Devil, Duke Abigor (Eligos, Eligor), “Supreme General of Avernus”
“Meet Abigor, the Supreme General of Hell: A fearsome devil who fights with unmatched honor, summons legions, and offers deadly secrets at a steep price!”
Abigor, the Supreme General of Hell, is a towering figure embodying the apex of infernal martial prowess and cruel, calculating honor. His physical form is both majestic and terrifying, standing over 12 feet tall, with dark, blood-red skin that shimmers like molten iron. His body is muscular, yet gaunt, with every movement radiating immense strength and a deadly grace. His face is sharp and angular, framed by long, flowing black hair streaked with flame-like streaks of red. His eyes, glowing with a deep, fiery gold, burn with intelligence and malice, exuding a sense of otherworldly power. Curving backward from his forehead are two massive, obsidian horns, polished and gleaming with unnatural light, adding to his imposing stature. His mouth is lined with razor-sharp teeth and elongated canines, perfect for rending flesh in battle.
Abigor’s armor is a work of dark artistry, a custom-forged suit of blackened plate that ripples with infernal energy. The armor’s surface is etched with runes of destruction and power, gleaming like blood-soaked metal beneath the dim light of Hell. Spiked pauldrons and bracers emphasize his brutal form, while his helmet, adorned with cruel, jagged edges, is both a symbol of his rank and a deadly weapon in its own right. The armor is scarred from countless battles, each mark telling the story of a victorious campaign or a personal duel, and it exudes an aura of oppressive heat and cold. Abigor’s weapons, a fearsome lance named Ebon Sunder and his heavy mace, Abigor’s Standard, are extensions of his will, each one designed for slaughtering the strongest of foes and declaring his superiority in the hellish landscape he dominates.
Abigor resides in an infernal citadel on Avernus, the first layer of Hell, a desolate realm of constant warfare and torment. His fortress is carved from blackened basalt, filled with twisted, jagged spires and blood-soaked banners that burn eternally, their flames never fading. The air is thick with sulfur, ash, and the screams of the damned, while the ground is scorched and cracked, perpetually shifting and warping in response to the endless conflicts that unfold. Abigor’s presence warps the very landscape around him, making the land feel as though it is perpetually on the brink of collapse. His citadel is both a symbol of his authority and a brutal training ground for the infernal legions he commands.
Abigor’s modus operandi is defined by an unwavering devotion to honor in combat. He is a paragon of martial prowess and holds a fanatical belief in facing the strongest enemies one-on-one. He refuses to engage in combat without first ensuring his adversary has the strength to fight him to the death, offering no mercy, and accepting none in return. He engages in battle with cold, calculated precision, relying on his formidable skill with weaponry, his deep tactical insight, and a mastery of infernal magic. Abigor’s pride as a warrior means that he will never resort to summoning reinforcements unless absolutely necessary—preferring to prove his worth through the blood of those who challenge him. When forced into a group combat scenario, he will call upon infernal legions, unleashing devastating spells like meteor swarm and destruction, before focusing his efforts on the strongest opponent, whose death is his primary goal.
Abigor’s tactics are the epitome of military strategy; his legendary ability to foresee the movements of his foes, an effect of his Infernal Insight, allows him to predict and counter enemy actions with supernatural accuracy. His battle style is a deadly dance, where he adapts to his opponent’s every move, exploiting weaknesses and striking at the right moment with lethal force. When necessary, he inspires his infernal allies with his Infernal Knight abilities, bolstering their strength, morale, and combat effectiveness, turning the tide of battle with his commanding presence.
His motivation is twofold: a deep-rooted devotion to maintaining his power and status within the infernal hierarchy and an unquenchable thirst for combat and personal glory. Abigor seeks to dominate his enemies not just for the sake of conquest, but to prove his unrivaled might. He is a creature of immense pride, seeing himself as the embodiment of martial honor and discipline, though it is a twisted version of such ideals. His personal vendetta is to prove that he is the supreme warrior, to prove that no force, mortal or divine, can stand against his might in combat. This desire for recognition, mixed with his belief in the purity of battle as a means to achieve perfection, drives his every action.
Abigor views the plane of existence as a battleground where only the strong survive, and his loyalty to Hell is rooted in his belief that strength is the ultimate virtue. However, his desire for power is not purely selfish—he seeks to uphold Hell’s might, order, and discipline, enforcing its harsh rule across the planes. His reputation and name strike fear into all who cross him, and he is constantly in search of worthy adversaries, be they mortal champions or celestial beings, to test his mettle. In his eyes, the fight is everything, and he will stop at nothing to prove his supremacy, even if it means dragging his foes into a spiraling abyss of destruction and damnation.
