Realms 4e Cosmology, Deities, & More

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(Overview & thoughts about the Planes)
Astral Sea, The
Elemental Chaos, The
Far Realm, The
Feywild, The
Shadowfell, The

[i][color=darkred]Cosmological Stuff[/i][/color]
[color=red]Cosmic Entities[/color]
[color=darkblue]Court of Stars[/color]
Gwynharwyf, the Whirling Fury
Koliada, the Winter Witch – Dungeon #162
Prince of Frost, The - Dragon #374

[color=darkblue]Demon Lords[/color]
Cormanda, the Plaguechanged Lord
Baphomet, Demon Prince of Beasts - Manual of the Planes
Eltab, Lord of the Hidden Layer
Turaglas, the Ebon Maw - Dragon #376
Yeenoghu, Demon Prince of Gnolls - Dragon #364

[color=darkblue]Demon Princes[/color]
Astaroth, the Diabolus
Dagon, Prince of the Lightless Depths - Monster Manual 2
Fraz-Urb'luu, Demon Prince of Deception
Pazuzu, Prince of the Lower Aerial Kingdoms
Rhyxali, Demon Princess of Shadow
Sertrous, Prince of Heretics (Aspect) - Elder Evils Conversion

[color=darkblue]Dukes of Hell[/color]
Beleth, the Witch's Viscount - Dragon #365
Eblis, Nemesis of the Heavens
Zargon, the Returner (Aspect) - Elder Evils Conversion

[color=darkblue]Elder Evils[/color]
Atropus, the World Born Dead (Aspect) - Elder Evils Conversion
Dendar, the Night Serpent
Father Llymic - Elder Evils Conversion
Hulks of Zoretha, The - Elder Evils Conversion
Kyuss, the Spawner of Corruption, the Worm that Walks - Open Grave
Leviathan, The (Greater Aspect) - Elder Evils Conversion
Mind Shard of Pandorym - Elder Evils Conversion
Ragnorra, True Mother, the Mother of Monsters - Elder Evils Conversion

[color=darkblue]Lords of the Nine[/color]
Bael, Lord of the First
Beelzebub, Lord of the Seventh
Dispater, Lord of the Second - Manual of the Planes
Livyatan, Lord of the Fifth
Mephistopheles, Lord of the Eighth

[color=darkblue]Monarchs of Demonium[/color]
Abaddon, the Destroyer
Demogorgon, the Prince of Demons - Monster Manual 2
Graz'zt, the Dark Prince - Manual of the Planes
Kardum, King of the Fire Demons
Orcus, Demon Prince of the Undead - Monster Manual
Zuggtmoy, Demon Queen of Fungi

[color=darkblue]Nameless Ones[/color]
Dancer in Darkness, The

[color=darkblue]Nether Fiends[/color]
Charon, the Boatman of the River Styx

[color=darkblue]Faerunian Deities[/color]
Bane, the Black Lord
Lolth, the Spider Queen

[color=darkblue]Points of Light (Core) Deities[/color]
Maglubiyet, the Mighty One - Dragon #372
Tiamat, the Chromatic Dragon - Draconomicon I
Vecna, the Maimed God, the Undying King - Open Grave

[color=darkblue]Faerunian Primordials[/color]
Blazing Rorn the Fury - Forgotten Realms Campaign Guide
Kossuth, the Lord of Flames

[color=darkblue]Points of Light (Core) Primordials[/color]
Mual-Tar, the Thunder Serpent - Dragon #370

Aasimon - Agathion
Aasimon - Asura
Aasimon - Light Aasimon
Aasimon - Planetar
Aasimon - Solar
Daemon - Cacodaemon
Daemon - Charonadaemon
Daemon - Nycadaemon
Daemon - Piscodaemon
Daemon - Skerodaemon
Daemon - Ultrodaemon
Daemon - Yagnodaemon
Demon - Shadow Demon
Fiendish Aranea
Unique - Bjornganal

Cult - Cult of Penumbra
Disease - Soul Rot
History - General
History - Lords of the Nine
Houserules (General; Cosmic Entities Revised)
List - Archdevils & Demon Lords
List - Demons & Devils
List - Expanded Experience Points
Vehicle - Charon's Boat
Weapon - LeShay Blade
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Note: All numbers are considered Level Solo.

Asmodeus 37; Zargon 35, Mephistopheles 34, Eblis 34, Beelzebub 33, Livyatan 32, Glasya 32, Alastor 32, Mammon 31, Belial 31, Adramalech 31, Hutijin 31, Dispater 30, Bael 30, Lilith 30, Geryon 29, Merorem 29, Arioch 28, Fierana 28, Moloch 28, Agares 27, Malkizid 27, Nergal 27, Beleth 26

Morwel 35, Faerinaal 33, Gwynharwyf 31

[color=red]Celestial Paragons[/color]
Akatriel 36, Metatron 35, Cassiel 34, Gazardiel 33, Zora Sebirati 33, Haniel 32, Xerona 32, Raziel 31, Penemue 31, Sealtiel 30, Zadkiel 30, Erathaol 29, Zephon 29, Al Dimeneira 28, Tarahiel 28, Vestenor 28


[color=red]Demon Lords[/color]
He Who Dreams 44, Foundation 42, Demon Mother 41, Silence at the End of Eternity 41, Dancer in Darkness 39; Demogorgon 35, Abaddon 34, Obox-Ob 34, Orcus 33, Rahab 33, Sertrous 33, Graz’zt 32, Pazuzu 32, Zortolagon 32, Kardum 31, Mandrillagon 31, Pale Night 31, Zuggtmoy 30, Fraz-Urb’luu 30, Turaglas 30, Astaroth 29, Nocticula 29, Rhyxali 29, Shaktari 29, Baphomet 28, Eltab 28, Sess’innek 28, Yeenoghu 28, Jubilex 27, Kostchtchie 27, Lupercio 27, Cormanda 26, Sifkhu 26

[color=red]Elder Evils[/color]
Pandorym 40, Dendar 36, Atropus 35, Ityak-Ortheel 34, Kezef 33, Ragnorra 32, Father Llymic 28; Mak Thuum Ngatha

[color=red]Nether Fiends[/color]
Inthracis 32, Charon 28

[color=red]Primal Spirits[/color]

[color=red]Slaad Lords[/color]
Ssendam 34, Ygorl 33, Xaos 30, Renbuu 29, Chourst 28

[color=red]Other Powers[/color]
Lady of Pain 45; Asgorath, Ilsensine

[color=red]Faerunian Deities[/color]
Ao 50; Chauntea 39, Selune 39, Shar 39, Corellon Larethian 38, Moradin 38, Gruumsh 38, Bane 38, Torm 38, Silvanus 38, Amaunator 37, Sune 37, Tempus 37, Oghma 37, Kelemvor 37, Set 36, Lolth 36, Ghaunadaur 36, Cyric 36; Bahamut 35, Tiamat 35; Angharradh, Auril, Berronar Truesilver, Beshaba, Garl Glittergold, Gond, Ilmater, Loviatar, Luthic, Mielikki, Sheela Peryroyl, Talona, Tymora, Umberlee, Waukeen, Zehir; Mystryl 40, Mystra 39, Ariel Manx 38; Ouroboros

[color=red]Other Deities[/color]
Tharizdun 43; Jazirian 37, Shekinester 37

[color=red]Faerunian Primordials[/color]
Akadi 38, Grumbar 38, Istishia 38, Kossuth 38; Rorn 33, Bazim-Gorag 32; Achazar, Annam, Karshimis, Telos, Ubtao; Seven Lost Gods (Borem, Camnod, Haask, Maram, Tyranthraxus)

[color=red]Other Primordials[/color]
Mual-Tar 35; Cryonax, Imix, Ogremoch, Olhydra, Sunnis, Ty-h’kadi, Yan-C-Bin, Zaaman Ruul

Bane 39 (?), Moradin 38 (?), Mual-Tar 35, Tiamat 35, Vecna 35, Bel Shalor 34, Demogorgon 34, Orcus 33, Rorn 33, Dagon 32, Graz’zt 32, Maglubiyet 32, Kyuss 31, Prince of Frost 31, Turaglas 30, Baphomet 28, Belashyrra 28, Dispater 28, Yeenoghu 28, Beleth 26, Koliada 26
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As worshipping any deity but Shar is forbidden in the lands of Netheril since the Spellsplague, some disillusioned shadovar began looking for a new possibility of gaining power. They found one in the Demon Princess of Shadow, Rhyxali.

Cult of Penumbra Lore
A character knows the following information with a successful skill check.
History DC 15: Some few shadovar grew disillusioned with Shar being the one and only legitimate deity for the people of Netheril. In spite the Most High made clear that abandoning Shar’s faith in favor of a different deity means death, some of those rebels came up with a solution – worshipping not a deity but a demon instead.
Religion DC 30: Rhyxali is a female Demon Lord who rules the shadow demons. Unlike other lords, she maintains a low profile. She controls an entire layer in the Abyss, the home of the shadow demons, Shaddonon. Although Rhyxali has slight regard for the Material World or its mortal inhabitants, in recent years a small and secretive cult has spread in the lands of Netheril on the world of Toril.

As of the chaotic nature of Rhyxali and the fact that her cult is relatively new and thus small, her mortal servants don’t maintain any particular hierarchy. The only thing she requires is secrecy and gathering all kind information.
Headquarters: None in particular; City of Shade
Hierarchy: None. All cultists, who refer to themselves as the Shrouded, are independent and report recently gathered valid information and secrets to a summoned shadow demon, who in turn reports them to Rhyxali herself.
Members: Any evil being associated with shadow that turns her back on her deity, and that is sly enough not to be executed for her treachery, can join Rhyxali’s cult. Those of her cultists, who offer their mistress the most valuable information, gain some vile abyssal secret in return, though so far only the most skilled of her cultists have gained anything, except the support of summoned shadow demons.

Rhyxali Lore
A character knows the following information about Rhyxali with a successful Arcana check.
DC 15: Rhyxali, also known as the Demon Princess of Shadow is a female demon lord who rules the abyssal layer of Shaddonon, the home of the shadow demons.
DC 20: Unlike such princes as Demogorgon, Orcus, and Graz’zt, she maintains a low profile. Her servants run a brisk trade in both souls and information as they flit amid the infinite Abyss. Rhyxali seems content to gain more personal power by trafficking in secrets and souls, although she delights in killing and deceit.
DC 25: Rhyxali’s layer of the Abyss, called Shaddonon, is a place of darkness. Within its dim twilight, nestled among forests of shadows, lie hidden cities full of outcast demons and rogue beings of all sorts. The main inhabitants, however, are shadow demons.
DC 30: Few have seen Rhyxali’s true form and lived to tell the tale. She is a tall, humanoid woman with jet-black skin. The color of her flesh, and the fact that she has six fingers on each hand, lends credence to the idea that she is related to Graz’zt – perhaps his sister. Neither speaks of the issue; they seem to have no special like or dislike for each other. In reality, Rhyxali is Pale Night’s second most powerful child (behind Graz’zt, apparently), and where Graz’zt’s father is said to be Asmodeus, rumors hold that Rhyxali’s might be a dangerous demonic creature associated with darkness and shadows.

Rhyxali’s Rituals
Rhyxali is familiar with various rituals, thus performing a ritual does not require her a component cost. Such rituals include: Dark Light (3/day, self only, Stealth check), Guards and Wards (1/day, Religion check), Far Sending (2/day, Diplomacy check), Forbiddance (1/day, Religion check), Observe Creature (2/day, Stealth check), Shadow Walk (3/day, self only, Stealth check), Silence (3/day, Religion check), Ward the True Name (1/day, Bluff check)

Rhyxali’s Tactics
Rhyxali usually begins combat with becoming invisible and attacking as many enemies as possible with Shadowy Burst. After that she attacks a particularly dangerous and powerful enemy with a melee basic attack or with Two-Weapon Strike, after which she immediately uses Invisibility once again. Between her attacks Rhyxali moves as often and far as possible. Rhyxali uses Dreadful Strike usually only when she is bloodied, and preferably only against spellcasters.

