Encounters in Avernus
Encounters in Avernus
Encounters in Avernus
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ENCOUNTERS IN AVERNUS
Credits
Designers: M.T. Black, James Haeck, James Introcaso,
Rich Lescouflair, Shawn Merwin, Ashley Warren
Editing: James Introcaso
Art Direction and Graphic Design: Rich Lescouflair
Cover and Interior Art: Provided by Wizards of the Coast
and used with permission
Special Thanks: Chris Lindsay, Wizards of the Coast
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the dragon ampersand, and all other Wizards of the Coast
product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the
Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is ©2019 and published under the Community Content Agreement for Dungeon Masters Guild.
Introduction
Welcome to Hell! Encounters in Avernus provides
more than sixty short encounters and two encounter
chains to complement the Baldur’s Gate: Descent into
Avernus adventure from Wizards of the Coast.
Overview
This supplement has the following sections:
• Chapter 1: Avernus Encounters. Twenty short
encounters that can happen anywhere as the characters
travel throughout Avernus.
• Chapter 2: River Styx Encounters. Twenty short
encounters that can happen in Avernus as the
characters travel on or near the River Styx.
• Chapter 3: Elturel Encounters. Twenty short
encounters that can happen anywhere in the city of
Elturel after it is dragged into Avernus.
• Chapter 4: Encounter Chains. Two encounter chains
that can be used to flesh out or create new adventures
in Avernus.
• Appendix A: Monster & NPC Statistics. Statistics
for creatures used in the encounters not found in the
Monster Manual.
• Appendix B: Magic Items. Descriptions for magic
items found in the encounters not found in the Dungeon
Master’s Guide.
Running Encounters
To run these encounters, you need the D&D fifth edition
core rulebooks: Player’s Handbook, Dungeon Master’s
Guide, and Monster Manual. You also need a copy of
Baldur’s Gate: Descent into Avernus, though with a little
adjustment, you could use most of these encounters for
any infernally themed adventure.
The Monster Manual contains stat blocks for most of
the creatures found in the encounters. All the necessary
stat blocks are included there or in appendix A. When a
creature’s name appears in bold type, that’s a visual cue
for you to look up the creature’s stat block in the Monster
Manual, unless the text instead refers you to the monster
appendix in this book.
Spells and equipment mentioned in the encounters
are described in the Player’s Handbook. Magic items are
described in the Dungeon Master’s Guide, unless the
adventure’s text directs you to an item’s description in
appendix B.
Abbreviations
The following abbreviations appear in this book:
• AC = Armor Class
• DC = Difficulty Class
• XP = experience points
• pp = platinum piece(s)
• gp = gold piece(s)
• sp = silver piece(s)
• cp = copper piece(s)
• NPC = nonplayer character
• DM = Dungeon Master
2
Introduction
Random Encounters Devil Names
While the characters travel through Avernus and the While running these encounters or Baldur’s Gate:
streets of Elturel, you can roll a d20 for every 8 hours they Descent into Avernus, you might need to come up with
spend traveling or resting to see if a random encounter a devil’s name on the fly. Use the Devil Names table to
occurs. On a roll of 12 or higher, choose the appropriate create an original devil name by combining any first part
encounter table and roll or choose an encounter on that of a name with any second part.
table. You can change the number of encounters the
characters experience as you see fit. Devil Names
Encounter Difficulty d20 First Part Second Part
Each of the results on the encounter tables represents a 1 Zam azad
certain kind of potential challenge. 2 Uz ich
If you let the dice have their way and the result is a 3 Hral aaz
large number of monsters or a powerful creature with
4 Bal azel
a high challenge rating, the generated encounter might
be too difficult or dangerous for the characters in their 5 Maa’t uzaat
present circumstances. They might want to flee to avoid 6 Nilv ayaz
contact, or not to approach any closer after perceiving the 7 Azt uzoor
monsters from a distance. 8 Raark akzaar
You also have the freedom to adjust the numbers, but it’s
9 Toz iz
important to remember that not every encounter involving
a monster needs to result in combat. An encounter might 10 Bel och
indeed be the prelude to a battle, a negotiation for a 11 Kol ath
devil deal, or some other interaction. What happens next 12 Kel al
depends on what the characters try, or what you decide is 13 Mul il
bound to occur. 14 Zuu’t ul
15 Taa’z och
16 Mul ak
17 Xith or
18 Zok ir
19 Zaa’t ub
20 Xaal ix
Introduction 3
Chapter 1: Avernus Encounters
The following encounters can occur anywhere in weather prediction. If he predicts a malign result, he
the wastes of Avernus as the characters move between clucks his tongue in sympathy, gives a vague description
locations or rest. For a description and history of Avernus, of the weather effect, then cheerfully bids the characters
the first layer of the Nine Hells, see Baldur’s Gate: good day and wishes them luck on their quest.
Descent into Avernus. Roll on the table below to determine the upcoming
weather. This weather begins 2d12 hours later, and lasts
Avernus Encounters for 1d20 hours.
d100 Encounter
01–05 And Now, the Weather
Avernus Weather
06–10 Blood War Battle 1d6 Weather
11–15 Boney Grab Bag 1 Clear Skies. The weather is hot, but unremarkable.
16–20 Chain Rider 2 Acid Rain. Terrible, sickly green storm clouds swirl in
the sky. A creature takes 1d6 damage at the start of
21–24 Cohort in Camp
every hour it spends outside.
25–29 Corrupted Salvage
3 Searing Heat. The air feels like it’s on fire. A creature
30–34 Crater Raiders must succeed on a DC 10 Constitution saving throw
35–38 Debts Paid at the start of every hour it spends outside or gain
39–43 Demon Band one level of exhaustion. Creatures resistant to fire
44–48 Demon Horde or Devil Legion damage have advantage on this save, and creatures
49–53 Demon or Devil Prisoner immune to fire damage automatically succeed.
54–58 Derelict War Machine 4 Abyssal Smog. Miasma blankets the land. A creature
must succeed on a DC 13 Constitution saving throw
59–63 Devil Squad
at the start of every hour it spends outside or be
64–68 Dretch Marks
poisoned for 1 hour. A creature that spends 3 hours
69–73 Fiendish Betrayal in a row poisoned in this way gains a random form of
74–78 Hell Hound Pack short-term madness (see “Madness” in chapter 8 of
79–83 Infernal Pursuits the Dungeon Master’s Guide).
84–87 Pool of Duplicity 5 Stygian Humidity. A wave of lethargy envelops
88–92 Pool of Ichor the land as the waters of the River Styx permeate
93–96 Poppet Masters the air itself. A creature must succeed on a DC 10
Intelligence saving throw at the start of every hour
97–100 Stirge Swarm
it spends outside or forget one memory. The player
describes the memory before it fades from their
Encounter Descriptions 6
character’s mind.
Scattered Meteor Showers. Hundreds of minute
Following are the encounters in alphabetical order. meteorites hurtle through the sky and impact
explosively upon the ground. Once during the meteor
And Now, the Weather shower (at a time of the DM’s choosing), all creatures
A delusional chaotic neutral human mage who calls within a 500-foot radius of a point chosen by the DM
himself the Magnificent Meteorologist sits atop a must make a DC 15 Dexterity saving throw or take 21
blackened boulder on the plains of Avernus in perfect (6d6) fire damage and 21 (6d6) bludgeoning damage,
peace. When the characters meet him, he hums a or half as much damage on a successful save.
nonsensical incantation and makes a perfectly accurate
4
Chapter 1 | Avernus Encounters
The characters may find the Magnificent Meteorologist
again anywhere, as his boulder magically moves from
Chain Rider
place to place when no one is watching. A chain devil mounted on a wyvern flies overhead.
These fearsome creatures are responsible for patrolling
Blood War Battle the skies above Avernus on behalf of Zariel. Roll a d4 to
determine the fiend’s reaction to the party:
A battle between a devil squad (see “Devil Squad”) and a
demon band (see “Demon Band”) is in the characters’ path. 1. It circles around the party once then flies off quickly
Roll any die. On an even result, the devils are winning the in a new direction.
battle. On an odd result, the demons are winning. 2. It lands 50 feet in front of the party and demands
to know what they are doing. It is satisfied with any
Demons answer that sounds reasonable.
The demons attack the characters and devils alike. Each
3. It lands 50 feet in front of the party and accuses them
flees when reduced to half its hit points.
of working to bring down Zariel. A successful DC 20
Devils Charisma (Deception or Persuasion) check convinces
If the devils are losing the battle and notice the it otherwise, else it attacks.
characters, the fiends offer a deal to get the characters 4. It swoops down and attacks immediately.
to fight for them. Otherwise the devils take no heed of
the characters until the demons are defeated or the Cohort in Camp
characters attack the devils first. If the characters have no
deal with the devils, once the demons are put down, the Camped on a low mesa overlooking the area is the
devils turn and attack the characters. The devils flee when 9th Cohort of the 497th Infantry Legion (9/497). It is
more than half their number fall. commanded by a proud and pitiless chain devil named
Signifier Hraxioch.
