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The Ashmadia

Ashmadia

Numbering eight in all, these creatures are thought to be the oldest pit fiends after Aesmadeva, although no one knows for certain. Like their leader, The Ashmadia are totally devoid of any notion of betrayal of Hell and since Hell is invested and personified in the figure of its current King, they are incapable of betraying Asmodeus. In any event, as Nessian pit fiends, the Ashmadia are well aware of Asmodeus true nature. Their perfection marred only by the fact that they are not Aesmadeva, the Ashmadia have no names and are typically referred to based upon the draconic color each uses (i.e. the Azure and Sapphire Ashmadia, the Emerald and Jade Ashmadia, the Ebon and Onyx Ashmadia, and the Ashen and Sallow Ashmadia).

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

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The Ashmadia
pit fiends, Advanced
Huge outsider (Devil, Evil, Extraplanar, Lawful)
Hit Dice54d8+702 (1134 hp)
Initiative+18
Speed40 ft., Fly 60 ft. (average)
Armor Class72 (+9 armor, +10 deflection, +10 Dexterity, +26 natural, +9 profane, -2 size), touch 37, flat-footed 62
Base Attack/Grapple+54/+91
AttackNessian Cleaver +87 melee (3d6+35 plus 2d4 negative levels 19-20/x3); or Pain of Perdition +76 ranged (4d6+14 plus anti-magic and poison); or claw +81 melee (3d8+29 + 1 vile)
Full Attack*Nessian Cleaver +87/+82/+77/+72 melee (3d6+35 plus 2d4 negative levels 19-20/x3) and bite +79 melee (6d8+19+1 vile plus poison and disease) and 2 wings +79 melee (3d6+19+1 vile) and tail slap (3d8+19+1 vile) or Pain of Perdition +76/+71/+66/+61 ranged (3d8+14 plus anti-magic and poison) or 2 claws +81 melee (3d8+29+1 vile), and bite and 2 wings and tail slap

* If not holding their shields, the Ashmadia can make one claw attack as a secondary attack during a full attack action
Space/Reach15 ft. /15 ft.
Special AttacksConstrict 3d8+49, disease, fear aura, improved grab, poison spell-like abilities, summon devils
Special QualitiesDamage reduction 25/epic, good and silver, Darkvision 60 ft., immunity to fire and poison, resistance to acid 30 and cold 30, regeneration 15, see in darkness, Spell Resistance 51, telepathy 500 ft.
SavesFort +42, Ref +39, Will +43
AbilitiesStrength 50, Dexterity 30, Constitution 36, Intelligence 31, Wisdom 31, Charisma 31
SkillsBalance +16, Bluff +67, Climb + 77, Concentration +70, Diplomacy +22, Disguise +67 (+73 acting in character), Hide +59, Intimidate +73, Jump +87, Knowledge (arcana) +67, Knowledge (nature) +67, Knowledge (the planes) +67, Knowledge (religion) +67, Listen +67, Move Silently +67, Search +67, Sense Motive +67, Spellcraft +73, Spot +67, Survival +10 (+16 above ground, +16 on other planes, +16 tracking), Tumble +74
FeatsAwesome Blow, Cleave, Combat Expertise, Combat Reflexes, Corrupt Spell-like Ability, Dark Speech, Flyby Attack, Great Cleave, Improved Bullrush, Improved Combat Expertise, Improved Initiative, Improved Sunder, Multiattack, Power Attack, Quicken Spell-Like Ability (meteor swarm), Vile Natural Strike
Epic FeatsDire Charge, Epic Will, Superior Initiative
Climate/TerrainAny land and underground (Nessus)
OrganizationSolitary, pair, troupe w/ Aesmadeva ( 9 Ashmadia, 5-10 Nessian pit fiends and Aesmadeva)
Challenge Rating39
TreasureTriple Standard
AlignmentLawful Evil

Combat

The Ashmadia typically engage foes at the orders of Aesmadeva, following their lord’s strategy to the letter. If such is not the case, they usually open combat with a quickened meteor swarm. Following that, half of them charge to engage their foes in melee, while the other half launch corrupted fireballs at any foes still standing.

