Apollyon (3.5e Deity)

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King of Torment" and "The Angel of the Pit

Intermediate Deity
Symbol: A smoldering skull on a field of ash
Home Plane: Nine Hells
Alignment: Chaotic Neutral
Portfolio: Torment, Slaughter and Destruction
Clergy Alignments: Any Non-Good
Domains: Chaos, Strength, Retribution, Spell, War.
Favored Weapon: Bastard Sword


Apollyon was one of the angels origionally tasked by the Lords of Good with guarding the entrance to the Nine Hells. He was a Solar and a commander of the guard. When Asmodeous took charge of the guards, Apollyon joined up eagerly. Over time, all the angels of the company became corrupted by the carnage and overexposure to the Hells. Apollyon became one of the most malevolent of Asmodeous company, having been exposed to Hell for most of his existence. His figure gradually became warped as he began to let in the darkness to help him fight, rather than shut it out. He became fiendishly strong and retained his celestial sharp wits.

Apollyon became known as The King of the Torment after he invented the hideous clockwork locusts (Creature from Book of Fiends). The clockwork locusts were his pride and joy and many a baatezu came to fear the drone of their wings.

When the Pact Primeval was being drawn up, Apollyon was one of the angels who helped Asmodeous draw it up. He opted to go with Asmodeous after the signing, even though several of the more war-like of the Lords of Good secretly requested his services.


The ends always justify the means.
—Apollyon, in a rare audience with the head of the Draklorian Church.

Apollyon's personal beliefs dictate the total elimination of your enemy through force. Scholars of demonoogy associate the concepts of 'no quarter asked nor given', 'victory at all costs' and 'brute force' to Apollyon. His clergy preach the concept of total war; that is, using everything at ones disposal to defeat your enemy. Disciples of Apollyon do not believe in fair play, rules or the concept of cheating. They believe that these ideas limit us and that victory by any means is acceptable.

Clergy and Temples[edit]

Apollyon doesn't have many actual clergy or temples. Most often his followers are fighters who know little of his actual nature, however the few clerics and blackguard who follow him are often held in high regard by any evil or similarly aligned temples. Many arena fighters, assassins or men with their backs against the wall will pray for the strength they need. It is believed that he will grant a measure of power, enough to overcome many an obstacle, to any who ask. Apollyon does indeed hear these prayers and does, on occasion, grant the power asked. In exchange Apollyon will often demand the souls of fallen enemies which he will most often eat or, with the stronger and smarter ones, imprison is a locust.

Apollyon's few temples are built on sites where his followers have won great victories, while smaller victories will sometimes have a shrine dedicated to him made from the remains of the fallen. Due to his lack of guidance, his followers can sometimes even find themselves fighting across the field of battle from one another. Rather than causing strife, this is considered to be the greatest 'Worship' any of his followers can give him, and though rare, it almost always warrents a temple being built.

In the Dark Kingdoms, scholars of demonology will ofter start warrior sects dedicated to Apollyon. These cults are mostly fighters, barbarians and clerics. The other classes find him much too warlike or debased.



CR 47

CE Gargantuan Outsider (Evil, Extraplanar, Chaotic)
Init/Senses +14/true seeing at will; blindsight 500 ft.; telepathy out to 1,000 ft.; Listen +85, Spot +85
Aura nondetection
AC 88, touch 29, flat-footed 82
(+6 Dex, –4 size, +60 natural, +6 divine, +10 deflection)
hp 1614 (72 HD); fast healing 30, regeneration 30, DR 30/good and epic
Immune Polymorphing, petrification, and other form-altering attacks; Energy Drain, ability drain, ability damage, or death from massive damage; mind-affecting effects; all nonmagical diseases, all poisons with a Fortitude save DC of 25 or less
SR/Resist 59/fire 20; cold 20;
Fort/Ref/Will +46/+44/+46
Speed 80 ft. (16 squares), fly 240ft. (48 squares, perfect)
Melee 2 claws +98 (12d6+27/19-20 x2 +1d6 Fort DC 65 or die), 1 bite +92 (8d8+13 + spell suck), 2 wings +90 (4d6+13), 1 tail slam +90 (8d8+13)
Space/Reach 20ft./20ft.
Base Atk/Grp +72/+111
Special Actions Improved Grab, spell suck; An infernal’s natural weapons are treated as epic, evil, and chaotic-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities (Caster level 72nd; save DC 20 + spell level. The DCs are Charisma-based.):
1/day—fire storm, hellball (epic spell), implosion, meteor swarm
Abilities Str 64, Dex 23, Con 38, Int 22, Wis 26, Cha 30
Feats Alertness, Cleave, Great Cleave, Improved Initiative, Power Attack, Improved Sunder, Weapon Focus (claw), Blinding Speed (x2), Epic Toughness, Epic Weapon Focus (bite), Epic Weapon Focus (claw), Tenacious Magic (greater invisibility), Tenacious Magic (blur), Tenacious Magic (unholy aura), Great Fortitude, Perfect Health, Dire Charge, Improved Critical (claw), Overwhelming Critical (claw), Devastating Critical, Improved Natural Attack (claw), Superior Initiative, Combat Reflexes, Spellcasting Harrier
Skills Balance +83, Concentration +89, Diplomacy +87, Escape Artist +81, Hide +73, Jump +73, Knowledge (arcana) +81, Knowledge (the planes) +81, Listen +85, Move Silently +81, Search +81, Sense Motive +83, Spellcraft +83, Spot +85, Tumble +83
Improved Grab (Ex) If an infernal hits with a claw, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Infernals can use this ability on Large and smaller creatures. The infernal has the option to conduct the grapple normally, or simply use its claw to hold the opponent. Each successful grapple check it makes during successive rounds automatically deals standard claw damage, in addition to automatic spell suck damage.
Spell Suck (Su) If an infernal bites a foe, the foe loses one of its highest-level prepared spells or one of the spell slots for this day that it has not used. The victim chooses the prepared spell to lose. If the victim has no prepared spells or unused spell slots (either because it has exhausted its spellcasting for the day or because the victim is not a spellcaster), the bite instead deals 2 points of temporary Intelligence damage.
Learned Spell Immunity (Su) If an infernal is affected by a spell cast by a particular spellcaster, the infernal thereafter becomes immune to that spell when cast by that spellcaster
Summon Fiend (Sp) An infernal can summon four balors.
Regeneration (Ex) Infernals take normal damage from good weapons. Lawful infernals also take normal damage from chaotic weapons, and vice versa.


Information is from [1].

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