Scax, Duke of Riches
“Meet Scax, the Infernal Mastermind Who Can Turn Your Wealth Into a Generational Curse!”
Scax possesses a grotesque yet regal humanoid visage, with a head resembling a stork’s, his nose elongated into a sharp, beak-like protrusion. Two deep-set, hateful eyes gleam with malice, always watching for opportunities to exploit. His torso is covered in shimmering golden feathers, each one razor-sharp, reflecting both his vanity and danger. His legs end in goat-like hooves, further hinting at his infernal nature, while his arms bear large, tattered bird wings that drag behind him, appearing decayed and torn. Scax’s spindly, elongated fingers constantly tap together, a telltale sign of his calculating mind. When he speaks, his voice has a metallic clinking, reminiscent of coins being counted, sending shivers down the spine of any listener. He dresses extravagantly, in garish merchant outfits embroidered with infernal symbols, proudly displaying his immense wealth. His body is adorned with ostentatious jewelry, each piece enchanted with malevolent magic, and each ring, bracelet, and necklace serves as a subtle reminder of his dominance over wealth and ruin.
Behavior: Scax is always calm and deliberate in his actions, projecting an air of control and authority. Though soft-spoken, his words drip with temptation, always offering a seductive promise of wealth. He delights in manipulating his victims, weaving complex webs of deceit and playing the long game. Scax’s every movement is measured, his voice patient but menacing, and he rarely loses his temper, preferring to enact his vengeance in cold, calculating ways. He is deeply arrogant, considering himself above nearly all others, and holds a grudge against anyone who insults his infernal honor or attempts to outwit him. In battle, he avoids direct confrontation, using magic, illusion, and minions to deal with threats while he remains hidden.
Habitat: Scax’s infernal domain, Coinspire, lies deep within the Nine Hells. It is a nightmarish city built of cursed gold, where every transaction seals a soul’s doom. The city is filled with towering gilded spires, ornate but tarnished temples to greed, and streets paved with gold, constantly patrolled by devils under Scax’s command. This wealth, however, is a trap—touching it brings ruin. On the Material Plane, Scax is summoned through rituals involving ill-gotten gold, usually embezzled from charitable institutions. When summoned, he manifests through a storm of swirling coins, solidifying into his grotesque form.
Motivation: Scax craves absolute control over wealth, seeing it as the ultimate tool of power and corruption. His primary goal is to spread the influence of Hell by corrupting the financial systems of mortal societies. He delights in watching the mighty fall as their fortunes crumble, orchestrating their destruction through the very wealth they sought to gain. He aims to extend his infernal reach over both the material and infernal worlds by binding souls through greed, creating generational cycles of poverty, despair, and damnation. His obsession with wealth is not for personal gain alone, but to expand Hell’s influence, using money as the conduit for spreading sin.
Modus Operandi: Scax’s greatest weapon is temptation. He ensnares mortals through infernal contracts, using his Sins of the Father ability to curse entire bloodlines with wealth that brings only ruin. He manipulates the powerful, ensuring their descendants inherit both vast fortunes and crushing misfortune. In battle, Scax uses illusion, stealth, and manipulation to avoid danger. He summons devils to fight for him, casting greater invisibility to remain unseen while using spells like dispel magic, greater to neutralize his enemies’ advantages. When cornered, Scax teleports away or hides behind powerful illusions. His preference is always to corrupt and manipulate from a distance, rarely engaging in direct combat unless absolutely necessary.
Scax 5e
Scax 3.5
Scax, Duke of Riches
Large Fiend (Devil), Lawful Evil
Armor Class 24 (Natural Armor)
Hit Points 450 (30d10 + 300)
Speed 40 ft., fly 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
26 (+8) | 22 (+6) | 30 (+10) | 28 (+9) | 22 (+6) | 36 (+13) |
Saving Throws Str +16, Dex +14, Con +18, Int +17, Wis +14, Cha +21
Skills Deception +21, Insight +14, Persuasion +21, Stealth +14
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 16
Languages Common, Infernal, Telepathy 120 ft.
Challenge 30 (155,000 XP)
Traits
Innate Spellcasting.
Scax’s spellcasting ability is Charisma (spell save DC 29, +19 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
- At will:
- Animate Dead, Blasphemy, Charm Monster, Create Undead, Deeper Darkness, Desecrate, Detect Good, Detect Magic, Greater Invisibility, Greater Teleport (self + 1,000 pounds), Magic Circle Against Good, Mass Hold Monster, Mirage Arcana, Persistent Image, Polymorph, Produce Flame, Suggestion, Unholy Aura, Unhallow, Wall of Fire
- 3/day each:
- Fireball, Flame Strike, Greater Dispel Magic, Power Word Stun, Pyrotechnics
- 1/day each:
- Meteor Swarm, Feeblemind, True Resurrection (only in his treasure vault)
Legendary Resistance (3/Day).
