Devil Alastor/Aesmadeva
“Meet Aesmadeva/Alastor: The Most Feared Fiend of Hell Who Holds All of Asmodeus’ Darkest Secrets!”
Aesmadeva/Alastor, the first and greatest of the pit fiends, towers at over 15 feet tall with a body that radiates both raw strength and dark majesty. His skin is a deep, blood-red hue, marred with cracks that glow faintly like molten lava, revealing the seething infernal fire that courses beneath his flesh. His face is a horrifying mix of demonic features: a pronounced brow, eyes like smoldering coals, and a mouth filled with rows of serrated teeth. Two massive, black horns curve back from his forehead, framing his head like a crown of malevolence.
His wings, vast and leathery, stretch out from his back, each flap stirring the air with the sound of rushing wind. A long, muscular tail tipped with a barbed spike sways behind him, coiling and uncoiling in a perpetual state of readiness. His armor, blackened and scorched, is intricately engraved with infernal runes that pulse with an eerie, malevolent light. At his side, he carries Hell’s Wrath, a colossal greataxe that seems to absorb light, its blade perpetually wreathed in black flames.
Behavior:
Aesmadeva/Alastor is the embodiment of cold, calculated wrath. Unlike lesser demons who revel in mindless slaughter, he approaches each task with the precision of a master tactician. His movements are deliberate and measured, exuding an aura of control and authority. He speaks seldom but commands absolute obedience when he does. In battle, he is relentless and efficient, never wasting a motion, each strike designed to kill or incapacitate.
Aesmadeva/Alastor shows no mercy, his actions driven by the singular goal of maintaining order and dominance within the infernal hierarchy. He is a master manipulator, understanding the fears and desires of those around him, and using that knowledge to bend others to his will. His loyalty to Asmodeus is unwavering, and his demeanor towards others ranges from indifferent to openly contemptuous, particularly when dealing with those he considers beneath him.
Habitat:
Aesmadeva/Alastor resides in the deepest and most fortified realms of the Nine Hells, specifically in Nessus, the ninth layer, where Asmodeus holds court. His personal domain is a fortress of obsidian and iron, perched on the edge of a lake of fire. The air is thick with the acrid stench of sulfur, and the skies are a perpetual storm of ash and lightning. His fortress is a place of dark grandeur, its halls lined with the bones of vanquished enemies and adorned with tapestries depicting scenes of conquest and damnation.
Here, Aesmadeva/Alastor oversees the training of the Ashmadia, his elite battalion of devil warriors, and strategizes for future conflicts. The interior is dimly lit, with fires burning in great braziers and shadows that seem to move with a life of their own. The fortress echoes with the sounds of clashing weapons and the screams of the damned, a symphony of suffering that serves as a constant reminder of the pit fiend’s authority.
Modus Operandi:
Aesmadeva/Alastor operates with ruthless efficiency, preferring to strike with overwhelming force rather than engaging in prolonged conflicts. He utilizes his infernal powers to command legions of devils, often summoning lesser fiends to do his bidding. In combat, he is a fearsome opponent, wielding Hell’s Wrath with deadly precision, each blow capable of cleaving through the strongest of defenses.
He often initiates battle with a fearsome roar, activating his fear aura to paralyze and scatter his enemies before moving in for the kill. His strategies are meticulously planned, exploiting his enemies’ weaknesses while ensuring his own defenses are impenetrable. When confronted with potential threats to Asmodeus or the order of the Nine Hells, Aesmadeva/Alastor does not hesitate to act, employing both brute strength and his considerable intellect to eliminate obstacles.
Motivation:
Aesmadeva/Alastor’s primary motivation is his absolute loyalty to Asmodeus and the maintenance of the infernal hierarchy. He is driven by a deep-seated desire to uphold the laws of Hell, seeing himself as both enforcer and guardian of the dark order. This loyalty is not born out of love or devotion but rather an inherent alignment with the principles of tyranny, control, and power that Asmodeus embodies.
Aesmadeva/Alastor sees chaos and rebellion as threats that must be extinguished to preserve the balance of power within the cosmos. His own existence is intrinsically tied to the survival and dominance of Hell, and he views himself as an extension of Asmodeus’s will. This sense of purpose grants him a near-unbreakable resolve, making him one of the most formidable and feared entities in the infernal realms.
