Devil, Dagos Marshal of the Pits (Dagos of the Dark Eight)
“Discover Dagos, the Ruthless Infernal General Who Keeps the Hordes of the Abyss at Bay!”

Dagos is a towering pit fiend, his massive frame rippling with powerful muscles that seem to strain against his leathery, charred skin. His entire body is wreathed in constant flames, creating an aura of searing heat that distorts the air around him. His eyes are glowing white orbs, glaring out from beneath the infamous Helm of the Pit—a fearsome helmet forged from blackened steel, adorned with jagged horns, and covering his entire head. The helmet has slots for his own curved horns and a grill over the mouth, from which plumes of hellfire flare when he speaks. His wings are immense, leathery, and bat-like, trailing smoke as he moves. He carries the Halberd of the Pit, a massive weapon infused with hellfire, and his hands end in razor-sharp claws capable of rending flesh and bone.
Behavior:
Dagos is the embodiment of cold, calculated discipline. His demeanor is one of unwavering focus and authority, rarely showing any emotion beyond the controlled rage that drives his every action. In battle, he is a precise and efficient killer, exploiting the weaknesses of his enemies with ruthless efficiency. He demands absolute obedience and competence from his subordinates, rewarding success with praise but punishing failure with severe and often brutal consequences. Dagos is known for his stern but fair leadership style, gaining the fear and respect of those under his command. He rarely engages in small talk, preferring to issue orders and expect immediate compliance.
Habitat:
Dagos resides in the depths of Hell, within the infernal city of Dis, the second layer of the Nine Hells. His domain is a fortress of iron and fire, surrounded by legions of lesser devils ready to march at his command. The fortress itself is a strategic stronghold, bristling with weapons and patrolled by elite infernal guards. Dagos often leads expeditions into the battlefields of the Blood War, where the forces of Hell clash with the chaotic hordes of the Abyss. His presence is felt across the Nine Hells, where his influence extends through the legions he commands.
Modus Operandi:
As the Marshal of the Pits, Dagos is a master tactician, orchestrating complex battle plans with precision. He is known for his ability to predict his enemies’ movements and counter them effectively. Dagos often uses a combination of brute strength and strategic cunning to outmaneuver his foes, setting traps and ambushes that exploit their weaknesses. In combat, he leads from the front, using his formidable physical and magical abilities to sow chaos among enemy ranks. Dagos is not one for unnecessary cruelty but will not hesitate to use fear and intimidation as tools to maintain order and control. He prefers direct and efficient solutions, avoiding elaborate schemes in favor of straightforward, overwhelming force.
Motivation:
Dagos is driven by an unyielding desire to maintain the order and supremacy of Hell. His primary focus is the annihilation of the demonic forces of the Abyss, which he views as a chaotic scourge that must be eradicated. He is deeply committed to the cause of the Blood War, seeing it as his duty to protect Hell from the ever-present threat of demon invasion. Dagos seeks to perfect his legions, ensuring they are always battle-ready and capable of repelling any assault. His loyalty to the Dark Eight and the infernal hierarchy is unwavering, though he harbors an ambition to prove himself as the greatest military mind in the Nine Hells, surpassing even his peers. For Dagos, every battle is an opportunity to demonstrate his prowess and secure his place among the elite of Hell.
Dagos Marshal of the Pits 5e
Dagos Marshal of the Pits 3.5
Dagos of the Dark Eight, Marshal of the Pits

Large Fiend (Devil), Lawful Evil
Armor Class: 24 (natural armor, Helm of the Pit, Infernal Vambraces)
Hit Points: 600 (40d10 + 320)
Speed: 30 ft., fly 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
30 (+10) | 20 (+5) | 28 (+9) | 24 (+7) | 20 (+5) | 26 (+8) |
Saving Throws: Str +18, Dex +13, Con +17, Int +15, Wis +13, Cha +16
Skills: Intimidation +25, Perception +13
Damage Resistances: Cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered
Damage Immunities: Fire, Poison
Condition Immunities: Poisoned, Charmed
Senses: Truesight 120 ft., passive Perception 23
Languages: Infernal, Telepathy 120 ft.
