Amdusius: Major Domo of Malbolge and Duke of Hell
“Meet Amdusius, the Hellish Unicorn Duke Who Commands Nature’s Darkest Forces and Twisted Children’s Souls!”
- Pantheon: The Infernal Hierarchy
- Title: Duke of Malbolge, Major Domo of Lilith
- Symbol: A dark, twisted unicorn horn set against a backdrop of smoldering, infernal flames
- Home Plane: Malbolge, the Sixth Layer of Hell
- Level: Archduke
- Alignment: Lawful Evil
- Aliases: The Corruptor of Nature, The Infernal King of Beasts
- Superior: Lady Lilith
- Traditional Allies: Duke Abigor of Avernus
- Traditional Foes: Dukes of Minauros, Dukes of Phlegethos
- Divine Artifact: Horn of Ruin – An artifact amplifying his control over corrupted nature and beasts
- Servants: Hroth (legendary fiendish wolf) and Kanar (fiendish boar)
- Servitor Creatures: Corrupted beasts and dark-fey servants
- Sacred Animal: Unicorn (corrupted and twisted)
- Manifestations: Darkened forests, infernal flames, and corrupted natural landscapes
- Portfolio: Corruption of Nature, Domination of Beasts, Control over Children with Dark Potential
- Domains: Nature, Corruption, Subjugation
- Favored Weapon: Ebony Horn (symbolic and actual weapon)
- Favored Class: Warlock or Sorcerer
- Favored Race: Half-Elves or Tieflings (reflecting his own corrupted and infernal nature)
- Gender: Male
- Abode/ Base of Operations: Lilith’s fortresses on Malbolge, with secret lairs on the Mortal Coil
- Affiliation(s): Lady Lilith (Matron and Superior), Duke Abigor of Avernus (Ally)
- Significant Others: None currently; his relationship with Lilith is complex and fraught with unspoken animosity
Duke Amdusius stands 9 feet tall, his imposing form a powerful fusion of infernal and natural elements. His humanoid unicorn body is enveloped in a sleek, black coat, accentuated by a pure ebony horn that radiates an aura of agony and darkness. His eyes burn with a malevolent red glow, mirroring his infernal essence. His arms end in deadly claws rather than hooves, and gargoyle-like wings, reminiscent of a pit fiend’s, sprout from his back. A large patch of red on his chest resembles a burning bush, symbolizing his destructive nature. He is usually accompanied by Kanar, a fiendish boar with yellow glowing eyes, and Hroth, a legendary wolf with bristling gray and white fur, known for his fierce strength and loyalty.
Behavior: Amdusius exhibits a blend of charisma and menace. He manipulates and corrupts those around him, leveraging their suffering and vulnerability to serve his ends. His demeanor is calculated and cold, reflecting his deep-seated desire for power and control. He revels in inflicting pain and uses his understanding of suffering to further his dark ambitions. His interactions are marked by a ruthless efficiency and a strategic mind, always seeking to bend others to his will.
Habitat: Amdusius’s primary abode is within the dark, oppressive fortresses of Malbolge, where he serves as Lady Lilith’s major domo. These fortresses are labyrinthine and filled with infernal magic, echoing the torment and desolation that define his domain. Additionally, Amdusius maintains clandestine lairs on the Mortal Coil, where he conducts his corruptive work and builds his sinister plans away from prying eyes.
Modus Operandi: Amdusius’s approach is marked by strategic manipulation and subversion. He corrupts nature by twisting sacred places into monuments of his dark glory. He infiltrates mortal societies under various guises, using deceit and subterfuge to sow chaos and disarray. His methods involve the recruitment and indoctrination of children who have endured great suffering, using them as instruments to enforce his vision. These corrupted youths, infused with his dark power, become key agents in his plan to establish his dominion.
Motivation: Amdusius is driven by a profound ambition to become the rightful ruler of all Nature. His past experiences of abuse and rejection fuel his desire to create a new order where he reigns supreme. He envisions a world where nature is entirely under his control, restructured according to his vision of order and power. His ultimate goal is to reshape the natural world into a domain of suffering and subjugation, reflecting his belief that only through absolute dominance can true order be achieved. His drive is not merely for personal power but for the creation of a new world order where his rule is unquestioned and all aspects of nature are bent to his will.