Alastor/Aesmadeva 5E
Alastor/Aesmadeva 3,5
Aesmadeva/Alastor
Huge Fiend (Devil), Lawful Evil
- Armor Class 26 (Natural Armor)
- Hit Points 800 (40d12 + 360)
- Speed 60 ft., fly 90 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
30 (+10) | 24 (+7) | 28 (+9) | 26 (+8) | 24 (+7) | 28 (+9) |
- Saving Throws Str +18, Dex +15, Con +17, Int +16, Wis +15, Cha +17
- Skills Insight +15, Intimidation +17, Perception +15, Persuasion +17, Arcana +16, Religion +16
- Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren’t Silvered
- Damage Immunities Fire, Poison
- Condition Immunities Charmed, Frightened, Poisoned
- Senses Truesight 120 ft., Darkvision 120 ft., Passive Perception 25
- Languages Infernal, Telepathy 120 ft., Common
- Challenge 30 (155,000 XP)
- Proficiency Bonus +9
Innate Spellcasting.
Aesmadeva/Alastor’s innate spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
- At will: fireball, dispel magic, detect magic, wall of fire, suggestion, invisibility (self only)
- 3/day each: meteor swarm, power word stun, teleport, greater invisibility
- 1/day each: wish, power word kill
Magic Resistance.
Aesmadeva/Alastor has advantage on saving throws against spells and other magical effects.
Magic Weapons.
Aesmadeva/Alastor’s weapon attacks are magical.
Aura of Fear.
Any creature hostile to Aesmadeva/Alastor that starts its turn within 30 feet of him must make a DC 25 Wisdom saving throw, unless Aesmadeva/Alastor is incapacitated. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Aesmadeva/Alastor’s Aura of Fear for the next 24 hours.
Legendary Resistance (3/Day).
If Aesmadeva/Alastor fails a saving throw, he can choose to succeed instead.
Regeneration.
Aesmadeva/Alastor regains 20 hit points at the start of his turn if he has at least 1 hit point and isn’t in sunlight or a running body of holy water.
Hellish Fortitude.
Aesmadeva/Alastor is immune to any effect that would reduce his hit points to 0 unless the effect deals radiant damage or comes from an artifact. If Aesmadeva/Alastor would otherwise be reduced to 0 hit points, he instead has 1 hit point and gains temporary hit points equal to half his maximum hit points (400). This ability can be used once per long rest.
Actions
Multiattack.
Aesmadeva/Alastor makes five attacks: two with his Hell’s Wrath (Greataxe), two with his claws, and one with his bite.
Hell’s Wrath (Greataxe).
Melee Weapon Attack: +19 to hit, reach 10 ft., one target.
Hit: 29 (3d12 + 10) slashing damage plus 18 (4d8) fire damage plus 13 (3d8) necrotic damage. The target must succeed on a DC 23 Constitution saving throw or gain one level of exhaustion. If this attack scores a critical hit, it deals an additional 6d8 necrotic damage.
Claw.
Melee Weapon Attack: +18 to hit, reach 10 ft., one target.
Hit: 17 (2d8 + 8) slashing damage plus 10 (3d6) fire damage.
Bite.
Melee Weapon Attack: +18 to hit, reach 5 ft., one target.
Hit: 20 (3d10 + 4) piercing damage plus 14 (4d6) poison damage. The target must succeed on a DC 25 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature takes 10 (3d6) poison damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Tail.
Melee Weapon Attack: +18 to hit, reach 15 ft., one target.
Hit: 25 (3d10 + 8) bludgeoning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be knocked prone.
Infernal Constrict (Recharge 5-6).
Aesmadeva/Alastor attempts to grapple a Large or smaller creature within 15 feet using his tail. The target must succeed on a DC 25 Dexterity saving throw or be grappled (escape DC 25). Until this grapple ends, the target is restrained, and Aesmadeva/Alastor can automatically deal 35 (10d6) bludgeoning damage at the start of each of his turns.
Infernal Command (1/Day).
Aesmadeva/Alastor summons up to 9 lesser devils (e.g., bearded devils, erinyes, or horned devils). Summoned devils appear in unoccupied spaces within 60 feet of Aesmadeva/Alastor, act as his allies, and can summon other devils as described in their stat blocks. They remain for 1 hour, until Aesmadeva/Alastor dies, or until he dismisses them as a bonus action.
