DISPATER, LORD OF THE SECOND

from Book of Vile Darkness

dispaterMedium-Size Outsider (Evil, Lawful)

Hit Dice: 34d8+442 (595 hp)

Initiative: +7

Speed: 30 ft.

AC: 45 (+3 Dex, +7 shield, +25 natural), touch 13, flatfooted 42

Attacks: +6 heavy mace +55/+50/+45/+40 melee

Damage: +6 heavy mace ld8+20 plus 1 vile

Face/Reach: 5 ft. by 5 ft./5 ft.

Special Attacks: Fear aura, flesh to iron, rust, spell-like abilities

Special Qualities: Baatezu traits, DR 20/+7, outsider traits, regeneration 8, SR 38, summon baatezu

Saves; Fort +32, Ref +22, Will +26

Abilities: Str39, Dex 16, Con 37, Int 31, Wis 24, Cha 31

Skills: Alchemy +44, Appraise +44, Bluff +44, Climb +48, Concentration +47, Craft (armorsmithing) +44, Craft (weaponsmithing) +44, Diplomacy +44, Disable Device +44, Intimidate +50, Knowledge (arcana) +44, Knowledge (architecture and engineering) +44, Listen +41, Move Silently +37, Open Lock +37, Scry +44, Search +44, Spellcraft +44

Feats: Cleave, Dark Speech, Great Cleave, Improved Initiative, Power At rack, Quicken Spell-Like Ability (X2), Weapon Focus (heavy mace), Vile Martial Strike (heavy mace)

Climate/Terrain: Any land and underground

Organization: Solitary

Challenge Rating: 26

Treasure: Quadruple standard

Alignment: Lawful evil

Advancement: -

 

Dispater is the Iron Duke - the lord of the Iron City of Dis. His home is the Iron Tower, an impregnable fortress, made to protect a paranoid archdevil.

Dispater is the picture of caution and careful thought. He never acts rashly, never leaves his tower (unless commanded to do so by Asmodeus), and always has at least nine different backup plans and escape routes at any given moment. No matter the situation, however, Dispater claims veneer of calm, gentlemanly manners. He never shows anger or contempt, making him all the more charming - and dangerous.

Dispater stands approximately 7 feet tall. He has dark hair and small horns. His skin is cold to the touch and feels like metal: it resists blows like metal as well. Dispater is always dressed in regal finery and carries his rod as a badge of office as well as a terrible, macelike weapon. He often sports a magic iron shield as well.

Dispater's symbol is a black iron lower on a red field.

Combat

Dispater is extremely conservative and careful. He always thinks defensively in battle. He keeps foes at bay using wall of iron or wall of deadly chains while he summons assistance.

Fear Aura (Su): As a free action, Dispater can create an aura of fear in a 20-foot radius. It otherwise functions as the fear spell (caster level 15th, save DC 37). If the save is successful, that creature cannot be affected again by the aura for 24 hours.

Flesh to Iron (Su): If Dispater makes a successful touch attack with his hand rather than his mace, he can cause flesh to turn to iron. The subject touched can attempt a Fortitude saving throw (DC 40) to resist the effect. This is in every way like petrification, except that victim becomes iron, not stone.

Rust (Su): If Dispater makes a successful touch attack with his hand rather than his mace, he can cause any metal he touches to corrode, falling to pieces and becoming useless immediately. The size of the object is immaterial - a full suit of armor rusts as quickly as a sword. Nonmagical metal objects (including creatures turned to iron by Dispater's flesh to iron ability) get no saving throw against the effect. Magic armor, magic weapon, or any other magic item made of metal must succeed at a reflex save (DC 40) or be dissolved.

A metal weapon that deals damage to Dispater also corrodes immediately. Wooden, stone, and other nonmetallic weapons are unaffected.

Spell-Like Abilities: At will - animate dead, blasphemy, call nightmare, charm monster, create undead, desecrate, detect good, detect magic, greater dispelling, locate creature, locate object, magic circle against good, major image, polymorph self, pyrotechnics, stop heart, suggestion, teleport without error, true seeing, unholy aura, unhallow, wall of deadly chains, wall of iron, wave of grief, wrack; 1/day - imprisonment, iron body, symbol (any), wish. Caster level 20th; save DC 20 + spell level.

