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Devil Eblis Arch-Devil of Fire (Iblis, Druaga, Ahriman)

Druaga refers to a Babylonian/Sumerian deity, who was ruler of the underworld. Druaga is occasionally used as an alternative name for the evil deity, Ahriman.

In the Druaga legend, there exists an artifact called the Blue Crystal Rod.


MICHELANGELO Buonarroti The Damned Soul

Iblis as a jinn rather than an angel, one of three intelligent races created by God, and are created from smokeless fire, and in the Islamic tradition are considered to have free will. In Islam, Angels are another intelligent race created by Allah and are seen as messengers who do not possess free will. The Humans are the third intelligent race who also possess free will.

Iblis was given high regard, close to that of the angels by God, because he was at one point a pious and humble jinn. When God commanded all of the angels and Jinn to bow down before Adam (the first Human), Iblis, full of hubris and jealously, refused to obey God’s command (seeing Adam as being inferior in creation due to him being created from mud).

And We created you (humans), then fashioned you, then told the angels: Fall ye prostrate before Adam! And they fell prostrate, all save Iblis, who was not of those who made prostration. He (Allah) said: “What hindered thee that thou didst not fall prostrate when I bade thee?” (Iblis) said: “I am better than he. Thou createdst me of fire while him Thou didst create of mud”.

It was after this that he was given the title of “Shaitan” which can be roughly translated as “Evil” or “Devil”. He then claims that if the punishment for his act of disobedience is to be delayed until the day of Judgment, he will divert many of Adam’s own descendants from the strait path during his period of respite. God accepts the claims of Iblis and guarantees recompense to Iblis and his followers in the form of Hellfire. God, to test mankind and jinn alike, allowed Iblis to roam the earth to attempt to convert others away from God’s Path.

He was sent to earth along with Adam and Eve, after eventually luring them into eating the fruit from the forbidden tree.


Iblis attempts to corrupt humans through temptation and through false suggestion. At the day of Judgment, Iblis will be sent to Jahannam (the Islamic depiction of Hell) along with the “Companions of the Fire”, those who successfully follow a righteous path will be rewarded with the pleasures of Paradise.

The Shaitan, a general term which is also sometimes used to refer to all of the evil spirits in alliance with Iblis.

landscape, fantasy, fantasy landscape, Eblis

The Nemesis of the Heavens. The Lord of Flames. The Virtues- Failure. These and other titles belong to what was once the greatest seraph ever. Eblis. Now, Eblis stands as one of the greatest foes to the gods and the Bastions of Righteousness. He is also one of the greatest threats to humanoids in the Prime Material Plane and the Realms Beyond, seeking nothing less than their extermination.

Eblis story is one generally unknown to all but the most informed sages and scholars. Indeed, many have no idea that Eblis exists, or confuse him with the likes of Mephistopheles and other Lords of the Nine, the Prince of Unholy Flames, Imix, or even Asmodeus himself. In truth, Eblis may pose a greater threat to mortals than any of his contemporaries. Eblis was once the greatest seraph drawn from solar stock. Legends suggest that he was the first one created by the joint action of the Supreme Virtue of Celestia, the Herald Mikhail, and the Defender of Freedom, Sanoi, after the Holy Compact of the Realms Above. Imbued with the responsibility of promoting goodness across Creation, Eblis was a sworn foe to the Lords Below and to all that sought to offend the powers of goodness. Often, Eblis would be sent on missions to aid the gods of goodness in remote Prime Material worlds, or to decimate troublesome fiends in the Astral or Elemental Planes. He was the Purging Fire of the Heavens, and eventually grew to such might that he became the right hand of the Supreme Virtue herself. It was Eblis who cast out the likes of Semyaza and Azazael when these beings betrayed their trust and co-mingled with lesser beings called Humans. Eblis wielded the power and trust of the Bastions of Righteousness. Eblis was virtually a god.

