Gorthoklek

Level 21
Creature· devilUniqueLargeRemaster
AC
48
HP
365
Speed
35 ft.
Perception
+39
Fort
+39
Ref
+34
Will
+37
Immunities fire
Resistances physical 15, poison 15
Weaknesses holy 15
Languages common, diabolic, draconic, empyrean
Senses greater-darkvision, truesight 60 ft.
Skills deception +41, intimidation +41, religion +39, society +38, acrobatics +36, diplomacy +36, stealth +36, athletics +35, arcana +34
Other Speeds fly 50 ft.
Recall Knowledge DC 52 (religion)

Attacks

Melee Jaws +41 (magical, poison, reach 10 ft., unarmed, unholy), Damage 4d10+19 piercing plus pit fiend venom
Melee Claw +39 (agile, magical, reach 10 ft., unarmed, unholy), Damage 4d6+19 slashing
Melee Tail +37 (magical, reach 10 ft., unholy), Damage 4d10+19 bludgeoning plus improved grab
Melee Wing +37 (magical, reach 15 ft., unholy), Damage 4d6+19 slashing
Melee Spiked Chain +41 (disarm, finesse, magical, trip), Damage 4d8+19 slashing plus 1d6 fire plus 1d4 spirit

Abilities

Greater Darkvisioninteraction
Telepathy 100 feetinteraction
At-Will Spellsinteraction
Constant Spellsinteraction
+1 Status to All Saves vs. Magic
Regeneration 30 (Deactivated by Holy)
Frightful Presence

20 feet. DC 44 will


General's Aura

100 feet.

Commanded or allied unholy creatures in the aura of lower level than Gorthoklek gain a +1 circumstance bonus to attack rolls, damage rolls, AC, saves, and skill checks.

Once per turn, a commanded or allied unholy creature in this aura can Step as a free action.

Effect: General's Aura

Reactive Strike
Chain Sweep◆◆

Gorthoklek makes a spiked chain Strike and compares the attack roll result to the AC of up to three foes, each of whom must be within his melee reach and no more than 10 feet from each other. Gorthoklek rolls damage only once and applies it to each creature hit. A creature that's critically hit is also knocked Prone. Chain Sweep counts as two attacks for his multiple attack penalty.

Change Shape

Gorthoklek takes on the shape of any Large or smaller humanoid. This doesn't change his Speed or attack and damage bonuses with his Strikes but might change the damage type his Strikes deal (typically to bludgeoning).


Constrict

(2d10+19) bludgeoning, DC 45 fortitude


Fast Swoop

Gorthoklek Flies and makes a wing Strike at any point during its movement.

Masterful Quickened Casting

Frequency once per round


Effect If the nessari's next action is to cast an 8th-rank or lower innate spell, reduce the number of actions to cast it by 1 (minimum 1 action).

Nessari Venom

Saving Throw DC 45 fortitude

Maximum Duration 10 rounds

Stage 1 6d6 poison damage and Drained 1 (1 round)

Stage 2 8d6 poison damage and Drained 2 (1 round)

Stage 3 9d6 poison damage and Drained 3 (1 round)

Shape Devils

Gorthoklek reshapes a large number of orts within a 600-foot emanation into more powerful devils to swell Hell's legions. Gorthoklek must have available the number of orts listed on the table below.

Devil Level

Number of Orts

4 or below

4

5-6

8

7-8

16

9-10

32

11-12

64

13-14

128

15-16

256

17-18

512

19-20

1.024

Gorthoklek can shape 100 orts per day, to a maximum of 1,100 orts in 11 days. Devils created in this way whose level is 19 or lower are in thrall to Gorthoklek and foll

Unholy Bloodshed

Frequency once per day

Trigger Gorthoklek critically succeeds at an attack roll against a holy creature with his Unholy Spiked Chain.


Effect The target takes 3d8 bleed.

Improved Grab

When an army of devils invades to bathe a region in bloodshed and hellfire, it is likely that one of the nessaris masterminded the incursion. Cunning, powerful, and ruthless, nessaris often serve the archdevils directly. They rule infernal duchies, subjugate mortal worlds, and usurp infernal rivals using unparalleled despotism and calculated ferocity. To realize their tyrannical machinations, nessaris claim mortal souls that they corrupt into ort servants, which can then be shaped and transformed through infernal manipulation into the terrifying devils that form Hell's formidable legions. They often select the most wicked and vicious orts for their armies, drawing upon these lesser devils' depravity during powerful magical ceremonies to create hideous and terrifying abominations that can cow and eviscerate the nessari's enemies.

Each nessari is crafted deep within the nightmarish bowels of Nessus, the ninth layer of Hell, to serve the whims of archdevils and infernal dukes. Those nessaris that don't leave Nessus to command infernal legions in the upper layers of Hell often form the courts of Hell's elite, gathering cronies and sects that shape Hell's political landscape through subterfuge and manipulation. But many nessaris see themselves as living embodiments of hellfire, the all-encompassing wrath of Hell, and thus prefer to dwell in realms consumed by fire. In Avernus, Dis, Malebolge, Nessus, and Phlegethon, nessaris build vast citadels of brimstone wreathed in flame to lord over.

Rather than being above the constant power struggles of the diabolic ranks, nessaris are in the thick of it. Even apocalyptic schemes to conquer or despoil mortal worlds usually begin from a desire to claw a single rank up the immortal hierarchy of Hell. For this reason, the best, yet also most dangerous, ally against a nessari is the nessari next to them.

Nessaris tower over other devils, standing at least 16 feet tall, weighing over 1,000 pounds, and brandishing wingspans in excess of 20 feet.

Infernal Dukes

Elite members of Hell's political infrastructure and leadership hierarchy, the dukes of Hell are chosen from among the most tyrannical, oppressive, and conniving devils. While not all infernal dukes are nessaris, a nessari's natural disposition toward conquest and oppression often makes them an ideal candidate for this position. To create an infernal duke, adjust the nessari to be between 21st and 25th level. Because of their physical prowess, manipulative nature, and powerful spellcasting abilities, infernal dukes make excellent villains for long-running campaigns.


Masters of corruption and architects of conquest, devils seek both to tempt mortal life to join in their pursuit of all things profane and to spread tyranny throughout all worlds. The temptations they offer mortals range from great powers granted by the signing of an infernal contract to twisted favors following a whispered pledge to a diabolic patron, or any number of even subtler exchanges. Those who succumb to these temptations find themselves consigned to an afterlife of endless torment in the pits of Hell, wherein the only hope of escape lies in the chance of being promoted to become a devil in the infernal ranks.

Every devil has a specific role to play in the upkeep of the remorseless bureaucratic machine that is Hell, from soldiers and scholars to inquisitors, lawyers, judges, and executioners. Lowly orts perform subservient labor to more powerful and specialized devils, such as infantry and contract devils, while the greatest nessaris command entire infernal armies.

Asmodeus stands at the apex of the structure he created, but the layers below him are marked by a constant jockeying for position. Most diabolic plans ultimately serve to improve the schemer's place in the hierarchy.