TEXT: 1
  The Book of Vile Darkness details all aspects of evil as
  they might apply to your campaign. This includes, but
  is not limited to, the statistics and descriptions of those
  most evil beings, the archfiends—the Lords of Hell
  and Demon Princes. They each come with their own
  details plus descriptions of their followers and cultists.
  Yes, although the archfiends are not true deities, cults
  of mortals revere them all the same. (The Book of Vile
  Darkness describes how this works and suggests rele-
  vant variant rules.)
  Presented here for you are three more archfiends
  that didn’t make it into the book: a deposed archdevil
  and two demon princes—well, one demon prince and
  one princess. 
  •
  The former archdevil, Geryon, longs to rule in
  Hell once again.
  •
  Pazuzu is a prince like no other, for he rules
  the skies of all Abyssal layers. Thus he is
  master of very much and very little all at once. 
  •
  Rhyxali holds sway over all the shadow
  demons (find their description in the Book of
  Vile Darkness) and the secrets and souls they
  procure as they skulk about the Abyss.
  To use this web enhancement, you should already
  have the Book of Vile Darkness by Monte Cook. Any
  spells, feats, or magic items marked with a dagger (†)
  appear in that sourcebook rather than in the core
  rulebooks. This bonus material is brought to you by
  the official DUNGEONS & DRAGONS website:
  <www.wizards.com/dnd>.
  While the Book of Vile Darkness is intended for mature
  readers only, this web enhancement was written with
  Wizards of the Coast’s online audience in mind. There-
  fore, it is suitable for all D&D players.
  GERYON, DEPOSED LORD
  OF THE FIFTH (FILTH)
  Huge Outsider (Evil, Lawful)
  Hit Dice: 30d8+360 (495 hp)
  Initiative: +8
  Speed: 40 ft.
  AC: 40 (–2 size, +4 Dex, +11 insight, +17 natural),
  touch 23, flat-footed 36
  Attacks: Claws +40 melee and tail slap +38 melee
  Damage: Claws 2d8+13 plus 1 vile, tail slap 1d8+6
  plus poison
  Face/Reach: 20 ft. by 5 ft./15 ft.
  Special Attacks: Fear gaze, improved grab, poison,
  spell-like abilities, summon baatezu
  Special Qualities: Baatezu traits, DR 15/+5, outsider
  traits, regeneration 6, SR 30
  Saves: Fort +29, Ref +21, Will +24
  A Book of Vile Darkness Web Enhancement
  Credits
  Design:
  Monte Cook
  Editing and Typesetting:
  Sue Weinlein Cook
  Editorial Assistance:
  Penny Williams
  Illustrations:
  Arne Swekel and DiTerlizzi
  Web Production: 
  Julia Martin
  Web Development: 
  Mark Jindra
  Graphic Design:
  Sean Glenn, Cynthia Fliege
  Based on the original DUNGEONS & DRAGONS® game by E.
  Gary Gygax and Dave Arneson and on the new edition of the
  DUNGEONS & DRAGONS game designed by Jonathan Tweet,
  Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
  D&D, DUNGEONS & DRAGONS, MONSTER MANUAL, and DUNGEON MASTER are reg-
  istered trademarks and the d20 System logo is a trademark owned by Wizards
  of the Coast, Inc. All Wizards characters, character names, and the distinctive
  likenesses thereof are trademarks owned by Wizards of the Coast, Inc.
  This material is protected under the copyright laws of the United States of
  America. Any reproduction or unauthorized use of the material or artwork
  contained herein is prohibited without the express written permission
  of Wizards of the Coast, Inc.
  This product is a work of fiction. Any similarity to actual people,
  organizations, places, or events is purely coincidental.
  This Wizards of the Coast game product contains no Open Game Content.
  No portion of this work may be reproduced in any form without written per-
  mission. To learn more about the Open Gaming License and the d20 System
  License, please visit <www.wizards.com/d20>.
  ©2002 Wizards of the Coast, Inc.
  All rights reserved. Made in
  the U.S.A.
  Visit our website at
  <www.wizards.com/dnd>
  Yet More Archfiends
  
  2
  Abilities: Str 36, Dex 19, Con 35, Int 26, Wis 24, Cha 23
  Skills: Appraise +28, Bluff +34, Climb +41, Concentra-
  tion +42, Diplomacy +36, Hide +26, Innuendo +34,
  Intimidate +37, Knowledge (arcana) +36, Knowledge
  (the planes) +36, Knowledge (religion) +36, Listen +35,
  Move Silently +34, Perform +21, Search +36, Sense
  Motive +34, Spellcraft +38, Spot +37
  Feats: Cleave, Combat Reflexes, Dark Speech†, Great
  Cleave, Improved Initiative, Multiattack, Power Attack,
  Vile Natural Attack† (claws)
  Climate/Terrain: Any land and underground
  Organization: Solitary
  Challenge Rating: 22
  Treasure: Quadruple standard
  Alignment: Lawful evil
  Advancement: —
  Geryon was once Lord of Hell’s Fifth Layer. During a
  period called the Reckoning, Asmodeus himself ousted
  him. This turn of events seems strange to those who
  know the facts, since the Reckoning came about when
  the lords of Hell all turned on their master,
  Asmodeus—all but Geryon, that is. The only loyal lord
  was deposed, while most of the mutinous lords went
  unpunished. Some speculate that this move repre-
  sented some sort of strange reward from Asmodeus—
  Geryon certainly did not see it that way—and others
  assume the former archdevil’s loss of rank is only tem-
  porary. If Geryon has his way, the latter estimation will
  prove correct.
  Although some call him the Serpentine Lord,
  Geryon’s enemies also name him Lord of the Filth. This
  label obviously plays off his former “Lord of the Fifth”
  title, much like Baalzebub’s “Lord of the Flies/Lord of
  the Lies” moniker. However, such a reference is ironic
  in Geryon’s case, for the archdevil despises uncleanli-
  ness and dirt, demanding that servants keep himself
  and his surroundings immaculate. This need seems at
  odds with the devil’s otherwise bestial appearance and
  nature; some think him a little mad.
  The archdevil dwells in a secret iceberg fortress
  called Citadel Coldsteel that floats in a frigid sea. Its
  dangers combined with its sterile appearance encour-
  age the few who have seen it to compare the place to a
  surgeon’s scalpel.
