Devil Arioch (Dispater’s avenger)
“Meet Arioch, the bloodthirsty lion-headed devil king who fell from power only to rise as Hell’s deadliest avenger!”
- Pantheon: Infernal Lords of the Nine Hells
- Title: Duke of Hell, Dispater’s Avenger, The Blood-Crowned
- Symbol: A blood-soaked crown atop a crossed pair of swords
- Home Plane: Dis, the second layer of the Nine Hells
- Level: Demigod-level power, equivalent to a high-ranking Duke in Hell
- Alignment: Lawful Evil
- Aliases: The Lion of Dis, The Betrayer King, Iron Justice
- Superior: Dispater, Archduke of the Second Layer of Hell
- Traditional Allies: Titivilus (the messenger of Dispater), other Dukes loyal to Dispater
- Traditional Foes: Lords of the Abyss, rival Dukes within the Nine Hells, insurgents against Dispater’s rule
- Divine Artifact: Iron Justice, a Huge +5 vorpal two-bladed sword forged from Dis iron
- Servants: Malebranche (winged devils), Narzugon (hell knights), and various lesser devils
- Servitor Creatures: Hell hounds, imps, barbed devils
- Sacred Animal: Lion, symbolizing his ferocity and leadership
- Manifestations: Appears as a towering, red-skinned humanoid with a lion’s head, clad in tattered robes and a blood-soaked crown; often surrounded by flames or a haze of sulfur
- Portfolio: Vengeance, betrayal, infernal justice, tyranny
- Domains: Law, Evil, War, Destruction, Fire
- Favored Weapon: Two-bladed sword (specifically Iron Justice)
- Favored Class: Blackguard, Fighter, Warlock
- Favored Race: Devils, Tieflings (especially those of noble lineage or infernal heritage)
- Gender: Male
- Abode/Base of Operations: Fortress within the iron-walled city of Dis, often located in a dark and foreboding palace
- Affiliation(s): Infernal Court of Dis, Dispater’s inner circle
- Significant Others: None known; Arioch is primarily loyal to Dispater and his own ambitions
Arioch is a towering figure, standing over ten feet tall with a hunched back, which adds to his menacing presence. His skin is a deep, blood-red, covered in scars and the occasional ripple of muscle. Arioch’s head resembles that of a ferocious lion, complete with a wild mane and razor-sharp fangs. His eyes burn with a fiery, malevolent light, glowing like embers in the darkness. He wears tattered, regal robes that were once fit for a king but are now shredded and stained with the blood of his enemies. Upon his head sits a filthy, blood-soaked crown, a twisted reminder of his fallen mortal kingdom and his current rule in Hell.
Behavior: Arioch is a cunning and ruthless enforcer of Dispater’s will, executing his master’s orders with brutal efficiency. He is a strategist at heart, preferring to undermine his enemies with deceit and manipulation before crushing them outright. Arioch is also known for his explosive rage, unleashing his full fury in combat, where he takes perverse pleasure in dominating and terrorizing his opponents. Despite his violent nature, Arioch can exhibit a cold, calculating demeanor, especially when plotting vengeance or political maneuvers in the infernal court.
Habitat: Arioch resides in Dis, the second layer of the Nine Hells, a sprawling, iron-walled city filled with smoke and brimstone. His domain is a grim fortress, built within the twisting maze of iron towers that characterize Dis. This fortress is both a palace and a prison, where Arioch holds court over lesser devils and tortured souls, plotting his next move in the endless intrigues of Hell. The air around his domain is always filled with the scent of blood and sulfur, and the cries of the damned echo through its halls.
Modus Operandi: Arioch is known for his lethal combination of martial prowess and dark magic. In battle, he wields Iron Justice, a massive two-bladed sword forged from the iron of Dis, which can decapitate foes in a single blow. He fights with a savage grace, using his powerful bite, venomous tail, and devastating spells to overwhelm his enemies. Arioch prefers to strike fear into his adversaries, often using his spell-like abilities to manipulate the battlefield or to summon devils to aid him. He thrives on chaos and confusion, using psychological warfare to break his foes before physically destroying them. Outside of combat, Arioch engages in espionage, manipulation, and betrayal, sowing discord among his enemies to weaken them from within.
Motivation: Arioch is driven by a relentless thirst for power and revenge. His fall from mortal royalty left him with a deep-seated hatred for betrayal, which fuels his actions in the Nine Hells. He seeks to prove his dominance, both to himself and to others, by rising through the infernal hierarchy and earning the favor of Dispater. Arioch’s ultimate goal is to reclaim a sense of authority and control, reveling in the suffering and subjugation of others as a means to bolster his own power and prestige. In his twisted mind, every act of violence, every scheme, and every battle is a step closer to solidifying his place as one of the most feared and respected devils in Hell.
