch-devil)
  The Singularity, The Hard Darkness
  Worshippers: hermits, misanthropes, schizophrenics
  Minions: solitary dragons, pit fiends, kaiju
  Alignment: Lawful Evil
  Domains: Darkness, Evil, Law
  Subdomains: Corruption, Devil, Loss, 
  Lower Realm Dominated: Xozox, the Second
  Favored Weapon: Any (selected at 1st level)
  Favored Animal: None
  Favored Instrument: Dead-bell
  Obedience
  Go to a place devoid of any other life, a cave, a chamber; 
  take off all garments, and cover yourself with a black 
  cloak, meditating on the solitary oneness of your own 
  power.  Gain +4 to your CMD to any grapple, pin or 
  reposition maneuver.
  Boons
  1. Hostile Isolation (Sp): sanctuary 3/day, obscure object 
  2/day or nondetection 1/day.
  2. Master of Singularity (Ex): You can no longer be 
  flanked, and cannot lose your Dexterity bonus due to 
  being feinted.  
  3. Heart of Darkness (Sp): You constantly emit deeper 
  darkness, but can see through your particular aura of 
  darkness perfectly.  
  Legend 
  It is held in The Gift of Knowledge that Ibolis was a 
  slighted colleague of Sathax in whatever milieu of cosmic 
  competition they came from, and that Sathax saw Ibolis’ 
  hatred of other beings and fostered it for his own pur-
  poses. Ibolis was Sathax’s implacable ally in all things 
  in that unimaginably ancient rebellion, a force of pure 
  purpose unstoppable even by gods.  The Hard Darkness’ 
  wish of solitude and power over the self to the exclusion 
  of imperfect others was granted when he helped Sathax 
  achieve dominion over the Seven Circles, the only being 
  among the Lords of Hell that is not family of some sort 
  to The Dark Father; that suits Ibolis just fine. Ibolis hates 
  to be seen or regarded, but fawning fanatics jabber about 
  his figure being that of anti-light, no features but a dead-
  black outline of a powerful, cloaked being, like a hole in 
  a canvas looking at the new-moon sky. He is likely the 
  most secretive ruler of any of the lower planes that can 
  be identified.
  Church
  The doctrine of Ibolis states that his cults are cults of 
  one, a solitary adherent who must cast off all ties with 
  others, family and friends and other faiths.  An adher-
  ent to Ibolis seeks to ruthlessly increase his power and 
  perfect himself in an inexorable progress.  They are very 
  hard to detect because of this singularity and secrecy, and 
  can wipe out a whole village of unworthies with dark ef-
  ficiency.  There is a protocol of recruitment of new cells, 
  and of terse communication of established members, 
  mostly through the use of carefully placed documents 
  intended to corrupt likely recruits, and utilizing imps 
  or accuser devils.  Ibolites are master summoners, but 
  immediately send their lackeys on tasks that will destroy 
  them utterly and increase the power of their masters.  
  Spell Preparation Ritual 
  Spell preparation for Ibolites typically takes place in 
  a private closet in one’s domicile, or under a specially 
  prepared tent-like cloak when traveling.  Whispers and 
  recollections reinforce the superiority of the self, and 
  conceals the cultist’s identity at the same time.  Ibolites 
  often conceal their identities for a long time, and pride 
  themselves on operating right under the noses of those 
  who would oppress their rise to greatness. A cloak of 
  fiendish recovery is a prized magic item.  
  
  9
  Prince Kram-Hotep
  (Arch-devil) 
  Pharaoh of Axor, King of the Freezing Portal
  Worshippers: bankers, builders, slavers
  Minions: anpur, monstrous vermin, desert and tundra 
  creatures
  Alignment: Lawful Evil
  Domains: Artifice, Cold, Evil, Law
  Subdomains: Fear, Industry, Slavery
  Lower Realm Dominated: Pyramids of Axor, The First
  Favored Weapon: Whip
  Favored Animal: King crab
  Favored Instrument: Sistrum 
  Obedience
  Flagellate yourself enthusiastically, while stacking a 
  gilded set of stones into a pyramid pattern.  Keep at this 
  toil for the appointed hour of time, knocking down your 
  labor, switching arms, and beginning again. Gain a +4 
  profane bonus on saves against compulsion spells, and 
  effects that cause fatigue or exhaustion.
  Boons
  1. Taskmaster’s Will (Sp): command 3/day, whip of spi-
  ders 2/day or ice spears 1/day.
  2. Scales of the Pharaoh (Ex): You grow a reddish 
  carapace like a giant lobster, increasing your base natural 
  armor bonus by +3. 
  3. Guardian of the Frozen Temple (Sp): You may trans-
  form yourself into an ice devil for fifteen minutes per 
  day as per the greater polymorph spell.