  In appearance Geryon resembles Mammon’s current
  form: that of a huge serpent with a muscular humanoid
  torso sporting two large arms and a massive humanoid
  head. For all his bizarre appearance, Geryon’s face and
  features seem strangely attractive and handsome in a
  raw, animal sort of way.
  Geryon’s symbol is a menacing bull’s head sur-
  rounded by a serpentine border. 
  Combat
  Geryon thrusts himself into physical combat at a
  moment’s notice with lust and ferocity. He prefers to
  destroy foes with his bare hands, but sometimes he
  resorts to using weapons and even a shield.
  Fear Gaze (Su): Geryon has a gaze attack that pro-
  duces fear, similar to the fear spell (caster level 15th; Will
  DC 31 negates). Other baatezu are immune to the aura.
  
  3
  Improved Grab (Ex): If Geryon hits a Large or
  smaller opponent with a claw attack, he deals normal
  damage and attempts to start a grapple without provok-
  ing an attack of opportunity (grapple bonus +51). If he
  hits with the claw, he also automatically hits with his
  tail slap attack in the same round. Geryon has the option
  to conduct the grapple normally, or simply use his claw
  to hold the opponent (–20 penalty on grapple check, but
  Geryon is not considered grappled). In either case, each
  successful grapple check he makes during successive
  rounds automatically deals claw and tail slap damage.
  Poison (Ex): Geryon delivers his poison (Fort DC 37)
  via each successful tail slap attack, from the vicious stinger
  embedded in his tail. The initial and secondary damage
  are the same (2d6 points of Constitution damage).
  Spell-Like Abilities: At will—blasphemy, charm mon-
  ster, desecrate, detect good, detect magic, discern location, dispel
  magic, enthrall, fireball, hellfire storm†, hold person, magic
  circle against good, major image, produce flame, see invisibil-
  ity, suggestion, teleport without error, unholy aura, unhallow,
  wall of fire; 1/day—spread of savagery†, symbol (any), wish.
  Caster level 20th; save DC 16 + spell level.
  Baatezu Traits: Geryon can communicate telepathi-
  cally with any creature within 100 feet that has a lan-
  guage. In addition, he can see perfectly in darkness of
  any kind, even that created by a deeper darkness spell.
  Geryon is immune to fire and poison, and he has acid
  resistance 20 and cold resistance 20.
  Outsider Traits: Geryon cannot be raised or resur-
  rected.
  Regeneration (Ex): Geryon takes normal damage
  from holy and blessed weapons of at least +4 enhance-
  ment.
  Summon Baatezu (Sp): Three times per day, Geryon can
  summon four barbazu or hamatulas automatically. Alter-
  natively, he can attempt to summon three cornugons, two
  gelugons, or one pit fiend with an 80% chance of success.
  Possessions: Geryon possesses the horn of the bull.
  The Goals of Geryon
  Geryon’s single-minded goal is to regain his former
  position. Although he hates Asmodeus for taking away
  his authority and power, he does not openly oppose his
  old master. Instead, he still works for him, hoping his
  performance will result in his reinstatement. In fact,
  Asmodeus likely deposed Geryon in the first place
  because he knew the archfiend’s coveting of his former
  position would make him more easily to manipulate
  and use for some great task at a later date.
  Most of the time Geryon plots and schemes against
  Levistus, current ruler of Hell’s fifth layer. Slowly and
  secretly the resentful ex-lord raises an army of disaf-
  fected or mercenary devils. Geryon’s secret army is vast
  and powerful, but not yet ready to begin a revolt
  against Levistus.
  If Geryon ever regains his former position, his per-
  sonal power likely will increase quickly (more Hit
  Dice, greater spell-like abilities, and so on).
  The Cult of Geryon
  Cultists who worship Geryon see him as a patron of
  controlled rage and revenge. His followers, often
  rangers and barbarians,
  can be found among
  gnolls, bugbears, hob-
  goblins, and minotaurs,
  as well as more standard
  races. These driven,
  greedy 
  individuals
  allow nothing to get in
  their way. 
  The very few temples
  of Geryon are found
  deep in the wilderness.
  These 
  underground
  labyrinths incorporate cold, bluish steel where possible
  and always look extremely clean and stark.
  Clerics associated with Geryon wear red or dark
  green clothing and serpentine jewelry. They usually
  have access to the Diabolic, Evil, and Bestial domains.
  Cultists
  Daglum Shiverstone lives alone in the wilderness,
  maintaining a small underground temple to his patron.
  His current goals include winning over some of the
  local bugbears to Geryon’s service and using them as
  temple guards. Eventually he hopes to lead an army of
  Geryon’s worshippers back to his dwarven home and
  raze it in revenge for past wrongs done him. A dire
  badger companion currently serves Daglum.
  D Daglum Shiverstone: Male dwarf Clr 5/Rgr 6;
  CR 11; Medium-size humanoid; HD 5d8+13 plus
  6d10+12; hp 65; Init +2; Spd 20 ft.; AC 15, touch 12, flat-
  footed 13; Atk +10/+5 melee (1d8+3/x3, +1 cursespewing
  battleaxe) and +10 melee (1d62/x3, +1 handaxe);
  SQ Dwarf traits, favored enemies (humans +2, beasts
  +1), scent; AL LE; SV Fort +13, Ref +5, Will +9; Str 15,
  Dex 15, Con 14, Int 10, Wis 16, Cha 4.
  Horn of the Bull
  This lesser artifact summons 1d10+10
  minotaurs with maximum hit points.
  They serve the summoner until they
  die. The horn can be used three times
  per week, but when a user blows it, all
  summoned minotaurs remaining from
  its previous use (if any) disappear. In all
  other ways, treat the horn’s effect as a
  summon monster spell.
  Caster Level: 18th.
  
  4
  Skills and Feats: Appraise +3, Balance +3, Concen-
  tration +6, Craft (metalworking) +2, Craft (stonework-
  ing) +2, Escape Artist +3, Hide +3, Knowledge
  (religion) +8, Move Silently +8, Spellcraft +8, Spot +6;
  Combat Casting, Great Fortitude, Scribe Scroll,
  Toughness, Track.
