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Penemue Chief of Research (Pearza of the Dark Eight)

Penemue Chief of Research (Pearza of the Dark Eight)
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In the intricate hierarchy of the Dark Ministry, Pearza holds a unique position as the Chief of Research and Implementation. She is driven by an unyielding belief in the pursuit of knowledge and the uncovering of truths hidden in the fabric of reality itself. To Pearza, there are no mysteries too profound, no secrets too well-guarded.

As a character, Pearza is defined by her insatiable curiosity and her relentless drive to uncover the unknown. Her methods may be unconventional and even unsettling to some, but she sees them as necessary steps on the path to enlightenment. Pearza fears stagnation more than anything else, the thought of leaving a stone unturned or a question unanswered fills her with a sense of unease.

For Pearza, the pursuit of knowledge is not merely a scholarly endeavor, but a means to an end. She seeks to push the boundaries of understanding, to unlock the secrets of the cosmos, and to harness that knowledge for the benefit of the Nine Hells. In her eyes, knowledge is power, and she will stop at nothing to acquire it.

Driven by a singular purpose, Pearza tirelessly dedicates herself to her research and experimentation. She believes that every piece of information, no matter how obscure, holds the potential to tip the scales in favor of the infernal forces. And with each revelation, she moves one step closer to achieving her ultimate goal: to ensure the dominance of the Nine Hells over all existence.


Pearza 1
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Kain’s 5e Monstrous Manual – Page 4 – Dicefreaks (tapatalk.com)

Large fiend, lawful evil
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Armor Class 24 (natural, robe)
Hit Points 425 (25d10 + 175)
Speed 30 ft. fly 60 ft.
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STRDEXCONINTWISCHA
26 (+8)14 (+2)24 (+7)26 (+8)18 (+4)24 (+7)


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Saving Throws Dex +9, Con +14, Int +15, Wis +11
Skills Arcana +22, History +22, Investigation +22, Nature +15, Religion +15
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 14
Languages Infernal, telepathy 120 ft.
Treasure staff of withering, black robe of the archmagi
Challenge 23 (32,500 XP)
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Fear Aura. Any creature hostile to Pearza that starts its turn within 20 feet of her must make a DC 22 Wisdom saving throw, unless she is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature’s saving throw is successful, the creature is immune to Pearza’s Fear Aura for the next 24 hours.

Magic Resistance. Pearza has advantage on saving throws against spells and other magical effects.

Magic Weapons. Pearza’s weapon attacks are magical.

Innate Spellcasting. Pearza’s spellcasting ability is Charisma (spell save DC 22). She can innately cast the following spells, requiring no material components:
At will: detect magic, fireball, hold monster, wall of fire
3/day each: dispel magic, major image (6th level)
1/day each: meteor swarm, wish

Spellcasting. Pearza is a 20th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 25, +17 to hit with spell attacks). She has the following wizard spells prepared:
Cantrips (at will): acid splash, mage hand, message, minor illusion
1st level (4 slots): disguise self, identify, magic missile
2nd level (3 slots): darkness, detect thoughts, mirror image
3rd level (3 slots): bestow curse, counterspell, lightning bolt
4th level (3 slots): banishment, greater invisibility, polymorph
5th level (3 slots): contact other plane, telekinesis, wall of force
6th level (2 slots): disintegrate, globe of invulnerability
7th level (2 slots): forcecage, reverse gravity
8th level (1 slot): feeblemind, maze
9th level (1 slot): astral projection, foresight, time stop

ACTIONS
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Multiattack. Pearza makes four attacks: one with her bite, one with her claw, one with her staff and one with her tail. She can replace a claw attack to cast a 5th level or lower level spell.

Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 8) piercing damage. The target must succeed on a DC 22 Constitution saving throw or become poisoned. While poisoned in this way, the target can’t regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Staff of Withering +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage and 32 (6d10) necrotic damage. A creature struck by the staff must succeed on a a DC 15 Constitution saving throw or have disadvantage for 1 hour on any attack, ability check or saving throw that uses Strength or Constitution.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 8) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 8) bludgeoning damage.

LEGENDARY ACTIONS
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Pearza 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. Pearza regains spent legendary actions at the start of her turn.

Teleport. Pearza magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.

Spellcasting. Pearza casts a spell.

Constrict. Pearza makes a tail attack against one foe in reach. If successful, the creature must succeed on a Strength saving throw DC 23 or become restrained. Pearza’s tail attack can only target the restrained creature, but she can end the effect at any time.

Penemue, Chief of Research (Pearza of the Dark Eight)

The Gates of Hell (Dice Freaks)

Grimoire of Cosmic Entities Volume One By Eli Atkinson, William Church and Serge W. Desir, Jr.

Original Concept by Serge W. Desir, Jr.

