Great Fiends

great fiends are supremely powerful demons whom have taken a place in the netherworld as huge guardians, leaders of armies, demon lords, and sometimes even overlords. The great Fiends are some of the most powerful demons there are within the netherworld and as such they should be avoided at all costs.

Great Fiends are rarely ever encountered alone and usually have an army of at least 100 various creatures protecting their castles and encampments. Within the actual castles there are often more powerful creatures residing. Often times these creatures include high level Demons, Baciels, Dragons, Skeletal Dragons, and other more Intimidating Monster classes.

Great Fiends all possess the Basic evility, and Extra Evility slots as bonus feats, and are assumed to have passed the extra evility bill at their dark assembly, granting them a total of 5 evility slots each.

Unique Great Fiends could even possess up to 2 additional evility slots, depending on how world breakingly powerful they have become.

Great Fiends all possess the Evilities One Man Army, Granting them a bonus to all ability scores equal to 1/2 of their level when they are alone in battle, and Violence granting them a bonus to their ability scores equal to their ability modifier. Some possess more, but all have at least those.

In addition, when a creature possesses a tail slap, replace it instead with a gore attack.

# **Albijwaz**

Masters of Battle, the Albijwaz have vast armies of Dragons and powerful heavy Knights as well as Baciel and Orcs, It is believed that some Nether Nobles ascend to become Albijwaz. Their clerics have the War and Fire domains oftentimes.

[1]

Albijwaz use the statistics for the nalfeshnee in the Pathfinder Bestiary with the following Changes.

Albijwaz gain the Monster Subtype, and usually possess a monster weapon of some kind.

Due to the Evilities and Items the Albijwaz possesses, it's ability scores are as follows. Str: 55, Dex: 26, Con: 50, Int: 41, Wis: 40, Cha: 37 And it gains +294 Hitpoints from these as well.

Albijwaz possess the following Evilities:

***One Man Army:*** When One Man Army activates, it grants a +7 bonus to all ability scores.

***Violence:*** Increase your ability scores by an amount equal to your ability modifiers, but you gain 50% less EXP. For a normal Belial this increases his stats by. Str: +15 (Which increases all strength based rolls by +7), Dex: +5 (Which increases all dexterity based abilities by +2), Con: +13 (Which increases all Constitution based abilities by +6), Int: +10 (Which increases all Intelligence based checks by +5), Wis: +10 (Which raises all wisdom based rolls by +5), Cha: +9 (Which raises all Charisma based rolls by +4). This is a lot of editing I realize, so if you'd like you can instead just modify all of his rolls by +6 to get a similar effect without the extra work. These are already included in the increased ability scores listed above.

***Patience*** Gain a +1 bonus to attack and damage every time you are struck in combat by an enemy (Max +10). This resets at the end of every battle.

**Acceleration Movement** You and all allies increase the amount you can move from taking a 5 foot step by +10 feet.

**Anti-Bully Aura** Decrease damage taken by you and your adjacent allies by 5. This increases by 5 for every 2 allies that are adjacent to you. (Max 25).

Albijwaz can use the techniques Beast Rend DC: 36, and Earth Shaker usable once per day.

**Defense Roar (su)**
As a standard action, you can roar to raise the armor class of you and all of your allies by +2 for 14 rounds. This stacks with it's self up to 6 times.

**Healing Roar (Su)**
Once per day as a standard action, you can roar and create a Health spell (140 hp) on yourself and up to 9 creatures within 30 feet.

**Demon Shock (Su)**
Once per day as a standard action you can have enemies within a 30 foot burst centered on the Albijwaz make a reflex saving throw DC:36 or take 14d6 electricity damage. Creatures that succeed on this save take 1/2 damage.

An Albijwaz possesses a World Muscle, and a Testament Emblem, This increases his ability scores by +8 (Ability modifiers by +4), DR 7/-, and it Grants a +4 bonus to armor class, +20 additional hitpoints, in addition, 3 times per day the demon can reroll any saving throw taking the higher number of the two, and grants him an additional +120 hitpoints from the muscle.