  Dwarf Traits: Daglum has a +1 racial bonus on
  attack rolls against orcs and goblinoids, a +2 racial
  bonus on saves against spells and spell-like abilities, a
  +2 racial bonus on Fortitude saves against all poisons,
  and a +4 dodge bonus against giants. He has darkvision
  (60-foot range) and stonecunning (+2 racial bonus on
  checks to notice unusual stonework; can make a check
  for unusual stonework as though actively searching
  when within 10 feet and can use the Search skill to find
  stonework traps as a rogue can; intuit depth). Daglum
  also has a +2 racial bonus on Appraise checks and Craft
  or Profession checks related to stone or metal (these
  bonuses are already figured into the statistics above).
  Favored Enemies: Daglum has selected humans
  as his first favored enemy and beasts as his second.
  He gains a +2 bonus on his Bluff, Listen, Sense
  Motive, Spot, and Wilderness Lore checks when
  using these skills against humans, and a +1 bonus
  when using them against beasts. He gets the same
  bonus to weapon damage rolls against creatures of
  these types. He also gets the damage bonus with
  ranged weapons if the target is within 30 feet. The
  bonus doesn’t apply to damage against creatures that
  are immune to critical hits.
  Scent (Ex): Daglum can detect approaching ene-
  mies, sniff out hidden foes, and track by sense of smell. 
  Cleric Spells Prepared (5/4+1/3+1/2+1; save DC 13
  + spell level): 0—cure minor wounds, detect magic (2),
  guidance, resistance; 1st—bane, command, cure light
  wounds, divine favor, magic fang*; 2nd—aid, bull’s
  strength*, endurance, sap strength†; 3rd—cure serious
  wounds, dispel magic, greater magic fang*. 
  *Domain spell. Domains: Bestial (gains the scent
  extraordinary ability), Evil (+1 caster level with evil
  spells).
  Ranger Spells Prepared (2; save DC 13 + spell
  level): 1st—resist elements, speak with animals.
  Possessions: +1 cursespewing† battle axe, +1 hand axe, +1
  fleshshifter† leather armor, scroll of cure moderate wounds.
  The Servants of Geryon
  This archdevil has a diabolic army composed of a
  variety of devils—the rogue lord will take whomever
  he can get. His most powerful servant and most
  trusted ally is the duke Amon, a unique creature also
  deposed at Geryon’s ousting. Amon looks like a huge
  humanoid figure covered in fur with a massive
  wolfish head. His mouth is full of jagged teeth, and
  his eyes glisten like ice. Normally accompanying him
  is a Huge 18-HD winter wolf.
  D Amon: Male deposed duke of Hell; CR 18; Huge
  outsider (evil, lawful); HD 26d8+234; hp 351; Init +9;
  Spd 40 ft., fly 60 ft. (average); AC 36, touch 13, flat-
  footed 31; Atk +37/+32/+27/+22 melee (4d6+18 plus 1
  vile, Gargantuan +3 heavy mace) and +29 melee (2d8+5,
  bite); Face/Reach 5 ft. by 10 ft./15 ft.; SA Fear aura,
  spell-like abilities; SQ Baatezu traits, cold immunity,
  DR 25/+3, outsider traits, regeneration 5, SR 28,
  summon baatezu; AL LE; SV Fort +24, Ref +20, Will +20;
  Str 31, Dex 20, Con 29, Int 20, Wis 20, Cha 18.
  Skills and Feats: Bluff +33, Climb +37, Concentra-
  tion +36, Diplomacy +17, Disguise +30, Hide +17,
  Intimidate +8, Jump +36, Knowledge (arcana) +34,
  Listen +34, Move Silently +34, Search +34, Spellcraft +34,
  Spot +34; Cleave, Corrupt Spell-Like Ability, Great
  Cleave, Improved Initiative, Power Attack, Vile Martial
  Strike (heavy mace), Weapon Focus (heavy mace) 
  Fear Aura (Su): As a free action, Amon can create an
  aura of fear in a 20-foot radius. This effect is otherwise
  identical to a fear spell (caster level 15th; Will DC 27).
  If the save succeeds, that creature cannot be affected
  again by Amon’s fear aura for one day. Other baatezu are
  immune to the aura.
  Spell-Like Abilities: At will—animate dead,
  blasphemy, charm person, cone of cold, create undead,
  desecrate, detect good, detect magic, dispel magic, fly,
  improved invisibility, magic circle against good, major
  image, polymorph self, suggestion, teleport without error
  (self plus 50 lb. of objects only), unholy aura, unhallow,
  wall of ice; 1/day—limited wish, symbol (hopelessness).
  Caster level 18th; save DC 14 + spell level.
  Baatezu Traits: Amon is immune to fire and poi-
  sion. He has acid resistance 20 and cold resistance 20.
  Amon can see perfectly in darkness of any kind, includ-
  ing that created by deeper darkness spells. He can also
  communicate telepathically with any creature within
  100 feet that has a language (except lemures).
  Outsider Traits: Amon cannot be raised or resur-
  rected.
  Regeneration (Ex): Amon takes normal damage from
  holy and blessed weapons of at least +4 enhancement.
  Summon Baatezu (Sp): Twice per day Amon can auto-
  matically summon two osyluths or barbazu, or one
  erinyes, cornugon, or gelugon.
  Possessions: Gargantuan +3 heavy mace.
  
  5
  PAZUZU, DEMON PRINCE
  OF THE LOWER AERIAL
  KINGDOMS
  Large Outsider (Chaotic, Evil)
  Hit Dice: 33d8+330 (478 hp)
  Initiative: +14
  Speed: 30 ft., fly 120 ft. (perfect)
  AC: 43 (–1 size, +10 Dex, +6 insight, +18 natural),
  touch 25, flat-footed 33
  Attacks: 2 claws +46 melee and bite +41 melee
  Damage: Claws 2d8+15 plus 1 vile, bite 1d10+10
  Face/Reach: 5 ft. by 5 ft./10 ft.
