Symbol: Fist holding six red arrows
Home Plane: Acheron
Portfolio: Tyranny, war, discord, massacres, conflict, fitness
Worshipers: Fighters, monks, conquerors, tyrants
Cleric Alignments: LE, LN, NE
Domains: Destruction, Dominion , Evil, Law, War
Favored Weapon: Flail
The deity of tyranny, Hextor (heks-tore), sometimes appears as a handsome man with dark hair and light skin (and he is often depicted as such in his role as a deity of fitness). Most often he takes the form of a gray-skinned, horrible six-armed humanoid. In this form, he uses a different weapon in each arm and wears iron scale armor with many skull decorations.
Hextor is the archfoe of Heironeous, his half brother and fellow war deity.
Hextor seeks to conquer or destroy any that oppose him. He tells his followers that the world is a dark and bloody place where the strong rule the weak, and power is the only reward worth any-thing. The cruel and unrelenting pursuit of one’s goals is the only reliable path to success. Order must be forged out of chaos and law out of anarchy. Tyranny brings order out of chaos. Dissenters must be oppressed or destroyed lest anarchy reign.
Clergy and Temples
Hextor’s sect is not as secretive as other dark religions. Temples of Hextor operate openly in many cities, and clerics wear black clothing adorned with skulls or gray faces. Hextor’s clerics constantly plan or lead attacks on rebels and do-gooders. They revile good-hearted rulers and governments that nurture personal freedoms, and they are forever scheming to weaken or overthrow regimes that seem likely targets for conquest. When not actually fighting or plotting, they train themselves in the arts of war. Many serve as generals, military advisors, or enforcers to aggressive rulers or iron-fisted tyrants.
Hextor’s clerics also oppose clerics of Heironeous wherever and whenever they can. Temples to Hextor are always forbidding fortresses, built to impress the common folk with Hextor’s power. Many of his temples are constructed on sites that have seen many great battles because
of their strategic value.
Hextor’s followers build their fortress-temples at mountain passes, river crossings, and other sites of strategic importance. They often have massive forges where they build weapons and armor for those aiding the cause of tyranny.
Hextor’s religion is organized in mili-tary style, so “superior ofﬁ cers” put would-be clerics through rigorous, harsh training. Only those strong enough to put up with months of abuse become clerics of Hextor. Not surprisingly, they’re eager to turn the tables and establish dominance over others.
Hextor’s followers are obsessed with having “lessers” under their heel. They establish themselves as the state religion wherever they can, join the crusades of despotic conquerors, and force local lords to kneel before them.
Worshipers of Hextor generally express con-cepts as laws, such as “The slave shall not contradict the master, for such is the Law of Hextor.” They also exclaim, “He will be obeyed!” often.
The hierarchical structure of Hextor-worship lends itself to a number of rites that honor relationships between two unequal partners, such as master-slave or ofﬁcer-soldier.
Herald and Allies
Hextor sends a pit ﬁend to the Material Plane when he needs a herald. Allies are bearded devils, barbed devils, and horned devils.
Chain of Obeisance
Item Level: 15th
Body Slot: — (held)
Caster Level: 20th
Aura: Strong; (DC 25) enchantment
Weight: 12 lb.
This spiked chain is forged of thick metal bands interspersed with long, sharp dagger points.
Followers of Hextor prize these grisly weapons for keeping their prisoners subdued. A chain of obeisance functions as a +1 unholy spiked chain if you are lawful evil, neutral evil, or lawful neutral.
Despite its size and apparent unwieldiness, if you have established the proper divine connection, you can wield this weapon in a grapple as if it were a light weapon. If you pin your opponent while wielding a Chain of Obeisance, the foe must succeed on a DC 22 Will save or be dominated as by the Dominate Monster spell. No more than one creature can be dominated at a time; if you use this power on a second creature, the ﬁrst effect ends.
To use the relic power, you must worship Hextor and either sacriﬁ ce a 7th-level divine spell slot or have the True Believer feat and at least 13 HD.
These weapons are forged from the shackles in Hextor’s hellish prison-fortress. The ﬁrst of them were used by the strongest warriors in Hextor’s horde to subdue prisoners taken on the battleﬁelds.
Gauntlets of the Blood-lord
Item Level: 10th
Body Slot: Hands
Caster Level: 20th
Aura: Strong; (DC 25) necromancy
Weight : 2 lb.
These heavy spiked gauntlets are made from overlapping metal plates. Blood drips slowly
from the junctures, coating the surface of the gauntlets with a thick, red ooze. Said to harbor the blood of a thousand victims, each pair of these gauntlets has a long and grisly history. They function as +1 spiked gauntlets if you are lawful evil, lawful neutral, or neutral evil.
If you have established the proper divine connection, Gauntlets of the Blood-lord grant you a +2 luck bonus on melee touch attacks while you wear them.
To use the relic power, you must wor-ship Hextor and either sacriﬁce a 6th-level divine spell slot or have the True Believer feat and at least 11 Hit Dice, every 3rd-level or lower melee touch spell that you cast is automatically empowered as by the Empower Spell feat (although such a spell doesn’t use a higher-level spell slot and the casting time of the spell isn’t increased).
The ﬁrst pair of these gauntlets was worn by a priest of Hextor who mercilessly slew entire villages to make way for the Blood-Lord’s approaching army (Knowledge (religion) DC 15).
Upon the priest’s death, Hextor reclaimed the gauntlets. Since then, he has given a pair to a favored follower at least once every century (Knowledge (religion) DC 20).
Sanctify Relic, Craft Wondrous Item, Maximize Spell, creator must worship Hextor
Price 33,600 gp