Shadow Demon
Shadow demons are denizens of the Abyss without corporeal forms, formed from the very essence of evil in the Elemental Chaos.

Shadow Demon Lore
A character knows the following information with a successful Arcana check.
DC 20: Shadow demons, like their evil mistress, trade in souls. They use their Rake ability to trap souls and sell or trade them to more powerful fiends on behalf of Rhyxali. In the Material World, shadow demons sometimes work as advisors or assistants to evil creatures of great power; more recently they assisted cultist of Rhyxali. Shadow demons generally serve their chosen master well, especially if they are able to gain a great many souls while doing so. If the souls are good, all the better.

[deck=Shadow Demon]
Shadow Demon Level 12 Lurker
Medium elemental humanoid (demon) XP 700
Initiative +17 Senses Perception +9; darkvision
Benighted Presence aura 5; light-producing effects within the aura whose level is lower than the shadow demon’s can create only dim light.
HP 91; Bloodied 45
Regeneration 5 (If the shadow demon takes radiant damage, its regeneration doesn’t function on its next turn.)
AC 26; Fortitude 22, Reflex 26, Will 24
Resist 10 variable (2/encounter), insubstantial; Vulnerable radiant (If the shadow demon takes radiant damage, it loses its insubstantial and phasing qualities until the end of the attacker’s next turn.)
Speed fly 8 (hover); phasing; see also Shadow Jaunt, Veil of Shadows
(M) Flesh-Ripping Claw (standard; at-will)
+17 vs. AC; 2d8 + 7 damage, and the target is grabbed (until escape). A target trying to escape the grab takes a –2 penalty to the check.

Rake (standard; at-will)
Targets one grabbed target; +15 vs. Fortitude; 3d6 + 5 damage. The shadow demon makes one separate attack against the grabbed target. A creature killed by this power can’t be returned to life with a Raise Dead ritual, as the dead target’s soul travels instantly to the Abyss.

Shadow’s Call (standard; encounter) – Necrotic, Sleep
Close burst 3; +15 vs. Will; 4d8 + 5 necrotic damage, and the target falls unconscious (save ends). Miss: Half damage, and the target doesn’t fall unconscious.

Veil of Shadows (move; at-will) - Illusion
The shadow demon turns invisible until it attacks or until it is hit by an attack, and moves up to its speed. The shadow demon cannot use this power while bloodied.

Shadow Jaunt (move; encounter) – Teleportation
The shadow demon teleports up to 3 squares and makes one Flesh-Ripping Claw attack. The shadow demon doesn’t provoke opportunity attacks when moving away from the target of the attack.
Alignment Chaotic Evil Languages Abyssal
Skills Bluff +16, Stealth +18
Str 15 (+8) Dex 24 (+13) Wis 17 (+9)
Con 13 (+7) Int 17 (+9) Cha 20 (+11)[/deck]

Shadow Demon Tactics
Shadow demons begin combat by becoming invisible and thereafter attacking the weakest or the most vulnerable enemy. Shadow demons will also use Rake as often as possible, since it enables them to take away the souls of their victims. When shadow demons become bloodied they use Shadow’s Call immediately before they flight the battle.

Encounter Groups
Cultists of Rhyxali are encountered almost always alone or in small groups. Cultists are either shadovar or shadar-kai, who are able to summon shadow demons or who are already in company of one. Cultists are never shades.

Level 11 Encounter (XP 3,050)
2 shadar-kai warriors (level 8 soldier; MM 231)
1 shadovar cleric (level 12 elite controller with mount advantage)
1 shadow demon (level 12 lurker)
1 veserab (level 6 lurker, shadovar mount; FRCG 263)

Level 30 Encounter (XP 95,400)
2 abhorrent reapers (level 23 elite soldier; OG 179)
Rhyxali (level 29 solo lurker)
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Gwynharwyf Lore
A character knows the following information about Gwynharwyf with a successful Arcana check.
DC 15: Gwynharwyf, or the Whirling Fury as she’s known among eladrin and other fey creatures, belongs to the Court of Stars, the assemblage of three of the most powerful Fey Lords.
DC 20: A patron of good barbarians, Gwynharwyf is Queen Morwel’s loyal champion and a barbarian of unparalleled ferocity. As one of Morwel’s consorts, she attends to the queen’s desires when not leading eladrin hordes in the eternal struggle against darkness and evil.
DC 25: The Whirling Fury holds her title not without reason. Few can match the intensity when she’s raging, and she’s often compared to a whirlwind of glittering sand to which she often transforms in the middle of a furious battle.
DC 30: Gwynharwyf is primarily responsible for leading attacks against the various and numerous enemies of the eladrin people and, especially, of the Court of Stars. Such foes include, apart from other powerful evil fey and the dark creatures from the Shadowfell, mainly elementals, especially demons and primordials. Above all, Gwynharwyf despises Demogorgon most, for he tried to conquer the Court of Stars and to corrupt its inhabitants many times in the past and will likely do so again in the future. Until today, he hasn’t succeeded, however.

Gwynharwyf’s Tactics
Gwynharwyf usually charges into combat, closely followed by her allies. She often attacks with her melee basic attacks in order for Storm Burst to be recharged, which she uses as frequently as possible. Gwynharwyf takes advantage of Whirling Fury and Shifting Scimitar Attack to attack vulnerable enemies. She transforms into her whirlwind form only in the direst of situations and only when she is about to lose the fight.
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Kossuth Lore
A character knows the following information about Kossuth with a successful Arcana or Religion check.
DC 15: Kossuth, the Lord of Flames, is also known as the Fire God, the Firelord, and the Elemental God of Fire. Although he is not a deity he is sometimes worshipped as being one.
DC 20: The Firelord cares little for his followers, and even less for his cultists on Abeir-Toril. He does, however, reward them frequently, and his cult continues to spread at what some might term an alarming rate.
DC 25: As a matter of fact, Kossuth at least despises the other three elemental lords. For Istishia, however, he harbors especial hatred, whom Kossuth views as pathetic and weak. Thus the Lord of Flames’ followers actively work against Istishia’s cults at every turn. Somewhat surprisingly, Kossuth holds neither a special like nor dislike for the faerunian deities. With Moradin and Bane, however, he interacts to some extent, at least.
DC 30: A supremely powerful elemental being known as Kossuth has always lorded over fire since the creation of the multiverse, though whether or not the contemporary Kossuth is the same primordial or one in a long line of similarly named successors is a matter of much conjecture. Of course, cultists of Kossuth insist on their claim that the current Lord of Flames has ever been their Lord of Flames.

Kossuth’s Tactics
Kossuth tries to keep his enemies as long as possible away from him, but within his aura. Thanks to his great reach he frequently makes opportunity attacks. Kossuth attacks remote enemies with Flame Blast and afterwards with Fiery Suffering. Before Kossuth becomes bloodied he uses Hurl Fire Essence against a preferably bloodied enemy that is particularly dangerous and tough. Kossuth also uses his Purification through Fire and Fiery Shield as often as possible to protect and heal himself and his allies.
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Art by Andrew Hou

Fraz-Urb’luu Lore
A character knows the following information about Fraz-Urb’luu with a successful Arcana check.
DC 15: Fraz-Urb’luu is known as the Demon Prince of Deception and the Father of Treacheries. Depending on region people refer to him as Fraz-Urb-Loo, Var-Az-Hloo, or Zhar-Ub-Luur.
DC 20: Fraz-Urb’luu is one of the most hated of the Demon Lords, as several other demons are still smarting from the memory of their past “audiences” with the Prince of Deception. Most notable among his many enemies are Demogorgon, the Prince of Demons and Graz’zt, the Dark Prince.
DC 25: Before his imprisonment Fraz-Urb’luu’s layer known as Hollow’s Heart appeared to be a paradise rivaling the beauty of some astral dominions, but all was a cruel illusion. Gentle rain was really rain of maggots, beautiful orchards trees were really columns tied up with corpses, waterfalls were really blood and chunks of flesh. Since Fraz-Urb’luu’s absence, it has been invaded by a host of Demon Lords and he is still in the process of expelling them from the now largely featureless layer.
DC 30: After his imprisonment on the Material World for a time he now seeks to recover his power by finding his lost staff (an artifact that gives its wielder power over the minds of others) and by regaining control over his abyssal layer. After he has achieved these goals, Fraz-Urb’luu intends to take revenge on humanity for his imprisonment and humiliation in the past century.

Fraz-Urb’luu’s Tactics
Fraz-Urb’luu is careful when forced into battle. He usually begins his attacks with Beguilement to weaken his enemies without physically attacking them. After that, if not pressed hard in melee combat he uses Beguilement again, but on a different enemy each time. When melee combat is inevitable Fraz-Urb’luu prefers to attack dazed enemies, against which he is especially effective. After a few rounds Fraz-Urb’luu uses Disjunctive Touch on the enemy most reliable on a magic item or artifact. If Fraz-Urb’luu considers the battle to be lost he uses Deception (he waits as long as possible before using it, weakening his enemies before they have to fight another Demon Lord), which proves nearly every time fatal for his enemies.

Encounter Groups
Due to his unique powers, combat against Fraz-Urb’luu almost always includes the summoning of an aspect of a powerful abyssal ruler.

Level 31 Encounter (XP 116,100)
1 abyssal rotfiend (level 26 controller; MM2 52)
1 aspect of Graz’zt (level 24 elite skirmisher; MP 131)
Fraz-Urb’luu (level 30 solo controller)

Level 31 Encounter (XP 118,000)
1 abyssal rotfiend (level 26 controller; MM2 52)
1 aspect of Demogorgon (level 25 elite controller; MM2 44)
Fraz-Urb’luu (level 30 solo controller)

Level 32 Encounter (XP 139,000)
2 balors (level 27 elite brute; MM 53)
Fraz-Urb’luu (level 30 solo controller)
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Dendar Lore
A character knows the following information about Dendar with a successful Arcana check.
DC 15: Dendar the Night Serpent is one of the terrible Elder Evils, an ancient and particularly dangerous sort of evil creatures dedicated to destroying both the Material World and the deities.
DC 20: Dendar is known throughout Faerun. The ancient Rus called her Nidhogg. In Calimport she is incorrectly known as the Mother of the Night Parade. And in Chult she is called the Eater of the World who will eventually devour the sun and thus bringing doom to Abeir-Toril.
DC 25: Dendar’s purpose is the destruction of the world and to consume all life, both mortal and immortal. She delights in the nightmares of mortals and deities alike, and she looks forward to the day when she has collected enough of the fears of humankind to begin devouring the world.
DC 30: Although the Night Serpent can freely roam the Elemental Chaos she is almost always found in her lair. Dendar lives in a vast cave near an oozing river on a comparably small floating rock somewhere in the Astral Sea. The hiss of her breathing echoes for many miles as she sleeps, contentedly gorged on the world’s unremembered nightmares. Anyone who approaches her cave finds her awake and awaiting them with anticipatory delight as she savors and relives their worst unremembered nightmares.