  Special Attacks: Breath weapon, improved grab,
  pounce, rake 2d8+5, spell-like abilities
  Special Qualities: Blindsight 100 ft., DR 20/+6, fast
  healing 5, greater magic fang, SR 34, summon tanar’ri,
  summon aerial monster, tanar’ri traits
  Saves: Fort +28, Ref +28, Will +27
  Abilities: Str 30, Dex 31, Con 30, Int 29, Wis 29, Cha 30
  Skills: Animal Empathy +35*, Balance +44, Concen-
  tration +43, Diplomacy +47, Escape Artist +43, Handle
  Animal +35*, Hide +39, Intimidate +42, Intuit Direc-
  tion +42, Jump +14, Knowledge (nature) +37, Knowl-
  edge (the planes) +37, Listen +42, Move Silently +43,
  Ride +12, Search +28, Sense Motive +42, Spellcraft +28,
  Spot +42*, Tumble +43, Wilderness Lore +36
  Feats: Cleave, Dark Speech†, Dodge, Expertise, Fly-by
  Attack, Improved Initiative, Power Attack, Sunder, Vile
  Natural Weapon† (claw)
  Climate/Terrain: Any land and underground
  Organization: Solitary
  Challenge Rating: 24
  Treasure: Quadruple standard
  Alignment: Chaotic evil
  Advancement: —
  Pazuzu, known to some as Pazrael or Pazuzeus, is a
  unique demon lord in that he does not rule a layer of
  the Abyss. Instead he oversees a portion of almost every
  layer: the sky above. Also unlike his fellow princes, he
  does not war with other demon lords. All treat him
  with roughly equal amounts of resentment and grudg-
  ing respect.
  One cannot dispute Pazuzu’s power, but he is not in
  the same league physically as the most powerful
  princes, Demogorgon and Orcus. He maintains no per-
  manent lair, although he occasionally resides in the
  highest Abyssal mountain peaks or rocky crags, or in
  the floating palaces of the evil cloud giants that pay
  him homage. 
  Known as the Demon Prince of the Lower Aerial
  Kingdoms or Demon Prince of the Air, Pazuzu con-
  cerns himself mainly with the Material Plane. He goes
  there more often than most demon princes. And, more
  than any other prince, he enjoys tempting or tricking
  those of good alignment to fall to evil.
  Pazuzu is a 7-foot-tall humanoid with four dark,
  feathered wings. His large head also bears a bit of
  plumage, as well as massive red eyes and a sharp, tooth-
  filled, beaklike mouth. 
  The Demon Prince of the Air uses a swooping bird of
  prey as his symbol.
  
  6
  Combat
  Pazuzu uses his breath weapon as liberally as possible
  as his main offensive tactic. In battle, he sticks to the
  air, swooping down to attack, then flying back up again.
  Even if he achieves a grapple attack against a foe with
  his improved grab ability, he is unlikely to hang on for
  long, unless the foe is in the air. He usually prepares for
  battle with unholy aura and improved invisibility, giving
  his Armor Class and saving throws a +4 bonus against
  good characters.
  Breath Weapon (Su): Pazuzu can breathe a 30-foot
  cone of acidic gas and insects that deals 14d6 points of
  damage (Reflex DC 36 half) and also has the effects of a
  creeping doom spell. (The insects are immune to the
  effects of the acidic gas.) Once he uses his breath
  weapon, he must wait 1d4 rounds before doing so again.
  Improved Grab (Ex): If Pazuzu hits a Medium-size
  or smaller opponent with a bite attack, he deals normal
  damage and attempts to start a grapple without provok-
  ing an attack of opportunity (grapple bonus +47). If he
  gets a hold, he can also rake in the same round. There-
  after, Pazuzu has the option to conduct the grapple nor-
  mally, or simply use his jaws to hold the opponent (–20
  penalty on grapple check, but Pazuzu is not considered
  grappled). In either case, each successful grapple check
  he makes during successive rounds automatically deals
  bite damage.
  Pounce (Ex): Should Pazuzu attack a foe from the air
  during the first round of combat, he can make a full
  attack, even though he has moved.
  Rake (Ex): If attacking from the air, Pazuzu can
  make two rake attacks with his legs (+41 melee) for
  2d8+5 points of damage each. If he pounces on an
  opponent or gets a hold with his improved grab ability,
  he can also rake.
  Spell-Like Abilities: At will—blasphemy, call light-
  ning, control weather, control winds, deeper darkness,
  desecrate, detect good, detect law, detect thoughts, greater
  dispelling, greater magic fang, improved invisibility, shape-
  change, suggestion, telekinesis, teleport without error, tongues
  (self only), unhallow, unholy aura, unholy blight, wind
  wall; 1/day—meteor swarm. Caster level 20th; save
  DC 20 + spell level.
  Blindsight (Su): By detecting subtle movements in
  the air, Pazuzu is aware of all things around him in a
  100-foot radius. Invisibility and darkness are irrele-
  vant, though he still can’t discern ethereal beings.
  Pazuzu usually does not need to make Spot or Listen
  checks to notice creatures within range of his blind-
  sight ability.
  Fast Healing (Ex): Pazuzu regains hit points at the
  rate of 5 per round. Fast healing does not restore hit
  points lost from starvation, thirst, or suffocation, and it
  does not allow him to regrow or reattach lost body parts.
  Greater Magic Fang: Pazuzu carries this permanent
  spell effect (caster level 20th) on each of his two front
  claws and on his jaws. The effect adds a +5 bonus to
  attack and damage rolls (already figured into the statis-
  tics above). Should someone dispel it, he can use his
  own spell-like ability to replace the effect.
  Outsider Traits: Pazuzu has darkvision (60-foot
  range). He cannot be raised or resurrected.
  Summon Aerial Monster (Sp): Once per day Pazuzu
  can summon 2d6+3 gargoyles, 1d6+3 harpies, 1d4 man-
  ticores, or 1 wyvern automatically. These particularly
  strong creatures enjoy maximum hit points and a +1
  bonus to attack and damage rolls.
  Summon Tanar’ri (Sp): Once per day Pazuzu can
  summon 1d4+1 succubi, 1d2+1 vrocks, or 1 balor auto-
  matically.
  Tanar’ri Traits: Pazuzu is immune to poision and
  electricity. He has acid resistance 20, cold resistance 20,
  and fire resistance 20. Pazuzu can communicate tele-
  pathically with any creature within 100 feet that has a
  language (except dretches).
  *Skills: Pazuzu gains a +10 bonus to Spot checks
  made while in the air, and a +10 bonus to Animal
  Empathy and Handle Animal skill checks used with
  any winged creature.
  The Goals of Pazuzu
  Uninterested in conquest, Pazuzu does not see the
  other demon princes as rivals. This attitude is partially
  due to arrogance (he considers himself above them and
  assumes he already controls anything of worth in the
  Abyss) and partially due to the fact that his goals have
  nothing to do with those of most other demon lords.
  Pazuzu loves to tempt mortals. He personally offers his
  aid to any good creature that calls upon him—an act
  that automatically causes the good creature to turn to
  evil. Calling upon him usually involves intoning his
  name three times in succession.
