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Amdusias

Amdusias
Demon Amduscias from Collin de Plancy’s Dictionnaire Infernal, 1863

Amdusias has thirty legions of demons under his command and the rank of Great Duke. He is depicted as a human with claws instead of hands and feet, the head of a unicorn, and a trumpet to symbolise his powerful voice. According to other sources, this demon is depicted as a unicorn, and changes into a man under the request of the conjurer.

Amdusias is associated with thunder and it has been said that his voice is heard during storms. In other sources, he is accompanied by the sound of trumpets when he comes and will give concerts if commanded , but while all types of Musical instruments can be heard they can’t be seen.

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

Dicefreaks d20 Community

Duke Amdusius serves as Lady Lilith’s major domo and caretaker of her many fortresses on Malbolge. He is the perfect servant to the vicious Lady, the spawn of her lusts and the heir to her dominion over all Nature.

The Duke was born long ago, during Lilith’s original stint as Lady of the Sixth. During one of the Lady’s ventures to the Mortal Coil, she sought to seduce the original Lord of the Forest, a unicorn of immeasurable power. His fall began the Lady’s mastery of Nature’s Mystery, allowing Hell a claim to the foolish Lord’s territory. His last act was to curse her womb with fertility, that none of her children would be able to be terminated before their birth.

Amdusius received no love from his mother; his was an existence of torture and abuse. He finally escaped the prison that Lilith’s fortress had become, only to find that outside was no better. He was forced to survive on his own, a cruel existence for a fragile creature. He quickly learned the lessons of Hell, that mercy was weakness, hatred was power, and that the strong ruled the weak. He then turned his attentions to the material plane to forge
himself his own kingdom.

AMDUSIUS
Major Domo of Malbolge
Duke of Hell 
Large outsider (Evil, Extraplanar, Lawful)
SymbolAn inverted, green triangle formed entirely of alicorns wreathed with vines.
Blackguard
10/ranger 20
Hit Dice38d8 + 10d10 + 480 (884 hp)
Initiative+10 (+10 Dexterity)
Speed70 ft, Fly 130 ft (good)
Armor Class51 (+15 armor, +10 Dexterity, +10 natural, +7 profane, -1 size), touch 26, flat-footed 41
Base Attack/Grapple+34/+52
AttackDread Alicorn +52 melee (3d6+26+2d6 (unholy) +1 (vile) and Angry Ache)
Full AttackDread Alicorn +52 melee (3d6+26+2d6 (unholy) +1 (vile) and Angry Ache), 2 claws +45/+40 melee (1d8+7 and poison), 2 hooves +45/+40 melee (1d6+7) and 2 wings +45/+40 melee (2d4+7)
Space/ Reach10 ft. /10 ft.
Special AttacksCall devils, Call of the Wild, combat style, favored enemy (Aberrations +4, Dragons +4, Evil outsiders +2, fey +6, magical beasts +2), Infernal Presence, rebuke undead (+4 rebuking bonus), Reform the Savage Soul, smite good (Blackguard: 3/ day, +10 damage; Marquis: 1/day, +48 damage), sneak attack +3d6, spells, spell-like abilities
Special
Qualities
Animal companion, aura of despair, camouflage, Damage reduction 20/good and silver, dark blessing, Darkvision 120’, detect good, Duke of Hell qualities, evasion, fast healing 10, fiendish servant, hide in plain sight, immunity to charm, compulsion, fire and poison, low light vision, magic circle against good, regeneration 10, resistance to acid 20 and cold 20, Scent, Spell Resistance 47, swift tracker, telepathy 500 ft., wild empathy
(As 42 nd level druid), woodland stride
SavesFort +48, Ref +48, Will +47
AbilitiesStrength 39, Dexterity 30, Constitution 31, Intelligence 20, Wisdom 34, Charisma 30
SkillsBluff +19, Climb +34, Concentration +50, Diplomacy +14, Gather Information +15, Handle Animal +57, Hide +61, Intimidate +66, Jump +50, Knowledge (Nature)+36, Knowledge (Religion)+30, Move Silently+65, Listen +61, Ride (Dexterity)+16, Search +40, Sense Motive+22, Spellcraft +26, Spot +60, Survival +63 (+67 when tracking or above ground), Swim +34
FeatsCleave, Combat Reflexes, Corrupt Spell, Corrupt Spell Like Ability, Endurance, Extend spell, Favored Power Attack, Improved Favored Enemy (fey), Improved Natural Attack: Horn, Improved Rapid Strike B , Improved Sunder, Leadership, Multiattack B , Power Attack, Rapid Strike B , Track, Vile Natural Attack, Violate Spell
Epic FeatsBane Of Enemies, Death of Enemies (DC 32), Epic Evil Brand, Great Smiting, Improved Metamagic, Widen Aura Of Despair
EnvironmentMalbolge, Sixth of the Nine Hells of Perdition
OrganizationSolitary (Unique), with urban gang (6d6 various level human children and 2 polymorphed cornugon guards), with pack (6d6 fiendish or corrupted animals and 2 polymorphed cornugon guards) or with honor guard (6 cornugons and 12 hamatulas)
Challenge
Rating
35
TreasureTriple standard
AlignmentLawful Evil

