Shapeshift. Cemdos can take on any humanoid form that he has seen before. Cemdos can use this ability at will and he will often do so to avoid unwanted attention.
The Art of the Deal. Cemdos is a master of sales. He has advantage on all deception and persuasion skill checks. Creatures dealing with Cemdos have disadvantage on insight checks if Cemdos has succeeded on a prior deception or persuasion skill check.
Binding Transactions. Any deal made with Cemdos cannot be undone by any nonmagical or magical means except for use of the wish. Cemdos can choose to release a creature from a completed transaction if he chooses to do so.
Legendary Resistance (3/Day). If Cemdos fails a saving throw, he can choose to succeed instead.
Magic Resistance. Cemdos have advantage on saving throws against spells and other magical effects.
Demonic Power. Cemdos can make two Melee Attacks or one Ranged Attack.
Pierce. Melee Weapon Attack: +5 to hit, reach 10 ft., 1 target. Hit: 8 (2d6 + 4) Piercing Damage.
Slash. Melee Weapon Attack: +5 to hit, reach 10 ft., 1 target. Hit: 12 (3d6 + 4) Slashing damage. Targets must succeed a DC 20 Constitution saving throw. If failed, the target bleeds for the next 4 turns and takes 2d6 damage until targeted by magical healing.
Wither. Ranged Weapon Attack: +5 to hit, range 30/120 ft., 3 targets. Hit: 4 (1d4 + 2) Psychic damage. Targets must succeed a DC 20 Wisdom saving throw. If failed, the target has disadvantage on attacks and saving throws until the end of Cemdos' next turn.
Rend. Ranged Weapon Attack: +5 to hit, range 30/120 ft., 3 targets. Hit: 10 (2d8 + 4) Force damage. Targets must succeed a DC 20 Intelligence saving throw. If failed, the target is unable to move or take actions on their next turn.
Plane Shift. If Cemdos is targeted by an attack action, he casts the spell plane shift and retreats to The Vault of Shadows.
Cemdos can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Cemdos regains spent legendary actions at the start of his turn.
Summon Lost Souls (Costs 2 Actions). 3d6 Lost Souls (use skeleton as stat block) spawn within 30 feet of any players and attack.
Silvered Tongue (Costs 1 Action). All creatures that can hear Cemdos speak must succeed a Charisma saving throw. Any creature that fails is charmed for 5 turns.
Spellblast (Costs 1 Action). Cemdos casts disintegrate DC 20 Dexterity saving throw.
Description
Cemdos, the Broker of Broken Promises
Title: The Deceiver, The Broker of Souls, Lord of Forgotten Bargains
Realm: The Vault of Shadows, an ever-shifting labyrinth of chambers filled with forgotten pacts, decayed contracts, and shattered dreams.
Cemdos was not always an Archdevil—once, he was a mortal man, born into a kingdom of long-forgotten history. His name was Cemdos Sorravon, and he was the second son of a powerful noble house. His older brother, the heir to the family fortune, was a brutish man whose only skill was wielding a sword and conquering his enemies. Cemdos, however, was a master of rhetoric and negotiation. He was suave, calculating, and capable of convincing even the most stubborn men to part with their gold and secrets.
But while Cemdos was brilliant, he was often overlooked. His talents were not seen as enough to secure a legacy of power or wealth. In his father’s eyes, Cemdos was merely a pawn—an extra mouth to feed in a family full of warriors and statesmen. When his father passed, Cemdos found himself cast aside, a mere afterthought in the family’s sprawling estate. With no inheritance and nothing but his own cunning, Cemdos made a bold decision: to seek power not through birthright, but through the art of negotiation.
It was this hunger for power, coupled with his unshakable belief that nothing was ever truly given without a price, that brought him to the dark plane of the Nine Hells. There, he sought out the greatest of the Archdevils, hoping to broker a deal that would elevate him to unimaginable heights. He found his way to Mephistopheles, the Lord of Cania, who was intrigued by Cemdos’s ambition and sharp mind.