  The Cult of Pazuzu
  The cult of Pazuzu is an uncommon one. Rarely do
  societies devote themselves to this demon lord.
  Instead, the occasional individual swears allegiance to
  him. Even this conduct occurs most often among
  harpies, gargoyles, manticores, wyverns, and (rarely)
  evil fey or dragons.
  
  7
  Pazuzu encourages his priests to use their powers to
  corrupt the souls of good creatures. He enjoys it when
  they sacrifice good creatures that prove beyond tempta-
  tion on altars dedicated to him. His temples usually lie
  deep in the wilderness, atop high cliffs or rugged
  mountain peaks unreachable except by those capable of
  flight or similar means of travel.
  His priests wear multicolored robes, often with
  feathers stitched into the fabric, or they wear nothing.
  They sometimes refer to themselves as the Talons of
  Pazuzu.
  Clerics affiliated with Pazuzu usually have access to
  the Evil, Demonic, and Air domains. 
  Cultists
  Agribrulix, an exceptional harpy cleric that reveres
  Pazuzu, dwells with a small clutch of other harpies high
  in the wilderness. Agribrulix seeks to lead them out of
  their lair to steal a magic item that would alter her
  appearance enough to pass in a human city. In such a
  guise, she hopes to use her captivating song to cause
  good mortals to commit evil acts. By using her magic
  voice to bring them to her, she can more easily get
  them to listen to the temptations she offers in her lord’s
  name. Corrupting these souls should encourage Pazuzu
  to grant her the power to establish her own temple, she
  hopes, with her own Pazunite soldiers to command.
  D Agribrulix: Female harpy Clr 6; CR 10; Medium-
  size monstrous humanoid; HD 7d8+7 plus 6d8+6;
  hp 82; Init +3; Spd 20 ft., fly 80 ft. (average); AC 17,
  touch 13, flat-footed 14; Atk +16 melee (1d3+5,
  2 claws), or +15/+10/+5 ranged (1d8+5/x3, +1 mighty
  composite longbow [+4 Str bonus]); SA Captivating song,
  rebuke undead 9/day; SQ Darkvision 60 ft.; AL NE;
  SV Fort +8, Ref +10, Will +12; Str 19, Dex 17, Con 13,
  Int 8, Wis 15, Cha 22.
  Skills and Feats: Bluff +12, Concentration +4,
  Diplomacy +8, Intimidate +8, Knowledge (arcana) +3,
  Listen +9, Perform (buffoonery, chant, epic, limericks,
  melody, ode, storytelling) +13, Spot +8; Dodge, Flyby
  Attack, Martial Weapon Proficiency (composite long-
  bow), Thrall to Demon.
  Captivating Song (Su): When Agribrulix sings,
  every creature within 300 feet must succeed at a Will
  save (DC 19) or become utterly captivated. This charm
  effect follows the rules for a spread. If the save suc-
  ceeds, Agribrulix’s song cannot affect that creature
  again for one day. A captivated victim walks toward
  Agribrulix, taking the most direct route available. If the
  path leads into a dangerous area (through flame, off a
  cliff, etc.), the creature gets a second saving throw. Cap-
  tivated creatures can take no other actions other than to
  defend themselves. A victim within 5 feet of Agribrulix
  stands there and offers no resistance to her attacks. The
  effect continues for as long as she sings. 
  Spells Prepared (5/5/5/3; save DC 12 + spell level):
  0—create water, cure minor wounds, detect magic, guidance,
  resistance; 1st—command, demonflesh*†, divine favor,
  endure elements, shield of faith; 2nd—bull’s strength, dark-
  ness, endurance, hold person, wind wall*; 3rd—cure serious
  wounds, dispel magic, gaseous form*. 
  *Domain Spell. Domains: Air (turn or rebuke earth
  creatures 3/day), Demonic (gain +1 bonus to attack and
  damage when fighting unarmed).
  Possessions: Bracers of armor +3, +1 mighty composite
  longbow (+4 Str bonus), 24 arrows, potion of see invisibility,
  scroll of boneblade†.
  The Servants of Pazuzu
  Pazuzu commands six balors, each an elite individ-
  ual with special fighter training (5th-level fighters)
  and magical plate armor. Called the Six Wings of
  Pazuzu, they act as his bodyguards and assassins. In
  turn, each of these balors commands a unit of hun-
  dreds of vrocks.
  D Six Wings of Pazuzu (6): Male balor Ftr 5;
  CR 23; Large outsider (chaotic, evil); HD 13d8+78
  plus 5d10+30; hp 193; Init +5; Spd 40 ft., fly 90 ft.
  (good); AC 43, touch 10, flat-footed 42; Atk +24 melee
  (1d6+7 plus fear, 2 slams), or +24/+19/+14/+9 melee
  (2d6+10/17–20, +1 vorpal greatsword) and +23 ranged
  (1d2+3 plus entangle, whip); Face/Reach 5 ft. by 5
  ft./10 ft. (15 ft. with whip) ft.; SA Body flames, entan-
  gle, fear, spell-like abilities; SQ Death throes, detect
  magic, DR 30/+3, outsider traits, see invisibility, SR 28,
  summon tanar’ri, tanar’ri traits; AL CE; SV Fort +18,
  Ref +10, Will +14; Str 24, Dex 12, Con 23, Int 20,
  Wis 21, Cha 18.
  Skills and Feats: Bluff +19, Concentration +21,
  Craft (weaponsmithing) +12, Diplomacy +15, Hide +13,
  Intimidate +6, Knowledge (the planes) +17, Listen +28,
  Move Silently +11, Scry +21, Search +20, Sense Motive
  +25, Spellcraft +21, Spot +29; Ambidexterity, Cleave,
  Great Cleave, Improved Critical (greatsword),
  Improved Initiative, Power Attack, Two-Weapon Fight-
  ing, Weapon Focus (whip), Weapon Focus (greatsword),
  Weapon Specialization (greatsword).
  
  8
  Body Flames (Su): A wing of Pazuzu can wreathe its
  body in roaring flames as a free action. It suffers no
  harm, but anyone grappling with it takes 4d6 points of
  fire damage each round.