Arioch 5e
Arioch 3.5
Arioch
Large Fiend (Devil), Lawful Evil
Armor Class 24 (Natural Armor)
Hit Points 560 (32d10 + 256)
Speed 30 ft., fly 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
30 (+10) | 20 (+5) | 26 (+8) | 24 (+7) | 22 (+6) | 26 (+8) |
Saving Throws Str +17, Dex +12, Con +15, Wis +13, Cha +15
Skills Intimidation +15, Insight +13, Perception +13, Deception +15, Arcana +14, History +14
Damage Resistances Cold, Necrotic; Bludgeoning, Piercing, and Slashing from nonmagical weapons that aren’t silvered
Damage Immunities Fire, Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 23
Languages Infernal, Common, Telepathy 120 ft.
Challenge 26 (90,000 XP)
Proficiency Bonus +7
Traits
- Devil’s Sight. Magical darkness doesn’t impede Arioch’s darkvision.
- Magic Resistance. Arioch has advantage on saving throws against spells and other magical effects.
- Magic Weapons. Arioch’s weapon attacks are magical.
- Regeneration. Arioch regains 20 hit points at the start of his turn if he has at least 1 hit point and isn’t taking damage from a good-aligned silvered weapon or a good-aligned spell.
- Infernal Command. Arioch can communicate telepathically with any devil he can see within 120 feet of him. In addition, while he is within 120 feet of a creature with the Devil type, he has advantage on Charisma checks made to influence the creature.
Legendary Resistance (3/Day). If Arioch fails a saving throw, he can choose to succeed instead.
Actions
- Multiattack. Arioch makes three attacks: two with Iron Justice and one with his Bite or Tail.
- Iron Justice. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 27 (4d6 + 10) slashing damage plus 14 (4d6) necrotic damage. If the target is a creature, it must succeed on a DC 24 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a critical hit, Iron Justice deals an additional 4d6 necrotic damage and the target’s head is severed if it has one.
- Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 19 (3d6 + 10) piercing damage plus 10 (3d6) poison damage. The target must make a DC 21 Constitution saving throw or be poisoned for 1 minute.
- Tail. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage, and the target must succeed on a DC 21 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Infernal Flame (Recharge 5-6). Arioch exhales hellfire in a 60-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The flames linger, igniting flammable objects that aren’t being worn or carried.
Legendary Actions
Arioch 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. Arioch regains spent legendary actions at the start of his turn.
- Teleport. Arioch magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
- Command the Infernal. Arioch targets one devil he can see within 120 feet of him. If the target can hear him, it must succeed on a DC 22 Charisma saving throw or become charmed by Arioch for 1 minute. While charmed in this way, the target must obey Arioch’s commands.
- Sword Swipe. Arioch makes one attack with Iron Justice.
- Hellish Rebuke (Costs 2 Actions). Arioch causes flames to erupt around one creature he can see within 60 feet of him. The target must make a DC 22 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save, or half as much damage on a successful one.
Reactions
- Parry. Arioch adds +5 to his AC against one melee attack that would hit him. To do so, Arioch must see the attacker and be wielding a melee weapon.
Summon Devils (1/Day). Arioch summons up to 9 malebranche or 12 narzugon. The summoned devils appear in unoccupied spaces within 60 feet of Arioch and act as his allies. They remain until they die or Arioch dismisses them as a bonus action.
Lair Actions
On initiative count 20 (losing initiative ties), Arioch takes a lair action to cause one of the following effects; Arioch can’t use the same effect two rounds in a row:
- Infernal Blaze. A 20-foot-radius sphere of hellfire erupts from a point Arioch can see within 120 feet. Each creature in that area must make a DC 22 Dexterity saving throw, taking 26 (8d6) fire damage on a failed save, or half as much on a successful one.
- Soul Chains. Chains erupt from the ground, targeting up to three creatures Arioch can see within 60 feet. Each target must succeed on a DC 22 Strength saving throw or be restrained. A creature restrained by the chains can use an action to make a DC 22 Strength check, breaking free on a success.
- Despair Aura. Arioch emits a wave of despair in a 30-foot radius. Each creature in that area must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Regional Effects
The region containing Arioch’s lair is warped by his presence, which creates one or more of the following effects:
- Fiery Landscape. The area within 1 mile of Arioch’s lair is scorching hot, with small fires and heatwaves periodically flaring up. Non-fiend creatures have disadvantage on saving throws against exhaustion due to heat.
- Oppressive Darkness. Darkness within 1 mile of Arioch’s lair is magical and cannot be dispelled except by a dispel magic spell of 9th level or higher.
- Infernal Whispers. Fiends within 1 mile of the lair can communicate telepathically with each other, sharing thoughts of malice and plotting under Arioch’s influence.
These effects fade within 1d10 days if Arioch is killed.
Arioch stands as a mighty and terrifying presence within the Nine Hells, wielding his infernal powers and martial prowess with the authority of a fallen king turned devil duke. Those who dare oppose him face not just his wrath but the very essence of Hell itself.
Arioch appears as a hunched backed red-skinned humanoid, dressed in tattered regal robes except his head which resembles a fierce lion wearing a filthy blood-soaked crown.