Challenge: 26 (90,000 XP)
Special Traits
Fear Aura:
- Effect: Any creature hostile to Dagos that starts its turn within 20 feet of him must make a DC 25 Wisdom saving throw. On a failed save, the creature is frightened until the start of its next turn. A successful save makes the creature immune to Dagos’s Fear Aura for the next 24 hours.
Helm of the Pit:
- Disadvantage on Attacks: Creatures attacking Dagos have disadvantage on attack rolls against him, as though repelled by a magic circle.
- Fire Damage: Creatures within 15 feet of Dagos take 21 (6d6) fire damage at the start of their turns.
- Protection: Functions as a Cloak of Protection, granting Dagos a +2 bonus to AC and saving throws.
Infernal Vambraces:
- Armor Class Bonus: Grants a +2 bonus to AC while not using a shield.
- Fire Aura: Enemies making melee attacks against Dagos take 10 (3d6) fire damage.
- Resilience: Grants resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered.
Magic Resistance:
- Dagos has advantage on saving throws against spells and other magical effects.
Magic Weapons:
- Dagos’s weapon attacks are magical.
Innate Spellcasting:
- Spellcasting Ability: Charisma (spell save DC 25).
- At will: Detect Magic, Fireball, Hold Monster, Wall of Fire.
- 3/day each: Dispel Magic, Major Image (6th level).
- 1/day each: Meteor Swarm, Wish.
Leadership (Recharges after a Short or Long Rest):
- For 1 minute, Dagos can issue a special command to a non-hostile creature within 120 feet that he can see whenever it makes an attack roll or a saving throw. The creature can add a d10 to its roll if it can hear and understand Dagos. A creature can benefit from only one Leadership die at a time.
Regional Effects:
- Hellish Overlord: Within a 1-mile radius of Dagos’s stronghold, the area is suffused with infernal heat, causing minor fire damage (1d6) to creatures that spend more than 1 hour within the area each day. This heat also makes the environment uncomfortable for non-fiends.
- Infernal Legions: The presence of Dagos enhances the combat prowess of other fiends in his vicinity. Infernal creatures within 1 mile of his stronghold gain advantage on attack rolls and saving throws.
Actions
Multiattack:
- Dagos makes five attacks: one with his bite, three with his halberd, and one with his tail. If disarmed of his halberd, he makes two claw attacks instead.
- Bite: Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 30 (5d6 + 10) piercing damage. The target must succeed on a DC 25 Constitution saving throw or become poisoned. While poisoned in this way, the target cannot regain hit points and takes 30 (8d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
- Halberd of the Pit: Melee Weapon Attack: +20 to hit, reach 20 ft., one target. Hit: 38 (5d10 + 10) slashing damage plus 30 (8d6) fire damage.
- Tail: Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 28 (4d10 + 10) bludgeoning damage.
- Claw: Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 10) slashing damage.
Legendary Actions
Dagos 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. Dagos regains spent legendary actions at the start of his turn.
- Teleport: Dagos magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
- Constrict: Dagos makes a tail attack against one foe in reach. If successful, the creature must succeed on a DC 27 Strength saving throw or become restrained. Dagos’ tail attack can only target the restrained creature, but Dagos can end the effect at any time.
- Whirlwind Attack (Costs 2 Actions): Dagos makes an attack with his Halberd of the Pit that targets all foes within reach.
Lore
Dagos, the current Marshal of the Pits, is the third entity to hold this title. The original Dagos was a prominent figure among the Courtiers of Perdition, a high-ranking echelon within the infernal hierarchy. The second Dagos, however, met a catastrophic end at the hands of Warlord Bael, Lord of the First, shortly after his appointment. The current Dagos, having survived longer than his predecessors, has carved a significant place in the infernal annals through his strategic brilliance and unyielding combat prowess. His tenure is marked by a relentless drive to eradicate the demonic forces of the Abyss, and he is known for his disciplined and intimidating command over his legions.
Strengths and Weaknesses
Strengths:
- Strategic Mastery: Dagos excels in both planning and executing complex battle strategies, outmaneuvering even the most formidable opponents.
- Combat Prowess: His strength and fiery attacks make him a formidable foe in direct combat.