  Entangle (Ex): A wing of Pazuzu’s whip entangles foes
  much like an attack with a net. The whip has a maxi-
  mum range of 40 feet, with a range increment of 10
  feet, and 20 hit points. The whip needs no folding. If it
  hits, the target and the wing of Pazuzu immediately
  make opposed Strength checks; if the balor wins, it
  drags the target against its flaming body (see Body
  Flames). The target remains anchored against the wing
  of Pazuzu’s body until it escapes the whip.
  Fear (Su): Any creature hit by a wing of Pazuzu’s slam
  attack must succeed at a Will save (DC 20) or flee in
  terror for 1d6 rounds.
  Spell-Like Abilities: At will—blasphemy, deeper
  darkness, desecrate, detect good, detect law, fear, greater
  dispelling, pyrotechnics, read magic, suggestion, symbol (any),
  telekinesis, teleport without error (self plus 50 lb. of objects
  only), tongues (self only), unhallow, unholy aura, unholy
  blight, wall of fire; 1/day—fire storm, implosion. Caster
  level 20th; save DC 14 + spell level.
  Death Throes (Ex): When killed, a wing of Pazuzu
  explodes in a blinding flash of light that deals 50
  points of damage to everything within 100 feet (Reflex
  DC 22 half).
  Detect Magic (Su): A wing of Pazuzu continuously
  detects magic as the spell (caster level 20th).
  Outsider Traits: A wing of Pazuzu has darkvision
  (60-foot range). It cannot be raised or resurrected
  (though a wish or miracle spell can restore life).
  See Invisibility (Su): A wing of Pazuzu can continu-
  ously use a see invisibility effect as the spell (caster
  level 20th).
  Summon Tanar’ri (Sp): Once per day, a wing of Pazuzu
  can automatically summon 1d4 dretches, 1d4 hezrous,
  or one nalfeshnee, glabrezu, marilith, or balor.
  Tanar’ri Traits: A wing of Pazuzu is immune to poi-
  sion and electricity. It has acid resistance 20, cold resist-
  ance 20, and fire resistance 20. A wing of Pazuzu can
  communicate telepathically with any creature within
  100 feet that has a language (except dretches).
  Skills: Balors receive a +8 racial bonus to Listen and
  Spot checks.
  Possessions: +1 vorpal greatsword, +5 full plate armor,
  whip.
  RHYXALI, THE DEMON
  PRINCESS OF SHADOW
  Large Outsider (Chaotic, Evil)
  Hit Dice: 36d8+252 (414 hp)
  Initiative: +15
  Speed: 40 ft.
  AC: 40 (–1 size, +11 Dex, +6 insight, +14 natural),
  touch 26, flat-footed 29
  Attacks: +5 longsword +44/+39/+34/+29 melee and 
  +5 longsword +44 melee
  Damage: +5 longsword 1d8+11/17–20 (primary hand),
  +5 longsword 1d8+8/17–20 (off hand)
  Face/Reach: 5 ft. by 5 ft./10 ft.
  Special Attacks: Sneak attack +10d6, spell-like abilities
  Special Qualities: DR 15/+6, fast healing 5, incorpo-
  reality, outsider traits, SR 38, summon tanar’ri, summon
  shadow demons†, tanar’ri traits
  Saves: Fort +27, Ref +31, Will +26
  Abilities: Str 23, Dex 32, Con 25, Int 28, Wis 23, Cha 28
  Skills: Balance +51, Bluff +25, Climb +24, Concen-
  tration +23, Diplomacy +48, Disable Device +37,
  Disguise +34, Escape Artist +39, Gather Information
  +35, Hide +43, Intimidate +39, Jump +10, Knowledge
  (arcana) +35, Knowledge (the planes) +45, Listen +42,
  Move Silently +47, Scry +35, Search +45, Sense Motive
  +42, Spellcraft +27, Spot +42, Tumble +47
  Feats: Ambidexterity, Cleave, Dark Speech†, Dodge,
  Expertise, Improved Critical (longsword), Improved
  Initiative, Power Attack, Two-Weapon Fighting,
  Weapon Focus (longsword)
  Climate/Terrain: Any land and underground
  Organization: Solitary
  Challenge Rating: 24
  Treasure: Quadruple standard
  Alignment: Chaotic evil
  Advancement: —
  Rhyxali is a female demon lord who rules the shadow
  demons. Unlike such princes as Demogorgon, Orcus,
  and Graz’zt, she maintains a low profile. Her servants
  run a brisk trade in both souls and information as they
  flit amid the infinite Abyss. She controls an entire layer,
  the home of the shadow demons, and does not covet a
  larger realm. Rhyxali seems content to gain more per-
  sonal power by trafficking in secrets and souls. She
  delights in killing and deceit.
  Rhyxali’s layer of the Abyss, called Shaddonon, is a
  
  9
  place of darkness. Within its dim twilight, nestled
  among forests of shadows, lie hidden cities full of out-
  cast demons and rogue beings of all sorts. The main
  inhabitants, however, are shadow demons.
  Few have seen Rhyxali’s true form and lived to tell
  the tale. She is a tall, humanoid woman with jet-black
  skin. The color of her flesh, and the fact that she has six
  fingers on each hand, lends credence to the idea that
  she is related to Graz’zt—perhaps his sister. Neither
  speaks of the issue; they seem to have no special like or
  dislike for each other.
  Rhyxali’s symbol is a jet-black dagger.
  Combat
  Rhyxali detests straightforward combat. She likes to
  stalk her prey unseen, striking with surprise when con-
  ditions suit her. She fights with two longswords; both
  blades usually bear poison such as bebilith venom,†
  devil’s eye†, or vilestar†, depending on whom she
  might encounter.
  Sneak Attack: Rhyxali can make sneak attacks as a
  20th-level rogue.
  Spell-Like Abilities: At will—blasphemy, blur,
  damning darkness†, darkbolt†, deeper darkness, desecrate,
  detect good, detect law, detect thoughts, dream, greater dis-
  pelling, improved invisibility, major image, mirage arcana,
  mirror image, phantasmal killer, suggestion, telekinesis,
  teleport without error, tongues (self only), unhallow,
  unholy aura, unholy blight, wretched blight†; 1/day—
  disintegrate, shapechange, veil. Caster level 20th; save
  DC 19 + spell level.
  Fast Healing: Rhyxali regains hit points at the
  rate of 5 per round. Fast healing does not restore hit
  points lost from starvation, thirst, or suffocation, and
  it does not allow her to regrow or reattach lost body
  parts.
