from Book of Vile Darkness

Large Outsider (Evil, Lawful)

Hit Dice: 38d8+342 (513 hp)

Initiative: + 13

Speed: 40 ft., fly 100 ft. (average)

AC: 47 (-1 size, +9 Dex, +9 insight, +20 natural), touch 27, flat-footed 38

Attacks: Huge +5 ranseur+50/+45/+40/+35 melee

Damage: Huge +5 ranseur 2d6+17 plus ld6 fire or ld6 cold/x3

Face/Reach: 5 ft. by 5 ft,/10 ft., 15 ft. with ranseur

Special Attacks: Spell-like abilities, spells

Special Qualities: Baatezu traits, DR 20/+7, flames of hell, outsider traits, regeneration 10, SR 43, summon baatezu

Saves: Fort +30, Ref +30, Will +32

Abilities: Str 27, Dex 29, Con 28, Int 29, Wis 33, Cha 30

Skills: Alchemy +28, Balance +30, Bluff +48, Concentration +47, Diplomacy +56, Forgery +28, Gather Information +29. Hide +43, Innuendo +34, Intimidate +52, Jump +29, Knowledge (arcana) +47, Knowledge (history) +28, Knowledge (the planes) +47, Listen +49, Move Silently +47, Scry +47, Search +47, Sense Motive +49, Spellcraft +47, Tumble +30

Feats: Craft Wondrous Item, Dark Speech, and Empower Spell. Improved Initiative, Malign Spell Focus, Power Attack, Scribe Scroll, Spell Focus (Evocation), Spell Penetration, Violate Spell

Climate/Terrain: Any land and underground

Organization: Solitary

Challenge Rating: 29

Treasure: Quadruple standard

Alignment: Lawful evil

Advancement: -


Mephistopheles is an archdevil who has long held a great deal of power in hell. He is allied with Dispater and a bitter rival of Baalzebul. Mephistopheles rules over the frozen wastes of Cania, the eighth layer of hell. As such, he has become immune to cold by ruthlessly exposing himself to the most frigid temperatures on Cania.

Mephistopheles displays a facade of charm, civility, and understated wit. Secretly, he has a terrible temper and flies into frequent rages while in his palace in Cania-a citadel called Mephistar, built on a massive glacier on the frigid layer. From there Mephistopheles commands legions of gelugons, including the vast army that does nothing but guard the entrance to Nessus, the bottom of the pit where Asmodeus dwells.

Of late, Mephistar has become a place of scorching flame at the heart of the icy plain, however, and the gelugons have slowly relocated elsewhere, replaced by pit fiends, cornugons, and barbazu. Mephistopheles has developed an extremely hot, corrupt type of energy known as hellfire, tapped from the substance of the plane itself. Its use has spread through many of the archdevils and their servants. None are as adept with hellfire as Mephistopheles, however. To further his mastery of fire, he has taken up the study of wizardry, specifically evocation. Mephistopheles is quickly gaining a reputation as an archdevils of contradictions.

Nine feet tall, with hell-red skin bat wings, white eyes, horns jutting from his forehead, and straight, black hair, Mephistopheles plays up his appearance to be as consummately diabolical as possible, He swathes himself in flowing black capes and wields a three-pronged ranseur.

Mephistopheles constantly adopts new symbols. His current one is a red hand with black fingernails shrouded in dark flames.


Mephistopheles prefers to use his spells and spell-like abilities rather than engage in melee. Calling upon other devils to fight for him, he usually takes a position in the rear and rains fire and destruction upon his enemies. He is quick to teleport away if faced with any real threat.

