Devil, Chancellor of Hell, Adremalech
“Discover the Fallen Lord of Hell Who Secretly Controls the Darkest Intrigues!”
Adremalech is rarely seen in his true form, as he prefers to disguise himself as a powerful pit fiend or cornugon, often larger and more intimidating than the average specimen. He also frequently adopts the guise of an older, handsome half-elven man, dressed in luxurious, expensive attire that complements his cultivated, refined demeanor. In his true form, Adremalech stands almost 9 feet tall, long and lean, with skin that glows like scalding iron. His eyes are like twin pits of molten lava, radiating an intense, smoldering heat. His face, handsome and mature, is perpetually set in a smirk that reflects his cunning and arrogance. A pair of long, sharp horns curve from his brow, framing a mane of flaming hair that flows like fire. His vast bat-like wings are unique among his kind; when unfurled, they resemble a peacock’s tail, shimmering with beautiful, lurid flames.
Behavior:
Adremalech exudes charm and confidence, preferring manipulation and subtlety over brute force. He is a master of deception, thriving on deceit and betrayal. His soft, sultry voice is persuasive and disarming, capable of soothing or seducing even the most wary of souls. Adremalech is patient, carefully planning his schemes over centuries. He enjoys presenting himself as a trusted advisor or a benign, helpful figure, all while subtly steering events toward chaos and destruction. His hatred and anger are deep-seated, but he rarely shows them, maintaining a calm and composed exterior that hides the dark intentions within.
Habitat:
Adremalech’s influence spans both Hell and the mortal world. His true domain is in the dark depths of Hell, where he resides in a grand palace of obsidian and flame, surrounded by the highest-ranking members of the Order of the Lie and closely allied with Asmodeus. His earthly presence is felt in places of power and decadence, such as royal courts, noble houses, and the halls of influential organizations. He gravitates towards locations where ambition runs high and moral corruption festers, always seeking to extend his reach and influence through the corruptible hearts of mortals.
Modus Operandi:
Adremalech’s primary tool is manipulation. He excels at identifying the weaknesses and desires of others, exploiting them to achieve his goals. His favored methods include making pacts that offer power, knowledge, or wealth in exchange for loyalty and souls. Adremalech works from the shadows, rarely acting directly. Instead, he plants seeds of doubt, whispers lies, and nudges events in directions that benefit him. He prefers to let others do his bidding, turning trusted allies against each other and fostering environments of paranoia and mistrust. His methods are subtle, ensuring that his victims often don’t realize they have been manipulated until it is too late.
Motivation:
Adremalech is driven by a desire for power and control. He seeks to expand his influence both within Hell and across the mortal realms. His ultimate goal is to undermine the forces of good and order, spreading chaos, corruption, and despair wherever he goes. He yearns to rise through the infernal ranks, surpassing other archdevils and eventually rivaling Asmodeus himself. Adremalech’s actions are motivated by a deep-seated hatred for the righteous and a lust for dominance, and he takes particular delight in corrupting those who are considered incorruptible, savoring their fall from grace.
Adremalech 5e
Adremalech 3.5
Adremalech, The Deceiver of Flame
Huge fiend (devil), lawful evil
Armor Class: 27 (natural armor)
Hit Points: 620 (40d12 + 320)
Speed: 60 ft., fly 120 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
30 (+10) | 26 (+8) | 30 (+10) | 28 (+9) | 24 (+7) | 32 (+11) |
Saving Throws:
Dex +16, Con +18, Wis +15, Cha +19
Skills:
Deception +27, Insight +15, Intimidation +19, Persuasion +27
Damage Resistances:
Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities:
Poison, Psychic
Condition Immunities:
Charmed, Frightened, Paralyzed, Poisoned
Senses:
Truesight 120 ft., Passive Perception 27
Languages:
Infernal, Abyssal, Common, Celestial
Challenge Rating:
30 (155,000 XP)
Proficiency Bonus:
+12
Legendary Resistances (3/Day)
If Adremalech fails a saving throw, he can choose to succeed instead.
