Devil, Helich the Mighty
“Meet Helich the Mighty: the cunning imp who betrayed his master and now wields dark arcana—will you fall for his devilish charm?”
Helich the Mighty is a diminutive yet striking figure. In his natural form, he is a small, dull green imp with bat-like wings and a mischievous glint in his black eyes. However, he often enhances his appearance through illusion magic to project an aura of arcane grandeur. In his favored half-fiendish guise, he boasts a pair of small, curved horns emerging from his forehead, a reddish goatee that seems to writhe with malevolence, and eyes that glow with an unsettling, fiery intensity. His sleek, black attire and exaggeratedly sinister grin complete the image of an imposing, diabolical entity.
Behavior:
Helich exhibits a flamboyant and pompous demeanor when interacting with mortals, often reveling in his deceitful role as a supposed Duke of Hell. He exudes an air of arrogance and superiority, delighting in manipulating and deceiving those who underestimate him. Despite this, Helich’s behavior shifts dramatically in the presence of genuine devils; he becomes submissive and obsequious, eager to maintain his precarious position and avoid the wrath of his more powerful peers.
Habitat:
Helich primarily resides in Dis, the Second of the Nine Hells of Perdition. This infernal plane is a vast, hellish landscape characterized by its oppressive heat, twisted architecture, and ever-present aura of despair. Within this chaotic realm, Helich occupies a luxurious, if somewhat gaudy, abode befitting his self-styled status. His lair is filled with arcane artifacts and dark tomes, reflecting his obsessive pursuit of magical power.
Modus Operandi:
In combat and deception, Helich relies heavily on his mastery of illusion and teleportation. He often begins engagements by casting invisibility and using greater teleport to reposition himself advantageously, avoiding direct confrontation whenever possible. When prepared, he employs a calculated strategy, leveraging his formidable spell arsenal to paralyze, summon, or manipulate his enemies from a distance. His spells are chosen to exploit the weaknesses of his foes, and he delights in gloating over their plight.
Motivation:
Helich’s primary motivation is the acquisition and consolidation of power. Having betrayed his former master and stolen arcane knowledge, he seeks to further his own infernal ambitions by amassing magical artifacts and strengthening his position in Hell. His actions are driven by a relentless desire to prove his superiority and escape the repercussions of his deceitful masquerade as a higher devil. His ultimate goal is to establish himself as a formidable force within the hierarchy of Hell, ensuring his place among the powerful and feared denizens of the infernal realms.
Helich the Mighty 5e
Helich the Mighty Pathfinder
Helich the Mighty
Tiny fiend, lawful evil
Armor Class 18 (natural armor)
Hit Points 126 (12d4+72)
Speed 20 ft., fly 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 27 (+8) | 22 (+6) | 22 (+6) | 16 (+3) | 20 (+5) |
Saving Throws Dex +15, Con +13, Wis +10, Cha +12
Skills Arcana +14, Deception +12, Insight +10, Perception +10, Stealth +15
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 20
Languages Infernal, telepathy 120 ft.
Challenge 18 (20,000 XP)
Traits
Innate Spellcasting. Helich’s spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
- At will: detect good and evil, detect magic, invisibility
- 3/day each: greater teleport, dominate monster
- 1/day each: time stop, power word kill
Legendary Resistances (3/Day). If Helich fails a saving throw, he can choose to succeed instead.
Magic Resistance. Helich has advantage on saving throws against spells and other magical effects.
Magic Weapons. Helich’s weapon attacks are magical.
Alternate Form. As a bonus action, Helich can transform into a wizened goblin, a wingless half-fiendish human, a rat, a raven, or a small elven girl. He retains his statistics and can revert to his original form as a bonus action.
Familiar. Helich counts as a familiar, granting him benefits similar to the find familiar spell, including sharing spells and abilities with a chosen master.
Actions
Staff of Power. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 1) bludgeoning damage.
Sting. Melee Weapon Attack: +11 to hit, reach 0 ft., one target. Hit: 10 (1d4 + 6) piercing damage plus 21 (6d6) poison damage. The target must succeed on a DC 22 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is paralyzed.
Arcane Blast (Recharge 5–6). Helich releases a burst of arcane energy in a 60-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 63 (14d8) force damage on a failed save, or half as much damage on a successful one.