Mephistopheles, in his infinite cruelty, offered Cemdos a deal: a chance at untold wealth, influence, and power—if he could prove himself worthy of it. To do so, Cemdos would have to serve as a mortal intermediary, facilitating trade between the mortal realm and the Hells. His task was simple: convince mortal souls to bargain with him, offering their souls in exchange for power, wealth, or knowledge—pacts that would ultimately bind them in chains, unseen and unfulfilled.
Cemdos, eager to rise above his family’s legacy, accepted without hesitation. What followed was a long descent into moral decay. Over time, Cemdos began to specialize in crafting deals that seemed too good to be true—and, inevitably, were. He forged pacts with desperate kings, broken-hearted lovers, ambitious merchants, and greedy warlords, all offering them something they desired in exchange for their immortal souls. These deals were elegant, precise, and endlessly tempting—but always carried a hidden cost.
Cemdos quickly earned the reputation of a master manipulator. His trades were notorious for being insidious, as he found ways to twist every word and loophole in his contracts. Mortals would walk away feeling victorious at first, having gained what they desired—but they would soon find that what they thought they had won was nothing more than a hollow prize, and their soul was slipping away, piece by piece. Cemdos took delight in their misery, watching as they realized their mistake too late.
But as his influence grew, so did his pride. He no longer served Mephistopheles as an underling—he had become a power in his own right. His expertise in manipulation of contracts and bargains caught the eye of other Archdevils, and soon, Cemdos was recognized as one of the most cunning of the Nine. He carved out his own realm in the Hells—a place where souls who had been betrayed by their bargains would endlessly wander, lost in the endless labyrinth of broken promises and decaying contracts.
Over time, Cemdos transformed into something more than just a devil—he became the embodiment of deception itself. His form constantly shifted between a tall, handsome man dressed in exquisite finery and a grotesque, shadowy figure cloaked in swirling black tendrils. His eyes, however, remained constant—gleaming with a cold, merciless light, always watching and calculating. His voice is silken and sweet, but with a hidden venom, and when he speaks, it is as though every word is part of a larger, unfathomable scheme.
Cemdos has no true allies, only those who seek to use him or those he manipulates into serving his ends. He is a master of knowing what a person truly desires, and he uses that knowledge to exploit their weaknesses. However, Cemdos is not without his own vulnerabilities. His ambition often blinds him to the larger schemes of the other Archdevils, and he sometimes finds himself caught in webs he cannot untangle. Still, his network of deals is vast, and no devil or mortal can move in the underworld without eventually crossing paths with one of his carefully placed bargains.
His realm, The Vault of Shadows, is a place where time seems to warp and bend. Countless chambers and halls stretch out for infinity, each one filled with souls trapped in their deals. These souls are constantly trying to find a way out, seeking answers in the decaying contracts that line the walls, but no escape is ever found. Cemdos watches over it all from his obsidian throne, a smile always playing on his lips, knowing that no matter how clever one might be, the terms of a deal with Cemdos are always ironclad.
While he is not as outright cruel as some of his counterparts in the Hells, his cruelty is infinitely more subtle. He does not force a soul to fall—he simply offers them the rope and lets them hang themselves. For Cemdos, there is no greater joy than watching a mortal struggle, only to realize that their fate was sealed the moment they signed the contract. And while Cemdos can break a deal, the cost of doing so is always steep—a price that few mortals or devils are ever willing to pay.
Motto: "The true price of a bargain is never paid until it is too late."
Cemdos's Influence and Role
In the mortal world, Cemdos is often whispered about in hushed tones, a legend passed between thieves, gamblers, and those who walk the line between morality and greed. Few have ever met him directly, for Cemdos is a creature of subtleties—he prefers to work through intermediaries or even through dreams, manipulating mortals from the shadows, ensuring his deals never appear suspicious. But those who have made the mistake of dealing with him are often left broken and bereft, their fates sealed.
In the courts of Hell, Cemdos is often called upon for his skill in negotiation and bargaining, but his presence is also regarded with suspicion. He is, after all, a master of games with no end, and even the Archdevils are wary of the deals he makes—even with them.
Still, Cemdos plays his part in the grand game of the Nine Hells. He is both a puppet master and a pawn, a dealer of souls, and a player of dark politics.
