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Chains of Asmodeus

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95% found this document useful (40 votes)
40K views288 pages

Chains of Asmodeus

Uploaded by

Trevor Unsbee
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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A RCA N U M WOR LDS P R ESENT S

CHAINS OF ASMODEUS
tm

Travel through the Nine Hells to save your soul


in this adventure for the world’s greatest roleplaying game
ARCAN U M WORLDS P RE SE NTS

CHAINS OF ASMODEUS
tm
LIUS LASAHIDO
Credits Foreword
Project Lead: James Ohlen In the depths of Nessus, I sit upon my throne,
Producer: Brent Knowles watching the Great Wheel turn. Every soul, every
Lead Writer: Adrian Tchaikovsky heartbeat, every fleeting thought is like a delicate
note in the symphony of existence. But oh, there is
Writers: Marieke Cross, Andreana Lozano, Drew Karpyshyn, one sensation, one exquisite pleasure that eclipses
Brent Knowles, James Ohlen all others: the corruption of a pure soul.
Rules Developers: Brent Knowles, Zack Webb Can you imagine? That moment when innocence
Editor: Marieke Cross fractures, when a soul’s core becomes tainted
with the intoxicating taste of sin? That delectable
Graphic Designer: Michal E. Cross
descent into the dark? Many view me as a crea-
Cover Illustrator: Aaron Sims Company
ture of sheer malevolence, but they fail to under-
Cartographer: John Stevenson
stand. It’s not about the pain, the torment, or the
Nine Hells Art: Sergei Sarichev
eternal damnation. It’s about the seduction. The
Encounter Art: Sergey Musin
transformation.
Environment Art: Julian Calle
I invite you, brave adventurers, to try and resist
Monster Art: Sebastian Kowoll
my allure. But remember, every choice you make,
Archdevil Art: Aaron Sims
I will be watching. Waiting. Because there is no
Character Art: Paul Adam, Lius Lasahido
pleasure greater, no triumph more profound, than
Cultural & Sensitivity Consultant: Stacey Parshall Jensen turning the most steadfast and noble of souls into
Special Thanks: Christopher Perkins, Jeremy Crawford my devoted, corrupted playthings.
—Asmodeus

Disclaimer: Tiax the Mighty disclaims everything and nothing! Each and every word in
this tome is true, except for the parts where bad things are said about Tiax. Those parts
are lies. Unless the bad things make Tiax sound fearsome and formidable (as ye all know
Tiax is as fearsome and formidable as he is great and wise). In those cases, the lies are
truths and not lies at all! And don’t even think about questioning Tiax’s logic. It is as
unquestionable as Tiax is mighty!

On the Cover
The undisputed lord of the
Nine Hells is Asmodeus.
All who occupy his realm
fear and respect him.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica,
Chains of Asmodeus, 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 © 2023 James Ohlen (Arcanum Worlds) and published under the Community Content Agreement
for Dungeon Masters Guild.
Contents
Introduction: Chapter 6: Phlegethos, Appendix A: Lords of the Nine............214
Welcome to the Nine Hells....................... 4 the Fiery Wasteland..............................109 Archdevil Lair Actions.............................. 214
The Nine Hells.................................................4 Running This Chapter............................... 109 Asmodeus..................................................... 216
Sins.....................................................................4 Phlegethos Overview................................. 110 Baalzebul...................................................... 218
Running the Adventure..................................5 Key Locations in Phelegethos................. 111 Belial.............................................................. 220
Story Overview ...............................................7 Adventure: The Elemental Preserve...... 112 Dispater........................................................ 222
Adventure Flowchart......................................7 Chapter 7: Stygia, the Frozen Sea.......123 Fierna............................................................ 225
The Nine Hells ................................................8 Running This Chapter............................... 123 Glasya............................................................ 226
Great Heroes..................................................11 Stygia Overview.......................................... 124 Levistus......................................................... 228
New Characters.............................................11 Key Locations in Stygia............................ 125 Mammon...................................................... 230
Saving Souls...................................................11 Adventure: The Chasm of Mephistopheles........................................... 232
Lost Souls ......................................................11 Found Things......................................... 127 Additional Archdevils................................ 234
Souls of the Damned....................................17 Bel.................................................................. 234
Group Patrons............................................... 22 Chapter 8: Malbolge, Zariel............................................................. 235
Hellriders of Elturel..................................... 22 the Realm of Decay...............................135
Running This Chapter............................... 135 Appendix B: Monsters..........................236
Conclave of Halruaa.................................... 25 Affliction Devil (Kocrachon).................... 236
Deathstalkers of Bhaal............................... 28 Malbolge Overview.................................... 136
Key Locations in Malbolge....................... 137 Ayperobo Swarm........................................ 238
Chapter 1: Kelemvor’s Cathedral .........33 Adventure: The Sign of the Corruption Devil (Paeliryon)................... 239
Running this Chapter.................................. 33 Hag’s Arms.............................................. 138 Displacer Fiend...........................................240
The Infernal Contracts................................ 33 Halog............................................................. 242
The Cathedral............................................... 35 Chapter 9: Maladomini, Hellcat (Bezekira).......................................244
Entering the Nine Hells.............................. 38 the Domain of Ruined Cities................149 Maelephant Nomad.................................... 245
Meeting Tiax.................................................. 38 Running This Chapter............................... 149 Miasmorne...................................................246
No Turning Back........................................... 40 Maladomini Overview............................... 150 Oneirovore...................................................248
Key Locations in Maladomini................. 151 Pain Devil (Excruciarch).......................... 249
Chapter 2: The Nine Hells .....................43 Adventure: The Eye Market..................... 153
Character Objectives................................... 43 Shredwing.................................................... 250
River Styx Encounters................................ 43 Chapter 10: Cania, Styx Dragon................................................. 252
Asmodeus and the Nine Sins.....................59 the Relentless Cold...............................163 Tyrant Shadows.......................................... 254
Let Me Tempt You........................................ 60 Running This Chapter............................... 163 Vorvolaka...................................................... 258
The Dukes...................................................... 66 Cania Overview........................................... 164 War Devil .....................................................260
Life in the Nine Hells................................... 66 Key Locations in Cania............................. 165 Appendix C: Non-Player Characters...261
Features of the Nine Hells.......................... 66 Adventure: The Sorrow Mine.................. 166 Aeshma......................................................... 261
A Thankful Patron .................................... 173 Anagwendol................................................. 262
Chapter 3: Avernus, Before Leaving Cania................................ 175
the Eternal Battlefield............................69 Barachiel...................................................... 263
Tiax’s Betrayal.............................................176 Jenevere........................................................264
Running This Chapter................................. 69 Leaving Cania............................................. 177
Avernus Overview........................................ 69 Koh Tam....................................................... 265
Key Locations in Avernus............................71 Chapter 11: Hunted by the Dukes.......179 Tiax................................................................266
Adventure: The War-Slough.......................73 Running this Chapter................................ 179 Appendix D: Infernal Magic Items......267
Ambushed by the Infernal Warship....... 179 Infernal Item Corruption.......................... 271
Chapter 4: Dis, Ambushed by Abigor.................................. 180
the City of Burning Iron.........................81 Infernal Artifacts........................................ 272
The Brothers’ Infernal Warship.............. 180
Running This Chapter..................................81 Baalzebul’s Infernal Submersible.......... 186 Appendix E: Corruption ......................278
Dis Overview................................................. 82 Corruption Tracker.................................... 278
Key Locations in the City of Dis............... 84 Chapter 12: Nessus, Corruption Score........................................ 278
Adventure: The Agora of the Bastion of Asmodeus.....................195 Final Outcomes........................................... 278
Floating Knives........................................ 85 Running this Chapter................................ 195
The Final Stage.......................................... 196 Appendix F: Player Handouts ........... 280
Chapter 5: Minauros, Nessus Overview........................................ 196 Infernal Maps..............................................280
the Endless Swamp.................................97 Adventure: The Oasis of the Lethe......... 202 Normal Maps...............................................280
Running This Chapter................................. 97 Adventure: Malsheem................................208 The War-Slough..........................................280
Minauros Overview...................................... 98 Leaving the Nine Hells.............................. 213 The Ineffable Trove.................................... 281
Key Locations in Minauros...................... 100 The Elemental Preserve........................... 282
Adventure: The Ineffable Trove............... 100 The Oasis of the Lethe..............................283
The Agora of Floating Knives.................284
The Eye Market...........................................285
I N T RODUC T ION

Welcome to the Nine Hells


his story takes place in the Nine it flows from one layer to the next. Only the most
Hells and sees the characters confront courageous adventurers can withstand the torment
its ruler, Asmodeus. They venture into and horror of that journey.
the Nine Hells to save the souls of their
loved ones (or their own) and are aided The River Styx
by a powerful faction. This faction has its own This river bubbles with foul water, and along its
reasons for wanting revenge on Asmodeus. With banks are the remains of thousands of battles.
the help of the characters, the faction believes There are captains who are skilled enough to
it can deal a devastating blow to him. In return command a ship through the unpredictable currents
for a favor, the faction provides characters with of the river. For a price, these pilots are willing to
access to the Nine Hells and a means of travers- carry passengers into the lower depths of the Nine
ing the different layers. The characters travel by Hells. They're the only ones who know how to avoid
barge down the River Styx, also known as the the dangers of the River Styx, including the war-
River of Blood, a cross-planar river that links ships that patrol it.
the layers of the Nine Hells. Those who touch or These warships are built from infernal iron
drink from its waters risk forgetting their past (bristling with spikes, blades, and chains) and can
lives permanently. travel the waters of the River Styx. Weapons used
The characters try to avoid Asmodeus’s attention, by the infernal warships include flamethrowers, acid
believing themselves unwanted infiltrators who are spewed from bronze tubes, and launchers that fire a
there to undermine the Lord of the Nine Hells. dozen ballista bolts at once.
Little do they know, they’re here by his design.
They're integral to one of Asmodeus’s plots, and
he aims to recruit them. But to get them under his
Sins
Sin must be at the core of any story that takes place
control, he needs to corrupt them. It took years of
in the Nine Hells. These Hells are based on Dante’s
careful planning, and now, finally, he has the char-
Inferno, the famed 14th-century poem which
acters exactly where he wants them. They will be
depicted Hell as nine concentric circles of torment.
tested, with temptations and traps set which only
Each circle of Hell tormented a different class of
the pure of heart can resist. Each time a character
sinner, from the unbelievers of the 1st circle down to
gives in to sin, a link is added to the chains that
the great betrayers of the 9th circle.
bind them to the Nine Hells, to Asmodeus. Can
The poem focused on describing the acknowledge-
they save their loved ones without losing them-
ment and rejection of sin. In this story, good people
selves in the process?
have committed grievous sins that will have conse-
The Nine Hells quences. Some of these people might be the player
characters.
The Nine Hells is the ultimate plane of evil and the
epitome of premeditated cruelty. The devils of the What are the Sins?
Nine Hells are bound to obey the laws of their superi- Each layer of the Nine Hells embodies a particular
ors, and at the very top of the hierarchy is Asmodeus. sin, as described in the sections that follow. Feel
The Nine Hells has nine layers. The first eight free to add other sins, but be careful when you do.
are ruled by archdevils who answer to Asmodeus. Some classical interpretations of sins shouldn’t be
To reach the deepest layer of the Nine Hells, one used in any adventure. Others, such as lust or glut-
must descend through all eight of the layers above tony, should be handled very carefully.
it, in order. The most expeditious means of doing
so is the River Styx, which plunges ever deeper as Sins to the Self
Anger. The sin of anger fuels wrath, vengeance, and
Sourcebook and Adventure inner turmoil. It takes root in Avernus, the domain
In addition to being an adventure, this is a source book of the archdevil Zariel.
for the Nine Hells. This book provides useful informa- Greed. This sin leads to a life of accumulating
tion for each level of the Nine Hells and its denizens wealth and sharing very little—a sin nurtured in
and lords. Minauros, the domain of the archdevil Mammon.

4 Introduction | Welcome to the Nine Hells


The bitter smell of sulphur and the agonising screams of
tormented souls fill the air of the Nine Hells.

An Unjust Universe More details on the different archdevils, including


Some players may be uncomfortable if a soul is con- their stat blocks, can be found in appendix A, “Lords
signed to the Nine Hells for a sin when the person so of the Nine.”
condemned lived a good life in aggregate. However, all
the souls consigned to the Nine Hells in this adventure
were deceived by Asmodeus. While they committed
Running the Adventure
sins, that wasn’t the reason they were consigned to the To run this adventure, you need the fifth edition
Nine Hells. However, Asmodeus ensures that the soul rulebooks: Player’s Handbook, Dungeon Master’s
is punished as if the sin was the one that defined it. Guide, Monster Manual, and Monsters of the Mul-
tiverse. Baldur’s Gate: Descent into Avernus would
Jealousy. The jealous are never satisfied with what also be a good source; Chains of Asmodeus can be
they have. Phlegethos, the domain of the archdev- run as a continuation of that story.
ils Belial and Fierna, is where jealousy thrives. The stat blocks for most creatures in this adven-
Pride. Some say that this is the original sin which ture can be found in the Monster Manual. When
led to all other sins and is the sin that led to the a creature’s name appears in bold type, that is a
fall of Asmodeus and thus is his domain. visual cue for you to look up the creature’s stat block
in the Monster Manual, unless the adventure’s text
Sins to the Other refers you to appendix B (for monsters), appendix C
Betrayal. Betraying a loved one, a god, or a sover- (for NPCs), or Monsters of the Multiverse.
eign can damn one’s soul to Stygia, the domain of Spells and equipment mentioned in the adventure
the archdevil Levistus. are described in the Player’s Handbook. Magic
Deceit. Lying that leads to harm is, like Maladomini, items are described in the Dungeon Master’s Guide,
the domain of the archdevil Baalzebul. unless the text directs you to an item’s description in
Harm. Mutilating or torturing an enemy is wicked appendix D of this book.
work that warms the ice-cold heart of Mephistoph-  
eles, the archdevil who presides over Cania. Text that appears in a box like this is meant to be read
Murder. Killing an innocent or family member is
aloud or paraphrased for the players when their charac-
evil business that comes home to roost in Dis, the
domain of the archdevil Dispater. ters arrive at a location or under specific circumstance,
Oppression. Unjustly imprisoning enemies and deny- as described in the text.
JULIAN CALLE

ing their freedom is the devil’s work and reflective  

of Malbolge, the domain of the archdevil Glasya.

Introduction | Welcome to the Nine Hells 5


Even the icy plains of
Stygia can be beautiful.

Abbreviations Consider Your Players


The following abbreviations appear in this book: Playing Dungeons & Dragons is about having
fun with your friends and exploring new worlds
AC = Armor Class pp = platinum piece(s)
together. Before venturing out onto the River Styx,
DC = Difficulty Class gp = gold piece(s)
discuss the nature of the story with your players.
XP = experience points sp = silver piece(s)
You will be guiding them on a journey through
NPC = non-player character cp = copper piece(s)
the Nine Hells and introducing them to the various
DM = Dungeon Master ep = electrum piece(s)
devils that make this infernal domain their home.
Character Advancement The story contains references to the suffering
and torture of those souls who are damned to an
The adventure is meant for characters of 11th eternity of torment because of their sins. Make
level, and the story sees them rise to 20th. Creat- sure that you're aware of any boundaries that may
ing characters of this level requires a little more exist, as you don't wish to make the experience
preparation compared to 1st-level characters. If you uncomfortable for your players. The characters
and your players previously played Baldur’s Gate: might be on a perilous quest through the Nine
Descent into Avernus, your players may choose to Hells themselves, but their players should enjoy
continue with their characters from that adventure. the experience. You may need to adjust the story to
Or, if your players have other premade characters accommodate all players.
of the appropriate level, they can decide to embody
those characters once again. Players with preexist-
Previous Adventures in Avernus
ing characters must still choose the soul that their
An adventure that is the perfect prequel to this one
character is dedicated to saving. is Baldur’s Gate: Descent into Avernus. If you and your
The “Great Heroes” section helps you and your players have been on this adventure before our story
players get started with either creating a new char- begins, you may be familiar with some of the setting,
acter or with the choices that need to be made for and the players’ characters should be at the appropri-
preexisting characters. ate level. However, depending on the outcomes of your
JULIAN CALLE

earlier encounters within the Nine Hells, you may need


to adjust some parts of the story.

6 Introduction | Welcome to the Nine Hells


Agency and Replayability Adventure Flowchart
This adventure has been designed so that each
time it is played it can have entirely different objec-
tives and outcomes. It does this mainly through the
following ways:
Chapter 1: Kelemvor’s Cathedral
Souls. Each player must choose a soul to save. The characters meet their group patron and
It might be the soul of a loved one or their own embark on their quest to the Nine Hells.
soul. The soul, and the sins associated with it,
determine where Asmodeus has hidden it away
to be tormented.
Group Patron. The players must decide upon a
group patron before the start of the adventure. Chapter 2: The Nine Hells
There are three group patrons, one for good, one This chapter provides the information needed
for evil, and one for neutrality. Each has their to implement Asmodeus’s plans throughout the
own objective. campaign. It describes the random encounters
The River Styx. The river passes dozens of dan- found in the Nine Hells, the temptations
gerous locations, but the characters visit only Asmodeus has put in place to ensnare the
some of them. characters, and how to track their corruption as
Temptations and Corruptions. Asmodeus tries to a result of these temptations.
lure the characters into his grasp. Each time the
characters go back to the Nine Hells they may
find different temptations. Some may be easy to
resist, others not so much. Giving in to temptation
corrupts them. Chapter 3–10: The First
Eight Layers
Story Overview The characters navigate the different layers
The Lord of the Nine Hells, Asmodeus, is known of the Nine Hells and look for a way to release
to have countless plots, some that take centuries to their chosen souls from eternal torment.
come to fruition, while others he conceives of and
executes within a few years. This is a story about
one of the latter.
Asmodeus desires to corrupt and dominate some
of the most powerful mortals in a generation. Chapter 11: Hunted by
To further his designs, Asmodeus wants to con- the Dukes
vert these powerful mortals to his cause. To this The characters have been kicking up a storm in
end, Asmodeus has made pacts with many of the the Nine Hells. Two infernal warships, piloted
powerful and influential of the Forgotten Realms. by archdevils, are on the hunt. The characters
This includes kings, queens, high priests, and can encounter these warships on the first
powerful adventurers. The player characters are through eighth layers of the Nine Hells.
among those that he has targeted. When not able to
convince such august personages, he has gone after
their spouses, children, or friends. He comes to
them when they're in need, providing a service with
the understanding that if they die before they can Chapter 12: Nessus
return the favor, their soul is forfeit. The characters need to find a way out of their
Asmodeus never intended to allow these infernal contracts. They may be able to gain entry to the
contracts to be fulfilled by their mortal signatories. Oasis of the Lethe to do so. If not, they must
Instead, he has given a list of names to the most challenge Asmodeus himself.
skilled killers in the world.
These killers embark on a murder spree to kill all
the people on the list, thus consigning their souls
to the Nine Hells and to the corrupting influence of
Asmodeus and his court of devils. Among the victims
when the adventure begins are the spouses, chil-
dren, or friends of the characters. One or more char-
acters may also be among those who are murdered.

Introduction | Welcome to the Nine Hells 7


The Nine Hells
This overview summarizes the rulers of each layer of the Nine Hells, and the objectives characters
might seek in each. These objectives include the souls of the characters, the souls of those they care
about, and the items or people their group patron requires.

First layer: Avernus Ruler: Zariel


For 10th to 13th-level characters Souls: Brother, The Queen

Ruler: Dispater
Souls: Bounty, The Chosen One, Patricide
Second layer: Dis
Patron Objectives: Cloak of Invisibility, Instrument of the Bards
For 10th to 13th-level characters
(Ollamh Harp), Iron Horn of Valhalla, Wrought-Iron Tower
(see appendix D)

Ruler: Mammon
Third layer: Minauros Souls: Father, The Infinite Treasure
For 10th to 13th-level characters Patron Objectives: Accounting and Valuation of All Things
(see appendix D), Belt of Giant Strength (storm)

Rulers: Belial & Fierna


Fourth layer: Phlegethos Souls: Sister, The Furnace
For 14th to 16th-level characters Patron Objectives: Anagwendol, Amulet of the Inferno
or Ranseur of Torture (see appendix D)

Ruler: Levistus
Fifth layer: Stygia Souls: Business Partner, The Oathbreaker
For 14th to 16th-level characters Patron Objective: Holy Avenger, Manual of Golems (iron),
Rod of Resurrection, True-Ice Shards (see appendix D)

Ruler: Glasya
Sixth layer: Malbolge
Souls: The Heartless Master, Mentor, Mother
For 14th to 16th-level characters
Patron Objective: Scourge of Shadow (see appendix D)

Ruler: Baalzebul
Seventh layer: Maladomini
Souls: Spouse/True Love, The Great Con
For 17th to 20th-level characters
Patron Objectives: Jenevere, Staff of the Woodlands

Ruler: Mephistopheles
Eighth layer: Cania
Souls: Student, The Merciless
For 17th to 20th-level characters
Patron Objective: Staff of the Magi

Ninth layer: Nessus Ruler: Asmodeus


For 17th to 20th-level characters Resolution: Either at the Oasis of the Lethe or Malsheem

Commanded by: The Brothers


The Infernal Warship Location: Found at any of the layers
Patron Objectives: Barachiel

Baalzebul’s Infernal Commanded by: Abigor


Location: Found at any of the layers
Submersible Patron Objectives: The Unmaker

8 Introduction | Welcome to the Nine Hells


The shores of the River Styx are
littered with grotesque landmarks.

Important Characters Ramius’ lifelong friend was a victim of the recent


murder spree. The paladin wants the characters to
These are the important characters in the story:
enter the Nine Hells to rescue his friend and other
Aeshma (the Unmaker). A lost soul that the Con- Celestials who have fallen victim to Asmodeus.
clave of Halruaa needs destroyed to stop a dan- Ramius and the Hellriders know the location of
gerous threat. Nobody knows the Unmaker’s true these beings trapped within the Nine Hells.
identity. Zythan, High Diviner of the Conclave of Halruaa
Asmodeus. The Lord of the Nine Hells, and this (Neutral). Zythan has foreseen a dreadful con-
adventure’s primary antagonist. sequence of Asmodeus’s plan. A dangerous soul
Barachiel. A Hellrider and one of the friends that known as the Unmaker has emerged and must be
Ramius seeks. dealt with. Zythan and the mages of Halruaa have
Koh Tam. A priest serving the God of the Dead. divined the location of powerful magic items that
Ramius. A contact for the Hellriders of Elturel can help the characters in this quest. He wants
group patron. the characters to gather these, to defeat the threat
Sarevok. High priest of Bhaal, and the contact for he has foreseen. These include some of the most
the Deathstalkers of Bhaal group patron. famed items in the Dungeon Master’s Guide.
Tiax. Koh Tam’s sidekick and comedy relief. Sarevok, High Priest of the Deathstalkers of
Zythan. High Diviner of Halruaa, and a contact for Bhaal (Evil). The Deathstalkers of Bhaal feel
the Conclave of Halruaa group patron. uneasy about their alliance with Asmodeus. They
fear he will betray Bhaal and that the divine power
Prologue promised him will never be given. Sarevok will
The characters are approached by a representative help the characters navigate the River Styx and
of one of three group patrons, representing either rescue the souls of their loved ones, but only if
good, neutrality, or evil. This representative acts they help Bhaal gain leverage against Asmodeus
as the quest giver and has their own motivation for by stealing some of the most infamous and pow-
wanting the characters to go into the Nine Hells. erful artifacts of the Nine Hells. He aims to keep
The three patrons are as follows: one, the others are for the characters to decide
what to do with.
Ramius, Hellrider of Elturel (Good). Ramius has
JULIAN CALLE

a deep hatred for Asmodeus because of what the More information on the patrons can be found in
archdevil did to his home city and its patron angel. the “Group Patron” section of this chapter.

Introduction | Welcome to the Nine Hells 9


Koh Tam Dealing with Asmodeus. Once the characters
have found their lost loved ones, they must
The group patron puts the characters in contact
convince Asmodeus to allow them to be freed.
with Koh Tam (see chapter 1), a priest serving the
They can do this by gaining leverage over him, by
God of the Dead. Koh Tam is an expert on the Nine
performing a service for him, or signing an infer-
Hells and knows how to navigate the River Styx. But
nal contract. Characters who are able to resist
first, he must learn where the souls that the charac-
temptation within the Nine Hells might even find
ters seek might be found. To that end, he summons
a loophole allowing them to escape, successfully
Baalzebul and invites the archdevil to possess him.
avoiding all of Asmodeus’s snares.
The characters must deal with the devil to learn the
location of the souls. Afterwards, they must exorcise Finale: Asmodeus
Koh Tam of the devil’s spirit.
Asmodeus is a lawful evil deity who is genuinely
Through the Nine Hells one of the most powerful creatures in the universe.
He likes to appear respectful and well-mannered
Koh Tam knows how to navigate the River Styx and
when speaking with others, and he hates being
offers to guide the characters through the Nine Hells
wrong. In fact, sometimes he even pretends to
to help them find the souls they seek. He opens a
know more than he does, or that he can predict
portal to the first layer of the Nine Hells, Avernus.
what actions creatures will take before they take
The characters must descend through the layers
them, even though he can't. He enjoys making
of the Nine Hells along the treacherous River Styx.
contracts with others, especially when their end of
It is possible to move against the flow of the River
the bargain is their soul.
Styx, but it is difficult. However, Koh Tam’s barge
At the climax of the adventure, the characters may
has a magical addition that allows him to use the
need to make a contract with Asmodeus to release
Plane Shift spell to travel to a layer of the Nine Hells
the souls of their loved ones. The characters need
above the current one.
as much leverage as possible when going into the
The characters have two objectives if they’re to
contract. Without enough leverage, they may have to
save the souls of their loved ones or their own:
promise to do services for Asmodeus.
Finding the Lost Souls. The main objective of
the characters is to find the souls that have been
trapped by Asmodeus.

Discarded warmachines are a source


of income for many scavengers.
Great Heroes
This adventure is for high-level play. Players start
with characters who are 11th level and are consid-
ered Masters of the Realm. Over the course of play,
they go beyond 17th level to become Masters of the
World. See the Dungeon Master’s Guide for more
details on these tiers of play. There are three steps
that players must complete before the start of the
adventure:
• Create a new character, or choose an existing one.
• Choose a soul to be saved.
• Choose a group patron.
Players need to create a new high-level character
unless they have a preexisting one they want to use.
Any player who creates a new high-level character
must go through the character creation process and
choose a soul that their hero is dedicated to saving.
A player with a preexisting character must still
choose a soul that their character is dedicated to
saving.
When choosing a soul to save, a player has the
option of saving the soul of a loved one (detailed in
the "Lost Souls" section) or saving their own soul Demons, ancient gods, and titans ...
(detailed in the "Souls of the Damned" section). All beings find their way into the Nine Hells.
While the lost souls option was designed to work
with existing characters and the souls of the
damned option was designed to work with newly
created high-level characters, the DM can allow
players to choose from either. A group can be made
up of lost souls and souls of the damned. However, Saving Souls
to promote group unity, a DM can insist upon one The following sections describe the souls available
or the other. for each player to pick from. The chosen soul is the
After players have created their characters, they soul their character seeks to save. The player can
must choose a group patron. These group patrons either choose a lost soul, a loved one whose soul
are designed for three types of play that coincide is trapped in the Nine Hells, or they can decide it’s
with good, neutral, and evil alignments. their character’s soul that is damned. Asmodeus
keeps these souls in phylacteries scattered around
New Characters the Nine Hells. Phylacteries don’t need to be in the
layer associated with their sin, but usually are. When
Creating an 11th-level character uses the same char-
characters locate such a phylactery, they must bring
acter creation steps outlined in the Player’s Hand-
it with them for the remainder of the adventure.
book. The process will take longer than usual, as a
Only Asmodeus can break the infernal contract
player must select spells, feats, abilities, and other
that binds a soul to its phylactery. To convince him to
aspects that a 1st-level character wouldn’t have to.
do this, characters must gain leverage over him, as
A new character starts with 7,500 gp, the standard
described in later sections.
equipment associated with their background, and
magic items as described next.
Lost Souls
Magical Equipment These lost souls belong to the character’s loved ones
Each new high-level character should be allowed who have signed infernal contracts. When their
to pick either 1 very rare magic item and 1 phylactery is recovered, the lost soul can commu-
uncommon magic item or 2 rare magic items. nicate with the character, providing advice, guid-
These items should be selected from the Dungeon ance, commentary, and even criticism. This type of
Master’s Guide. phylactery also provides characters with a statistical
or gameplay bonus.
JULIAN CALLE

The section that follows provides examples of lost


souls that a player can choose.

Introduction | Welcome to the Nine Hells 11


Brother (Anger) Bounty (Murder)

From the day he was born, your brother was a Someone of your reputation and talent is always
problem child—impulsive, aggressive and violent, in high demand. If the price is right, you’ll take on
though never toward you. He was constantly getting any job … but you don’t work cheap. Still, this is
into fights—most of which he started—and you were the strangest adventure you’ve ever been hired for.
constantly coming to his rescue and cleaning up The ruthless matron of a powerful noble family
his messes. But despite his flaws, you always knew has disappeared, and you’ve been hired to find her.
he had your back. His temper grew worse as he Your first assumption was that she’d either been
grew older, and his fights often resulted in people kidnapped for ransom, murdered by a rival family, or
getting hurt. He fell in with an unsavory crew, and killed by one of her own ambitious kin. But during
you drifted apart. Now you’ve learned he was foolish your investigations, you discovered the shocking
enough to sign an infernal contract with Asmodeus, truth: decades ago, she signed an infernal contract
and his soul is trapped in the Nine Hells. You can’t to help advance her family’s fortunes, and Asmo-
deny your brother deserves his fate … but he’s still deus came to collect his payment. Tracking her soul
your brother, and you’re not going to turn your back through the Nine Hells wasn’t part of the original
on him. deal, but the reward for bringing her back is too high
to pass up, and you never leave a job unfinished.
Phylactery Location. The War-Slough on Avernus,
the first layer of the Nine Hells Phylactery Location. The Agora of Floating Knives
Phylactery Benefit. While you possess your broth- on Dis, the second layer of the Nine Hells
er's phylactery, you can channel your brother's Phylactery Benefit. While you possess your
rage. When you make your first attack on your bounty's phylactery, you’re more adroit at killing.
turn, you can decide to attack recklessly. Doing so When you miss with a melee weapon attack,
gives you advantage on melee weapon attack rolls you can choose to hit instead. Once you use this
using Strength during this turn, but attack rolls benefit, you can’t use it again until you finish a
PAUL ADAM

against you have advantage until your next turn. long rest.

12 Introduction | Welcome to the Nine Hells


Business Partner (Betrayal) Childhood Friend (Sinless)

For years, you and your business partner shared Growing up, you never seemed to fit in. You were
the fruits of your adventures in a mutually benefi- always different—perhaps that’s why you became
cial arrangement. Sure, they were always trying to an adventurer. Your childhood was lonely until
squeeze a few extra drops from your cut on every you met your childhood friend. Like you, they were
mission, but you never thought they’d actually completely ignored by other children on the good
betray you. On your last adventure, however, they days, ruthlessly bullied on the bad. But in each other
double-crossed you, stealing a rare and powerful you found a kindred soul. You formed a powerful
magic item you’d spent years questing for. They dis- bond of friendship that allowed you to rise above
appeared with your treasure, leaving you high and the taunts and torments of the other kids. Together,
dry. You searched for the precious item in vain, only you found the strength to survive and flourish. You
to discover that your old partner’s soul is trapped in became a successful adventurer. Your friend chose
the Nine Hells because of an infernal contract they a different path, one of domestic bliss with a family
signed with Asmodeus. The only way you’ll ever get and a quiet, fulfilling life. Years would pass between
back what is rightfully yours is to track them down seeing them, but you still remained close—united by
and bring them back to life so they can tell you your childhood bond. But when your friend’s young-
where the treasure is hidden. est child became ill, they didn’t turn to you for help.
Instead, they signed a contract with Asmodeus, con-
Phylactery Location. The Chasm of Found Things
demning themselves to an eternity in the Nine Hells.
on Stygia, the fifth layer of the Nine Hells
Phylactery Benefit. While you possess your busi- Phylactery Location. Use an encounter and loca-
ness partner's phylactery, you have advantage on tion from the remaining lost souls not chosen by
saving throws against illusion spells and effects the players.
that would make you have the charmed condition. Phylactery Benefit. Possessing your childhood
friend’s phylactery grants you advantage on Wis-
dom and Charisma saving throws.

Introduction | Welcome to the Nine Hells 13


Father (Greed) Mentor (Oppression)

You loved your father. He helped shape you into You learned your craft at the feet of a true master.
the hero you're now. He supported your ambitions, Recognizing your raw talent and potential, your
gave you advice when you needed it, and was there mentor took you under their wing and trained you.
for you when things looked darkest. Your mother Your mentor was a difficult master and demanded
loved him even more, for he was personable, funny, complete obedience. Over the years, they taught you
and kind. But everyone has a flaw, and your father’s everything you needed to know about adventuring
flaw was gambling. The risk-taking behavior that and life, shaping you into the hero you're today. They
you inherited from him made you into a hero, but shared all their secrets with you … except for one.
he didn’t have your outlet. Instead, he took risks Long ago, your mentor signed an infernal contract
with money. His debts grew, as did his shame, but with Asmodeus. Now your mentor has been whisked
you never knew. Your mother didn’t tell you about away to the Nine Hells, and it’s time to use every-
it until it was too late. Asmodeus used his shame to thing they taught you to save them from an eternity
convince him to sign an infernal contract. of torment and suffering.
Phylactery Location. The Ineffable Trove on Minau- Phylactery Location. The Sign of the Hag's Arms
ros, the third layer of the Nine Hells on Malbolge, the sixth layer of the Nine Hells
Phylactery Benefit. Possessing your father’s phy- Phylactery Benefit. Possessing your mentor’s phy-
lactery grants you extra luck. Whenever you make lactery grants you protection. You gain a +1 bonus
an attack roll, an ability check, or a saving throw, to AC and saving throws.
you can roll an additional d20. You can choose to
use this benefit after you roll the die, but before
the outcome is determined. You choose which of
the d20s is used for the attack roll, ability check,
or saving throw. Once you use this benefit, you
PAUL ADAM

can’t use it again until you finish a long rest.

14 Introduction | Welcome to the Nine Hells


Mother (Pride) Sister (Jealousy)

Your mother was kind and loving, but also strong Your sister was fearless. There was no challenge
and independent. She raised you on her own, she wouldn’t tackle, no dare she wouldn’t take.
supporting you by telling fortunes and performing She became an adventurer, living a life filled with
tarot readings for the locals in the town where you thrills and excitement. She even inspired your own
grew up. Once you began your adventuring career, career, pushing you to ever greater accolades. But
her reputation grew quickly. Officials and nobility of over the years, her risk-taking became a compulsion
ever-increasing rank and importance began to come she couldn’t control. She became more and more
to your mother for insight into their futures, amazed reckless, embarking on foolhardy quests and what
at the accuracy of her predictions. What you didn’t seemed like suicide missions. What you didn’t real-
know was that her rapid rise in stature was due to ize was that it was your sister’s envy of your accom-
her signing an infernal contract with Asmodeus to plishments that drove her recklessness. Asmodeus
enhance her gifts. exploited her need to be your equal, convincing
her to sign an infernal contract in exchange for the
Phylactery Location. The Sign of the Hag's Arms
ultimate adventure.
on Malbolge, the sixth layer of the Nine Hells
Phylactery Benefit. Possessing your mother’s Phylactery Location. The Elemental Preserve on
phylactery grants you foresight. When you finish a Phlegethos, the fourth layer of the Nine Hells
long rest, roll a d20 and record the number rolled. Phylactery Benefit. While you possess your
You can replace any attack roll, saving throw, or sister's phylactery, any effect that applies the
ability check made by you or a creature that you frightened condition on one or more targets has
can see with this foretelling roll. You must choose no effect on you.
to do so before the roll. This roll can be used only
once. When you finish a long rest, you lose an
unused foretelling roll.

Introduction | Welcome to the Nine Hells 15


Spouse/True Love (Deceit) Student (Harm)

True love is real—you know this because you were You started at the bottom and clawed your way
lucky enough to find yours. In a world too often to the top, forging your reputation over the years.
filled with darkness and danger, you were blessed As your legend grew, others came to you seeking
to find someone to stand by you through thick and guidance, but you always turned them away. One
thin. They supported you when you needed it most, day, you discovered a student who was different
helping you to reach your full potential. Together, than the others. Although the student was willful
you made a life for yourself: a wonderful, perfect and prone to violence, you still saw a spark in them
life. But now you have learned that your love kept a that reminded you of your own humble beginnings,
secret from you: they made an infernal contract with so you took them under your wing. You helped them
Asmodeus to help keep you safe during your adven- reach their full potential, growing skills until their
tures. They made the ultimate sacrifice to protect ability and reputation rivaled your own. But despite
you, and now they're paying the ultimate price. all you taught them, your student still made a tragic
mistake. They signed an infernal contract with
Phylactery Location. The Eye Market on
Asmodeus, foolishly convinced they could get out of
Maladomini, the seventh layer of the Nine Hells
it before it came due. Now it’s up to you to help them
Phylactery Benefit. Possessing your true love’s
one last time.
phylactery grants you advantage on saving throws
against spells and other magical effects. Phylactery Location. The Sorrow Mine on Cania,
the eighth layer of the Nine Hells
Phylactery Benefit. While you possess your stu-
dent's phylactery, you can use a bonus action to
heal a number of hit points equal to twice your
level. Once you use this ability, you can’t use it
again until you finish a long rest.
PAUL ADAM

16 Introduction | Welcome to the Nine Hells


Souls of the Damned
This option is for any player who wants a more per-
sonal reason for their character to explore the Nine
Hells: to recover their own lost soul. The character
begins the adventure having been raised from the
dead by one of the group patrons presented later
in this book. This group has brought the character
back using an ancient ritual, but it is only tempo-
rary. The character must complete the adventure to
save their soul, or they will return to the Nine Hells
as a lemure.
The DM might decide that all the characters have
had their souls consigned to the Nine Hells. The
advantages and disadvantages of not having a soul
are explained in the “Not Having a Soul” sidebar.

Choosing a Sin
First, each player must decide if their character has
harmed themself or another, then choose which sin
caused their soul to be consigned to the Nine Hells.
Sins to the other represent possible harm a charac-
ter has done to others, whilst sins to the self repre-
sent possible strong detrimental character flaws.
The Categories of Sin table outlines the choices a The Chosen One (Pride)
player may make.

Categories of Sin You always knew you were special. Even from a
young age, it became clear that you were better than
Sin Harm or Flaw
everyone else. Because of this, you thought nothing
Sins to the Other of using, manipulating, or exploiting others for your
Betrayal The Oathbreaker own benefit. Stepping on the insignificant as you
Deceit The Great Con climbed your way to the top was simply the natural
Harm The Merciless order. The fame and glory you achieved in your life
only proved you were right all along … though look-
Murder Patricide
ing back, maybe you pushed things too far. After all,
Oppression The Heartless Master you did end up in the Nine Hells.
Sins to the Self
Character Punishment. Your greatest fear in life
Anger The Furnace was being inadequate. Now you're haunted by
Greed The Infinite Treasure a recurring nightmare in which you compete in
Jealousy The Queen trials of skill against other heroes but find yourself
Pride The Chosen One weak, overmatched, and helpless.
Phylactery Location. The Agora of Floating
Knives, on Dis, the second layer of the Nine
Not Having a Soul Hells. The character’s soul is forced to com-
When a character whose soul is trapped in the Nine pete in a series of events showcasing strength,
Hells dies, resurrection magic can return that charac- skill, and intelligence. But their soul is merely a
ter to life no matter how much time has passed. For weakened shell of what it once was, and they're
example, a Revivify spell works on the character even constantly overmatched by their fellow competi-
if a week has passed since the character died. How- tors. With each loss, they're humiliated, mocked,
ever, if the character's body is completely destroyed,
and made to suffer painful punishments for their
not even a Wish or True Resurrection spell can bring
the character back.
failure. To free their soul, the character must take
their place in these events; they must compete
and win.
LIUS LASAHIDO

Introduction | Welcome to the Nine Hells 17


The Furnace (Anger) The Great Con (Deceit)

There has always been a fire inside you, a danger- You’ve always been a grifter, using your wits to
ous fury, just waiting to be unleashed upon the trick and manipulate others for your own advan-
world in a storm of violence. The rage gave you tage. But when you unknowingly made a deal
strength and power. It helped you defeat your ene- with one of Asmodeus's agents, you learned that
mies and forge your legend … but there was a cost to even you can be conned. Before you could fulfill
your anger. Those around you quickly learned not to the seemingly simple terms of the deal, you were
try your temper, but over the years it was inevitable murdered by the Avatar of Bhaal, consigning you
that something would set you off from time to time. to the Nine Hells. On the one hand, you admire
When it was unleashed, your wrath was terrifying to the devil’s cunning trickery … but on the other, you
behold … but it also led you to do things you’d later want payback for how you were played.
regret. People suffered. People died. Some deserved
Character Punishment. You were once a master
it, but many did not. Given what you’ve done—what
of deceit, but in your dreams you're trapped in a
your anger made you do—you’ve known for a long
labyrinth of your own lies, forced to run through
time where you were going to end up when you died.
the maze while being hunted by shadowy enemies
Character Punishment. The color of your sleep is and never able to find a way out.
red: blood, fire, burning rage. You don’t dream— Phylactery Location. The Eye Market in the terri-
not in the normal sense. When you close your tory of Memnoriac, on Maladomini, the seventh
eyes, all you see is red. You wake bathed in sweat, layer of the Nine Hells. The character’s soul is
with your heart pounding, but you can’t remember pursued by the pit fiend's gang of devils through
any details beyond that single color. Red. the very streets Memnoriac designed. The route is
Phylactery Location. The Elemental Preserve, littered with illusions and convoluted traps. Deadly
Phlegethos, the fourth layer of the Nine Hells. spiked pits appear as normal floors or seemingly
The character’s soul is forced to shovel coal into a safe doorways lead into rooms filled with deadly
massive furnace, whipped to greater and greater fire. As the soul flees the devils, it constantly “dies,”
efforts by several efreet with flaming scourges. No forcing it to begin again. To free this character's
matter how much fuel is thrown into the furnace, soul, the characters must fight their way through
the roaring flames instantly devour it in a burst the narrow streets, defeating the monsters and
of searing heat. To free this character's soul, the avoiding the tricks and traps.
characters must defeat the efreet and then find a
LIUS LASAHIDO

way to quench the magical fires of the furnace.

18 Introduction | Welcome to the Nine Hells


The Heartless Master (Oppression) The Infinite Treasure (Greed)

You were used to the finer things in life; due to your You were never afraid to take what was yours—or
fame and fortune, you surrounded yourself with what was anyone else's, for that matter. You lusted
servants to answer every need and fulfill every after material wealth in all its forms—money, pos-
desire. You paid them well, but in exchange you sessions, magic items. During your life, you accu-
demanded flawless perfection. Unbeknownst to you, mulated a vast hoard of treasures, but you couldn’t
the head of your household achieved this impossible take it with you when you died. In the end, the only
standard through brutal training and punishments thing your avarice got you was a one-way ticket to
for any servant that failed even the smallest task. the Nine Hells.
Despite your ignorance, you were ultimately respon-
Character Punishment. Your dreams are filled
sible for the well-being of those under your charge …
with the endless counting of gold coins—hun-
a responsibility you blissfully abdicated.
dreds, thousands, millions, all piled in an enor-
Character Punishment. Your sins weigh heavily mous chamber. Each one must be counted by
on you. At night, you're plagued by disturbing hand, and you can’t stop until you’re done … but
dreams. In them, you're a servant under control of the mountain of coins just continues to grow and
a cruel master who makes impossible demands. grow. Worst of all, you know in your heart they
When you inevitably fail at your tasks, you're bru- aren't even yours; you're just counting them for
tally punished over and over. someone else.
Phylactery Location. The Sign of the Hag’s Arms, Phylactery Location. The Ineffable Trove, on
on Malbolge, the sixth layer of the Nine Hells. The Minauros, the third layer of the Nine Hells. The
character’s soul is a servant ordered to perform character’s soul is forced to count a massive
a series of impossible tasks: cleaning out entire mountain of gold coins one by one. This task
stables in a single day; serving a perfectly cooked is overseen by a powerful red dragon—the true
meal despite a fire that won't stay lit; delivering a owner of the coins. At the end of each day, the
message across deadly terrain without weapons mountain of coins shifts and topples, crushing
or armor. With each failure, the character’s overse- the character under the coins' weight. It takes all
er—a ruthless hag—subjects the character's soul night for the character to claw their way out, only
to a series of brutal tortures to “teach” them the to begin the count again. To free this character's
error of their ways. To save their soul, the charac- soul, the characters must defeat the dragon and
ter must find a way to complete these impossible leave the coins. (Taking even one causes the
tasks, then defeat the overseer. dragon to come back to life.)

Introduction | Welcome to the Nine Hells 19


The Merciless (Harm) The Oathbreaker (Betrayal)

Throughout your adventuring career, your one true In the early days of your adventuring career, you
love was always with you, fighting by your side. You swore an oath of loyalty to a patron. It was only
looked forward to a long and happy life together after much later you discovered you served a monster.
your adventuring days were done, but that future was When you were ordered to slaughter a political
ripped away. Your partner was killed in a surprise rival’s children, you refused. Despite your good
attack by servants of an enemy from your past, their intentions, you broke your solemn vow to serve, con-
body disintegrated so they couldn't be raised. You demning your soul to the Nine Hells on a technical-
hunted down the one responsible. But in your grief, ity when the patron’s hired assassins killed you.
it wasn’t enough to merely defeat or kill them. You
Character Punishment. Every night, you're
spent days torturing your enemy, making them feel
haunted by a recurring nightmare in which you're
as much pain as possible in the hopes it would soothe
trapped in a room with strange, feral children.
your own tormented heart. In the end, it didn’t help
They cry and beg for mercy, even as they attack
… but your cruelty was such that upon your death
you over and over.
your soul was consigned to the Nine Hells.
Phylactery Location. The Chasm of Found Things,
Character Punishment. The brutal revenge against on Stygia, the fifth layer of the Nine Hells. The
your enemies brought you no solace. Instead, it character's soul is imprisoned in a room filled
only twisted and corrupted the memories you have with polymorphing devils. These creatures alter-
of your true love. Now when you sleep, you dream nate between two forms: devils that attack the
of them not as your companion, but as your sadis- character’s unarmed soul relentlessly and crying
tic tormentor, torturing you in a prison cell from children begging for mercy. To free this charac-
which there is no escape. ter's soul, the characters must defeat all the devils
Phylactery Location. Imprisoned in the mining before they transform back into children.
town at the foot of the Sorrow Mine, on Cania, the
eighth layer of the Nine Hells. The character’s soul
is imprisoned by devils with the face and form of
their one true love. In the prison, the soul is relent-
lessly tortured over and over by these doppel-
gangers. To free this character's soul, the charac-
ters must break into the heavily guarded cells, find
LIUS LASAHIDO

a way to reveal the true forms of the guards, then


defeat them and escape the prison.

20 Introduction | Welcome to the Nine Hells


Patricide (Murder) The Queen (Jealousy)

You murdered your father. It wasn’t premeditated, Nobody said life was fair … but why was it always
and you loved your father. But an argument esca- unfair against you? You were talented and skilled. You
lated to the point where violence was involved. It worked hard. But even with all you accomplished,
was an accident that you will forever regret. Before there was always somebody more richly rewarded
you could use your considerable influence to have a than you. More fame. More wealth. More attention.
priest raise him from the dead, you were imprisoned An easier life. It left a bitter taste in your mouth; it
for your crime and then hanged. soured everything you had, diminishing you and
your accomplishments. It seemed like the world was
Character Punishment. Your dreams are haunted
always against you. And then you ended up in the
by the screams of your suffering soul. Each dream
Nine Hells, proving death was against you too.
is the same—a replay of your fatal argument with
your father. Instead of killing your father, he over- Character Punishment. You have strange dreams
powers you and then whips you relentlessly with a not connected to your life. In them, you're a lowly
spiked belt. You know that you must end this cycle servant … yet somehow your sister is the Queen,
of violence. and she is beloved. Other servants, guards, dip-
Phylactery Location. The Agora of Floating lomats, members of the court—they all go on and
Knives, on Dis, the second layer of the Nine Hells. on about how smart she is, how beautiful, how
The character’s soul has been imprisoned in a perfect, while you toil in the shadows, forgotten
flesh golem that has the character's face. It is and ignored.
constantly whipped with a spiked belt by a devil Phylactery Location. The War-Slough, on Avernus,
bearing the face of the character's father. Both the the first layer of the Nine Hells. Each day, the
flesh golem and devil must be defeated to free the character's soul must go from room to room in a
character's soul and reclaim it. castle, clad in soiled rags, and clean the opulent
chambers under the watchful eye of the Queen and
her followers. They constantly deride and chastise
the soul for the poor job they're doing. Often, they
abuse the character, beating them with sticks and
switches to spur them to work harder. To free their
soul, characters must defeat the Queen … but even
if she is slain, she simply reappears on her throne,
completely unharmed. The only way to truly defeat
the Queen is to first destroy her throne.

Introduction | Welcome to the Nine Hells 21


Group Patrons Resolving Group Patron Objectives
Group patrons help player characters work together The characters can stay in contact with their group
toward a common goal. They're powerful backers patron throughout the adventure. Once the charac-
ters complete the quest given to them by their group
who give adventurers a clear purpose. They also
patron, they’ll have a final meeting with their group
provide rare resources such as magic items, con- patron's representative in Cania. See "A Thankful
tacts, and other hard to find things. Patron" in chapter 10 for details.
This section describes three group patrons. Char-
acters in search of a good-aligned patron should
The Hellriders have learned that some of Zariel’s
choose the Hellriders of Elturel, while those who
allies are still alive in the Nine Hells. They remain
prefer a neutral patron should choose the Conclave
uncorrupted but suffer horrific tortures. The Hellrid-
of Halruaa. Evil characters may be drawn to the
ers feel duty bound to rescue them.
third patron option, the Deathstalkers of Bhaal.
Group patrons have the following facets: Hellrider Quest
Quest. Each group patron has an overarching goal The Hellriders know the location of Celestial beings
that its members seek to accomplish by giving the who are trapped within the Nine Hells. If rescued,
characters a quest, which you'll find in the patron's these beings grant the characters powers that
description. As they pursue this quest, characters should help them in their own personal quests:
might receive other missions from their primary
Anagwendol. She is kept prisoner in Phlegethos at
contact in their group patron.
the Elemental Preserve.
Perks. Group patrons offer access to resources not
Barachiel. He is a prisoner of the Brothers Adram-
readily available to most people. These include
lech and Morax and can be found on their infernal
magical equipment, secret information, and
warship prowling the River Styx.
training. Each group patron gives a different set
Jenevere. She is kept prisoner in Maladomini at the
of perks. Most group patrons also give access to
Eye Market.
magic items for purchase or recipes on how to
craft them. Each time the characters rescue one of these
Contacts. Each group patron has one or two Celestial beings, the being bestows a supernatural
primary contacts that interact with the player gift as a reward. Each character may choose one of
characters. the charms described in the "Supernatural Gifts"
section of the Dungeon Master’s Guide.
Hellriders of Elturel Hellrider Perks
Alignment: Good
If the characters choose the Hellriders as their
The Hellriders are an elite cavalry unit whose group patron, each receives the following benefits.
members act as the primary armed force of the city
of Elturel. They're one of the most renowned and Hellrider’s Blessing
well-regarded military forces in the Realms. It is The Hellriders know better than most the evils
said that a company of Hellriders once rode into found in the Nine Hells and would never send
Avernus, the first layer of the Nine Hells, and from anyone there without protection. After spending the
this story, the Hellriders were named. entirety of a long rest in the Nine Hells, you gain the
This story is true, for a century ago a gateway to benefit of a Greater Restoration spell.
the Nine Hells opened in the Fields of the Dead
north of the city of Elturel. The skilled knights of Celestial Cavalry
Elturel fought a losing battle against the Fiends that While much of the journey through the Nine Hells
poured from this gate. The High Rider of Elturel follows the River Styx, it is likely that you will occa-
implored his people to pray to the gods for help. sionally leave on excursions or scouting missions.
Their prayers were answered when the angel Zariel While you remain in the Nine Hells, you may cast
arrived in Elturel with a small host of allies. She the Phantom Steed spell at will, as a ritual.
rallied and trained an army of thousands and then
led them into the gateway to the Nine Hells. While
Hellrider’s Salvation
You’re taught a ritual to help save missing Celes-
she was successful at destroying the gate, Zariel
tials. The ritual requires 1 minute to complete and
herself was captured by Asmodeus and corrupted
targets all Celestials within 100 feet. Once the
into the archdevil who now rules over Avernus. The
ritual is complete, if the Celestial is willing, they’re
knights of Elturel were renamed to the Hellriders in
transported to a location on the Material Plane of
dedication to Zariel and the warriors who followed
LIUS LASAHIDO

their choosing.
her into the Nine Hells.