Legendary Actions
Aesmadeva/Alastor 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. Aesmadeva/Alastor regains spent legendary actions at the start of his turn.
- Attack. Aesmadeva/Alastor makes a melee weapon attack.
- Teleport. Aesmadeva/Alastor magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
- Hellfire Burst (Costs 2 Actions). Aesmadeva/Alastor releases a burst of hellfire in a 20-foot radius centered on himself. Each creature in the area must make a DC 24 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save, or half as much damage on a successful one.
Reactions
Hellish Rebuke.
When Aesmadeva/Alastor is hit by an attack, he can use his reaction to cast hellish rebuke at 5th level (60 fire damage, DC 25 Dexterity saving throw for half).
Tactics and Combat Behavior
- Opening Moves: Aesmadeva/Alastor begins combat by unleashing his Aura of Fear, followed by using his teleport ability to position himself advantageously. He prefers to target spellcasters and leaders first to disrupt enemy coordination.
- Mid-Combat: He utilizes his Multiattack with Hell’s Wrath and his claws to wear down strong opponents while reserving meteor swarm and power word kill for threats that prove particularly troublesome or resistant. He summons lesser devils to provide distraction and support.
- Defensive Maneuvers: If seriously threatened or surprised, Aesmadeva/Alastor uses his Legendary Actions to teleport away and regroup. His Infernal Constrict is used against melee fighters to neutralize their threat.
- Finishing Moves: Once he has weakened his opponents, he closes in with his Hell’s Wrath, aiming to deal as much damage as possible. He uses his wish spell sparingly, typically as a last resort for his own escape or to fulfill Asmodeus’s command.
Alastor (“avenger”) is an epithet of the Greek god Zeus, the avenger of evil deeds, specifically, familial bloodshed. As the personification of a curse, it was also an epithet of the erinyes. The deity or demon who avenges wrongs committed by men. Orestes questions an oracle who calls upon him to kill his mother, and wonders if the oracle was not from Apollo, but alastor. There was an altar to Alastor just outside the city walls of Thasos. He was likened to Nemesis.
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
It is not known when or why The Overlord of Hell created the first pit fiends. It is commonly assumed that the creation of all the diabolical castes occurred at the same time after The Overlord of Hell’s fall created the Nine Hells of Perdition and that devils of all kinds emerged from the coagulating blood that infused the Nine Hells with evil sentience and will.
However, such was not the case. Yes, terrible beings did emerge from the blood of Hell’s Father, the ancient malefircareim, the forerunners of arch-devils and the Lords of the Nine. For the longest time as their creator slumbered, these were the only devils in Hell and they ruled Hell and quickly proved to be a threat to the Cosmos. Then The Overlord of Hell awoke and reigned in his children, destroying most, exiling many and chastising a few. After this purge, in the guise of Lucifer the Satan, The King of Hell introduced his law and his own creation: the pit fiend.
Although not as powerful as the malefircareim, the pit fiend was utterly loyal to The Lord of the Nine Hells, and capable of growth and adaptation to a degree incapable for malefircareim. These beings, created out of The Overlord’s blood in the Lake of Fire, will be the first of the immense army that will one day pour out of Hell and into the Cosmos when the time is right. For now, these pit fiends are The Overlord of Hell’s personal servants, his representatives, and the basis by which all other devils would be forged. The first pit fiend was given a place of station unsurpassed to this day, trillions of years later.
Aesmadeva/Alastor
Called Aesmadeva or Alastor, the first pit fiend is ever at the side of Hell’s Father, and the only being in Hell that knows all of the Dark Lord of Nessus’ secrets. Aesmadeva/Alastor has many names, of which Alastor, Ala-Star, and The Grim Fiend are but a few. As the first pit fiend, Aesmadeva/Alastor is also the greatest of the caste, surpassing all in every imaginable way. His puissance is such that all the denizens of Hell, even the Lords of the Nine, fear him. He has served under both Lucifer the Satan and Asmodeus as bodyguard, a situation that has given other devils cause to declare that Aesmadeva/Alastor is the devil most loyal to Hell.
