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Zimimar, Minister of Morale

Zimimar, Minister of Morale
Create (midjourney.com)

Zimimar is an imposing figure, blending the grotesque traits of a pit fiend with a twisted mockery of human beauty. Standing over ten feet tall, she has a somewhat plump yet muscular build, covered in red and black scales that shimmer with an infernal light. Her wings are large and bat-like, allowing her to soar over her domain with ease. Horns curve menacingly from her forehead, framing a face that is perpetually twisted into a wide, unsettling grin. This smile, full of sharp, jagged teeth, is both alluring and horrifying, devoid of any true warmth. Zimimar’s eyes burn with a malevolent intelligence, and a nimbus of flames surrounds her head, mimicking flowing hair. Her limbs end in razor-sharp claws, and her legs taper into cloven hooves, emphasizing her demonic nature.

Behavior:
Zimimar is both feared and respected by the denizens of Hell. She is methodical and ruthless, displaying a cold, calculating demeanor that prioritizes efficiency over cruelty for its own sake. However, she takes a grim satisfaction in her work, finding pleasure in the fear and agony of those under her command. Despite her brutal methods, Zimimar maintains an air of twisted professionalism, always focused on the bigger picture of Hell’s strategic goals. She is rarely seen without her chilling smile, which is known among the devils as a sign that punishment is imminent. Zimimar’s presence alone is enough to silence dissent, and her voice, calm and measured, carries the weight of absolute authority.

Habitat:
Zimimar resides in the infernal realm of Malsheem, located in Nessus, the Ninth Circle of Hell. Her domain is a fortress of agony, filled with torture chambers and interrogation rooms designed to break even the most resilient souls. The walls of her citadel are lined with the screams of the damned, and her presence can be felt in every shadow. This fortress serves as both her home and her base of operations, where she oversees the morale of Hell’s legions. It is here that she administers her cruel brand of justice, summoning devils and mortals alike to suffer under her iron-fisted rule.

Modus Operandi:
Zimimar’s approach to maintaining morale is rooted in fear and pain. She employs a network of spies to monitor the ranks of Hell’s armies, ensuring that any hint of dissent or disloyalty is reported immediately. Once a suspect is identified, Zimimar takes personal charge of their “re-education,” using her extensive skills in torture to extract confessions and enforce obedience. Her methods are brutal but effective, leaving no room for rebellion. In battle, Zimimar prefers to manipulate and control rather than engage directly. She often charms the strongest of her opponents to fight on her behalf, creating chaos within their ranks before unleashing devastating spells such as meteor swarm and unholy aura to crush any remaining resistance. If directly challenged, she can summon devils to her aid, ensuring that she is never without reinforcements.

Motivation:
Zimimar’s primary motivation is to maintain the ironclad discipline of Hell’s legions in their eternal war against Heaven and other forces. She is utterly loyal to the cause of the Nine Hells, driven by a desire to see Hell’s power and influence expand. Her role as Minister of Morale places her at the heart of Hell’s military operations, and she takes pride in ensuring that every devil under her command is a paragon of loyalty and efficiency. Zimimar’s personal ambition also plays a part; she seeks to solidify her power and reputation, aiming for a position among the Dukes of Hell. Her ultimate goal is to be recognized as one of the most powerful and feared figures in the infernal hierarchy, and she will stop at nothing to achieve it.

Role in the Blood War:

As a key figure in the hierarchy of Hell, Zimimar plays a crucial role in the ongoing Blood War against the demons of the Abyss. Her methods of maintaining discipline and enforcing loyalty are vital to the success of the devils in this ancient conflict. Zimimar ensures that Hell’s soldiers are battle-ready, their morale unbroken despite the horrors they face on the front lines. She works closely with other infernal commanders, such as Dagos, the Marshal of the Pits, to coordinate the deployment of troops and reinforce strategic positions against demonic incursions.