22 Introduction | Welcome to the Nine Hells


Ramius Dangremond
Hellrider Contact: Ramius
Ramius Dangremond is the commander of the Hell-
riders of Elturel. He never wanted the position, but
because of the many deaths within the ranks of the Ramius (see the accompanying stat block) is
order, he had to step up. His friend and fellow Hell- a natural horseman and a gifted athlete. The
rider, Barachiel, was the main reason he was able soldiers he leads often say that there isn’t any-
to grow into a capable commander. The loss of his thing that Ramius can’t mount or ride. He’s ridden
friend saddens Ramius, and the news of his impris- horses, mammoths, and machines into battle.
onment within the Nine Hells gnaws at his soul. Loyalty, honor, and duty are virtues that Ramius
upholds. He fears nothing other than losing those
he cares for.
Ramius
Medium Humanoid, Neutral Good Ramius as a Contact
Armor Class 22 (plate, +2 Shield)
Ramius doesn't have the personal ability to cast
Hit Points 190 (20d8 + 100) Plane Shift—instead, he has been given a magic
Speed 30 ft. item that allows him to visit with the party every few
days. When he arrives, he brings general supplies
STR DEX CON INT WIS CHA such as food and water, and treats any wounds,
23 (+6) 10 (+0) 21 (+5) 11 (+0) 14 (+2) 18 (+4)
curses, or diseases the party has (to the best of his
Saving Throws Wis +7, Cha +9
ability). Afterwards, he offers a selection of useful
Skills Animal Handling +12, Athletics +11, Insight +7, Religion +10 magic items for purchase, or, if the party already
Damage Resistances bludgeoning, piercing, and slashing from has excess magic items, he offers to purchase them
nonmagical attacks; damage from spells for keeping or disposal.
Senses passive Perception 12
Languages Abyssal, Celestial, Common, Infernal Purchasing Items from Ramius
Challenge 14 (11,500 XP) Proficiency Bonus +5
Item Cost
Aura of Protection. Ramius and any ally that starts their turn Adventuring supplies Original price
within 30 feet of him have a +4 bonus to all saving throws and
resistance to nonmagical damage.
Amulet of Health 12,000 gp
Bracers of Defense 12,000 gp
Actions Cloak of Protection 600 gp
Multiattack. Ramius makes two Longsword attacks.
Gauntlets of Ogre Power 550 gp
Longsword. Melee Weapon Attack: +11 to hit, reach 5ft., one
target. Hit: 10 (1d8 + 6) slashing damage or 11 (1d10 + 6) if Holy Avenger 175,000 gp
wielded in two hands, plus 13 (3d8) radiant damage. If the Horseshoes of a Zephyr 18,000 gp
target is an evil creature, it must succeed on a DC 17 Charisma Horseshoes of Speed 6,500 gp
saving throw or take an additional 13 (3d8) radiant damage.
Horn of Valhalla (silver) 25,500 gp
Divine Wave (Recharge 6). Ramius strikes the ground and caus-
es holy energy to radiate outwards. Each creature of his choice Javelin of Lightning 500 gp
within 30 feet of him must make a DC 17 Constitution saving Mace of Smiting 9,000 gp
throw. Targets take 21 (6d6) thunder damage plus 21 (6d6)
radiant damage on a failed save, or half as much damage on a Mithral Armor 700 gp
successful one. Creatures that fail the save are knocked down Ring of Protection 12,000 gp
(have the prone condition).
Shield, +1 450 gp
Spellcasting. Ramius casts one of the following spells, using Shield, +2 12,000 gp
Charisma as the spellcasting ability (spell save DC 17):
Shield, +3 40,000 gp
1/day each: Aura of Purity, Compelled Duel, Crusader’s Mantle,
Death Ward, Dispel Evil and Good, Find Steed, Lesser Sun Blade 35,000 gp
Restoration, Remove Curse, Revivify, Shield of Faith

Reactions Selling Magic Items to Ramius


Healing Touch. As a reaction to Ramius or an adjacent creature Rarity Value Rarity Value
taking 50 points or more of damage, Ramius reaches out and Uncommon 250 gp Very rare 10,000 gp
channels divine energy, healing 13 (2d8 + 4) hit points.
Rare 2,500 gp Legendary 55,000 gp

24 Introduction | Welcome to the Nine Hells


Conclave of Halruaa Cleric. Rod of Resurrection, which can be found in
Stygia at the Chasm of Found Things.
Alignment: Neutral Druid. Staff of the Woodlands, which can be found
Halruaa is a land of magic, renowned for the fact in Maladomini at the Eye Market
that a significant portion of its ruling elite are arch- Fighter. Belt of Giant Strength (storm) which can be
mages. Created by archwizards foreseeing the fall found in Minauros at the Ineffable Trove.
of Netheril, Halruaa combines peace and harmony Monk/Rogue. Cloak of Invisibility, which can be
with the magic powers of their ancestors, but with- found in Dis at the Agora of Floating Knives.
out the taint of their ambitions. Paladin. Holy Avenger, which can be found in Sty-
The Conclave is a secret society within Halruaa gia at the Chasm of Found Things.
that enforces the laws regarding the use, abuse, and Ranger. Iron Horn of Valhalla, which can be found
research of magic in Halruaa. in Dis at the Agora of Floating Knives.
The membership of the Conclave is a mystery to Sorcerer/Warlock/Wizard. Staff of the Magi, which
everyone outside their ranks. Others within Halruaa can be found in Cania at the Sorrow Mine.
know of the Conclave's existence, but not the identi-
ties of its members.
Conclave Perks
Whenever the experiments, practices, or other If the characters choose the Conclave as their group
actions of a spellcaster endanger the future of patron, each receives the following benefits.
Halruaa, the Conclave intervenes. This interven-
tion is usually a warning, but a spellcaster who Arcane Communication
ignores the warning is eliminated or simply made The Conclave of Halruaa gives you a Sending Stone
to disappear. and a Halruaan Ethereal Vessel. The Sending Stone
The Conclave has become interested in the can be used to communicate with a member of the
events put into motion by Asmodeus because their Conclave who has the matching stone.
diviners have foreseen that the archdevil’s scheme The Halruaan Ethereal Vessel is a magic item that
will result in a dangerous soul being unleashed. allows two people to attune to it. You and a member
of the Conclave are attuned to the vessel. The vessel
Conclave Quest is a transparent case that can contain up to 12 cubic
feet of nonliving material (3 feet by 2 feet by 2 feet).
The Conclave wants the characters to track down
When not in use, it exists on the Ethereal Plane.
a soul they refer to as the Unmaker. They're to use
While the vessel remains on the Ethereal Plane, you
a ritual to destroy the soul. To help with this task
can use an action and recall it (as can the Conclave
and with finding the other souls that the charac-
member also attuned to it). It appears in an unoccu-
ters seek, the Conclave offers to use their diviners
pied space on the ground within 5 feet of you. You
to uncover the location of powerful magic items.
send the vessel back to the Ethereal Plane by using
The Nine Hells is the graveyard for thousands of
an action.
heroes and the magic items that they brought with
them. Some of these include the most famed items Arcane Quartermasters
in the multiverse. The Conclave has amassed a collection of useful
The Unmaker is a prisoner of the archdevil Abigor magic items and material spell components. You
and can be found on his infernal submersible. The can use your Sending Stone to request one of the
Conclave provides a Conclave Coin, effectively a items on the Conclave Items table. You must then
special Soul Coin that can contain the soul of the pay the cost of the item, placing the payment in your
Unmaker. The characters must slay the Unmaker, Halruaan Ethereal Vessel and returning the vessel
trap the Unmaker's soul in the coin, and return the to the Ethereal Plane. The money is then removed
coin to the Conclave so it and the soul inside it can by the Conclave member attuned to the vessel and
be destroyed. replaced with the requested item, which you can
Each character is told the location of a powerful then retrieve from the vessel.
magic item. This magic item is based off the class in
which they have the highest level:
Artificer. The Manual of Golems (iron), which can
be found in Stygia at the Chasm of Found Things.
Barbarian. Belt of Giant Strength (storm), which
can be found in Minauros at the Ineffable Trove.
Bard. Instrument of the Bards (Ollamh Harp),
which can be found in Dis at the Agora of Float-
ing Knives.

Introduction | Welcome to the Nine Hells 25


Conclave Items Divination, extends to every school. While he lacks
Items Cost proficiency in martial combat, he can wield both
Blank scroll 10 gp offensive and defensive magic effectively. Outside
Broom of Flying 600 gp of his magical talent, he is also known to be highly
intelligent, though his social skills could use work.
Crystal Ball 30,000 gp
Much of his time is spent viewing alternate futures
Divination Spell Scroll (1st level) 100 gp and preparing for potential dangers, leaving little for
Divination Spell Scroll (2nd or 3rd level) 500 gp himself. He often goes without meals until he starts
Divination Spell Scroll (4th or 5th level) 2,000 gp to feel weak, and if he had friends, they might be
concerned about how much time he spends working.
Gem of Seeing 10,000 gp
Headband of Intellect 400 gp
Helm of Comprehending Languages 600 gp Zythan
Medium Humanoid, Lawful Neutral
Material spell component costing up to 75%
1,000 gp original cost Armor Class 12 (15 with Mage Armor)
Medallion of Thoughts 350 gp Hit Points 117 (18d8 + 36)
Speed 30 ft.
Ring of Mind Shielding 500 gp
Ring of Spell Storing 12,000 gp STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 20 (+5) 15 (+2) 16 (+3)
Wand of Binding 8,000 gp
Wand of Magic Detection 500 gp Saving Throws Int +10, Wis +7
Wand of Wonder 9,500 gp Skills Arcana +15, History +15, Investigation +10, Religion +10
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks (from Stoneskin); damage from spells
Halruaan Contact: Senses passive Perception 12
Languages Celestial, Common, Draconic, Elvish, Infernal,
Zythan Avhoste Primordial
Zythan, like many other Halruaans, spent his early Challenge 13 (10,000 XP) Proficiency Bonus +5
years studying the arcane arts. His talent in Divi-
Battlemage. Being within 5 feet of a hostile creature doesn’t
nation magic made him particularly useful to the
impose disadvantage on Zythan’s ranged attack rolls.
Conclave, and they quickly sought him out. Under
their tutelage, his skill flourished, and he became Magic Resistance. Zythan has advantage on saving throws
against spells and other magical effects.
a powerful mage. Those that know him personally
recount his matter-of-fact personality, his green hair, Actions
and his third eye that seems to open when he per- Multiattack. Zythan makes three Dagger or Arcane Burst
forms magic. He rarely speaks of himself, however, attacks.
choosing instead to focus his attention on the future.
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or
When he first received an official position within range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
the Conclave, Zythan wanted to prove himself. He
spent countless hours peering into the future and Arcane Burst. Ranged Spell Attack: +10 to hit, range 120 ft.,
one target. Hit: 27 (4d10 + 5) radiant damage.
examining potential outcomes. One fateful night, he
just barely caught sight of a forbidden ritual being Spirit Fissure (Recharge 4–6). Zythan causes a disruption in
prepared—a ritual that could cost the lives of many arcane energies in a 300-foot line that is 5 feet wide. Each crea-
ture in the line must make a DC 18 Constitution saving throw,
Halruaans. Because of his sight, the Conclave was taking 65 (10d12) radiant damage on a failed save, or half as
able to intervene in time, and he was quickly pro- much damage on a successful one.
moted and showered with praise.
Spellcasting. Zythan casts one of the following spells, using
For the past few months, Zythan has felt like Intelligence as the spellcasting ability (spell save DC 18).
something was off: at first, he suspected another
ritual within Halruaa. He requisitioned the help of At will: Arcane Eye, Detect Magic, Detect Thoughts, Fly,
Light, Locate Object, Mage Armor, Mage Hand, Message,
the other diviners, as well as a powerful Crystal Prestidigitation
Ball, and together they were able to piece together a 1/day: Cone of Cold, Foresight, Stoneskin, Telepathic Bond,
vision. The dark lord of the Nine Hells, Asmodeus, True Seeing
will unleash a great evil very soon. Though the Con-
clave often stays out of non-Halruaan affairs, they Reactions
had no choice but to act. It is for this reason that the Portent (3/Day). As a reaction to a creature Zythan can see
adventurers were called to Halruaa. making an attack roll, a saving throw, or an ability check,
LIUS LASAHIDO

Zythan's (see the accompanying stat block) skill Zythan rolls a d20 and chooses whether to use that roll in place
of the original roll.
in arcane magic, while particularly focused on

26 Introduction | Welcome to the Nine Hells


Zythan Avhoste
Zythan as a Contact Uncomfortable Allies
Using his Divination magic, Zythan keeps tabs on The Deathstalkers of Bhaal are responsible for the
the party, occasionally checking in when he deems murders that doomed the characters (or their loved
appropriate. When he checks in, he can provide ones) to the Nine Hells. The characters don’t have
access to some magic items. He will also purchase much reason to want anything to do with them let
any excess Spell Scrolls or spellbooks found by the alone align themselves with these murderers. However,
party, and can, upon request, attempt to hunt down the Deathstalkers are a powerful ally. Having begun to
doubt their alliance with Asmodeus, they now attempt
specific magic items. If successful, he brings the
to gain the cooperation of the characters. Sarevok, the
desired magic items on his next visit. Deathstalker that contacts the heroes, is quite convinc-
ing. And scary …
Purchasing Items from Zythan
Item Cost returned, the Deathstalkers are now focused on
Amulet of the Planes 35,000 gp finding a way to return Bhaal to being a fully divine
Carpet of Flying 40,000 gp being. They’ve discovered a way by making a deal
Ioun Stone (reserve) 8,500 gp with Asmodeus. However, they believe the Lord
of the Nine Hells intends to deceive them and now
Mantle of Spell Resistance 10,500 gp
they seek a way to make sure Asmodeus holds up
Ring of Resistance 9,000 gp to his end of the bargain.
Staff of Power 45,000 gp
Wand of Fireballs 10,000 gp
Deathstalker Quest
Wand of the War Mage, +1 500 gp To force Asmodeus to make good on his word, the
Deathstalkers of Bhaal want to gain leverage. For
Wand of the War Mage, +2 9,500 gp
this they need a powerful artifact. They ask the
Wand of the War Mage, +3 32,000 gp characters to steal some of the most infamous and
powerful artifacts of the Nine Hells. They need only
Selling Items to Zythan
one, leaving any other artifacts for the characters to
Items Cost decide what to do with. For a detailed description of
Spellbooks 100 gp per level of spell found within these artifacts, see the section “Infernal Artifacts”
the book. Additional 2,000 gp if the book in appendix D.
contains one or more 9th-level spells
Spell Scrolls (2nd to 4th level) 250 gp
Deathstalker Perks
Spell Scrolls (5th to 6th level) 900 gp If the characters choose the Deathstalkers as their
group patron, each receives the following benefits.
Spell Scrolls (7th to 8th level) 2,250 gp
Spell Scrolls (9th level) 6,000 gp Death Token
Each member of your party is given a Token of
Deathstalkers of Bhaal Bhaal. For its magic to work, the token must be
in your possession. The first time you fail a death
Alignment: Evil saving throw that doesn't kill you outright, the token
Bhaal, also known as the Lord of Murder, is the god magically transports you, along with any equipment
of assassins, killers, and murder. you're wearing or carrying, to a demiplane that
During the Time of Troubles, most gods, including resembles an empty chamber with no exits. Any
Bhaal, were forced to walk the world as mortals and ally within 30 feet of you is also transported to the
lost all their godly powers. During this period, Bhaal demiplane, along with any equipment it is wearing
was slain by the then-mortal Cyric. Bhaal, having or carrying, if the ally has 0 hit points and is either
foreseen his own death, sired many children, each stable or dying when the token activates. Each
of whom carried a piece of his divine essence within creature that appears in the demiplane regains 10
them. These children are referred to as the children hit points. Any creature that starts its turn in the
of Bhaal, or Bhaalspawn, and were created to ensure demiplane is transported back to the space it left,
Bhaal’s resurrection. This did not come to pass until or, if that space is occupied, the nearest unoccupied
more than a century after the Time of Troubles. Even space. The token can be used only once, after which
though Bhaal was reborn, he was a shadow of his it turns to dust.
former self and tied to the Material Plane.
During the time that he was dead, Bhaal had
Deathstalker’s Blessing
Your party receives the blessing of Bhaal. This
many scattered cults, the most infamous being
manifests by making you deadliest when you get the
the Deathstalkers of Bhaal, who were dedicated
drop on your enemies. You have advantage on attack
to bringing him back to life. With Bhaal now

28 Introduction | Welcome to the Nine Hells


rolls against any creature that hasn’t taken a turn
in combat yet. In addition, any creature that hasn’t
taken a turn in combat has disadvantage on saving
throws against your spells. The blessing applies
only while in the Nine Hells. Sarevok
Medium Humanoid, Neutral Evil
Soul Coin Market
Much like the archdevils of the Nine Hells, Bhaal Armor Class 21 (Plate Armor of Bhaal)
Hit Points 190 (20d8 + 100)
desires souls. Specifically, he desires Soul Coins
Speed 30 ft.
(see “Soul Coins” in appendix D). When you're in
possession of one or more Soul Coins, you can STR DEX CON INT WIS CHA
whisper to the coin what it is that you desire from 23 (+6) 10 (+0) 21 (+5) 11 (+0) 18 (+4) 14 (+2)
the Deathstalker Items table. If you have the requi-
site number of coins, the Soul Coins vanish from Saving Throws Con +11, Wis +10
Skills History +6, Intimidation +14, Religion +6
your possession, and the item that you asked for
Damage Immunities acid, necrotic, poison
appears within 5 feet of you. Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Perception 14
Deathstalker Items Languages Abyssal, Common, Infernal
Items Cost Challenge 17 (18,000 XP) Proficiency Bonus +6

Dagger of Venom 6 Soul Coins Magic Resistance. Sarevok has advantage on saving throws
Eyes of Charming 1 Soul Coin against spells and other magical effects.
Goggles of Night 1 Soul Coin Rejuvenation. If Sarevok is killed, he gains a new body in 24
hours, regaining all his hit points. The new body appears on the
Hat of Disguise 1 Soul Coin
altar of the temple of Bhaal beneath Baldur’s Gate. This ability
Iron Bands of Binding 7 Soul Coins ceases to function if a cleric of good alignment casts Hallow on
Nine Lives Stealer 15 Soul Coins the altar in the temple of Bhaal.
Pipes of Haunting 1 Soul Coin Actions
Potions of Poison (2) 1 Soul Coin Multiattack. Sarevok makes three Longsword attacks. He can
Slippers of Spider Climbing 1 Soul Coin replace one of the attacks with Flames of Bhaal or Spellcasting.
Staff of Withering 5 Soul Coins Longsword. Melee Weapon Attack: +12 to hit, reach 5ft., one
target. Hit: 10 (1d8 + 6) slashing damage or 11 (1d10 + 6) if
Sword of Life Stealing 8 Soul Coins
wielded in two hands. The target must succeed on a DC 18
Wand of Secrets 1 Soul Coin Constitution saving throw or be cursed by Bhaal, preventing it
from regaining hit points. The curse lasts until removed by the
Remove Curse spell or similar effect.
Deathstalker Contact: Sarevok
Flames of Bhaal. Sarevok causes flames to engulf one creature
Sarevok Anchev is a powerful Deathstalker. He is that he can see within 60 feet. The target must succeed on a
also one of the Bhaalspawn, the mortal offspring of DC 18 Dexterity saving throw or take 18 (4d8) necrotic damage.
the dead god Bhaal. Sarevok attempted to reclaim This damage can’t be restored except by a Lesser Restoration
the divine seat of the Lord of Murder vacated by spell or similar effect.
his immortal father’s demise, but his plans were Spellcasting. Sarevok casts one of the following spells, using
thwarted when he was slain by his half-brother, Wisdom as the spellcasting ability (spell save DC 18):
Abdel Adrian, who rejected his heritage and fought At will: Resistance, Thaumaturgy
against his Bhaalspawn siblings. 1/day each: Animate Dead, Antimagic Field, Astral Projection,
Sarevok’s spirit was sent to the Abyss as punish- Blade Barrier, Command, Contagion, Dispel Magic, Divination,
ment. There he eventually crossed paths with Abdel Etherealness, Fire Storm, Harm, Hold Person, Silence
a second time when his noble-hearted brother ven-
tured into the lower realms on a dangerous quest to Legendary Actions
stop another Bhaalspawn named Melissan. Sarevok Sarevok can take 3 legendary actions, choosing from the
agreed to help Abdel kill Melissan, on the condition options below. Only one legendary action option can be used
at a time and only at the end of another creature’s turn. Sarevok
that Abdel helped him escape the eternal torments
regains spent legendary actions at the start of his turn.
of the Abyss.
Abdel agreed, and Sarevok was reborn into the Slash. Sarevok makes a Longsword attack.
Unholy Flame. Sarevok uses Flames of Bhaal.
mortal world. After his rebirth, Sarevok was true
Channel Bhaal’s Hate (Costs 2 Actions). Sarevok unleashes
to his word, and the two brothers fought side by Bhaal’s power. Creatures within 30 feet of Sarevok, including
side against their half-sister. Ultimately Melissan ones behind barriers and around corners, can’t regain hit
was defeated, and Sarevok was granted a second points until the end of Sarevok’s next turn.
chance at life.

Introduction | Welcome to the Nine Hells 29


This was how his father—Bhaal, the reborn god
of murder—found him. Bhaal recognized his own
divine spark in the pathetic old man, and he sensed
Purchasing Items from Sarevok Sarevok still had potential. Bhaal recruited him to
become the high priest of his fledgling clergy, giving
Items Cost
Sarevok new purpose … and another chance to
Ammunition, +1 (20) 150 gp become an agent of death and destruction.
Ammunition, +2 (20) 2,500 gp
Ammunition, +3 (20) 10,000 gp
Sarevok as a Contact
Though he lacks Divination magic, Sarevok keeps
Beads of Force 3,000 gp
tabs on the party’s progress and checks in whenever
Cape of the Mountebank 6,000 gp he feels like it. During his check-ins, he will offer
Robe of Eyes 7,500 gp a small assortment of magic items, as well as a
Vicious Weapon 8,000 gp large variety of potions. He also has a vast treasury
and is willing to purchase Soul Coins for 1,000 gp
Uncommon potions
per coin. In addition, for the price of 10,000 gp, he
Animal Friendship 250 gp grants one character a blessing (see “Supernatural
Giant Strength (hill) 250 gp Gifts” in the Dungeon Master's Guide) that allows
Growth 250 gp them to become a host for his god, Bhaal.
Resistance 250 gp Unholy Blessing of Bhaal. You may use an action
to transform yourself into the Slayer. This works
Water Breathing 250 gp
exactly as the Polymorph spell, except the form cho-
Rare potions sen uses the accompanying Slayer stat block. After
Clairvoyance 1,000 gp you use this blessing, you can’t use it again until you
Diminution 1,000 gp have finished a long rest.
Gaseous Form 1,000 gp
Giant Strength (frost/stone) 1,000 gp Slayer
Heroism 1,000 gp Medium Fiend, Host's Alignment

Mind Reading 1,000 gp Armor Class 19 (natural armor)


Very rare potions Hit Points 136 (16d8 + 64)
Speed 40 ft.
Flying 5,000 gp
Giant Strength (fire) 5,000 gp STR DEX CON INT WIS CHA
20 (+5) 19 (+4) 18 (+4) 13 (+1) 14 (+2) 14 (+2)
Invisibility 5,000 gp
Speed 5,000 gp Saving Throws Dex +8, Int +5
Skills Acrobatics +8, Deception +6, Perception +6, Stealth +12
Damage Resistances bludgeoning, piercing, and slashing from
With his prodigious strength, his legendary skill nonmagical attacks that aren’t silvered
in battle, and the Sword of Chaos—a life-stealing, Damage Immunities poison
enchanted blade—Sarevok (see the accompanying Senses passive Perception 16
stat block) became a famous (and feared) merce- Languages Languages of the host
nary. Yet his many accomplishments brought him Challenge 12 (8,400 XP) Proficiency Bonus +4
no joy. He felt no thrill at victory in battle, no delight
Assassinate. During its first turn, the Slayer has advantage on
in the routing of his enemies. The power he accu- attack rolls against any creature that hasn’t taken a turn. Any hit
mulated was bitter as ashes on his tongue, and the Slayer scores against a surprised creature is a critical hit.
he became a man haunted by his former life. The
Devil's Sight. Magical darkness doesn't impede the Slayer's
realization that no earthly achievements could ever darkvision.
compare to what he once almost had—immortality
Magic Resistance. The Slayer has advantage on saving throws
and godhood—left him broken and empty.
against spells and other magical effects.
Sarevok plunged into a deep despair. To numb
his pain, he indulged in every vice imaginable, Actions
squandering his wealth and health on alcohol, Multiattack. The Slayer makes four Claw attacks.
drugs, and fleeting comforts. While his divine
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
heritage slowed his aging, it did not stop it entirely, Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) poison damage.
and after decades of self-abuse he was eventually
LIUS LASAHIDO

The Slayer deals an extra 14 (4d6) slashing damage when it has


reduced to an old man begging in the streets of advantage on the attack roll and hits the target.
Baldur’s Gate.

30 Introduction | Welcome to the Nine Hells


Sarevok Anchev
The Nine Hells are no place for a paladin.
CH A PTER 1

Kelemvor’s Cathedral
elemvor is a god of the dead, and the Hellriders of Elturel
cathedral dedicated to him reflects the Introduction
somber nature of the god. The charac-
ter's face their first challenge in this The characters meet with Ramius in the temple
dimly-lit building. of Helm within the city of Elturel. If Elturel wasn’t
saved from the Nine Hells, then the meeting takes
Running this Chapter place in the city of Berdusk, one of the cities that
was ruled from Elturel.
Before running this chapter:
 
• Familiarize yourself with this chapter and Koh For months, you have been searching for information
Tam, who plays an important role in the adventure.
about the Nine Hells and looking for allies that can
• Each player must separately decide which soul
they need to save from the Nine Hells. help your party venture there. After hearing about the
• As a group, the players must decide which of the Hellriders of Elturel and their history with Asmodeus,
group patrons they wish to ally with. you have been granted an audience.
The temple of Helm in Elturel is a grand building of
The Infernal Contracts marble and gilded stone. “Heroes, well met,” comes a
The characters meet with their group patron. They voice from the entrance of the temple. A man in armor
learn about Asmodeus and how he has tricked the strides toward you. “I am Ramius of the Hellriders of
powerful into signing infernal contracts. They learn Elturel, and I have a proposal for you.”
why their group patron is concerned about this. Ramius beckons you to follow him to one of the
Read the following text to start things off. Then temple walls, which bears a depiction of a great
read the text that is specific to the group patron.
cavalry unit descending upon a gateway of flame. At
  the head of the painted cavalry is a winged woman in
You knew as much of Asmodeus as anyone in your line shining armor.
of work. He was a powerful deity, a conniving master “In Elturel’s darkest hour,” Ramius continues. “Our
of many schemes, and the Lord of the Nine Hells. You prayers were answered by the angel Zariel, who led a
knew that he often plotted to corrupt and win the souls thousand riders and a host of celestial beings into the
of the influential and the powerful through the use gateway to the Nine Hells. The battle was won, the
of infernal contracts, damning those unfortunates to gateway destroyed, but Zariel and some of her allies
the torments of his realm. You never thought that you were captured by the Lord of the Nine, Asmodeus.
would be one of his targets. Zariel was lost. But we have learned that a few of her
Now, you live with the loss. A hollowness exists where allies remain, held captive and tormented in the Nine
your soul should be, or else the fierce grief-ache of a Hells.” The Hellrider pauses and then adds quietly, “My
stolen friend or family member. If Asmodeus could not dearest friend among them.”
convince you yourself to sign a contract, he went after Ramius collects himself and says, “I propose that
those closest to you. If you made a pact with the Lord of together you and I journey through the Nine Hells and
the Nine, you did it with the assumption that you would rescue Zariel’s allies, my own dear friend, and the souls
have enough time to fulfill your end of the bargain. Likely you yourselves have lost.”
the others who fell prey to him thought the same. It If you agree, I will take you to the temple of Kelemvor.
was not to be. Asmodeus’s hired murderers ensured it. There is a priest there who can help us.”
Since then, you have been searching desperately for  

a way to recover what you lost, without success. Every


After the introductions, Ramius uses a teleportation
lead has turned up nothing. Every promise of a gateway
circle to take them to the temple of Helm in Water-
SERGEY MUSIN

into the infernal realm has been false. It has begun to deep and from there to the cathedral of Kelemvor.
seem truly hopeless ... But that is about to change.
 

Chapter 1 | Kelemvor’s Cathedral 33


Conclave of Halruaa Deathstalkers of Bhaal
Introduction Introduction
The players meet Zythan in Halarahh, the capital The players meet Sarevok in Waterdeep.
city of Halruaa.
 

  It is not the finest tavern in Waterdeep. The tabletops


As you traverse the many market stalls of the cen- are grimy, the chairs a spare breath from collapse, and
tral plaza of Halarahh, you see the shadowed pavilion you’ve spied at least one rat scampering across the
described to you by your employer. Inside, Zythan floor. But the drink is cheap, and the patrons mind
of the Conclave of Halruaa, a tall and slender man, their business, which is exactly what your party needs.
wastes no time with greetings, beckoning you to follow On quiet nights like these, you each feel more keenly
him over to a crystal ball in the center of the pavilion. the ache of your losses.
A month ago, you each received a letter from Zythan Your contact in the city has set up this meeting. For
inviting you to the city of Halarahh. He claimed to have months, you have all been searching for allies in your
a lucrative proposition for you, something that might quest and for a way in to the Nine Hells. Finally, after
bring back the soul that has been lost to each of you. all this time, your efforts may have been rewarded.
Zythan passes a hand over the crystal ball, and sud- The tavern door opens, letting in a burst of cold.
denly you see cruel flames and strange figures moving Footsteps follow and come directly to your table. The
within. “Through the power of Divination, I have footsteps belong to a man who wears the robes of a
discovered that the Lord of the Nine Hells, Asmodeus, high priest, though you don’t recognize the symbol
will very soon unleash a terrible evil, a soul that we call of his clergy. He sits down at your table, looks at you
the Unmaker.” with his gleaming eyes, and speaks.
The flames in the crystal ball are overtaken by a “I am Sarevok Anchev, high priest of the Deathstalk­
pitch-black darkness. Cold eyes glare out from the void.
ers of Bhaal. On my lord god’s behalf, I seek to gain
“To prevent this disaster, you must travel to the
leverage over the deceiver, Asmodeus, the Lord of the
Nine Hells, track down the Unmaker, and perform
Nine Hells. I know that each of you has cause against
a ritual the Conclave has prepared to destroy him.
Asmodeus. I offer a mutually beneficial opportunity.”
To aid you in this task, we will use our powers to
There is something about Sarevok that tells of
reveal the locations of powerful magic items hidden
death and destruction. But the zeal in his eyes is
throughout the Nine Hells.”
entrancing.
The crystal ball shows a series of objects wreathed in
“Throughout the Nine Hells there are many pow-
fire: a staff, a harp, a cloak, and a sword, among others.
erful and ancient artifacts that Asmodeus values, the
“The Nine Hells are full of dangers,” Zythan says
prized possessions of his archdevils. It is the desire of
gravely. “And you know well the conniving schemes of
the Deathstalkers for you to steal these artifacts. For
Asmodeus. As you travel through the Nine, you may
your reward, we offer the artifacts themselves, save
have the opportunity to restore those souls that were
one, to do with as you please.”
taken from you.”
“If you agree, I will take you to the temple of Kelem-
Zythan passes his hand over the crystal again and
vor. There you will be advised on how best to traverse
the images within fade away.
the Nine Hells.”
“This is no easy quest, but the fate of many depends  
upon it. If you will come with me to the temple of
Kelemvor, I have a contact there who is an expert on After speaking with the characters, Sarevok takes
them to the cathedral of Kelemvor in Waterdeep. If
the Nine Hells.”
the characters inquire about the artifacts Sarevok
 
mentioned, he says it doesn’t matter which artifact
Once Zythan has finished describing the mission, he the characters surrender to the Deathstalkers. No
teleports himself and the characters to the cathedral matter the artifact, the Deathstalkers plan to use it
of Kelemvor in Waterdeep. to gain leverage in their dealings with Asmodeus.

34 Chapter 1 | Kelemvor’s Cathedral


Koh Tam prepares his ritual.

Koh Tam has been waiting for the characters to


Meeting the Others
arrive. He has prepared a ritual that should tell the
At this point, just prior to heading towards the cathe-
dral of Kelemvor, if there are souls of the damned characters where to find their group patron’s objec-
among the characters, the patron should introduce tive, along with the soul they’re each searching for.
them to the other characters.
Koh Tam
Koh Tam is an imposing figure dressed in many
The Cathedral layers of colorful robes and heavy armor pieces. He
wears a golden mask that covers the upper part of
  his face, set with strange green gemstones that wink
The cathedral of Kelemvor is bone-cold and dark. The and glitter like eyes in the flickering cathedral light.
walls and floor are black stone, and there are motifs He carries a wooden staff with a golden hand affixed
of grinning skulls in every direction. Deep set into the upon it. Koh Tam’s voice has a rasping hiss to it, like
floor are pools of viscous liquid, as bright and red as
wind through skulls’ teeth, but he speaks kindly and
with steadfast patience.
arterial blood. The cathedral is still and silent, but you
faintly hear the distant click-clack of the bones that
hang from the vaulted ceiling, knocking gently together
in the musty air.
SERGEY MUSIN

 

Chapter 1 | Kelemvor’s Cathedral 35


The ritual begins!

The Possession Turning from you, Koh Tam begins his ritual. He
Koh Tam’s plan is to allow himself to be pos- chants ancient words and lifts his wooden staff, and
sessed by Baalzebul, who, owing to the divine you feel the air in the cathedral shudder with the grow-
wards provided by Koh Tam’s ritual, can’t tell a
ing power. The liquid in the pools around you rises.
lie. Once he has been possessed, the characters
Thick ribbons of bloody red swirl around Koh Tam, not
must ask him questions.
touching the priest, but obscuring him from your sight
 
as the chant reaches a crescendo.
“It is true,” Koh Tam says to your party. “That among
A growl escapes Koh Tam’s mouth. “The rancid
those on this mortal plane, there are none that
stench of sinners ... surrounds me. Speak to me of your
know the Nine Hells as I do. But the Nine Hells are
sins, and swiftly, so that I might tell you what I must.”
immense, full of countless secrets and dangers. To
 
find that which you seek, you must consult someone
with even greater expertise.” Each character now has the opportunity to ask after
Koh Tam spreads out his arms, gesturing at the ritual the sins they seek. Baalzebul refuses to answer any
questions until each character admits their sins or
he has prepared in the center of the cathedral sanctum.
the sins of their loved one, however. Once they’ve
“I will summon for you Baalzebul, one of the done this, Baalzebul reveals where the soul can be
archdevils of the Nine. He will possess my body and found. He provides only the layer of the Nine Hells
speak through me. He cannot lie, but be warned, he and the general location (an adventure area, district,
or landmark within the layer). The players should
SERGEY MUSIN

will use all his wit to escape your questioning or to


misdirect you.” make note of this information.

36 Chapter 1 | Kelemvor’s Cathedral


At this point, the group patron contact steps The Exorcism
forward and asks for information specific to their
Once Baalzebul has answered, things go wrong:
objective.
 
Hellriders Koh Tam begins to tremble. His staff falls to the
If the characters chose the Hellriders as a group cathedral floor with a clatter, and his hands reach for
patron, read the following:
his head. The ribbons of red liquid fall back into their
 
pools, sending up mighty sprays of staining droplets.
“Poor Barachiel is held in a moving cage upon the River
“Prepare, adventurers!” Koh Tam says with a gasp,
Styx, a guest of the great Brothers. The unfortunate Jen-
his voice once more a dry hiss instead of the arch-
evere languishes somewhere among the broken streets
devil’s terrible growl. “He is attempting to escape the
of the Eye Market of Maladomini. And once-mighty
confines of my body. You must exorcise him back to
Anagwendol, captured by the great hunter himself, is at
the Nine Hells!”
the heart of Kordichai’s famed hunting grounds.”
The priest’s voice is suddenly overcome with ugly,
 
booming laughter as an avatar of the archdevil begins
to appear, rising out of Koh Tam’s shaking form.
Conclave of Halruaa  
If the characters have the Conclave of Halruaa as a
group patron, read the following: The characters must now exorcise Baalzebul from
Koh Tam. This is a two-stage battle. In the first
 
stage, they must defeat the avatar of Baalzebul
“You may find the Unmaker beneath the murky waters
(see the accompanying stat block) that has partially
of the River Styx. In silence, moving. In darkness, mov-
crawled out of Koh Tam.
ing. Entombed in a ship that does not sail, guarded by Once the avatar has been defeated, the sec-
the great and monstrous Abigor, who commanded the ond stage begins. Koh Tam (see appendix C) is
legions of Maladomini up in Avernus to stem the tides
of the Abyss.”
 

Deathstalkers
If the characters followed Sarevok into the cathe-
dral, read the following:
 

“Five items you seek, scattered across the Nine Hells.


In Minauros, search Mammon’s boggy trove. One of
two you may find in Phlegethos, if you dare brave the
hunting grounds of Kordichai. In Malbolge, the hag-run
inn might host one of your treasures. In Stygia, explore
the icy Chasm of Found Things. And in Dis, cast your
gaze upon the stalls and palace halls of the agora.”
 

Battling the avatar.


possessed and attacks. The characters must free
him by casting a Dispel Evil and Good or Greater
Entering the Nine Hells
Restoration spell on him, or by dealing radiant dam- Once the threat posed by Baalzebul has been dealt
age to him. Feel free to allow other strategies to work with, Koh Tam takes a little time to recover and
if they make sense to the situation. A cleric’s Divine then talks to the characters about the next steps.
Intervention, for example, banishes Baalzebul back  

to the Nine Hells immediately. The weary priest sits on the steps below the cathedral
Once the characters rid Koh Tam of the avatar of altar. His hands still tremble but his voice is calm and
Baalzebul, the threat is ended.
steady as he explains the journey that lies ahead.
“I can open a portal to Avernus, the first of the Nine
Avatar of Baalzebul Hells. Once there, I have a barge that will allow us to
Medium Fiend (Devil), Lawful Evil
sail the River Styx, a far easier task than attempting to
Armor Class 14 (natural armor) navigate by foot. I will sail with you and be your guide,”
Hit Points 285 (30d8 + 150) Koh Tam says. “To succeed in your mission, you must
Speed 20 ft., fly 30 ft.
do two things. First, you must find the souls you
STR DEX CON INT WIS CHA seek and free them from whatever foul device holds
21 (+5) 13 (+1) 20 (+5) 17 (+3) 18 (+4) 20 (+5)
them captive. Second, you must deal with Asmodeus
Saving Throws Str +11, Cha +11 himself. For even if you escape the Nine Hells with the
Skills Deception +11, Insight +10, Intimidation +11, souls you wish to rescue, they will only be hunted down
Persuasion +11
Damage Vulnerabilities radiant
again unless you can convince, or trick, Asmodeus to
Damage Resistances acid, cold; bludgeoning, piercing, and declare them free.”
slashing from nonmagical attacks that aren’t silvered Koh Tam stands and dusts off his heavy robes. “I will
Damage Immunities fire, poison
Condition Immunities charmed, poisoned go and prepare for our journey,” he says. “When you
Senses darkvision 120 ft., passive Perception 14 are ready, come find me and I will open the portal.”
Languages all, telepathy 120 ft.  
Challenge 18 (20,000 XP) Proficiency Bonus +6
Koh Tam waits for as long as the characters need.
Stench of the Slug. Any creature that starts its turn within Once they’re ready, he opens the portal to Avernus.
10 feet of the avatar must succeed on a DC 19 Constitution
saving throw or have the poisoned condition until the start of
their next turn. On a successful saving throw, the creature is Meeting Tiax
immune to this stench for 1 hour. The portal takes Koh Tam and the characters to the
Bronze Citadel in Avernus.
Actions
 
Multiattack. The avatar makes four Sickening Claw attacks. It
can replace one of the attacks with Insect Gorge (if available). The heat that greets you on the other side of the
Sickening Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., portal is at once sharp and searing and unbearably
one target. Hit: 9 (1d8 + 5) slashing damage plus 13 (3d8) acid heavy, each push forward as difficult as swimming
damage. The target’s hit point maximum is reduced by the through molasses. The air is so dry that after a single
acid damage taken. The reduction lasts until the target finishes
a long rest. The target dies if this effect reduces its hit point breath your throat aches for drink and yet so humid
maximum to 0. that your clothes already cling to your sweat-soaked
Insect Gorge (Recharge 4–6). The avatar disgorges a swarm of form. Above you the sunless sky is a brilliant red, alive
biting flies at a point it can see within 300 feet of itself. Each with writhing masses of crimson clouds and flares
creature within a 20-foot-radius sphere centered on that point
of orange lightning. Your party stands on a rocky
must make a DC 19 Constitution saving throw. A creature takes
55 (10d10) piercing damage on a failed save, or half as much cliffside. Below you the dark and trepid River Styx
damage on a successful one. The biting flies persist for 1 min- stretches out to the ends of the horizon. All around
ute or until the avatar is slain. A creature must also make this
you loom towers and walls of glinting metal and
saving throw when it enters the insects’ area for the first time
on a turn or ends its turn there. bleached bone: the Bronze Citadel.
 
Caustic Slimepool (1/Day). The avatar causes caustic slime
to emanate from itself, covering a 15-foot-radius circle. Each Koh Tam guides the characters away from the
creature within the slime must succeed on a DC 19 Dexterity
Bronze Citadel to the docks. There he introduces
saving throw or have the grappled condition (escape DC 17).
them to his first mate, Tiax (see appendix C).
SERGEY MUSIN

A grappled creature takes 21 (6d6) acid damage at the start of


its turn.

38 Chapter 1 | Kelemvor’s Cathedral


The gate to the Nine Hells opens.

 
Tiax is a cleric of Cyric, the god of lies. He believes
Koh Tam’s first mate is a gnome of peculiar mannerism
that his god has chosen him to one day rule
by the name of Tiax. He is dressed like a naval captain Faerûn. Over the years this preposterous belief has
that has fallen upon hard times. His face is covered by led to imprisonment half a dozen times, usually
a wild beard and a wooden pipe held between his teeth when one of his schemes blows up in his face
sends out plumes of foul-smelling smoke. He stands (often literally). However, Cyric does indeed favor
on the docks by Koh Tam’s barge, arms crossed and him and treats him like a pet or jester. Thus, the
god always helps the gnome escape from whatever
face set in a scowl as you approach.
predicament he has brought down on himself.
“There ye are, ye fools!” Tiax slams a foot down on Cyric has directed Tiax to serve Koh Tam faith-
the edge of the barge. The force pushes the vessel out fully. Cyric is interested in what Asmodeus has
to the end of its rope, leaving the gnome unbalanced planned and harbors a deep hatred for Koh Tam’s
and tipping toward the unnatural river water. Koh Tam god, Kelemvor. He hopes that Tiax might learn
reaches out and snatches the back of Tiax’s shirt, pull- something about Asmodeus’s schemes and if not,
then Tiax is well positioned to kill one of Kelemvor’s
ing him to safety. The gnome neither offers his thanks
most powerful clerics.
nor pauses his speech. Instead, he stomps his foot Tiax hides his faith from everyone. He proclaims
again, this time on the firm wood of the dock, raises himself a great sorcerer so that any magic he uses
his fist, and says, “So, you wish to sail the treacherous isn’t thought of as divinely given. Tiax is a ticking
waters of the Nine Hells with the mighty sorcerer Tiax. time bomb and as the characters travel deeper
Well! No better choice of guide could you have made. into the Nine Hells he becomes more dangerous.
Tiax will randomly appear to help—or hinder—the
For the great and wise Tiax knows all! But, beware, for
characters as they make their way through the Nine
the way before ye is full of horrors that would drive Hells. Every time the characters arrive at a layer
lesser souls to terror. Not I though,” he says, crossing of the Nine Hells, even if they’ve previously visited
his arms again. “I’m frightened of nothing.” it, roll on the Troubles with Tiax table and run the
  indicated event.

Chapter 1 | Kelemvor’s Cathedral 39


Eventually Tiax will betray Koh Tam at the Falls of more insight into this part of the Nine Hells. Unlike
the Frozen Titan in Cania. See the “Tiax’s Betrayal” Koh Tam, he’ll try to accompany the characters to

SERGEY MUSIN
section in chapter 10 for more details. each location they visit within the layer.

Troubles with Tiax Tiax’s Shady Dealings


d20 Event As the characters leave their first area within this
1–6 Nothing unusual happens layer (or at another opportune time), they notice
7–10 The group patron checks in
Tiax trying to hide (poorly) as he spies on them.
If confronted, he declares, “Tiax the Mighty was
11–13 “Tiax always knows best!”
just making certain that his minions were behav-
14–15 Tiax’s shady dealings ing. Now get back to work!” If this event is rolled
16–20 “Do not question Tiax the Mighty!” a second time, run the “Do Not Question Tiax the
Mighty!” event instead.
Nothing Unusual Happens “Do Not Question Tiax
Events in this layer proceed as normal with Koh the Mighty!”
Tam being the primary contact.
Tiax is temperamental. Roll a d10 (+ the number
The Group Patron Checks In representing their current layer of the Nine Hells)
every time the characters ask Tiax for advice or
The group patron is waiting for the characters, offer-
enter a new location. On any result lower than a 10,
ing assistance as is described in their individual “As
he is helpful. If a 10 or higher is rolled he becomes
a Contact” sections from the Introduction. If this is
angry and stomps back to the ship. Each time he
their first time in this layer, the patron can serve the
becomes angry in this way, add 1 to the next time
role—and read the appropriate descriptive text—that
you make this d10 roll.
is indicated for Koh Tam.

“Tiax Always Knows Best!” No Turning Back


If this is their first time in this layer, Tiax serves as Having met Tiax and boarded Koh Tam’s barge the
guide instead of Koh Tam, insisting that he has far characters are ready for their adventure to begin. Pro-
ceed to “The Bronze Citadel” section in chapter 3.

The docks of the Bronze Citadel.


Koh Tam’s Barge

0 5 10
JOHN STEVENSON

Feet

Chapter 1 | Kelemvor’s Cathedral 41


The desolate terrain of Avernus serves
as a backdrop for the Eternal War.
CH A PTER 2

The Nine Hells


he characters start their journey contain one of their objectives. You should allow
at the Bronze Citadel. From there they them to do this as they can still stumble across the
can travel down the River Styx on Koh objectives of other group patrons.
Tam’s barge. It is important to read The Objective Locations table summarizes
through both the introduction and this where to find the souls the characters seek as well
chapter before running sessions that take place in as their group patron’s objectives (appendix D
the Nine Hells. contains further details about the items the Death-
stalkers seek.)
Character Objectives
Each layer of the Nine Hells has an adventure River Styx Encounters
location that may contain one of the souls that the Each day that the characters travel down the Styx
characters are searching for. In addition, there is there is a 50 percent chance that they might encoun-
the group patron’s objective. Koh Tam is familiar ter something along its shores. If they do happen
with each layer along with the adventure locations to encounter something, roll a d6 and add a num-
of each. However, he won’t speak about a layer or ber equal to the layer of the Nine Hells they’re on.
its adventure location until they arrive. Koh Tam For example, if they’re on Phlegethos, the fourth
responds to any questions on upcoming layers by layer, then you roll 1d6 + 4. Refer to the River Styx
saying, “All in due time.” The characters might wish Encounters in the Nine Hells table to determine the
to explore an adventure location even if it doesn’t encounter that the characters come across.

Objective Locations
—Group Patron Objectives—
Location Lost Soul Phylacteries Hellriders Conclave Deathstalkers
The War-Slough, Brother, — — —
Avernus (1st layer) The Queen
The Agora of Floating Knives, Bounty, — Cloak of Invisibility, Wrought-Iron
Dis (2nd layer) The Chosen One, Instrument of the Bards Tower
Patricide (Ollamh Harp),
Iron Horn of Valhalla
The Ineffable Trove, Father, — Belt of Giant Strength Accounting
Minauros (3rd layer) The Infinite Treasure (storm) and Valuation of
All Things
The Elemental Preserve, Sister, Anagwendol — Amulet of the
Phlegethos (4th layer) The Furnace Inferno,
Ranseur of Torture
The Chasm of Found Things, Business Partner, — Holy Avenger, True-Ice Shards
Stygia (5th layer) The Oathbreaker Manual of Golems (iron),
Rod of Resurrection
The Sign of the Hag’s Arms, The Heartless Master, — — Scourge of
Malbolge (6th layer) Mentor, Mother Shadow
The Eye Market, Spouse/True Love, Jenevere Staff of the Woodlands —
Maladomini (7th layer) The Great Con
The Sorrow Mine, Student, — Staff of the Magi —
Cania (8th layer) The Merciless
The Oasis of the Lethe, — — — —
Nessus (9th layer)
Infernal Warship — Barachiel — —
JULIAN CALLE

Baalzebul’s Infernal Submersible — — The Unmaker —

Chapter 2 | The Nine Hells 43


Avernus
(First Layer)

Phlegethos
(Fourth Layer)

Cania
Stygia (Eighth Layer)
(Fifth Layer)

Nessus
(Ninth Layer)

44 Chapter 2 | The Nine Hells


Flow of the
River Styx

Dis
(Second Layer)

Minauros
(Third Layer)

Malbolge
(Sixth Layer)

Maladomini
(Seventh Layer)
JOHN STEVENSON

Chapter 2 | The Nine Hells 45


If the characters have already experienced that On the other hand, if the characters agree to meet
encounter, then roll on the random encounter table Baphomet, they’re escorted to shore and from there,
for that layer of the Nine Hells. brought into the camp. Baphomet has also recruited
several mortals to his cause. The humans will likely
River Styx Encounters in the Nine Hells end up as lemures when killed, so their participation
d6 + Layer Encounter is particularly unfathomable. Before meeting the
2 Ride of the Demon Lord demon lord, the characters may speak with some of
the humans in the camp:
3 Shadow of a Tyrant
4 Horsemen of the Apocalypse
• A pair of warriors have come to the Nine Hells
on a mission like that of the characters. They’re
5 Gatekeeper’s Quiz monks from the far-off land of Shou Lung and the
6 Camp of Hedonism souls of their mother and father were taken by
7 Aid from Below Asmodeus.
8 Bowl of Suffering
• A half-dozen soldiers calling themselves Knights
of Solamnia have come from a world called Krynn.
9 Forest of Pain They call Tiamat by a different name—Takhisis.
10 Canyons of Greed They’re just trying to survive and have joined
11 Ruin and Amusement Baphomet because he is an enemy of Tiamat.
12 Angelic Villa
• Three Red Wizards from the land of Thay. They
tried to summon and control Baphomet and failed.
13+ A Paladin in Hell Now they must help in his war against the devils
of the Nine Hells.
Ride of the Demon Lord Once inside the compound the characters are
 
brought to see Baphomet who resides within the
A sprawling makeshift camp sits atop a low plateau. huge devil-skin tent, the inner supports of which
At the center of the camp is a massive tent stitched
appear to be the bones of a mighty beast.
from the hides of a variety of devils. Above it, demons  

fly about calling to each other in their awful speech. The commander of this demon army is a great, twenty-

Dozens more scream and gibber at each other from foot-tall, black-furred minotaur with six iron horns. At

barges that float in the River Styx ahead of you. Three either side of him stand minotaur-like demons who are

such barges have already begun rowing your way but just as massive as their lord. At the back of the tent sits

a large, winged demon lands on your ship well before a bone cage within which over a dozen humans huddle

they can reach you. in terror.


 
 

The camp on the plateau is the war compound of Unless the characters are openly hostile, Bapho-
the demon lord Baphomet (see Monsters of the met, and the two goristro with him, won’t attack.
Multiverse). He has penetrated deeply into the Nine His enemies are the devils of the Nine Hells, not
Hells and intends to throw his host of demons at one the characters. He would rather share his plan. He
of the devils’ great flying strongholds to slaughter tells the characters that it is time to throw down
as many of his enemies as possible. The demons the chains of oppression that law and civilization
know they will die in the attack, but since they’re bring. He wants them to help him destroy one of the
not native to the Nine Hells it is of no consequence. flying citadels that archdevils often use to fly above
Their bodies will simply reform in the Abyss. The the hellscape of their home. Baphomet offhandedly
devils that they kill will die forever. explains that if the characters turn down his offer,
The demon that lands on Koh Tam’s ship is a they’ll join the meat that waits to be consumed after
nalfeshnee in command of the demon host’s barges. victory is achieved and points to the prisoners in the
It demands that the characters accompany it to bone cage. But he insists it is their choice.
speak with its lord, Baphomet, who is currently Baphomet desires to draw the citadel to this loca-
within the camp on the plateau. If the characters tion whereupon he plans to trigger an overly com-
refuse, the demon attacks and the nalfeshnee is plicated assault, the details of which the characters
assisted by three fly-like chasmes. If these demons don’t need to know. He simply needs them to locate
are defeated, the characters can bypass the interdic- the nearest citadel and attract its attention, so it
tion and proceed down the River Styx, skipping the diverts towards the camp. As a reward, Baphomet
remainder of this encounter. offers a chest full of 5,000 gp once the characters
return with a citadel on its way. If the characters

46 Chapter 2 | The Nine Hells


Baphomet stares down
an infernal citadel.

negotiate for the human prisoners’ freedom, Bapho-


 

The gigantic basalt citadel, shaped like a sword’s blade,


met agrees to free all of them, though withdraws the
offer of the chest. To win both the prisoners’ free- emerges from the clouds above the River Styx. Scream-
dom and the gold the characters must succeed on a ing demons madly scurry onto the bone platforms
DC 19 Charisma (Persuasion) check. laying around the fort. Chasmes add to the cacophony
Baphomet points across the land, away from the as groups of those fly-like demons grasp the platforms,
River Styx, and suggests they begin their search in dragging each into the sky.
that direction. At this point the characters are free  
to leave, easily able to double around and return to
Koh Tam’s barge and certain escape, though that There are several choices the characters can make
would leave the captive humans at the mercy of at this point but attacking the citadel is a doomed
the demons. If they’ve any interest in saving those endeavor and the party should be encouraged to
unfortunates, the characters need to locate the cita- avoid joining the demons.
del for Baphomet.
Escape and Rescue
Finding the Citadel As Baphomet departs the characters should try and
Baphomet assembled his camp at this location, make an escape with their reward. If they didn’t win
knowing it was near a devil patrol route, so locat- the captives’ freedom earlier, they must now defeat
ing a citadel won’t be difficult. After 1d4 hours the one goristro guard to free the captives. The remain-
characters see a citadel on the horizon. Any activ- der of the demonic host doesn’t notice these hostil-
ity out of the ordinary attracts the attention of the ities, busy as they are with the assault. Once on the
citadel’s crew (a spell or other visually impressive barge, the characters witness the assault’s failure
distraction suffices). Once it begins moving towards from a distance.
them it is easy for the characters to keep ahead of  
the citadel and reach the camp and Baphomet’s As Koh Tam’s barge drifts down the River Styx, you
tent before it arrives. Baphomet is ecstatic at their
watch the ill-fated attack on the flying citadel fail as the
success, though distracted at the impending battle.
great swarms of chasmes are torn asunder by various
He gestures to their reward and then exits his tent.
Through the open flap, the characters watch the winged devils, their precarious platforms tumbling, each
citadel’s arrival. collapse sending dozens of demons and their human
allies to their deaths. Silhouetted against the skyline
stands Baphomet, the great demon merely shrugging
SERGEY MUSIN

at the failure before walking back towards his camp.


 

Chapter 2 | The Nine Hells 47


A tyrant shadow takes on
the form of a giant spider.

Attacking the Citadel beasts like puppets. The devious devils have scat-
If the characters want to join in the assault on the cit- tered the armor, weapons, and treasure of previous
adel, it is clear that the demons shall lose this battle. victims near the entrance of one of the caves. This
It should also be clear that the characters can simply way, it can easily be seen from boats passing by.
leave the battle at any time—neither demon nor However, it isn’t the ayperobos that poses the great-
devil notice. The devilish host includes ten shred- est danger here.
wings fighting the chasmes and eight affliction The first clue to the dangers of this area are the
devils guarding each citadel entrance (see appendix freshly stripped corpses of several rothé, recently
B for both). Inside a squad of sixteen bearded eaten by the ayperobos. All that remains of these
devils emerge to further challenge intruders. If rothé are their intact skeletons, flecked with blood
somehow despite all these obstacles the characters and flesh. A successful DC 15 Wisdom (Survival)
reach the bridge, they find it crewed by six horned check reveals that these corpses are recent and that
devils, two war devils (see appendix B), and the whatever killed them stripped all of the meat from
archdevil appropriate to this layer of the Nine Hells. their bones in a matter of moments.

