Nine Arms of Asmodeus The Nine Arms of Asmodeus are a collection of magical items, crafted by Asmodeus from the souls of some of his most ardent followers. Asmodeus hand picked a demon worthy of his attention from each of the nine hells, tore their essence from their physical bodies and crafted from it an item unique to their specific strengths. Listed below are the items and their properties, as well as their true forms. When the items were cast out of the nine hells during a struggle against Asmodeus eons ago, they drifted across the material plane, separated and weakened by their disconnection from their master. As such, each of the items comes in a state that is a shadow of its true form, and needs to be fed items of great power to recover it. Upgrade Rules Each item begins at its base state, as a mundane item. Upgrading to further levels of the item increases its power and properties. The rules for these upgrades are listed below. Upgrade Level Levelling up an item requires it to be fed items to receive upgrade points. Upgrade points are a running total, and do not reset to 0 when a higher level is attained. The upgrade points necessary to attain higher levels are as follows: Upgrade Level Level Total Amount Required 1 Attunement 2 20 upgrade points 3 120 upgrade points 4 320 upgrade points Upgrade Points Upgrade points are calculated by feeding an item to one of the Nine Arms, and then rolling the appropriate dice and adding any bonuses from the item rarity value. No other bonuses can be applied to these rolls. Upgrade Point Value Item Rarity Points Gained Uncommon Roll 1d20 Rare Roll 1d20+5 Very Rare Roll 1d20+10 Legendary Roll 1d100+10 The Nine Hells As mentioned previously, each of the nine hells is represented by one of the items. The Nine Arms function as magical lodestones for their home plane, and by utilising other magics you can use them as a form of transport to access those planes. Listed below is each of the Arms and their respective plane. The method of which you can use to transport with them, and the limitations that transport has is entirely up to the DM's discretion. Nine Arms Origin Plane Arm Origin Plane Devour Avernus Betray Dis Dismay Minauros Subjugate Phlegethos Hinder Stygia Menace Malbolge Spite Maladomini Persecute Cania Scorn Nessus Each of the nine hells has a specific and unique terrain, population, and atmosphere. A basic description is provided below, although the hells are entirely up to the DM's interpretation. Avernus The peak of the nine hells, it has a savage barren terrain. Sparking spheres of flame scatter through the sky, bleeding in to its colour to give it a red hue. Magmatic land features are spread around, with volcanoes and lava flows abound. Dis Directly below Avernus, this unwelcoming plane is a black and green layer of death. Green with its thunder filled sky, and black with poisonous foul rivers. The rivers themselves are the result of a moat surrounding the most infamous landmark of the second hell, the scalding huge structure of the Iron City of Dis. Minauros To imagine Minauros, is to imagine a place even trolls would consider disgusting. Unrelenting fearsome weather patterns spew over an endless sight of boggy plague stricken swampland. A city of obsidian with the same name settles on the surface of this temperamental land, held up by the efforts of thousands of the sorriest souls to live in the hells. Phlegethos The fourth layer of hell is the one that usually springs to mortal minds when the prospect of eternal damnation arises. It is a truly hellish landscape of fire, quakes, and smoke. The city of Abriymoch is the seat of power in this realm, constructed of volcanic rock, glass, and crystals. This is the only relatively safe place in Phlegethos. Stygia If Phlegethos is the image of fire, Stygia is its polar opposite in every sense of the word. A frozen ocean stretches as far as the eye can see, filled with its harsh cold winds and towering mountains of snow capped ice. 1

Malbolge Metallic capped stone structures litter the plane of Malbolge, on a bed of city sized polygonal stones. Irregular tunnels and catacombs form complicated passageways through and under its terrain, a fearsome prospect for any foolish travelers. Maladomini Maladomini is a source of confusion for any unfamiliar wanderers of its endless twisting labyrinthian corridors and caverns. Mine shafts and empty cities are a common landmark, relics of abandoned attempts at a true capital. Its only real hub of life rests in the city of Malagard, an evermoving metropolis. Cania Cold and mountainous, it possesses a bitter temperature that rivals even Stygia in its frigidity. Its terrain is surprisingly free of the monstrous creatures that haunt most of the hells, but it is no less dangerous, threatening to freeze solid any poor unsuspecting adventurer stupid enough to attempt to traverse it. A palace of ice rests at its heart. Nessus The final hell, and the home of Asmodeus himself. Its lands are varied and fearsome, ranging from volcanic nightmares, frozen tundras, to pitch black forests of shadow monsters. The closer to the centre you get, the lower the hell becomes, as a series of chasms fold in on themselves. Its true depths are beyond the knowledge of mortalkind. The Nine Arms The Nine Arms are each unique, sentient magical items. They possess powerful properties and can serve as quest rewards, enemies, or the core of entire campaigns in their own right. The collection of all nine in one place can have a variety of repercussions, and could function as a goal for a character, or as the plot of a villain the players could need to stop. Their function is as varied and flexible as the DM who chooses to use them. Listed below are the Nine Arms and their properties. Subjugate the Merciless Staff, legendary (requires attunement by a spellcaster) Subjugate is an intelligent and opinionated being, eager to share knowledge and wisdom with its wielder to encourage their tyrannical urges. It seeks the dominion of those it considers lesser than it, and believes itself to be one of the truly destined leaders of all the planes. Level 1: You gain a +1 bonus to spell attack rolls and spell save DC. Rule. Whenever you kill any creatures with a spell on your turn, you can use a bonus action to impose a Wisdom saving throw upon them, being brought back as an undead under your control until the end of your next turn. Level 2: The bonus to spell attack rolls and spell save DC increases to a +2. Level 3: 2