# **Belial**

The Belial possess great armies of Aqua Demons, Serpents and sometimes mermaids as well as bobo Fish. Their clerics often have the storm and Ice domains.

[2]

Belial use the statistics for the Glabrezu in the Pathfinder Bestiary with the following Changes.

Belial gain the Monster Subtype, and usually possess a monster weapon of some kind.

Due to the Evilities and Items the Belial possesses, it's ability scores are as follows. Str: 53, Dex: 23, Con: 53, Int: 31, Wis: 31, Cha: 37 And it gains +272 Hitpoints from these as well.

Belial possess the following Evilities:

***One Man Army:*** When One Man Army activates, it grants a +6 bonus to all ability scores.

***Violence:*** Increase your ability scores by an amount equal to your ability modifiers, but you gain 50% less EXP. For a normal Belial this increases his stats by. Str: +14 (Which increases all strength based rolls by +7), Dex: +4 (Which increases all dexterity based abilities by +2), Con: +14 (Which increases all Constitution based abilities by +7), Int: +7 (Which increases all Intelligence based checks by +3), Wis: +7 (Which raises all wisdom based rolls by +3), Cha: +9 (Which raises all Charisma based rolls by +4). This is a lot of editing I realize, so if you'd like you can instead just modify all of his rolls by +6 to get a similar effect without the extra work. These are already included in the increased ability scores listed above.

***Mass Blaster:*** The Belial deals an additional +2 damage for every creature effected by a technique.

**Psycho Barrier:** While a monster weapon is equipped, you gain it's enhancement bonus as an insight bonus to armor class that stacks with other insight
bonuses.

**Snow Blessing:** You deal +21 damage on all cold damage dealt.

The Belial is immune to cold and gains the Aquatic sub type as well as the Amphibious ability and they gain a 60 foot swim speed. The Belial deals an additional 1d6+21 cold damage on all attacks.

***Dark Ritual (Su):*** Four Belial working together can create the effects of a storm of Vengeance by each spending their full round. They must retain concentration on this to maintain the storm. If done at sea, all Belial within the storm gain a +20 bonus to their swim speed.

***Nimble Musculature (Ex):*** A Belial is extremely strong and dense, yet because of this it can perform strangely nimble and agile maneuvers despite it's dexterity. While in the water, Belial use their Strength modifier in place of their dexterity modifier for all abilities. (Armor class, Stealth, Dexterity checks, Ect...)

**Noble Attack (Su)**
Three times per day the Belial can make a single attack against a creature at it's highest base attack bonus. If this attack hits it deals normal damage as well as 12d6 additional damage.

A Belial possesses a World Muscle, and a Testament Emblem, This increases his ability scores by +8 (Ability modifiers by +4), DR 7/-, and it Grants a +4 bonus to armor class, +20 additional hitpoints, in addition, 3 times per day the demon can reroll any saving throw taking the higher number of the two, and grants him an additional +120 hitpoints from the muscle.

The Belial can perform the techniques Electric Shock DC: 33, and Shock Arrow DC:37 each once per day.

# **Dark Savior**

Masters of Torture and evil, Dark Saviors enjoy tempting mortals into horrible and evil acts. They tend to have creatures of physical pleasure with them such as Succubi and Clerics with the Lust and Destruction Domains.

[3]

Dark Saviors use the statistics for the Eremite Kyton in the Pathfinder Bestiary with the following Changes.

Dark Saviors gain the Monster Subtype, and usually possess a monster weapon of some kind.

Due to the Evilities and Items the Dark Saviors possess, it's ability scores are as follows. Str: 55, Dex: 50, Con: 55, Int: 42, Wis: 42, Cha: 59 And it gains +390 Hitpoints from these as well.