- Magical Versatility: His spellcasting and enchanted equipment provide both offensive and defensive advantages.
Weaknesses:
Pride and Overconfidence: Dagos’s high status and pride can sometimes lead to underestimating enemies or making risky decisions.
Overreliance on Fear: His fear aura can be less effective against creatures that succeed in their saving throws.
Devil, Dagos, Marshal of the Pits

Dagos of the Dark Ministry is charged with maintaining the Legions of Hell. Referred to as “the Marshal of the Pit”, He is the most terrifying pit fiend to the hordes of The Abyss.
A brilliant tactician and a deadly warrior, Dagos and his stratagems have developed into legends across the Planes. Only some of the gods of war can compare themselves to Dagos when it comes to battle-plans and preparation, and some bards tell tales suggesting that were it not for their raw power, not even a greater god could outwit or outfight Dagos! Whether or not this is true or just a gross hyperbole, the vicious Marshal of the Pit has proven time and again why devils have held their own against the virtually limitless hordes of The Abyss.
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
Dagos, Marshal of the Pits | |
Dark Ministry of Hell | |
Pit fiend (9th Circle General of the Legions of Hell) | |
Huge outsider (Evil, Extraplanar, Lawful) | |
Seal | A gray war helmet bursting with red flames on a black inverted triangle |
fighter 10/Legendary Leader 5 | |
Hit Dice | 39d8 + 10d10 + 637 (867 hp) |
Initiative | +12 |
Speed | 40 ft., Fly 60 ft. (average) |
AC | 56 (-2 size, +8 Dexterity, +26 natural, +10 armor, +4 deflection), touch 20, flat-footed 48 |
Base Attack/Grapple | +42/+77 |
Attack | Halberd of the Pits +65 melee (3d8+35 plus 1d6 fire /19-20/x3 plus 1d10 fire) |
Full Attack | +63/+58/+53/+48 Halberd of the Pits (3d8+26 plus 1d6 fire /19-20/x3 plus 1d10 fire) and +63/+58/+53 melee (2d6+16 /19-20/x2) and 2 wings +54 melee (3d6+9) and tail slap +54 melee (3d8+9) or 2 claws +59 melee (3d8+19) and bite +54 melee (6d6+9 plus poison and disease) plus 2 wings and tail slap |
Space/Reach | 15 ft./15 ft. (30 feet with halberd) |
Special Attacks | Constrict, fear aura, improved grab, quick rally, spell-like abilities, summon devils |
Special Qualities | Command aura, damage reduction 20/epic, good and silver, Darkvision 60 ft., fearless, Hell and back, heroic success, hero’s luck, immunity to fire and poison, legendary reputation, natural commander, resistance to acid 20 and cold 20, regeneration 9, see in darkness, Spell Resistance 48, telepathy 300 ft. |
Saves | Fort +42, Ref +37, Will +40 |
Abilities | Strength 49, Dexterity 26, Constitution 36, Intelligence 27, Wisdom 29, Charisma 27 |
Skills | Appraise (weapons) +17, Balance +15, Bluff +47, Climb +39, Concentration +42, Diplomacy +43 (+48 vs. indifferent or better), Craft (weapons) +36, Disguise +29 (+33 acting), Escape Artist+25, Gather Information+17, Handle Animal+39, Hide +26, Intimidate +65, Jump +59, Knowledge (arcana) +37, Knowledge (nature) +15, Knowledge (the planes) +42, Knowledge (religion) +30, Listen +53, Move Silently+34, Perform (oratory) +12, Ride +43, Search +37, Sense Motive +54, Spellcraft +41, Spot +53, Survival +35 (+39 on other planes, +39 tracking), Tumble +29, Use Rope+8 (+10 bindings). |
Feats | Awesome Blow, Cleave, Combat Expertise, Combat Reflexes, Great Cleave, Greater Two Weapon Fighting, Improved Critical (halberd), Improved Disarm, Improved Initiative, Improved Sunder, Improved Two Weapon Fighting, Iron Will, Leadership, Multiattack, Power Attack, Quicken Spell-Like Ability (meteor swarm), Spinning Halberd, Two Weapon Fighting, Weapon Focus (halberd), Weapon Specialization (halberd) |
Epic Feats | Dire Charge, Epic Leadership, Epic Reputation, Legendary Commander |
Climate/Terrain | Malsheem, Nessus, Ninth of the Nine Hells of Perdition |
Organization | Unique (Solitary), or squad (9 pit fiends and 27 cornugons) |
Challenge Rating | 36 |
Treasure | Possessions plus triple standard |
Alignment | Lawful Evil |
Combat
Dagos prefers to strike adversaries on his own terms; if attacked during an ambush or when he is not expecting a fight, Dagos has no qualms about retreating immediately to prepare. In any event, he rarely fights alone and will collect a small group of fiends to assist him in combat. If fighting demons, Dagos will typically have greater invisibility cast on his person; then he will attempt to teleport just close enough for his meteor swarm to engulf the greatest number of Abyssal foes. From here, he wades into battle attacking with the Halberd of the Pit.