You gain the following property: Punish. When any creatures that have been damaged by you die within your your view, you can use your reaction to impose a Charisma saving throw upon them to rip their souls from their bodies and absorb them into the staff. You can store up to five souls per short rest, the maximum amount the staff can hold. As part of a spell you can expend a number of souls to add the creatures CR as additional fire damage to the spell. Level 4: The bonus to spell attack rolls and spell save DC increases to a +3. True Form. With Subjugate fully unlocked, once every 7 days you can allow Subjugate to access its physical form for one hour. The item becomes a +3 magical staff until Subjugate returns back to the staff, either after being reduced to 0 hit points or at the end of the full duration. Devour the Defenseless Armor (plate armor), legendary (requires attunement) Devour is the hungriest of the Nine Arms. It has an almost pathetic need to be fed, in items and in damage, and will encourage its user to take drastic actions to fulfill its appetite. It takes pleasure in the pain of its user, and assures it that it only wishes to help them survive. Level 1: This suit of plate armor bestows the wearer with a +1 bonus to AC and saving throws. Appetise. Whenever you suffer damage that isn't bludgeoning, slashing, or piercing (cold, fire, lightning, poison, acid, force, psychic, necrotic, radiant, thunder) you gain resistance to any subsequent instances of that damage until you suffer damage from a different type of the ones listed. The resistance fades after a long or short rest. Level 2: The bonus to AC and saving throws increases to +2. Level 3: You gain the following property: Consume. Whenever you take reduced damage as a result of the Appetise property you become immune to that damage type until you complete a short or long rest. If you take damage from one of the other damage types listed you can use your reaction to choose to keep your immunity or switch to resistance to the newer damage type. Level 4: The bonus to AC and saving throws increases to +3. True Form.With the full power of the armour unlocked, once every 7 days the user can give Devour its physical form. The armour becomes a set of simple +3 magical armour until Devour returns back to the armour either after being reduced to 0 hit points or after one hour. Spite the Reviled Rod, legendary (requires attunement by a spellcaster) Spite enjoys combat in all its forms, and enjoys being the most superior being in the room. Its hatred of other creatures even extends to its demonic siblings, preferring to be away from them when it can. As long as its user is ruining the lives of other beings, Spite is pleased. Level 1: You gain a +1 bonus to spell attack rolls and spell save DC. Malice. If a hostile creature attempts to attack or cast a spell that targets you or an ally within 60 feet, you may use your reaction to cast Hex on the creature. The damage for Hex is acid damage for the purpose of this property. Level 2: The bonus to spell attack rolls and spell save DC increases to +2. Level 3: You gain the following property: Isolate. Once per short rest you can use a bonus action to cast otiluke's resilient sphere on a creature that is within 10 feet of two other hostile creatures. Spite maintains the concentration on this spell. Level 4: The bonus to spell attack rolls and spell save DC increases to +3. True Form. With the full power of the weapon unlocked, once every 7 days the user can give Spite its physical form. The weapon becomes a simple +3 magical rod until Spite returns back to the rod either after being reduced to 0 hit points or after one hour. Betray the Forgotten Weapon (dagger), legendary (requires attunement) Betray is the quietest of the Nine Arms, happy to wait and watch its user slowly but surely murder all those in their way. If it goes a long while without killing something, it will begin to become more vocal about its users need to slay their enemies. Level 1: You gain a +1 to attack and damage rolls made with this weapon. Deceive. As a bonus action you can teleport to directly behind a creature within 60 feet, leaving an after image of yourself that looks convincing and lasts until the start of your next turn unless a creature makes a DC 15 Intelligence (Investigation) check. As a part of this bonus action you can attempt to Hide immediately after teleporting. This ability recharges after you complete a long or short rest, or once you reduce a creature to 0 hit points with an attack made with this weapon. Level 2: The bonus to attack and damage rolls increases to +2. Level 3: You gain the following property: Ravage. You now crit on a 19. If you already crit on a number lower than 20, you crit on a number one lower than your current lowest crit number. 3