Boney Grab Bag The 497th Legion, nicknamed “Unholy Triumph,” is one
of several that Zariel has deployed full time to search for
These enormous piles of bone are scattered throughout her lost sword. The 9th Cohort came here a few days ago
Avernus, evidence of the ongoing Blood War. A character and began searching the surrounding area.
who spends 10 minutes searching the pile and makes a
successful DC 12 Wisdom (Perception) check finds an Cohort Composition
item on the following table: The 9th Cohort, like all devil cohorts, consists of exactly
d20 Item
one hundred devils divided into ten lances.
There are seven assault lances, each comprising ten
1 A set of bone pipes
bearded devils. Each lance has a designated leader,
2 Bag of 1,000 ball bearings called the optio.
3 Charlatan’s die (see appendix B) There are two shield lances, each comprising ten
4 Crossbow, hand merregons (see appendix A). Each lance has a designated
5 Crossbow, light leader, called the optio.
There is one command lance, comprising Signifier
6 Glass eyeball that looks about of its own accord and
Hraxioch, a cambion quartermaster (known as the
can roll around
armicustos), a spined devil signaler, and seven imp
7 Gold monocle frame without the lens auxiliaries.
8 Lock of trickery (see appendix B)
Camp Layout
9 Mariner’s armor
The camp consists of twelve tents, all made of pale
10 Money bag with 80 pp leather neatly stretched over bronze tent poles. Anyone
11 Parchment (one sheet) examining the leather and who makes a successful DC
12 Quartz (50 gp) 13 Wisdom (Medicine) check determines it is made from
13 Silver necklace with a gemstone pendant (250 gp) humanoid skin.
14 Silver ring (20 gp) Disposition
15 Small chest containing 9000 sp The cohort is carefully observing the surrounding area
16 Small cloth doll skewered with needles and certainly notices the characters unless they are
invisible or travelling very stealthily. There is a 50 percent
17 Small pocket mirror that slowly fogs over while held
chance that Hraxioch sends an assault lance out to arrest
18 Spell scroll of guidance the characters and bring them back to camp. This chance
19 Warhammer rises to 100 percent if the characters engage in combat
20 Waterskin within sight of the camp.
Hraxioch interrogates the characters rigorously,
A maximum of five items can be found in the bone pile. demanding to know how they came to Avernus, what they
If the characters spend more than 10 minutes searching want, and if they know anything about Zariel’s sword. If
the pile, roll for another encounter. the characters give satisfactory answers, Hraxioch lets
them leave.
If the characters destroy the assault lance sent to arrest
them, the cohort breaks camp and starts following the
party, waiting for the right time to attack in force.
Crater Raiders
The party discovers a 60-foot-diameter blasted crater at
the center of which is a faintly glowing meteor recently
fallen from the stormy sky above. The 15-foot-spherical
meteor is embedded halfway into the ground. The
scorched ground within 20 feet of the meteor is difficult
terrain. If the party travels into the crater, roll 1d4 to
determine the nature of the meteor:
1. Behind the meteor is a nest of 1d4 hellwasps (see
Corrupted Salvage appendix A). In addition, the meteor generates
An infernal war machine (a Devil’s Ride in appendix B of unstable energy. Any spell cast within the crater has
Baldur’s Gate: Descent into Avernus) is impaled upon a a 1 in 10 chance of generating a wild magic effect
jagged spike of stone jutting from the Avernian landscape. (use the Wild Magic Surge table in chapter 3 of the
Strange green ichor dribbles from the damaged war Player’s Handbook).
machine. The previous rider of this war machine shoved a 2. The meteor is plagued with demonic magic.
whole quasit into the machine’s intake valve in a desperate Characters within 5 feet of the meteor must succeed
attempt to get a last burst of power out of it, but the attempt on a DC 12 Constitution saving throw or suffer a
backfired—and corrupted the remains of the Devil’s Ride. flesh-warping effect (see chapter 3 of Baldur’s Gate:
If this war machine is repaired (such as by the Descent into Avernus). The effect can be removed
salamanders of the Firesnake Forge in Mahadi’s with any magic that removes a curse. In addition, the
Wandering Emporium), it has a random demonic boon glowing material oozing from the meteor has all the
and a demonic bane. Roll a d4 twice to determine a properties of demon ichor (see chapter 3 of Baldur’s
random boon and bane. Gate: Descent into Avernus).
3. The meteor is an infernally enchanted stone golem. It
Demonic Boons Table attacks any character that comes within 30 feet of it.
d4 Boon 4. The meteor is plagued with infernal magic.
1 The machine can gain the effects of a Demon Ichor
Characters within 10 feet of the meteor must succeed
on a DC 13 Wisdom saving throw or suffer the effects
Boost for free once per day.
of short-term madness (see chapter 8 of the Dungeon
2 The machine has two souls trapped within it. A soul
Master’s Guide). In addition, on a failed save, any
can be consumed to replicate the effects of using a saving throw made against the pervasive evil of the
soul coin. plane is made with disadvantage to the roll (see
3 The machine has an Acidic Bile Sprayer weapon that chapter 3 of Baldur’s Gate: Descent into Avernus).
can be used by the machine’s driver. This doesn’t count This effect lasts for 24 hours.
against the number of weapons the machine can have.
4 Whenever the machine takes damage from a creature Debts Paid
within 5 feet of it, the creature that damaged it takes
A cambion disguised as an elderly human male
the same amount of damage in return.
approaches the characters, pathetically holding his worn
6
Chapter 1 | Avernus Encounters
hat in his hands. He introduces himself as Dante and Avernus Chase Complications
claims he was forced to play in a game of three-dragon
d20 Complication
ante to earn money to pay off his spouse’s drinking
debt, but he lost everything he owned and is now stuck 1 A dune made of bones and teeth is in your path.
in Avernus in service to an “evil devil.” He asks for the Use 10 feet of movement to go around it or make a
characters’ help in playing a rematch of three-dragon ante DC 12 Dexterity (Acrobatics) check to move over it.
so he can buy his way out of service. On a failed check, you fall prone and take 5 (1d10)
The cambion enjoys toying with unsuspecting folk and piercing damage.
getting them to gamble in his games. His disguise and 2 A bubbling tar pit is in your path. Use 15 feet
lies are detectable with a successful DC 18 Wisdom of movement to go around it or make a DC 12
(Insight) check. Strength (Athletics) check to leap over it. On a
If the characters agree to help, Dante takes them to a failed check, you slip into the pit and take 11 (2d10)
cave to play the game, which is occupied by an incubus fire damage.
and a succubus against whom the characters can bet. 3 A puddle of demon ichor is in your path. Use 10
Each game costs an ante of one soul coin and is made feet of movement to go around it or make a DC 10
by having all players make opposing Intelligence checks Strength (Athletics) check to leap across it. On a
(adding in their proficiency bonuses if they are proficient failed check, you land in the pool (see chapter 3 of
with the game). The winner gets the pot. A character who Baldur’s Gate: Descent into Avernus).
does not have any soul coins can still play by offering a kiss
4 A pit of quicksand is before you. Make a DC 10
to the fiends if the character loses. The fiends try to cheat
Wisdom (Perception) check to notice it. If the
by charming the characters then convincing them to fold.
check succeeds, you avoid it. If the check fails, you
If the characters win, they can give their earnings to
fall into the hazard (see “Wilderness Hazards” in
Dante to pay off his debts. He, of course, keeps every coin.
chapter 5 of the Dungeon Master’s Guide).
Demon Band 5 A group of nupperibos (see appendix A) are in your
path. Use 5 feet of movement to go around them or
The characters encounter one or more demons looking
make a DC 11 Dexterity (Stealth) check to sneak by.
for a fight. Roll or choose on the Demon Band table to
On a failed check, one of the fiends makes a claw
determine which demons the characters encounter. These
attack against you (+5 to hit; 6 (1d6 + 3) piercing
demons attack as soon as they notice the characters.
damage).
Each flees when it is reduced to half its hit points.
6 A hell hound chases after you.
Demon Band 7 A small stream of water from the River Styx is in
your path. Make a DC 10 Strength (Athletics) check
d8 Demons
to jump over it. On a failed check, you touch the
1 4d10 dretches
waters of the River Styx (see chapter 3 of Baldur’s
2 1 barlgura and 2d6 dretches Gate: Descent into Avernus).
3 2 barlguras 8 A sudden chasm catches you by surprise. Make
4 2 chasmes a DC 10 Dexterity saving throw to navigate the
5 3 vrocks impediment. On a failed save, you fall 1d4 × 10
6 1 hezrou and 2d4 manes feet, taking 3 (1d6) bludgeoning damage per 10 feet
7 1 glabrezu and 2d4 manes fallen as normal, and land prone.
8 1 nalfeshnee 9 You run through a ruin with uneven ground. Make
a DC 10 Dexterity (Acrobatics) check. On a failed
check, you fall prone.
