# Aspects
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**Note:** The aspects of Asmodeus, Demogorgan and Mephestophales need to be re-added.
All tremble when the deities and archfiends send manifestations of their personal power onto the battlefield. While the gods usually send creatures from the Outer Planes to assist their clerics, sometimes a patron will send some small portion of its own power instead. These living embodiments of the gods’ life force carry on crusades for good or evil. An aspect looks like the archfiend or deity from which it springs (known as the aspect’s “original”). It is only a pale shadow of the original archfiend or deity. Still, a pale shadow of such a mighty being is formidable indeed. You can find descriptions of the original archfiends in Book of Vile Darkness and the original deities in Deities and Demigods. An aspect is the embodiment of a small portion of an archfiend’s or deity’s life force. The original’s power is so great that this shred of life force is actually able to take shape as a living creature (or an undead creature, as in the case of an aspect of Vecna).
Rarely, aspects arise spontaneously on the planes where their originals reside, rather like naturally occurring echoes of the original’s powerful presence. More often, aspects are called forth by magic of some kind. In any case, they are short-lived, usually fading back into nonexistence within a day. The life force that manifested as the aspect returns to the original, dissipates, or lurks in the area, ready to manifest as an aspect again if the conditions are right.
While aspects are spiritual rather than biological in origin, they manifest as actual living (or undead) creatures. They have consciousness, intelligence, and will. They are notoriously single-minded and unwilling to communicate. They may help mortals, but only because they want to—not because they’re asked.
Aspects are usually as big as giants, although they are sometimes scaled more like humans. It is very rare for them to be larger than Large or smaller than Medium. In the case of archfiends, aspects are the same size as or smaller than the original. In the case of deities, an aspect appears in a size that reflects the deity’s power. (Deities can alter their size at will, so one can’t really compare an aspect to the original’s “actual” size.) If the original has a signature weapon or other possession, the aspect may have a similar weapon (albeit a much weaker version, just as the aspect is a weaker version of the original). Such a weapon or other item loses its magical properties when separated from its aspect.
Aspects disdain mortals. They do not bother commanding troops, even those that would follow them loyally, and they aren’t inclined to even listen to the orders of any but the best commanders. Still, they’re known to find common cause with likeminded warbands and to fight alongside them.
Unlike avatars, aspects are not extensions of the original. The original can’t see through the aspect’s eyes and doesn’t know what the aspect learns. Destroying an aspect sometimes weakens the original by dissipating the aspect’s life force and preventing it from being reabsorbed into the original, but beyond that, hurting the aspect does not harm the original.
## Calling Aspects
Characters can sometimes use the planar ally or planar binding spell to call an aspect. In the case of the more powerful aspects, greater planar ally or greater planar binding is necessary An aspect is a deity’s or archfiend’s power coalesced into a single point. Typically, this power can’t coalesce into two nearby points. Thus, aspects of a specific original are almost always found alone. Sometimes spellcasters or creatures wielding powerful magic items can force two aspects of the same original into the same area. These aspects are likely to attack each other, even if they’re good-aligned. The proximity of another aspect of the same deity apparently causes an aspect great distress.
Vile servants of archfiends and evil deities sometimes call forth aspects of their unholy masters to take part in unspeakable rituals. The less said about these rites, the better.
## Other Aspects
The aspects described here are those that adventurers are most likely to encounter. Others certainly exist. Most likely, every being whose power level matches the originals mentioned here also has aspects, though some aspects might be quite rare.
It’s also possible that a deity would have different sorts of aspects that represent different fragments of the being’s power. The aspect of Lolth in this chapter, for example, manifests her poisonous nature but not her power over webs. Another aspect of Lolth might have web powers but not poison. A third might express Lolth’s power over spiders, and so on.
Other aspects of the same deity may be significantly more powerful than those described here. None are less powerful