When you score a crit with this weapon and reduce a creature to 0 hit points, you can immediately use the Deceive property and make a weapon attack without using an action. If the attack granted by this property hits, it is also a crit. Level 4: The bonus to attack and damage rolls increases to +3, and this weapon deals an additional 2d6 poison damage on hit. True Form. With the full power of the weapon unlocked, once every 7 days the user can give Betray its physical form. The weapon becomes a simple +3 magical dagger until Betray returns back to the dagger either after being reduced to 0 hit points or after one hour. Persecute the Lonely Weapon (shortbow or longbow), legendary (requires attunement) Persecute enjoys the thrill of the hunt. Even at the edge of its range, it can sense the fear of its foes as it delivers the killing blow. Persecute enjoys telling its user the best way to track and approach their quarry, sometimes giving them hints if Persecute has knowledge of the prey. Level 1: You gain a +1 to attack and damage rolls made with this weapon. Pursue. On your turn you can designate one target within the maximum range of this weapon that you can see. You ignore any long range penalties and have advantage on that target with spell and weapon attack rolls and, as long as you damage it with an attack or spell during your turn, you can move up to your movement as part of the action used to damage it. Level 2: The bonus to attack and damage rolls increases to +2. Level 3: You gain the following property: End. Once per short rest, when you take an Attack action you can perform an additional number of attacks against a single target equal to your dexterity modifier. Level 4: The bonus to attack and damage rolls increases to +3, and this weapon deals an additional 2d6 cold damage on hit. True Form. With the full power of the weapon unlocked, once every 7 days the user can give Persecute its physical form. The weapon becomes a simple +3 magical bow until Persecute returns back to the bow either after being reduced to 0 hit points or after one hour. Menace the Stricken Weapon (quarterstaff), legendary (requires attunement) Menace enjoys the simple act of watching its foes attempt to run. Cowardice is its vice, and so it does its best to ensure that the users targets never get the chance to live to see another day. Level 1: You gain a +1 to attack and damage rolls made with this weapon. Bind. When you attack a creature with this weapon you can activate this property of the weapon. They must succeed on a DC 15 Dexterity saving throw or else be lashed to the weapon by a rope of crackling energy. If a creature succeeds, they are immune to this effect for 1 round. Whilst lashed the creature cannot use the Disengage action, and when they provoke opportunity attacks from you they have their speed reduced to 0 on a successful hit. Whilst bound to the weapon, creatures take 1d8 lightning damage at the start of their turns. You can be lashed to a maximum of three creatures at any one time. Level 2: The bonus to attack and damage rolls increases to +2. Level 3: You gain the following property: Chase. Once per short rest, whilst you are bound to a target via the Bind property you can use a bonus action to have Menace cast haste on yourself. Menace maintains the concentration on this spell. Level 4: The bonus to attack and damage rolls increases to +3, and this weapon deals an additional 2d6 lightning damage on hit. True Form. With the full power of the weapon unlocked, once every 7 days the user can give Menace its physical form. The weapon becomes a simple +3 magical quarterstaff until Menace returns back to the quarterstaff either after being reduced to 0 hit points or after one hour. Dismay the Condemned Weapon (greatsword), legendary (requires attunement) Dismay revels in the disappoint of its enemies. Turning the tables on your foes is the best way to make Dismay happy, and the worse the reversal the better. It helps its user find opportunities to turn victory in to defeat. Level 1: You gain a +1 to attack and damage rolls made with this weapon. Deny. Once per short rest, if an enemy crits you, you can use your reaction to deflect the blow back on themself. If the damage from this effect reduces them to 0, you can use this property again without needing a short rest. Level 2: The bonus to attack and damage rolls increases to +2. Level 3: You gain the following property: Thwart. Once per short rest, if the user crits on an attack roll with this weapon, as a bonus action you can have Dismay cast Hold Monster on the target, DC 15. On a failure the creature is paralyzed for the full duration. Dismay maintains the concentration on this spell. Level 4: The bonus to attack and damage rolls increases to +3, and this weapon deals an additional 2d6 necrotic damage on hit. 4

True Form. With the full power of the weapon unlocked, once every 7 days the user can give Dismay its physical form. The weapon becomes a simple +3 magical greatsword until Dismay returns back to the greatsword either after being reduced to 0 hit points or after one hour. Hinder the Craven Armor (shield), legendary (requires attunement) Hinder is the only one of the Arms that enjoys the protection of others. Mostly it enjoys the glory of being integral to another creatures continued existence, but it was the most fervent worshipper and protector of Asmodeus before it was crafted in to the shield it is now, and some of that role of protector is extended to its user and allies. Level 1: This shield gives you a +1 bonus to AC and saving throws. Impede. As a reaction when an ally within 10 feet of you is attacked, you can interpose yourself between them and their foe and make yourself the target of that creatures attacks. Until the start of your next turn you have a +2 bonus to AC. Opportunity attacks made against you as a result of this property are made at disadvantage. Level 2: The bonus to AC and saving throws increases to +2. Level 3: You gain the following property: Disrupt. Once per short rest you can use an action to release a blast of anti-magic within a 30 foot cone. Any spell level 5 and below that this blast encounters is dispelled, and non-legendary or artifact magic items are suppressed until the start of your next turn. Level 4: The bonus to AC and saving throws increases to +3. True Form. With the full power of the item unlocked, once every 7 days the user can give Dismay its physical form. The item becomes a simple +3 magical shield until Hinder returns back to the shield either after being reduced to 0 hit points or after one hour. Scorn the Abandoned Weapon (greataxe), legendary (requires attunement) Scorn is happiest when his enemies are thoroughly demoralized through his scathing words and the prowess of his user. He prefers those with great physical strength, and enjoys watching his user lay waste to his foes as he himself crushes their will. Level 1: You gain a +1 to attack and damage rolls made with this weapon. Abuse. During combat, if an ally or Scorn's user rolls a natural 20 or maximises their damage rolls on a weapon attack or spell, once during their turn Scorn can cast vicious mockery at a hostile creature, DC 15. The target is up to the DMs discretion, and vicious mockery's damage scales with the wielders level. Level 2: The bonus to attack and damage rolls increases to +2. Level 3: You gain the following property: Humiliate. When the user hits on a melee weapon attack with Scorn, as a bonus action they can have Scorn cast the reduce portion of enlarge/reduce on the target, DC 15. Once this ability has successfully reduced a target, it cannot be used again until they have completed a short or long rest. Scorn maintains the concentration on this spell. Level 4: The bonus to attack and damage rolls increases to +3, and this weapon deals an additional 2d6 psychic damage on hit. True Form. With Scorn fully unlocked, once every 7 days you can allow Scorn to access his physical form for one hour. The weapon becomes a +3 magical greataxe until Scorn returns back to the axe, either after being reduced to 0 hit points or at the end of the full duration. True Forms When one of the Nine Arms has been fed enough items to achieve its full potential, it gains the ability to leave the physical prison of the weapon it inhabits and take physical form for a short amount of time. It takes several days to recover the energy expended to do this, and whilst an Arm is generally positive about its user as long as it is well used, they are not guaranteed to help them in whatever task they need aid in. Each of the Arms has a unique form, and properties of their form generally reflect the properties of the weapon. The forms and their statistics are listed below, with their mental statistics being the same statistics they possess in their sentient weapon forms: 5

