O
nly the strongest fiends can rise to become divinities.
The majority of these burgeoning divinities ascend from
the existing ranks of powerful fiends, but sometimes
the will of a full-fledged deity can give rise to a fiendish
demigod, as was the case for the archdevil Mephistopheles.
Rarely, non-fiends can make the transition to divinity
through mythic achievements. The demon lord Zura, for
example, was once a human queen in the ancient human
empire of Azlant, but her life of cruelty and sin ensured her
ascension to nascent demon lord long before Azlant’s fall.
With the exception of Asmodeus and Lamashtu, all of the
divinities described in this chapter are demigods (CR 26 or
higher) or quasi deities (CR 25 or lower). Combat statistics are
not presented in this book, but some of the entities detailed
on the following pages have appeared as powerful foes in
various Pathfinder RPG Bestiary volumes.
OTHER FIENDISH DIVINITIES
The fiendish divinities presented in this book comprise
only those with specific interests on Golarion. Countless
others dwell in the sprawling reaches of the Outer Planes,
but since their attentions are focused on other worlds, they
are not detailed in this book. These creatures could appear in
your campaign if you wish, be they entities with names such
as Astaroth, Demogorgon, Glasya-Labolas, Ipos, Marbas, or
Vepar, or be they new fiends of your own creation. Use the
entries presented on the following pages as templates when
adding new divinities to your own campaign.
FIENDISH OBEDIENCE
Fiendish divinities are not satisfied with mere promises of
loyalty or blood sacrifices; they require physical and painful
proof of devotion. These demonstrations are known as
obediences—acts of self-mutilation or great blasphemy
performed by the truly damned. An obedience typically
consists of an hour-long ritual that must be performed
daily. Unless otherwise stated, it does not harm the creature
performing it. Spellcasting cultists can integrate their
obedience completely with their normal hour-long rituals
and methods of preparing or regaining spells, while others
are free to perform their obedience at any point during the
day. Most choose twilight as the time of obedience.
Obediences can bring great boons, particularly to the most
powerful of a divinity’s followers. The Fiendish Obedience
feat allows a worshiper of a divinity to gain access to
additional resistances and powers, and the three prestige
classes presented on pages 208–213 allow access to the most
powerful boons more quickly.
FIENDISH DIVINITY ENTRIES
Each of the entities described on the following pages is
presented in the same format, starting with a stat block
that summarizes the details of the divinity’s cult and the
boons that divinity grants to its most devout worshipers and
servitors. Each entry is organized as follows.
Name: This lists the fiend’s common name—the name by
which it is known in the world of mortals.
Appellation: The divinity’s most common appellation or
epithet is listed at the top of its stat block.
Alignment, Gender, Type, and Areas of Concern: This
entry lists the fiend’s alignment and gender, what type of
fiend it is, and the divinity’s areas of concern.
Domains and Subdomains: The domains and subdomains
the fiend grants to its clerics are listed here. Full rules on
subdomains can be found in the Pathfinder RPG Advanced
Player’s Guide. More subdomains are detailed on pages 180–182.
Favored Weapon: This lists the fiend’s favored weapon.
Unholy Symbol: A description of the fiend’s unholy symbol.
Temples: This entry describes the typical places of worship
for the fiend. The list is not intended to be exhaustive, and in
certain areas where the worship of a fiend is legal, its temples
can be much more varied than those shown here.
Worshipers: The worshipers listed here are the most
common agents of the fiend in question.
Minions: As opposed to those who typically worship the
fiend as a deity, minions are those monsters and outsiders
that serve the fiend. A fiend’s minions are common threats
encountered in temples and other places sacred to the
fiend. They are also called upon by the fiend’s worshipers as
advisors, allies, or guardians.
Obedience: Those who wish to deepen their devotion to a
fiendish divinity can do so by taking the Fiendish Obedience
feat (see page 178). Characters who do so must perform an
obedience ritual every day in order to maintain the special
powers and defenses the feat grants them, and this section
in each fiendish divinity’s entry describes the specifics of
the ritual for that divinity. Performing the obedience grants
the worshiper a specific defense, often a saving throw bonus
against a specific kind of effect. The exact nature of this
defense is listed at the end of the obedience entry.
Boons: The three prestige classes presented in Chapter 3
of this book (demoniac, diabolist, and souldrinker) allow
a character to deepen his faith and servitude to a fiendish
divinity, as does taking the Fiendish Obedience feat. At
higher levels, these characters gain access to boons unique to
the fiend they venerate. These boons are organized into three
categories: evangelist (boons often associated with how the
fiend influences the mortal realm), exalted (boons typically
associated with the profane traditions of the divinity’s cult),
and sentinel (boons usually associated with the fiend’s
offensive and defensive characteristics). Which category
of boon a character gains access to depends on choices he
makes when taking the 1st level in a boon-granting prestige
class. If a character receives boons only via the Fiendish
Obedience feat, he gains exalted boons. (Note that the feats
Damned Disciple and Damned Soldier on page 178 can
further modify which boons a character has access to.)
Each category of boon lists three tiers of boons. The rate at
which these three tiers are gained depends on how a character
gains boons in the first place (whether via a feat or a prestige
class feature). The first tier of a boon is always one of three
spell-like abilities: when a character gains this first boon, he
must choose which of the three spell-like abilities he gains
as his boon, be it a 1st-level spell usable three times per day, a
2nd-level spell usable twice per day, or a 3rd-level spell usable
once per day. The second and third boons are extraordinary,
spell-like, or supernatural abilities specific to each divinity.
Unless otherwise stated, spell-like second boons that do not
duplicate existing spells are treated as 7th-level spell effects,
and spell-like third boons are treated as 9th-level spell effects.
All spell-like abilities used in this way have a caster level equal
to your Hit Dice (maximum caster level of 20th).
Description: After each stat block, several paragraphs
describe the fiendish divinity’s appearance, personality,
goals, and realm.
FIENDISH DIVINITY BOONS
The boons granted by fiendish divinities assume that
characters gain them in one of two ways—via the Fiendish
Obedience feat (see page 178) or via that feat plus one
of the three prestige classes presented on pages 208–213.
While the boons of each divinity are categorized into the
same three categories of boons used in Pathfinder Campaign
Setting: Inner Sea Gods, the boons granted by deities in that
book are less powerful, as they are more likely to be boons
gained by PCs, and thus it’s more appropriate for them to be
gained at earlier levels.
While the Hit Dice at which you gain boons via Fiendish
Obedience or Deific Obedience (from Inner Sea Gods)
are identical, the prestige classes in Inner Sea Gods (the
evangelist, exalted, and sentinel) that allow accelerated
boon achievement have lower entrance requirements than
the prestige classes in this book. As a result, if you wish to
use one of those three prestige classes for a character who
wishes to gain the boons presented by one of the fiendish
divinities in this book, increase the requirements for entry
into evangelist, exalted, or sentinel so that a character must
be 7th level before selecting the class, as summarized below.
Evangelist: Base attack bonus +7, 7 ranks in a skill other
than Knowledge (religion), or ability to cast 4th-level spells.
Exalted: Diplomacy 7 ranks, Knowledge (religion) 7 ranks,
ability to cast 4th-level divine spells.
Sentinel: Base attack bonus +7.