If Scax fails a saving throw, he can choose to succeed instead.
Magic Resistance.
Scax has advantage on saving throws against spells and other magical effects.
Magic Weapons.
Scax’s weapon attacks are magical.
Actions
Multiattack.
Scax makes three attacks: two with his claw and one with Ruin.
- Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 8) slashing damage.
- Ruin (Dagger of the Duke). Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9) piercing damage plus 21 (6d6) poison damage.
Legendary Actions
Scax 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. Scax regains spent legendary actions at the start of his turn.
- Teleport. Scax magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
- Detect Treasure. Scax magically locates the nearest gold, gems, or valuable items within 120 feet.
- Cast a Spell (Costs 2 Actions). Scax casts one spell from his innate spellcasting list.
Lair Actions
On initiative count 20 (losing initiative ties), Scax takes a lair action to cause one of the following effects:
- All That Glitters. Scax compels a creature to accept cursed gold. The creature must succeed on a DC 29 Wisdom saving throw or fall under the effects of a Suggestion spell.
- Gold Surge. Coins rise up and attack as a wave, forcing all creatures within a 30-foot radius to make a DC 28 Dexterity saving throw or take 27 (6d8) bludgeoning damage.
- Infernal Flames. Wealth ignites in hellfire. Flames erupt from treasure, dealing 22 (4d10) fire damage to creatures within 15 feet of any valuable item.
Artifacts & Magic Items
- Ruin (Dagger of the Duke). A +4 vile wrist dagger that can cast the following spells:
- Addiction (1 charge), Slash Tongue (1 charge), Vanish (3 charges), Soul’s Treasure Lost (4 charges)
- Cursed Vault. Scax’s treasure vault is filled with cursed wealth that carries his infernal taint. Touching or claiming any of his cursed coins results in a Root of All Evil curse, causing rapid decline in mental faculties (DC 28 Fortitude save to resist).
This stat block presents Scax as a deadly CR 30 fiend with powerful spells, legendary actions, and a treasure-related lair, reflecting his nature as a master of greed and corruption.
Regional Effects
The region surrounding Scax’s lair is tainted by his fiendish power and cursed wealth. The area is warped in the following ways:
- Corrupting Greed: Any creature that spends more than 1 hour within 6 miles of Scax’s lair feels an overwhelming desire to obtain wealth by any means. A creature must succeed on a DC 25 Wisdom saving throw or be compelled to steal, hoard, or betray others for gold, gems, or valuable items. This effect lasts until the creature leaves the area.
- Illusory Treasure: Within 6 miles of the lair, random objects appear as valuable treasures (gold, gems, artifacts, etc.). Any attempt to take or claim them reveals they are worthless—rocks, debris, or worthless trinkets. This illusion can be dispelled with Dispel Magic (DC 26) or by touching the object.
- Cursed Fortune: Wealth within 6 miles of Scax’s lair begins to lose value. Any gold, silver, or valuable items gradually transform into lead or rust, losing all monetary worth within 24 hours of exposure to the region.
- Infernal Whispers: At night, creatures within 6 miles of the lair hear whispers of promises of wealth and power. These whispers tempt creatures to seek out Scax and make deals for their souls. A creature must succeed on a DC 22 Charisma saving throw to resist being lured toward the lair by these whispers.
Scax, Duke of Riches
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
Shax is a Great Duke of Hell, and has power over thirty legions of devils. He takes away the sight, hearing and understanding of any person under the conjurer’s request, and steals money out of kings’ houses, carrying it back in 1200 years. He also steals horses and everything the conjurer asks. Shax can also discover hidden things if they are not kept by evil spirits, and sometimes gives good familiars, but sometimes those familiars deceive the conjurer.
Shax is thought to be faithful and obedient, but is a great liar and will deceive the conjurer unless obliged to enter a magic triangle drawn on the floor. He will then speak marvellously and tell the truth.
He is depicted as a stork that speaks with a hoarse but subtle voice; his voice changes into a beautiful one once he entered the magic triangle.
The vile Duke Scax serves as Mammon‘s chief of investments. It is he who determines where the flow of Mammon’s wealth is directed, his aim always to do the most harm to the cause of good as efficiently as possible. Scax represents the distrust that is associated with wealth and power. He destroys reputations, lives and even empires with the calculated usage of money. He is also the patron of those who prey on good intentions and who use charity as a means to line their own pockets.
