Gargauth

The Tenth Lord of Nine

God of betrayal, cruelty, political corruption, powerbrokers

CR 31DemigodLawful evilBetrayalCrueltyPolitical CorruptionPowerbrokers

The Avatar of Gargauth

Medium humanoid (avatar), lawful evil

Armor Class
25 (divine armor)
Hit Points
640 (40d12 + 380)
Speed
50 ft., fly 90 ft. (hover)
STRDEXCONINTWISCHA
30 (+10)24 (+7)29 (+9)26 (+8)28 (+9)30 (+10)
Saving Throws
Str +19, Dex +16, Con +18, Int +17, Wis +18, Cha +19
Skills
Insight +19, Perception +19, Deception +19
Damage Resistances
fire; bludgeoning, piercing, and slashing from magical attacks
Damage Immunities
psychic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
charmed, frightened, paralyzed, poisoned
Senses
truesight 120 ft., passive Perception 28
Languages
all, telepathy 120 ft.
Challenge
31 (155,000 XP)
Proficiency Bonus
+9

Traits

Innate Spellcasting. Gargauth’s spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). He requires no components.
  • At will: charm monster, counterspell, detect thoughts, suggestion
  • 3/day each: dominate monster, forcecage, geas, modify memory
  • 1/day each: imprisonment, power word kill, wish
Legendary Resistance (3/Day). If Gargauth fails a saving throw, he can choose to succeed instead.
Magic Resistance. Gargauth has advantage on saving throws against spells and other magical effects.
The Fine Print (Mythic Trait; 1/Day). When Gargauth is first reduced to 320 hit points or fewer, he invokes an unspoken clause and regains 160 hit points. For 1 minute, a creature that willingly received a benefit from him has disadvantage on saving throws against his effects.

Actions

Multiattack. Gargauth makes three Corruptor attacks. He can replace one attack with Terms and Conditions (Recharge 5–6).
Corruptor. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage plus 36 (8d8) psychic damage. The target must succeed on a DC 27 Charisma saving throw or be charmed until the end of its next turn.
Terms and Conditions (Recharge 5–6). Up to four creatures within 120 feet make a DC 27 Intelligence saving throw. On a failure, a creature is incapacitated until the end of its next turn as infernal clauses cover its vision; it can end the effect immediately by allowing Gargauth to move it up to its speed and make one weapon attack with it.

Reactions

That Was the Agreement. When a creature within 120 feet rerolls a die, Gargauth chooses which result it must use.

Legendary Actions

The avatar can take 3 legendary actions, choosing from the options below. It regains spent legendary actions at the start of its turn.

Private Word. Gargauth teleports adjacent to one creature within 60 feet and makes one Corruptor attack.
Divide the Coalition (Costs 2 Actions). Two creatures within 90 feet each make a DC 27 Wisdom saving throw. On a failure, they cannot willingly move closer to or aid one another until the end of their next turns.
Call in a Favor (Costs 2 Actions). One charmed creature uses its reaction to move up to its speed and take one action of Gargauth’s choice.

Lair Actions

On initiative count 20 (losing initiative ties), the avatar uses one lair action. It cannot use the same option two rounds in a row.

Binding Promise. The last creature that made a promise in the lair must succeed on a DC 27 Charisma saving throw or become restrained until it fulfills or explicitly renounces that promise.
Quid Pro Quo. One creature gains 30 temporary hit points; Gargauth regains the same number of hit points.
Closed Session. Opaque walls divide the lair into chambers until initiative count 20 next round.

Mythic Actions

The avatar can take 3 mythic actions per day, using one option at a time. It regains spent uses at dawn.

Amend the Record. Gargauth turns one failed saving throw by a creature he can see into a success, or one success into a failure.
Corrupt Institution (Costs 2 Actions). A 30-foot cube within 120 feet becomes profane ground until the end of Gargauth’s next turn; healing there deals equal necrotic damage instead.
Unanimous Consent (Costs 3 Actions). Each hostile creature within 60 feet makes a DC 27 Charisma saving throw. On a failure, it is charmed for 1 minute and repeats the save whenever it takes damage.

Introduction

Gargauth, The Tenth Lord of Nine, governs betrayal, cruelty, political corruption, powerbrokers. An exiled archdevil elevated to godhood, he teaches that civilization is a thin contract concealing hunger for power and that the clever ruler honors every word while corrupting every meaning.

Courtiers, corrupt officials, ruthless merchants, and hidden powerbrokers bargain in his name. His cults resemble salons, councils, or charitable societies whose favors gradually become chains.

The god sends an avatar when a realm can be captured with signatures instead of armies, when a righteous institution begins trading exceptions, or when a broken pact can topple a dynasty. This is a killable vessel of divine will, not the god’s complete being, and its defeat changes the crisis without ending the faith behind it.

Physical Appearance

Gargauth wears the immaculate form of a handsome human noble, with dark hair, an exact smile, and black court dress edged in wine red. The dagger Corruptor remains sheathed against his heart until a bargain is sealed.

Only reflections betray him: polished metal shows small horns, old burns, and eyes like banked coals. His pleasant voice makes threats sound like favors already granted.

Roleplaying the Avatar

Gargauth never demands what can be volunteered. He frames corruption as practicality, preserves deniability, and makes refusal seem selfish.

  • Address every creature by its preferred title.
  • Offer three choices that all advance the same scheme.
  • Repeat the exact words of a promise while violating its intent.
  • Treat outrage as an opening for negotiation.
  • Draw Corruptor only after someone believes the meeting is over.

Use in a Campaign

The Necessary Exception

Gargauth offers grain to a starving city if its council suspends one harmless law. Each later shipment requires another exception.

The Hidden Majority

Most legislators have sold their votes, but to different buyers. The avatar offers the party proof in exchange for naming the next ruler.

A Contract with Hell

A lawful treaty contains a clause that makes Gargauth the arbiter of every dispute.

The Incorruptible Heir

The only honest claimant to a throne is also catastrophically unprepared. Gargauth offers to teach the heir statecraft.

Lairs

Gargauth’s lairs make agreements tangible. Spoken promises tighten like chains, private compromises appear in public records, and every locked door opens for someone willing to betray another.

The Sealed Council Chamber

Votes physically move the exits, trapping the minority until they accept a compromise.

The Charity Ledger

Every gift records the secret price expected in return and brands anyone who defaults.

The Broken Horn Salon

Masked guests exchange influence; removing a mask transfers its owner’s debts.

The Ninth Antechamber

Nine doors offer escalating shortcuts, each opening only after a more serious betrayal.

Shared References

Open a reference for its canonical description and related entries.

Gargauth as an elegant dark-haired noble in fitted black and wine-red court dress, holding the dagger Corruptor close against his chest.