  Legend
  One great evil that cannot be countered, cannot be 
  avoided, that is eternal and unavoidable is the evil of 
  the fear of mortality, the fear of being forgotten. It is 
  this fear that causes sentient beings to build monuments 
  of stone and steel, works that speak of counting for 
  something, being part of an organization whose actions 
  will live through the ages. The demigod and archdevil 
  Kram-Hotep, scion of Kamus, lawful evil god of slavery 
  and she who is now The Chained Queen, dominates the 
  nuances of that part of sentients that toil to be remem-
  bered, to foolishly believe that their physical works count 
  for something. Certainly the vast Twilight Pyramid, the 
  capital, center, and name of his great frosty necropo-
  lis on the outskirts of Hell is Kram-Hotep’s personal 
  vanity, seeking the approval of his god-father and to 
  somehow impress his infernal cousins.  Certainly what 
  Kram-Hotep has done to impress his demifather and 
  liege Sathax is well-guarded and a whole new discipline 
  of devilish behaviour.  Differing in method from most 
  devils, Kram-Hotep seeks not souls but slaves, workers 
  to expand the Twilight Pyramid and build new, pointless 
  monuments.  Kram-Hotep’s appearance is reminiscent of 
  crabs, spiders, and other arthropods, though his vest-
  ments are beyond costly and he wields a magical steel 
  whip.
  Church
  Kram-Hotep’s cult is powerful, widespread and industri-
  ous, and is rising quickly in popularity among the Oliti 
  River anpur who build and live in the City of Tombs. 
  Hotepites wear red scale armor and carry a nasty as-
  sortment of whips, often with magical powers.  They 
  are notorious for aggressive recruiting, promising gold, 
  weapons, and joining a grand crusade against poverty 
  and chaos; if the cultists have access through spells or 
  items they will usually send recruits to Axor via plane 
  shift.  Those devious and strong enough will join the 
  recruitment team or maintain Hotepite strongholds, 
  which often double as mine heads.  
  Spell Preparation Ritual
  The pyramidal unholy symbol of Kram-Hotep has mov-
  able parts inscribed with arcane sigils, and Hotepites 
  rotate them, hoping to discover the combination that 
  will grant them access to Axor, while exhorting the Lord 
  of the Twilight Pyramid to grant them their spells. There 
  is a 2% chance per day of discovering a word of power, 
  which will grant +1 to the save DC of the first spell cast 
  that day.  
  
  10
  Infernal Magic Items
  Of demons and their kings there are many, for chaos 
  struggles against itself, and waxes and wanes in power.  But 
  of those yclept devils, those that come of mortals that believe 
  their own lies and those of their evil leaders, who number 
  Seven.  And their King and Lord is the Great Blackmailer, 
  who has set his own family in command of the deceiving 
  fiends yclept devils.  Do not call them by their names, or 
  their attention shall surely be garnered!  The Shelled Pha-
  raoh, The Lonely Darkness, The Ambitious Daughter, The 
  Dark Twin, The Light Twin, The Exiled Queen, all serve 
  and support him- and I will chance it, I will name him, I 
  will name Sathax, he will lie, and deceive, and corrupt, for 
  He seeks but one thing- to supplant those of Goodness and 
  Kindness, and Honesty, and take their places- but hearken, 
  there is a knock upon my door, I shall return to finish this 
  important script--
  -last entry in the manuscript 
  Fiends Below by Abbot 
  Nodt Shwietz of Rotburg
  The following items are often in the possession and use 
  of diabolic beings, as many of them are emblematic of 
  that infernal faith and are treated as badges of office and 
  allegiance.  They can sometimes draw suspicion upon 
  the possessor if they are not of that faith, especially by 
  good observers.  See also Hadriel’s actuarial abacus, a 
  minor artifact that amuses the Duchess of Domination 
  to release into the Material plane. Copies of this item are 
  tool and badge of office among the senior underlings in 
  her duchy Hadriel’s actuarial abacus is found in Monsters 
  of Porphyra.
  Book of Infernal Extortion
  Aura moderate conjuration and divination, evil; CL 9th; 
  Weight 2 lbs.
  Slot none; Price 8,000 gp
  Description
  These black-bound tomes emulate the great Black Tome 
  carried by Sathax himself, though only a laughable shade 
  in power.  By taking a full-round action, the possessor 
  can make a +6 monster knowledge check upon a target 
  within 30 ft., and if the result is 15 or higher, the target’s 
  name or description can be found within.  Once iden-
  tified and named by the book of infernal extortion, the 
  caster may thereafter always use  command and forbid 
  action upon the named target, and always has a sanctu-
  ary effect in place against them, with a DC 15 Will save.  
  These effects can also be inflicted on the target indirectly, 
  with a delivered written message, a whispering wind spell, 
  the user’s familiar, or similar effect.  The effects of a book 
  of infernal extortion last until the item is destroyed or has 
  had dispel magic cast successfully upon it, or the target 
  has break enchantment, remove curse, or similar magic cast 
  upon them.
  Construction
  Requirements Craft Wondrous Item, Scribe Scroll, 
  command, forbid action, know the enemy, sanctuary; Cost 
  4,000 gp
  Cloak of Fiendish Recovery 
  Aura faint illusion, evil; CL 5th; Weight 1 lb. 
  Slot shoulders; Price 12,000 gp
  Description
  This fine sable cloak bears a faint odor of brimstone, and 
  the collar is tufted red panda, giving a devilishly fashion-
  able appearance. Once per day, the wearer may crouch 
  down and pull the cloak over themselves, granting invis-
  ibility for 1 minute.  The wearer may not move during 
  this time, and cannot see what is going on outside the 
  cloak, though they can hear and use other senses. When 
  they reveal themselves or the duration expires, the wearer 
  appears in a puff of smoke, equivalent to a half-strength 
  fog cloud, which lasts for 1 round.  If the wearer is a 
  spellcaster, they subsequently recover one daily use of a 
  spell, though it must be 1 level lower than the highest 
  level the wearer can cast, and no higher than 2nd level.   
