Martinet, the Infernal Arbiter
“Meet Martinet: The Devilish Diplomat Who Plays Both Sides in Hell’s Deadly Game of Power!”
Martinet is a striking figure standing six feet tall, with a physique that blends the athleticism of a slender man and the unsettling features of a devil. His skin is a deep, hell-fire red, accentuating the sharp contours of his chiselled face. Large, golden-glowing eyes peer out from beneath long, black horns that curve gracefully from his forehead. His bat-like wings, massive and imposing, are usually folded against his back, giving him an air of restrained power. Clad in rich black and red livery adorned with pentagrams and the emblem of Asmodeus, Martinet exudes authority. He wields the Black Baton, an elegant onyx staff studded with diamonds, symbolizing his rank and influence in the infernal hierarchy.
Behavior:
He is characterized by his smugness and self-assuredness, often displaying a condescending demeanor that enrages even the most stoic of his peers. He revels in his role as the Voice of Asmodeus, interacting with a mix of charm and manipulation, always seeking to turn situations to his advantage. Despite his elegant words, he is calculating and ambitious, willing to insert his own agenda under the guise of loyalty. He avoids physical confrontations, preferring to orchestrate battles from the sidelines, using his cunning rather than brute strength.
Habitat:
Martinet resides in Nessus, the deepest layer of Hell, where he oversees the machinations of infernal politics and commands the armies of his master. This dark and oppressive realm serves as both his domain and a strategic hub for his operations. From the eerie landscapes of Nessus, he has access to every corner of Hell and beyond, using his position to gather intelligence and forge alliances.
Modus Operandi:
He operates through a blend of charm and intimidation, often engaging in diplomatic negotiations with both infernal and mortal beings. He employs a network of spies and allies, leveraging his knowledge to manipulate outcomes in his favor. His tactics include using his spell-like abilities to exert influence or control, often utilizing suggestions and other enchantments to sway those around him. When faced with threats, he quickly commands his pit fiend minions to engage, retreating himself rather than risking direct confrontation.
Motivation:
Driven by an insatiable hunger for power and status, he is primarily motivated by loyalty to Hell and the expansion of its influence. He believes in the ideology of Asmodeus and sees himself as a key player in the propagation of Hell’s ideals across the cosmos. His ambitions, however, are rooted in self-preservation; he seeks to maintain his favor with Asmodeus while simultaneously preparing for any potential shifts in power dynamics that could threaten his position. Ultimately, Martinet’s loyalty is conditional—should he perceive Asmodeus as a liability, he would not hesitate to betray him to ensure his own survival and dominance.
Martinet 5e
Martinet 3.5
Martinet, the Infernal Arbiter
Large Fiend (Devil), Lawful Evil
Armor Class: 25 (Natural Armor)
Hit Points: 500 (40d12 + 200)
Speed: 50 ft., fly 120 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
30 (+10) | 20 (+5) | 25 (+7) | 26 (+8) | 22 (+6) | 30 (+10) |
Saving Throws: Str +18, Dex +13, Con +15, Int +16, Wis +14, Cha +18
Damage Resistances: Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Fire, Poison
Condition Immunities: Charmed, Frightened, Poisoned
Senses: Truesight 120 ft., Passive Perception 20
Languages: All, telepathy 120 ft.
Challenge: 25 (75,000 XP)
Proficiency Bonus: +9
Traits
- Legendary Resistance (3/Day): If he fails a saving throw, he can choose to succeed instead.
- Innate Magic Resistance: He has advantage on saving throws against spells and other magical effects.
- Aura of Command: Creatures of Martinet’s choice within 60 feet that can hear him must succeed on a DC 24 Wisdom saving throw or be charmed for 1 minute. While charmed in this way, they regard Martinet as a trusted leader.
Spellcasting
Martinet is a 20th-level spellcaster.
Spell Save DC: 26
Spell Attack Bonus: +18
Spells Known (3rd level and lower):
- Cantrips (at will): Thaumaturgy, Fire Bolt, Minor Illusion
- 1st (4 slots): Hellish Rebuke, Command, Shield
- 2nd (3 slots): Mirror Image, Hold Person
- 3rd (3 slots): Counterspell, Fear
- 4th (3 slots): Greater Invisibility, Blight
- 5th (3 slots): Dominate Person, Wall of Fire
- 6th (2 slots): Mass Suggestion, Circle of Death
- 7th (2 slots): Symbol, Fire Storm
- 8th (1 slot): Power Word Stun, Dominate Monster
- 9th (1 slot): Gate, Wish
Actions
- Multiattack: He makes three attacks with his Black Baton.