Many foolish mortals perceive Scax as a vicious liar, which for a devil is not too far from the truth. While all devils twist the truth to their purpose, those who are duped by Scax are amazed at the lengths he has gone to warp the meaning of what they thought was a fairly simple agreement. He is entirely without shame however, and considers treachery merely a rude word for changing one’s mind.
Patience is Scax’s watchword. He especially loves long term plans that bring in rich rewards, in both souls and money. He particularly enjoys destroying entire generational lines. He is known to lay curses, bringing once rich families to rags. Watching spoiled brats eat their own vomit to survive brings a warm feeling to the cruel Duke, who possesses an odd sense of humor and justice.
Scax is the master of ruining a good name. Orphanages and other charity organizations are often assisted by his money, only to go under when the source of their funding is revealed. (A trail of murdered robbery victims leading to the door is a particular favorite.) Other times the organization will be headed by a particularly cruel and greedy individual, who takes others’ charity and turns it to his own gain. The children eat week old gruel while their master partakes of a feast every night. Even when such an organization is brought down, it serves Scax’s purpose, by increasing the doubt in the masses’ minds about the honesty and integrity of actual service groups.
Scax’s Lord treats his chief of investments with doubtfulness at every newly proposed venture. Mammon has a great deal of his own personal wealth invested in Scax’s operations, so Scax’s existence will become forfeit should he ever fail in his task. However, he is not overly concerned about his master, since his schemes and plans offer Mammon some small justification of the Lord’s usefulness to Hell at large.
He is very good at his job, and in the end, it is his competence that both damns and saves him. Mammon will not destroy a valuable asset to his own operations, but neither will he suffer a threat to his own power. Scax walks that thin line with care, and so far he has yet to misplace a step.
Scax has a reasonably good working relationship with Melchom, his fellow Duke in Mammon‘s service. Although Melchom saves money, and Scax spends it, the two have forged an alliance based on mutual beneficence. Scax’s schemes tend to produce more money than they cost, and Melchom’s expertise with cutting costs and making the most out of every gold piece only improves that. Of course, neither of the Dukes is so foolish as to actually trust the other, but this matters little so long as the arrangement continues to aid them both.
The Duke of Riches possesses a humanoid head, although his nose is elongated like the beak of a stork. Two hateful eyes are set deep in his head. His torso is covered in golden feathers, all of which are razor sharp. His feet are hoofed like those of a goat, and a pair of tattered bird wings extends from his arms to the ground.
His hands have abnormally long and spindly fingers on them, which the Duke constantly taps together while speaking. When he speaks, his voice has a metallic quality about it, almost like coins clinking together. Scax is fond of wearing expensive clothing, usually gaudy merchant outfits that showcase his incredible wealth. He is adorned with expensive jewelry, much of it magical in nature.
SCAX, Duke of Riches | |
Duke of Hell | |
Large outsider (Devil, Evil, Extraplanar, Lawful) | |
Symbol | An Hourglass etched on a golden coin, set against a black, inverted triangle |
Arcane Trickster 10/Rogue 3/sorcerer 7 | |
Hit Dice | 20d8 + 3d6 + 17d4 + 320 (566 hp) |
Initiative | +10 |
Speed | 50 ft., Fly 90 ft. (average) |
Armor Class | 51 (+10 Dexterity, +23 natural, +6 armor, +3 profane, -1 size), touch 22, flat-footed 41 |
Base Attack/Grapple | +30/+39 |
Attack | Ruin +43 melee (2d6+9 vile and poison) or slam (2d6+5) |
Full Attack | Ruin +43/+38/+33/+28/ melee (2d6+9 vile and poison) or 2 slams +34 melee (2d6+5) and 2 wings +32 melee (1d8+2) |
Space/ Reach | 10 ft. /10 ft. |
Special Attacks | Call devils, Impromptu Sneak attack 2/day, Infernal Presence, Ranged Legerdemain 3/day, Root of All Evil, sneak attack +7d6, spells, spell-like abilities |
Special Qualities | Duke of Hell qualities, damage reduction 20/good and silver, Darkvision 60 ft., evasion, immunity to fire and poison, regeneration 8, resistance to acid 20 and cold 20, see in darkness, Spell Resistance 46, telepathy 500 ft., trapfinding, trap sense +1 |
Saves | Fort +30, Ref +32, Will +33 |
Abilities | Strength 21, Dexterity 31, Constitution 27, Intelligence 29, Wisdom 30, Charisma 29 |
