from Book of Vile Darkness

Medium-Size Outsider (Evil, Lawful)

Hit Dice: 33d8+330 (478 hp)

Initiative: +12

Speed: 40 ft. (currently 0 ft.)

AC: 40 (48 Dex, 47 insight, +15 natural), touch 25, flat-footed 32

Attacks: +4 rapier +46/+41/+36/+31 melee

Damage: +4 rapier 1d6+16 plus 2d6 precise strike/15-20

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

Special Attacks: Amnesia touch, spell-like abilities

Special Qualities: Acrobatic attack, baatezu traits, DR 15/+6, elaborate parry, evasion, outsider traits, precise strike, regeneration 5, spell parry, SR 37, summon baatezu

Saves: ton +28, Ref +26, Will +30

Abilities: Str 26, Dex 26, Con 31, Int 27, Wis 34, Cha 29

Skills: Balance +45, Bluff +42, Concentration +43, Diplomacy +46, Disguise +42, Hide +41, Innuendo +45, intimidate +46, Jump +45, Knowledge (arcana) +41, Knowledge (the planes) +41, Listen +45, Wove Silently +41, Perform +42, Spellcraft +41, Tumble +45

Feats: Dark Speech, Dodge, Expertise, Improved Critical (rapier), Improved Disarm, Improved Initiative, Mobility, Spring Attack. Weapon Focus (rapier)

Climate/Terrain: Any land and underground

Organization: Solitary

Challenge Rating: 25

Treasure: Quadruple standard

Alignment: lawful evil

Advancement: -


Prince Levistus (as he calls himself) is an ancient being. He ruled the fifth layer of hell, Stygia, for cons. He was known throughout many planes as a swordsman of great prowess. He ended many conflicts with a personal duel, always resulting in the death of his opponent. Levistus was a schemer and betrayer as well - the rogue archdevil, as he was sometimes called, had no allies. Yet still his power was great.

In the dim recesses of the past, Levistus attempted to turn the consort of Asmodeus, a devil named Bensozia, against her lover. When she refused, Levistus slew her.

Not surprisingly, when Asmodeus discovered what Levistus had done, he was enraged. He imprisoned Levistus in the ice of Stygia. Most thought that they would never see the prince again. A devil named Geryon took his place in Stygia and ruled there for centuries.

Eventually, Geryon was deposed during the Reckoning and Asmodeus put Levistus back in control of Stygia. He did not, however, free Levistus from his icy prison. Now Levistus rules from within the ice, held motionless, an ironic end for one who prided himself on his dexterity and grace.

Though he is not visible beneath the massive glacier that imprisons him, Levistus appears as a 6-foot-tall humanoid with extremely pale skin, dark hair, and a goatee. He could almost pass for a human except for his all-black eyes and pointed teeth. Back in his day, Levistus wore loose, silky finery- and carried a glistening rapier.

Though it was different once, today Levistus's symbol is a thin sword thrust into a block of ice.


To fight Levistus, at least in the standard way, foes must somehow get to him. Presumably, this would mean freeing him from his imprisonment. While he is trapped in the ice, the only abilities that Levistus can use are summon baatezu, clairvoyance/clairaudience, demand, major image, scrying, unholy aura, and wish. He cannot move or make physical attacks of any kind while trapped in the ice. He effectively has no Strength or Dexterity score while trapped.

Amnesia Touch (Su): If Levistus makes a successful touch attack against a foe, the foe must make a Will save (DC 35) or forget all details of her past (skills are not lost, just memories). Furthermore, the target is stunned for ld4+l rounds. If the save succeeds, only the last year's worth of memories are erased and the target is stunned for 1 round. A greater restoration spell will restore memories lost in this way,

Spell-Like Abilities: At will-blasthemy, charm monster, clairvoyance/clairaudience, demand, desecrate, detect good, detect magic, dispel magic, enthrall, ice storm, hold person, locate creature, locate object, magic circle against good, major image, scrying, see invisibility, suggestion, teleport without error, unholy aura, unhallow, wall of ice; l/day-symbol (pain), wish. Caster level 20th; save DC 19 + spell level

Acrobatic Attack (Ex): If Levistus attacks by jumping at least 5 feet into his opponent, jumps down at least 5 feet onto his opponent, or swings on a rope or similar object into his opponent, he gains a +2 bonus on attack and damage rolls.

