Devil · Duke of Hell · Unique Outsider

Martinet, Constable of Nessus

Voice of Asmodeus · Infernal Diplomat · Keeper of the Black Baton

Martinet is one of the most influential courtiers of the Ninth Perdition. He rules no Perdition of his own. His power comes instead from proximity, office and delegated authority: he is the Constable of Nessus, the Voice of Asmodeus and one of the principal intermediaries between Malsheem and the wider infernal hierarchy.

Martinet in black and crimson infernal court dress carrying the Black Baton
Martinet, Constable of Nessus and Voice of Asmodeus.

Martinet at a Glance

Creature Unique devil
Rank Duke of Hell
Office Constable of Nessus
Political Role Voice of Asmodeus
Home Nessus · Malsheem
Alignment Lawful Evil
D&D 5.5e CR 40 · PB +11
Legacy 3.5e CR 40 · Cleric 29 / Hierophant 5
Authority without sovereignty. Martinet can carry the authenticated will of Asmodeus and exercise extraordinary powers inside the machinery of Nessus. He does not supersede the Lords of the other Perditions, the Dark Ministry, Hell’s great generals or the other central offices of the infernal state.

Appearance

Martinet stands roughly six feet tall and combines the proportions of a slender, athletic man with unmistakably infernal features. His skin is deep red, his face narrow and sharply formed, and his large eyes burn with golden light. Long black horns sweep upward from his forehead.

His lower legs resemble those of a hairless goat, while a long barbed tail follows his movements. Broad bat-like wings normally remain folded at his back. Martinet rarely tries to make himself physically larger than those around him. His authority is intended to be recognised before his size matters.

He favours rich black and crimson court dress marked with symbols of Nessus and his master. The most important of his insignia is the Black Baton, an onyx staff of office capped with bright stones. To infernal officials the Baton is as much a political credential as a weapon.

Martinet with black horns, folded wings and crimson infernal robes
Martinet in the formal red and black livery associated with his office.

Behaviour

Martinet is composed, vain and almost professionally smug. He normally speaks softly, presenting threats as administrative consequences and demands as though the recipient has already accepted them.

He prefers negotiation, leverage and delegated force to physical battle. Before entering a dispute he learns which offices overlap, who owes whom a favour, which alliance is strained and which participant fears losing face. He then looks for the smallest intervention capable of turning those pressures toward Nessus.

Martinet dislikes exposing himself to unnecessary physical danger. If a dispute becomes violent he is perfectly willing to put Nessian pit fiends between himself and the threat while he controls the battlefield, interdicts escape or withdraws to a position from which the conflict can be managed more safely.

Habitat

Martinet belongs to Nessus, the Ninth Perdition, and is closely associated with Malsheem, the central seat of Asmodeus. His duties carry him through guarded routes, audience chambers, administrative strongholds and diplomatic passages inaccessible to ordinary devils.

His freedom of movement should not be mistaken for ownership. The innermost and most secret depths of Malsheem belong to Asmodeus alone, and even Martinet enters certain places only when his master permits it.

Beyond Nessus, Martinet usually travels with a small escort of Nessian pit fiends. The escort protects him, but it also serves as a visible warning: the visitor has come from the Ninth.

Game Statistics

Martinet, Constable of Nessus

Medium Fiend (Devil), Lawful Evil

Armor Class 28

Hit Points 775 (50d8 + 550)

Speed 50 ft., Fly 90 ft.

Initiative +10 (20)

STR24 (+7)
DEX30 (+10)
CON32 (+11)
INT34 (+12)
WIS36 (+13)
CHA34 (+12)

Saving Throws Dex +21, Con +22, Int +23, Wis +24, Cha +23

Skills Arcana +23, Deception +34, History +23, Insight +24, Intimidation +23, Perception +24, Persuasion +34, Religion +23

Damage Resistances Cold, Necrotic

Damage Immunities Fire, Poison

Condition Immunities Charmed, Frightened, Poisoned

Senses Truesight 240 ft., Passive Perception 34

Languages All; telepathy 1 mile

Challenge 40 (SpiralWorlds Epic)

Proficiency Bonus +11

SpiralWorlds Epic Scale. CR 40, PB +11 and ability scores above 30 are deliberate. SpiralWorlds epic beings are not reduced to the ordinary CR 30 or ability-score ceilings.

