Murmer — Duke of Philosophy and Fallen Celestial

Murmer, the fallen celestial Duke of Philosophy, with silver skin and vulture wings

The lecturer stands beneath the black-ice vault of Academia Caniae. He invites his pupils to prove that the gods exist only because mortals believe in them. They have witnessed miracles; none dares object. By the end of the lesson, the prisoners have signed confessions they no longer understand. Murmer calls for the next class.

At a Glance

  • Identity: Murmer, a unique fallen celestial and Duke of Philosophy, not a species of devil.
  • Seat: Academia Caniae in Cania, Eighth of the Nine Hells.
  • Liege: Mephistopheles, who tolerates the Academy but distrusts its ambitions.
  • Appearance: A tall former solar with tarnished silver skin, vulture wings, blue-star eyes and a scholar’s toga.
  • Weapon: Philosopher’s Crook, an enchanted hooked quarterstaff that blinds foes.
  • Allies and rivals: Carreau is his apostate pupil; Caim contests his reasoning; Beelzebub opposes his expansion.
  • Nature: Lawful evil; Murmer uses learning, curses and contracts to turn scholars into servants.

What Is Happening Right Now?

Academia Caniae’s treatises have reached several mortal universities. Their genuine discoveries conceal a covenant binding graduates to Murmer’s service. Mephistopheles has ordered the Academy’s enrolment books inspected, and Murmer’s prefects are secretly destroying them.

The First Philosopher and His Fall

Murmer fell before many of Hell’s later rebels, convinced that intellect entitled him to determine every truth. He falsely teaches that deities owe their existence solely to mortal belief, even though gods demonstrably act beyond mortal opinion. The claim gives ambitious students permission to deny every authority except his.

The Academy preserves genuine lore of the planes beside dangerous sophistry. Murmer rewards students who can turn an unwelcome fact into a pleasing conclusion; their dependence strengthens his position in Cania. Mephistopheles values the sorcerers his academy produces but fears Murmer’s rival circle of fallen celestials. Caim considers the Duke of Philosophy an intellectual fraud, and Murmer avoids a fair debate.

Murmer — Game Statistics

Large fiend (devil), lawful evil

Armor Class: 25 (natural armor)
Hit Points: 720 (40d10 + 40d8 + 320)
Speed: 60 ft., fly 120 ft.

STRDEXCONINTWISCHA
30 (+10)28 (+9)26 (+8)32 (+11)25 (+7)30 (+10)

Saving Throws: Dex +17, Con +16, Wis +15, Cha +18
Skills: Arcana +19, Deception +18, Insight +15, Intimidation +18, Perception +15, Persuasion +18, Religion +19
Damage Resistances: Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Psychic, Poison
Condition Immunities: Charmed, Frightened, Paralyzed, Poisoned
Senses: Darkvision 120 ft., Passive Perception 25
Languages: Abyssal, Celestial, Infernal, telepathy 120 ft.
Challenge: 30 (155,000 XP; Proficiency Bonus +9)


Legendary Resistances (3/Day)

If Murmer fails a saving throw, he can choose to succeed instead.

Innate Spellcasting

Spellcasting Ability: Intelligence (spell save DC 28, +20 to hit with spell attacks).
Murmer’s spellcasting ability is primarily used to reflect his mastery over arcane and infernal magic. He can cast the following spells:

  • At Will: Greater Invisibility, Detect Magic, Dispel Magic, Fireball, Lightning Bolt, Polymorph
  • 3/Day: Etherealness, Foresight, Maze, Power Word Stun
  • 1/Day: Gate, Meteor Swarm, Wish

Spellcasting

Murmer is an epic spellcaster. His spellcasting ability is Intelligence (spell save DC 28, +20 to hit with spell attacks). He has the following spells prepared:

Cantrips (at will): acid splash, fire bolt, light, mage hand, minor illusion, ray of frost, shocking grasp

1st level (4 slots): charm person, mage armor, magic missile, shield, silent image

2nd level (3 slots): cloud of daggers, detect thoughts, mirror image, scorching ray

3rd level (3 slots): bestow curse, counterspell, dispel magic, lightning bolt

4th level (3 slots): black tentacles, dimension door, ice storm, greater invisibility

