It is said that Hextor is also despised by the Lords of the
Nine, the Archdukes of Hell. Tales say that he was once (and
)
some say still is) one of their devilish number, but was
banished for his metamorphosis into a true god. He fled to
Acheron, where he marshals his armies across his iron realm,
By Will McPherson The Scourge. Other tales tell of the Archdukes aid in Hextor's
(phandaal@shocking.com) ascension. His priests neither deny nor confirm these tales,
but they do say that their god was not banished from the
Hextor Hells, but departed on his own accord. It is known that Hextor
(Champion of Evil, Herald of Hell, Scourge of Battle) occasionally travels to the Hells, and even visits the plane of
Mechanus, or Nirvana, on occasion.
Intermediate Power of Acheron, LE Of all the Champion of Evil's foes, none are more hated
by Hextor than Heironeous, his good-aligned sibling. When
Portfolio: War, Discord, Conflict, Fitness, Massacres, they were offered a choice of paths to follow by the other
Tyranny gods, Heironeous followed the path of Law and Goodness.
Aliases: None Hextor, who had always hated his brother, chose the path of
Domain Name: Avalas/The Scourge Evil, just to spite Heironeous.
Superior: None The two appeared evenly matched, but Heironeous was
Allies: Erythnul continually victorious over his brother. Tales say that the
Foes: Heironeous, Lords of the Nine (Archdukes of Hell), Archdukes, anxious to increase their power, came to
Pholtus, Zilchus Heironeous and offered him their infernal power. Hextor
Symbol: Six red arrows, fanning outward or held in a gauntlet accepted and was granted his six arms and other, less obvious,
Wor. Align: LE, LN, NE powers. With these limbs he was nearly invincible in combat,
able to stand against Heironeous and any other god. The
Hextor (HEKS-tohr) is the six-armed Oeridian god of Archdukes were too clever, though, for with this newfound
war and discord, and the patron of evil warriors. He is power, Hextor was quick to break his ties to the Hells, thus
commonly worshiped in the lands of the Great Kingdom. depriving the Archdukes of the powerful tool they had
Hextor differs from his bloodthirsty ally, Erythnul, in his desired.
organized approach to warfare and bloodshed. Additionally, Hextor is malicious and spiteful, going to great lengths
his worshipers tend to be members of the evil eastern armies to harm or slight anyone who has offended him. He is also
instead of bandits and raiders motivated by bloodlust. recognized as one of the foremost generals among the gods,
Numerous assassins and mercenaries also worship Hextor, as with strategic and tactical skills unmatched save for
do many evil nobles and tyrants. Heironeous. Hextor's arrogance is great indeed, but he is not
The Herald of Hell is said to be fearless in battle, even so proud that he thinks himself invulnerable to sedition. He
when outmatched. He is combative and powerful, often sees threats where they do not exist, and will end such
moving those around him to strife and conflict with his mere "threats" quickly and violently.
presence. He has an interesting relationship with Erythnul, On the Outer Planes, Hextor resides on an enormous
another god of combative tendencies and great power. The iron block which forever drifts through the void of Acheron.
two would seem to be opposites, as one promotes the violence A great iron-clad fortress serves as his capital, and endless
and bloodlust of battle, and the other is a strategic planner and armies of his faithful wage war against each other and anyone
conqueror. Long ago they forged an agreement, saying that else that comes within their reach. In a twisted mockery of
neither would move against the other, and if the other fell into Valhalla, any who die in these battles are raised again to fight
times of need, they would be aided by the other. Trust is anew - only as skeletons and zombies. The subjects of
foreign to these two powers, and both expect the treaty to be Hextor's realm live, and die, for battle.
broken without warning. At present both are exceptionally
powerful, their strength boosted by the chaos and bloodshed Hextor's Avatar (Fighter 32, Thief 24)
of the Flanaess-wide Greyhawk Wars. Hextor loves to travel the Prime Material Plane in avatar
Hextor is disliked by the Churches of Pholtus and form, creating conflict, war, and discord, aiding the forces of
Zilchus, both of whom were greatly reduced in power in the law and evil, and opposing good. He especially seeks to
Great Kingdom. The worship of Pholtus was banned overthrow and destroy the temples and servants of his brother
completely from the lands of Aerdy (as described in Ivid the and chief enemy, Heironeous.
