The Original 9 Circles of Hell [Archive] - Wizards Community

Post/Author/DateTimePost
Nilbog

05-28-07, 07:43 PM
... yes, I'm going to try to turn Dante's circles of hell into D&D planar layers.

Here goes:

1st Circle (place of virtuous nonbelievers)
The First Circle has the following traits:

Normal Gravity.

Normal Time.

Divinely morphic: Beings with divine rank can alter the First Circle easily. To other beings, it responds like the Material Plane.

No Elemental or Energy Traits: The First Circle is a gentle and solemn place, free of the extremes of deeper circles.

Mildly neutral-aligned.

Normal magic.


The First Circle appears as an ancient city. In this city dwell the souls of all those who could not reach heaven but were not evil. Great thinkers, rulers, and warriors from all times and places are here.

2nd Circle (place of the lustful)
The Second Circle has the following traits:

Light Gravity: Characters in the Second Circle take a –2 circumstance penalty on attack rolls and Balance, Ride, Swim, and Tumble checks. All items weigh half as much. Weapon ranges double, and characters gain a +2 circumstance bonus on Climb and Jump checks.

Normal Time.

Divinely Morphic: Beings with divine rank can alter the Second Circle easily. To other beings, it responds like the Material Plane.

Air-Dominant: Mostly open space, the Second Circle is an eternal windstorm raging over a relatively small amount of land.

Mildly evil-aligned.

Normal magic.

The Second Circle is an eternal windstorm of gale force (50+ miles per hour). In it are all the lustful evil souls. At the entrance to the Second Circle dwells the monstrous Minos, judge of hell-bound souls. This monster is a minotaur with 5 fighter levels.
Lina_Inverse

05-28-07, 07:58 PM
:mage:

Mildly neutral aligned? come now, what kind of Christian hell is this if neutrals exist.
Nilbog

05-28-07, 08:01 PM
3rd Circle (place of the gluttonous)
The Third Circle has the following traits:

Normal Gravity.

Normal Time.

Divinely Morphic: Beings with divine rank can alter the Third Circle easily. To other beings, it responds like the Material Plane.

No elemental or energy dominance.

Mildly evil-aligned.

Normal magic.

The Third Circle is a massive mudflat pelted by hail and freezing rain. The ambient temperature is always 30 degrees. In this circle are all the gluttonous evil souls. At the entrance to the Third Circle dwells the bloated beast Cerberus.
Nilbog

05-28-07, 08:03 PM
:mage:

Mildly neutral aligned? come now, what kind of Christian hell is this if neutrals exist.

That's only for Limbo, place of the virtuous unbelievers. Upper Hell (circles 2-5) will be Mildly Evil-Aligned, and Lower Hell (6-9) will be Strongly Evil-Aligned.
Nilbog

05-28-07, 08:07 PM
4th Circle (place of the avaricious)
The Fourth Circle has the following traits:

Heavy Gravity: Characters suffer a –2 circumstance penalty to Balance, Climb, Jump, Ride, Swim, and Tumble checks and attack rolls. All item weights are effectively doubled, which might affect a character’s speed. Weapon ranges are halved. Characters who fall on the Fourth Circle take 1d10 points of damage for each 10 feet fallen, to a maximum of 20d10 points of damage.

Normal Time.

Divinely Morphic: Beings with divine rank can alter the Fourth Circle easily. To other beings, it responds like the Material Plane.

No elemental or energy dominance.

Mildly evil-aligned.

Normal magic.

The Fourth Circle is a barren, dusty wasteland scattered with boulders. In this circle are all the avaricious evil souls. At the entrance to the Fourth Circle dwells the wolflike demon Plutus, a half-fiend worg.
Nilbog

05-28-07, 08:16 PM
5th Circle (place of the wrathful)
The Fifth Circle has the following traits:

Normal Gravity.

Normal Time.

Divinely Morphic: Beings with divine rank can alter the Fifth Circle easily. To other beings, it responds like the Material Plane.

No elemental or energy dominance.

Mildly evil-aligned.