  Incorporeality: As a standard action, Rhyxali can
  become incorporeal for as long as she desires. While
  incorporeal, Rhyxali appears as a large humanoid
  shadow. During this time, she receives the incorporeal
  subtype, and the following changes to her statistics are
  in effect for as long as she remains incorporeal: Large
  outsider (chaotic, evil, incorporeal); AC 35, touch 35,
  flat-footed 
  24; 
  Atk 
  +49/+44/+39/+34 
  melee
  (1d8+5/17–20, +5 longsword) and +49 melee
  (1d85/17–20, +5 longsword); SQ incorporeal subtype;
  Str –; Climb +18, Jump +4; Cleave and Power Attack
  unavailable. She requires a standard action to return to
  her natural state.
  Outsider Traits: Rhyxali has darkvision (60-foot
  range). She cannot be raised or resurrected (though a
  wish or miracle spell can restore life).
  Summon Tanar’ri (Sp): Once per day, Rhyxali can
  summon 1d2+1 glabrezu or 1d2 marliliths automati-
  cally.
  Summon Shadow Demons (Sp): Three times per day,
  Rhyxali can summon 1d6+1 shadow demons automati-
  cally.
  Tanar’ri Traits: Rhyxali is immune to poision and
  electricity. She has acid resistance 20, cold resistance
  20, and fire resistance 20. Rhyxali can communicate
  telepathically with any creature within 100 feet that
  has a language (except dretches).
  Possessions: Rhyxali wields two +5 longswords.
  The Goals of Rhyxali
  Shadow demons travel throughout the Lower
  Planes virtually unnoticed. As they do, they see
  everything and report it back to their mistress. Rhyx-
  ali sells some of this information to wealthy buyers
  (who pay in magic or souls) but keeps the best tidbits
  to exploit herself.
  Like night hags, shadow demons also trade in souls.
  Shaddonon’s reputation as the Abyss’s main soul-trad-
  ing center draws many visitors willing to pay vast
  sums. Even other demon princes send emissaries to
  Rhyxali make deals. Virtually all powerful demons call
  Rhyxali their ally even though many fear her ability to
  strike unseen, slay, and leave again unnoticed. None of
  them trust her completely, but she knows enough not
  to trust them either.
  Rhyxali has slight regard for the Material Plane or
  its mortal inhabitants. Mortals have souls and souls
  are a commodity; she thinks of them as little more
  than livestock.
  The Cult of Rhyxali
  Very few mortals worship Rhyxali. She neither seeks
  their adoration nor notices its absence. Although a few
  ruined temples located in isolated locales hold services
  in her name, she really has no cult—just scattered
  undead shadows whispering foul rites dedicated to her,
  The Servants of Rhyxali
  Rhyxali’s second in command is a marilith sorcerer
  named Viractuth. As the shadow demons return, she
  organizes the secrets and knowledge they’ve gathered.
  She dwells in a huge, shadowy library filled with hand-
  
  10
  written tomes only she can read. The books’ organiza-
  tion seems so chaotic that no one but Viractuth can
  find anything of relevance in the collection, let alone
  decipher it.
  More often than not, a Large shadow demon named
  Kadasha serves at Rhyxali’s side. This creature backs up
  the demon princess while she stalks foes. It not only
  provides an adequate pair of eyes on her back but acts
  as an excellent flanking ally as well.
  D Viractuth: Female marilith Sor 5; CR 22; Large
  outsider (chaotic, evil); HD 9d8+45 plus 5d4+25;
  hp 122; Init +3; Spd 40 ft.; AC 32, touch 12, flat-footed
  29; Atk +15/+10/+5 melee (1d8+5/19–20, +1 chaotic
  longsword) and +15 melee (1d8+3/19–20, two +1 chaotic
  longswords) and + 15 melee (1d8+3/19–20, +1 unholy
  longsword) and +15 melee (1d8+3/19–20, three +1 unholy
  longswords) and +12 melee (4d6+2, tail slam);
  Face/Reach 5 ft. by 5 ft./10 ft.; SA Constrict 4d6+6,
  improved grab, spell-like abilities; SQ DR 20/+2,
  enhanced multiweapon fighting, outsider traits, SR 25,
  summon tanar’ri, tanar’ri traits; AL CE; SV Fort +12,
  Ref +10, Will +14; Str 19, Dex 16, Con 20, Int 19,
  Wis 18, Cha 22.
  Skills and Feats: Bluff +17, Concentration +21,
  Diplomacy +10, Hide +11, Intimidate +8, Knowledge
  (arcana) +6, Listen +24, Move Silently +17, Scry +14,
  Search +18, Sense Motive +18, Spellcraft +19, Spot +24,
  Multiattack, Multidexterity, Multiweapon Fighting,
  Power Attack, Quicken Spell-Like Ability†, Violate
  Spell-Like Ability†.
  Constrict (Ex): Viractuth deals 4d6+6 points of
  bludgeoning damage against a held Medium-size or
  smaller opponent with each successful grapple check.
  The constricted creature must succeed at a Fortitude
  save (DC 19) or lose consciousness for as long as it
  remains in the coils and for 2d4 rounds thereafter.
  Improved Grab (Ex): If Viractuth hits a Medium-
  size or smaller opponent with her tail slam attack, she
  deals normal damage and attempts to start a grapple
  without provoking an attack of opportunity (grapple
  bonus +17). If she hits with the tail slam, she can also
  constrict in the same round. Viractuth has the option
  to conduct the grapple normally, or simply use her
  claw to hold the opponent (–20 penalty on grapple
  check, but Viractuth is not considered grappled). In
  either case, each successful grapple check she makes
  during successive rounds automatically deals tail slam
  and constrict damage.
  Spell-Like Abilities: At will—animate dead, bestow curse,
  chaos hammer, cloudkill, comprehend languages, darkness,
  desecrate, detect good, detect law, detect magic, inflict serious
  wounds, magic circle against good (self only), magic weapon,
  project image, polymorph self, pyrotechnics, see invisibility,
  shatter, telekinesis, teleport without error (self plus 50 lb. of
  objects only), unholy aura, unholy blight. Caster level
  13th; save DC 16 + spell level.
  Outsider Traits: Viractuth has darkvision (60-foot
  range). She cannot be raised or resurrected (though a
  wish or miracle spell can restore life).