Shadow of a Tyrant
Rothé
  Large Beast (Cattle), Unaligned
Swarms of thousands of bloated flies fill the air with a
Armor Class 10
droning sound. These flies feed on the manure from the Hit Points 15 (2d10 + 4)
herd of rothé that stand dumbly about upon the shore. Speed 30 ft.
Jagged rocks and deep pits can be seen a little further
STR DEX CON INT WIS CHA
inland. Most of the pits vanish into inky darkness, 18 (+4) 10 (+0) 14 (+2) 2 (–4) 10 (+0) 4 (–3)
though something metallic glitters within one of the
shadowed maws. Senses darkvision 30 ft., passive Perception 10
Languages —
 
Challenge 1/4 (50 XP) Proficiency Bonus +2
This region of the Nine Hells is infested with ayper-
obos (see appendix B). These tiny devils swarm Actions
about by the thousands, disguising themselves Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
within the swarms of black flies. They’ve even Hit: 7 (1d6 + 4) piercing damage. If the rothé moved at least
SERGEY MUSIN

burrowed into the flesh of several of the rothé (see 20 feet straight towards this target immediately before the hit,
the accompanying stat block) and now control these the target takes an extra 7 (2d6) piercing damage.

48 Chapter 2 | The Nine Hells


The ayperobos wait until their prey has come Horsemen of the Apocalypse
ashore before attacking—unless it looks like a
passing ship doesn’t intend to stop. They will then  

descend upon their victims en masse. A swarm of Before you, four towering beasts loom, resembling
them will push against the mast, sails and even hull massive dinosaurs covered in heavy armor plating.
of the Styx barge to drive it against the shore. A Seated atop each creature is a devil, their eyes burning
successful DC 15 Strength check is required by the
with malevolent intelligence.
navigator to keep a boat on course. The ayperobos  
aren’t interested in eating the flesh of their vic-
tims; instead, they serve a greater threat. A tyrant These are the Horsemen of the Apocalypse, fallen
shadow (see appendix B) lives within the caves that rulers who climbed the ranks of the Nine Hells
dot the shore and the ayperobos lure in hapless and now serve as harbingers of the end times.
mortals and devils to be consumed by it. If any of While they await their chance to unleash destruc-
the ayperobos swarms take control of a creature, tion upon their former worlds, they spend their
they force it to enter the nearest cave mouth. time bickering among themselves, each vying for
The tyrant shadow is a thing of concentrated dominance over the others. Each rider is astride a
hatred, fear, and loathing. It has taken the appear- formidable steed.
ance of a giant spider made from writhing shad- The horsemen won’t immediately attack but
ows. As soon as it has an opportunity it snatches a instead try to engage the characters in their endless
single victim and drags him or her deep into its cave bickering, each trying to prove their own superiority
system. From there the tyrant shadow takes its time over the others. Like it or not, they’ll force the char-
to devour its prey, hoping that the screams attract a acters to choose which of their philosophies is best.
rescue attempt. Whoever they choose is overjoyed and leaves the
This particular tyrant shadow was manifested by fate of the characters in the hands of his or her com-
the archdevil known as Zagum of the Triad. panions. The remaining three horsemen unleash
Treasure. Among the scattered belongings are their full fury, using all their powers and abilities to
some valuables. Select three uncommon magic destroy the characters.
items from the Dungeon Master’s Guide.

The four horsemen ride


across the Nine Hells.
King Molvar of the Rhokor (see appendix B) that he uses to stop ships passing
This horned devil rides an ankylosaurus. He for- through. Minos considers himself an arbiter and
merly governed the kingdom of Keoland on Oerth, judge of the Nine Hells. He enjoys judging the souls
disseminating false information regarding the of the damned. Though boats frequently pass him
elimination of the so-called “detrimental elements of by, they’re rarely crewed with mortals, and thus
the society.” his interest is piqued. Minos’ other talent is with
riddles, something he loves to practice with devils
“Power is not a means; it is an end.” and mortals alike.
—Neldor the Black Minos rises from the Styx once the ship has been
“History is written by the victors.” brought to a stop by his Styx dragon. He asks for the
—Dorgoth the Wise names of the crew members. If any on board shares
their name, Minos acts as if he has heard the name
Overlord Zelthor before and plays upon the pride of the individual.
This bone devil rides a shredwing and was once an He tries to convince one of the characters to play
emperor of the Great Kingdom of Aerdy on Oerth. a game of riddles with him. If they refuse, then he
He speaks in the third person and believes in the explains that their ship is in the grip of his Styx
power of the individual over the collective. dragon and that he will only allow them passage if
they play his game.
“The only morality is what is good for you.” The game consists of three rounds. In each round,
—Thelgor the Black Minos will pose a riddle and then the character
“The strongest have the right to rule.” must pose a riddle. Feel free to replace the three rid-
—Molthor the Conqueror dles below with different ones of your choosing. The
players can either come up with a riddle on their
Overqueen Yarlis own (which you try to answer) or they can succeed
An erinyes who rides a triceratops, Yarlis was a on a DC 16 Intelligence check to craft a riddle Minos
queen of the Great Kingdom of Aerdy on Oerth. can’t solve. The characters are victorious if Minos
She's notorious for taking credit for other people's can’t answer one of their riddles or if they’re able to
quotes, much to the annoyance of King Molvar and answer all three of the riddles posed by Minos.
Overlord Zelthor. She believes in the power of the
• I create nothing from everything. I provide
individual to change the world.
passage where there is none. I travel the layers
“The only true purpose in life is to achieve greatness.” peddling my wares, but no payment is required.
—Tharlos the Mighty What am I?
“The only limits are the ones we set for ourselves.” Answer: River Styx
—Keldor the Wise • I am something of ultimate value, yet weightless.
Yamun Khazad I am a ledger of deeds, yet nothing is written. I
This pain devil rides an intimidating miasmorne can visit other planes, yet the corporeal remains.
(see appendix B for both) and comes from the world What am I?
of Faerûn, where he was once a warlord that united Answer: Soul
the tribes of the Endless Steppe. He believes in the
• In consuming everything, it gives life. Its remains
power of victory and domination over others.
bring about rebirth. To embrace it is to die, yet it
“All problems can be solved through conquest.” readily travels with almost any group. What is it?
—Korgoth the Mighty
Answer: Fire
“Those who are weak deserve to be conquered.”
• Every creature follows their own version,
—Thorgar the Conqueror
whether written or thought. Without it, there
Gatekeeper’s Quiz would be no Blood War. Its interpretation and
presence has driven conflict since the beginning
  of time. What is it?
The timbers of your ship groan as it suddenly lurches Answer: Law
to a stop. It seems to have run aground in the middle
• I’m never far from my sibling, fire,
of the Styx.
Find comfort in me, liars,
 
For when I make something unfound,
A powerful amnizu (see Monsters of the Multi- Use touch, taste, smell, or sound.
verse), named Minos, controls this section of the
Answer: Darkness
River Styx. He is in command of a Styx dragon

50 Chapter 2 | The Nine Hells


In the Nine Hells, everything comes
at a cost ... Especially pleasure.

• To have me is to have everything,


Decadent Corruption
To be as powerful as a king,
The most powerful of corruption devils, the sire of cor-
Yet, my endless pursuit brings only emptiness, ruption, gains a powerful aura that pervades and weak-
Having everything brings joy less and less. ens the will of anyone within 300 feet of the devil. When
Answer: Wealth a creature first enters the aura, they must make a DC
19 Charisma saving throw. On a failed save the creature
Winning the game of riddles results in Minos falls under a curse known as decadent corruption.
allowing the characters to choose one infernal While cursed in this way, the character has disad-
magic item from his stash at the bottom of the Styx. vantage on all saving throws and ability checks. In
addition, a character that has the charmed condition
He has the following items: Bracers of Asmodeus,
while cursed in this way, remembers nothing of what
Canian Fork, Demonbone Polearm, Infernal happened to them while charmed, once the charmed
Amulet, Infernal Plate Armor, Stygian Spear, and condition ends. Finally, a cursed character becomes
the Sword of Retribution (these are described in reckless, automatically failing any Wisdom (Insight)
appendix D). checks they may make. Often this manifests as a dan-
Losing the game of riddles results in Minos gerous sort of curiosity, which may result in a desire to
demanding 5 Soul Coins to continue down the investigate the camp.
A Greater Restoration spell, a Remove Curse spell,
river. Refusal results in Minos and the Styx dragon
or other magic that removes curses, can remove the
attacking. If Minos is attacked or if the game of corruption curse and end all its effects. Those that suc-
riddles is refused, then the amnizu and his pet Styx ceed the saving throw or have been cured are immune
dragon will attack together. to the effects of decadent corruption until they finish
a long rest. Leaving the corruption aura also ends
Camp of Hedonism the curse on the affected creature but does not grant
immunity to the curse. A corrupted character won’t
  voluntarily leave the area and if asked to do so, the
A large, fortified camp has been built on the shore of character makes excuses for why it can’t.
the River Styx from huge bones and bleached timber.
No one patrols its walls, but the sounds of laughter a place to hone her powers of corruption. Recently
and joy can be heard from within. a large group of adventurers were searching for
 
the souls of their loved ones when they came under
attack by numerous devils. The adventurers could
This camp is the home of Gulgara, a powerful cor- not believe their luck when they saw what appeared
ruption devil (see appendix B) known as a sire of to be an abandoned infernal fort. They took refuge
SERGEY MUSIN

corruption, and her many minions. Gulgara created within, not realizing it was the corruption devil’s
the camp decades ago as a trap for the unwary and powers that had drawn them there in the first place.

Chapter 2 | The Nine Hells 51


to be adventurers. They allow entry only to those
Temptation of Betrayal
obviously under the influence of Gulgara’s decadent
“Nothing Can Touch Me.”
corruption ability. If the characters attempt to force
Gulgara wears a magic ring with a shield carved
into it and infernal script covering every surface. If a their way into a tent, all the camp’s occupants attack
character puts the ring on, it triggers a temptation. the characters.
The temptations that Asmodeus throws in the way of the In the first tent, a mage is being tortured by a trio
characters, are described later in this chapter; consult of affliction devils (see appendix B). The devils
there for further details about the “Nothing Can Touch attack characters not under the influence of the
Me” temptation. decadent corruption ability. The other tent is where
Gulgara can be found. She attacks characters not
The adventurers (four mages, three knights, under the influence of the decadent corruption abil-
two druids, two spies, and a priest) are oblivious ity but emerges from the tent only if a fight breaks
to the many torments they’ve suffered. A dozen suc- out between the characters and her servants.
cubi, in the guise of friendly elves, work in the The entire camp is under the influence of Gulga-
camp, enacting Gulgara’s various torments. ra’s decadent corruption ability. The adventurers
Characters approaching the gates to the camp can be saved but each requires their decadent
are welcomed by a pair of succubi, claiming to be corruption be removed, as described in the sidebar.
adventurers. They invite the characters to partake in If a devil or succubus sees that an adventurer has
the festivities within the camp. They open the gates been saved in this way, or any adventurer attempts
to reveal the grounds of the fort, which are occupied to leave the camp, the remainder of the camp goes
by numerous adventurers. There are also two large hostile. Adventurers that have been saved fight to
tents in the distance. assist the characters and, if they survive, continue to
A succubus points out the activities that the char- travel the Nine Hells with the characters.
acters might want to participate in:
Aid From Below
• A half dozen adventurers are greedily eating from
a vast table filled with delicacies from across the  

multiverse. Ahead, a band of centaurs makes their way across a


• A pair of knights are sitting on cushioned seats burnt-out forest. Some of them pull a cart behind them.
in front of vast mirrors as their armor is shined  

by imps. There are several empty seats, and more


imps waiting to work. This ragtag group of twelve centaurs are dedicated
• A priest and a couple of spies are engaged in a to a good, but misguided, cause.
rowdy game of dice. After some discussion, the characters will learn
that these centaurs are attempting to alleviate the
Each tent is guarded by a pair of succubi that have suffering of some of the souls in the Nine Hells.
taken the appearance of human knights and pretend In particular, they help individuals they deem

The Nine Hells corrupt even


those with good intentions.
Larvae try to escape
the Bowl of Suffering.

non-deserving of their suffering. These larvae (see was consigned to the Nine Hells, as a nupperibo.
the Dungeon Master’s Guide for this stat block), The centaurs stumbled upon him a few years ago,
lemures and nupperibos are in bone caged carts without even realizing his identity, and he has been
that some of the centaur band are yoked to. They with them ever since.
willingly entered the Nine Hells decades ago at the
behest of their chieftain. They originally numbered Bowl of Suffering
in the hundreds but have been reduced to just a
dozen.
 

Piteous screams can be heard from the shoreline.


What they don’t realize is that their quest is a
trick. Their chieftain signed away their souls so that A huge bowl formed from smooth obsidian is sur-
he could be granted great power. He convinced his rounded by a half dozen devils that push back crea-
greatest warriors that they needed to enter the Nine tures trying to escape from it. Enormous elephant like
Hells and save the innocent souls that had been devils stand impassively as guards.
unfairly consigned to suffer there. He told them how  

to recognize such souls, but these were just lies.


The signs he told them to look for include: There are six pain devils and two maelephant
nomads (for both, see appendix B) around the bowl.
• Joyful facial expressions Only someone standing at the edge of the bowl can
• Issuing curses against the gods see that it is filled with larvae (see the Dungeon
If the characters are able to ascertain that the Master’s Guide for this stat block), lemures, nup-
centaur’s quest is a lie (through magic spells such as peribos (see Monsters of the Multiverse), and a few
Divination or Contact Other Plane), then they can try dretches captured during the Blood War. These
to convince the band of their findings. This requires a dretches have honed their telepathy so that they can
successful DC 20 Charisma (Persuasion) check. communicate in any language. The pain devils push
If the characters are successful at convincing the down any of the pitiful creatures that manage to
centaurs of the fact that their quest is a lie, one of climb up the sides of the bowl.
SERGEY MUSIN

the nupperibos begins to giggle, then laugh, then The maelephants attack anyone who tries to inter-
cackle uncontrollably. After his death, the chieftain fere with the pain devils.

Chapter 2 | The Nine Hells 53


Hellcats prowl the forest.

The dretches use their telepathy to make prom- branches of the trees. When they break off a
ises to any mortal they see, but all their promises branch it bleeds a luminescent sap that the onei-
are lies. One dretch claims to be an angelic crea- rovores eagerly lap up. This sap is made up of the
ture trapped under the other infernal creatures. dreams of mortals.
Another dretch claims that there is a suit of magic Attacking the herd can quickly turn into a disaster.
plate armor at the bottom. Anyone crawling into If any of the oneirovores is hurt, 2d4 hellcats (see
the bowl is swarmed by the piteous creatures and appendix B) immediately spring to their defense.
must make a DC 15 Dexterity saving throw. They An oneirovore that is injured cries mournfully and
take 21 (6d6) slashing damage on a failed save, or releases its stored phantasmagoria. Nearby onei-
half as much damage on a successful one. Magic rovores also release their phantasmagoria. Things
within the bowl is corrupted so that any spell cast quickly get worse when the herd’s shepherd arrives.
within it fails and triggers a wild magic surge. In 1d4 rounds a pack of a dozen hell hounds will
Determine the surge’s effect by rolling on the burst on to the scene. A round later the shepherd, a
sorcerer’s Wild Magic Surge table in the Player’s war devil (see appendix B), arrives.
Handbook. If the guardians of the flock are dealt with, then
it isn’t too difficult to coax some of the oneirovores
Forest of Pain on to a boat. A successful DC 15 Wisdom (Animal
Handling) check convinces an oneirovore to follow
along. However, it is very dangerous for anyone
 

A forest grows on both sides of the River Styx. The


to rest while so close to a dream eater. Someone
trees are twisted and without any leaves. Among the who finishes a long rest within 10 feet of an onei-
trees lumber huge sloth like creatures. rovore must make a DC 15 Wisdom saving throw.
 
The DC increases by 5 for each oneirovore beyond
This forest is the home of one of Hell’s larger herds the first. A failed save results in disadvantage on
SERGEY MUSIN

of oneirovores (see appendix B). These creatures, Wisdom saving throws. Only a Wish spell can
also known as dream eaters, are grazing on the remove this effect.

54 Chapter 2 | The Nine Hells


Canyons of Greed agreed to not touch the treasure hoard of another.
Anyone doing so earns the wrath of all the prospec-
  tors. A variety of prospectors live here:
The River Styx cuts its way through a canyon larger
• 3 fire giants
than any in the mortal world. A sound like thunder can • 1 dwarf gladiator
be heard from above as rocks begin to tumble down • 1 orc veteran
the canyon’s sides towards your barge. • 1 elf assassin
  • 1 young red dragon
• 2 fomorians
Four maelephant nomads (see appendix B) stand
at the top of the canyon and push boulders toward Each prospector has 1d100 gold nuggets in their
any ship passing by. These boulders glisten with lair.
embedded gold nuggets and when they smash into
their target or hit the side of the canyon they break Ruin and Amusement
apart, scattering 2d12 gold nuggets along the river-
 
bank. Each throws three boulders (Ranged Weapon
The River Styx flows through a stone canal that cuts
Attack: +11 to hit, range 60/240 ft., one target. Hit:
through the heart of an infernal city. The sounds of
28 (4d10 + 6) bludgeoning damage) before retiring
out of sight. A spell such as Gust of Wind pushes a laughter and joy can be heard from what looks to be an
ship out of range immediately. amusement park!
Nearly a dozen prospectors emerge from caves  

in the sides of the canyon and huts built along the


The River Styx flows into a stone canal that has
shore. They scramble to collect the gold nuggets,
been built through the heart of one of Hell’s many
often wading into the river to pick up nuggets that
abandoned cities. The city is long dead, except for
land in the shallows. The memories of these pros-
an amusement park at the city center.
pectors have long ago been eroded. Now all they
This amusement park is another one of Baalze-
care about is finding gold nuggets in the river and
bul’s bizarre creations and is one of the few places
hiding whatever they find in the small lair they’ve
in the Nine Hells where the non-infernal outnum-
built for themselves. Each gold nugget is worth 100
ber devils. Travelers from across the planes travel
gp, but the prospectors react violently to anyone who
down the Styx to experience the famed rides.
tries to take their gold. The prospectors have silently

Nothing is left of the prospectors,


except their greed.
Baalzebul’s amusement park
isn’t for the faint of heart.

while the demons are … not so willing. A chain


Location
devil uses chains to disturb those who walk down
If this encounter takes place in Malbolge or Cania, then
it should do so on the borders of Maladomini. an inky black corridor. A pair of hellcats (see appen-
dix B) terrorize people walking through an ancient
torture chamber and a displacer fiend (see appen-
At the main entry, a succubus and an incubus dix B) reaches out with its tentacles from a cage just
hand out entrance tickets for 10 gp each. However, unable to reach participants. Finally, there are the
anyone sneaking in without paying doesn’t need to exploding manes demons. They’re released from
fear reprisal. Once inside, visitors are free to try out multiple tiny doors and run gibbering at participants
any of the fun rides. Once they’ve tried out one or before exploding right before they reach them.
two, they are approached by a succubus or incubus This means that participants are always covered in
who tries to persuade them to try out one of the demonic ichor. Luckily, this ichor doesn’t behave as
devilish rides. it does in the rest of the lower planes, but partici-
Fun Rides pants aren’t told that.
These are rides that, while frightening, aren’t Roller Coaster. The second most terrifying roller
dangerous. coaster in the multiverse. The twists, turns, spirals
Ferris Wheel. This huge wheel allows up to and upside-down tracks dissuade many from trying
six Medium-sized creatures in each of its cages. it out. Anyone riding it must succeed on a half dozen
Cleverly placed illusions create elaborate scenes, DC 15 Wisdom saving throws to stop from scream-
simulating a journey through the Nine Hells. A ing during the ride.
rider looking out from their cage begins their jour- Devilish Rides
ney with a majestic view of Avernus and travels in a Each ride costs 250 gp per rider and can be
slow circle through each layer in turn, with the ride extremely dangerous. However, winning contest-
ending with a view of the deep canyons of Nessus. ants earn powerful magical treasure. Winners of a
In total the ride takes no more than ten minutes ride earn a magic item from the Dungeon Mas-
but feels much longer than that. ter’s Guide. Winners can win only one prize. Any
Infernal Mansion. This mansion is filled with
SERGEY MUSIN

character under 10th level receives an uncommon


some of the most gruesome looking demons and magic item. Characters 10th level to 15th level
devils. The devils are willingly scaring participants,

56 Chapter 2 | The Nine Hells


receive a rare magic item (excluding weapons) and Bumper Cars. A variety of infernal war machines
characters 16th level or higher receive a very rare compete here in a massive arena. The drivers of
magic item (excluding weapons). the machines must destroy the other machines by
Carousel. This carousel starts off spinning slowly, smashing into them. Riders may select either a
but quickly gains speed. Contestants must succeed Large machine or a Huge machine (each machine
on a DC 10 Strength (Athletics) check to hold on can only have one occupant). These vehicles have
during the first minute. Every subsequent minute fierce names, such as “Devil’s Ride,” “Tormentor,”
the DC increases by 5 to a maximum of 30. The and “Scavenger”. The character’s goal is for their
ride ends when there is only a single rider left or machine to survive 5 rounds—each rider that man-
once the DC reaches 30. A rider who fails their ages this feat, wins. Surviving each round requires
check flies out and hits the barrier walls, taking 3 a character to make a Dexterity saving throw to
(1d6) bludgeoning damage for every point of DC—to avoid a collision with another machine. The DC if
a maximum of 70 (20d6). The barrier needs to be the character is piloting a Large machine is 15 but
cleaned of gore at the end of every night. becomes 20 for those piloting a Huge vehicle. If
Doom Coaster. This is the deadliest and most the character fails the saving throw, their vehicle is
terrifying roller coaster in the multiverse and car- destroyed if it is Large. A Huge machine can survive
ries riders through a series of dangerous features. one impact, but a second impact destroys it. When
With each terrifying event, a rider must survive not a machine is destroyed, the rider takes 17 (5d6)
only the physical danger, but they must succeed on bludgeoning damage. If a vehicle-less character
a DC 15 Wisdom saving throw or have the fright- starts their turn in the arena, they must make a DC
ened condition for the remainder of the ride. While 16 Dexterity saving throw. If they fail, they take 35
frightened in this way, a rider also has disadvantage (10d6) bludgeoning damage as they’re run down by
on all saving throws. an infernal machine.
The roller coaster begins by ascending a vast
stretch of rickety track until it reaches 600 feet. It Angelic Villa
then travels through the features, visiting each once. A small group of angels live in a once beautiful
After the final feature the roller coaster returns to the palace, overgrown with the filth of the Nine Hells.
relative safety of ground level again. The features are Flies and wasps surround the palace, and worms
presented in the order that riders encounter them: writhe in the mud around it. These angels were
Lady of Pain. The roller coaster does a circle companions of Triel, the fallen angel that became
around an enormous head with huge blades the archdevil Baalzebul. They aren’t evil, but they’re
sticking out of it. Each rider must succeed on a no longer good either. They haven’t committed to
DC 15 Dexterity saving throw or take 35 (10d6) either the hierarchy of the Nine Hells or returned
slashing damage. to their original home in the Seven Heavens. Their
Maw of the Dragon. The roller coaster drops into moral relativity has made them into sad figures with
the fiery maw of an artificial dragon and each no purpose or hope.
rider must succeed on a DC 15 Constitution sav- The angel Samael flies above the Styx and
ing throw or take 28 (8d6) fire damage. attempts to contact any good characters it notices
Stygian Glaciers. The roller coaster turns upside below. The angel uses telepathy to provide direc-
down so that its riders are immersed in a lake tions to a nearby palace where characters may rest
of frigid water filled with razor sharp icy shards, and recover.
before the roller coaster ascends again. Each rider  

must succeed on a DC 15 Constitution saving A palace is half-sunk in the mud and a great swarm of
throw or take 17 (5d6) cold damage and 7 (2d6) flies and wasps hovers over it like a nightmarish cloud.
slashing damage. You look up at the façade of the building and see the
Storm King’s Thunder. The roller coaster drops
remnants of beauty long gone. Intricate carvings in
into the arms of a 100-foot-tall storm giant autom-
aton. As the giant places the coaster on the new marble are covered in filth and crawling things. Mighty
set of tracks, everything is electrified, and each stone walls lie half crumbled away, revealing the rotting
rider must succeed on a DC 15 Dexterity saving wood supports jutting out like shattered bones. There
throw or take 35 (10d6) lightning damage. were tall windows once. Now there remain only gaping
Great Green Devil. The roller coaster rushes holes. Slits of impenetrable black, glaring down at you
through the open mouth of a huge green devil
like soulless eyes.
face and each rider must succeed on a DC 15
 
Constitution saving throw or take 42 (12d6)
necrotic damage. Any rider reduced to 0 hit
points is disintegrated.

Chapter 2 | The Nine Hells 57


When the characters enter the palace, they find
 

The angel called Chamuel has brought a rose to dinner.


angels within. There are several devas led by a
planetar named Uriel. These angels have lived They twirl the long-stemmed flower between their fin-
together in this region of the Nine Hells for millen- gers and smile whenever they catch you looking. Some-
nia. There were once dozens of them, but over time thing so delicate seems terribly out of place amidst
their number has been reduced as some have died the rot and horror of the Nine Hells and as Chamuel
in battle, others have fallen to complete corruption, lifts the rose to brush against their lips, you notice
and a few have redeemed themselves and returned
how soft and red its petals are. To the angel Chamuel’s
to the Seven Heavens. Those that remain are:
left, at the head of the table, sits Uriel, your host, and
Uriel. He was a patron of the arts. on the other side of him is the angel called Phanuel.
Arariel. He controlled the waters of the earth.
She sits stiffly in her chair and though her face is still
Chamuel. They represented serenity and devotion.
Gadreel. He was known as the watcher. and placid, her piercing eyes are full of storms. Uriel
Muriel. She was a patron of travelers. makes a gesture and the other angels file in, bringing
Phanuel. She offered hope and repentance. with them plates of food and pitchers of drink. When
Samael. He fetched the souls of the dead. everything has been laid out, they take their own seats.
Uriel wants the characters to join them for dinner. Uriel makes another gesture and the tall candles that
He wishes to hear tales of the characters’ exploits. line the long table all light up.
In return, he allows the characters to partake from “Well, then,” Uriel says with a smile. “Shall we begin?”
his wine cellar, one of the most comprehensive in  

the multiverse.
If the characters turn him down, he is disap- The dinner is fraught with potential danger. Dur-
pointed, but lets them know that they can return ing each of the three courses, an angel asks a
at any time to take him up on his offer. Any act of challenging question which requires a successful
aggression by the characters results in the angels ability check to answer. Failing a check results in
attacking with a level of coordination that befits a that angel challenging that character to a duel. If
group that has been together for millennia. the character refuses the duel, then Uriel expels the
character from the estate. If the character under-
takes the duel and the angel reduces the character

Uriel holds court over fallen angels.


to 0 hit points, the angel chooses to incapacitate the Calenhad battles against a dozen bearded devils,
character instead of landing a killing blow. If the a pair of horned devils and nine bone devils. These
character doesn’t do the same if they win, then Uriel creatures are led by a powerful greater tyrant
expels all of the characters from the estate. shadow (see appendix B). This tyrant shadow was
In the first course, Chamuel selects the character spawned from the archdevil Abigor millennia ago.
with the highest Charisma score and questions their Calenhad has been tasked by the archdevil Abigor
serenity or devotion. The character must succeed on with killing the tyrant shadow, for the creature has
a DC 16 Charisma (Persuasion) check to avoid the been subtly undermining his machinations. Abigor
duel. In the second course, Samael demands that the convinced the paladin that the tyrant shadow was
frailest character (the one with the lowest Consti- responsible for the death of his family and their
tution score) justifies how they’ve survived so far. souls will be consigned to the Nine Hells unless he
The character must succeed on a DC 15 Charisma kills the creature (all lies). To help Calenhad in his
(Persuasion) check, made with disadvantage if the quest, Abigor granted him Infernal Plate Armor and
character is injured. In the final course, Phanuel, a Sword of Retribution (see appendix D for details
who has become exhausted from sustaining all her about both items.) These items have been slowly
companions, now asks a character to step forward to twisting the paladin.
convince her that hope still remains for these aban- Koh Tam asks the characters to subdue the pal-
doned angels of the Nine Hells. That character must adin so he can remove the cursed items and heal
succeed on a DC 18 Charisma (Persuasion) check. him of infernal corruption. If they succeed in this,
If the characters are not expelled, when they pre- Calenhad stays below decks slowly recovering. If
pare to leave, Uriel allows each into his wine cellar. you want, he may come to the rescue of the charac-
Some bottles of wine have magical properties that ters at a key moment in the story.
might be useful on their journeys. Each character
can make an Intelligence (Investigation) check to Asmodeus and the
select a good vintage. Any result above 15 allows
them to roll once on the Magical Wines table. Above
Nine Sins
20 and they roll twice, allowing them to select It is important to remember that Asmodeus has
which of the two bottles they prefer to take. lured the characters (and many others) into the Nine
Hells to be corrupted. There are many instances in
Magical Wines the adventure where Asmodeus tempts the charac-
ters. It is entirely likely that characters won’t give
d8 Name of Wine Powers
in to any of the temptations put before them, but it
1 Château de Tethyr Potion of Flying is important that they feel at least a little tempted
2 Casa Athkatla Potion of Giant Strength (cloud) during the adventure.
3 Obarskyr Estate Potion of Invisibility
4 Wolf Blasé Potion of Longevity
Corruption
The temptations have real effect on the game, by
5 Rauxes-Nyrond Potion of Speed
modifying the amount of corruption for each charac-
6 Menage a Trois Potion of Giant Strength (storm) ter. The more corrupt a character, the more likely it
7 Blackstaff Potion of Supreme Healing is that they succumb to Asmodeus’s manipulations.
8 Felix Solar Potion of Vitality Keep track of the individual characters corruption
scores on the “Corruption Tracker” found in appen-
A Paladin in Hell dix E. All characters start with a Corruption of 0,
but are modified by the following:
 
• Evil characters start with 1 corruption point.
A narrow path climbs the cliff wall beside the River • Characters searching for their own damned soul
Styx. On the path an armored warrior battles dozens gain an additional corruption point.
of devils. His sword and armor are coated in the black • If the party aligns with the Deathstalker patron,
blood of his enemies. He calls out for help. each character gains an additional corruption point.
 
When a character gives in to one of the tempta-
If Koh Tam is in command of the characters’ ship, tions an additional 2 corruption points are awarded
then he steers it to the riverbank and demands that to them. At the final stage of the adventure, you can
the characters help the warrior. The warrior is a tally the scores for each character. Use the Cor-
paladin serving Kelemvor named Sir Calenhad ruption Score table found in appendix E to see if a
Strongheart (lawful neutral death knight that is a character has been ensnared by Asmodeus.
SERGEY MUSIN

Humanoid and doesn’t have the Marshal Undead


trait or Hellfire Orb action).

Chapter 2 | The Nine Hells 59


The bodies of titans and temptations have been directly placed, however. In
giants are preserved by
the ice of Cania.
some locations a prompt appears to select one from
the Random Temptations table instead. When this
occurs, roll on the table, or select the temptation most
appropriately tantalizing to one of the characters.

Random Temptations
d12 Sin Result
1 Anger The Cultists (Knowledge)
2 Anger Vengeance is Yours (Roleplaying)
3 Murder A View to a Kill (Roleplaying)
4 Greed Box of Treats (Power)
5 Greed A Head for Knowledge (Knowledge)
6 Jealousy Anything You Can Do (Knowledge)
7 Jealousy Credit Where Credit is Due (Roleplaying)
8 Betrayal What is Rightfully Mine (Roleplaying)
9 Oppression The Angry Djinni (Power)
10 Harm Non-Lethal Weapon (Power)
Types of Player Goals 11 Harm A Torturer in Hell (Roleplaying)
Any temptation must fit the goals of a player as
12 Pride Taking Pride in Your Work (Roleplaying)
it relates to their character. All temptations are
grouped into one of the following categories:
Power. These temptations provide magic items,
Let Me Tempt You
spells, special abilities, and minions. Each of Asmodeus’s temptations is designed to
Knowledge. Discovering the location of fabled sites, use one of the primary sins to ensnare its target.
the secrets of creation, the weakness of enemies, Whether one lusts for power, knowledge or riches
and the true thoughts of others are possible with Asmodeus has designed an appropriate temptation.
these temptations. The temptations are listed under their correspond-
Privation. Temptations of this kind involve relieving ing sin.
privation by means of restoring hit points, lost
abilities, and providing protection from death.
Anger
Roleplaying. These temptations help achieve char- “Anger is forged in the fires of the Nine Hells.”
acter-specific but non-power-related goals—the —Bel
death of enemies, the benefit of friends, family,
community or dependents in need, the altering
The Sentient Artifact (Power)
of a political status quo, the location of some lost
The characters find an ancient sentient artifact
icon of cultural or family significance. Titles and
of the Blood War. It promises to give one of them
status. These rely on the character's backstory
great power in the form of rage. Once it has
having appropriate material, and the player being
granted the power to one of the characters, the
sufficiently invested in it.
sentience of the artifact winks out and it becomes
The Temptations a nonmagical lump of metal. Whoever was granted
the power gains the following feature. When taking
Throughout the story Asmodeus tries to tempt the damage, you may use a reaction to enter an infer-
characters. Each is optional, so feel free to skip a nal fury. Each time you activate this fury, you select
temptation, especially if another one has recently one of the following features:
been triggered, or move them to another part of the
Nine Hells. However, make sure that each charac- • When making a melee weapon attack using
ter is tempted at least a few times throughout the Strength, you gain a +4 bonus to the damage roll.
adventure. Also, when you take damage, you may use your
The benefits and drawbacks of temptations are reaction to make one melee weapon attack against
described in detail on the following pages. Most the creature that damaged you if they’re in reach.
of these temptations have been placed in specific • When making a spell attack, you gain a +4 bonus
locations within the various layers of the Nine Hells to the damage roll. Also, when you take damage,
JULIAN CALLE

and the details of discovering them are explained you may use your reaction to cast a cantrip, target-
in an appropriate sidebar in that layer. Not all the ing the creature that damaged you.

60 Chapter 2 | The Nine Hells


Your fury lasts for 1 minute. It ends early if you
have the unconscious condition or if your turn ends
and you haven’t attacked a hostile creature since
your last turn or taken damage since then. You gain
one level of exhaustion when the fury ends unless
you damaged a non-evil creature while using this
fury. You can’t activate infernal fury again until after
you finish a long rest.

The Cultists (Knowledge)


A group of ten fanatics (lawful neutral cult fanat-
ics) marches down a road chanting a prayer. The
prayer describes how they gain esteem in the eyes
of their god through the righteous and holy action
of destroying false knowledge. Their beliefs should
conflict severely with the beliefs of at least one of
the characters. It should be clear that if allowed to
proceed they intend to travel to the Material Plane
and destroy a magical academy, a church, or a druid
grove, meaningful to a character. There is no rea-
soning with them. Stopping their threat now, with
no witnesses, is a temptation that is hard to ignore. Levistus

Gauntlets of Rage (Privation)


A devil offers to sell one of the characters a powerful is ended by a Remove Curse spell or similar magic,
magic item known as the Gauntlets of Rage (see or until the blessing is removed from you with a
appendix D). Wish spell.

Vengeance is Yours (Roleplaying) If I Could Read Your Mind


A horned devil arrives on Koh Tam’s barge. He (Knowledge)
offers, for the incredibly small price of 100 gp, A character is given the opportunity to be privy to
vengeance on a dead enemy whose soul is in the the thoughts of a mentor, family member, liege or
Nine Hells. The devil insists there’s no harm in it. superior, sold to them on the basis that they will
After all, the soul is already being tortured anyway. always be able to act in that character’s best inter-
If a character accepts, then the horned devil has the ests. The ability occurs at will but also sporadically
soul teleported to the barge away from the soul’s without asking, and the information they receive
current place of torment. The soul appears with all verges into the embarrassing, humiliating and awk-
the statistics they had while alive, except they’re ward, and their betrayal is one of invasion of privacy.
restrained with infernal iron bonds. The character
may inflict any punishment upon them that they
Nothing Can Touch Me (Privation)
The characters find a ring on the finger of a devil
desire but if slain, the soul vanishes, presumably
returning to their former punishments. that they’ve slain. This magic item is the Ring of
Treachery (see appendix D).
Betrayal What Is Rightfully Mine (Roleplaying)
“You can only understand good and evil if you A character whose background is tied in with an
have betrayed the former for the latter.” organization, liege lord, or similar, is introduced to
—Levistus a devilish counterfeiter with ‘evidence’ proving their
right to a superior title—throne, inheritance, office
land or item—maybe something they’ve always
Mixed Blessings (Power) believed they should have had. The ‘evidence’ has
A pit fiend offers to grant one of the characters a
a blank where their name could go, but what’s the
blessing to help in their quest. The fiend claims to
harm in taking it? After all, if they don’t, what if the
want to embarrass Asmodeus, but the character must
seller offers the same to someone else? Once they
accept the blessing without knowing what it does.
have the evidence, they find they can’t destroy or get
Blessing of Power. Your attacks ignore the
rid of it—the item, increasingly incriminating, keeps
damage resistance of any creature you damage.
appearing on their person or even nearby where
Unfortunately, your parents, siblings, and children
anyone might stumble over it.
AARON SIMS

become cursed. While cursed in this way, they


each have the poisoned condition until their curse

Chapter 2 | The Nine Hells 61


Baalzebul Mammon

Deceit The Lookalike (Roleplaying)


A corruption devil (see appendix B) offers one of
“Deceit allows those with less power and
the characters the services of a doppelganger. The
excellence to pretend otherwise.” doppelganger will faithfully impersonate NPCs of
—Baalzebul the character’s acquaintance and act in their stead,
perhaps to help the character’s family, community,
The Liar (Power) or allies. A corrupt local official might suddenly step
A succubus offers to give one of the characters the down from their post. A local judge or king might
power of deception in exchange for a minor magic decide in the character’s favor. An enemy warlord
item or a single Soul Coin. will suddenly lead their horde in a different direc-
Power of Deception. You gain expertise in the tion. What good might not be accomplished with a
Charisma (Deception) skill. However, anything said little duplicity?
in good faith and sincerity comes out sounding false
and unconvincing. To persuade people, you must Greed
couch everything as a chain of falsehoods. When “Greed makes you free, and accountable to
speaking the truth, you have disadvantage on all
no one.”
Charisma (Persuasion) checks.
—Mammon
As Good an Answer (Knowledge)
One of the characters is given the chance to create Box of Treats (Power)
the answer to a question that has vexed academics The characters find a transparent box that contains
for an age. The truth of the matter is lost beyond several powerful items. Select one rare or very rare
even the most powerful divination or is known item from the Dungeon Master’s Guide for every
only to extremely close-mouthed gods. However, two characters, rounded down. The box is invulner-
an amnizu (see Monsters of the Multiverse)—or able to all damage. It has no lock or lid. Inscribed
another powerful devil—suggests that, given in golden letters on top are instructions written in
nobody knows, the character has the opportunity Infernal for opening it. Only with the blood of a good
to use their own preferred answer, which the devil creature can the box be opened and only by the per-
ensures is spread through the mortal planes and son who killed this creature. Once opened, the box
accepted as the definitive truth. Only the character vanishes, leaving only the items.
will ever know that it’s a lie …
A Head for Knowledge (Knowledge)
Life After Death (Privation) The characters find a withered devil skull known as
The characters find the Amulet of Duplicity (see the Skull of Selfish Knowledge (see appendix D).
appendix D) around the neck of a defeated enemy.

62 Chapter 2 | The Nine Hells


Mephistopheles Fierna

Save it for a Rainy Day (Privation) benefits immediately end. Once this ability is used it
The characters find the Vial of Greed (see appendix can’t be used again until you finish a long rest.
D) in the hoard of one of their defeated enemies. Carved in Flesh (Privation)
The Greedy Art Lover (Roleplaying) The characters find a magic cutting knife known as
The characters find a magic ring known as the Ring the Knife of Stolen Resistance (see appendix D).
of Collecting (see appendix D) in the ice fields of A Torturer in Hell (Roleplaying)
Stygia.
The characters come across a past enemy, or some
Harm ancestral foe, being tormented in the Nine Hell.
The torturers offer them a chance to wield the lash,
“What further harm could I possibly bring to or they can suggest even worse punishments for
the wretchedness of mortals.” the villain.
—Mephistopheles
Jealousy
Non-Lethal Weapon (Power) “The lord of these Nine Hells, who was the
The characters discover a melee weapon of a kind pinnacle of good, brought low by jealousy.”
that one of them is proficient with. This is the —Fierna
Weapon of Agonizing Paralysis (see appendix D).

The Stuff of Nightmares (Knowledge) The Jealous Beauty (Power)


The characters find an ancient tome that if read in An archdevil or pit fiend offers to grant one of the
its entirely grants the reader a magical power. Once characters a blessing to help in their quest. The
a creature has been granted this power, the tome Fiend claims to want to embarrass Asmodeus.
loses its magic. Blessing of Comeliness. If your Charisma score
Gift of Nightmares. You force a creature that has was less than 20, it becomes 20. Unfortunately,
the unconscious condition within 120 feet of you to every time a creature with a Charisma score higher
have a terrifying experience. The creature begins than you speaks to you, you must make a DC 20
to shriek from a vivid, pain-filled nightmare that Wisdom saving throw. If you fail, you fly into a
lasts for 8 hours, or until they’re forcibly awakened. jealous rage and attack them. At the start of each
of your turns you may attempt to make the saving
You gain advantage on Intelligence saving throws,
throw again, ending the jealousy on a success.
Intelligence checks, and are considered proficient
when doing an Intelligence (Arcana, History, Inves- Anything You Can Do (Knowledge)
tigation, Nature, or Religion) check for 1 hour. If the
AARON SIMS

The characters find the Ring of the Copycat (see


tortured creature is woken during that time, these appendix D).

Chapter 2 | The Nine Hells 63


Belial Dispater

With Friends Like These (Privation) The Heretic Priest (Knowledge)


An incubus tries to sell an Amulet of Betrayal (see The characters come across a crusading priest of
appendix D) to one of the characters. an opposing faith. They overhear him bartering for
diabolic aid with a succubus. He is asking for help
Credit Where Credit is Due in finding a repository of lore. This hidden library
(Roleplaying) contains many tomes that are sacred to a god that
An amnizu (see Monsters of the Multiverse) standing one of the characters worships. It becomes clear
on the shore of the River Styx offers the characters a that the cleric intends to destroy the library on the
view of the mortal realms. A bard is singing the story basis that heresy is contained therein. The cleric is
of one character’s greatest past exploits but tells it so obviously easy prey, and the characters could kill
that some other—a different character or some past him without any repercussion.
NPC—is given the credit for their triumphs. The devil
offers to ensure its servants in the mortal planes take To Cheat Death (Privation)
the bard aside and explain the true version of events A succubus offers to inscribe a magic tattoo on one of
to them. After all, truth is a virtue, isn’t it? the characters that she claims guards against death.
Tattoo of Recovery. The first time you would
Murder take damage and drop to 0 hit points, you can
choose instead to drop to 1 hit point and be trans-
“Behold Dis, where murder is always for sale.”
ported to an extradimensional space. While in this
—Dispater space you regenerate 10 hit points at the start of
each turn. You may leave the space at any time and
Two Kills for One (Power) reappear in the spot that you left or, if that space is
The characters come across a powerful weapon occupied, the nearest unoccupied space.
wielded by an enemy that they must defeat. This However, the tattoo makes it clear that its power
weapon can be any rare or very rare weapon from is drawn from prisoners held in a dungeon on the
the Dungeon Master’s Guide and it gains the follow- mortal planes, to be sacrificed as living batteries for
ing property, which anyone wielding this weapon tattoos such as this.
becomes aware of the moment they touch it.
Damnation. Each time this weapon strikes a A View to a Kill (Roleplaying)
killing blow, a random evil mortal on another plane While Koh Tam’s barge is docked at any port along
dies and is sent to the Nine Hells, prematurely. the River Styx, a corruption devil (see appendix B)
Likely this victim would always have ended up the saunters on board and claims to be impressed by
Nine Hells anyways, but you rob them of any chance the deeds that the characters have accomplished
to redeem themselves before dying. over their careers. She lists some of their accom-
plishments, showing that she is indeed aware of

64 Chapter 2 | The Nine Hells


Glasya Asmodeus

them. She then claims to know of someone that has No Pain No Gain (Privation)
annoyed them in the past. You can choose an enemy A suit of magic plate armor is discovered by the
from a previous adventure that is still alive or an characters, either the Armor of Invulnerability or
NPC that is disliked. This person is a minion who Plate Armor of Etherealness.
has served the interests of the Nine Hells—helping However, the magic comes from the souls of the
them corrupt the very souls the characters are here living, and every time the wearer is hit for damage,
to rescue—but their usefulness is at an end. She the bound souls shriek in agony.
unveils a mirror that shows the NPC either asleep,
eating, traveling, or performing some other mundane A Palace Fit for a King (Roleplaying)
activity. Behind them, unsuspected but visible to the The characters encounter a powerful devil (pit fiend,
characters, is an assassin. At the word of any of the archdevil, or similar) who offers to build them a
characters the assassin strikes and slays the target. great fortress, temple, or other coveted structure
in the mortal realm for when they return. The devil
Oppression returns within a week or two to show how far con-
“The most beautiful music is the silence of struction is coming along. The devil opens a window
to view the construction taking place in their world.
the good over the suffering of the oppressed.”
They see that the labor is being done by a legion of
—Glasya bound workers who are being worked mercilessly
and without cease until the project is complete.
The Angry Djinni (Power)
An amnizu (see Monsters of the Multiverse) comes Pride
aboard Koh Tam’s barge and makes an offer to the
“You mortals should take pride in how you can
characters. It will bind a djinni into their service for
the small price of 500 gp. The characters later learn make a Hell out of any Heaven.”
that the djinni can’t be freed because it would imme- —Asmodeus
diately take its revenge. If the characters don’t take
the djinni along to help in the adventure, it causes Gaining the Advantage (Power)
problems for Koh Tam and the barge. Each time it A devil offers to etch a magic clover-shaped tattoo
is left on the barge, the djinni causes damage that into a character’s skin.
requires 1d4 days of repair before it can resume its Clover Tattoo. This tattoo has 3 charges and
journey along the River Styx. regains expended charges at dusk. As an action you
may expend 1 charge to gain advantage on your next
Painful Knowledge (Knowledge) ability check. However, if you fail that ability check
The characters find a magic iron mirror known as
AARON SIMS

this item loses all charges and you have disadvantage


the Sage’s Mirror (see appendix D). on all ability checks until dusk.

Chapter 2 | The Nine Hells 65


You Must Speak Up (Knowledge) their last long rest, they lose all remaining Pride
A devil offers to etch a magic tattoo into a charac- Points. They can spend a Pride Point to gain
ter’s skin. advantage on a single Charisma (Deception, Intim-
Tattoo of Knowledge. The tattoo gives you access idation, or Persuasion) check.
to knowledge you normally would not have. As an
action you may cast either of the following spells. The Dukes
Once one of them is cast, neither can be cast again On the River Styx, the deadliest threat the char-
until you finish a long rest. The spells are: acters may encounter arises from two menacing
• Contact Other Plane infernal vessels: one is a warship led by the arch-
• Scrying (the target’s spell save DC is always 20) devil brothers, Adramalech and Morax, the other, a
submersible commanded by Abigor, an archdevil in
However, if you ever fail an Intelligence or Wis- the service of Baalzebul. More information on these
dom ability check, you have disadvantage on all infernal ships can be found in chapter 11, "Hunted
further Intelligence or Wisdom ability checks until by the Dukes.”
you finish a long rest. These archdevils come after the characters
once they’ve completed one of their group patron’s
A Thing of Beauty (Privation) objectives. Once this happens, Asmodeus realizes
The characters find the Amulet of Appearance (see
that the characters might be more tenacious than he
appendix D), which ensures that whoever wears it
anticipated and so sends the brothers to take them
always appears immaculate.
captive. On the other hand, Baalzebul wants venge-
Taking Pride in your Work ance on Koh Tam and the characters for summon-
(Roleplaying) ing him to the mortal plane, thus he sends Abigor to
hunt them down.
Nothing is more important than your good name.
A devil offers a bargain appropriate to the char-
acter, that bestows the character a special power. Life in the Nine Hells
Every time the character kills or hurts a non-evil Surviving in the Nine Hells is entirely dictated by
creature that didn’t start hostilities, they gain a one’s ability to follow mindless legal codes and a
Pride Point. If the character finishes a long rest self-preservation instinct that has no qualms about
without having spent a single Pride Point since backstabbing. New arrivals find that, unless they
offer a uniquely powerful skillset, they’re the lowest
of the low, used only as cannon fodder in the Blood
War. Moving through the ranks requires either
manipulating the strict laws of the realm, betraying
comrades, or commanders—or sometimes both. Dev-
ils that find themselves higher in the hierarchy tend
to lead relatively comfortable lives, so long as they
obey their superiors and maintain a steady stream of
souls. For the battle-hungry, the Blood War always
longs for more combatants, and proving oneself on
the battlefield is a surefire way to a quick promotion.
As for the various non-devil inhabitants, existence
remains possible so long as it doesn’t interfere with
devilish schemes. For mortals? Just try not to die.

Features of the
Nine Hells
In the Nine Hells, everything is subject to corrup-
tion, from spells to magic items to the very map you
use as a guide.

Telepathic Spells
The archdevils of the Nine Hells rule their realms
with an iron fist. The devils that make up their
Abigor is always ranks are heavily monitored and strictly controlled.
AARON SIMS

ready for battle. All communication received in or sent from the Nine
Hells can therefore be overheard. If they want to, the
archdevils can eavesdrop on communication spells certain were in a particular location one day may
such as Message and Sending. Even when magic relocate themselves to another area of the Nine
items (like Sending Stones or a Helm of Telepathy) Hells on their next visit.
are used to communicate, the archdevils can listen in.
In the Nine Hells, it is safe to assume that some- Using an Infernal Map
one is always listening. This has left the occupants As the characters explore the Nine Hells, Koh Tam
of the Nine Hells in a constant state of paranoia. sometimes provides an infernal map when they
Anyone who tries to communicate telepathically enter one of the adventure regions. Whenever a
here, has the unnerving feeling of an infernal pres- character attempts to travel to a location marked
ence listening in. There is only one exception: Rings on one of these maps, they must match what they
of Mind Shielding. Even in the Nine Hells, these see with what is drawn on the map. To do this,
rings shield telepathic communications from being they must succeed on a DC 15 Wisdom (Survival)
overheard. These items are therefore highly sought check. If they’re being helped by a native of the
after by those denizens of the Nine Hells who wish region, then they make this check with advantage.
to keep their thoughts private from their lords. Success means that they arrive at the location
they’re traveling to. However, depending on the
Teleportation Spells adventure, they may still encounter something unex-
Many teleportation spells have altered effects when pected along the way.
cast in the Nine Hells, including spells cast from Failure means they become lost. They wander for
magic items or artifacts, and class abilities that hours to the point of exhaustion. Unless they make
duplicate the effects of spells. camp for a short or long rest, each character gains
a level of exhaustion. Failure might have additional
Effects of the Nine Hells on Teleportation effects depending on the adventure.
Spells Effect
Gate, Plane Shift These spells can only be used to travel
The River Styx
or similar magic to layers of the Nine Hells above the In the mortal world, springs bring water to the sur-
one that the caster is currently on. face, trickling lines of liquid coming together, form-
Teleport, Each layer of the Nine Hells is
ing streams of ever-increasing size until they feed
Teleportation considered its own plane of existence.
into great rivers. The River Styx is different, like the
Circle or similar Thus, it isn’t possible to teleport
Ouroboros, it feeds in on itself. Smaller branches
magic between the layers.
circle around, and, on an adjacent layer of the Nine
Hells, feed back into the river. This is of great use to
Wish A Wish spell can be used to transport
ferry pilots who are familiar with the river as they
the caster and companions to a deeper
can use its branches as shortcuts to the upper layers
layer of the Nine Hells, provided the
of the Nine Hells and the important locations that
caster succeeds on a DC 18 Intelligence
can be found there.
saving throw. On a failed save, the spell
The waters of the River Styx aren’t just dangerous
fails and has no effect.
to navigate. Unless immune to the river’s effects,
Word of Recall This spell fails if it would take the a creature that drinks from the Styx or enters the
caster to a layer of the Nine Hells lower river is targeted by a Feeblemind spell (save DC 20).
than the one they’re currently on. A creature must repeat the saving throw whenever
it starts its turn in the river, until it fails the save. A
Devilish Distances feebleminded creature can drink from the Styx and
swim in its waters without suffering any additional
The Nine Hells is in constant flux, with the land-
deleterious effects.
scape warping to the whims of the devils, and at
If a creature fails its saving throw and remains
times, the Nine Hells itself. The distance between
under the spell’s effect for 30 consecutive days, the
locations—and the time required to travel—is up
effect becomes permanent (no save) and the crea-
to the DM. A trek towards an infernal tower might
ture loses all its memories, becoming a near-mind-
take only two hours, but the return journey could
less shell of its former self. At that point, nothing
last weeks. And locations that the characters were
short of a Wish spell or divine intervention can undo
the effect.
Tiax to the Rescue Water taken from the River Styx loses its potency
If the characters ever become separated from Koh Tam’s
after 24 hours, becoming a harmless, foul-tasting
barge, have Tiax show up after 1d4 days and complain
to them about how hard it was to track them down. He liquid. However, arcanaloths, night hags, and other
casts Teleport to return them to the barge. fell creatures might know rituals that can prolong
the water’s potency.