Undying) by Overking Ivid V, and the church of Hextor no Hextor may appear as a man of comely appearance if he
longer faces any religious opposition within those lands. so wishes, hiding four of his arms in illusion. He is light of
Zilchus's priests have also been limited within the Aerdy skin and dark of hair, and his eyes are as black as onyx. In
lands, though not to the extent of the followers of Pholtus. this form Hextor is charming, well spoken, and intellectually
Their temporal power remains strong, however, through their well-rounded, able to make conversation on any topic and
influence on the mercantile house of Darmen. appearing knowledgeable on any subject. His true form is
much more horrific: gray-skinned and lank-haired, with
gruesome eyes rimmed with red bulging from a hideous The Church
visage. He carries many weapons and wears armor decorated Clergy: Cleric (10%), Crusader (35%), Specialty Priests
with skulls. In this form he shows all six arms, and fights with (55%)
all of the deadly power available to him.
Alignment: LN, LE, NE
Turn Undead: C: No, CR: No, SP: No
AC -5 (-8); MV 24; Hp 200; THAC0 -10; #AT 2,4 or 6;
Cmnd Undead: C: No, CR: No, SP: -4
Dmg 1d4+8/ 1d4+8 (bucklers)/ 1d8+10 (fork+2)/ 1d8+11
(scimitar +3)/1d6+11 (flail+2)/ 2d4+11 (Morningstar +3) (All
All priests of Hextor are required to have the blind-
weapons: str +6, spec.+2)
fighting non-weapon proficiency, which they may learn
MR 90%; SZ M (6'6")
without penalties from group crossovers. They also receive,
Str 18/00, Dex 19, Con 20, Int 18, Wis 16, Cha 18 or 1
free of charge, the religion (Oeridian) and religion (Common)
Spells: W: None P: None
non-weapon proficiencies. At the DM's option, they may also
Saves: PPDM 3; RSW 5; PP 4; BW 3; Sp 6
be familiar with the Flan, Suel or Baklunish religions.
Although it is neither required or given as a bonus
Special Attacks/Defenses proficiency, many Hextorians have the music proficiency, and
In combat Hextor has many weapons at his disposal. He are familiar with the playing of various wind instruments,
uses two great bows for missile combat, each of which fires horns, and drums. The clergy of Hextor includes humans
+3 shafts barbed with iron, and inflict 10-15 points of damage (75%), half-orcs (20%), and evil humanoids (5%).
on a hit. In melee he uses two spiked bucklers and four other The clergy of Hextor is powerful but vile. They are
weapons. If he so wills, the bucklers may be used as weapons, spread across the Flanaess, and cause war and discord
but otherwise Hextor has four attacks every round. Typically wherever and whenever they can. In the Great Kingdom they
he wields the following weapons: two bucklers, military fork are the strongest religious (and some say military) force, and
+2, scimitar +3, footman's flail +2, and a morningstar +3. He have tremendous influence and power. The priests will
wears +3 armor, bringing his AC to -8. Hextor wears his holy sometimes rise up in great numbers, leading armies of
symbol around his neck, which can act as a symbol of Hate humanoids and humans into enormous conflicts that result in
and Discord once per day. Hextor also carries the Trumpet of massive deaths. A few of these forces have even included
Acheron, which can be sounded once every six days. When large numbers of the undead, whom Hextor shows some
used, it summons 6d10 skeletons to serve the avatar's will. preference for.
Once every six years, it can be blown to summon an undead Clerics and crusaders are common within the highly
horde of 60-600 skeletons and 30-300 zombies. structured church hierarchy. The clerics, called the
Hextor can only be harmed by +3 or better magical Battleguard, are the defenders of the faith. They have the
weapons. He is proficient in all melee and missile weapons, responsibility of the church's welfare on their shoulders, and
and is specialized in the use of the buckler, military fork, make convenient scapegoats for the specialty priests, the
scimitar, footman's flail, and morningstar. Hounds of Hell, whenever something should go wrong. Over
the last few years the Battleguard's numbers have greatly
Other Manifestations declined (they now make up only about 10% of the clergy).