However, Eblis grew proud and arrogant, and gathered like-minded beings to him, luminaries like Belial, Moloch, and Beelzebul. He came to view the various gods as weak, having to rely on the worship of pathetic beings like dwarves and elves for their survival. He came to view the Holy Compact as a mistake, and felt that beings such as himself should be worshipped for the protection they provided to Creation. So convinced was Eblis of his greatness that he soon came to challenge the gods themselves, aggressively seeking to force mortals to submit to him. The gods, in return, called on their divine servants, many of these other celestials who were now forced to contend with the greatest of their number. In short order, a full-scale war erupted throughout the Realms Above as the gods, furious at the apparent betrayal of the Celestial Hosts, sought to eradicate the Bastions of Holiness from Creation. However, calmer minds eventually prevailed and determined that it was a small group of insurrectionists that caused the trouble and these were eventually defeated and captured. Sensitive to the demands of the gods, the Bastions of Righteousness still offered their greatest champion the opportunity to humble himself and repent. The Bastions went as far as to extend to him the new duty of serving the needs of the mortals he so wronged. Incensed and offended, Eblis cursed the Bastions of Righteousness and the gods, and swore to be an implacable foe to Creation in general, and mortals in particular. Eblis, and others like him, was cast into the Depths Below. Thus passed The Great Fall.

In Hell, Eblis was offered a place in the courts of Perdition. However, unlike Beelzebul, Moloch, Belial and others, Eblis scoffed at the notion of working with Asmodeus and The Legions of Hell, viewing them as no better than their celestial counterparts. Indeed, Eblis suggested that he could do a better job than the King of Hell in bringing the Realms Above and the gods to their knees. Asmodeus, for his part, was mildly concerned, a rare occurrence. Unlike Beelzebub or Mephistopheles, who were so consumed with hate and meaninglessness that they would inadvertently create the means that would lead to their own defeat, Asmodeus sensed in Eblis a sense of meaning almost as profound as his own. This sense of meaning, the destruction of the Heavens and mortals, was something that Asmodeus knew could lead to Eblis making true his threat. So, without a further word, Asmodeus banished Eblis forever from Hell. However, Asmodeus did grant Eblis the power of an arch-devil. The Overlord of Hell knew that Eblis, in spite of his contempt for Hell, would still carry on the deeds of The Pit in his unholy pursuits. As is always the case, Asmodeus was correct in his assumption. Still, Eblis is not a witless patsy; while he knows that his actions and interests indirectly benefit Hell, he believes that once he has his revenge on the Realms Above, he will have enough power to deal with Asmodeus and the Legions of Hell.

However, few know of the Nemesis of the Heavens. Of his own volition, Eblis has become essentially lost to the knowledge of most beings. Dwelling in the Tower of Burnt Ash in the Elemental Plane of Fire, Eblis has perpetrated his own silent war against the forces of the Realms Above. Aware that any direct assault would likely lead to his defeat, Eblis quietly assists all Lawful Evil attempts to destroy souls and mortals, even those directed by the forces of Hell. Likewise, he offers an alternative to evilly inclined fire elementals, who historically have served the will of Imix. Still, he continues to be confused with Imix, as well as the Grand Sultan of the Efreeti (with whom Eblis has a friendly relationship). If Eblis has an overarching goal, it is unknown. Still, in recent centuries, Eblis has taken to using the modus operandi of other fire-related devils, namely Adremalech and Belial, to promote his goals. To date, neither the Chancellor of Hell nor the Lord of the Fourth, who have suffered minor set-backs due to heroic incursion against their plots, have determined Eblis- hand in their troubles. If they do, they are likely to retaliate strongly against the arch-devil.

