Byzine, Master of the Order of the Fly
The Head of Internal Operations of the Order of the Flies has spent a near eternity developing ever new methods of gathering information for his master, the Lord of the Seventh.
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As such, he rivals Corin for the title of Master Spy of Hell. Indeed, Byzine was once a pupil of the Corin and served for a time (and still holds rank) in the Espionage Branch of Infiltration with high distinction until he was approached by Beelzebul. Now, Byzine and the Dark Minister have an unfriendly rivalry with each other, although on occasion they have worked together to the extreme success of both organizations.
Byzine appears as a fifteen foot tall osyluth, with pale white flesh. His eyes dart about constantly, taking in every detail available. He is always calm and collected, even in the face of the anger of his superiors. He never loses his composure and maintains an observant and open mind in the face of imminent defeat. His voice is a monotone accompanied by ultrasonic undertones, like the droning of an insect. It is nearly hypnotic in nature, a facet that has led to some of his less wary rivals’ demises.
Byzine is a recipient of the Order of Perfection, the highest honor in Cocytus (Maladomini).
Byzine, Master of the Order of the Fly | |
Osyluth (9th Circle Major of the Legions of Hell) | |
Huge outsider (Devil, Evil, Extraplanar, Lawful) | |
Hit Dice | 30d8 + 10d6 (Epic Infiltrator) + 280 (450 hp) |
Initiative | +16 |
Speed | 40 ft. |
Armor Class | 31 (+8 Dexterity, +15 natural, -2 size), touch 16, flat-footed 23 |
Base Attack/Grapple | +35/+52 |
Attack | Bite +42 melee (2d6+9) |
Full Attack | Bite +42 melee (2d6+9) and 2 claws +37 melee (1d6+4) and sting +37 melee (3d6+4 and poison) |
Space/Reach | 15 ft. /15 ft. |
Special Attacks | Sneak attack +4d6, spell-like abilities, summon devils |
Special Qualities | Damage reduction 15/good and silver; Darkvision 60 ft., far senses (4/day, 220 ft.), immunity to fire and poison, improved cover identity, mind blank 1/ day, read thoughts 2/day, resistance to acid 10 and cold 10; see in darkness; specialist training, Spell Resistance 37; telepathy 200 ft. |
Saves | Fort +29, Ref +30, Will +27 |
Abilities | Strength 29, Dexterity 26, Constitution 25, Intelligence 21, Wisdom 21, Charisma 20 |
Skills | Appraise +20, Bluff +66, Concentration +27, Disable Device +20, Diplomacy +50, Disguise +51 (+55 acting in character), Escape Artist +18, Forgery +28, Gather Information +70, Hide +44, Intimidate+28, Knowledge (local – Nine Hells of Perdition) +45, Listen +50, Move Silently +50, Open Lock +38, Search +32, Sense Motive +36, Spot +50, Survival +5 (+9 tracking), Use Magical Device +25, Rope Use+8 (+10 with bindings) |
Feats | Alertness, Dark Speech, Greater Spell Focus (Enchantment), Improved Initiative, Investigator, Persuasive, Skill Focus (Bluff), Spell Focus (Enchantment), Run, Stealthy |
Epic Feats | Epic Skill Focus (Bluff), Epic Skill Focus (Gather Information), Polyglot, Superior Initiative |
Climate/Terrain | Cocytus (Maladomini), Seventh of the Nine Hells of Perdition |
Organization | Solitary (unique) or with 3-8 aides (20 HD Devil Bone (Osyluths) |
Challenge Rating | 25 |
Treasure | Standard |
Alignment | Lawful Evil |
Combat
Byzine almost never has to engage in combat due to his ability to melt into the background or perpetuate his alter egos. If he is drawn into combat, Byzine favors quick, effective strikes that carry the least risk. He will typically try to evade his foes unless doing so would risk his exposure. In that case, Byzine will fight much as expected of his current guise until he can disengage or retreat, making use of his illusionary and enchantment powers.
If a foe has discovered his true nature, Byzine will abandon all pretenses and attempt to destroy the enemy as swiftly as possible, using his poison, summoned devils and most powerful spell-like abilities to triumph. If reduced to one third of his hit points or less, or if faced with an obvious defeat, Byzine does not hesitate to teleport away, viewing his Survival as paramount.
Fear Aura (Su): As a free action, Byzine can create an aura of fear in a 5 foot radius. It is otherwise identical with fear cast by a 30 th level sorcerer (save DC 30). If the save is successful, that creature cannot be affected again by Byzine’s fear aura for one day. Other Devils are immune to the aura.
Improved Cover Identities: Byzine has three cover identities, one of which has been twice improved. Currently, they are a scribe in Mephistopheles‘ library, a minor necromancer in the service of Orcus, and an advisor to a powerful solar by the name of Galarnuon. The advisor is the improved identity. While operating within an improved cover identity, Byzine receives a +4 bonus to Disguise checks and a +2 bonus on Bluff and Gather Information checks. (Or +8 Disguise and +4 Bluff and Gather Information when in his advisor identity.)
Byzine also benefits from a constant undetectable alignment effect that is always active as a supernatural ability.
Poison (Ex): Sting, Fortitude save (DC 32); initial damage 1d6 Strength, secondary damage 2d6 Strength.
Specialist Training (Ex): Byzine has studied concealment and interaction (x2) for his specialist training.
These bonuses are already included in his stat block above.
Spell-like Abilities: At will- animate dead, Charm Person, dimensional anchor, doom, fly, greater teleport, invisibility, major image, suggestion, wall of ice.
Caster level 30 th ; DC 15 + spell level. (DC 17 + spell level for enchantment)
Summon Devils: Thrice per day, Byzine can automatically summon 6d8 lemures or 1d6 bone devils. These devils may have double HD.
Possessions: While Byzine has no signature possessions, he does have access to any magical items with a value of 200,000 gold pieces or less. He frequently makes use of items that aid him with his cover identities. While impersonating the necromancer in particular, Byzine relies heavily on items to duplicate the effects of the magic he supposedly has at his disposal.