Betray the Forgotten Small fiend, neutral evil Armor Class 18 (Natural Armor)

18 (Natural Armor) Hit Points 105 (14d8 + 42)

105 (14d8 + 42) Speed 40ft., fly 40 ft. STR DEX CON INT WIS CHA 14 (+2) 22 (+6) 16 (+3) 16 (+3) 20 (+5) 14 (+2) Saving Throws Str +7, Dex +11, Con +8, Int +8, Wis +10, Cha +7

Str +7, Dex +11, Con +8, Int +8, Wis +10, Cha +7 Skills Stealth +16, Sleight of Hand +16, Perception +10

Stealth +16, Sleight of Hand +16, Perception +10 Damage Resistances bludgeoning, piercing and slashing damage from nonmagical weapons

bludgeoning, piercing and slashing damage from nonmagical weapons Damage Immunities poison

poison Condition Immunities poisoned

poisoned Senses darkvision 120ft., passive Perception 20

darkvision 120ft., passive Perception 20 Languages Abyssal, Common, Infernal, telepathy 120ft. Magic Resistance. Betray has advantage on saving throws against spells and other magical effects. Magic Weapons. Betray's weapon attacks are magical. Ravage. Betray crits on a 17. When it reduces an enemy to 0 hit points with a crit it can immediately use its Deceive action without using an action and make a single attack. If this attack hits, it is automatically a crit. Actions Multiattack. Betray makes two attacks with its dagger. Dagger. Melee Weapon Attack: +14 to hit, reach 5ft., one target. Hit: 19 (3d6 + 9) slashing damage. In addition, targets hit by this attack take 16 (3d10) poison damage. Deceive. As a bonus action, Betray can teleport behind any creature within 60 feet and immediately take the Hide action. Betray leaves behind an after image of itself that looks convincing and lasts until the start of its next turn unless a creature makes a DC 18 Intelligence (Investigation) check, at which point the image vanishes. Betray the Forgotten Betray the Forgotten, the demon blade of shadow. When Asmodeus moulded the dagger that would replace Betray's physical form he took inspiration from all the qualities of Betray himself. Small in stature, light, and incredibly deadly. Betray stood around four feet tall in his true form, face a mask of black smoke and cloaked in the wet leathery skin of a creature whose hide could phase in with the night. Before he was a living weapon, he was Asmodeus' prized assassin, and delivered the killing blow to mortals and fiends alike. Quiet in disposition, he is no less the killer for it and spent most of his existence either plaguing the subjects of Asmodeus' ire, or stalking the burning City of Dis that he called home. He had few friends, even among the Nine Arms, comfortable with his own company and the inner circle of his followers who he taught the ways of cloak and dagger. 6

Devour the Defenseless Large fiend, chaotic evil Armor Class 18 (Natural Armor)

18 (Natural Armor) Hit Points 160 (14d12 + 70)

160 (14d12 + 70) Speed 30ft., fly 20 ft. STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 20 (+5) 10 (+0) 16 (+3) 14 (+2) Saving Throws Str +11, Dex +8, Con +10, Int +5, Wis +8, Cha +7

Str +11, Dex +8, Con +10, Int +5, Wis +8, Cha +7 Skills Athletics +9, Intimidation +9, Perception +8

Athletics +9, Intimidation +9, Perception +8 Damage Resistances bludgeoning, piercing and slashing damage from nonmagical weapons

bludgeoning, piercing and slashing damage from nonmagical weapons Damage Immunities poison