Ultimately, Abigor is a force of nature, embodying the unyielding authority of Hell and the cold, cruel logic of an eternal warlord. His unshakeable belief in the perfection of combat and his unrelenting pride as a warrior make him a dangerous and unpredictable foe, one who will not hesitate to wipe out entire armies if it suits his need for glory and power. He exists not just as a general, but as a living embodiment of war itself—merciless, honor-bound, and driven by an insatiable desire to prove that no one, not even the gods, can best him in battle.
Duke Abigor 5e
Duke Abigor 3.5
Abigor, Infernal General of the Nine Hells
Large Fiend (Devil), Lawful Evil
Armor Class: 22 (Natural Armor)
Hit Points: 450 (30d10+240)
Speed: 40 ft., fly 80 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
28 (+9) | 20 (+5) | 28 (+9) | 24 (+7) | 20 (+5) | 28 (+9) |
Saving Throws: Dexterity +12, Constitution +16, Wisdom +12, Charisma +16
Skills: Athletics +16, Intimidation +16, Perception +12, Persuasion +16
Damage Resistances: Cold, Fire, Lightning
Damage Immunities: Poison, Necrotic, Radiant
Condition Immunities: Charmed, Frightened, Paralyzed, Poisoned
Senses: Truesight 120 ft., passive Perception 22
Languages: Infernal, Celestial, Common, Telepathy 120 ft.
Challenge Rating: 30 (155,000 XP)
TRAITS
Devil’s Command (Legendary Action)
Abigor can issue a command to one creature within 60 feet that can hear him. The creature must succeed on a DC 24 Wisdom saving throw or be compelled to act as if under the effects of the Geas spell for 24 hours. This ability can only be used once per short or long rest.
Fiery Aura (Recharge 5-6)
Abigor radiates heat and infernal power, dealing 35 (10d6) fire damage to any creature that ends its turn within 10 feet of him.
- Creatures immune to fire are unaffected, but creatures resistant to fire take full damage.
Infernal Resilience
Abigor has advantage on saving throws against spells and magical effects. He also has resistance to all damage from spells. Additionally, he can automatically break free from Hold Person, Paralyze, and other similar controlling effects unless they deal radiant or holy damage.
Hellish Regeneration
Abigor regains 50 hit points at the start of his turn if he has at least 1 hit point. If Abigor takes radiant damage, this trait does not function at the start of his next turn.
Legendary Resistance (3/Day)
If Abigor fails a saving throw, he can choose to succeed instead. This trait is the hallmark of his supreme willpower and demonic dominance.
Master of Battle
Abigor can command fiends within 120 feet of him as a bonus action. These creatures can take the Dash or Dodge action immediately on Abigor’s command, or they can make an attack with advantage.
Infernal Leadership
All fiends under Abigor’s command within 120 feet gain +2 to attack rolls and damage rolls. This effect extends to any fiendish servants or allies he summons into battle.
ACTIONS
Multiattack
Abigor makes three attacks: one with his Flame-forged Sword, one with Infernal Fist, and one with Hellfire Gaze.
Flame-forged Sword
Melee Weapon Attack: +16 to hit, reach 10 ft., one target.
Hit: 40 (6d8 + 9) slashing damage plus 18 (4d8) fire damage.
- Effect: On a critical hit, Abigor can deal an additional 40 (8d10) fire damage. The target also catches fire, taking 10 (3d6) fire damage at the start of its turns until it uses an action to extinguish the flames.
Infernal Fist
Melee Weapon Attack: +16 to hit, reach 10 ft., one target.
Hit: 30 (4d10 + 9) bludgeoning damage plus 15 (3d10) necrotic damage.
- Effect: If the target is a celestial, an angel, or a creature of good alignment, it is stunned for 1 minute (DC 23 Constitution saving throw to end early). The target also suffers disadvantage on saving throws to resist being controlled by Abigor for 1 hour.
Hellfire Gaze
Ranged Spell Attack: +16 to hit, range 120 ft., one target.
Hit: 40 (8d8) fire damage plus 15 (3d10) necrotic damage.
- Effect: On a hit, the target must make a DC 23 Constitution saving throw or be blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns.