Demon Horde or Devil Legion 10 An infernal war machine rushes toward you. Make a
DC 18 Dexterity saving throw. On a failed save, you
The characters encounter a legion of devils or a horde of take 28 (8d6) bludgeoning damage and fall prone.
demons in their path (your choice). This force consists
11–20 No complication.
of hundreds of fiends. Roll a d4. On a 1 or 2, the force is
marching toward their next battle. On a 3, the force is
resting. On a 4, the characters encounter a battle between
a devil legion and a demon horde. Demon or Devil Prisoner
A successful DC 15 group Dexterity (Stealth) check The characters come upon a demon band (see “Demon
sneaks by the force unnoticed. Characters who fail this Band”) or a devil squad (see “Devil Squad”) that captured
check or choose not to sneak by grab the attention of and are interrogating a devil or demon respectively. Roll
the army and a demon band (see “Demon Band”) or or choose on the Fiend Prisoner table to determine the
devil squad (“Devil Squad”) appears and attacks. At the type of fiend they have captured.
start of every third round after combat begins, another The fiend has only a quarter of its hit points remaining. If
demon band or devil squad arrives. If the characters flee, the prisoner is a demon notices the characters, it begs for
the devils they battle give chase. Use the chase rules in help, promising to serve the characters. If the characters
“Chases” in chapter 8 of the Dungeon Master’s Guide and free the demon, it follows them. Roll any die at the start of
the Avernus Chase Complications table. each hour it spends with the characters. If an even number
is rolled, the demon remains loyal to the characters. If an
Fiendish Betrayal
A wounded female human knight who escaped Elturel
named Bera Tallen approaches the characters, requesting
their help. She explains she barely escaped while one of
her group of escapees betrayed and murdered the rest.
Bera doesn’t know why, but the traitor, who is not far
behind, now chases her. If the party agrees to help, roll a
d4 to determine the nature of the encounter:
8
Chapter 1 | Avernus Encounters
1. The traitor, a male human evoker (see appendix Roll a d4 to determine which marauding demons the
A) named Pergon Uro, has fallen under the mind characters encounter and which devils are pursuing
twisting effects of the plane, which has changed his them. Once the characters encounter the demons, the
alignment to lawful evil. Pero can be convinced of pursuing devils appear on initiative count 20 of the next
this with a successful DC 14 Charisma (Persuasion) round of combat. These devils are loyal servants of
check. Casting the dispel evil and good spell on the Zariel, and once the devils destroy the demons, they turn
traitor also removes the effect. their attention upon the characters. If the characters are
2. The traitor is a cambion in human form who took the enemies of Zariel, they attack; if not, they try to make a
place of the group’s real companion days ago. It carries deal with these hapless mortals.
an uncommon magical item of the DM’s choice.
3. Bera is actually a warlock of the fiend (appendix Infernal Pursuit Encounters
A) who is has fallen under the pervasive evil of the d4 Marauders and Pursuers
plane. She betrayed her group and is trying to lure 1 The marauders are four rampaging dretches pursued
the party into a trap. Once the party confronts the by two no-nonsense imps.
false traitor, a lawful good female human priest 2 The marauders are six quasits who stole war machine
named Teru Kang, the warlock attempts to kill them parts, pursued by four spined devils.
all in the name of her patron. Casting the dispel
3 The marauders are a barlgura ridden by a quasit that
evil and good spell on Bera removes the pervasive
killed a devil lieutenant, pursued by a bearded devil
evil effects. Bera carries an amulet of proof against
detection and location. riding a nightmare.
4. Bera and the “traitor” are both cambions attempting 4 The marauders are a pair of vrocks clutching a shiny
to hunt and kill each other. Bera is a spawn of Graz’zt, idol worth 500 gp while flying at full speed away from
and the other is a soldier for the Nine Hells. Bera a bone devil.
carries an uncommon magical item of the DM’s choice.
Pool of Duplicity
Hell Hound Pack A mirthful arcanaloth named Vriz’blath perches on
A pack of 2d6 hell hounds roams Avernus, looking a crag overlooking a pool of bubbling green ooze, not
for injured and easy prey. If the hounds notice the unlike the Progenitor Goo (see chapter 3 of Baldur’s
characters, they attack. Each fights until reduced to 10 Gate: Descent into Avernus). When the characters
hit points then flees. approach, Vriz’blath casts mind blank upon itself, then
calls out to the adventurers and asks them to behold the
Infernal Pursuit Pool of Infernal Marvels.
War is hell, and the Nine Hells are at war. If the endless Every 30 seconds, on the dot, a creature pops out of the
Blood War were to spill into the Material Plane, all of pools, then splashes back in. The creature is rarely the
Toril would become as inhospitable as Avernus. While same; some examples of creatures could include a three-
traveling across the wastes, travelers must beware roving eyed fish, an abyssal chicken, a perfect sphere of green
bands of demonic pillagers, and the devils that hunt them. goop, or some other unusual creature.
10
Chapter 1 | Avernus Encounters
Chapter 2: River Styx Encounters
12
Chapter 2 | River Styx Encounters
Devil Crew For the Glory of Ysgard
d10 Crew The Heroic Domains of Ysgard are home to the souls of
1–5 1d4 + 2 bearded devils those who can imagine no greater afterlife than valorous
6–8 2 barbed devils and 2d4 lemures combat unending. A group of warriors from that plane
9–10 1 chain devil and 2d4 lemures of eternal combat have traveled to Avernus in search of
greater glory still. In the minds of these warriors, bards
will sing songs about the heroic deeds they perform in
Drowned Satchel Avernus in the beer halls of Ysgard for all eternity.
Dressed in animal hides and mighty horned helmets,
A dyed-green leather satchel has washed upon the these overzealous warriors dock on the banks of the Styx
river’s shore. Inside is a small pouch filled with dried in a mighty galley the moment they see a group of devils,
wildflowers, a gold locket, and a bloated, waterlogged and attack all in sight. When they see the characters,
journal. Inside the locket is a portrait of a young man. they assume they are also foes, and attack instantly. A
The journal is mostly unreadable, but there is a name, character that tries to convince the Ysgardians that they
“Ophelia,” inscribed on the inside of the cover. aren’t enemies can make a DC 20 Charisma (Persuasion)
Treasure check as an action, halting their attack on a success.
The locket is worth 15 gp. Roll a d4 to determine what kind of warriors emerge
from the Ysgardian galley. If the warriors are bested in
Fapplestamp Twins combat or convinced that their attack was mistaken, their
leader gives the characters a horn of Valhalla that can
The rocky ground before the party erupts as an enormous
summon spectral warriors of Ysgard to aid in battle.
bulette burrows out. The bulette goes unnaturally still, as
if frozen, and the characters hear a whirring sound that
slowly winds down.
Ysgardian Warriors
Give the characters a round to react. After that a hatch d4 Warriors
on top of the bulette pops open and two neutral rock 1 2d4 + 2 berserkers led by a bandit captain named
gnome mages, one male and one female, stick their Gallart. The horn of Valhalla is silver.
heads out. They introduce themselves as Zook and Ella 2 3d4 + 3 berserkers led by a gladiator named Hilda.
Fapplestamp. The horn of Valhalla is brass.
The Fapplestamp Story 3 4d4 + 4 berserkers led by a frost giant named
The Fapplestamps are twins from Faerûn. Zook is a Grogdiabelle. The horn of Valhalla is bronze.
successful miner, while Ella is a brilliant artificer who 4 5d4 + 5 berserkers led by an empyrean named
converted a dead bulette into this extraordinary mining Thyrsus. The horn of Valhalla is iron.
machine. With it, they enjoyed enormous success, but
they wanted more.
Zook became convinced that the ground in Avernus Gramma Valor’s Barge
would be full of diamonds. They arranged for a Red A night hag known as Gramma Valor drives her supply
Wizard to teleport them here with their amazing machine. barge, Pus Purveyor, through Avernus upon the River
The same wizard was meant to be meet them a tenday Styx, selling supplies and smuggling contraband
later to bring them home, but missed the rendezvous. across enemy lines for the highest bidder. She has no
Believing themselves abandoned, the Fapplestamps allegiances, save for her loyalty to her own profits. Her
have travelled across Avernus for the last few months, barge is crewed by her “sons,” a group of ten unpleasant
seeking a way home while continuing to mine for rutterkins (see appendix A). If the characters encounter
diamonds. them multiple times, Valor’s ship has 1d4 fewer rutterkins
They buy provisions from the Wandering Emporium. aboard each time, as the Blood War claims them.
In combat, their machine has the same statistics as a Gramma Valor’s supply barge has all types of weapons,
regular bulette. Despite their rather dire situation, the armor, and tools in the Player’s Handbook available for
Fapplestamps are both unflappably optimistic. purchase, as well as several special items. Roll 1d4 to
The Fapplestamp Offer determine what type of special goods are available, rolled
Assuming a friendly dialogue is established, the on the random magic items tables in chapter 7 of the
Fapplestamps offer to take the characters to any one Dungeon Master’s Guide.
location in Avernus in return for their help getting back to
Faerûn. Gramma Valor’s Special Goodies
Although bulette is enormous, much of the inside of the d4 Item
creature is filled with complex machinery. There is room 1 Roll four times on Magic Item Table B. She sells these
for the characters inside the machine, but it is cozy. items for 1,000 gp each, or 500 gp for a single-use item.