Dendar’s Tactics
Dendar opens combat with Dead Sun to limit the powers of her enemies. Afterwards she uses Crush and Bite against any enemy within reach, particularly against Divine characters. When she has grabbed an enemy she usually uses Swallow Whole. If Dendar has already swallowed a few enemies she uses Nightmare Venom instead. Dendar uses Unleash Nightmares only when it is possible that the swallowed creatures will be destroyed by expelling them and when the targets of this power are within a kill as well.
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Kardum Lore
A character knows the following information about Kardum with a successful Arcana check.
DC 15: The so called King of Fire Demons, Kardum is one of the oldest balors in existence and beyond a shadow of a doubt the most powerful among them.
DC 20: Kardum, who is sometimes referred to as the Lord of the Abyssal Flames, is counted among the dreaded Monarchs of Demonium, the undisputable rulers of all demonkind. Although their reign is far from supreme, most creatures in the Abyss and in the entire Elemental Chaos fear them, even Demon Princes and some primordials.
DC 25: The King of the Fire Demons in fact isn’t the ruler of all balors but rather the utmost example of what vile and wicked things the Abyss is able to spawn. Nonetheless, Kardum holds authority over most balors, regardless of their servitude to whichever demon lord.
DC 30: While Kardum either loosely rules an unexplored and unknown abyssal layer or simply doesn’t rule one at all, he holds considerable influence wherever balors dwell, that is, in fact, in the entire Abyss. Some claim that his layer might be the Sixth Pyre.
DC 35: Not the least of reasons for his dire reputation is the Firefan, a vile abyssal artifact that primarily affects demons by weakening their attacks against Kardum. In addition, all creatures affected by the Firefan become vulnerable to Kardum’s foremost elemental force, fire.

Kardum’s Tactics
Kardum opens every battle with raw force. He attacks as often as possible with Lightning Sword and Flame Whip, after which he also tries to make a Gore Attack. Against enemies that are not within his reach he uses Abyssal Bolt. Enemies that manage to inflict damage to him in melee combat, Kardum ‘rewards’ them with Terrible Revenge. Such enemies (that were affected by Terrible Revenge) he prefers to attack from now on. Usually, when Kardum is bloodied he tries to get close to a powerful spellcaster (preferably one that is also protected by several other creatures) to use Horrors of Battle. If the battle is lost for Kardum and he is unable to flee he tries to gather his enemies into a group to inflict maximum damage with Death Burst.
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Where's Lloth? :D
Still on my computer and not finished yet ;)

Pazuzu Lore
A character knows the following information about Pazuzu with a successful Arcana check.
DC 15: Pazuzu, the Prince of the Lower Aerial Kingdoms is an ancient Demon Lord, predating even mighty Demogorgon. Sometimes he is also called Pazrael or Pazazeus.
DC 20: Pazuzu doesn’t control an abyssal layer, but rather rules the skies above all the layers. The layer he is most active on, however, is Pazunia, the Plain of Infinite Portals, the first layer of the Abyss.
DC 25: A unique ability among the demon lords, Pazuzu is able to instantly travel to another plane. He prefers to travel to the Material World, for he’s heavily interested in mortal life, especially in corrupting those he deems innocent and pure. In addition, Pazuzu wields a unique weapon, Blinding Claw, a powerful abyssal artifact.
DC 30: Since he takes great delight in tempting mortals to chaos and evil Pazuzu may establish a link between himself and a mortal who utters Pazuzu’s name three times in succession. If the mortal begs for aid Pazuzu can instantly plane shift to the location of the mortal and either tempt or force her to worship the Prince of the Lower Aerial Kingdoms.

Pazuzu’s Tactics
Pazuzu prefers a hit and run tactic. He uses Flyby Attack and Aerial Assault as often as possible, to strike against his enemies and get away from them in one turn. Pazuzu also uses Abyssal Swarm as early as possible and sustains it as long as possible, especially if some of his enemies are gathered in a group. In addition, always twice per encounter Pazuzu uses his Breath Weapon to severely weaken his foes. Moreover, Pazuzu is not above flight. If the situation proves too dangerous (usually when he has only one-quarter of his maximum hit points left) Pazuzu often teleports away. However, the greatest weapon for all allies of and the direst bane for all enemies of Pazuzu is his ability to instantly travel to any location when a being utters his name three times in succession. This often proves fatal for any enemies his allies are facing.
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Aura (collective range)
Level 25-32 Solo = 10-15; Level 33-40 Solo = 15-20
Hit Points
[(8*level+1)+Con]*4/5 or *6 for overpowers
Level 25-32 Solo = 10; Level 33-40 Solo = 15
In addition to the two +2 bonuses for Elite and Solo status respectively, add an extra +2 bonus to one defense or an extra +1 bonus to two defenses (excluding AC).
Deities, elder evils, primal spirits, and primordials above level 35 are immune to attacks by creatures below level 25. Otherwise they are immune to attacks by creatures below level 20.
Level 25-30 Solo = 1 bonus; Level 31-35 Solo = 2 bonus; Level 36-40 Solo = 3 bonus
Variable resistances are for chaotic powers only.
Level 25-28 Solo = 20 variable (2/encounter) or 15 variable (3/encounter); Level 29-32 Solo = 20 variable (3/encounter); Level 33-36 Solo = 25 variable (3/encounter) or 20 variable (4/encounter); Level 37-40 Solo = 30 variable (3/encounter) or 25 variable (4/encounter)
Saving Throws
Regardless of accumulated penalties, a cosmic entity always succeeds on a saving throw on rolling a natural 19-20.
Action Points
Cosmic entities get 2, primordials get 2 (3 above level 35), deities get 4 (5 above level 35), and overpowers get 6.
Powers (approx. number)
Level 25-30 Solo = 8-9; Level 30-35 Solo = 9-10; Level 35-40 Solo = 10-11
Artifacts & Items
Cosmic entities, deities, and primordials usually have access to numerous artifacts and are in possession of any (magic) item they need to.
Monster Races
Aasimon are immortal humanoids with the aasimon subtype, the denizens of Celestia and other good-aligned dominions, and the celestial counterpart to devils. The five most common types are: Solar, Planetar, Asura, Agathion, Light Aasimon. Alignment can be either Lawful Good or Good.
Daemons are immortal humanoids with the daemon subtype, the denizens of Corpsehaven and other evil-aligned dominions (mostly where the River Styx flows), and a race of schemers and mercenaries. Nowadays only seven types exist: Ultrodaemon, Nycadaemon, Cacodaemon, Yagnodaemon, Charonadaemon, Piscodaemon, Skerodaemon. Alignment is usually Evil.
Devils are immortal humanoids with the devil subtype, the denizens of Baator, and the fiendish counterpart to aasimon. Generally they are neither fallen nor were once angels in the service of a deity known as He Who Was. They were the original rulers of Baator and only a few unique devils fell to the Nine Hells. Alignment is always Evil.
Overpowers are even beyond the deities and primordials to both comprehend and match in power. Although it is actually incorrect, most such entities are called overdeities since the majority of the known uberpowers originally hail from the Astral Sea.

- Add cosmic entity (demon) to the description
- Increase aura to aura 10
- Add Regeneration 10
- Change speed to Speed 8 (earth walk), teleport 6
- If necessary recalulate Abilities, Skills, and Defenses
- Add the following power:

Threatening Reach
Baphomet can make opportunity attacks against all creatures within his reach (3 squares with Heartcleaver).

- Change to Small size
- Add cosmic entity (devil, shapechanger) to the description
- Add Regeneration 10
- Add one of the following powers:

Flames of Phlegethos (standard; recharge 5 6) – Fire
Ranged 10; +29 vs. Reflex; 3d8 + 9 fire damage, and the target takes ongoing 10 fire damage (save ends). Miss: Half damage.

Minions of Malbolge (standard; encounter) – Conjuration, Fire
Beleth conjures flames in the shape of diabolic imps that appear at his feet. He gains 130 temporary hit points. Any enemy that enters a square adjacent to Beleth takes 3d8 + 10 fire damage and is pushed 2 squares. This effect applies once per creature per round. It ends when Beleth has no temporary hit points remaining.

- Increase to level 30
- Change to Large size (including appropriate Reach)
- Add cosmic entity (devil) to the description
- Add Aura of Fear (Fear) aura 5; enemies in the aura take a -2 penalty to all attack rolls and damage rolls.
- Add Diabolic Presence (Charm) aura 10; enemies in the aura cannot attack Dispater unless they first make a successful DC 33 Charisma check or Dispater attacks that enemy first.
- Add Regeneration 10
- Replace Resist 30 fire with Resist 40 fire, 25 poison
- Change speed to Speed 8
- Recalulate Hit Points & Bloodied, Abilities, Skills, Defenses, and Attacks
- Add the following powers:

Infernal Summons (standard; encounter) - Summoning
Dispater summons a group of devil allies. Summoned devils roll initiative to determine when they act in the initiative order and gain a +4 bonus to attack rolls as long as Dispater is alive. They remain until they are killed, dismissed by Dispater (free action), or the encounter ends. PCs do not earn experience points for killing these summoned creatures. Dispater chooses to summon one of the following groups of devils:
- 2 brazen devils (level 28) and 5 legion devils (advanced; level 26), or
- 2 pit fiends (level 26) and 4 legion devils (advanced; level 26), or
- 1 pit fiend (level 26) and 1 brazen devil (level 28) and 4 legion devils (advanced; level 26)
Summoned pit fiends have only half their normal amount of hit points, and they cannot use their Infernal Summons power.

Iron Curtain (free, when Dispater takes damage or whenever an attack applies an effect to Dispater that a save can end; recharge 4 5 6)
The Iron Curtain absorbs half the damage dealt, but only up to one-quarter of Dispater’s maximum hit points. After that he cannot absorb any more damage until the end of the day. Dispater can adjust the Iron Curtain to ignore certain types of damage, however. In addition, Dispater makes a saving throw. If he succeeds, Dispater is unaffected by the effect.

- Change to Large size (including appropriate Reach)
- Add cosmic entity (demon, shapechanger) to the description
- Add Benighted Presence aura 5; light-producing effects within the aura whose level is lower than Graz’zt’s can create only dim light.
- Add Tyranny (Fear, Psychic) aura 15; enemies in the aura take a –2 penalty to all defenses. While Graz’zt is bloodied, enemies in the aura also take 10 psychic damage.
- Add Regeneration 10
- Change speed to Speed 8
- If necessary recalulate Abilities, Skills, and Defenses
- Change the power Sorrow Cyclone to recharge 3 4 5 6
- Add the following powers:

Chaotic Precision (minor, 1/round; recharge 4 5 6)
If Graz’zt hits with his next Wave of Sorrow attack, the attack is treated as a critical hit.

Reign of Terror (standard; encounter) – Reliable
Close blast 5; +34 vs. Will; 5d12 + 9 damage, and all of Graz’zt’s enemies he can see are marked (save ends; each enemy has to save separately). Miss: Graz’zt regains the use of this power.

- Change to Huge size (including appropriate Reach)
- Add cosmic entity (demon) to the description
- Decrease Aura of Death to aura 15
- Add Regeneration 15
- Replace Resist 10 variable (3/encounter) with Resist 15 variable (3/encounter)
- Change the power Touch of Death to encounter
- Add the following powers:

Black Fire (standard; recharge 4 5 6) – Fire, Necrotic
Ranged 15; +34 vs. Reflex; 3d8 + 10 fire and necrotic damage, and the target is dazed (save ends). Miss: Half damage, and the target is not dazed.

Divine Legacy (immediate reaction, when first bloodied; encounter)
Orcus recharges his Touch of Death power and makes a saving throw against each effect that a save can end.

Soul Displacement (standard; recharge 5 6) – Necrotic
Ranged 10; +34 vs. Will; 4d10 + 9 necrotic damage, and the target takes ongoing 10 necrotic damage (save ends). Until it successfully saves against the effect Orcus may target powers as if he was in the same square as the target. Miss: Half damage.