It is safe to say that Eblis despises the various arch-devils and Lords of the Nine. He sees them as evil and pathetic as they wallow in eternal, meaningless struggles against each other and their master. Still, Eblis does keep tabs on a few, including Beelzebub and Belial. Although he counts neither as an ally, Eblis knows that they hate the Realms Above almost as much as he hates them, and knows that he can count on their quiet support on occasion. Among the other Fallen, Eblis is something of a hero and many, even those serving in Hell, have come to his aid on occasion (save the Voyeurs who still despise Eblis for his role in their fall from grace). Eblis has a strong relationship with the Grand Sultan of the Efreeti, although what backs this alliance is unknown. Eblis pays Kossuth, the Lord of Fire, grudging respect, but does not count the temperamental elemental as an ally. Eblis has nothing to do with demons and largely ignores them unless they get in his way with the distinct exception of the demon prince, Apollyon. It is believed by many of the older beings in the Cosmos that Apollyon the Dark Angel is the First of the Fallen and that he was cast out, at least in part, by Eblis. While the truth of this event is not a certainty, there is no doubt that Eblis harbors a great hatred for Apollyon and, if confronted with evidence of the Demon Prince of Destruction’s presence, will often postpone current plots in favor of destroying ploys of the Dark Angel and his servants. Apollyon, for his part, seems to regard Eblis in the same fashion he regards other powerful entities: resigned loathing but nothing more. To date, though, Eblis has avoided any direct conflict with the Dark Angel, who may well be strong enough to defeat – and destroy – Eblis in a second encounter.

Eblis is a huge being, his silhouette that of a solar. However, upon closer inspection, one sees how his hatred has burned away his beauty. His great, muscled body seems to be made from flowing magma and his face, imperious and cruel, is gaunt, with heavy brows over his great, red eyes. Two goat-like horns jut from his temples and his wings burn eternally. Eblis is truly a terrible sight.


Kain’s 5e Monstrous Manual – Page 58 – Dicefreaks

Huge celestial, lawful evil
Armor Class 26 (natural armor)
Hit Points 720 (36d12 + 288)
Speed 50 ft., fly 150 ft.
STR 30 (+10) DEX 22 (+6) CON 26 (+8) INT 25 (+7) WIS 25 (+7) CHA 30 (+10)
Saves Str +19, Con +17, Int +16, Wis +16, Cha +19
Skills Perception +16
Damage Resistances radiant
Damage Immunities fire, necrotic, poison; bludgeoning, piercing and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 26
Languages all, telepathy 120 ft.
Treasure Heaven’s Sorrow, Heaven’s Tears
Challenge 30 (155,000 XP)
Cursed Eblis suffers disadvantage on any Charisma based skill check against good creatures except Intimidation, which he gains advantage on.

Fallen Weapons. Eblis’s weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 8d8 necrotic damage (included in the attack).

Divine Awareness. Eblis knows if he hears a lie. 

Innate Spellcasting. Eblis’s spell casting ability is Charisma (spell save DC 27). Eblis does not need to concentrate; the spells last for their maximum duration after he casts them. Fire spells are heightened to 9th level. He can innately cast the following spells, requiring no material components:
At will: animate dead, conjure elemental (fire only), detect evil and good, greater invisibility, polymorph, wall of fire
3/day each: blade barrier, dispel evil and good, fire storm, incendiary cloud
1/day each: earthquake, meteor swarm, storm of vengeance

Legendary Resistance (3/day). If Eblis fails a saving throw, he can choose to succeed instead. If the saving throw is against a divine spell or divine class ability, two uses of this ability are expended.

Magic Resistance. Eblis has advantage on saving throws against spells and other magical effects.

Multiattack. Eblis makes four attacks.

Heaven’s Sorrow. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 22 (6d6 + 10) slashing damage plus 36 (8d8) necrotic damage and 45 (10d8) fire damage..

Heaven’s Tears. Ranged Weapon Attack: +15 to hit, range 120/600 ft., one target. Hit: 15 (3d8 + 6) piercing damage plus 36 (8d8) necrotic damage. If the target is a creature that has 200 hit points or fewer, it must succeed on a DC 18 Constitution saving throw or die. On a critical hit, the DC is 27.

Flying Sword. Eblis releases his greatsword to hover magically in an unoccupied space within 5 feet of him. If he can see the sword, he can mentally command it as a bonus action to fly up to 100 feet and either make two attacks against a target or return to his hands. If the hovering sword is targeted by any effect, Eblis is considered to be holding it. The hovering sword falls if Eblis dies.

Corrupting Touch. Eblis touches another creature. The target takes 64 (12d8 + 10) radiant damage and must make a DC 27 Constitution saving throw or suffer one level of exhaustion.