  Construction
  Requirements Craft Wondrous Item, fog cloud, invisibil-
  ity; Cost 6,000 gp
  Coin of Corruption
  Aura faint enchantment; CL 5th; Weight –
  Slot none; Price 5,000 gp
  Description 
  Appearing as a commonplace gold coin, a coin of corrup-
  tion imparts its magical aura upon any amount of coins 
  it is placed with; it can only be singled out if it is with 
  no other coins.  Whoever is in possession of the coin 
  receives 1 less point from healing magic, takes two days 
  to recover lost ability points, and subtracts 1 round from 
  the duration of any beneficial enchantment cast upon 
  them.  If in the possession of a lawful evil being, it gives 
  them a +1 luck bonus to the first saving throw they have 
  to make each day.
  Construction
  Requirements Craft Wondrous Item, bane, bless, nonde-
  
  11
  tection, crafter must be lawful evil; Cost 2,500 gp
  Cube of Kram
  Aura moderate conjuration; CL 9th; Weight 1 lb. 
  Slot none; Price 10,000 gp
  Description 
  This item appears as a 4 in. cube made up of a collec-
  tion of 8—2 in. cubes that slide and rotate against each 
  other.  The cubes seem to be made of differently shaded 
  sandstone. Written on one side of the matched cube is 
  the phrase, in any Material Plane language (not Abys-
  sal or Infernal) “Move the cubes for a reward in gold”; 
  it may take some puzzling and easy skill checks to read 
  the phrase.  The multisided cubes of a cube of kram can 
  be moved like a puzzle toy, and the first move does, 
  indeed, cause seven gold pieces to appear in the hand of 
  the item holder. A second move by that holder causes 
  an infernally cold dimensional gate to open beneath 
  them and plane shifts them to Axor, the infernal plane of 
  Kram-Hotep. The cube drops to the ground nearby.  The 
  GM is advised to suggest the user make some kind of 
  skill or ability check, though nothing changes the seven 
  gold/ Infernal gate pattern.  Figuring out the trick of the 
  cube, such as getting an entire army to use it once, will 
  net gold for a while, but such things are monitored, and 
  after 66 such slave-less uses, Kram-Hotep will send an 
  infernal investigator such as a barbed devil to deal with 
  the advantage-takers.  
  Construction
  Requirements Craft Wondrous Object, fools gold, plane 
  shift, must be a cleric of Kram-Hotep; Cost 5,000 gp
  Flail of Humiliation
  Aura faint evocation; CL 5th  
  Slot none; Weight 5 lbs.; Price 12,000 gp
  Description
  This favored and emblematic weapon of devilkind is 
  beautifully and cruelly fashioned in black iron, with ac-
  cents of deep red bronze.  The weapon can be found in 
  the heavy version, as well, with the same properties. A 
  flail of humiliation is a +1 weapon that does special dam-
  age when it hits a creature that has resistance or immu-
  nity to electricity (ie. demons) doing an extra 1d6/1d8 
  non-lethal damage (resistance/immunity) and stunning 
  the target for a round on a successful strike if they fail a 
  DC 15 Fort saving throw. In addition, once per day, a 
  flail of humiliation casts deeper darkness on an object or 
  creature struck with a critical hit, the first critical hit of 
  the day to do so.  
  Construction
  Requirements Craft Magic Arms and Armor, body ca-
  pacitance, deeper darkness; Cost 6,000 gp
  Rod of Cynical Duality
  Aura faint conjuration and evocation; CL 10th
  Slot none; Weight 5 lbs.; Price 7,000 gp
  Description
  This imposing looking rod is half alabaster, half iron, 
  and can be used as a light mace in combat, counting as 
  a magical weapon but granting no bonuses.  A rod of 
  cynical duality can be used three times per day, and can 
  cast either cure light wounds or shatter, but must alternate 
  uses. If used to cure, the next use must be to damage, 
  for example.  The order resets each day.  When used to 
  cure, it heals 1d8+5 points of damage, and casts shatter 
  CL 9th, doing 50 damage to inanimate objects (10d6 to 
  crystalline creatures). 
  Construction
  Requirements Craft Rod, cure light wounds, shatter; 
  Cost 3,500 gp
  The Sceptre of the Seven Circles (Minor Artifact)
  Aura strong conjuration; CL 20th
  Slot none; Weight 7 lbs. 
  Description
  This ornate object is a replica of that carried by the 
  Emperor of the Seven Circles himself, Lord Sathax, Dark 
  Father, King of Devilkind.  It is a heavy fluted rod, com-
  posed of oddly mottled gold, with a long steel spike on 
  the bottom, and an orb-like structure composed of seven 
  interlocked rings of various metals at the apex.  The +7 
  touch of the sceptre of the seven circles causes the target 
  to be shaken, no saving throw, for 7 rounds, and it can 
  cast each of the infernal spells detailed below, once per 
  week; costly material component costs are still expected, 
  of course.
     Further, the magic power of the sceptre of the seven cir-
  cles allows that when asummon monster spell of levels IV, 
  V, VI or VII is cast, the sceptre adds 1d4 more monsters 
  per level described as “1d4+1 creatures of the same kind 
  from a lower-level list.” Thus, if a summon monster V 
  spell is cast to summon dire bats, which are on the Level 
  III list, 2d4+1 would be summoned, instead of 1d4+1.  