Impeded Magic: Since this is the doom of the wrathful, many devastating spells are weakened. To cast an evocation spell in the Fifth Circle, the caster must make a Spellcraft check (DC 20 + the level of the spell). If the check fails, the spell does not function but is still lost as a prepared spell or spell slot. If the check succeeds, the spell functions normally.


The Fifth Circle is a deep, black swamp inhabited by all sorts of evil, especially the souls of powerful evil mortals, including the hellish boatman Phlegyas, a fiendish human Fighter 10/Blackguard 5. In this circle are all the wrathful evil souls.
Nilbog

05-28-07, 08:23 PM
6th Circle (place of the heretics)
The Sixth Circle has the following traits:

Normal Gravity.

Normal Time.

Divinely Morphic: Beings with divine rank can alter the Sixth Circle easily. To other beings, it responds like the Material Plane.

No elemental or energy dominance or fire-dominant: The wasteland has no elemental dominance, but inside the buildings and coffins, the plane is fire-dominant. In fire-dominant areas, unprotected flammable materials catch fire almost immediately, and those wearing unprotected flammable clothing catch on fire. In addition, individuals take 3d10 points of fire damage every round they are on a fire-dominant plane. Creatures that are made of water take double damage each round.

Strongly evil-aligned.

Normal Magic.


The Sixth Circle is a vast desert waste stretching on all sides of a huge city of flaming stone and metal. In the city dwell demons and the spirits of powerful evil monsters. Some of the more powerful inhabitants are the Furies and the original Medusa. In this circle are all the heretical evil souls.
Nilbog

05-28-07, 08:33 PM
7th Circle (place of the violent)
The Seventh Circle has the following traits:

Normal Gravity.

Normal Time.

Divinely Morphic: Beings with divine rank can alter the Seventh Circle easily. To other beings, it responds like the Material Plane.

No elemental or energy dominance.

Strongly evil-aligned.

Impeded Magic. As a place of suicide and murder, death magic is weakened here. To cast a necromancy spell in the Seventh Circle, the caster must make a Spellcraft check (DC 20 + the level of the spell). If the check fails, the spell does not function but is still lost as a prepared spell or spell slot. If the check succeeds, the spell functions normally.

The Seventh Circle has widely varying topography, but all landscapes are twisted in a horrific manner. Found here are rivers and lakes of blood, baking ash deserts, and forests with bleeding trees. Inhabitants, besides the violent evil souls, include hell hounds, harpies, and minotaurs.

8th Circle (place of the fraudulent)
The Eighth Circle has the following traits:

Normal Gravity.

Normal Time.

Divinely Morphic: Beings with divine rank can alter the Eighth Circle easily. To other beings, it responds like the Material Plane.

No elemental or energy dominance.

Strongly evil-aligned.

Impeded Magic. As a place of fraud, enchanting and beguiling magic is weakened here. To cast an enchantment spell in the Eighth Circle, the caster must make a Spellcraft check (DC 20 + the level of the spell). If the check fails, the spell does not function but is still lost as a prepared spell or spell slot. If the check succeeds, the spell functions normally.

The Eighth Circle is split by deep, jagged canyons filled with doomed souls and monsters. Inhabitants, besides the fraudulent evil souls, include fiends of most types, though gelugons prefer the next circle.
Nilbog

05-28-07, 08:41 PM
9th Circle (place of the treacherous)
The Ninth Circle has the following traits:

Normal Gravity.

Normal Time.

Divinely Morphic: Beings with divine rank can alter the Ninth Circle easily. To other beings, it responds like the Material Plane.

Major cold-dominant. The Ninth Circle is permanently at an ambient temperature of -40 degrees F.

Strongly evil-aligned.

Impeded Magic. As a place of treachery, transforming magic is weakened here. To cast a transmutation spell in the Ninth Circle, the caster must make a Spellcraft check (DC 20 + the level of the spell). If the check fails, the spell does not function but is still lost as a prepared spell or spell slot. If the check succeeds, the spell functions normally.