5th level (3 slots): cloudkill, dominate person, telekinesis, wall of force

6th level (2 slots): disintegrate, mass suggestion, contingency

7th level (2 slots): plane shift, prismatic spray, reverse gravity

8th level (1 slot): power word stun, incendiary cloud

9th level (1 slot): gate, meteor swarm, wish

Actions

  • Multiattack: Murmer makes three attacks with his Philosopher’s Crook.
  • Philosopher’s Crook: Melee Attack Roll: +20 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage plus 18 (4d8) Thunder damage. On a hit, the target must succeed on a DC 27 Constitution saving throw or be blinded for 1 minute.
  • Cosmic Blast (Recharge 5–6): Murmer releases a pulse of cosmic energy in a 60-foot radius centered on himself. Each creature in the area must make a DC 27 Dexterity saving throw, taking 90 (20d8) radiant damage on a failed save, or half as much damage on a successful one.
  • Philosophical Conquest (1/Day): Murmer can attempt to charm all creatures within 60 feet that can hear him. Each creature must succeed on a DC 27 Wisdom saving throw or be charmed for 1 minute. While charmed, the creature is under Murmer’s command and cannot take actions against him.

Legendary Actions

Murmer 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. Murmer regains spent legendary actions at the start of his turn.

  • Teleport: Murmer magically teleports up to 120 feet to an unoccupied space he can see.
  • Ethereal Grasp (Costs 2 Actions): Murmer summons a spectral hand that reaches out to grasp a creature within 60 feet. The target must succeed on a DC 27 Strength saving throw or take 36 (8d8) force damage and be restrained until the end of Murmer’s next turn.
  • Invoke Terror (Costs 3 Actions): Murmer utters a terrifying command. All creatures of his choice within 60 feet must make a DC 27 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Unbroken Argument (1/Day)

When Murmer would be reduced to 0 Hit Points, he instead regains 100 Hit Points. He may immediately use Philosophical Conquest if that action is available.

Regional Effects

The region surrounding Murmer’s lair, known as the Academia Caniae, is affected by his presence in the following ways:

  • Arcane Disturbances: Spells cast within 1 mile of the Academia Caniae have a 25% chance of malfunctioning, causing them to misfire or produce unexpected effects.
  • Distorted Reality: The terrain within 1 mile of Murmer’s lair becomes twisted and surreal, with objects and paths shifting unpredictably. The area is difficult terrain.
  • Lore’s Influence: Any creature attempting to research or learn magic within 1 mile of the Academia Caniae finds the information corrupted or misleading, as if Murmer’s influence distorts all knowledge.

Large fiend (devil), lawful evil

Armor Class: 25 (natural armor)
Hit Points: 720 (40d10 + 40d8 + 320)
Speed: 60 ft., fly 120 ft.

STRDEXCONINTWISCHA
30 (+10)28 (+9)26 (+8)32 (+11)25 (+7)30 (+10)

Saving Throws: Dex +17, Con +16, Wis +15, Cha +18
Skills: Arcana +19, Deception +18, Insight +15, Intimidation +18, Perception +15, Persuasion +18, Religion +19
Damage Resistances: Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Psychic, Poison
Condition Immunities: Charmed, Frightened, Paralyzed, Poisoned
Senses: Darkvision 120 ft., Passive Perception 25
Languages: Abyssal, Celestial, Infernal, telepathy 120 ft.
Challenge: 30 (155,000 XP; proficiency bonus +9)


Legendary Resistances (3/Day)

If Murmer fails a saving throw, he can choose to succeed instead.

Innate Spellcasting

Spellcasting Ability: Intelligence (spell save DC 28, +20 to hit with spell attacks).
Murmer’s spellcasting ability is primarily used to reflect his mastery over arcane and infernal magic. He can cast the following spells:

  • At Will: Greater Invisibility, Detect Magic, Dispel Magic, Fireball, Lightning Bolt, Polymorph
  • 3/Day: Etherealness, Foresight, Maze, Power Word Stun
  • 1/Day: Gate, Meteor Swarm, Wish

Spellcasting

Murmer is an epic spellcaster. His spellcasting ability is Intelligence (spell save DC 28, +20 to hit with spell attacks). He has the following spells prepared:

Cantrips (at will): acid splash, fire bolt, light, mage hand, minor illusion, ray of frost, shocking grasp

1st level (4 slots): charm person, mage armor, magic missile, shield, silent image

2nd level (3 slots): cloud of daggers, detect thoughts, mirror image, scorching ray