His arrival upon the Mortal Coil alerted the leaders of the druidic circle, the masters of Nature’s power. Amdusius was thought to be the King of the Forest reincarnated and given worship. As he learned from them, he realized foolish errors in their ways, and determined that as rightful ruler of all Nature he was obligated to reforge them in his image. A new order was needed in Nature, Amdusius’ order. He cut down the members of the arch-druid circle, keeping their children alive. Amdusius shared with these children the secrets of subjugating Nature. He corrupted the sacred places of the world, reforming them into a proper monument to his glory. It was not long before the animals and plant creatures of the Mortal Coil were Amdusius’ loyal subjects, bowing to his might.

Amdusius then turned his attentions to the hated cities that encroached upon his territory. Assuming the guise of a human, he entered with the intention of scouting. Upon coming across a child who was being beaten by her father, something changed in Amdusius. He identified with the poor abused soul, so much like his own younger self. He loathed the man above the sniveling child, so much like his own hated mother. His dark anger flooded into the child, infusing her with power. The child looked as surprised as the man when she crushed the fist descending to strike her. A wicked gleam stole into her eye, and she tore out the man’s windpipe with a vicious chop to his throat.

This sparked a new focus of Amdusius’ grand dream. He lured children into his fold, children who had reason to hate as he hated. They would be the catalysts of his new order alongside his warriors of nature. Once united, he would bring the entire world to its knees and then into Hell.

Nature itself rose up against Amdusius before he could bring about his grand plan. The fey, elves, and other sylvan creatures united and fought against him. Amdusius found himself banished back to Hell, trapped by potent eldritch weaving of fey origin. Not to be discouraged, Amdusius made his way back to his mother’s abode and supplicated himself before her. The prodigal son returned. He had not set aside his hatred of her, but he buried it deep. He needed her power to return and conquer his kingdom, and so he became her servant. His ruthless power quickly elevated him through the
ranks and soon he was Lilith’s right-hand man. He was on the verge of obtaining the power he needed when The Great Fall heralded the arrival of the new Lord of the Sixth, Moloch. Rather than perish fighting against Moloch’s inevitable victory, Amdusius faded into the background. When his mother was forced to bend her knee before the former astral deva, Amdusius was nowhere to be found. For millennia he roamed Malbolge, seeking a way to turn this humiliating retreat into victory. He supported his mother throughout her submission and sabotaged as many of Moloch’s murderous plans for children as he could. He hunted those who would serve the Childslayer and was heartened when the Dies Irae ended Moloch’s usurpation of his rightful throne.

Amdusius has now resumed his duties as Lilith’s chief lieutenant and spends his time repairing the twice-rifted Court. He has exploited some loopholes in the banishment spell and made several forays to the Mortal Coil Material to continue his building of an army, of both beasts and children. His twin portfolios have afforded him a surprisingly diverse amount of power and he remains unchallenged among his fellow Dukes of Malbolge.

Amdusius is allied with Duke Abigor of Avernus who respects both his sense of twisted honor and his combat skill. He is uncomfortable with those of the Court of Phlegethon (Phlegethos) as their focus on pain and suffering oppose his defense of children. Amdusius completely despises the Dukes of Minauros, whose focus on wealth and profit is in direct conflict with his ideal image of a natural order where all are given what they take for themselves. The Dukes of Cania are somewhat beyond him, as their rhetoric and philosophy have no place in his New Order, but he has no open hostilities with them. In fact, he respects Murmur’s teachings for he views their focus on grasping the power within one’s self as an integral facet of his own doctrine of power.

Amdusius resembles a powerful humanoid unicorn, standing 9 feet tall. Gargoyle-like wings resembling those of a pit fiend sprout from his back. His arms end in savage claws rather than hooves, and his eyes glow red. His horn is pure ebony, and its very touch brings with it pain. His coat is black, although there is a large patch of red on his chest that resembles a burning bush. He is often accompanied by his two companions, Hroth and Kanar. Kanar is a fiendish boar, standing 5 foot tall at the shoulder with yellow glowing eyes. Hroth is a bonded legendary wolf, a vicious creature with bristling gray and white fur, powerful muscles and fangs that can tear through the hide of a dragon. Both of them are devoted to Amdusius and would willingly give their lives to defend him.