Full netbook can be found on the following website

Dicefreaks d20 Community

Pearza, Chief of Research
Dark Ministry of Hell
Pit fiend (9th Circle General of the Legions of Hell)
Large outsider (Evil, Extraplanar, Lawful)
SealAn open book with red, scalloped pages, on a black inverted triangle
Wizard 5/Maester 5/Loremaster 10
Hit Dice28d8 + 20d4 + 384 (560 hp)
Initiative+12
Speed40 ft., Fly 60 ft. (average)
AC50 (-1 size, +10 armor, +8 Dexterity, +23 natural), touch 17, flat-footed 42
Base Attack/Grapple+38/+55
AttackMalphas‘ Favor +54 melee (1d8+23 plus 1d4 Strength and Constitution (DC 27 negates))
Full AttackMalphas‘ Favor +54/+49/+44/+39 melee (1d8+23 plus 1d4 Strength and Constitution (DC 27 negates)) and 2 wings +48 melee (3d6+6) and bite +48 melee (4d6+6 plus poison and disease) and tail slap +48 melee (2d8+6)
Space/Reach10 ft./10 ft.
Special AttacksConstrict, fear aura, improved grab, spells, spell-like abilities, summon devils
Special
Qualities
Damage reduction 20/epic, good and silver, Darkvision 60 ft., familiar, immunity to fire and poison, lore, quick crafting, regeneration 7, resistance to acid 15 and cold 15, see in darkness, Spell Resistance 47, telepathy 200 ft.
SavesFort +44, Ref +42, Will +46
AbilitiesStrength 37, Dexterity 27, Constitution 27, Intelligence 39, Wisdom 27, Charisma 27
SkillsAppraise (alchemical components) +32, Appraise (metal work) +23, Appraise (poisons) +25, Bluff +35, Climb +34, Concentration +51, Craft (alchemy) +55, Craft (blacksmith) +33, Craft (poisonmaking) +44, Decipher Script +39, Diplomacy +20, Disable Device +41, Disguise +29 (+33 acting), Gather Information +35, Handle Animal +14, Heal +28, Hide +25, Intimidate +45, Jump +17, Knowledge (Arcana) +63, Knowledge (architecture and engineering) +48, Knowledge (nature) +33, Knowledge (the planes) +55, Knowledge (religion) +47, Listen +31, Move Silently +31, Perform (oratory) +12, Ride +10, Search +40 (+44 for secret doors), Spellcraft +69 (+73 to decipher scrolls), Spot +39, Survival +8 (+10 above ground, +12 on other planes, +12 tracking), Use Magical Device +46 (+56 scrolls)
FeatsBrew Potion*, Craft Magic Arms and Armor*, Craft Rod*, Craft Staff, Craft Wondrous Item, Extend spell, Forge Ring, Improved Familiar, Investigator, Iron Will, Leadership, Multiattack, Power Attack, Quicken Spell, Scribe Scroll*, Skill Focus (Knowledge: arcana), Violate Spell
Epic FeatsCraft Epic Wondrous Item, Efficient Item Creation (Wondrous Items), Epic Leadership, Epic Reputation
Climate/TerrainMalsheem, Nessus, Ninth of the Nine Hells of Perdition
OrganizationSolitary (unique), or troupe (3 pit fiends, 9 gelugons, 27 kocrachons)
Challenge Rating35
TreasurePossessions plus triple standard
AlignmentLawful Evil

Combat

Pearza will immediately teleport from any threat unless she is in one of her many laboratories at which time she will fight viciously to save her experiments. In such situations, Pearza will cast unholy aura on her person and then proceed to either use blasphemy to banish foes from Hell or use her spells to weaken adversaries so that her servants can rip them to shreds as quickly as possible. On in extreme cases or if she is corned beyond one of her laboratories will Pearza use dangerous area of effect spells like fireball or meteor swarm.

Constrict (Ex): Pearza deals 2d8 + 26 points of damage with a successful grapple check.

Disease (Su): A creature struck by Pearza’s bite attack must succeed at a DC 32 Fortitude save or be infected with a vile disease called devil chills (incubation period 1d4 days, damage 1d4 points of Strength).

Fear Aura (Su): Pearza can radiate a 20-foot-radius fear aura as a free action. Creatures in the area must succeed on a DC 32 Will save or be affected as though by a fear spell (caster level 28 th ). A creature that successfully saves cannot be affected again by her aura for 24 hours. Other devils are immune to the aura.

Improved Grab (Ex): To use this ability, Pearza must hit a Medium or smaller opponent with her tail slap attack. If she gets a hold, she can constrict.

Lore (Ex): Pearza has a +24 bonus on lore checks. She can discover the magical properties of an item as with the identify spell. Once per day, she may make use of her lore to duplicate the effects of either analyze dweomer or Legend Lore.

Poison (Ex): Injury; Fortitude DC 32; initial damage 1d8 Constitution, secondary damage death.

Quick Crafting: Pearza can create magic items more quickly. She takes one day per two thousand gold pieces of value to create most magical items, and one day per twenty thousand gold pieces of value for wondrous items.