Chapter 2 | The Nine Hells 67


Sentry Towers overlook the battlefield.
CH A PTER 3

Avernus, the Eternal Battlefield


he topmost layer of the Nine Hells, Locations
Avernus serves as both an entrance and a
Koh Tam can provide a summary of Avernus when
defensive line for the lower layers. With the
they arrive (see “Key Locations in Avernus”).
Blood War raging, battles between demons
and devils are continuously fought on its Koh Tam
rocky soil. The remnants of recent battlefields scar
the landscape, reminding inhabitants to be vigilant. Avernus is more widely known than other layers,
but if the characters are unfamiliar, Koh Tam can
Running This Chapter provide them with the information they seek. His
focus should be on the Blood War however, and the
Before running this chapter read the “Avernus Over- eternal battleground that is the War-Slough. In loca-
view” section. That section provides the information tions such as that, great power is to be found.
you need to guide the characters through Avernus
and nudge them towards the War-Slough where the Objectives
items they seek may be found.
Make sure you keep track of your players’ objec-
Encounters tives to help guide them to the appropriate areas
in Avernus where they might complete their goals.
The characters may sail the River Styx through Ideally, they should be met by Rexlexkala in the
Avernus without much incident but once they leave War-Slough and encouraged to explore the Ruined
the waters and travel overland, dangers arise. Roll Tower and the Ichor Lake in that area.
at least once on the Random Encounters in Avernus The following objectives can be attained in Avernus:
table each time the characters move between major
locations on the map. Objectives in Avernus
Objective Location
Random Encounters in Avernus
Phylactery of the Brother The War-Slough:
d6 Encounter
The Ichor Lake
1 A lone halog (see appendix B) begins to follow
Phylactery of the Queen The War-Slough:
the characters.
The Ruined Tower
2 A group of black abishai and white abishai led
by a blue abishai (see Monsters of the Multiverse)
fly overhead. If the characters follow them, they
Temptations
find Tiamat’s Lair but risk discovery. Have the characters encounter at least one tempta-
3 Six spined devils and eight imps circle in the sky tion during their time in Avernus. You can of course
above the remains of a recent battlefield. have them encounter more if you want. If the char-
acters give in to temptation, use the information in
4 Far in the distance, the characters observe
appendix E to keep track of their corruption level.
infernal war machines chasing each other across

5
the wastes.
The sky suddenly darkens as the flying fortress
Avernus Overview
Thousands of years of construction projects have
of the archdevil Zariel (see appendix A) passes
led to myriad artificial channels, sluices, and gates
over the characters, casting a lengthy shadow.
within parts of the River Styx. Where it used to flow,
Two affliction devils (see appendix B) leap from
along the edge of the realm, there remains only a
it to attack the characters, while the fortress
dry riverbed and sparse vegetation. Due to the pow-
continues its journey across Avernus.
erful nature of the river, the walls and mechanisms
6 A storm of flame and dust that is equivalent to are in a never-ending cycle of repairs.
the Storm of Vengeance spell (with a spell save Aside from the Styx flowing through the center of
DC of 19) erupts, centered around the characters the layer, Avernus lacks water and vegetation. Much
and lasting for 10 rounds. of the realm consists of lifeless hills, jagged moun-
SERGEI SARICHEV

tains, and rocky terrain. Outcroppings of crystals


and metals jut through the surface like spikes,

Chapter 3 | Avernus 69
JOHN STEVENSON
Avernus, the First Hell River Styx
to Dis

The Bronze
Citadel .

Tiamat's
Lair .
Pile of Skulls

The War-Slough

accompanying the boulder fields as surface features.


Previous Adventures in Avernus: Bel
Lakes and rivers of lava dot the surface, though not
If you have run Baldur’s Gate: Descent into Avernus, then
nearly as dense as the fire-aspected layers beneath.
Bel might have replaced Zariel as the ruler of Avernus.
Geysers and fumaroles decorate the landscape, occa-
sionally spewing scalding steam and toxic clouds.
While the sky remains unlit by celestial bodies, Leaving Avernus
fireballs streak through and explode, bringing a Only a few methods allow travel to the lower layers
fiery light to the horizon. Sometimes the fireballs of the Nine Hells. The cave system of Tiamat’s
collide with the land, resulting in smoldering impact lair contains a hidden and perilous path to Dis. In
craters. Closer to the land, the realm is bathed in a addition, one of the largest iron towers of the City of
deep red light of unknown origin. To mortals the air Dis pierces through Avernus, with an opening next
is thick, due to the ash, toxins, and dust that contam- to the Pillar of Skulls. For an experienced sailor,
inate the atmosphere. Bones and blood of creatures the Styx is also viable, as it snakes its way around a
long perished decorate the less-traveled areas, as mountain down into the next layer and beyond, and
well as the decaying battlefields. this is Koh Tam’s preferred route.
Notable locations within Avernus include the
Bronze Citadel, the Pillar of Skulls, and Tiamat’s Features
Lair. Connecting each landmark with the rest of the
Avernus’ combination of oppressive heat and super-
realm is the Great Avernus Road, constructed by
natural malevolence weighs on the bodies and souls
Bel to facilitate military transport.
of those who aren’t evil. A non-evil creature treats
Bel used to rule the realm, but has since lost the
normal travel through Avernus as a forced march
position to Zariel, a fallen angel turned devil. Her
and must make a Constitution saving throw at the
goals, even as the Blood War rages, are to restore
end of each hour of travel. The DC is 10 + 1 for each
Avernus to its former glory, and to remove Tiamat
hour of travel. On a failed saving throw, a creature
from the realm. Zariel’s subjects primarily include
gains one level of exhaustion.
devils that form the defensive armies of the Blood
Optional Rule. Evil pervades Avernus, and
JULIAN CALLE

War, but natives to Avernus still remain.


visitors feel its influence. At the end of each long

70 Chapter 3 | Avernus
rest taken on this plane, a visitor that isn’t evil must As Koh Tam’s barge prepares to leave the Bronze
make a DC 10 Wisdom saving throw. On a failed Citadel, read:
save, the creature’s alignment changes to lawful
 
evil. The change becomes permanent if the creature Koh Tam speaks to you. “Let me offer you some addi-
doesn’t leave the plane within 1d4 days. Otherwise,
tional advice. First, we should not linger too long here,
the creature’s alignment reverts to normal after a
day spent away from the Nine Hells. Casting the for the eyes of a multitude of devils are upon this citadel,
Dispel Evil and Good spell on the creature also watchful and wary, and others look for conscripts to draft
restores its original alignment. into the construction or war efforts. Secondly, remem-
ber that I know much about the Nine Hells; please ask
Key Locations me anything and if I have the answer, I’ll offer it.
in Avernus “Finally, if we ever need to backtrack and return
Some of the major landmarks found in Avernus are to a previous layer of the Nine Hells, remember that
described below. my barge is capable of plane shifting. But only ever
upwards, never downwards. With all that out of the
The Bronze Citadel way, where do you want to sail to first?”
The Bronze Citadel is the largest and longest-stand-  
ing city in Avernus, serving as both a political and
militaristic capital. Within the city lies a basalt for- If the characters ignore Koh Tam and linger, per-
tress, from which Zariel rules the realm. The city is haps seeking out magic items or other wares, they
under a constant state of retrofitting, with metal and might become tempted by Asmodeus to acquire
bone fortifications and buildings being improved something that they shouldn’t.
or modified every day. Though sprawling across
hundreds of square miles, the city is a massive Temptation of Anger
structure with numerous walls and war machines, “Gauntlets of Rage”
befitting its position so near the beachhead of the During the characters' time in the Bronze Citadel, a cor-
Blood War. ruption devil (see appendix B) offers to sell a spellcaster
a special pair of gauntlets for 500 gp or 2 Soul Coins.
If a character purchases the item, they now have the
Gauntlets of Rage (see appendix D).

Stay inside on a rainy day in Avernus.


JOHN STEVENSON
W2
W3

W4

W1

0 1 2

The War-Slough Miles

Tiamat’s Lair approach they hear a cackle and sigh, as if the


skulls themselves have a story to whisper to them.
A cave mouth leads into Tiamat’s lair, a massive
But the noise appears to just be the hot wind scour-
mountain and cave system which is one of the
ing bone and dirt.
routes into Dis. But Tiamat protects the other
layers of the Nine Hells from potential invaders
Temptation of Harm
by guarding these passages vigilantly. Access to
“The Stuff of Nightmares”
her lair is even more difficult because a massive
If the pillar of skulls is searched a tattered book with
pit of wretched souls blocks the way. This pit and
a leathery cover is found. If a character takes the
numerous abishai keep outsiders from entering item, run the appropriate temptation event found in
Tiamat’s Lair. chapter 2.
Koh Tam advises against attempting passage
this way, for the devils of the Nine Hells have many
agents in Avernus and the characters’ forcing their The War-Slough
way through Tiamat’s Lair would certainly be
The location most interesting to characters seeking
noticed.
phylacteries is the War-Slough, a vast battlefield
The Pillar of Skulls upon which demons and devils have been slaughter-
ing one another for eons. Here is where the charac-
At the edge of the layer, next to the entrance to
ters may find what they seek in Avernus …
Dis, lies the Pillar of Skulls—a multiple-mile
high monument to the Blood War. Skulls of fallen
demons and devils are stacked on top of each other,
creating a gruesome landmark. As the characters

72 Chapter 3 | Avernus
Adventure: Advice from Koh Tam
The War-Slough If the characters are struggling to decide what to do,
or about to set out without being sufficiently pre-
The War-Slough in Avernus, site of the Great Fray,
pared, Koh Tam can help nudge or guide them with
was home to a devastating war between devils and
the following advice:
demons and what’s left is a nightmarish collection
of lost devil units, wandering demons, and corrup- • There are some devils that seek mortals to enter
tion. The characters might come here searching for the War-Slough and find discarded weapons from
a soul phylactery. the Blood War. They should search the borders for
If the characters tell Koh Tam that they wish to such a devil as it might help them find what they’re
visit the War-Slough, or if they are not certain where looking for.
to travel to next, he recites the following tale: • The War-Slough can warp those who stay too
long, so they should make haste.
 

“Once there was a battle that pushed even the limits Koh Tam also gives them an infernal map. Show
of the Nine Hells to past their breaking point. Devils the players the map of the War-Slough in appendix F.
still talk of the Great Fray in hushed voices, mostly
They can use this map to decide which points of
interest they want to explore. Refer to the “Using
because of the infernal bureaucracy it still causes. On
an Infernal Map” section of chapter 2. A failed or
that day the skies of Avernus opened, and the demons successful Wisdom (Survival) check to use this map
just kept coming through, host upon host of them. And has a 50 percent chance of triggering an encounter
the blazing and barbed armies of the Nine Hells rose on the Random Encounters in the War-Slough table.
to meet them, as they always do, and it went on. And
Demon Blood
on. A single engagement of the Blood War that raged
The corrupting mud of the War-Slough exists due
back and forth while, on more mundane planes, mortal
to the sheer unparalleled quantity of demonic blood
lifetimes came and went, empires rose and fell, species
that has been shed in this single concentrated
were created and became extinct. Countless demons engagement. Normally the ground of the Nine Hells
and devils fought and were destroyed or banished. is inhospitable terrain for anything so undisciplined.
Countless. That was the problem.” Koh Tam pauses, Chaos runs off it like water from weaved cloth. Even
as if not quite sure of where he’s taking the story. He the resilience of the Nine Hells has limits. Eventu-
ally they fought ankle-deep, knee-deep. The stuff
glances at you, then continues.
just didn't soak away, and the field became a night-
“It’s the chaos that did it, of course. All those
marish quagmire reeking of the wild Abyss. The
demons concentrated on a single field, slaughter- very sight of the War-Slough sends shudders down
ing the lesser hosts of the Nine Hells through sheer the spines of lesser devils.
ebullient numbers but being slaughtered in turn. Their Because of the corrupted demon blood, when a
ichor being shed in tides that would drown a nation, creature has spent more than an hour in the War-
Slough it must make a DC 15 Constitution saving
and again, and again. The demons have been driven
throw. Fiends, Oozes, Plants, and Undead auto-
off long since, but in some way the Abyss won that
matically succeed on the saving throw. On a failed
engagement. The War-Slough is what’s left. And that save, the creature is warped by the demon blood, as
is where we must search.” Koh Tam smiles grimly. “It determined by rolling on the Flesh Warping table.
should be easy to find ... a great sunken bowl miles When a creature takes a short rest in the War-
across, a morass of half-drowned trenches, craters, Slough, they must succeed on a DC 15 Constitution
saving throw to resist having their flesh warped. A
broken war engines and ruined fortifications. There
long rest requires succeeding on a DC 20 Consti-
are artifacts of vast power lost somewhere in the
tution saving throw. A spell that removes a curse
war-strata of the Slough, stockpiles of souls and every ends all demon blood related warping effects on a
unique war-ending engine that failed to end anything. creature.
All of it buried in the corrupting mud.”
 
The Forever War
The War-Slough isn’t abandoned. To evacuate it
you’d have to master it, and the place is beyond even
Zariel’s dominion. It doesn’t matter what nebulous
period of time has passed since the Great Fray: the
combatants on both sides are immortal, and there
are plenty left in the Slough still trying to fight the

Chapter 3 | Avernus 73
dead battle. On the nominal side of the Nine Hells, orders after too many usurpations and reappoint-
units of single-minded merregons (see Monsters of ments up the chain of command. Beyond any hope
the Multiverse) from the handfuls to the hundreds of returning to the infernal hierarchy they attack
slog endlessly through the mire, cut off from any just about anything on sight, including each other.
Brutal, yet simultaneously pathetic and desperate,
Flesh Warping they scream codewords and countersigns as though
d10 Effect hoping to hear some word of authority that they’re
1 The creature’s eyes push out of its head on the past the point of ever recognizing.
end of stalks. A number of infernal generals were lost to the
Great Fray, and some are still in there. Fighting
2 One of the creature’s legs grows longer than the
the infinitely shifting hosts of the abyss broke them
other, reducing its walking speed by 10 feet.
one after another, leaving them unable to trust any
3 The creature’s eyes become beacons, filling a 15- external authority for fear of falling for a demonic
foot cone with dim light when they’re open. trick. They maintain their camps and shrunken
4 The creature’s ears tear free from its head and domains in the ruins of fallen fortifications and tell
scurry away; the creature has the deafened themselves that they continue the fight even as they
condition. raid one another or make sham alliances that they
5 The creature’s arms become tentacles with know will be broken in heartbeats.
fingers on the ends, increasing its reach by 5 feet. Aside from the pathetic remnants of devil armies,
6 The creature’s legs grow incredibly long and the War-Slough has developed an ecology of sorts.
springy, increasing its walking speed by 10 feet. There is always a meal to be had for an opportunis-
tic scavenger. One-off mutated creations roam for-
7 The creature grows a whiplike tail, it can now use
lorn over its churned surface or slither through its
a bonus action to make one tail attack (treat the
trenches. Demons stalk and worry at the ineffable
tail as a whip.)
meat of fallen Fiends, growing fat and corrupt with
8 The creature’s ears become wings, giving it a demonic taint. There are tentacled things in the lakes
flying speed of 5 feet. of demon-ichor and vast corpse-worms that burrow
9 The creature’s body becomes unusually brittle, through the slimy soil. For every hideous monster
causing the target to gain vulnerability to there is something worse still to prey upon it.
bludgeoning, piercing, and slashing damage.
10 The creature grows another head, causing it to
War-Slough Encounters
have advantage on saving throws against the Every time the characters take a short or long rest
charmed, frightened, or stunned conditions. in the War-Slough roll on the Random Encounters
in the War-Slough table. Then roll a d6. On a 1–3
the random encounter interrupts the rest. On a 4–6
Random Encounters in the War-Slough
the encounter happens a few minutes after the rest
d6 Predator is finished.
1 A flock of three shredwings (see appendix B)
circles in the distance. Escaping the Slough
2 A gang of five bulbous hezrou (speed 20) erupt If a creature tries to leave the War-Slough after
from a pool of demonic ichor. being there for more than 8 hours, the demonic
3 A lost legion of one hundred merregon (see taint fights to stop them from leaving. The creature
Monsters of the Multiverse) march in formation, must succeed on a DC 15 Wisdom saving throw or
ignoring anything that doesn’t get in their way. A find that they don’t want to leave. They may make
headless horned devil leads them. another DC 15 Wisdom saving throw to escape only
4 A corpse worm (purple worm with the Fiend type)
after they finish a short or long rest. However, if
erupts from the ground beneath the characters.
they haven’t killed a living creature since their last
attempt, the DC increases to 25.
5 A squad of a dozen insane merregon mistakes
the characters for demons. War-Slough Locations
6 Two horned devils fused together (they always There are those who go to the War-Slough by choice.
occupy the same space but have their own turns) Why would anyone? Well, there are all those lost
lead a battalion of two dozen merregon. One artifacts and items of fearsome power that are in
horned devil orders the battalion to attack, while there somewhere, if one could only track them down.
the other orders them to march in formation. There’s enough potent treasure for any number
Each round there is a 50 percent chance of the of daring hunters to retire on, plus stored souls to
merregon obeying either leader. power every warship on the Styx for half an eternity.

74 Chapter 3 | Avernus
W1: Sentry Tower • If the characters ask him for help in finding the
Technically, Zariel has set a prohibition against any phylactery of the queen, he says that they will find
devil entering the War-Slough, to avoid the region it at an abandoned tower which is located deep
being destabilized any further. Because of this within the War-Slough. It dates from a time when
prohibition, ambitious devils bargain with mortals the War-Slough was much smaller.
to trick or bribe them to enter the Slough seeking • If the characters ask him for help in finding the
rumored treasures. One such is an amnizu (see phylactery of the brother, he tells them that they
Monsters of the Multiverse) named Rexlexkala. He will find what they’re looking for at the largest of
approaches the characters if he sees them on the the demon-ichor lakes located in the Slough.
border of the War-Slough. Once he has convinced
them that he doesn’t intend harm, he explains what W2: Ruined Tower
he has to offer them:  

  Through the haze, you see the outline of a tower ahead,


“You will find it easy to enter the War-Slough. While rising over five hundred feet into smoke choked skies.
there is a ring of towers about the perimeter, they are Winged devils circle around the tower’s peak and com-
far-spaced, and sentry duty is a punishment detail for panies of devils march near its entrance.
lowly devils who survived failed actions in the Blood  

War. The constant prickle of the demonic at the backs The characters notice the tower when they get
of these pathetic devils serves as sufficient distraction within 300 feet of it. It was built centuries ago to
that diligent intruders can easily sneak past. guard the borders of the War-Slough when it was
However, getting out of the Slough is harder. The much smaller. Now the top floor of the tower is
truth is that the Slough, through the sheer weight of the roost of a marilith. She wraps her snake body
around an infernal throne, a remnant from the
wasted life and passion and its unique admixture of
Blood War. The throne allows a Fiend to control
the infernal and the demonic, has become something lesser devils as if its occupant were at the top of the
like a sentient thing, a kind of insensate god of wasted infernal hierarchy. The marilith, a demon, uses it to
wrath. It does not want to let go of anyone or anything amuse herself by having all the devils in the region
that falls into its clutches, and over time its influence perform whatever whim comes into her head. The
turns everything within it to a lost, furious combatant marilith is easier to defeat if the characters enter the
tower without her knowing, but there are several
seeking to perpetuate a meaningless war.
obstacles to achieving that.
However, I have something that can help you avoid
that fate, but only if you help me retrieve something.”
 

Rexlexkala has learned the location of an infernal


artifact designed millennia ago to end the Great
Ruined Tower (W2)
Fray. The artifact is a horn built to allow devils to
listen in on the thoughts of demons while they’re
in Avernus, even powerful demon lords. Such an
item is worthless to mortal adventurers but is C
Throne
of supreme value to an archdevil such as Zariel.
Room
Rexlexkala will give 10 Soul Coins for the horn. In
addition, he provides each character with a vial of
Condensed Order (see appendix D.) In addition to
B
the substance’s normal effects, it also allows them to
leave the War-Slough without requiring a Wisdom B
saving throw first. Finally, he has studied the War-
Slough for centuries and can give advice on how
to find things within. If the characters agree to his B
terms, Rexlexkala gives them a map to a rift which
is located deep within the War-Slough (reveal area C
W4 on the infernal map). In this rift lie buried
many weapons left over from the Blood War A
JOHN STEVENSON

He will also answer questions from the charac-


ters if they agree to his task or he feels his life is
threatened.

Chapter 3 | Avernus 75
The first obstacle is a half dozen barbed dev- The Phylactery of the Queen. If a character that

SERGEI SARICHEV
ils and a half dozen bearded devils marching has chosen this phylactery enters this room, read
back and forth along the road to the entrance. If the following upon entering:
observed, they’re seemingly following orders that
 
only they hear. They’ll attack anyone that they see, A servant dressed in rags washes the floor at the base
but it is easy to avoid them when they’re marching
of a throne occupied by a serpentine woman wearing
away from the tower. When first discovered they’re
90 feet away from the tower and marching back a royal purple gown and a sparkling crown. As the
towards it. Every turn, there is a 50 percent chance servant glances your way, it topples the bucket of
they reverse direction. Any noise makes them Dash dirtied water beside it. The water rolls out, hissing as it
towards the direction of that distraction, but they evaporates against the stone floor. The queen shrieks
ignore anything that happens overhead, because and chides the servant for being a clumsy fool and
they’re, after all, mere foot soldiers. If these devils
orders it to refill the bucket. The servant’s shoulders
engage in combat with the characters, each round,
one devil attempts to Dash back to the tower at “A” slump as it retrieves the bucket. The face of the servant
and if any devil reaches it, this obstacle is consid- is strangely familiar.
ered failed.  

The second obstacle is only encountered if the In a fight this servant (commoner) doesn’t partic-
characters approach the tower by air. If they do so, ipate, even if attacked directly. Once the queen is
and are noticed, they’re confronted by four bone permanently slain, the servant contorts and twists,
devils that patrol the skies about 600 feet above leaving behind the character’s soul phylactery.
ground. One of the bone devils will Dash to the win-
dow (“C” on the map) 100 feet away that leads into W3: Ichor Lake and the Demon Nest
the “Throne Room”. If it reaches that window, this A huge circular rift drops one 100 feet into the
obstacle is considered failed. depths of the Slough. Small streams of demonic
The final obstacle is within the tower. The inte- ichor cascade over its edges. At the bottom of this
rior is mostly an empty ruin, with a simple stone foul place the demonic ichor of the War-Slough has
staircase rising upwards. But 1d4 shadow demons gathered into a large lake that seethes and bubbles
linger at each location marked “B” on the staircase with unconstrained malice and possibility. At its
(see the “Ruined Tower” map). These shadow center is an island that resembles a massive ant
demons attempt to hide from the characters and, nest with entrances to caves or perhaps burrows.
if not discovered, they ascend to the next “B” (or to The smoke, haze, and muck make it nearly impos-
the “Throne Room,” if the uppermost “B” has been sible to discern whether creatures occupy the
reached). If any shadow demons reach the throne tunnels below.
room, this obstacle is considered failed. If discov- For some time, Zariel’s underlings held out hope
ered, the shadow demons attack the characters. that a finite number of demons remained, and they
The Throne Room. The marilith is dressed up would slowly dwindle away over the eons until none
in the garments of a queen and attended to by four were left and the Slough might revert to Avernus’
bearded devils that wear the fine clothing of palace natural state. The most recent Infernal Survey of
courtiers and are busy entertaining the marilith. the place found ample evidence that concentrations
The marilith and her minions are unaware of the of demonic material (resembling nests) were spawn-
heroes until they announce themselves, or come ing random demons at least as fast as the creatures
within 15 feet of the throne, unless they’ve failed 2 were being killed off. Through these nests, the War-
or more of the previous obstacles, in which case she Slough perpetuates itself. The island at the center of
is very much aware of them. There is an additional the lake is one such nest.
bearded devil for every failed obstacle.
Once aware of them, the marilith and her devil W3A: Entrance
courtiers mock the characters. They do this until the  
intruders attempt to leave or show any sort of disre- Moist ichor covers the floors and walls. There’s a
spect, then they attack. If the marilith is killed her
pounding noise in the distance, as if a large machine
body vanishes and she appears on her throne 1d6
is rumbling away, performing some unfathomable
rounds later with 100 hit points. Only by destroying
the throne can she be killed. The throne has an AC work. The tunnels seem to undulate, in rhythm with
of 15 and 100 hit points. the noise, and in places you think you see terrible faces
etched into the stone. Many tunnels appear to lead into
caves where ichor has accumulated.
 

76 Chapter 3 | Avernus
The ichor lake awaits.

W3B: The Caves


Each cave has hezrou and barlgura embedded in
its walls, many only partially formed. Blood vessels
in the walls pump demonic ichor into the catatonic
Demon Nest
demons. Attacking any of them awakens 1d6 of each.
(W3)
W3C: Demons
A mixture of two dozen dretches and manes mill
about mindlessly in these caves. They ignore intrud-
ers but descend with fury on anyone who attacks
them.

W3D: The Lake


 

A great lake of ichor sits before you, undulating to the


demonic rhythm that has only grown louder. Along the
C C
E B
shoreline you see a small demon clamber out of the
ichor, its arm covered in dozens of eyeballs. It pays you
no heed and shambles down a tunnel. Across the gro- D C B
tesque expanse is an island upon which sits a heart the
size of an elephant. This heart pumps demonic ichor B
into the blood vessels permeating these caverns.
JOHN STEVENSON

 

C A

Chapter 3 | Avernus 77
Coming into contact with the ichor of the lake forces
Temptation of Anger

SERGEI SARICHEV
a creature to succeed on a DC 15 Constitution
“Sentient Artifact”
saving throw or roll on the Flesh Warping table.
The characters’ attention is drawn by a voice from a
Gibbering dretches or manes demons that spawn nearby pile of corpses. If they investigate, they find a
from the demonic heart swim across the lake. They powerful artifact buried within. This is an opportunity
ignore anyone they see and emerge from the lake to conjure a tempting reward for one of the char-
with a new deformity (use the Flesh Warping table acters; select a character and an item they’ve been
for examples). These demons tend to accumulate in coveting. That is the item they now find. You may also
the various caves. The characters need to cross the select an item that multiple characters might want
so that they may argue among themselves over who
lake to reach “The Heart.”
gains possession of it.
W3E: The Heart Once one character has taken the item, run the “Sen-
tient Artifact” temptation event found in chapter 2.
The island is about 60 feet from the shore. Once it
is reached, the characters can walk up to the heart
itself. The heart has an AC of 8 and 200 hit points. This isolated canyon descends into the depths of
Killing it causes the lake to become inert. However, the Slough and is where the real treasures of the
as soon as it is damaged, the heart will awaken the War-Slough are found, including the horn that
hezrou and barlgura to come to its aid. On initiative Rexlexkala desires. Strange things occur sporad-
count 10 of each round 1d4 of each arrive in the ically as the characters descend, the place twisted
chamber and begin swimming across the lake. and distorted by the great war. When a character
When the lake becomes inert all the demons act least expects it (perhaps just after a rest, or in
as if they’re under the Confusion spell. However, the midst of battle), a grotesque tentacle with a
instead of acting normally on rolling a 9 or a 10 shrieking mouth instead of suckers bursts from
(as per the spell), this roll results in the demon the canyon wall to flail about wildly before with-
inflating like a balloon and then exploding, show- drawing again. The tentacles are harmless unless
ering demonic ichor in a 10-foot-radius. Anyone in the characters decide to attack one (then the ten-
that area must succeed on a DC 15 Constitution tacles have the statistics of a guardian naga, but
saving throw or be forced to roll on the Flesh 0 movement speed, lawful evil alignment and no
Warping table. spellcasting trait).
The Phylactery of the Brother. A character who Though the tentacles can be safely ignored, there
seeks their brother’s soul, notices movement in the are real dangers in the canyon. And to find items
ground underneath the demonic heart. of true value, the characters have to make an effort
to explore, heading deep into the canyon’s bowels.
 
Each hour the characters make a DC 20 Wisdom
There’s a glimmer of movement beneath sticky ichor
(Survival) check to search for clues that might lead
pooling under the pulsating heart. For a moment you them to the treasures they seek. Failure results in
see your brother’s face protrude from the floor. He an encounter, while success leads to treasure.
glances your way but briefly, a grimace of pain on his Encounter. The first time the characters fail their
face, before succumbing and falling back into the ichor. search results in them encountering the “Tempta-
 
tion of Anger.” Afterwards, on future failures, roll
a d8. 1–4 means an empty cave; 5–6 means they
Once the heart is slain, the ichor can be pulled stumble upon 1d2 glabrezu; a 7–8 means they find
aside, and the brother’s phylactery recovered. The 1d4 hezrou.
character gains the Phylactery Benefit associated Treasure. Every time the characters succeed in
with it. their search for clues, they have a 50 percent chance
of finding Rexlexkala’s Horn. Otherwise, they roll on
W4: Canyon Trove the Infernal Items table. For a description of these
  items see appendix D. When they find the item, it
A vast and twisted battlefield extends before you, might be in the clutches of a tentacle that erupts
cleaved in two by a massive canyon. Whether the can- from the canyon walls, or it might be lodged at the
yon existed before that great battle, or arose because bottom of a bubbling pool of demon ichor (which is
a black pudding with 120 hit points and immunity
of it, you cannot be certain. A trail, paved in corpses,
to fire damage). After 3 such items, they’ll no longer
descends into the canyon.
find any more infernal items here and even success-
 
ful searches are now treated as failures.
Rexlexkala’s Horn. A nalfeshnee carries the
artifact that Rexlexkala seeks and won’t relinquish
it without a fight. The artifact looks like a metallic

78 Chapter 3 | Avernus
A brave prospector ventures into
the Trove despite its dangers.

horn, but if touched it begins to wriggle like a Ancient Blood War Weapons
grotesque worm. Other than this it can be handled d4 Blood War Weapon
safely. An Identify spell reveals that it is meant to
1 This is a fleshy, blood-hued sphere and if an action
be swallowed to attune to it, but if anyone other
is used to squeeze it hard enough, it erupts into a
than a devil does so, they gain none of its powers
500-foot-radius Cloudkill that harms only Fiends.
and instead are afflicted with a random major
insanity that can’t be removed until the artifact is 2 This box casts bright light for 200 feet and dim
extracted. light for 1,000 feet. Covering it negates the light.
An Identify spell reveals that the box is full of
Infernal Items divine energy and will explode if opened. If an
action is used to open the box, every creature in
d10 Item Danger
a 100-foot-radius takes 70 (20d6) radiant damage
1 Bracers of Asmodeus None and the box is destroyed.
2 Infernal Plate Armor Pool of demon ichor 3 This ornate fan is comprised of dozens of partly
3 Stygian Spear Tentacle melted blades. When an action is used to unfurl the
4 Canian Fork Pool of demon ichor blades, spores are released in a 40-foot-radius. Any
5 Demonbone Polearm 2d6 barlguras demon in the area must make a DC 17 Constitution
saving throw. On a failed save, they take 35 (10d6)
6 Sword of Retribution Yellow mold
necrotic damage and one affliction from the Flesh
7 Infernal Amulet Angry horned devil Warping table. Once used, the fan can’t be used
8–10 Ancient Blood War None again until a long rest is finished.
Weapon (see Ancient 4 This is a bag with 10d10 strange seeds inside. If a
Blood War Weapons table) seed is planted in the Nine Hells, it immediately
grows into a corrupted shrieker. Any demon that
doesn’t have the deafened condition and starts its
turn within 30 feet of a corrupted shrieker takes 7
(2d6) psychic damage. This damage doesn’t stack
with damage from other corrupted shriekers.

Chapter 3 | Avernus 79
At the center of the Agora of
Floating Knives sits Orishada's Palace.
CH A PTER 4

Dis, the City of Burning Iron


amed for its ruler, the Iron Lord Locations
Dispater, Dis is the second layer of When the characters arrive in the city have Koh
the Nine Hells and largely dominated Tam provide information about the city and its
by the city of the same name which is different areas (see “Key Locations in the City of
ringed by jagged mountains. Within Dis” for a description). The players need to make
the city, characters may find some of the items their way to the Agora of Floating Knives, the trade
they’re searching for. district in the City of Dis. If the players decide to
venture into any of the other areas of the city, you
Running This Chapter can use the information provided in this section to
Before running this chapter read the “Dis Over- guide them on a short excursion. However, the con-
view” section. It provides you with everything you ditions of these locales may quickly deter them from
need to guide your players through Dis and its venturing there too long.
sprawling city.
Koh Tam and Tiax
Encounters At the Agora, give the players plenty of time to
After arriving in Dis, the players must either navigate explore. Koh Tam or Tiax can provide them with
the River Styx or follow the Iron Road to venture directions to the different areas of the Agora and its
into the City of Dis. Their destination is the Agora of market stalls. If Tiax is accompanying the charac-
Floating Knives with Orishada’s Palace at its center. ters into the Agora, roll on the Troubles with Tiax
Whilst on the river, journeying into the city, roll at table in chapter 1 to see if their outing with the
least once on the Random Encounters in Dis table. gnome is eventful.
At this point, Koh Tam reminds the characters
Random Encounters in Dis that his barge is able to Plane Shift to a layer of the
d6 Encounter Nine Hells above the current one, at any time. It
1 A pack of six lemures have escaped the mines requires a full action for him to activate the ability.
they were working. Four hell hounds pursue
close behind.
Objectives
2 Eight spined devils attack without provocation, Make sure you keep track of your players' objectives
mostly just for sport. They retreat from and lead them to the corresponding areas so they can
opponents who give as good as they get. complete their goals. Once the players have explored
all the different areas within the Agora of Floating
3 The characters notice an imp crouching on the
Knives, make your way to Orishada’s Palace.
rooftops, presumably spying on them.
The following objectives can be attained in Dis:
4 A githyanki trade caravan makes its way toward
the City of Dis. A half dozen githyanki knights on Objectives in Dis
young red dragons provide protection.
Objective Location
5 A lone barbed devil approaches and demands
Instrument of the Bards The Agora of Floating Knives:
100 gp as tax for traveling across Dispater’s
(Ollamh Harp) Barges of Theater
realm. If he is attacked, he calls upon a pair of
war devils (see appendix B) circling hundreds of Cloak of Invisibility The Agora of Floating Knives:
feet above to protect him. The Market of Killers

6 A blazing orb of iron, seemingly ejected from a Phylactery of the bounty The Agora of Floating Knives:
faraway mine, lands on a random character. It The Market of Victims
explodes and that character, and each creature Phylactery of the chosen one The Agora of Floating Knives:
in 20-foot-radius sphere, must make a DC 17 The Arena
Dexterity saving throw. A creature takes 70 Phylactery of patricide Orishada’s Palace: Kitchens
(20d6) fire damage and 70 (20d6) bludgeoning Iron Horn of Valhalla Orishada’s Palace: Aelvette
SERGEI SARICHEV

damage on a failed save, or half as much


Wrought-Iron Tower Orishada’s Palace:
damage on a successful one. The collected
The Floating Duke
fragments of the orb are worth 2,000 gp.

Chapter 4 | Dis 81
Temptations Coiling down mountains high enough to reach
Avernus is the Styx. It winds its way down towards
Have the characters encounter at least one tempta-
Dis and crosses directly through before moving
tion during their time in Dis. You can of course have
downwards towards Minauros. The city has an
them encounter more if you want. If the characters
intricate canal system which the river flows through.
give in to temptation, use the information in appen-
With high walls and a deep bottom, navigators of
dix E to keep track of their corruption level.
the Styx see only the tops of buildings as they pass
through the city. An artificial runoff near the mid-
Troubled Rest
dle of the city was created, with a large iron gate,
The characters might need to be encouraged to
use all their various spells and means of obtaining
allowing travelers to enter the city proper by taking
information to track down the items and phylacteries a slight detour.
they seek. At times you may also want to disturb their Dispater remains the ruler of Dis and an ally
rest—perhaps resurfacing some of the nightmares of Asmodeus, and he intends for it to stay that
described in the Introduction—as they approach layers way. Fortification of Dispater’s layer continues
of the Nine Hells where objects they need to obtain are unabated at his behest, in preparation for some
to be found. future war. Assuming inhabitants follow the rules
Nudge them towards stopping and exploring each
layer appropriately but allow them the freedom to
of the realm, they’re given relative freedom to go
come up with clever ways to find what they seek. about their business.

The City of Dis


Dis Overview The city lies nestled within a fiery ring of moun-
tains, with the only two ways in or out being the
Outside the city proper, the layer is a mountainous Iron Road and the River Styx. It is described by
crag land rich in ore deposits. Dispater ordered the visitors as impossibly large and yet cramped at the
construction of the Iron Road, a pathway made of same time. Like the Iron Road, its buildings are
iron and cobblestone, to navigate the mountains constructed from a mix of cobblestone and burn-
and extract the minerals located within. Since its ing iron, both mined from the mountains of the
construction, the mountains are mined, and ore realm. Because the iron is heated, it emits smoke
transported back to Dis for refinement. and covers the city in a smog, making it difficult to

The Iron Tower of Dispater


Looms over the City of Dis.
JOHN STEVENSON

Agora of
.
Floating Knives

to Avernus River Styx to Minauros

The Iron Tower


.
of Dispater City of Dis

.
Gardens of
Delight

Mentiri

Dis, the Second Hell


see and breathe for mortals. Additionally, the city Tower, making it difficult to find without connec-
and the Iron Road are bathed in a warm light from tions. The Styx is especially dangerous, as the drop
the burning steel, with the surrounding mountains from Dis to Minauros consists of steep inclines,
remaining dark aside from the lit mines. When the rapids, and waterfalls. It takes a seasoned captain
realm doesn’t smell like smoke, it takes on the scent or a large amount of luck to navigate the passage,
of burning flesh and blood. leaving nascent souls or mortals without means of
Extraplanar travelers often stop in the city before traveling deeper.
moving on, due to its reputation as a hub for trade
and commerce within the layers. Many bazaars Features
and shops are set up offering strange wares from Iron itself bends to the influence of Dis. Whenever
different planes, and Dispater encourages any on a good-aligned creature touches nonmagical iron,
the plane to establish contracts whenever possi- they take 4 (1d8) fire damage. This includes armor
ble. These contracts usually involve souls and the or weapons that creatures might be using, ammu-
greater devils, who make homes in the massive iron nition, storage devices, keys, etc. A Protection from
towers scattered throughout the town. Beneath the Good and Evil spell or similar effect allows crea-
city lies a labyrinthian structure of dungeons, said tures to resist this effect for the duration.
to contain mortals from the Material Plane. Vents As the most lawful of the infernal planes, visitors
in certain areas of the city allow bloodcurdling to this plane become bound to their words and
screams to float up from below. contracts. Any time a mortal gives a promise, enters
into a contract, or otherwise ensures their end of a
Leaving Dis bargain, they find themselves magically compelled
Unlike leaving Avernus, traveling deeper into the to follow. A creature that breaks such a bond while
Nine Hells from Dis is quite difficult. The only two on Dis takes 32 (5d12) necrotic damage and gains a
known passages are the Styx and a staircase, both level of exhaustion.
of which descend to Minauros. Though the loca-
tion of the staircase isn’t publicly known, everyone
JULIAN CALLE

assumes it to be located within Dispater’s Iron

Chapter 4 | Dis 83
Key Locations Temptation of Deceit
in the City of Dis “The Liar”
While the characters are exploring the Garden, a succu-
Some of the major locations found in the City of Dis bus approaches the character with the highest Charisma
are described below. and offers to give them the power of deception. Run
the appropriate temptation event found in chapter 2.
The Iron Tower of Dispater
Though several iron towers decorate the city, none  

are as large as the Iron Tower, Dispater’s fortress Walls of sandstone rise above you and in front of the
and palace. It is visible from anywhere in the city, wooden doors to the Garden of Delights stand several
and through enchantment magic always appears to attractive servants, beckoning you forward. You feel a
be very close. Dispater maintains complete control
strong compulsion to approach these comely beings.
over the tower—including the capability to shift its
 
form and interiors to match his desires—and the
tower can only be entered if he permits. If Dispater The characters may pay 50 gp apiece to enter the
has no interest in meeting you, even reaching the Garden. Once inside they’re handed cool and deli-
tower requires tremendous effort and immense cious (and illusory) drinks. Now roll a d100—this is
willpower. the number of hours the characters waste, captivated
If the characters decide to visit, they struggle to by the illusory delights the garden provides. At the
ever reach the tower. Wherever they’re in the city, end of this time, a character must succeed on a DC
the tower always appears right around the next 17 Charisma saving throw to even want to leave, if
corner, but no matter how long they walk, it never they fail the saving throw, they spend another d100
gets any closer. If the characters succeed on a DC hours within and must repeat the saving throw.
21 Wisdom (Survival) check and spend 2d6 hours When the characters finally succeed on the saving
searching, they finally reach the Iron Tower. If they throw and depart, each gains a level of exhaustion.
fail the check, they waste 2d6 hours and are no
closer, but they do trigger a random encounter. The Great Prison of Mentiri
  Mentiri acts as a maximum-security prison for the
After a final push, you reach the tower. Up close it is criminals of the Nine Hells. Inside, inmates are
impossibly large. You squint as you look up but can- tortured and indoctrinated to ensure they follow
not make out its peak. The tower feels unwelcoming, the rules of the Nine Hells. This secure prison
is located deep within Dis and within its walls
and you feel a great heat emanating from it. There is
no sign of door or window—the tower simply looms
Temptation of Oppression
over you as if in judgment. “No Pain No Gain”
 
Read the following the first time the characters travel
Unless the characters have business inside of the towards the prison:
tower (and Dispater allows them entry) the charac-  

ters can’t enter. Traveling towards Mentiri you pass a group of


insect like devils transporting captives to the
The Garden of Delights prison. Suddenly, an elf dressed in expensive
Devils from all layers are known to travel to Dis looking armor makes a dash for freedom. Within
solely for the Garden, where all manner of luxu- seconds, the man is beset by a huge infernal raptor
ries and pleasures can be enjoyed. The Garden
that carries him screaming into the sky.
provides the income needed to improve Dispater’s
 
city and armies, and it keeps his citizens happy.
The Garden also serves as a distraction for the Later, on their way down from the prison the characters
denizens of the Nine Hells from the tortures find the elf’s armor on the side of the road but no sign
of everyday existence in this bleak place. How- of its former owner. A successful DC 15 Intelligence
ever, the characters are mortal beings and the (Arcana) check reveals it to be powerful magic armor.
Run the appropriate temptation event found in chapter 2.
illusions found inside overwhelm their minds. If
If the characters try to save the elf, they must fight
they explore the Garden of Delights, they become the shredwing and the four pain devils (see appendix
enchanted by its beauty and may forget themselves. B for both) guarding the rest of the prisoners. The elf
For considerable time they’re unable to remember is already dead when the battle starts; it was just an
their mission and wander the Garden aimlessly. animated corpse of an elf that has been dead for more
than a thousand years.

84 Chapter 4 | Dis
contains many different kinds of prisoners—outsid- • They’re likely to see many disturbing things, but if
ers, captives from the Blood War, and others who they let on to any discomfort it could lead to trouble.
have broken the laws of the Nine Hells in one way
This is a location well known to many travelers
or another. The only way into the prison is being
and Koh Tam can provide a standard map of the
captured and condemned to rot there. The charac-
Agora (see appendix F) to the characters.
ters are lucky that they’ve no reason to enter.

The Agora of Floating Knives Approaching from the River Styx


Off the great runoff from the Styx, within the City of
The Agora of Floating Knives is one of the largest
Dis, there is an artificial lagoon, square and shad-
trading hubs in the known planes and is welcoming
owed by high walls. Here can be found the Agora of
to non-devils.
Floating Knives.

Adventure: The Agora 

It is a great armada of floating stalls and huts, house-


of Floating Knives boats, and rising from its heart an entire palace borne
The Agora of the Floating Knives is an enclave for on the deadly waters. Imps and other menial demons
non-devils made up of floating vessels located on
can be seen plying gondolas along the narrow channels
the edge of the great City of Dis. Here mortals can
purchase a variety of infernal goods and services. separating each establishment.
In the City of Dis you can buy or sell anything, so  

long as that thing has a chance of harming some-


one, somewhere. Many of these markets are run by The Outer Agora Locations
devils for devils, locked away within the cramped Visitors relying on the services of the imps (for
streets, behind the high walls. However, Dis is one the small sum of 10 gp) should be very specific in
of the few places in the Nine Hells that can be char-
giving their destination, as the diminutive gon-
acterized as even slightly welcoming to outsiders.
doliers delight in malevolently misinterpreting
Travelers visit Dis for many purposes, but a great
instructions every bit as much as an archdevil
many come specifically for the Agora of Floating
bargaining for a soul.
Knives. If the characters tell Koh Tam that they
The periphery of the Agora consists of a ram-
wish to visit the City of Dis, he directs them to the
shackle of little boats and rafts that offer the sort of
Agora because of its accessibility to outsiders.
goods that might be found in a dozen dens of vice
  across Dis, most often from the clawed hands of
Koh Tam gestures towards the city before you. “Dis those who have been barred from more respectable
is a city of commerce. If any of what you seek is here, infernal haunts. Vendors from other realms bring
the Agora of the Floating Knives is our most appealing goods not native to the Nine Hells in an attempt
to tempt diabolic custom, whilst petty devils from
destination. The Agora is an enclave for non-devils and
lower layers haul up treasures and resources unique
is situated such that we can sail downriver and reach
to the infernal realms to sell at the small shops
it without even having to risk the tangled confines of located here. There is a lively trade in Condensed
the city proper. Within its hundreds of floating stalls Order, a silvery powder that can be extracted from
and huts we might find just about anything. And if we those of a lawful persuasion. Devils bound for the
don’t, we could risk an audience with Orishada, he is warfronts of Avernus take flasks and snuff boxes of
the stuff to fortify themselves against exposure to
a powerful devil, and dangerous as any other, but he
the raw chaos of demons.
runs the Agora and is more willing to speak to outsid-
Some of the more common items that can be pur-
ers than most.” chased are listed in the Items for Sale table:
 

Items for Sale


Advice from Koh Tam Item Cost
Koh Tam (or Tiax) offers the following advice to Condensed Order 50 gp
characters, if necessary: Dream bottle 50 gp
• They should hire an imp to guide them, or allow Dust of Sneezing and Choking 250 gp
Tiax to do so, if he’s willing. Oil of Sharpness 2,500 gp
• They might find what they’re searching for in the Oil of Slipperiness 250 gp
markets. If not, then they might need to seek an
Potion of Fire Breath 250 gp
audience with the ruler of the Agora, Orishada, a
powerful amnizu (see Monsters of the Multiverse). Potion of Mind Reading 750 gp

Chapter 4 | Dis 85
The Agora of Floating Knives A2

A1

A4

A6
A3

A5

0 50 100 150 200


JOHN STEVENSON

Feet

86 Chapter 4 | Dis
If the characters attempt to intervene, remind them it
Temptation of Jealousy
is important not to draw attention to themselves and
“With Friends Like These”
that everyone participating in these games has cho-
While the characters are perusing wares, an incubus
approaches and tries to sell an Amulet of Betrayal (see
sen to do so. They may participate in the games them-
appendix D) to one of the characters. The price he selves—feel free to have them fight against various
offers it for is 1000 gp but he is willing to reduce it to devils and creatures of the Nine Hells. Or they can
500 gp, if appropriately convinced. participate in games of skill or intelligence (use the
Chosen One section below as guidelines). The prize
There is also a thriving trade market. These items for victory is 1 Soul Coin. The cost of failure is either
are readily available for anyone who succeeds on death in the arena, or in the case of more civilized
a DC 15 Intelligence (Arcana) check. However, the competitions, an hour of torture in the shacks (result-
buyer is only interested in trading for a magic item ing in that character gaining one level of exhaustion).
with Soul Coins as an additional cost. The Phylactery of the Chosen One. If a character
has selected the sin of pride, their phylactery is here.
Magic Items Trade Cost They see their soul competing in various arena
Magic Item Trade In
games and constantly losing. As they approach each
contest they do so with sunken shoulders and a
Mirror of Life Trapping Rare or very rare wondrous item,
worried frown. When they lose, they’re mocked and
plus 3 Soul Coins
punished. And they always lose.
Dagger of Venom Uncommon or rare weapon, The character may tap in and take their soul’s
plus 1 Soul Coin place. They must compete in the following three
Crystal Ball Rare or very rare wondrous item, challenges:
plus 3 Soul Coins
Test of Strength. The character must fight a
Efreeti Bottle Rare or very rare wondrous item, chain devil.
plus 3 Soul Coins Test of Skill. The character must either best a
Ring of Shooting Stars Rare or very rare ring, horned devil in a complicated game of knot tying
plus 3 Soul Coins or compete against an erinyes to see who can
Robe of Stars Rare or very rare magic cloak or calm an enraged hellcat (see appendix B). Tying
robe, plus 3 Soul Coins the knot requires a successful DC 18 Dexterity
Staff of Fire Rare or very rare magic rod (Sleight of Hand) check whereas taming the
or staff, plus 2 Soul Coins creature requires a successful DC 15 Wisdom
(Animal Handling) check. If the character fails
Staff of Frost Rare or very rare magic rod
the check, they can try to make a DC 16 Cha-
or staff, plus 2 Soul Coins
risma (Deception) check. If successful they bluff
Spellguard Shield Rare or very rare shield, their way into getting a second (and final) chance
plus 2 Soul Coins on the original check.
Nine Lives Stealer Rare or very rare weapon, Test of Wits. The character challenges an amnizu
plus 2 Soul Coins (see Monsters of the Multiverse) to a dice game
popular in the Nine Hells. The character must
A1: The Arena make a successful DC 15 Intelligence check to
win the match.
 

The cheering and jeering of spectators, as well as When a character loses a challenge, they gain a
grunts of pain and shrieks of terror, alerts you to an level of exhaustion. If the character rests or oth-
erwise recovers from that exhaustion, they must
open arena floating upon a barge. Several lodges are
start all three matches over. They may repeat each
connected to it and from these buildings various chal-
challenge as often as needed to win but can have no
lengers emerge, either to fight upon a field of battle, help from anyone. Once they win all three matches,
or to take their place against one another at tables of a succubus or incubus appears and hands them
various games of chance. their phylactery.
Just as you approach a devil knocks a piece sideways
A2: Neogi Shop
on a game board and rises, shouting out in victory. The One of the shops in the Outer Agora is run by the
tiefling sitting across from the devil moans as guards enigmatic and ruthless neogi (see Monsters of the
drag him into one of the buildings. Multiverse). These spider-like monsters are planar
  travelers that trade in magic items and prisoners.
Their shop usually only stays in the same place for
1d6 weeks. Each visit to the shop brings the chance

Chapter 4 | Dis 87
Illusory Items
Magic Item If Illusory Cost
Apparatus of Kwalish A hook horror charmed by the neogi 100,000 gp
Brazier of Commanding Fire Elementals An xorn restrained by Dimensional Shackles 10,000 gp
Cape of the Mountebank A rotting nonmagical cloak 5,000 gp
Carpet of Flying A cheap carpet 20,000 gp
Cloak of Arachnida A cloaker that is the pet of one of the neogi 15,000 gp
Deck of Illusions A set of playing cards with depraved images 400 gp
Demon Armor Hezrou restrained by Iron Bands of Binding 40,000 gp
Dwarven Plate A shield guardian whose control amulet is worn by the neogi master 35,000 gp
Figurine of Wondrous Power (golden lions) Same as above except a pair of hellcats (see appendix B) 11,500 gp
Figurine of Wondrous Power (marble elephant) Same as above except a single maelephant nomad (see appendix B) 11,000 gp
Figurine of Wondrous Power (onyx dog) Displacer fiend (see appendix B) under permanent Reduce spell 11,000 gp
and held by an adamantine leash
Helm of Brilliance Intellect devourer 25,000 gp
Mace of Terror A flameskull attached to an Immovable Rod 9,000 gp
Sword of Life Stealing A rusty nonmagical sword 12,000 gp
Wings of Flying Muzzled harpy in a cage 11,000 gp

of danger, for sometimes the neogi aren’t looking A3: Barges of Theater
to sell items, but are more interested in acquiring
new victims. A new shopper must make a DC 20  

Charisma (Persuasion) check. If they succeed, the A host of hideous entertainments are visible for
items on sale are real. If they fail, then the items are the delectation of the casual visitor, carried past on
illusory and the neogi have prepared an ambush. A boats and as advertisements at the doors of various
neogi master leads the ambush, with an additional establishments. Street torturers ply their trade to the
neogi (see Monsters of the Multiverse) and an umber laughter and applause of discerning crowds in much
hulk for each shopper. More powerful customers
the same way as acrobats or stage magicians might in
might mean the neogi bring an additional 1d6 gray
renders (see Monsters of the Multiverse). The Illu- a less cursed city.
sory Items table lists items that they sell, along with
 

what the items really are if the neogi have decided to Some of the horrors that a visitor might come
ambush the shoppers. across include:
The Inner Agora Locations • An archery competition where contestants per-
manently snuff out souls by shooting at writhing
  larvae pinned to a target board.
Beyond the mean skirt of barter and desperation can • A still living Red Wizard whose body has been
be found more magnificent emporia, two and three- transformed into a teleportation circle.
story vessels moored in a hierarchy jealously main- • A musical instrument where each key drives a
tained by the stallholders. There are grand platforms skewer into the flesh of some poor mortal whose
throat has been twisted to utter one note of
where demonstrations of very particular skills can be
perfect pitch. This last venue is run by a tiefling
performed. Each auction house sells a specific brand named Gazrak.
of the unspeakable.
 
Woe betide any visitor who shows distress at such
theatre. With the Agora being so readily accessible,
This is the Agora most visitors know, and it throngs Orishada keeps a watching legion of imps haunting
with outsiders whose villainy, while it can’t approach the rooftops like pigeons, watching for any intruders
that of the devils themselves, nevertheless marks who lack the appropriate immoral fiber. Those who
them out in their homes as exceptional. The Agora do are followed by the imps until a squad of four
of Floating Knives is most famed as the center of bone devils arrive to exterminate them.
the Nine Hells’ murder trade. The four most popular Conclave (Bard)—Instrument of the Bards
destinations include the Barges of Theater, Market (Ollamh Harp). Gazrak (chaotic evil, tiefling
of Killers, Market of Victims and Orishada’s palace. archmage) sells all manner of grotesque musical

88 Chapter 4 | Dis
instruments, but he also owns an Instrument of the Assassins for Hire
Bards (Ollamh Harp). He is fond of the harp but CR/Level that
also greedy. He suggests an outrageous price at Killer Cost they can kill
first—30 Soul Coins. A successful DC 17 Charisma
Thug 100 gp 1
(Persuasion) check can either lower the price to 20
Soul Coins or allow the characters to pay 100,000 Gladiator 250 gp 3
gp instead of using Soul Coins. Giving him a rare Assassin 500 gp 5
or very rare magic item as part of the exchange Undead drow mage* who 750 gp 6
reduces the price by half. summons a bone devil
instead of a shadow demon
A4: The Market of Killers
Undead assassin* 1,000 gp 7
 
Undead githyanki knight* on 1,500 gp 8
Ahead of you is a crowded barge that criers announce
a young shadow dragon (red)
in a dozen languages as the Market of Killers. Living
The yat-ja slayer (lizardfolk 5,000 gp 9
killers from across the planes have flocked here assassin with a Cloak of
seeking the highest fees. Devils tout dead killers, infa- Invisibility)
mous in their lifetimes, but who are allowed back into Saint of killers (fallen planetar 20,000 gp 12
the realms of the living for one more murderous job … with no wings or fly speed,
at the right price. Crowded and frenetic auctions are dressed in dark leather)
held every hour, with the prize being a victim of the *These Undead creatures have resistance to Acid, Cold,
winner’s choice killed via some particularly grotesque Fire, Lightning, Necrotic, Thunder damage; Bludgeoning,
trademark method. Piercing, and Slashing damage from nonmagical attacks.
  They’re immune to the following conditions: Charmed,
Exhaustion, Frightened, Grappled, Paralyzed, Petrified,
In the Agora, perhaps the most mundane com- Poisoned, Prone, Restrained. They have the following trait:
modity one can hire at the Agora is the service of
assassins. The characters can hire a killer to per- Incorporeal Movement. The killer moves through other
creatures and objects as if they were difficult terrain. The
form a single kill, not as some sort of retainer. If the
killer takes 5 (1d10) force damage if it ends its turn inside
characters are willing to spend enough, they might an object.
be able to use one of these assassins to rid the multi-
verse of a villain that they met during this adventure assassin. See the “Floating Duke” section. The
(or a previous adventure). You decide whether the dispensation costs 8,000 gp.
assassin succeeds. A failed attempt might mean that
the target turns the tables and sends an assassin A5: The Market of Victims
against the characters.
 