They fight in pairs, making use of flanking and attacks of opportunity. During the subsequent rounds, the four engaging in melee attempt to direct their attacks at foes who appear to be avoiding the magical onslaught provided by the remaining Ashmadia. The four providing magical support typically alternate their attacks. One pair attempts to dispel magic and makes use of blasphemy afterwards. The second pair divides up the battlefield using walls of fire. The third uses damaging attacks such as fireball, power word stun, and meteor swarm. Ifallies are out of the line of fire, these attacks are generally corrupted as well. The fourth attacks the minds of the enemy with mass hold monster, suggestion and Charm Person.

The Ashmadia are no fools, and in the absence of Aesmadeva, will retreat via greater teleport once reduced to one-third of their hit points, or sooner if facing an obviously superior foe. They tend to cover their retreat by summoning devils to the fray, usually cornugons and gelugons. They also make use of their summoning power if the first few rounds of combat go against them, but not poorly enough for a retreat. In this case, Nessian pit fiends are generally summoned, alongside the cornugons and gelugons. The Ashmadia rarely summon lesser devils than this, seeing them as a waste of time.

Constrict (Ex): The Ashmadia deal 3d8+39 points of damage with a successful grapple check.

Disease (Su): A creature struck by one of the Ashmadia’s bite attacks must succeed on a DC 59 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d2 days, damage 1d6 Strength). The save DC is Constitution based.

Fear Aura (Su): The Ashmadia can radiate a 20 foot fear aura as a free action. A creature in the area must succeed on a DC 56 Will save or be affected as though by a fear spell (caster level 54th). A creature that successfully saves cannot be affected again by the aura for 24 hours. Dukes of Hell and higher ranked devils are immune to the aura, and lesser devils can be excluded from the effect should the Ashmadia so choose. The save DC is Charisma-based.

Improved Grab (Ex): To use this ability, the Ashmadia must hit with their tail slap attack. They can then attempt to start a grapple as a free action without provoking an attack of opportunity. If the Ashmadia wins the grapple check, it establishes a hold and constricts.

Poison (Ex): Injury, Fortitude DC 59, initial damage 1d8 temporary Constitution, secondary damage death. The save is Constitution based.

Spell-like Abilities (Sp):

Caster level 54th; save DC 29 + spell level.

Summon Devils (Sp): Four times a day, the Ashmadia can automatically summon nine lemures, barbazu, or osyluths, or six cornugons, erinyes, gelugons, or hamatulas. These devils may have twice their standard HD. The Ashmadia can also summon 3 Nessian pit fiends. Asmodeus has granted the Ashmadia this additional measure of power.

Regeneration (Ex): The Ashmadia take normal damage from good-aligned silver weapons, and from spells or effects with the good descriptor.

Possessions:

Seal of Malsheem (Minor Artifact).

Each member of the Ashmadia bear a pentagram seal upon their foreheads, placed there by the hand of Asmodeus himself. This powerful brand bestows a +9 profane bonus to physical attacks, damage, armor class and the DCs of their spell-like abilities and special attacks. It also allows the Ashmadia’s fear aura to affect any devil of pit fiend status or lower, if they so choose.

The Ashmadia wield Battleaxes forged from the souls of the damned. These powerful soulsteel items are +6 keen souldrinker axes, known as Nessian Cleavers.

Black iron bracers surround the mighty pit fiends‘ forearms. These weapons, known as the Pain of Perdition, can fire spikes as a +5 repeating great crossbow, although the ammunition is automatically replenished from an extra-dimensional storage space. The bolts affect their target as an Antimagic Ray, requiring a Will save DC 36 to negate. They are also coated in the pit fiends‘ own venom, forcing a save against that vile poison.

The bracers also serve as +9 bracers of armor of moderate fortification, and discharge 5d6 points of fire damage against those who strike them in melee.

The Scales of Tiamat function as bulwarks of the dragon, save that they are tower shields instead of large shields, and the bonus to AC is a deflection bonus rather than a shield bonus. As their name implies, they were forged from the very scales of the Dragon Queen herself as tribute to the King of All Hell. The Scales do not inflict any penalties on the Ashmadia’s attacks. Two members of the Ashmadia possess a different colour dragon shield, one for four of the five chromatic dragons; only Aesmadeva carries the red Scale of Tiamat.

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