Combat

Amdusius fights using an unarmed combat style he developed. He is a blur in combat, striking out with his horn, feet, claws and wings simultaneously. When surrounded, he usually spreads out his attacks, punishing all who would dare defy him. He begins combat with melee, although he is quick to retreat and bring nature’s fury down upon those who begin to damage him. He has no qualms about summoning a large number of creatures into the fray if he feels things are going poorly. His druidic magic can often keep his allies in the fight longer than they would last standing with other Dukes, due to his access to cure and ·buff· spells. His hounds remain near him, any who would approach must first get through them.

Amdusius does not hesitate to call upon the Infernal March if he has access to it, and will likely avoid battle in areas devoid of animal or plant life. Should he be forced to retreat, he summons devils to cover his escape, usually barbazu or cornugons.

Acidic Blood (Ex): When wounded by a piercing or slashing attack, Amdusius· blood sprays outward in a 10· cone, dealing 1d8 points of acid damage to all in range; there is no saving throw against this effect. Creatures that do not spend a move equivalent action to get the blood off them suffer another 1d8 points of acid damage the following round.

Call Devils (Sp): Once per day, Amdusius 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 Amdusius may summon 12 lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4 cornugons or gelugons, or 2 pit fiends.

Amdusius may either call or summon in a day; he may not do both. He will usually summon bezekira in combat situations, although if needed to cover his retreat he calls cornugons. The savage and powerful nature of these devils appeals to the Duke.

Call of the Wild (Ex): Nature’s essence flows through Amdusius· veins on both sides, suffusing him with its power. Even as he rejects its nurturing side, he embraces all that is noble, predatory and majestic. This might of nature is expressed in a number of different ways.

Amdusius has a number of spell-like abilities that are normally only available to druid. His command of their magic is usurpation, a coup allowed by his heritage. His Lawful Evil stance attempts to reform nature into his own image and ideal, while retaining that primal strength and instinct.

Amdusius can rebuke and command animals and plants as a cleric rebukes undead. His effective cleric level is 38 for this purpose. He can speak with animals and plants at will; naturally, he does not need to take an action to activate this ability, nor does it vanish in an anti-magic field.

Amdusius can animate trees within 300· at will. These animations fight as 16HD fiendish treants. Amdusius can animate up to 10 trees at one time in this manner. Except where changed above, this ability is otherwise identical to the animate trees power possessed by a treant.

Combat Style (Ex): As a ranger, Amdusius trained in a combat style; however, due to his unique heritage and disdain for mortal weaponry, he developed one all his own. Amdusius gained Improved Rapid Strike, Multiattack, and Rapid Strike in place of the usual ranger bonus feats; furthermore, the benefits of these feats apply to all three pairs of Amdusius· natural weapons.

Dread Alicorn (Su): His heritage granted Amdusius an alicorn atop his head, commonly considered a tool of healing. This ebon spike has been altered by Amdusius into a vicious weapon of tyranny. It functions as a +5 unholy piercing or slashing weapon, and also casts Angry Ache. (Fort DC 29 negates, 32nd caster level) upon striking.

1/day, Amdusius can use his horn to cast Pestilence (Fort DC 29 negates, 36th caster level).

Infernal Presence (Su): Amdusias’ Infernal Presence has a Will save DC of 44. His caster level is 32 nd .

Poison (Ex): Any creature struck by Amdusius· claws is infected with a vile paralyzing poison. It deals 1d6 Strength and Dexterity initial damage, and 2d6 Strength and Dexterity secondary damage unless they succeed a DC 44 Fort save.

Reforge the Savage Soul (Su): Amdusius represents the ruthless and merciless side of nature, the aspect of the wilderness that uses the tools of civilization to wreak revenge against those no longer welcome within the new paradigm of the Natural Order. 3/day, he can unleash the glory of Hell upon the wilds, causing evil and law to pour forth. This has a variety of uses.