Connection to Children: Amdusius’s manipulation of children stems from his own painful experiences. He preys on those who have suffered and offer them power and purpose, turning their pain into tools for his dark agenda. He infuses these children with his own corruptive power, molding them into enforcers of his vision. His hidden chambers in Malbolge serve as training grounds where these children are indoctrinated and prepared to execute his will. This focus on children is both a strategic move and a reflection of his desire to build a new generation loyal to his cause, furthering his quest to establish his new order.
Amdusius 5e
Amdusius 3.5
Duke Amdusius
Large Fiend (Devil), Lawful Evil
Armor Class: 24 (Natural Armor)
Hit Points: 500 (40d10+280)
Speed: 60 ft., fly 90 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
30 (+10) | 28 (+9) | 24 (+7) | 30 (+10) | 26 (+8) | 32 (+11) |
Saving Throws: Dex +17, Con +15, Wis +16, Cha +19
Skills: Arcana +18, Deception +19, Insight +16, Intimidation +19, Perception +16, Persuasion +19
Damage Resistances: Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Poison, Psychic
Condition Immunities: Charmed, Frightened, Paralyzed, Poisoned
Senses: Darkvision 120 ft., Truesight 60 ft., Passive Perception 26
Languages: Infernal, Abyssal, Common, Sylvan
Challenge Rating (CR): 25 (75,000 XP)
Proficiency Bonus: +11
Legendary Resistances (3/Day). If Amdusius fails a saving throw, he can choose to succeed instead.
Magic Resistance. Amdusius has advantage on saving throws against spells and other magical effects.
Magic Weapons. Amdusius’s weapon attacks are magical.
Aura of Despair. Any creature within 30 feet of Amdusius that starts its turn there must succeed on a DC 27 Wisdom saving throw or be frightened until the start of its next turn. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if Amdusius is within line of sight.
Infernal Command. Amdusius can use a bonus action to command his fiendish servants (Hroth and Kanar) to take an additional action on their turns.
Regeneration. Amdusius regains 30 hit points at the start of his turn if he has at least 1 hit point.
Actions
Multiattack. Amdusius makes three attacks: one with his Ebony Horn and two with his Claws.
Ebony Horn. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 45 (8d10 + 10) piercing damage. On a hit, the target must succeed on a DC 27 Constitution saving throw or be stunned until the end of its next turn.
Claw. Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Hit: 40 (8d8 + 10) slashing damage.
Infernal Blast (Recharge 5-6). Amdusius releases a blast of infernal energy in a 60-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 90 (20d10) fire damage on a failed save, or half as much damage on a successful one.
Corrupt Nature (1/Day). Amdusius corrupts an area of natural terrain within 1 mile of him, causing all plant life to wither and mutate into twisted, hostile forms. The area becomes difficult terrain for 24 hours, and all creatures within it must succeed on a DC 27 Constitution saving throw or take 70 (20d6) poison damage and become poisoned for the duration.
Certainly! Here is a streamlined version of Duke Amdusius’s spell list:
Spellcasting
Spellcasting Ability: Charisma (Spell Save DC 27, +19 to hit with spell attacks)
Spell Slots: 4th-level (3), 5th-level (3), 6th-level (3), 7th-level (3), 8th-level (2), 9th-level (2)
Cantrips (At Will)
- Thaumaturgy
- Eldritch Blast
- Prestidigitation
- Minor Illusion
4th-Level Spells (3 Slots)
- Blight
- Confusion
- Fire Shield
- Phantasmal Killer
5th-Level Spells (3 Slots)
- Cloudkill
- Dominate Person
- Flame Strike
- Geas
6th-Level Spells (3 Slots)
- Circle of Death
- Conjure Fey
- Disintegrate
- Eyebite
7th-Level Spells (3 Slots)
- Etherealness
- Finger of Death
- Plane Shift
- Power Word Pain
8th-Level Spells (2 Slots)
- Earthquake
- Incendiary Cloud
9th-Level Spells (2 Slots)
- Foresight
- Meteor Swarm
Legendary Actions
Amdusius 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. Amdusius regains spent legendary actions at the start of his turn.