- Add cosmic entity (blind, demon, ooze) to the description
- Add Regeneration 10
- Replace Resist 10 variable (3/encounter) with Resist 15 variable (3/encounter)
- Change speed to Speed 4, climb 4 (spider climb), teleport 10
- Drop the Teleport power

- Add cosmic entity (demon) to the description
- Increase aura to aura 10
- Add Regeneration 10
- Replace Resist 10 variable (2/encounter) with Resist 20 variable (2/encounter)
- Change speed to Speed 10, teleport 8
- If necessary recalulate Abilities, Skills, and Defenses
- Drop the Teleport power
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Zuggtmoy Lore
A character knows the following information about Zuggtmoy with a successful Arcana check.
DC 15: Zuggtmoy, or Tsuggtmoy as her name is also spelled, is known as the Demon Queen of Fungi, and she also holds the titles of Queen of Rot and Lady of Fungi.
DC 20: Zuggtmoy rules Shedaklah, or the Slime Pits, which is populated with poisonous fungi and deadly rot. She is also said to have other realms scattered among a number of layers of the Abyss. In general, they appear as normal environments overrun by fungus and lit by a purplish light.
DC 25: Nonetheless, Zuggtmoy isn’t the unquestionable ruler of Shedaklah. Jubilex, who is by all accounts kin to her, took the opportunity and seized most of Shedaklah’s underground caverns and some remote corners for himself when Zuggtmoy was imprisoned on the Material World.
DC 30: The Demon Queen of Fungi’s ultimate goal has ever been establishing and maintaining viable cults in the Material World. The main problem, however, is that most mortal races simply don’t want to worship fungi. A notable exception are the various races that live in the Underdark, although the devoted followers of Zuggtmoy’s most hated enemy Lolth make it clear that Zuggtmoy won’t rise to prominence among the Underdark races.

Zuggtmoy’s Tactics
At the beginning of nearly every battle Zuggtmoy usually uses Toxic Flora to both damage and daze her enemies. Zuggtmoy almost always stays in the zone until the end of the encounter or until she is forced to flee (when she is about to lose the fight) and attacks as many targets as she can. If possible, she attempts to engulf two enemies with her Engulf power that deal most damage to Zuggtmoy and that aren’t able to attack her from within (usually fighters and wizards that don’t use or own one-handed weapons).
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General history and origin as in established FR (and where there is no FR lore yet, canon) lore (i.e. when, where, by whom the various races and places came into existence, etc.), with the following exceptions.

Creation of the World
  • The known cosmology (there is something even beyond this cosmos, for that matter) and the resulting two infinite fundamental planes (the Astral Sea and the Elemental Chaos, respectively) weren’t created by accident or even by the deities or primordials, but rather by unfathomable and unknowable entities only known as overpowers (or uberpowers).
  • The first and highest of these entities were responsible for maintaining the cosmic balance between space, time, and order. The next two ‘generations’ personified the most vital concepts of the cosmos, on the one hand creation, existence, fate, magic, oblivion, and time and various other larger facets of the cosmos on the other hand.
    After that came the uberpowers of the Astral Sea (LG, G, E) and the Elemental Chaos (G, E, CE), respectively, and it was they who created these infinite fundamental planes. And the last overpowers where the ones who were set in charge of the numerous crystal spheres and planets of the Material World (like Lord Ao).
    Most uberpowers have already departed from the known cosmos, leaving only a few overdeities on some remote planets behind.
    However, the reason why and who or what in turn created the overpowers is unclear, and it remains a mystery whether or not there exists indeed such a being (or thing) as the Creator.

  • Before the Spellplague the Abyss was an outer plane. Scholars suggest that it wasn’t created by Tharizdun (against popular belief, since not even in the Realms is the Elder Elemental Eye unheard of) but actually is the remnants of a deceased uberpower. How it came that this overpower deceased, or how an overpower can decease at all is unresolved. The Shard of Evil would then be, by this logic, the heart of this uberpower, and the source of the Abyss’ corruption. The first creatures spawned by the foul energies of the Abyss weren’t demons, but rather living extensions of the Abyss itself, the Nameless Ones. Thus the Demon Lords never were primordials but have always been demons.
  • Asmodeus has always been more than a ‘mere’ fiend, yet a powerful one, without doubts. In his very essence a spark of divinity always dwelt, and only through the consumption of Azuth this hidden divinity became active, and Asmodeus became a greater deity in turn.
    However, rumors hold that it wasn’t Asmodeus at all who hurled the Abyss into the Elemental Chaos in the aftermath of the Spellplague. Something that’s even greater than Asmodeus alone could achieve such a feat, and some experts on all matters diabolical claim that the entity responsible for the relocation of the Abyss is also the source for Asmodeus’ newly gained divinity, a still active but severely weakened overpower – one of the last that is still remaining in this, our part of the cosmos.
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Mentioned in Fiendish Codex I page 41.

Bjornganal, as every other goristro but even more so, is a living siege engine capable of destroying castles and fortresses, and laying waste to cities and sometimes even entire abyssal layers.

Bjornganal Lore
A character knows the following information about Bjornganal with a successful Arcana check.
DC 20: Bjornganal serves no one but himself. He wanders through the Abyss and destroys or eats anything he encounters. Due to this typically abyssal way of treating things he is hated but also feared by many demon lords, to several of whom he is more than a match.
DC 25: Bjornganal carries an entire village of fiendish araneas on his back that also benefit from his resistances, and that sometimes even join in Bjornganal’s frenzy.
DC 30: The only Demon Lord who considers Bjornganal useful is Baphomet, the Prince of Beasts, who in the past has tricked Bjornganal into destroying that or laying waste to this. Baphomet still does so, but with extraordinary care.

Bjornganal’s Tactics
Bjornganal favors melee combat and uses Goring Charge to get into battle. Enemies that aren’t within his reach will usually be attack with Rock Throwing, which also slows them so that Bjornganal can again use Goring Charge. Bjornganal never retreats from a battle, and the fiendish araneas that live on his back usually come into play when Bjornganal becomes bloodied.

Fiendish Aranea Lore
A character knows the following information with a successful Arcana check.
DC 20: A fiendish aranea is an intelligent, shapechanging spider with vile sorcerous powers. In its natural form, a fiendish aranea resembles a big spider, with a humpbacked body a little bigger than a human torso. It has fanged mandibles like a normal spider. Two small arms, each about 2 feet long, lie below the mandibles. Each arm has a hand with four many-jointed fingers and a double-jointed thumb.

[deck=Fiendish Aranea]
Fiendish Aranea Level 15 Artillery
Medium elemental magical beast (shapechanger, spider) XP 1,200
Initiative +10 Senses Perception +8; darkvision, tremorsense 5
HP 111; Bloodied 55
AC 27; Fortitude 26, Reflex 25, Will 26
Speed 6, climb 6 (spider climb)
Hybrid and Spider Form
A fiendish aranea uses the following powers in its hybrid and spider forms.

(M) Bite (standard; at-will) - Poison
+22 vs. AC; 1d10 + 6 damage, and the target takes ongoing 5 poison damage and is slowed (save ends both).

Fiendish Web (minor, 1/round; recharge 3 4 5 6)
Ranged 10; +20 vs. Reflex; the target is immobilized (save ends). Aftereffect: The target takes a -2 penalty to attack rolls until the end of the fiendish aranea’s next turn.

Poisonous Sting (standard, not usable in hybrid form; recharges when first bloodied) - Poison
Close blast 5; +18 vs. Fortitude; 3d6 + 6 damage, and the target takes ongoing 10 poison damage and is weakened (save ends both).

Humanoid Form
A fiendish aranea uses the following powers in its humanoid form.

(M) Demon’s Split (standard, also usable in hybrid form; at-will) – Necrotic, Weapon
+22 vs. AC; 2d8 + 3 necrotic damage, and the target is marked until another creature is hit with Demon’s Split (even that of another fiendish aranea).

Vile Sorceries (standard, also usable in hybrid form; recharge 4 5 6) - Necrotic
Ranged 10; +20 vs. Reflex; 2d8 + 6 damage, and the target loses one immunity or resistance until the end of the fiendish aranea’s next turn.

Change Shape (minor, usable in all forms; at-will) - Polymorph
A fiendish aranea can alter its physical form to appear as a Medium monstrous spider, a Medium spider-humanoid hybrid or a unique Small or Medium humanoid. It loses its Bite, Fiendish Web, and Poisonous Sting attacks in humanoid form, but can use weapons instead.
Alignment Chaotic Evil Languages Abyssal
Skills Arcana +14, Stealth +15
Str 17 (+10) Dex 16 (+10) Wis 13 (+8)
Con 15 (+9) Int 14 (+9) Cha 18 (+11)
Equipment Demon’s Split[/deck]

Fiendish Aranea Tactics
The fiendish araneas that live on Bjornganal’s back usually shapechange into their hybrid forms so that they can use most of their powers. Fiendish araneas that are encountered without Bjornganal will adopt a form that benefits them most, in order to lure their victims into believing they are secure only to make an insidious attack with either Fiendish Web or Vile Sorceries. Most fiendish araneas, however, are never encountered alone.

Encounter Groups
Fiendish araneas are usually encountered together with Bjornganal, although this not necessarily means that one has to fight Bjornganal when battling against the fiendish araneas. On the other hand, when fighting against Bjornganal the fiendish aranaes will inevitably participate in the battle.

Level 15 Encounter (XP 6,000)
1 abyssal eviscerator (level 14 brute; MM2 51)
3 fiendish araneas (level 15 artillery)
2 perditazu (level 12 lurker; DRA #369 31)
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The leShay, thought to be one of the legendary Creator Races (Iqua’Tel’Quessir in elven), are an immortal, enigmatic, and exceptionally powerful race of fey.

LeShay Lore
A character knows the following information with a successful Arcana check.
DC 20: There is only one empire of leShay left in the current multiverse. This empire is known as Sarifal, which had strong influences on Faerun before the Spellplague (Imaskar, the Moonshaes), and now resides in a remote corner of the Feywild.
DC 25: LeShay look like tall, thin, albino elves (but with ears the size of half-elven ears) and, while they have the glossy dead-white hair of true albinos, their eyes are pits of darkness. All are deeply concerned with etiquette, decorum, and receiving the respect they feel due; failure to meet their standards or politeness, or simply crossing one of their whims, can often be fatal.
DC 30: LeShay never die from age or disease; they perish only if killed. LeShay are the mere remnant of a once-great race whose origins are lost to history. They claim to predate the current universe and refer darkly to some catastrophe that not only wiped out most of their people but changed time so that their era never existed, even in the remotest past.
DC 35: Rumors hold that the deity of the leShay was killed by an unknown overdeity due to reasons unbeknownst. That same overdeity completely rewrote millions of years, thus destroying even the remotest hint of this ancient period and more than one civilization in his path. However, apparently, he saved a few exclusive members of the leShay race.

LeShay Tactics
LeShay rarely initiate combat, since they prefer to react rather than act. However, if forced into battle leShay always use Charming Gaze before making melee basic attacks and using Double Attack or Whirlwind Strike. No leShay hesitates to run away from a fight that is going against her, only to return to the fray when the odds are more favorable.

Encounter Groups
As few leShay still exist in the multiverse they rarely, if ever, band together with others of their kind. Rather they travel with other sorts of fey, most often eladrin and elves.