Although Hextor rarely manifests himself outside of his Lately, the Hounds of Hell have begun to give the clerics
avatars, he is known to send his trumpets of war to faithful more privileges and positions of power, in hopes of restoring
priests who are truly in need of his aid. These trumpets play the defensive branch of the church.
ghostly, haunting melodies. The trumpets cannot be harmed, The crusaders, called the Scourges of Hextor, are the
and their music will animate all those slain by the priest church's most militarily powerful branch. They are the
within 30 feet as maximum hit point juju zombies. The officers and leaders of the church armies, and are thus in a
zombies will serve the priest for 1 hour, after which they position of great power. They are correspondingly fairly
collapse into dust. A priest will never be so aided twice in numerous, making up about 35% of the Hextorian priest
their lifetime. population. For years the Hounds of Hell have been trying to
Other manifestations of Hextor include grisly omens of limit the power of the Scourges, to little or no effect.
warning; stones bleeding; strange, haunting melodies played The specialty priests of Hextor are called the Hounds of
by some vile, ghostly trumpet; the sounds of battle; skulls Hell. They are the most numerous and visible part of the
appearing in the air. clergy of Hextor, making up more than half of all of the
Hextor is served by various types of devils; undead priesthood, and more than 90% of the top echelon of
(especially those slain in battle), including skeletons, leadership. Hounds of Hell are masters of strategy and tactic,
zombies, and lawful evil intelligent undead; spiders; both in and out of battle. In addition to great skill at arms,
nightmares; hellhounds; myrlochar (soul spiders); reaves; they are accomplished at psychological warfare and sabotage.
shadowdrakes; sword spirits; tso; hellcats; bonespears; Thoroughly and irreedemably evil, the Hounds of Hell are
bladelings; and kytons. Furthermore, Hextor still commands responsible for much misery throughout the Flanaess.
the service of some baatezu, although these are generally Within the Church itself there is a great schism between
reviled and hated by those fiends who serve the Dark Eight or two factions. This internal strife began during the Greyhawk
Lords of the Nine. wars, when Patriarch Krennden of Medegia supported the
Censor of that land in rebellion against the Overking of the shrine does. Note that creation of multiple temples or shrines
Aerdy. After Medegia was razed by the forces of Ivid V, does not attract additional followers above 9th level.
Krennden fled to the northeast. Now he has earned the Novices of Hextor are known as the Weaponless. Full
following of many of the priests of Hextor who dwell outside priests are known as the Children of Discord. In ascending
of Naelax lands in the remnants of the Great Kingdom. Many order of rank, the titles used by the priests of Hextor are
powerful animuses (evil unliving creations of the priests of Buckler, Fork, Scimitar, Flail, Morningstar, and Patriarch.
Hextor) have sworn allegiance to Krennden, making him a The leader of the church is called the Patriarch General.
powerful force. Krennden hopes to take Rauxes and make Certain independant and high-level specialty priests, charged
himself the new Patriarch General of the faith, replacing with spreading discord, are known as the Arms of Hextor.
Patriarch General Pyrannden of Rauxes. Pyrannden believes There are never more than six of these priests at one time.
that only the Herzog of North Province, Grenell, has the
power to unify Aerdy under the church of Hextor. Grenell has Dogma: War and conflict are the food and drink of a
developed his own church hierarchy within North Province, true life. Everything as a challenge in which the worthy must
however, and does not desire an alliance with Pyrannden until prove how fit they are and how capable and dominant they
all the Aerdy lands are restored to some form of order. can be. Only those truly blessed by Hextor can be completely
Outside of the remnants of the Great Kingdom, where successful in life, but even they must prove their worthiness
his priests and followers are so numerous that any insult or through combat. Once one has won their place through
slander to the church could incur their wrath, the clergy of combat, they must keep it by ruling with an iron fist.
Hextor is widely despised. Even the briefest sight of one of While skill in combat is very important to the priests,
the Hounds of Hell riding through a village is cause for alarm, the ability to cause conflict is just as important, if not more
and prayers for safety are quickly offered to powers of so. Ideally, these priests are master manipulators and cruel
protection. The Hounds have earned this reputation from the liars, capable of creating discord between even the most
battles that seem to follow them wherever they go. passive groups, while at the same time being masters of the
At 9th-level a priest of Hextor is permitted to construct a blade. Hextor's servants despise and hate cowards and
temple or shrine to the Champion of Evil if he has acquired pacifists alike, seeing them as unfit to live.
sufficient funds. A temple or shrine must always be built on
the site of some great massacre or battle. It is not unheard of Day-to-day activities: On a daily basis all worshipers
for a particularly devout priest to arrange for a massacre at of Hextor partake in strenuous exercise and combat practice.