poison Condition Immunities poisoned

poisoned Senses darkvision 120ft., passive Perception 18

darkvision 120ft., passive Perception 18 Languages Abyssal, Common, Infernal, telepathy 120ft. Magic Resistance. Devour has advantage on saving throws against spells and other magical effects. Magic Weapons. Devour's weapon attacks are magical. Appetise. Whenever Devour is hit by a form of damage that isn't bludgeoning, piercing, or slashing it becomes resistant to following instances of that damage until the start of its next turn. Consume. Once per turn, Devour can choose to become immune to a form of damage it chooses that isn't bludgeoning, piercing or slashing, until the start of its next turn. Actions Multiattack. Devour can make two attacks with its claws. Claws. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 17 (3d6 + 7) slashing damage. Swallow. Melee Weapon Attack: +12 to hit, reach 5ft., one target. If the target is medium or smaller, they are sucked in to Devour's throat and trapped inside its stomach (maximum of two). While swallowed the creature is blinded and restrained, it has total cover against attacks and other effects outside Devour, and it takes 18 (5d6) damage of whatever damage type Devour is currently immune to. If Devour takes 30 damage or more on a single turn from a creature inside it, Devour must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Devour. If Devour dies, it fades back in to its vessel and all creatures are left in a space previously occupied by Devour. Devour the Defenseless The monstrosity that became Asmodeus' personal suit of armor was known as Devour. His hunger was legend to other denizens of Avernus, his original home, and it was a terrible day indeed when his bulbous form was spied on the horizon. Armies of lesser demons would amass at the orders of Bel, the lord of the first layer of hell, only to be swallowed whole by the thunderous mass of unsatiated gluttony that was Devour. Eventually, after eating his way through more demons than could be counted, Bel relented on his ordered assaults and personally cast him out to the lowest layer of hell: Nessus. It wasn't long before Devour had eaten enough of his sibling fiends to get Asmodeus' direct attention. After being chained within the King of the nine hell's dungeon for a few centuries, Asmodeus' eventually found a use for him, forging him along with the other Nine Arms in to a set of virtually impenetrable armor. 7

Dismay the Condemned Medium fiend, chaotic evil Armor Class 20 (Natural Armor)

20 (Natural Armor) Hit Points 147 (14d10 + 70)

147 (14d10 + 70) Speed 30ft., fly 40 ft. STR DEX CON INT WIS CHA 22 (+6) 16 (+3) 20 (+5) 16 (+3) 18 (+4) 14 (+2) Saving Throws Str +11, Dex +8, Con +10, Int +8, Wis +9, Cha +7

Str +11, Dex +8, Con +10, Int +8, Wis +9, Cha +7 Skills Athletics +11, Intimidation +7, Perception +9

Athletics +11, Intimidation +7, Perception +9 Damage Resistances bludgeoning, piercing and slashing damage from nonmagical weapons

bludgeoning, piercing and slashing damage from nonmagical weapons Damage Immunities poison, necrotic

poison, necrotic Condition Immunities poisoned

poisoned Senses darkvision 120ft., passive Perception 19

darkvision 120ft., passive Perception 19 Languages Abyssal, Common, Infernal, telepathy 120ft. Magic Resistance. Dismay has advantage on saving throws against spells and other magical effects. Magic Weapons. Dismay's weapon attacks are magical. Deny. Whenever Dismay would be hit by a crit, Dismay can use its reaction to reflect the damage back on the creature. Actions Multiattack. Dismay makes three greatsword attacks. Greatsword. Melee Weapon Attack: +14 to hit, reach 5ft., one target. Hit 22 (3d8 + 9) slashing damage. In addition, targets hit by this attack take 11 (2d10) necrotic damage. Thwart (Recharge 5 - 6). When Dismay successfully attacks a creature it can cast the hold monster spell upon them, DC 18. Dismay the Condemned Many years ago, before the Nine Arms were made, if you were unfortunate enough to find yourself in the swamps of Minauros there was one creature beyond all others that you would not wish to encounter. The demon knight of sorrow, Dismay, called the marshland home, and roamed its borders in search of victims. The fear of those lost in the bogs drew her attention like a moth to flame, and she became a tale of warning for children in the mortal realms. Her greatsword in hand, she would stand on the horizon of her chosen prey, waiting. Over days her silhouette would grow closer, until her blade found their heart and she faded in to darkness. Asmodeus waited for a year and a day, knelt in one of the most despicable swamps of Minauros, until Dismay eventually found him. Asmodeus offered her the chance to be by his side and fulfill her need to find the fear and sadness in others. She remained silent for seven days and seven nights before eventually agreeing and becoming Dismay the Condemned, Asmodeus' most prized sword. 8

Hinder the Craven Medium fiend, chaotic evil Armor Class 24 (Natural Armor + Shield)

24 (Natural Armor + Shield) Hit Points 147 (14d10 + 70)

147 (14d10 + 70) Speed 30ft., fly 40 ft. STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 20 (+5) 16 (+3) 18 (+4) 16 (+3) Saving Throws Str +9, Dex +8, Con +10, Int +8, Wis +9, Cha +8

Str +9, Dex +8, Con +10, Int +8, Wis +9, Cha +8 Skills athletics +9, perception +9, persuasion +8

athletics +9, perception +9, persuasion +8 Damage Resistances bludgeoning, piercing and slashing damage from nonmagical weapons

bludgeoning, piercing and slashing damage from nonmagical weapons Damage Immunities poison

poison Condition Immunities grappled, paralyzed, poisoned, prone, restrained

grappled, paralyzed, poisoned, prone, restrained Senses darkvision 120ft., passive Perception 19