Unhallowed Ground: Using this form of the power, Amdusius unhallows a section of nature with a 6-mile radius. (Using all three uses of the power for the day will increase the radius to 18 miles) All wildlife birthed in the area are corrupted, as per the Book of Vile Darkness template. Should two corrupted creatures born from this area mate, the resulting offspring acquires the fiendish or axiomatic template in addition to the corrupted. (75% chance for fiendish.) Should two of these offspring mate, the resulting scion gains the half fiendish template in addition to the first two. All wildlife that die in the area rise up as Zombies on the next moonless night. The effects of the corrupted area last for 6 years. The evil offspring and undead birthed in this area are not under Amdusius’ command, although they cannot attack him. Often this is moot, because their purposes coincide with his own. Should this not suffice, he can attempt to control them as he would other animals or undead, although they are counted as having ½ their normal HD. These corrupted creatures do not look the same as a normal corrupted creature, asymmetrical and misshapen. Instead, through the power of Law which Amdusius represents, these creatures look sleekly muscled and proportioned. They gain the magical beast (augmented animal) type, rather than aberration. There are no flaws without or within; in form, they seem to resemble a paragon of their species. They often hunt in concert, as per their lawful nature, and work well together, each seeming to know instinctively what the other members are doing. This does not prevent them from preying on each other as well; indeed, other than the Lawful Evil that permeates the area, the Laws of Survival and Nature are followed to perfection.

One must succeed in a caster level check against Amdusius to cast hallow upon any section of the area. Amdusius is immediately alerted if an area he has corrupted is being compromised. Should the caster check succeed against the Duke, the area within the range of the hallow spell reverts to normal.

Diabolical March: Using this form of his power, Amdusius causes all animals within a 6 mile radius to become awakened. They automatically gain a Lawful Evil alignment and become empathically linked. This effect lasts 6 hours, after which the animals revert to their normal state. (Usually after humanoid settlements in the area are obliterated.) animals can resist this with a Will save DC 44. Bonded animals such as a familiar, a paladin‘s mount, or animal companion are not affected. For every 100 animals in the march, each individual gains a +1 competence bonus to attack. None of the animals in the march can be flanked unless all animals in the march are flanked.

If he chooses, Amdusius can use this power to summon the beasts to him. They make their way toward his location with all haste. Once there, they act as the Duke directs, usually destroying something or someone that has incurred his displeasure. The DM determines what type of animals respond to his call and how long it takes to answer it, but it should take no more than 3 rounds for the first 1d6 creatures to begin showing up, often marching in unison, purposefully striding toward the doomed opponents of Amdusius.

Infernal Caretaker: By expending one year’s usage of this power, Amdusius can create a vile servitor from an animal. This functions as an awaken animal spell, and also adds the legendary and corrupted templates to the creature. This creature is completely loyal to Amdusius and serves to ·watch over· a section of land that the Duke needs cared for. Only one such creature can exist on any one material plane world, and only one per plane elsewhere (excepting Hell, where he can have up to 6 within Malbolge, and none elsewhere).

Spell-like Abilities:

At will – blasphemy, change self, charm monster, Damning Darkness, desecrate, detect good, detect magic, entangle fireball, firestorm, flame strike, greater dispel magic, greater invisibility, greater teleport (self plus 1,000 pounds), mass bear’s endurance, mirage arcana, persistent image, polymorph, sleet storm, soften earth and stone, spike stone, suggestion, transmit mud to rock, unhallow, unholy aura, wall of fire;

Caster level 32 nd ; DC 20 + spell level.

Spells prepared (Blackguard): (5/5/5/4. Caster level 23rd, DC 22 + spell level)

Spells prepared (ranger): (6/6/6/6 Caster level 23rd, DC 22+spell level)

Soothe the Suffering Child (Su): As patron of broken homes and the abused, Amdusius bestows dark gifts upon children. Those who are willing to focus their hatred and pain find it amplified in strange and terrible ways. 6/week, Amdusius may bestow upon willing children a variety of effects.

In game terms, a child must have less than 6 levels in rogue or sorcerer, or only 1 in any other class. They must have less than 8 levels in the commoner class. They may never be multi-classed.

Should a child mature into an adult, it retains its gift, and may stack it with similar effects from its new class; however, the gift is fixed at the level it existed before the child became an adult. For instance, Jack, a young boy with the Gift of Pain and a Charisma of 15 has a sneak attack of +2d6. If he gained a permanent increase of +5 in Charisma as a child from a wish, he would have a sneak attack of +5d6. However, if he started gaining levels in a PC class, and increased his Charisma, his sneak attack from the Gift of Pain would forever remain at +5d6, although it could be improved by taking levels in a class that has a sneak attack ability of its own. Amdusius’ children have several gifts from which to choose. The price of each is the child’s soul, and he or she has the gift for 1 week. During that time, the child must kill its parents (If the parents aren‘t living, the child must kill two other adults, chosen by Amdusius) and sacrifice them to Amdusius. Should the attempted murders fail, the gift vanishes, and the child must make a Fort save DC 44 or contract devil chills. Should the child succeed, the gift becomes permanent, the child’s alignment shifts one step toward Lawful Evil, and he or she forever after takes a -6 penalty on any saves against Amdusius’ attacks.

