The Legion of Black Death

The Legion of Black Death  
Orc: -E. Orc: 600Orog: -E. Orog: 200
Hobgob: - Goblin: - Other: - Gt. Type: -
Warrior: 400 Priest: 30 Shaman: - Wiz: 16
M. Undd: - G. Undd: - Fiends: - babau: 80
cambions: 40 vrock: 10 glabrezu: 30 hezrou: 10
Note: Minor undead are zombies, 75% of Greater are

wights. All undead are in Fleiehshriver, not the camps.

Notes: Priests are of levels 4-10, 60% of warriors are veterans, all Greater undead are wraiths (75%) or spectres.

Orcs: Garrison notes include reference to tribal type if one type is a large majority or exclusive to that area. Tribal modifiers, as noted in the Land of Iuz chapter, should be applied.

Half-Orcs: Different tribes have the following percentages of half-ores: Urzun, less than 1%; Kazgund, 5%; Celbit, 7%; Jebli, 2%; others, 3%. Ore totals may be taken to include these percentages. For half-ores, 60% are lstlevel fighters, 30% are 2nd-level fighters and 10% are dual-classed fighter-thieves, fighter-clerics or singleclassed thieves or clerics. The DM will need to detail these unusual cases.

Elite Troops (E prefix): Elite ores are chieftain/bodyguard types as per the Monstrous Compendium (2HD and up). Elite orog also follow Monstrous Compendium rules for elites (3HD and up), as do elite hobgoblins (1+1HD, with 9hp). Other Humanoids (Other): These include gnolls, flinds, kobolds, and bugbears. The DM should consult the main text for details. Again, a minority of these troops may be elites; consult the relevant Monstrous Compendium entry if applicable.

Giant Type (Gt. Type): These are ogres, trolls, fomorians, or hill giants. The DM must consult the text for details and if none are given, the proportions are 60% ogres, 15% hill giants, 15% trolls, and 10% fomorians in Land of Iuz only, or else, they should be considered ogres.

Warriors: Warriors are human fighters of levels 1-2, but 15% of the listed total are veterans, fighters of levels 3-8. The DM should determine the average experience level to suit the campaign, save that at least 40% of warriors will not be better than 1st level.

Priests: Priests of Iuz. These do not include high-level (12+) priests, which are referred to in the main text. If there are five or fewer priests, none will be higher than 7th level; if there are 6-10, none will be higher than 9th level; if there are over 10, the leader will be of level 10-12. The DM must determine the average level of priests to suit the level of play in the campaign. Some priests will actually be clerics (15% in the Land of Iuz, 20% in the Horned Lands, 40% outside either), and lack certain restrictions and bonus powers available to specialty priests (see the Priesthood of Iuz chapter for more details).

Shamans: These are humanoid priests or shamans of goblinoid gods. To use them to best effect, the DM should consult Monster Mythology. Some 15% of these shamans may be taken to be "clerics" of Iuz of levels 1-6. Otherwise, the average experience level of the shamans has to be adjusted to suit the needs of the campaign.

Wizards (Wiz): These are human wizards serving Iuz. Wizards are 85% likely to be mages, 15% likely to be specialists. Again, the average level of experience should be determined to suit the needs of the campaign, but no wizard will be of higher level than the garrison commander (if a wizard), or the garrison's main wizard, if either is mentioned in the main text. For random determination, use the rules for priests given above.

Minor Undead (M. Undd): These are skeletons and zombies. Take the ratio as 75% skeletons and 25% zombies unless otherwise noted.

Greater Undead (G. Undd): These can fall into three categories: spectral undead (spectres and wraiths), undead with something of a mind of their own (ghouls with ghast leaders, wights), and juju zombies. Ghosts and mummies are not found serving Iuz's priests, by and large, nor are unusual undead such as Sons of Kyuss and the Fiend Folio variants. Text entries may give specifics in certain cases, or else the DM can determine the types as he wishes. Greater Undead are, of course, commanded by Iuz's priests as are minor types.

Fiends: The role of fiends varies hugely from place to place and from time to time. Fiends who form part of troop strengths, such as babau, bar-igura, etc., are noted but other fiendish presences should be checked with the main text. Fiends are very mobile, act on a whim, and Iuz may send them to a city or garrison on short notice. Thus, their numbers and roles may be vary greatly, and are subject to DM discretion.

Babau: Discretion and wariness were rarities in the Abyss, and the origin of demons that specialized in it came down to two of the most deceptive archfiends known to the planes. As the story went, the former archdevil Graz'zt's invasion of the Abyss had been put on the defensive before he eventually succumbed to its chaotic corruption and became a demon lord. After his failure, Glasya, daughter of Asmodeus, was sent to continue where Graz'zt left off and punish him along the way.

Arriving on the 1st layer of Pazunia, the armies of the two clashed, coming to a head when Glasya thrusted her sword through Graz'zt, spilling his blood everywhere. In an unexpected turn of events, Graz'zt not only survived, but his blood splatters animated, became the first babaus and helped to rout Glasya. The sudden, abrupt appearance of this new demon breed secured Graz'zt's position as a great demon lord and a vast majority were still loyal to him.


Cambion: The exact meaning of the term "cambion" has differed over the years. Some sources stated a "true" cambion" was the union of a planetouched woman (usually a tiefling) and a tanar'ri. They also further delineated this terminology to create "noble cambions": marquis and baron cambions were similarly sired by a demon lord father and a female humanoid half-fiend.[8] After the Spellplague of 1385 DR, the terminology and usage of this term shifted to mean the union of a mortal female and a devil. The offspring of a mortal male and a succubus was a different creature known as an alu-fiend.


Vrock: Vrocks are dull-witted, capricious fiends that live only to create pain and carnage. A vrock resembles a giant hybrid of humanoid and vulture, its gnarled, bestial body and broad wings stinking of offal.

Vrocks gobble humanoid flesh whenever they can, stunning potential prey with an ear-splitting shriek, then swooping down to attack with beak and claw. Vrocks can shake their wings, releasing clouds of toxic spores.

Coveting pretty things, vrocks turn against each other for the chance to lay claim to cheap jewelry or ornamental stones. Despite their love of treasure, vrocks are difficult to bribe, seeing no reason to bargain when they can simply take what they want from a would-be bargainer’s corpse.


Glabrezu: A glabrezu takes great pleasure in destroying mortals through temptation, and these creatures are among the few demons to offer their service to creatures foolish enough to summon them.

Although glabrezus are devastating in combat, they prefer to tempt victims into ruin, using power or wealth as a lure. Engaging in guile, trickery, and evil bargains, a glabrezu hoards riches that it uses to fulfill promises to shortsighted summoners and weak-willed mortals. However, if its attempts to entice or deceive fail, a glabrezu has the strength to fight and win.


Hezrou: Hezrous serve as foot soldiers in the demonic hordes of the Abyss. Although physically powerful, they are weak-minded and hezrous can easily be duped into sacrificing themselves by more powerful demons. As they press their attacks into the heart of an enemy’s forces, their foul stench can sicken even the toughest foes.


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