Flames of Hell: Mephistopheles is continually swathed in dark flames. As such, his touch deals 2d6 points of unholy damage. Furthermore, anyone within 5 feet of the archdevils takes damage from the flames if Mephistopheles desires it,

Spell-Like Abilities: At will-animate dead, blasphemy, charm monster, create greater undead, desecrate, detect good, detect magic, devils ego, fireball, fiendish quickening, geas/quest greater dispelling, hell fire, hellfire storm, magic circle against good, locate creature, locate object, major image, restoration, resurrection, scrying, suggestion, teleport without error, true seeing, unholy aura, unholy blight, unhallow, wall of fire, wall of ice: 1/ day-meteor swarm, symbol (any), wish. Caster level 20th; save DC 20 - spell level

Spells: Mephistopheles casts spells as a 15th-level wizard specialized in the Evocation school. His laboratories in Mephistar have spellbooks with every arcane spell in them, so he can prepare whatever spells he likes, except those from his prohibited schools (Illusion and Enchantment).

Spells Prepared (5/8/7/7/7/7/5/4/3; save DC 19 + spell level, or 21 + spell level for Evocation spells and evil spells, or 23 + spell level for evil Evocation spells):

0- -arcane mark, mage hand (2), no light, slash tongue;

1st-black bag, mage armor (2}, magic missile (3), shield (2),

2nd-bull's strength, cat's grace, endurance, unheavened (2), web (2);

3rd-violated darkbolt (2), haste (2), empowered magic missile (2), slow;

4th- arcane eye, damning darkness, detect scrying, empowered violated magic missile, empowered Melf's acid arrow, Otiluke's resilient sphere, psychic poison;

5th-cone of cold, call nightmare, violated fire shield, violated ice storm, empowered lightning bolt, sending, wall of force,

6th-violated cone of cold, chum lightning, disintegrate; eyebite, empowered violated lightning bolt;

7th- empowered cone of cold, forcecage, gutwrench, whirlwind of teeth; 8th-violated delayed blast fireball, horrid wilting, prismatic wall.

Baatezu Traits: Mephistopheles 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. Mephistopheles is immune to fire and poison, and he has acid resistance 20 and cold resistance 20.

Outsider Traits: Mephistopheles cannot be raised or resurrected.

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

Summon Baatezu (Sp): Twice per day Mephistopheles can automatically summon ld4+1 gelugons or ld3 pit fiends.

Possessions: Mephistopheles wields a Huge +5 ranseur that is either a flaming burst or icy burst weapon, at his whim. Furthermore, this weapon allows the wielder to focus hellfire and hellfire storm spell-like abilities so that they deal an additional +1d6 points of damage.

The Goals of Mephistopheles

Mephistopheles wants now what he has always wanted: to rule the Nine Hells. Of all the schemers in hell-and there are many-he is the most open about his goals. Mephistopheles has said to Asmodeus's face that he will one day rule in his stead. Because he is more openly antagonistic toward Baalzebul, Asmodeus has usually tolerated Mephistopheles's obvious coveting of his dark throne.

Mephistopheles's schemes are always extreme and dramatic, rather than subtle and sly like those of some of the other archdevils. For example, before the Reckoning, he created a new persona for himself, Molikrorh, then "deposed" Mephistopheles and ruled in Molikroth's name. Many speculated that the reason for the deception was to ferret out traitors in his midst. Those that helped "Molikroth" overthrow Mephistopheles have all been eliminated now. Mephistopheles adores being worshiped as a god and at the moment is striving to increase his base of cultists on the Material Plane.

The Servants of Mephistopheles

Songs of praise always fill the throne room of Mephistopheles .The voice behind them is that of Antilia, a darkly beautiful half-fiend elf bard with red bat wings and red skin like her master. Antilia is Mephistopheles's daughter, bur no one in the court knows that. She has led Baalzebul to believe that she works for him as a spy in Mephistar, but in fact she is double-crossing him and feeding him incorrect information. Testaron is a new arrival at the court of Mephistopheles.

Bribed with vast amounts of treasure, this dragon has come from the Material Plane to make Mephistopheles's throne room seem more forbidding. His Job is to lounge about the vast hall and look fearsome. So far, it's working. Mephistopheles also commands a vast number of extremely powerful devils, including, of course, the 9,999 gelugons that reportedly guard the gates to Nessus.

