Dulahad, “Admiral of the Styx”
“Meet Dulahad: The Insane Devil Admiral Who Worships the River Styx and Commands an Army of Undead!”
Dulahad is a towering, imposing figure draped in a hooded, tattered robe that conceals his entire body, hiding the grotesque effects of his ongoing metamorphosis. Beneath the robe, his form is monstrous—his skin a sickly, mottled red-black, with sharp, jagged scales covering his muscular frame. His eyes, glowing with a malevolent crimson light, peer from the shadowed depths of his hood, while his mouth, filled with serrated, needle-like teeth, is twisted in a permanent snarl. His wings, leathery and bat-like, stretch from his back, torn and scarred from countless battles, yet still powerful enough to carry him aloft. His hands are clawed, each finger ending in a razor-sharp talon, and they pulse with a dark, greenish aura that hints at the foul magic he wields.
Behavior:
Dulahad is a being on the brink of madness, constantly battling the voices in his head that whisper of immortality and divine power. Despite this, he maintains a rigid sense of duty, driven by an unyielding obsession with the River Styx, which he worships as a deity. He speaks in a low, unnerving whisper that echoes telepathically in the minds of those around him, a voice that drips with both malice and madness. Dulahad is methodical and ruthless, punishing any perceived failure with swift and brutal retribution. His interactions are cold and calculated, driven by his twisted belief that he is the chosen champion of the Styx.
Habitat:
Dulahad resides in the shadowy depths of Stygia, the Fifth Circle of the Nine Hells, where the River Styx winds its way through the frozen, infernal landscape. He is often found patrolling the river’s shores, overseeing the portals that connect to other planes, and ensuring that no unauthorized beings pass through. His lair is a foreboding fortress of black stone, perched on a cliff overlooking the Styx, where the wails of tormented souls echo through the icy winds.
Modus Operandi:
Dulahad approaches combat with the mind of a tactician, rarely engaging directly unless absolutely necessary. He opens with powerful spells like acidball and Forcecage to control the battlefield, followed by the summoning of devils to overwhelm his enemies. He uses illusionary forces to confuse and distract, while his true allies strike from the shadows. If forced into melee, he employs his amnesia touch to incapacitate foes quickly, avoiding prolonged engagements. Dulahad is not above retreating if the battle turns against him, but he will always return to exact revenge on those who dare challenge him. His ultimate goal in battle is not just to win, but to offer his defeated foes to the Styx, transforming them into undead “Styxslain” that patrol the river in eternal servitude.
Motivation:
Dulahad is driven by an all-consuming devotion to the River Styx, which he believes is the source of his immense power and the key to his eventual transformation into a higher form of devil. He sees himself as the chosen champion of the Styx, tasked with protecting its sacred waters and ensuring that its influence spreads across the planes. His worship of the Styx borders on the fanatical, and he views the undead Styxslain as his divine children, for whom he is both caretaker and avenger. Dulahad’s ultimate goal is to ascend to godhood through his connection to the Styx, a delusion that fuels his every action and drives him deeper into madness.
Dulahad, Admiral of the Styx 5e
Dulahad, Admiral of the Styx 3.5
Dulahad, Admiral of the Styx
Large Fiend (Devil), Lawful Evil
Armor Class: 24 (Natural Armor)
Hit Points: 615 (45d10 + 360)
Speed: 30 ft., fly 90 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
30 (+10) | 25 (+7) | 28 (+9) | 26 (+8) | 24 (+7) | 30 (+10) |
Saving Throws: Str +18, Dex +15, Con +17, Int +16, Wis +15, Cha +18
Skills: Arcana +16, Intimidation +18, Perception +15, Insight +15, Survival +15
Damage Resistances: Acid; Cold; Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Poisoned
Senses: Truesight 120 ft., Darkvision 120 ft., Passive Perception 25
Languages: Infernal, Telepathy 400 ft.
Challenge: 30 (155,000 XP)
Proficiency Bonus: +8
Innate Spellcasting. Dulahad’s innate spellcasting ability is Charisma (spell save DC 26, +18 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
- At will: Acidball (as Fireball but deals acid damage), Greater Invisibility, Major Image, Hold Monster, Wrack (as Crown of Madness, except with a 30 ft. radius), Dispel Magic, Forcecage, Animate Dead
- 3/day each: Imprisonment, Plane Shift, Mass Hold Monster, Seal Portal (as Arcane Lock but with a radius of 1 mile)
- 1/day each: Meteor Swarm, Power Word Kill, Trap the Soul
Legendary Resistance (3/Day). If Dulahad fails a saving throw, he can choose to succeed instead.