Traits

Black Baton Mastery. Martinet uses Charisma rather than Strength for attack and damage rolls made with the Black Baton.

Legendary Resistance (5/Day). If Martinet fails a saving throw, he can choose to succeed instead.

Magic Resistance. Martinet has Advantage on saving throws against spells and other magical effects.

Infernal Regeneration. Martinet regains 30 Hit Points at the start of his turn if he has at least 1 Hit Point. Radiant damage suppresses this regeneration until the start of his next turn.

Voice of the Ninth. Devils other than Asmodeus and the Lords of the Nine have Disadvantage on saving throws against Martinet’s abilities that Charm them, compel their movement or prevent their teleportation.

Constable’s Seal. Martinet immediately knows when a creature he can perceive within 120 feet attempts to teleport or travel between planes.

Spellcasting

Charisma is Martinet’s spellcasting ability (spell save DC 31, +23 to hit with spell attacks). He requires no material components unless a component has a stated monetary value.

Actions

Multiattack. Martinet makes three Black Baton attacks.

Black Baton. Melee Attack Roll: +23, reach 10 ft., one target. Hit: 25 (3d8 + 12) Bludgeoning damage plus 27 (6d8) Fire damage and 18 (4d8) Necrotic damage. Until the start of Martinet’s next turn, the target must succeed on a DC 31 Charisma saving throw whenever it attempts to teleport.

Voice of Asmodeus (Recharge 5–6). Martinet addresses up to six creatures he can see within 120 feet that can hear him. Each target must make a DC 31 Wisdom saving throw. On a failure, the creature is Charmed by Martinet for 1 minute and immediately uses its Reaction, if available, either to move up to its Speed as Martinet directs or to make one attack against a creature he names. The target repeats the save at the end of each of its turns.

Writ of Arrest (Recharge 4–6). One creature Martinet can see within 120 feet makes a DC 31 Charisma saving throw. On a failure it takes 55 (10d10) Psychic damage, becomes Restrained and cannot teleport or travel between planes. It repeats the saving throw at the end of each of its turns. Asmodeus and the Lords of the Nine are immune.

Call the Nessian Guard (1/Day). Martinet calls two Nessian pit fiends into unoccupied spaces he can see within 60 feet. They are real called creatures rather than temporary manifestations. Called allies are separate creatures and are not included in Martinet’s individual Challenge Rating.

Bonus Actions

Diplomatic Withdrawal. Martinet moves up to half his Speed without provoking Opportunity Attacks. If he ends this movement within 5 feet of an allied devil, that ally can immediately move up to half its Speed without provoking Opportunity Attacks.

Reactions

Countermand (3/Day). When a creature Martinet can perceive within 120 feet attempts to teleport or travel between planes, Martinet forces it to make a DC 31 Charisma saving throw. On a failure, the movement fails and the action, spell slot or other resource used to produce it is expended.

Legendary Actions

Martinet can take 4 Legendary Actions, choosing from the options below. He regains all spent Legendary Actions at the start of his turn.

Baton Strike. Martinet makes one Black Baton attack.

Measured Step. Martinet moves up to half his Speed without provoking Opportunity Attacks.

Counter-Order (Costs 2 Actions). One willing allied devil or one creature Charmed by Martinet within 120 feet can use its Reaction to move up to its Speed or make one weapon attack.

Writ of Censure (Costs 2 Actions). One creature Martinet can see within 90 feet makes a DC 31 Wisdom saving throw. On a failure it takes 27 (6d8) Psychic damage and cannot take Reactions until the end of its next turn.

Seal the Court (Costs 3 Actions). Until the start of Martinet’s next turn, creatures of his choice within 120 feet cannot teleport or travel between planes unless they succeed on a DC 31 Charisma saving throw.

Malsheem Is Not His Lair

Martinet has no independent regional effects that rewrite Nessus around him. Inside Malsheem he can instead have access to guards, sealed gates, officials, defensive works and other resources belonging to the government of the Ninth. Add these to an encounter separately.