A Duke of Hell in the service of Dispater. In life he was a king, his reign began when he usurped the throne after he declared his nephew for whom he was acting as Lord Protector, was illegitimate and ineligible for the throne. The boy and his younger brother then disappeared in mysterious circumstances. Arioch’s support was eroded by rumors of his involvement in this and the death of his wife. Enraged by public speculation of his involvement in the murders he put all the counties leading scribes and printers put to death.
A descendant of a greatly diminished and exiled House, seized on his difficulties so that he could challenge Arioch’s claim to the throne. His first attempt to invade was frustrated by a storm, but at his second attempt he arrived unopposed. Marching inland, He support as he made for the palace. Arioch mustered his troops and intercepted the invaders army. A confederation of local warlords brought forces to the battlefield but held back while they decided which side it would be more advantageous to support.
Arioch divided his army, which outnumbered the invaders. He kept most of his force together and placed it under the command of an experienced general. This general took no action when signaled to assist his king, so Arioch gambled everything on a charge across the battlefield to kill the invading lord and end the fight. Seeing the king’s knights separated from his army, the warlords intervened, surrounding and killing Arioch.
Relationships
Arioch is a vassal of Dispater, serving as Dispater’s avenger. Dispater often sends Titivilus to bring orders to Arioch; Titivilus treats Arioch as his peer, and Arioch shows no hatred of Titivilus.
Originally Posted by Kain Darkwind of the Dicefreaks d20 Community.
Arioch | |
Large outsider (Devil, Evil, Lawful) | |
Hit Dice | 30d8 + 360 (600 hp) |
Initiative | +9 |
Speed | 30 ft., Fly 90 ft.(average) |
Armor Class | 51 (+9 Dexterity, +9 insight, +24 natural, -1 size), touch 27, flat-footed 33 |
Base Attack/Grapple | +30/+49 |
Attack | Iron Justice +49 melee (3d6 + 27 /17-20/x2) |
Full Attack | 2 Iron Justice +49/+44/+39/+34 melee (3d6 + 27 /17-20/x2 and vorpal) and bite +39 melee (4d6 + 7 and drain) and tail +39 melee (2d8 + 7 and poison) |
Space/Reach | 10 ft. /10 ft. |
Special Attacks | Drain, poison, spell-like abilities, summon devils |
Special Qualities | Damage reduction 20/epic, good and silver, immunity to fire and poison, oversized weapon, regeneration 10, resistance to acid 20 and cold 20, see in darkness, Spell Resistance 38, telepathy 500 ft. |
Saves | Fort +29, Ref +26, Will +26 |
Abilities | Strength 41, Dexterity 29, Constitution 34, Intelligence 26, Wisdom 28, Charisma 29 |
Skills | Balance +42, Bluff +42, Climb +31, Concentration +22, Craft (iron working) +41, Diplomacy +17, Gather Information +46, Intimidate +46, Jump +35, Knowledge (Arcana) +28, Knowledge (architecture & engineering) +24, Knowledge (local) +33, Knowledge (the planes) +33, Knowledge (religion) +28, Listen +42, Move Silently +42, Search +41 (+43 secret doors), Sense Motive +42, Spellcraft +26, Spot +42, Survival +42 (+46 on other planes, +46 tracking), Use Magic Device +21 |
Feats | Cleave, Combat Reflexes, Dark Speech, Fly-by Attack, Great Cleave, Greater Two Weapon Fighting, Improved Two Weapon Fighting, Power Attack, Track, Two Weapon Fighting |
Epic Feats | Perfect Two Weapon Fighting |
Climate/Terrain | Dis (The Nine Hells) |
Organization | Solitary (unique) |
Challenge Rating | 26 |
Treasure | Triple Standard |
Alignment | Lawful Evil |
Drain (Su): Any creature bitten by Arioch must make a Will save (DC 34) or expend a single use of a daily limited ability (such as spells, spell-likes, rage, smite etc) to no effect. In the case of spells or spell-likes, the highest level effect available is expended first. A creature that cannot expend any limited abilities gains 1 negative level.
Poison (Ex): Injury, Fort DC 37, 3d6 Dexterity/3d6 Dexterity
Spell-like Abilities: Always active –see invisibility,
- At will – animate dead, Bestow Greater Curse (DC 27), blasphemy (DC 26), Blink , charm monster (DC 23), create undead, desecrate, detect good, greater dispel magic, fireball (DC 22), Hold monster (DC 24), greater invisibility, magic circle against good, persistent image (DC 24), polymorph, power word stun, produce flame, pyrotechnics, suggestion (DC 21), greater teleport (self plus 50 pounds), unhallow, unholy aura, wall of fire;
- 3/day –Iron Body, wall of iron;
- 1/day – symbol of death;
- 1/week- wish.
Caster level 25th
Summon Devils (Sp): 3/day, Arioch may summon 9 malebranche or 12 narzugon.
Oversized Weapon: Arioch can wield Huge weapons with no penalty.
Regeneration (Ex): Arioch takes normal damage from good aligned silver weapons, and from good aligned spells or effects.
Possessions: Arioch wields a Huge +5 vorpal two bladed sword made of Dis iron known as Iron Justice.