Level 23 Encounter (XP 26,800)
2 coure of mischief and strife (level 17 lurker; MM2 97)
3 ghaele of winter (level 21 artillery; MM 103)
1 leShay (level 25 elite skirmisher)

Level 26 Encounter (XP 46,400)
2 centaur campaigner (level 25 soldier; MM2 31)
1 eladrin swordmage (level 20 elite controller)
2 eldritch titan (level 21 elite skirmisher; MM2 120)
1 leShay (level 25 elite skirmisher)

[deck=LeShay Blade Level 25+]The fabled LeShay Blades can be manifested from the life essence of the owner, thus passing even through the hardest of armors.
Lvl 25 +5, Lvl 30 +6
Weapon: Heavy Blade
Enhancement: Attack rolls and damage rolls
Critical: +1d10 radiant damage per plus
Property: When not using the weapon the blade simply does not exist, but you can draw the blade from nowhere as a free action. Thus, you cannot be disarmed of or drop the blade even if you choose to do so.
Property: If you’re wielding two LeShay Blades both of your attacks deal extra damage equal to your Intelligence modifier.
Property: You may treat the blade as a light blade.
Property: When drawn, this weapon gives off bright light in a 5-square radius unless covered.
Power (At-will - Radiant): Free action. All damage dealt by this weapon is radiant damage. Another free action returns the damage to normal.
Power (At-will - Radiant): Free action. Use this power when making an attack that targets AC. The attack targets Reflex defense instead. All damage from the attack is radiant damage.[/deck]
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Thoughts about the Astral Sea.

[color=red]Astral Sea[/color]
The Astral Sea is a fundamental plane, infinite in extent, that serves as the home of the deities (known as astral dominions) and as the final destination for a mortal soul to journey after death.

While the astral dominions are generally separately located in the Astral Sea, some of them are somewhat gathered, forming groups, or clusters. These so-called clusters are mostly arranged according to alliances, formed eons ago between like-minded groups of deities. For that reason, one might get the impression the astral dominions are arranged according to general alignments.
Distances between astral dominions within one cluster are significantly smaller than distances between dominions that don’t share one cluster. In addition, more portals and other means of transportation exist within a given cluster.

“Good Cluster” a.k.a. “Dominions Above”
Arvandor (Corellon Larethian, Angharradh, Garl Glittergold; Angels, Eladrin, Elves, Gnomes)
Dwarfhome (Moradin, Berronar Truesilver; Angels, Dwarves)
Eternal Sun (Amaunator, Waukeen; Angels)
Gates of the Moon (Selune, Sune, Tymora; Angels)
Green Fields (Chauntea, Sheela Peryroyl; Angels, Halflings)
Seven Heavens of Celestia [As in core, seven finite mountains; exact high unknown; one cannot reach higher mountains separately – only by ascending from Lunia to the next mountain and so on] (Celestial Paragons; Torm, Jazirian, Bahamut, Ilmater; Aasimon [Solar, Planetar, Asura, Agathion, Light Aasimon], Angels, Couatls, Dragons)
-> Lunia (Zadkiel; Al Dimeneira, Zephon; Ilmater)
-> Mercuria (Sealtiel; Vestenor; Bahamut)
-> Venya (Raziel; Erathaol, Zora Sebirati)
-> Solania (Haniel; Metatron; Jazirian)
-> Mertion (Gazardiel; Torm)
-> Jovar (Cassiel; Tarahiel, Xerona)
-> Chronias (Akatriel; Penemue)

“Evil Cluster” a.k.a. “Dominions Below”
Banehold (Bane, Loviatar, Tiamat; Angels, Dragons)
Corpsehaven [Demiplane] (Inthracis, Charon; Daemons [Ultrodaemon, Nycadaemon, Cacodaemon, Yagnodaemon, Charonadaemon, Piscodaemon, Skerodaemon])
Dismal Caverns, The (Ghaunadaur; Angels)
Nine Hells of Baator [As in previous editions, nine finite layers, like a pit; not a planet; layers are connected through a high mountain on each layer that serves as an entrance between the layers; one cannot reach deeper layers separately – only by descending from Avernus to the next layer and so on] (Asmodeus, Archdevils; Set; Devils [Malefircarim], Lizardfolk, Yuan-ti)
-> Avernus (Bael; Geryon, Malkizid, Nergal)
-> Dis (Dispater; Arioch, Merorem)
-> Minauros (Mammon; Lilith)
-> Phlegethos (Belial; Fierana)
-> Stygia (Livyatan; Agares; Set)
-> Malbolge (Glasya; Beleth)
-> Maladomini (Beelzebub; Moloch, Zargon)
-> Cania (Mephistopheles; Hutijin)
-> Nessus (Asmodeus; Adramalech, Alastor)
Nishrek (Gruumsh, Luthic; Angels, Ogres, Orcs)
Supreme Throne, The (Cyric [imprisoned]; Angels)
Towers of Night, The (Shar, Talona, Zehir; Angels, Sorrowsworn)

“Unaligned Cluster” a.k.a. “Dominions of Conflict”
In truth this cluster isn’t really a cluster of dominions; it is just a term to describe all astral dominions that are not part of the two other clusters. Thus, these dominions here are neither arranged in a cluster nor even located near each other.
City of Union [Demiplane]
Cynosure [Demiplane]
Deep Wilds, The (Silvanus, Auril, Mielikki, Umberlee; Angels, Dryads, Treants)
Fugue Plane, The (Kelemvor; Angels)
House of Knowledge (Oghma, Gond; Angels, Gnomes)
Sigil, City of Doors [Demiplane] (The Lady of Pain)
Tu’narath, City of the Githyanki [Demiplane] (Vlaakith; Githyanki)
Warrior’s Rest (Tempus, Beshaba; Angels)

-> (Lords of the Nine [Asmodeus, Tyrant of Perdition; Mephistopheles, Lord of the Eighth; Beelzebub, Lord of the Seventh; Glasya, Lady of the Sixth; Livyatan, Lord of the Fifth; Belial, Lord of the Fourth; Mammon, Lord of the Third; Dispater, Lord of the Second; Bael, Lord of the First])
-> (Dukes of Hell [Adramalech, Chancellor of Hell; Agares, Duke of Opportunity; Alastor, the Executioner; Arioch, the Iron Avenger; Beleth, the Witch’s Viscount; Fierana, Duchess of Passion; Geryon, the Infernal Beast; Hutijin, Duke of the Infernal Legions; Lilith, the Witch Duchess; Merorem, the Darkwind; Moloch, the Twice Fallen; Nergal, the Outcast; Zargon, the Returner])
Celestial Paragons
-> (Seven Virtues [Akatriel, Lord of Hosts; Cassiel, Virtue of Temperance; Gazardiel, Virtue of Awakening; Haniel, Virtue of Grace; Raziel, Virtue of Mystery; Sealtiel, Virtue of Blessing; Zadkiel, Virtue of Prayer])
-> (High Aasimon [Al Dimeneira; Erathaol, the Heavenly Seer; Metatron, Chancellor of Heaven; Penemue, the Keeper of the Suns; Tarahiel, Archimandrite of Tempered Souls; Vestenor, Chief Counselor of the Heavenly Order; Xerona, Warden of the Bridge of al-Sihal; Zephon, Champion of Heaven; Zora Sebirati, the Arch-Penitar of the Parliament of the Celestial Concordance])

Charon, the Boatman of the River Styx
  • Charon offers passage across the River Styx by his unique astral skiff.
  • The River Styx connects certain astral dominions to each other via portals. Thus it is a fast and relatively safe method to travel those inhospitable and dangerous dominions. Such astral dominions include Banehold, Corpsehaven, the Fugue Plane, the Nine Hells, Nishrek, and the Towers of Venom.
  • For the transport Charon charges either a magic item, a silk bag of 100 pp or two gems of 500+ gp value. Charon never carries this treasure but distributes it among his servants, the charonadaemons.
  • In former days Charon traveled regularly to the Abyss. He still transports passengers to the Abyss, if necessary, though the price doubles, or even triples if the layer is particularly hazardous.
  • Unlike other daemons, Charon is not necessarily evil, though he only cares for himself and his possessions (his skiff and his servants). However, Charon answers to no one but Inthracis, the Oinodaemon.

Faerunian Deities
-> (Ao; Chauntea, Selune, Shar, Corellon Larethian, Moradin, Gruumsh, Bane, Torm, Silvanus, Amaunator, Sune, Tempus, Oghma, Kelemvor, Set, Lolth, Ghaunadaur, Cyric; Bahamut, Tiamat, Angharradh, Auril, Berronar Truesilver, Beshaba, Garl Glittergold, Gond, Ilmater, Loviatar, Luthic, Mielikki, Sheela Peryroyl, Talona, Tymora, Umberlee, Waukeen, Zehir; Jazirian, Shekinester)

Inthracis, the Oinodaemon
  • A.k.a. The Archgeneral of Corpsehaven
  • Inthracis rules Corpsehaven that serves as the home astral dominion of the daemons.
  • Inthracis has only recently achieved the right to call himself the Oinodaemon. Although he has always been a powerful necromancer and an influential ultroloth commander, only the unexpected cosmic event known as the Spellplague gave him the opportunity to usurp the position and power of Kexxon, the former Archgeneral.
  • The Oinodaemon is a cautious, cunning, and tremendously intelligent being of pure evil that studies an opportunity for some time before finally making his move. It is for that reason that Inthracis is not only one of the few Nether Fiends (a.k.a. Daemon Masters) who survived the Spellplague but also the one who actually benefited greatly from that cosmic disaster.
  • The only known Nether Fiend who survived to this day and serves under Inthracis’ reign is Charon. In addition, his former loyal servant, the raavasta Nisviim still serves as the seneschal of Corpsehaven.
  • Inthracis always carries Arcane Razor, a powerful daemon artifact that allows him to dispel magic. It’s primary function, however, is to dominate and tyrannize his servants.

The Lady of Pain
  • A.k.a. Her Dread Majesty, Her Serenity, the Bladed Queen
  • The Lady of Pain is the protector of Sigil, and although she doesn’t rule the City of Doors, she keeps it secure.
  • The Lady’s origin, history, and true nature are a mystery, although she has existed as long as Sigil has. Due to her ability to keep out even deities of her city she is considered something beyond deities – perhaps something that’s in between the deities and some uberpowers.
  • The Lady does not accept worshippers, and beings who try to worship her risk banishment into an extradimensional maze from where there’s no escape.

Other Individuals (Dendar, the Night Serpent; Kezef, the Chaos Hound; Ragnorra, True Mother; Vlaakith, the Lich Queen)
Various Races (Aasimon, Abominations, Angels, Daemons, Devils, Githyanki, Maruts)
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Thoughts about the Elemental Chaos.

[color=red]Elemental Chaos[/color]
The Elemental Chaos is a fundamental plane, infinite in extent, which is the raw material of creation from which the universe arose.

Unlike the Astral Sea, the Elemental Chaos does not support such definite structures as clusters are. Instead, the various elemental dominions are as unorganized located as one would expect it from the place where the raw elements clash together, creating entropic energies that threaten to destroy reality itself, but turn out to be the pillars upon which creation was built.
In fact, one elemental dominion, the Abyss, might be as vast, or even greater, than a cluster of dominions in the Astral Sea.