The Ninth Circle is composed of eternal ice. Inhabitants, besides the treacherous evil souls, include gelugons and various other fiends. At the center is Lucifer himself.
Nilbog

05-28-07, 08:55 PM
Some thoughts:

Even though they're not "gods", angels should get divine rank here. It doesn't have to be a theological classification, just game mechanics. Most are probably DvR 0. (Think of the angel's opening the doors of Dis as an uunusually powerful angel - DvR 1 or 2 - making use of the plane's divinely morphic nature.) Fiends, as fallen angels, seem mostly to have lost this, although I'd argue that Lucifer's freezing winds on Cocytus are a minor example of this morphic activity, so he is probably DvR 1.

So, "Dantean angel" (this guy doesn't really benefit all that much, so maybe CR +2 for a 16?):

Astral Deva, Quasi-Deity (0)
Medium Outsider (Angel, Extraplanar, Good)
Hit Dice: 12d8+48 (144 hp)
Initiative: +8
Speed: 60 ft. (12 squares), fly 200 ft. (good)
Armor Class: 34 (+4 Dex, +15 natural, +5 deflection ), touch 19, flat-footed 30
Base Attack/Grapple: +12/+18
Attack: +3 heavy mace of disruption +21 melee (1d8+12 plus stun) or slam +18 melee (1d8+9)
Full Attack: +3 heavy mace of disruption +21/+16/+11 melee (1d8+12 plus stun) or slam +18 melee (1d8+9)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, stun
Special Qualities: Damage reduction 10/epic (10/evil), darkvision 60 ft., low-light vision, immortality, immunity to ability damage and drain, acid, cold, energy drain, mind-affecting effects, petrification, and transmutation, protective aura, resistance to electricity 10 and fire 10, spell resistance 30, tongues, uncanny dodge Saves: Fort +14 (+18 against poison), Ref +12, Will +12
Abilities: Str 22, Dex 18, Con 18, Int 18, Wis 18, Cha 20
Skills: Concentration +19, Craft or Knowledge (any three) +19, Diplomacy +22, Escape Artist +19, Hide +19, Intimidate +20, Listen +23, Move Silently +19, Sense Motive +19, Spot +23, Use Rope +4 (+6 with bindings) Feats: Alertness, Cleave, Great Fortitude, Improved Initiative, Power Attack
Environment: Any good-aligned plane
Organization: Solitary, pair, or squad (3–5)
Challenge Rating: 16 (?)
Treasure: No coins; double goods; standard items Alignment: Always good (any)
Advancement: 13–18 HD (Medium); 19–36 HD (Large)
Level Adjustment: +14

An astral deva is about 7-1/2 feet tall and weighs about 250 pounds.
Combat

An astral deva is not afraid to enter melee combat. It takes a fierce joy in bashing evil foes with its powerful +3 heavy mace of disruption.

An astral deva’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.

Change Shape (Su): An astral deva can assume the form of any Small or Medium humanoid.

Spell-Like Abilities: Caster level 12th. The save DCs are Charisma-based.

At will - aid, continual flame, detect evil, discern lies (DC 19), dispel evil (DC 20), dispel magic, holy aura (DC 23), holy smite (DC 19), holy word (DC 22), invisibility (self only), plane shift (DC 22), remove curse (DC 18), remove disease (DC 18), remove fear (DC 16);

7/day - cure light wounds (DC 16), see invisibility;

1/day - blade barrier (DC 21), heal (DC 21).

Stun (Su): If an astral deva strikes an opponent twice in one round with its mace, that creature must succeed on a DC 22 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based.

Uncanny Dodge (Ex): An astral deva retains its Dexterity bonus to AC when flat-footed, and it cannot be flanked except by a rogue of at least 16th level. It can flank characters with the uncanny dodge ability as if it were a 12th-level rogue.

Immortality: All deities (even those of rank 0) are naturally immortal and cannot die from natural causes. Deities do not age, and they do not need to eat, sleep, or breathe. The only way for a deity to die is through special circumstances, usually by being slain in magical or physical combat.
JollyRotten

05-28-07, 09:06 PM
Dude you rock......lovin this

Heres a link to some illustations you may find useful

http://commons.wikimedia.org/wiki/Category:Dante%27s_Inferno
ArcTan

05-28-07, 10:30 PM
:mage:

Mildly neutral aligned? come now, what kind of Christian hell is this if neutrals exist.