Summon Devils (1/Day)
Abigor can summon 1d4 Horned Devils or 1 Pit Fiend to assist him in battle.
- The summoned devils appear within 60 feet of Abigor and act immediately after his turn.
- These fiends remain for 1 hour or until they are slain.
LEGENDARY ACTIONS
Abigor 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. Abigor regains spent legendary actions at the start of his turn.
- Flame-forged Sword Attack: Abigor makes a melee weapon attack with his sword.
- Hellish Step (Costs 2 Actions): Abigor teleports up to 60 feet to an unoccupied space he can see.
- Infernal Command (Costs 3 Actions): Abigor can issue a command to one creature within 60 feet, forcing it to take one action of Abigor’s choice (this can be used to force the creature to move, attack, or cast a spell if it is capable).
SPELLCASTING
Abigor is a 20th-level spellcaster. His spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). He has the following spells prepared:
- Cantrips (at will): Thaumaturgy, Fire Bolt, Eldritch Blast, Prestidigitation
- 1st level (4 slots): Hellish Rebuke, Command, Burning Hands, Armor of Agathys
- 2nd level (3 slots): Mirror Image, Scorching Ray, Hold Person
- 3rd level (3 slots): Counterspell, Fireball, Fear
- 4th level (3 slots): Greater Invisibility, Blight, Phantasmal Killer
- 5th level (3 slots): Flame Strike, Dominate Person, Cloudkill
- 6th level (2 slots): Blade Barrier, True Seeing
- 7th level (2 slots): Infernal Calling, Fire Storm
- 8th level (1 slot): Dominate Monster, Power Word Stun
- 9th level (1 slot): Meteor Swarm, Wish
MAGIC ITEMS
Crown of Fiery Dominion (Wondrous Item, Legendary)
- This crown grants Abigor control over the fiendish legions. He can cast Dominate Monster at will, no concentration required, as well as absorb spells. The crown allows him to cast Counterspell and Dispel Magic once per turn without expending spell slots.
- While wearing the crown, Abigor gains +2 to all Charisma-based ability checks and can make Intimidation checks with advantage.
Hellforged Blade (Weapon, Legendary)
- This wicked blade, forged in the Infernal forges, casts Fireball (level 5) as a 3rd-level spell at will.
- Adds +2 to attack and damage rolls. Deals an extra 2d6 fire damage with each hit.
REGIONAL EFFECTS
Abigor’s presence warps the environment around him. These effects extend 1 mile from his lair:
- Infernal Weather: The temperature rises dramatically, causing heatwaves and smoldering clouds. Creatures must make DC 15 Constitution saving throws every hour or take 5 (1d10) fire damage from heat exposure.
- Fiendish Corruption: All plants within the area wither and die. The land becomes barren, and the sky takes on a reddish hue, granting disadvantage on Wisdom (Survival) checks to navigate the region.
- Hellish Manifestations: Fiendish creatures (like Imps or Quasits) randomly appear throughout the area, spying for Abigor or fleeing from him. These creatures are drawn to his power and serve him in various ways.
- Blazing Light: At night, a crimson glow lights up the surroundings. The light creates heavy shadows that obscure vision. All creatures of Abigor’s alignment have advantage on Stealth checks while within the glow.
LORE
Abigor was once a mighty warlord in the Infernal Hierarchy, his heart burned with a singular ambition: to impose perfect order through total domination. His ambition led him to the Nine Hells, where he forged alliances with powerful infernal beings, earning his place as one of the most feared and revered generals of Bael. Abigor’s obsession with order manifests in every aspect of his being — from his methodical and cold demeanor to his powerful, fiery presence on the battlefield. Those who serve him or fall beneath his wrath do so under the promise of structure, yet all are crushed beneath the iron will of his infernal law.
Bleak Infernequs, Nightmare War Mount
Large Fiendish Warhorse (Fiend), Lawful Evil
Armor Class: 18 (Fiendish Plate Barding)
Hit Points: 250 (20d10 + 120)
Speed: 60 ft., fly 90 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
24 (+7) | 16 (+3) | 22 (+6) | 10 (+0) | 14 (+2) | 18 (+4) |
Saving Throws: Dex +7, Con +10, Wis +6, Cha +8
Skills: Perception +6, Intimidation +8
Damage Resistances: Cold, Necrotic, Thunder
Damage Immunities: Fire, Poison
Condition Immunities: Charmed, Frightened, Poisoned
Senses: Darkvision 120 ft., Passive Perception 16
Languages: Understands Infernal, telepathic bond with Abigor
Challenge: 15 (13,000 XP)
Traits
Hellish Trample (Recharge 5–6).