Spellcasting. Helich is a 25th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). Helich has the following spells prepared:
- Cantrips (at will): mage hand, message, prestidigitation, read magic
- 1st level (4 slots): comprehend languages, disguise self, shield, magic missile
- 2nd level (6 slots): mirror image, misty step, hold person, blindness/deafness
- 3rd level (5 slots): dispel magic, counterspell, fear, bestow curse
- 4th level (5 slots): greater invisibility, confusion, dimension door, phantasmal killer
- 5th level (9 slots): cloudkill, dominate person, telekinesis, seeming
- 6th level (9 slots): mass suggestion, true seeing, blade barrier, contingency
- 7th level (3 slots): power word pain, plane shift, finger of death
- 8th level (2 slots): prismatic wall, mind blank
- 9th level (3 slots): time stop, power word kill, wish
Reactions
Evasion. If Helich is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Helich instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Unnerving Dodge. When a creature Helich can see attacks him with an attack that isn’t a spell, he can use his reaction to impose disadvantage on the attack roll.
Legendary Actions
Helich 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. Helich regains spent legendary actions at the start of his turn.
- Teleport. Helich magically teleports up to 60 feet to an unoccupied space he can see.
- Cast a Spell (Costs 2 Actions). Helich casts a spell from his spell list.
- Arcane Swipe (Costs 3 Actions). Helich makes a melee attack with his staff or sting.
Tactics
Initial Approach:
Helich begins combat by using invisibility and greater teleport to avoid detection and position himself strategically. He prefers to engage from a distance, using spells to disrupt and weaken enemies.
Mid-Combat:
Helich uses Arcane Blast to deal high damage in a wide area and control the battlefield. He employs dominate monster or phantasmal killer to neutralize key threats or create chaos. He uses his Alternate Form to evade attacks or infiltrate enemy ranks if necessary.
When Low on Health:
Helich relies on his Legendary Resistances to overcome debilitating effects and uses his Unnerving Dodge reaction to reduce damage from attacks. He may retreat using Teleport to regroup and plan his next move.
General Strategy:
Helich is a master manipulator who prefers to weaken his opponents before direct confrontation. He uses his mobility and spellcasting to stay out of harm’s way and exploit his enemies’ vulnerabilities. His spellcasting versatility allows him to adapt to various combat scenarios and challenge his foes with powerful and debilitating magic.
Helich the Mighty
Helich the Mighty is a textbook case of why even slight dealings with the powers of Hell can be disastrous. Once a mere familiar to the Magistrate Tilbonis, he betrayed his master, trapped his soul, and currently siphons off his arcane energies to further his own hellish pursuits.
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
Helich appears as a normal imp of dull green coloration, although he tends to use minor illusionary magic to enhance his appearance, giving the impression that powerful arcana suffuses his very being. Most times he will take his half fiendish form, which plays up his diabolical nature to the hilt. Two small horns on his forehead, a red goatee and black eyes that glow when he gets excited complete this appearance of evil.
Although extremely pompous when dealing with mortals, Helich is shockingly subservient and humble when in the presence of a Devil. Few in Hell know that Helich often misrepresents himself as a Duke of Hell when dealing with those of the Prime. Certainly, the penalty for such would be destruction, but so far he has escaped any consequences.