- Black Baton: Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 45 (10d8 + 10) bludgeoning damage plus 22 (5d10) fire damage.
- Hellfire Bolt: Ranged Spell Attack: +18 to hit, range 150 ft., one target. Hit: 56 (16d6) fire damage, and the target must succeed on a DC 24 Dexterity saving throw or be blinded until the end of their next turn.
- Infernal Summon (Recharge 5-6): Martinet summons 1d4 + 1 devils of CR 10 or lower to aid him in battle. The devils appear in unoccupied spaces within 60 feet of him.
Legendary Actions
He 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. Martinet regains spent legendary actions at the start of his turn.
- Infernal Command: Hetargets one charmed creature he can see. That creature can use its reaction to make one weapon attack against a target of Martinet’s choice.
- Wings of Fire: He flaps his wings, creating a wave of fire. Each creature within 30 feet must make a DC 24 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much on a success.
- Frightening Gaze (Costs 2 Actions): He targets one creature he can see within 60 feet. The target must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns.
Regional Effects
The region containing Martinet’s lair is warped by his power, creating the following effects:
- Commanding Presence: Creatures within 1 mile that are not allied with Martinet experience a chilling dread. At the start of their turn, they must succeed on a DC 22 Wisdom saving throw or become frightened until the end of their next turn, unable to move closer to Martinet.
- Echoes of Authority: Creatures within 1 mile that are not allied with Martinet must succeed on a DC 20 Wisdom saving throw at the start of their turn or be unable to take reactions until the start of their next turn.
- Infernal Minions: Within his lair, Martinet can summon lesser devils as a bonus action. He can summon up to three lesser devils at once, and he automatically succeeds in the summoning. The devils remain for 1 hour or until they are defeated, and they act immediately after Martinet in the initiative order, following his commands.
Lore
Martinet, the Infernal Arbiter, serves as an agent of Asmodeus, enforcing his will among the ranks of the damned. His appearance is both striking and intimidating, combining the sleek physique of a man with the ferocity of a beast. Known for his cunning and strategic mind, Martinet often manipulates mortals to further his infernal agenda, using charm and intimidation in equal measure.
There is no doubt that the most powerful and influential Duke of Hell is Martinet, the Constable of Nessus and the Voice of Asmodeus. There is also little doubt that he is the single most despised Courtier of Perdition and that many, particularly the Lords of the Nine, eagerly anticipate the day that his favor before the eyes of The Overlord dims.
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Fortunately for Martinet, he is well aware of the fine line he walks and he revels in it, knowing full well that Asmodeus is not prone to flippancy or sudden change and that, so long as he stays absolutely loyal to The Overlord – or at least, as loyal an appearance as necessary – he will be able to continue behaving as if he were an equal to the Lords of Hell.
Martinet is one of the oldest Dukes and many suspect that he may even be one of the first pit fiends. His name has been found in texts and grimoires that date back to the Days of Antiquity when Lucifer the Satan ruled Hell and there were few fallen angels in Perdition. Indeed, he was even then on the Court of Light, a mid-level pit fiend who had risen in station due to his gilded tongue and his unswerving loyalty to Lucifer. But, Martinet was, as he is now, loyal only to Martinet and Hell. When it became apparent that Lucifer’s almost personal war with the Realms Above and the rest of the Cosmos could bring ruin to Hell, Martinet was among the first to join with the conspiracy led by a relatively unknown arch-devil called Asmodeus. Martinet became Asmodeus‘ right hand throughout the conspiracy and the subsequent coup. It is said that when Lucifer spied Martinet among the conspirators just before his fateful and final confrontation with Asmodeus that he was struck speechless at the presence of his most loyal servant among traitors. For his dedication to Hell and Asmodeus, the new Overlord promptly promoted him to Duke of Hell status and named him the Constable of Nessus.