Should a child decide to recover her soul, she must first seek Atonement with a cleric of at least 21 st level. She must succeed on a quest given by that cleric, one part of which must be to obtain the resurrection of her parents, whose souls will be imprisoned in Malbolge. Upon seeking Atonement, the gift vanishes immediately, and the child must make the fort save DC 44 or contract devil chills.
The DC is increased by 1 for every 10 years she has had the gift.

  • Gift of Death: The child gains the ability to use a death attack as the assassin ability of the same name. The child uses its Intelligence modifier in the place of assassin levels to determine the DC.
  • Gift of Enmity: The child gains its own race as a favored enemy, as the ranger ability of the same name. The child uses its Wisdom modifier to determine the bonus of the ability.
  • Gift of Pain: The child gains a sneak attack, as the rogue ability of the same name. The child uses its Charisma modifier to determine the amount of d6s in its sneak attack.
  • Gift of Self Reliance: The child gains incredible unarmed fighting ability. The child increases its unarmed damage a number of steps equal to its Wisdom modifier, and gains the offensive special abilities of a monk of a level equal to its Wisdom modifier. (For instance, a child with a Wisdom of 15 would gain unarmed lethal damage of 1d10, flurry of blows, and two monk bonus feats, but not evasion or a monk‘s AC bonus, and it couldn’t choose deflect arrows as its bonus feat.)
  • Gift of Skill: The child gains a number of fighter bonus feats equal to its Intelligence Mod. The child is treated as having a fighter level equal to its Intelligence modifier to determine what feats it qualifies for.
  • Gift of Nature’s Child: The child gains a lycanthrope template, however, the child gains all template bonuses except natural attacks while in human form.

Possessions: Hellward is Amdusius’ special breastplate carved from the scales of a bronze dragon. This has been specially enchanted and crafted to avoid hindering him. It allows a +10 maximum Dexterity bonus, and grants an armour bonus of +15 to AC. The armor grants resistance to fire 10, although Amdusius has no need of this property. It also has the glamered special property, so Amdusius can change the armour’s appearance at will. In the wild, it normally resembles the hide of a dire bear; in urban situations, he keeps it looking like a simple shirt or robe. Only in Hell does he reveal its true form.

Summoning Amdusius

Amdusius will accept a live child as a sacrifice (any humanoid child equivalent to 12 human years or younger). Note that he does not expect this child harmed or killed; indeed, performing the rite in such a manner will ensure the summoner’s doom. Amdusius wishes the child’s life, not its death.

The listed sacrifices may add penalties or bonuses to the caster’s skill checks for any summoning attempt. These bonuses stack.

Bonuses to Summoning Amdusias by Sacrifice
Sacrifice Is… Bonus Granted
Not of caster’s race-5
Of caster’s race0
Of caster’s lineage+5
Unwilling-5
Unknowing0
Willing+5

When Amdusius is successfully summoned, a giant alicorn erupts from the ground, rising nine feet in the air. Thorns and vines sprout wind from the ground, weaving around the alicorn. Once completely cocooned, the alicorn shatters, revealing Amdusius in all his glory.

Once summoned, Amdusius initially ignores the caster, questioning his sacrifice as to its treatment, its knowledge of the situation, and whatnot. If he finds that the child has been mistreated, Amdusius immediately attempts to break through the barrier. If successful, he will kill or maim the summoner(s) and leave with the child. If Amdusius receives satisfactory answers, he then turns his attention to the summoner(s). Amdusius is typically impatient during bartering and contract sessions as he is not as canny a bargainer as other devils. He will generally agree to any task within his power so long as the task does not offend his diabolical principles. A summoner that takes the entire nine minutes to chat is likely to face Amdusius’ attempts to break through the barriers after 6 minutes and every minute thereafter as he grows annoyed with the discourse. Amdusius does this by slamming his fist or hoof against the barrier and demanding that the caster get to the point. If he does manage to break through due to impatience, he physically abuses the summoner(s) to teach him the folly of trying his patience (in other words, Amdusius beats the summoner to between 1 and -9 hp). After his annoyance is sated, Amdusius leaves with the child, often (90%) still providing whatever service the summoner(s) requested.

Amdusius departs in a manner reversed to his entry. A giant alicorn covered in vines cocoons Amdusius and the child, the vines recede, and the alicorn sinks into the ground.

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