3rd level (3 slots): bestow curse, counterspell, dispel magic, lightning bolt

4th level (3 slots): black tentacles, dimension door, ice storm, greater invisibility

5th level (3 slots): cloudkill, dominate person, telekinesis, wall of force

6th level (2 slots): disintegrate, mass suggestion, contingency

7th level (2 slots): plane shift, prismatic spray, reverse gravity

8th level (1 slot): power word stun, incendiary cloud

9th level (1 slot): gate, meteor swarm, wish

Actions

  • Multiattack: Murmer makes three attacks with his Philosopher’s Crook.
  • Philosopher’s Crook: Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage plus 18 (4d8) thunder damage. On a hit, the target must succeed on a DC 27 Constitution saving throw or be blinded for 1 minute.
  • Cosmic Blast (Recharge 5–6): Murmer releases a pulse of cosmic energy in a 60-foot radius centered on himself. Each creature in the area must make a DC 27 Dexterity saving throw, taking 90 (20d8) radiant damage on a failed save, or half as much damage on a successful one.
  • Philosophical Conquest (1/Day): Murmer can attempt to charm all creatures within 60 feet that can hear him. Each creature must succeed on a DC 27 Wisdom saving throw or be charmed for 1 minute. While charmed, the creature is under Murmer’s command and cannot take actions against him.

Legendary Actions

Murmer 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. Murmer regains spent legendary actions at the start of his turn.

  • Teleport: Murmer magically teleports up to 120 feet to an unoccupied space he can see.
  • Ethereal Grasp (Costs 2 Actions): Murmer summons a spectral hand that reaches out to grasp a creature within 60 feet. The target must succeed on a DC 27 Strength saving throw or take 36 (8d8) force damage and be restrained until the end of Murmer’s next turn.
  • Invoke Terror (Costs 3 Actions): Murmer utters a terrifying command. All creatures of his choice within 60 feet must make a DC 27 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Unbroken Argument (1/Day)

When Murmer would be reduced to 0 Hit Points, he instead regains 100 Hit Points. He may immediately use Philosophical Conquest if that action is available.

Regional Effects

The region surrounding Murmer’s lair, known as the Academia Caniae, is affected by his presence in the following ways:

  • Arcane Disturbances: Spells cast within 1 mile of the Academia Caniae have a 25% chance of malfunctioning, causing them to misfire or produce unexpected effects.
  • Distorted Reality: The terrain within 1 mile of Murmer’s lair becomes twisted and surreal, with objects and paths shifting unpredictably. The area is difficult terrain.
  • Lore’s Influence: Any creature attempting to research or learn magic within 1 mile of the Academia Caniae finds the information corrupted or misleading, as if Murmer’s influence distorts all knowledge.

Murmer, Duke of Philosophy — CR 38

XP Epic encounter · LE Large outsider (evil, extraplanar, lawful, fallen), sorcerer 8/loremaster 10
Init +11; Senses darkvision 60 ft.; Perception +54

Defense

AC 40, touch 19, flat-footed 33 (−1 size, +7 Dex, +21 natural, +3 profane, +10 academic ward)
hp 655 (32d10 + 18d6 + 416); regeneration 8 (good and silver)
Fort +33, Ref +32, Will +31
DR 20/epic, good and silver; Immune cold, fire, poison, critical hits, ability drain; Resist acid 20, sonic 20; SR 50

Offense

Speed 60 ft., fly 160 ft. (good)
Melee Philosopher’s Crook +53/+48/+43/+38 (1d8+13 plus 3d6 sonic and blindness), or 2 slams +48 (2d8+7)
Space 10 ft.; Reach 10 ft.
Special Attacks Complicated Creed, Cosmic Connection, Enduring Gate, Philosophical Conquest, spells and summon devils

Spell-Like Abilities (CL 33rd; save DC 22 + spell level): At Will—blasphemy, detect magic, greater dispel magic, greater teleport, magic circle against good, major image, mass suggestion, polymorph, power word stun, unholy aura; 3/Day—etherealness, maze, foresight; 1/Day—gate, meteor swarm, wish.

Sorcerer Spells Known (CL 33rd; save DC 22 + spell level): 1st—mage armor, magic missile, shield; 2nd—detect thoughts, mirror image, scorching ray; 3rd—dispel magic, lightning bolt; 4th—black tentacles, dimension door, greater invisibility; 5th—dominate person, telekinesis, wall of force; 6th—disintegrate, mass suggestion; 7th—plane shift, prismatic spray; 8th—incendiary cloud, power word stun; 9th—gate, meteor swarm, wish.