Eblis 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. Eblis regains spent legendary actions at the start of its turn.

Lord of Flames. Eblis magically teleports, along with any equipment he is wearing or carrying, up to 1200 feet to an unoccupied space he can see. At both the point of his departure and appearance, a 20 ft. radius blast of fire explodes, dealing 44 (8d10) fire damage. Creatures in the area can attempt a DC 27 Dexterity saving throw for half damage.

Ur-Priest. Eblis casts a spell on the cleric spell list. Spells of 4th -6th level cost 2 legendary actions. Spells of 7th-9th level cost 3 legendary actions.

Divine Impotence (Costs 2 actions). Eblis targets one creature that can cast divine magic. The creature must succeed on a DC 27 Charisma saving throw or lose the ability to cast spells or utilize divine abilities (channel divinity, divine strike, etc.) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, losing 1d10 spell slot levels and ending the effect on itself on a success. (Lowest level spell slots are affected first.) If a creature’s saving throw is successful, the creature is immune to Eblis’s Divine Impotence for the next 24 hours.

Burning Earth. (Costs 3 actions, Recharge 6). Eblis targets up to ten humanoid creatures, who must succeed on DC 27 Wisdom saving throws. On a failure, a fissure in the ground opens up and the creature falls within. The fissure then closes. While inside, the creature is restrained, blinded and incapacitated. The creature takes 11 (2d10) bludgeoning damage and 11 (2d10) fire damage each round. If a creature’s saving throw is successful, the creature is immune to Eblis’s Burning Earth for the next 24 hours.

Sundered Sun

Kain’s 5e Monstrous Manual – Page 58 – Dicefreaks

Huge celestial, lawful evil
Armor Class 21 (natural armor)
Hit Points 480 (24d12 + 192)
Speed 50 ft., fly 150 ft.
STR 26 (+8) DEX 22 (+6) CON 26 (+8) INT 25 (+7) WIS 25 (+7) CHA 30 (+10)
Saves Int +14, Wis +14, Cha +17
Skills Intimidation +17, Perception +14
Damage Resistances radiant; bludgeoning, piercing and slashing from nonmagical weapons
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 24
Languages all, telepathy 120 ft.
Treasure greatsword, longbow
Challenge 22 (50,000 XP)
Cursed The fallen suffers disadvantage on any Charisma based skill check against good creatures except Intimidation, which it gains advantage on.

Fallen Weapons. The Sundered Sun’s weapon attacks are magical. When the Sundered Sun hits with any weapon, the weapon deals an extra 6d8 necrotic damage (included in the attack).

Divine Awareness. The Sundered Sun knows if it hears a lie. 

Innate Spellcasting. The Sundered Sun’s spell casting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil and good, finger of death
1/day each: commune, control weather

Legendary Resistance (3/day). If the Sundered Sun fails a saving throw, it can choose to succeed instead.

Magic Resistance. The Sundered Sun has advantage on saving throws against spells and other magical effects.

Multiattack. The Sundered Sun makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 29 (6d6 + 8) slashing damage plus 27 (6d8) necrotic damage.

Slaying Longbow. Ranged Weapon Attack: +13 to hit, range 120/600 ft., one target. Hit: 19 (3d8 + 6) piercing damage plus 27 (6d8) necrotic damage. If the target is a creature that has 190 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.

Flying Sword. The Sundered Sun releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the Sundered Sun can see the sword, the Sundered Sun can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the Sundered Sun’s hand s. If the hovering sword is targeted by any effect, the Sundered Sun is considered to be holding it. The hovering sword falls if the Sundered Sun dies.

Cursed Touch (4/Day). The Sundered Sun touches another creature. The target takes 40 (8d8 + 4) radiant damage and must make a DC 25 Constitution saving throw or suffer one level of exhaustion.

The Sundered Sun 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. The Sundered Sun regains spent legendary actions at the start of its turn.
Teleport. The Sundered Sun magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Searing Burst (Costs 2 Actions). The Sundered Sun emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.

