Ardat the Unavowed — Three-Headed Demon Lord

Ardat the Unavowed, a three-headed harpy demon lord with black wings
Ardat the Unavowed, the three-voiced harpy demon lord.

Ardat the Unavowed is a unique three-headed harpy demon lord who turns secrets, desire and broken trust into weapons. She claims no permanent realm. Instead she moves through the Abyss, attaching herself to courts, cults, armies and households where one revelation can do more damage than open battle.

CreatureUnique demon lord
FormThree-headed harpy fiend
AlignmentChaotic Evil
RealmNone; nomadic through the Abyss
PortfolioHarpies; clandestine unions, broken vows and marital betrayal
ServantsSoul Sirens, harpies, evil fey, succubi, vrocks, enthralled thralls
Campaign roleHigh-level manipulator and planar antagonist
Five-second answer: Ardat is the three-headed Queen of Harpies, a Chaotic Evil demon lord who turns clandestine unions, broken vows and marital betrayal into cruelty, murder and social ruin. She enslaves through song, sacrifices captives to her cult and is gathering strength to make Baphomet suffer for betraying her Soul Sirens.

Game Statistics

Ardat the Unavowed

Large Fiend (Demon), Chaotic Evil

AC 22   Initiative +16 (26)   HP 459 (34d10 + 272)   Speed 40 ft., Fly 80 ft.

STRDEXCONINTWISCHA
24 (+7)26 (+8)26 (+8)22 (+6)22 (+6)30 (+10)

Saving Throws Dex +16, Con +16, Wis +14, Cha +18
Skills Deception +26, Insight +14, Perception +14, Persuasion +18, Stealth +16
Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from nonmagical attacks
Immunities Poison; Charmed, Frightened, Poisoned
Senses Truesight 120 ft.; Passive Perception 24
Languages Abyssal; Telepathy 120 ft.
CR 25 (75,000 XP; PB +8)

Traits

Legendary Resistance (4/Day). If Ardat fails a saving throw, she can choose to succeed instead.

Magic Resistance. Ardat has Advantage on saving throws against spells and other magical effects.

Three Unavowed Heads. Ardat can’t be surprised. She has Advantage on saving throws against being Blinded, Deafened, or Stunned. An effect that incapacitates only one head doesn’t prevent the other heads from using their head-specific abilities.

Unstable Allegiance. A creature Charmed by Ardat can understand her telepathy regardless of language. Ardat immediately recognises any oath, bond, promise or important relationship that the creature willingly discusses with her.

Actions

Multiattack. Ardat makes three Talon attacks. She can replace one attack with Beguiling Command or Crone’s Verdict.

Talon. Melee Attack Roll: +16, reach 10 ft. Hit: 30 (3d8 + 8 slashing plus 2d8 psychic) damage.

Black Bow. Ranged Attack Roll: +16, range 150/600 ft. Hit: 35 (4d8 + 8 piercing plus 2d8 poison) damage.

Beguiling Command. One creature Ardat can see within 60 feet must succeed on a DC 26 Wisdom saving throw or have the Charmed condition until the end of Ardat’s next turn. On a failed save, the creature immediately uses its Reaction, if available, either to move up to its Speed as Ardat directs or to make one weapon attack against a target Ardat chooses.

Crone’s Verdict. One creature Ardat can see within 60 feet must make a DC 26 Intelligence saving throw, taking 33 (6d10) Psychic damage on a failed save or half as much on a successful one. On a failed save, the target also can’t regain Hit Points until the start of Ardat’s next turn.

Harpy Shriek (Recharge 5–6). Ardat’s central head screams in a 60-foot Cone. Each creature in the area makes a DC 26 Constitution saving throw, taking 44 (8d10) Thunder damage plus 22 (4d10) Psychic damage on a failed save or half as much on a successful one. A creature that fails is also Frightened until the end of its next turn.

Innate Spellcasting. Charisma is Ardat’s spellcasting ability (spell save DC 26, +18 to hit with spell attacks). She requires no material components. At will: Detect Thoughts, Dispel Magic, Greater Invisibility. 3/day each: Dominate Monster, Plane Shift, Suggestion. 1/day: Power Word Kill.

