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Devil, Zapan, Minister of Immortal Diplomacy

Zapan
Create (midjourney.com)

Appearance: Zapan presents himself as a tall, slender human male with a strikingly elegant demeanor. His bald head and meticulously groomed red mustache and goatee give him a distinguished air. His eyes are unsettling, with black irises and piercing red pupils that seem to hold unfathomable depths. He dresses in luxurious courtier’s attire, a blend of black and red fabrics that highlight his high status and command respect. In his true form, Zapan transforms into a formidable pit fiend with skin the color of burning ash. His massive, sinuous wings perpetually cloak his body, and his presence exudes an aura of both majesty and menace.

Behavior: Zapan is a master diplomat, exuding charm and sophistication in every interaction. He is known for his courteous and seemingly sincere demeanor, which contrasts sharply with the typical sliminess of his infernal peers. He navigates political landscapes with a deft hand, always calculating and strategic. Though he appears honorable, his actions are laced with cunning and manipulation. He meticulously studies the desires and needs of those he deals with, using this knowledge to his advantage while maintaining an appearance of trustworthiness.

Habitat: Zapan primarily resides in the Ninth Circle of Hell, known as Nessus, the seat of the Dark Ministry. His environment is a dark and opulent court, filled with intricate, infernal decor and a hierarchy of devils. Despite his infernal residence, Zapan frequently travels to various planes and realms to conduct his diplomatic missions and manage his myriad alliances. His habitat is a blend of luxurious yet ominous, reflecting his high rank and the serious nature of his duties.

Modus Operandi: Zapan excels in creating and maintaining complex alliances and treaties across the cosmos. He often employs a blend of flattery, strategic information sharing, and subtle manipulation to achieve his goals. He is adept at leaking just enough information to appear helpful, while always keeping a few cards close to his chest. His diplomacy is marked by a careful balance of benevolence and deception, ensuring that he remains indispensable to both allies and adversaries. When forced into combat, Zapan uses his formidable array of spells and abilities to undermine and incapacitate his enemies from a distance, preferring to let his guards handle direct confrontations.

Motivation: Zapan’s primary motivation is to ascend to greater power within the Dark Ministry and ultimately dominate the celestial and infernal political spheres. He is driven by a desire to consolidate his influence, both by integrating the Ministry of Mortal Relations into his own domain and by outmaneuvering rivals within Hell. His ambition is to secure a position where he can shape the cosmic balance to his advantage, leveraging his diplomatic skills and strategic cunning to become one of the most powerful fiends in existence.


  • Zapan, Minister of Immortal Diplomacy 5e
  • Zapan, Minister of Immortal Diplomacy 3.5
Zapan, Minister of Immortal Diplomacy
Create (midjourney.com)

Large Fiend (Lawful Evil, Extraplanar)
Armor Class: 53 (natural armor, Hell’s Vest)
Hit Points: 585 (36d8 + 10d10 + 368)
Speed: 40 ft., fly 60 ft.


STRDEXCONINTWISCHA
37 (+13)27 (+8)27 (+8)31 (+10)35 (+12)32 (+11)

Saving Throws: Fort +33, Ref +33, Will +39
Damage Resistances: Acid 15, Cold 15
Damage Immunities: Fire, Poison
Condition Immunities: Charmed, Frightened, Poisoned
Senses: Darkvision 120 ft., See in Darkness, Telepathy 200 ft.
Languages: Infernal, Abyssal, Celestial, Common, Telepathy 200 ft.
Challenge Rating: 34
Proficiency Bonus: +9


Fiendish Nature

Zapan is immune to disease, frightened, and charmed effects. He can see through magical darkness and read thoughts via telepathy.

Legendary Resistance (3/Day)

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

Regeneration (Ex)

Zapan regains 30 hit points at the start of his turn if he has at least 1 hit point. If he takes damage from a good-aligned silvered weapon or good-aligned spells, this trait does not function until the start of his next turn.