Blinding Gaze (Costs 3 Actions). The Sundered Sun targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 25 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.

EBLIS, Arch-Devil of Fire, Nemesis of the Heavens

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

Dicefreaks d20 Community

Arch-Devil of Fire, Nemesis of the Heavens
fighter 20/Ur-Priest10
Huge outsider (Evil, Extraplanar, Fallen, Lawful)
SymbolA black circle with a thin sliver of light overtaken by darkness.
Hit Dice76d8 + 20d10 + 960 (1768 hp)
Initiative+11 (+7 Dexterity, Improved Initiative)
Speed90 ft., Fly 200 ft. perfect
Armor Class63 (-2 size, +8 armor, +10 deflection, +7 Dexterity, +24 natural, +6 profane), touch 31, flat-footed 56
AttackHeaven’s Sorrow +107 melee (10d6+39+1 (vile)/17-20 x2 +1d6 plus death (Fortitude save DC 76); or Heaven’s Tears + 93 ranged (death; Fort save DC 36 negates) or slam + 97 melee (3d8+27)
Full AttackHeaven’s Sorrow +107/+102/+97/+92 melee (10d6+39+1 (vile)/17-20 x2 +1d6 plus death (Fortitude save DC 76); or Heaven-s Tears +93/+88/ +83/+78 ranged (death; Fort save DC 36 negates) and one negative level 19-20/x3 +9d6 (fire) +9d6 (unholy) and three negative levels), or 2 slams + 97 melee (3d8+27)
Space/Reach15 ft. /15 ft.
Burning Earth, call devils, diabolical aura, Divine Impotence, the Presence of Hell, spell-like abilities, spells
Apostate, arch-devil qualities, cursed, damage reduction 30/epic, good and silver, Darkvision 60 ft., Diabolical Prowess, immunity to fire and poison, Lord of Flames, Low-Light Vision, magic circle against good, Nemesis of the Heavens, rebuke undead (15/day, +8 rebuke bonus), regeneration 20, resistance to acid 30 and cold 30, see in darkness, siphon spell power, steal spell-like ability, Spell Resistance 79, telepathy 1,000 ft.
SavesFort +60 (+64 vs petrification), Ref +57, Will +60
AbilitiesStrength 46, Dexterity 25, Constitution 30, Intelligence 30, Wisdom 27, Charisma 34
Skills Appraise +16, Bluff +68, Climb +41, Concentration +93, Craft (armorsmith) +58, Craft (weaponsmith) +58, Diplomacy +51 (+49 with good creatures, +57 with evil creatures), Disguise +12 (+18 when acting in character), Escape Artist +76, Gather Information +47, Hide +32, Intimidate +69 (+75 against evil creatures), Jump +42, Knowledge (arcana) +89, Knowledge (nature) + 18, Knowledge (the planes) +89, Knowledge (religion) +89, Listen +39, Move Silently +32, Search +52, Sense Motive +77, Spellcraft +97, Spot +77, Survival +77 (+82 when on another plane, +80 when following tracks), Tumble +9 Use Rope +15 with bindings,
FeatsArmed Deflection, Awesome Blow, Cleave, Combat Casting, Combat Expertise, Corrupt Spell, Corrupt Spell-like Ability B , Craft Magical Arms and Armor, Dark Speech B , Exceptional Deflection, Flyby Attack, Great Cleave, Greater Weapon Focus (greatsword), greater weapon specialization (greatsword), Improved Bullrush, Improved Critical (composite longbow), Improved Critical (greatsword), Improved Disarm, Improved Initiative, Improved Sunder, Improved Trip, Iron Will, Leadership, Malign Spell Focus, Many Shot, Mortal Bane, Persuasive, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Rapid Shot, Vile Martial Strike (composite longbow), Vile Martial Strike (greatsword), Weapon Focus (composite longbow), Weapon Focus (greatsword), Weapon Specialization (greatsword)
Epic FeatsBlinding Speed, Craft Epic Magical Arms and Armor, Devastating Critical (greatsword), Dire Charge, Epic Evil Brand B , Epic Weapon Focus (greatsword), Epic Weapon Specialization (greatsword), Overwhelming Critical, Penetrate Damage Reduction, Planar Turning
EnvironmentAny land and underground (The Tower of Burnt Ash, Elemental Plane of Fire)
OrganizationUnique (Solitary), or elite (Eblis and the Sundered Suns), or squad (Eblis, 1 -6 fiendish elder elementals)
TreasureQuadruple standard plus bracers of armor +8, Heaven’s Sorrow, and Heaven’s Tears
AlignmentLawful Evil