Reaction

Sunder Enchantment. When Ardat sees a creature within 120 feet cast a spell or become subject to a spell with a duration, she can attempt to tear the magic apart. Ardat makes a Charisma check (+18) against DC 10 + the spell’s level. On a success, one spell of her choice on the target ends and the caster takes 18 (4d8) Psychic damage. This ability can’t end an Artifact’s properties or a spell whose text says that Dispel Magic can’t end it.

Legendary Actions

Ardat can take 3 Legendary Actions, one at a time, at the end of another creature’s turn, regaining them at the start of her turn.

Wingstep. Ardat moves up to half her Fly Speed without provoking Opportunity Attacks.

Talon. Ardat makes one Talon attack.

Unavowed Whisper (Costs 2 Actions). One creature within 60 feet makes a DC 26 Wisdom saving throw. On a failed save, it takes 27 (6d8) Psychic damage and has Disadvantage on the next saving throw it makes before the end of its next turn.

Threefold Chorus (Costs 3 Actions). Each enemy of Ardat’s choice within 30 feet makes a DC 26 Wisdom saving throw. On a failed save, the creature is Charmed or Frightened (Ardat’s choice) until the end of its next turn.

Ardat the Unavowed — Pathfinder 1e

CR 25   XP 1,638,400
CE Large outsider (chaotic, demon, evil, extraplanar)

Defense

AC 48, touch 38, flat-footed 34 (+14 Dex, +10 deflection, +5 insight, +10 natural, –1 size)
hp 528 (32d10+352)
Fort +29, Ref +32, Will +25
Defensive Abilities improved evasion, uncanny dodge; DR 20/cold iron and good; Immune electricity, poison; Resist acid 20, cold 20, fire 20; SR 36

Offense

Speed 40 ft., fly 120 ft. (good)
Melee 3 bites +41 (2d8+10 plus poison), 2 claws +39 (2d6+5)
Ranged +5 distance composite shortbow +50/+45/+40/+35 (2d6+15/×3 plus poison)
Space 10 ft.; Reach 10 ft.
Special Attacks captivating song, poison, shrieks, summon demons, sunder enchantment, threefold actions

Spell-Like Abilities (CL 25th; concentration +35)
Constant—true seeing
At will—greater dispel magic, greater teleport (self plus 50 lbs.), suggestion (DC 23), telekinesis (DC 25), unholy aura (DC 28)
3/day—antipathy (DC 28), dominate monster (DC 29), plane shift (DC 27)
1/day—power word kill

Statistics

Str 30, Dex 38, Con 32, Int 22, Wis 24, Cha 30
Base Atk +32; CMB +43; CMD 65
Feats Ability Focus (captivating song), Combat Reflexes, Dodge, Flyby Attack, Greater Spell Penetration, Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, Point-Blank Shot, Precise Shot, Quicken Spell-Like Ability (greater dispel magic), Skill Focus (Bluff), Spell Penetration, Weapon Focus (bite), Weapon Focus (shortbow)
Skills Bluff +48, Diplomacy +45, Fly +43, Intimidate +45, Knowledge (planes) +41, Perception +42, Sense Motive +42, Spellcraft +41, Stealth +45, Survival +42
Languages Abyssal; telepathy 500 ft.

Special Abilities

Captivating Song (Su). As a standard action Ardat sings. Creatures of her choice within 300 feet that can hear her must succeed on a DC 38 Will save or become fascinated while she continues singing and for 1 round thereafter. A creature that saves is immune for 24 hours. This is a sonic, mind-affecting charm effect.

Poison (Ex). Bite or arrow—injury; save Fort DC 37; frequency 1/round for 6 rounds; effect 1d4 Dex damage; cure 2 consecutive saves.

Shrieks (Su). Each head can shriek, but a given head must wait 1d4 rounds before shrieking again. A shriek affects creatures in a 60-foot spread. Ardat chooses Intelligence, Wisdom or Charisma when she shrieks. Affected creatures take 1d6 damage to the chosen ability; Will DC 38 negates. A creature reduced to 0 in the chosen ability instead remains at 1 and is confused for 1d4 rounds. This is a sonic, mind-affecting effect.