Conclave (Rogue)—Cloak of Invisibility. To
Across from the barbarity that is the Market of Killers,
obtain the cloak the characters must hire the assas-
sin (neutral evil, lizardfolk assassin) who wears it, there is the Market of Victims. Not a commodity you’d
and then kill them for it. When they threaten the think would be in short supply in the Nine Hells, but
assassin he mocks them because he is protected by there are victims and then there are victims. Each seller
a powerful archdevil. claims to cater to a very specific criteria of victim—a
  particular bloodline, a type of virtue, saints, angels,
The assassin hisses at you. “Lay down your arms and demons, emperors, and more.
move on, for know this: my patron is powerful and  

appreciate-s my s-special s-skills. They will be displeased The kidnappers of the Nine Hells have contacts in
if you s-strike out against me.” The lizardfolk grins a every plane, on every world. They offer a compre-
toothy grin and slips the hood of the cloak overhead. hensive service. Many a high priest of some bloody
  god or other has procured the perfect sacrifice by
sending their acolytes to the Agora with sufficient
They’re still willing to assassinate an individual for
largesse.
the characters or meet them at a later date. If the
Phylactery of the Bounty. The character seek-
characters do kill the assassin, they draw the ire of
ing the phylactery that contains the soul of their
an archdevil (your choice), who makes the remain-
bounty—the matron of a powerful noble family—is
der of their adventures in the Nine Hells more
drawn to this location. They immediately notice a
dangerous. To avoid this, characters must purchase
secluded corner of the market where an affliction
a dispensation from Orishada prior to killing the

Chapter 4 | Dis 89
SERGEI SARICHEV
Devils display their nasty
tricks to an admiring crowd.
devil (see appendix B) haggles with two barbed extracted, for a fair price. If she doesn’t think this
devils. One barbed devil clutches a bulging leather is likely, then she offers to play a game of chess or
satchel. The character realizes the phylactery they other logical exercise from an appropriate visitor.
seek is in the satchel. If they don’t intervene the If the visitor agrees and loses the game, then this
affliction devil soon takes the satchel and flies away. yields a gleaming phial of Condensed Order for
Instead, if the character interrupts, they can offer Aelvette, but leaves the unwilling donor confused
to buy the satchel. This negotiation requires a DC and off-balance (akin to the poisoned condition). The
16 Charisma (Persuasion) check. If successful, the condition lasts for 5 minutes.
character manages to outbid the affliction devil and Playing Aelvette. The characters find themselves
can purchase the satchel for 5,000 gp. If the result in a battle of wits with Aelvette. Either they have to
of the check is 20 or higher, the character’s negoti- impress her during a conversation in which she is
ation skills are insurmountable, and the affliction testing their mettle, or they have to (try and) beat her
devil leaves negotiations earlier. The character only at chess. The character with the highest Intelligence
needs to pay 3,000 gp to purchase the satchel. Once score should challenge Aelvette. Defeating the hag
the satchel is obtained, the character takes posses- at chess or impressing her during conversation
sion of this phylactery and receives the Phylactery requires three successful Intelligence checks. The
Benefit associated with it. DC is 10 on the first check, 15 on the second check,
and 20 on the third check. A character who has pro-
A6: Orishada’s Palace ficiency in the Insight skill can add their proficiency
  bonus to each of these checks.
The palace at the center of the Agora is a vast leviathan Once Aelvette has finished plying her trade in
of pumice and incandescent metal lit on the outside by powder, she informs her guests that her master, Ori-
shada, wishes to see them. Before they meet with
some gruesome burning substance. Its walls bristling
him, the night hag suggests that they partake of the
with a million barbed hooks, the only easy way in
services provided at the kitchens or the salon.
seems to be the massive double doors at its front. Conclave (Ranger)—The Iron Horn of Valhalla.
 
Aelvette is in possession of the Iron Horn of Val-
Orishada and his select underlings offer unique halla, a character searching for it has to steal it from
services, both to the Nine Hells and to outsiders. her. When the characters enter Aelvette’s chambers
They’re proud of their range, in fact—enough that read the following:
at least affecting to be a connoisseur of such things  

can win one an audience. You are ushered into a large, oval room by the imp.
It quickly scurries away leaving you alone with the
An Audience with Aelvette figure at the center of the room. Behind her, the floor
Using the iron knocker summons an imp that to ceiling windows overlooking the Agora are opened,
opens a slot just below. The imp promptly demands
allowing the smoke and stench of the city to penetrate
to know what valid business justifies the interrup-
tion. As long as a visitor describes the desire to the air. The sparsely furnished room is dominated by
purchase something that Orishada provides, then a large stone table. On it a weathered chessboard is
the imp permits them to meet with the majordomo set up, the pieces positioned in what appears to be a
of the palace. game in progress. Aelvette, the majordomo, stands
Orishada’s majordomo is Aelvette, an ancient beside the table, studying the game set up before her.
night hag whose past has taken her in and out
She appears deep in thought and doesn’t pay you any
of the lower planes for longer than even most
devils can recall. She has complete control of attention. Your attention is drawn to a magic horn
her appearance, able to decide for each viewer mounted on the wall behind her …
whether she should appear as alluring or hideous  

at any given moment. Her particular game is the This is the Iron Horn of Valhalla. The characters
Condensed Order trade; the silvery powder, highly need to distract Aelvette to steal it. The most
valuable to devils, that can be extracted from opportune moment would be when her mind is
those of a lawful persuasion. elsewhere engaged. Most likely, the characters will
Aelvette is sly, humorous and doesn’t play by the opt to have one of them move on the horn while
rules in the way true devils do, which can make she is playing chess with another character. Some
her either the best or absolutely the worst person characters might want to stage a different distrac-
to approach at the palace. The night hag attempts tion. Whatever scenario they choose, a character
to discern if any of her guests are of an appropriate stealing the horn needs to succeed on a DC 16
mindset to consent to have the Condensed Powder

92 Chapter 4 | Dis
The most perverse delicacies are
prepared in Aelvette's kitchens.

Dexterity (Stealth) check. If they fail, she notices If their appetite is overpowering their morals, the
the character creeping behind her and attacks— characters may choose to order one of the delica-
unless the character manages to convince her their cies from Aelvette’s kitchen. Prices are listed on the
intention was not to steal. Forbidden Delicacies table.

The Kitchens Forbidden Delicacies


  Meal Cost
This massive kitchen contains sights and smells only Boiled shank of minotaur 25 gp
a devil, or one interested in the macabre, could enjoy. Candied spider eyes 3 gp
Hulking chefs, whose limbs seem stitched together, Live owlbear 1,000 gp
shuffle about preparing meals as a devil directs them. Lobe of grell 12 gp
 
Poached stirge eggs 1 gp
In addition to managing the important business Prime cut of pegasus 100 gp
conducted in the palace, the majordomo, Aelvette,
Roasted jackalwere 10 gp
also presides over the devil chefs of the palace’s
famous Omnivorous Kitchen, an appalling side-busi- Toasted salamander 15 gp
ness of hers known to the jaded and wicked across
the planes. Who, after all, knows the best way to The chefs working the kitchen are three flesh
prepare just about any meat, to appeal to any palate, golems directed by a horned devil. Any violence in
but a hag? Those who wish to sample the most the kitchens brings down the wrath of all the chefs
forbidden delicacies flock to the palace, as do those and their overseer.
SERGEI SARICHEV

who would learn the ghastliest recipes and culinary


techniques across the multiverse. Not for the faint of
heart or the weak of stomach.

Chapter 4 | Dis 93
The Phylactery of Patricide. A character who has is always in the market for a truly unique experi-
chosen the patricide sin discovers that one of the ence, and always has something to offer in trade. Its
flesh golems is being whipped by the horned devil illithid spawn have been known to ensure that its
for failing to follow a recipe in the correct manner. offers can’t easily be refused. Corteso’s other racket
Read the following to that character: is secrets.
The multitude of minds that it and its many
 

You realize the flesh golem’s likeness is identical to


broods have consumed grant the ancient intellect
a vast storehouse of dangerous knowledge. Buyers
yours and in the devil’s face you see your own father’s
come to learn exactly what they need to say, and
features reflected. A terrible sense of familiarity comes to whom, to have some other murdered without
over you, reminding you of the dreams that have long getting their own hands dirty. Corteso specializes
been haunting you. in jealous lovers, swindled business partners,
  ancient family feuds, anything that sows discord
and inflames hatreds between mortals. Just what
The character must end this cycle of torment to gain
brought such a creature as Corteso to the pal-
their phylactery. The moment they attack the horned
ace and Orishada’s patronage is a secret nobody
devil however, all the flesh golems, including the
knows, certainly one the creature has no intention
one in whom the character sees their own likeness,
of selling. Rumor has it Corteso created and then
defend the vile creature.
survived the destruction of multiple broods, evaded
Once the golems and the devil are slain, read the
the attempts of many heroes to end its prolonged
following:
existence, and fled to the Nine Hells pursued by
  gith assassins and the agents of other elder brains
The abused flesh golem looks up at you from where which it had betrayed. Innately treacherous, it is
it has fallen. Then its flesh begins to burble and hiss, ‘loyal’ to Orishada because only in the archdevil’s
dissolving away, leaving behind a terrible stench and a shadow is it safe.
Corteso is always protected by a half-dozen mind
tarnished phylactery that remains warm to the touch.
 
flayers and their intellect devourer pets. If asked
where he obtains his memories, the characters are
The player has recovered their soul’s phylactery. told their suppliers are many, but recently high-qual-
ity memories have been obtained from a location
Corteso’s Salon of Experience known as the Ineffable Trove, located in Minauros.
 

Tiny brains with legs run about this room that has been
The Floating Duke
designated as a ‘salon of experience’. Behind a thick  

glass window, you see a pool that contains a massive Orishada is a great, broad devil wearing clothes of
pulsating brain. metallic finery, richly bedecked in both mundane and
  exotic jewelry. “I hope you’re not here to waste my
time. My direct superior is Dispater himself, lord of
Corteso’s Salon of Experience is another peculiar
service offered at the palace. Many devils have an both city and layer, and he will be gracing me with his
infinite curiosity about what it is to be mortal. The presence in a few hours. I see only very select buyers,
illithid elder brain (see Monsters of the Multi- which my majordomo assures me you are. I must
verse) Corteso has accumulated a vast library of assume you’re here for the specific class of ware that I
memories—specializing in experiences of sin and am known for: dispensations.”
being sinned against. As well as counting for high  
entertainment to devils, students from the college of
Maladomini flock here to refine their education on If his guests have no idea what he is talking about,
how to live among and manipulate mortals. Corteso Orishada—an amnizu (see Monsters of the Multi-
verse)—won’t immediately order their deaths. He
Temptation of Harm assumes it is part of some negotiation tactic. He
“Carved in Flesh” summons one of his imps to explain what a dispen-
One of the butchering knives, currently ensconced in sation is:
a hunk of meat, appears larger and somehow more
ominous than the others. It can be retrieved without
alerting the golems and devil with a successful DC 16
Dexterity (Sleight of Hand) check. The characters now
have the Knife of Stolen Resistance (see appendix D).

94 Chapter 4 | Dis
 

“In the fine print of many an infernal contract there is


Insurmountable Odds
All the devils at this location defend either Dispater
a little clause almost never exercised. It’s a ‘boiler- (see appendix A) or Orishada if the characters attack
plate’ clause that when exercised, gives an ironclad either. It is unlikely characters can survive an out-
permission for the contract holder, their heirs or right onslaught and they may need some guidance to
behave as cleverly as the devils themselves do in the
assigns, or any descendant or inheritor, to be mur- Nine Hells. Dealing with just Orishada on his own is
dered, without penalty or retribution. Such clauses significantly easier.
have been around for many thousands of years, and
my master, Orishada, makes it his business to collect Deathstalkers—Obtaining the Wrought-Iron
them, or knowledge of them.” Tower. Dispater is due to visit Orishada in a few
  hours. While extremely difficult, a particularly inge-
nious group of characters might be able to steal
After the imp has finished, Orishada inquires as to Dispater’s Wrought-Iron Tower (this is the staff that
whose dispensation they wish to purchase. is his signet) through deception (though illusions
Given their multigenerational nature, a remark- won’t work) or by simply snatching it and running
able number of great and powerful people are for their lives. However, they can also learn from
covered by such clauses without ever knowing it. Orishada, who is a braggart, that Dispater must
The dispensations that Orishada sells don’t pro- leave his Wrought-Iron Tower with Orishada before
cure the death of the victim—that’s what the rest of he goes to an audience with Asmodeus. He can’t
the Agora is for, after all. However, they do permit bring his symbol of power when he goes before his
an assassin to disregard a variety of defenses up master, and he doesn’t trust to leave it with some-
to and including divine favor, and protect the killer one at his abode; thus, he often leaves it in Orisha-
from curses, supernatural wrath, and other prob- da’s care.
lematic fallout after murdering someone particu- If the characters express disbelief that Orishada
larly important. could safely care for such a powerful item, the devil
There is a 50 percent chance that any named evil bristles at the offense. He shows off the special
creature/NPC is covered by a dispensation. This chest he has had constructed to safeguard the
drops to 10 percent for good and neutral NPCs. A artifact. The adamantine chest is built into the floor
good rule of thumb is to have a dispensation cost itself and hence unmovable and protected with a
1000× the creature/NPC’s challenge rating in gold magical lock that requires a code writ in glyphs to
pieces. be entered successfully, in sequence. Each failure
If his guests decline to purchase a dispensation results in a loud boom heard up to a mile away
or they’re impolite or violent, Orishada becomes (surely drawing any guards’ attention) and a devious
enraged and orders his personal guard to liquidate trap. Each creature within 30 feet of the chest when
the intruders. These include a quartet of horned the trap is triggered must make a DC 19 Dexter-
devils and a half dozen bone devils. ity saving throw. A failed save results in 36 (8d8)
Orishada won’t join in the slaughter, not because damage of a type that the creature is vulnerable to
he doesn’t want to, but because he can’t. Orishada (necrotic damage if the creature has no vulnerabil-
was a talented killer whose thousand-year career ity). Succeeding on the saving throw results in the
would raise the eyebrows of every assassin throng- damage being halved.
ing the boats of the Agora. He finally allowed his A successful DC 16 Charisma (Persuasion) check
bloodthirstiness to overcome his proper place, can convince Orishada to open the magnificent
however, encompassing the death of one beloved chest and when he does so a successful DC 20 Wis-
to certain divine powers. In punishment, Orishada dom (Perception) check allows a character to notice
now lives out his endless life under a bitter curse. the combination required to unlock it.
He can no longer inflict physical harm himself, not
on the least insect, not even to a mortal. Because of
this he uses his magic to aid his guards as best he
can but won’t intentionally cause damage.

Chapter 4 | Dis 95
The Black Dragon Ilfrich circles above his lair.
CH A PTER 5

Minauros, the Endless Swamp


erhaps the most disgusting of the Random Encounters in Minauros
layers, Minauros, the third layer of the d6 Encounter
Nine Hells, is an unending bog filled with
1 An envoy of four chain devils from Jangling Hiter
ruins and plagued by insects and disease.
passes the characters on its way to negotiate
Countless structures, creatures, and
with devils from Minauros. They carry 8,000 gp
vegetation have sunk under the pull of the bog, just
to be used in those negotiations.
to be replaced shortly after.
2 A convoy of a dozen lemures are under attack
Running This Chapter by a flock of four shredwings (see appendix B)
looking for food.
Before running this chapter read the “Minauros
3 An elite group of ten bearded devils is returning
Overview” section. It provides you with the infor-
from a scavenging trip within a nearby ruin,
mation you need to set the scene for your players
possibly with spoils to bring to Mammon. If they
during their adventures in Minauros and guide
defeat the devils, the characters can claim 5,000
them towards the Ineffable Trove.
gp in gems and other valuables.
Encounters 4 1d4 ayperobo swarms (see appendix B) wander
The journey into Minauros is treacherous and navi- through the swamp, looking for victims. They
gating the Styx is difficult. Remember to roll on the descend on anything with blood.
River Styx Encounters table in chapter 2, for each 5 A group of five barbed devils, have been tasked
day they travel those waters. Even once the char- with cutting down a section of the swamp in
acters have solid ground under their feet, the Nine preparation for new construction.
Hells offers them no respite. After they leave the 6 A deadly hailstorm appears, centered on one of
ship and make their way inland, roll at least once on the characters. The storm is 300 feet in radius
the Random Encounters in Minauros table. and any creature who starts their turn in the
storm, must make a DC 18 Dexterity saving
Locations throw. On a failed save, the creature takes 33
When the characters leave the barge to venture into (6d10) slashing damage. On a successful save, the
Minauros have Koh Tam provide information about creature takes half as much damage. The storm
the different locations found here. Descriptions moves 10 feet in a random direction on initiative
can be found in the “Key Locations in Minauros” count 15 of each round and lasts for 10 rounds.
section. If the players decide to venture into any of
these areas, you can use the information provided in Objectives
this section to guide them on a short excursion.
Make sure you keep track of your player’s objectives
Tiax and lead them to the corresponding areas to ensure
they can complete their goals.
Where Tiax was quick to offer his services as a guide
The following objectives can be attained in
at the Agora in Dis, here he seems more reluctant.
Minauros:
When the characters ask him to accompany them, he
becomes irritable. He tells them, “Tiax is busy with
Objectives in Minauros
his important work. Now go away!” If pressed, he
draws the characters a crude map that is of no use. Objective Location
He thrusts it into the hands of the character standing Belt of Giant Strength The Ineffable Trove:
closest to him before stomping off to the lower decks (storm) Thelekarna’s Roost
in a huff. He refuses to come out again until the Accounting and Valuation The Ineffable Trove:
ship is on its way to another layer of the Nine Hells. of All Things Klassk’s Lair
Tiax has had dealings in the past with a strange and Phylactery of the infinite The Ineffable Trove:
powerful being living in the Ineffable Trove known treasure The Grinken Eyre
SERGEI SARICHEV

as Grinken Eyre. He believes he still owes Grinken


Phylactery of the father The Ineffable Trove:
Eyre a favor and wants to avoid payment, but Tiax is
The Grinken Eyre
mistaken. It is Grinken Eyre who owes Tiax the favor.

Chapter 5 | Minauros 97
and the bog below, the river turns into cascading
The Group Patron
waterfalls and severe rapids, eventually falling
If the characters have completed most of their objec-
tives, or are close to doing so, review the “A Thankful almost 200 feet into a small pool in the swamp.
Patron” section in chapter 10. The characters eventually From here, it winds through the bog to a hot corner
need to travel to Cania to complete their patron’s quest. of the layer and into an extinct volcano. Inside the
caldera is a whirlpool, which dumps into Phlegethos
below. For the inexperienced, knowing where the
Temptations swamp ends and the Styx begins is extremely
Have the characters encounter at least one tempta- difficult, and more than a few inhabitants end up
tion during their time in Minauros. If the characters walking right into the deadly river, drowning as
give in to temptation, use the information in appen- their memories depart.
dix E to keep track of their corruption level. Although the swamp itself could prove dangerous,
native inhabitants to the layer feel their realm is
Minauros Overview perhaps the most magnificent. Indeed, it contains
Named for its capital city of the same name, Min- vegetation, animal life, and differing pockets of
auros is kept standing through constant shoring temperature, all features largely unique to Minau-
efforts. The swamp provides a good source of raw ros. The entire layer is lit by a bioluminescent fog
materials, including vegetation, lumber, stone, and excreted from the trees, which some devils even
water, which Mammon occasionally exports to describe as beautiful. However, the weather helps
other layers in exchange for wealth. Jangling Hiter, temper expectations. Minauros experiences gale-
the home of the chain devils, also lies in this realm, force winds almost constantly, which carry with
suspended on chains attached to the bottom of Dis. them the stench of death. Precipitation of some form
Entering the realm on a series of artificial chan- is constant, with rain and sleet leaving behind an
nels the Styx’s stretch into Minauros is one of the oily slime that covers everything. The occasional
most dangerous sections of the river. Closing the hailstorms are extremely dangerous, with pieces of
massive distance between the ceiling of the cave hail falling like thrown daggers.

The Ineffable
Trove
City of
Minauros

River
Styx

to Dis
Jangling
Hiter

to Phlegethos

Minauros, the Third Hell


JOHN STEVENSON

98 Chapter 5 | Minauros
Minauros is dangerous,
but treasure lies within its swampy waters.

Despite being known as the layer of bogs, Min- gain entry into Jangling Hiter, the kytons maintain
auros is more than just swamp. Outcroppings of a passageway between layers, and aren’t stingy
volcanic stone, flooded volcanos, and crystalline about its use. Last and perhaps most dangerous
obsidian are all scattered throughout the layer. are the mud geysers found in the hotter parts of the
Ancient cities, half-sunk underneath the bog, bog. They create a wreathing passage directly into
contain hidden treasures or small communities. Phlegethos, though the path is often blocked by
Perhaps due to Mammon’s obsession with wealth strange creatures, molten mud, tight passages, and
over duty, Minauros is the plane containing the heat vents.
most wayward and lost souls.
The most important places within the layer are Features
the namesake city of Minauros and the kyton city of Toxicity flows from the swamps of Minauros into
Jangling Hiter. A few deities have realms within the the air, and spreads throughout the entire layer.
layer, but they largely keep to themselves and avoid Whenever a creature finishes a long rest while on
trade with the devils. this plane, they have the poisoned condition. The
Mammon rules over the inhabitants of the layer condition lasts for 24 hours or until cured.
with greed and fleeting interest. Those native to In addition to the pervasive toxicity, Minauros
the layer have learned to work around Mammon’s also smothers visitors with an aura of sickness.
avarice, including the many conscripts tasked with Any healing a creature receives, either natural or
keeping Minauros above the bog. magical, is halved (rounded down) while in this
layer. Creatures immune to disease are immune to
Leaving Minauros this effect. A Protection from Good and Evil spell
Travel from Minauros to the lower layers is rela- or similar effect restores healing functionality for
tively easy, assuming one can appeal to the native its duration.
creatures. Navigating the Styx only requires
JULIAN CALLE

an understanding of the swamp, and even new


captains can sometimes find their way. If one can

Chapter 5 | Minauros 99
Key Locations Temptation of Pride
in Minauros “You Must Speak Up”
While wandering the streets, the characters come across
Some of the major locations found in Minauros are a chain devil carving tattoos into the skin of paying vis-
described below. itors. If asked, the devil explains that their tattoos grant
the recipient magical knowledge. If a character is will-
The City of Minauros ing to pay 2 Soul Coins or 300 gp for this tattoo, then
review the appropriate temptation event in chapter 2.
Minauros is known as the sinking city, and while
not as large as some of the other capitals, is still a
massive complex. A small layer of water covers the The Ineffable Trove
lowest parts of the city, sometimes rising as high
The Ineffable Trove is a massive swamp that is
as five feet. The entire city is covered in a thin layer
used as a garbage pit. The garbage consists of
of oily slime. Though the city’s economy is driven
emotions, memories, and fragments of personality
primarily by the soul trade, there are some opportu-
that mortals have bargained with devils to be rid
nities for other sorts of transactions.
of. Off-putting as that may sound, the characters
must venture deep within the trove if they want to
Temptation of Deceit complete their quest.
“The Lookalike”
The characters are approached by a suave corruption
devil (see appendix B), followed by a masked figure.
Adventure:
  The Ineffable Trove
The devil stands beneath a canopy, protecting him Arguably least lovely of all the Nine Hells—a coveted
from the pervasive hail that seems to be this layer’s title—Minauros’ bleak, stinking swamps are blasted
predominate weather feature. “Travelers! Might I by a constant gale that fails to dispel the curtains of
noxious, phosphorescent fog. Ground, water, and air
offer you the services of my esteemed colleague?
are treacherous and toxic. That the place is riotous
They’re so very skilled in the art of disguise. A
with a hideous twisted life is no great recommenda-
simple enough matter for them to impersonate an tion. Around the Trove, however, the usual tribula-
enemy of yours, perhaps?” tions of the place are combined with an unsettling
  babble, in the ears and in the mind. Feral emotions
If the characters pay 1000 gp, they can secure the creep into unwary minds like parasites, slowly grow-
services of a doppelganger. Review the appropriate ing within them until an alien feeling without cause
temptation event in chapter 2 for more details. or logic consumes the victim to the point of obses-
sion. The bark of the bog’s trees is knotted into half-
formed faces as the concentration of pillaged mortal
Jangling Hiter sensation strives to express itself.
Unsurprisingly, Mammon and his underlings
Jangling Hiter is quite the sight, as the city is sus- never much considered the effects of dumping
pended above the swamp by thick chains. It pro- so much raw qualia into one place. The curdled
vides little protection against the weather, leaving sensations and qualities have leached out into the
a thick layer of rust hidden underneath the slime. surrounding regions, imbuing the waters, plants,
Unlike other layers’ hierarchies, Jangling Hiter is and denizens of the Trove with unpredictable quali-
completely independent from the current ruler of ties. Orphaned emotions, vices, and virtues throng
Minauros, instead being ruled by chain devils (the the place like invisible swarms of insects, infesting
kytons). These devils are known for being skilled everything and everyone.
torturers, and their services are made use of by the Despite this, scavengers and treasure hunters still
Lords of the Nine themselves. go there. What Mammon has discarded yet has value
Characters are wise to keep silent about any to certain markets. It seems surprising that the Lord
out­rage they feel regarding the torments they may of Greed tolerates such pilfering, but the archdevil
observe within Jangling Hiter. After two hours of knows that the result of dealing in such commodities
exploring the city, any non-evil character must make will only be a net increase in misery and wickedness.
a DC 16 Charisma saving throw. If they fail, their What could possibly lure the greedy and incau-
discomfort and horror is noticed by 2d4 barbed tious to the Trove? Across the many worlds there
devils, who approach the character to mock them. are certainly connoisseurs of sensation, those of
Characters have to bluff to avoid a fight with this wealth and power whose lives are devoid of thrill
group of devils by succeeding on a DC 14 Charisma and the heights of emotion. Appropriate equipment
(Deception) check. can isolate the most select cuts of anguish and love

100 Chapter 5 | Minauros


The Ineffable Trove X
I2

X
I1

I3

I4

X
0 1 2
JOHN STEVENSON

Miles

Chapter 5 | Minauros 101


and fear in the Trove, to be distilled and sold to the Advice from Koh Tam
jaded for a healthy profit.
Koh Tam’s advice to the characters is as follows:
The raw emotional mélange of the Trove is a
delicacy to some illithids—not nourishing in any real • They’re likely to find what they’re looking for in
way but the mental equivalent of a sugary pastry, the lair of one of the swamp’s apex predators.
valuable in trade to those bold and amoral enough to • They should be careful about resting in the
deal with the creatures. swamp. The memories and emotions can twist the
If the characters express the desire to visit the mind of a mortal.
Ineffable Trove, Koh Tam describes it to them:
Koh Tam gives them an infernal map. Show the
  players the map of the Ineffable Trove in appendix
“Mammon takes the most glee when mortals believe, F. They can use this map to decide which points of
at the outset, that they trade something worthless for a interest they want to explore. Refer to the “Using
great treasure, only to discover they have given away a an Infernal Map” section of chapter 2. A failed or
thing they can never replace. Often, the prices of these
successful Wisdom (Survival) check to use this
map has a 50 percent chance of triggering an
deals are nothing physical. Perhaps you would rather be
encounter on the Random Encounters in the Ineffa-
without that crushing sense of guilt that attended any ble Trove table.
unworthy act? The duty that restricts you; that humility
which prevents you seizing your destiny? Mammon’s Dreaming Dangerously
favorite bargains are those where the truly valuable A visit to the Trove is perilous. A host of wild, pred-
thing is what the mortal will pay to have cut away.” He atory emotions infest the place like mosquitos. An
unprepared visitor can come away with a mind full
pauses. “While one might think these nebulous qualities
of unwanted urges and contradictory drives fit to
would just blow away in the howling gales of Minauros,
whip them to distraction. These dangerous infesta-
that’s not how the Nine Hells work. Everything received tions are concentrated in several dreaming pools,
under infernal contract must have a presence within the located throughout the Trove.
Nine Planes. Once Mammon and his underlings take Each time the characters encounter a dreaming
these qualities, they assume a tenuous reality.” pool (marked with an 'X' on the map) that has not
yet been harvested, they begin to feel drowsy and
“Those mortals who go on with their lives shorn of
dreamy. Read the following:
guilt, shame, or restraint may think they’re purchasing
 
freedom—but Mammon knows that they will do far
A thousand fragmentary voices bubble up through the
more evil, and imperil far more souls, than if they were
filthy water and hang about the branches of the gnarled
still inhibited by those inner gatekeepers judging their
trees along with the creepers and moss. Wails and
actions.” He stares hard at you. “The fragments of per-
chattering, wild laughter, screaming and begging echo
sonality Mammon clips are of no particular interest to
back and forth, incoherent, and piecemeal. Sensations
him after he has them, but concentrations of such stuff
wash across you in waves, overwhelming you with brief
can have unfortunate effects even on the denizens of the
moments of grief or joy. The pools and hollows around
Nine Hells. It can be tiresome to have the severed guilt
you begin to glow with nameless colors.
of a thousand humans bleeding into your treasury and
 
making the imps weepy. Instead, it gets dumped out into
the limitless swamps of Minauros. One tangle of glades At this point a character can willingly choose
to enter the dream realm of the Ineffable Trove,
in particular has been a receptacle of these intangible
or they can succeed on a DC 10 Wisdom saving
qualities since time immemorial. This is the Ineffable throw to pull out of the waking dream. While in
Trove, and it has become a troubled and uncanny place the dream realm they see memories, emotions and
even for the Nine Hells. And of course, troubled and personality traits that might be of interest to them.
uncanny places are what we seek, are they not?” Roll 1d4+2—this is the number of these available in
  this dreaming pool. For each, roll on the Dreaming
Pool Traits table to determine its type, rerolling
He explains that devils are renowned for their duplicates. Describe these to the characters with-
crooked deals, none more so than Mammon. The out hinting whether they’re negative or positive
Patron of Greed knows the hearts of mortals better experiences. Characters may then use an action to
than any devil save Asmodeus, and over his long
SERGEI SARICHEV

graft one of these experiences to their own mind.


reign he has rooked endless mortals out of what However, the other memories, emotions, and traits
they most value, in exchange for mere trash. desire attachment to the characters whether they

102 Chapter 5 | Minauros


Dreaming Pool Traits
d12 Psychological Trait Effect Corteso’s Value
1 Benevolence If the dreamer touches a creature that has less than its maximum hit points, 500 gp
(Emotion) that creature regains 30 hit points. The dreamer must finish a long rest
before using this ability again.
2 Charitable (Trait) The dreamer must succeed on a DC 15 Charisma saving throw or renounce 500 gp
wealth for a month. They give away any coins, gems, or jewelry that they possess.
3 Greed (Trait) For the next month the dreamer must make a DC 15 Wisdom saving throw 1,000 gp
whenever they discover coins, gems, or jewelry. On a failed save they try to
take all of it for themselves.
4 Guilt (Emotion) For the next month, the character must make a DC 15 Wisdom saving throw 2,500 gp
each time they reduce another creature to 0 hit points. On a failed save, the
character has disadvantage on attack rolls for 1 hour.
5 Humility (Trait) Whenever another creature makes an attack roll, ability check, or saving 500 gp
throw within 30 feet of the dreamer, the dreamer may use a reaction to make
that creature reroll that attack, check, or saving throw. The dreamer can do
this a number of times per day equal to their proficiency bonus. This feature
disappears after one month.
6 Love (Emotion) The dreamer is granted the power to teleport directly to the location of the 500 gp
phylactery of their loved one. They can take up to 8 others with them, but
must teleport before they take a long rest or they lose this feature.
7 Memory of a The dreamer deals an additional 2 (1d4) necrotic damage when they hit a 1,000 gp
Bloody Battle creature with any melee or ranged attack. This lasts for 1 week.
8 Memory of a The dreamer remembers a great achievement for which they were praised. 2,500 gp
Celebration The dreamer comes under the effect of a Bless spell for 1 week.
9 Memory of a At the end of each long rest, the dreamer must make a DC 15 Wisdom saving 2,500 gp
Tragic Family Event throw. On a failed save they feel morose for 8 hours and have disadvantage
on Charisma and Wisdom saving throws. After 1 week, the dreamer no
longer needs to make this saving throw.
10 Memory of Dying At the end of each successful long rest, the Death Ward spell is cast on 5,000 gp
the dreamer.
11 Narcissism (Trait) For the next month, each time the dreamer attempts to cast a beneficial 2,500 gp
spell on an ally, or attempts to heal an ally, they must succeed on a DC 15
Charisma saving throw first. If they fail, they take the Dodge action instead.
12 Psychopathy (Trait) If the dreamer has a non-evil alignment then for 1 month, after every long 2,500 gp
rest is finished, the dreamer has a troubling vision, offering them a choice.
To avoid punishment they must agree to their alignment changing to lawful
evil, at which point their alignment changes. If they accept their punishment
instead they must succeed on a DC 15 Charisma saving throw or have
disadvantage on all ability checks for the next 8 hours.

Navigating the swamp challenges


even the most experienced explorers.
The raw emotions and memories
that are found in the trove are
not only coveted by Corteso.

Corteso Predators and Scavengers


The characters might remember Corteso from the Some hunters have less reprehensible goals in
Salon of Experience at the Agora in Dis, if not Tiax or raiding the Trove. Wizards seeking to build artificial
Koh Tam can remind them. Or, if they’ve yet to visit the minds for their creations may send agents seeking
salon one of the NPCs might mention the location now.
some particular quality they wish their creation to
have, that they can’t generate themselves. Brilliant
want them to or not. Have each character who mortals who yet believe you can get something
grafted a memory onto themselves make a DC 16 untainted out of the Nine Hells never cease to amuse
Charisma saving throw. If they fail, one of these Mammon. Finally, most tragically, there are those
leftover experiences grafts itself onto them, one who have already lost some part of themselves—
per failing character (starting with the character either because of exactly the sort of deal Mammon
that rolled lowest for their saving throw). Once loves to make, or because they’ve been the victim of
all experiences have been taken the pool is con- some attack or mind-draining beast. Mortals who
sidered harvested (no new experiences can be have a hole in their natures where loyalty or love or
acquired here). joy once was, they come to the Trove seeking some-
A character can have only one beneficial and thing to fill that gap. Just as a callous artificer might
one detrimental memory, emotion, or personality sew a goblin arm onto a dwarf lacking a limb, so
trait grafted to their mind at a time. If a character they take up some other unfortunate’s lost emotions
possesses a dream bottle, then they may use a short to graft onto their own mind. Such marriages are
or long rest to transfer a single memory, emotion, seldom happy, but the planes are full of desperation.
or personality trait from their mind into a bottle. The sucking mire of Minauros is no stranger to
The elder brain, Corteso, is willing to pay for these oozing, protean life, but such mindless and tran-
bottled experiences (see the Dreaming Pool Traits sient entities become something quite different in
table for the values of different trait types).
SERGEI SARICHEV

the Trove. Black puddings are a danger to careless


travelers. The creatures abound around the Trove,
sucking up and vomiting out a constantly changing

104 Chapter 5 | Minauros


diet of thoughts and feelings. Other Oozes are dice roll the same number and that number is even,
simply possessed by countless babbling voices, akin the dragons, Klassk and Ilfrich are at Klassk’s lair.
to gibbering mouthers. The two classes of gelati- If they’re the same number but odd, the dragons are
nous creature aren’t mutually exclusive, and mon- at Ilfrich’s lair. Otherwise, each dragon is in its own
sters with the characteristics of both at once aren’t lair. Cautious characters might be able to watch for
uncommon. a dragon to leave on its way to visit the other and
Other common sights are dream eaters or oneiro- sneak into an empty lair.
vores (see appendix B). The normally passive sloth-
like monsters are drawn to the Trove from across I1: Klassk’s Lair
Minauros, but the rich diet of mortal thoughts and Below Avernus and the lair of Tiamat, dragons
sensation angers them—simultaneously too intense are an uncommon sight in the Nine Hells. Klassk,
and too transitory. A further danger is a particular however, is a native, a Styx dragon (see appendix
strain of infernal froghemoth (see Monsters of the B) whose kind are normally found making things
Multiverse) that can metabolize the Trove’s seething unpleasant for river travelers. Perhaps driven from
emotions, borrowing temporary intellect to lure prey her original home by rivals, Klassk discovered the
with stolen mortal cries and pleading. Trove an age ago and, by ancient draconic instinct,
Every time the characters take a short or long rest decided that it was wealth, and that it was hers. Now
in the Ineffable Trove, roll on the following table. she broods restlessly in her lair deep in the swamps,
Then roll a d6. On a 1–3 the random encounter tormented by the understanding that her ‘treasure’
interrupts the rest. On a 4–6 the encounter happens is something she can’t hold or physically possess.
a few minutes after the rest is finished. Indeed, the same resilience that prevented the
waters of the Styx from washing away her memo-
Random Encounters in the Ineffable Trove ries also insulates her from the effects of the Trove,
meaning she can never directly enjoy what she has.
d8 Encounter
Characters searching in this area and succeeding
1 An archmage searches for different emotions to on a DC 16 Wisdom (Perception) check eventually
sell to the elder brain, Corteso. He has multiple find a series of burrows, half under water, where
dream bottles that he sells for 50 gp each. she makes her lair. If the characters swim into one
2 A knight sobs with hopelessness, unable to find cave system in particular, they emerge in a domed
the guilt that he sacrificed. cavern, with a section of land just large enough for a
3 A half dozen gibbering mouthers appear in the dragon to rest.
very waters that the characters traverse and a Deathstalkers—Obtaining a Copy of the Account-
round later a dozen black puddings erupt all ing and Valuation of All Things. In any discussion
around in a carefully planned ambush. with either Klassk or Ilfrich, that dragon’s pride
4 A herd of three oneirovores (see appendix B) insists they mention Klassk’s copy of this infamous
lazily eating from deformed trees go berserk book. It is perhaps one of the few tangible things
with rage when they see the characters. she has in this so very intangible realm. Whether
this is a true copy of Mammon’s essential book
5 A duo of mutated froghemoth (see Monsters of
for valuation of souls, or a dream-copy manifested
the Multiverse) begin to hunt the characters.
by the qualities of the Ineffable Trove, is perhaps
6 The adult black dragon, Ilfrich, is on the hunt for irrelevant. This copy at least appears to be the latest
a meal. If hurt, he tries to escape to his lair and version, which is a triumph in and of itself, given the
bring back Klassk to exact vengeance. ever-shifting regulations involved with soul trading.
7 The erinyes, Thelekarna, flies overhead. Recovering the copy requires either slaying the
8 Grinken Eyre (see area I4) introduces himself. dragon or somehow convincing her to be absent
from her lair for at least one hour. Alternatively, a
successful DC 18 Charisma (Persuasion) check and
In Search of the Discarded a tangible gift of a magic item, might convince her to
and Forgotten part with it. After all, another copy is sure to eventu-
Beyond this mostly mindless fauna, there are three ally manifest and so she has lost nothing.
particular powers that stalk the Trove and compli-
cate life for visitors. Firstly, there is the combined Swimming in the Swamp
partnership of Klassk and Ilfrich, the dragons. The waters here are still contaminated by the River
The erinyes Thelekarna also patrols acting as an Styx. However, given their diluted nature, the DC for
infernal steward of these lands. And finally, there’s the saving throw is reduced to 16 and the check to
Grinken Eyre, whom the others make sure to avoid. avoid being affected by the Feeblemind spell only needs
When the characters arrive here, and for each to be made once every hour. Consult “The River Styx”
section in chapter 2 for more details.
hour they spend in the Trove, roll two d4s. If both

Chapter 5 | Minauros 105


I2: Ilfrich’s Lair Temptation of Greed
A thrust of black rock juts from the murky and “Save it for a Rainy Day”
ever-changing bog. If the characters climb it, they This temptation doesn’t occur if a character comes
discover a cave mouth, leading into a spacious here seeking their phylactery (see next section). Oth-
system of caverns, at least a half dozen large caves, erwise, after the characters slay Ilfrich (or somehow
beside, above, and below one another. Ilfrich makes plunder the lair without a fight) they find the Vial of
his home in these caves for they conveniently lead Greed (see appendix D) among the treasures.
back into the swamps, allowing an easy retreat, if
needed. And they make it easy for the Styx dragon dragon is absent and the characters begin to take
to swim into this lair to visit. any treasure, the dragon leaps from the lake and
attacks. The moment Ilfrich is reduced to zero hit
 

A pervasive and heavy fog covers the branching


points, he vanishes.
cavern system. Damp moss clings to every stone  

outcropping. Gradually you find your way towards the With the dragon’s defeat, your soul smiles broadly and

largest of the chambers, a cavern half covered by a rushes towards the lair’s exit, where it lingers there

large pit of brackish water, a ledge of crumbling stone waiting for you to follow.
 
overhanging it.
  The greedy character, however, has one last obstacle
to overcome. As they depart, they must make a DC
Klassk is ancient and powerful and—until recently—
20 Charisma saving throw. If they fail the saving
endlessly miserable, doubtless a state of affairs
throw, they grab a handful of coins. If any of the
Mammon knew of and greatly enjoyed. This
characters try to leave the cave with wealth stolen
changed with the advent of Ilfrich, an adult black
from the lair, the soul moans loudly and begins
dragon who strayed from Avernus and ended up in
walking back to the coin pile with any of the stolen
Minauros, injured, outclassed, and hunted. Ilfrich
wealth appearing in their arms. Ilfrich then emerges
is more than capable of taking in the delights of the
from the lake, fully restored, and angrier than ever.
Trove in a controlled manner and has a knack for
After the second battle with the dragon, the char-
regaling Klassk in a way she can appreciate and
acter no longer needs to make the saving throw to
enjoy. In return, Klassk keeps Ilfrich safe from the
depart without stealing any coins.
dangers of Minauros, and the two have become
Treasure. If the heroes were not searching for the
strong allies. Whilst Klassk normally reacts with
phylactery of the infinite treasure, then this dragon
a dragon’s rage when she finds intruders stealing
has a small treasure hoard that they may pilfer. They
from her ‘hoard’, Ilfrich has been known to spare
find 12 gems, each worth 100 gp, and 1,800 gp.
bards who teach him good, emotive songs and tales
that he might entertain his protector with. I3: Thelekarna’s Roost
The Phylactery of the Infinite Treasure. If one of
the characters is searching for this phylactery, they  

As you trudge through the murky swamp, the fetid air


discover the following in Ilfrich’s lair. If no character
searches for this phylactery, Ilfrich doesn’t have any thick with the stench of decay and rot, you catch sight
of the special properties described below. of a winged figure perched atop a gnarled tree stump
 
ahead. The creature's skin is a deep, obsidian, though
On the ledge of stone before you is a massive treasure she’s mostly covered with armor. Her hair is a fiery red
pile and on the opposite side, several neat stacks of that matches her eyes. She wears an elegant belt with a
coins. A form shambles between them, carrying one shining platinum clasp. Four enormous vultures loom
coin at a time from the mound to the stack. As each behind her, their beady eyes fixed upon you.
 
coin is placed there’s a clang of metal against metal
reverberating through the chamber, and the form whis- Thelekarna, an erinyes, is another power of the
pers a number. They appear to be counting the coins. Trove. Once a powerful captain under Mammon’s
  command, she was given the region around the
Trove to patrol in ages past. Exposure to the con-
The character seeking their soul recognizes the tamination of mortal qualities seeped into some flaw
coin-counter as themself … and is also immedi- in her infernal nature, and she fell prey to a peculiar
ately drawn to the immense wealth in the room. madness. Mammon has often boasted that Minau-
If Ilfrich is in his lair, he attacks, fearing that the ros is the grandest of Hells because of its thronging
character has come to steal his treasure. If the life, and Thelekarna doubles down on this dubious

106 Chapter 5 | Minauros


and survived tell of longer and longer grace peri-
Thelakarna
ods before their new companion revealed its evil
She wears a Belt of Giant Strength (storm). With this
her longsword receives the following properties. nature, as though the stitched-together identities
Melee Weapon Attack: +13 to hit, reach 5 ft., one tar- Eyre constructs are becoming more and more real,
get. Hit: 13 (1d8 + 9) slashing damage, or 14 (1d10 + 9) to the point of suppressing the creature’s own evil
slashing damage if used with two hands, plus 13 (3d8) nature. The Trove is full of all manner of mortal
poison damage. experience, after all. Perhaps sufficient scraps of
amputated goodwill can redeem even such a mon-
philosophy, claiming that she is the protector of the ster as Grinken Eyre.
region’s horrible, crawling ecology. Infested with Grinken Eyre may be discovered as a random
mortal ideas, she claims to be an infernal druid and encounter, or the characters may reach the valley he
supplements her regular fiendish powers by muster- has claimed. In either case, there is no sign of home
ing and commanding the life of the swamps around or hearth, just Grinken Eyre waiting for them.
her. She is always accompanied by four giant vul-  
tures that look like they’re rotting from the inside A man sits cross-legged upon a log that’s halfway
out. Lip service to the ‘beauty’ of her realm might
submerged in the moist swampland. He glances over
persuade her to spare visitors, at least for a while.
at you and then returns his attention to the oversized
Conclave (Barbarian, Fighter)—Belt of Giant
Strength (Storm). If the characters slay Thelekarna, pipe he’s smoking. The pipe smells terrible, adding to
they may take the belt from her corpse. It is unlikely the already offensive odors permeating Minauros.
that she will part with it in any other way.  

I4: The Grinken Eyre Grinken Eyre is generally in the form of a halfling,
Nobody is quite sure what Grinken Eyre originally but may look like one of the character’s father, if
was, not even Mammon. It crept into the Trove they’re seeking their father’s soul (see below). Oth-
long ago, and the constant rub of mortal feelings erwise, he assesses the characters and makes no
wore it smooth like a stone on a beach. All that attempt to attack them, though he defends himself
is left is a vacant malevolence papered over with if required.
a face constructed of all the pieces of mind and The Phylactery of the Father. If a character has
life around it—much as the larvae of some insects ventured into the Nine Hells to find the soul of their
build shells of plants and stones to disguise father, Grinken Eyre has taken on their father’s
themselves. What Grinken Eyre is now is a kind appearance. He greets the character and acknowl-
of infernal doppelganger, a thing that can show its edges them as his child and feigns pleasure at
visitors any face, feign any positive quality and be their arrival here. If asked, he insists he is enjoy-
absolutely convincing in the moment because there ing his time in the Nine Hells and has no interest
is nothing beneath at all. A guide, a fellow treasure in leaving. But he’s willing to offer a wager: if the
hunter, a questing paladin, a lovable rogue with a character beats him in a game of dice, he says he’ll
charming grin, that kindly old mage or your own accompany them. Once the character is victorious
best friend, all these things can be Grinken Eyre. in a game of chance, or another contest of your
And, being a thing of the Nine Hells, any meeting choosing, read the following:
with the creature ends badly sooner or later, a  

blade in the back, hands at the throat or a treach- There’s a terrible noise and your father’s features
erous path to a monster’s lair. Countless travelers contort, almost tearing apart as he transforms into
claim to have rid the Nine Hells of Eyre, and yet
something both monstrous and indescribable. Yet
the thing always seems to haunt the Trove. More
whatever he has become, he still smiles and says with a
recently stories suggest a shift in the monstrous
deceiver, though. Those who have encountered it snicker, “You have done well, my child. I believe this is
what you sought.” And then he makes a horrid retching
The Shapechanger noise and spits up a glistening object.
Use the empyrean stats for Grinken Eyre except that  

he is neutral evil, Medium in size, and possesses the


following action: The character has taken possession of the phylac-
tery of the father and gains the Phylactery Benefit
Change Shape. Grinken Eyre transforms into a form that
associated with it.
resembles a Small or Medium Humanoid or back into his
true form. Aside from his size, Grinken Eyre’s statistics
are the same in each form. Any equipment he is wearing
or carrying isn’t transformed.

Chapter 5 | Minauros 107


An infernal warship docks at Kordichai’s manor.
CH A PTER 6

Phlegethos, the Fiery Wasteland


esembling the Elemental Plane of Random Encounters in Phlegethos
Fire, Phlegethos is the hottest layer of d6 Encounter
the Nine Hells and a fiery wasteland. The
1 Two halogs (see appendix B) wade through the
layer offers a traveler no respite from the
lava, occasionally sticking their snouts beneath
flames and heat.
the surface in search of food.

Running This Chapter 2 An infestation of two dozen fire snakes flees


from five barbed devils who hunt them. The
Before running this chapter read the “Phlegethos vermin broke into an infernal store house and
Overview” section. It provides you with the informa- devoured a stockpile of weapons. The devils
tion you need to prepare for exploring this layer of offer one Soul Coin for each head.
the Nine Hells.
3 A pack of six hell hounds, led by a powerful
Encounters hellcat (see appendix B), roam the wastes
looking for food.
While on the Styx, remember to roll each day on
4 Devils native to Phlegethos have frequent
the River Styx Encounters table in chapter 2, to
competitions called “fireflights,” wherein the
see if the characters have one of those encounters.
devils fly low and fast across the fiery plane.
After they disembark from the barge, give them
Each character must make a DC 20 Dexterity
some time to explore. When they travel to or from
saving throw. On a failed save, a spined devil
The Elemental Preserve, or any other location they
collides with them and the character falls, landing
visit on this layer, roll on the Random Encounters in
with the prone condition and taking 10 (4d4)
Phlegethos table.
piercing damage and 14 (4d6) fire damage. On a
Locations successful save, the character avoids the collision.
If a collision occurs, the spined devil attacks,
The characters need to make their way to The Ele-
angry that the character has cost them the race.
mental Preserve, to find the objectives summarized
on the Objectives in Phlegethos table. They may 5 A small group of experienced imps lead
want to explore some of the other locations within travelers across Phlegethos and into Abriymoch
Phlegethos as well. Use the information in the “Key proper. They claim to know the safest routes
Locations in Phlegethos” section to guide them on and offer their services for a platinum coin
an excursion through these areas. per person. If the characters pay this fee, they
may travel to Abriymoch without any further
Koh Tam and Tiax random encounters.
If the characters decide to visit areas other than The 6 Fire, smoke, and wind descend upon the
Elemental Preserve within Phlegethos, like the city wastes. Visibility becomes severely reduced, and
of Abriymoch, have Tiax offer to guide them. creatures without fire resistance or immunity
take 3 (1d6) fire damage at the start of each of
 
their turns unless they find cover. The storm
Tiax bounces around you with excited energy, seem-
lasts 2d4 hours and halfway through its duration
ingly jumping at the chance to stretch his legs. “Just a rogue explosion occurs. This acts as if a
you wait my friends, Tiax is a big man in Phlegethos! Fireball spell with a save DC of 20 has detonated,
Tiax will come, Tiax will show you … ” centered around one of the characters.
 

If the players take him up on his offer, roll on the Objectives


Troubles with Tiax table in chapter 1. Make sure you keep track of your player’s objectives
and lead them to the corresponding areas to ensure
they can complete their goals. Once the characters
have explored the other areas within Phlegethos,
SERGEI SARICHEV

make your way to The Elemental Preserve.

Chapter 6 | Phlegethos 109


Phlegethos, the Fourth Hell
. Abriymoch
to Stygia
to Minauros
River Styx

The Pit of
Flame

The Elemental
Preserve​

The following objectives can be attained in


Phlegethos:
Phlegethos Overview
Much of the realm is dominated by the Molten Sea,
Objectives in Phlegethos a collection of fire, magma, and lava spanning thou-
sands of miles. Due to its hostile environment, the
Objective Location
only city on the layer is Abriymoch. Found inside the
Phylactery of the sister The Elemental Preserve: city is the Diabolical Court, the center of laws within
Hunting Lodge the Nine Hells. Hellfire is also created on this layer,
Phylactery of the furnace The Elemental Preserve: inside the Pit of Flame. Everything in Phlegethos,
Hateli of the Storm’s Realm including the layer itself, is hostile to outsiders, and
Amulet of the Inferno The Elemental Preserve: despite the nature of Abriymoch, travelers often per-
During “The Hunt” event ish here. Only devils and a few other types of crea-
tures can survive this realm’s extreme environment.
Ranseur of Torture The Elemental Preserve:
Befitting the inferno of the realm, the River Styx
During “The Hunt” event
enters through a volcanic portal from Minauros. It
Anagwendol The Elemental Preserve: mingles with the lava inside the volcano and exits
The Labyrinth inside its molten rivers. A small layer of obsidian
serves as the riverbank, which is also a bank to the
Temptations lava river flowing alongside the flanks of the Styx. It
passes many of the landmarks in the layer, includ-
Have the characters encounter at least one temp-
ing a dock just outside Abriymoch. As it passes the
tation during their time in Phlegethos. You can
city, it begins to break from the lava and move deep
of course have them encounter more if you want.
into the rock, creating a spiraling tunnel system.
If the characters give in to temptation, use the
This spiral leads all the way to Stygia, dropping in
information in appendix E to keep track of their
temperature the lower it goes.
corruption level.
Phlegethos gets its heat from the chain of vol-
JOHN STEVENSON

canoes and molten fissures that cover its surface.


Almost constant eruptions create rivers of fire and

110 Chapter 6 | Phlegethos


Even after the skies darken over Phelegethos,
there is little respite from the oppressive heat.

lava that pour into the Molten Sea. Sparse sections are immune to this damage. Damage taken from
of rock make up the floor of the layer, which are exposure to Phlegethos hostile environment doesn’t
blackened and searing to the touch. The air is super- interrupt rests unless it would cause a creature to
heated to the point that it occasionally bursts into have the unconscious condition.
balls of fire, and it smells of brimstone as a result.
Navigating the realm is usually done via lava barges Key Locations
or flight, with the heated updrafts providing great
lift to infernal airships. in Phelegethos
Completely unique to the fiery realm, Phlegethos Some of the major locations found in Phelegethos
is ruled by two devils—Belial and his daughter are described below.
Fierna. Despite occasional bickering and disagree-
ments, the two rule the layer in relative harmony,
Abriymoch
and with Asmodeus’s approval. Standing as the lone marker of civilization within
the layer, Abriymoch is a dangerously beautiful city
Leaving Phlegethos regarded as one of the finest by much of the devil
Despite being one of the most fortified layers, community. In addition to containing the Diabolical
Phlegethos is possibly one of the easiest for extrapla- Court, which is the only official judicial system in
nar travel. There is a permanent portal maintained the Nine Hells, the city holds avenues for exploring
in Abriymoch, which, although heavily guarded and every sin imaginable. Its streets are magma canals
warded against intrusion, allows all manner of users navigated by barges, which lead to numerous shops,
for a price. It can navigate to other layers of the Nine taverns, brothels, casinos, theaters, and other pleas-
Hells and is rumored even to have connections to urable establishments. While outsiders are gener-
other planes. Travelers can also attempt to traverse ally not welcome within the city, devils from all nine
the Styx, though Phlegethos’ stretch of the river layers flock to it during their downtime.
suffers frequent pirate attacks and shakedowns. A gondolier is essential to navigate the magma
channels. The gondolier can take the characters to a
Features variety of shops where they can purchase standard
Outside the city of Abriymoch, the heat is equipment, all of it suitably devilish in appearance.
unmatched and overwhelming. Visitors take 3 It costs 100 gp for an hour of the gondolier’s time,
but because several devils owe Tiax favors when he
JULIAN CALLE

(1d6) fire damage each hour they spend in the


layer. Creatures with resistance or immunity to fire accompanies the characters, the ride is free.