Statistics

Str 24, Dex 24, Con 26, Int 35, Wis 23, Cha 35
Base Atk +41; CMB +49; CMD 66
Feats Augment Summoning, Combat Casting, Combat Reflexes, Empower Spell, Eschew Materials, Greater Spell Penetration, Improved Disarm, Improved Initiative, Iron Will, Maximize Spell, Quicken Spell, Spell Focus (conjuration), Spell Penetration
Skills Bluff +69, Diplomacy +78, Intimidate +69, Knowledge (arcana) +66, Knowledge (planes) +61, Knowledge (religion) +61, Perception +54, Perform (oratory) +61, Sense Motive +58, Spellcraft +84
Languages Common, Celestial, Infernal; telepathy 500 ft.

Ecology

Environment Academia Caniae, Cania; Organisation solitary or with two fallen-celestial prefects; Treasure triple standard, Philosopher’s Crook

Special Abilities

Complicated Creed (Su). Murmer addresses a listening audience for at least 1 minute (Will DC 34 negates). Failed saves impose −4 on Will saves against his enchantments for 1 hour, not stacking.

Philosophical Conquest (Su). Three times daily Murmer charms listeners in a 60-foot emanation (Will DC 34 negates) for 10 minutes; direct harm grants a new save.

Master of the Academy (Su). Murmer can locate an enrolled pupil or catalogued manuscript within Academia Caniae unless hidden by mind blank.

Academic Ward (Su). His infernal learning supplies +10 warding AC while conscious, included above; antimagic suppresses it.

Stoic (Ex). Murmer is immune to critical hits, disintegration, ability damage and drain, energy drain and cold.

Call Devils (Sp). Once a day Murmer calls twelve lemures, eight bearded devils or erinyes, six bone devils, four horned or ice devils or two pit fiends. He can summon the same groups three times per day instead, but not both on a single day.

Philosopher’s Crook. A +6 barbed quarterstaff dealing bludgeoning, piercing and 3d6 sonic damage. Fortitude DC 25 negates blindness; the wielder gains Improved Disarm.

Murmer, Duke of Philosophy — CR 38

MURMER, Duke of Philosophy
Duke of Hell
Large outsider (Evil, Extraplanar, Fallen, Lawful)
SymbolA golden ducal crown set over a barbed shepherd’s crook on an inverted triangle formed of blue-green ice.
Cosmic
Descryer 10/sorcerer 8
Hit Dice32d8 + 18d4 + 416 (744 hp, maximum Hit Dice)
Initiative+11
Speed60 ft., Fly 160 ft. (good)
Armor Class40 (+7 Dexterity, +21 natural, +3 profane, +10 academic ward, -1 size), touch 19, flat-footed 33
Base Attack/Grapple+44/+55
AttackPhilosopher’s Crook +56 melee (1d8+13 plus 3d6 sonic plus blindness/x2)
Full AttackPhilosopher’s Crook +56/+51/+46/+41 melee (1d8+13 plus 3d6 sonic plus blindness/x2), or 2 slams +50 melee (2d8+7)
Space/Reach10 ft./10 ft.
Special AttacksCall devils, Complicated Creed, cosmic connection 1/day, enduring gate (3 days), Philosophical Conquest, spell like abilities, spells
Special QualitiesCursed, Duke of Hell qualities, damage reduction 20/good and silver, Darkvision 60 ft., immunity to fire and poison, Low-Light Vision, magic circle against good, Master of the Academy, naturalization (Arcadia, Astral, Tartarus, Outlands, Mortal Coil), regeneration 8, resistance to acid 20 and cold 20, see in darkness, Spell Resistance 50, Stoic, superior planar summoning (+12 HD), telepathy 500 ft.
SavesFort +33 (+37 vs petrification), Ref +32, Will +31
AbilitiesStrength 24, Dexterity 24, Constitution 26, Intelligence 35, Wisdom 23, Charisma 35
SkillsBluff +69, Concentration +61, Diplomacy +78 (+76 with good creatures, +84 with evil creatures), Escape Artist +39, Gather Information +20, Hide +35, Intimidate +69 (+75 against evil creatures), Knowledge (Arcana) +66, Knowledge (history) +44, Knowledge (local) +44, Knowledge (religion) +61, Knowledge (the planes) +61, Listen +51, Move Silently +52, Perform (Oratory) +61, Profession (teacher) +42, Search +47, Sense Motive +58, Spellcraft +84 (+88 to decipher scrolls), Spot +54, Survival +54 (+58 tracking, +60 on other planes), Use Magic Device +47 (+53 with scrolls), Rope Use+7 (+11 with bindings)
FeatsArcane Preparation, Augment Summoning, Combat Casting, Combat Reflexes, Corrupt Spell-like Ability B , Empower Spell, Eschew Materials B , Improved Disarm B (when wielding Philosopher’s Crook), Improved Initiative, Maximize Spell, Practiced Spellcaster, Quicken Spell, Spell Focus (Conjuration)
Epic
Feats
Energy Resistance (sonic), Enhance Spell, Epic Evil Brand B , Epic Reputation, Epic Skill Focus (Spellcraft), Epic Spellcasting, Improved Combat Casting, Improved Metamagic (x2), Improved Spell Capacity, Intensify Spell
EnvironmentThe Academia Caniae, Cania, Eighth of the Nine Hells of Perdition.
OrganizationSolitary or with 2 Prefects (ha-nagas or fallen solars)
Challenge
Rating
38
TreasurePhilosopher’s Crook plus triple standard
AlignmentLawful Evil