darkvision 120ft., passive Perception 19 Languages Abyssal, Common, Infernal, telepathy 120ft. Magic Resistance. Hinder has advantage on saving throws against spells and other magical effects. Magic Weapons. Hinder's weapon attacks are magical. Impede. When a creature friendly to Hinder is attacked within 30 ft of it, Hinder can use its reaction to interpose itself between the creature and its assailants, taking all the attacks directed at the creature. This movement does not provoke opportunity attacks and Hinder gains a +2 bonus to its AC until the start of its next turn. Actions Multiattack. Hinder makes two shortsword attacks. Shortsword. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 17 (3d6 + 7) slashing damage. Disrupt. Hinder can project a blast of anti-magic within a 30 foot cone from itself. Any spell or spell effect level 5 and lower that is encountered by this blast is dispelled, and any non-legendary and non-artifact magic items have their effects suppressed until the start of its next turn. Hinder the Craven Loyalty and fiends are not two words often seen in the same sentence. Hinder was always a unique demon, singular in his pursuits and almost impossible to deter. Before he took his rightful place as Asmodeus' right hand fiend, he spent his time protecting, of all things, a mortal. Lost in the tundra of Stygia, the birthplace of Hinder, was a human male catapulted through the planes by a spell gone wrong. Hinder found him shivering and dying a slow cold death, injured and chased by a number of ice demons that had caught his trail. Hinder had never had the opportunity to talk to a human before, and so took pity on the human and discovered within himself an eager hunger for friendship. Initial contact was rough, but eventually the human gave in and accepted the protection of the tall metallic scaled demon before him. When his friend eventually died, years later, Asmodeus visited Hinder and offered him his own friendship. Whether genuine or not, Hinder pounced on the chance for a true comrade who could never leave him. 9

Menace the Stricken Medium fiend, chaotic evil Armor Class 22 (Natural Armor)

22 (Natural Armor) Hit Points 133 (14d8 + 70)

133 (14d8 + 70) Speed 30ft., fly 40 ft. STR DEX CON INT WIS CHA 16 (+3) 22 (+6) 20 (+5) 16 (+3) 22 (+6) 12 (+1) Saving Throws Str +8, Dex +11, Con +10, Int +8, Wis +11, Cha +6

Str +8, Dex +11, Con +10, Int +8, Wis +11, Cha +6 Skills Acrobatics +16, Perception +11

Acrobatics +16, Perception +11 Damage Resistances bludgeoning, piercing and slashing damage from nonmagical weapons

bludgeoning, piercing and slashing damage from nonmagical weapons Damage Immunities poison, lightning

poison, lightning Condition Immunities poisoned

poisoned Senses darkvision 120ft., passive Perception 21

darkvision 120ft., passive Perception 21 Languages Abyssal, Common, Infernal, telepathy 120ft. Magic Resistance. Menace has advantage on saving throws against spells and other magical effects. Magic Weapons. Menace's weapon attacks are magical. Bind. When Menace hits a creature, it must make a DC 18 Dexterity saving throw or become bound to Menace by a rope of crackling energy. Whilst bound, a creature cannot take the Disengage action and when it provokes an opportunity attack from Menace they have their speed reduced to 0 on a successful hit. Additionally, it takes 2d8 lightning damage at the start of its turns. A creature is bound until it moves more than 60 feet from Menace. Actions Multiattack. Menace makes three quarterstaff attacks. Quarterstaff. Melee Weapon Attack: +14 to hit, reach 5ft., one target. Hit 22 (3d8 + 9) bludgeoning damage. In addition, targets hit by this attack take 11 (2d10) lightning damage. Chase. Whilst bound to a creature by its Bind property, Menace can use its bonus action to cast the haste spell on itself. Menace the Stricken Self proclaimed queen of the sticks, Menace was a fiend of renowned prowess with the staff. With a simple limb of a tree, she perched herself at the top of one of the tallest stone edifices in Malbolge and invited any contender to unseat her. Demons and devils from every corner of the sixth hell came to meet her challenge, and all were cast down to break their bodies on the smaller rocks below. Her laughter echoed loud enough to reach even Asmodeus' ears, and a small demon of meager strength arrived soon after. His diminutive form and bony hide were enough to make Menace's laughter shake the rocks from the peaks around, but after he knocked her to her knees with a swift volley of blows her laughter ceased and he hopped from the mountain with a cackle behind him. Her fury was endless, and though she made every effort to capture the little imp who had humiliated her, she soon found herself lead to the doors of Asmodeus' home. The imp beckoned her to enter, and when she obliged his form twisted in to the king of hell himself. Even her substantial arrogance was not enough to make her attack her foe, and Asmodeus challenged her to beat his enemies as soundly as she beat her challengers. Enthralled by his offer, she accepted and became the staff that Asmodeus would use to entrap and chase his rivals. 10

Persecute the Lonely Medium fiend, neutral evil Armor Class 18 (Natural Armor)

18 (Natural Armor) Hit Points 133 (14d10 + 56)

133 (14d10 + 56) Speed 35ft., fly 40 ft. STR DEX CON INT WIS CHA 16 (+3) 22 (+6) 18 (+5) 14 (+2) 22 (+6) 14 (+2) Saving Throws Str +8, Dex +11, Con +9, Int +7, Wis +11, Cha +7

Str +8, Dex +11, Con +9, Int +7, Wis +11, Cha +7 Skills Nature +12, Perception +16, Survival +16,