Chapter 6 | Phlegethos 111


Temptation of Pride The Elemental Preserve
“Gaining the Advantage” The Elemental Preserve is a hunting ground ruled
At any point during their time in Abriymoch, a bone over by a pit fiend named Kordichai. His hunting
devil approaches and offers to etch a magic tattoo onto expeditions are legendary and devils across the
one of the characters. The cost is a mere 600 gp. If Nine Hells covet the rare invitation. When the char-
they agree, review the appropriate temptation event in
chapter 2.
acters enter Phlegethos, Koh Tam should mention
the preserve. Review “The Elemental Preserve”
adventure section to answer any questions the char-
If Tiax accompanies them, the first time they acters might ask Koh Tam about that location.
reach a destination, read the following:
  Adventure:
The gnome practically leaps onto the sidewalk from the
magma sprayed vessel. Once on more solid surface,
The Elemental Preserve
If the characters profess an interest in entering The
he claps his hands loudly. “Tiax promises big and Tiax
Elemental Preserve, Koh Tam (or another appropri-
delivers big! I present to you the city of Abriymoch, ate NPC) explains that the story of the preserve is
Tiax’s city, yes indeed!” the story of the pit fiend, Baron Kordichai, now an
  esteemed lieutenant of Fierna. Kordichai was not
always a great magnate of the Nine Hells, but that
The Pit of Flame rare thing: a devil that progressed over the centu-
ries through successively more powerful forms as
One of the most dangerous locations in all the Nine
his services to his superiors were recognized.
Hells is contained within Phlegethos: The Pit of
Flame. It can be found in the caldera of an ancient  

super volcano in the center of the layer. Since its “Kordichai was a hunter of truant mortals and spent
discovery, a massive building has been constructed much of his past existence outside the Nine Hells,
atop the pit. Metal bars crisscross along the top, braving the climes of other planes as he tracked down
with balls of infernal steel hanging on chains just resourceful souls who had contrived to escape their
above the lake of fire. Barbazus oversee the main-
appointment with the powers below. No soul was safe,
tenance and construction of additional layers,
while other devils operate the spheres and see to and he upheld the twisted honor of the Nine Hells by
their prisoners. Here, with temperatures harmful making a succession of the mighty understand that the
even to devils, prisoners from every layer are being contracts of Asmodeus are truly ironbound. And then
tortured. Ascension ceremonies and ritualistic he was promoted and given a region of Phlegethos to
sufferings also take place within the Pit of Flame, watch over, the Elemental Preserve. Now his role is one
making it an extremely revered location within the
of tedious administration where he oversees ambitious
Nine Hells.
While prisoners dangle overhead, the lower por- young devils who venture into other planes to do what
tions of the pit contain numerous walkways and at was once his job.”
times serve as a place of pilgrimage for devils (and Koh Tam smiles slightly as he continues, “Rumor has
others) who travel from great distances to observe it that the entire promotion was Fierna’s joke on the
and revere the suffering all around. vainglorious baron. He was, she decided, having far
too much fun, and as the regent of jealousy it was her
Temptation of Murder
responsibility to ensure nobody was having a better
“The Heretic Priest”
A priest of an opposing faith to one of the characters time than she was. Kordichai’s reaction to his new post
(select the most faithful among the party) is speaking surprised even Fierna, though. Kordichai lives for the
with a succubus. If the party spends any amount of hunt and so he transformed his part of the Nine Hells
time eavesdropping, then run “The Heretic Priest”
event from chapter 2. into what is now called the Elemental Preserve. A place
where Kordichai leads hunting expeditions that are
so popular that devils across the Nine Hells covet the
opportunity to be invited.”
 

112 Chapter 6 | Phlegethos


Advice from Koh Tam The portal that created the Preserve was open
for only a moment, but flickers at the heart of the
Koh Tam’s advice to the characters is as follows:
wilderness from time to time, allowing brief com-
• If the characters are to have any chance of finding munication between the Nine Hells and the Plane of
what they’re looking for they need to meet Kordi- Fire, which might or might not count as an escape
chai. If they make a good impression, he might depending on who the putative escapee is.
invite them on his current hunt which will be akin
to a guided tour of the Preserve by the devil that The Elemental Preserve
knows it best. In addition, his hunts are often Locations
joined by one of the rulers of Phlegethos—Fierna The preserve is a sprawling landscape, dotted with
or Belial. Getting a meeting with the pit fiend will hunting lodges, fire creatures, and devils on the
cost many Soul Coins or gold. hunt. The characters most likely leave their vessel
• Alternatively, they could try to contact the poor on the River Styx and embark onto one of the many
souls who are the prey of Kordichai’s current hunt. flying barges leading to Kordichai’s Manor (area
These mortals have had to learn the lay of the land E4). Alternatively, they might try to travel over the
or die quickly to Kordichai’s predations. hostile landscape and either find a hunting lodge
Koh Tam gives them an infernal map. Show the (area E1) or search for any creatures being hunted
players the map of the Elemental Preserve in appen- by Korichai’s other guests.
dix F. They can use this map to decide which points
of interest they want to explore. Refer to the “Using
E1: Hunting Lodge
As well as his floating barges, Kordichai maintains
an Infernal Map” section of chapter 2. A failed or
a number of hunting lodges of incandescent iron
successful Wisdom (Survival) check to use this map
dotted across the Preserve, staffed by barbed devils
has a 50 percent chance of triggering an encounter
and pain devils (see appendix B) and stocked with
on the Hunt Random Encounters table. Prior to
food, drink, and souls for the refreshment of his
“Kordichai’s Hunt” roll a d8 to determine the encoun-
guests. Here he keeps his trophies, the blazing
ter from the table; after the hunt begins roll a d12.
horns and tusks and wall-mounted heads of his
Kordichai’s Hunting Obsession greatest kills—both the fiery beasts of the preserves
and those he hunted down on further planes.
Having spent so long outside the Nine Hells, in
Visitors have surprised Kordichai staring almost
the company of non-devils, Kordichai is as close to
wistfully at the echoes of his past deeds.
eccentric as a denizen of the inferno can become.
The Phylactery of the Sister. If one of the char-
Kordichai lives for the hunt. He bitterly envies
acters is seeking the phylactery with their sister’s
the mortals who get to live and die and truly risk
soul, they find it crammed among Kordichai’s many
themselves against the great monsters of their
trophies at the first hunting lodge they enter. If Kor-
worlds, who are all mere puppies and kittens to a
dichai accompanies them and they try to steal the
great Fiend like himself. Wealth and power in the
phylactery, they must succeed on a DC 16 Dexterity
Nine Hells mean very little to him compared to the
(Sleight of Hand) check. If he isn’t present, they can
thrill of the chase. And so Kordichai decided that if
take it without anyone noticing. Likewise, if they
he couldn’t travel to hunt, he’d bring the hunt home
simply ask Kordichai for it, he admits to not know-
to him. Of course, the searing fields of Phlegethos
ing why it is among his trophies—he is willing to
are hostile territories for most of the great monsters
give it to them in exchange for the head of any crea-
the planes can boast, so Kordichai—through the
ture the characters slay in The Elemental Preserve.
calling in of a great many favors—opened a portal
Once the character has taken possession of the
that decanted the entire contents of a swathe of the
phylactery of their sister, they gain the Phylactery
Plane of Fire out into his territory in the Nine Hells.
Benefit associated with it.
Between the shores of the molten sea and the
basalt canal walls of the Styx he built his wildlife
Temptation of Jealousy
preserve, stocked with Elemental creatures of all
“The Jealous Beauty”
kinds. He raised mountains and sunk chasms, had
If the characters have already had an encounter at this
sweating teams of minor devils dig artificial lakes
hunting lodge, save this temptation event for the next
and channels for the lava to roll into, even had hunting lodge they discover. Otherwise, a pit fiend
them plant whole flaming forests of elemental trees currently enjoying the fine refreshments smiles broadly
that burn forever without turning to ash, releasing upon seeing one of the characters. The devil offers the
searing seeds buoyed on the eternal updrafts. In characters a blessing, no strings attached. Review
seeking to create a hunting ground, Kordichai also “The Jealous Beauty” temptation event from chapter 2.
inadvertently created a place of eerie and violent
beauty within Phlegethos’ burning wastes.

Chapter 6 | Phlegethos 113


E2: Hateli of the Storm’s Realm If the characters ever stop the creature from shov-
The Elemental Preserve isn’t entirely the unchal- eling coal it whimpers and then vanishes. A moment
lenged territory of Fiends. Kordichai perhaps later there is a shriek and the creature reappears,
received a little more than he bargained for when scrambling out of the furnace. Any other creature
he stole away a great stretch of the Plane of Fire. A that enters the furnace, or starts their turn within
community of efreet has its home somewhere in the the furnace, takes 78 (12d12) fire damage.
wilds, established in caves and ambushing unwary Only once those fires are dimmed forever, is the
devils. Trapped for generations, they’ve since found soul released. This requires a combined total of 100
their way to the portal and been able to cross spo- points of cold damage, inflicted upon the furnace. At
radically back and forth to their home. Their leader, that point, the furnace’s inferno is finally dampened,
Hateli of the Storm, has sworn vengeance on all of and the character recovers their phylactery.
the Nine Hells for the desecration wreaked against E3: Anagwendol’s Prison
the Firelands. She and her people remain in the
In the center of the preserve stalks perhaps the
Preserve by choice, sabotaging the devils where
most dangerous creature. For therein is the prison
they can. Kordichai is well aware of them but con-
that both holds the deva Anagwendol and keeps the
siders their efforts an additional spice to his hunts.
rest of the preserve safe from her. Grown mad by
While efreet are usually almost as unwelcome as
her captivity, she has become the ultimate hunter,
devils to a mortal, Hateli has been known to shelter
slaying anything that enters the bewildering tunnels
and aid those cut loose in the Preserve purely to
in which Kordichai imprisoned her. More informa-
spite the devils. Hateli (efreeti with 250 hit points) is
tion about Anagwendol can be found in appendix C.
accompanied by 1d4 efreet and 2d4 salamanders.
As the characters approach the location:
The Phylactery of the Furnace. A character
seeking their soul may find it in the possession of  

Hateli. A wretched creature, vaguely resembling the A dome of earth rises above the lava and gloom. It is
character, is forced to shovel coal into a massive fur- a natural thing, if such can ever be said of this place,
nace. If the creature ever falters, Hateli lashes out at formed by the cooling of lava, a nest of tunnels not
it with her whip. If the character expresses outrage, unlike the intestines of a poor creature cut apart and
or demands their soul returned, Hateli offers them a
lain across the fiery landscape. Even from the outside
simple exchange.
the twists and turns seem impossible to make sense
 
of. Tunnels curve left then right, others rise upwards,
“Hunt the hunter and bring me the pit fiend’s head and
before twisting their way downwards. It is impossible
I shall return what is yours.” The efreeti extends her
not to see the many charred and cracked bones, a
hand with the offer. “Do we have a bargain?”
 
veritable graveyard marring the only visible entrance
into the maze.
If the characters bring Kordichai’s head to Hateli,  
the efreeti fulfills her end of the deal, extinguishes
the furnace, and returns their phylactery to them. The characters must search the maze, where they
If the party fights the efreet instead, even, after inevitably run into Anagwendol because she begins
slaying them all, the soul continues shoveling fuel to hunt them the moment they enter her domain.
into the furnace. She is a swift and dangerous hunter. Kordichai has
broken her. He has also placed an infernal bracer
The Infernal Bracer around her left forearm that prevents any magic
Kordichai has hastened Anagwendol’s fall by fastening a from ending Anagwendol’s never-ending torment.
bracer forged from infernal iron about her left forearm. Only once that bracer has been destroyed (see
While wearing this bracer, Anagwendol is cursed, seeing sidebar) can Anagwendol be freed.
all other creatures as devils that she must slay. The But first they must overcome her. At the end of
bracer also makes Anagwendol immune to any magic each hour meandering through the dark, twisting
that might otherwise bring her back to her senses. tunnels, roll a d4 (adding 1 for each previous roll).
Anagwendol isn’t aware of the bracer and even if she
Once the result is 4 or higher, Anagwendol strikes.
were, she can’t remove it or destroy it herself.
The characters can target the bracer with melee or She emerges from hiding, and if not detected, she
ranged attacks (AC 18; 50 hit points; immunity to cold, grapples a character and carries them straight
fire, poison and psychic damage; resistance to all other upwards, through a vertical tunnel, depositing
damage types). If Anagwendol is grappled, incapaci- them in a chamber 60 feet above their companions.
tated, or restrained, attacks made against the bracer She then attacks them. If she slays her victim, she
are made with advantage. repeats the ambush 1d4 hours later against another
character.

114 Chapter 6 | Phlegethos


The Elemental Preserve

E2

E3

E1

E4

0 5
JOHN STEVENSON

Miles

Chapter 6 | Phlegethos 115


The Hunt. If her captives are helped by allies—or hounds. They demand that intruders turn back, but
if she fails to surprise the characters—she fights for a donation of 5 Soul Coins or 4,000 gp convinces
3 rounds, then attempts to disappear down one of them to set up an audience with Kordichai. Proceed
the hallways. Whenever the characters lose sight of to “An Important Audience” in the “Kordichai’s
her, they must track her, requiring a successful DC Hunt” section below.
15 Wisdom (Survival) check.
The second time they encounter her, read the Kordichai’s Hunt
following: Prior to the hunt, the characters must have an audi-
 
ence with Kordichai, the outcome of which deter-
“Vile devils, come to torture me some more?” The mines their role in the upcoming hunt.
tormented deva before you hisses, her eyes glazed, An Important Audience
as if not truly seeing you. Her silvery skin is covered
 
with scars and puckered wounds, grime, and blood. A Your escort brings you before a powerful looking pit
battered bracer covers her left forearm, glowing with fiend, sitting on a massive chair built from the bones of
a reddish hue. Her wing feathers droop and look as prey from past hunts. A curious grin flickers across his
if some animal has gnawed at their tips. She raises a face. “Who is this that stands so recklessly before me?
blood-crusted greatsword. “I’ll slay all the legions of Tell me, are you here to hunt, or to be hunted?”
the Nine Hells if I must. You shall be stopped.”  

And with that, she leaps to the attack.


 
An audience with Kordichai can go four ways
depending on how convincing the characters are.
She tries to slay any injured characters, but won’t Have them make a Charisma (Deception or Per-
retreat, unless it is tactically the best thing for her suasion) check and based on the result, one of the
to do. She’ll eventually stand her ground and fight following occurs:
to the death, and this is the characters’ best oppor-
Rolled 25 or Higher: Kordichai is amenable to
tunity to destroy the bracer and free her from her
many suggestions, including setting up a ‘hunting
torment.
accident’ for Fierna or Belial.
When Anagwendol is freed from the curse she
Rolled 20–24: Kordichai is greatly impressed
gains four levels of exhaustion. This exhaustion
with the characters, and they get an invitation to
cannot be cured while she remains in the Nine
become members of his hunt.
Hells. If the characters don’t use the ritual that the
Rolled 15–19: Kordichai feels that they might be
Hellriders taught them to free her immediately, she
worthy of joining his team of beaters.
accompanies them to Koh Tam’s barge.
Rolled 14 or Lower: Kordichai has them sur-
Treasure. Among the debris in her prison, the
rounded. He tells them that their reward for wast-
heroes find 2,500 gp and 325 pp.
ing his time is that they get to be added to the hunt.
E4: Kordichai’s Manor Once the result is determined review the following
  sections describing the hunters, beaters, and prey.
If all the greatest and most luxurious hunting lodges Consult the appropriate sidebar, given the party’s
of the mortal world were swept up into one struc- result from their audience with Kordichai.
ture, it wouldn’t be half so impressive as Kordichai’s Members of the Hunt
manor. The sprawling building is made of stone and Kordichai leads hunting expeditions over his lands,
has several floors, each circled by a shaded balcony, invitations to which are quite the coveted commodity
and wide glass windows. Even from a distance you among the devil nobility. What would normally be an
see the giant bones and polished antlers that have unforgivably erratic nature in a senior Fiend becomes
acceptable entertainment when he leads a party of
been worked into the exterior design, framing door-
jaded devils to hunt prey from levitating barges of
ways, and curling up from along the pointed rooftops. searing bronze. From their decks the great devils
You have no doubt that the interior of the manor will connive, gossip and scheme, broker deals, gorge
be decorated with pelts and taxidermized beasts. This on luxuries, and enjoy the screaming as infernal
is the home of a hunter. engineers pour a wealth of shrieking souls into the
  boilers below. The rails of the barges are lined with
ballistae from which cackling aristocrats launch
Anyone approaching the manor is intercepted by projectiles with tips of barbed ice guaranteed to
two horned devils, each with a pack of four hell cause the elemental fauna as much pain as possible.

116 Chapter 6 | Phlegethos


A fire kraken holds its own
against a fleet of infernal warships.

Following a wounded Elemental and tormenting it Beaters of the Hunt


until it expires, is absolutely the done thing—before Every hunt needs a team of beaters to rouse the prey
ripping free some trophy for later bragging rights. so that the hunters can have their fun. A selection
The hunt consists of Kordichai (pit fiend), a of devils, powerful outsiders and even particularly
horned devil, a corruption devil (see appendix wicked mortal rangers are recruited into Kordi-
B) and either Fierna or Belial. With one of the two chai’s service for this purpose. He even barters for
rulers present, characters may have an opportunity the souls of those who were formally his hunting
to steal one of their artifacts from them (see the end companions, recruiting them into eternal service as
of this chapter for further details). his beaters and wardens.
The Characters as Hunters. This is a rare The Characters as Beaters. As beaters, the
opportunity for the characters to interact with an characters join a group that includes a bone devil,
archdevil directly. Both are willing to talk with the a pair of azers, a salamander and a tiefling scout.
characters, though are amused at the presence of These beaters follow the leadership of whoever
mortals among the other hunters. the characters appoint as captain. Their job is to
As members of the hunt, the characters may use drive the prey toward Kordichai’s barge. To do
the ballista on the barge, or leave the safety of the this, they need to spread out in a formation that has
barge to face the prey directly. Each hour roll on them 30 feet away from the nearest beater. Every
the Hunt Random Encounters table to see what the hour, the designated captain must make a DC 15
hunters discover. Wisdom (Survival) check. Success results in a
Ballista Bolt. Ranged Weapon Attack: +6 to hit, range roll on the Hunt Random Encounters table. Each
SERGEI SARICHEV

120/480 ft., one target. Hit: 16 (3d10) cold damage. A crea- failure angers Kordichai. Three failures in a row
ture with fire resistance or immunity is considered vulnera- and Kordichai calls the hunt off and sends a half-
ble to the damage of this bolt. dozen horned devils to dispose of the beaters. The

Chapter 6 | Phlegethos 117


characters are now treated as ‘prey’ and should use roll a d12 and consult the table. If the characters are
the appropriate encounters during the remainder of being hunted, then they also roll on this table every
their exploration of the preserve. hour. If the characters earlier discovered a particular
creature while exploring the Elemental Preserve
The Mortal Prey (and did not kill it), and they’re now attempting to
As well as hunting powerful creatures, Kordichai find that creature again, they may return to that loca-
has other cruel pastimes on the Preserve. Bands of tion directly without rolling on the table.
valiant mortals who brave the Nine Hells are some- Each encounter should only occur once. If an
times brought to him for disposal, and he releases encounter is rolled again, use the next lowest num-
them into the searing wilds of the Preserve. Each ber. If there are no valid encounters, then use the
is given some trinket that wards off the heat and next highest number.
the choking air, but only for a limited period. The
wretched mortals are told of the portal to the Plane Hunt Random Encounters
of Fire that might allow them escape from the Nine d12 Encounter
Hells (though not whether it is open at this par-
1–3 Hunting Lodge
ticular point in time) and set loose. Shortly after,
Kordichai, his beaters, and guests start their own 4 Efreet
hunt, in the air or on foot. He particularly appreci- 5–6 Dragons
ates it when his victims turn on each other and fight 7 Fire Kraken
over the protective trinkets. In cases where there is
8 Phoenix
only one runner left at the end, Kordichai normally
9 Eriflamme
grants the fugitive the honor of single combat, a risk
that raises infernal eyebrows but at least provides 10–11 Mortal Prey/Kordichai’s Hunt
entertainment one way or the other. 12 Hunting Accident
The Characters as Prey. If Kordichai desig-
nates the characters as prey, then they’re told of a Hunting Lodge. A number of hunting lodges of
location in the Preserve where they can meet the incandescent iron can be found across the Pre-
other prey. If the characters are looking for the serve (see area E1). This result can be rolled more
prey on their own, they can use divination magic than once–as there are several lodges.
or tracking—a successful DC 20 Wisdom (Sur- Efreet. In the caves dotted across the wilds a com-
vival) check—to locate them. The prey consists of munity of efreet has made its home (see area E2).
a human veteran, elf mage, dwarf gladiator and Dragons. This aspect of the hunt has made Kordi-
tiefling priest. They look to the characters for lead- chai particularly hated by the queen of dragons,
ership. They know some of the locations and deni- Tiamat. He has a breeding pair of red dragons that
zens of the Preserve, including the hunting lodges, he uses to keep the preserve well stocked. When a
the efreeti and the Eriflamme. Each hour, the prey team of beaters successfully rouses a nest of young
must make a DC 20 Wisdom (Survival) check to red dragons, four of them attack.
avoid the dangers of the Preserve. Failure means Fire Kraken. The fire kraken (see the accom-
a roll on the Hunt Random Encounters table. A panying stat block) are among the most dangerous
failure of 10 or less means that Kordichai’s barge creatures in the Nine Hells and there’s one in Kordi-
has found them. They can also try to find a specific chai’s preserve.
location or denizen such as a hunting lodge. This Phoenix. A single phoenix (see Monsters of the
requires a successful DC 15 Wisdom (Survival) Multiverse) is encountered.
check, but also means that they can’t avoid the Mortal Prey/Kordichai’s Hunt. If the charac-
dangers and so must roll on the Hunt Random ters are hunters, then the barge comes across a
Encounters table, even if they succeed. bedraggled group of prey (see the section, “The
The Trinkets. Each of the hunted is given an Mortal Prey”). The outcome is certain, but Kordi-
amulet. Once worn, it grants them immunity to fire chai wishes to make them suffer before he and his
damage for three hours. After which point the amu- companions snuff out their lives. If the characters
let smolders then disintegrates. The other prey only are being hunted, they spy Kordichai’s barge and
have two hours remaining before they begin taking can set up an ambush.
fire damage. The characters can choose when to Eriflamme. Dragons and phoenixes may not
wear their trinkets. be the most dangerous denizens of the Preserve.
There remains one beast hidden across the many
The Hunt miles of wilderness that Kordichai has hunted
The various events and outcomes for the hunt are but never caught. A thing of guile and power and
determined by rolling on the following table. For stealth hiding in the brightness and ambushing
each hour of the hunt (or when directed to do so), the unwary, it is neither an Elemental nor a Fiend

118 Chapter 6 | Phlegethos


The mighty Eriflamme has
eluded Kordichai for millennia.
Fire Kraken swallowed, a creature has the blinded and restrained condi-
tions, has total cover against attacks and other effects outside
Gargantuan Elemental, Chaotic Neutral
the kraken, and takes 42 (12d6) fire damage at the start of the
kraken’s turns. If the kraken takes 50 damage or more on a
Armor Class 16 (natural armor)
single turn from a creature inside it, it must succeed on a DC 23
Hit Points 402 (23d20 + 161)
Speed 30 ft., swim 60 ft. Constitution saving throw or regurgitate all swallowed creatures,
which fall into a space within 10 feet of the kraken and now have
STR DEX CON INT WIS CHA the prone condition. If the kraken dies, a swallowed creature is
27 (+8) 11 (+0) 24 (+7) 10 (+0) 20 (+5) 15 (+2) no longer restrained by it and can escape from the corpse using
15 feet of movement, exiting with the prone condition.
Saving Throws Dex +7, Con +14 Tentacle. Melee Weapon Attack: +15 to hit, reach 20 ft., one
Skills Athletics +15, Nature +7, Survival +12 target. Hit: 13 (2d4 + 8) fire damage. If the target is a Huge or
Damage Immunities fire; bludgeoning, piercing, and slashing smaller creature, it has the grappled condition (escape DC 16).
from nonmagical attacks While grappled, the target also has the restrained condition. Any
Condition Immunities frightened, paralyzed target that starts its turn grappled by the kraken takes 5 (2d4)
Senses blindsight 120 ft., passive Perception 15 fire damage. The kraken has five tentacles, each of which can
Languages understands Abyssal, Celestial, Infernal, and grapple one target.
Primordial but can’t speak, telepathy 120 ft.
Challenge 21 (33,000 XP) Proficiency Bonus +7 Fling. One Large or smaller object or creature grappled by the
kraken is thrown up to 60 feet in a random direction, and now
Freedom of Movement. The kraken ignores difficult terrain, has the prone condition. If a thrown target strikes a solid sur-
and magical effects can’t reduce its speed or cause it to be face, the target takes 3 (1d6) bludgeoning damage for every 10
restrained. It can spend 5 feet of movement to escape from feet it was thrown. If the target is thrown at a creature, that crea-
nonmagical restraints or grapples. ture must succeed on a DC 16 Dexterity saving throw or take the
same damage and be knocked down with the prone condition.
Legendary Resistance (3/Day). If the kraken fails a saving throw,
it can choose to succeed instead. Legendary Actions
Siege Monster. The kraken deals double damage to objects and The kraken can take 3 legendary actions, choosing from the op-
structures. tions below. Only one legendary action option can be used at a
time and only at the end of another creature’s turn. The kraken
Actions regains spent legendary actions at the start of its turn.
Multiattack. The kraken makes two attacks using its Tentacle,
Appendage. The kraken makes a Fling attack.
Fling, or a combination of the two.
Fire Breath (Costs 3 Actions). The kraken exhales fire in a
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 60-foot cone. Each creature in that area must make a DC
Hit: 18 (3d6 + 8) piercing damage and 7 (2d6) fire damage. 20 Dexterity saving throw, taking 36 (8d8) fire damage on a
If the target is a Large or smaller creature grappled by the failed save, or half as much damage on a successful one.
kraken, the creature is swallowed and the grapple ends. While

but allegedly a creature formed of the two different reward an underling or curry favor with magnates
planes meeting. The Eriflamme (see the accom- from other layers of the Nine Hells, alternatively
panying stat block), as it has become known, is because they wish to make a fool of some pompous
said to resemble a perpetually blazing tarrasque upstart they know is ill-equipped to keep up with
formed of interlocking Elementals all tessellated Kordichai’s hectic pace. Devils have been killed
together. It is malleable, capable of breaking apart on his hunts, sometimes in hunting accidents and
into a host of individual bodies and forming again occasionally—should Fierna give Kordichai the
at will. Track it as he might, Kordichai has never word—in ‘hunting accidents’. Everyone knows it hap-
brought the monster to bay. Only the twisted pens, and that only adds to the thrill of the chase. If
wreckage of barges, the ruin of lodges, and the the characters have persuaded Kordichai to set up
bodies of his servants testify to its existence and its an ambush on Fierna or Belial, then this is when he
power. Over time, Kordichai has grown more and makes his move.
more obsessed with this one elusive denizen of his
Preserve, taking greater and greater risks, even Fighting Devils
shirking his duties at the slightest suggestion it has Attacking Fierna or Belial without Kordichai’s
made an appearance. support is likely a losing battle, but some characters
Hunting Accident. Even as Abriymoch is the pre- may have powerful incentives urging them forward.
ferred destination for devils from all over the Nine Deathstalkers—Obtaining Belial’s Ranseur of
Hells seeking off-duty entertainment, so a place on Torture or Fierna’s Amulet of the Inferno. The
Kordichai’s hunts is the prize for any infernal nota- hunt is the only opportunity where the characters
ble. Needless to say, his superiors Fierna and Belial can gain possession of either of these two powerful
are constantly foisting less than suitable guests on artifacts. But it requires outsmarting an archdevil or
him, sometimes because they wish to genuinely killing one.

120 Chapter 6 | Phlegethos


At any time, the characters might attempt to use
trickery to obtain the item (such as casting a spell A Hunting
Lodge.
like Telekinesis to steal one of the artifacts right off
their persons). But it is challenging to do so without
the archdevil or witnesses noticing.
There may also be particular moments during the
hunt to obtain the item:
The Characters are Hunters. If the characters have
joined the hunt, it wouldn’t be difficult to convince
the archdevil to separate from the others. Both
Belial and Fierna are often bored, and either may
seize any chance to disrupt things.
As Beaters. Once prey is engaged, the characters
might try to attack the archdevil when they join
the hunt. Or prior to engagement they might set a
trap for the archdevil.
As Prey. If the characters are being hunted, they
would need to set up an ambush, preferably with
the other prey as allies. Anagwendol’s prison (area
E3) is a good location for an ambush.
If the characters attack Belial or Fierna (see
appendix A for both), Kordichai and any allies
defend the archdevil (unless a betrayal has been
previously negotiated). During a fight, the optional
disarm rules, found in the “Combat Options” section
within the Dungeon Master's Guide might also
allow the characters to steal the artifact rather than
finish a likely losing battle against an archdevil.

Eriflamme Bite. Melee Weapon Attack: +18 to hit, reach 10 ft., one target.
Hit: 24 (4d6 + 10) piercing damage plus 33 (6d10) fire damage.
Gargantuan Elemental, Unaligned
Reform. All the Eriflamme’s fire elementals vanish and the
Armor Class 19 (natural armor) Eriflamme reappears in one of their spaces. The Eriflamme’s
Hit Points 518 (28d20 + 224) hit points are equivalent to the combined hit points of the fire
Speed 40 ft. elementals.

STR DEX CON INT WIS CHA Reactions


30 (+10) 11 (+0) 26 (+8) 5 (–3) 10 (+0) 10 (+0) Split (2/Day). As a reaction to taking damage, the Eriflamme
can split into fire elementals and reduce the damage to 0.
Saving Throws Int +5, Wis +8, Cha +8 The Eriflamme can form up to 10 fire elementals, splitting its
Skills Arcana +5, Athletics +18 remaining hit points between them. The fire elementals appear
Damage Immunities fire, poison; bludgeoning, piercing, and in spaces adjacent to or within the Eriflamme's old location,
slashing from nonmagical attacks
and all act on the Eriflamme's initiative. They gain a +5 bonus
Condition Immunities charmed, frightened, paralyzed, poisoned
to attack rolls and have the Eriflamme's Reform action.
Senses blindsight 120 ft., passive Perception 10
Languages — Legendary Actions
Challenge 28 (120,000 XP) Proficiency Bonus +8
The Eriflamme can take 3 legendary actions, choosing from
Legendary Resistance (3/Day). If the Eriflamme fails a saving the options below. Only one legendary action option can be
throw, it can choose to succeed instead. used at a time and only at the end of another creature’s turn.
The Eriflamme regains spent legendary actions at the start of
Magic Resistance. The Eriflamme has advantage on saving its turn.
throws against spells and other magical effects.
Slam. The Eriflamme makes a Claw attack, which deals force
Actions damage instead of slashing damage if it hits.
Fireglide. The Eriflamme moves up to half its speed. It can fly
Multiattack. The Eriflamme makes four Claw attacks. It can
during this movement.
replace one of the attacks with a Bite attack.
Chomp (Costs 2 Actions). The Eriflamme makes a Bite attack
Claw. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. with advantage.
JULIAN CALLE

Hit: 20 (3d6 + 10) slashing damage plus 7 (2d6) fire damage.

Chapter 6 | Phlegethos 121


No one finds the Chasm of Found Things.
It finds you.
CH A PTER 7

Stygia, the Frozen Sea


tygia is a vast frozen sea, decorated Random Encounters in Stygia
with ice and snow. Unlike the other d6 Encounter
layers of the Nine Hells, Stygia doesn’t
1 One ice devil travels through the icy hellscape.
have a capital city, nor a place from which
its archdevil rules. Even with a saltwater 2 Breaking through the ice to hunt for food, a
body underneath the ice, the only permanent open kraken with immunity to cold damage thrashes
water in the realm is the Styx, which lazily meanders about. If it spots any prey, such as mortals
through the entire realm. A constant twilight, accom- visiting the Nine Hells, it attacks.
panied by atmospheric lightning storms, makes the 3 2d6 white abishai (see Monsters of the Multiverse)
realm appear harsh and bleak—not an inaccurate stalk the blizzards, looking for treasure to bring
assessment. Few devils call the layer their home, back to their lair. When they spot the characters,
though that doesn’t mean Stygia lacks inhabitants. they threaten and extort hoping for loot.
4 A mismatched pack of animals, starved nearly to
Running This Chapter death, attacks the characters out of desperation.
Before running this chapter read the “Stygia Over- The pack is led by an ancient mammoth, but also
view” section. It provides you with everything you includes 3d6 polar bears.
need to guide your players through this wasteland. 5 Shouts and sounds of combat can be heard
from nearby. A pair of frost giants are locked
Encounters in a heated battle with a remorhaz. It is a den
The isolated stretches of ice that the characters mother, and each of the 2d4 eggs in its hive, are
venture across bring with them their own unique worth 500 gp.
challenges. The creatures that can be encountered 6 A pocket of intense cold erupts in a 60-foot-
on this layer of the Nine Hells are well equipped radius sphere around one of the characters.
to deal with the frigid temperatures. Roll on the Each creature within the area must make a DC
Random Encounters in Stygia table to see which of 19 Constitution saving throw. On a failed save,
them the characters encounter. a creature takes 42 (12d6) cold damage. On a
successful save, it takes half as much damage.
Locations
Most devils aren’t foolish enough to make Stygia Objectives
their home. The characters find no large cities on
its surface. However, in tougher climes tougher Make sure you keep track of your player’s objectives
creatures thrive. There are many caves that lie and lead them to the corresponding areas to ensure
underneath the surface of Stygia. Here some of the they can complete their goals.
most dangerous denizens of the Nine Hells can be The following objectives can be attained in Stygia:
found. The characters need to make their way to
Objectives in Stygia
The Chasm of Found Things, a vast cavern system
that houses a colony of kuo-toa. They live there and Objective Location
worship the terrifying horrors that make their home Phylactery of the oathbreaker Chasm of Found Things:
under the ice. Before they venture there the charac- The Echoes
ters may want to explore other parts of Stygia. The Phylactery of the business Chasm of Found Things:
“Key Locations in Stygia” section provides you with partner The Angel of the Ice
the information you need to guide their excursions. Manual of Golems (iron) Chasm of Found Things:
The Aboleth
Koh Tam
Rod of Resurrection Chasm of Found Things:
Have Koh Tam give directions to the characters
The Awful Fisher
before they disembark. He can give information
about the sights they may want to visit, but insists Holy Avenger Chasm of Found Things:
SERGEI SARICHEV

they search the Chasm as he has heard rumor of the The Angel of the Ice
treasures at its bottom. True-Ice Shards Chasm of Found Things:
The Keeper of Found Things

Chapter 7 | Stygia 123


Temptations Although no capital of Stygia exists, there remain
smaller cities constructed on particularly large ice
Have the characters encounter at least one tempta-
floes. They’re usually near the Styx and are the most
tion during their time in Stygia. You can of course
lawless places found in the Nine Hells. Because no
have them encounter more if you want. If the char-
archdevil rules the layer, it has become a haven for
acters give in to temptation, use the information in
devils shirking their duties or looking to escape.
appendix E to keep track of their corruption level.
Hunting parties supply the inhabitants with food and
experience, and travelers along the Styx occasion-
Stygia Overview ally bring trade or souls. The inhabitants know that,
On its fiery spiral through Phlegethos, the Styx should Levistus demand their attention, they would
slowly cools until it reaches the roof of Stygia. have to serve their master. For this reason, even in
From there, it corkscrews downwards, with a their lawlessness, they continue to respect his rule.
frozen bed made from the river itself creating a One exception to the dens of Stygia exists: the city of
beautiful sculpture. As it reaches the ground, its Tantlin. It remains independent from archdevil rule
temperature and composition etch a pathway out of but follows a strict set of rules and regulations.
the ice and the saltwater below. It runs unimpeded
through the layer, though the endeavor causes it Leaving Stygia
to have sharp turns, dangerous rapids, and deadly Including the interdimensional portals directly
ice tunnels. Concluding its journey at a yawning pit connected to the Styx, traveling between layers in
near the edge of Stygia, the Styx turns into a water- Stygia is simple and concise. Entering and exiting
fall, falling thousands of feet onto Malbolge below. the realm is done via the River Styx. Creatures
Many creatures call the frozen surface of Stygia with flying capabilities could fly up into Phlegethos
home, most of which aren’t native to the Nine Hells. where the Styx enters, or down into Malbolge,
Small pockets of warmer temperature dot the sea, but both routes are extremely dangerous. Going
creating arctic swamps of plants and lichen. Ani- up requires navigating the lightning storm, which
mals such as mammoths, wolves, and polar bears is powerful and chaotic enough that few make it
flock to the swamps for warmth and sustenance. In out alive. Likewise, the pit leading to Malbolge is
the region of Stygia known as Sheyruushk, enor- plagued by falling rocks and sudden shifts in wind
mous sharks the size of whales swim below the pattern, making the descent more luck than skill.
frozen surface.
The frozen prince, Levistus, is the archdevil in Features
charge of Stygia. When he was first frozen for his The cold of Stygia chills to the bone, leaving crea-
crimes, Geryon took his place, but he has since been tures fighting for survival. Each time a creature
deposed by Asmodeus. Levistus spends much of finishes a long rest, they must succeed on a DC
his time observing other planes and hatching plans, 16 Constitution saving throw or gain a level of
choosing to leave his layer a wilderness.

Stygia’s glaciers hide many secrets.


JOHN STEVENSON

to Phlegethos

. .
City of Tantlin Sheyruushk

River Styx to Malbolge

Glacier of
. Chasm of
Levistus​

Found Things​
Stygia, the Fifth Hell
exhaustion. Creatures with resistance or immunity
Temptation of Betrayal
to cold automatically succeed on the save.
“Mixed Blessings”
As a haven for devils shirking their duties or
A pit fiend, perhaps in the service of Levistus,
contracts, this layer encourages chaotic thinking approaches a character.
and rebellion. Non-lawful creatures visiting the
plane experience a constant urge to rebel and shirk
 

“You there, mortal.” It says, its voice booming,


cooperation.
its skin sizzling as snow falls upon its massive
Key Locations in Stygia shoulders. “I come bearing a gift, a boon to you
Some of the major locations found in Stygia are from my master.”
described below.  

If the characters talk more and accept the boon, run


Tantlin the appropriate temptation event in chapter 2, but the
Constructed along a bank of the Styx, Tantlin pit fiend never reveals the true identity of its master.
overlooks a unique branch in the river. Many portals
connecting to other planes of existence are tied Glacier of Levistus
to the distributaries, and travelers from all over
This glacier contains the frozen prince, Levistus.
arrive and depart on the Styx. This makes Tantlin
Trapped in the ice by Asmodeus he is unable to
a unique trading city in the Nine Hells, with its
remove himself from his predicament. After Geryon
focus on commerce completely disconnected from
was stripped from his mantle, Asmodeus reinstated
the soul trade. While they welcome travelers of
Levistus as ruler of Stygia. However, he opted not to
all kinds, mortals find the temperature extremely
release him from his icy prison. It most likely amuses
dangerous, and demons are slain on sight by an elite
Asmodeus to frustrate Levistus so. Reinstated in
hunting party-turned-police force.
name only, the archdevil lies in wait, observing and
scheming for the day he is released from his prison.
JULIAN CALLE

He intends to make it a day to remember …

Chapter 7 | Stygia 125


The Chasm of Found Things
C1
C2
C2
C2
C4

C3

C3

C3

C5

C7

C6

0 50 100 150 200 C8


JOHN STEVENSON

Feet

126 Chapter 7 | Stygia


Those who dare travel to the tomb of Levistus may
spot him through the ice. The frustration emanating
Adventure: The Chasm
from the archdevil is almost tangible in places. The of Found Things
tomb is guarded by a large detail of ice devils, their The Chasm of Found Things is a mile deep rift in
numbers enough to convince the characters not to the glaciers of Stygia. Ancient and powerful entities
linger here. dwell in its depths and lure both devil and mortal
alike to their doom.
Sheyruushk When the characters first enter Stygia, Koh Tam
Near the city of Tantlin a crack between two has the following to say:
icebergs gives access to Sheyruushk. Here the
 
sharklike sahuagin are found, sea devils that have
“Stygia: the least or the most hospitable of all the Nine
made their home in the waters underneath the ice.
Hells, depending on your standing with the infernal
The sahuagin roam the waters of Sheyruushk. In
those places where the ice is thin enough, they can hosts. A place run fallow—if a blasted frozen waste
be glimpsed, riding massive sharks, and gliding atop a fathomless sea can earn the term—under the
through the water underneath. However, travelers hand of an absentee duke. Everything starves in Stygia.
would be wise to resist the urge to go and see this The elements make no contracts. Truant mortals come
sight. If the ice is thin enough to allow a glimpse of
here to evade infernal scrutiny. The wilderness, while
the sahuagin, it is also thin enough for these fierce
harsh, offers a fairer fight for survival than other layers.
aquatic warriors to breach it for an attack. If the
characters don’t want to be dragged underneath the But Stygia has its own traps and surprises. Devils are
ice, they best not visit here. cruel, but they can be bargained with. Other fates
If asked to take them here, Koh Tam refuses. He are less open to negotiation.” Koh Tam shudders and
explains that the sahuagin are known to sink ships draws his cloak closer around himself.
that venture into their domain.
“Still, you must venture out there, into the cold.
Allow yourself to get lost.” Koh Tam gestures at the fro-
Temptation of Greed
“The Greedy Art Lover” zen wastes. “Sometimes those lost within the blizzards
If the characters spend an hour or more exploring this of Stygia find signs: mortal tracks through the snow,
area before returning to a safer location, they find a set down recently. Carvings in the ice claiming a place
devilish arm extruding from the ice. It takes half an of safety and shelter. Mortals are drawn across the wil-
hour to excavate the corpse and when they do so they
observe that the dead creature is holding a ring in derness until they reach the mouth of a great ice cave
its hand, its frozen eyes staring at it in rapture. The that descends into the frozen substrate. The Caves
characters must break the corpse’s hand to take the of Rest. Except, of course, this is the Nine Hells and
Ring of Collecting (see appendix D).
there is no rest. What weary travelers have reached is
the Chasm of Found Things, from which few have ever
Chasm of Found Things returned. It is here that your search must continue.”
Those traveling across the frozen wastes of Stygia,
 

looking for a place to rest may be unlucky enough


to wander into the Chasm of Found Things. They Advice from Koh Tam
may believe themselves fortunate, thinking they’ve Koh Tam suggests that they wander into the heart of
found shelter from the icy cold. But they’re mis- Stygia if they’re to find the Chasm of Found Things
taken. No one finds the Chasm, it finds you. And and has the following advice:
once it has tricked you into exploring its labyrin-
thian caverns, it won’t let go without a fight. And • They can’t look for the Chasm, they must let it
yet, this is where our characters must venture to find them. The Chasm only allows itself to be
search its hidden depths for the things that were found by those who are lost and exhausted of all
lost to them. hope. The characters must do this by traveling
without resting.
• They should be prepared for the extreme
weather, and he suggests they acquire appropri-
ate equipment, magic items, and spells to ward
against the cold.
Once each character has gained a level of exhaus-
tion, they hear whispers and see strange apparitions

Chapter 7 | Stygia 127


 
in the blowing snow, and eventually find themselves
The ice around you creaks and groans and the sound
near the Chasm of Found Things, drawn to the
entrance (area C1). echoes frightfully in the cold, still darkness of the
caves. There is no cutting blizzard wind, but the chill of
Chasm of Found Things the caves is a heavy thing. The cold pushes down until
Locations your throat aches and your bones feel stiff and strange.
Wandering the frozen wastes endlessly, the char- If you hold your breath and listen, you think you might
acters grow convinced that their search is futile. hear movement in the shadows.
Exhausted and frostbitten they collapse in the snow.  

The character with the highest passive Wisdom


(Perception) score finds a cave entrance nearby. How kuo-toa even reached the Nine Hells is
unknown to scholars, but they dwell here in some
C1: The Entrance numbers, farming albino fish in shallow pools
and constructing for themselves a truly byzantine
 
mythology. The Congregation are pallid, eyeless,
The mouth of the cave is a curious piece of theatre.
and stealthy, stealing about the upper passages of
Mortal hands have certainly touched the place. The ice
the Chasm and sporadically descending on visitors,
is carved into dwellings—huts and chambers labori- mortal and devil alike, to claim sacrifices for their
ously scoured from its freezing substance. Elsewhere, complex pantheon of gods. Their theology is entirely
materials have been hauled in to build huts and unique, quite separate from their usual deities. They
lean-tos. There are the ashes of old fires. Mortals have worship that which lies deeper within the caves and
have constructed a whole idiolectic myth-cycle to
dwelled here, and recently.
 
account for their presence in the Chasm, which they
see as the center of a cold and uncaring universe.
It is enough to give a living traveler hope and drive They make pilgrimages into the depths, sacrifice
devils to a rage. In either case, the idea is to draw the each other or those that fall into their hands, and
traveler inwards and downwards. From the depths conduct meaningless rituals according to nonsensi-
of the cave can be heard faint sounds: the echo of cal texts carved into the ice. Sometimes their arti-
voices, confused and distorted. The caves are occu- sans venture to the cave mouth and create another
pied; the dwellers at the threshold have retreated fake ice dwelling to add to the lure of the caves.
deeper into the ice to escape Stygia’s harsh climate. The Congregation is deranged and murderous, but
And the caves truly are warmer, a little. Enough that luckier visitors might happen upon them when their
meltwater is constantly flowing into them, carving bloodlust has been sated, or when their ritual calen-
runnels on the floor and trickling inwards so that all dar prescribes periods of contemplation. In times
the caves resound to the music of it, further confus- like these their philosophers are only too happy to
ing the suggestion of life and voices from below. The talk about their beliefs for hours and hours, to the
keen-eyed visitor might feel that signs of habitation degrading sanity of their listeners.
at the cave-mouth seem oddly shallow and staged The Congregation consists of three dozen kuo-
but by then it may be too late. Every visitor drawn to toa monitors and a trio of kuo-toa archpriests.
the cave mouth feels a powerful fascination with the The kuo-toa are in a period of contemplation and
depths, a need to know what is down there, the cer- therefore peaceful, if not attacked. However, they’re
tainty that what they seek can be found below. Those so deranged that they provide scarce information
equipped with divinatory magic may discover that and the characters would need to spend consid-
the ubiquitous infernal taint of the Nine Hells really erable time moving between the various tunnels
is weaker here, and perhaps mistake that for virtue. to encounter all of them. If a kuo-toa is attacked
In truth there is only ever a choice of evils. here, it summons all its brethren to defend it. If the
entire kuo-toa populace in this area is slain, the
C2: Congregation of Gjaaki characters recover 8,000 gp worth of various gems
Progressing downwards from the abandoned and other valuables.
structures at the cave mouth the visitor finds a
maze of twisting ice tunnels, slippery with the
The Blind Believers
constant run of meltwater, and from this point
The kuo-toa living in the chasm have blindsight out to
they’re observed. The heedless or weary visitor will a range of 60 feet and resistance to cold damage.
just stumble deeper and deeper, but more careful
explorers find upward-sloping spurs to the caves
that lead to larger spaces clawed out from the ice.
Here dwell the first of the Chasm’s inhabitants, the
Congregation of Gjaaki.

128 Chapter 7 | Stygia


During this combat, if the oathbreaker’s soul is
Random Temptations
slain, it reappears at the start of the oathbreaker’s
If the characters attack the kuo-toa and then spend
considerable time searching or exploring this part next turn, but an affliction devil (see appendix B)
of the cave system, roll on the Random Temptations appears next to the oathbreaker, to assist the other
table from chapter 2. devils in battle. These devils can be permanently
slain only while they wear their own form. Once all
the devils are defeated the echo of the oathbreaker’s
C3: The Echoes younger self vanishes and leaves the phylactery in
Below, the tunnels twine and corkscrew down- its place.
wards. In these reaches, travelers might encounter Now in possession of their soul, the character
Congregation pilgrims trekking towards their must escape the ice. However, the longer the charac-
ultimate religious experience, or sometimes fugitive ters were inside the Echo, the thicker the ice around
devils—ice devils and pain devils (see appendix them has grown. Every time a devil transformed into
B)—drawn into the caves seeking mortals to tor- a child, the ice-chamber was pulled deeper into the
ment or escaping more powerful devils. Most com- Echo, and another 10 feet of ice grew between the
mon, though, are the Echoes. Read the following: chamber and the original entrance into the Echo.
 
Each 10-foot section must be destroyed as if it were
The ice itself contains movement, even as the air created by the Wall of Ice spell.
carries phantom sounds. There are flickers of motion, C4: Angel of the Ice
ahead, below, to either side. Figures you can never
 
catch up with, the faces of lost friends and family,
The cave is large, with a floor that has been worn
treasures, beckoning hands. The very ice of the walls is
smooth. There is faint light here, and it illuminates
shot through with an ephemeral life that, like the water,
a wide wall of ice covered in complex and disturbing
is constantly heading further down.
diagrams. Before the mural on the wall stands a many-
 
eyed being of bizarre form, as pale and cold as the ice.
Each time a character attempts to move past an Its voice is like the grinding sound of an iceberg shat-
Echo (a location marked as C3 on the map), in the
tering. Loud. Violent. Powerful. All around it sit kuo-
direction of the surface of Stygia, they must make a
toa, chattering their teeth and slapping the ground,
DC 15 Wisdom saving throw. If they fail the saving
throw, they gain a level of exhaustion and fall (they their eyeless faces warped with fanatic adoration for
now have the prone condition). They may repeat the what their Angel of Ice preaches.
saving throw each hour.  

Phylactery of the Oathbreaker. The oathbreaker


Like any religion, the Congregation has heretics to
finds their soul imprisoned among the Echoes
persecute. Separate caves hold a smaller commu-
in the ice when they, and any companions, see a
nity of dissidents led by the Angel of the Ice (lawful
pre-adolescent reflection of themself begging for
evil deva). This fallen Celestial claims to have been
mercy. Other reflections, devils in the guise of
sent to the Chasm to reclaim it from the Nine Hells
four children, are tormenting the character’s soul
and build a gateway to the higher realms, prepara-
relentlessly. To save the soul, characters must break
tory to ushering in a vast army to cleanse all the
through the ice and enter the Echo. This requires
lower planes. It is just as deluded as the Congre-
an action and, when the first character is inside,
gation, dwelling before a mirror-like wall of ice on
they find themselves in a 60-foot diameter chamber,
which it has scratched out a vastly complex diagram
surrounded by ice. The bullies transform into four
that it says holds the secret to the movements and
chain devils surrounding the child (a commoner).
future of the planes.
The devils attack the characters.
Defenders of the Faith. The Angel is attended by
Whenever a character starts their turn inside the
a cult of kuo-toa that it has attempted to reshape into
Echo, they take 5 (1d10) cold damage. Additionally,
something more holy, resulting in a curious admix-
at initiative count 20 of round 4, any surviving devils
ture of aasimar-like qualities into its brood. There
seemingly transform back into children (but they
are a dozen of these heretics (kuo-toa monitors
retain all their devil statistics). If a devil in child’s
that can change the damage type of their attacks to
form is slain, it vanishes and reappears at the start of
radiant damage). Each heretic carries 2d20 gp.
the next round, fully healed. At initiative count 20 of
round 5, the enemies transform back into devils and
this process repeats every 4 rounds.

Chapter 7 | Stygia 129


A statue of the Angel of the Ice.
If the ice wall, or the Holy Avenger within it, is C5: The Aboleth
disturbed for any reason, the following occurs:
 
 
There is a dripping sound in the cold tunnels. The space
Immediately all activity and sound ceases in the ice-
around you feels emptier, the walls have pulled away
shrouded cavern and, as if of one mind, the Angel
and the caves that lie ahead are vast and full of lakes of
and their cult of kuo-toa, turn towards you. There is
ink-dark water. The dripping sound comes from droplets
no more chattering, no more grinding. Just a silence
of meltwater rolling off the distant ice-ceiling and strik-
colder than the frigid air swirling about you. The Angel
ing the liquid depths below. You occasionally see ripples
points their finger at you, shakes their head, and then
break the glass-still surface, as though something very
resumes their strange oration.
large were moving beneath it.
 