Eblis enjoys combat, but he never enters into violence unless he is aware of the power of his adversaries. If possible, Eblis will remain in the background for up to six rounds as he attempts to pin-point divine spellcasters and those dedicated to good gods or cosmic entities. Once this is accomplished, Eblis will enter combat, focusing his attention on the strongest divine spellcaster. If the divine spellcaster is particularly well defended or seems powerful, Eblis will attack with Heaven’s Tears for as long as possible, hoping to kill the divine spellcaster quickly. Once he deems it safe, Eblis, surrounded by his Diabolical Aura, will enter into melee. He always begins with Divine Impotence, followed by Burning Earth. He will then begin butchering his foes with Heaven’s Sorrow, peppering them with spells, spell-like abilities (affected by his Lord of Flames ability), and Burning Earth.

Apostate (Ex): The very nature of Eblis makes him possibly the greatest loss to the forces of goodness and law. It has been suggested that Eblis’s hatred of the gods and the Celestial Host is what drives and empowers him and this hatred has given him great power and severe weakness. In the event that Eblis has the opportunity to fight a god dedicated to goodness, he jumps to the chance. All attacks a god directs against Eblis are weakened. All forms of attempts to adversely affect or harm Eblis outside of melee or non-magical ranged attacks (including salient divine abilities) deal only half damage to Eblis; furthermore, attempts to limit, change him, or control Eblis are likewise weakened; not only does Eblis gain a saving throw against such effects and get to use his Spell Resistance to ignore effects, those that do manage to affect him have the duration quartered. Eblis is utterly immune to death effects performed by gods (including salient divine abilities). When Eblis attacks a god, he gains a 50% chance of breaching any divine defence. Even attacks against which the deity should be immune may harm him if he is attacked by Eblis (but not those related to the nature of the deity; i.e. an elven deity would still be immune to sleep because she is an elf and a god).

Although Eblis’s lack of belief in the gods affords him unprecedented power against them, he cannot abide the power of those mortals who serve them in his stead. Any divine spell or spell-like effect produced by a humanoid being serving a good god or cosmic entity (a cleric, druid, paladin, etc.) functions as if it were Intensified when used against Eblis. Additionally, when Eblis is within 20 feet of a good-aligned divine spellcaster, he suffers a -1 penalty for every two divine ranks of the god worshipped by the caster to his attacks, armour class, saving throws, and Spell Resistance. If there are multiple divine spellcasters in the area, the penalties Eblis suffers are based upon the divine rank of the strongest god worshipped. It is for this reason that Eblis tends to focus on divine spellcasters before all others, striking them with Divine Impotence.

Burning Earth (Su): Eblis’s hatred for mortals knows no bounds. So intense is his hatred that mortals who behold his anger may die on the spot. 3/day, Eblis can call on the Burning Earth, forcing mortal beings to return to the clay from which some legends say they were formed. All humanoids within 30 feet of Eblis must Fortitude save DC 64 or die instantly, engulfed in flames in a manner virtually identical to the destruction spell cast by an 80 th level cleric. Humanoids killed in this manner are utterly destroyed; nothing, not even a miracle or wish spell, can bring a being so destroyed back to life. Indeed, only gods of life (of at least Lesser god rank) or gods with access to the Mass Life and Death salient divine ability can return a humanoid so destroyed back to life. Those that manage to save against this dreadful attack suffer 60 points of damage. For each good aligned, divine spellcaster of at least 21 st level (or 21 HD) killed in this manner, Eblis gains +3 bonuses to his armour class, attacks, and saving throws for 1 day.