When Bleak Infernequs moves at least 20 feet straight toward a creature and then hits it with a hoof attack, the target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, Bleak can make one additional hoof attack as a bonus action.
Infernal Hooves.
Bleak’s hoof attacks deal an additional 2d8 fire damage. Any terrain the Nightmare moves across burns with fiery cracks, becoming difficult terrain for 1 minute.
Aura of Dreadful Flames.
At the start of Bleak’s turn, all creatures within 10 feet must make a DC 16 Wisdom saving throw or become frightened until the start of their next turn. A frightened creature takes 7 (2d6) fire damage at the start of its turn while within the aura.
Soul-Bound Steed.
If Abigor is riding Bleak, both gain the following benefits:
- Bleak’s speed increases by 20 feet.
- Abigor and Bleak share resistances and immunities.
- Abigor cannot be dismounted unless incapacitated.
Actions
Multiattack. Bleak makes two attacks: one with its bite and one with its hooves.
- Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 22 (3d10 + 7) piercing damage. - Hooves. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 18 (2d10 + 7) bludgeoning damage plus 9 (2d8) fire damage.
Flaming Charge (Recharge 5–6).
Bleak charges forward up to 60 feet in a straight line, passing through enemies. Each creature in the path must make a DC 18 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save or half as much on a success.
Fiery Rebirth (1/Day).
If slain, Bleak collapses into a burst of flames, dealing 27 (6d8) fire damage to all creatures within 20 feet. It reforms fully healed at Abigor’s side after 1 minute, provided Abigor is still alive.
Legendary Actions
Bleak can take 2 legendary actions, choosing from the options below.
- Fiery Kick. Bleak makes a hoof attack.
- Flame Surge (Costs 2 Actions). Flames erupt around Bleak. All creatures within 10 feet take 13 (3d8) fire damage and must succeed on a DC 16 Strength saving throw or be pushed 10 feet away.
Regional Effects (While Mounted by Abigor):
- Infernal Trails. Any path taken by Bleak becomes scorched and smoldering, filling the area with smoke that lightly obscures vision for 1 minute.
- Fear of the Fiend. Beasts within 1 mile of Bleak become frightened unless immune to fear.
- Burning Skies. If Bleak is airborne, the sky within 1 mile becomes overcast with embers and ash, reducing visibility to 120 feet.
“Duke Abigor: Unleash Hell’s Might with this Demonic Commander of Infernal Legions!”
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
Abigor, the Supreme General of Avernus, is one of the most powerful and well-known Dukes of Hell. There is little doubt that he is the strongest and most important Duke of Hell in Avernus and Lord Bael’s most trusted and honored servant. He has received countless commendations for his service in the Blood War and in efforts against the enemies of Hell. His standard flies high in the annals of Hell and some suspect that very soon, Abigor will either become the new Lord of the First or will be destroyed by Bael for his achievements.
ABIGOR | |
Supreme General of Avernus | |
Duke of Hell | |
Large outsider (Devil, Evil, Extraplanar, Lawful) | |
Symbol | A stylized black nightmare with scalloped wings on an inverted, red triangle. |
fighter 25 | |
Hit Dice | 25d8 + 25d10 + 400 (850 hp) |
Initiative | +18 |
Speed | 40 ft. in full plate (base 50 ft.) |
Armor Class | 61 (-1 size, +13 armor, +5 deflection, +1 Dexterity, +23 natural, +3 profane, +7 shield), touch 18, flat-footed 60 |
Base Attack/Grapple | +38/+56 |
Attack | Ebon Sunder, +60 melee (2d6+33 + 2d6 (lawful) + 2d6 (unholy)/19-20/x3 + 2d6 (Overwhelming Critical) + death (Fortitude DC 44); or Abigor’s Standard ,+58 melee (2d6+33 + 3d6 and one negative level (lawful power)/x2 + 6d6 and three negative levels (lawful power); or claw +51 (2d8+14) |
Full Attack | Ebon Sunder, +60/+55/+50/+45 melee (2d6+33 + 2d6 (lawful) + 2d6 (unholy)/19-20/x3 + 2d6 (Overwhelming Critical) + death (Fortitude DC 36); or Abigor’s Standard, +58/+53/+48/+43 melee (2d6+22 + 3d6 and one negative level (lawful power)/ x2 + 6d6 and three negative levels (lawful power); or 2 claws +51 (2d8+14) |