MARTINET, Constable of Nessus | |
Duke of Hell | |
Medium outsider (Devil, Evil, Extraplanar, Lawful) | |
Symbol | A small red pentagram within a large black, inverted triangle surrounded by a red circle |
Cleric 29/Hierophant 5 | |
Hit Dice | 54d8 + 528 (960 hp) |
Initiative | +14 |
Speed | 50 ft., Fly 70 ft. (average) |
Armor Class | 58 (+6 armor, +6 deflection, +10 Dexterity, +21 natural, +3 profane), touch 25, flat-footed 44 |
Base Attack/Grapple | +37/+42 |
Attack | The Black Baton +49 melee (1d8+11 + 2d6 (lawful) + 2d6 (unholy); or claw +42 (1d10 + 5) |
Full Attack | The Black Baton +49/+44/+39/+34 melee (1d8+11 + 2d6 (lawful) + 2d6 (unholy); or 2 claws +42 (1d10 + 5), 2 wings +37 melee (1d8 + 2), and tail slap +37 melee (1d10 + 2) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | Blast infidel, call devils, Constable of Hell, Infernal Presence, rebuke undead or outsiders 13/day (+10 to checks), spell-like abilities, spells |
Special Qualities | Damage reduction 20/good and silver, Darkvision 60 ft., divine reach, Duke of Hell qualities, immunity to fire and poison, Infernal Ambassador, Infernal Diplomat, mastery of energy, regeneration 7, resistance to acid 20 and cold 20, see in darkness, Spell Resistance 52, telepathy 500 ft. |
Saves | Fort +42, Ref +45, Will +50 |
Abilities | Strength 21, Dexterity 30, Constitution 24, Intelligence 28, Wisdom 36, Charisma 31 |
Skills | Balance +12, Bluff +48, Climb +26, Concentration +59, Diplomacy +67 (+73 with evil beings), Disguise+33 (+37 in character), Gather Information+50, Heal +18, Hide +31, Intimidate +37 (+43 against evil beings), Jump +28, Knowledge (Arcana)+51, Knowledge (History) +19, Knowledge (Local ) +35, Knowledge (The planes) +61, Knowledge (Religion) +66, Listen +36, Move Silently +31, Search +32, Sense Motive +38, Spellcraft +70, Spot+34, Survival +13 (+17 on other planes, +15 following tracks), Tumble +31 |
Feats | Cleave, Corrupt Spell, Corrupt Spell-like Ability B, Dark Speech, Eschew Materials, Extend Spell, Improved Initiative, Investigator, Iron Will, Negotiator, Power Attack, Quicken Spell, Quicken Spell-Like Ability (destruction), Spell Focus (enchantment), Spell Penetration, Weapon Focus (Morningstar), |
Epic Feats | Automatic Quicken Spell (x3), Bonus Domain (Knowledge), Epic Evil Brand B , Epic Spellcasting, Improved Spell Capacity (10th ), Improved Spell Capacity (11th ), Multispell, Planar Turning |
Environment | Nessus, Ninth of the Nine Hells of Perdition |
Organization | Solitary, or squad (1 – 4 Nessian pit fiends) |
Challenge Rating | 40 |
Treasure | Triple standard plus the Black Baton and the Constable’s Keys |
Alignment | Lawful Evil |
As the Constable of Nessus, Martinet was initially responsible for the armies of the Darkest Land of Hell, and he stood high in the Infernal Court. Unlike most of the higher armies, which were martial in nature, the army Martinet led was far more religious and philosophical as it was charged with waging an intellectual war against those who would challenge the new hegemony Asmodeus hoped to build. They infiltrated not only the other armies of Hell, but also the worlds of mortals and outsiders alike. In the centuries prior to the Dies Irae, Nessus and servants of Asmodeus tended to dominate the vast bulk of devil worship among mortals and the armies of Nessus served as the main diabolical fodder for summons, gates, and calls. Indeed, when powerful mortal wizards and clerics called directly on Asmodeus, it was Martinet with whom they treated most often. Martinet’s success with the Nessian armies was such that he became privy to all but the most delicate bits of information not just within Hell, but throughout Creation, and he channeled all he knew to his master. It was Martinet who first heard wind of The Great Fall; he was also the diplomat who escorted Eblis, Beelzebul and other fallen angels to Malsheem. It was Martinet who met with Kiaransalee and gave her the key to Orcus‘ defeat courtesy of Asmodeus. It was Martinet who, alongside Geryon, tricked the Lords of the Nine into meeting in locked battle before the gates of Malsheem during the Dies Irae that resulted in their complete defeat. Aside from the Court of Dis, no other devil can claim as many contacts as Martinet, and his network of associates (not spies, as is the case with Beelzebub) has made him numerous allies and countless enemies beyond Hell.