Spellcasting

Zapan is a 34th-level spellcaster. His spellcasting ability is Charisma (spell save DC 29, +21 to hit with spell attacks). He has the following spells prepared:

Cantrips (at will): Light, Mending, Inflict Minor Wounds, Detect Poison, Resistance
1st Level (8 slots): Bane, Sanctuary, Divine Favor, Comprehend Languages, Disguise Self, Doom, Remove Fear
2nd Level (8 slots): Calm Emotions, Death Knell, Eagle’s Splendor, Zone of Truth, Shatter
3rd Level (7 slots): Bestow Curse, Contagion, Deeper Darkness, Dispel Magic
4th Level (6 slots): Death Ward, Dimensional Anchor, Restoration, Unholy Blight
5th Level (5 slots): Dispel Good, Slay Living, Plane Shift, True Seeing
6th Level (4 slots): Harm, Word of Recall, Banishment
7th Level (3 slots): Ethereal Jaunt, Destruction, Dictum
8th Level (2 slots): Discern Location, Antimagic Field

At-Will Abilities: Blasphemy, Greater Invisibility, Animate Dead, Power Word Stun, Wall of Fire
Once Per Day: Meteor Swarm, Symbol of Pain, Wish


Actions

Multiattack. Zapan makes four attacks: one with The Infernal Ambassador, one with his claws, one with his bite, and one with his tail slap.

The Infernal Ambassador. Melee Weapon Attack: +54 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 11) bludgeoning damage, plus 22 radiant damage against celestial creatures. If the target is an angel, they must make a DC 28 Fortitude save or die.

Claw. Melee Weapon Attack: +44 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage.

Bite. Melee Weapon Attack: +44 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) piercing damage, and the target must succeed on a DC 31 Constitution saving throw or contract a vile disease, devil chills.

Tail Slap. Melee Weapon Attack: +44 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 6) bludgeoning damage, and Zapan can attempt to grapple (Improved Grab).

Constrict (Ex). If Zapan successfully grapples an opponent, he can deal 31 (2d8 + 26) bludgeoning damage automatically each round.


Legendary Actions

Zapan can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Zapan regains spent legendary actions at the start of his turn.

  • Cast a Spell. Zapan casts a spell of 5th level or lower.
  • Tail Attack. Zapan makes one tail attack.
  • Smite (Costs 2 Actions). Zapan makes one melee attack with The Infernal Ambassador, adding an additional 22 damage if the attack hits.

Mythic Boons

Emissary’s Favor (4/Day): Zapan calls on Asmodeus’ blessing, gaining +2 on attack and damage rolls for 10 rounds or summoning a planar ally (greater planar ally, CR 16) without any cost.

Proselytize (3/Day): Zapan delivers a speech enrapturing creatures within 550 feet, forcing a DC 36 Wisdom save. Those affected become Charmed for 55 minutes, temporarily shifting to Lawful Evil.

  • Deific Aura: At any point, Zapan can emit a dictum effect, affecting non-charmed creatures.
  • Deific Word: Deals 24 (3d8) thunder damage to those not enraptured, stunning them for 3 rounds.

Legendary Resistance

Zapan can take the following additional actions when pressed:

  • Hell’s Wrath (Recharge 5–6): Zapan releases a wave of infernal power. Creatures within 60 feet must make a DC 36 Dexterity saving throw or take 75 (15d10) fire damage and be blinded.
  • Summon Devils (2/Day): Zapan summons fiends (1 pit fiend, or 3 erinyes, or 6 barbed devils).

Regional Effects

In any region where Zapan lingers for more than a week, the area becomes warped:

  • Creatures have dreams of infernal contracts and unholy bargains.
  • Diplomacy and negotiations are subtly influenced toward lawful evil ends.
  • Devilish runes and marks appear on the landscape, signifying infernal presence.

Artifacts & Magic Items

The Infernal Ambassador: A +5 angel-bane mace, capable of instantly killing angels who fail a DC 28 save.

Hell’s Vest: Zapan’s courtly attire offers +9 armor and darksoul protection.

Seal of the Ministry: Allows Zapan to enforce infernal contracts, causing violators to suffer 9 negative levels if they break the terms.