Space/ Reach | 10 ft. /10 ft. |
Special Attacks | Call devils, Infernal Insight, Infernal Presence, spell-like abilities |
Special Qualities | Duke of Hell qualities, damage reduction 20/good and silver, Darkvision 60 ft., immunity to fire and poison, Infernal Knight, regeneration 8, resistance to acid 20 and cold 20, Secrets of War, see in darkness, Spell Resistance 47, telepathy 500 ft. |
Saves | Fort +34, Ref +36, Will +38 |
Abilities | Strength 38, Dexterity 31, Constitution 27, Intelligence 26, Wisdom 31, Charisma 30 |
Skills | Appraise +8 (armor +10, weapons +10), Balance +22, Bluff +35, Climb +45, Concentration +38, Craft (armorsmithing) +29, Craft (weaponsmithing) +30, Diplomacy +16 (+22 with evil beings), Disguise +31 (+33 when acting in character), Gather Information +14, Handle Animal +48, Hide +27, Intimidate +69 (+75 against evil beings), Jump +65, Knowledge (arcana) +29, Knowledge (architecture and engineering) +20, Knowledge (nature) +18, Knowledge (the planes) +42, Knowledge (religion) +42, Listen +31, Move Silently +31, Perform (oratory) +14, Ride +54, Search +29 (+31 for secret doors and passages), Spellcraft +31, Spot +50, Survival +35 (+39 on another plane, +37 while tracking), Tumble +37. |
Feats | Cleave, Combat Expertise, Corrupt Spell-like Ability B , Dodge, Great Cleave, Improved Critical (lance), Improved Initiative, Iron Will, Leadership, Mobility, Mounted Combat, Power Attack, Quick Draw, Quicken Spell-Like Ability (destruction), Ride-By Attack, Spirited Charge, Spring Attack, Trample, Weapon Focus (heavy mace), Weapon Focus (lance), Weapon Specialization (heavy mace), Weapon Specialization (lance). |
Epic Feats | Dire Charge, Devastating Critical (lance), Epic Evil Brand B , Epic Reputation, Epic Weapon Focus (lance), Epic Weapon Specialization (lance), Legendary Rider, Spellcasting Harrier, Superior Initiative |
Environment | Avernus, First of the Nine Hells of Perdition |
Organization | Solitary; troupe (2 – 8 narzugons); battalion (5 – 20 red squamugon, 4 – 16 barbazu, 3 – 12 narzugons, and 1 – 2 cornugons); or legion (10 – 40 lemures, 5 – 20 red squamugon, 4 – 16 barbazu, 3 – 12 narzugons, 2 – 8 cornugons, 2 – 4 pit fiends) |
Challenge Rating | 35 |
Treasure | Triple Standard plus +5 heavy fortification full plate armor, Abigor’s Standard, Ebon Sunder, +5 ring of protection |
Alignment | Lawful Evil |
Abigor has been a Duke of Hell for as long as any can remember. It is believed that he rose from pit fiend rank well before the Dies Irae and that he served as a minor – though strong – vassal within the Court of Astarte along-side Bael.
Abigor, alongside the marginally weaker Bael, achieved many victories in the Blood War; however, since Abigor was a vassal subject to the whims of Astarte, he did not travel as much as Bael, and ever was he under Astarte’s glare. It was this proximity that caused the potential for Lordship to pass over Abigor. Bael, with his numerous contacts, tremendous popularity, and impressive skills in both military conflicts and noble intrigue, was able to consolidate his power and overthrow Astarte after the Dies Irae.
Upon assuming the Lordship of Avernus, Bael purged his court of Astarte’s sycophants; Abigor, however, was allowed to remain. In Abigor, Bael recognized an untapped power that would bring him greater glory and greater respect. Bael knew that Abigor, who was already a minor legend in Hell and among the hordes of The Abyss, would be an asset to his goals.
However, many believe that Bael is making the same mistake his predecessor made as he allows him a long leash and confers great authority and more glory upon the Supreme General. However, Bael is not a fool and he has filled Abigors legions with plenty of spies, most of who do not know that they are working with others. To date, he has done nothing to suggest that he is anything but a loyal servant. Indeed, Abigor seems to have no interest in the Lordship of Avernus.
