Iuz the Old (EYE-ooze)
Demigods
(The Evil, the Old One), CE demigod of Deceit, Pain, Oppression, and Evil
Whether Iuz is a human who has become demon-like through the centuries, or whether he is a semidemon, a cambion (as some suggest a by-blow of Orcus), no mortal knows. He is, however, the first known godling of chaotic evil, whose wickedness and treachery are infamous throughout the Flanaess. This cruel being can appear as either a massive (7' tall) fat man with demoniac features, reddish skin, pointed ears, and long, steely fingers, or as an old and wrinkled mannikin scarcely 5 feet in height. Either or both might be Iuz' true form.
Iuz rules a portion of Oerth, a horrid territory which bears its master's name, from the cursed city of Molag. Few creatures beyond the boundaries of this domain will speak his name, let alone adore him. In his demoniac form, Iuz prefers to wield a great magic two-handed sword, although he can use other weapons. In any guise, Iuz can use his exceptionally long and sinewy digits to claw and strike and strangle. In his mannikin-like form, Iuz generates a disgusting spittle which ages any creature it touches and withers the flesh or limb affected. His wrinkled visage causes revulsion in most creatures which view it.
Iuz is rumored to have a soul object secreted on the Abyssal Plane dominated by the demoness Zuggtoy, with whom he is known to consort. He is thus free to roam outside his domain without fear of permanent harm. He also is said to wear an old, short cape, which conveys to him magical protection from both physical and magical harm.
There is great enmity between Iuz and St. Cuthbert. This is carried on by the servants of Iuz and St. Cuthbert's followers as well. Clerics of Iuz dress in rusty black (their master's favorite color) or white streaked with rust-red blood stains.
Their ceremonies include the burning of foul smelling substances, the beating of great drums and the clangor of bronze bells, and blood sacrifice whenever possible. Places of service to Iuz must be old, filthy, and dark. Altar services are typically of bone and include many skulls.
Iuz (EYE-ooze) is thought to be the half-fiend son of the demon lord Graz'zt and the powerful wizard Iggwilv. Appearing on Oerth as a shriveled old man or as a huge, demonic-looking being, Iuz has many fiendish allies and impersonates other gods to fool mortals and increase his territory. He remains a great threat to the balance despite setbacks since the Grey hawk Wars. His symbol is a grinning skull, and he holds a particular hatred for Zagyg, Vecna, St. Cuth bert, and Greyhawk.
The weak must be exploited, tortured, and stripped of hope. The strong must be constantly wary of betrayal by their underlings. Pain is power, and inflicting pain demon strates power best. Crush those beneath you. Iuz must be obeyed, and those who defy him will know absolute pain. Iuz's clerics inflict cruelty and torture upon all who oppose them.
Iuz tolerates no less than fanaticism and complete obedience. His clerics constantly try to outdo each other in their acts of cruelty and evil. They show their superiority over all other beings by hunting for trophies; rare finds such as unicorns or paladins are truly prized. The clerics create spells and magic items of terrible power and evil nature, and travel the world to commit acts of evil and search out Iuz's enemies. Iuz is served directly by the Boneheart—two tiers (Greater and Lesser) of six advisers each (clerics and wizards), and by the Boneshadow, six spies and evil doers who roam the world.
Domains Chaos, Evil, Trickery; Weapons greatsword(m)
The Cyclopedia of the Flanaess chapter in this book gives full details of Iuz, his lands, and his evils. The following entry gives statistical information for Iuz.
Iuz can be slain while on the Prime Material plane. If this happens, he is banished to the Abyss where he has a hidden soul gem (other Powers cannot be slain on the Prime Material since they appear only in avatar form).
Iuz can appear as a 7'-tall, red-skinned, steely fingered fiend, or as a shriveled old man five feet in height (he can take many forms; these are simply his habitual ones).
Statistics (as 16th-level Priest): AC -4 (-8 with cape MV 18; HD 36; hp 165; #AT 1 (2 Dmg 1d10 + 12 or Id4 + 10/ld4 + 10 (talons Str 21, Dex 18, Con 18, Int 18, Wis 20, Cha 18; MR 45% (65% with cape SZ L (7') or-. M (5' THACO 10.
In his fiendish, taller form, Iuz usually employs a two-handed sword +3. In his old man form, he attacks with talons and can also generate a disgusting spittle which he can spit, once per round, at one target within 10 feet. Any creature hit by this vile fluid ages Id6 years (no save). Furthermore, the body part struck becomes numb and is useless for Id4 + 1 rounds (roll Id 12: l = head, 2/3 = weapon arm, 4/5 = shield arm, 6/7 = right leg, 8/9 = left leg, 10-12 = torso. A torso hit makes a character collapse in pain, remaining conscious but unable to perform actions. A hit to the head brings unconsciousness.
In either form, Iuz is unaffected by nonmagical weapons. He has 90% ability in all thief skills. His magical cloak, of deepest black, is a cloak of protection+4 which adds 20% to his magic resistance. He can cast spells from the following spheres: Chaos, Charm, Creation, Divination, Elemental (air, fire), Guardian, Healing (rev), Necromantic (rev), Protection, Summoning, Sun (rev), War, Wards, Weather. In addition to spells, which he casts as a 16th-level priest, he has the following innate magical abilities:
• At will, Iuz can cast each of the following, one per round: finger of death, invisibility, phantasmal force, protection from good 10' radius, wall of force.
• Twice per day each, one per round, he can cast dispel good, dispel illusion, dispel magic, true seeing.