Martinet, Constable of Nessus

CR 40 · LE Medium outsider (devil, evil, extraplanar, lawful)

This Pathfinder 1e conversion uses SpiralWorlds epic progression beyond the ordinary published CR range.

Defense

AC 56, touch 29, flat-footed 46

hp 960

Fort +42

Ref +45

Will +50

DR 20/good and silver

Immune fire, poison

Resist acid 20, cold 20

SR 52

Regeneration 7

Offense

Speed 50 ft., fly 70 ft. (average)

Space 5 ft.

Reach 5 ft.

Base Atk +37

CMB +42

CMD 71

Melee — Black Baton. +49/+44/+39/+34 (1d8+11 plus 2d6 lawful plus 2d6 unholy).

Special Attacks: blast infidel, call devils, Constable of Nessus, Infernal Presence, rebuke undead or outsiders, spell-like abilities, spells.

Statistics

STR21 (+5)
DEX30 (+10)
CON24 (+7)
INT28 (+9)
WIS36 (+13)
CHA31 (+10)

Languages: all; telepathy 500 ft.

Skills

Special Abilities

Constable of Nessus (Su). As a standard action Martinet establishes a 90-foot field of infernal interdiction. Devils and recognised servants of Hell within the area cannot use teleportation or planar escape unless Martinet permits it or they succeed on a DC 47 Will save. Asmodeus and the Lords of the Nine are immune.

Writ of Arrest (Su). Three times per day Martinet may target a devil or recognised infernal servant within 90 feet. The creature must succeed on a DC 47 Will save or become subject to an effect modelled on trap the soul. The Black Baton normally serves as the receptacle.

Infernal Diplomat (Su). Martinet gains a +9 circumstance bonus on Bluff and Diplomacy checks involving fiends and their recognised servants. Three times per day he may weave a suggestion into conversation.

Call Devils (Sp). Once per day Martinet may call two Nessian pit fiends, four horned or ice devils, or a correspondingly larger contingent of lesser devils.

Spell-Like Abilities

Caster level 46th; save DC 20 + spell level.

Divine Spellcasting

Martinet uses the full prepared divine spell suite presented in the D&D 3.5e panel as the basis for this Pathfinder conversion. Where a spell differs between Pathfinder 1e and D&D 3.5e, use the Pathfinder version of that spell.

The Voice of Asmodeus

Martinet’s influence comes from the peculiar relationship between his ducal rank and his office. He is important enough to negotiate directly with the highest ranks of Hell, but he does not possess the territorial sovereignty of a Lord of the Nine.

When Asmodeus entrusts him with a recognised instruction, Martinet can carry that command to infernal nobles, officers, envoys and agents with the weight of Malsheem behind him. The recipient does not obey Martinet because the Constable has become the recipient’s ruler. The recipient obeys because Martinet is carrying the authority of the ruler who sent him.

This distinction allows Martinet to operate inside the overlapping offices of Hell without erasing them. The Dark Ministry continues to administer its own functions. Generals retain their commands. The Lords retain enormous authority within their Perditions. Martinet moves between those structures, carrying instructions, negotiating disputes and ensuring that difficult infernal business reaches Nessus.

Infernal History

Martinet standing with the Black Baton as a senior courtier of Nessus
The Constable as a senior courtier of Malsheem.

The Luciferian Order

Martinet is among the oldest surviving Dukes associated with the infernal court. Traditions preserved around him place his service before the present Asmodean order, when he had already gained a reputation for diplomacy, administration and careful advancement.

The Asmodean Ascendancy

During the struggle that ended Lucifer’s rule, Martinet aligned himself with the rising Asmodean faction. His contribution was not merely physical. He carried messages, built support, exploited divisions and helped the new regime turn conspiracy into government.

After Asmodeus secured the infernal throne, Martinet emerged as a Duke and Constable of the Ninth, an office that placed him close to the new centre of power without making him a territorial Lord.

The Dies Irae

Martinet later worked alongside Geryon in manoeuvring the rival Lords toward the confrontation near Malsheem that became the Dies Irae. The upheaval allowed Asmodeus to reassert central supremacy and restructure the infernal political order.

Martinet retained both office and influence after the crisis. His survival confirmed what many rivals already feared: he understood not only how Hell’s hierarchy worked, but when that hierarchy was about to change.