Abigor lives for combat and victory. He seeks nothing but the most difficult military challenges and the opportunity to topple his adversaries in honorable (for a devil) battle. As the Supreme General of Avernus, he commands 666 Legions under the auspices of both Avernus and the Dark Ministry. Known as the Supreme Legion, it numbers the best, bravest, and deadliest diabolical warriors in Hell.
Unlike most Dukes, he spends a significant amount of time involved with the Blood War. Abigor has a reasonably good relationship with Dagos of the Dark Ministry; still, Abigor makes it clear that he does not take orders from the Marshall of the Pits so much as he deigns to do favors for the Dark Minister every now and again.
He is viewed with envy among the other Dukes of Baels Court. While they cannot help but respect him, they all despise Abigor and most have multiple plans in place to bring low the Supreme General. So far, none of their plans have met with any success as Bael himself values Abigor. Across Hell, he is respected and feared, although some are beginning to question his seemingly endless loyalty, a clear sign of weakness in Hell.
This notwithstanding, Mephistopheles himself has covertly offered Abigor a place in his court on numerous occasions.
Abigor is as comfortable strategizing in the background as he is fighting in pitched battles. He seems to have a supernatural ability to second-guess the actions of his enemies even before combat begins. To date, he has never lost a contest against the armies of any demon lord. However, more than anything, he prefers one-on-one confrontations that offer the chance to showcase his power and honor. Abigor never cheats in combat once the stakes and methods are solidified because he does not believe he needs to cheat in order to overcome his adversaries.
Aside from his responsibilities in the Blood War, Abigor is slowly fomenting cults across Creation. Made up of powerful warriors of all types, his cultists seek nothing more than to follow in the footsteps of their master. It is for this reason that Abigor is uninterested in the Lordship of Avernus. He believes that if he can create a large enough army of mortals, the belief they offer him will allow him to break beyond the bounds of Hell into true divinity. So far, Bael has no idea of this true intent and, since Abigor does not share this goal with subordinates, neither do any of Baels spies.
Abigor represents violence and atrocious acts masked by false honor and misplaced commitment. He does not care about the pain and anguish he allows others to suffer because, as far as he is concerned, all those opposed to the will of Hell are worthy of nothing better than slavery and subjugation. He believes that his honorable behavior sets him apart from the rest of Hell; however, his honor does not stop the atrocities carried out by his troops and his allies. Abigor is guilty by association; he is an accessory to the crimes committed by Hell. His honor is nothing more than a reflection of his tremendous pride and self-righteousness.
Abigor appears as a large male humanoid covered in highly stylized, fearsome burnt-gold and red plate-armor. A diabolical helmet covers his face entirely, although burning gold eyes gleam from behind the visor. A cloak that crackles like flames whips around him. He speaks with a powerful, commanding voice that, although filled with evil, seems to capture the souls and hearts of any warrior dedicated to a cause against anarchy.
When he appears in Bael’s court, Abigor usually removes his helmet. Abigors face is that of a handsome humanoid male with saturnine features, well-groomed fiery-red moustache and beard, and golden skin; a pair of tiny horns on his forehead and pointed teeth betrays his diabolical heritage.
Abigor is almost always accompanied by his mount Bleak, a Cauchemar, Nightmare with 27 HD, maximum hit points, and a pair of bat-like wings.
Combat
Abigor favors honorable combat and prefers to fight a single enemy with a number of provisions in place. First, he expects his enemy to fight to his utmost. Second, he expects no quarter for he himself will not offer any. Finally, he always fights to the death. What he never explains is that he only fights to the death of his adversary rather than to his own demise. Once Abigor realizes that he risks defeat, he immediately teleports away.
He will always offer to duel the strongest looking melee warrior in a group. In such a situation, he immediately casts unholy aura on his person and then, if mounted, charges into battle. He will usually only use his weapons; if pressed, Abigor begins casting spells (usually blasphemy and destruction). He never calls or summons reinforcements in such circumstances.
If he is forced to fight a group, he initiates combat by summoning narzugons and then detonates a meteor swarm on any obvious spellcasters. He then selects the strongest melee fighter and concentrates all of his efforts on him until he is dead. If the combat seems especially fierce, Abigor will summon pit fiends the next two rounds and then begin casting blasphemy and destruction when the opportunity permits.