Summon Demons (Sp). Once per day Ardat can summon 2d6 succubi or 1d4 vrocks. This functions as a 9th-level summon effect.

Sunder Enchantment (Su). As a standard action Ardat can attempt to end one spell or curse affecting a creature or object she touches, using a caster-level check at +32 against DC 11 + the effect’s caster level. If successful and the originating caster is within 60 feet, that caster takes 20d6 nonlethal damage; Fort DC 36 halves.

Threefold Actions (Ex). Ardat’s three heads act independently. Once per round after she completes a full-attack action, she may take one additional swift head action to use a bite, Captivating Song or one Shriek. She can activate no more than one spell-like ability per round.

Ardat the Unavowed — D&D 3.5e

CR 25
CE Large outsider (Chaotic, Evil, Extraplanar)

Hit Dice32d8+352 (496 hp)
Initiative+26 (+14 Dex, +4 Improved Initiative, +8 Superior Initiative)
Speed40 ft.; fly 160 ft. (good)
Armor Class50 (–1 size, +14 Dex, +10 natural, +10 deflection, +7 insight), touch 40, flat-footed 36
Base Attack/Grapple+32/+46
Attackbite +41 melee (3d6+10 plus poison) or +5 distance composite shortbow +50 ranged (2d6+15/×3 plus poison)
Full Attack3 bites +41 melee (3d6+10 plus poison) and 2 claws +39 melee (2d6+5), or shortbow +50/+45/+40/+35 ranged
Space/Reach10 ft./10 ft.
Special Attackscaptivating song, poison, shrieks, spell-like abilities, summon demons, sunder enchantment, triple-headed actions
Special QualitiesDR 20/epic, good and cold iron; darkvision 120 ft.; immunity to electricity, poison and sonic; improved evasion; improved uncanny dodge; resistance to acid 20, cold 20 and fire 20; SR 36; telepathy 500 ft.; uncanny dodge
SavesFort +29, Ref +32, Will +25
AbilitiesStr 30, Dex 38, Con 32, Int 22, Wis 24, Cha 30
SkillsBluff +45, Diplomacy +53, Hide +45, Intimidate +49, Knowledge (nature) +41, Knowledge (the planes) +41, Listen +42, Move Silently +49, Perform (oratory) +45, Perform (sing) +45, Search +41, Sense Motive +42, Spot +42, Survival +42
FeatsAbility Focus (shriek), Combat Reflexes, Dark Speech, Far Shot, Flyby Attack, Improved Initiative, Multiattack, Point Blank Shot, Telling Blow, Track
Epic FeatsEpic Ability Focus (shriek), Epic Reflexes, Superior Initiative
EnvironmentThe Infinite Layers of the Abyss
OrganizationSolitary (unique)
TreasureTriple standard plus +5 distance composite shortbow
AlignmentChaotic Evil

Captivating Song (Ex). When Ardat sings, creatures of her choice within a 600-foot spread must succeed on a DC 36 Will save or become captivated. This is a sonic, mind-affecting charm effect. A creature that saves is immune for 24 hours. Captivation continues while Ardat sings and for 1 round thereafter.

Poison (Ex). Injury; Fort DC 37; initial and secondary damage 2d6 Dexterity.

Shriek (Su). Each head can unleash a shriek; once a head shrieks, it cannot do so again for 1d4 rounds. Each shriek affects a 60-foot-radius spread. Ardat chooses Intelligence, Wisdom or Charisma; creatures in the area take 1d6 points of drain to that ability. Will DC 40 negates. A creature that would be reduced to 0 instead remains at 1 and is confused for 1d4 rounds. This is a sonic, mind-affecting effect.

Spell-Like Abilities. CL 25th. Always active—detect good, detect law, unholy aura (DC 28). At will—astral projection, confusion (DC 24), greater dispel magic, suggestion (DC 23), telekinesis (DC 25), greater teleport; 3/day—antipathy (DC 28), demand (DC 28); 1/day—dominate monster (DC 29), power word kill.