Treasure 2 Roll three times on Magic Item Table C. She sells these
As well as various provisions and tools, the Fapplestamps items for 1,500 gp each, or 750 gp for a single-use item.
have 5,000 gp worth of rough diamonds, as well as ten 3 Roll twice on Magic Item Table F. She sells these items
polished and cut diamonds worth 400 gp each. for 2,000 gp each, or 1,000 gp for a single-use item.
4 Roll once on Magic Item Table G. She sells these items
for 5,000 gp each, or 2,500 gp for a single-use item.
Lost Assassin
Mei Wind (chaotic evil female human assassin affected
by the feeblemind spell) wanders the banks of the River
Styx wearing a blank expression. She attacks creatures
that attack her first, but has a pleasant disposition
otherwise. She remembers nothing about her personal
history including her name, how she came to Avernus,
and why she is in the Nine Hells. She cannot speak or
communicate in any intelligible way, but if the characters
are kind to her, Mei Wind travels with and aids them.
In truth Mei Wind is cultist of Baphomet who came to
Avernus to prove herself to the Horned King. She believed
if she killed Baphomet’s enemies, the demon prince would
reward her by transforming her into a minotaur. That
plan went awry when a devil cast Mei Wind into the River
Styx, causing her to lose all her memories. If Mei Wind’s
memories are restored, her mission comes back to her.
She plays coy, but betrays the characters the first chance
she gets, hoping to sacrifice them to Baphomet.
Mei Wind has a tattoo of a labyrinth on her back, which
is only visible if she takes off her armor. A successful
Hydroloth DC 15 Intelligence (Religion) check reveals elaborate
A hydroloth (see appendix A) swims on the river, looking labyrinths are associated with the demon lord Baphomet.
for someone to hire it. If it spots the characters, the
yugoloth approaches and makes a pitch to be hired as a Malignant Tributary
guide and guardian. The hydroloth asks for 500 gp a day, The characters’ way is blocked by a slow-moving stream
but a successful DC 14 Charisma (Persuasion) check of bloody sludge that feeds into the Styx. The local fiends
convinces the fiend to lower its rates to 250 gp a day. If the call it the Malignant Tributary. Rivers and pools like it well
characters agree, the hydroloth serves them loyally each up from the ground all over Avernus, providing the devils
day provided it is paid and another party doesn’t offer the with a ready source of nourishment.
fiend a better deal (which the fiend immediately accepts). The tributary is 20 feet wide and 9 feet deep at the
If the characters refuse the hydroloth’s offer, the fiend midpoint. Swimming in it causes no harm, although it is
attacks, hoping to force them into an agreement. The quite repulsive.
hydroloth fights until the characters accept a deal or it is Any character drinking from the river must make a
reduced to 30 hit points then flees. DC 12 Constitution saving throw. On a failed save, the
character takes a short-term madness condition (see
I’m the Captain Now “Madness” in chapter 8 of the Dungeon Master’s Guide).
An abandoned boat floats slowly along the shore of the On a successful save, the character gains one of these
River Styx. If a character approaches within 20 feet of the infernal traits (roll a d6):
boat, enemies appear and attack. Roll 1d4 to determine 1. The creature gains darkvision out to a range of 120 feet.
the type of enemy: 2. The creature can speak and understand Infernal.
1. 1d3 hell hounds 3. The creature can communicate telepathically with any
2. 4d6 lemures creature that understand a language within 120 feet.
3. 1d4 spined devils 4. The creature gains resistance to cold damage.
4. 1 mezzoloth 5. The creature gains resistance to bludgeoning,
Cursed Oars piercing, and slashing from nonmagical attacks that
aren't silvered.
Inside the boat is a pair of smooth wooden oars. A detect
magic spell marks them as holding a cursed enchantment. 6. The creature gains immune to poison damage and the
A character holding both oars must make a successful DC poisoned condition.
15 Wisdom saving throw or be affected by the fiendish The trait lasts for 99 minutes. Any creature that
curse. For the next 24 hours, the cursed creature is at drinks from the river again before taking a long rest
disadvantage to Intelligence and Wisdom saving throws. automatically fails the saving throw.
14
Chapter 2 | River Styx Encounters
Naval Battle If the characters don’t get involved in the conflict, the
kraken sinks the yugoloth galley after 1 minute of combat,
A devil patrol boat (see “Devil Patrol Boat”) battles a demon unless it succumbs to the waters of the Styx, then leaves
skiff (see “Demon Skiff”) in the path of the characters. Roll the river. When the kraken pulls itself out of the Styx, it
any die. On an even result, the devils are winning the battle. crawls across Avernus searching for a lair where it can
On an odd result, the demons are winning. gather allies and plot its escape from the Nine Hells. Once
Demons the kraken finds a lair, regional effects begin to warp the
The demons attack the characters and devils alike. Each area around it after 1d10 days.
flees when reduced to half its hit points. The kraken is named Karraquas, and it doesn’t know
how it found itself in the River Styx. It only knows that
Devils it was tearing apart a ship on the high seas one minute,
If the devils are losing the battle and notice the and found itself in Avernus the next. If the characters are
characters, the fiends offer a deal to get the characters willing to become allies of the kraken, it helps them in
to fight for them. Otherwise the devils take no heed of their quest in exchange for favors, for the air in Avernus is
the characters until the demons are defeated or the dry and deadly to a creature of the deep sea.
characters attack the devils first. If the characters have no
deal with the devils, once the demons are put down, the Soul Shower
devils turn and attack the characters. The devils flee when
more than half their number fall. A huge number of screaming, translucent, humanoids
shower down from the sky into the River Styx. These
Onshore Barrage are the souls of the damned, recently deceased and now
going to their fate. There are 4d6 x 10 souls in total,
A group of fiends on the banks of the river notice the and it takes 1 minute for them all to fall into the river.
characters and hurl projectiles and fire at them. Each Another 1 minute after the first, the souls begin crawling
character must succeed on a DC 15 Dexterity saving out of the river, transformed into lemures. They emerge
throw or take 22 (4d10) piercing damage and 22 (4d10) at a rate of 2d6 per round and immediately attack any
fire damage. characters within sight.
If the characters are on a boat, the creature piloting the
boat must make a Dexterity check with vehicles (water). Wandering Spirit
On a failure, the ship takes 22 (4d10) piercing damage
and 22 (4d10) fire damage and catches on fire. While on The characters spot a lost ghost (of a humanoid race of
fire, the ship and all creatures touching it take 5 (1d10) the DM’s choice) following the banks of the River Styx,
fire damage on initiative count 0. On a success, the ship trying to get out of Avernus to a safer plane of existence
takes half damage and is not on fire. and better afterlife. Roll any die:
• On an even result, the ghost hails the characters and
Released begs for an escort to the edge of Avernus so it can leave
the Nine Hells. If the characters help, the grateful ghost
While traveling the banks of the River Styx, the characters
gives one of the characters a charm of feather falling (see
hear a plaintive, inhuman wail, followed by the crashing of
“Charms” in chapter 7 of the Dungeon Master’s Guide).
waves and a peal of thunder. A kraken flails in the shallows
of the Styx while a crew of yugoloths upon a galley made of • On an odd result, the ghost has been driven mad by its
pitch-black wood sails beside it, hurling harpoons. time in Avernus and attacks the characters, fighting to
A crew of ten mezzoloths commanded by a the death.
merrenoloth (see appendix A) are trying to use their
tridents and cloudkill spells to subdue the kraken. The Yeenoghu’s Monster
kraken has been reduced to half its hit points by the If Crokek’toeck (see appendix A) has been freed from
brawl, and is using its Lightning Storm action to try and the Bleeding Citadel (see chapter 4 of Baldur’s Gate:
destroy the yugoloths’ boat. The kraken must make a DC Descent into Avernus), the characters find this monster in
15 Intelligence saving throw at the start of each of its their path. If the monster is imprisoned or dead, treat this
turns to resist the forgetful effects of the River Styx, as result as no encounter.
described in chapter 2 of the Dungeon Master’s Guide.
16
Chapter 3 | Elturel Encounters
fail can rush back to solid ground with a successful DC
14 Strength (Athletics) or Dexterity (Acrobatics) check.
Fiendish Trap
Characters that fail and cannot fly, levitate, or teleport fall The characters come across a human with a rope around
several hundred feet into the River Styx (see chapter 3 of his neck hanging from a tree. His hands grasp the rope
Baldur’s Gate: Descent into Avernus). at his throat, allowing him to breathe, but his is obviously
losing his fight to survive.