Call Devils (Sp): Once per day, Abigor can automatically call 12 lemures; 8 barbazu, erinyes, or squamugons; 6 hamatulas, narzugonss, or osyluths; 4 cornugons or Gelugons; or 2 pit fiend. Since these devils are called rather than summoned, they have the ability to summon their own reinforcements if so ordered.
Conversely, 3/day Abigor may summon 12 lemures; 8 barbazu, erinyes, or squamugons; 6 hamatulas or osyluths, 4 cornugons or Gelugons, or 2 pit fiends. Abigor may either call or summon in a day; he may not do both.
Abigor loves a tough fight and, in the unlikely event he is traveling without at least a troupe of narzugonss, he will not call nor summon reinforcements until he is near the end of the combat against foes he has soundly defeated, allowing his devils to hunt down the few survivors. He never calls or summons devils if he is being overcome, as he is too proud to lose face.
Infernal Insight (Ex): His ability to second-guess the combat actions of his opponents is legendary. In fact, many who have witnessed Abigor effortlessly defeat adversaries that clearly outnumbered him have led to the suspicion that Abigor somehow can look into the future and determine the best course of action to take against foes.
3/day, Abigor may use his Infernal Insight. Abigor selects a specific enemy at the beginning of his turn as a free action; usually, Abigor acknowledges his target with an elaborate bow. Against this foe, Abigor receives a +6 bonus to his armor class, attacks, damage, and saves. The bonus lasts for 9 rounds or until Abigor defeats his foe. Once Abigor selects a specific target, he cannot switch until 9 rounds have passed or until the foe lies unconscious or dead.
Infernal Knight (Su): Of all the devils in Hell, none are considered as honorable as Abigor. So infectious is his honor and his bravery on the field that even the most cowardly devils in his armies are filled with dark exhilaration while in Abigors presence.
As a full round action, Abigor may make an uplifting speech to his fellows. At the end of the speech, all of his allies within 66 feet receive a +3 circumstance bonus to their armor class, attacks, damage, and saves and receive immunity to spells and effects from the school of Enchantment. This boon lasts for either 6 rounds or as long as the beneficiary remains within 66 feet of Abigor. Although Abigor must wait 6 rounds between using this ability, he seems to have no limit to the number of times he may call on his power as an Infernal Knight.
Infernal Presence (Su): Abigors Infernal Presence has a Will save DC of 32. His caster level is 34th .
Secrets of War (Ex): Abigor’s success on battlefields across the Cosmos is legend, and many warriors from tyrannical fighters to corrupted paladins to vile blackguards – have sought out the Supreme General in the hope of learning from him. He offers his secrets to those with enough courage and resources to call him to the Mortal Coil.
Once per day, Abigor can reveal a Secret of War. In return for whatever price Abigor requests, he can grant his client +9 total bonus points that can be assigned to the following elements as the client chooses: Strength, Constitution, attack bonus, Fortitude save, or skills from the fighter class; conversely, he can grant the client a fighter‘s bonus feat even if the client does not meet the prerequisite(s).
However, there is a price for Abigor’s secrets. Each week the client takes advantage of the boon, he receives a -1 penalty to his Wisdom and Charisma. Thus, if the client applied +3 points to his Strength, +3 points to his attack bonus, and +3 points to his Fortitude save, each week in which he got into melee combat would result in him suffering a -2 penalty to his Wisdom and Charisma (he is benefiting from both his increased Strength and attack bonus in melee combat).
Once the client reaches a total of -9 points in Wisdom and Charisma, he is compelled to travel to an isolated place on his own where he is forced to face a corrupted version of himself. In this conflict, the corrupted version retains the bonuses the client received from Abigor, while the client himself loses his bonuses and retains the penalties.
If the corrupt doppelganger wins the battle, the client becomes Lawful Evil (if he was not already) and Abigor’s slave (as if under the effects of dominate monster) for eternity.
If the client overcomes his corrupted copy, he still suffers from the penalties and receives another +9 bonus divisible as described above; the process repeats itself. If the client succeeds in defeating his doppelganger three times, he is forced to do battle against Abigor himself without his bonuses and with his penalties. To date, no one has defeated the Supreme General, so it is unknown what would happen if the client won the final contest.
Spell-like Abilities: At will – animate dead, blasphemy, charm monster, create undead, deeper darkness, desecrate, detect good, detect magic, fireball, flame strike, greater dispel magic, greater invisibility, greater teleport (self plus 1,000 pounds), magic circle against good, mass hold monster, mirage arcana, persistent image, polymorph, power word stun, produce flame, pyrotechnics, suggestion, unhallow, unholy aura, wall of fire;
- 3/day – destruction;
- 1/day – meteor swarm(any), symbol of pain;
- 1/week – wish.