Skills | Appraise +45, Bluff +52, Concentration +51, Diplomacy +53 (+59 with evil beings), Disguise +45 (+49 acting), Escape Artist +50, Forgery +35, Gather Information +45, Hide +46, Intimidate +39 (+45 against evil beings), Knowledge (Arcana) +19, Knowledge (history) +29, Listen +23, Move Silently +46, Open Lock +46, Search +35, Sense Motive +46, Sleight of Hand +69, Spellcraft +52, Spot +23, Survival +10 ( +14 Tracking), Rope Use+12 (+16 with bindings) |
Feats | Combat Expertise, Corrupt Spell-like Ability B , Deft Hands, Eschew Materials, Exotic Weapon Proficiency: Bladed Gauntlet, Extend spell, Heighten Spell, Multiattack, Quicken Spell-Like Ability (greater teleport), Weapon Finesse |
Epic Feats | Epic Evil Brand B , Epic Skill Focus ( Sleight of Hand) |
Environment | Minauros, Third of the Nine Hells of Perdition |
Organization | Solitary (Unique) or with guards (5 – 20 hamatulas) |
Challenge Rating | 31 |
Treasure | Triple standard plus Ruin |
Alignment | Lawful Evil |
Combat
Scax avoids straightforward combat as much as possible. Typically he will call in barbazu or hamatulas, before teleporting away as quickly as possible. Should the mission at hand prove too important to abandon, Scax will immediately cast greater invisibility on himself and dispel magic, greater on his foes to eliminate any chance of them seeing him. He then summons reinforcements, typically cornugons in these situations, and teleports to a different location where he continues summoning real and illusionary reinforcements, supplemented with an occasional fireball.
He uses feeblemind and baleful polymorph quickly against foes who distinguish themselves as formidable, and haste on his own person as well as that of his reinforcements. Unless his opponents possess the power to pierce his illusions and invisibility through his dispelling, he refuses to place himself in physical danger.
Should it become unavoidable though, he attempts to flank whenever possible to utilize his devastating sneak attack, using Combat Expertise and displacement to keep himself from as much harm as possible. If reduced to 100 hp or less, Scax will immediately flee the battle, regardless of the cost. He bears long grudges though, and is not above harming members of that family, even several generations removed, after a humiliating defeat.
All That Glitters (Su): Scax is a master at disguising his foul, soul stained money as humble, well-intentioned charity. 3/day, when offering monetary goods to an organization, Scax may invoke All That Glitters. The intended recipient of the offering must make a Will save (DC 29 + 1 per 10,000 gp of offering) or be forced to accept it. Should the recipient fail the save, Scax may make one suggestion per ten thousand gold pieces offered. There is no save against the suggestions offered, but Scax must make them within 9 days of his temptation. Scax normally uses this power to corrupt noble organizations or charities into using their influence in ways that benefit him… and Hell of course.
Call Devils (Sp): Once per day, Scax can automatically call 12 lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4 cornugons or gelugons, or 2 pit fiends. Since these devils are called rather than summoned, they have the ability to summon their own reinforcements if so ordered. Conversely, 3/day Scax may summon 12 lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4 cornugons or gelugons, or 2 pit fiends. Scax may either call or summon in a day; he may not do both.
Scax prefers to summon osyluths, as their sneaky nature reflects his own, although if physical combat prowess is needed, he generally summons hamatulas.
Infernal Presence (Su): Scax’s Infernal Presence has a Will save DC of 29. His caster level is 37 th .
Root of All Evil (Su): Scax takes pleasure in tainting wealth. Those who obtain money from him in any manner, whether it was freely offered or taken by force, suffer a vicious disease. (Incubation 1d3 days, damage 1d6 Intelligence, Wisdom and Charisma, Fortitude save DC 28) Those who would attempt to remove this disease with magic must succeed at a caster level check against Scax’s own Spell Resistance to affect the victim.
However, the ravages of this malady can be abated for one day by offering Scax 100gp per point of ability damage suffered. The victim intuitively knows that he must sacrifice this gold, and often is turned to vile and depraved acts to ease his suffering. The offering is left in a small box in a certain place, and an imp comes daily to bring the gold back to the Duke of Riches.
Sins of the Father (Su): Scax uses a diabolical contract to claim entire generational lines of souls. When someone (the “client”) strikes a deal with Scax, they sign a 1200-year binding contract that curses not only themselves but all their descendants. In exchange for their soul, the client receives enormous wealth: platinum, gold, and silver equal to HD × 500 up front, and HD × 100 every year. However, this wealth comes with a curse. The client becomes extremely fertile (75% pregnancy chance for males, 90% for females), ensuring Scax harvests more souls.