The kind with Limbo in it?
Nilbog

05-28-07, 11:58 PM
Dude you rock......lovin this

Heres a link to some illustations you may find useful

http://commons.wikimedia.org/wiki/Category:Dante%27s_Inferno

Thanks!

(His Int and Wis are low due to his association with impotence, ignorance, and hatred)

(Is the CR even close????)

The Devil (no DvR) :
Emperor of the Despondent Kingdom
Colossal Outsider (Evil, Extraplanar)
Hit Dice: 70d8+783 (1,098 hp)
Initiative: -1
Speed: 0 ft.
Armor Class: 40 (-5 Dex, +35 natural), touch 5, flat-footed 40
Base Attack/Grapple: +70/+110
Attack: Claw +71* melee (5d6+39*)
Full Attack: 2 claws +71* melee (5d6+39*), 3 bites +81 melee (4d6+12), 6 wing buffets +81 melee (2d6+12)
Space/Reach: 100 ft./100 ft.
Special Attacks: Frightful presence, spell-like abilities, whispers of temptation, winds of ice
Special Qualities: DR 20/epic (6/-), immune to cold, fast healing 20, darkvision 300 ft.
Saves: Fort +49, Ref +34, Will +38
Abilities: Str 58, Dex 1, Con 30, Int 9, Wis 8, Cha 23
Skills: Bluff +79, Diplomacy +79, Intimidate +79, Listen +72, Search +72, Sense Motive +72, Spellcraft +72.
Feats: Ability Focus (frightful presence, winds of ice), Alertness, Cleave, Endurance, Great Cleave, Improved Initiative, Improved Natural Attack, Quicken Spell-Like Ability (charm monster, cause fear, suggestion), Power Attack, Toughness, Weapon Focus (bite, claw, wing)
Epic Feats: Damage Reduction (x2), Epic Toughness (x4)
Environment: Ninth Circle of Hell
Organization: Solitary
Challenge Rating: 35
Treasure: Standard
Alignment: Always neutral evil
Advancement: -
Level Adjustment: -


The emperor of the despondent kingdom / so towered from the ice, up from midchest, / that I match better with a giant's breadth / than the giants match the measure of his arms; now you can gauge the size of all of him ... (Inferno, canto 34)
I did not die, and I was not alive; / think for yourself, if you have any wit, / what I became, deprived of life and death” (Inferno, canto 34)

This monster has three heads and six vast wings. He stands somewhat over 1,000 feet high - or would, if half of his body was not buried in the Ninth Circle's ice. Despite the terror induced by merely seeing him, it is told that a pair of intrepid (or perhaps desperate) venturers once sneaked past this monster on his own body. Either he did not notice them, or he ignored them as we might a gnat.

COMBAT

If the Emperor of the Despondent Kingdom actually deigns to notice a mortal, he will fling that being away with his winds of ice. The worst sinners become his personal prey, torn by his fangs and claws.

Frightful Presence (Ex): The mere sight of the Emperor of the Despondent Kingdom inflicts terror. Any creature seeing him within 2,000 feet must make a Will save (DC 53) or be shaken for 6d6 rounds.

Spell-like Abilities: At will - cause fear (DC 17), charm monster (DC 20), cone of cold (DC 21), doom (DC 17), suggestion (DC 19). Caster levle 30th.

Whispers of Temptation (Su): The Emperor of the Despondent Kingdom can speak to any creature in any circle of Hell or on the Material Plane, but to only one being at a time. Those in Purgatory and Heaven are beyond his reach. The creature spoken to has no way of knowing who is speaking. In addition, the Emperor can hypnotize (as the hypnosis spell, Will DC 51) any creature he speaks to.

Winds of Ice (Su): The Emperor of the Despondent Kingdom can produce huge gusts of frozen wind as a standard action. This effect fills a 500-foot cone. Any creature in the cone takes 20d6 cold damage (Reflex DC 57 half). In addition, any creature of Gargantuan or smaller size in the cone must make an additional Reflex save (DC 57) or be hurled 1,000 feet away from the Emperor of the Despondent Kingdom, taking 20d6 damage from the impact.
Devil Gnasher

05-29-07, 12:16 AM
Fiends, as fallen angels, seem mostly to have lost this, although I'd argue that Lucifer's freezing winds on Cocytus are a minor example of this morphic activity, so he is probably DvR 1.

