O Grande Inferno dos Seis Males in Glærün | World Anvil
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O Grande Inferno dos Seis Males

O Inferno de Glærün é um lugar de tortura e desolação, onde aqueles que contribuíram para o Mal são trazidos para servir aos Grandes Males que dominam o Inferno. Os Seis Senhores do Inferno estão em constante disputa pelo domínio de todo o Inferno, e se algum dia isso for alcançado por algum, uma era de desespero cairá sobre todos.   O Inferno é dividido em seis domínios. Cada domínio representa um dos Grandes Males associados ao Mal. E quando um demônio é promovido ao posto de Senhor, o próprio Inferno que ele domina lhe concede poderes. São os seis domínios do Inferno: Escuridão, Mentira, Dor, Fogo, Podridão e Loucura.   Vasmihr, Senhora da Escuridão, domina sobre Tenebris. A mais nova entre os Senhores do Inferno, mas tão poderosa quanto qualquer um deles. Numa noite eterna, Tenebris é capaz de transformar seus habitantes em meras sombras.   Sabrael, Senhora da Mentira, domina sobre Dolus. Senhora por muito tempo, ninguém conhece suas intenções, nem sua verdadeira forma. Dolus é um lugar repleto de ilusões. Quem lá permanece não conseguirá mais saber em que confiar. A própria realidade lhe parecerá uma mentira.   Rumsuhr, Senhora da Dor, domina sobre Tormentus. Esse é o maior domínio do Inferno, e consequentemente, Rumsuhr é provavelmente a mais poderosa dentre os Senhores. Tormentus é um lugar de tortura constante. Qualquer um que adentrar esse domínio será subjugado pela dor e pela angústia constante.   Izrail, Senhor do Fogo, domina sobre Ignis. Izrail é o único que consegue disputar com Rumsuhr a posição de mais poderoso de todo o Inferno. Ignis é capaz de imolar tudo que lá habita. O fogo queima forte, alimentado pelas almas.   Izrail

Izrail, The Lord of Fire

Large fiend (devil), lawful evil
Armor Class 20 (Natural Armor)
Hit Points 435 (30d12 + 240)
Speed 30ft Fly: 60ft

STR
28 +9
DEX
12 +1
CON
26 +8
INT
22 +6
WIS
19 +4
CHA
22 +6

Saving Throws DEX +9, CON +16, WIS +12
Skills Athletics +17, Intimidation +14
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Poison
Condition Immunities Poisoned
Senses Truesight 120 ft., Passive Perception 14
Languages Infernal, Telepathy 120 ft.
Challenge 27

Izrail's spellcasting ability is Charisma (spell save DC 22). Izrail can innately cast the following spells, requiring no material components

At will: detect magic, fireball

2/day: plane shift, fire storm

3/day: hold monster, wall of fire


Ignis' Avatar. Any creature that starts its turn within 30 feet of Izrail takes 10 (3d6) fire damage and must make a DC 24 Constitution saving throw or any resistance to fire it has fades.   Fire Icarnate. Whenever Izrail takes fire damage, he heals for that amount instead. Whenever a creature is reduced to 0 hit points by fire damage caused by Izrail, it's Soul is burned instantly and lost forever. It cannot be ressurected by any means short of a wish spell.   Legendary Resistance (2/day). When Izrail fails a saving throw, he can choose to succeed instead.   Fear Aura. Any creature hostile to Izrail that starts its turn within 20 feet of him must make a DC 21 Wisdom saving throw, unless Izrail is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Izrail's Fear Aura for the next 24 hours.   Magic Resistance. Izrail has advantage on saving throws against spells and other magical effects.   Magic Weapons. Izrail's weapon attacks are magical.


Actions

Multiattack. Izrail makes four attacks: one with its bite,two with its claw, and one with its tail.   Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.   Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) slashing damage plus 10 (3d6) fire damage.   Tail. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 9) bludgeoning damage.


 

Legendary Actions

Izrail, the Lord of Fire can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Izrail regains spent legendary actions at the start of its turn.   Attack. Izrail makes a claw attack.   Move. Izrail moves up to half its speed.   Cast Spell. Izrail casts a spell from its list of prepared spells, using a spell slot as normal.


Izrail is one of the Lords of Hell, having control over fire and continuously burning the souls of those who are unfortunate enough to be imprisoned in his layer after death to feed the eternal flames of despair he lives in. He is an extremely powerful being, one of the most powerful rulers of Hell. He takes advantage of the flames he can create to heal himself constantly, making the task of defeating him nigh impossible. The air around him is always burning, his mere proximity can ignite the weak and destroy their souls in an instant. The flames created by his body are so strong they can even burn magic to ashes, taking away from adventurers their means of protection from his wrath. He is a prideful creature, and will mercilessly destroy those who oppose him, not afraid of putting himself in an unfavorable position, even enjoying the thrill of a challenge (something he very rarely has the opportunity to enjoy).   If Izrail is between you and your goals, you better think twice before getting into conflict with him. After all, should you come worse out of the confrontation, not even your soul will survive his flames. Only eternal oblivion awaits those who are foolish enough to face Izrail, the Lord of Fire.