Attracting the Guards Two barghests (see appendix A) in goblin form hide and
During the test, there’s a 1 in 10 chance the party is watch the struggling victim, hoping that his predicament
noticed by the guards stationed on Torm’s Bridges, draws out other survivors for the pair to kill, extort, or
attracting a patrol of 2d4 spined devils. torment. They were planning to sneak into Elturel and eat
Treasure some innocent souls at the fateful moment when the city
If the characters attempted to help Alta in good faith, came to Avernus.
they’re rewarded with an uncommon magical item of the The human is Alihor (neutral good commoner), a tailor
DM’s choice. who survived the trip to the Nine Hells but could not find
a safe place to hide. He is cowardly and traumatized by
Abandoned Trunk the experience.
There is a small, dusty trunk sitting on the side of the
street, made from gray wood with a tarnished bronze
Forbidden Delights
latch and no lock. Roll a d4 to determine the contents. The party finds a torn piece of parchment on the road
1. A set of antique silverware, worth 240 gp. depicting an advertisement for a magician-run pastry shop
2. A complete set of the Encyclopedia Esoterica, worth called Forbidden Delights. If the party heads to the shop,
150 gp to the right buyer. they find it locked, but after one round, the proprietor
opens the door and beckons them to come inside.
3. The trunk is a mimic with 90 hit points.
Bulmor, the human proprietor, and his two sisters,
4. As the characters approach the trunk, a desperate- Tevra and Maribe, claim to be hiding from devil patrols,
looking human gladiator with a tattooed face pushes but are actually three dybbuk (see appendix A) spies that
past and says, “I saw it first!” Inside is the corpse of a killed the real owners and possessed their corpses. They
small dog. attempt to lure the party far enough into the shop before
locking the door and attacking.
Alchemist Shop A character who spends 1 minute searching the shop
The characters pass a building that emits a sweet and makes a successful DC 12 Intelligence (Investigation)
smell. The building’s locked door can be opened with check finds 1d4 intact magical pastries, each with the
a successful DC 15 Dexterity check by a character effects of a specific potion when they’re consumed. As
proficient with thieves’ tools, or smashed down with a DC they’re unmarked, their effects on are unknown. Upon
20 Strength (Athletics) check. consumption, roll a d6 to determine the pastry’s effects:
Once inside, the characters see the building was
obviously an alchemist’s shop. No one is inside, and most d6 Effect
of the chemicals and equipment were destroyed. 1. potion of greater healing
Treasure 2. potion of diminution
There is a single intact cask brimming with alchemist’s 3. potion of poison
fire. There is enough liquid in the cask to fill ten glass 4. elixir of health
vials, which can be found with a quick search of shelves. 5. potion of growth
Alternatively, the entire cask can be detonated, having the
6. philter of love
same effect as a fireball spell (spell save DC 15).
18
Chapter 3 | Elturel Encounters
Luchetto wears a leather coat lined with keys of all Chernok was “killed” in battle but when she cast her
shapes and sizes, made of various materials. Some are find familiar spell, he didn't return to her, so she came to
shiny and brand new; others are rusted and splattered with Avernus to retrieve him.
blood. Luchetto is a “collector” and hopes that someday There are many imps in Avernus. What differentiates
he can find a key to unbind his chains. He appreciates the Chernok is his droopy right ear. Characters can make a
craft that goes into key-making and wants to make some successful DC 16 Wisdom (Survival) check to track him
easy money. Each key costs 1 sp. Luchetto is also willing during their travels. According to Amira, he also loves
to trade a key for a key. There is a 50 percent chance chocolate and gold coins. Amira gives them a sending
Luchetto has a key that could help the characters. stone to notify her if they find Chernok, and offers the
party her services as a reward.
Kid Warlock If identified, Chernok is at first reluctant to return to
A child wearing dark robes inscribed with silver sigils Amira, annoyed that he was sent back to the Nine Hells.
approaches the characters. She claims to be a warlock and He lured his keeper here as payback, but a successful
demands they help her. Roll a d4 to determine her identity. DC 15 Charisma (Intimidation or Persuasion) convinces
1. She is an ordinary child (noncombatant), but the Chernok to return to Amira.
stress of the situation has led her poor mind to
imagine she is a powerful warlock. She commands the
Nasty Weather
characters to procure a large supply of boiled sweets The characters are walking down the street when acidic
for her, or face her patron’s wrath. rain begins falling from the sky. A balding human man
2. She is not a child but a halfling warlock of the archfey in a fur robe stands in the doorway of a little terrace and
(see appendix A). While fighting a group of ogres beckons them inside to escape the weather. He cryptically
near Daggerdale, a miscast misty step spell saw her says that they might also learn something to their
accidentally transported to Elturel just before it shifted advantage. Roll a d4 to determine the man’s identity.
to Avernus. She has no money or supplies but offers 1. He is a vampire spawn and attacks the party as soon
to help the characters achieve their immediate goal if as he secures the front door. He has a stash of 150 gp.
they promise to take her back home when they leave. 2. He is a enchanter (see appendix A) who casts a 5th
3. She is a warlock of the archfey (see appendix A) and level charm person spell in order to charm the entire
a child prodigy with magic. Her father (along with party. If the enchantment succeeds, he takes the party
4d6 other commoners) is being held by four bearded to a nearby group of four bearded devils, offering
devils in an old villa in the southern part of the city. them as prisoners in return for his own freedom.
The devils plan to sell them all into slavery. She pleads 3. He is a priest who worships the same deity as
with the characters to help her free her father and one of the characters. The deity
offers magical favors in return. has instructed him to give the
4. She is a succubus disguised as a very young warlock. characters a special blessing,
She claims to have been orphaned in the disaster and which grants each of them 2d8
offers to help the party if they let her join them. She temporary hit points.
plans to secretly charm one of the characters and use 4. He is a Harper spy and has a
that person to rob them all. secret chamber beneath his
floor. He won’t accompany
Mad Cultists the party but allows them
Most of the citizens of Elturel who survived the trip to to use his secret chamber
Avernus either fled to the High Hall, locked themselves to safely rest.
in their homes or businesses to hide, or perished at the
hands of fiendish creatures in the days since their arrival.
A few, however, went mad. Zariel sensed this madness
and sent these people mad visions that drive their actions.
These people have carved an image of a sword into their
foreheads and roam the streets, slaughtering anything
in their path – although Zariel has ordered her devilish
servants to give them pass.
The characters see five cult fanatics beating on doors,
breaking windows, and otherwise wreaking havoc. If the
fanatics see the characters, they immediately attack. If
defeated and questioned, the cult fanatics ramble madly
about fallen angels, flaming swords, and the entire city
being plunged into the Styx to be “purified and made one
with the darkness.”
Missing Imp
A cloaked human woman approaches the party and asks
if they've seen an imp. The woman is Amira (neutral
warlock of the Great Old One in appendix A) and looking
for her familiar, an imp named Chernok. Amira says that
Nycaloth Thugs The characters encounter Jalrai as she leaves a
residence where she just devoured a family of four. When
Eldizon and Merrowdown, two nycaloths, see Elturel’s the rakshasa notices the characters, she offers to travel
predicament as their golden opportunity. The pair with them and aid them on whatever quest they have. A
deserted their brigade in the Blood War battle to travel successful DC 20 Wisdom (Insight) check reveals her as
to the city. Now that they’re here, they plan to use force, a fiend. Jalrai does not attack the characters if confronted;
guile, or both to take the city. Then they can hand it over instead she flies or uses plane shift to escape.
to the highest bidder and move to a plane with lots of
sunshine and refreshing drinks. Skeleton Bonfire
When the nycaloths spot the characters, the pair follow
A pile of mortal bodies fuels an infernal bonfire in the
invisibly then wait for the characters to split up or rest.
middle of a street. The fire is clearly not natural. A detect
The yugoloths appear and threaten the smallest group of
magic spell reveals that an aura of necromancy magic
characters for money, magic items, or Lulu. The nycaloths
radiates from the fire. When the characters get near it,
are cowards. As soon as one is reduced to less than half
1d6 skeletons emerge from the fire and attack (they have
its hit points, both flee.
no ranged weapons). Every round thereafter on initiative
Obsessed Avenger count 20, another 1d6 skeletons emerge and attack.
This continues until a bless spell or similar magic is
When Elturel came to Avernus, retired adventurer cast upon the corpses. A successful DC 15 Intelligence
Estellen Sohl was sitting down to eat with her family. A (Religion) check made as an action to say a suitable
lawful good human mage of no small power, Estellen was prayer of rest also stops the spawning of more skeletons
able to protect her family for a short time, but recently as the magical fire is quelled.
devils overran her home and killed them.
Mad with grief, Estellen now wanders the streets,
Treasure
killing any devils, demons, or other evil creatures she can If the pyre is calmed, the characters can search the pile
find. She knows the tricks of devils well, so she assumes and find jewelry and coins worth a total of 400 gp.
anyone she encounters to be a devil in disguise.