Zimimar’s influence extends beyond mere battlefield tactics. Her ability to root out subversion and eliminate potential traitors prevents internal sabotage and maintains the cohesion necessary for Hell’s forces to function effectively. She uses fear as a tool to keep the devils focused on their common enemy, the demons, rather than on infighting or personal ambition. By doing so, Zimimar plays a vital part in ensuring that the devils remain a disciplined and united force capable of holding their own in the endless struggle of the Blood War. Her relentless drive to maintain control over Hell’s legions is not only a reflection of her dedication to the cause but also a strategic necessity in the fight to dominate the multiverse.


  • Zimimar, Minister of Morale 5e
  • Zimimar, Minister of Morale 3.5
Zimimar, Minister of Morale
Create (midjourney.com)

Medium Fiend (Devil), Lawful Evil


Armor Class: 26 (natural armor)
Hit Points: 620 (40d10 + 400)
Speed: 40 ft., Fly 60 ft.


StrengthDexterityConstitutionIntelligenceWisdomCharisma
30 (+10)22 (+6)30 (+10)26 (+8)22 (+6)30 (+10)

    Saving Throws: Dex +16, Con +16, Wis +14, Cha +18
    Skills: Deception +19, Intimidation +24, Perception +22, Stealth +20
    Damage Resistances: Cold, Fire, Lightning
    Damage Immunities: Poison, Psychic
    Condition Immunities: Charmed, Frightened, Paralyzed
    Senses: Darkvision 120 ft., Truesight 60 ft.
    Languages: Infernal, Abyssal, Common
    Challenge: CR 26 (90,000 XP)


    Proficiency Bonus: +8

    Spellcasting
    Zimimar is a 20th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 26, +18 to hit with spell attacks). She has the following spells prepared:

    • Cantrips (at will): Thaumaturgy, Eldritch Blast, Minor Illusion, Prestidigitation
    • 1st level (4 slots): Disguise Self, Charm Person, Witch Bolt
    • 2nd level (3 slots): Mirror Image, Misty Step
    • 3rd level (3 slots): Counterspell, Fear, Fireball
    • 4th level (3 slots): Banishment, Phantasmal Killer
    • 5th level (3 slots): Cloudkill, Dominate Person
    • 6th level (2 slots): Disintegrate, Mass Suggestion
    • 7th level (2 slots): Plane Shift, Power Word Stun
    • 8th level (1 slot): Maze, Power Word Blind
    • 9th level (1 slot): Meteor Swarm, Wish

    Legendary Actions
    Zimimar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Zimimar regains spent legendary actions at the start of her turn.

    • Claw Attack: Zimimar makes one claw attack.
    • Fire Aura (Costs 2 Actions): Zimimar surrounds herself with a 20-foot radius aura of hellfire. Each creature in the aura must make a DC 26 Dexterity saving throw, taking 45 (10d8 + 8) fire damage on a failed save, or half as much on a successful one.
    • Summon Devils (Costs 3 Actions): Zimimar summons 1d4 Lemures, 1d3 Osyluths, or 1d2 Erinyes. The summoned devils appear in unoccupied spaces within 60 feet of Zimimar and act immediately after her turn.

    Actions

    • Multiattack: Zimimar makes three attacks: one with her bite, one with her claws, and one with her tail.
    • Bite: Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 40 (6d10 + 8) piercing damage plus 20 (6d6) fire damage.
    • Claw: Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 38 (4d8 + 16) slashing damage plus 14 (4d6) necrotic damage.
    • Tail: Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 34 (4d8 + 12) bludgeoning damage plus 20 (6d6) fire damage.
    • Soul Blast (Recharge 5–6): Zimimar unleashes a searing blast of soul energy. Each creature within a 60-foot cone must make a DC 26 Dexterity saving throw, taking 70 (20d6) radiant damage on a failed save, or half as much on a successful one.
    • Torture (Recharge 6): Zimimar targets one creature within 30 feet that is grappled by her or is restrained. The target must make a DC 26 Wisdom saving throw. On a failed save, the target takes 55 (10d10 + 8) psychic damage and is frightened for 1 minute. On a successful save, the target takes half the damage and is not frightened.