Nature +12, Perception +16, Survival +16, Damage Resistances bludgeoning, piercing and slashing damage from nonmagical weapons

bludgeoning, piercing and slashing damage from nonmagical weapons Damage Immunities cold, poison

cold, poison Condition Immunities poisoned

poisoned Senses darkvision 120ft., passive Perception 26

darkvision 120ft., passive Perception 26 Languages Abyssal, Common, Infernal, telepathy 120ft. Magic Resistance. Persecute has advantage on saving throws against spells and other magical effects. Magic Weapons. Persecute's weapon attacks are magical. Pursue. Persecute designates a target within 600 feet that they can see. Any ranged attacks made against that target by Persecute ignore any long range penalties and are made with advantage. As long as Persecute damages that target on its turn, they can move up to their movement as part of the action used to damage it. Actions Multiattack. Persecute makes two longbow attacks. Longbow. Ranged Weapon Attack: +14 to hit, range 150/600ft., one target. Hit 22 (3d8 + 9) piercing damage. In addition, targets hit by this attack take 11 (2d10) cold damage. End (Recharge 5 - 6). As part of its attack action, Persecute can make an additional six longbow attacks against a single target. Persecute the Lonely If you ranked how dangerous the hells are on the demonic beings that roam their lands, Cania would be the safest. The danger it presents is the incredibly harsh terrain and temperature, flash freezing most creatures on arrival. It wasn't always so clear, however. Even its deadly weather paled in comparison to the frost fiends and various other creatures that inhabited its myriad caves, mountains and glaciers. Monsters dominated Cania for millenia, until the arrival of the greatest hunter demonkind has ever seen, Persecute. A tall, slim figure cradling a bow. At first glance she seemed human, with her pale skin and subdued demonic traits. The cold fury of her bow was far from natural, and an arrow flew true and found the heart of every creature that would dare call Cania its home. The palace of ice and snow that sits at its heart lay unprotected from external threats, as Persecute's bow and sight could not be evaded. Asmodeus approached her when the last of the devils hiding under the ice were executed, and asked her to provide him the same protection she provided Cania. She asked if he could provide worthy prey, and his assurance was all she needed to become Persecute the Lonely, the bow that never misses. 11

Scorn The Abandoned Medium fiend, chaotic evil Armor Class 20 (Natural Armor)

20 (Natural Armor) Hit Points 160 (14d12 + 70)

160 (14d12 + 70) Speed 30ft., fly 40 ft. STR DEX CON INT WIS CHA 22 (+6) 16 (+3) 20 (+5) 14 (+2) 20 (+5) 15 (+2) Saving Throws Str +11, Dex +8, Con +10, Int +7, Wis +10, Cha +7

Str +11, Dex +8, Con +10, Int +7, Wis +10, Cha +7 Skills Athletics +16, Intimidation +12, Perception +10

Athletics +16, Intimidation +12, Perception +10 Damage Resistances bludgeoning, piercing and slashing damage

bludgeoning, piercing and slashing damage Damage Immunities poison, psychic

poison, psychic Condition Immunities charmed, frightened, poisoned

charmed, frightened, poisoned Senses darkvision 120ft., passive Perception 20

darkvision 120ft., passive Perception 20 Languages Abyssal, Common, Infernal, telepathy 120ft. Magic Resistance. Scorn has advantage on saving throws against spells and other magical effects. Magic Weapons. Scorn's weapon attacks are magical. Actions Multiattack. Scorn makes three greataxe attacks. Greataxe. Melee Weapon Attack: +14 to hit, reach 5ft., one target. Hit 22 (3d8 + 9) slashing damage. In addition, targets hit by this attack take 11 (2d10) psychic damage. Abuse. Whenever Scorn, or a creature not hostile to Scorn within 60 ft, rolls a natural 20 on an attack roll, or maximises its damage on an attack or spell, Scorn can cast the vicious mockery spell on a hostile creature, DC 18. This feature can only occur once per a creature's turn. Humiliate (Recharge 5 - 6). When Scorn successfully attacks a creature he can cast the reduce portion of the enlarge/reduce spell upon them, DC 18. Scorn the Abandoned The first of the Nine Arms was Scorn. Before he was the execution axe of Asmodeus, he was the king's favourite jester. A towering demon, infamous for his cutting words as well as his skill have the axe, would stand beside the throne, unleashing a verbal onslaught against any of Asmodeus' visitors. His insults were legendary, and his words earned him a reputation as the most hated fiend in the nine hells. His death would have come a long time ago, were it not for the friendship he kindled with Betray. Asmodeus' assassin was the only demon other than the king himself who Scorn would not insult, thanks to a bet that they had made between themselves. Challenged to a duel to the death by the bufoon berserker, Betray disarmed him with a dinner knife and threatened to end his life. Scorn found this, as he found everything in life, hilarious, and swore to never speak a bad word of Betray again. Betray grudgingly accepted his offer, and in return he would intercept any other attempts on his life as long as he was there to stop them. Asmodeus eventually grew tired of the constant threat to his jester, and crafted him in to an indestructible axe that could laugh at his foes and visitors alike without fear of reprise. 12

Spite the Reviled Small fiend, chaotic evil Armor Class 17 (Natural Armor)

17 (Natural Armor) Hit Points 91 (14d6 + 42)

91 (14d6 + 42) Speed 30ft., fly 40 ft. STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 16 (+3) 16 (+3) 20 (+5) 22 (+6) Saving Throws Str +8, Dex +8, Con +8, Int +8, Wis +10, Cha +11