Innate Spellcasting
Spellcasting Ability: Charisma (spell save DC 27, +19 to hit with spell attacks)
Adremalech’s spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
- At Will: Detect Magic, Dispel Magic, Fireball (9th level)
- 3/Day each: Dominate Monster, Power Word Kill, Time Stop
- 1/Day each: Meteor Swarm, Wish
Fiery Gaze
Adremalech can cast Petrify (save DC 27) as a bonus action. A creature within 60 feet that meets his gaze must make a DC 27 Constitution saving throw or become petrified. This effect lasts until the creature succeeds on the saving throw at the end of its turn.
Flame-Touched Strike
Adremalech’s weapon attacks deal an additional 10d10 fire damage. Additionally, any creature hit by his weapon attacks must make a DC 27 Dexterity saving throw or catch fire, taking 10d10 fire damage at the start of each of its turns until it uses an action to extinguish the flames.
Legendary Actions
Adremalech 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. Adremalech regains spent legendary actions at the start of his turn.
- Infernal Command: Adremalech can command a devil he can see within 120 feet to make one attack or use one of its actions.
- Hellfire Wave (Costs 2 Actions): Adremalech unleashes a wave of hellfire in a 60-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 60 (10d10) fire damage on a failed save, or half as much on a successful one.
- Summon Infernal Minions (Costs 3 Actions): Adremalech summons 1d4 + 1 pit fiends or cornugons. The minions appear in unoccupied spaces within 60 feet of Adremalech and obey his commands. They remain for 1 hour or until they are reduced to 0 hit points.
Mythic Traits
- Charismatic Manipulator: Adremalech has advantage on Charisma (Deception) checks and can charm a creature he can see within 120 feet with a DC 27 Charisma saving throw.
- Master of Illusions: Adremalech can cast Greater Invisibility and Mirror Image at will, and his illusions are nearly indistinguishable from reality.
Divine Artifact:
Crown of the Burning Thorns
- Wondrous Item (requires attunement by a devil): Grants Adremalech +2 to all saving throws, allows him to cast Fire Storm once per day, and gives him immunity to fire damage.
Abode/Base of Operations:
The Infernal Fortress in Malbolge
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
In a past long forgotten, the Infernal Perdition of Phlegethon (Phlegethos), the Fourth Hell, was not a place filled with the howling and teeth gnashing of petitioners. It was not a place dominated by fallen angels. Belial, the Master of Pain and Suffering, did not always rule. Although Belial and his allies have done all in their power to purge the truth of Phlegethon (Phlegethos)‘ past from the Cosmos, there continues to be a few ancient beings who remember when the Fourth Hell was ruled by another and there are but a few who know that the original ruler of Phlegethon (Phlegethos) still exists. That being is Adremalech, the Hidden Lord.
ADREMALECH, Chancellor of Hell The Hidden Lord | |
Assassin 20/bard 10 | |
Large outsider (Abomination, Evil, Extraplanar, Lawful) | |
Symbol | A shadow of a fiend in a wall of red flames on a black, inverted triangle |
Hit Dice | 45d8 + 30d6 + 750 (1290 hp) |
Initiative | +18 (+10 Dexterity, +8 Improved Initiative) |
Speed | 120 ft., Fly 240 ft. (perfect) |
Armor Class | 72 (-1 size, +10 Dexterity, +13 deflection, +34 natural, +6 profane), touch 38, flat-footed 72 |
Base Attack/Grapple | +60/+77 |
Attack | Dissembler +84 melee (1d6 + 22 + 2d6 (lawful) + 2d6 (unholy) + 1 (vile)/17-20/x2 + 2d6 (lawful) + 2d6 (unholy) + 1 (vile) + 1d6); or claw +72 melee (4d6+13) |
Full Attack | Dissembler +84/+79/+74/+69 melee (1d6 + 22 + 2d6 (lawful) + 2d6 (unholy) + 1 (vile)/17-20/x2 + 2d6 (lawful) + 2d6 (unholy) + 1 (vile) + 1d6); or 2 claws +72 melee (4d6+13) and 2 wings +67 melee (4d8+6) |