As the Voice of Asmodeus, Martinet speaks for Asmodeus in all things. Martinet is the one who typically interacts with the Lords of the Nine, the Heirs of Hell, and the Grand Dukes on matters of Infernal business; all know that his words are those of Asmodeus. However, on occasion, Martinet has been known to insert his own ideas into the instruction Asmodeus has given. He never makes drastic adjustments or demands, but has reaped quite a bit of additional wealth over the years because of his manipulation of Asmodeus‘ decrees. What Martinet does not know is that Asmodeus takes into account his Constable’s behavior when he sends him to treat with others; to date, Asmodeus has not found Martinet’s petty scrambling for more power a problem, but if he does, The Overlord will rein his servant in quickly.
Martinet behaves with a smugness that brings rage even to the stoic face of Dispater, and burning anger to the cold soul of Mephistopheles. Martinet, although knowing he is not an equal to the Lords of the Nine, knows that no one can touch him or harm him save Asmodeus‘ will. Indeed, each Lord has dozens of contingencies in place to destroy Martinet immediately should Martinet ever fall from favor with The Overlord. Aside from the Lords, Martinet regularly involves himself with the affairs of gods in Hell, with powerful mortal servants in the Realities Beyond, and with any other being with which Asmodeus has an interest. While the gods of Hell hate Martinet with a passion rivalling that of the Lords of the Nine, others view Martinet with a great deal of fear and respect, knowing that his is the single most important voice in Hell. Indeed, mortals always offer elaborate ceremonies and sacrifices in the Constable’s honor when they learn of an intended visit. Martinet loves the attention and makes no attempt to hide his pride, which has grown tremendously over the millennia. Martinet is the second highest member of the Order of the Lie, although he does not technically answer to Adremalech. Indeed, Martinet avoids the former Lord of the Fourth, whom he does not trust and views as a threat to Hell.
Martinet is the perfect voice piece of a decadent, tyrannical government. He is the public face that speaks that which he is instructed without any regard for how vile, unethical, or evil his words and intent are. Martinet does not question the woes that Asmodeus has brought to Creation and, indeed, believes that by continuing to stand behind Asmodeus he will reap fantastic rewards for his service. However, Martinet is loyal not so much to Asmodeus as he is loyal to Hell. Martinet believes in the dictate of his government and its ideals, which he believes are realities that need to be spread across the entire Cosmos. His betrayal of Lucifer was in defense of the indefensible: the proliferation of Hell. Should Asmodeus ever reveal that he is a liability to the existence Martinet supports, the Constable would betray him at the soonest opportunity.
Martinet is the classic devil. Standing at 6 feet, Martinet’s torso and arms are those of an athletic, slender man while his legs are like those of a hairless goat, complete with a long, barbed tail. His entire body is a hell-fire red, including the massive, bat-like wings that are usually furled at his back. His face is narrow and chiselled, with a look of amused arrogance typically accompanied by a smug smile. Martinet’s eyes are large and emit a golden glow, while long black horns rise from his forehead. He always wears rich black and red livery covered in pentagrams, inverted triangles, and Asmodeus· symbol. He is never without his Black Baton, and often has an imp named Damien, who has a tendency to ask rhetorical questions when Martinet meets with others.
Combat
Although more than capable of holding his own in a physical conflict, Martinet is no fighter. He absolutely despises getting personally involved in violence, which is why he is almost always accompanied by a squad of Nessian pit fiends. When threats arrive, Martinet is quick to order his squad to action before plane shifting or teleporting away.
However, if fighting proves to be the only option, Martinet will always begin by activating his Infernal Presence and calling another pit fiend. He will then cast epic mage armour and follow up with any number of powerful spells, spell-like attacks, or epic spells depending on the situation.
Call Devils (Sp): Once per day, Martinet can automatically call 12 lemures, 8 barbazu or erinyes, 6 hamatula or osyluths, 4 cornugons or gelugons, or 2 pit fiends. Since these devils are called rather than summoned, they have the ability to summon their own reinforcements if so ordered. Conversely, 3/day, Martinet may summon 12 lemures, 8 barbazu or erinyes, 6 hamatula or osyluths, 4 cornugons or gelugons, or 2 pit fiends (Martinet may either call or summon in a day; he may not do both). Martinet has no qualms about immediately calling a couple pit fiends and instructing them to bring in more reinforcements if it appears that combat is imminent. In any case, Martinet is almost always accompanied by a squad of Nessian pit fiends whenever he travels beyond Nessus.