Str +8, Dex +8, Con +8, Int +8, Wis +10, Cha +11 Skills Arcana +8, Deception +16, Perception +10

Arcana +8, Deception +16, Perception +10 Damage Resistances bludgeoning, piercing and slashing damage from nonmagical weapons

bludgeoning, piercing and slashing damage from nonmagical weapons Damage Immunities acid, poison

acid, poison Condition Immunities poisoned

poisoned Senses darkvision 120ft., passive Perception 20

darkvision 120ft., passive Perception 20 Languages Abyssal, Common, Infernal, telepathy 120ft. Magic Resistance. Spite has advantage on saving throws against spells and other magical effects. Magic Weapons. Spite's weapon attacks are magical. Innate Spellcasting. Spite's innate spellcasting ability is Charisma, (DC 19). Spite can innately cast the following spells, requiring no material components: At-will: acid splash (3d6), darkness, eldritch blast (three beams), hex (acid damage), mage hand, minor illusion, witch bolt 3/day each: fear, hunger of hadar, invisibility, misty step, vampiric touch 1/day each: circle of death, dimension door, eyebite, hold monster Actions Dagger. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 14 (2d6 + 7) Isolate (Recharge 5 - 6). Spite can use a bonus action to cast otiluke's resilient sphere on a hostile creature that is within 10 feet of another hostile creature. Spite the Reviled Maladomini hides a number of creatures in its tunnels and catacombs, but none were as perverse and malicious as Spite was in his prime. In a cave at the depths of the seventh level of hell lived a demon mage of great power and hatred, jealous of his higher ranked brothers and ugly as sin. He spent most of his time trapping other creatures in the pits of acid he would construct in common pathways between settlements, watching them bubble and burn as they screamed a curse on his name. Honing his hurtful magicks day in and day out, eventually he made a mistake. His eldritch trap was sprung, and instead of the screams of pain of a victim, he heard the roar of anger of an archdevil. The devil stalked him through his tunnels, relentless and insane with agony. When he was eventually caught, Spite was strung up and burned with fire and cold in the city of Malagard. This was where Asmodeus' found him, a pitiful miscreant with only loathing in his soul. Offering him his freedom, he made only one request. That that same hatred would be applied to whoever Asmodeus designated by imbuing his soul in to a rod of rancorous power. 13

Subjugate the Merciless Medium fiend, lawful evil Armor Class 17 (Natural Armor)

17 (Natural Armor) Hit Points 91 (14d6 + 42)

91 (14d6 + 42) Speed 30ft., fly 40 ft. STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 16 (+3) 22 (+6) 18 (+4) 16 (+3) Saving Throws Str +8, Dex +8, Con +8, Int +11, Wis +9, Cha +8

Str +8, Dex +8, Con +8, Int +11, Wis +9, Cha +8 Skills Arcana +16, History +11, Perception +9,

Arcana +16, History +11, Perception +9, Damage Resistances bludgeoning, piercing and slashing damage from nonmagical weapons

bludgeoning, piercing and slashing damage from nonmagical weapons Damage Immunities fire, poison

fire, poison Condition Immunities poisoned

poisoned Senses darkvision 120ft., passive Perception 19

darkvision 120ft., passive Perception 19 Languages Abyssal, Common, Infernal, telepathy 120ft. Magic Resistance. Subjugate has advantage on saving throws against spells and other magical effects. Magic Weapons. Subjugate's weapon attacks are magical. Innate Spellcasting. Subjugate's innate spellcasting ability is Intelligence (spell save DC 19). Subjugate can innately cast the following spells, requiring no material components: At-will: burning hands, disguise self, mage hand, minor illusion, scorching ray, unseen servant 3/day each: animate dead, counterspell, invisibility, fireball, fly, haste 1/day each: create undead, hold monster, immolation, telekinesis, wall of fire Rule. When a creature is reduced to 0 hit points as a result of one of Subjugate's spells, it must make a Wisdom saving throw, DC 19. If it fails this save, it returns as an undead under Subjugate's control until the end of Subjugate's next turn. Punish. When creatures that Subjugate has damaged die within its view, Subjugate can use its reaction to rip their souls from their bodies and absorb them into itself if they fail a Charisma saving throw, DC 19. Subjugate can store up to five souls, and can expend them to add their CR as additional fire damage to any of Subjugate's spells that deal damage. Actions Dagger. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 14 (2d6 + 7) Subjugate the Merciless Asmodeus had many things under his control when he found Subjugate, but what he lacked was a general who could command his multitudinous forces without needing his direct attention. No matter where he looked or who he gave the duty, they would disappoint him. Incompetence, betrayal, and death were common flaws and Asmodeus had all but given up on the idea of someone to command his armies. Meanwhile, in the midst of Phlegethos, an army of great skill and considerable determination swarmed the city of Abrimyoch, a city that had gone untaken in centuries. Subjugate stood at the head of the ranks, demanding the full surrender of the city to her control. By the time help had been requested from Asmodeus, she sat upon Phlegethos' throne, regal and imperious in her splendor. Asmodeus found himself almost entranced by the dominating visage, and immediately subdued her with his own vast will and magic. Energy expended, but need for command still iron in form, Subjugate accepted his offer to lead his forces. Her essence was poured in to a staff of burning megalomania, an immutable mistress for Asmodeus' troops. 14