Byzine, Master of the Order of the Fly
“Meet Byzine: The master spy of Hell who manipulates, hypnotizes, and summons devils to outsmart his enemies!”
Byzine is a towering, 15-foot-tall osyluth (bone devil) with ghostly pale white flesh that stretches taut over his skeletal frame, giving him a ghastly, almost cadaverous look. His skin appears translucent, revealing sinewy muscle and bone beneath. His eyes are perpetually darting around, each one a black void that seems to absorb every flicker of light and movement in his surroundings. Sharp, elongated teeth line his gaping maw, and his fingers end in long, razor-sharp claws. His voice is a monotone drone laced with a hypnotic undertone, reminiscent of an insect’s hum, capable of lulling even the most alert into a false sense of security.
Behavior:
Byzine is the epitome of calm, collected, and calculating. His movements are deliberate and precise, designed to avoid unnecessary attention. He exudes an air of quiet confidence, unperturbed by the chaos around him. Despite his monstrous appearance, he maintains a demeanor that is almost regal, always observing, analyzing, and planning his next move. In conversation, Byzine is reserved and speaks only when necessary, choosing his words carefully to manipulate others without revealing his true intentions. He is never seen in a state of anger or panic, even under extreme duress, maintaining his composure at all times.
Habitat:
Byzine’s domain is Cocytus, the frozen wasteland of Maladomini, the Seventh Circle of the Nine Hells. Here, he operates from a concealed lair, hidden within the ruins of long-forgotten cities buried beneath layers of ice and rock. His lair is a network of tunnels and chambers filled with ancient tomes, infernal artifacts, and scrying pools that allow him to monitor activities across Hell and beyond. However, Byzine is rarely confined to one location; his duties often take him to various parts of the infernal realm and occasionally into the mortal world, where he gathers intelligence and carries out covert operations.
Modus Operandi:
Byzine specializes in espionage and information gathering, employing a range of cover identities to infiltrate enemy ranks and gather secrets. His primary method is to blend into his surroundings, using his illusion and enchantment abilities to disguise himself as harmless or subservient beings such as a lowly scribe, a minor necromancer, or an advisor to celestial beings. These identities allow him to operate undetected, gathering information and manipulating events to his advantage. In combat, He relies on his speed and agility, striking with deadly precision using his natural weapons and poison. He prefers to incapacitate foes quickly and avoid prolonged engagements, often using his spell-like abilities to evade capture or escape if necessary.
Motivation:
Byzine’s ultimate loyalty is to Beelzebul, the Lord of the Seventh, who values his unparalleled skills in espionage and intelligence. His primary motivation is the acquisition of power through knowledge. Byzine believes that information is the key to control, and he constantly seeks new methods and sources to expand his understanding of the infernal and mortal realms. He aims to solidify his position as Hell’s foremost spymaster, rivaling even the likes of Corin. Every action he takes is calculated to enhance his influence and secure his place in the ever-shifting hierarchy of Hell, all while serving the strategic interests of Beelzebul and the Order of the Flies.
Byzine, Master of the Order of the Fly 5e
Byzine, Master of the Order of the Fly 3.5
Byzine, Master of the Order of the Fly
Huge Fiend (Devil), Lawful Evil
Armor Class 22 (Natural Armor)
Hit Points 520 (40d12 + 240)
Speed 40 ft., fly 80 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
30 (+10) | 28 (+9) | 29 (+9) | 25 (+7) | 24 (+7) | 26 (+8) |
Saving Throws
Dex +16, Con +17, Wis +15, Cha +16
Skills
Arcana +15, Deception +20, Insight +15, Intimidation +16, Perception +15, Stealth +17
Damage Resistances
Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities
Fire, Poison
Condition Immunities
Charmed, Frightened, Poisoned
Senses
Truesight 120 ft., Darkvision 120 ft., Passive Perception 25
Languages
Infernal, Telepathy 200 ft., All Languages (via Polyglot)
Challenge
CR 28 (120,000 XP)
Proficiency Bonus
+9
Traits
- Legendary Resistance (3/Day): If Byzine fails a saving throw, he can choose to succeed instead.
- Magic Resistance: Byzine has advantage on saving throws against spells and other magical effects.
- Magic Weapons: Byzine’s weapon attacks are magical.
- Regeneration: Byzine regains 30 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Byzine dies only if he starts his turn with 0 hit points and doesn’t regenerate.
- Aura of Fear: Byzine emits a 60-foot radius of fear. Each creature that starts its turn within the aura must succeed on a DC 25 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Byzine’s Aura of Fear for the next 24 hours.
- Improved Cover Identities: Byzine can disguise himself as specific personas. He gains advantage on Deception and Persuasion checks when operating under these identities and can cast Undetectable Alignment and Nondetection at will. When in his improved cover identity, he gains a +4 bonus to Deception and Persuasion checks.