You mean Caina, right? Named after Cain the first traitor.
Lina_Inverse

05-29-07, 01:11 AM
Alignment: Always neutral evil


I dispute this. No rendition of the devil I've ever seen or heard of has ever fallen into NE territory.

They were all either LE(more common) or CE(less common but there). So Pick one and stick with it.
ArcTan

05-29-07, 01:38 AM
Er, what?

Most renditions of the Devil don't give a crap about his D&D stats or the D&D idea of alignment. In a universe based on Dante's Divine Comedy and a Christian view of the universe, it's inappropriate to think of the Devil as anything other than the original Evil and the archetype and forebear of all the myriad forms of sin, be they "Lawful" or "Chaotic".

D&D has LE "Devils" because Devils are one kind of Evil in D&D, equal and opposite to Demons. Christian theology/mythology has no such division. In Dante's world, all Evil ultimately falls under the aegis of Satan, just as all Good ultimately falls under the aegis of God.

A Dantean cosmology should either ignore the Lawful or Chaotic alignments or else declare God to be NG (the ultimate Good and the only real Good) and Satan to be NE, even if it means stretching the D&D ideas of what "Lawful" and "Chaotic" mean. God is the originator of all that is creative, joyful, wild and free as well as the originator of all that is harmonious, orderly, sophisticated and complex. Just as Satan is the one who corrupts all laws into cold, iron tyrannies and all freedom and choice into senseless, barbaric anarchy.

Dante, especially, is very clear on this matter and spends a lot of time writing up poetry about the manifold ways Hell is Evil and the manifold forms of Evil Hell encompasses, and vice versa for Paradise.

As far as D&D's planar lore goes, which, sure, is great but not Dante (come on), I actually would say that the Christian Satan should match no one better than the Yugoloths. There are big, bold, scary, frightening evils in the world -- some are evils from without (tyrants, invaders, enslavers, oppressors) and some from within (chaos, fear, rage, anarchy, hatred, crime). Satan is the puppetmaster behind the scenes, playing all sides against each other, desiring nothing in the end but corruption, pain and loss for every side. Saying that Satan is *only* a tyrant who will oppose certain evils because they entail freedom or that he is *only* a rebel who will oppose certain evils because they entail order is selling him short.
Lina_Inverse

05-29-07, 02:08 AM
Most renditions of the Devil don't give a crap about his D&D stats or the D&D idea of alignment. In a universe based on Dante's Divine Comedy and a Christian view of the universe, it's inappropriate to think of the Devil as anything other than the original Evil and the archetype and forebear of all the myriad forms of sin, be they "Lawful" or "Chaotic".

True, but D&D morality has the law/chaos dimension that really doesn't fall under judeo christian morality.

As far as D&D's planar lore goes, which, sure, is great but not Dante (come on), I actually would say that the Christian Satan should match no one better than the Yugoloths. There are big, bold, scary, frightening evils in the world -- some are evils from without (tyrants, invaders, enslavers, oppressors) and some from within (chaos, fear, rage, anarchy, hatred, crime). Satan is the puppetmaster behind the scenes, playing all sides against each other, desiring nothing in the end but corruption, pain and loss for every side. Saying that Satan is *only* a tyrant who will oppose certain evils because they entail freedom or that he is *only* a rebel who will oppose certain evils because they entail order is selling him short.

Satan as a character is not merely the nemesis of god but a character with separate portrayals which have there own personality. Not one of the portrayals i have seen fall under NE, as a personality the renditions of him either fall into LE or CE. Because as i noted above judeo christian mythology has no law/chaos axis so why do the writers care where he falls under it.

The portrayals of satan are not NE. Which is why i disagree with the alignment.
ArcTan

05-29-07, 11:45 AM
True, but D&D morality has the law/chaos dimension that really doesn't fall under judeo christian morality.