Caster level 34th ; DC 20 + spell level.
Possessions: Ebon Sunder (a +6 axiomatic, demon-bane, unholy lance), Abigor’s Standard (a large +6 lawful power heavy mace), +5 heavy fortification full plate armor, +5 heavy steel shield of greater electrical resistance, and a +5 ring of protection. As a Duke of Hell and the Supreme General of Avernus armies, Abigor has access to three times the treasure for his Challenge Rating. Abigor has a vast collection of lances and maces, including a few minor artifact versions of such items. However, he rarely uses such items as he prefers Dark Sunder (a gift from Bael) and Abigor’s Standard (a gift from Malphas).
Summoning Abigor
In order to summon Abigor, the participants in the ritual must provide the standards of military units as a sacrifice (at least three different standards or emblems). These emblems should be made of high quality materials, such as silk and thread of gold, to a value of not less than 600gp. If the emblems were obtained by means of conquest, the participants gain a +3 bonus on checks to summon the Supreme General.
Upon successfully summoning Abigor, the standards raise into the air, as if being hoisted aloft, and the sound of brazen trumpets erupts throughout the area. The careful cadence of a military drum begins, before the standards burst into flame and fall to the floor. The smoke and fire coalesce into Abigor, whose first act is to scatter the ashes of the standards used to summon him to the four cardinal directions.
Abigor treats any summoning event much as he would a battlefield. He has numerous predetermined tactics available for all types of clients, should the need arise, and may demand answers to some rudimentary questions to ascertain what type of client he faces. He willingly offers his Secrets of War, albeit at a high price, to any creature foolhardy enough to summon him, and will typically remain for the full duration of the summoning, even if all bargains have been made (he uses this time to further assess the nature of his client, in the event that he or she become an opponent).
At the time of departure, sulphurous smoke rises from the ground within the area, slowly obscuring Abigor from sight. From within the fog, a sooty red glow rises, and the clash of army on army can be heard from within. At some point during this, Abigor simply returns whence
he came, although the smoke – sometimes referred to as Abigors fog of war – remains for three hours.
Bleak Infernequs
Originally Posted by Kain Darkwind of the Dicefreaks d20 Community.
Bleak Infernequs, Abigor’s mount | |
Huge magical beast | |
Hit Dice | 27d10 + 297 plus 20 temporary (587 hp) |
Initiative | +13 |
Speed | 100 ft., Fly 100 ft. (average) |
Armor Class | 35 (+10 armor, +5 Dexterity, +12 natural, -2 size), touch 13, flat-footed 20 |
Base Attack/Grapple | +27/+52 |
Attack | Bite +49 melee (3d6 + 17 /19-20) |
Full Attack | Bite +49 melee (3d6 + 17 /19-20) and 2 claws +46 melee (2d6 + 8) |
Space/Reach | 15 ft. /10 ft. |
Special Attacks | Spell-like abilities |
Special Qualities | Damage reduction 15/high magic, Darkvision, immune to poison, lowlight vision, resistance to acid 20, cold 20, electricity 20 and fire 20, Scent |
Saves | Fort +30, Ref +24, Will +24 |
Abilities | Strength 45, Dexterity 20, Constitution 33, Intelligence 23, Wisdom 21, Charisma 22 |
Skills | Balance +39, Climb +51, Jump +79, Knowledge (the planes) +40, Listen +39, Spot +39, Survival +39 (+43 on other planes), Swim +51 |
Feats | Combat Reflexes, Improved Critical (bite), Improved Initiative, Improved Multiattack, Multiattack, Power Attack, Run, Weapon Focus (bite) |
Epic Feats | Epic Weapon Focus (bite), Superior Initiative |
Climate/Terrain | An Evil Plane |
Organization | Solitary (unique) with Abigor |
Challenge Rating | 21 |
Treasure | None |
Alignment | Lawful Evil |
Spell-like Abilities: 3/day · darkness, poison (DC 20);
1/day – Contagion (DC 19), desecrate, unholy blight (DC 20)
Caster level 20th
Possessions: +2 full plate barding of heavy fortification
Note: Infernequs has a +4 bonus to attacks, saves and skill checks and 20 temporary hit points from Abigor. If encountered without Abigor for some reason, these bonuses fade after 6 hours.