  If the same spell were used to summon small fire elemen-
  tals from the Level II list, 3d4+1 would be summoned, 
  and if the same spell were used to summon fire beetles 
  from the Level I list, 4d4+1 would be summoned.  If 
  the monster is subtyped as “Evil, Lawful”, then an ad-
  ditional 1 monster would be summoned per additional 
  1d4 monsters summoned, thus a summon monster V spell 
  
  12
  used to summon lemures (Lawful Evil) would summon 
  3d4+3 of them.  Additionally, the  sceptre of the seven 
  circles reduces payment for using planar ally spells for 
  Lawful Evil beings by 1/7, that is, 14%.  
  Destruction
  The sceptre of the seven circles can only be destroyed by a 
  greater devil that has renounced evil and truly become 
  good, simply casting it into a common campfire.  
  Superior’s Ring
  Aura faint divination; CL 3rd; Weight —
  Slot ring; Price 3,000 gp 
  Description
  This large, gaudily crested ring is immediately notice-
  able to any who see the wearer, and cannot be disguised 
  or glamered to appear less important or valuable.  The 
  wearer gains a superficial knowledge of the upper class 
  (+1 profane bonus to Knowledge (nobility) and gets a 
  special action before initiative is rolled in a combat situ-
  ation; they may designate a target they can see (friend or 
  foe) and declare that they want to have their initiative set 
  at 1 point higher than the target’s.  
  Construction
  Requirements Forge Ring, anticipate peril, know peerage; 
  Cost 1,500 gp
  The avatar of Gerana, set in sacred stone in the capital of 
  Sanctus Templum, wept tears of pitch when it was heard 
  that the Infernal Host of Lord Sathax had defeated the 
  armies of S’sluun upon the heath.  Some said that the phrase 
  “At what cost?” was writ in rust upon the Codion’s Gate…
  - Accounts of the War, by the 
  renegade erkunae 
  Urthaxiz the Pale, 130 AC
  Infernal Spells
  The following spells have been developed by diabolists 
  under the guidance of their infernal patrons, and while 
  not all have the evil descriptor, all can be readily recog-
  nized as being diabolic in nature and may call the caster 
  to question about their motives by good observers, espe-
  cially chaotic ones.  
  Blessing of Sathax
  School transmutation (evil, lawful)
  Level cleric 3, wizard 3, witch 3
  Casting Time 1 standard action
  Components V, S, M (slaughtered dove)
  Range personal or touch
  Target you or target touched
  Duration 1 round/level
  Saving Throw no; Spell Resistance yes
  This spell is a bargain in Lord Sathax’s name to tap into 
  the caster’s will and bring it to the surface to in order 
  to accomplish great things.  Once per round the target 
  may add his Charisma modifier as a profane bonus to 
  any d20 roll they would make, be it attack, saving throw, 
  skill check, ability check, or what have you. 
  Commission Pergensia Bodyguard
  School conjuration (evil, lawful)
  Level cleric 7, wizard 7
  Casting Time 1 minute
  Components V, S, M (written contract, offering of 
  magic items worth at least 1,000 gp)
  Range close (25 ft. + 5 ft./ 2 levels)
  Effect summons 1 pergensia as a bodyguard
  Duration 1 day
  Saving Throw none; Spell Resistance no
  By means of an elaborate ritual and offering, the caster 
  secures the services of one of Duchess Hadriel’s favorites, 
  a pergensia outsider, a truly singular bodyguard.  The 
  pergensia will not fight for the caster per se, but they will 
  do their utmost to keep the caster from harm, destroy-
  ing or driving away attackers to the best of its ability.  As 
  only the truly naïve would not know, however, pergensia 
  gather information and intelligence for their lady, and 
  every time the contract of this spell is drawn up, the 
  nobility of the Seven Circles learns more about them, 
  which translates as a +1 to saves, attack rolls, damage, or 
  skill checks regarding them, as assigned by the GM.
  
  13
  Enforce Fate
  School enchantment (lawful)
  Level cleric 3, mesmerist 3, witch 3
  Casting Time 1 standard action
  Components V, S, M (tiny abacus)
  Range close (25 ft. + 5 ft/ 2 levels)
  Target 1 living creature
  Duration special
  Saving Throw Will negates; Spell Resistance yes
  This spell inexorably pulls back the curtain of destiny 
  to order the actions of the target, be they friend or foe.  
  If the target fails its saving throw (an allied target can 
  willingly fail their save) the caster rolls d20 five times, 
  and places those rolls in any order they wish.  When 
  the target makes a d20 roll for any reason, they must 
  use the selected rolls in order, as though they had rolled 
  them.  Note that unless the caster has informed them of 
  the spell’s purpose, they will not be aware of the effect 
  (outside a successful Spellcraft check on themselves) and 
  cannot “waste” any unfavorable rolls.  Any given target 
  cannot be affected by enforce fate more than once in a 24 
  hour period.