It depends on how you define it. I wouldn't say that Christian morality doesn't recognize the *existence* of something like the ethical axis, though what form it takes is up to you. Some Christian theologians can be taken as saying that Lawful Good is the only real Good and all Chaos or Evil ultimately leads to Chaotic Evil, for instance, depending on how you interpret D&D and how you interpret said writers.

Satan as a character is not merely the nemesis of god but a character with separate portrayals which have there own personality. Not one of the portrayals i have seen fall under NE, as a personality the renditions of him either fall into LE or CE. Because as i noted above judeo christian mythology has no law/chaos axis so why do the writers care where he falls under it.

The portrayals of satan are not NE. Which is why i disagree with the alignment.

Depends how you define NE.

I've seen plenty of portrayals of Satan in which Satan is capable of fomenting anarchy on the one hand and tyranny on the other, without blinking an eye.

Besides, we're not talking about portrayals of Satan as a *character* in a *story*, per se. Satan himself isn't really a character in Dante's Inferno, for example. We're talking about Satan as a religious figure, which is somewhat different. Satan is *defined* in Christianity as the ultimate example of all Evil -- not God's equal opposite, to be sure, but only because in Christian dogma Evil is not Good's equal opposite.

If you told Dante that his idea of Hell seemed LE rather than NE, well -- the first thing he'd do would be not know what you were talking about, but the second would be to say that if his portrayal of Hell as the perfect Evil -- as encompassing *every* side of Evil, not just one -- then it was a failure in his presentation, but that he honestly believed that whatever Evil you left out did exist in Hell and he should've included it in his portrayal.

FWIW, I think it's a mistake to treat the nine alignments as entirely separate things, as though they were each little character profiles. D&D kind of encourages you to do this, but this in contrast kind of encourages you to come up with a system of alignment that's stupid and self-contradictory.

Alignments are *principles*, and they represent poles on a continuum. If some portrayals of Satan make him look kind of LE and some portrayals make him look kind of CE, and you try to put them together to be one character, well, then, that character *by definition* is NE, right? Someone who's sometimes Lawful and sometimes Chaotic is therefore Neutral. (If you disagree with that, well, I think you're missing the whole point of having alignment be an "axis".)
sciborg2

05-29-07, 12:23 PM
brillant analysis ArcTan! And I also love these Dantean layers...perhaps that's how Hell was organized before Asmodeus too over...
Nilbog

05-29-07, 01:15 PM
You mean Caina, right? Named after Cain the first traitor.

Cocytus is the whole Ninth Circle; Caina is the first "ring" of it (the others are Antenora, Ptolomea, and Judecca).
Nilbog

05-29-07, 01:18 PM
[QUOTE]In a universe based on Dante's Divine Comedy and a Christian view of the universe, it's inappropriate to think of the Devil as anything other than the original Evil and the archetype and forebear of all the myriad forms of sin, be they "Lawful" or "Chaotic".[\QUOTE]

Exactly.
ArcTan

05-30-07, 05:08 AM
Cocytus is the whole Ninth Circle; Caina is the first "ring" of it (the others are Antenora, Ptolomea, and Judecca).

Right, the four rings are the four kinds of traitors -- Caina is traitors to blood (Cain killed his brother Abel), Antenora is traitors to country (Antenor was some Trojan dude who opened the gates for the Greeks), Ptolomea is for traitors to guests (the king Ptolemy supposedly invited his enemies to dinner and then killed them) and Judecca is for traitors to masters (Judas and Jesus).
Nilbog