Space/Reach | 10 ft./10 ft |
Special Attacks | Call devils, death attack (Fortitude DC 50), Diabolical Aura, the Presence of Hell, Deny Diabolism, Infernal Glare, Wilt Morality, spell-like abilities, spells, sneak attack +10d6, poison use |
Special Qualities | Abomination traits, arch-devil qualities, bardic knowledge +30, bardic music (countersong, fascinate, competence, suggestion, inspire courage +2, inspire greatness), Blindsight 500 ft., damage reduction 30/epic, good and silver, Darkvision 60 ft., Diabolical Prowess, divine immunities, Furnace of Falsehoods, hide in plain sight (flames or shadow), immunity to fire and poison, improved uncanny dodge, nondetection, regeneration 20, resistance to acid 30 and cold 30, see in darkness, Spell Resistance 63, telepathy 1,000 ft., uncanny dodge |
Saves | Fort +49, Ref +49, Will +50 |
Abilities | Strength 37, Dexterity 30, Constitution 31, Intelligence 39, Wisdom 32, Charisma 36 |
Skills | Balance +51, Bluff +95, Concentration+67, Decipher Script +47, Diplomacy +109 (+115 with evil beings), Disable Device +33, Disguise +73 (+81 when acting in character), Escape Artist +88, Forgery +60, Gather Information +87, Hide +76, Intimidate +94 (+100 against evil beings), Jump +69, Knowledge (arcana) +72, Knowledge (history) +62, Knowledge (local) +71, Knowledge (nature) +20, Knowledge (the planes) +72, Knowledge (religion) +72, Listen +82, Move Silently +80, Open Lock +33, Perform (oratory) +36, Search+82, Sense Motive +69, Spellcraft+68, Spot +64, Survival +59 (+65 on another plane, +67 while tracking), Tumble +84, Use Rope +10 (+18 with bindings) |
Feats | Alertness, Alluring, Cleave, Corrupt Spell-like Ability B , Dark Speech B , Dodge, Great Cleave, Impostor, Improved Critical (dagger), Improved Initiative, Mobility, Persuasive, Power Attack, Quicken Spell-Like Ability (fireball), Spring Attack, Stealthy, Trustworthy, Vile Martial Strike (dagger), Weapon Focus (dagger) |
Epic Feats | Blinding Speed, Epic Evil Brand B , Epic Skill Focus (Gather Information), Epic Weapon Focus (Dagger), Improved Death Attack, Lingering Damage, Overwhelming Critical (Dagger), Polyglot, Superior Initiative, Tenacious Magic (greater invisibility), Vile Death Strike |
Environment | The Hidden Flame, Nessus, Ninth of the Nine Hells of Perdition |
Organization | Unique (Solitary) |
Challenge Rating | 51 |
Treasure | Quadruple standard plus Dissembler |
Alignment | Lawful Evil |
In Antiquity, Phlegethon (Phlegethos), while still Hell’s center of pain and purification, was not truly a place of physical oppression and sexual gratification and torment. Phlegethon (Phlegethos) was more similar to Cocytus (Maladomini) of contemporary times, as it was a place of lies, deception, intrigue, and murder. It was here that the flames of hatred and tyranny were concealed beneath a veneer of culture and sophistication.
These attitudes were no better exemplified than by the original Lord, Adrammelek. Adrammelek was one of the original hellspawn, the first beings born from The Overlord’s blood shortly after his fall created The Pit. Spared the destruction that took most of his kin, Adrammelek was granted rule over the Fourth Hell by Lucifer the Satan where he remained for untold millennia. As the original Lord of the Fourth, Adrammelek’s power was significant. He claimed every flame as his totem, allowing him to see within the layers – but not personal abodes – of his peers, drawing their enmity and wrath. But Adrammelek, who buried his burning contempt and loathing for his comrades beneath a vast intellect, often bested the others, acquiring greater power as time progressed. Adrammelek’s patience was like smoldering magma, waiting just under the surface until, with sudden violence and accuracy, he would act.
