Malebolge Moors, 13 Traitors of Hell

The spirits of 13 fallen angels melded and merged together by the fires of a devil’s belly. The Malebolge Moors grant their power to any who can recall their existence.

Summoning Rules

The following describes the requirements and rituals for binding the Malebolge Moors.

Spirit Level: 9th
Constellation: Fiend
Binding DC: 33
Totems: You gain a totem bonus on the spirit’s binding check if you meet some or all of these conditions.

  • You sold your soul or the soul of another creature to a contract devil. You can use Bluff to attempt to report a false pact on the spot, which requires 18 ranks in Bluff.
  • You speak Celestial or Infernal.
  • You use crystallized hellfire during the Malebolge Moors’ ceremony (costs 3,000 gp, which is consumed in the ceremony).

Ceremony: You draw up and sign a contract to relinquish your soul to one of the 13 Malebolge devils for the duration of the pact.
Manifestation: An apparition of your chosen Malebolge Moor coalesces to reveal your eternal punishment.

Granted Abilities

The Malebolge Moors grant the following abilities.

Major Granted Abilities

Flensing: As a standard action, one creature within 30 feet must succeed on a Fortitude save or suffer 10d6 points of untyped damage plus 1d6 points of Charisma and Constitution damage. On a successful save, the untyped damage is reduced to 5d6 points with no ability score damage. After using this ability, it is expended for 5 rounds.
Capstone Empowerment: A creature whose Charisma is reduced to 0 by this attack becomes your thrall for the duration of your pact with the Malebolge Moors, as if by dominate monster.

Minor Granted Abilities

Hellfire Grasp: You may make a touch attack as a standard action, igniting a creature ablaze. On a successful hit, you deal 5d6 points of damage to a creature. Half of this damage is unholy and the rest is fire damage.
Infernal Aspect: You gain resistance 20 against acid and cold damage. Also, your weapon attacks are treated as evil-aligned for the purpose of overcoming damage reduction. You only gain this benefit if you show the Malebolge Moors’ sign.
Infernal Immunity: You are immune to fire damage, poison, and pain effects. You only gain this benefit if you show the Malebolge Moors’ sign.
Word of Torment: You utter a single word as a standard action that causes 1 creature to writhe in torment as it relives its most sinful desires. If the target creature fails a Will save, it becomes stunned for 1d4 rounds. A successful save reduces this condition to staggered and makes the creature immune to this ability for 24 hours. You may only stun one creature with this ability at a time. Using this ability on a new target ends an existing target’s sinful visions, causing it to become staggered instead for the rest of the ability’s duration as if the target had succeeded on its saving throw.

Signs and Influence

The spirit affects you in the following ways:

Physical Sign: Your flesh appears to tear and heal as if being chewed for all time and you feel no pain. Whenever you activate one of the Malebolge Moors’ granted abilities, your head is wreathed in hellfire.
Influence: You insult and tease those who are inferior to you physically, mentally, and in station.
Favored Ally: Humanoid (any)
Favored Enemy: Outsider (evil)

Vestigial Companion

You gain the service of an imp familiar for the duration of the pact. Treat your binder level as your wizard level to determine your familiar’s abilities. You are treated as lawful evil for the purpose of adjudicating the familiar.

This ability replaces word of torment.

Section 15: Copyright Notice

Pact Magic Unbound, Vol. 1. Copyright, 2012, Radiance House. Author(s): Alexander Augunas, Dario Nardi

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