    Reactions

    • Hellish Rebuke: When Zimimar takes damage from a creature within 60 feet of her, she can use her reaction to cause that creature to make a DC 26 Dexterity saving throw. On a failed save, the creature takes 55 (10d10) fire damage, or half as much on a successful save.

    Regional Effects
    The region within 6 miles of Zimimar’s lair is affected by her presence, creating the following effects:

    • Infernal Heat: The temperature is unnaturally high, causing discomfort. Creatures not adapted to extreme heat have disadvantage on Constitution saving throws and suffer 10 (3d6) fire damage per hour of exposure.
    • Distorted Reality: The landscape is twisted, with shifting shadows and illusions. Perception checks to see through illusions or navigate are made with disadvantage.
    • Devil’s Whispers: Whispers of infernal commands echo through the area. Creatures attempting to cast spells or perform actions requiring concentration must succeed on a DC 26 Wisdom saving throw or have their spell or action interrupted.

    Mythology and Role

    Zimimar, the Minister of Morale, is a high-ranking pit fiend responsible for maintaining the discipline and loyalty of the Legions of Hell. She uses fear and torture to ensure the efficiency of the Blood War and is a symbol of Hell’s ruthless control. Her existence serves as a reminder of the extreme measures used to enforce order and maintain morale in the infernal hierarchy.


    Unique Traits

    • Torturous Authority: Zimimar enforces compliance through fear and torment, ensuring absolute control over her domain.
    • Regeneration: She regenerates 20 hit points at the start of her turn if she has at least 1 hit point.
    • Soul Devourer: Each time Zimimar reduces a creature to 0 hit points, she absorbs their essence, gaining temporary hit points equal to the creature’s hit dice and a +2 bonus to her next attack roll or saving throw.
    See the source image See the source image Visual Search Save View image Feedback More Mlle George Achille Fould (1865-1951) - | Madame Satan, 1904
    Mlle George Achille Fould (1865-1951) – | Madame Satan, 1904

    The Gates of Hell (Dice Freaks)

    Grimoire of Cosmic Entities Volume One By Eli Atkinson, William Church and Serge W. Desir, Jr.
    Original Concept by Serge W. Desir, Jr.

    Full netbook can be found on the following website

    Dicefreaks d20 Community

    Within the Legions of Hell, there are few beings more feared than Zimimar. To many outsiders, this is something of a surprise. Many people unfamiliar with devils and Hell would expect the Minister of Morale to be a guiding, clarifying force that promotes order and organization, adherence to a common cause, and ultimate loyalty. Indeed, Zimimar accomplishes all of these things. But what many outsiders do not comprehend is the manner in which she succeeds in her responsibilities. Zimimar uses torture to maintain morale, and if torture does not work, she uses the permanent death feared by all outsiders.

    As the Minister of Morale, it is Zimimar’s responsibility to ensure that the Legions of Hell adhere to the will of the Nine Hells of Perdition and that they defend the side of tyranny in the eternal Blood War to the utmost of their abilities. Through her Denomination, Zimimar also weeds out subversives and traitors, torturing them until they reveal all they know. Any indication of dissatisfaction in the ranks brings Zimimar out and, due to the many spies she has scattered across the Legions, few ever voice opinions that do not fall in line with the will of Hell. Such is the power of Zimimar.

    Zimimar’s background is a muddied one. Many texts insist that Zimimar was once a pit fiend general within the Court of Minauros. However, this information is correct so far as the original Zimimar went. The first Zimimar was male and his style was more along the lines of what many mortals expect when they think about morale. But, the Zimimar that replaced the original was initially a personal servant of His Infernal Grace Belial, Archduke of Phlegethon (Phlegethos) and Lord of Pain and Sufferings. It was during her time in the Courts of Phlegethon (Phlegethos) that this pit fiend honed her singular skills as a torturer.