• Once per day each, one per round, Iuz can cast anti-magic shell, command (2 round duration), gate, harm, limited wish, symbol.
Iuz has many magical items looted from the Hierarchs, Shield Lands, and elsewhere. His throne has many magical properties, his palace holds a permanent gate to the Abyss, and so on. Iuz's resources are great indeed...
AL Chaotic evil; WAL Any evil; SoC Oppression, Deceit, Pain; SY Grinning human skull; CR Rusty black; PN Prime Material
Iuz, The Old, is the patron of wickedness. He rules a portion of the Flanaess named after him, holding court in his capital city of Molag where he plots the conquest and dominion of the entire Oerth. Iuz’s wickedness and treachery are infamous throughout the Flanaess, and few creatures living outside his domain even speak his name, let alone venerate him. There is great personal enmity between Iuz and St. Cuthbert. Ceremonies venerating Iuz include foul-smelling incense or burning dung, the banging of great drums, gongs, or bells. Blood sacrifices are often part of rituals. Altars are usually of bone, and include many skulls. Services to Iuz are held in ancient, filthy, and dark places.
Iuz's Priests
This priesthood is cruel, barbaric, and sadistic. The priests revel in cruelty and inflicting fear on those weaker than themselves, and they forever try to outdo each other. The more exalted members of their ranks who become part of the Bone heart (three echelons of six members, though not all are priests) keep quiet in Iuz's presence unless commanded to speak. Senior priests are now token rulers of many provinces of Iuz's expanded domain, although Iuz holds them responsible for events therein, so this is a mixed blessing.
Trophy hunting is important to Iuz's priests, and a fine array of stuffed and mounted heads brings approval and esteem. Possession of a true work of art (e.g., an embalmed and stuffed paladin) gains considerable kudos for the owner.
Clerics of Iuz are as cold-blooded and malevolent as their deity. They dress in black (their master’s favorite color), or in bloodstained white. Beginning at 3rd level, they can cast change self once per day. The spell is cast at the cleric’s level. All clerics of Iuz are dedicated trophy hunters, taking souvenirs from defeated foes. A cleric’s status is partially determined by the number of trophies in his collection-particularly skulls.
Requirements: AB Std; AL CE, NE; WP club, dagger, flail, knife, mace*, staff, staff-sling, sling, two-handed sword; AR any; RA black or bloodstained white robes; SP Chaos, Charm, Combat, Divination*(minor), Healing (rev), Necromantic (minor), Summoning, Sun (rev SPL screaming skull, vampiric fog; PW 3) change self(W1 5) + 2 to saves versus spells cast by good-aligned spellcasters; 7) fear (W4 9) enervation (W4 TU command at + 1 level; ADD spittle, cause fear, heat metal, dispel magic, true seeing, feeblemind, forbiddance, confusion
Link to explanation of Priests abbreviationsTrue Form (No Avatar)
HD 36; THACO 10; SPA CL 16; MV 18”; AC -4 (-8 with cape hp 165; #AT 1 or 2; Dmg ldlO + 12 or ld4 + 10/ld4 + 10 MR 45% (65% with cape SZ M or L; Str 21, Int 18, Wis 20, Dex 18, Con 18, Cha 18
Whether Iuz is a human who has become demonic through the centuries, or whether he is a cambion (Orcus’ offspring, some suggest), no mortal knows. He has been known to appear as an ogre-sized fat man with demonic features, reddish skin, pointed ears, and long steely fingers, and as a wrinkled old man scarcely five feet tall.
Iuz has no avatar. If he is slain, he is banished to the Abyss-just as if he were a demon prince. His soul object is reputedly hidden on the Abyssal Plane. Iuz is struck only by weapons of + 1 or better enchantment.
In his demonic form, Iuz usually wields a great two- handed sword +3. In his old man form, Iuz can generate a disgusting spittle. Once per round, he can project this spittle at targets within 10 feet. Iuz must make a successful to hit roll, and all targets are considered at short range. Creatures struck age ld6 years, no saving throw. Furthermore, the area struck becomes withered and numb, and is useless for ld4 + 1 rounds.
In either form Iuz is struck only by weapons of + 1 or better enchantment. He usually wears an old, short cape. This acts as a cloak of protection +4 and increases his magic resistance by 20%. Iuz has the abilities of a 20th level thief.
Iuz also has the following powers, common to all demigods.
At will: finger of death, invisibility, phantasmal force, protection from good 10’ radius, remove fear, summon followers (1-2 creatures of the same type and alignment, up to 20 hit dice total, per day), wall of force.
Twice per day: dispel good, dispel illusion, dispel magic, true seeing.
Once per day: anti-magic shell, command (2 round duration), gate, heal, unholy word, limited wish, symbol.
Additional Spell
Spittle (Alteration)
Level: 1
Range: 10 yards
Duration: 1 attack
Components: S
Casting Time: 1 seg.
Saving Throw: Negates
Area of Effect: One creature
This spell allows the cleric to generate a disgusting spittle that can paralyze any creature it touches. The cleric must make a to hit roll, and all targets are considered to be at short range, Any creature struck must save vs. spell or lose the use of the area struck:
d8 roll | Area Struck | Effect |
---|---|---|
1 | Head | Unconscious |
2-4 | Body | Paralyzed |
5 | Weapon Arm | No attacks |
6 | Non-weapon Arm | No shield bonus |
7-8 | Leg | Lose defensive dexterity bonuses; movement reduced 50% |
All effects last 1d4 + 1 rounds. The DM might choose to alter the hit location chart to account for target facing or non-humanoid body type.

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