  Hard Darkness
  School evocation (darkness)
  Level antipaladin 4, cleric 4, inquisitor 4, shaman 4
  Casting Time 1 standard action
  Components V, M (onyx worth 100 gp)
  Range touch
  Target object touched
  Duration 15 min./level
  Saving Throw none; Spell Resistance no
  Coalescing darkness into a semi-palpable form, this spell 
  is identical to deeper darkness except as noted, and that 
  all terrain, even that of air and water, is considered dif-
  ficult, and total movement is reduced by 5 feet.  Ranged 
  attacks, should an target even be visible, are at -2 for 
  every 5 feet of hard darkness that they pass through; this 
  stacks with underwater penalties.  
  Hotep’s Inexorable Pyramid
  School conjuration
  Level cleric 6, wizard 6
  Casting Time 4 rounds 
  Components V, S, M (tiny golden pyramid worth 10 
  gp)
  Range medium (100 ft. + 10 ft. /level)
  Target One Small, Medium or Large target
  Effect entraps target
  Duration 1 round + 1 round/level
  Saving Throw Reflex negates (partial); Spell Resistance 
  yes
  This spell has similarities to forcecage, but has both 
  advantages and disadvantages over that particular magic, 
  as manipulated by the Pharaoh of Axor himself. For four 
  rounds the caster draws the shape of the pyramid in the 
  air, but can make no other action than moving.  At the 
  end of the fourth round, a darkly glittering pyramid 
  entraps the target, forcing it to its knees, if appropriate, 
  and equivalent to a prone position.  If the save is made, 
  the entrapment only lasts one round.  The walls of the 
  pyramid are translucent and do not trap air or sound, 
  and otherwise are the same constituency as those of a 
  forcecage.  
  Odious Betrayal
  School enchantment (evil)
  Level cleric 4, inquisitor 4, mesmerist 4, witch 4, wizard 
  4
  Casting Time 1 standard action
  Components V, S, M (broken chain)
  Range close (25 ft. + 5 ft. /2 levels)
  Target creature under compulsion effect
  Duration instantaneous
  Saving Throw none; Spell Resistance yes
  This spell can only be cast on beings currently under the 
  effect of a spell or effect with the compulsion descriptor, 
  though it does not matter whether they have made the 
  saving throw to avoid the full effect of that spell. The 
  spell also works on beings that are currently sharing the 
  effects of a teamwork feat or a spell or effect that links 
  two beings together willingly, in which case, it would 
  truly be an act of betrayal. The target takes 1d4 points of 
  negative energy damage per caster level, and is stunned 
  for one round, and shaken the next, as it bewilderedly 
  looks around for the being that betrayed it so odiously…
  Summon Petitioner Slave
  School conjuration (evil, summoning)
  Level cleric 2, spiritualist 2, summoner 2
  Casting Time 1 minute
  Components V, S, M (length of chain)
  Range close (25 ft. + 5 ft/ 2 levels)
  Effect summons 1 petitioner 
  
  14
  Duration 1 hour/level
  This ritualistic spell calls forth a petitioner from the 
  Realms Beyond to serve as a slave of the caster; either a 
  neutral evil petitioner (“hunted”) or a lawful evil peti-
  tioner (“damned”) is called forth, the form called more 
  closely matching the caster’s alignment.  The petitioner 
  is intended to be a worker or servant, not a combatant, 
  though the petitioner can be armed as the caster wishes.  
  Petitioners are as the monster entry describes, with any 
  variable particulars up to the caster.  The summoned 
  slave obeys the caster in all ways and will not attack him, 
  but will do whatever it pleases within the strictures of its 
  instructions.
  Domains and Subdomains
  Clever tyrants are never punished.
  - Voltaire
  The following new domains and subdomains are held by 
  some of the archdevils of Porphyhra.
  Betrayal Subdomain
  Associated Domain: Evil 
  Replacement Power: The following granted power re-
  places the touch of evil power of the Evil domain.
     Touch of Betrayal (Su): You can touch an ally to in-
  crease your own armor class as theirs decreases, +1/-1 for 
  every three cleric levels you possess, to a maximum of 
  +6/-6 at 18th level. This effect lasts for as many rounds 
  as the increase/decrease, has no saving throw, and can 
  be performed a number of times per day equal to your 
  Charisma modifier.
  Replacement Domain Spells: 2nd—build trust, 3rd—
  marionette possession, 6th—vengeful outrage
  Blackmail Subdomain
  Associated Domain: Knowledge
  Replacement Power: The following powers modify both 
  the lorekeeper and remote viewing power of the knowl-
  edge domain.
     Blackmail/Greater Blackmail (Su) When you success-
  fully use lorekeeper on a target, that target acquires a -1 
  morale penalty to armor class and saving throws, but 
  only against your attacks and spells.  This lasts for 3 
  rounds plus a number of rounds equal to your Wisdom 
  modifier.  You may use this ability a number of times per 
  day equal to 3 plus your Wisdom modifier. At 6th level, 
  you inflict the same penalty on targets that you observe 
  with your clairaudience/clairvoyance power, as remote 
  viewing; this penalty increases to -2 at 12th level, and 
  -3 at 18th level, and has a duration of 3 minutes plus a 
  number of minutes equal to your Wisdom modifier.  
  Replacement Domain Spells: 1st—forbid action; 3rd—
  enforce fate, 5th—prying eyes
  Cold Domain
  Granted Powers: Your reverence for cold is such that 
  you do not seek to avoid it, but embrace it and its chill-
  ing power.