Dark Saviors possess the following Evilities:

***Evil Spirit:*** Decrease effects of enemy healing magic and effects such as fast
healing and regeneration by 50%. This applies to all enemies within 60 feet.

***One Man Army:*** When One Man Army activates, it grants a +10 bonus to all ability scores for the Dark Savior.

**Captain's Revenge:** If you made an attack this round and it did not hit, you gain an additional standard action this round.

***Violence:*** Increase your ability scores by an amount equal to your ability modifiers, but you gain 50% less EXP. For a normal King of Plague this increases his stats by. Str: +15 (Which increases all strength based rolls by +7), Dex: +13 (Which increases all dexterity based abilities by +6), Con: +15 (Which increases all Constitution based abilities by +7), Int: +10 (Which increases all Intelligence based checks by +5), Wis: +11 (Which raises all wisdom based rolls by +5), Cha: +16(Which raises all Charisma based rolls by +8). This is a lot of editing I realize, so if you'd like you can instead just modify all of his rolls by +8 to get a similar effect without the extra work.

**Flames of Revenge:** Gain a +2 bonus to attack and damage for every ally defeated by an enemy, or enemy effect.(Max +20)

A Dark Savior possesses a World Muscle, and an Exodus Emblem, This increases his ability scores by +10 (Ability modifiers by +5), Grants a +5 bonus to armor class, +30 additional hitpoints, DR 9/-, and the Exodus Smite ability once per day, and grants him an additional +120 hitpoints from the muscle.

***Savior of Darkness (Su):*** If a Dark Savior is in combat alongside only other allies with less hit dice or a lower CR, it is treated as if alone for the purpose of it's One Man Army ability. If the Dark Savior is actually the only creature remaining in a battle, meaning that it had allies and they have fallen. it heals as if effected by a Giga Heal spell, and gains 75% fortification.

***Savior to None but Himself (Su):*** If a Dark Savior suffers a critical blow or sneak attack, it can choose to redirect the attack to any one of it's allies within 20 feet of himself, so long as the ally has less hitpoints. This can also come into effect if the attack would reduce the Dark Savior below 0 hitpoints.

The Dark Savior possesses the techniques Plasma Lorentz DC:41, and Eruption DC:36 each usable once per day. it can also use Raging Dromi 3 times a day.

= **Capricorn** =

Huge horned beasts with Minotaur like bodies, they rule the land and have powerful Flora Beasts, Treants and Wood Golems on their side as well as the occasional nekomata and Mothman. Their clerics possess the Travel and Catastrophe domains.

[4]

Capricorns use the statistics for the Horned Devil in the Pathfinder Bestiary with the following Changes.

Capricorn gain the Monster Subtype, and usually possess a monster weapon of some kind.

Due to the Evilities and Items the Capricorn possesses, it's ability scores are as follows. Str: 53, Dex: 47, Con: 49, Int: 28, Wis: 40, Cha: 41 And it gains +290 Hitpoints from these as well.

Belial possess the following Evilities:

***One Man Army:*** When One Man Army activates, it grants a +7 bonus to all ability scores.

***Violence:*** Increase your ability scores by an amount equal to your ability modifiers, but you gain 50% less EXP. For a normal Belial this increases his stats by. Str: +14 (Which increases all strength based rolls by +7), Dex: +12 (Which increases all dexterity based abilities by +6), Con: +13 (Which increases all Constitution based abilities by +6), Int: +6 (Which increases all Intelligence based checks by +3), Wis: +10(Which raises all wisdom based rolls by +5), Cha: +10(Which raises all Charisma based rolls by +5). This is a lot of editing I realize, so if you'd like you can instead just modify all of his rolls by +6 to get a similar effect without the extra work. These are already included in the increased ability scores listed above.

***Super Crush:*** When making a normal attack (Not a technique, or spell), your enemy takes a -20 penalty to their damage reduction.