Like all Lords of the Nine, Adrammelek coveted The Serpent’s Throne and sought to supplant Lucifer the Satan. Adrammelek believed that he alone would achieve this lofty goal through involved plots, covert activities, and intrigue. Adrammelek served as a key conspirator with Asmodeus when the latter arch-devil orchestrated a successful coup against Lucifer. Adrammelek believed that Asmodeus, a relative unknown and much weaker being compared to The Satan, would be far easier to eliminate single-handedly when the time came. Once Adrammelek helped install Asmodeus to the Serpent’s Throne during the Battles of Light and Greed, he began the second part of his ploy to become the King of Hell: he pursued divinity. Adrammelek became a powerful patron to nobles who valued the spark of fire that motivated and drove them to success regardless of the obstacles in their way. While some ritualistically burned trees or precious metals, others went as far as to burn children; in all cases, these sacrifices were said to strengthen the souls and resolve of those who performed them. Adrammelek gained much from these cults and soon the spark of divinity kindled within him. Seeking to expand his power-base, Adremalech loosened his orderly nature, believing that in doing so even more foolish mortals would find their way to him. It was here that Adrammelek would fail.
In becoming pure evil, Adrammelek’s being conflicted with the very essence of Hell, something The Overlord could not tolerate. Furthermore, Adrammelek’s obvious pursuit of divinity risked upsetting the Hierarchy of Hell. The Overlord determined that Adrammelek would need to be removed and it just so happened that The Great Fall occurred with exquisite timing. The newly arrived fallen angels from the Realms Above granted Asmodeus the tools he needed to remove Adrammelek from power. With proper, secret enticement, Asmodeus all but declared his desire to see Belial, a Duke of Hell and fallen angel placed under Adrammalek, as the Lord of the Fourth. Clearly showcasing his own powers of conspiracy and intrigue, Belial, with no little help from Nessus, revealed the taint of Chaos within Adrammelek to his servants, slowly isolating the Lord from his support. Ignorant of the changes in behavior and attitude among his servants due to his almost perpetual intoxication on divine power, Adrammelek was ill-prepared when Belial struck. In one of the few physical altercations between two cosmic entities in Hell, Belial – benefiting from the Lord of the Nine powers – handily defeated Adrammelek. Although a demigod, Adrammelek found that his arch-devil and Lord ranks had been stripped from him, making him easy prey for Belial. Rather than supplicate himself before the new Lord of the Fourth, Adrammelek fled Phlegethon (Phlegethos) in shame and secrecy, his great plans burnt to ashes. Belial claimed that the original Lord never existed and instigated a campaign to wipe all references to Adrammelek from the Cosmos.
But, Adrammelek was not dead nor did he simply wither away. For some unfathomable reason, Asmodeus, the prime instigator in the former Lord of the Fourth’s political downfall, summoned Adrammelek to Malsheem. There, Asmodeus offered Adrammelek the opportunity to maintain an official, but secret, role in Hell. Asmodeus hoped to use Adrammelek’s propensity to connive and lie, not to mention his now fresh disgust for both devils and angels, for the purpose of ensuring that nothing in Hell went on without Asmodeus knowing. Asmodeus changed Adrammelek’s name to Adremalech and declared him the Chancellor of Hell, technically second only to The Overlord in power. However, Adremalech, who would serve as Asmodeus’s chief spy and investigator, was to remain all but hidden beyond Nessus, effectively stripping him of any real authority. Adremalech accepted The Overlord’s offer, knowing that his time as a Lord was forever dashed.
Since his reduction in power, Adremalech has led the so-called Order of the Lie (often confused with Beelzebub‘s Order of the Fly). The Order of the Lie is a cavalcade of devils, most extremely powerful cornugons and Nessian pit fiends, as well as a few Dukes of Hell, who do nothing but spy on other devils, divine realms in Hell, and on diabolical mortal servants across Creation. When and if they discover something potentially threatening to Hell’s (i.e. Asmodeus) interests, they remove it. It is said that there is next to nothing that the Order of the Lie – so named because all members are excellent liars without peer, thus facilitating their responsibilities – does not know as it pertains to The Overlord and Hell. All know that the master of the Order is referred to as the Hidden Lord or the Chancellor of Hell, but none have seen him in his true form.