Summon Demons (Sp). Three times per day, Ardat can summon 2d8 succubi or 2d6 vrocks.

Sunder Enchantment (Su). Ardat’s touch functions as break enchantment at caster level 32nd, sundering enchantments, transmutations and curses. If the creature that placed the effect is within 60 feet when Ardat breaks it, that creature takes 20d6 nonlethal damage and is stunned for 1d4 rounds; Fort DC 36 halves the damage and negates the stun.

Triple-Headed (Ex). Ardat’s three heads act independently. Each head can perform a head action during her turn: a bite, Captivating Song or one Shriek. Ardat can activate no more than one spell-like ability per round. All three heads are required for her full attack, but she may move in the same round that she makes that full attack.

Ardat, Queen of Harpies

Ardat the Unavowed is a minor demon lord, Queen of Harpies, and demon lord of clandestine unions, broken marriage vows and marital betrayal. She is twelve feet tall, raven-winged and unmistakable: three female heads rise from the same harpy body. The left is a beautiful woman, the centre a fanged monstrous harpy, and the right a twisted old crone. These are not masks or transformations. They are Ardat’s three living heads, each capable of speaking, singing and unleashing its own supernatural shriek.

Ardat’s power is bound to two things above all others: harpies and the deliberate corruption of intimate bonds. She seeks out clandestine marriages, adultery, concealed heirs, broken vows and households already poisoned by resentment, then pushes them past betrayal into cruelty, murder and ruin. She will expose a secret simply to watch a family destroy itself, enthrall one spouse and force the other to choose between obedience and bloodshed, or preserve a victim long enough to witness everyone they loved turn against them. The suffering is not collateral damage. Ardat values it.

Goals and Enemies

Ardat’s overriding obsession is revenge against Baphomet. The Prince of Beasts once employed Ardat’s favoured servants, the Soul Sirens, in an Abyssal campaign and then betrayed them, leaving members of the cabal stranded behind enemy lines. Ardat eventually recovered her surviving agents. She does not want compensation or a political settlement. She wants Baphomet humiliated, his servants turned against one another, his alliances poisoned and his victims left alive long enough to understand who engineered their ruin. She is preparing to carry that vengeance into the Endless Maze.

That feud shapes her movements through the Abyss. Ardat has been seen with increasing frequency around Torremor, the realm of Pazuzu. Abyssal observers take the visits seriously: an understanding between the Queen of Harpies and Pazuzu would give Ardat a powerful ally against Baphomet and place another aerial power behind her growing host.

The Soul Sirens

The Soul Sirens are Ardat’s favoured cultists and most trusted field agents: a cabal of fiend-blooded harpies trained as hunters and singers. They scout routes through hostile layers, recover captives, lead raids, recruit enthralled servants and carry Ardat’s vengeance into places where the demon lord herself has no reason to appear.

Baphomet’s betrayal of the Soul Sirens made the cabal central to Ardat’s current war. Their survival turned a political slight into a blood feud. Wherever the Soul Sirens appear in numbers, Ardat’s attention is close behind.

Cult and Worship

Ardat’s worshippers are overwhelmingly harpies. Many regard her as their queen and divine patron. Some evil sirens also serve her, while organised humanoid worship is exceptionally rare. Mortal followers are usually isolated fanatics, enthralled servants or individuals already consumed by jealousy, betrayal or obsession rather than members of a large public cult.

Her rites are cruel even by Abyssal standards. Captives are bound alive to thorn trees while harpies sing to prevent escape, prolonging terror until the victim is ritually murdered. Some sacrifices are forced to watch lovers, relatives or companions betray one another under magical compulsion before the killing begins. The rite turns the harpy’s captivating song into worship, torture and execution at once. Ardat’s cult leaves recognisable evidence: thorn-bound corpses, black feathers, blood beneath singing perches and survivors who remember beautiful music where there should only have been panic.