Call Divs (Sp): As a standard action Eblis can attempt to call Divs. He may attempt to call up to three times a day, 3 Akvans , 12 Sepids or Shiras, or 18 of any lesser type of Divs. Eblis has a 50% chance of success with each calling attempt. Since these Divs are called, they have the ability to summon other Divs as their descriptions allow. Although a foe to the Upper Planes and gods of goodness, Eblis is also an enemy to The Legions of Hell and the other powers of the Depths Below. As such, he never attempts to call on devils, however, Eblis has found the means to call other beings, namely fiendish fire elementals and efreeti. Thrice per day, Eblis can call 18 Fiendish Small Fire Elementals, 15 Fiendish Medium Fire Elementals, 12 Fiendish Large Fire Elementals, 9 Fiendish Huge Fire Elementals, 6 Fiendish Greater Fire Elementals or 6 efreeti, 3 Fiendish Elder Fire Elementals or 8 efreeti; once per month, Eblis can also call 1 fiendish primal fire elemental. These beings serve Eblis unquestioningly, although he has had to make occasional concessions to the Lord of fire elementals, Kossuth, and the Grand Sultan of the Efreeti, for the access he has to their kind. Eblis also counts on the continued allegiance of at least a score of fallen solars, particularly the Sundered Suns, five solars of exceptional power rumoured to be Eblis’s sons. They are Awar, Dasim, Sut, Tir, and Zalambur; each is rumoured to have at least 60 hit dice and/or class levels.

Diabolical Aura (Ex): Eblis- Diabolical Aura can be ignored on a successful Will save DC 64.

Divine Impotence (Su): Well aware of the power divine spellcasters have over him, Eblis has the ability to punish them for their divine connection. 3/day, Eblis can infect a divine spellcaster with Divine Impotence if he fails a Will save DC 64. An infected spellcaster behaves as if he were half his current level with regards to all spell-casting effects and special abilities associated with their connection to divinity (turning undead, smite evil, etc). This infection lasts for one day. Once a divine spellcaster is affected by this power, he is immune to it for one day, likewise if he succeeds in his saving throw.

Lord of Flames (Ex): Eblis has taken the flame as his totem, revelling in its power to burn, appreciating how it perfectly mirrors the hate that rages in the depth of his soul. As Lord of Flames, all fire-based attacks cast by Eblis, whether they are spells or spell-like abilities, function as if they were Corrupt and Intensified, i.e. they deal double the maximum damage, half of which is unholy in nature. Furthermore, Eblis is perpetually surrounded by waves of fire and burning air; all beings within ten feet of Eblis suffer 120 points of fire damage and 120 points of corrupt damage. So great is his connection to fire that Eblis can command fire elementals as if he were an 80 th level cleric.

Nemesis of the Heavens (Ex): Asmodeus granted Eblis the power of an arch-devil, suspecting that the Lord of Flames would, by his actions, benefit Hell’s agenda. Part of the powers granted to Eblis upon becoming an arch-devil were powers of anonymity, whereby the deities and cosmic entities of the Realms Above struggle to keep tabs on the Nemesis of the Heavens. Eblis is unable to be sought out by means of any mortal divination effect (epic spells may be able to overcome this), and deities treat Eblis as a cosmic rank 15 being for the purposes of whether they can use their portfolio senses to detect him and his activities. Cosmic entities, even those not of good persuasion (but excluding Asmodeus), treat Eblis as a DvR 15 deity for determining whether or not they can sense the Lord of Flames. This sensory blocking power surrounds Eblis in a 900-foot radius, as also his realm at the Tower of Burnt Ash in a 9-mile radius.

Once per year, Eblis is able to sense a major activity conducted by a cosmic entity or deity from the Realms Above. This works as per the portfolio sense of a greater god, save that he is aware of the activity only 9 days before it should come to pass. Overdeities and cosmic powers of greater than cosmic rank 20 and their activities cannot be sensed by means of this ability. Eblis has his own agents, and often uses the information garnered from them to determine whether or not to use this aspect of his Nemesis of the Heavens ability. It is rumoured, though, that Eblis has on certain occasions received an impression to look in on a particular deity or cosmic entity’s actions; almost every time this has occurred, it has led to Eblis discovering and then thwarting events of major significance to his enemies in the Realms Above. The Lord of Flame suspects that these inklings come from directly from Asmodeus, but generally acts on them all the same.