Motivation & Reactions

Loyalty to the Infernal State

Martinet’s loyalty to Asmodeus is reinforced by a deeper commitment to the survival and strength of Hell as an organised power. He serves the ruler he believes can preserve that order.

Personal Ambition

He seeks access, information and leverage more eagerly than territorial rule. Each successful negotiation creates another person, court or institution that must account for Martinet before acting.

Insult

Martinet can tolerate mockery. What he reacts to far more strongly is a deliberate attempt to undermine the recognised authority of the office he is carrying.

Retreat

He sees no virtue in remaining inside a battle that has ceased to serve its political purpose. Withdrawal is planning, not shame.

Relics of Office

The Black Baton

The Black Baton is Martinet’s most recognisable badge. Its polished onyx body and bright end-stones make it immediately visible in infernal audiences, where it signals that its bearer is not merely another Duke arriving on private business.

It is also a weapon, a focus for his special powers and the usual receptacle for infernal prisoners seized through his supernatural authority.

The Constable’s Keys

The Keys embody delegated access. They allow Martinet to pass through many lesser administrative barriers and infernal holdings while enhancing his defences.

Their limits are equally important. They are not ownership papers for Hell and do not open every private court, fortress or secret chamber. The authority represented by the Keys begins with Asmodeus and can end wherever Asmodeus chooses.

Summoning Martinet

Martinet is not an ordinary devil that can be casually produced by a common summoning spell. A ritual intended to bring the Constable bodily to the mortal world must establish a route capable of admitting an epic Duke of Hell and must provide a reason for him to answer.

The traditional rite consumes rare unguents and incense worth 9,999 gp and requires nine additional voices to sustain an infernal dirge. The offering purchases attention rather than obedience.

When the rite succeeds, the ground appears to split into a red-lit infernal depth and Martinet rises into the prepared space carrying the Black Baton. When the audience ends, he withdraws through the same manifestation. An unprotected summoner risks violent winds, collapsing ground and other after-effects as the breach closes.

Calling is not control. Opening a route to Martinet does not compel him to accept terms. Protective circles, dimensional restraints and carefully negotiated conditions remain essential.

Encounter Hooks

The Missing Warrant A sealed instruction from Malsheem vanishes on the mortal world. Martinet wants it recovered before a rival infernal court learns what Asmodeus authorised.
Nine Voices A perfectly prepared ritual lacks only the nine singers. None of the people recruited to complete the ceremony knows what is actually being called.
The Constable’s Prisoner A fugitive devil possesses evidence that could damage several infernal nobles. Martinet has arrived with authority to take the prisoner back to Nessus.
A Voice Without a Seal Martinet announces a devastating command but refuses to display its full warrant. The problem is determining which part came from Asmodeus and which part came from Martinet.
The Key That Fails A gate normally opened by the Constable’s Keys refuses him. Martinet needs outsiders to discover who changed the lock without publicly admitting that his access has been challenged.
The Diplomat’s Peace Two planar powers approach open war. Martinet offers mediation. Every possible settlement advances a different interest of Hell.

Rumours of the Infernal Court

  • Martinet knows more private weaknesses among Hell’s Dukes than several official archives combined.
  • More than one Lord has prepared a plan for his destruction should Asmodeus ever withdraw his protection.
  • The Black Baton contains a prisoner who knows something Martinet has never been permitted to hear.
  • The Constable’s Keys are a leash disguised as a privilege.
  • Martinet occasionally reshapes the presentation of a decree without altering its essential order.
  • His greatest fear is not assassination but irrelevance: the possibility that Malsheem might begin conducting its most important business without him.

Rules & Provenance

The legacy epic treatment of Martinet preserved on SpiralWorlds derives from the Gates of Hell and Grimoire of Cosmic Entities Dicefreaks material associated with Eli Atkinson, William Church and Serge W. Desir Jr. The D&D 3.5e panel above preserves that epic mechanical identity while reconciling Martinet’s political office with current SpiralWorlds Hell and Nessus canon.

The D&D 5.5e / 2024 and Pathfinder 1e panels are independent SpiralWorlds conversions. Statistics from different edition panels should not be combined during play.

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