Aspect of Dispater (CR 21)
Medium Outsider (Baatezu, Evil, Extraplanar, and Lawful)
Alignment: Lawful Evil
Initiative: +6(+2 Dex, +4 Improved Initiative); Senses: see in darkness, Listen +37, and Spot +37
Languages: Celestial, Common, Draconic, Infernal; telepathy 100 ft.
AC: 44 (+2 Dex, +25 natural, +7 armor and/or shield), touch 12, flat-footed 42
Hit Dice: 28d8+336 (462 hp); DR: 20/good and silver
Fort +28, Ref +20, Will +22
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +28; Grapple +41
Attack: Melee: Dispater's Rod +47/+42/+37/+32 or Melee: touch +41
Damage: Dispater's Rod 1d8+18, touch: rust
Special Attacks/Actions: Dark Speech, flesh to iron, summon baatezu
Attack Options: Combat Expertise, Improved Trip, Power Critical (heavy mace), Quicken Spell-Like Ability (greater dispel magic), Quicken Spell-Like Ability (suggestion), smite good (3/day, +20 damage, Dispater's Rod only)
Abilities: Str 37, Dex 14, Con 35, Int 29, Wis 22, Cha 29
Special Abilities: Aura: fear (20 ft., DC 33), flesh to iron, rust, spell-like abilities, summon baatezu
Special Qualities: regeneration 6; Immunities: fire, poison; Resist acid 10, cold 10; SR34
Feats: Combat Expertise, Dark Speech, Improved Initiative, Improved Trip, Lightning Reflexes, Negotiator, Power Critical (heavy mace), Quicken Spell-Like Ability (greater dispel magic), Quicken Spell-Like Ability (suggestion), Weapon Focus (heavy mace),
Skills: Appraise +29 (+31 alchemical goods, Bluff +40, Climb +34, Concentration +43, Craft (alchemy) +30, Craft (armorsmithing) +29, Craft (weaponsmithing) +40, Diplomacy +46, Disable Device +40, Disguise +9 (+11 acting), Intimidate +42, Knowledge (arcana) +40, Knowledge (architecture and engineering) +40, Listen +37, Move Silently +33, Open Lock +33, Search +30 (+32 secret and concealed doors), Sense Motive +39, Spellcraft +32, Spot +37, Survival +6 (+8 follow tracks), armor, and weapons)
Climate/Terrain: Dis (2nd Layer of Hell)
Fiendish Codex II
Spell-Like Abilities (CL 20th): At will - charm monster (DC 23), greater dispel magic, greater teleport, major image (DC 22), suggestion (DC 22), true seeing, wall of iron; 3/day - blasphemy (DC 26), locate creature, locate object, polymorph, unholy aura (DC 27) 1/day - iron body.
Possessions: Dispater's rod, +5 heavy cold iron shield
Dispater's Rod The aspect of Dispater wields a lesser version of Dispater's own weapon. It acts as a +5 heavy mace and a rod of rulership. In addition, it grants its wielder the ability to smite good three times per day.
Fear Aura (Su): At the end of each of Dispater's turns, creatures within 20 feet of him must succeed on DC 33 Will saves or be panicked for 10 rounds. The save DC is Charisma-based.
A creature that successfully saves cannot be affected by Dispater's aura for 24 hours.
Flesh to Iron (Sp): As the flesh to stone spell; at will; +41 melee touch; DC 33.
Flesh to iron transforms the target into iron instead of stone.
Regeneration (Ex): Good weapons, and spells and effects with the good descriptor, deal normal damage to Dispater. If Dispater loses a limb or body part, the lost portion regrows in 1d6 minutes. Dispater can reattach the severed member instantly by holding it to the stump.
Rust (Su) If Dispater succeeds on a touch attack, his touch causes the target metal to corrode, falling to pieces and becoming useless immediately. His touch can destroy a 10-foot cube of metal instantly. Magic armor, weapons, and other magic items made of metal must succeed on a DC 36 Reflex save or be dissolved. The save DC is Constitution-based.
A metal weapon that deals damage to Dispater corrodes immediately unless its bearer succeeds on a DC 36 Reflex save. Wooden, stone, and other nonmetallic weapons are unaffected. Dispater can suppress or resume his rusting touch ability as a free action. The save DC is Constitution-based.
Summon Baatezu (Sp): Twice per day, Dispater can automatically summon five osyluths or barbazu; three erinyes, cornugons, or gelugons; or one pit fiend. This ability is the equivalent of a 9th-level spell (CL 20th).
Many devils belong to the race of evil outsiders known as the baatezu.
Traits: A baatezu possesses the following traits (unless otherwise noted in a creature's entry).
- Immunity to fire and poison.
- Resistance to acid 10 and cold 10.
- See in Darkness (Su): All baatezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
- Summon (Sp): Baatezu share the ability to summon others of their kind (the success chance and type of baatezu summoned are noted in each monster description).
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).