     Numbing Touch (Su): You can numb a target with 
  bone-chilling cold as a melee touch attack. The target 
  must make a Fortitude saving throw or be staggered for 
  one round. You can use this ability a number of times 
  per day equal to 3 + your Wisdom modifier.  This ability 
  can also freeze an amount of water equal to 1 gallon per 
  cleric level.
     Aura of Cold (Su): At 8th level, you can emit a 30 ft. 
  aura of cold for a number of rounds equal to your cleric 
  level, though they need not be consecutive.  Enemies 
  within  this aura take 1d8 points of cold damage plus 1 
  point for every 2 cleric levels you possess, and also take 
  1 point of Dexterity damage if they fail a Fortitude save 
  with a DC equal to 10 + ½ your cleric level plus your 
  Wisdom modifier.  Creatures that do not take  cold dam-
  age do not take Dexterity damage.
  Domain Spells: 1st—chill touch, 2nd—resist energy, 
  3rd—freezing blast, 4th—creeping ice, 5th—elemental 
  body II (ice elemental only), 6th—ice crystal teleport, 
  7th—ice body, 8th—summon monster VIII (frost giant of 
  elder ice elemental), 9th—polar midnight
  
  15
  Traits
  The following character traits provide further options to 
  devil worshippers.
  Callous Legalism (Social): The law is the law, and you 
  have used it to your advantage. Once per day, as an 
  immediate action you may cause another being in the 
  initiative order to lose 1 point of initiative.  
  Devilish Ambition (Hadriel): One day the one you 
  follow will sit on the Throne of Seven Rings!   Once 
  per day gain a +2 profane bonus to Initiative or a non-
  Knowledge skill check.
  Domination’s Agent (Magic): To emulate the Hellish 
  Dukes, you must seek to dominate, as well.  Once per 
  day you may add 1 to the DC of any charm or compul-
  sion spell you cast.
  Devious Recruiter (Kram-Hotep): Oh, what a paradise 
  is Axor!  Gold and soft life for all… You gain +1 to Bluff 
  and one Craft skill, and Bluff becomes a class skill for 
  you.
  Greedy for Knowledge (Hadriel): Though Sathax with-
  holds knowledge from Hadriel, you have been give secret 
  knowledge by The Ambitious One. Choose a Knowledge 
  skill; it is now a class skill for you. If all Knowledge skills 
  are class skills for you, gain a +2 trait bonus to one skill.
  Hierarchical Instinct (Faith): Each devil knows its 
  place, and knows when to supplant its superior.  Once 
  per day, you may reroll a Knowledge (planes) or Knowl-
  edge (nobility) check, and take the higher result.
  Imposing Infernal Order (Sathax): It is time that your 
  opponents realize the folly in opposing you.  If you fol-
  low an opponent by 1 point in the initiative order, you 
  instead move up to 1 point ahead of them.
  Infernal Determination (Faith): You have made the 
  oaths, and the pact has been sealed in blood, there is no 
  stopping now. You gain a +1 Bonus to Intimidate checks, 
  and add 1 to the DC of attempts to Intimidate you.
  Infernal Discipline (Mastema): Do as the Black Goat 
  demands, or you will feed the fires of Hell.  Gain a +1 
  profane bonus to Will saves.
  Parasitic Privilege (Melektus): If you are for me, friend 
  in Melektus, that is a good thing; if you are not, well… 
  Once per day, if an ally adjacent to you makes their sav-
  ing throw, you gain a +2 bonus on your saving throw in 
  the same round or the next round.  
  Pristine Perfection (Melektus): Hear my words, infe-
  rior ones, and know that only I can save you.  You gain a 
  +1 trait bonus to Charisma-based skill checks when you 
  are at full hit points and ability scores. 
  Queen’s Bounty Hunter (The Chained Queen): You’re 
  coming with me, to face justice, whatever that might be. 
  You gain +2 trait bonus to grapple a humanoid target 
  that has committed some offense.
  Sanctioned Subversion (The Chained Queen): One 
  equivocates to find the truth, or one smells it out, your 
  choice. You may choose each day to gain a +2 trait bonus 
  to either your Bluff or Sense Motive checks.
  Servant of Sathax (Sathax): It’s who you know, it’s what 
  you know, and how you can keep others from knowing 
  it… You gain a +1 trait bonus to Diplomacy and Sense 
  Motive, and one of these skills is a class skill.
  Singular Focus (Ibolis): The power is within me, only 
  me, and none other… You gain a +2 trait bonus to your 
  concentration checks when not adjacent to any allies.
  Student of Torture (Mastema): Torture is a holy exer-
  cise, and pleases The Black Goat greatly.  Once per day 
  you can forgo critical hit damage to instead make your 
  target shaken for 1 round.
  Touch Me Not (Ibolis): Pathetic swarmer, you don’t 
  know who you think you are meddling with! When you 
  are flanked, one of your flanking attackers only gets a 
  bonus of +1 to hit.
  Whip of Kram (Kram-Hotep): Taste my cold whip, 
  slave, and do your task!  If you are a spellcaster, add ray 
  of frost to the list of orisons, cantrips or tricks you can 
  cast; if you are not, you may use the spell 3 times/day.
  
  16
  Devil, Suppligon
  With the stench of brimstone, it approaches, a 10 ft. tall, 
  black-haired goat-thing walking purposefully its hind 
  hooves, five flaming eyes in a pentacle beneath six curved 
  onyx horns.