Lair and Lair Actions
The Vault of Shadows
The Vault of Shadows is Cemdos’s personal domain within the infernal realm of the Nine Hells. It is a place where time, space, and reality bend to the will of its master, a labyrinthine realm built on the architecture of betrayal and broken pacts. Here, the souls of those who have bargained with Cemdos, or been caught in the tangled webs of his manipulation, are forever imprisoned, forced to wander in an endless cycle of despair and realization.
Appearance
At first glance, the Vault of Shadows seems to stretch out into infinity. The very nature of the realm is designed to disorient, with shifting pathways, endless corridors, and rooms that seem to distort and rearrange when one isn’t looking directly at them. The architecture itself is an unsettling mixture of opulence and decay—ornate marble columns that crack and crumble as though time itself has forsaken them, gilded arches tarnished with age, and intricate frescoes depicting mortals signing deals with shadowy figures. The artwork is beautiful in its craftsmanship, yet chilling in its subject matter—always a reminder of the price of every bargain.
The walls, floors, and ceilings are covered in ancient, weathered contracts—some written in languages long forgotten, others scrawled in blood, ink, or even the souls of the damned. The contracts are tacked onto the walls like macabre wallpaper, and sometimes they seem to move, shifting and fluttering as if trying to escape the confines of their bindings. Every contract tells a story—a failed pact, a soul trapped in eternal servitude, a mortal’s desperate plea for power now turned to dust.
Light in the Vault is an eerie, shifting thing. Shadows hang thick and heavy, sometimes as dense as liquid darkness, at other times thin and wispy like smoke. The light that does exist seems to emanate from nowhere and everywhere at once—a faint, almost imperceptible glow that highlights the endless corridors and open chambers. It’s never bright enough to offer clarity, only enough to make one feel watched, as though something—or someone—is always just out of view.
The Vault is eerily silent, save for the distant echoes of footsteps that seem to come from nowhere. Occasionally, one might hear the whisper of voices—the souls trapped within the realm, eternally lamenting the choices they made, crying out for a way out that will never come. The sounds are haunting, but they always fade before you can locate the source. These whispers are part of the trap: a constant reminder of the price paid for every deal, but always just out of reach.
Key Locations within the Vault
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The Hall of Shattered Pacts The Hall of Shattered Pacts is the largest and most prominent chamber in the Vault, a vast, open space filled with towering shelves of ancient contracts. Some are piled high in great stacks, others are carefully bound and displayed in glass cases, but all are crumbling and falling apart with the passing of time. This is where the souls of the damned gather, forever searching for a way to break their contracts, but finding nothing but more despair. The Hall is a twisted reflection of Cemdos’s power—a place where bargains are made, broken, and forgotten.
In the center of the hall stands a massive, obsidian throne—the Throne of Broken Promises. This is where Cemdos himself sits when he is not manipulating mortals or navigating the politics of the Nine Hells. The throne is surrounded by mirrors that reflect the faces of the damned, but these reflections are distorted, showing only their darkest desires and regrets. Those who gaze into these mirrors are often driven to madness, unable to escape the haunting truths of their own choices.
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The Labyrinth of Lost Souls Beneath the Hall lies the Labyrinth of Lost Souls, a winding network of corridors and passages that stretch on forever. The walls of the labyrinth are lined with shadowy figures—trapped souls who were once tricked by Cemdos into bargains. These souls are bound to the walls, their bodies frozen in a state of perpetual agony, their eyes wide with fear, sorrow, or rage.
The Labyrinth itself is a cruel maze, constantly shifting as if it were alive. No mortal has ever made it through, for the paths change when one isn't looking. The closer a soul gets to escaping, the further they are pushed back into the depths. Those who wander the Labyrinth never seem to age, their bodies trapped in a state of timeless misery, always at the cusp of freedom but never reaching it.
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The Mirror of Eternal Regret Deep within the Vault lies the Mirror of Eternal Regret, a massive, black-framed mirror that reflects not the appearance of those who gaze into it, but the essence of their soul. This mirror shows the deepest regrets of a person’s life, replaying their decisions, their bargains, their mistakes, and their betrayals in vivid detail. It is a place where souls come to relive the very moment of their fall, the instant they signed away their fate to Cemdos.