Adremalech suspects that if he were to ever reveal himself, Asmodeus (whom he now knows to be far more than he appears and one and the same with Lucifer) would destroy him. Still, Adremalech searches for a way to avenge himself against his master and Belial. The vast majority of Adremalech’s spying activities revolve around Phlegethon (Phlegethos) as he hopes to discredit Belial. Indeed, although Gazra does not know it, his rise to power and success in Phlegethon (Phlegethos) is partially due to Adremalech’s influence. Adremalech also maintains tabs on Sammael in the Grey Wastes; he hopes to one day reunite with the Arch-Devil of Venom if and when that devil abandons pure evil and returns to Law. Although Beelzebub does not know the Hidden Lord’s true identity, the Lord of the Seventh counts him as a rival and enemy as the Order of the Lie clearly surpasses his own Order of the Fly in its level of secrecy and mastery of conspiracy. Beelzebub has put a great deal of effort into uncovering the true identity of the Hidden Lord and it is known that he has come close to revealing Adremalech four times. Adremalech hates Beelzebub almost as much as he hates Belial, but knows that to challenge a Lord of the Nine directly would spell disaster, so he bides his time for the proper opportunity to discredit the Lord of the Flies.
Adremalech is very rarely seen in his true form by any save the highest-ranking members of the Order of the Lie and Asmodeus. More often than not, he appears as a pit fiend or a cornugon, although one of considerable size and power. He is also fond of the guise of an older, yet handsome, half-elven man in expensive attire. His true form is clearly diabolic. Almost 9 feet tall, Adremalech is long and lean with flesh that seems to glow like scalding iron, and his eyes are like pits of molten lava. Adremalech’s very handsome, mature face with an almost perpetual smirk is topped with a pair of long horns and a mane of flaming hair. While he sports vast bat-like wings similar to most hellspawn, Adremalech’s are beautiful to behold when unfurled, resembling a peacock’s tail, albeit covered in lurid flames. Adremalech speaks in a soft, sultry voice that seems incapable of issuing an angry tone in spite of the hatred and anger that drags at his soul.
Combat
Adremalech despises physical combat, preferring his perpetual anonymity by far, and will avoid physical altercations at all costs. Indeed, Adremalech is of the opinion that the -pen is mightier than the sword-, and will seek means to discredit rather than engage. He will typically teleport away immediately. However, if forced into a situation where fighting is a necessity, Adremalech immediately calls on his servants, and other associates of the Order of the Lie and will attempt to Deny Diabolism on those of Hell’s bosom. Such is the reality that Adremalech envisions for his victims death eternal.
Assassin spells known:
- 1st – detect poison, ghost sound, obscuring mist, true strike;
- 2nd – cat’s grace, fox’s cunning, illusory script, pass without trace;
- 3rd – deep slumber, false life, misdirection, nondetection;
- 4th – clairaudience/ clairvoyance, freedom of movement, locate creature, modify memory.
(8/8/7/7. 62nd level caster; base DC 33 + spell level).
bard spells known:
- 0 – Daze, Lullaby, Mage Hand, Message, Open/Close, Prestidigitation;
- 1st – Cure Light Wounds, Erase, Identify, Undetectable Alignment;
- 2nd – Blindness/Deafness, Eagle’s Splendor, Locate Object, Silence;
- 3rd – Crushing Despair, Displacement, Glibness, Scrying;
- 4th – Legend Lore, Zone of Silence.
(7/6/6/4/3. 52nd level caster; base DC 32 + spell level).
Call Devils (Sp): As a standard action, Adremalech can call devils. He may attempt to call up to three times per day, 3 pit fiends, 9 gelugons or cornugons, or 18 of any lesser type of devil. Unlike many arch-devils, Adremalech does not suffer any penalties in calling devils. Since these devils are called, they have the ability to summon other devils as their descriptions allow. In spite of his ability to call devils, Adremalech rarely does so since he values his anonymity. If put into a situation in which he requires their presence, Adremalech will call only on Nessian pit fiends associated with the Order of the Lie.