Minions and Army

Harpies form the heart of Ardat’s following, but her forces are broader than a single species. She employs evil fey, succubi and vrocks, and she steadily adds dominated or captivated victims to a mobile army of enthralled servants. Those slaves are expendable: Ardat uses them as messengers, shields, bait, witnesses to atrocities and weapons against people who still care about them. Her court grows by breaking the will of others, not by earning loyalty.

Where Ardat Goes

Ardat controls no layer of the Abyss and has no permanent palace. She travels with the Soul Sirens and her captives from realm to realm. Her established haunts include the Grand Abyss, the Plains of Gallenshu and the shores of the Scalding Sea. More recently she has appeared around Torremor while seeking the position she needs for her war with Baphomet.

This lack of a realm is one of Ardat’s defining strengths. Rivals cannot besiege a capital she does not possess. Her worshippers do not have to reach a single fortress to find her. Her court is wherever her flock has landed, her captives are gathered and the three voices are singing.

Ardat in 1454

On Earth, Ardat’s portfolio makes dynastic Europe exceptionally fertile ground. Noble marriages determine inheritances, alliances, dowries, claims, hostages and succession. A secret marriage can invalidate a political arrangement. A concealed lover can become evidence of treason. An unacknowledged child can become a claimant. Ardat’s mortal work therefore concentrates on courts and households where a private marriage can alter public power.

Her agents seek marriages and households where betrayal will destroy more than two people. Harpy servants steal correspondence, Soul Sirens watch roads and balconies, succubi cultivate witnesses, and enthralled mortals carry letters to exactly the wrong hands. Ardat’s preferred outcome is not merely scandal. She wants duels, executions, disinheritance, murdered heirs, retaliatory killings, broken alliances and communities forced to choose sides. When Ardat herself appears, the household has usually already begun to eat itself alive.

Signs of Ardat’s Influence

Black feathers and thorn branches. These mark places used by Ardat’s harpy cults and execution rites.

A wedding song heard where no musicians are present. The melody repeats in dreams and becomes harder to ignore each night.

Missing letters reappear. Private correspondence vanishes, then reaches the one person most capable of causing a scandal or succession crisis.

Harpies watching a household rather than attacking it. Ardat’s servants are waiting for a relationship to fracture before they strike.

Entranced witnesses. Servants remember a three-voiced song but cannot explain whom they admitted through a gate or window.

A marriage collapses before blood is shed. Ardat prefers the betrayal to happen first; the violence comes afterward.

Ardat’s Evil

Ardat is not an amoral manipulator. She is a Chaotic Evil demon, and cruelty is part of what she is. She destroys innocent lives without remorse, punishes people who have never harmed her, and treats affection as a vulnerability to be exploited. She may spend weeks engineering a betrayal, then abandon the plan on a whim to personally tear apart the one victim whose defiance irritates her most.

Her chaos is equally important. Ardat hates vows, laws and institutions when they restrain desire or establish obligations she did not choose. Marriage fascinates her because it combines love with promises, inheritance, legitimacy and social order. Corrupting it lets her ruin both intimacy and structure at once. A successful Ardat plot therefore leaves more than corpses: it leaves people unable to trust promises, families, rulers or one another.

She is capable of patience, but never mercy. If sparing someone creates greater suffering later, she spares them. If killing them immediately is more satisfying, she kills them. Allies remain allies only while they are useful, entertaining or dangerous enough to discourage betrayal.

How Ardat Thinks

Ardat is possessive of her flock, violently vindictive toward betrayal and vain enough to treat defiance as a personal insult. Baphomet did not merely inconvenience her when he abandoned the Soul Sirens; he wounded her pride and challenged her ownership of servants she considers hers. Recovering them was the first answer. Making the Endless Maze remember their suffering is the second.

She values captives because domination proves power, harpies because they affirm her queenship, and secrets because they let her force victims to participate in their own destruction. Ardat does not measure success by territory. She measures it by broken vows, enthralled voices, ruined bloodlines, terrified worshippers and enemies who realise too late that they destroyed themselves for her amusement.