Teleport. Amdusius magically teleports up to 120 feet to an unoccupied space he can see.
Unholy Strike. Amdusius makes one Ebony Horn attack.
Corrupting Aura (Costs 2 Actions). Each creature of Amdusius’s choice within 30 feet of him must succeed on a DC 27 Wisdom saving throw or be charmed or frightened (Amdusius’s choice) for 1 minute. A charmed or frightened creature can repeat the saving throw at the end of each of its turns, with disadvantage if Amdusius is within line of sight.
Infernal Summon (Costs 3 Actions). Amdusius summons a pit fiendto a space within 60 feet of him. The summoned creature acts immediately after Amdusius’s turn.
Lair Actions
On initiative count 20 (losing initiative ties), Amdusius can take a lair action to cause one of the following effects:
Infernal Flame. Fiery gouts of flame erupt in a 30-foot radius centered on a point Amdusius can see within 120 feet. Each creature in that area must make a DC 27 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one.
Corrupted Ground. The ground within a 60-foot radius of a point Amdusius can see becomes treacherous and corrupted. Creatures moving through the area must succeed on a DC 27 Dexterity saving throw or take 35 (10d6) poison damage and become restrained until the end of their next turn.
Summon Beasts. Amdusius summons 1d4 corrupted beasts or fiendish creatures (such as twisted wolves or hell hounds) to the battlefield. They act immediately after Amdusius’s turn.
Regional Effects
The region containing Amdusius’s lair is warped by his presence, which creates the following effects:
- Twisted Terrain. The land within 1 mile of the lair becomes twisted and corrupted, with flora and fauna warping into monstrous forms. The area becomes difficult terrain for all creatures.
- Eerie Mists. A supernatural mist surrounds the lair, obscuring vision. The mist imposes disadvantage on Wisdom (Perception) checks and makes it difficult to spot creatures more than 120 feet away.
- Frightful Presence. Creatures within 1 mile of the lair feel a constant sense of dread. All Wisdom saving throws against fear effects are made with disadvantage.
Destruction of the Lair. If Amdusius is defeated, his lair is consumed by infernal flames, turning it into a hellish wasteland. The twisted terrain and eerie mists dissipate over the course of 1d10 days, leaving the land scarred and barren.
Certainly! Here are the detailed stat blocks for Hroth and Kanar, designed for use in Dungeons & Dragons 5th Edition.
Hroth, Legendary Wolf
Large Fiend, Lawful Evil
Armor Class: 18 (Natural Armor)
Hit Points: 150 (12d10 + 72)
Speed: 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
22 (+6) | 20 (+5) | 22 (+6) | 14 (+2) | 18 (+4) | 16 (+3) |
Saving Throws: DEX +11, WIS +10
Skills: Perception +10, Stealth +11
Damage Resistances: Fire, Cold
Senses: Darkvision 120 ft., Passive Perception 20
Languages: Infernal, Sylvan
Challenge: 10 (5,900 XP)
Keen Smell. Hroth has advantage on Wisdom (Perception) checks that rely on smell.
Legendary Resistances (3/Day). If Hroth fails a saving throw, he can choose to succeed instead.
Magic Resistance. Hroth has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. Hroth makes three attacks: one with his bite and two with his claws.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 30 (4d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 6) slashing damage.
Howl of Terror (Recharge 5-6). Hroth releases a bone-chilling howl. Each creature within 60 feet of Hroth and aware of him must succeed on a DC 18 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if Hroth is within line of sight, ending the effect on itself on a success.
Legendary Actions
Hroth 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. Hroth regains spent legendary actions at the start of his turn.
Detect. Hroth makes a Wisdom (Perception) check.
Claw Attack. Hroth makes one claw attack.
Pounce (Costs 2 Actions). Hroth moves up to his speed and makes a bite attack against a creature he moves past.