The mirror is said to hold the power to make bargains undone—but only if one is willing to give up the last shred of their dignity. The cost of attempting to change the past is too high for most, and those who have tried are often seen wandering the halls, lost in their own tortured memories.
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The Room of Whispers A smaller, more intimate chamber tucked away from the main areas of the Vault, the Room of Whispers is where Cemdos deals with his most desperate or intriguing clients. It is a place of subtle temptation, where bargains are struck under the dim light of floating candles. The room is filled with chairs draped in fine velvet, but the atmosphere is thick with an unsettling presence. The air hums with power and latent promises, a constant reminder that the deals made here always come with a price.
The room is silent except for the sound of breathing—the breath of those who made the deals and now wander the halls, never quite escaping the echo of their fateful choice. The walls of the Room of Whispers are lined with thin, silver threads, each one linked to a soul that Cemdos has made a pact with. These threads shimmer faintly, pulsing with a rhythm like a heartbeat, their color shifting with the fortunes of those tied to them. Sometimes, Cemdos’s clients are able to catch a glimpse of their own thread, and sometimes, they can even hear the whisper of their own name.
The Echoes of the Damned
Above all else, the Vault of Shadows is alive with the suffering of those who made the fatal mistake of striking a deal with Cemdos. The souls within the Vault are bound not by chains, but by the unbreakable bonds of their own desires and regrets. They walk the endless halls, replaying their bargains, always searching for the one thing they can never find: a way out.
The Vault itself seems to take pleasure in their suffering, the very walls echoing with their cries and whispers. These voices, both mournful and enraged, can be heard throughout the realm. Some are maddened by the eternity of their torment, others resigned to their fate, but all are aware of their mistake—too late to undo what has been done.
In Cemdos’s eyes, this suffering is beautiful—a testament to the subtlety and perfection of his craft. He weaves their misery into his ever-growing network of contracts, making the Vault a living testament to the price of ambition and the folly of trusting a deal brokered by the Lord of Broken Promises.
The Nature of the Vault
Time itself behaves strangely within the Vault. The passage of years in the mortal realm means little here—souls are trapped in a state of timeless stasis. Some may have entered centuries ago, yet they appear no older or younger than when they first signed their deal. The nature of the Vault mirrors the deception at its core: everything seems to stand still until one realizes it’s already too late.
For Cemdos, this is his domain—a place where bargains are struck, souls are broken, and no one leaves unless he wills it. And those few who dare enter, whether in search of answers or out of pure curiosity, will find themselves ensnared by the one thing they never thought they’d lose: hope.
Lair Actions
On initiative count 20 (losing initiative ties), Cemdos takes a lair action to cause one of the following effects; Cemdos can’t use the same effect two rounds in a row:
- Summon Lost Souls. 1d6 Lost Souls (use skeleton as stat block) spawn within 30 feet of any players and attack.
- Stolen Dreams. All players must make a Wisdom saving throw. Any creature that fails takes 3d6 Psychic damage and suffers the effects of the confusion spell.
- Broken Pacts. All players must make a Wisdom saving throw. Any creature that fails suffers the effects of the spell crown of madness for 5 turns. While a player is under this affect, no other lair actions can be taken.
- Navigate the Labyrinth. All players must make an Intelligence saving throw. Any creature that fails is banished to the labyrinthian subplane of the vault. (affected players follow the maze spell rules). Navigating the Labyrinth is the only way to make progress within The Vault of Shadows, so creatures can choose to fail the Intelligence saving throw willingly.
Regional Effects
The region containing Cemdos’ lair is frozen in time, which creates one or more of the following effects:
- Creatures who enter Cemdos' lair are unable to take long rests and short rest only benefit half of the regained hit points.
- For every 12 hours spent in Cemdos' lair, creatures must make a Wisdom saving throw to avoid taking a level of exhaustion. Each time the saving throw is succeeded, the DC increases by 1 starting at 10.
- Creatures do not age while in The Vault of Shadows.
- Any magic items or spells that affect the flow of time do not work within The Vault of Shadows.
If Cemdos dies, these effects fade over the course of 20d20 days.
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