Cleric Spells per day: 6 / 9+1 / 8+1 / 8+1 / 8+1 / 8+1/6+1/6+1/6+1/6+1/3/3; base DC 23 + spell level, 24 + spell level for Enchantment. Caster level 49th ; caster level 50th for Divination, Evil, and Lawful spells. Martinet chooses domain spells from the Evil, Knowledge and Law domains. As a Duke of Hell, Martinet has access to every cleric spell in the Player’s Handbook. Martinet typically prepares spells that will enhance his effectiveness as a diplomat and those that will protect him from harm or threat; he typically has a few powerful, offensive spells as well. Typical spells prepared:
- 0 – guidance x2, inflict minor wounds, resistance x2, virtue;
- 1st – detect secret doors*, bane x2, bless, curse water, divine favor, doom x2, shield of faith x2,
- 2nd – calm emotions*, bear’s endurance, bull’s strength, death knell, eagle’s splendor, enthrall, hold person, owl’s wisdom, spiritual weapon;
- 3rd – clairaudience/clairvoyance*, bestow curse x2, contagion x2, magic circle against chaos, prayer x2, stone shape;
- 4th – order’s wrath*, damning darkness, deathward, dimensional anchor, discern lies, poison, restoration, stop heart, tongues;
- 5th – true seeing*, greater command x2, morality undone x2, resonating resistance, slay living, true seeing, wall of stone;
- 6th – find the path*, blade barrier, fiendish quickening, forbiddance, geas/quest, harm, heal;
- 7th – legend lore*, bestow greater curse, control weather, dictum x2, fiendish clarity, imprison soul;
- 8th – discern location*, antimagic field, dimensional lock, earthquake, fire storm, quickened damning darkness, quickened death ward;
- 9th – Foresight*, Apocalypse from the Sky, energy drain, gate, implosion, miracle x2;
- 10th – quickened blade barrier, quickened harm, quickened heal;
- 11th – quickened blasphemy, quickened wretched blight, quickened death by thorns.
* Domain spell.
Epic Spells: 5 per day. Spells known: contingent true resurrection, epic mage armour, greater ruin, soul dominion, tyranny. Martinet typically has epic mage armour prepared, and will often cast greater ruin when in the midst of heated battles.
Constable of Hell (Ex): As the Constable of Hell, Martinet is charged with maintaining his Lord’s order throughout Hell. Thus, Martinet is often sent out to retrieve or constrain those who have offended Asmodeus and he must do so quickly before the condemned can escape. A reflection of his power as Constable of Hell is that Martinet uses the entirety of his HD to determine the DCs of all special attack saves.
Martinet exudes a powerful enchantment that prevents any devil or servant of Hell (devil-worshippers, mercenaries, and the like) from using extraordinary means to escape, like dimension door or greater teleport. All within 90 feet of Martinet must make a Will save DC 47 to use such means. Martinet may determine which beings within the radius are affected, and may use this ability as a standard action.
Furthermore, Martinet may cast trap the soul on any devil or servant of Hell 3/day as a 46th level caster. This functions as the spell except the target suffers a -15 penalty to his SR (if applicable) and does not gain a Will save. The target’s soul is typically trapped in The Black Baton. Only arch-devils with official status within Hell and the Lords of the Nine are immune to this ability; however, Martinet will not use this power lightly on Dukes of Hell or high-ranking pit fiends and agents of Hell without good cause.
Martinet may also scry on any devil or servant of Hell as if he were a 46th level caster.
Martinet’s enviable rank as the Constable of Hell makes him resistant to all but the most powerful attacks from devils. Any devil or servant of Hell that attacks Martinet suffers a -9 penalty to attacks, a -9 penalty to all DCs, and -9 penalty to Initiative. Although the Lords of the Nine are immune to this effect, all other devils (including Dukes and arch-devils) are not.
Infernal Ambassador (Ex): Martinet is the Voice of Asmodeus and, in order to facilitate this role, The Over-lord has granted Martinet powers typically reserved for an arch-devil.
Martinet may cast astral projection, etherealness, or plane shift as a 46th level caster at will. With these spells, Martinet can enter any plane, domain, or realm without risk of suffering any form of damage based upon the location’s nature. Thus, if Martinet plane shifted to the Elemental Plane of Ice, he would suffer no cold damage; likewise, if he entered Lunia, the First Heaven and bathed in the Silver Sea, he would not suffer any holy damage from the water.
He may enter any cosmic or divine realm, or hallowed site without threat of harm, although he cannot mask his presence. Furthermore, Martinet may also call or summon allies to these locations. Once Martinet enters, he acquires either a flat +3 bonus to his armour class and saves, or a bonus equivalent to the divine rank or virtual divine rank of the being that controls the area. Thus, if Martinet enters a temple hallowed to Nemaria, he would receive a +17 bonus to his armour class and saving throws. These bonuses are continuous so long as Martinet does nothing to physically or psychically harm another within the area. If this occurs – even in response to an attack from another source – Martinet retains the bonuses for three rounds after which the bonuses disappear. Finally, Martinet can commune with Asmodeus.