  Surzahr, Senhora da Podridão, domina sobre Putris. Ela pode não ser a mais poderosa, mas possui uma maldição forte. Tudo que ela toca apodrece. Putris é um local sujo e fétido, que corrompe e estraga tudo que consegue alcançar.   Por último, Asteraoth, Senhor da Loucura, domina sobre Insanis. O menor dentre os Senhores, Asteraoth se alimenta de torturar a mente dos outros e se nutre da sanidade que tira daqueles que cruzam seu caminho. Insanis é um domínio do Caos, nada lá faz sentido, a loucura espreita todos que adentram lá.   Asteraoth

Asteraoth, The Lord of Madness

Large fiend (devil), chaotic evil
Armor Class 18 (Natural Armor)
Hit Points 237 (25d10 + 100)
Speed 30ft Fly: 75ft Burrow: 30ft

STR
26 +8
DEX
22 +6
CON
18 +4
INT
28 +9
WIS
20 +5
CHA
14 +2

Saving Throws DEX +13, CON +11, INT +16
Skills Arcana +16, Deception +9, History +16, Insight +12, Investigation +16, Perception +12, Stealth +11
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison, Psychic
Condition Immunities Charmed, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 22
Languages Infernal, Telepathy 120 ft.
Challenge 22

Innate Spellcasting. Asteraoth's spellcasting ability is Intelligence (spell save DC 24). Asteraoth can innately cast the following spells, requiring no material components

At will: mirror image, misty step, disguise self, mislead, phantasmal force

1/day: weird

2/day: mental prison, mirage arcane, simulacrum

3/day: fear, greater invisibility, hallucinatory terrain, phantasmal killer, seeming


Insanis' Avatar. Any creature hostile to Asteraoth that starts its turn within 20 feet of him or a creature subjected to his telepathic communication must make a DC 24 Intelligence saving throw, unless Asteraoth is incapacitated. On a failed save, the creature starts losing its mind. Roll an effect on the short-termed madness table (DMG pg. 259). If the creature fails another saving throw while still affected by that effect, madness starts to root itself into its mind. Roll on the long-termed madness table (DMG pg. 260) to determine the effect to replace the previous one. If the creature fails another saving throw while still affected by this effect, madness is fully incorporated into its personality. Roll on the indefinite madness table (DMG pg. 260) to determine which flaw the creature develops to override its long-term madness. If that creature fails another saving throw while still affected by the new flaw, its mind breaks apart. Its Intelligence becomes 0 and the target is stunned until it regains at least one Intelligence point.   Legendary Resistance (2/day). If Asteraoth fails a saving throw, he can choose to succeed instead.   Magic Resistance. Asteraoth has advantage on saving throws against spells and other magical effects.   Magic Weapons. Asteraoth's weapon attacks are magical.


Actions

Multiattack. Asteraoth makes three attacks: one with its bite, one with its claw, and one with its tail.   Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d6 + 8) piercing damage.   Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (1d8 + 8) slashing damage.   Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (1d10 + 8) bludgeoning damage.


 

Legendary Actions

Asteraoth, Lord of Madness, can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Asteraoth regains spent legendary actions at the start of his turn.   Attack. Asteraoth makes a bite, claw or tail attack.   Teleport (Costs 2 Actions). Asteraoth magically teleports, along with any equipment it is currently wearing or carrying, or anything he is holding or creature he is grappling, up to 120 feet to an unoccupied space he can see.   Cast a Spell (Costs 2 Actions). Asteraoth casts a spell from the list of spell available to him that has a casting time of 1 action.


Asteraoth, Lord of Madness, is the ruler of one of the layers of Hell. His mind is warped and chaotic, and his very physical being became a manifestation of the madness within. He is a completely unpredictable being, behaving in ways that seem completely random. His only purpose is to bring madness and feed off of the sanity he removes from his victims. Not quite a powerful being in close quarters, Asteraoth is a scheming and manipulative creature. He will warp the terrain, change forms, change the appearance of not only himself, but those who face him, invoke illusions, and so forth in order to completely deprave his foes of any sense of order and reason. The proximity of Asteraoth causes his spilling madness to effect those around him, and the touch of his mind by telepathic means can permanently damage most mortals.   Facing Asteraoth means risking more than just your life. It means putting your mind through strains it might not come out of unscathed. If you cross paths with this being, or intend to face him directly, be as prepared as you can. His actions and behavior are completely unpredictable. He is just as likely to attack and kill as he is to just ignore or even help. And just as quickly, he might shift his behavior completely. His insanity is not one that a mortal mind can grasp, after all.

  Por muitos anos, os Senhores do Inferno lutavam entre si, e alguns se voltavam ao Plano Material para obter a vantagem necessária para a vitória. No entanto, os Senhores deixaram de tentar isso, não se sabe exatamente o porquê. Não ocorre nenhuma invasão desde aquela que marca o calendário, A Invasão. Por quase dois mil anos, os Lordes Demoníacos estão escondidos no Inferno, planejando sabe-se lá qual ato maligno tais seres planejam.

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