When they meet her, the characters must converse with
Thief of Ivory Wings
Estellen with great care. If they say or do anything that Several months before Elturel was dragged into Avernus,
can be misconstrued as an evil or treacherous act, she an unscrupulous hunter named Emarki Langridere
acts them immediately. Estellen has only one spell slot of (neutral evil male human) captured a pegasus and hid it
each level remaining. in his cellar, to sell it later on the black market in Baldur’s
A successful DC 15 Charisma (Persuasion) check Gate. He was killed by demons in Elturel’s descent, but
can reassure the mage, or a DC 15 Wisdom (Medicine) was reborn as a devil with a tiny fragment of his former
check can diagnose Estellen’s madness. Even if dealt memories.
with carefully, Estellen wants to die killing as many of the Now an imp, Langridere has slowly made his way
fiends as possible. Characters might be able, however, to from the Styx to Elturel, and is searching for his half-
point her in a direction that favors them. remembered cellar. A character in Elturel with a passive
Wisdom (Perception) score of 15 or higher notices that a
Priestess of Lathander horned devil that was flying in circles for hours (maybe
The characters encounter Mona Kirando (lawful good even days!) has suddenly flown with incredible purpose
female human priest) as she attempts to lead a family towards a house on the outskirts of the city.
of four homeless commoners (named Brella, Fargus, Characters who pursue find that the invisible imp has
Tomdon, and Yan) to safety. convinced a horned devil to help it find the lost pegasus.
If the middle-aged priestess of Lathander notices the The horned devil has smashed open the cellar door and
characters, Mona introduces herself. If the characters is dragging the chained and muzzled pegasus out into the
are kind to her, Mona offers her spells to heal them. If the streets. If they save the pegasus, it tells them its name is
characters threaten the NPCs or commit any evil acts in Polydamas and agrees to be the steed of any good-aligned
her presence, Mona takes no chances and attacks while character, especially an elf or half-elf, while they search
yelling for her companions to flee. for a way out of Avernus.
20
Chapter 3 | Elturel Encounters
Chapter 4: Encounter Chains
The following encounters chains consist of several characters in darkness. When the last is killed, the same
smaller encounters linked together by the same story in voice escapes from its mouth.
Avernus. There are two encounter chains that could be “I sense great promise in you,” it rasps. “Seek out the
fleshed out into longer adventures if you so desire. merchant with a heart of gold.”
Opening Gambit
While shopping in Mahadi’s Wandering Emporium,
the characters encounter Adriesta on the outskirts
of the emporium, gazing out onto the wastes. Before
the characters move on, however, they see the tiefling
attacked by a group of four spined devils. She is instantly
tackled to the ground, and seems to be in mortal danger.
This is just a ruse; these spined devils were hired by
Adriesta to draw in useful patsies. Each spined devil flees
when reduced to half its hit points; they have no intention
of dying for this job. Once Adriesta is saved, she plays the
part of the warrior with wounded pride, downplaying the
danger she was in and ruefully thanking the characters
for their help.
Adriesta’s Shielded Mind trait prevents anyone from
divining her true intentions until it’s too late.
Dream of Divinity
Now that Adriesta has met the characters, she enacts
phase two of her scheme: the dream of divinity. She casts
dream, and one of the characters receives a sleeping
vision of an awe-inspiring celestial serpent, coiling
around the imposing flying fortress of Zariel. It speaks
in a booming voice: “I am the Serpent of the Heavens,
one who followed Zariel into Avernus and lived. I know
you seek to perform a great task—one that involves my
greatest nemesis. I have entrusted a secret route to
Zariel’s citadel to the tiefling warrior Adriesta; find her,
and she will show you the true way to the fallen angel.”
As the dream-serpent speaks, the dreamer’s vision
jumps from Mahadi’s Wandering Emporium, then to a
tower of steel that looms over the River Styx, and finally to
a monolithic floating fortress hovering above the riverside
tower. The serpent’s voice says, “I entrust this task to you.”
The dream fades to black.
When the characters awake, they are beset by a trio of
hell hounds that try to kill them. These fiends are servants
of Adriesta, who uses them to test the adventurers’ ability
once more. If the characters tell Lulu the hollyphant of this
dream, she says she doesn’t remember a creature known
as the Serpent of the Heavens but admits that there are
a lot of things she doesn’t remember. She also says that
seeing Zariel in person might help her remember where
the Sword of Zariel is hidden.
24
Chapter 4 | Encounter Chains
Appendix A: Monsters & NPCs
This appendix details creatures that are not found in the
Monster Manual.
Blue Abishai
Medium fiend (devil), lawful evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12(+1) 17(+3) 16(+3) 17(+3) 12(+1) 19(+4) 23(+6) 16(+3) 19(+4) 14(+2) 15(+2) 19(+4)
Saving Throws Int +8, Cha +9 Saving Throws Str +12, Con +10, Wis +8
Skills Deception + 9, Insight +6, Perception +6, Persuasion +9 Skills Intimidation +10, Perception +8
Damage Resistances cold; bludgeoning, piercing, and slashing Damage Resistances cold; bludgeoning, piercing, and slashing
from nonmagical attacks that aren't silvered from nonmagical attacks that aren't silvered
Damage Immunities fire, poison Damage Immunities fire, poison
Condition Immunities poisoned Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 16 Senses darkvision 120 ft., passive Perception 18
Languages Draconic, Infernal, telepathy 120 ft. Languages Draconic, Infernal, telepathy 120 ft.
Challenge 15 (13,000 XP) Challenge 19 (22,000 XP)
Devil's Sight. Magical darkness doesn’t impede the Devil's Sight. Magical darkness doesn’t impede the
abishai’s darkvision. abishai’s darkvision.
Innate Spellcasting. The abishai’s innate spellcasting ability is Magic Resistance. The abishai has advantage on saving throws
Charisma (spell save DC 17). It can innately cast the following against spells and other magical effects.
spells, requiring no material components:
Magic Weapons. The abishai’s weapon attacks are magical.
At will: alter self, major image
3/day each: charm person, detect thoughts, fear Actions
1/day each: confusion, dominate person, mass suggestion Multiattack. The abishai can use its Frightful Presence. It also
Magic Resistance. The abishai has advantage on saving throws makes three attacks: one with its morningstar, one with its claw,
against spells and other magical effects. and one with its bite.
Magic Weapons. The abishai’s weapon attacks are magical. Morningstar. Melee Weapon Attack: +12 to hit, reach 5 ft., one
target. Hit: 10 (1d8 + 6) piercing damage.
Actions Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Multiattack. The abishai makes two attacks, one with its claws Hit: 17 (2d10 + 6) slashing damage.
and one with its longsword, or it casts one spell from its Innate
Spellcasting trait and makes one claw attack. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 22 (5d10 + 6) piercing damage plus 38 (7d10) fire damage.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing Frightful Presence. Each creature of the abishai’s choice that
damage if used with two hands. is within 120 feet and aware of it must succeed on a DC 18
Wisdom saving throw or become frightened of it for 1 minute.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. A creature can repeat the saving throw at the end of each of its
Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it turns, ending the effect on itself on a success. If a creature’s
must succeed on a DC 16 Constitution saving throw or take 11 saving throw is successful or the effect ends for it, the
(2d10) poison damage and become poisoned for 1 minute. The creature is immune to the abishai’s Frightful Presence for the
poisoned target can repeat the saving throw at the end of each next 24 hours.
of its turns, ending the effect on itself on a success.
Incite Fanaticism. The abishai chooses up to four of its allies
within 60 feet of it that can see it. For 1 minute, each of those
allies makes attack rolls with advantage and can’t be frightened.
Power of the Dragon Queen. The abishai targets one dragon it
can see within 120 feet of it. The dragon must make a DC 18
Charisma saving throw. A chromatic dragon makes this save
with disadvantage. On a successful save, the target is immune
to the abishai’s Power of the Dragon Queen for 1 hour. On a
failed save, the target is charmed by the abishai for 1 hour. While
charmed in this way, the target regards the abishai as a trusted
friend to be heeded and protected. This effect ends if the abishai
or its companions deal damage to the target.
26
Appendix A | Monsters & NPCs
White Abishai Reckless. At the start of its turn, the abishai can gain advantage
on all melee weapon attack rolls during that turn, but attack
Medium fiend (devil), lawful evil
rolls against it have advantage until the start of its next turn.
Armor Class 15 (natural armor) Actions
Hit Points 68 (8d8 + 32)
Speed 30 ft., fly 40 ft. Multiattack. The abishai makes two attacks: one with its
longsword and one with its claw.
STR DEX CON INT WIS CHA Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
16(+3) 11(+0) 18(+4) 11(+0) 12(+1) 13(+1) target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing
damage if used with two hands.
Saving Throws Str +6, Con +7
Damage Resistances bludgeoning, piercing, and slashing from Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
nonmagical attacks that aren’t silvered Hit: 8 (1d10 + 3) slashing damage.
Damage Immunities cold, fire, poison
Condition Immunities poisoned Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
Senses darkvision 120 ft., passive Perception 11 5 (1d4 + 3) piercing damage plus 3 (1d6) cold damage.
Languages Draconic, Infernal, telepathy 120 ft.