05-30-07, 08:41 PM
Fury
Medium Outsider (Evil, Extraplanar)
Hit Dice: 16d8+48 (120 hp)
Initiative: +7
Speed: 40 ft., fly 80 ft. (average)
Armor Class: 18 (+2 Dex, +5 natural, +1 small shield), touch 12, flat-footed 16
Base Attack/Grapple: +16/+17
Attack: +2 wounding longsword +19 melee (1d8+3/19-20)
Full Attack: : +2 wounding longsword +20/+15/+10/+5 melee (1d8+3/19-20), 3 bites +13 melee (1d6 and poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, sneak attack +4d6, spell-like abilities
Special Qualities: Darkvision 60 ft., DR 10/holy, evasion, SR 24
Saves: Fort +13, Ref +12, Will + 11
Abilities: Str 13, Dex 14, Con 17, Int 10, Wis 13, Cha 18
Skills: Bluff +23, Diplomacy +23, Hide +23, Knowledge (the planes) +19, Listen +22, Move Silently +23, Search +20, Spot +22
Feats: Ability Focus (poison), Alertness, Improved Initiative, Stealthy, Weapon Focus (bite, longsword)
---
Environment: 6th Circle of Hell
Organization Solitary or triad (3)
Challenge Rating: 13
Treasure: Standard
Alignment: Always neutral evil
Advancement: --
Level Adjustment: --

A Fury resembles a winged, blood-stained woman with snakes for hair and a bloody sword in hand. These creatures tend to punish others for transgressions real, imagined, and completely fictional, sometimes only invented by the Fury's rage-inflamed brain.

COMBAT

A Fury prefers to attack from hiding.

Poison (Ex): A Fury's snake heads are poisonous. Bite, Fort DC 23, initial and secondary damage 1d6 Wis.

Sneak Attack (Ex): A Fury can make a sneak attack as a rogue, dealing 4d6 additional damage.

Spell-Like Abilities: At will - bane, darkness, detect evil, detect good, detect magic, doom, haste, invisibility, jump, mage armor, magic missile, spider climb. Caster level 12th.

Evasion (Ex): When a Fury makes a successful Reflex save against an area effect, she suffers no damage (instead of half damage).
Nilbog

05-30-07, 08:58 PM
Medusa, True
Size/Type: Medium Monstrous Humanoid
Hit Dice: 12d8+36 (90 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 21 (+4 Dex, +7 natural), touch 14, flat-footed 17
Base Attack/Grapple: +12/+15
Attack: +1 shocking shortbow +17 ranged (1d6 and 1d6 electricity/×3) or +2 shortsword +17 melee (1d6+5) or snakes +15 melee (1d4+3 plus poison)
Full Attack: +1 shocking shortbow +17/+12 ranged (1d6 and 1d6 electricity/×3); or +2 shortsword +17/+12 melee (1d6+5) and snakes +10 melee (1d4+3 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Petrifying gaze, poison, sneak attack +2d6, summon serpents
Special Qualities: Darkvision 60 ft., DR 10/magic
Saves: Fort +9, Ref +12, Will +11
Abilities: Str 16, Dex 19, Con 16, Int 12, Wis 13, Cha 19
Skills: Bluff +17, Diplomacy +12, Disguise +17 (+19 acting), Intimidate +12, Move Silently +16, Spot +14
Feats: Great Fortitude, Iron Will, Point Blank Shot, Precise Shot, Weapon Finesse
Environment: 6th Circle of Hell
Organization: Solitary
Challenge Rating: 10
Treasure: Double standard
Alignment: Always lawful evil
Advancement: --
Level Adjustment: --

The true Medusa is indistinguishable from a normal human at distances greater than 30 feet (or closer, if her face is concealed). The creature often wears garments that enhance its body while hiding its face behind a hood or veil.

The true Medusa is just over 6 feet tall.

Medusa speaks Abyssal, Common, and Infernal.

COMBAT

Medusa tries to disguise her true nature until the intended victim is within range of its petrifying gaze, using subterfuge and bluffing games to convince the target that there is no danger. She uses normal weapons to attack those who avert their eyes or survive its gaze, while her poisonous snakes strike at adjacent opponents.

Petrifying Gaze (Su): Turn to stone permanently, 30 feet, Fortitude DC 20 negates. The save DC is Charisma-based.

Poison (Ex): Injury, Fortitude DC 19, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.

Sneak Attack (Ex): The true Medusa can make a sneak attack as a rogue, dealing 2d6 additional damage.

Summon Serpents (Sp): The true Medusa can summon 1d4 fiendish Medium viper snakes or 1 fiendish constrictor snake once per day. This ability is the equivalent of a 2nd-level spell.