Murmer, the Duke of Philosophy
“Meet Murmer: The Fallen Angel Duke of Hell Who Twists Minds and Fuels Power with Dark Philosophy!”

Murmer, the Duke of Philosophy and a fallen angel, is a towering figure with tarnished silver skin and vulture-like wings, exuding an eerie brilliance from his star-like blue eyes. His regal appearance is further accentuated by his toga and sandals, while he wields the Philosopher’s Crook, a staff of immense power that can blind foes with sonic force.
Dwelling in the cold, desolate realm of the Academia Caniae, within the Eighth Circle of Hell, Murmer has carved out a sinister school where he instructs souls in doubting reality and embracing dark, convoluted knowledge. His behavior is calculated and insidious; he seeks to unravel minds by planting seeds of skepticism, causing them to question all truths while ensnaring them in complex philosophies. In public, his calm, melodic voice can disarm even the sharpest minds, but when enraged, his words boom like brazen trumpets, commanding fear and awe.
Murmer’s modus operandi revolves around philosophical conquest—he subtly manipulates his targets through charm, rhetoric, and dark magic, bending them to his will while hiding the evil core of his teachings. He preys on intellectuals and clerics, warping their beliefs and drawing power from their corrupted minds. His ultimate motivation is to amass power by encouraging others to embrace self-reliance over divine faith, channeling their newfound strength through him, while creating an alternative power center in Hell to rival even the likes of Mephistopheles.
Murmer, the Duke of Philosophy 5e
Murmer, the Duke of Philosophy 3.5
Murmer, Duke of Philosophy

Large fiend (devil), lawful evil
Armor Class: 25 (natural armor)
Hit Points: 570 (40d10 + 40d8 + 320)
Speed: 60 ft., fly 120 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
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)
Legendary Resistances (3/Day)
If Murmer fails a saving throw, he can choose to succeed instead.
Innate Spellcasting
Spellcasting Ability: Intelligence (spell save DC 27, +19 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 a 33rd-level spellcaster. His spellcasting ability is Intelligence (spell save DC 30, +22 to hit with spell attacks). He has the following spells prepared:
Cantrips (at will): acid splash, charm person, fire bolt, light, mage hand, minor illusion, ray of frost, shocking grasp
1st level (4 slots): 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) sonic 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.
Mythic Actions
If Murmer is reduced to 0 hit points, he can take 1 mythic action to regain 100 hit points. This action can only be taken once per day.
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.
Lore
Murmer, once a high-ranking celestial being, fell from grace due to his insatiable pursuit of forbidden knowledge and intellectual superiority. He now resides in his infernal domain, the Academia Caniae, where he teaches his twisted philosophies and experiments with forbidden magic. His teachings corrupt even the most devout scholars, twisting their beliefs and channeling their power to increase his own.
Murmer’s grand appearance and immense power reflect his former celestial majesty and his current status as a formidable and sinister force in the Nine Hells. His dark, intellectual prowess and his ability to manipulate and charm those who fall under his influence make him a dangerous and complex adversary.
Murmer, the Duke of Philosophy

