Only the most indomitable minds dare to look upon the malevolent thoughts and forbidden secrets bound herein. This corrupt tome is filled with deplorable wisdom, malignant ideas, and descriptions of creatures, rites, and practices most foul. Evil permeates every word and image inscribed within it. . . .
Unfortunately, Evil is infinite -- and sometimes manifests through means and guises so base that they've remained unexplored in official D&D products. Until now. In the Book of Vile Darkness, veteran designer Monte Cook at last exposes the unimaginable. Our sneak peek at this accessory for mature players introduces Juiblex, a foe so foul that even fellow demons shun him.
Juiblex, the Faceless Lord
Juiblex, known as the Faceless Lord, is a loathsome demon of slime and ooze. Even most demons shun him, and the demon princes are said to refer to him contemptuously as the "lord of nothing." He is among the weakest demon lords but is a terrifying foe nonetheless. He embodies many of the horrible abilities of various slimes, oozes, and puddings, and he commands impressive magical powers as well.
The domain of Juiblex is his by right of power -- he has driven everything from the Slime Pits except the various slimes and oozes that teem there. Nevertheless, a few demons -- hezrous, mainly -- pay him enough fealty that they bring victims for Juiblex and his slimy brood to hunt and feed on.
Juiblex often appears as a 9-foot-tall cone of jelly and slime striated with black, green, and a disgusting mixture of brown, yellow, and gray. At other times, Juiblex is nothing but a seething pool of animate ooze. In any form, pulsating red eyes that look in all directions cover Juiblex completely.
Juiblex's symbol, hardly ever used, is that of a pseudopod dripping slime.
Juiblex's favorite tactic is to engulf a number of foes at once, invisibly, attacking the first with a contagion spell in addition to all other attacks.
Improved Grab (Ex): If Juiblex hits a Medium-size or smaller opponent with a slam attack, he deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +34). If he hits with the slam, he can also constrict in the same round. Juiblex has the option to conduct the grapple normally, or simply use his pseudopod to hold the opponent (-20 penalty on grapple check, but Juiblex is not considered grappled). In either case, each successful grapple check he makes during successive rounds automatically deals slam damage.
Acid (Ex): Juiblex secretes acid that dissolves organic material and metal quickly. Any melee hit deals acid damage. Juiblex's acidic touch deals 50 points of damage per round to wood or metal objects. The opponent's armor and clothing dissolve and become useless immediately unless they succeed at a Reflex save (DC 41). The acid can dissolve stone, dealing 20 points of damage per round of contact. A metal or wooden weapon that strikes Juiblex dissolves immediately unless it succeeds at a Reflex save (DC 41).
Circle of Cold (Sp): If Juiblex wishes it, he exudes frigid cold so that all within 10 feet of him take 6d6 points of cold damage each round (Fort DC 41 half). This area of cold moves with him. He can raise or lower this effect as a free action.
Constrict (Ex): With a successful grapple check, Juiblex can crush a grabbed opponent, dealing automatic slam and acid damage. The opponent's clothing and armor take a -4 penalty on Reflex saves against the acid.
Create Slime (Sp): Once every other round, Juiblex can spew forth a patch of green slime anywhere within 20 feet of himself (including at a target, making a ranged touch attack with a bonus of +28) as a free action.
Drown (Ex): A character who needs air to breathe and becomes engulfed within Juiblex's horrible, acidic, semiliquid form must make a Constitution check (DC 10) every round in order to hold his or her breath. Each round, the DC increases by 1. Upon failing a check, the character falls unconscious (0 hp). The next round, he or she drops to -1 hp and is dying. The round after that, the character drowns and dies.
Engulf (Ex): Juiblex can simply bowl over a Large or smaller creature as a standard action. This attack affects as many opponents as his body can cover. Each target can make either an attack of opportunity against Juiblex or a Reflex save (DC 37) to avoid being engulfed. A successful saving throw indicates that the target has been pushed back or aside (target's choice) as Juiblex moves forward. An engulfed creature is subject to the Juiblex's acid and drown attacks, and they are considered to be grappled and trapped within his body. Juiblex cannot make a slam attack during a round in which he attempts to engulf, but each engulfed creature takes automatic slam damage in that round and every round thereafter that it remains trapped.