**Bones Out:** When making a normal attack (Not a technique or spell), Your enemy takes a -6 penalty to dexterity. This lasts for 3 rounds and does not stack with it's self.

**Predation:** Recover 15 hitpoints whenever you land a successful normal attack.

The Capricorn is immune to acid damage.

A Capricorn possesses a World Muscle, and a Testament Emblem, This increases his ability scores by +8 (Ability modifiers by +4), DR 7/-, and it Grants a +4 bonus to armor class, +20 additional hitpoints, in addition, 3 times per day the demon can reroll any saving throw taking the higher number of the two, and grants him an additional +120 hitpoints from the muscle.

The Capricorn possesses the techniques Mystic Blast DC: 36and Fists of Fury DC: 35 usable each once per day.

**Curse Roar (Su)**
Once per encounter as a standard action, creatures within 30 feet must make a fortitude saving throw DC:37 or take a -4 penalty to armor class until the end of the encounter.

**Battle Cry (Su)**
Once per encounter, as a standard action, allies within 30 feet of the Capricorn gain a +4 morale bonus to strength, and a +6 bonus to saves vs enemy fear effects.

**Demon Fist (Su)**
Three times per day, the Capricorn can take a full round action and make a single attack, if the attack hits he deals critical damage and the enemy must make a DC:37 fortitude save or be knocked prone.

# **King of Plague**

Lords of disease and the skies, these horrid beasts have armies of Moth Men, Imps, Dragons, and Wirwhen that fight for them. Their clerics usually have the Air and Death Domains.

[5]

Kings of Plague use the statistics for the Akvan in the Pathfinder Bestiary with the following Changes.

Due to the Evilities and Items the Kings of Plague possess, it's ability scores are as follows. Str: 80, Dex: 49, Con: 55, Int: 38, Wis: 46, Cha: 51 And it gains +318 Hitpoints from these as well.

The King of Plague gains immunity to sonic damage and disease.

Kings of Plague possess the following Evilities:

***One Man Army:*** When One Man Army activates, it grants a +12 bonus to all ability scores for the King of Plague.

***Malice*** ***of*** ***confusion:*** Enemies take 20 damage whenever they attack you. A successful DC: 42 fortitude save negates the effect.

***Muscle Increase:*** Gain a Bonus to your strength score equal to 1/2 your total level (+12) Granting you a +6 bonus to all strength related rolls and DC's.

***Violence:*** Increase your ability scores by an amount equal to your ability modifiers, but you gain 50% less EXP. For a normal King of Plague this increases his stats by. Str: +23 (Which increases all strength based rolls by +11), Dex: +13 (Which increases all dexterity based abilities by +6), Con: +15 (Which increases all Constitution based abilities by +7 and increases his hitpoints by 168), Int: +9 (Which increases all Intelligence based checks by +4), Wis: +12 (Which raises all wisdom based rolls by +6), Cha: +14 (Which raises all Charisma based rolls by +7). This is a lot of editing I realize, so if you'd like you can instead just modify all of his rolls by +8 to get a similar effect without the extra work.

**Ruler's Discretion:** Ignore 25 damage from creatures with 1/2 or less of their health. This is applied before damage reduction or energy resistance.

A King of Plague possesses a World Muscle, and an Exodus Emblem, This increases his ability scores by +10 (Ability modifiers by +5), Grants a +5 bonus to armor class, +30 additional hitpoints, DR 9/-, and the Exodus Smite ability once per day, and grants him an additional +120 hitpoints from the muscle.

**Rotting Malediction (Su):** 6 times per day, when a King of Plague strikes a creature with a spell or technique, it can cast a Plague Storm spell as a swift action. DC: 38

The King of plague possesses the following techniques usable once per day. Beast Rend DC: 50 , Devour DC: 52 , and Beast Ray DC: 54

# **Slender-Dood**

Strange, extremely powerful prinnies that exist in the deepest, darkest reaches of the netherworld.

Slender-Dood