Heaven laments to this day the fall of the likes of Beelzebul and his brethren. Some may even understand, to the minutest degree, why such mighty exemplars of righteousness fell from the grace wherein they had grown. Before these deplorable events, though, one other fell. He fell not because he doubted the lore of Heaven, nor did he fall because of the lusts of his own heart. This angel fell because he sought alternate, unsolicited knowledge, trusting in his own intellect and might above that of the celestial agenda.
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Murmer, he came to be known, and none now speak his original name. The infernal patron of philosophers and all those who seek for complication over simplicity, Murmer teaches not that the Powers are non-existent, but rather that they have power only because of belief. Furthermore, he teaches that belief in alternate forms of power can allow the knowledgeable to elevate themselves as they would, rather than remaining dependent upon deity.
In his quest to prove his theories, and to disprove or discount others, Murmer believes that the end justifies the means. He has been known to abduct children for experimentation, toying with their young, impressionable minds, leaving some mad and others helpless thralls. He experiments upon live creatures, seeking for the spark of Intelligence so as to find a way to isolate it from all else.
The greatest portion of his time is spent in his school, Academia Caniae, teaching people to doubt what they see, to question what they hear, and to suspect all simple answers. His teachings find their way even into mainstream religion, where clerics, desiring the praise of others for their intellect, will preach sermons so littered with jargon and ostentatious rhetoric that the underlying message becomes garbled and unintelligible. In such a manner, even the devout followers of the most simple faith can stumble and fall away.
What his students do not realize – at least, not at first – is that each creature that falls to the teachings of the Philosopher Duke begin to channel their powers through him, thus increasing Murmer’s powers. It is thus not a surprise to find that Murmer is one of the more powerful Dukes of Hell. He is known to be responsible for the fall of Carreau, the Apostate, with whom he remains in contact. On good terms with many other fallen angels in Hell, he is nonetheless at enmity with the Lord of the Flies. He respects Caim for what he represents, but takes every opportunity he can to discredit the Duke of Logic’s words, whilst avoiding an organized debate with the Logical Devil.
Many wonder how it is that a fallen angel such as Murmer has managed to retain such power and influence at the court of the Lord of the Eighth, whose hatred of the fallen angels is legendary. Murmer, though, predates the general influx of these former angels, and found favor of a sort in the eyes of Mephistopheles from an early date. In earlier times, more so than now, Mephisto even benefited from the efforts of the Philosopher Duke. Murmer’s efforts now, though, seem focused on providing an alternative source of knowledge and power – self-knowledge and power of presence – to Mephisto’s own paradigm.
It is said that Mephisto merely waits for an opportunity to present itself to allow him to limit his servant’s freedom. Murmer, on the other hand, seems content in striving to set up an alternate center for the fallen angels in Hell – even going so far as to tempt yet more angels to the path he treads. In this, at least, Mephisto will not try to prevent him, for every success that Murmer claims is a loss to Beelzebub, Lord of the Seventh.
Murmer appears as a solar with vulture’s wings. His skin is like tarnished silver, and his eyes are like brilliant blue stars. He often wears a toga and sandals, and carries the Philosopher’s Crook with him wherever he goes. His voice is like brazen trumpets when angry, or like pan-pipes when calm.
MURMER, Duke of Philosophy | |
Duke of Hell | |
Large outsider (Evil, Extraplanar, Fallen, Lawful) | |
Symbol | A 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 Dice | 32d8 + 18d4 + 416 (744 hp) |
Initiative | +11 |
Speed | 60 ft., Fly 160 ft. (good) |
Armor Class | 40 (+7 Dexterity, +21 natural, +3 profane, -1 size), touch 19, flat-footed 33 |
Base Attack/Grapple | +44/+55 |
Attack | Philosopher’s Crook +56 melee (1d8+13 plus 3d6 sonic plus blindness/x2) |
Full Attack | Philosopher’s Crook +56/+51/+46/+41 melee (1d8+13 plus 3d6 sonic plus blindness/x2), or 2 slams +50 melee (2d8+7) |
Space/Reach | 10 ft./10 ft. |
Special Attacks | Call devils, Complicated Creed, cosmic connection 1/day, enduring gate (3 days), Philosophical Conquest, spell like abilities, spells |
Special Qualities | Cursed, 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. |
Saves | Fort +33 (+37 vs petrification), Ref +32, Will +31 |
Abilities | Strength 24, Dexterity 24, Constitution 26, Intelligence 35, Wisdom 23, Charisma 35 |
Skills | Bluff +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) |
Feats | Arcane 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 |
Environment | The Academia Caniae, Cania, Eighth of the Nine Hells of Perdition. |
Organization | Solitary or with 2 Prefects (ha-nagas or fallen solars) |
Challenge Rating | 38 |
Treasure | Philosopher’s Crook plus triple standard |
Alignment | Lawful 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:
- At will—aid, animate objects, blasphemy, charm monster, continual flame, death knell, deeper darkness, desecrate, detect good, Detect Magic, dimensional anchor, fireball, flame strike, greater dispel magic, greater invisibility, greater teleport (self plus 1,000 pounds), imprisonment, mass hold monster, mirage arcana, persistent image, polymorph, power word stun, remove curse, remove disease, remove fear, Resist Energy, suggestion, summon monster VII, speak with dead, unhallow, unholy aura, unholy blight, wall of fire, waves of fatigue;
- 3/day-blade barrier, destruction, Earthquake, harm, mass charm monster, permanency, waves of exhaustion;
- 1/day-meteor swarm, protection from spells, power word blind, power word kill, power word stun, prismatic spray, symbol of pain, wish.
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:
- 0-acid splash, arcane mark, dancing lights, Detect Magic, ghost sound, prestidigitation, read magic, resistance, touch of fatigue;
- 1st-grease, mage armor, magic missile, shocking grasp, expeditious retreat;
- 2nd- acid arrow, eagle’s splendor, detect thoughts, touch of idiocy, web;
- 3rd-heroism, Hold Person, lightning bolt, vampiric touch;
- 4th-dimensional anchor, dimension door, enervation, Black Tentacles;
- 5th-cloudkill, dominate person, Hold monster, telekinesis;
- 6th-analyze dweomer, disintegrate, Mass suggestion;
- 7th-mass Hold Person, plane shift, prismatic spray;
- 8th-greater planar binding, incendiary cloud, protection from spells;
- 9th-gate, summon monster IX, wish.
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 Player’s Handbook 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.
Summoning Murmer
Murmer desires fanfare and adulation when summoned, amongst other things. A throne worth in excess of 500gp is required for him to conduct an audience, and he rarely appears for less than three casters (33% chance). Finally, he always requires the sacrifice of one intelligent creature – a child for preference. This creature is not actually killed, merely offered to Murmer to be molded and shaped by him.
Sacrifice | Bonus Granted |
Is a child | +5 |
Is highly intelligent (Intelligence 15 or greater) | +5 |
Each additional caster beyond three (maximum 9) | +1 |
Two casters | -4 |
One caster | -8 |
Absence of a suitable throne | -8 |
Additionally, the presence of a performer (or a troupe of performers) playing a fanfare grant a bonus equal to one tenth of their perform check. This bonus is applied to Spellcraft checks (in the case of epic spells designed to summon Murmer) or Knowledge checks as part of an incantation.
When the incantation is complete, an incredibly intricate and complicated piece of music begins to sound, its effect grating and belittling on those who hear it. A sand laden wind rushes into the area, instigating a full-blown sandstorm for several seconds, before centering over the throne (or some other appropriate place in the absence of a throne) and coalescing into Murmer. With an arrogant gesture from the Duke of Philosophy, the music ceases. Murmer will use every opportunity to show his superiority to his summoners. Should the summoners injure his pride somehow, Murmer will attempt to break through any protections that they have employed so as to affect them with his abilities.
Upon the cessation of dealings, Murmer disintegrates into sand, which is then caught up in a sandstorm once again. Those who have summoned him without appropriate protective magicks find that the sandstorm fatigues them with its fury, preventing them from breathing. A successful Fortitude save DC 18 avoids both the fatigue and the suffocation, but must be made for each round that the character is within the sandstorm (which lasts for six rounds). Suffocation continues after the sandstorm ends; only a remove curse or heal spell can end the effect.