Regeneration. Dulahad regains 20 hit points at the start of his turn. If he takes damage from a good-aligned silver weapon or a spell with the good descriptor, this trait doesn’t function at the start of his next turn.
Fear Aura. Any creature hostile to Dulahad that starts its turn within 30 feet of him must make a DC 26 Wisdom saving throw, unless Dulahad is incapacitated. On a failed save, the creature is 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 Dulahad’s Fear Aura for the next 24 hours.
Amnesia Touch (9/Day). Dulahad can channel the foul energies of the River Styx through his touch. As a free action, he can make a melee spell attack against a creature within 10 feet. On a hit, the creature must succeed on a DC 26 Wisdom saving throw or be affected as if by a Feeblemind spell.
Sealed Mind. Dulahad is immune to any effect that would damage, drain, or otherwise harm his Intelligence, Wisdom, or Charisma scores.
Telepathic Whisper. Dulahad can communicate telepathically with any creature within 400 feet, and when he does, he can force the creature to make a DC 26 Wisdom saving throw. On a failure, the creature takes 36 (8d8) psychic damage and suffers from the Confusion spell for 1 minute.
Summon Devils (3/Day). Dulahad can summon 6d8 Lemures, 2d6 Hamatulas, or 1d8 Barregons. These devils appear in unoccupied spaces within 60 feet of Dulahad and act as his allies. They remain until they are destroyed or Dulahad dismisses them as a bonus action.
Metamorphosis. Once per day, if Dulahad is reduced to 0 hit points, he transforms into a Malefircareim (a more powerful form of a devil). His size becomes Huge, his Strength, Dexterity, Constitution, and Charisma scores each increase by 4, and he regains 300 hit points. This transformation lasts for 1 hour or until he is reduced to 0 hit points again.
Actions
Multiattack. Dulahad makes four attacks: two with his claws, one with his wings, and one with his bite.
- Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 10) slashing damage plus 9 (2d8) necrotic damage, and the target must succeed on a DC 26 Constitution saving throw or gain one level of exhaustion.
- Bite. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 10) piercing damage plus 10 (3d6) poison damage.
- Wings. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 17 (2d6 + 10) bludgeoning damage plus 7 (2d6) force damage. The target must succeed on a DC 26 Strength saving throw or be knocked prone.
Hellfire Barrage (Recharge 5-6). Dulahad releases a wave of infernal energy in a 60-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw, taking 90 (20d8) fire damage on a failed save, or half as much damage on a successful one. Creatures that fail the saving throw are also knocked back 30 feet and set aflame, taking 21 (6d6) fire damage at the start of their turn until they or another creature use an action to extinguish the flames.
Legendary Actions
Dulahad 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. Dulahad regains spent legendary actions at the start of his turn.
- Teleport. Dulahad magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
- Corrupting Touch. Dulahad makes a melee attack with his claws. On a hit, the target takes an additional 10 (3d6) necrotic damage.
- Command the Damned. Dulahad targets one undead or fiendish creature he can see within 60 feet. The target must succeed on a DC 26 Wisdom saving throw or become charmed by Dulahad for 1 hour. While charmed in this way, the creature follows Dulahad’s commands to the best of its ability.
Lore & Regional Effects
Dulahad, revered as the Gate Master of the Styx, is a figure of dread and authority in the Nine Hells. He commands the legions that guard the River Styx, a task he has performed with fanatical zeal for centuries. Worshiping the Styx as a deity, Dulahad has sworn his eternal service to the river, believing it to be the source of his immense power.
Regional Effects:
- Memory Sapping Aura. Within 1 mile of Dulahad’s warship, all creatures have disadvantage on Intelligence and Wisdom saving throws. Each hour spent in this area, creatures must make a DC 18 Wisdom saving throw or suffer short-term memory loss, as if under the effects of the Feeblemind spell.
- Styx’s Wrath. The waters of the Styx within 1 mile of Dulahad’s presence become highly volatile. Any creature that enters the river must succeed on a DC 18 Dexterity saving throw or be swept away by the current, taking 35 (10d6) necrotic damage each round until they escape.