Helich the Mighty | |
Imp | |
Tiny outsider (Evil, Extraplanar, Lawful) | |
Hit Dice | 9d8+18 (100 hp) |
Initiative | +11 (+7 Dexterity, +4 Improved Initiative) |
Speed | 20 ft., Fly 50 ft. (perfect) |
Armor Class | 36 (+3 deflection, +7 Dexterity, +2 luck, +12 natural, +2 size), touch 24, flat-footed 29 |
Base Attack/Grapple | +13/+6 |
Attack | staff of power +18 melee (1d3+3) or sting +21 melee (1d4+1 and poison) |
Full Attack | staff of power +18/+13/+8 melee (1d3+3) and sting +16 melee (1d4+1 and poison) |
Space/ Reach | 2 1/2 ft. /0 ft. |
Special Attacks | High Arcana, poison, spell-like abilities, spells |
Special Qualities | Alternate form, Darkvision 60 ft., damage reduction 5/good or silver, familiar, fast healing 2, immunity to poison, improved evasion, resistance to fire 5, spell resistance 30. |
Saves | Fort +16, Ref +20, Will +23 |
Abilities | Strength 13, Dexterity 23, Constitution 14, Intelligence 20, Wisdom 15, Charisma 16 |
Skills | Bluff +15, Concentration +30, Craft (alchemy) +33, Decipher Script +33, Diplomacy +17, Gather Information +15, Hide +18, Knowledge (Arcana) +33, Knowledge (history) +33, Knowledge (the planes) +33, Knowledge (religion) +33, Listen +14, Move Silently +18, Profession (scribe) +33, Sense Motive +14, Spellcraft +37, Spot +14 |
Feats | Flyby Attack, Heighten Spell, Improved Initiative, Weapon Finesse |
Climate/Terrain | Dis, Second of the Nine Hells of Perdition |
Organization | Solitary |
Challenge Rating | 18 |
Treasure | Possessions |
Alignment | Lawful Evil |
Combat
Helich immediately casts invisibility on himself in combat, usually followed by a greater teleport. He avoids direct conflicts for which he has not prepared with all possible means. If he has prepared for combat, he typically has a set plan that is calculated to maximize the weaknesses of his foes and bring them down as quickly as possible. Barring the possibility of escape, Helich uses his arcane fire and staff of power to visit death upon his foes.
His sharp mind has mastered the best possible use for his spells, and he targets those most likely to be affected by which ever piece of arcana he is employing. He favors paralyzing spells that allow him to gloat over the fate of those who underestimated him, and summoning spells that allow others to be the targets of his foes.
Alternate Form (Su): Helich may assume other forms at will as a standard action. This ability functions as a polymorph spell cast on himself, except that Helich does not regain hit points for changing form, and he can only assume the forms of a wizened goblin, a wingless half fiendish human, a rat, a raven and a small elven girl.
Familiar: Helich is technically still a familiar, and gains the benefits due one of his former master. This includes his hp, base attack, base saves, and skill ranks as well as using 25HD instead of 9 for calculating effects based on HD.
High Arcana: Helich can make use of his former master’s high arcana. This includes arcane fire, arcane reach 60 ft., mastery of elements, and mastery of shaping.
Poison (Ex): Initial damage 1d4 Dexterity, secondary damage 2d4 Dexterity. DC 26 negates. (Save includes a +2 racial bonus)
Spell-like Abilities:
- At will- detect good, Detect Magic, invisibility;
- 3/day- greater teleport;
- 1/day-suggestion;
- 1/week- commune (6 questions).
Caster level 9th; DC 13 + spell level.
Spells: 4/6/5/5/9/9/3/2/3/3/1 Caster level 25th; DC 15 + spell level.
Helich has access to his former master’s spell books which contain all spells of 7th level and lower. His higher level spell books include dimensional lock, prismatic wall, Trap the soul, binding, polar ray, clone, Temporal Stasis, imprisonment, dominate monster, power word kill, soul bind, summon monster IX , Bestow Greater Curse, evil weather, plague of nightmares, Mindrape, Steal Life.
Example wizard spells prepared:
- – mage hand, message, prestidigitation, read magic;
- – comprehend languages, Disguise Self, obscuring mist, shield, sleep, summon monster I;
- – blindness/deafness, darkness, detect thoughts, Mirror Image, protection from arrows;
- – Blink , dispel magic, haste, nondetection, tongues;
- – bestow curse, charm monster, confusion, enervation, fear, greater invisibility, lesser geas, phantasmal killer, summon monster IV;
- – baleful polymorph, cloudkill, dominate person, feeblemind, mind fog, pass-wall, Prying Eyes, sending, telekinesis;
- – disintegrate, greater dispel magic, mislead;
- – project image, spell turning;
- – dimensional lock, prismatic wall, Trap the soul;
- – dominate monster, power word kill, summon monster IX;
- – Mindrape (heightened).
Possessions: Helich has access to his master’s magical items, and typically wears a ring of wizardry IV and V (one ring), a cloak of resistance +4, and a ring of protection +3. He wields a staff of power as well as a greater metamagic rod of quickening. If encountered outside of Hell, he typically has at least three wands and 27 spell levels worth of scrolls.