Regeneration (Ex): Pearza takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.

Secrets: Pearza has learned the following secrets: applicable knowledge, newfound arcana, more newfound arcana, secrets of inner strength and the lore of true stamina.

Spell-Like Abilities (Sp): At will · animate dead, blasphemy, Charm Person, create undead, desecrate, detect good, Detect Magic, greater dispel magic, greater invisibility, greater teleport (self plus 50 pounds only), magic circle against good, major image, mass hold monster, power word stun, produce flame, polymorph, pyrotechnics, suggestion, unholy aura, unhallow, wall of fire;

1/day · meteor swarm and symbol of pain;

1/year · wish.

Caster level 28 th ; DC 18 + spell level. Pearza has a +4 enhancement bonus on caster checks to penetrate Spell Resistance.

Spells : Wizard spells per day: 4/13/12/11/11/11/10/10/8/8. Caster level 40 th ; DC 24 + spell level. As a member of the Dark Ministry, Pearza has incredible access to magical knowledge.

Her spell-books contain all of the spells found in the Player’s Handbook, Book of Vile Darkness, and the Spell Compendium. Pearza has a +4 enhancement bonus on checks to penetrate Spell Resistance.

Example Spells prepared:

Permanent spells: Pearza has the following spells cast upon her in conjunction with permanency. arcane sight, comprehend languages, read magic, and see invisibility.

Summon Devils (Sp): Twice per day, Pearza can automatically summon three lemures, osyluths, or hamatulas, two erinyes, cornugons, or gelugons, or one pit fiend.

Possessions:

Pearza does not often carry many magical items, although she is quite fond of a staff given to her by Duke Malphas. Malphas‘ Favor functions as a +4 unholy quarterstaff that also deals ability damage as a rod of withering (DC 27). It holds 81 charges which renew weekly.

The staff allows the casting of the following spells.

Pearza wears a supreme ring of wizardry that doubles all of her spells from 1st through 9th level. She also wears an epic black robe of the archmagi sewn from elven flesh, but of double normal strength and powers.

Cohorts: Pearza employs her command sergeant major Vulcas (20HD hierrmagon, wizard 13) as quality control. He oversees most of the actual production line as the Minister is frequently occupied with her own projects. Her familiar, a clever imp named Kappa, often attends her.

There is a saying common to proponents of Order: There is an answer to all things. This is an axiom in which Pearza, the Chief of Research and Implementation, firmly believes. To Pearza, there are no secrets and there are no mysteries. Knowledge is always waiting to be uncovered. Whether that knowledge can be discerned by careful reading, regular observation of cause and effect, constant experimentation, or by drilling a hole into a mortal’s head with an ice-pick, information can be acquired.

Of all the members of the Dark Ministry, Pearza is the least known and, in meetings, only Corin is more silent. Pearza is interested in uncovering mysteries and in revealing the truths that will ensure victory to the Nine Hells, and she does not perceive time spent in the meetings with her peers or interacting with lesser beings elsewhere in the Cosmos as conducive to her goals.

Pearza, instead, finds solace and success researching and developing new methods to make devils stronger, faster, hardier, and better prepared than every other being in existence. Of all the Dark Ministry,
she is the most introspective and intuitive, capable of making tremendous leaps of logic that result in fantastic discoveries that have had a profound impact on the diabolical side of the Blood War. In addition to researching new forms of magic and technology that benefit the Blood War, Pearza also oversees the interrogation of non-combatant enemies.

Those across the Realities know that to be taken by Pearza is a fate worse than permanent death. Pearza believes that every prisoner has more information than they evershare and that all prisoners require the proper motivation to divulge their knowledge. And, even after Pearza is satisfied with the material gained from her subjects, she is certain not to waste their value. These unfortunates are then used in vile experiments to test concepts and ideas Pearza and her subordinates have developed. Everything has value, even if others are incapable of recognizing it.

It is unknown how many “Pearzas” have served in the Dark Ministry. It is widely believed that Dispater, Belial, Beelzebub, and Mephistopheles have recruited earlier “Pearzas” frequently, valuing the knowledge they have uncovered. It is also believed that a number of ·Pearzas· have been retired early, becoming test subjects of their immediate subordinates. The current Pearza has served for just over three centuries and rose through the ranks of the last three “Pearzas”during the past 300 centuries.

This particular Pearza is viewed with scorn among the rest of the Ministry since it is clear that she has no interest in the Blood War in and of itself and simply uses the War as an excuse to carry on experiments for her own benefit. Whether the current Pearza is aware of the attitude her peers have for her is unknown, but her degree of individuality may well lead to her “retirement” if she is not cautious.

Pearza appears as a normal pit fiend, although somewhat of a smaller, disheveled frame. Compared to the burning eyes of other pit fiends, Pearza’s eyes seem dim and unsettled except when she becomes excited by some new revelation.

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