He will use the blade to attack the demons, and the adamantine shaft to sunder any weapons. Due to his vambraces, Dagos is treated as a Colossal sized creature and can easily overpower most foes with bull rush, disarm, or trip attacks. He makes use of these tactics as the situations arise, but for the most part he focuses on dealing as much damage in a single round to as many foes as possible. With up to ten attacks in a full round, Dagos is usually capable of striking all foes within his reach at least once.
Due to his commander auras, devils fighting with Dagos are much more formidable than normal. Foes who succumb to Dagos’ fear aura are almost always dispatched by his troops, and those wounded are quickly finished off as well.
When fighting against mortals, Dagos will typically attempt to attack invisibly, although he will try to charm or hold arcane spellcasters so he can deliver them to Corin for interrogation. Against melee warriors, Dagos will concentrate on killing them as swiftly as possible, typically leading with blasphemy and mass hold monster while his subordinates deal with them. Those who do not fall to the blasphemy or hold are usually disarmed and either subdued or slaughtered.
Commander Auras (Ex): Bloodthirsty and Pursuing. Allies under the effects of Dagos’ command auras gain a +9 morale bonus on damage rolls against wounded foes, and a +9d6 morale bonus on damage rolls against foes who are frightened or panicked. Dagos’ aura affects all allied troops within 270 feet of him, due to the Helm of the Pit.
Constrict (Ex): Dagos deals 3d8 + 38 points of damage with a successful grapple check.
Disease (Su): A creature struck by Dagos’ bite attack must succeed at a DC 40 Fortitude save or be infected with a vile disease called devil chills (incubation period 1d4 days, damage 1d4 points of Strength).
Fear Aura (Su): Dagos can radiate a 30-foot-radius fear aura as a free action. Creatures in the area must succeed on a DC 36 Will save or be affected as though by a fear spell (caster level 34 th ). A creature that successfully saves cannot be affected again by his aura for 24 hours. Other devils are immune to the aura.
Hell and Back (Ex): Dagos’ cohorts and followers are immune to fear while they have line of sight to him.
Heroic Success (Ex): Once per day, Dagos may automatically succeed on a saving throw.
Improved Grab (Ex): To use this ability, Dagos must hit a Large or smaller opponent with his tail slap attack. If he gets a hold, he can constrict.
Poison (Ex): Injury; Fortitude DC 40; initial damage 1d8 Constitution, secondary damage death.
Quick Rally (Ex): Dagos may make a rally check once a round as a free action.
Regeneration (Ex): Dagos takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.
Spell-Like Abilities (Sp):
- At will – animate dead, blasphemy, charm person, create undead, desecrate, detect good, Detect Magic, greater dispel magic, greater invisibility, greater teleport (self plus 50 pounds only), magic circle against good, major image, mass hold monster, power word stun, produce flame, polymorph, pyrtechnics, suggestion, unholy aura, unhallow, wall of fire;
- 3/day – meteor swarm, symbol of pain;
- 2/day – greater command;
- 1/month – wish.
Caster level 34 th ; save DC 18 + spell level.
Summon Devils (Sp): Thrice per day, Dagos can automatically summon four lemures, osyluths, or hamatulas; or three erinyes, cornugons, Gelugons, or pit fiends.