Combat

If combat even looks like it may ensue, Murmer always summons or calls as many reinforcements to his aid as possible, trusting in their greater strength due to his Augment Summoning feat (this applies to his call devils ability as well). He is fond of preventing foes from closing by means of an intensified Black Tentacles, and does not hesitate to gate in further reinforcements should things look difficult. When his foes are busy, distracted by his lesser allies, Murmer will use Philosophical Conquest, sometimes weakening his foes’ resistance first with greater dispel magic and intensified touches of idiocy.

Call Devils (Sp): As a standard action, Murmer, as a vassal to a Lord of the Nine, commands the respect of lesser devils. As such, he can call devils or summon devils. The Duke may call up to one time a day 12 lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4 cornugons or gelugons, or 2 pit fiends. Since these devils are called, they have the ability to summon other devils as their Monster Manual descriptions allow. Thrice a day, the Duke may summon the same spread of fiends listed above. The Duke may either call or summon in one day, not both. Murmer often uses this ability to call barregons to his side.

Complicated Creed (Su): Murmer’s teachings twist in upon themselves, but it is still difficult to find the evil at the core of them. His alignment cannot be detected by any means, although spells and effects that otherwise affect evil creatures also harm him.

Murmer can teach his Complicated Creed to any willing creature, and force some aspects of it on others – but such an individual must first fall sway to Philosophical Conquest, and fail at least three of the saves associated with it. Even then, an unwilling recipient gains a Will save DC 38 to avoid the effects. The following effects are possible as a result of teaching his creed to an individual:

Add to the Doctrine: Primarily for those that can use divine magic, Murmer grants them greater access to such power by teaching them to awe their congregations. By adding their own thoughts and philosophies to the doctrine they preach, and mystifying the simple truths therein, such an individual can cast one additional domain spell of each level per day. The spellcaster must change their domains to Law and Evil, or some other domain approved by Murmer. If the individual had no domain previously, she now gains one, including the domain powers. The individual becomes Lawful Evil in alignment if she was not already.

Spark of Self-Assurance: An affected creature can choose to trade up to nine levels of any class for sorcerer. He gains a +2 bonus to Charisma for every three levels traded in. Those who are already sorcerers can instead permanently trade in spell slots for a bonus to Charisma, on a three to one basis. Thus a sorcerer who permanently surrendered a 9th level slot would gain a +3 bonus to Charisma. The maximum bonus in either case is +6. The individual becomes Lawful Evil and can cast Vile Spells spontaneously.

Sway the Masses: The affected creature gains the supernatural ability to use Charm Person or suggestion at will. The save DC for this ability is equal to 10 + ½ class levels + Charisma-modifier. The creature moves one step towards Lawful Evil for every eight times he uses the ability.

No matter which effect is bestowed, the affected creature considers Murmer thereafter in the most favorable light, treated as being fanatic in attitude towards him. Unless a cleric of 21st level or above intervenes by casting miracle, followed by Atonement, the creature’s soul becomes the property of Murmer to deal with as he sees fit.