    Even Belial admired her touch and she would likely have been promoted to a Duke of Hell had the Dies Irae not occurred. Once the Days of Wrath were concluded and Asmodeus formed the Dark Ministry, the original Zimimar, believing that bribes and gold could ensure the morale of the Legions of Hell, was soon viewed with displeasure among the other Ministers. Although exactly what occurred has never been determined, something happened to the original Zimimar, and where there was once a male Minister of Morale there was suddenly a female. This female has served in this capacity ever since.

    Zimimar uses torture not to gain information, but to ensure obedience and productivity. As such, she works closely with Dagos, the Marshal of the Pits, to maintain the Legions of Hell. She also finds it necessary to work with both Corin and Zaebos; with the former she uncoversn internal spies and threats to the Legions, while with the latter she ensures that only the best devils are promoted. Among the Dark Ministry, Zimimar is both feared and respected; it is likely that a Courtier of Perdition will soon offer Zimimar a place as a Duke of Hell.

    Zimimar often appears in a form similar to that of an attractive, if somewhat plump, human woman, although she bears the wings, “scales,” horns, tail, cloven hoofs, and claws of a pit fiend. Her head is surrounded by a nimbus of flames that mimics human hair. A wide smile is frozen on her face, barring all of her large, sharp teeth. This perpetual grin is very disconcerting as there is no hint of pleasure or kindness in it. When devils believe that one of their number has done something to warrant punishment, they say “You’ve earned Zimimar’s smile.”

    Zimimar, Minister of Morale
    Dark Ministry of Hell
    Pit fiend (9th Circle General of the Legions of Hell)
    Large outsider (Evil, Extraplanar, Lawful)
    SealRed, stylized, smiling fiend head on a black inverted triangle
    Soul Eater 10 
    Hit Dice46d8+598 (805 hp)
    Initiative+13
    Speed40 ft., Fly 60 ft. (average)
    AC50 (-1 size, +5 deflection, +13 Dexterity, +23 natural), touch 27, flat-footed 37
    Base Attack/Grapple+41/+63
    AttackClaw +59 melee (3d8+18 plus 1 Constitution and energy drain /19-20/x2)
    Full Attack2 claws +59 melee (3d8+18 plus 1 Constitution and energy drain /19-20/x2) and 2 wings +57 melee (2d6+9 and energy drain) and bite +57 melee (4d6+9 plus energy drain, poison and disease) and tail slap +56 melee (2d8+9 plus energy drain)
    Space/Reach10 ft./10 ft.
    Special AttacksConstrict, energy drain, fear aura, improved grab, spell-like abilities, soul blast, soul slave, summon devils
    Special QualitiesDamage reduction 20/epic, good and silver, Darkvision 60 ft., immunity to fire and poison, resistance to acid 20 and cold 20, regeneration 9, see in darkness, soul abilities, Spell
    Resistance
    43, telepathy 300 ft.
    SavesFort +41, Ref +41, Will +38
    AbilitiesStrength 46, Dexterity 36, Constitution 36, Intelligence 31, Wisdom 31, Charisma 31
    SkillsBalance +18, Bluff +58, Climb +42, Concentration +63, Decipher Script +22, Diplomacy +23, Disguise +52 (+54 acting), Gather Information +37, Hide +51, Intimidate +80, Jump +44, Knowledge (Arcana) +52, Knowledge (nature) +15, Knowledge (the planes) +52, Knowledge (religion) +52, Listen +62, Move Silently +65, Perform
    (act) +17, Search +64, Sense Motive +61, Spellcraft +66, Spot
    +62, Survival +13 (+17 on other planes, +19 tracking), Tumble +39
    FeatsAlertness, Cleave, Great Cleave, Improved Critical(claw), Improved Natural Attack (claw), InvestigatorIron Will, Leadership, Multiattack, PersuasivePower Attack, Weapon Focus (claw)
    Epic FeatsEpic Leadership, Epic Reputation, Epic Skill Focus (Intimidate)
    Climate/TerrainMalsheem, Nessus, Ninth of the Nine Hells of Perdition
    OrganizationSolitary (unique), or troupe (3 Pit Fiends, 9 Osyluths and 27 Kocrachons)
    Challenge Rating34
    TreasurePossessions plus triple standard
    AlignmentLawful Evil

    Combat

    Zimimar detests physical confrontations as she has grown accustomed to having victims brought to her in chains so she can torture them. Still, her skills have not waned and she is still a formidable opponent.