Possessions:
Dagos wields the Halberd of the Pit, a +5 demon bane fiery bursting hellforge iron halberd. The shaft is shod in adamantine, rendering it significantly harder to sunder than normal. The shaft carries a +5 enhancement bonus, but no other enchantment.
The Standard of the Marshal is a simple banner bearing Dagos’ symbol. It is carved on demon-hide and provides the effects of protections from chaos and good spell to all devils within 900 feet. Three times per day, the wielder of the Standard can activate a massive attack on all foes within 900 feet. This produces a combined blasphemy, dictum, dismissal, order’s wrath, and unholy blight effect on all non-devils in the area.
(Caster level 20th , DC 28)
Dagos wears his Infernal Vambraces which function as bracers of relentless might except that they provide a +10 armor bonus instead of Strength and Constitution enhancement. He also is armored with his Warlord’s Pauldrons (gifts from Bael, Lord of the First) that provide both heavy fortification and weapon breaking (DC 20). His most impressive piece of armor, however, is the Helm of the Pit.
Helm of the Pit (major artifact): The Helm of the Pit was a gift given to the first “Dagos” by Asmodeus shortly after the Dies Irae. The Helm may only be worn by a devil of pit fiend or greater status; all other creatures attempting to wear the Helm must make a Fortitude save DC 54 (although crafted by Asmodeus, The Lord of the Nine did not empower the Helm with all of his power, thus the “low” DC) or die instantly as they are consumed by the Helm’s flames. Those who survive the immolation still suffer 22d12 points of damage every day they wear the Helm in addition to gaining one negative level.
The Helm grants Dagos the following benefits.
- Continual Shield of law (DC 25)
- +9 profane bonus to saving throws made against spells or spell-like abilities cast from the school of enchantment (unless such magic is cast by a Lord of the Nine, a stipulation of which Dagos is unaware).
- Permanent circle of fire. This acts similarly to a wall of fire except it is centered on Dagos and has a five foot radius. Any creature within 15 feet of the circle suffers 9 points of fire damage; those within 10 feet of the circle suffer 27 points of fire damage; those who pass through the circle or enter into melee combat with Dagos suffer 81 points of fire damage.
- Increases the range and effect of his command auras by a factor of nine.
Cohort: Dagos is often accompanied by his executive officer, a canny pit fiend named Retya (3 rd circle general, 20 HD pit fiend, marshal). An advanced hamatula (9 th circle lieutenant, 23 HD) from his followers is usually present as well as his herald and standard bearer.
What many do not know is that this is the third “Dagos.” The original Dagos long since joined the ranks of the Courtiers of Perdition. The second Dagos was apparently obliterated by the Warlord Bael, Lord of the First, shortly after assuming his station. The third and current Dagos is the best known of the three and has served longer in this station than his predecessors. Rumors persist that the current Dagos was once a member of Bael’s court and that much of what he knows he learned while he served under Bael. The current Dagos is known for his controlled bloodlust and unwavering passion to destroy the demons of The Abyss. Among the other Ministers, he is precise and direct, quickly coming to the point in arguments and offering pragmatic solutions. He is simultaneously the most involved and remote of the Ministers; while he does depend on the morale efforts driven by Zimimar, the advice and information provided by Corin, and research offered by Pearza, Dagos does not offer much in return other than fit and organized troops. He hates Dark Ministry meetings, finding them profound, wasted opportunities to destroy demons and their allies.
Among his subordinates, Dagos is both feared and respected. He knows precisely how to get the best out of every one of his warriors. Those who do well are rewarded but then expected to excel beyond their last success. Those who do poorly are severely punished. Those who are complacent are severely punished as well. Dagos expects and accepts only the best.
Dagos is a hulking pit fiend. Although translucent like all pit fiends, Dagos’ body ripples with muscles and his entire body is always aflame, causing those unfamiliar with fiends to mistake him for an enraged balor. Dagos always wears the infamous Helm of the Pit, a helmet that covers his entire head although it has slots for his horns, and a grill around the face from which glow his white eyes; when he speaks, flames explode from behind the grill (the placement of the Helm robs Dagos of a bite attack, although they are included in the values above).