- Far Senses (4/Day): Byzine can see, hear, and sense through a chosen creature’s senses within 220 feet.
- Poisonous Sting: Byzine’s tail stinger injects a potent poison. A creature hit by his sting must make a DC 26 Constitution saving throw, taking 30 (10d6) poison damage and suffering 2d6 Strength reduction on a failed save, or half as much damage with no Strength reduction on a successful one.
Actions
- Multiattack: Byzine makes three attacks: one with his bite, one with his claws, and one with his sting.
- Bite: Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 10) piercing damage.
- Claws: Melee Weapon Attack: +20 to hit, reach 15 ft., one target. Hit: 22 (3d6 + 10) slashing damage.
- Sting: Melee Weapon Attack: +20 to hit, reach 15 ft., one target. Hit: 24 (3d6 + 10) piercing damage plus 30 (10d6) poison damage, and the target must succeed on a DC 26 Constitution saving throw or have its Strength score reduced by 2d6.
- Summon Devils (1/Day): Byzine summons 1d4 bone devils or 1d6 lemures. The summoned devils appear in unoccupied spaces within 60 feet of Byzine and act as his allies. They remain for 1 hour, until Byzine dies, or until he dismisses them as a bonus action.
- Spell-like Abilities (Spell Save DC 25, +17 to hit with spell attacks):
- At will: Animate Dead, Charm Person, Dimensional Anchor, Fly, Greater Invisibility, Major Image, Suggestion, Wall of Ice
- 3/day: Dominate Person, Telekinesis, Greater Teleport
- 1/day: Plane Shift, Mass Suggestion, Power Word Stun
Legendary Actions
Byzine can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Byzine regains spent legendary actions at the start of his turn.
- Tail Attack: Byzine makes a sting attack.
- Infernal Glare (Costs 2 Actions): Byzine targets one creature he can see within 60 feet. The target must succeed on a DC 25 Wisdom saving throw or be paralyzed until the end of Byzine’s next turn.
- Cast a Spell (Costs 3 Actions): Byzine uses one of his spell-like abilities.
Mythology and Role
Byzine is a prominent figure within the Nine Hells, serving as the Head of Internal Operations for the Order of the Fly under the command of Beelzebul. His role is pivotal in espionage, intelligence gathering, and manipulation. Byzine is a master of disguise and subterfuge, often operating from the shadows to influence events across the planes. He maintains a tense but effective rivalry with Corin, the Master Spy of Hell, and his actions often intertwine with infernal politics, shaping the power dynamics of the Hells.
Regional Effects
The area surrounding Byzine’s lair is influenced by his infernal presence, creating the following effects:
- Whispers in the Wind: Creatures within 1 mile of Byzine hear faint whispers that can subtly influence their thoughts and actions. Affected creatures must succeed on a DC 20 Wisdom saving throw or be charmed to relay information back to Byzine.
- Illusory Terrain: Byzine can alter the terrain within 1 mile of his lair, creating illusory hazards and obstacles. These illusions are tangible and can be interacted with, though they are only visual and auditory.
- Shadowed Presence: The area within 1 mile of Byzine is perpetually covered in dim light and fog, imposing disadvantage on Perception checks and making the area feel unnervingly eerie.
If Byzine is destroyed, these regional effects dissipate over the course of 1d10 days.
The Head of Internal Operations of the Order of the Flies has spent a near eternity developing ever new methods of gathering information for his master, the Lord of the Seventh.
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As such, he rivals Corin for the title of Master Spy of Hell. Indeed, Byzine was once a pupil of the Corin and served for a time (and still holds rank) in the Espionage Branch of Infiltration with high distinction until he was approached by Beelzebul. Now, Byzine and the Dark Minister have an unfriendly rivalry with each other, although on occasion they have worked together to the extreme success of both organizations.
Byzine appears as a fifteen foot tall osyluth, with pale white flesh. His eyes dart about constantly, taking in every detail available. He is always calm and collected, even in the face of the anger of his superiors. He never loses his composure and maintains an observant and open mind in the face of imminent defeat. His voice is a monotone accompanied by ultrasonic undertones, like the droning of an insect. It is nearly hypnotic in nature, a facet that has led to some of his less wary rivals’ demises.
Byzine is a recipient of the Order of Perfection, the highest honor in Cocytus (Maladomini).