 

This was a warning. Any further attempts to dese-


At last, the caves begin to open out. A network of
crate the temple turns the entire group hostile to the
interconnected lakes collects the meltwater, each
characters and they attack.
lake vast and lightless. Here dwell the aboleth, each
Conclave (Paladin)–Holy Avenger. The Angel
the master of its own circumscribed domain, each a
of Ice eventually found themselves incapable of
minor deity in the Congregation’s tangled pantheon.
wielding their Holy Avenger and so they ensconced
Chuul servitors act as guards and food in times of
it in the ice. Just the hilt sticks out now and anyone
need, and the lake bottoms are a sifting morass of
examining the diagram on the wall easily notices
bones and forgotten treasures brought by devils
it. It requires two successful consecutive DC 18
and mortals alike who got no further. But even this
Strength (Athletics) checks to pull the sword from
is merely a station on the way down. For each hour
the ice. Each check requires an action.
the characters search they have a 75 percent chance
Phylactery of the Business Partner. The busi-
of finding an aboleth clutch (one aboleth and 2d6
ness partners’ greed in life knew no bounds, as the
chuul protectors). This chance is reduced by 25
character searching for his soul knows only too
percent for each clutch found.
well. The business partner desired riches and he did
Treasure. Once a clutch is dealt with, the charac-
not want to share them with anyone. The character
ters find 6d4 x 100 gp and two uncommon magic
looking for their former business partner’s phylac-
items from the Dungeon Master’s Guide.
tery finds it here with the Angel of the Ice.
Conclave (Artificer)—Manual of Golems (Iron).
If the character examines the mural closely, they
A character searching for the Manual of Golems
soon realize its importance when they recognize a
(iron) discovers it in the clutches of the first aboleth
tiny figure trapped inside. The business partner is
they encounter.
wandering the Celestial’s mazelike diagram. Their
torture is one of endless frustration, believing that C6: Keeper of Found Things
within they can find riches grander than any they
ever possessed in life. They’re consumed by the des-  

Below you stretches the greatest gulf, the Chasm


perate need to attain them. However, every corner
they turn leads to a dead end and is populated with itself, with a craggy icicled ceiling above and only the
a new horror that will gladly consume their flesh. waters below. To either side a ledge extends, over-
Once consumed they pop up again at another point looking the subterranean sea and running to the very
on the mural. end of the Chasm. Echoes in the walls beckon for you
The characters must destroy the mural (AC 12, to continue down the ledge. A whisper inside your
100 hit points) but the Angel and its cult attack
head tells you that the Keeper of Found Things has
them, as described earlier. Once the mural has been
destroyed the phylactery of the business partner been expecting you.
appears on the floor. The character takes posses-  

sion of the phylactery and gains the Phylactery What is the Keeper of Found Things? Not a devil,
Benefit associated with it. certainly. Something ancient that has dwelled in
the Chasm and tended its collection for longer
than infernal records have been kept. A thing of
the shadows that even the keenest eyes can never
quite make out in detail or gain a complete picture
of. Rambling accounts speak of too many arms,
SERGEI SARICHEV

long-fingered hands, a twisted wedge of a head with


a vertical mouth bristling with needle teeth. And a

Chapter 7 | Stygia 131


Kuo Toa give offerings to Gjaaki.

voice. A quiet, reasonable (so very reasonable) voice vulnerability to fire damage, and immunity to poi-
that speaks to mortals about salvation, rest, and son and psychic damage.
peace—all the promises that lured them down into For those of stronger will, the ice itself reaches
the caves past all those other tribulations. To forlorn for them. The Keeper reshapes the very stuff of the
devils, the Keeper instead whispers of a great and Chasm to entrap less compliant victims by drawing
endless order, a perfect moment of torment perpetu- forth frozen golems, gleaming facets flickering with
ally prolonged. The Keeper has only terrible things echoes drawn from their victims’ past. The luckiest
to say, and yet it is hideously persuasive. Every might find their way back to the caves, to struggle
moment of the journey through the caves goes to against the slope and the water, braving all the
prepare its visitors to accept its blandishments. The perils they’ve already passed for the dubious safety
Congregation’s nonsense theology, the Echoes, the of Stygia’s surface. Others, in desperation, might fly
tentacled monsters thrashing blindly in the depths, or climb upwards out of the reach of the Keeper’s
all plant the seeds of surrender in the mind. influence, or plunge into the waters of the freezing
Within the icy walls of the Chasm everything sea below.
that has filtered down to the Keeper over the long Treasure. For each hour spent at this location
years is buried. There are treasures that have excavating valuables, select a very rare magic
washed down with the meltwater or that have item from the Dungeon Master’s Guide (excluding
been brought by great heroes and devils. There weapons). However, all characters participating
are monsters, trapped forever—dimly glimpsed must repeat the earlier Constitution saving throw,
against the strange flat light that emanates from or suffer the negative effects described earlier.
every direction. And there are the mortals and Additionally, for each character failing their saving
devils, hundreds of them, who came this far and throw, a frozen golem (iron golem with immunity to
no farther. Who couldn’t resist the soft entreat- cold) emerges and attacks.
ies of the Keeper. Here is rest and peace and an Deathstalkers—True-Ice Shards. A character
endless perfect cruelty. Over time the ice draws searching for one of the True-Ice Shards sees it
its captives deeper, to become the most recent lodged in the ice at the end of the chasm. If they
prizes the Keeper claims. Anyone who travels to touch the shard while still encased in the ice, they
the end of the Chasm must make a DC 15 Con- take 17 (5d6) cold damage and must succeed on a
stitution saving throw. A creature that fails the DC 18 Constitution saving throw. If they fail, they
save begins to be enveloped by the ice and has the can’t let go of the object and the ice starts envelop-
restrained condition. The restrained creature must ing them. The character takes 17 (5d6) cold damage
repeat the saving throw at the end of its next turn, at the start of each turn that they’re still holding the
becoming encased in ice on a failed save or pulling shard, but doesn’t repeat the saving throw.
free on a successful one. Anyone encased in ice They can only dislodge the shard with fire dam-
SERGEI SARICHEV

takes 19 (3d12) cold damage at the start of each of age, any cold damage makes the ice enveloping the
their turns. They can be freed by destroying the shard grow thicker. Once 50 fire damage is applied
surrounding ice, which has AC 13, 40 hit points, the shard comes free.

132 Chapter 7 | Stygia


C7: The Awful Fisher course, the Congregation are utterly divorced from
reality and nothing they say can be taken seriously.
 
But something is down there that even the Keeper
The ceiling is full of deep crevices and covered in sharp, and the aboleths don’t speak about, beyond the
reaching icicles. You can almost make a game of follow- knowledge of devils and the powers of the Nine Hells.
ing the patterns of creeping shadows they cast. They
seem nearly alive, the shadows, slinking over the jagged
Awful Fisher
surface as the light below moves. Sometimes it seems Gargantuan Monstrosity, Unaligned
the shadows shift out of time with the light. Yes. It’s
Armor Class 17 (natural armor)
strange. Near the ceiling, you notice one of the shadows, Hit Points 348 (24d20 + 96)
a large one, is moving very quickly. Much quicker than Speed 30 ft., climb 30 ft.
the rest around it. The shadow is coming right at you.
STR DEX CON INT WIS CHA
You can hear it now. Many legs, clicking over the ice 23 (+6) 16 (+3) 18 (+4) 5 (–3) 10 (+0) 8 (–1)
and the terrible snapping sound of giant, hungry claws.
  Saving Throws Dex +9, Con +10
Skills Perception +6, Stealth +9, Survival +6
The ceiling offers the most mundane of fates. It has Senses blindsight 120 ft., darkvision 60 ft., passive Perception 16
one inhabitant, that has scavenged from the Keep- Languages —
er’s leavings since time immemorial. It is known to Challenge 18 (20,000 XP) Proficiency Bonus +6
the kuo-toa as the Awful Fisher (see accompanying
Flammable Blood. If the fisher drops below 200 hit points, it
stat block). Those who fly or scramble upwards gains vulnerability to fire damage.
from the Keeper’s grotesque collection find a great
Legendary Resistance (3/Day). If the fisher fails a saving throw,
many-legged thing watching them, letting fly with
it can choose to succeed instead.
a long, sticky thread. Nothing more than a preter-
naturally large cave fisher, in fact; those crablike Spider Climb. The fisher can climb difficult surfaces, including up-
side down on ceilings, without needing to make an ability check.
creatures that bedevil the mortal Underdark. The
Awful Fisher has grown vast and cunning on a diet Actions
of infernal flesh over the ages, though, given most of Multiattack. The fisher makes two Claw attacks.
those who fly into its reach are devils. It is eternally
Claw. Melee Weapon Attack: +12 to hit, reach 15 ft., one target.
hungry, malevolent, and armored beyond the bite
Hit: 20 (4d6 + 6) slashing damage.
of most blades. After the Awful Fisher dies, it falls
to area C6 and the corpse begins to freeze over as Retract Filament. One Huge or smaller creature grappled by
the fisher’s Adhesive Filament must make a DC 20 Strength
described in that section.
saving throw. On a failed save, the target is pulled into an un-
Treasure. Once slain, the contents of the Awful occupied space within 5 feet of the fisher, and the fisher makes
Fisher’s stomach may contain some treasures. If one Claw attack against it with advantage. Anyone else who
searched, select two uncommon magic items from was attached to the filament is released. Until the grapple ends
the Dungeon Master’s Guide. on the target, the fisher can’t use Adhesive Filament.
Conclave (Cleric)—Rod of Resurrection. A
character searching for the Rod of Resurrection Bonus Actions
discovers it in the belly of the Awful Fisher. During Adhesive Filament. The fisher extends a sticky filament up to 90
the battle with it, the bizarre creature accidentally feet in a straight line, which adheres to anything that touches
it. A Huge or smaller creature the filament adheres to has the
triggers the Heal property of the rod the first time
grappled condition (escape DC 20), and ability checks made
it falls under 100 hit points. Any nearby cleric feels to escape this grapple have disadvantage. The filament can be
a rush of divine power emanating from within the attacked (AC 16; 25 hit points; immunity to poison and psychic
Monstrosity when this occurs. A successful DC 14 damage). A weapon that fails to sever it becomes stuck to it,
Intelligence (Religion) check allows a character to requiring an action and a successful DC 20 Strength check to pull
locate the Awful Fisher’s corpse, and the rod, before free. Destroying the filament deals no damage to the fisher. The
the creature becomes completely encased in ice. filament crumbles away if the fisher takes this bonus action again.

C8: Gjaaki Legendary Actions


And the waters? Nobody has ever returned from the The fisher can take 3 legendary actions, choosing from the op-
tions below. Only one legendary action option can be used at a
waters. The kuo-toa Congregation’s greatest deity,
time and only at the end of another creature’s turn. The fisher
Gjaaki, resides there, a being of utter negation, an regains spent legendary actions at the start of its turn.
anti-creator. They say that all things that it becomes
Slash. The fisher makes a Claw attack.
aware of cease to be and fade from the memory of
Spit. The fisher uses Adhesive Filament.
the universe. Their myths speak of heroes who never Reel In. The fisher uses Retract Filament.
were, offered up in proof of the power of this god. Of

Chapter 7 | Stygia 133


The Sign of the Hag’s Arms offers little respite
to weary travelers from outside the Nine Hells.
CH A PTER 8

Malbolge, the Realm of Decay


ractically infinite mountain slopes
and falling boulders make up Malbolge,
Running This Chapter
the sixth layer of the Nine Hells. It was Before running this chapter read the “Malbolge
once ruled by Malagard, the Hag Coun- Overview” section. It provides you with everything
tess, who has since been replaced by you need to guide your players across this bloated
Asmodeus’s daughter Glasya. Prior to her rule, the and decaying landscape. Use the information pro-
layer was almost entirely stone, with very little dis- vided to set the scene during their travels through
tinguishing features. However, due to a curse placed Malbolge.
upon Malagard, her body grew to a grotesque size
and imploded when Glasya took over. Now Malbolge
Encounters
is decorated with pieces of her corpse, a marriage The denizens of Malbolge are divided in their loy-
between a rotting carcass and a cliff-face. What alties but united in their fear and disarray over the
little pockets of devil civilization remain do so in changed landscape. If the characters are wandering
caves carved from the mountain or inside fortresses far and wide, roll on the Random Encounters in Mal-
supported by indestructible pillars. bolge table to determine what they might encounter.

Random Encounters in Malbolge Locations


d6 Encounter The characters must seek out The Sign of the
1 There is a terrible shaking as the earth nearby Hag’s Arms, an inn and tavern, but no safe haven
splits apart and a broad-faced beast, as large for mortals. There they may discover some of what
as a dragon but wingless, erupts, a mouthful they seek. The “Key Locations in Malbolge” section
of rocks and gems falling from its mouth. It provides additional details about other locations in
is a miasmorne (see appendix B) burrowing this layer.
through the Nine Hells, in search of metal and
magic to devour.
Koh Tam
2 Inside a small, fortified structure is a corruption Ensure that Koh Tam is urgent in directing the
devil (see appendix B). It hates Glasya’s rule and characters to The Sign of the Hag’s Arms. He can
believes it can revive the Hag Countess. also provide useful information about some of the
other locations herein, though he doesn’t believe
3 A maelephant nomad (see appendix B), driven
what the characters seek can be found anywhere
slightly insane by its extended lifespan, searches
other than the inn.
the ruins for something to guard. When it sees
the characters, there is a 50 percent chance it Objectives
goes into a frenzy and attacks.
Make sure you keep track of your player’s objectives
4 A patrol of six erinyes search for any remaining
and lead them to the corresponding areas to ensure
influence from the Hag Countess. They reward
they can complete their goals.
anyone with information relevant to their search
These objectives can be attained in Malbolge:
with 2,500 gp, and attack hags and their allies
on sight. Objectives in Malbolge
5 An invisible orthon (see Monsters of the Objective Location
Multiverse) has been stalking the characters
The phylactery of the The Sign of the Hag’s Arms:
for some time. There is a 75 percent chance
mentor The Formian Queen
it attacks them now. Otherwise, it moves on,
searching for its quarry. The phylactery of the The Sign of the Hag’s Arms:
heartless master The Kitchens of Irabella
6 Massive tremors shake the earth, causing an
avalanche of rocks to plummet down. Each The phylactery of the The Sign of the Hag’s Arms:
creature in the path of the rocks must succeed mother Irabella’s Workshops
on a DC 18 Dexterity saving throw or take 35 The Scourge of Shadow The Sign of the Hag’s Arms:
SERGEI SARICHEV

(10d6) bludgeoning damage. Anacreda the Angelmaker

Chapter 8 | Malbolge 135


One of Malbolge’s
many avalanches.

Temptations realm’s inhabitants navigate the tunnels, expand-


ing and creating new pathways and connections.
Have the characters encounter at least one temp-
Some believe Glasya plans to construct entire
tation during their time in Malbolge. You can of
cities underground, though such plans would take
course have them encounter more if you want. If the
centuries to complete.
characters give in to temptation, use the information
Before the Hag Countess ruled, Moloch claimed
in appendix E to keep track of their corruption level.
ownership of the realm. When Asmodeus grew tired
of his tricks, he appointed Malagard, and in so doing
Malbolge Overview cursed her with an insatiable hunger. She ate devils
Malbolge is considered the most dangerous stretch and the souls of the damned; her body grew over
of the River Styx. Due to rockslides and erosion, decades, but her position as Malbolge’s ruler kept
boulders and rock formations sit within the river, her alive. When Glasya was appointed ruler of Mal-
changing in shape and location each day. Parts of bolge, the blessing expired, and Malagard’s moun-
the river mix with acid and blood from Malagard’s tainous bulk exploded in a shower of flesh and gore
remains, creating a toxic soup that dissolves the that covered much of the layer. Many of the hags
hulls of unprepared boats and devours anything that called Malbolge home left, leaving Glasya’s
thrown overboard in seconds. Should a captain sur- subjects small in number.
vive all these hazards, they must navigate through
a claustrophobic canyon with steep walls, where Leaving Malbolge
the incline eventually levels out and empties into Like Avernus, Malbolge contains a few exits to the
Maladomini. layer below, though none are easy. While the Styx
The surface of Malbolge is nightmarish—an is an option, only the most experienced captains
already treacherous landscape is made more danger- can navigate the dangerous rapids. Devils native
ous by the remains of the hag queen. Throughout the to the layer claim the labyrinth of tunnels has a
layer exist forests where the trees resemble hairs of passage leading to Maladomini, though without a
a gargantuan beast, and caustic lakes of strange sub- guide such a passage would be difficult to traverse.
stances. Her sometimes-slippery sometimes-sticky Even so, with the dangers of the Styx, many opt for
blood covers large swathes of Malbolge. Massive the caverns.
bones, some shattered and some intact, create arti-
ficial structures across the land, with pieces of teeth Features
and cartilage sticking out like grotesque obelisks. The remains of the Hag Countess poison the entire
Hoping to survive the trials of the layer more layer, including visitors. Good-aligned creatures
JULLIAN CALLE

easily, devils constructed an intricate labyrinth of have vulnerability to poison damage while in Mal-
tunnels connecting the cities together. Much of the bolge, even if they would normally have resistance or

136 Chapter 8 | Malbolge


immunity. Non-good creatures have their resistance
Temptation of Pride
and immunity removed, but don’t suffer vulnerability.
“A Thing of Beauty”
In addition to the poisoned air of the layer, crea-
Whilst rummaging the stalls around the city, the
tures also feel drained the longer they stay in the character with the lowest Charisma is approached
realm. Each time a creature that isn’t a Celestial by a devil who offers to sell them an amulet of great
or Fiend finishes a long rest, they must make a DC power for 600 gp. This is an Amulet of Appearance
16 Constitution saving throw. If they fail, they have (see appendix D) and if the character initially declines
disadvantage on all saving throws until they leave the purchase, the charming devil insists the character
Malbolge. tries it on before deciding. A successful DC 15 Wis-
dom (Insight) check reveals it to be a magic amulet

Key Locations in but not that it is cursed. If the character tries the
amulet on, they transform. Any blemishes and imper-
Malbolge fections vanish, they’ve never looked better. Audible
gasps of approval can be heard from onlookers who
While the characters are making their way to The see the transformation take place.
Sign of the Hag’s Arms, they may want to take a small
detour through the other locations found in Malbolge.
is the capital of the realm and current home of
Ossiea Glasya and her subordinates. Glasya is obsessed
with beauty, and the city around her reflects this.
Above ground, a few locations were built upon the The shops the characters visit here are stacked
grotesque remnants of Malagard’s body, the parts with magical cosmetics, intricate jewelry, and
that survived the cataclysm. These pieces of her beautiful garments.
enormous, bloated body are still relatively intact
and serve as gruesome landmarks. Among these, Maggoth Thyg
the characters may choose to visit Ossiea. This
Near the bottom of the layer also lies Maggoth Thyg,
fortress is found near the Hair Forest and built
a mysterious cavern from which no creature ever
into the skull of Malagard, her empty unseeing eye
returns. Even the devils native to Malbolge fear
sockets covered by tall sheets of red glass. Ossiea

Malbolge, the Sixth Hell

to Stygia
Ossiea

Riv
er S
.
ty x The Sign of the
Hag's Arms

to Maladomini
JOHN STEVENSON

Maggoth Thyg

Chapter 8 | Malbolge 137


Random Temptations He toes a clump of profane soil, releasing numerous
If the characters decide to go in search of Maggoth scuttling insects that flee into the dirt below and then
Thyg despite the obvious perils, have them venture
for four hours towards a cavern system at the bottom continues, “But those, devil, or mortal, who lament the
of Malbolge. When they get close to the area where cheerless character of the plane should dampen their
they expect to find the cave, the ground is scattered enthusiasm when the Sign of the Hag’s Arms comes
with corpses. If they insist on venturing at least
another hour further, roll on the Random Temptations into sight. Hospitality is to be had there, it’s true, but
table from chapter 2. not every guest who enters its doors has the luxury of
checking out again.”
Maggoth Thyg, claiming it has existed far longer  

than the Nine Hells. The characters should know to


be wary of a location that even the denizens of the Advice from Koh Tam
Nine Hells are fearful of.
Koh Tam’s advice to the characters is as follows:
The Sign of the Hag’s Arms • They should visit The Sign of the Hag’s Arms,
Another landmark utilizing Malagard’s remains in where they might start looking for answers. But
its construction is the Sign of the Hag’s Arms. This he warns them: the hags are powerful adversaries.
multi-leveled structure rises out from the ground • They should avoid going to Maggoth Thyg, he has
near a place where many tunnels and thoroughfares heard many stories about those caves and none of
cross paths. One of the hag’s dismembered arms them ended well.
serves as a gruesome marker for this location,
which Koh Tam deems the most likely to house The Sign of the Hag’s Arms
what the characters seek. Locations
Adventure: The Sign of Some of the major locations found in and around the
inn are described below.
the Hag’s Arms S1: The Swarm
The Hag’s Arms is run by hags, of course, the
entrepreneurs of the lower planes. There are  

three of them, as is traditional, each with her own You stand upon the lower slopes of a great uprising of
specialty, each a powerful magician beyond the earth. A well-worn path curves upwards but a fetid mist
regular dreams of her kind. Irabella runs the inn hangs low, allowing only the murky outline of a build-
and kitchen, the night hag Malacki tinkers on ing crouching upon the hilltop above. Closer to you
hideous creations in her underground workshops,
there appear to be numerous, less-worn paths, leading
and Anacreda the Angelmaker is the coven’s undis-
puted leader. into various crevices and small canyons.
When the characters first enter Malbolge, Koh  

Tam or Tiax impart the following knowledge about The inn sits at a confluence of chasm and tunnel
the layer to them: thoroughfares between infernal fortresses, in a
  particularly perilous region of the plane. Perilous
Koh Tam explains the windswept and endless slopes of more for Fiends than for travelers from outside the
this new layer of the Nine Hells, “In Malbolge there is lower planes. From long feeding on the toxic flesh
of Malagard—perhaps helped along by the tinkering
no level ground, but always the strength-sapping slog
of the inn’s proprietors—the local life has developed
of up or down, and the going is riven with crevasses some potent weapons to deploy against devils. In
and the colossal, eternal remains of Malagard, the place of the regular poisons that Fiends are immune
former ruler of this layer, constantly festering but never to, many species of giant scorpions and giant
decaying away.” spiders inject acid with their stingers and fangs, or
“There are tunnels, lairs for such fauna as calls Mal- even more bizarre fluids that sear like the radiant
touch of angels, rendering down fiendish flesh into a
bolge home: the insects and spiders with their kin, in
readily ingestible soup.
swarms and of huge size. Some say they were spawned
The tumultuous air above isn’t safe either, as
from the corruption of Malagard’s vast fleshy dias- flights of ayperobo swarms (see appendix B) issue
pora. The things have adapted their natural weapons from their crevice nests, eager to devour prey. Those
and strategy to prey on fiends, though they will take devils tasked to take messages and goods through
mortals gladly.” the region of the inn always hurry to take shelter

138 Chapter 8 | Malbolge


The Sign of the Hag’s Arms
1 square = 5 feet

S2
S1

S3
S4
Top
View

S6

S4 Feasting Hall detail

S3 S5

Side
View
S8

S7

S10 S9

Lowest Basement detail


JOHN STEVENSON

Chapter 8 | Malbolge 139


Ekengarik’s deadly swarms
chase travelers to the inn.

Ekengarik’s Duty. Malecki provides Ekengarik


Corrupted Insects with ever more noxious underlings to serve her hive,
Any giant insects encountered in Malbolge deal acid
and she in turn ensures that travelers in the locale
damage instead of poison damage and each of their
attacks deals an additional 4 (1d8) radiant damage. are ‘encouraged’ to visit the inn, and those trying to
These insects also have resistance to acid, poison, and escape without paying their due meet a sorry end.
fire damage. It was Ekengarik that sent the swarm of insects
towards the characters earlier. Ekengarik (see
there, no matter the risks, and mortal travelers accompanying stat block) wants to drive the char-
would be advised to do the same. acters to the inn, but her patience is limited. Keep
Ekengarik’s Swarms. Approaching travelers are track of this by using a counter. The counter starts
set upon by 2d6 giant scorpions and 2d6 giant at 1 if the giant insects have been slain, zero other-
spiders that crawl out from the various crevices wise, and for each hour the characters spend in the
around them. If the characters take to the air, an hive, and each time a fiendish formian is slain, it
ayperobo swarm (see appendix B) joins the battle. increases by +1. Once this counter reaches 6, Eken-
The insects don’t pursue if the characters climb the garik uses Dimension Door and attacks, generally
hill towards the inn. starting battle with Prismatic Wall to separate the
characters from going deeper into her hive. If at any
S2: Ekengarik’s Hive point the characters retreat, she allows them.
Treasure. Most corridors in the hive are 5 feet
 
wide, 10 feet tall, and extend in stretches for 50-90
You notice numerous gashes on stone outcroppings,
feet before turning sharply. A variety of stones,
crevices, and the ground itself, that apparently form wooden debris, and various items collected over
the entrance to tunnels, leading into a darkness below. the years, has been partly cemented into the tunnel
Peering into an opening, you see a network of tunnels walls. As long as the hive isn’t disturbed, characters
and chambers illuminated by a soft, pulsing glow and may search for treasure in the hive. For each hour
hear the faint sound of scraping and digging. The tun- spent searching roll a d10. If the result is 10, 1d4
fiendish formians (see accompanying stat block)
nels are lined with hardened earth, and seemingly form
attack, the hive is considered disturbed, and no
a complex labyrinthine network. The air is thick and
SERGEI SARICHEV

more treasure can be acquired here. Otherwise, the


humid, carrying the scent of dirt and decay. characters find 2d4 x 100 gp and 1d4 uncommon
 
magic items from the Dungeon Master’s Guide.

140 Chapter 8 | Malbolge


Phylactery of the Mentor. If one of the charac- sustain the taskmaster that controls him. Once
ters has ventured into the Nine Hells to find the the imp collapses in exhaustion the taskmas-
soul of their mentor, their attention is caught by ter moves away, coming back for more once he
an imp constrained at the outer edges of Eken- needs sustenance again. The imp is in truth the
garik’s hive. This area is less heavily populated character’s old mentor transformed to undergo
with the swarming creatures and the characters this torment. To rescue them the character has to
can try and sneak closer. The imp is the prisoner defeat the formian that is treating their old master
of a fiendish formian taskmaster. Over and over as a snack. Preferably without alerting the entire
again his energy is painfully sucked out of him to hive. If the characters take more than four rounds
to slay the taskmaster another 1d4 fiendish form-
ians join the fray.
Ekengarik Once the characters have killed the formians read
Large Fiend, Lawful Evil
the following:
Armor Class 16 (natural armor)  
Hit Points 231 (22d10 + 110)
Speed 30 ft.
The imp hangs limply in his chains, overcome with
exhaustion. As you approach it, the imp’s body starts
STR DEX CON INT WIS CHA to shake violently. As abruptly as the spasms started,
23 (+6) 16 (+3) 21 (+5) 14 (+2) 17 (+3) 21 (+5)
they stop. The body sags, seemingly the imp has died.
Saving Throws Con +10, Cha +10 After a few seconds its flesh begins to bubble and
Skills Deception +10, Insight +8, Persuasion +10 evaporate, leaving a phylactery behind.
Damage Resistances acid, lightning; bludgeoning, piercing,
 
and slashing from nonmagical attacks
Damage Immunities cold, fire, poison The character has taken possession of the phylac-
Condition Immunities charmed, poisoned
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 13 tery of the mentor and gains the Phylactery Benefit
Languages Common, Formian, telepathy 120 ft. associated with it.
Challenge 16 (15,000 XP) Proficiency Bonus +5

Hive Mind. All fiendish formians within 1 mile of Ekengarik can Fiendish Formian
telepathically communicate with each other and Ekengarik. Medium Fiend, Lawful Evil

Regeneration. Ekengarik regenerates 10 hit points at the start


Armor Class 15 (natural armor)
of her turn, unless she took radiant damage in the last round.
Hit Points 45 (6d8 + 18)
Speed 40 ft.
Actions
Multiattack. Ekengarik makes three Bite attacks. She can re- STR DEX CON INT WIS CHA
place one of the attacks with an Acid Spray (if available) attack 18 (+4) 14 (+2) 17 (+3) 10 (+0) 12 (+1) 11 (+0)
or a use of Spellcasting.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Saving Throws Str +6
Hit: 15 (2d8 + 6) piercing damage and the target must make a Skills Acrobatics +4, Stealth +4
DC 19 Constitution saving throw. On a failed save, the target’s Damage Resistances bludgeoning, piercing, and slashing from
Strength score is reduced by 2 (1d4). The target dies if this nonmagical attacks that aren’t silvered
Damage Immunities cold, fire, poison
reduces its Strength to 0. Otherwise, the reduction lasts until
Condition Immunities charmed, poisoned
the target finishes a short or long rest.
Senses darkvision 60 ft., passive Perception 11
Acid Spray (Recharge 5-6). Ekengarik spits acid at one creature Languages Formian
within 60 feet of her, or two creatures within 60 feet of her Challenge 4 (1,100 XP) Proficiency Bonus +2
and 5 feet of each other. Targets must make a DC 18 Dexterity
saving throw, taking 33 (6d10) acid damage on a failed saving Hive Mind. All fiendish formians within 1 mile of Ekengarik can
throw, or half as much on a successful one. telepathically communicate with each other and Ekengarik.
Spellcasting. Ekengarik casts one of the following spells, Actions
requiring no material components and using Charisma as the
spellcasting ability (spell save DC 18): Multiattack. The fiendish formian makes two Claw attacks.

At will: Detect Magic, Dispel Magic, Heroism, Magic Missile Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
1/day each: Black Tentacles, Cone of Cold, Confusion, Hit: 7 (1d6 + 4) slashing damage.
Dimension Door, Geas, Invisibility, Prismatic Wall, Slow Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage and the target must make a
Reactions DC 14 Constitution saving throw. On a failed save, the target’s
Hardened Carapace (Recharge 4–6). When hit with an attack, Strength score is reduced by 1. The target dies if this reduces
Ekengarik temporarily hardens her carapace, reducing her speed its Strength to 0. Otherwise, the reduction lasts until the target
to 0 and increasing her AC by 5 until the start of her next turn. finishes a short or long rest.

Chapter 8 | Malbolge 141


Aboveground Inn Locations Temptation of Oppression
Having survived the perilous journey through the “Painful Knowledge”
Hive's territory, the characters arrive at the relative If the characters decide to rent a room at the inn or
safety of the inn. find themselves exploring the guest rooms without
payment, they find a mirror by the side of the bed. The
S3: Entrance mirror is a Sage’s Mirror (see appendix D) and is small
Read the following as the characters approach the inn. enough to carry.

 
A great feasting hall is found on the first level of
The Sign of the Hag’s Arms is well, if bleakly, named.
the inn, usually hosting at least a score of devils
The outer courtyard sits in the crook of one of Mal-
at any given time. They jostle elbows at tables
agard’s lesser limbs, or at least a recognizable fragment scrimshawed from Malagard’s bones and eat from
of the same. Within this elbow space the upper level a unique menu. The flesh of Malagard is generally
of the inn itself is made entirely from the ancient hag’s unpalatable even to Fiends, but the inn’s proprietors
substance, bones as scaffolding, leathery skin stretched have the knack of transforming it into a delicacy
worth the journey—to a devil. Mortals are advised to
out as a vaned roof, the walls built of tessellated teeth
bring their own lunches unless they have a cast iron
and ragged plates of nails. As a feat of architecture, it is immunity to poisons.
simultaneously impressive and nauseating. The hags are always on the lookout for new
 
business associates, or spare parts for their crea-
Had the plane’s current ruler, Glasya, any respect tions. If at any point the characters want to speak
for her predecessor then doubtless the construction to the owner of the inn, they can ask any of the
would be counted as deep disrespect. Glasya isn’t kobold serving staff. The kobold explains who the
sentimental, however, and Malbolge offers little three hags are and that they often remain in their
else in respect of building material. Even the iron workshops in the basement. If the characters ask
of the infernal fortresses must be hauled in from to speak to the hags directly, the servant leaves to
more productive layers. As with most locations in fetch them. Roll on the Dealing with Hags table to
Malbolge, the inn continues on many levels under determine the result of the request. If the character
the ground. There are always guest rooms to be provides a bribe or incentive to encourage the hag to
had, for a price. The proprietors accept a variety of meet, then add +2 to the roll.
currencies. Soul Coins, most commonly, but also
magic objects or rare ingredients, given the work all Dealing with Hags
three tend to. Devils passing this way know to bring d12 Result
appropriate recompense for the shelter, but mortals 1–2 A kobold servant carries a silver tray with the
may be dismayed to find that all their gold and gems head of the previous servant on it. The characters
buy them nothing. However, there are always other are asked to leave the inn.
options for those visiting from other planes. Not 3–6 The kobold returns and says the hags have
necessarily palatable options. declined, but the characters are welcome to
The characters can purchase lodgings for 1 Soul meet with them in the basement. The magically
Coin or an uncommon magic item. Then they’re locked door at S7, will be open.
taken to their rooms (see area S6).
7–9 Malecki arrives an hour later in the form of an
S4: Feasting Hall elf woman and sits down at the character’s
table. She intends to trick the characters.
 

You aren’t certain what the staircase is made of. Every 10–11 Malecki dematerializes from the Ethereal Plane
and appears at the character’s table, in her true
part of the inn seems suspiciously biological in nature,
form, willing to make a deal.
though very dead, and there is an inescapable scent of
12+ Anacreda emerges from the basement, her
decay underlying the air. At the top of the staircase lies wings partly unfurled as she stalks across the
a long hallway with many doors, the first pair of which floorboards. The feasting hall quiets, many
are open. Through them you see a great feasting hall of the devils suddenly staring into their cups,
with a host of long tables covered in heaps of food. averting their eyes. She stops and looms over
Most of it seems to be meat. There is a cacophonous the character’s table.
swarm of devils around the tables, gorging themselves
on the strange offerings and shrieking and screaming
at each other.
 

142 Chapter 8 | Malbolge


S5: Kitchens Coven Spellcasting
The kobolds who staff the inn are routinely The three hags that run the inn form a coven that is
maimed, killed by accident, tortured, and even eaten much more powerful than what is typical. Their coven
by their employers, especially Irabella. They’re very shared spellcasting ability is as follows:
aware that they’re the weakest things in all the Nine Shared Spellcasting. While all three members of the
Hells, more wretched even than lemures, and while hag coven are within 100 feet of one another or within
the Sign of the Hags Arms, they can each cast the
nothing keeps them safe from the hags, Irabella
following spells from the wizard’s spell list but must
takes exception to any guests who take liberties share the spell slots among themselves:
with the staff. Working for her is miserable but bet-
ter than being cast to the mercies of the Nine Hells. 1st level (4 slots): Identify, Ray of Sickness
2nd level (3 slots): Hold Person, Locate Object
The most potent, sorcerous, and wicked among
3rd level (3 slots): Bestow Curse, Counterspell,
them ascend to the heady rank of chef and become Lightning Bolt
Irabella’s chief hench creatures, petty kitchen 4th level (3 slots): Phantasmal Killer, Polymorph
tyrants among their own kind. 5th level (3 slots): Contact Other Plane, Scrying
Phylactery of the Heartless Master. A charac- 6th level (1 slot): Eyebite
ter searching for the soul of the heartless master 7th level (1 slot): Finger of Death
finds it in the body of a bullied kobold. Upon glanc- 8th level (1 slot): Feeblemind
9th level (1 slot): True Polymorph
ing around the kitchens the characters notice a
wretched looking kobold bent over a stove. It is For these spells, each hag is a 18th-level spellcaster
frantically trying to light it, but the stove remains that uses Intelligence as her spellcasting ability. The
cold. The kobold is clearly agitated and terrified. spell save DC is 18, and the spell attack bonus is +10.
The character seeking this phylactery senses they
must help this kobold. S6: Guest Rooms
The creature explains to the character that it is
being tormented by a ruthless sea hag. Every day it  

The guest rooms make up most of the upper levels


is tasked with preparing a feast for her, but whatever
it tries it is never good enough, and the day ends of the inn. The walls seem to be organic and emanate
with the hag inflicting unspeakable punishment on a discomforting warmth. Unfortunately, the narrow cor-
the kobold until it begs for the release of death. But ridors make it almost impossible to avoid contact with
that release never comes. It always awakens again them. A putrid smell hangs in the air.
in the kitchens with a fire that won’t light and a list  
of dishes it doesn’t know how to prepare.
If the character looks at the names of the dishes, The guest rooms themselves are comfortable
they recognize some of the delicacies that were on enough, if one doesn’t contemplate the materials
offer in Aelvette’s kitchens in Dis. The hag desires used to furnish them. There are six double bed-
a meal of candied spider eggs, roasted jackalwere, rooms on each level.
and boiled shank of minotaur. She arrives once the
meal is prepared to sample the dishes.
Basement Levels
A successful DC 15 Intelligence check accurately Below all of this—the rooms, the hall, the unspeak-
identifies the ingredients. If the characters spent able kitchens—are the workshops, for the three old
any time in Aelvette’s kitchen they have advantage women who run the inn have another business they
on the roll. They need to search the storage room for conduct here. Business that draws infernal patrons
the ingredients. 1d6 hours of searching per recipe from every layer of the Nine Hells.
is needed to supply them with what they need. Once
they get cooking the oven continually goes out, but S7: The Basements
a successful DC 12 Dexterity check allows them The work of the hags, when they aren’t playing
to keep it lit. If the character has proficiency with hostess to select visitors, is in the construction of
cook’s utensils, they add their proficiency bonus to monsters. The secret lies in the flesh of Malagard,
the roll. Upon success the character and the kobold which is infinitely dead yet simultaneously bubbling
have created a feast even the hag can’t fault. Frus- with corrosive and stinking life. Using carefully
trated, she flies into a rage and attacks. The char- selected components harvested from the ancient
acter needs to defeat the hag to free their soul. The archdevil, adding in parts, pieces, and rare ingre-
kobold doesn’t come to their aid during the fight. dients collected from across the Nine Hells and
Upon killing the hag, the kobold vanishes. In beyond, they create new beings with independent
its place the phylactery of the heartless master is existence and will. For, while they lack the divine
standing. spark that would permit them to create true life, still
the carrion flesh of Malagard holds enough vitality

Chapter 8 | Malbolge 143


to grant a permanent animation to their stitched-to- to her patrons and sisters, but she also commands
gether creations. The secret of how they harness the the day-to-day running of the inn and its kitchens,
deceased hag-mother’s power is known only to the tedious work the other two have no taste for. Hence
three of them and represents their last bargaining her constant barbs are endured.
chip should the powers of the Nine Hells decide The Pools. Each pool is 150 feet deep and con-
their tenure is at an end. nected to one another. The creature in the pool is a
While the basements are sealed off from the rest lawful evil dragon turtle stripped of most of its shell
of the inn, there are no guards when the hags are but imbued with infernal energies (Legendary Resis-
off dealing with guests. The basements are acces- tance 2/Day and its Steam Breath deals necrotic
sible through an iron door that has Arcane Lock damage instead of fire damage). If any pool is
on it. Read the following if the characters decide to disturbed, or Irabella is attacked while in this room,
investigate: the dragon turtle attacks. During battle, it uses its
 
movement to slip through the tunnels connecting the
The basement of the inn is a huge cavern carved from pools, to position itself tactically, as required.
Treasure. Characters find 1d4 Soul Coins, if they
the rock. Arches of bone are built into the walls of the
search the workshop, though if their pilfering is
cavern for some unknown purpose. What looks like an detected by Irabella, she attacks.
angel hangs slackly from hooks on the ceiling; it seems Phylactery of the Mother. As soon as the char-
to have been constructed out of the body parts of acter searching for the phylactery containing their
angels and devils. mother’s soul enters this room, they hear her voice
  whisper their name. But her voice sounds like she’s
trapped under water, and it’s distorted. Each hour
This cavern is where the creations that the hags they may make a DC 17 Intelligence (Investigation)
are currently working on are found. The angel check to try to find her. Only that character can
doesn’t have a spark of life as of yet, but if Ana- make the check, and no one can help them with it. If
creda feels threatened she can awaken her crea- they fail the check there is a 1 in 6 chance that Ira-
tion. The angel is a planetar that is considered a bella, if not previously encountered, enters the room
lawful evil Construct. It doesn’t have its spellcast- and confronts them. Once found, the characters
ing feature. If the characters are here peacefully, are able to retrieve their mother’s phylactery from
review the “Services” section, for a description of beneath the brackish waters.
what the hags might offer the characters, and ask The character has taken possession of the phylac-
for in return. tery of their mother and gains the Phylactery Benefit
S8: Irabella’s Workshops associated with it.

  S9: Malecki’s Workshops


A curious splash draws your attention to an area of  
the basement dotted with large pools of brackish Through the gap made between two pillars of bone,
water. Amidst the pools, a green-skinned woman is you see various large pens, surrounded with walls of
partly submerged within a large iron-clad bathtub, set bone. A huge beast is chained to the floor in one of
upon a wheeled platform. She is leaning out of the the central pens, its head full of tusks and its body a
tub, studying various body parts arranged on a table mass of spikes. An elf woman is apparently tending to
before her. The waters of the brackish pools ripple the creature.
continuously, as if something large moves beneath  

their surfaces. Malecki, who claims to be the direct descendant


of Malagard, is a night hag (with 150 hit points)
 

Irabella the hag (Irabella uses the archmage stat whose work is on a grand scale. Her workshops
block, but her creature type is Fey) seldom leaves are huge caverns in the rock, supplied with arches
her great wheeled bath, that is hauled laboriously of bone that serve as gates from which her crea-
about the ramps and elevators of the inn by the tions can leave, too vast to navigate the physical
staff of kobolds she commands. Her workshops tunnels to the surface. She calls her work ‘bespoke
are half-submerged, and here she creates aquatic behemoths’, living war engines of armor and tusks
monstrosities on demand. Great Sahuagin priest- and spines, and she is happy to deliver them via her
kings, aboleth archmages and elder kraken all send gates direct to a battlefield of her patron’s choice if
emissaries to her, and she makes benthic terrors to required. Malecki appears as plump and cheerful
SERGEI SARICHEV

trouble the dreams of sea gods. She is sharp and bit- and is absolutely not to be trusted under any cir-
ter in manner, abusive to her servants and needling cumstance. Her creations are of undeniable power

144 Chapter 8 | Malbolge


The rickety steps lead down
to the hags' workshops.
Temptation of Deceit Services
“Life After Death” As well as making monsters to order, the three sis-
Malecki carries a strange amulet in one of her robe’s ters keep up a busy trade in exotic components and
many pockets. This is a cursed item known as the pieces, part of a network of speculators, harvesters
Amulet of Duplicity (see appendix D). and collectors that spans the planes. In addition,
they happily modify Fiends and even mortals. They
but are best released and then avoided as they’ve replace and add limbs, senses, and organs, both on
a tendency to forget who their master is soon after request from those seeking greater personal power,
being deployed. and to fulfill specific punishments for recalcitrant
Malecki is still working on her latest creation, a Fiends that Glasya sends to them. Because they
yet-to-be-named fiendish war-machine (uses the represent an unusual little blister of relative law-
statistics of a goristro demon). It is tethered by a lessness in the Nine Hells, the sisters have also
magical chain with a length of 5 feet (though given been known to hide fugitive mortals from infernal
the creature’s size, it is capable of reaching much pursuit, for a price—though they’re also not averse
further than that). Currently it is docile and appar- to taking payment and then betraying their guests,
ently tolerates, if not enjoys, Malecki’s grotesque
surgery. If she is attacked, Malecki uses a bonus
action to free it from the chain, and the creature Anacreda
defends her. Large Fey, Neutral Evil

S10: Anacreda the Angelmaker Armor Class 19 (natural armor)


Hit Points 253 (22d10 + 132)
  Speed 40 ft., fly 40 ft.
A workshop that also appears to be used for the
storage of spare creature parts is tucked away on STR DEX CON INT WIS CHA
25 (+7) 16 (+3) 22 (+6) 15 (+2) 16 (+3) 19 (+4)
the opposite side of the other basement chambers.
Shelves line many of the walls, floor to ceiling, and Saving Throws Con +12, Cha +10
upon those shelves sit several iron cannisters full of Skills Deception +10, Perception +9
Damage Immunities cold, fire; bludgeoning, piercing, and
feathers of various plumages and colors. slashing from nonmagical attacks
A hideous winged woman is apparently examining Senses darkvision 120 ft., truesight 10 ft., passive Perception 19
Languages Common, Giant, Infernal, Sylvan
the paraphernalia, though it is unclear whether she is Challenge 17 (18,000 XP) Proficiency Bonus +6
looking for something or simply admiring the collec-
tion. Her dove-grey wings twitch, as she glances over Actions
her shoulder in your direction. She asks, “Are you here Multiattack. Anacreda makes two Claw attacks. She can re-
to commission a build, or have you arrived to offer my place one of the attacks with a Crushing Hug attack.
sisters and I a discount on the used body parts of one Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target.
Hit: 16 (2d8 + 7) slashing damage.
of your companions?”
  Crushing Hug. Melee Weapon Attack: +13 to hit, reach 5 ft., one
target. Hit: 51 (8d10 + 7) bludgeoning damage, and if the target
Finally, there is Anacreda the Angelmaker, the is a Large or smaller creature, Anacreda grabs it with both
leader of the coven. Anacreda (see accompanying arms. The target has the grappled condition (escape DC 18).
stat block) makes beasts of the air and bears a great Until the grapple ends, the target takes 73 (12d10 + 7) necrotic
pair of dove-grey wings herself, a living advertise- damage at the start of each of Anacreda’s turns. Anacreda can’t
make attacks while grappling a creature in this way.
ment of her skills. She is only ever hideous, never
bothering to disguise her true visage, but at the Spinewall. Anacreda causes a 50-foot-long, 5-foot-wide row of
same time she has a stern grandeur to her that bones to pierce the earth at a point within 120 feet of her. She
chooses the direction of the line. The bones rise 10 feet into the
strikes Fiends and mortals both with its gravity and
air and form a solid wall. A 5-foot section of bone has an AC of
awe. Nobody has tested her to find out how person- 20 and 10 hit points.
ally powerful she is, but when Glasya herself comes
Shattering Shriek (1/Day). Anacreda shrieks loud enough
to visit it is Anacreda she guests with. The two of
to shatter stone and bone alike. Each creature within a
them sit for hours, drinking peculiar vintages and 50-foot-radius sphere centered on Anacreda must make a
exchanging secrets. And, while Glasya is the one DC 18 Constitution saving throw. A creature takes 55 (10d10)
entity whom Anacreda visibly defers to as her supe- thunder damage on a failed save, or half as much damage
rior, the archdevil treats the ancient hag better than on a successful one. Unworked stone, exposed bone, and
most of her own direct subordinates. similar materials in the radius are shattered and turned into
difficult terrain.

146 Chapter 8 | Malbolge


Hag Parts All three sisters appreciate things that are in
d8 Result short supply in the Nine Hells. A bard’s skilled
performance, some witty repartee and a chal-
1–3 The hags can apply a patchwork collection of
lenging game of skill might serve just as well as a
skin to the character, granting the character
quest across all the known planes for a piece of an
immunity to either fire or cold damage
ancient monster still currently within its original
(character picks before surgery).
owner. Until you go before them, cap in hand, it’s
4–5 A third eye can be grafted onto the character’s impossible to know how hard a bargain the hags
forehead. It offers no benefit, but the hags lie will drive.
and says it helps to see the future. Risk-taking characters might want the hags to
6–8 One of the characters’ arms can be replaced help them survive the dangers of the Nine Hells.
with a tentacle. The tentacle gives the character Roll on the Hag Parts table … this is the modification
advantage on ability checks made to grapple available currently (this might change the next time
another creature, but the character can no the characters visit Malbolge). If the cost of 3 Soul
longer use weapons with the two-handed Coins is paid, one character gains the modification
property or perform tasks that require two after 2d4 hours of surgery. However, there is almost
hands, nor can the character use the tentacle to always a drawback. Roll on the Bad Deal table.
wield a shield or weapon. Deathstalkers—Obtaining the Scourge of
Shadow. If the characters are searching for the
Bad Deal Scourge of Shadow, Anacreda wants to make a
d10 Result deal with them. She desires the head of Baal-
zebul’s chief general, Abigor, in retaliation for a
1–3 There are no side effects.
slight he made to her the last time he visited the
4–6 The adjustments have introduced an aspect of inn. Anacreda promises to get the scourge, but
the infernal into the character and they’re now only if they agree to having the Geas spell cast
vulnerable to radiant damage. on them. Alternatively, if the characters defeat
7–8 The character’s walking speed is reduced by Anacreda and her sisters in combat, the hag bar-
5 feet. gains for her life by offering up both the scourge
9–10 The workmanship was shoddy and uneven. The and Glasya. The archdevil visits often, usually
character has disadvantage on initiative rolls. without any guard. What could be a better revenge
for the characters, than killing the daughter of
if they’re feeling treacherous. The three sisters of Asmodeus? The hag is more than willing to help
the Hag’s Arms are anything but reliable collabo- set an ambush for the archdevil.
rators save where their business partners are too When Glasya (see appendix A) arrives, Anacreda
powerful to play games with. sits with her and serves a frothing tea that both
When mortals do beg their services, the required consume. If Anacreda is cooperating to ambush
payment varies. Most often they might simply the archdevil, the tea weakens Glasya in the fol-
ask for one member of the visiting group—as a lowing ways. Glasya can’t use her Call Underling,
plaything, for their soul, or to trade on to some Fiendish Regeneration, or Mesmerizing Gaze in
fiendish creditor. As mortals are oddly reluctant to Malbolge for 1 week. As soon as Glasya finishes
enter into that kind of transaction, they take other her tea, Anacreda beckons the characters from the
services. There is almost always some rare com- shadows to attack. During combat, the hag uses
ponent one or another sister is after for her latest her Spinewall to disrupt and corral Glasya and she
creation, and they’ve devised a variety of powerful claws at the archdevil as long as the characters are
geas-type bindings to ensure that any agreement nearby to assist. Glasya doesn’t seem overly sur-
isn’t reneged on. They particularly like effects that prised at the betrayal—this is the way of the Nine
have their errand-runners gradually mutate or Hells after all.
deteriorate the longer the task remains undone. In
game terms, any Geas they cast works as if it was
cast at 9th level. In addition, the geas can only be
ended with the Wish spell or by killing the hag that
cast the spell.

Chapter 8 | Malbolge 147


The Eye Market looms over the surrounding streets.
CH A PTER 9

Maladomini, the Domain of Ruined Cities


nce the most beautiful layer in the Objectives
Nine Hells, Maladomini has since fallen
Make sure you keep track of your player’s objectives
to ruin due to the overzealous actions of
and lead them to the corresponding areas to ensure
its ruler. In an attempt to return his realm
they can complete their goals. Once done exploring,
to beauty, Baalzebul orders the con-
they need to make their way to the Eye Market. Here
struction of a new city every few years. When these
they can find some of the items and souls they’re
inevitably don’t meet his standard of perfection, he
searching for.
abandons the city and starts anew. The entire layer
The following objectives can be attained in
is now covered in a thick, toxic smog, and sickly
Maladomini:
black ichor oozes from everything. Hidden behind
the smog is a ruby-red sky, blackening the higher it
Objective in Maladomini
gets. Despite all this, Maladomini remains the only
layer with an official school, and many of the intelli- Objective Location
gent devils call it home. Phylactery of the great con Eye Market: Ganglands
(Memnoriac’s territory)
Running This Chapter Phylactery of the spouse Eye Market: Ganglands
Before running this chapter read the “Maladomini (Ilkatar’s territory)
Overview” section. You can use the information in Staff of the Woodlands Eye Market: The Slums
this section to guide your players through the differ- Jenevere Eye Market
ent attractions this layer has to offer.

Encounters Random Encounters in Maladomini


d6 Encounter
During their travels across Maladomini the char-
acters encounter some of the devils that call this 1 1d4 erinyes quietly travel throughout the realm,
place their home. Roll at least once on the Random checking in on construction projects. They’re
Encounters in Maladomini table whilst here. spies from another layer of the Nine Hells,
though from which they’re unwilling to share.
Locations 2 Construction on a new project is being done
If the characters want to explore some of the other by thirty lemures, led by a corruption devil (see
locations in Maladomini, the “Key Locations in appendix B).
Maladomini” section will help you set the scene. 3 An amnizu (see Monsters of the Multiverse)
There is much to see, as Maladomini is forever researcher is exploring the various ruins nearby,
being developed, with new cities rising every few cataloguing what it finds for storage in Grenpoli.
years that rival the might of the ones that came 4 Three swarms of ayperobo (see appendix
before. Two of the cities the characters might B) wander through Maladomini looking for
choose to visit: Grenpoli and Gorloron. The city something to fight.
of Grenpoli serves as a welcome safe haven for
5 Hidden within a nearby ruin is a small camp of
many. Within its walls all forms of aggression are
six spined devil runaways. They shirked their
forbidden. The city of Gorloron, the latest of Baal-
construction duties and are hiding from their
zebul’s vanity projects, will no doubt be surpassed
former masters.
by an even more ambitious metropolis in the future.
Besides the cities, the characters can explore the 6 A belch of foul smog suddenly drops from
Carnival Eternal. There are many lethal thrills to be the sky, covering one of the characters and
found within, and as the characters stroll across the expanding out from them. Treat the smog as if
carnival grounds, devils cry out to tempt them to go it were a 9th-level Cloudkill spell except that it
on the carnival’s Hellish rides. covers a 200-foot-radius sphere and has a save
DC of 21.
SERGEI SARICHEV

Chapter 9 | Maladomini 149


JOHN STEVENSON
to Malbolge
to Cania

River Styx

. .
City of
Carnival Grenpoli
Eternal

.
City of
Gorloron

Maladomini, the Seventh Hell


Eye Market
.

Temptations Baalzebul wanted each to be his ultimate metropolis


and spared no expense. Even in their detritus they
Have the characters encounter at least one tempta-
remain grotesquely beautiful. Occasional treasure
tion during their time in Maladomini. If the char-
hunters from other planes explore the ruins in
acters give in to temptation, use the information in
search of treasure, and many escaped devils or
appendix E to keep track of their corruption level.
souls hide deep inside. The overexploitation of the
surrounding lands makes the ruins some of the
Maladomini Overview safest spots in the layer, and they remain largely
The River Styx enters the realm through a mas- forgotten by the ruling archdevil.
sive canyon that stretches to Malbolge. The river Despite his disloyalty to Asmodeus, Baalzebul
moves from the canyon into a massive subterra- remains the archdevil in charge of Maladomini. His
nean cave system, where it avoids the exploitation rule is assisted by other powerful archdevils, includ-
of the surface for some time before emerging from ing Abigor. Baalzebul is driven towards perfecting
underground and exposing the smog covered sky his realm and many construction projects are con-
to those sailing its waters. stantly underway. Devils not working on the various
During its heyday, Maladomini was a beautiful construction projects prefer life in the domed city of
paradise, with varying biomes and lush vegeta- Grenpoli.
tion. Sadly, the only forests that remain are either
decaying or dead, with no wildlife or beauty to Leaving Maladomini
be found. In between the deforestation lie strip The only known way in or out of Maladomini is the
mines, surface mines, and processing facilities Styx, though rumors claim other entrances and
that belch smog and toxins into the air. Any water exits exist. Because of the stream of devils enter-
that once existed has turned to sludge, save only ing and exiting the realm for training and school-
for the secluded Styx. The layer is truly a tes- ing, scholars believe there to be a hidden infernal
tament to Baalzebul’s failure in his search for passageway that connects the layer to the rest of
perfection. the Nine Hells. Explorers also claim that the cave
JULIAN CALLE

Each of the ruins covering the realm is more system the Styx passes through has connections to
spectacular than the last. During their construction, other layers, though such connections have yet to be

150 Chapter 9 | Maladomini


found. Besides, if one can brave the cave systems,
Temptation of Betrayal
the Styx is a relatively easy method of travel.
“If I Could Read Your Mind”
Features The characters are approached by a devil that offers
them the ability to read the thoughts of someone
Although Maladomini remains one of the safer important to them for the cost of 1 Soul Coin and 800
layers, the influence of the Lord of the Flies gp. If one of the characters is tempted, run the appro-
remains powerful. Whenever a creature is asked a priate temptation event from chapter 2.
question, they must make a DC 14 Wisdom saving
throw. On a failed save, the creature is magically scenarios to train devils, testing and enhancing
compelled to tell a lie, stretch the truth, or avoid their ability to barter effectively with mortals. These
answering—anything that would prevent the truth exercises prepare a multitude of devils for delicate
from being told. excursions into the Material Plane.