Baatezu Traits: Dispater can communicate telepathically with any creature within 100 feet that has a language. In addition, he can see perfectly in the darkness of any kind, even that created by a deeper darkness spell. Dispater is immune to fire and poison, and he has acid resistance 20 and cold resisttance 20.

Regeneration (Ex): Dispater takes normal damage from holy and blessed weapons of at least +5 enhancement.

Outsider Traits: Dispater cannot be raised or resurrected.

Summon Baatezu (Sp): Twice per day Dispater can automatically summon 5 osyluths or barbazu, 3 erynyes, cornugons, or gelugons, or 1 pit fiend.

Possessions: Dispater's rod is a minor artifact, a +6 heavy mace that acts as a rod of rulership and can smite good three times per day (dealing an additional +20 damage to a good being). Dispater often carries a +5 large iron shield.

The Goals of Dispater

Dispater is ancient even by archdevil standards and has learned much over his millennia of rulership and control. He is cautious and slow to act. Throughout much of his time as a Lord of the Nine, he has allied himself with Mephistopheles. Like his ally, Dispater despises Baalzebul and works against him at every turn. Dispater's main objective for now and foreseeable future is the downfall of his enemy, Baalzebul. All of his schemes and actions center around this goal. Likewise, Baalzebul works against Dispater, so the Iron Duke frequently devotes his time and attention to defenses against his foe machinations.

The Servants of Dispater

Within the Iron Tower, Dispater gains a +20 divine bonus to Armor Class, spell resistance, and all saving throws, making him all but invulnerable Thus, he hardly ever leaves the place, relying on his servants-mostly erinyes-to carry out his bidding or speak for him. The chief of all his erinyes servants is Ustyhrin-ja, a hideously scarred disciple. She is fiercely loyal to Dispater and in recent weeks personally slew three ennyes under her that she discovered were actually spies for Baalzebul. This event has made her even more paranoid and distrusting of all except her master.

The Iron Tower has a new guardian as well: Talos. Contrary- to what some people now say, Dispater did not create Talos. The legendary iron golem is very old, and how it came to serve Dispater is a bit of a mystery.

Ustyhrin-ja: Female erinyes Ftr 1/Disciple of Dispater 10; CR 18, Medium-size outsider (evil, lawful); HD 6d8+6 plus 1d10+1 plus 10d10+10; hp 119; Init +l; Spd 30 ft., fly 50 ft. (average); AC 25 (touch 12, flat-footed 24); Atk +27/+22/+17/+12 melee (ld8+9 plus 1d6 electricity/15-20, +4 shocking burst longsword), or+18 ranged (entangle, rope); SA charm person, rope entangle, rusting grasp, spell-like abilities; SQ baatezu traits, device lore, DR 10/+1, greater iron hews, iron body, iron hews, iron power +2, ironskin, outsider traits, SR 12, summon baatezu, summon erinyes, tongues; AL LE; SV Fort +15, Ref +13, Will +14; Str 16, Dex 13, Con 13, Int 15, Wis 14, Cha 20.

Skills and Feats: Concentration +12. Disguise +21, Escape-Artist +17, Hide +19, Intimidate +7, Listen +20, Move Silently +14, Search + 13, Spot +15; Cleave, Disciple of Dark ness, Expertise, Power Attack, Weapon Focus (longsword), Willing Deformity.

Charm Person (Su): Ustyhrin-ja can charm a humanoid creature with a look. This is not a gaze attack, and the target need not meet her eye. The ability has a range of 60 feet; an affected opponent must succeed at a Will save (DC 18) or become utterly loyal to Ustyhrin-ja. The victim will do anything to protect Ustyhrin-ja, even if that means slaying his or her companions or facing certain death. The ability is otherwise similar to a charm person spell (caster level 8th).

Rope Entangle (Ex): Ustyhrin-ja carries a stout rope 50 feet long that entangles opponents of any size as an animate rope spell (caster level 16th). Ustyhrin-ja can hurl the rope 30 feet with no range penalty.

