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Dulahad, “Admiral of the Styx”

Dulahad

Dulahad is responsible for keeping all portals properly manned and diligently watched, as befits his position as Gate Master of the Styx.

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.

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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 Dice45d8+270 (630 hp)
Initiative+15 (+7 Dexterity, +8 Superior Initiative)
Speed30 ft., Fly 90 ft. (average)
Armor Class47 (+7 Dexterity, +31 natural, -1 size), touch 16, flat-footed 40
Base Attack/Grapple+45/+57
AttackClaw +52 melee (3d6+8+1 vile plus 1 Wisdom and fatigue)
Full Attack2 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/Reach10 ft./10 ft.
Special AttacksAmnesia touch, fatigue touch, fear aura, spell-like abilities, summon devils
Special QualitiesDamage 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
SavesFort +30, Ref +31, Will +33
AbilitiesStrength 27, Dexterity 25, Constitution 23, Intelligence 26, Wisdom 24, Charisma 26
SkillsBalance +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).
FeatsCombat 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 FeatsBlinding Speed, Spellcasting Harrier, Superior Initiative
Climate/TerrainStygia, Fifth of the Nine Hells of Perdition
OrganizationSolitary (unique), in chariot with 2 ultrezekira, or Grand Pilgrimage (Dulahad, 4-10 barregons, and 10-50 wraiths and Zombies).
Challenge Rating30
TreasureStandard
AlignmentLawful 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.

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