    When fighting mortals, Zimimar typically attempts to charm the strongest looking one. If this proves successful, she orders the charmed victim to defend her while she envelopes herself in an unholy aura. Then, Zimimar will call down a meteor swarm centered on any nearby spellcasters. If her enemies are still standing, she will cast greater dispel magic for two rounds before either casting fireballs or teleporting away for reinforcements.

    Constrict (Ex): Zimimar deals 2d8 + 26 points of damage with a successful grapple check.

    Disease (Su): A creature struck by Zimimar’s bite attack must succeed at a DC 44 Fortitude save or be infected with a vile disease called devil chills (incubationperiod 1d4 days, damage 1d4 points of Strength).

    Energy Drain (Su): Zimimar bestows 2 negative levels on a target with a touch attack or successful attack with a natural weapon.

    Fear Aura (Su): Zimimar can radiate a 20-footradius fear aura as a free action. Creatures in the area must succeed on a DC 41 Will save or be affected as though by a fear spell (caster level 36th). A creature that successfully saves cannot be affected again by her aura for 24 hours. Other devils are immune to the aura.

    Improved Grab (Ex): To use this ability, Zimimar must hit a Medium or smaller opponent with her tail slap attack. If she gets a hold, she can constrict.

    Poison (Ex): Injury; Fortitude DC 44; initial damage 1d8 Constitution, secondary damage death.

    Regeneration (Ex): Zimimar takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.

    Soul Abilities (Su): When Zimimar uses her energy drain ability on a creature, she gains a +9 bonus to her Strength, Dexterity and Constitution scores for 24 hours. She gains a +3 enhancement bonus on saves, ability checks and skill checks for 24 hours. She gains a +3
    bonus to the save DC of her spell-like and supernatural abilities as well as the ability to use them thrice as often (this does not apply to her wish spell-like ability). If she kills a creature with her energy drain, she may assume its appearance and abilities (as the shapechange spell) for 24 hours.

    Because she is so often personally involved in the torture of creatures, these bonuses have been included in her statistic block above. Rare indeed is the day that has passed without Zimimar cutting deep into the very soul of a helpless victim.

    Soul Blast (Su): Thrice per day, Zimimar may project a blast of soul searing force that deals 10d6 points of damage against a target. A Reflex save DC 33 negates the damage. Zimimar can only make use of this power on a day she has drained energy, which means she almost always has this ability available.

    Soul Slave (Su): The bodies of those slain by Zimimar’s energy drain are reanimated as wights under her control.

    Spell-Like Abilities (Sp):

    These abilities are as spells cast by a 36th level sorcerer (save DC 23 + spell level).

    Summon Devils (Sp): Nine times per day, Zimimar can automatically summon four Lemures, Osyluths, or Hamatulas; or two Erinyes, Cornugon, Gelugons, or Pit Fiends.

    Possessions: Zimimar wears little in the way of magical items, but she has had her claws enchanted with the wounding enhancement, causing them to be even deadlier than they already are. She wears a ring of protection +5, but only out of habit rather than need. The Infernal Writ is a scroll that contains a contract between her and an unknown entity that has increased her soul eater powers to the extent described above. This item never leaves her possession.

    Cohort: Zimimar is often in the company of her ‘pet’ Angstier (15 HD Hellcat, ranger 18). This hellcat enjoys nothing more than hunting its favorite prey: devils.

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