some ideal building spot, and then follow with the They also sing short hymns to Hextor before combat, and will
construction of the temple. Typical shrines to Hextor are follow various ceremonies with the blowing of wind
round towers, some forty or more feet high and twenty or instruments (usually horns and trumpets). Often the lower-
thirty feet in diameter. There is never more than one entrance, ranking priests are required to perform menial tasks given to
and multiple arrow slits can be found around the structure's them by their superiors. Disobeying a superior is rare (and
walls. The true shrine is located at the top of the tower, and usually fatal) unless the superior is challenged and slain.
contains a statue of Hextor in his hellish form. Next to the Favors are rarely granted by these priests, and on those rare
statue is the sacrificial altar and a long horn hanging from the occasions there is always a price attached to them.
ceiling by chains. In ceremonies to Hextor the horn is blown Priests of the faith are expected to tithe 5% of their
after a sacrifice, signalling to the god that a sacrifice has been annual income to the church. Tithes and taxes are levied by
made. A shrine often serves as barracks to a small military or the priests upon the peasants of the Great Kingdom to help
mercenary force (between 10 and 20 individuals) dedicated to support the immense Church armies maintained by the
Hextor. Hextorian clergy.
Temples are much larger structures, based around a
central worship hall. The main hall is a rectangular structure Important Ceremonies: Holy days are for the weak,
that is approximately 100' long by 40' wide. On the sides of say the Hextorians, and thus they make no use of them (they
the building are six shrines (see above), all connected to the do celebrate the anniversaries of particularly horrific battles
main structure. Naturally the cost of creating one of these and massacres). However, their religion is rich with
temples is far greater than a simple shrine. Correspondingly, ceremonies. At least once every month (on any day), a priest
the number of followers attracted by such a temple is much must make a sacrifice in a shrine or temple. If made in the
greater. form of objects, at least 500 gp worth of valuables must be
For the purposes of attracting followers, a shrine will sacrificed. If in the form of living creatures, one prisoner of
bring in about 3d6 first level fighters 50% of the time, while war (or any other combat) must be sacrificed on the altar.
25% of the time it will attract 2d6 first level fighters and one Following any sacrifice, the priest must play a melody on a
first level specialty priest of Hextor. 15% of the time it will wind instrument of some kind (generally trumpets, horns, or
attract 1d8 first level fighters, one fifth level fighter, and one flutes). Iron gongs are struck, chants called out, and
first level specialty priest of Hextor, and 10% of the time it unspeakable rituals occur in honor of the Herald of Hell.
will attract 1d6 first level fighters, one fifth level fighter, and When great victories are won by the clergy and its
one fifth level specialty priest of Hextor. A temple gains the armies, all prisoners taken are marched to the closest temple.
same kinds of followers, only about 1d4+2 times as many as a There, one by one, they are decapitated and their heads
thrown into great pyramids outside of the building. Such arrows of hate and discord in red, lower level priests are only
pyramids of gore are often burnt by the priests in great permitted grey ones.
bonfires.
Adventuring Garb: When in action, Hextorians prefer
Major Centers of Worship: The Hextorians are at their to wear chain mail adorned with metal skulls and images of
strongest in the Great Kingdom, where Hextor is honored and their god.
held high amongst the ranks of gods. His temples appear
openly in that land and his priests flaunt their power. The Specialty Priest (Hound of Hell)
temples and shrines of the Scourge of Battle are hard to find
in other areas of the Flanaess, but they are present, as are his Requirements: Strength 15 or Dexterity 15, Wisdom 10
infernal priests. Prime Req: Strength or Dexterity, Wisdom
There are numerous temples of Hextor that are notable Alignment: LE
for their size and importance. On the grounds of Palace of Weapons: Any bow, flail, fork, morning star, scimitar, staff-
Rauxes is one of the greatest temples to Hextor, where sling
Patriarch-General Pyrannden dwells. It is heavily guarded by Armor: Chain, Scale, Plate
priests, common warriors, and an elite guard. There are also Major Spheres: All, Combat, Elemental (Fire), Healing,
four guardian statues here made entirely from coagulated Law, Necromantic, War
blood, each as strong as a flesh golem. The temple also Minor Spheres: Creation, Summoning
houses the Church's most prized artifact: The Unholy Magical Items: As clerics and thieves
Bloodshield of Hextor. Req. Profs: Blind-fighting
Another temple of note is the Cathedral of Carnage, Bonus Profs: None
located on Massacre Hill in Medegia. It is said that the priests
of Hextor took a thousand refugees from the crushed city of Half-orcs may become specialty priests of Hextor. They
Pontylver, and slew them all atop the hill. The Patriarch may not multi-class.