Byzine, Master of the Order of the Fly | |
Osyluth (9th Circle Major of the Legions of Hell) | |
Huge outsider (Devil, Evil, Extraplanar, Lawful) | |
Hit Dice | 30d8 + 10d6 (Epic Infiltrator) + 280 (450 hp) |
Initiative | +16 |
Speed | 40 ft. |
Armor Class | 31 (+8 Dexterity, +15 natural, -2 size), touch 16, flat-footed 23 |
Base Attack/Grapple | +35/+52 |
Attack | Bite +42 melee (2d6+9) |
Full Attack | Bite +42 melee (2d6+9) and 2 claws +37 melee (1d6+4) and sting +37 melee (3d6+4 and poison) |
Space/Reach | 15 ft. /15 ft. |
Special Attacks | Sneak attack +4d6, spell-like abilities, summon devils |
Special Qualities | Damage reduction 15/good and silver; Darkvision 60 ft., far senses (4/day, 220 ft.), immunity to fire and poison, improved cover identity, mind blank 1/ day, read thoughts 2/day, resistance to acid 10 and cold 10; see in darkness; specialist training, Spell Resistance 37; telepathy 200 ft. |
Saves | Fort +29, Ref +30, Will +27 |
Abilities | Strength 29, Dexterity 26, Constitution 25, Intelligence 21, Wisdom 21, Charisma 20 |
Skills | Appraise +20, Bluff +66, Concentration +27, Disable Device +20, Diplomacy +50, Disguise +51 (+55 acting in character), Escape Artist +18, Forgery +28, Gather Information +70, Hide +44, Intimidate+28, Knowledge (local – Nine Hells of Perdition) +45, Listen +50, Move Silently +50, Open Lock +38, Search +32, Sense Motive +36, Spot +50, Survival +5 (+9 tracking), Use Magical Device +25, Rope Use+8 (+10 with bindings) |
Feats | Alertness, Dark Speech, Greater Spell Focus (Enchantment), Improved Initiative, Investigator, Persuasive, Skill Focus (Bluff), Spell Focus (Enchantment), Run, Stealthy |
Epic Feats | Epic Skill Focus (Bluff), Epic Skill Focus (Gather Information), Polyglot, Superior Initiative |
Climate/Terrain | Cocytus (Maladomini), Seventh of the Nine Hells of Perdition |
Organization | Solitary (unique) or with 3-8 aides (20 HD Devil Bone (Osyluths) |
Challenge Rating | 25 |
Treasure | Standard |
Alignment | Lawful Evil |
Combat
Byzine almost never has to engage in combat due to his ability to melt into the background or perpetuate his alter egos. If he is drawn into combat, he favors quick, effective strikes that carry the least risk. He will typically try to evade his foes unless doing so would risk his exposure. In that case, he will fight much as expected of his current guise until he can disengage or retreat, making use of his illusionary and enchantment powers.
If a foe has discovered his true nature, Byzine will abandon all pretenses and attempt to destroy the enemy as swiftly as possible, using his poison, summoned devils and most powerful spell-like abilities to triumph. If reduced to one third of his hit points or less, or if faced with an obvious defeat, he does not hesitate to teleport away, viewing his Survival as paramount.
Fear Aura (Su): As a free action, Byzine can create an aura of fear in a 5 foot radius. It is otherwise identical with fear cast by a 30 th level sorcerer (save DC 30). If the save is successful, that creature cannot be affected again by Byzine’s fear aura for one day. Other Devils are immune to the aura.
Improved Cover Identities: Byzine has three cover identities, one of which has been twice improved. Currently, they are a scribe in Mephistopheles‘ library, a minor necromancer in the service of Orcus, and an advisor to a powerful solar by the name of Galarnuon. The advisor is the improved identity. While operating within an improved cover identity, Byzine receives a +4 bonus to Disguise checks and a +2 bonus on Bluff and Gather Information checks. (Or +8 Disguise and +4 Bluff and Gather Information when in his advisor identity.)
He also benefits from a constant undetectable alignment effect that is always active as a supernatural ability.
Poison (Ex): Sting, Fortitude save (DC 32); initial damage 1d6 Strength, secondary damage 2d6 Strength.
Specialist Training (Ex): Byzine has studied concealment and interaction (x2) for his specialist training.
These bonuses are already included in his stat block above.
Spell-like Abilities: At will- animate dead, Charm Person, dimensional anchor, doom, fly, greater teleport, invisibility, major image, suggestion, wall of ice.
Caster level 30 th ; DC 15 + spell level. (DC 17 + spell level for enchantment)
Summon Devils: Thrice per day, Byzine can automatically summon 6d8 lemures or 1d6 bone devils. These devils may have double HD.
Possessions: While Byzine has no signature possessions, he does have access to any magical items with a value of 200,000 gold pieces or less. He frequently makes use of items that aid him with his cover identities. While impersonating the necromancer in particular, Byzine relies heavily on items to duplicate the effects of the magic he supposedly has at his disposal.