Challenge 6 (2,300 XP) Reactions
Vicious Reprisal. In response to taking damage, the abishai
makes a bite attack against a random creature within 5 feet
Devil's Sight. Magical darkness doesn’t impede the
of it. If no creature is within reach, the abishai moves up to
abishai’s darkvision.
half its speed toward an enemy it can see, without provoking
Magic Resistance. The abishai has advantage on saving throws opportunity attacks.
against spells and other magical effects.
Magic Weapons. The abishai’s weapon attacks are magical.
28
Appendix A | Monsters & NPCs
Barghest Crokek’toeck
Large fiend (shapechanger), neutral evil Large fiend (demon), chaotic evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 14 (+2) 13 (+1) 12 (+1) 14 (+2) 28 (+9) 10 (+0) 24 (+7) 6 (-2) 10 (+0) 13 (+1)
Skills Deception +4, Intimidation +4, Perception +5, Stealth +4 Saving Throws Con +12, Wis +5
Damage Resistances cold, fire, lightning; bludgeoning, piercing, Damage Resistances cold, fire, lightning; bludgeoning, piercing,
and slashing from nonmagical attacks and slashing from nonmagical attacks
Damage Immunities acid, poison Damage Immunities poison
Condition Immunities poisoned Condition Immunities charmed, frightened, poisoned
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 15 Senses darkvision 120 ft., passive Perception 10
Languages Abyssal, Common, Goblin, Infernal, telepathy 60 ft. Languages understands Abyssal but can't speak
Challenge 4 (1,100 XP) Challenge 14 (11,500 XP)
Shapechanger. The barghest can use its action to polymorph Amphibious. Crokek’toeck can breathe air and water.
into a Small goblin or back into its true form. Other than its
Fiery Weapons. Zariel’s weapon attacks are magical. When she
size and speed, its statistics are the same in each form. Any
hits with any weapon, the weapon deals an extra 36 (8d8) fire
equipment it is wearing or carrying isn’t transformed. The
damage (included in the weapon attacks below).
barghest reverts to its true form if it dies.
Magic Resistance. Crokek’toeck has advantage on saving throws
Fire Banishment. When the barghest starts its turn engulfed
against spells and other magical effects.
in flames that are at least 10 feet high or wide, it must succeed
on a DC 15 Charisma saving throw or be instantly banished to Magic Weapons. Crokek’toeck's weapon attacks are magical.
Gehenna. Instantaneous bursts of flame (such as a red dragon’s
breath or a fireball spell) don’t have this effect on the barghest. Secure Memory. Crokek’toeck is immune to the waters of the
River Styx as well as any effect that would steal or modify its
Keen Smell. The barghest has advantage on Wisdom memories or detect or read its thoughts.
(Perception) checks that rely on smell.
Standing Leap. Crokek’toeck's long jump is up to 60 feet and its
Innate Spellcasting. The barghest’s innate spellcasting ability is high jump is up to 30 feet, with or without a running start.
Charisma (spell save DC 12). The barghest can innately cast the
following spells, requiring no material components: Actions
At will: levitate, minor illusion, pass without trace Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target.
1/day each: charm person, dimension door, suggestion Hit: 44 (10d6 + 9) piercing damage.
Disgorge Allies (Recharge 6). Crokek’toeck opens its mouth
Actions and disgorges 1d4 barlguras, 3d6 gnolls led by 1 gnoll fang of
Bite. Melee Weapon Attack (true form only): +6 to hit, reach 5 ft., Yeenoghu, 6d6 dretches, or 1d3 vrocks (see the Monster Manual
one target. Hit: 13 (2d8 + 4) piercing damage. for these creatures' stat blocks). Each creature it disgorges
Claws. Melee Weapon Attack. +6 to hit, reach 5 ft., one target. appears in an unoccupied space within 30 feet of Crokek’toeck's
Hit: 8 (1d8 + 4) slashing damage. mouth, or the next closest unoccupied space.
Armor Class 12 (15 with mage armor) Armor Class 12 (15 with mage armor)
Hit Points 40 (9d8) Hit Points 66 (12d8 + 12)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (–1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0) 9 (–1) 14 (+2) 12 (+1) 17 (+3) 12 (+1) 11 (+0)
Saving Throws Int +6, Wis +4 Saving Throws Int +7, Wis +5
Skills Arcana +6, History +6 Skills Arcana +7, History +7
Senses passive Perception 11 Senses passive Perception 11
Languages any four languages Languages any four languages
Challenge 5 (1,800 XP) Challenge 9 (5,000 XP)
Spellcasting. The enchanter is a 9th-level spellcaster. Its Spellcasting. The evoker is a 12th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 14, +6 to hit spellcasting ability is Intelligence (spell save DC 15, +7 to
with spell attacks). The enchanter has the following wizard hit with spell attacks). The evoker has the following wizard
spells prepared: spells prepared:
Cantrips (at will): friends, mage hand, mending, message Cantrips (at will): fire bolt,* light,* prestidigitation, ray of frost*
1st level (4 slots): charm person,* mage armor, magic missile 1st level (4 slots): burning hands,* mage armor, magic missile*
2nd level (3 slots): hold person,* invisibility, suggestion* 2nd level (3 slots): mirror image, misty step, shatter*
3rd level (3 slots): fireball, haste, tongues 3rd level (3 slots): counterspell, fireball,* lightning bolt*
4th level (3 slots): dominate beast,* stoneskin 4th level (3 slots): ice storm,* stoneskin
5th level (2 slots): hold monster* 5th level (2 slots): Bigby’s hand,* cone of cold*
*Enchantment spell of 1st level or higher 6th level (1 slot): chain lightning,* wall of ice*
*Evocation spell
Actions Sculpt Spells. When the evoker casts an evocation spell that
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one forces other creatures it can see, it can choose a number of
target. Hit: 2 (1d6 – 1) bludgeoning damage, or 3 (1d8 – 1) them equal to 1 + the spell’s level. These creatures automatically
bludgeoning damage if used with two hands. succeed on their saving throws against the spell. If a successful
save means a chosen creature would take half damage from the
Reactions spell, it instead takes no damage from it.
Instinctive Charm (Recharges after the Enchanter Casts an
Enchantment Spell of 1st Level or Higher). The enchanter tries Actions
to magically divert an attack made against it, provided that the Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one
attacker is within 30 feet of it and visible to it. The enchanter target. Hit: 2 (1d6 – 1) bludgeoning damage, or 3 (1d8 – 1)
must decide to do so before the attack hits or misses. bludgeoning damage if used with two hands.
The attacker must make a DC 14 Wisdom saving throw. On a
failed save, the attacker targets the creature closest to it, other
than the enchanter or itself. If multiple creatures are closest, the
attacker chooses which one to target.
30
Appendix A | Monsters & NPCs
Hellwasp Hydroloth
Large fiend, lawful evil Medium fiend (yugoloth), neutral evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 7 (-2) 12 (+1) 21 (+5) 16 (+3) 19 (+4) 10 (+1) 14 (+2)
Actions
Multiattack. The hydroloth makes two melee attacks. In
place of one of these attacks, it can cast one spell that takes l
action to cast.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) slashing damage.
Bite. Me/ee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 16 (2d10 + 5) piercing damage.
Steal Memory (1/Day). The hydroloth targets one creature it can
see within 60 feet of it. The target takes 4d6 psychic damage,
and it must make a DC 16 Intelligence saving throw. On a
successful save, the target becomes immune to this hydroloth's
Steal Memory for 24 hours. On a failed save, the target loses all
proficiencies, it can't cast spells, it can't understand language,
and if its Intelligence and Charisma scores are higher than 5,
they become 5. Each time the target finishes a long rest, it can
repeat the saving throw, ending the effect on itself on a success.
A greater restoration or remove curse spell cast on the target
ends this effect early.
Teleport. The hydroloth magically teleports, along with
any equipment it is wearing or carrying, up to 60 feet to an
unoccupied space it can see.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 17 (+3) 6 (-2) 12 (+1) 8 (-1) 8 (-1) 17 (+3) 10 (+0) 17 (+3) 14 (+2) 11 (+0)
Damage Resistances cold; bludgeoning, piercing, and slashing Saving Throws Dex +5, Int +5
from nonmagical attacks that aren't silvered Skills History +5, Nature +5, Perception +4, Survival +4
Damage Immunities fire, poison Damage Resistances cold, fire, lightning; bludgeoning, piercing,
Condition Immunities frightened, poisoned and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 11 Damage Immunities acid, poison
Languages understands Abyssal but can't speak Condition Immunities poisoned
Challenge 4 (1,000 XP) Senses blindsight 60 ft., darkvision 60 ft., passive Perception 14
Languages Abyssal, Infernal, telepathy 60 ft.
Challenge 3 (700 XP)
Devil’s Sight. Magical darkness doesn’t impede the
merregon’s darkvision.