After the client’s death, the entire family suffers financial ruin—every attempt at earning money is penalized (-10 to work-related skill checks), and any income is halved, with half flowing to Scax’s coffers. The family’s savings and material wealth also degrade rapidly, halved monthly. Those who try to help the cursed family must make a DC 29 Will save or suffer a -5 penalty to work-related checks. Any suspicion of a curse is handled ruthlessly, with devils like hamatulas silencing those who inquire too deeply. This results in generations crushed under the weight of the curse, with no easy escape.
All of the client’s descendants’ souls are laid claim to by Scax. He holds these souls in stasis, for they are not truly his until the contract is complete. After 1200 years pass, Scax comes to tempt the youngest living descendant of the client, who is usually more than willing to “get rid of his family curse”. Should the descendant sign a contract with Scax, the circle is completed and all souls between the original client and the new client are Scax’s.
Should he refuse to sign, upon his death the souls of his family are released to their proper destinations. Scax’s curse may be lifted by a remove curse cast by a 31 st level cleric after completing a quest set by the same. However, Scax is allowed to tempt the person who is attempting to lift the curse in the same manner as the youngest descendant. Should this person fail, the consequences are the same. Should he succeed however, only he and his descendants escape the curse. The other members of the cursed family however must find their own means to remove it, or wait for the 1200 years to expire.
Sorcerer spells known: 6/9/8/8/8/8/7/7/5 Caster level 37 th , DC 19+spell level.
- 0 – acid splash, flare, ghost sound, mage hand, No Light*, open/close, prestidigitation, read magic, Slash Tongue*;
- 1st – Disguise Self, identify, magic aura, mount, Nether Trail*;
- 2nd – Addiction*, blindness/deafness, Entice Gift*, Misdirection, Resist Energy;
- 3rd – displacement, haste, phantom steed, ray of exhaustion,
- 4th – bestow curse, dimensional anchor, solid fog,
- 5th – baleful polymorph, Call Nightmare*, feeblemind, major creation;
- 6th – False Sending*, repulsion, wall of gold (as wall of iron);
- 7th – insanity, power word blind, project image;
- 8th – Bestow Greater Curse*, moment of prescience.
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, unholy aura, unhallow, wall of fire;
- 3/day – destruction;
- 1/day – meteor swarm, symbol of pain;
- 1/week – wish. Caster level 37 th ; DC 19 + spell level.
Possessions: Ruin, a +4 vile wrist dagger (treat as a bladed gauntlet). The weapon is connected to a bracer of armor +6 and coated in pit fiend venom. (DC 28) The Dagger also functions similarly to a staff, although the 50 charges renew themselves every month. The Dagger can be used to cast the following spells, all at 37 th caster level. The DCs are based off Scax’s Charisma, just as any caster using a staff (currently 19 + spell level).
- •Slash Tongue (1 charge)
- •Addiction (1 charge)
- •Sap Strength (1 charge)
- •Vanish (3 charges)
- •Soul’s treasure lost (4 charges)
Those who touch Ruin without Scax’s permission must immediately make a save against Root of All Evil at a -3 penalty. The price to abate the disease’s effects is tripled for those who would affront the Duke of Riches so.
Summoning Scax
Scax accepts gold and platinum coins of at least 2,500 gp in value as a sacrifice. Such treasure must have been embezzled, misappropriated, or otherwise taken illegally from an organization dedicated to doing good work. This may be a good or neutral aligned church, an orphanage, or any charitable organization.
When Scax is successfully summoned, the floor within the summoning area takes on a gilded appearance and gold coins begin spraying from around the center, as if flipped from the ground itself. As the coins pile up, they form a rough image of Scax. Once complete, the coins seem to melt into a perfectly formed statue of the Duke. The gold then vanishes from the head to the feet, and Scax is revealed.
Scax will frequently attempt to verbally mislead the summoner, promising them anything they ask for while in actuality offering absolutely nothing or as close to nothing as possible. He will bargain for their soul via Sins of the Father, swearing to turn their small investment into wealth that will stretch for generations. Multiple Sense Motive checks will be required. He does not anger or attempt to break through the wards unless his personal Infernal honor is affronted (which typically can only happen if another devil is present and/or Scax is deliberately insulted). Scax will typically bear any number of indignities, although he is always intent on having his vengeance served cold in the future.
Upon departing, Scax strikes an impressive pose. Gold rises up from his feet to his head, creating the statue once more. It then reforms into the pile of gold coins, which explodes harmlessly, sending gold everywhere. Although most of it disappears, 10d10 gold coins are left behind. These carry with them the power of Scax’s own All That Glitters power, but the DC is a base 19, with no possible enhancement. The coins retain this power for one week, after which they will become lead.