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The Minister of Immortal Diplomacy is one of the best known devils in the Cosmos, as well as one of the few that most are willing to knowingly deal with. Zapan is perceived as relatively honest, trustworthy, and sincere in his diplomatic efforts – at least for a devil. Even angels are taken aback when they treat with him, finding him to be charming and courteous without the underlying slime exuded by most pit fiends. Zapan’s behavior has won him and the Legions of Hell many powerful alliances and treaties in The Blood War, many from the most unlikely sources. Minister Zapan is considered one of the best deal-makers in Creation. In the not too distant future, he fully hopes to be one of the most powerful fiends in existence.

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Zapan is a crafty manipulator, taking the time to learn the desires, goals, and needs of the beings and groups with whom is Ministry interacts. Through Zapan’s Ministry, all non-divine immortal contacts are initiated and maintained, and he regulates the mercenary dealings with the daemons. He sees to it that information on demonic incursions on other planar locations are leaked out to angelic forces on a quid pro quo basis, and he sees to it that diabolical interference is reduced in certain areas. Of course, he never promises that diabolical acts of evil will end, nor does he always provide 100% accurate information; Zapan gives just enough to make it appear that he is being helpful and by the time his “allies” begin to suspect that they have been duped, he already has more information on another threat and more deals on the way. Zapan is aware of the treachery of the daemons and he, along with the rest of the Dark Ministry, already has plans on how to deal with them in the future. Zapan also deals with demons. His most steadfast contact within The Abyss is from a tiefling named Rule-of-Three, a servant of the Demon Prince Graz’zt. Zapan is cautious in such engagements, knowing the god-like intellect of Graz’zt, but to date he has found the means to get a great deal out of his Abyssal contacts.

Zapan
Minister of Immortal Diplomacy
Dark Ministry of Hell
Pit fiend (9th Circle General of the Legions of Hell)
Large outsider (Evil, Extraplanar, Lawful)
SealFiendish hand clutching at three stylized stars over a black inverted triangle
Cleric 1/Divine Emissary 10/High Proselytizer 9
Hit Dice36d8 + 10d10 + 368 (585 hp)
Initiative+8
Speed40 ft., Fly 60 ft. (average)
AC53 (-1 size, +8 armor, +5 deflection, +8 Dexterity,   +23 natural) touch 22, flat-footed 45
Base Attack/Grapple+36/+53
AttackThe Infernal Ambassador +54 melee (2d6+17)
Full AttackThe Infernal Ambassador +54/+49/+44/ +39 melee (2d6+17) and claw +44 melee (2d8+6) and 2 wings +44 melee (3d6+6) and bite +44 melee (4d6+6 plus poison and disease) and tail slap +44 melee (2d8+6)
Space/Reach10 ft./10 ft.
Special AttacksConstrict, divine hand, fear aura, improved grab, proselytize, rebuke undead, smite, spell-like abilities, spells, summon devils
Special QualitiesDamage reduction 15/epic, good and silver, Darkvision 60 ft., emissary’s favor, immunity to fire and poison, resistance to acid
15 and cold 15, regeneration 6, see in darkness, Spell Resistance 46, telepathy 200 ft.
SavesFort +33, Ref +33, Will +39
AbilitiesStrength 37, Dexterity 27, Constitution 27, Intelligence 31, Wisdom 35, Charisma 32
SkillsBalance +10, Bluff +58, Climb +34, Concentration +55, Diplomacy +70, Disguise +43 (+47 when acting in character), Gather Information +32, Heal +37, Hide +35, Intimidate +57, Jump +36, Knowledge (arcana) +50, Knowledge (nature) +20, Knowledge (the planes) +57, Knowledge (religion) +55, Listen +41, Move Silently +29, Perform (oratory) +29, Search +37, Sense Motive +54, Spellcraft +64, Spot +40, Survival+12 (+16 on other planes), Tumble +31.
FeatsDark Speech, Divine Metamagic (Maximize Spell), Divine Metamagic (Quicken Spell), Divine Metamagic (Widen Spell), Divine Might, Divine Vigor, Domain Spontaneity (Trickery), Iron Will, Leadership, Maximize Spell, Multiattack, Negotiator, Power Attack, Quicken Spell, Weapon Focus (heavy mace), Widen Spell.
Epic FeatsBonus Domain (Evil), Epic Leadership, Epic Reputation, Great Smiting
Climate/TerrainMalsheem, Nessus, Ninth of the Nine Hells of Perdition
OrganizationSolitary (unique), or troupe (9 pit fiends, 18 fallen planetars, 27 fallen astral devas)
Challenge
Rating
34
TreasureHell’s Vest, Mark of the Dark Ministry, Seal of the Ministry and other possessions
AlignmentLawful Evil