Innate Spellcasting. The merrenoloth’s spellcasting ability is
Magic Resistance. The merregon has advantage on saving Intelligence (spell save DC 13). It can innately cast the following
throws against spells and other magical effects. spells, requiring no material components:
Actions At will: charm person, darkness, detect magic, dispel magic,
Multiattack. The merregon makes two halberd attacks, or if an gust of wind
allied fiend of challenge rating 6 or higher is within 60 feet of it, 3/day: control water
1/day: control weather
the merregon makes three halberd attacks.
Magic Resistance. The merrenoloth has advantage on saving
Halberd. Melee Weapon Attack: +6 to hit, reach 10 ft., one
throws against spells and other magical effects.
target. Hit: 9 (1d10 + 4) slashing damage.
Magic Weapons. The merrenoloth’s weapon attacks are magical.
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range
100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage. Teleport. As a bonus action, the merrenoloth magically
teleports, along with any equipment it is wearing or carrying, up
Reactions to 60 feet to an unoccupied space it can see.
Loyal Bodyguard. When another fiend within 5 feet of the
merregon is hit by an attack, the merregon causes itself to be Actions
hit instead. Multiattack. The merrenoloth uses Fear Gaze once and makes
one oar attack.
Oar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
8 (2d4 + 3) bludgeoning damage.
Fear Gaze. The merrenoloth targets one creature it can see
within 60 feet of it. The target must succeed on a DC 13 Wisdom
saving throw or become frightened of the merrenoloth for 1
minute. The frightened creature can repeat the saving throw
at the end of each of its turns, ending the effect on itself
on a success.
32
Appendix A | Monsters & NPCs
Nupperibo Actions
Medium fiend (devil), lawful evil Infernal Dagger. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 11 (2d4 + 6) slashing damage, and the target
Armor Class 13 (Natural) must make a DC 17 Constitution saving throw, taking 22 (4d10)
Hit Points 11 (2d8 + 2) poison damage on a failed save, or half as much damage on a
Speed 20 ft. successful one. On a failure, the target is also poisoned for 1
minute. The poisoned target can repeat the saving throw at the
STR DEX CON INT WIS CHA end of each of its turns, ending the effect on itself on a success.
16 (+3) 11 (+0) 13 (+1) 3 (-4) 8 (-1) 1 (-5)
Infernal Crossbow. Ranged Weapon Attack: +7 to hit, range
Skills Perception +1 100/400 ft., one target. Hit: 14 (2d10 + 3) piercing damage, plus
Damage Resistances Acid, Cold; Bludgeoning, Piercing, and one of the following effects:
Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison 1. Acid. The target must make a DC 17 Constitution saving
Condition Immunities Blinded, Charmed, Frightened, Poisoned throw, taking an additional 17 (5d6) acid damage on a failed
Senses Blindsight 10 ft. (blind beyond this radius), Passive save, or half as much damage on a successful one.
Perception 11 2. Blindness (1/Day). The target takes 5 (1d10) radiant damage.
Languages understands Infernal but can’t speak In addition, the target and all other creatures within 20 feet of
Challenge 1/2 (100 XP) it must each make a successful DC 17 Dexterity saving throw
or be blinded until the end of the orthon’s next turn.
3. Concussion. The target and each creature within 20 feet of
Cloud of Vermin. Any creature, other than a devil, that starts
it must make a DC 17 Constitution saving throw, taking 13
its turn within 20 feet of the nupperibo must make a DC 11
(2d12) thunder damage on a failed save, or half as much
Constitution saving throw. A creature within the areas of two or
damage on a successful one.
more nupperibos makes the saving throw with disadvantage. On
4. Entanglement. The target must make a successful DC 17
a failure, the creature takes 2 (1d4) piercing damage.
Dexterity saving throw or be restrained for 1 hour by strands
Hunger-Driven. In the Nine Hells, the nupperibos can flawlessly of sticky webbing. A restrained creature can escape by using
track any creature that has taken damage from any nupperibo’s an action to make a successful DC 17 Dexterity or Strength
Cloud of Vermin within the previous 24 hours. check. Any creature other than an orthon that touches the
restrained creature must make a successful DC 17 Dexterity
Actions saving throw or become similarly restrained.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5. Paralysis (1/Day). The target takes 22 (4d10) lightning
6 (1d6 + 3) piercing damage. damage and must make a successful DC 17 Constitution
saving throw or be paralyzed for 1 minute. The paralyzed
target can repeat the saving throw at the end of each of its
Orthon turns, ending the effect on itself on a success.
Large fiend (devil), lawful evil 6. Tracking. For the next 24 hours, the orthon knows the
direction and distance to the target, as long as it’s on the
Armor Class 17 (half plate) same plane of existence. If the target is on a different plane,
Hit Points 105 (10d10 + 50) the orthon knows which one, but not the exact location there.
Speed 30 ft., climb 30 ft.
Reactions
STR DEX CON INT WIS CHA Explosive Retribution. When it is reduced to 15 hit points or
22 (+6) 16 (+3) 21 (+5) 15 (+2) 15 (+2) 16 (+3) fewer, the orthon causes itself to explode. All other creatures
within 30 feet of it must each make a DC 17 Dexterity saving
Saving Throws Dex +7, Con +9, Wis +6 throw, taking 9 (2d8) fire damage plus 9 (2d8) thunder damage
Skills Perception +10, Stealth +11, Survival +10 on a failed save, or half as much damage on a successful one.
Damage Resistances cold; bludgeoning, piercing, and slashing This explosion destroys the orthon, its infernal dagger, and its
from nonmagical attacks that aren't silvered brass crossbow.
Damage Immunities fire , poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 120 ft., truesight 30 ft., passive Perception 20
Languages Common, Infernal, telepathy 120 ft.
Challenge 10 (5,900 XP)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14(+2) 15(+2) 17(+3) 5(−3) 12(+1) 6(−2) 9 (–1) 13 (+1) 11 (+0) 11 (+0) 12 (+1) 18 (+4)
Damage Resistances cold, fire, lightning Saving Throws Wis +3, Cha +6
Damage Immunities poison Skills Arcana +2, Deception +6, Nature +2, Persuasion +6
Condition Immunities charmed, frightened, poisoned Condition Immunities charmed
Senses darkvision 120 ft., passive Perception 11 Senses passive Perception 11
Languages understands Abyssal but can’t speak Languages any two languages (usually Sylvan)
Challenge 2 (450 XP) Challenge 4 (1,100 XP)
Armor Class 12 (15 with mage armor) Armor Class 12 (15 with mage armor)
Hit Points 78 (12d8 + 24) Hit Points 91 (14d8 + 28)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 12 (+1) 12 (+1) 18 (+4) 9 (–1) 14 (+2) 15 (+2) 12 (+1) 12 (+1) 18 (+4)
Saving Throws Wis +4, Cha +7 Saving Throws Wis +4, Cha +7
Skills Arcana +4, Deception +7, Persuasion +7, Religion +4 Skills Arcana +4, History +4
Damage Resistances slashing damage from nonmagical attacks Damage Resistances psychic
not made with silvered weapons Senses darkvision 60 ft., passive Perception 11
Senses darkvision 60 ft., passive Perception 11 Languages any two languages, telepathy 30 ft.
Languages any two languages (usually Abyssal or Infernal) Challenge 6 (2,300 XP)
Challenge 7 (2,900 XP)
Innate Spellcasting. The warlock’s innate spellcasting ability is
Innate Spellcasting. The warlock’s innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC
Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:
15), requiring no material components:
At will: detect magic, jump, levitate, mage armor (self only),
At will: alter self, false life, levitate (self only), mage armor (self speak with dead
only), silent image 1/day each: arcane gate, true seeing
1/day each: feeblemind, finger of death, plane shift
Spellcasting. The warlock is a 14th-level spellcaster. Its
Spellcasting. The warlock is a 17th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with
spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes
spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
a short or long rest. It knows the following warlock spells:
Cantrips (at will): chill touch, eldritch blast, guidance, mage hand,
Cantrips (at will): eldritch blast, fire bolt, friends, mage hand, minor illusion, prestidigitation, shocking grasp
minor illusion, prestidigitation, shocking grasp 1st–5th level (3 5th-level slots): armor of Agathys, arms of Hadar,
1st–5th level (4 5th-level slots): banishment, burning hands, crown of madness, clairvoyance, contact other plane, detect
flame strike, hellish rebuke, magic circle, scorching ray, scrying, thoughts, dimension door, dissonant whispers, dominate beast,
stinking cloud, suggestion, wall of fire telekinesis, vampiric touch
Dark One’s Own Luck (Recharges after a Short or Long Rest). Whispering Aura. At the start of each of the warlock’s turns,
When the warlock makes an ability check or saving throw, it can each creature of its choice within 5 feet of it must succeed on a
add a d10 to the roll. It can do this after the roll is made but DC 15 Wisdom saving throw or take 10 (3d6) psychic damage,
before any of the roll’s effects occur. provided that the warlock isn’t incapacitated.
Actions Actions
Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
Hit: 3 (1d6) bludgeoning damage plus 10 (3d6) fire damage. range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
36
Appendix B | Magic Items