Abyss, The (Tharizdun; Demon Lords, Nameless Ones; Demons)
City of Brass, The (Bashamgurda; Archons, Azers, Demons, Efreets, Elementals, Fire Giants, Fire Titans, Genasi, Salamanders)
Crimson Pillar, The (Kossuth; Archons, Efreets, Elementals, Genasi)
Demonweb Pits, The (Lolth; Demons, Drow)
Fimbulwinter (Thrym; Frost Giants, Frost Titans)
Great Funnel, The (Akadi; Archons, Elementals, Genasi)
Great Mountain, The (Grumbar; Archons, Elementals, Genasi)
Hidden Realm, The (Annam; Giants, Titans)
Muspelheim (Surtr; Fire Giants, Fire Titans)
Sea of Timelessness, The (Istishia; Archons, Elementals, Genasi)
Shra’kt’lor (Zaerith Menyar-Ag-Gith; Githzerai)
Spawning Stone, The (Slaad Lords; Slaadi)
Steading (Grolantor; Earth Giants, Earth Titans, Hill Giants, Hill Titans)
Thraotor (Memnor; Storm Giants, Storm Titans)
Tower of Burnt Ash, The (Eblis; Devils)

Demon Lords
-> Monarchs of Demonium:
-> Abaddon
  • A.k.a. Apollyon, The Destroyer, Lord of the Bottomless Pit
  • Abaddon rules an unexplored abyssal layer only known as the Bottomless Pit.
  • The being nowadays known as Abaddon was once the mighty aasimon Apollyon who was instructed with the guardianship of the Abyss. Unfortunately for the Celestial Paragons and the Material World alike, eventually, he fell, thus becoming the first of the Fallen, in personal power even surpassing other prominent fallen aasimon like Belial, Eblis or Triel (Beelzebub).
  • Recently, he gained a place as one of the Monarchs of Demonium, instead of Lolth.
  • Abaddon is destruction personified, whose only true goal is to tear the Material World and, eventually, the entire cosmos apart.
  • Due to the chaotic and entropic energies that dominate the Abyss and, of course, the Elemental Chaos, Abaddon is associated with the aspect of destruction.

-> Demogorgon
  • A.k.a. Ahmon-Ibor, Lord of All That Swims in Darkness, Prince of Demons, The Sibilant Beast
  • Demogorgon rules the 88th layer of the Abyss, known as the Gaping Maw.
  • He is said to be the first of the tanar’ri, and the third one to earn the right to call himself Prince of Demons (after Obox-Ob and Miska, the Wolf-Spider).
  • Demogorgon belongs to the Monarchs of Demonium, and he is considered to be the most powerful creature in the Abyss.
  • His mortal enemies are Graz’zt and Orcus, with whom he wages an endless war. His younger brother is Mandrillagon. Some sources describe Demogorgon as “the Child”, and hold that Demogorgon often assumes the form of a young human girl.
  • Demogorgon is the patron of ixitxachitl and ixzan, and he claims to be the creator of both the death knights and the retrievers.
  • Due to the chaotic and entropic energies that dominate the Abyss and, of course, the Elemental Chaos, Demogorgon is associated with the aspect of magic.

-> Graz’zt
  • A.k.a. The Dark Prince, Lord of the Triple Realm, Prince of Shadow
  • Graz’zt rules Azzagrat, the Triple Realm, which covers the 45th, 46th, and 47th layers of the Abyss.
  • Graz’zt is one of the six Monarchs of Demonium, and the most human-like of all Demon Lords (though only in appearance).
  • The mysterious entity only known as Pale Night is his mother and various Demon Lords (Lupercio and Rhyxali among others) are his siblings. No one knows who their father is though rumors hold that the Lord of Hell, Asmodeus might be.
  • Graz’zt wages an endless war against Demogorgon and Orcus, and among his countless enemies are such powerful beings as the deities Lolth and Waukeen, and the Demon Lady of Fungi, Zuggtmoy.
  • In combat Graz’zt wields the acid dripping wavy bladed bastard sword known as Doomscreamer, though he prefers subtlety and charm over brutish violence.
  • His preferred servants are female fiends and monsters of all sorts, with lamias being one of his foremost worshippers and supporters.
  • Due to the chaotic and entropic energies that dominate the Abyss and, of course, the Elemental Chaos, Graz’zt is associated with the aspect of darkness.

-> Kardum
  • A.k.a. Lord of the Abyssal Flames, The King of the Fire Demons
  • Kardum’s layer is unknown, though as the undisputed ruler of all balors he may has some influence in the entire Abyss. Rumors hold that his layer might be the 21st layer of the Abyss, known as the Sixth Pyre.
  • He is one of the six Monarchs of Demonium, and the only ascended demon (balor).
  • Kardum wields the terrible Firefan, a vile abyssal artifact.
  • Due to the chaotic and entropic energies that dominate the Abyss and, of course, the Elemental Chaos, Kardum is associated with the aspect of fire.

-> Orcus
  • A.k.a. The Blood Lord, Prince of the Undead, Tenebrous
  • Orcus rules the 113th layer of the Abyss, known as Thanatos or the Belly of Death.
  • He is one of the six Monarchs of Demonium, and hungers for the title Prince of Demons, currently held by Demogorgon. Thus Orcus endlessly wars with both Demogorgon and Graz’zt.
  • Orcus is served by many undead creatures, and no other Demon Lord (save Lolth) commands as many mortal servants as Orcus does.
  • Orcus is also one of the few Demon Lords who achieved divinity at a time.
  • His greatest possession is the Wand of Orcus, a powerful artifact that can kill with but a touch.
  • Due to the chaotic and entropic energies that dominate the Abyss and, of course, the Elemental Chaos, Orcus is associated with the aspect of death.

-> Zuggtmoy
  • A.k.a. Demon Queen of Fungi, Lady of Fungi, Mother of Blights, Mistress of Shedaklah, Queen of Rot
  • Zuggtmoy rules the 222nd layer of the Abyss, known as Shedaklah or the Slime Pits.
  • She is one of the six Monarchs of Demonium, though her power was diminished somewhat in the last time, due to her imprisonment in the Material World (from which she already escaped).
  • The Demon Lord Jubilex is supposedly kin to Zuggtmoy, and the two share a layer together (whether willingly or not).
  • Her mortal enemies are Graz’zt and Lolth; the latter contests her dominion over the Underdark on various planets in the Material World.
  • Due to the chaotic and entropic energies that dominate the Abyss and, of course, the Elemental Chaos, Zuggtmoy is associated with the aspect of decay.

-> Demon Princes (Obox-Ob, Prince of Vermin; Rahab, Prince of the Lightless Depths; Sertrous, Prince of Heretics; Pazuzu, Prince of the Lower Aerial Kingdoms; Pale Night, the Mother of Demons; Fraz-Urb’luu, Demon Prince of Deception; Astaroth, the Diabolus; Rhyxali, Demon Princess of Shadow)
-> Demon Lords (Zortolagon, the Great Lord; Mandrillagon, Kin to the Demonprince; Turaglas, the Ebon Maw; Nocticula, the Undeniable; Shaktari, Queen of Poison; Baphomet, Demon Prince of Beasts; Eltab, Lord of the Hidden Layer; Sess’innek, the Lizard Emperor; Yeenoghu, Demon Prince of Gnolls; Jubilex, the Faceless Lord; Kostchtchie, Prince of Wrath; Lupercio, the Baron of Sloth; Cormanda, the Plaguechanged Lord; Sifkhu, the Loumara Lord)

Eblis, Nemesis of the Heavens
  • A.k.a. Archdevil of Fire, Duke of Pride, Iblis
  • Eblis resides in the Tower of Burnt Ash, located somewhere in the Elemental Chaos where he schemes to destroy both the Material World and Celestia.
  • Eblis was once one of the High Aasimon, even their greatest champion, a paragon dedicated to goodness and law. He served the Seven Virtues and the deities of righteousness alike, though he refused to serve mortals. Thus he was cast out of Celestia. At first into Hell, but even there, where tyranny and oppression rule, his pride wasn’t tolerated and he was banished even further, into the Elemental Chaos.
  • Although he counts almost all beings as his enemies, the Celestial Paragons of Celestia and the lawful good-aligned deities in the Astral Sea he despises most. Thus he works relatively close with some of Hell’s denizens to undermine Celestia’s and the deities’ actions. In addition, Eblis holds a special hatred for the mortal pawns of the deities and for Abaddon, the only Fallen who even surpasses mighty Eblis in power.
  • The only beings he tolerates except other fallen aasimon like Beelzebub or Belial are some fire-related primordials. Most notably among them is Kossuth.

Lolth, the Spider Queen
  • A.k.a. Dark Mother of All Drow, Demon Queen of Spiders, The Hunted, Lady of Spiders, Lloth, Queen of the Demonweb Pits, Spider B*i*t*c*h, Weaver of Destiny, Zinzerena
  • Lolth rules the Demonweb Pits, the former 66th layer of the Abyss, which is now a separate elemental dominion in the Elemental Chaos.
  • Unlike other Demon Lords, Lolth was at a time a lesser elven deity and a member of the Seldarine. When she attempted to take control of them, her consort Corellon Larethian himself cast her into the Abyss where she was transformed into a spider demon.
  • Lolth once belonged to the Monarchs of Demonium, the rulers of all demonkind. With her separation from the other Demon Lords and the entire Abyss, however, her place was taken by Abaddon.
  • She is the deity of drow and spiders, and the yochlols are her creations.

Faerunian Primordials
-> (Akadi, Grumbar, Istishia, Kossuth; Achazar, Annam, Bazim-Gorag, Karshimis, Rorn, Telos, Ubtao; Seven Lost Gods [Borem, Camnod, Haask, Maram, Tyranthraxus]; Cryonax, Imix, Mual-Tar, Ogremoch, Olhydra, Sunnis, Ty-h’kadi, Yan-C-Bin, Zaaman Ruul)
Slaad Lords
-> (Ssendam, Slaad Lord of Madness; Ygorl, Slaad Lord of Entropy; Xaos, Guardian of the Spawning Stone; Renbuu, Slaad Lord of Colors; Chourst, Slaad Lord of Randomness)

Other Individuals (Bashamgurda, the Lord of the Efreets; Ityak-Ortheel, the Elf Eater; The Nameless Ones; Tharizdun, the Chained God; Zaerith Menyar-Ag-Gith, the Great Githzerai)
Various Races (Archons, Demons, Efreets, Elementals, Genasi, Giants, Githzerai, Raavastas, Salamanders, Slaadi, Titans)
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Mentioned in FRCG page 213.

Cormanda Lore
A character knows the following information about Cormanda with a successful Arcana check.
DC 15: Cormanda, nowadays referred to as the Plaguechanged Lord, is an ascended balor who wanted to take advantage of the Spellplague, but underestimated its cosmos-shattering might.
DC 20: Since his ascension Cormanda didn’t control a layer in the Abyss, thus the Material World got his whole attention instead. When the cosmic event known as the Spellplague occurred he became aware of a troubled planet known as Abeir-Toril where chaos and havoc reigned at that time.
DC 25: Cormanda intended to seize the opportunity to carve out a realm or even a continent of this planet for his own. However, he was trapped in a volcano. His lower body was fused to the stone of an empty lava tube when a pocked of raw energy flared up and snared it.
DC 30: A creature of fire and evil, now plaguechanged and with the power of lava at his command, Cormanda is yet unable to win free of his prison, and he would promise almost anything for its freedom.

Cormanda’s Tactics
Since Cormanda can’t move from his space he constantly tries to lure his enemies within reach of his melee basic attacks, frequently by using Scorching Retort. When bloodied, he uses Plaguechanged Flames against a spellcaster or any other enemy with a weak Fortitude defense. When the battle is lost, Cormanda tries to keep his enemy particularly close so that they might be destroyed when Cormanda and the volcano explode.
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-Ilsensine wouldn't come from Far Realms. Ilsensine is a Mind Flayer, which have their origins (as we know it) outside the Far Realm. Ilsensine's Divine Realm is/was in the Outlands.
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-Ilsensine wouldn't come from Far Realms. Ilsensine is a Mind Flayer, which have their origins (as we know it) outside the Far Realm. Ilsensine's Divine Realm is/was in the Outlands.

In previous editions Illithids are from the future, yes, though several sources suggest that they might be from the Far Realm (I think it even was Lords of Madness). I personally prefer that they come from a distant future, along with Ilsensine, or due to.