Ishzar, who had ordered the mass execution, animated the Hextorians are able to spend proficiency slots to become
bodies into headless zombies, and had them build the specialized in weapons, just like a member of the fighter
cathedral. It is currently inhabited by the depraved priests character class.
responsible for its creation. Reminiscent of a great keep, it
Priests of Hextor are trained in the arts of thieving and
matches the grand fortresses of Rauxes in size. Atop every
stealth (especially in assassination), and upon gaining
battlement are tall pikes on which the heads of the Cathedral's
sixth level in priestly ability they gain one level of thief
undead builders are impaled. The heads are prevented from
ability as well. Thereafter, every two levels of
completely decaying by Ishzar's magic. It is said that the
advancement as a priest indicate a single level of
headless zombies are now the Cathedral's undead guardians,
advancement in thief skills. The maximum level of thief
and that they are still a thousand strong. Ishzar is not
ability without dual-classing is 6th level, which is
presently allied with any of the internal factions of the
attained at 16th. These thiefly abilities do not require that
Hextorian Church; he is biding his time and waiting for one
the priest earn any extra experience points.
side to take the initiative and make its move.
At 3rd level a Hound of Hell gains + 1 to his strength
Affiliated Orders: Naturally, the Church armies of score (maximum of 19).
Hextor are vast and powerful. Most of the warriors in the At 5th level the Hound of Hell may cast a ray of
employ of the Hextorian Church are armed and equipped with enfeeblement once per day.
weapons that can be wielded by the specialty priests
themselves. Numerous armies, mercenary bands, and At 8th level the priest of Hextor may cast a fear spell
adventuring groups of evil nature are also in league with this once per day.
clergy; the Hextorians are more than generous in their funding At 9th level the Hound of Hell gains the power to inflict
of such organizations, and in exchange wield a great deal of double damage in combat once per day, for 1 round per
military influence, spread throughout the Flanaess. level of the priest.
In addition, certain Patriarchs of Hextor are also known At 12th level the Hound of Hell may cast a symbol of
to be powerful masters of the undead. These include Patriarch pain once per week.
Ishzar and Patriarch Moralto (of North Province), both of
whom command large forces of undead. Certain animuses are At 14th level the priest may cast a symbol of discord
also loyal to the church, and give the priesthood their full once per day.
support. Patriarch Grenell, the Herzog of North Province, also
has a large following. Hextorian Spells
In addition to the specialty spells below, certain high
Priestly Vestments: Hextor's priests wear black robes level priests of Hextor are able to create the undead being
adorned with white skulls or grey visages embroidered upon known as the animus. The process cannot be completed
them. Only the higher-level priests (8th level and up) have without the aid of outer-planar fiends, and involves powerful,
undefined magics along the lines of quest magic. Details on
individual animus can be found within the Ivid the Undying Sphere: Combat
online sourcebook, available at TSR's website. Range: 0
Hextorians also have access to the spells blood mantle, Casting Time: 3
blood rage (Powers & Pantheons, pg. 21), analyze opponent Components: V,S
(Powers & Pantheons, pg. 46), and holy flail (Faiths & Area of Effect: 1d6 arrows
Avatars, pg. 160). Duration: 6 rounds
Saving Throw: None
Hextor's Fitness
(Alteration) By means of this spell the Hound of Hell may create 1d6
magical red arrows. These arrows are filled with a powerful
Sphere : All, Combat magic, and must be fired as normal arrows before the spell's
Range : Touch duration ends and the arrows vanish. These powerful missiles
Components: V,S will inflict (assuming that all of them strike their marks) a
Casting Time : 1 total of 6d6 points of damage. This damage is rolled before
Duration : 1 turn / level any of the arrows are fired, and the damage rolled is divided
Area of Effect : 1 subject evenly among the number of arrows created. Thus if the
Saving Throw : None damage rolled was 28, and the number of arrows created was
4, each arrow would inflict 7 points of damage on a hit.
When this spell is employed, the caster (or other Strength and specialization bonuses apply to this damage, but
subject) grows in height, weight, and strength, while at the no spells may be cast on the arrows of war to enhance them
same time gaining a temporary boost in Strength and further. The caster need not be the one to fire the missiles, but
Constitution scores. Note that general appearance does not no good aligned being may touch them without destroying
otherwise change, so the individual is recognizable. For every them (and suffering damage as if struck).