Antilia: Female half-fiend half-elf Brd 20; CR 22; Medium-size humanoid (elf); HD 20d6+83; hp 143; Init +7; Spd 30 ft., fly 30 ft. (average); AC 27, touch 22, flat-footed 20; Ark +18 melee (ld4+3, bite) and +13 melee (1d4+1, 2 claws), or +26/+21/+16 ranged (ld8+7/X3,+2 vile mighty composite longbow [+3 Str bonus] with +2 arrows), or +19/+14/+9 melee (ld8+5/19~20, +1 fleshgrinding longsword); SA spell-like abilities; SQ acid resistance 20, bardic knowledge +22, bardic music (countersong, fascinate, inspire competence, inspire courage, inspire greatness, suggestion) 20/day, cold resistance 20, darkvision 60 ft. electricity resistance 20, elf traits, fire resistance 20, poison immunity; AL LE; SV Fort +10, Ref+19, Will+13; Str 17, Dex 24, Con 18, Int 15, Wis 12, Cha 23

Skill and Feats: Decipher Script +23, Diplomacy +8, Knowledge (arcana) +17, Knowledge (the planes) +25, Listen +23, Perform +23, Pick Pocket +26, Search +22, Sense Motive +12, Spot +21; Disciple of Darkness, Dodge, Mobility, Quick Draw, Scribe Scroll, Spring Attack, Toughness.

Spell-Like Abilities: 3/day-darkness, poison, unholy aura;

1/day-bIasphemy, contagion, desecrate, destruction, horrid wilting, summon monster IX, unhallow, unholy blight. Caster level 20th; save DC 16 + spell level.

Bardic Knowledge: Ancilia may make a bardic knowledge check to see whether she knows some relevant information about noteworthy people, items, or places.

Bardic Music: Twenty times per day, Antilia can use her song or poetics to produce magical effects.

Countersong (Su): Antilia can courter magical effects that depend on sound. Any creature within 30 feet of her may use Antilia's Perform check result in place of his or her saving throw against such effects.

Fascinate (Sp): Antilia can cause a creature within 90 feet that can see and hear her to become fascinated with her (Will DC equals Antilia's Perform check result).

Inspire Greatness (Su): Antilia can inspire greatness in up to four creatures within 30 feet, granting each a +2 temporary Hit Dice, a +2 competence bonus on attacks, and a +1 competence bonus on Fortitude saves.

Inspire Competence (Su): Antilia can grant any ally within

30 feet a +2 competence bonus on his or her skill checks with a particular skill-

Inspire Courage (Su): Antilia can grant allies who can hear her a +2 morale bonus on saves against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls.

Suggestion (Sp): Antilia can make a suggestion (as the spell) to a creature she has already fascinated. A Will save (DC 19) negates the effect.

Elf Traits: Antilia is immune to magic sleep spells and effects. She has a +2 racial bonus on saves against enchantment spells or effects. She also has low-light vision (can see twice as far as a human in low-light conditions) and is entitled to a Search check when within 5 feet of a secret or concealed door as though actively looking for it. Antilia has Martial Weapon Proficiency (composite longbow, composite short-bow, longbow, longsword, and rapier) as bonus feats, and she gains a +2 racial bonus on Listen, Spot, and Search checks (already figured into the statistics given above).

Outsider Traits: Antilia has darkvision (60-foot range) She cannot be raised or resurrected,

Spells Known (4/6/6/5/5/5/5; save DC 16 + spell level):

0- detect magic, flare, ghost sound, light, open/close, prestigitations

1st-cause fear, charm person, cure light wounds, sorrow, summon monster I;

2nd-dance of ruin, mirror image, silence, song of festering death, sound burst;

3rd-charm monster, haste, invisibility sphere, sculpt sound, stunning screech;

4th-cure critical wounds, hold monster, improved invisibility legend lore, summon monster IV,

5th-dream, false vision, healing circle, mirage arcana, persistent image;

6th-eyebite, mass haste, mass suggestion, permanent image; Possessions: +2 vile mighty composite longbow (+3 Str bonus), 20 +2 arrows, + l fleshgrinding longsword, ring of protection +5, bracers of armor +4, robe of eyes, wand of stunning screech (21 charges), potion of levitate, potion of fly.