Deny Diabolism (Su): As the Chief of Hell’s Secret Service, Adremalech has power beyond that of many of the Infernal Peerage. These powers are manifested in one of two ways. First, Adremalech has the ability to strip lesser devils (i.e. arch-devils unassociated with Hell, Dukes of Hell, and common devils) and official servants/ worshippers of Hell of their powers 4/day. When Adremalech attempts to use this power, all devils or diabolical servants within a 90 foot cone must make a Fortitude save 54 + 1 per 20 levels and/or HD. Those that fail the save lose the Devil subtype, supernatural powers (including damage reduction and Spell Resistance), and spell-like abilities; beneficiaries of prestige classes associated with Hell or those who serve as Lawful Evil clerics or clerics of Asmodeus also suffer a full loss of spells and any special attacks or special qualities derived from their affiliation. Furthermore, mortals lose access to any special boons they may have acquired from a pact made with a devil for the duration of the effect, like ability increases, bonus feats, and the like. Deny Diabolism lasts for 24 hours after which the victims (assuming they are still alive) may make another Fortitude save to regain their powers. Adremalech can return powers as he sees fit, seeming to have no upward limit, as a free action. Second, Adremalech has a 40% miss chance if lesser devils (i.e. of Duke of Hell status or lower) attack him. There are rumors that Asmodeus can cause Adremalech’s powers to either fail or reflect back onto the Hidden Lord.
Diabolical Aura (Ex): Adremalech’s Diabolical Aura can be ignored on a successful Will save DC 54.
Furnace of Falsehoods (Su): Adremalech knows well the power of sight. Indeed, during his tenure as Lord of the Fourth, he led many into Perdition due to his ability to stoke the fires of the soul and mind to pursue pleasures of the flesh. Since he was cast out of Phlegethon (Phlegethos), Adremalech has perfected his ability to offer powerful images, but he no longer limits himself to visions of passion or pleasure, preferring to do whatever it takes to get what he wants for the glory of Hell. As a result, Adremalech is utterly immune to any attempt on the part of others to pierce his own illusions.
Adremalech may call on the Furnace of Falsehoods 4/ day. The Hidden Lord unfurls his massive, beautiful wings, causing a gust of scalding – but otherwise harmless – heat to expand in an 80-foot radius centered on his person. Depending on his want, Adremalech can cause a number of different effects with the Furnace (he can also select which creatures are affected).
- First, Adremalech can select to force all beings within the radius to return to their true forms if they fail a Will save DC 54. Whatever effect is in place, be it a polymorph spell or cloak of change self, is simply cancelled and unable to be reinstated for 24 hours. Shapechanging creatures, like lycanthropes, always revert to their least threatening forms.
- Second, Adremalech can cause a powerful medley of spells to take place in the radius. All at once (as a full round action) or one at a time (one per round as a free action), Adremalech may cause the following spells to take effect: mirage arcana, Mirror Image, scintillating pattern, suggestion, veil, or weird.
Each of these functions as the spell except the DCs for all the above spell-like abilities is 56 (as if Adremalech benefits from Spell Focus: Enchantment).
Even beings typically immune to illusion or with true seeing and similar sensory powers must succeed this save (although with a +9 bonus). - Third, Adremalech can bolster his or the illusory powers of other beings within the radius as he selects. The DCs of all illusion spells and spell-like abilities are in-creased by 4. Furthermore, illusion spells requiring Concentration , like major image, find that the length of time that the spell functions without Concentration is doubled. This boon lasts for 9 rounds.
- Fourth and finally, Adremalech can cause a massive amount of damage to all within the radius. Composed of energy similar to Hell’s Fire, this blast of energy causes 90 points of damage, 45 points on a successful Reflex save DC 54.
Infernal Glare (Su): As part of his responsibilities as the head of the Order of the Lie, Adremalech has mastered the ability to Track and spy upon those who have attracted the attention of Hell. Adremalech may select any creature he has met over the past nine years and focus his Infernal Glare upon them.
Infernal Glare functions in a manner similar to the scry spell as cast by a 64 th level caster with the following adjustments. First, Infernal Glare allows the Hidden Lord to not only see but to hear what occurs around the target as if he were actually the target. He may attempt to Listen, Search, or Spot using the target’s modifiers on the target’s turn without alerting the target. Second, the Chancellor of Hell also finds that his remote sensing ability is slightly enhanced, granting him the ability to widen the ability to anywhere within four miles of the target and to “hear” anything related to Hell, be it the name of a location in Hell, an artifact associated with Hell, or the name of any being (including Lords of the Nine) connected to Hell. Third, Adremalech may “jump” from one target to another through the use of his remote sensing or from one target to another with whom he is familiar up to nine times a day. Finally, Adremalech suffers no reduction in his Glare’s power through planar boundaries so long as the realms of gods or personal abodes of cosmic entities with divine rank 0 or greater are not breached. In such cases, Adremalech can breach any such location only once a day and for only nine rounds.