Rusting Grasp (Sp): Once per day, Ustyhrin-ja can produce an effect identical to that of a rusting grasp spell (caster level 15th).

Spell-Like Abilities: At will-animate dead, charm monster, desecrate, invisibility (self only), magic circle against good (self only}, major image, polymorph self, produce flame, see invisibility, suggestion, unholy blight. Caster level 8th; save DC 15 + spell level,

Ustyhrin-ja can also use teleport without error (self plus 50 pounds of objects only) at will Caster level 12th.

Baatezu Traits: Ustyhrin-ja can communicate telepathically with any creature within 100 feet that has a language. In addition, she can see perfectly in darkness of any kind, even that created by a deeper darkness spell. Ustyhrin-ja is immune to fire and poison, and she has acid resistance 20 and cold resistance 20.

Device Lore (Ex): Ustyhrin-ja can find traps made mostly of metal as a rogue can. Further, she gains a +2 competency bonus when making Disable Device checks for devices made mostly of metal.

Greater Iron Hews (Ex): Once per day, Ustyhrin-ja may add a +6 divine bonus to the damage rolls for all successful attacks she makes that round. This bonus does not stack with that provided by iron hews; the abilities are separate.

Iron Body (Sp): Once per day, Ustyhrin-ja can gain the benefits of the iron body spell (caster level 18th).

Iron Hews (Ex): Once per day, Ustyhrin-ja may add a +3 divine bonus to the damage rolls for all successful attacks she makes that round.

Iron Power (Su): When using an iron or steel weapon, Ustyhrin-ja gains a +2 insight bonus on attack and damage rolls. Further, her threat range is tripled as if she were using a keen weapon. These adjustments are included in the statistics above,

Ironskin (Sp): Once per day, Ustyhrin-ja can use stoneskin (caster level 15th) upon herself.

Outsider Traits: Ustyhrin-ja cannot be raised or resurrected.

Summon Baatezu (Sp): Once per day Ustyhrin-ja can attempt to summon 2d10 lemures with a 50% chance of success, or ld4 barbazu with a 39% chance of success.

Summon Erinyes (Sp): Ustyhrin-ja can automatically summon 1d4 erinyes once per day. This ability functions in all other ways as a summon monster spell.

Tongues (Su): Ustyhrin-ja has a permanent tongues ability (easier level 12th).

Possessions: +4 shocking burst longsword, +2 large steel shield, ring of protection +1, orb of storms, rope.

Talos, the Triple Iron Golem: CR 22; Huge construct; HD 54d10; hp 297; Init -2; Spd 20 ft.; AC 35, touch 6, flat-footed 35; Atk +53 melee (4d6+15, 2 slams); Face/Reach 10 ft. by 10 ft./l5 ft.; SA breath weapon; SQ construct trails, DR 50/+3, magic immunity, rust vulnerability; AL N; SV Fort +18, Ref +16, Will +18; Str 41, Dex 7, Con -, Int - Wis 11, Cha 1.

Breath Weapon (Su): As a free action. Talos can breathe a cloud of poisonous gas (Fort DC 37; initial damage 2d4 Constitution, secondary damage death ) that fills a 10-foot cube directly in front of him and lasts 1 round. Once he uses his breath weapon, he cannot do so again for ld4+l rounds.

Construct Traits: Talus is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. He is not subject to critical hits, subdual damage, ability damage, ability drain, energy dram, or death from massive damage. He cannot heal himself but can be healed through repair. Talos cannot be raised or resurrected. He has darkvision (60-foot range).

Magic Immunity (Ex): Talos is immune to all spells, spell-like abilities, and supernatural effects, except as follows. An electricity effect slows him (as the slow spell) for 3 rounds, with no saving throw. A fire effect breaks any slow effect on Talos and cures 1 point of damage for each 3 points of damage it would otherwise deal. Talos rolls no saving throw against lire effects.

Rust Vulnerability (Ex): Talos is affected normally by rust attacks, such as that of Dispater or a rusting grasp spell.