  Summon Tanar’ri (Sp): Once per day, Viractuth can
  attempt to summon 4d10 dretches, 1d4 hezrous, or one
  nalfeshnee with a 50% chance of success, or one glabrezu
  or another marilith with a 20% chance of success.
  Tanar’ri Traits: Viractuth is immune to poision and
  electricity. She has acid resistance 20, cold resistance
  20, and fire resistance 20. Viractuth can communicate
  telepathically with any creature within 100 feet that
  has a language (except dretches).
  Sorcerer Spells Known (6/8/6; save DC 16 + spell
  level): 0—dancing lights, daze, detect magic, flare, mage
  hand, read magic; 1st—charm person, mage armor, magic
  missile, shield; 2nd—bull’s strength, invisibility. 
  Possessions: Three +1 chaotic longswords, three +1
  unholy longswords, bracers of armor +2, wand of wither limb
  (42 charges).
  D Kadasha: Advanced elite shadow demon; CR 10;
  Large outsider (chaotic, evil, incorporeal); HD 20d8+40;
  hp 130; Init +11; Spd fly 40 ft. (perfect); AC 23, touch 23,
  flat-footed 16; Atk +26 melee (1d6 vile, 2 claws);
  Face/Reach 5 ft. by 5 ft./10 ft.; SA Flesh-ripping claws,
  improved grab, pounce, rake 1d6 vile, spell-like abili-
  ties; SQ Darkness enhancement, immunities, incorpo-
  real subtype, light powerlessness, outsider traits, vile
  damage; AL CE; SV Fort +14, Ref +21, Will +17; Str –,
  Dex 25, Con 14, Int 17, Wis 17, Cha 24.
  Skills and Feats: Bluff +27, Concentration +20,
  Diplomacy +24, Hide +36, Intimidate +19, Knowledge
  (arcana) +26, Knowledge (the planes) +22, Listen +28,
  Move Silently +30, Search +26, Spot +28; Alertness,
  Dodge, Expertise, Improved Initiative, Iron Will, Light-
  ning Reflexes.
  Flesh-Ripping Claws (Su): When Kadasha’s claws
  touch flesh, they become corporeal, allowing the crea-
  ture to claw, rake, and even grapple with opponents, yet
  still ignore their armor, making its claw and rake
  attacks as touch attacks. Fleshless creatures, such as cer-
  
  11
  tain constructs, are immune to the attacks of a shadow
  demon. Corporeal foes attempting to grapple the
  shadow demon can only attempt to escape; they can’t
  deal damage or pin in a grapple.
  Improved Grab (Ex): If Kadasha hits a Medium-
  size or smaller opponent with both claw attacks, it
  deals normal damage and attempts to start a grapple as
  a free action without provoking an attack of opportu-
  nity (grapple bonus +31). If it hits with both claws, it
  can also rake. Kadasha has the option to conduct the
  grapple normally, or simply use its claws to hold the
  opponent (–20 penalty on grapple check, but the
  shadow demon is not considered grappled). In either
  case, each successful grapple check it makes during
  successive rounds automatically deals damage from
  both claws.
  Pounce (Ex): If Kadasha dives or leaps upon a foe
  during the first round of combat, it can make a full
  attack (including a rake attempt, see below) even
  though it has moved.
  Rake (Ex): On any round that Kadasha has a hold on
  an opponent (see Improved Grab, above), it can make
  two rake attacks (+26 melee touch) with its hind legs for
  1d6 points of vile damage each. The shadow demon can
  also attempt to rake when it pounces on an opponent.
  Spell-Like Abilities: At will: darkness; 1/day—deeper
  darkness, damning darkness†; 1/week—magic jar. Caster
  level 10th; save DC 17 + spell level.
  Darkness Enhancement (Ex): Kadasha gains
  power from being within total darkness. It gains a +4
  enhancement bonus to AC, attack rolls, damage rolls,
  saves, and skill and ability checks in such conditions.
  Immunities (Su): Kadasha is immune to fire, cold,
  and electricity as well as mind-affecting effects, poison,
  sleep, paralysis, stunning, and disease. It is not subject
  to critical hits, subdual damage, ability damage, energy
  drain, or death from massive damage.
  Incorporeal Subtype: Kadasha can be harmed only
  by other incorporeal creatures, +1 or better magic weap-
  ons, spells, spell-like abilities, and supernatural abilities.
  It has a 50% chance to ignore any damage from a corpo-
  real source, except for force effects or attacks made with
  ghost touch weapons. Kadasha can pass through solid
  objects, but not force effects, at will. Its attacks ignore
  natural armor, armor, and shields, but deflection
  bonuses and force effects work normally against them.
  Kadasha always moves silently and cannot be heard
  with Listen checks if it doesn’t wish to be.
  Light Powerlessness (Ex): Kadasha is drained in
  bright light (such as sunlight) and flees from it. Within
  such light, it takes a –4 penalty to AC, attack rolls,
  damage rolls, saves, and skill and ability checks.
  Outsider Traits: Kadasha has darkvision (60-foot
  radius). It cannot be raised or resurrected (though a
  wish or miracle spell can restore life).
  Vile Damage (Su): All damage dealt by Kadasha’s
  claws is vile damage.
  Possessions: Ring of protection +2.
  ABOUT THE AUTHOR
  Monte Cook started working professionally in the
  game industry in 1988. In the employ of Iron Crown
  Enterprises, he worked with the Rolemaster and Cham-
  pions games as an editor, developer, and designer.
  In 1994 Monte came to work at TSR as a game
  designer. As a senior game designer with Wizards of
  the Coast, he codesigned the new edition of
  DUNGEONS & DRAGONS and authored the DUNGEON
  MASTER’s Guide. His recent Wizards releases include
  the Book of Vile Darkness and the Call of Cthulhu d20
  Roleplaying Game.
  A graduate of the Clarion West writer’s workshop,
  Monte has also published short stories and two novels.
  In his spare time, he runs anywhere from one to three
  games per week, holds a yearly game convention at his
  house, builds vast dioramas out of LEGO building
  bricks, and reads a lot of comics. 
  Monte designed the May through August 2001
  adventures and the April and July 2002 adventures for
  the Official D&D Website. To read more of his recent
  work and find out about his own d20 imprint, Mal-
  havoc Press, visit his website at <www.montecook.com>.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Dungeons and dragons mega book pack/3.5 Updates & Web Enhancements/Book Of Vile Darkness - Yet More Archfiends.pdf