Zapan is rising as a powerful force within the Dark Ministry. It is unclear how long this particular Zapan has served within the Ministry. Furthermore, it is also unknown that his position is the one most likely to be scrutinized by Asmodeus himself. The current “Zapan” is suspected to be the second Minister of that name since the Dark Ministry was instituted and many out of Hell believe that due to his numerous successes across the Cosmos and the clear support he receives from The Overlord of Hell, Zapan will soon be in a position to dominate the Ministry. Zapan eagerly supports Furcas, believing that once the Minister of Mortal Relations is promoted into the Courtiers, he will be able to consolidate the Ministry of Mortal Relations into the Ministry of Immortal Diplomacy. It is unclear if the other Dark Ministers are aware of Zapan’s plans, but it is likely that they would all stand opposed to his increased power. Along with Furcas, Zapan works closely with Corin the Spy-master, using his information as the basis upon which to determine what kinds of alliances and concessions to offer. Zapan turns to Marshal Dagos after he establishes new treaties. In Hell, Zapan is the Minister that the Courtiers and the Lords of the Nine seek out when they need to get involved in the Blood War.

Zapan usually appears as a tall, slender bald human male, with a red mustache and goatee, and black irises and red pupils. Zapan wears expensive courtier’s clothes, likewise colored black and red. His true form is that of a pit fiend the color of burning ash, his tremendous wings perpetually covering his body as he hovers just off the ground. In either form, Zapan speaks in a deep, purring voice.

Combat

Zapan deplores violence and, as he usually has a full complement of devils with him, tends to let his guards do the fighting. If forced into a situation that requires combat, Zapan will usually cast a variety of boons, from bless to aid, followed up with unholy aura on himself and, if possible, his allies. Then, he will single out the most annoying adversary and center a meteor swarm on her. He will continue with fireballs, although he will cast greater dispel magic as needed to eliminate and reduce enemy defenses. If foes engage him in melee, he unleashes smite attacks on them at once. If pressed, Zapan has no problem retreating immediately, although he will use all his resources to punish his enemies in the future.

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

Divine Hand (Su): As a free action once per day, Zapan can gain a +20 profane bonus to a single attack roll with a heavy mace.

Disease (Su): A creature struck by Zapan’s bite attack must succeed at a DC 31 Fortitude save or be infected with a vile disease called devil chills (incubation period 1d4 days, damage 1d4 points of Strength).

Emissary’s Favor (Sp): Zapan may call upon Asmodeus‘ personal blessing to produce any of the following effects.

Divine Inspiration: Zapan gains a +2 luck bonus on his attack and damage rolls for 10 rounds. He may call on this favor four times a day.

Greater planar ally: Zapan may call forth a planar ally as the spell, with a caster level of 46th . This servant does not request any return favors. Zapan may call on this favor once per day.

Fear Aura (Su): Zapan can radiate a 20-foot-radius fear aura as a free action. Creatures in the area must succeed on a DC 33 Will save or be affected as though by a fear spell (caster level 26 th ). A creature that successfully saves cannot be affected again by his aura for 24 hours. Other devils are immune to the aura.

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

Poison (Ex): Injury; Fortitude DC 31; initial damage 1d8 Constitution, secondary damage death.

Proselytize (Sp): Three times per day, Zapan may make use of his proselytize ability. The Will save to resist enrapture or violate the Sanctuary effect is 36. The speech affects all those within 550 feet of Zapan and those affected are enraptured for 55 minutes. Enraptured beings temporarily change their alignment to Lawful Evil and perceive Zapan’s words as if under the effects of charm monster. Lawful Evil creatures get no save if they have 9HD or less; followers of Asmodeus get no save if they have 18HD or less.

Deific Aura: At any point in his speech, Zapan may allow the power of Hell to surge forth from his body. This functions as both a dictum and blasphemy spell (Caster level 20th ) that only affects those not enraptured within range of Zapan’s sermon. Zapan may use this ability a total of three times per day.