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

Elaborate Parry (Ex): If Levistus chooses to fight defensively or take a full defense action in combat, he gains a +8 dodge bonus to his Armor Class beyond the bonuses granted by those actions.

Evasion (Ex): If exposed to any effect that normally allows Levistus to attempt a Reflex saving throw for half damage (such as a fireball), he takes no damage with a successful saving throw.

Precise Strike (Ex): Levistus has the ability to strike precisely with a light, one-handed piercing weapon, adding +2d6 to his normal damage roll. When making a precise strike, Levistus cannot attack with a weapon in his other hand.

Regeneration (Ex): Levistus takes normal damage from holy and blessed weapons of at least +4 enhancement.

Spell Parry (Su): This ability functions as the spell turning spell (caster level 10th). Levistus can use this ability once per day.

Summon Baatezu (Sp): Twice per day Levistus can automatically summon 2 gelugons, or he can attempt to summon 1 pit fiend with an 85% chance of success. Levistus can force the summoned devils to appear anywhere he can see, including places he sees through scrying or clairvoyance.

Possessions Levistus had a +4 rapier when he was imprisoned. If he escapes, he'll undoubtedly seek a more potent blade.

The Goals of Levistus

Levistus wants more than anything else to be free of his frozen prison. The mountain of ice that he is trapped within is almost a hall-mile across. From the outside, he is simply a black spot within the ice. The ice trapping Levistus cannot be affected by a wish or miracle. Levistus cannot teleport or be summoned out of the ice in any way. The ice must be destroyed, either by physically chipping and smashing at it or by melting it with fire (including magical fire). Levistus hates all the other lords of hell, and they hate him. Were he ever to gain his freedom, Levistus would most likely work toward some scheme that would be detrimental to all-particularly Asmodeus. Levistus is not particularly grateful to Asmodeus for giving him back control of Stygia. He cannot see beyond his need for revenge over being imprisoned in the first place.

The Servants of Levistus

Erridon Alaka is a gelugon sorcerer. He and Zanth, a half-fiend rogue, along with a hellcat named Trinity, serve as Levistus's hands and voice beyond the solid ice he is trapped within Through an arcane ritual, Erridon and Levistus are linked telepathically at all times. Erridon tells Zanth what Levistus wants, and they interact with others on the archdevil's behalf Zanth eats only the flesh of good-aligned children, a rare commodity in hell. Thus, his one weakness is the minor devils that capture and kill children for him to eat-they work for Mephistopheles and frequently influence his actions to subtly serve their master.

Erridon Alaka: Male gelugon Sor 7; CR 20; Large outsider (evil, lawful); HD 12d8+60plus 7d4 + 35; hp 180; Init +1; Spd 40 ft.; AC 31, touch 13, flat-footed 30; Atk +20 melee (ld8+6, 2 claws) and +15 melee (2d4+3, bite) and + 15 melee (3d4+3 plus cold, tail); Face/Reach 10 ft. by 10 ft./l5 ft.; SA cold, fear aura, spell-like abilities; SQ baatezu traits, DR 20/+2, outsider traits, regeneration 5, SR 25, summon baatezu; AL LE; SV Fort +15, Ref+ 11, Will +19; Str 23, Dex 13, Con 21, Int 22, Wis 22, Cha 21.

Skills and Feats: Bluff+22, Climb +20, Concentration +27, Diplomacy +9, Disguise +19, Hide -3, Intimidate +7, Jump + 19. Knowledge (arcana) +27, Listen +22, Move Silently +20, Scry +13, Search +23, Sense Motive +20, Spellcraft +27, Spot +21; Cleave, Corrupt Spell, Corrupt Spell-Like Ability, Dodge. Power Attack, Scribe Scroll.