In addition to his role as Asmodeus’ bodyguard, Aesmadeva /Alastor also leads The Ashmadia, the Devils of Wrath. Nine in number counting Aesmadeva /Alastor, The Ashmadia are the Executioners of Hell, leading assaults on all beings who have offended Asmodeus at one time or another. Neither subtle nor sloppy, The Ashmadia quickly destroy any being they are ordered to kill, previously including a few arch-devils, other cosmic entities and demigods. Like Aesmadeva /Alastor, The Ashmadia are utterly loyal to Asmodeus. Aesmadeva /Alastor has been approached in the past to betray his lord and will certainly be approached again in the future.
However, Aesmadeva is utterly loyal to his creator, so much so that the few aware of Asmodeus’ true nature suspect that Aesmadeva /Alastor may actually come close to being a construct intellectually. This is untrue; Aesmadeva /Alastor is simply incapable of turning against The Overlord of Hell. He is the perfect slave, his will completely subsumed by The Overlord’s power. When the time comes, the loyalty of Aesmadeva /Alastor will be unleashed when The Overlord of Hell rises from his prison to rip down the current order and reconstruct the Cosmos in his image. Aesmadeva /Alastor will be at his master’s side throughout the restructuring, destroying all those opposed to the new order.
Aesmadeva/Alastor, Lord of the Ashmadia | |
Pit fiend, Paragon | |
Huge outsider (Devil, Evil, Extraplanar, Lawful) | |
Symbol | Red, stylized, fiend superimposed on a black pentagram |
Hit Dice | 54d8 +972 plus 648 (2052 hp) |
Initiative | +19 |
Speed | 120 ft., Fly 180 ft. (average) |
Armor Class | 92 (+9 armor, +10 deflection, +15 Dexterity, +12 insight, +12 luck, +26 natural, -2 size), touch 57, flat-footed 77 |
Base Attack/Grapple | +54/+112 |
Attack | Hell’s Wrath +114 melee (4d6+66+3d6 (lawful) and one negative level +1 (vile) /19-20 x3 +9d6 (lawful) and three negative levels +2d6 ( Overwhelming Critical) and death (Fortitude DC 75); or Pain of Perdition+97 ranged (4d6+25 plus antimagic and poison); or claw +102 melee (3d8+45 +1 (vile)) |
Full Attack | Hell’s Wrath +114/+109/+104/+99 melee (4d6+66+3d6 (lawful) and one negative level +1 (vile) /19-20 x3 +9d6 (lawful) and three negative levels + 2d6 ( Overwhelming Critical) and death (Fortitude DC 75); or Pain of Perdition +97/+92/+87/+82 ranged(4d6+25 plus antimagic and poison); or 2 claws +102 melee (3d8+45+1 (vile)), 2 wings +100 melee (3d6+32+1 (vile)), bite +100 melee (6d6+32+1 vile plus poison and disease), tail slap +100 melee (3d8+32+1 (vile)) |
Space/Reach | 15 ft. /15 ft. |
Special Attacks | Constrict 3d8+70, fear aura, improved grab, spell-like abilities, summon devils |
Special Qualities | Damage reduction 30/epic, good, and silver, Darkvision 60 ft., immunity to fire and poison, regeneration 15, resistance to acid 45 and cold 45, see in darkness, Spell Resistance 63, telepathy 600 ft. |
Saves | Fort +57, Ref +54, Will +56 |
Abilities | Strength 60, Dexterity 40, Constitution 46, Intelligence 41, Wisdom 41, Charisma 41 |
Skills | Balance +88, Bluff +82, Climb + 92, Concentration +85, Diplomacy +90, Disguise +88, Hide +74, Intimidate +88, Jump +98, Knowledge (Arcana) +82, Knowledge (nature) +88, Knowledge (the planes) +82, Knowledge (religion) +82, Listen +82, Move Silently +82, Search +82, Sense Motive +37, Spellcraft +88, Spot +82, Survival +82 (+88 above ground, +88 on other planes, +88 tracking), Tumble +82 |
Feats | Awesome Blow, Cleave, Corrupt Spell-like Ability, Dark Speech, Great Cleave, Improved Bullrush, Improved Critical (Greataxe), Improved Initiative, Improved Overrun, Improved Sunder, Iron Will, Multiattack, Power Attack, Quicken Spell-Like Ability (meteor swarm), Vile Martial Strike (Greataxe), Vile Natural Strike, Weapon Focus (Greataxe), |
Epic Feats | Devastating Critical (Greataxe), Dire Charge, Epic Weapon Focus (Greataxe), Overwhelming Critical (Greataxe) |
Climate/Terrain | The Nine Hells of Perdition (Nessus) |
Organization | Solitary (unique), troupe (10-20 Nessian pit fiends and the Ashmadia), or as bodyguard (Aesmadeva and Asmodeus) |
Challenge Rating | 51 |
Treasure | Hell’s Wrath, Pain of Perdition, Scale of Tiamat, amulet of plane shifting, and a ring of mind shielding |
Alignment | Lawful Evil |
Combat
Aesmadeva fights quickly and efficiently. He is capable of adjusting techniques to suit the situation. He rarely seeks a fair fight for to him the only fair fight is one that ensures his victory.