However, in 4e the Illithids originate from the Far Realm, so I assume their deity does so, too.
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However, in 4e the Illithids originate from the Far Realm, so I assume their deity does so, too.

-Regardless of their origins, it is already stated that Ilsensine lives in the Outlands, which is what I was getting at. Illithid, their origins (in general, not in the setting) have always been very wishy-washy. You'd be moving It.
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-Regardless of their origins, it is already stated that Ilsensine lives in the Outlands, which is what I was getting at. Illithid, their origins (in general, not in the setting) have always been very wishy-washy. You'd be moving It.

He, uhm, it lived in the Outlands, though, unfortunately, there are no Outlands in 4e anymore. Of course, I could establish the astral dominion Outlands, but for what reason. The Far Realm will suit him just fine in 4e.
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Added several paragraphs to the Astral Sea and the Elemental Chaos.
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Thoughts about the Feywild and the Shadowfell.

The Feywild (sometimes called Faerie) is a parallel plane with dimensions and topography similar to the Material World. It is a verdant, wild twin of the Material World, where arcane power thrums through every tree and rock and all existence is highly magical.

Court of Stars (Morwel, Faerinaal, Gwynharwyf; Eladrin)
Evermeet (Amlaruil Moonflower; Eladrin, Elves)
Mag Tureah (Bres; Fomorians)
Sarifal (Ordalf, Araithe; LeShay)
Sildeyuir (Eladrin, Star Elves, Elves)

Court of Stars
-> (Queen Morwel, Faerinaal, Gwynharwyf)
Other Individuals (Amlaruil Moonflower, the Sad Queen; Prince Araithe, Queen Ordalf; King Bres)
Various Races (Eladrin, Elves, Firbolg, Fomorians, Gnomes, Goblins, LeShay)

The Shadowfell (sometimes called Plane of Shadow) is a parallel plane with dimensions and topography similar to the Material World. It is a dark echo of the Material World, a twilight realm that exists on the other side of the world and its earthly denizens.

Shadow Keep

Various Races (Dark Ones, Death Giants, Death Titans, Nightwalkers, Shadar-Kai, Sorrowsworn, Undead)
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Thoughts about the Far Realm.

[color=red]The Far Realm[/color]
There exist several possibilities for the true nature of the Far Realm:
  • Another Material World within the known multiverse.
  • Another multiverse/universe outside of the known multiverse.
  • The space/void that surrounds the known multiverse.

Elder Evils
-> Elder Evils is a term to describe alien beings from the Far Realm (but not exclusively) that are on par in regard to power with the deities and primordials of the Cosmic/World Axis.

Note: The following five Elder Evils are quoted from this thread by “the Slayer of Heroes”.

“…they also know that the Elder Evils existed before the deities of the current world, and they know that the Elder Evils will remain after the world has come to an end. They are beyond eternity.”

-> Bolothamogg (Him Who Watches From Beyond The Stars)
“More of a primal force than a physical entity, Bolothamogg is said to be the darkness between the stars, the guardian force or entity that exists to ensure that nothing in the multiverse can escape to taint the true reality of the outer dimensions.”

-> Holashner (The Hunger Below)
“Holashner is one of the few Elder Evils to exist fully in the physical world. Appearing as part squid and part centipede, this massive creature burrows through the deepest reaches of the world, driven only by its unending hunger. It eats stone, magma, creatures, and anything else in its path.”

-> Piscaethces (The Blood Queen)
“Piscaethces, the source of the aboleth race, is depicted as a vast aboleth with no tentacles and with mucus the color of blood. The aboleths believe that the Blood Queen travels the currents of probability between infinite realities, spreading her seed almost as an afterthought as she moves from one world to another.”

-> Shothotugg (Eater of Worlds)
“Shothotugg is one of the few Elder Evils to exist entirely within the realm of the Material World. Shothotugg dwells in a distant corner of the multiverse, physically far removed from the world itself. An undulant mass of seething fluid the size of a mountain, Shothotugg travels through the gulfs of space from world to world, poisoning and parasitizing any world on which it alights.”

-> Y’chak (The Violet Flame)
“Y’chak is unique among the Elder Evils in a terrible way—it is actively interested in the development of life or, to be more precise, in the development of the destruction of life. Its true form is said to be a brilliant pillar of violet flames that conceal an inner form so horrifying that to see it clearly is to invite utter destruction upon the body and soul.”

Other Entities (Father Llymic, Ilsensine, Mak Thuum Ngatha, Pandorym)
Various Races (Nilshai, Tsochars, Uvuudaums)
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The descriptions of the six Monarchs of Demonium are complete now.
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Added small bits of lore to Rhyxali, Fraz, and Cormanda.
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Lolth Lore
A character knows the following information about Lolth with a successful Arcana or Religion check.
DC 15: Lolth, the Spider Queen has countless names on many worlds. Some of the most frequent include the Demon Queen of Spiders, the Lady of Spiders, and the Queen of the Demonweb Pits.
DC 20: The Spider Queen is the primary deity of the drow and the master of a race of demons that are her own creation, the yochlols, or handmaidens of Lolth.
DC 25: Until recently Lolth ruled the 66th layer of the Abyss, the Demonweb Pits. A few years before the cosmic event known as the Spellplague occurred, however, she managed to tear the Demonweb Pits out of the Abyss and established it as her own plane. Now it is a dangerous dominion located near the Abyss in the Elemental Chaos, where drow, demons, and even more wicked creatures dwell.
DC 30: Although Lolth appears as a vile creature corrupted by foul magic and full of hate, she hasn’t always been tainted by evil. Once, she had been a lesser elven deity called Araushnee, the Weaver of Destiny who had been Corellon Larethian’s consort and a beloved champion of both the eladrin and the elven race.

Lolth’s Tactics
Lolth is a master tactician that can adapt to nearly every form of battle. She excels equally well in melee combat with Spider Whip and Bite, in ranged combat with Venom Bolt, and in deceiving enemies with Change Shape; all of those powers she won’t hesitate to use as often as possible. Especially Change Shape Lolth will usually use ahead of the encounter to pass herself off as an ally to the PCs and to stab them in the back, eventually. Lolth uses Spider Queen’s Web when she encounters her enemies gathered in a group to deal a huge amount of damage and to immobilize them as well. In addition, Lolth isn’t afraid to sacrifice her allies by using Sacrifice of the Weak and to reduce the damage she took by using Vile Link. When bloodied, Lolth always dicorporates due to Discorporation.
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Great, thanks!
No prob. Added some lore to Dendar and Kossuth.
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Added lore to Gwyn, Lolth, Pazuzu, and Zuggtmoy.
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Inspired by an early write-up of Dicefreaks.

Astaroth Lore
A character knows the following information about Astaroth with a successful Arcana or Religion check.
DC 15: Astaroth the Diabolus holds the title of Demon Lord of Prophecy and Lord of Lost Lore, for he is widely known to make predictions based upon the past.
DC 20: The Diabolus rules a secret and well-hidden abyssal layer that only the truly knowledgeable are able to find. It is said that the featureless layer contains only a single site, the Terminal Archive, one of the most extensive libraries in the Elemental Chaos.
DC 25: The library is termed neutral ground for hostilities, even those between elementals and immortals, between demons and devils, and even between primordials and deities. All are welcome within the Terminal Archive, as long as they bring knowledge to be added to the collection.
DC 30: Astaroth was once a Duke of Hell in the service of Mephistopheles, and some claim later (actually even before) the Lord of the First. One of the Cold Lord’s mightiest servants, the Diabolus served his master with loyalty, all the while plotting to depose him and usurp his throne. He was placed in charge of organizing Mephistopheles’ library, Librus Diabolica, where he, eventually, gained access to the secret of the coming apocalypse. This was too much for his mind, so he left for the Abyss to await the impending doom.

Astaroth’s Tactics
Astaroth frequently takes advantage of Forbidden Prophecy and Temporal Opportunity to reroll failed checks and to save against various hostile effects. Astaroth usually keeps distance between him and his enemies and most often attacks them with Temporal Ray and Imminent Doom, while using Serpent’s Kiss only when threatened in melee combat and unable to flee. As soon as one of his enemies becomes bloodied, Astaroth uses Curse of the Fallen which, in combination with his aura, proves to be a terrible weapon.
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Art by Andrew Hou

Charon Lore
A character knows the following information about Charon with a successful Arcana check.
DC 15: Charon, or Cerlic as he is known in some remote corners of the multiverse, is the legendary Boatman of the River Styx, and some claim, its master.
DC 20: As his title would suggest, Charon transports passengers across the waters of the River Styx, for a proper price, of course. Styx connects to a couple of astral dominions including Banehold, Corpsehaven, the Fugue Plane, the Nine Hells, Nishrek, and the Towers of Venom. To summon Charon and his skiff to the shores of the river one simply has to call his name. People from the Material World are recommended to be careful with calling his name; to summon Charon to the shore without the intention to travel or to pay can be fatal, and usually it is.
DC 25: If the passengers agree to pay his price, Charon almost always holds his promise of a relatively safe travel, since in some astral dominions one is never entirely safe. While under attack, Charon’s aura will benefit to the travelers but only if they actively defend the boat.
DC 30: Charon is one of the two last remaining Nether Fiends of old. Of course, one might never know if there’s not a few of them still hiding somewhere in the Astral Sea, but besides the Boatman, the Oinodaemon Inthracis, the daemons undisputable ruler also survived the cosmic catastrophe.

Charon’s Tactics
Charon rarely leaves his vessel and if his enemies are not on his boat he usually flees by using Travel across Styx. If his enemies manage to come atop his boat Charon often uses Entangling Ray and Boatman’s Gaze to restrict them in their actions and to push them into the river. In addition, Charon uses Control Styx as soon as possible to further weaken and slow his enemies. Charon’s favored weapon, however, is his disease, Soul Rot, which he usually uses against fast strikers (preferably rogues).

[deck=Soul Rot Level 28 Disease]Soul rot eats at the victim’s mind and soul until she dies a horrible, agonizing death full of pain and misery.
Attack: +32 vs. Will
Endurance improve DC 35, maintain DC 30, worsen DC 29 or lower
- The target is cured.
- The initial effect’s ongoing necrotic damage decreases to 5.
- Initial Effect The target takes ongoing 10 necrotic damage until cured.
- When the target becomes bloodied is also weakened (no save, until cured). If this damage reduces the target to 0 hit points, its body and soul decompose, dying dreadfully, and never finding salvation.
- Final State The target falls in a condition of intensified pain, taking ongoing 15 necrotic damage (treat as being unconscious). If this damage reduces the target to 0 hit points, its body and soul decompose, dying dreadfully, and never finding salvation.[/deck]

[deck=Charon’s Boat]
Charon’s Boat
Gargantuan vehicle
HP 400 Space 4 squares by 6 squares
AC 6; Fortitude 25, Reflex 4
Resist 10 to all damage
Speed swim 8
The pilot (usually a charonadaemon captain) must stand at a control wheel, typically at the rear of the boat. If Charon acts as the pilot he only must be on board to control the boat.
In addition to the pilot, the boat requires a crew of four, all of whom use a minor action each round to control the boat. Reduce the boat’s speed by 1 square for each missing crew member.
Twenty Medium creatures; ten tons of cargo.
Out of Control
The boat can never be out-of-control, except when Charon dies. Then, the boat is destroyed within 1d10 rounds.
Styx Attunement
The boat functions only on the River Styx.
Bonekeel (Navigation Focus)
This boat is built on a bonekeel, which is the navigation focus for Charon’s Travel across Styx power. When traveling to other astral dominion (or the Abyss) by using that power, the boat must move from Styx to Styx.[/deck]
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Solar Lore
A character knows the following information with a successful Religion check.
DC 30: Solars are, without question, the most powerful good-aligned beings next to the deities and the Celestial Paragons themselves. These celestials are the very epitome of goodness, purity, devotion, and honor. Little can stand their way, and no evil being fails to shudder in their presence.