The save associated with Infernal Glare depend upon the creature type of the target. While Adremalech may target up to 81 devils (including Dukes of Hell), he may only target up to 18 non-devils (each non-devil counts as 4 devils for determining how many total targets can be affected at once). For the purpose of this ability, members of prestige classes of perdition count as devils. Common devils and mortal servants with fewer than 20 HD receive no saving throw against Infernal Glare unless they are direct servants of a Lord of the Nine or
Duke of Hell; Dukes of Hell, powerful diabolical servants, mortals servants with more than 20 HD, and mortals not tied to Hell in an official capacity receive a Will save DC 54 to avoid the affect. Those that roll at least a 63 also immediately sense that someone or something was scrying upon them as they feel a sudden flash of uncomfortable heat across their bodies. Adremalech may scry upon nine different targets simultaneously with no ill effect, although in doing so, he may only take move equivalent actions each round. If he decides to focus upon up to three targets, Adremalech may cast the following spells through the Infernal Glare (these are in addition to those included in the scry spell description): charm monster 9/day, dominate monster 3/day, and suggestion at will as a 64 th level caster. Adremalech may target either the subject of his Infernal Glare or another within visual sight of the target, establishing a kind of remote relationship.
The Presence of Hell (Su): Adremalech’s Presence of Hell has a 1350-foot radius centered on himself, and all effects are as those cast by a 64th level caster. The Will save DC is 54.
Spell-Like Abilities:
- At will – animate dead, blasphemy, blur, charm monster, create undead, deeper darkness, delayed blast fireball, desecrate, detect chaos,
detect good, detect law, detect magic, fear, flame strike, fireball, greater dispel magic, greater invisibility, greater teleport, magic circle against chaos, magic circle against good, major image, mass hold monster, mirage arcana, persistent image, polymorph, power word stun, produce flame, pyrotechnics, raise dead, read magic, suggestion, symbol of pain, telekinesis, unhallow, unholy aura, unholy blight, wall of fire; - 3/day – destruction, firestorm, meteor swarm;
- 1/day – hellball, Implosion, wish.
Caster level 64th , save DC 32 + spell level.
Wilt Morality (Ex): Although he rarely interacts with mortals due to his new duties as the Chief of Hell’s Secret Service, Adremalech continues to exhibit some of the near-divine ability to grant power to lesser creatures. 3/day, Adremalech may Wilt Morality to any non-evil being. Adremalech enters into a contract with the mortal, granting up to four wishes over the course of nine days. The results of the wishes seem to occur -naturally- within 1d4 days, although often in the most unfortunate manner for the surrounding society (like a thief, having recently robbed the local baron, slips and breaks his neck, but not before the bag of gold tumbles right before the client).
All Adremalech asks for in return for this service is the ability to add a little -spark- into the client’s life. Essentially, Adremalech infects the victim’s soul with a bit of his own diabolical energy, causing the morality within to burn away. For every wish granted, the spark devours more of the client’s morality, drawing him ever closer to Perdition.
Upon the first granted wish, the victim suffers a -4 penalty to his Wisdom and his alignment moves one step closer to Lawful Evil.
With the second wish, the victim suffers a -4 penalty to his Charisma as the wilting of his soul produces a sweating, uncomfortable, yet haughty appearance on the client’s face; furthermore, he also suffers a -4 penalty to Bluff, Diplomacy, and Intimidate checks with good-aligned beings, who sense his growing evil. He also moves one step closer to Lawful Evil.
The third wish grants the client the Evil Brand feat as described in the Book of Vile Darkness even if the client is not yet evil. It is at this time that the client has lost any hope of ever regaining his morality through traditional Atonement and questing as offered by a 31 st level cleric of a good-aligned cosmic entity or god. He once again moves one step closer to Lawful Evil.
