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Devil, Helich the Mighty

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Helich the Mighty is a textbook case of why even slight dealings with the powers of Hell can be disastrous. Once a mere familiar to the Magistrate Tilbonis, he betrayed his master, trapped his soul, and currently siphons off his arcane energies to further his own hellish pursuits.

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

Helich appears as a normal imp of dull green coloration, although he tends to use minor illusionary magic to enhance his appearance, giving the impression that powerful arcana suffuses his very being. Most times he will take his half fiendish form, which plays up his diabolical nature to the hilt. Two small horns on his forehead, a red goatee and black eyes that glow when he gets excited complete this appearance of evil.

Although extremely pompous when dealing with mortals, Helich is shockingly subservient and humble when in the presence of a Devil. Few in Hell know that Helich often misrepresents himself as a Duke of Hell when dealing with those of the Prime. Certainly, the penalty for such would be destruction, but so far he has escaped any consequences.

Helich the Mighty
Imp
Tiny outsider (Evil, Extraplanar, Lawful)
Hit Dice9d8+18 (100 hp)
Initiative+11 (+7 Dexterity, +4 Improved Initiative)
Speed20 ft., Fly 50 ft. (perfect)
Armor Class36 (+3 deflection, +7 Dexterity, +2 luck, +12 natural, +2 size), touch 24, flat-footed 29
Base Attack/Grapple+13/+6
Attackstaff of power +18 melee (1d3+3) or sting +21 melee (1d4+1 and poison)
Full Attackstaff of power +18/+13/+8 melee (1d3+3) and sting +16 melee (1d4+1 and poison)
Space/ Reach2 1/2 ft. /0 ft.
Special AttacksHigh Arcana, poison, spell-like abilities, spells
Special QualitiesAlternate form, Darkvision 60 ft., damage reduction 5/good or silver, familiar, fast healing 2, immunity to poison, improved evasion, resistance to fire 5, spell resistance 30.
SavesFort +16, Ref +20, Will +23
AbilitiesStrength 13, Dexterity 23, Constitution 14, Intelligence 20, Wisdom 15, Charisma 16
SkillsBluff +15, Concentration +30, Craft (alchemy) +33, Decipher Script +33, Diplomacy +17, Gather Information +15, Hide +18, Knowledge (Arcana) +33, Knowledge (history) +33, Knowledge (the planes) +33, Knowledge (religion) +33, Listen +14, Move Silently +18, Profession (scribe) +33, Sense Motive +14, Spellcraft +37, Spot +14
FeatsFlyby Attack, Heighten Spell, Improved Initiative, Weapon Finesse
Climate/TerrainDis, Second of the Nine Hells of Perdition
OrganizationSolitary
Challenge
Rating
18
TreasurePossessions
AlignmentLawful Evil

Combat

Helich immediately casts invisibility on himself in combat, usually followed by a greater teleport. He avoids direct conflicts for which he has not prepared with all possible means. If he has prepared for combat, he typically has a set plan that is calculated to maximize the weaknesses of his foes and bring them down as quickly as possible. Barring the possibility of escape, Helich uses his arcane fire and staff of power to visit death upon his foes.

His sharp mind has mastered the best possible use for his spells, and he targets those most likely to be affected by which ever piece of arcana he is employing. He favors paralyzing spells that allow him to gloat over the fate of those who underestimated him, and summoning spells that allow others to be the targets of his foes.

Alternate Form (Su): Helich may assume other forms at will as a standard action. This ability functions as a polymorph spell cast on himself, except that Helich does not regain hit points for changing form, and he can only assume the forms of a wizened goblin, a wingless half fiendish human, a rat, a raven and a small elven girl.

Familiar: Helich is technically still a familiar, and gains the benefits due one of his former master. This includes his hp, base attack, base saves, and skill ranks as well as using 25HD instead of 9 for calculating effects based on HD.

High Arcana: Helich can make use of his former master’s high arcana. This includes arcane fire, arcane reach 60 ft., mastery of elements, and mastery of shaping.

Poison (Ex): Initial damage 1d4 Dexterity, secondary damage 2d4 Dexterity. DC 26 negates. (Save includes a +2 racial bonus)

Spell-like Abilities:

Caster level 9th; DC 13 + spell level.

Spells: 4/6/5/5/9/9/3/2/3/3/1 Caster level 25th; DC 15 + spell level.

Helich has access to his former master’s spell books which contain all spells of 7th level and lower. His higher level spell books include dimensional lock, prismatic wall, Trap the soul, binding, polar ray, clone, Temporal Stasis, imprisonment, dominate monster, power word kill, soul bind, summon monster IX , Bestow Greater Curse, evil weather, plague of nightmares, Mindrape, Steal Life.

Example wizard spells prepared:

  1. mage hand, message, prestidigitation, read magic;
  2. comprehend languages, Disguise Self, obscuring mist, shield, sleep, summon monster I;
  3. blindness/deafness, darkness, detect thoughts, Mirror Image, protection from arrows;
  4. Blink , dispel magic, haste, nondetection, tongues;
  5. bestow curse, charm monster, confusion, enervation, fear, greater invisibility, lesser geas, phantasmal killer, summon monster IV;
  6. baleful polymorph, cloudkill, dominate person, feeblemind, mind fog, pass-wall, Prying Eyes, sending, telekinesis;
  7. disintegrate, greater dispel magic, mislead;
  8. project image, spell turning;
  9. dimensional lock, prismatic wall, Trap the soul;
  10. dominate monster, power word kill, summon monster IX;
  11. Mindrape (heightened).

Possessions: Helich has access to his master’s magical items, and typically wears a ring of wizardry IV and V (one ring), a cloak of resistance +4, and a ring of protection +3. He wields a staff of power as well as a greater metamagic rod of quickening. If encountered outside of Hell, he typically has at least three wands and 27 spell levels worth of scrolls.

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