- Infernal Presence. The sky darkens and fills with roiling clouds of dark energy within 1 mile of Dulahad’s presence. Lightning strikes occur frequently, dealing 12 (3d6) lightning damage to any creature hit.
These effects fade 1d10 days after Dulahad has left the area.
Magic Items:
Cloak of the Infernal Admiral. This cloak, woven from the souls of the damned, grants Dulahad resistance to all damage types except radiant and psychic. It also allows him to cast Greater Invisibility at will.
Dulahad is responsible for keeping all portals properly manned and diligently watched, as befits his position as Gate Master of the Styx.
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However, his existence is tortured by the might he has gained. His metamorphosis is nearly complete, and his entire body shakes with power. Determined not to succumb to the voices in his head whispering of immortality and divinity, he carries on his vigil over the Styx with a doggedness that would do him credit, were he not completely insane. Dulahad has sworn himself in the service of the Styx, which he worships as a deity.
He is convinced that the Styx is the source of his power, and he is its chosen champion. As such, he offers all of his foes to the Styx, from which they typically rise as wraiths and Zombies. These “Styxslain” patrol the shores of the mighty river, slaying any non-devils they come upon. Dulahad considers them the children of his god, and he their caretaker. The destruction of any of them results in a frenzied investigation for their murderers, a horrible fate awaiting those caught by the mad devil. Dulahad also requires a pilgrimage from every barregon each century.
During this, the barregon must physically travel 666 miles of the Styx, offering a sacrifice every mile. Sacrifices include anything from a trapped soul to large amounts of mortal flesh (living or otherwise). Needless to say, a barregon about to begin a pilgrimage is a foe to be avoided at all costs.
Dulahad’s duty to the Strategic Branch of the Navy brings him in constant contact with Ariyan and with Dagos. To Hell at large, Dulahad is Ariyan’s loyal lieutenant, although an often absent one. However, the truth is as his direct superior, Ariyan was unwittingly the cause for his transformation. Her bitterness at her own curse caused her to be overlong with promoting those deserving.
Rather than allow Dulahad to be turned into a cornugon when his tenure and service merited it, she had him transferred to other departments in her command. Once his mutation began, however, the tables turned. He informed Ariyan in no uncertain terms that her fate would be eternal destruction should she try to interfere in his dealings. He would carry out his duties on his own terms, in his own way. Unable to resist his newfound power, Ariyan capitulated, albeit reluctantly. Today the two hold a tense alliance with each other and maintain the illusion that the pit fiend is still completely in control.
So far, Dulahad remains ignorant of the fact that Dagos has long since grown suspicious and is beginning to investigate.
Dulahad travels in a chariot pulled by two ultrezekira. He wears a hooded robe that covers his entire body from head to toe, and allows him to hide his appearance. He rules the barregons unseen, punishing those who are lax in their duties with destruction. He is a legend among them; their motivation to stay alert in their guardianship. When he speaks, it is in an unnerving whisper that echoes telepathically in one’s head.
Dulahad, Admiral of the Styx | |
barregon (3rd Circle Admiral of the Legions of Hell) | |
Large outsider(Devil, Evil, Extraplanar, Lawful) | |
Hit Dice | 45d8+270 (630 hp) |
Initiative | +15 (+7 Dexterity, +8 Superior Initiative) |
Speed | 30 ft., Fly 90 ft. (average) |
Armor Class | 47 (+7 Dexterity, +31 natural, -1 size), touch 16, flat-footed 40 |
Base Attack/Grapple | +45/+57 |
Attack | Claw +52 melee (3d6+8+1 vile plus 1 Wisdom and fatigue) |
Full Attack | 2 claws +52 melee (3d6+8+1 vile plus 1 Wisdom and fatigue) and 2 wings +50 melee (1d6+4+1 vile) and bite +50 melee (1d10+4+1 vile) |
Space/Reach | 10 ft./10 ft. |
Special Attacks | Amnesia touch, fatigue touch, fear aura, spell-like abilities, summon devils |
Special Qualities | Damage reduction 20/epic, good and silver, Darkvision 60 ft., immunities, nondetection, resistance to acid 20 and cold 20, regeneration 15, see in darkness, Spell Resistance 42, sealed mind, telepathy 400 ft., true seeing |