2 levels possessed by the caster of Hextor's fitness, the subject
can, at the caster's option, gain 1 inch of height, 10 pounds of Evil Arm of Hextor
weight, and for every 6 levels one point each of Strength and (Enchantment/Charm)
Constitution - this effective gain does not add to hit points
gained from an enhanced Constitution. Higher strength scores Sphere : Charm
grant the recipient bonuses to attack and damage rolls, but Range : 1 mile/level
enhanced strength and constitution scores cannot exceed 18. Components: V,S,M
Casting Time : 1 turn
Blood Groove Duration : Special
(Alteration, Enchantment/Charm) Area of Effect : 20 creatures/level
Sphere: Combat, Necromancy Saving Throw : Neg.
Range: Touch
Casting Time: 6 While the Hextorians are all very fond of battle,
Components: V,S sometimes there are armies just too big to defeat with
Area of Effect: One edged weapon available forces. For such armies the priests of Hextor use his
Duration: 2 rounds/level evil arm, which robs the priests' enemies of all hope and
Saving Throw: Special desire to continue moving against the forces of Hextor.
The spell is cast initially around a brazier specially
By casting the blood groove spell, a Hextorian priest prepared by the priest. In the brazier are 1,000 gp worth of
may enchant an edged weapon (sword, dagger, axe, etc.) so special incense, which are burned during the casting. The
that its surface becomes jagged and lined with blood grooves smoke produced in the braziers grows and thickens, forming
(hence the name of the spell). The enchanted weapon into a great arm of black cloud, which ends in a sinister hand.
becomes far more formidable in combat, and whenever it hits, This arm-like black cloud climbs through the sky, heading
the victim must make a save vs. spell at -2 or suffer from slowly towards the target military force, which may consist of
bleeding wounds. Bleeding wounds produced by blood up to 20 creatures per level.. When the shadow of the arm's
groove will bleed for 1d6 rounds, and on each round cause an hand falls upon the target force, all individuals within the
extra 1d4 points of damage to the wounded person per force must make saving throws versus spells.
wound. Everyone who fails their saving throw is affected by the
Blood groove cannot be used on weapons that are spell, and must immediately halt movement for the day. These
already magical, and it cannot be used on weapons that are individuals will refuse to march into battle, and argue and
not edged (includes maces and flails). bicker with one another. Every day after the first day of being
affected, another saving throw versus spells is made by all of
Arrows of War the individuals still under the influence of the spell; three
(Invocation/Evocation)
consecutive failed saving throws in three days indicates that
outright battle has taken place among the discordant troops.
Hands of Hextor
(Alteration)
Sphere : Combat
Range : 0
Components: V,S
Casting Time : 6
Duration : 1-4 rounds/level
Area of Effect : Caster
Saving Throw : None
By use of this spell the caster causes the immediate
growth of two new pairs of arms, allowing him or her the
opportunity to launch a great many attacks on an opponent.
The arms will grow instantaneously, and the caster's clothing
will reshape itself to allow the arms the same
adornement(non-magical in nature, of course) that the priest's
real arms have. These four new arms can be used as the priest
wills, and may wield weapons without penalty, subject to
normal proficiency requirements. They may also be used to
carry bucklers, which is often a strategy used by priests
casting this spell.
Each arm has 15 hit points that are separate from the
caster's, and can be destroyed by a dispel magic spell for each
arm. The arms are otherwise 100% magic resistant.
Wave of Carnage
(Alteration, Invocation/Evocation)
Sphere : Combat, War
Range : 100 yards
Components: V,S,M
Casting Time : 1 round
Duration : Instantaneous
Area of Effect : 40' radius
Saving Throw : Neg.
The deadliest spell available to the Hounds of Hell is the
wave of carnage, which has the power to destroy large
numbers of 0-level, 1st-level, or 1 hit die creatures. All
creatures within the radius of the spell with 1 hit die/level or
lower must make saving throws versus death magic or be
slain, covered with bleeding wounds from head to toe. Note
that this spell does not discriminate from one low-level
creature from another; a Hextorian can slay his own allies by
using it. The spell is named the wave of carnage because the
creatures are affected in the order that they are closest to the
caster; creatures closer to the caster are affected first, giving
the effect of appearing similar to a "wave" of slain creatures.
The material component of this spell is a small figurine
of Hextor studded with 10,000 gp worth of gems, along with a
small scourge and the priest's holy symbol.