  Suppligon Devil (CR 8; XP 4,800)
  LE Large outsider (devil, evil, extraplanar, lawful) 
  Init +8; Senses darkvision 60 ft., see in darkness; Percep-
  tion +16 
  Aura fear (10 ft., W-DC 15)
  Defense
  AC 23, touch 13, flat-footed 19 
  (+4 Dex, +10 natural, –1 size) 
  hp 94 (9d10 + 45); regeneration 5 (good, silver) 
  Fort +8, Ref +10, Will +10 
  DR 10/silver; Immune fire, poison; Resist acid 10, cold 
  10; SR 19
  Offense
  Speed 40 ft.; sprint 80 
  Melee 2 hooves +16 (1d6+7), gore +15 (2d6+7) 
  Space 10 ft.; Reach 10 ft. 
  Special Attacks gaze weapon (40-ft. cone, 4d6 fire plus 
  2d4 Con, R-DC 21, usable every 1d4 rounds) 
  Spell-Like Abilities (CL 10th; concentration +10) 
     At will—greater teleport (self plus 50 pounds of objects 
  only), major image (WD-DC 15), protection from good, 
  wall of fire (R-DC 16) 
     1/day—eyebite (F-DC 18), summon (level 4, 2d10 
  lemures 60% or 1 suppligon 40%) 
  Statistics
  Str 24, Dex 18, Con 21, Int 14, Wis 14, Cha 14 
  Base Atk +9; CMB +17; CMD 31 (35 vs. trip) 
  Feats Alertness, Improved Initiative, Iron Will, Power 
  Attack, Weapon Focus (hooves)    
  Skills Acrobatics +13, Bluff +14, Diplomacy +13, In-
  timidate +14, Knowledge (planes) +14, Perception +16, 
  Sense Motive +16, Survival +14 
  Languages Common, Draconic, Infernal; telepathy 100 
  ft.
  ECOLOGY
  Environment planes (Seven Circles) 
  Organization solitary, pair, or gang (2–4) 
  Treasure standard
  Special Abilities
  Sprint (Ex) A suppligon can drop to all fours and move 
  80 ft. as a standard move action, but cannot attack with 
  its hooves on that turn. 
  Suppligon devils have entrenched themselves in the 
  iconography of The Realms Below and the collective 
  memories of mortals.  Suppligons may seem bestial at 
  first glance but have the privilege of rank among devils, 
  used a weapons of destruction among arrogant mortals, 
  and tools of retribution against outsider interlopers.  
  As many of their powers are fire-based, they are not 
  typically in conflict with other devils, and act as minor 
  ambassadors of pit lords or even archdevils, their iconic 
  appearance reminding even dim-witted devils not to 
  ignore their communicated orders.  Suppligons are often 
  honored by higher Infernal powers by being allowed 
  to invade the Material Plane when mistakes are made 
  during summoning rituals, whereupon they may destroy 
  many presumptuous mortals, some of whom should end 
  up serving in Hell.  
     Suppligons always 
  attack fearlessly, 
  charging at officers 
  of good religions 
  and fighting fiercely 
  to debilitate the 
  strong or magically 
  powerful.  Their ter-
  rible eye-beams are 
  feared throughout 
  the Realms and in 
  legends depicting 
  the depreda-
  tions of The 
  Seasons of the 
  Black Goat.
  On 
  Porphyra
  Suppligons are the 
  favored tools of Mas-
  tema, Black Goat of 
  the Fourth Plane of 
  the Seven Circles, and 
  he uses them as a terror 
  force against the Material 
  Plane, when his is able.  
  They serve obediently as 
  messengers and ambassadors 
  for Sathax, the Dark Father, 
  Lord of the Seven Circles, and 
  their appearance foretells much 
  action in the Realms Below.
  
  17
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  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  Amphisbaena from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Gary Gygax.
  Angel, Monadic Deva from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; 
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  Greene, based on original material by Roger Musson.
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  Greene, based on original material by Gary Gygax.
  Bunyip from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Dermot Jackson.
  Cave Fisher from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by 
  Lawrence Schick.
  Crypt Thing from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Roger Musson.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised © 2002, Nec-
  romancer Games, Inc.; Author: Scott Greene, based on original material by Ian McDowall.
  Daemon, Derghodaemon from the Tome of Horrors, Revised © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Daemon, Hydrodaemon from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Dark Creeper from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Rik Shepard.
  Dark Stalker from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Simon Muth.
  Death Worm from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene and Erica Balsley.
  Decapus from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Jean Wells.
  Demon, Nabasu from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Gary Gygax.
  Demon, Shadow from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original material 
  by Neville White.
  Demon Lord, Baphomet from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on material by 
  Gary Gygax.
  Demon Lord, Jubilex from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on material by Gary 
  Gygax.
  Demon Lord, Kostchtchie from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on material by 
  Gary Gygax.
  Demon Lord, Orcus from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene and Clark Peterson, based 
  on material by Gary Gygax.
  Demon Lord, Pazuzu from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on material by Gary 
  Gygax.
  Dragon Horse from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Gary Gygax.
  Dust Digger from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Gary Gygax.
  Flumph from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Ian 
  McDowell and Douglas Naismith.
  Forlarren from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Ian Livingstone.
  Froghemoth from the Tome of Horrors Revised. © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Gary Gygax.