Deific Face: At any point in his speech, Zapan may allow the flames of Hell to blast forth from his face, consuming those not enraptured. This deals 3d6 points of damage to everyone within range of his speech and blinds those who fail a Reflex save (DC 36) Creatures with the Good or Chaotic subtypes take 25d6 points of damage. Zapan may use this ability a total of nine times per day.

Deific Word: At any point in his speech, Zapan may infuse his words with literal power, dealing 3d8 points of sonic damage to everyone within range of the speech not enraptured. Those so struck must make a Will save (DC 36) or be stunned for 3 rounds. Zapan may use this ability a total of nine times per day.

Divine Touch: Throughout his speech, Zapan may move through the audience touching those enraptured. This touch heals 1d4 points of damage and removes any natural disease or poison from their bodies. He may touch six people per round, and an individual can benefit from the touch only once per session. Zapan may use this ability throughout the entire duration of any of his sermons.

Rebuke undead (Su): 14/day, Zapan may rebuke or bolster undead. He rebukes undead as a 1st level cleric and gains a +6 profane bonus on his rebuke checks. He may also expend a single use (unless otherwise noted) of this power to accomplish one of several effects.

Divine Metamagic: Zapan may expend four rebuke attempts to add Widen or Maximize or five attempts to add the Quicken metamagic to any of his spells without increasing the casting cost.

Divine Vigor: Increase his base speed by 10 feet and gain 92 temporary hit points for eleven minutes.

Domain Spontaneity: Spontaneously cast a spell from the Trickery domain

Smite (Su): 5/day, Zapan can make a smite attack against any foe. He gains a +4 bonus to his attack roll and deals 22 additional points of damage.

Spell-Like Abilities (Sp):

Caster level 26th ; DC 21 + spell level

Spells: 6/8+1/8+1/8+1/7+1/6+1/5+1/4+1/3+1 Caster level 34th ; DC 22 + spell level

Cleric Spells prepared:

Domains: Evil, Destruction, Law, Trickery.

Zapan casts Evil and Law spells as an 35 th level caster.

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

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

Possessions: The Infernal Ambassador is a +5 angel bane heavy mace that also functions as a celestial bane rod. Any angel damaged by the rod must make a Fortitude save (DC 28) or die.

Hell’s Vest is a red and black courtier’s doublet enchanted as magic armor of darksoul protection. It provides a +9 armor bonus in addition to the darksoul protection effect. There are three pockets hidden in the doublet that function as bags of holding type IV. Any being attempting to access the pockets without the devil sub-type must make a Will save DC 28 or be planeshifted to Hell.

The Seal of the Ministry is a signet ring that allows Zapan to use his special proselytize abilities more often than normal as described above. Also, by making his seal on a written contract, he invokes a powerful binding ritual. Should either party violate the text of the contract, they suffer nine negative levels which cannot be restored until the bargain has been satisfied. The affronted party determines the conditions by which the bargain can be satisfied if none are stated within the contract itself. Subordinates of either party that violate the bargain enact the binding curse; both the subordinate and the signed party suffer the negative levels. When Zapan signs a contract, he speaks for the entire Ministry as a whole, so any violations perpetrated by the Ministry fall upon him to make restitution. Needless to say, violating a treaty of Zapan’s is not a healthy decision for a devil to make. Nearly all contracts signed by him include the clause that a subordinate violator will be dealt a slow painful death as satisfaction.

Zapan also has numerous other wondrous items and magic rings that he wears on occasion, usually gifts from other immortal delegations. He possesses several rings of elemental command and djinni rings from the efreeti, a master ring with nine matching slave rings from the formian envoys, and a darkskull from Rule-of-Three. If on a mission to the corresponding area, he is almost sure to have the appropriate gift on his person. He may or may not be wearing these gifts if encountered elsewhere. Zapan also frequently makes gifts to those he treats with, so his treasure may be significantly higher if on diplomatic mission.

Cohort: Pergrinial (20 HD fallen planetar, black-guard 4/paladin (fallen) 9) is one of Zapan’s favored pupils despite her heritage and attends him on all his dealings with the Realms Above.

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