Upon the fourth and final wish, the client’s soul is completely burnt to ashes, the only spark of light mystically transported to The Hidden Flame, Adremalech’s palace in Hell. The client is a scion of Hell and a thrall to Adremalech; he is also irretrievably Lawful Evil. Most clients who reach this point, while recognizing that something is terribly wrong, have no idea how damned they are. Upon his death, the victim is drawn directly to the Hidden Flame where the blackened husk of his soul is often merged with the distilled light just long enough to be consumed by either Adremalech or Asmodeus. The only way to escape this end is to go into Hell before the client dies and retrieve the client’s spark from The Hidden Flame. Clearly, this is a quest of epic proportions and to this date, none are believed to have survived such an attempt; as a result, it is unclear how the spark would be returned to the victim’s soul.
Dissembler:
This Dagger resembles a beautiful, male peacock’s feather with a flaming shaft, and is one of the few items that Adremalech always carries. Typically, it is a +9 axiomatic, unholy, Dagger; however when used against devils or diabolical servants of Hell, it functions as a +9 anarchic, devil dread Dagger (requiring any devils struck by it to Fortitude save DC 54 or be instantly destroyed). The ores and enchantments employed in the forging of this weapon yielded a new type of metal that was lightweight and had the tendency to reflect light into the eyes of its opponents, cursing them with permanent blindness, if they failed a Fort DC 54 save, so that its wielder could easily cut them down. Conversely, its wielder is granted immunity to blinding attacks as a magical by-product of its reflective nature. A gift from Asmodeus, Adremalech does not know that Dissembler can be used against its owner.
Possessions:
Adremalech does not find it necessary or convenient to carry too much. Indeed, aside from Dissembler, the only item Adremalech carries with any frequency is his amulet of the planes. Still, as an arch-devil, and the Chancellor of Hell, Adremalech has a vast array of treasure and magic items accessible in The Hidden Flame, should the need arise.
Summoning Adremalech
It is virtually impossible to summon the Hidden Lord since none but members of the Order of the Lie and Asmodeus know he exists. Typically, any attempt to summon Adremalech triples the base Spellcraft DC typical for an arch-devil of his CR.
For those that have heard of the Hidden Lord (and obtaining such knowledge would be an epic quest in itself), an attempted summons would require a sacrifice of blood and bounty to flames · for example, the blood of a phoenix kept in an ornate red-gold chalice thrown into a fire of such fury that the chalice entirely melts and the blood is consumed. Appropriate sacrifices along this line should not be valued at less than 6,666gp. The area within the magic circles should be filled with blood candles (at least 333 of them), and each should be lit prior to the summons.
Unless the Hidden Lord sees some personal benefit for answering the summons, the ritual will always summon a random Duke of Hell. When the Duke arrives, he perceives the situation to be that of an attempt to permanently banish or destroy him; indeed, he even takes 120 points of damage that cannot be healed or regenerated until such time as the summons ends. The floor cracks and groans, sinking slightly as it does so, to herald the arrival of a Duke in this fashion.
In the event that the Hidden Lord does make an appearance, the spectacle is quite different. The candle flames turn sooty red and Climb eighteen feet into the air. A dark presence, composed of shadow and flame and only quasi-real, moves about the area, flickering and dancing like the candle flames that it hovers within. Perhaps because he is not entirely there, or perhaps because of some loophole, Adremalech can leave the wards and enter into any flame within sight · such as the flames used to consume the sacrifices in summoning him. This makes the summons of Adremalech all the more hazardous.
Adremalech always communicates via telepathy, not wanting to have his voice heard where it may be recognized, and thus those that bargain with him do so within an eerie silence, broken only by the crackle of flames. He bargains quickly and ruthlessly, using Wilt Morality to tempt and condemn those with whom he deals.
When the summons is concluded, all flames within the area erupt in a choking smoke that obscures all sight. The smoke dissipates over the next four minutes, and cannot be dispersed sooner. Creatures that must breathe in order to survive must hold their breath while in the area or suffer the effects of smoke hazards as detailed in the Dungeon Master’s Guide. Once the smoke dissipates, the shade of Adremalech can no longer be seen. However, as the candles and flames continue to burn unless extinguished (at least while fuel remains to feed the flames), none can be truly sure that the Hidden Lord has actually returned from whence he came.
Note that a successful summons of the Hidden Lord is almost guaranteed to attract Asmodeus’s attention.