  Genie, Marid from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., pub-
  lished and distributed by Frog God Games; Author: Scott Greene, based on original material by 
  Gary Gygax.
  Giant, Wood from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Wizards of the Coast.
  Gloomwing from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Gary Gygax.
  Golem, Ice  from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene.
  Grippli from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Gryph from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Peter Brown.
  Hangman Tree from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Gary Gygax.
  Hippocampus from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene and Erica Balsley, based on original material by Gary Gygax.
  
  18
  Huecuva from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Underworld 
  Oracle.
  Iron Cobra from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Philip Masters.
  Kech from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary 
  Gygax.
  Kelpie from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Lawrence Schick.
  Kobold Quarterly, Issue 7 © 2008, Open Design LLC, www.koboldquarterly.com; Authors: 
  John Baichtal, Wolfgang Baur, Ross Byers, Matthew Cicci, John Flemming, Jeremy Jones, Derek 
  Kagemann, Phillip Larwood, Richard Pett, and Stan!
  Korred from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Leprechaun from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Gary Gygax.
  Magma ooze from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene.
  Mihstu from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Mongrelman from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Gary Gygax.
  Monte Cook’s Arcana Unearthed. © 2003, Monte J. Cook.
  Mite from the Tome of Horrors Revised. © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Ian Livingstone and Mark Barnes.
  Muckdweller from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary 
  Gygax.
  Necrophidius from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Simon Tillbrook.
  Nereid from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary 
  Gygax.
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  Peck, Jeff Quick, and Sean K Reynolds.
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  Reynolds, with Amanda Hamon, James Jacobs, John Ling, Mark Moreland, David N. Ross, F. 
  Wesley Schneider, Amber E. Scott, Tork Shaw, James L. Sutter, Jerome Virnich.
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  Authors: Keith Baker, Wolfgang Baur, Clinton J. Boomer, Jason Bulmahn, Joshua J. Frost, 
  Ed Greenwood, Stephen S. Greer, Jeff Grubb, James Jacobs, Michael Kortes, Tito Leati, Mike 
  McArtor, Rob McCreary, Erik Mona, Jason Eric Nelson, Jeff Quick, Sean K Reynolds, F. Wesley 
  Schneider, Leandra Christine Schneider, David Schwartz, Amber E. Scott, Stan!, Owen K.C. 
  Stephens, Todd Stewart, James L. Sutter, Greg A. Vaughan, Jeremy Walker, and JD Wiker
  Pathfinder Player Companion: Arcane Anthology © 2016, Paizo Inc.; Authors: Alexander Augu-
  nas, Steven T. Helt, and David N. Ross.
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  Crenshaw, Jim Groves, Sean McGowen, and Philip Minchin.
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  nas, Russ Brown, John Compton, Alex Riggs, and David Ross.
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  Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, 
  Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
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  Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim 
  Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob 
  McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, 
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  Pathfinder Roleplaying Game Bestiary 3 © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, 
  Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, 
  Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan 
  Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Core Rulebook © 2011, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Horror Adventures © 2016, Paizo Inc.; Authors: John Bennett, 
  Clinton J. Boomer, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Jim Groves, 
  Steven Helt, Thurston Hillman, Eric Hindley, Brandon Hodge, Mikko Kallio, Jason Nelson, 
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  Schneider, David Schwartz, Mark Seifter, and Linda Zayas-Palmer.
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  John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Robert N. Emerson, 
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  Creary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alexander 
  Riggs, David N. Ross, David Schwartz, Mark Seifter, Linda Zayas-Palmer.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-
  MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pech from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott
  Greene, based on original material by Gary Gygax.
  Phycomid from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Poltergeist from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Lewis Pulsipher.
  Quickling from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Gary Gygax.
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  Scott Greene, based on original material by Gary Gygax.
  Rot Grub from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Authors: Scott Greene and Clark Peterson, based on origi-
  nal material by Gary Gygax.
  Sandman from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Roger Musson.
  Scarecrow from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Roger Musson.
  Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds.
  Skulk from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Simon Muth.
  Slime Mold from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Gary Gygax.
  Slithering Tracker from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Soul Eater from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by David Cook.
  Spriggan from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene and Erica Balsley, based on original material by Roger Moore and Gary Gygax.
  Tenebrous Worm from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Tentamort from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Mike Roberts.
  The Book of Experimental Might © 2008, Monte J. Cook. All rights reserved.
  The Book of Fiends © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris 
  Pramas, Robert J. Schwalb.
  The Book of Hallowed Might. © 2002, Monte J. Cook.
  Tome of Horrors © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peter-
  son, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, 
  Patrick Lawinger, and Bill Webb; Based on original content from TSR.
  The Tome of Horrors II © 2004, Necromancer Games, Inc.; Author: Scott Greene.
  Tick, Giant & Dragon from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Troll, Ice from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Russell Cole.
  Troll, Rock from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene.
  Zombie, Juju from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Gary Gygax.
  Monsters of Porphyra, Copyright 2014, Purple Duck Games. Author Mark Gedak.
  Monsters of Porphyra 2 © 2015, Purple Duck Games; Authors Mark Gedak, Perry Fehr
  Archdevils of Porphyra © 2017, Purple Duck Games; Author Perry Fehr
  Open Game Content: All Text
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Purple Duck Games/Porphyra Campaign Setting/Archdevils of Porphyra.pdf