Spell-Like Abilities: At will -- blasphemy, deeper darkness, desecrate, detect good, detect law, detect thoughts, fear, greater dispelling, invisibility, phase door, read magic,telekinesis, teleport without error, tongues (self only), touch of Juiblex (no corruption cost), true seeing, unhallow, unholy aura, unholy blight, and utterdark; 1/2 rounds -- quickened contagion, hold monster; 1/day -- befoul, blasphemy, despoil, unholy aura. Caster level 20th; save DC 15 + spell level, or 17 + spell level for hold monster.
Amorphous (Ex): Blunt weapons and impact damage deal no damage to Juiblex. He is able to slip through spaces that otherwise could accommodate a creature no larger than Tiny because of his jellylike substance.
Circle of Darkness (Sp): Juiblex can create an area around himself with a 10-foot radius of complete darkness that no being can see within. This special magical darkness can be dispelled (as a spell from a 20th-level caster), but no light spell can counter it. This area moves with Juiblex.
Immunities (Ex): Juiblex is immune to poison and electricity because he is a tanar'ri. He is immune to paralysis, stunning, polymorphing, and critical hits because he has no discernible anatomy.
Summon Oozes (Sp): Once per day, Juiblex can automatically summon 1d6 gray oozes, 1d4 ochre jellies, or 1d2 black puddings.
Summon Tanar'ri (Sp): Once per day Juiblex can automatically summon 3d10 dretches or 1 hezrou.
Telepathy (Su): Juiblex can communicate telepathically with any creature within 100 feet that has a language.
The Goals of Juiblex
Juiblex does not plot and scheme. Juiblex is content to simply exist, destroying and killing and corroding anything he can get his tendrils on. He hates everything and revels only in destruction.
The Cult of Juiblex
Although a few demented souls (and the occasional aboleth) revere the Faceless Lord, there is no organized cult of Juiblex. For example, Duvamil is a native of the Material Plane. She reveres Juiblex, but he is unaware of her. Nevertheless, her devotion to the Faceless Lord grants her disgusting powers with which she terrorizes the land, causing chaos and woe for its own sake, in the name of the demon she reveres.
Duvamil: Female gnome Rog 5/Ftr 4/Thrall of Juiblex 6; CR 15; Small humanoid; HD 5d6+15 plus 4d10+12 plus 6d10+18; hp 149; Init +7; Spd 20 ft.; AC 20, touch 14, flat-footed 17; Atk +14/+9/+4 melee (1d6+2, clawed hand) and +14 melee (1d6+1, clawed hand), or +20/+15/+10 ranged (1d6+4, +2 mighty shortbow [+1 Str bonus] with +1 arrows); SA contagion, corrosive spew, corrosive touch, sickening slime, sneak attack +3d6; SQ alter self, evasion, summon demon, summon ooze; AL CE; SV Fort +13, Ref +13, Will +9; Str 14, Dex 16, Con 17, Int 12, Wis 14, Cha 7.
Skills and Feats: Alchemy +3, Appraise +7, Climb +13, Disable Device +9, Disguise +8, Escape Artist +12, Hide +15, Intimidate +8, Jump +8, Listen +4, Move Silently +5, Open Lock +11, Ride +5, Search +8, Spot +4, Swim +6, Tumble +10; Ambidexterity, Deformity (clawed hands), Dodge, Improved Initiative, Point Blank Shot, Thrall to Demon, Two-Weapon Fighting, Verminfriend, Willing Deformity.
Contagion (Sp): Once per day, Duvamil can spread a disease as if casting the spell contagion.
Corrosive Spew (Ex): Once per day, Duvamil can spit a gout of caustic goo in a line 5 feet wide and 30 feet long. The corrosive goo deals 6d6 points of acid damage (Reflex DC 19 half).