Cold (Su): A hit from Erridon's tail induces numbing cold. The opponent must succeed at a Fortitude save (DC 21) or be affected as though by a slow spell for ld6 rounds.

Fear Aura (Su): As a free action, Erridon can create an aura of fear in a 10-foot radius. It is otherwise identical with a fear spell (caster level 13th; Will DC 21 negates). If the save is successful, that creature cannot be affected again by Erridon's fear aura for 24 hours. Other baatezu are immune to the aura.

Spell-Like Abilities: At will-animate dead, charm monster, cone of cold, desecrate, detect good, detect magic, fly, magic circle against good, major image, polymorph self, suggestion, teleport without error (self plus 50 pounds of objects only), unholy aura, wall of ice. Caster level 13th; save DC 15 + spell level.

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

Outsider Traits: Erridon cannot be raised or resurrected.

Regeneration (Ex): Erridon takes normal damage from holy and blessed weapons of at least +2 enhancement.

Summon Baatezu (Sp): Once per day Erridon can attempt to summon 2d10 lemures or ld6 barbazu with a 50% chance of success, 2d4 osyluths or ld6 hamatulas with a 35% chance of success, or 1 gelugon with a 20% chance of success.

Spells Known (6/8/7/5; save DC 15 + spell level):

0-daze, mage hand, mending, no light, read magic, resistance, unnerving gaze;

1st-bestow wound, mage armor, magic missile, shield, true strike,

2nd-bull's strength, invisibility sadism;

3rd-displacement, vile lance.

Possessions: Staff of frost (35 charges), ring of X-ray vision, ring of protection +3, scroll of invisibility scroll of bestow wound, scroll of shield, evil spell components (preserved human heart, human brain, demon heart).

Zanth: Male half-fiend half-human Rog 13; CR 14; Medium-size outsider; HD 13d6+39; hp 84; Init +9; Spd 30 ft; AC 21, touch 15, flat-fouled 21, Atk +11 melee (ld6+2, bile) and +6 melee (ld4+l, 2 claws), or +12/+7 melee (ld6+2/19-20, masterwork short sword), or +16/+11 ranged (ld6+4 plus ld6 electricity plus 2d6 unholy/X3, +1 shock mighty composite short-bow [+2 Str bonus] with +1 cursewing unholy arrows); SA sneak attack +7d6, spell-like abilities; SQ acid resistance 20, cold resistance 20, darkvision 60 ft., electricity resistance 20, evasion, fire resistance 20, outsider traits, poison immunity, slippery mind, traps, uncanny dodge (Dex bonus to AC cant be flanked. +1 against traps); AL LE, SV Fort +7, Ref+13, Will+6; Str 14, Dex 20, Con 17, Int 11,Wis 15,Cha 14.

Skills and Feats: Bluff +16, Climb +17, Decipher Script +8, Diplomacy +6, Disguise +15, Gather Information +16, Heal +9, Hide +12, Intimidate +4, Jump +4, Listen +16, Move Silently +19, Search +12, Sense Motive +16, Tumble +8; Combat Reflexes, Disciple of Darkness, Dodge, Improved Initiative, Point Blank Shot, Precise Shot, Rapid Shot.

Spell-Like Abilities: 3/day-darkness, poison, unholy aura; 1/day-blasphemy, contagion, desecrate, unhallow, unholy blight. Caster level 13th; save DC 12 1 spell level.

Evasion (Ex): If exposed to any effect that normally allows Zanth to attempt a Reflex saving throw for half damage (such as a fireball), he takes no damage with a successful saving throw.

Outsider Traits: Zanth cannot be raised or resurrected.

Slippery Mind (Ex): if Zanth is affected by an enchantment and fails his saving throw, 1 round later he can attempt his saving throw again. He gets only this one extra chance to succeed at his saving throw.

Possessions: +2 studded leather armor, +1 shock mighty composite shortbow (+2 Str bonus), 25 +1 cursespewing unholy arrows, cloak of arachnida, potion of cat's grace, potion of levitate, potion of invisibility, masterwork short sword.