As well as the above effects, any creature under the influence of Complicated Creed cannot be detected as evil, and even retain class abilities that they would otherwise lose due to any change in alignment caused by this ability.

Infernal Presence (Su): Murmer’s Infernal Presence has a Will save DC of 38. His caster level is 47th .

Master of the Academy (Ex): Whilst within the halls of the Academia Caniae, Murmer enjoys a +9 morale bonus to attacks, damage, checks and saves. In any other place of learning (a school, a library, a university, etc), he gains instead a +3 morale bonus to attacks, damage, checks and saves. Murmer cannot be banished from any building that has more than 99 books or scrolls within it.

Philosophical Conquest (Su): The philosophies of Murmer, whether they are scathing attacks on others’ beliefs, or gentle assurances that there is no such thing as Evil or Hell, can have a profound effect on those that hear them. 3/day Murmer can speak and attempt a Philosophical Conquest. All creatures within 80 feet must succeed on a Will save DC 38 or recognize the Duke’s superiority and admire him for 9 rounds. Creatures that admire him are stunned.

Should he so desire, Murmer can make a suggestion to each creature on each round that it is stunned, against which the creature attempts a save as per the DC above. Each failure, not including the original save check, increases the DC by +1. Thus, a creature that failed seven saves against the first eight suggestions would make a save against the ninth suggestion at a DC of 45. Any creature which fails to save against all nine suggestions becomes Lawful Evil and swears its soul in service to Murmer, leaving behind all other fealties and associations to study at the Academy. This is a mind-influencing effect. The DC is Charisma-based.

Spell-Like Abilities:

Caster level 47th , save DC 22 + spell level (conjuration spells 23 + spell level). The save DCs are Charisma-based.

Spells: Murmer can cast arcane spells 33rd level sorcerer.

All spell save DCs are equal to 22 + spell level (conjuration spells 23 + spell level). The save DCs are Charisma-based. Spells/day: 6/9/9/9/9/8/8/8/8/7/2.

Sorcerer Spells Known:

Epic Spells: 5/day. Epic spells known: contingent true resurrection, curse of apostasy, greater epic mage armor, greater ruin, lure of loquacity, momento mori, spell worm, superb dispelling. Murmer loves to use lure of loquacity on foes.

Stoic (Ex): Murmer’s tremendous pride and confidence have granted him immunity to critical hits, disintegration, ability damage, ability drain and energy drain. He is likewise immune to cold.

Possessions: Murmer has access to many magical items due to his station, and can access scrolls of any spell in the infernal spell archives should he require such aid. He always carries the Philosopher’s Crook, a large +6 Barbed quarterstaff of Sonic Power that causes blindness on every successful hit (Fort save DC 25 negates). Because of its shape – that of a shepherd’s crook – it also grants the wielder the Improved Disarm feat. Being barbed, it deals bludgeoning and piercing damage.

Academic Ward (Su). Murmer gains a +10 warding bonus to AC while conscious, included above. Antimagic suppresses the effect.

Encounters and Adventure Leads

The Student Who Corrected His Master

A pupil has proven Murmer wrong. The Academy summons the pupil for judgement, and the evidence that could save them is held by the prefect who falsified the original lecture.

The Frozen Debate

Mephistopheles orders Caim and Murmer to debate an infernal law. Both offer rewards for a manuscript that proves a crime by the Academy’s senior lecturers.

The Wandering Thesis

An innocent-looking magical treatise in a mortal academy contains a binding infernal oath. To release its readers, the characters must find the author in Cania and undo the original bargain.

Travel and Infernal Law

Admission to Academia Caniae requires a sealed invitation or warrant. Interrupting a lecture is contempt, and a challenge to an instructor’s reasoning triggers a binding dispute. Appeals to Mephistopheles are permitted and costly.

Sources and Licensing

Murmer’s original fallen-celestial history, Academia Caniae, Philosopher’s Crook, Complicated Creed and epic CR 38 mechanics derive from Dicefreaks’ The Gates of Hell / Grimoire of Cosmic Entities, Volume One, credited to Eli Atkinson, William Church and Serge W. Desir Jr., with original concept by Serge W. Desir Jr. The other game statistics are campaign adaptations. See the Devil Bestiary and Cania.

Keep this reference growing

If this page helped with your reading or game, you can support its upkeep or explore the curated books.

Buy the creator a coffee

Explore the Bookshop — epics, classics and stories behind imagined worlds.

Scroll to Top