Corrosive Touch (Ex): Three times per day, Duvamil can secrete a caustic slime on her hand that deals 2d6 points of damage. Once it is secreted, the thrall of Juiblex can make an attack to get the corrosive slime to damage a foe, dealing normal unarmed damage as well as the damage from the slime.
Sickening Slime (Ex): Duvamil secretes a smelly slime that coats her body. Anyone within 5 feet must make a Fortitude saving throw (DC 19) or take a -1 circumstance penalty on attack rolls and skill checks.
Alter Self (Su): Duvamil can change her appearance and form, as though using the spell alter self, at will.
Evasion (Ex): If exposed to any effect that normally allows Duvamil to attempt a Reflex saving throw for half damage (such as a fireball), she takes no damage with a successful saving throw.
Summon Ooze (Sp): Duvamil can summon a patch of green slime, a gray ooze, an ochre jelly, or a gelatinous cube as if she had cast a summon monster spell (caster level 6th).
Summon Demon (Sp): Duvamil can summon a demon of 5 HD or less once per day. This ability functions in all other ways as a summon monster spell (caster level 15th).
Possessions: +3 studded leather armor, +2 mightyshortbow (+1 Str bonus), 20 +1 arrows.
The Servants of Juiblex
Juiblex has many slime, pudding, ooze, and jelly "servants," although none are intelligent enough to serve the demon lord willingly -- except for one.
Darkness Given Hunger is the largest black pudding known. It was possessed by a demon at Juiblex's command, and then an imprison possessor spell was cast upon the fusion, making it permanent. For centuries, the demon has dwelled within the pudding, and the two have truly become one in the foul depths of the Abyss. Now, Darkness Given Hunger is Juiblex's main servant, helping patrol the Abyssal layer upon which they both dwell, looking for food.
Darkness Given Hunger: Unique advanced black pudding/demon fusion; CR 12; Gargantuan aberration; HD 30d10+240; hp 540; Init -3; Spd 20 ft., climb 20 ft.; AC 7, touch 3, flat-footed 7; Atk: +25 melee (2d8+10 plus 2d6 acid, slam); Face/Reach 20 ft. by 20 ft./15 ft.; SA acid, constrict 2d8+10 plus 2d6 acid, improved grab; SQ blindsight 60 ft., immunities, split; AL CE; SV Fort +16, Ref +8, Will +13; Str 25, Dex 4, Con 24, Int 12, Wis 14, Cha 11.
Skills and Feats*: Hide +11, Move Silently +27; Cleave, Improved Bull Rush, Improved Critical (slam), Iron Will, Lightning Reflexes, Power Attack, Thrall to Demon.
Improved Grab (Ex): If Darkness Given Hunger hits a Medium-size or smaller opponent with a slam attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +41). If it hits with the slam, it can also constrict in the same round. Darkness Given Hunger has the option to conduct the grapple normally, or simply use its pseudopod to hold the opponent (-20 penalty on grapple check, but it is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals slam, acid, and constrict damage.
Acid (Ex): Darkness Given Hunger secretes a digestive acid that dissolves organic material and metal quickly. Any melee hit deals acid damage. The pudding's acidic touch deals 50 points of damage per round to wood or metal objects. An opponent's armor and clothing dissolve and become useless immediately unless they succeed at a Reflex save (DC 32). The acid can dissolve stone, dealing 20 points of damage per round of contact.
A metal or wooden weapon that strikes Darkness Given Hunger dissolves immediately unless it succeeds at a Reflex save (DC 32).
Constrict (Ex): With a successful grapple check, Darkness Given Hunger can crush a grabbed opponent, dealing automatic slam and acid damage. The opponent's clothing and armor take a -4 penalty on Reflex saves against the acid.
Split (Ex): Weapons deal no damage to Darkness Given Hunger. Instead the creature splits into two identical offspring, each with half the original's hit points (round down) but all the same abilities. An offspring with only 1 hit point cannot be further split and dies if it is hit.
Immunities: Darkness Given Hunger is immune to poison, sleep, paralysis, stunning, and polymorphing, and it is not subject to critical hits.
*Skills and Feats: Darkness Given Hunger has retained the skills and feats of its demonic component.
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