Kanar, Fiendish Boar
Large Fiend, Chaotic Evil
Armor Class: 17 (Natural Armor)
Hit Points: 127 (14d10 + 56)
Speed: 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
24 (+7) | 14 (+2) | 22 (+6) | 8 (-1) | 16 (+3) | 10 (+0) |
Saving Throws: STR +13, CON +12
Skills: Perception +9, Survival +9
Damage Resistances: Fire, Poison
Senses: Darkvision 60 ft., Passive Perception 19
Languages: Infernal
Challenge: 8 (3,900 XP)
Charge. If Kanar moves at least 20 feet straight toward a creature and then hits it with a tusk attack on the same turn, the target takes an extra 21 (6d6) piercing damage.
Fiendish Endurance. When Kanar is reduced to 0 hit points but not killed outright, he can make a DC 15 Constitution saving throw. On a success, Kanar drops to 1 hit point instead.
Magic Resistance. Kanar has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. Kanar makes two attacks: one with his tusks and one with his hooves.
Tusk. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 30 (4d10 + 7) piercing damage.
Hoof. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage.
Infernal Roar (Recharge 5-6). Kanar lets out a terrifying roar. Each creature within 30 feet of Kanar and aware of him must succeed on a DC 18 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if Kanar is within line of sight, ending the effect on itself on a success.
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
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.
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 | |
Major Domo of Malbolge | |
Duke of Hell | |
Large outsider (Evil, Extraplanar, Lawful) | |
Symbol | An inverted, green triangle formed entirely of alicorns wreathed with vines. |
Blackguard 10/ranger 20 | |
Hit Dice | 38d8 + 10d10 + 480 (884 hp) |
Initiative | +10 (+10 Dexterity) |
Speed | 70 ft, Fly 130 ft (good) |
Armor Class | 51 (+15 armor, +10 Dexterity, +10 natural, +7 profane, -1 size), touch 26, flat-footed 41 |
Base Attack/Grapple | +34/+52 |
Attack | Dread Alicorn +52 melee (3d6+26+2d6 (unholy) +1 (vile) and Angry Ache) |
Full Attack | Dread 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/ Reach | 10 ft. /10 ft. |
Special Attacks | Call 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 |
Saves | Fort +48, Ref +48, Will +47 |
Abilities | Strength 39, Dexterity 30, Constitution 31, Intelligence 20, Wisdom 34, Charisma 30 |
Skills | Bluff +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 |
Feats | Cleave, 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 Feats | Bane Of Enemies, Death of Enemies (DC 32), Epic Evil Brand, Great Smiting, Improved Metamagic, Widen Aura Of Despair |
Environment | Malbolge, Sixth of the Nine Hells of Perdition |
Organization | Solitary (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 |
Treasure | Triple standard |
Alignment | Lawful Evil |
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;
- 3/day – Bestow Greater Curse, death by thorns, destruction, earthquake, evil weather, Pox, unholy blight, Wrack, Wretched Blight;
- 1/day – Eternity of Torture, meteor swarm, shambler, symbol of pain;
- 1/week – wish.
Caster level 32 nd ; DC 20 + spell level.
Spells prepared (Blackguard): (5/5/5/4. Caster level 23rd, DC 22 + spell level)
- 1- Boneblast*, cause fear, cure light wounds x2, Summon Monster I;
- 2- bull strength, cure moderate wounds x2, eagle’s splendor, summon monster II;
- 3- Contagion, cure serious wounds, protection from energy, red fester*, rotting curse*;
- 4- cure critical wounds, hell’s power*, summon monster IV (x2)
Spells prepared (ranger): (6/6/6/6 Caster level 23rd, DC 22+spell level)
- 1- Alarm, Longstrider, Magic Fang, Resist Energy x3;
- 2- Barkskin, Bear’s Endurance x2, Cat’s Grace x2, Wind Wall;
- 3- Magic Fang, Greater, Cure Moderate Wounds x4, Water Walk;
- 4- Animal Growth x2, Cure Serious Wounds x2, Freedom of Movement, Tree Stride.
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 race | 0 |
Of caster’s lineage | +5 |
Unwilling | -5 |
Unknowing | 0 |
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.