Tactics

Ardat begins with information because it lets her hurt more people at once. Before combat she identifies the companion most loved, most resented or most easily compelled, then uses Beguiling Command or Captivating Song to force allies to betray one another. She prefers an enemy to die by a friend’s hand. Once fear and mistrust take hold, she closes personally, using her shriek, talons and bites with conspicuous brutality.

She does not retreat because she values life. She retreats when survival promises a crueller victory later. If she can leave one character alive to carry guilt, grief or suspicion back to their allies, she may deliberately do so. If no future suffering can be gained, she has no objection to slaughter.

Encounters and Adventure Hooks

The Third LetterThree rulers receive three authentic letters proving that each secretly negotiated with the same enemy. Ardat altered nothing except the order in which the letters arrived.
The Soul Sirens’ DebtA surviving Soul Siren offers intelligence on Baphomet in exchange for protection from both demon lords.
The Unavowed MarriageA politically crucial marriage will prevent a war. Ardat exposes a true secret to both families, then sends enthralled killers wearing the opposing household’s colours. Her goal is not merely to stop the marriage but to make reconciliation impossible.
The Broken StandardA mercenary army fractures hours before battle because its officers receive accurate evidence that their commander has promised the same reward to several rival companies.
The Three ConfessionsThree prisoners confess to the same murder. Each killed someone they loved while enthralled by Ardat, and each believes the others acted willingly. Ardat has left them alive because their mutual hatred amuses her.

Treasure and Remains

Ardat’s most valuable treasure is information: letters, true names, compromising contracts, oath records, blackmail ledgers and memories stolen from captives and enthralled victims. Physical treasure tends to be portable because she has no permanent realm.

If Ardat is truly destroyed rather than merely banished, her feathers retain a faint three-voiced whisper for several days. A feather can serve as evidence of her presence, a focus for divination concerning one of her victims or a dangerously attractive component for magic dealing with secrets, charms or broken oaths. Such remains should create adventures rather than function as automatic high-value loot.

Relationships

Baphomet. Enemy. His betrayal of the Soul Sirens remains one of the few grudges Ardat treats as more than an opportunity.

Harpies. Ardat is strongly associated with harpies, but the Soul Sirens are a particular Abyssal cabal rather than a synonym for the species.

Succubi. Useful infiltrators and temporary servants. Ardat values those capable of gathering truths rather than merely tempting victims.

Vrocks. Shock troops used when subtle plans have already succeeded and terror needs a body.

Sources and Licensing

Published Ardat Sources

Ardat first appears by name among the rulers of the Abyss in Monster Manual II (1983). Her feud with Baphomet and the Soul Sirens is developed in Dragon #341, “Demonomicon of Iggwilv: Baphomet” (2006). Her full description—appearance, cult, minions, nomadic realm, current goals and CR 25 treatment—appears in Dragon #359, “Demonomicon of Iggwilv: Apocrypha” (2007). Fiendish Codex I: Hordes of the Abyss (2006) also preserves Ardat among the Abyssal powers.

The SpiralWorlds campaign keeps those defining elements intact: Ardat is the Queen of Harpies, demon lord of clandestine unions, broken marriage vows and marital betrayal, enemy of Baphomet, mistress of the Soul Sirens and a wandering demon lord without a permanent Abyssal layer. The 1454 material extends that established identity into the campaign present.

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Related SpiralWorlds Entries

  • Alignment — the moral framework used throughout SpiralWorlds.
  • Chaotic Evil — Ardat’s alignment and the behaviour it represents.
  • Feats — feat reference for Ardat’s Pathfinder and 3.5e builds.
  • Skills — skill reference for the legacy-system stat blocks.
  • Conditions — conditions used by Ardat’s song, shrieks and control effects.
  • The Abyss — Ardat’s unstable home plane.
  • Baphomet — the demon lord whose betrayal made Ardat an enemy.
  • Harpy — the creature tradition most closely associated with Ardat.
  • Succubus — infiltrators Ardat may summon or employ.
  • Vrock — aerial demon shock troops in Ardat's following.
  • Pazuzu — the demon lord Ardat is suspected of courting as an ally against Baphomet.
  • Break Enchantment — the closest rules reference for Ardat’s signature enchantment-breaking power.
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