The Presence of Hell (Su): Eblis- Presence of Hell has a 1,980-foot radius, and all effects are as those cast by an 80th level sorcerer.

Spell-Like Abilities:

All spells are cast as an 80th level caster (save DC 31 + spell level, E 33 + spell level for spells with the evil descriptor).

Spells: Eblis lost all access to clerical spells upon being cast out of the Realms Above. Now, Eblis casts as an ur-priest.

Typical ur-priest spells prepared (6/7/7/6/6/5/5/4/3/1; 68th level caster; base DC 27 + spell level, 29 + spell level for spells with the evil descriptor):


Eblis is never without his sword, Heaven’s Sorrow, a +6 greatsword made entirely of divine fire dealing base 10d6 damage plus Strength as normal; note that the fire is divine in nature and so is not subject to fire resistance or the like. He also always carries Heaven’s Tears, a +6 composite longbow that shoots arrows composed of pure destructive energy (as per the destruction spell, Fort save DC 36 negates). Both are major artifacts directly linked to Eblis- hatred of humanoid beings.

Interestingly, both of these artifacts were gifts given to Eblis by the Virtues of Mount Celestia for his service before the Great Fall. Heaven’s Sorrow appears like a huge, unadorned greatsword with a bright blade of silver fire; Heaven’s Tears is likewise a plain looking composite longbow with the exception of its -string,- which appears as silver fire. If touched by any humanoid, both artifacts will kill the wielder if he fails a Fortitude save DC 50. Even those that save are struck with three negative levels while they wield either weapon or keep them in their possession. Eblis can effortlessly track either item. Eblis always wears a pair of +8 bracers of armour.

Summoning Eblis

Drawing Eblis attention is a foolhardy venture for mortals since he despises them all to the last. However, powerful mortals attempting to do away with troublesome servants of the Realms Above may be able to entice Eblis if the Nemesis of the Heavens is properly cajoled into service.

Eblis requires the sacrifice of 45 HD worth of good aligned divine spellcasters. The casters must have died within three days of the intended summons, hacked into quarters while they are still conscious and fully aware of what is happening to them. Their bodies are then cremated and mixed with their blood to form a grisly clay. The clay is then placed in the area of the intended summons.

After successfully completing the summons, the clay slowly begins to burn as, in the air directly above, a dark red cloud of flame and brimstone, billows from nothing. Once the cloud extends in a 90 foot radius from the centre of the summoning area, a tremendous cyclone of flame will descend into the clay. With an explosion of infernal energy, Eblis will appear standing over the clay which will have become ash at his feet. The Lord of Flames will always stoop to scatter the ashes. The entire area within 90 feet of Eblis will become swelteringly, but not dangerously, hot.

The summoner(s) has one minute to convince Eblis that there is a reason for the Apostate not to destroy him (DMs discretion, although a base Diplomacy DC of 81 is a good starting place). If the summoner fails to accomplish this, Eblis will immediately seek to tear down the barriers that bind him. If he succeeds in breeching the wards, Eblis will attempt to kill every mortal in the room as quickly as possible before returning to the Tower of Burnt Ash.

If the summoner manages to convince Eblis that the death of another mortal is not an immediate necessity, the Virtue’s Failure will treat as normal, although he has no patience for dithering fools and bores easily. If an agreement cannot be determined within the next seven minutes, Eblis will return to the Tower of Burnt Ash.

When a summons is concluded, the heat that filled the room suddenly dissipates as it all seems to coalesce around Eblis. The cyclone of flames engulfs him and, in an explosion that shakes the foundations again, he disappears. If a summoning sanctuary spell is not up, all within 90 feet suffer 120 points of fire damage (DC 53 for half damage).

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