If surprised, Aesmadeva will typically teleport away in order to observe his foes from afar and develop the proper means for their defeat. As Asmodeus’ bodyguard, Aesmadeva has access to resources beyond those listed above and is not above using them.
Constrict (Ex): Aesmadeva deals 3d8+70 points of damage with a successful grapple check.
Disease (Su): A creature struck by Aesmadeva’s bite attack must succeed on a DC 68 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d2 days, damage 1d6 Strength). The save DC is Constitution based.
Fear Aura (Su): Aesmadeva can radiate a 20-foot fear aura as a free action. A creature in the area must succeed on a DC 65 Will save or be affected as though by a fear spell (caster level 69th ). A creature that successfully saves cannot be affected again by Aesmadeva’s aura for 24 hours. Dukes of Hell and higher ranked devils are immune to the aura, and lesser devils can be excluded from the effect should Aesmadeva so choose. The save DC is Charisma-based.
Improved Grab (Ex): To use this ability, Aesmadeva must hit with his tail slap attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If Aesmadeva wins the grapple check, he establishes a hold and constricts.
Poison (Ex): Injury, Fortitude DC 68, initial damage 1d8 temporary Constitution, secondary damage death. The save is Constitution-based.
- Spell-like Abilities (Sp): At will – animate dead, blasphemy, Charm Person, create undead, desecrate, detect good, Detect Magic, fireball, greater dispel magic, greater invisibility, greater teleport, meteor swarm, magic circle against good, mass hold monster, persistent image, power word stun, produce flame, polymorph, pyrotechnics, suggestion, unholy aura, unhallow, and wall of fire;
- 3/day – haste, see invisibility;
- 1/day – wish.
Caster level 69 th ; DC 52 + spell level.
Summon Devils (Sp): Four times per day, Aesmadeva can automatically summon nine lemures, osyluths, or barbazu; or six erinyes, cornugons, Gelugons, or pit fiends. Such fiends always possess twice their standard HD and maximum hp. Nine times per day, he may call any one of the Ashmadia.
Regeneration (Ex): Aesmadeva takes normal damage from epic, good-aligned silver weapons, and from spells or effects with the good descriptor.
Possessions: Like the Ashmadia, Aesmadeva is outfitted with a number of items unique to this greatest of all pit fiend battalions. However, Aesmadeva is unique in that he alone carries Hell’s Wrath. Forged from the same metal that created Prince Lixer’s Eikonoclast, Hell’s Wrath is a huge +9 lawful power Greataxe that appears to be forged from one piece of black metal, adorned only with a huge red symbol of Asmodeus on either side of the blade. It ignores all deflection bonuses to armor class and may strike incorporeal creatures with impunity.
Aesmadeva also wears the Pain of Perdition, black iron +9 bracers of armor of moderate fortification. The Pain of Perdition can fire spikes as a +5 repeating great crossbow, although the bolts are automatically replenished from an extra-dimensional storage space. The bolts affect their target as an Antimagic Ray, requiring a Will save DC 36 to negate. They are also coated Aesmadeva’s own venom, forcing a Fortitude save 68 against that vile poison. If Aesmadeva is successfully struck in melee, the Pain of Perdition discharges 5d6 points of Hellfire damage against his attacker.
Finally, Aesmadeva carries the red Scale of Tiamat. As its name implies, it was forged from one of the very scales of the Dragon Queen herself, as tribute to the King of All Hell. Functioning as a bulwark of the great dragon, the Scale differs in that it is a tower shield rather than a large shield; furthermore, the bonus to armor class is a deflection bonus rather than a shield bonus. The Scale does not inflict any penalties on Aesmadeva’s attacks.