9/day. Unlike the typical commune, Martinet cast this version as a standard action and suffers no chance for misinformation or adverse affect unless Asmodeus wills it. It is believed that Martinet is also a focal point for Asmodeus· Hell’s Mouth, although these rumours are as of yet unconfirmed.
Infernal Diplomat (Su): The Voice of Asmodeus is exceedingly versed in acts of Diplomacy, particularly among Fiends and those that serve them. Martinet gains a +9 circumstance bonus to his Bluff and Diplomacy skills when treating with fiends, fiend worshippers, or those working for fiends.
Furthermore, Martinet can offer suggestions to these beings during the course of regular conversation. 3/day, as a full round action, Martinet can affect all he selects within 30 feet with a suggestion as cast by a 46th level caster if they fail a Will save DC 47.
Infernal Presence (Su): Martinet’s Infernal Presence has a Will save DC of 47. His caster level is 46th.
Spell-Like Abilities:
- At will – animate dead, blasphemy, charm monster, create undead, deeper darkness, desecrate, detect good, detect magic, fireball, flame strike, greater dispel magic, greater invisibility, greater teleport (self plus 1,000 pounds), magic circle against good, mass hold monster, mirage arcana, persistent image, polymorph, power word stun, produce flame, pyrotechnics, suggestion, unhallow, unholy aura, wall of fire;
- 3/day – destruction;
- 1/day – meteor swarm (any), symbol of pain;
- 1/week – wish.
Caster level 46th; DC 20 + spell level.
The Black Baton: He always carries his office standard, a sleek, onyx baton. Both ends are studded with sharpened diamonds that give off a luster similar to that of a distant star. The Black Baton strikes as a +6 axiomatic, unholy Morningstar. In addition, 3/day the Black Baton may grant Martinet a +10 circumstance bonus to his rebuking power or to any skill; it may also, 3/day, grant Martinet a +4 increase on the DC of a Diabolical Adaptation, his Infernal Presence, a spell, or a spell-like ability. In either case the bonuses are assumed as a free action.
The Constable’s Keys: He has the right to access any location in Hell save for the personal abodes of the Lords of the Nine so long as he always carries the Keys of Hell, better known as the Constable’s Keys. The Constable’s Keys are a pair of beautiful gold bracers with an elaborate relief of the Gates of Hell and the famous inscription ‘Abandon All Hope’ written in at least nine dead languages. When he wears the Keys, not only are all locks unlocked and traps disarmed (and rearmed in Martinet’s passing) when Martinet enters the private domains of lesser devils, the bracers also enhance his defense. The Constable’s Keys provide Martinet with a +6 armour bonus to AC, a +6 deflection bonus to AC, and a +6 resistance bonus to his saving throws. The Keys cannot be removed from Martinet without the express will of The Overlord, which – as far as Martinet is concerned – is a reflection of his elevated status in Hell. In reality, the Keys are enchanted by Asmodeus to instantly destroy Martinet with no save if he commits any act of treason against Hell.
Possessions: Aside from the Black Baton and the Constable’s Keys, Martinet only rarely carries magic items from Malsheem. As the Constable of Hell and Asmodeus‘ right-hand devil, Martinet has access to virtually every item in any source so long as Asmodeus allows it.
Summoning Martinet
Martinet demands rare unguents and incenses to the value of 9,999gp to be burnt as a sacrifice to facilitate his summoning. Furthermore, he requires the presence of nine additional persons during the summoning, whose only purpose is to sing an unholy dirge.
Upon successfully completing the summoning ritual, the ground in the area of effect falls away to reveal a yawning pit, the depths of which glow with an unholy fire. Ascending from within this pit, Martinet appears clad in unholy vestments of red and black, and clasping his Black Baton. Disembodied souls rise from the pit at his summoning to form a dais upon which he stands. After dealing with the summoners, he descends back into the pit in utter silence. The dais is rent into nine pieces, as a shrieking gale begins, pulling all within the area of effect toward the pit. The winds persist for three rounds before the earth heaves and the pit is covered over. Note that creatures that have attempted a summons without the proper protections may be affected by both the winds and the Earthquake (treat the winds as hurricane strength, and the Earthquake as if cast by a 27th level sorcerer).