Saves | Fort +30, Ref +31, Will +33 |
Abilities | Strength 27, Dexterity 25, Constitution 23, Intelligence 26, Wisdom 24, Charisma 26 |
Skills | Balance +39, Bluff +45, Concentration +43, Diplomacy +43, Disguise +8 (+12 acting), Escape Artist +39, Gather Information +54, Hide +35, Intimidate +49, Knowledge (Arcana) +25, Knowledge (local – Nine Hells of Perdition) +35, Knowledge (nature) +10, Knowledge (the planes) +45, Listen +41, Move Silently +39, Profession (sailor) +40, Ride (Dexterity)+24, Search +45, Sense Motive +39, Spellcraft +35, Spot +46, Survival +54 (+58 on another plane, +58 when tracking), Rope Use+7 (+11 with bindings). |
Feats | Combat Expertise, Combat Reflexes, Corrupt Spell-like Ability, Dark Speech, Improved Initiative, Iron Will, Multiattack, Power Attack, Quicken Spell-Like Ability (acidball), Quicken Spell-Like Ability (major image), Quicken Spell-Like Ability (suggestion), Vile Natural Attack, Violate Spell-Like Ability |
Epic Feats | Blinding Speed, Spellcasting Harrier, Superior Initiative |
Climate/Terrain | Stygia, Fifth of the Nine Hells of Perdition |
Organization | Solitary (unique), in chariot with 2 ultrezekira, or Grand Pilgrimage (Dulahad, 4-10 barregons, and 10-50 wraiths and Zombies). |
Challenge Rating | 30 |
Treasure | Standard |
Alignment | Lawful Evil |
Combat
Dulahad opens combats with a quickened acidball and a Forcecage. He then uses a quickened major image and his summoning powers to create an army of allies. His illusionary forces generally make use of spell-like abilities, while the true reinforcements are ordered into melee. Through it all, Dulahad attempts to avoid melee, but if confronted, he will make quick use of his amnesia touch to eliminate the threat. He generally stays to the fringes of combat, using spell-like abilities such as dispel magic, Hold monster, and Wrack to hinder his foes.
As his summoned and illusionary forces are downed, he replaces them with more. Dulahad attempts to retreat if he is reduced to half of his hit points or less, but he carries a long grudge and will continue to harass those who defeat him. Those defeated by Dulahad are thrown into the Styx, whether they were beaten through death, subdual, or surrender.
Amnesia Touch (Su): Dulahad is the master of manipulating the foul energies of the River Styx. 9/day, he can channel his feeblemind power through his infernal touch as a free action. The victim must succeed a Will save DC 40 or succumb to the effects of feeblemind as the spell as though cast by a 45 th level sorcerer.
Fatigue Touch (Su): Dulahad’s touch causes fatigue in those that fail a Fortitude saving throw DC 40. The save DC is Charisma-based.
Fear Aura (Su): Dulahad can radiate a 5-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 40 Will save or be affected as though by a fear spell as cast by a 45th level sorcerer. A creature that successfully saves cannot be affected again by Dulahad’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.
Immunities (Ex): Dulahad is immune to fire, poison, polymorph or other form altering attacks, and mind affecting effects.
Metamorphosis: Dulahad has reached the maximum stage of barregon metamorphosis. He is due for transformation into a malefircareim.
Regeneration (Ex): Dulahad takes normal damage from good-aligned silver weapons and from spells or effects with the good descriptor.
Sealed Mind (Ex): As the supreme guardian of the River Styx, Dulahad possesses an innate immunity to the river’s memory sapping powers. He is immune to any effect that would damage, drain, or otherwise harm his Intelligence, Wisdom, or Charisma scores.
Spell-like Abilities (Sp): At will – acidball (as fire-ball), analyze portal, animate dead, Charm Person, desecrate, detect good, Detect Magic, dimensional anchor, dispel magic, feeblemind, Forcecage, greater invisibility, greater teleport (self plus 50 pounds only), Hold monster, knock, magic circle against good, major image, polymorph, sending, suggestion, Trap the soul, Wrack;
3/day – imprisonment, improved portal alarm, mass hold monster, plane shift, seal portal.
Caster level 45th ; DC 18 + spell level.
Summon Devils (Sp): Thrice per day, Dulahad can automatically summon 6d8 lemures, 2d6 squamugons, 1d8 hamatulas or 6 barregons. These devils may have twice their standard HD.