Testaron: Male old red dragon; CR 19; Gargantuan dragon (fire); HD 28d12+196; hp 378; Init +6; Spd 40 ft,, fly 200 ft. (clumsy); AC 35, touch 8, flat-footed 33; Atk +36 melee (4d6+12, bite) and +31 melee (2d8+6, 2 claws) and +31 melee (2d6+6,2 wings) and +31 melee teds+18, tail slap); Face/Reach 20 ft. by 40 ft/15 ft.; SA breath weapon, crush 4d6+25, frightful presence, spell-like abilities, spells, tail sweep 2d6+25; SQ blindsight 240 ft., DR 10/+1, fire subtype, immunities, keen senses; SR 24; AL CE; SV Fort +23, Ref +18, Will +20; Str 35, Dex 14, Con 25, Int 22, Wis 18, Cha 22. Skills and Feats: Bluff + 34, Concentration +35, Diplomacy +40, Escape Artist +30, Hide -10, Intimidate +10, Jump +40, Knowledge (arcana) +34, Knowledge (geography) +34, Knowledge (history) +34, Listen +34, Scry +34, Search +34, Sense Motive +18, Spellcraft +34, Spot +34; Alertness, Cleave, Flyby Attack, Hover, Improved Initiative, Power Attack, Snatch, Spell Focus (Evocation).

Breath Weapon (Su): Every ld4 rounds, Testaron can breathe a 60-ft. cone of fire that deals 16d10 points of fire damage (Reflex DC 31 half).

Crush (Ex): When flying. Testaron can land on Medium- size or smaller opponents as a standard action, using his whole body to crush them. A crush attack affects as many creatures as can fit under Testaron's body. Each creature in the affected area must succeed at a Reflex save (DC 31) or be pinned, automatically taking 4d6+25 points of bludgeoning damage. Thereafter. If Testaron chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each found.

Frightful Presence (Ex): Testaron can unsettle foes with his mere presence. This ability takes effect automatically within a 240-foot radius whenever Testaron attacks, charges, or flies overhead. A potentially affected creature (one with less than 28 HD) that succeeds at a Will save (DC 30) remains immune to Testaron's frightful presence for 24 hours. On a failure, any creature with 4 or fewer HD becomes panicked for 4d6 rounds, and any with more than 5 HD becomes shaken for 4d6 rounds, Testaron is immune to the frightful presence ability of other dragons.

Spell-like Abilities: 8/day-locate object; 3/day-suggestion. Caster level 11th; save DC 16 + spell level.

Tail Sweep: Testaron can sweep with his tail as a standard action. The sweep affects Small or smaller creatures within a 20-foot-radius half-circle centered on his rear. Each affected creature that fails a Reflex save (DC 31) takes 2d6+25 points of damage; a successful save halves the damage.

Blindsight (Ex): Testaron can ascertain creatures by non-visual means (mostly hearing and scent, but also by noticing vibrations and other environmental clues) at a range of 240 feet.

Fire Subtype (Ex): Testaron is immune to fire damage but takes double damage from cold unless a saving throw for half damage is allowed. In that case, he takes half damage on a success and double damage on a failure.

Immunities (Ex): immune to sleep and paralysis.

Keen Senses (Ex): Testaron can see four times as well as humans in low-light conditions and twice as well in normal light. Testaron also has darkvision with a range of 800 feet

Spells Known (6/8/8/7/7/5; save DC 16 +spell level, or 18 1 spell level for Evocation spells):

0-dancing lights, detect magic, ghost sound, light, mage hand, open/close, prestidigitation, read magic, unnerving gaze;

1st-bestow wound, mage arrow, magic missile* shield, tongue tendrils;

2nd-blur, levitate, summon swarm, Tasha's hideous laughter, web;

3rd-blink, dispel magic, fireball, haste;

4th- dimension door, dimensional author, improved invisibility,

5th- dominate person, wall of stone.