Solar Tactics
As the most exalted of all the aasimon, solars prefer negotiating over battling. Thus it’s not usual for a solar to participate in combat. If the need arises for a solar to fight, however, she is more than a formidable opponent for most creatures. Solars usually initiate combat by using a basic attack or Double Attack. Twice per encounter solars will use Heavenly Flames to both deal damage to their enemies and to regain hit points. As it is most effective in the middle of a battle, Consecrated Ground is usually used only when the solar or its allies are bloodied.
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Planetar Lore
A character knows the following information with a successful Religion check.
DC 25: Planetars serve their deities directly, rarely leaving their astral dominions except to carry out critical tasks or bring aid to powerful mortal servants of good. Theses awe-inspiring beings are defenders of truth, avengers of fallen heroes, and messengers of the deities. Their missions are among the most perilous celestials can perform – defeating a devil who has enslaved a portion of the Mortal World and captured the high priest of a good deity or slaying a demon on his home layer in the Abyss. When not serving as generals in the celestial armies, planetars typically act alone, and they are more likely than any other aasimon to inspire goodness in others through their actions rather than their words.

Planetar Tactics
Planetars are wise and powerful beings that are the commanders of the celestial armies. They always use Holy Ray before charging into melee combat and attacking with a melee basic attack or with Double Attack. After their first few attack planetars will usually use Divine Power to further strengthen them and their allies. Against especially dangerous enemies planetars won’t hesitate to use Glorious Strike.
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I'm well aware that the asuras where once a seperate race, but now they rather act as a replacement for the devas.

Asura Lore
A character knows the following information with a successful Religion check.
DC 20: Asuras are noble avengers and righteous warriors. They travel throughout the good-aligned astral dominions, serving the deities as messengers and heralds. Asuras are voices of knowledge, bringing wisdom to mortal priests and seers. They also carry messages of revenge, punishment, and death to those who have angered the deities.

Asura Tactics
Asuras serve as either troop leaders in the celestial armies or as personal servants of the deities of righteousness or the Celestial Paragons. In combat, they both move and attack as often as possible, usually by using Mobile Melee Attack and Exalted Tactics. In ranged combat asuras will often use Shifting Beam to also move and to make an extra attack.
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Infernal Lore
A character knows the following information with a successful Arcana or Religion check.
DC 20: Infernals are born of the ill-starred meeting of deity and fiend, or in rare cases, of primordial and demon.
DC 25: Even the deities are seduced, and from the union of heaven and hell are born fiendish abominations called infernals. Those born of a deity and a devil are evil, and infernals born of a deity (or primordial) and a demon are chaotic evil.
DC 30: All infernals are horrors of fiendish form, pitch-black scaled humanoids standing 15 feet or more tall. Vast dragonlike wings enfold each infernal, but are unable to hide the tearing claws, the hellish maw, or the eyes from which gleam the promise of eternal damnation.
DC 35: Unlike many other abominations, infernals have more freedom to roam areas of their hells of origin, though they are proscribed by divine decrees from moving farther afield. This suits the various regents of the Nine Hells and the Abyss, because many infernals are possessed of such might that they could challenge even a lord’s or a prince’s supremacy. For this reason, most powers of those evil dominions seek to further isolate infernals if possible, of even slaying them when they can. For their part, infernals plot and scheme with malice unlike any other until the time is right to tear the multiverse to ribbons.

Infernal Tactics
Depending on alignment, infernals either charge into combat and attack anything within sight or they act in a more intelligent way. Evil infernals usually teleport adjacent to an enemy they deem strong (usually melee-types) and use Wicked Assault. Then they use Power Suck and Bite by turns to waste their enemies’ powers as fast as possible. In addition, they usually keep distance between them and spellcasters. Chaotic Evil infernals, however, frequently use Claw, Bite, and Wicked Assault against any enemy within reach. When that enemy is destroyed they move on to attacking the next one.
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Last time I ran over the pages of the Monster Manual I noticed some severe disequilibrium between demons and devils. While I'm aware that back in 3e there were more demons with higher CRs, but now with 4e we have only 1 elite devil but 5 elite demons alone in the MM. So this is just a short listing of those demons and devils we've got so far in 4e.

3e CR - 4e Level
Infernal 26 - 30 Elite (unofficial)
Balor 20 - 27 Elite
Molydeus 19
Deathdrinker 18
Myrmyxicus 18
Klurichir 17
Marilith 17 - 24 Elite
Sorrowsworn 17 - Sorrowsworn (not a demon anymore)
Golothoma 16 - 29 Standard
Goristro 16 - 19 Elite
Nabassu 15
Sibriex 15
Blood Fiend 14 - Abomination (not a demon anymore)
Kelvezu 14
Nalfeshnee 14
Glabrezu 13 - 23 Elite
Jarilith 13
Ghour 12
Lilitu 12
Manitou 12
Hezrou 11 - 22 Standard
Retriever 11
Wastrilith 11
Alkilith 10
Bebilith 10 - 18 Solo
Cerebrilith 10
Chasme 10 – 14 Standard
Maurezhi 10
Bulezau 9
Vrock 9 – 13 Standard
Dybbuk 8
Palrethee 8
Shadow Demon 8 - 12 Elite
Yochlol 8 – 17 Standard
Armanite 7
Arrow Demon 7
Succubus 7 – Devil (not a demon anymore)
Zovvut 7
Artaaglith 6
Babau 6
Broodswarm 6
Caligrosto 6
Uridezu 6
Barlgura 5 – 8 Standard
Jovoc 5
Skurchur 5
Water Demon 5
Abyssal Eviscerator 4 - 14 Standard
Ekolid 4
Evistro (Carnage Demon) 4 – 6 Standard
Guecubu 4
Skulvyn 4
Rutterkin 3
Dretch 2 - 2 Standard
Nashrou 2
Quasit 2
Mane 1
Abyssal Rotfiend - 26 Standard
Abyssal Spitter - 14 Solo
Arctide Runespiral Demon - 12 Standard
Bloodseep Demon - 7 Standard
Canoloth 5 – 7 Standard
Canoloth Harrier – 13 Minion
Demongfang Golem - 27 Elite
Gnaw Demon - 5 Standard
Hezrou Mangler - 24 Standard
Immolith – 15 Standard
Kazrith - 20 Standard
Mezzodemon 6 – 11 Standard
Needle Demon - 12 Standard
Neldrazu - 8 Standard
Nycademon 10 - 22 Standard
Pod Demon - 15 Elite
Podspawn - 15 Minion
Runespiral Demon - 5 Standard
Rupture Demon - 5 Minion
Solamith – 15 Standard

3e CR - 4e Level
Malefircarim 33
Infernal 26 - 30 Elite (unofficial)
Pit Fiend 20 - 26 Elite
Paeliryon 18 - 24 Elite (unofficial)
Cornugon (Horned Devil) 16
Ghargatula 16
Xerfilstyx 15
Logokron 14
Malebranche (War Devil) 14 - 22 Standard
Gelugon (Ice Devil) 13 - 20 Standard
Scyllan 13
Ayperobos Swarm 12
Brachina (Pleasure Devil) 11
Dogai (Assassin Devil) 11 - 24 Standard
Hamatula (Barbed Devil) 11 - 18 Standard
Gathra 10
Narzugon 10
Orthon 9
Osyluth (Bone Devil) 9 – 17 Standard
Erinyes 8 - 13 Standard
Red Abishai 8
Amnizu 7
Blue Abishai 7
Falxugon (Harvester Devil) 7
Hellcat 7
Excruciarch (Pain Devil) 7 – 8/11 Standard
Bueroza (Steel Devil) 6
Green Abishai 6
Kyton (Chain Devil) 6 – 11 Standard
Barbazu (Bearded Devil) 5 – 13 Standard
Black Abishai 5
Canomorph 5
Marrash 5
Narzugon 5
Rejkar 5
Spinagon (Spined Devil) 4 – 6 Standard
White Abishai 4
Bloodbag Imp 3
Euphoric Imp 3
Merregon (Legion Devil) 3 – 6 to 21 Minion
Filth Imp 2
Imp 2 – 3 Standard
Kalabon 2
Nupperibo 2
Lemure 1
Brazen Devil - 28 Standard
Gorechain Devil - 12 Elite
Infernal Armor Animus - 3 Minion
Misfortune Devil - 15 Standard
Shocktroop Devil - 16 Standard
Storm Devil - 23 Standard
Succubus 7 – 9 Standard
Withering Devil - 14 Standard

Latest 4e source(s) included: Monster Manual 2
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So here's Pandorym, probably the most powerful entity that exists in Realmspace, aside from Ao, of course. Well, those stats are quite exzessive, though on lvl 40 you have to be a badass and all.

Pandorym Lore
A character knows the following information about Pandorym with a successful Arcana or Religion check.
DC 20: Pandorym was summoned by an ancient and powerful nation of godless wizards as the ultimate weapon against divine beings, and fortunately for deities and mortals alike, it was never used.
DC 25: The ancient Imaskaran Empire brought Pandorym to Faerun to prevent the deities from seeking vengeance for the Imaskari’s genocide. Before they could use their weapon, though, the deities laid low the whole empire. Pandorym remains to this day, its mind entrapped within the Imperial Weapon Cache under the Palace of the Purple Emperor.
DC 30: Pandorym actually exists in two distinct parts: its thought-breaking mind and its reality-ending body. Were the two to be reunited, Pandorym would resemble nothing from this reality, and it would be able to give pause to even the most powerful of the deities.
DC 35: Pandorym’s first and foremost goal is to seek revenge for the crimes of the ancient wizards. After it slakes its thirst for vengeance, Pandorym intends to complete its end of the bargain it struck millennia ago. Although Pandorym’s summoners didn’t respect that binding covenant, the quasi-living weapon possesses an unremitting sense of honor.
DC 40: That bargain is nothing less than the complete destruction of every faerunian deity. Pandorym will fulfill its contract by obliterating every deity it finds in this reality. It knows that deities can’t easily die, but it plans to rip them from existence, and educated sages and scholars alike know that Pandorym should easily be capable of doing this. Once it has finished these tasks, however, Pandorym will return to its home reality - if it can. If it is prevented from leaving the multiverse, whether through a conscious act or because the rift created to summon it cannot be remade, Pandorym will end the Material World, one world at a time.

Pandorym’s Tactics
Only the most powerful beings are able to stand a chance in a fight against Pandorym. When not bloodied, Pandorym usually attacks with Extension of the Void and Corporeal Disarm and tries to get close to its enemies to use Extermination. Pandorym also uses Seal of Binding as often as possible to restrict its foes actions. While bloodied, Pandorym moves both often and far while using Cloud of Lightlessness. It usually attacks with Incorporeal Touch and Mental Subjugation. In addition, twice per encounter Pandorym uses Nonlinear Time Awareness to attack its enemies with their own powers.
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Wasn't Astaroth tricked and eaten by Gargauth (with some sort of gemmed bracer that allowed him to eventually become a diety) on Toril?
Wasn't Astaroth tricked and eaten by Gargauth (with some sort of gemmed bracer that allowed him to eventually become a diety) on Toril?

Yes, though I never liked this story nor Gargauth (who isn't even around anymore). That said, I see this story and the one from the Book of Fiends where Astaroth is depicted as a fallen angel as some kind of propaganda, just to hide the truth (which was originally created by Dicefreaks).
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