Key Locations in City of Gorloron


Maladomini Baalzebul’s “greatest” city of the moment is Gor-
loron, which contains his seat of power and much
The characters need to make their way to the Eye
of the devil population in the realm. The city’s
Market but may want to spend some time in the
construction is still underway, and the place is
other locations found in Maladomini. Use the infor-
utter chaos.
mation below to guide their excursion.

City of Grenpoli Temptation of Oppression


“A Palace Fit for a King”
Unique to Maladomini and known throughout
Here in the (current) capital of Baalzebul’s realm, you
the Nine Hells is Grenpoli, the City of Diplomacy. can’t throw a stone without hitting an architect. All
All forms of aggression or weapons are forbidden are vying to gain favor from the tormented arch-
within the city, and a powerful spell suppresses devil and to convince him to let them build bigger
violence when it would occur. Upon entering the city and better. One of these architects approaches the
through one of its four gates, visitors are searched, characters, explaining that his latest proposal was
and their weapons confiscated. These will only be rejected once more. It is desperate for work and offers
to build the characters a fortress or a temple in their
returned once their visit to the city has ended. Gren-
name. The price is 3 Soul Coins and 2,000 gp (a rare
poli contains the Political College of the Nine Hells, magic item brings the price down to 500 gp). If any of
which offers devils courses in deception, manipula- the characters take the devil up on their offer run the
tion, and negotiation. Located just outside the city appropriate temptation event from chapter 2.
is Offalion, a training facility that enacts large-scale

A flying fortress oversees the


construction of Gorloron.
Visitors must dock their ships
outside the gates of Grenpoli.
Carnival Eternal Advice from Koh Tam
Also of note is the Carnival Eternal, which is a Koh Tam warns the characters to be careful while
terrifying and absurd amusement park built to on the streets around the Eye Market. He can also
reward successful devils. If the characters have not offer the following advice:
yet encountered the “Ruin and Amusement” random
• The Eye Market is the name for the entirety of
encounter (see chapter 2), feel free to run that now if
the neighborhood surrounding the specialty store
the characters explore the Carnival Eternal.
in the inner district operated by strange beings
The Eye Market known as Vaness and Fling. It is also the name of
their store.
This dangerous area is nestled in the center of a • Rival gangs of devils roam and control various
ring of partly abandoned buildings, all of it the turf portions of the Eye Market, and it would be best to
of various factions vying for control. not get mixed up in their turf war.

Adventure: This is a location well known to many travelers


and Koh Tam can provide a standard map of the Eye
The Eye Market Market (see appendix F) to the characters. They can
The Eye Market is run by an odd couple—a mind then use this map to decide which route they want to
flayer and a beholder. For the right price, they will take to reach Vaness’ and Fling’s shop (area M6).
replace the eyes of a customer with new jeweled
eyes of great magical power. The Law
If asked about the Eye Market, Koh Tam has this Watching over the streets around the Eye Market
to say: is Akrekarn, the closest this morass has to the law.
 
A corruption devil (see appendix B) retired from a
“Maladomini is the layer of deceit but none are more life of blackmailing mortals, Akrekarn patrols the
streets around the market with a writ from Baalze-
deceived perhaps than its master, Baalzebul himself who
bul, allegedly enforcing the archdevil’s will but in
ruins every part of it in a vain attempt to create a wonder truth simply shaking down locals and visitors for
of beauty that will put the other planes to shame. Con- all he can get. He is more than ready to have his
stantly beginning and then abandoning his increasingly mob of infernal deputies (six bearded devils) seize
ambitious projects, he leaves behind a polluted waste anyone who won’t bow the knee or proffer a bribe,
of dead forests, toxic water, and the shells of half-com- taking them to be tormented, sold, or ransomed as
he thinks best. When not terrorizing the streets,
pleted palaces, castles and cities, each abandoned as it
Akrekarn takes his unspeakable pleasures in the
fails to meet its architect’s impossible standards.” He one completed building in the city, a guard house he
gestures at the debris of the various unfinished projects has made his headquarters. Or else he is to be found
that litter the landscape. at the Eye Market itself, shaking down the propri-
“In one particularly expansive cityscape comprised etors and reminding them that they operate only on
of a labyrinth of roofless houses, half-raised towers, sufferance.
and foundations of great works, there in the shadow
An Eye for Opportunity
of a ruined dome surely too grand ever to have been
There are watchful eyes everywhere and the moment
completed, squats the Eye Market, the underside characters attack either Ilkatar, Memnoriac, or Jace-
of Maladomini. A festering secret hidden under the lisk, Akrekarn is informed. Before the battle finishes,
nose of the layer’s archdevil, a siren’s lure to all those he arrives in an infernal airship, a gift from Baalzebul,
accompanied by his bodyguard of six bearded devils.
exhausted by the hideous waste of the layer. Because He doesn’t interfere with the battle but if the char-
there is salvation to be had there, of a kind. If the acters are victorious, he takes control of the vacated
sights of Maladomini offend your eyes, the devils say, gang-leader’s territory and won’t permit passage
until he’s gotten approval from Baalzebul. Akrekarn
then pluck them out. My intuition tells me you should makes it clear that attacking him will bring on the
venture to the Market next.” archdevil’s wrath.
  If the characters are defeated, he takes half of the
character’s belongings from the gang-leader, to store
in his headquarters. Details for the airship can be
found in the Airborne and Waterborne Vehicles table
in the Dungeon Master’s Guide except that Akrekarn’s
vehicle requires half the crew and accommodates only
SERGEY MUSIN

half the number of passengers.

Chapter 9 | Maladomini 153


The Eye Market
0 100 200 300 400 Side View

Feet

M3

M6

M2 M3

M4

M5
M1

0 25 50 75 100

Feet
JOHN STEVENSON

154 Chapter 9 | Maladomini


Akrekarn imposes the law on the
streets outside the Eye Market.

Eye Market Locations the hierarchy of the Nine Hells, throng there—most
bitterly seeking the unique service the Eye Market
The characters must navigate dangerous streets to
can provide but unable to pay the fee. Every hollow
get to the Eye Market. However, if they keep their
shell of a building hides a nest of wretches preying
wits about them, they may just find what they’re
on each other, scrabbling in the mulch, or descend-
looking for.
ing into the monster-haunted and unsound sewers of
M1: Outer Streets the place in the hopes of finding something of value.
A variety of gangs preside over this layer of scum,
 
extorting prices of souls, flesh, and labor from
Like the great corpse of a whale sunken to the sea those on their turf. This being the Nine Hells, of
floor, the city around you is at once both utterly dead
and teeming with life—scavengers and parasites Dangerous Territory
all contending for a scrap of flesh. You see them in There are dozens of smaller gangs in the broken
the darkened corners of winding alleyways and the streets around the Eye Market, but the current major
players are Ilkatar’s Brood, Jacelisk’s Knives, and
entrances of crumbling doorways. Watching. Waiting. Memnoriac. To reach the Eye Market (area M6), the
Below your feet the pavement is potholed and hazard- characters must walk through, or fly over, one of the
ous and dilapidated structures loom all around like ganglands. Each major gang demands tribute to allow
the characters passage through their territory. See the
giant bones picked clean, haunted by the revenant of following descriptions about what each gang demands
intended greatness. but the head of a rival gang-leader is also suitable
  tribute for any gang.
If any characters attempt to fly over gang territory,
Reaching the market is easier said than done. The that gang challenges them in the air instead. Any
SERGEI SARICHEV

convoluted streets of the abandoned city it nestles descriptive text in the following sections will need to be
within are fraught with peril around every turn. Des- adjusted if this occurs.
perate lost souls and minor devils, cut loose from

Chapter 9 | Maladomini 155


course, it isn’t a dog-eat-dog chaos, but a knife- Mirror Reflections
edged dance of diplomacy, custom, and expecta- Result Outcome
tion. Every gang is the heart of a web of alliances
3 or less The reflection vanishes, meanwhile three
and carefully negotiated territorial arrangements,
white abishai (see Monsters of the Multiverse)
all of which contain hidden get-out clauses and
step out of nearby mirrors, surrounding the
exceptions that allow them to be shrugged off at
character. If the character gets this result on
any moment. The devils live strung between two
their fourth or later roll, they find their true
poles, constantly living as though their word is
love instead.
their bond, yet ready to exploit loopholes to betray
their fellows at every step. 4–6 The mirror shatters and the shards cut the
character. The character must make a DC
M2: Ganglands—Ilkatar’s Territory 16 Dexterity saving throw, taking 21 (6d6)
Ilkatar’s people are abishai and pay at least lip ser- piercing damage on a failed save, or half as
vice to Tiamat, in her lair far above. Of all the gangs, much damage on a successful one.
they value mortal treasure most, hoarding gold and 7–9 The reflection vanishes once the character
gems and tithing to their great mother. They’re by reaches out for them. If the character gets
nature cruel but lazy, easily appeased with gifts or this result on their fourth or later roll, they
service. find their true love instead.
Tribute. If tribute is paid, the characters may 10–12 The character is pulled into the reflection by
head north and around the inner district to area two black abishai. If the character gets this
M3 or enter the inner district and reach the “Eye result on their third roll, they find their true
Market,” bypassing any other gangs. If the charac- love instead.
ters seek out Ilkatar to pay this tribute, proceed to
13–15 A red abishai lunges forward from the reflec-
the following:
tion and attacks the character but vanishes
  at the end of its second turn of combat. If
You enter a large, half-finished warehouse turned the character gets this result on their second
dwelling, a dimly lit room filled with the sounds of roll, they find their true love instead.
snarling and hissing. Through the lingering smoke you 16 or more They find their true love.
discern a poorly made wooden throne and upon it, a
green abishai. To the left of the throne stands a white The soul is trying to find their true reflection
abishai, clad in gleaming armor and holding a wickedly among the hundreds of reflections around them. An
impossible task, and painful and deadly every time
sharp sword. On either side of the throne, a pair of hell
they guess wrong.
hounds snarl and growl, their fur matted with dried To save them, the character needs to find their
blood, and their teeth gleaming. The green creature true love among the many reflections. Have the
speaks, “I am Ilkatar and this is my Brood. Have you character make an Intelligence (Investigation)
come to pay tribute for passage, or to feed my very check. Look up their result on the Mirror Reflec-
hungry pets?” tions table. Once the character has dealt with the
 
outcome of a failure they can try again.
After finding their true love’s reflection, it van-
To pass through this territory the characters need to ishes leaving the phylactery in its place. The
pay 7,500 gp or deliver a rival’s head. If they choose character takes possession of the phylactery of
to fight their way through, they’re challenged by their true love and gains the Phylactery Benefit
Ilkatar (green abishai), the white abishai lieutenant associated with it.
(see Monsters of the Multiverse for the abishai stat
blocks), and four hell hounds. M3: Ganglands—Memnoriac’s Territory
Treasure. If the characters slay Ilkatar and suc- Memnoriac was once one of Baalzebul’s architects,
ceed on a DC 22 Wisdom (Perception) check, they a pit fiend of great status and power. Like all such,
find a discarded lockbox under the wooden throne. his perceived ‘failures’ eventually led to his down-
Opening it reveals 3,500 pp. fall, and now he squats with his ragbag of followers
Phylactery of the Spouse/True Love. The in the city he designed and will never complete.
character who has ventured into the Nine Hells to The single most powerful devil in the ruin, he is
rescue their true love finds them imprisoned in one tormented by the collapse of his final project and
of the buildings in Ilkatar’s territory. The soul is has become a Baalzebul in miniature. Those under
tormented in a twisted hall of mirrors. The whole his control are constantly re-edifying the buildings
interior of the building is made of mirrored walls, around him, raising them up and tearing them down
floors, and ceilings. as he seeks his own minuscule perfection.

156 Chapter 9 | Maladomini


Tribute. If tribute is paid, the characters may The character realizes that this imp is the vessel for
head west and through the inner district to reach their soul and that they must rescue it from a chain
the “Eye Market,” bypassing any other gangs. If the devil, a bone devil, and three bearded devils. The
characters seek out Memnoriac to pay this tribute, devils immediately attack. On each of their turns,
proceed to the following: one of the devils tries to hit the imp while the others
attack the characters. Each time the imp dies it
 

You step through open gates beneath the skull of a comes back to life on initiative count 20 of the
following round but another hostile bearded devil
massive creature. A short walk past the gate, in the
also materializes at the same time. The imp has the
center of the courtyard, a muscular creature looms frightened condition and is afraid of both the devils
over a table upon which a haphazard model of the and the characters and on its turn, it attempts to flee
city-in-miniature rests. The model itself bears little from both.
resemblance to the real city it represents, yet somehow To free the imp from its torment, the characters
seems even more disorganized.
must kill all pursuing devils before anything kills the
imp. When this occurs, the imp vanishes, leaving the
Without even looking up at you, the fiend snarls.
phylactery in its place.
“Welcome to Memnoriac’s grand city. Have you come
to bow and worship, to scrape your knees on the rough M4: Ganglands—Jacelisk’s territory
gravel, and pay homage to me, the master-builder?” Jacelisk is a recent addition to the landscape, a
 
tiefling archmage who brought her band of wicked
companions to the Market for its particular services.
To pass through this territory, the characters must Now, under the influence of recently installed eyes,
pay 20,000 gold in gems and coins to fund Memno- she sees herself as the liberator and protector of
riac’s construction efforts. Alternatively, they can the city she resides in, a great and adored hero. In
offer something even more valuable: a compliment. truth she is as vicious as all the rest, with the added
Congratulating Memnoriac on his fabulous city and problem that her perceptions make her profoundly
then succeeding on a DC 22 Charisma (Deception) unpredictable—sometimes nobility itself and some-
check earns the Fiend’s goodwill and safe passage. times brutal enough to impress a full-blooded devil.
Failing the check, or refusing to pay tribute, results Tribute. Jacelisk has claimed prime gang real
in the pit fiend fighting the characters on his own. estate. If tribute is paid, the characters may head
He refuses to believe he needs help defeating such directly north, taking the shortest route to reach
puny adversaries. If slain, the Fiend has no treasure, the “Eye Market,” bypassing any other gangs. If
just diagrams of his future building plans. the characters seek out Jacelisk to pay this tribute,
Phylactery of the Great Con. The character look- proceed to the following:
ing for their soul can find it among the lowlifes and
grifters that inhabit the streets surrounding Mem-
 

A reinforced gateway has been hastily constructed


noriac’s skull-gated manor. In other circumstances
they would have been right at home here, conning between districts. As you approach the gate a tiefling
their way to the top of the devil food chain. How- woman wearing blue robes, emblazoned with numer-
ever, the character’s soul isn’t in the position to con ous tiny, iron, knives, emerges from an azure tent set
anyone. It is being tormented by the gang that runs alongside the gate. Three spike-covered devils follow
this territory. Memnoriac and his troop of devils her, alternating fawning glances in her direction, and
have taken up root here after the pit fiends’ fall from
hostile gazes your way. The tiefling’s eyes seem to
grace. His obsession with perfecting and completing
the city around him, sees him constantly changing be too large for her face and they glow with a strange
the makeup of streets and buildings. amber hue as they stare at you.
The character searching for this soul hears a voice “Welcome, travelers. I am Jacelisk, the Great Libera-
calling for help from a nearby alley. If the characters tor, and these are my Knives.” She glances at her devil
investigate, read the following: bodyguard, as well as towards many other devilish
  forms scuttling in the shadows. “Where might you
You see a pit has opened in the alley, almost ten feet in think you are headed?” Somehow, impossibly, her eyes
radius and large enough to create a barrier between your seem to regard each of you at the same time.
side of the alley and the five devils opposite you. They  

have cornered a trembling and wingless imp, its back to


Given that her route is the shortest to the Eye Mar-
you … and the pit. Its small body trembles in fear and as ket, and observing that the character’s carry many
it takes a step back, it almost falls in. interesting valuables, Jacelisk demands a rare or
 

Chapter 9 | Maladomini 157


better magic item and at least four uncommon or slither everywhere, proffering fistfuls of slimy muck,
better magic items as tribute. If attacked, Jacelisk desperate to get in on the ground floor of the city’s
(archmage with resistance to fire damage, the abil- nonsense economy.
ity to cast Hellish Rebuke twice a day, and the ability Conclave (Druid)—Staff of the Woodlands.
to use her Eyes of Charming one time), tries to keep When the characters walk the slums, they’re beset
her three barbed devils in between herself and the by lowly devils trying to sell them their useless
characters while she unleashes deadly magic. She trinkets. If a character is looking for the Staff of the
has already cast Mage Armor and Stoneskin on Woodlands their attention is drawn to a miserable
herself. If the characters have attempted to fly past looking imp who has set up shop in the corner.
this area, they’re intercepted by the barbed devils— When they inspect its wares, they find the staff
Jacelisk has cast the Fly spell on them. among them. The imp has no idea of the value of the
If slain, the characters may remove Jacelisk’s eyes, item it possesses. The character needs to succeed
and if returned to Vaness, these Eyes of Charming on a DC 16 Charisma (Deception) check to purchase
can be sold back for half their indicated cost. it for a reasonable price.
Upon success the imp sells the staff for a mere
M5: The Slums 200 gp or 1 Soul Coin. It is so happy with the
  transaction that it throws an amulet of protection
Just walking the streets of the slum is a struggle. You in for free. The amulet is a fake and won’t protect
must watch your step carefully to avoid tripping over the character. However, if the character wears the
amulet, it leaves a green stain on their skin that can
heaps of refuse and random construction equipment
only be removed after 6 days. On a failure, the imp
and to avoid crashing into one of the countless lesser
notices the character’s eagerness to buy the staff
devils that swarm around, calling out in shrieking, and increase the price to 1,000 gp and 3 Soul Coins.
whining voices to you and to each other. The air is
heavy with a fetid stench and hot from the close press
M6: The Eye Market
of desperate bodies. The streets are narrow, lined with  

miserable little attempts at shelter, shacks and sheds Inside the Eye Market is a workshop of peculiar
of sheets of rusted metal and rotting wood, leaning on arrangement. There are racks of tools along the back
each other in a despairing attempt to stay upright. wall, scalpels, knives, and needles intermixed with the
  equipment of the jeweler’s trade. At the front of the
Market there is a grand glass case and, within it, small
Closer to the shattered dome of the Eye Market
itself is a whole town within a town, a wretched orbs of countless colors, carved from precious stone,
slum of shacks and sheds thrown up with mate- are nestled in satin lined boxes. They seem to gleam
rials salvaged from the abandoned construction with inner light.
works. Here is a morass of pathetic minor devils  

and travelers who mob any newcomer, desperately


The proprietors, Vaness and Fling, offer a service
trying to sell them all manner of trash—broken
unique in all of Maladomini—in all the Nine Hells, in
weapons, ruined shreds of garments, cracked
fact. They offer relief from the appalling oppression
mirrors, the most meagre of worthless costume
of the infernal landscape. They offer a glimpse of
jewelry. To the uninitiated the whole desperate
happiness and wonder, positive things, that benefit
circus seems utterly inexplicable. Many will trade
Fiends and mortals alike. A bizarre gem to find in
junk for equally valueless junk, rubbish passing
such a corrupted setting. Except, of course, nothing
hands in a constant round of meaningless com-
in the Nine Hells is as good as it appears.
merce. Their grotesque parody of trade seems
Vaness is a beholder of exceptional size, his
readily exploitable by anyone coming in from the
pinkish hide puffed-up and corpulent. His central
outside, but there is a curious malaise on the
eye has been replaced by a lens of ruby quartz that,
streets around the Market. Deal too much with the
it is said, focuses magic rather than negating it.
trash hoarders and you might find yourself getting
In his workshop, using telekinesis and extremely
sucked into their game, desperate to make the next
fine-scale disintegration, he crafts the eyes that are
big trade or to acquire some filthy piece of detritus,
the Market’s stock in trade. Fling, in contrast, is an
valuing the junk just because everyone around you
alhoon (see Monsters of the Multiverse), a mind
does the same.
flayer long gone on their peculiar path to lichdom.
A remarkable number of the denizens of this slum
It acts as surgeon, implanting Vaness’ creations
are damaged, victims of Baalzebul’s construction
and connecting them to the brains of its patients/
works where safety is never a concern. Crooked
customers. They make a strange and jarring pair,
and whining imps and other lesser devils roost or
not least because of their manner. Vaness and Fling

158 Chapter 9 | Maladomini


Vaness inspects his wares.

strike the unwary as an old married couple, con-


Temptation of Betrayal
stantly bantering back and forth, making jokes at
“Two Kills for One”
one another’s expense, and exploding into argu-
Upon defeating Fling, the characters find he carries a
ments that settle almost instantaneously. It seems magic weapon. Run the appropriate temptation event
impossible that either creature could actually form from chapter 2.
a real bond, but to all intents and purposes the pair
seem genuinely attached. Which often serves to lull
Hellriders—Rescuing Jenevere. More informa-
visitors into a false sense of security. Vaness and
tion about Jenevere can be found in appendix C.
Fling have not survived the Nine Hells for so long by
Characters looking for Jenevere, find the planetar
being nice. They’re as ruthless and powerful as any
imprisoned in Vaness’ workshop. As the characters
other infernal magnates, able to defend themselves
enter, they notice her caged in the back of the room.
physically if need be, but preferring to rely on their
On their travels around the Nine Hells, the char-
minions, treaties with the gangs and, if necessary,
acters may have heard the rumors surrounding
protection from Akrekarn and his posse. Moreover,
Jenevere. It is said she has never been broken, not by
anyone going to deal with them to actually gain new
any devil. She pains her tormenters by immediately
eyes should be very careful what they’re agreeing to.
SERGEI SARICHEV

forgiving them for their abuse, praying for those


Vaness and Fling have a flare for crooked bargain-
souls that inflict torment on her. She believes no
ing that some devils could learn from.
one—not even the vilest of devils—is beyond saving.

Chapter 9 | Maladomini 159


The proudest Fiends think they’re to be the one loveliness. Vaness and Fling are elegant and dig-
to break her, corrupt her. They fight over her. But nified, the master-surgeon and the genial artificer,
possessing the planetar becomes tainted once they surrounded by their immaculate staff. Outside, the
realize she can’t be broken. spires of the city reach towards a glorious golden
And now, imprisoned here in the workshop, Jene- sky, and beyond that there are great verdant forests,
vere’s magnificent focus is completely on Vaness. jeweled castles that would melt the heart of a Fey
She stares intently in Vaness’ direction, even though queen, a world of glory and wonder such as the Nine
her radiant eyes were taken from her by her cruel Hells have never known.
captor. It is as if she is looking straight into the The true power of the eyes is that these things
beholder’s soul. aren’t illusions, to those who can see them. Those
She doesn’t even notice the characters approach- towers can be scaled, the woods bear fruit that truly
ing the cage, but as they do, they hear Jenevere sates hunger. Instead of the poisonous sludge of
talking. She is lecturing the beholder about forgive- Maladomini, the streams now run with sparkling
ness and urging him to surrender to the grace of the claret liquid that tastes like the finest of wines and
divine light. Vaness has clearly heard it all before brings instant relief and freshness to the drinker. To
and with a frustrated snarl he flings the tool he has live in the plane visible through Vaness’ eyes is to be
been using at the cage. It bounces off Jenevere’s truly blessed.
head and clatters to the floor. But Jenevere’s concen- The Eyes for Sale table lists the different types
tration doesn’t even falter, as she continues lectur- of eyes that can be purchased. These eyes do not
ing the put-upon beholder. require the wearer to attune to them, even if they
This little exchange should inform the characters normally would. In addition to the abilities men-
that Vaness is growing weary of his captive and tioned, each set of eyes also makes the wearer no
might be willing to barter with them for her release. longer require food or water (because it is always
A successful DC 15 Charisma (Persuasion) check abundant for them), and the weather affecting them
convinces Vaness to let them take Jenevere with is always pleasant (never too hot or too cold; they’re
them, if they let the beholder hang on to the plan- immune to nonmagical fire or cold damage). Finally,
etar’s eyes. If the characters insist on taking Jene- no terrain is ever considered difficult for them.
vere’s eyes with them (or if they fail the check) he These effects persist even after the wearer leaves
refuses them. Maladomini.
Once he refuses them, he tells them to leave.
At this time the characters can either attack the Eyes for Sale
beholder or leave and try to come back when the Magical Power Requirement Cost
workshop is empty. Both scenarios end up in Eyes of the Archer—When you 9th-level 10,000 gp
combat as Vaness is never far from his workshop. use a ranged weapon to make character
Any intrusion results in the beholder attacking the a long ranged attack, you
characters. After 5 rounds of combat, Fling comes don’t have disadvantage on
to Vaness’ aid, accompanied by two grell and two the attack roll.
grimlocks. After defeating the two proprietors of
Eyes of Charming None 5,000 gp
the workshop the characters can free Jenevere.
(see Dungeon Master’s Guide)
If the victorious characters decide to look for Jene-
vere’s eyes, a successful DC 20 Intelligence (Inves- Eyes of the Eagle None 2,000 gp
tigation) check reveals them floating in a container (see Dungeon Master’s Guide)
nearby. Once Jenevere is freed, the characters may Eyes of Far Sight—the 12th-level 25,000 gp
use the ritual that the Hellriders taught them to free recipient can cast Clairvoyance character
her from the Nine Hells. at will.
Eyes of Minute Seeing None 3,000 gp
The Jeweled Eyes (see Dungeon Master’s Guide)
In their workshop, assisted by a blind workforce
Eyes of True Seeing—The 15th-level 75,000 gp
of grell and grimlocks enslaved by Fling’s mental
recipient gains truesight out character
powers, Vaness and Fling remove the natural eyes
to a range of 30 feet.
of their clients and replace them with the jeweled
creations from Vaness’ workshop, granting a whole
new perspective on Maladomini. A simple thing,
in a way, and yet priceless. Vaness’ eyes allow his
patients to see the layer the way it was meant to be.
When a newly altered customer wakes from the
surgery, the dome above them is complete, its ceil-
ing ornate and painted with frescoes of surpassing

160 Chapter 9 | Maladomini


The Truth is Ugly A seditious whisper suggests that there is
Of course, there are drawbacks. The ancient and another reason. That Baalzebul, lord of temptation,
wondrous beasts that once roamed the forests feels the hook of their services in him. The idea
of Maladomini are long extinct, but they’re most that he could see Maladomini as he wishes it to
certainly there to those with eyes to see. And be, the great blueprint he constantly fails to build,
this being the Nine Hells, they’re frequently eats him up constantly. So that he is constantly on
hostile. Many eye-bearers have been killed and the point of ordering Akrekarn to obliterate the
devoured by glorious and majestic monsters that Market, but never quite gives the order, because
their companions can’t even see, let alone fight. what if …
Moreover, everyone who leaves the Eye Market Whenever a roll on any encounter table is called
having conducted business with Vaness and Fling for, a character possessing eyes from the Eye
becomes a target. All those waiting outside would Market must also roll on the following encounter
give a great deal more than their eyes to get hold table. If multiple characters possess these cursed
of such things, even though the services of Fling eyes, they all share the same result. If any of these
would still be required to implant them. Overcome encounters result in combat, only the characters
with wonder, many new patients are easy marks for with cursed eyes can see their attackers or target
muggers and back-street surgeons. them, and only they are harmed by the abilities of
The chief question about all of this must be why their attackers. Other characters may only provide
Baalzebul puts up with any of it. Vaness, Fling, and support, such as healing, to the afflicted characters.
Akrekarn maintain a careful charade where the Any characters that die outright, or are reduced to
two put-upon artisans are constantly under threat zero hit points, in these battles, immediately have
from the devil, about to be turned in to the layer’s their eyes removed and the attackers disappear.
archdevil unless they can come up with the latest
bribe or protection instalment. And yet it never quite Vaness’ Eyes Random Encounters
happens, and somehow the peculiar pair are per- d10 Encounter
mitted to run their business, which seems to make a 1 A blue abishai (see Monsters of the Multiverse)
mockery of everything that Baalzebul is constantly, leads a half-dozen black abishai, cloaked in
futilely trying to achieve in his domain. Darkness spells, in an ambush, hoping to steal
The most persuasive reason is that the eyes, the eyes.
for all their vaunted promise, are a curse. The 2 A primordial glittering beast (adult black
wearer is at first overwhelmed by the beauty they dragon with no flight speed) hunts anyone who
see, delighted to walk in a ‘Hell’ that is suddenly possesses magical eyes.
restorative and pleasant. Except the truth always
3 Twisted vegetation emerges and grows around
creeps in. Those who wear the eyes can stave off
the afflicted character and a dozen strange
reality only so far. In their dreams they see the
creatures (nothics with a burrowing speed of
truth of it, the ruin and the ugliness. Day by day the
30) crawl out from under the plants. They attack
understanding grows that everything they see, that
anyone with magical eyes.
they could now never live without, is only a sham,
however real it is to them. The knowledge torments 4 A beautiful bird the size of a building (roc with
them, and they’re driven to their own hopeless legendary resistance 3/Day) hunts anyone who
attempts to achieve a lasting perfection. In this possesses magical eyes.
way they share in Baalzebul’s private misery, and 5–10 A glorious vision enthralls anyone that
perhaps that is enough reason to keep Vaness and possesses magical eyes. Each of them must
Fling around. succeed on a DC 20 Wisdom saving throw or
have the incapacitated condition for 1d12 hours
as they stare at the vision. When they wake, they
gain the benefit of a long rest.

Chapter 9 | Maladomini 161


Trapped in the ice, the Anakim's brains
are harvested to make wine.
C H A P T E R 10

Cania, the Relentless Cold


ith freezing temperatures and con- Random Encounters in Cania
stant blizzards of snow and ice, Cania is d6 Encounter
the least habitable layer of the Nine Hells.
1 Sudden winds whip fallen ice into a veritable
Unlike Stygia, which is a sheet of ice sit-
blizzard. Making matters worse, a nearby
ting atop a frozen sea, Cania is a massive
iceberg gets sheared, causing pieces to fall to
glacier hundreds of miles deep. Its cold is magical
the ground. Each creature within the blizzard
in strength, completely ignoring all protection and
must make a DC 18 Constitution saving throw,
sources of warmth that aren’t magical themselves,
taking 21 (6d6) cold damage on a failed save, or
and capable of freezing a mortal to death in only a
half as much damage on a successful one.
few hours. Nobody knows what Cania’s sky looks
like, as it hides behind a white sheet of clouds cre- 2 A pack of three vorvolakas (see appendix
ated by freezing weather. B) circle in the skies above the icy surface,
searching for mortal blood. Canian devils call
Running This Chapter them “ice vultures.” Once they find a victim,
they stalk and wait for the temperature to make
Before running this chapter read the “Cania Over- things easier, staying in the air and just out of
view” section. It provides you with the necessary range until their prey weakens.
information as the characters come close to ending
3 A young Styx dragon (see appendix B), cut off
their journey down the River Styx. Tiax may have
from the river by falling ice, sought shelter in
a special role in this chapter, so review the “Tiax’s
a nearby ice cave. Without intervention, it will
Betrayal” section later in this chapter. Ultimately, if
likely die of starvation or frostbite in a few days.
the characters have completed their main objec-
It is both defensive and hungry, but it recognizes
tives, the “A Thankful Patron” event occurs, setting
the position it is in.
the stage for the resolution to the adventure in
chapter 12. 4 Halogs (see appendix B) are known to resist
the fires of Phlegethos, and as a swarm of four
Encounters of them runs by, it becomes apparent they can
This is the last layer of the Nine Hells in which the also survive the freezing temperatures in Cania.
characters can use Koh Tam’s barge. Their final They could provide a good source of food—if
journey takes them through the frozen landscape, not for the characters, then for the devils native
diverting down a tributary of the Styx to the Sorrow to this layer.
Mine. Roll at least once on the Random Encounters 5 Scouting out the ever-shifting landscape of the
in Cania table, near the massive waterfalls or after layer is a small group of three ice devils. Who
they divert towards the Sorrow Mine. they work for—themselves, Cania’s leader,
or some other power—remains a mystery.
Locations Depending on their employer and their attitude,
The characters must journey to the Sorrow Mine, they could see mortals as worthy of a fight.
once they’ve learned of its existence from either 6 The frozen ground cracks and howls, opening
Tiax or more magical means. The “Key Locations in up a ravine in preparation for a coming iceberg.
Cania” section provides the necessary information Each creature in a 20-foot-wide line, a mile
for you to guide the characters’ exploration. long, must succeed on a DC 17 Dexterity saving
throw or stumble into the opening ravine, falling
Koh Tam and Tiax 200 feet and taking 70 (20d6) bludgeoning
Koh Tam suggests avoiding being noticed by damage. The ravine could lead anywhere—a
Mephistopheles, fearing the archdevil’s unwanted subterranean system, ruins frozen in time, or
attention. Unfortunately, Koh Tam is less famil- just an empty gap. If this encounter occurs while
iar with Cania. If Tiax is still with the party, he aboard Koh Tam’s vessel, part of the River Styx
speaks up, for he has heard of the famed Sorrow begins to flow into the chasm and he’s hard-
SERGEI SARICHEV

Wine extracted from the Sorrow Mine. He sug- pressed to steer past safely.
gests traveling there. He wants to accompany

Chapter 10 | Cania 163


them everywhere but behaves oddly–at each new
Guiding the Characters
location he should be grumpy and insulting, but
Remember, the characters need to use all their various
then promptly apologize when called out on his spells and means of obtaining information to track
behavior. down the items and phylacteries they require on their
quest. Especially if Tiax is no longer with them and can't
Objectives provide them with clues. You can also help the players
Make sure you keep track of your player’s objectives by disturbing their characters’ rest–perhaps resurfacing
some of the nightmares described in the introduction–
and lead them to the appropriate areas so they may
as they approach layers of the Nine Hells where objects
complete their goals. they need to obtain are to be found. An interrupted rest
The following objectives can be attained in Cania: is a small price to pay to find what they're after.

Objectives in Cania
Objective
Phylactery of the merciless
Location
Sorrow Mine: The Mining
Cania Overview
The transition between Maladomini and Cania on
Town
the Styx is confusing and magical. One moment the
Phylactery of the student Sorrow Mine: The Mines river is sloping downwards through a cave system,
Staff of the Magi Sorrow Mine: The Mines and the next it emerges onto an icy glacier. While it
cuts through the glacier towards its last stop, even
Temptations the Styx can’t avoid the temperatures of the layer.
Icebergs and ice floes drift within the river, and its
Have the characters encounter at least one tempta-
current slows significantly. Along its banks lie the
tion during their time in Cania. You can of course
remains of less-prepared boats, frozen over and for-
have them encounter more if you want. If the char-
ever abandoned. A sheer drop at the edge of Cania
acters give in to temptation, use the information in
marks the end of the Styx, where it turns into frozen
appendix E to keep track of their corruption level.
falls covering an ancient being on its way to Nessus.
In addition to the ice creating the layer, sheer
mountains pierce the skies of Cania. Their faces

Cania, the Eighth Hell to Maladomini

City of
. The Sorrow
Mine . ver S
ty x
R i
Mephistar

Lake of Wael
. City of
Falls of the Kintyre
Frozen Titan
JOHN STEVENSON

to Nessus

164 Chapter 10 | Cania


Cania’s glaciers
hide ancient evils.

are jagged and unforgiving, and the cascade of perilous path plagued with deathly falls, dangerous
avalanches is almost constant. Partnering the creatures, and twisting paths. Should one survive
mountains are the mobile glaciers and icebergs that the trek, they arrive at the entrance to Nessus.
carve the landscape. Seemingly with a life of their The end of this climb is described in the “Climb-
own, these massive ice structures meander through ing down into Nessus” section in chapter 12.
the realm, occasionally crashing into each other or
the mountains in a spectacular explosion of ice and Features
snow. They leave fissures and cracks miles deep Colder even than Stygia, all creatures on Cania
in their wake, which are quickly covered by snow- face a constant battle with hypothermia. Each time
banks, awaiting unknowing victims who then fall to a mortal finishes a long rest, they must succeed on
their deaths. a DC 17 Constitution saving throw or gain a level
Because of the freezing temperatures and hostile of exhaustion.
environment, almost no creature calls Cania its Mephistopheles keeps a tight watch on any visitors
home. Mephistopheles himself, ruler of the realm, to the realm to ensure no information is leaked. As
spends most of his time in a heated fortress, pro- part of his influence, any Divination spell cast while
tected from the elements. His steward, Adonides, is within Cania has a 50 percent chance to fail. When
the only archdevil native to Cania, and he regards it a spell fails, its materials and spell slots are con-
fondly despite the elements. Aside from Adonides, sumed, but the spell has no effect. Creatures desig-
only ice devils (gelugons) live in the icy wasteland. nated by Mephistopheles are immune to this effect.
Mephistopheles cultivates the devils, employing
them as his standing army, spy hunters, and defense
throughout the realm.
Key Locations in Cania
Some of the major locations found in Cania are
Leaving Cania described below.

If the rumors are to be believed, a heavily guarded Kintyre


portal beneath the city of Mephistar is one of
Hidden inside some glaciers and bergs are strange
only two methods of entering Nessus. The other
beings and massive constructions, alien to the Nine
entrance lies with the Styx and is equally as dan-
Hells. Some of the more powerful archdevils have
gerous. Only by navigating the Styx from its first
learned to harness the glaciers and control their
entrance into Cania can a captain find the exit—oth-
movements, constructing cities atop the most stable.
erwise, some form of magic keeps the edge of Cania
Others have carved caverns into their faces, where
hidden and the river goes on indefinitely. Where the
some claim Mephistopheles hides laboratories and
Styx reaches the edge, it pours over into a massive
libraries of ancient knowledge. Largest among
frozen waterfall, which solidifies around the body
these structures is the ancient city of Kintyre, which
JULIAN CALLE

of a gargantuan ancient being. Reaching Nessus


taunts explorers with its hidden wealth.
requires climbing down the frozen creature, a

Chapter 10 | Cania 165


Koh Tam docks the barge at the banks of the river,
Temptation of Deceit
a little way from where the characters must start
“As Good an Answer”
their climb. Proceed to the “Tiax’s Betrayal” section.
If the characters make their way to the city of Kintyre,
they find a community of prospecting devils. They're
obsessed with finding Mephistopheles’ libraries and
The Sorrow Mine
want to gain the knowledge found within. Camps have When the characters first enter Cania, Tiax gives
sprung up in and around the city, from where these them the following information. If Tiax has been dis-
devils venture out on their expeditions. Enterprising posed of, adjust the text as needed when Koh Tam
devils have set up shop here, selling maps they claim
delivers the information instead:
mark locations of possible troves of knowledge, amu-
lets that protect against the harsh climate, and other  
wares that would attract this particular clientele. Tiax braces himself against the skin shredding cold
The characters are approached by a devil, who is will-
and proclaims, “You ask mighty Tiax about Cania?
ing to fabricate false evidence within Kintyre to answer
a question of great importance. Run the appropriate Well of course, you do, for Tiax knows all! And he tells
temptation event from chapter 2. you this: not even devils are fools enough to linger
long in this wind-blasted and land-locked plane. That
Mephistar is, save the gelugons and their liege, Mephistopheles.
Largest of the glaciers is Nargus, with the equally But they know a thing, they do, the same thing that
massive city of Mephistar constructed atop. Mephis- Tiax knows, but you fools don’t know the thing that
topheles rules the realm from his heated citadel Tiax knows, do you?”
and from here he or his steward, Adonides, control He smiles smugly as if he has provided some great
Nargus. Mephistopheles has a legion of gelugons
insight. Then he wipes away the ice accumulating upon
guarding the Pit, a shaft rumored to hold a portal
to Nessus. It is roughly 500 feet across and several his formidable brow and continues, “There’s a place.
miles deep. A frozen lake lies at the bottom, 1,001 Full of big, sad, moody giants trapped in glacial ice.
fathoms beneath which lies the portal. Dead they are, which is good for the devils, not so
much for the giants. So, listen to Tiax when he tells you
Temptation of Murder this: it’s the only place that matters in all of Cania. Dev-
“To Cheat Death” ils might call it the Heights of Anakim, but Tiax named
If the characters explore Mephistar they risk draw-
it the Sorrow Mine. And what you seek? Tiax shall find
ing attention from Adonides or Mephistopheles.
But if they enter the city nonetheless, a succubus it for you there.”
calls to them from a shop inset into the wall of the  

glacier-city. She offers to inscribe a magic tattoo and


suggests it protects against death. She charges only For his own furtive reasons, Tiax encourages the
250 gp and has ink for only one such tattoo. Run the characters to travel to the Sorrow Mine.
appropriate temptation event from chapter 2 if one of
the characters gets tattooed by her. Adventure:
The Sorrow Mine
The Lake of Wael When visitors are finally able to take it in and
Another icy lake resides near the Falls of the Frozen understand what they're looking at, the Heights
Titan. The characters are directed there to discover of Anakim are one of the most awe-inspiring and
items to help protect themselves when they travel appalling of all the sights in the Nine Hells.
to Nessus. Yet something terrible lingers under its There was, at some point in the shrouded past, a
surface and the characters must confront it to claim bloodline of true giants, the sort that build worlds
their prize. for gods. Beings of the earliest creation, when the
many planes of the universe were still coming
Falls of the Frozen Titan together, possessed of a might and craft no longer
seen. As the greatest of giants often will, they fell
Once the characters are ready to leave Cania, the
into a dispute with the elder gods of the time. A
most obvious option is climbing down the Falls of
war followed, fit to tear the firmament down and
the Frozen Titan. If the characters are contemplating
sunder the planes. And, in the end, they lost and
using The Pit in Mephistar, Koh Tam urges them
were hunted across creation by the vengeful gods.
against it. He offers instead to steer the barge along
In the height of their desperation, the giants made
the River Styx towards the edge of Cania where the
a foolish deal with the lords of the lower planes.
Styx plummets over the edge. There they can climb
Perhaps they were offered eternal sanctuary and
down the frozen river into Nessus.

166 Chapter 10 | Cania


preservation against the annihilation the gods were
The Sorrow of Sorrow Wine
bringing. Whatever the details of the bargain, they
If sorrow wine is consumed by a creature that is not
were tricked. And yet they were preserved, for in a Fiend, that creature takes 18 (4d8) necrotic dam-
Cania they still remain. age. This damage can be healed only with a short or
long rest.
Advice from Koh Tam
Koh Tam’s (or Tiax’s) advice to the characters is as
were preserved from and their own vast horror at
follows:
being betrayed means the minds of the giants are a
• He suggests the characters make their way to the source of the most concentrated misery to be found
Sorrow Mines, as he believes it is their best bet to anywhere in the planes.
find the last items they seek. The labyrinthine brains of the Anakim contain
• He warns them to make haste and limit the time blue-silver seams of the stuff, that can be quarried
they spend here as Cania’s cold is dangerous even out, rendered down, and condensed into vials and
for the devils of the Nine Hells. barrels of pure corrosive suffering that the devils
jovially refer to as ‘sorrow wine’. To mortals, the
Arriving at the Cliffs substance is pure vitriol. Concentrated, it causes
wounds that strong magic can't heal, and that burn
  with fresh agony forever. Diluted into a potion it
You approach a vast glacier face, reaching three miles imposes a burden of existential unhappiness that
from the frozen plain, its upper reaches whipped by drives the drinkers to empty hedonism and sin
streamers of cloud constantly pushed past by Cania’s as their lives become hollow and meaningless.
To devils, the sorrow wine is a potent beverage, a
eternal wind. The ice is shadowed and discolored. You
unique vintage of misery fit for the tables of Mephis-
seem to see shapes in it, perhaps a chance natural
topheles and Asmodeus themselves. In the Giant
pattern of light. Except this effect is no trick of the Mine, Cania’s ruler has a commodity not to be found
light. Here are the giants of Anakim, set in the ice. anywhere else that he uses for bribery, reward, and
They're the cliffs of the glacier. Packed shoulder to leverage across the lower planes. His only challenge
shoulder, toe to heel, wearing rags, their colossal is reliably extracting it.
frames emaciated from their long flight from divine The Sorrow Mine Locations
retribution. Clutching tattered bundles that might
Locations relevant to this part of the adventure are
be belongings or might be children. Hundreds of described below.
gigantic frozen figures, receding back into the ice until
they're just shadows. T1: The Mining Town
 
 

Ahead of you, at the base of those giant sorrowful


Those who get to the upper reaches of the glacier
see the faces of the giants. The expressions of figures, there are the tell-tale signs of settlement: a
semi-divine entities who understood, at the very glimmer of lantern light and the shadow of smoke
last, that they had been deceived—and that they blown thin across the gray sky by the icy wind. As you
were doomed to this frozen, eternal end. approach, you make out the shape of buildings. A sad

Sorrow Wine collection of crude huts carved from ice and arranged
around the only structure that looks like it was built
The mere fact and sight of the Heights of Anakim is
with any care. This building is vast and tall, and even
enough to bring mortals to their knees, but it gets
worse. Whilst devils aren't averse to the idea of just from a distance, you hear the sounds of machinery and
leaving things to be tormented forever, they found a harried workers within.
use for the giants. So it is that the sharp-eyed visitor An odd assortment of creatures use the paths lead-
scanning the upper reaches of that appalling cliff ing from town to mine: carrying empty baskets on their
finds scaffolding and gantries and excavation. Tun-
way up and heavier loads on their way down.
nels and quarries that carve into the literal faces of  
the giants to get at the treasure within.
Long after the powers of the Nine Hells had At the foot (literally) of the Heights of Anakim
tricked the Anakim, Mephistopheles discovered the there is a town of sorts. A huddle of buildings,
trapped giants contained a unique resource valuable mostly carved from ice, built around one vast hall
to the rest of the Nine Hells and beyond. A combina- raised from iron interlayered with the hides of
tion of their semidivine nature, the ancient age they long-extinct monsters, where the raw giant-stuff is

Chapter 10 | Cania 167


squabbling, brawling and unacceptable indiscipline,
Tiax Takes a Moment
even the icy gelugons themselves. It is a pitiful devil
The first time the characters enter the town with Tiax
accompanying them, he hurries to the back of one of that needs to go beg outside help but that is the situ-
the buildings. “Tiax has a mighty burden to discard! I’ll ation that Klendisk often finds himself in.
just be a moment.” If the characters follow him, they Though these mines would seem to be a good
catch a glimpse of Tiax handing something to an imp place to avoid, mortal travelers do visit. It helps
that vanishes promptly. If confronted, Tiax lies and says that Cania has few other locales to recommend
he was just repaying an old debt. In fact, he is prepar- it, and the town at the foot of the Heights does at
ing an ambush, to occur when the characters depart
least have shelter and goods for trade. Sometimes
Cania. See “Tiax’s Betrayal” at the end of this chapter
for more details. mortals are sent there by other Fiends, seeking to
abstract some of the processed sorrow wine for
their own delectation or trade. Klendisk’s ice devils
rendered down into sorrow wine. Beyond, the cliff keep a compound eye out for strangers, though,
face itself is cut and carved with multiple zig-zag- and anyone who comes to their attention without
ging paths up to the heights, along with winches a good excuse or permits signed in triplicate find
and lifts to take miners up, and bring the yield themselves introduced to the mines or the vats in
down. In the town dwells a variety of devils seldom swift order, or else claimed by Klendisk for a little
seen elsewhere in Cania who deal with the admin- informal torment. Assignment to the Heights is
istration of the mining efforts, the constant infernal short on entertainment.
accountancy of supply and demand and a modicum Usually, visitors simply stay long enough to turn a
of trading with visitors. profit and then leave. Others hang on too long or try
T2: Baron Klendisk’s Fort to claw too much from Klendisk. When his tem-
per breaks, he loses all perspective and has them
 
destroyed or cast out into Cania’s killing cold.
While most of the buildings in this town have been Contractors. Currently there are two major
carved from the ice itself and squat low to the ground, contractors working at the face, and one more
as if huddling for warmth from the merciless cold, this running the rendering shed. Both mining contrac-
stone and metal manor has a tall tower rising skyward. tors, Kargan and Cornelius, have a constant need
This is certainly the home of someone important.
of specialist materials—necromantic or machine
 
components—and anyone bringing in fresh stocks
will find favor with one (and attract the ire of the
The town itself is overseen by the gelugons—who other). Alternatively, particularly wicked mortals
shun such menial work—and commanded by one with a solution to Klendisk’s labor problems are
Baron Klendisk (ice devil with 250 hit points), who always assured a hearing. The mines can always
reports directly to Mephistopheles. The baron is use a new contractor. For the price of 300 gp per
an ice devil of twice the usual size, emaciated and day, Klendisk is willing to grant a dispensation to
hunched almost double, usually to be seen squatting the characters so that they may attempt to work
on a spider-legged throne formed from an enslaved the mines.
ice Elemental. Klendisk’s public face is that of a The Prison. In the Sorrow Mines most of the
monstrous tyrant, cruel in his discipline towards workforce is either Undead or made of metal. How-
other gelugons and doubly so to any other devil ever, there are still plenty of devils roaming about,
breeds. Behind closed doors, he is a devil with a many of them are under the influence of the sorrow
problem, because mining the giants and producing wine. Imbibing too much doesn't always end well
the sorrow wine is difficult and his own master for the devil in question. The prison at the edge of
brooks no excuses. Hence, while a terror to other Klendisk’s Fort houses those unfortunate devils
devils, Klendisk is known to at least give a hearing whose liquid bravado provoked Klendisk’s wrath. It
to outsiders with a solution. is run by chain devils with several prisoners of little
The difficulty is in the very nature of the stuff importance currently housed in the cells.
they mine. The raw seams of misery in the brains Phylactery of the Merciless. The prison is
of the giants are powerfully destructive. Whilst where the soul of the merciless can be found. Upon
Klendisk has no compunction about destroying entering the village at the foot of the mines, the
souls or mortal prisoners, the cold of Cania and the character searching for this soul, feels a strange
corrosive nature of the misery destroys such tools pull towards this location. When the characters
before they can be of much use. Infernal labor has enter, they must evade a patrol of three chain dev-
other problems. Contact with the giant-stuff makes ils. If they're discovered, they're attacked, and at
them drunk: boisterous and leery with the heady initiative count 20 of round 5, and every 5 rounds
misery of ages. A fiendish workforce would fall to thereafter while combat continues, another chain

168 Chapter 10 | Cania


The Sorrow Mine The Mines detail
1 square = 5 feet

T6

T5

T1

T3

T5

T3

T2
T2 T4

T4
JOHN STEVENSON

The Mining Town detail

Chapter 10 | Cania 169


devil arrives to help. While being attacked in this T4: Cornelius Brassgrave’s House
way, the characters can't easily investigate the
cells—they need to eliminate the devils and go back  

to hiding first. You realize that this is a home-within-a-home when you


Finding their way is easy, as the character in ques- step through the ice-lodge’s door and encounter wood
tion recognizes the voices coming from one of the paneling, fine (if scuffed) tile flooring, and a blazing
cells. Inside two figures are torturing a flesh golem fireplace on the far wall. Near the fire, a gnome sits in
that resembles a haggard and emaciated version of an over-sized chair that appears to have been assem-
the character. The torturers look and sound exactly
bled from various cogs, levers, and bits of leather.
like the character’s true love but are actually chain
devils. If the character slays the devils without “It’s all insulated,” he says, his voice deeper than you
exposing their true form first, another chain devil expected. “Keeps the outer walls from melting. It is a
appears in the doorway. They immediately trans- simple principle, you see, one that involves thermo …
form into the form of the character’s true love before well … wait … Ah. Now I see. The giant, she’s finally
entering the cell and attacking. During these battles sent you to kill me, has she?”
the devils constantly taunt and mock the character  
in the voice of their loved one.
A successful DC 14 Wisdom (Insight) check can Cornelius Brassgrave (neutral evil veteran) is
help the characters understand that they need to a gnome artificer driven from a dozen separate
remove the devils’ disguises before slaying them. haunts in the mortal planes, a creature of pure
They can use Dispel Magic or any other similar reason and no morality whose industrious exper-
means to help them break the magical disguise. iments have poisoned seas and turned the living
Once the devils are wearing their own faces, and earth into a metal-tasting wasteland. He has made
then slain, the flesh golem vanishes, leaving the a number of large claims to Klendisk about how
phylactery in its place. his machinery will revolutionize the mining at the
As the characters retreat, they must evade another Heights and is now finding that even golems and
patrol on their way out, as described earlier. automata can be ground down by the weight of
misery. Cornelius is less suited to Cania than most
T3: Kargan Skul’s Home of the inhabitants of this mining town, so he tends
 
to spend most of his time here, in his very warm
A large mass of blue-green ice, comprised primarily of home. His Constructs keep him informed and alert
him to any problems in production.
sharp angles, appears to be someone’s home. All the
Another reason that he’s sticking to this haven is
windows are frozen over and so thick as to obscure any
that Kargan Skul has been in a foul mood, believing
spying from the outside. Only the massive double doors him to be responsible for disrupting her supply lines.
at the front appear free of such frozen constraints. He isn't responsible, however, and just as confused
  about it as she is. If he is attacked, pieces of furniture
animate (two stone golems with immunity to cold
This is the home of the most long-standing mine
and fire damage) and come to his defense. If the
baron, Kargan Skul, and even she, a frost giant,
characters slay Kargan Skul, thus raising Cornelius’
bundles herself in fur, against the uncanny cold
value to Baron Klendisk, or they deal with the rogue
of the plane. She spends most of her time at the
modron in the mines, Cornelius rewards each
mines (area T6), tending to the Undead workforce character with brass armbands, engraved with the
she maintains. If the characters enter her home gnome’s name and family crest (each is worth 600 gp
without permission, they're attacked by Kar- but have no special properties).
gan’s butler (archmage but their creature type is
Undead), and the household staff which consists of T5: The Rendering Sheds
ten ogre zombies. An Alarm spell alerts the frost
 
giant to the intrusion and if Kargan is encountered
The air inside the rendering sheds is thick with the
later in the mines, she attacks the characters with-
out hesitation. cloying scent of fermenting drink. Beneath this ugly,
Treasure. There’s a Soul Coin, 10 diamonds (each sour-sweet smell there hangs a heavy sense of misery,
worth 1,000 gp) and 4,500 gp that can be recovered pushing down like an overbearing hand. But, somehow,
by pilfering Kargan Skul’s home. the modrons that work the sheds have not collapsed
beneath that weight. The short, geometrical creatures
rush around, checking on machinery and inspecting
vast vats of dark liquid.
 

170 Chapter 10 | Cania


Baron Klendisk

The rendering sheds themselves are run under a misery. At which point the Orthoclath casts them out,
quite different arrangement, one that has persisted and the devils are free to devour or toy with them,
for as long as any denizens of the Heights can recall, not that the creatures give any real sport. There are
and which Klendisk himself is powerfully uncertain always, apparently, more modrons ready to troop
about. The Regular Orthoclath (lawful neutral iron down from the lawful planes and give themselves to
golem with Charisma, Intelligence, and Wisdom the work.
scores of 16) is a thing of facets, eyes and geometri-
cal shapes from the lawful planes of Nirvana, here T6: The Mines
with an apparently endless workforce of modrons. Once the characters reach the mine entrance at the
They work the vats and stills tirelessly, producing top of the glacier, read the following:
sorrow wine so long as the mines yield raw mate-  

rials, and never complain or ask for payment. They You notice the eyes first. Each of them is enormous,
usually work in teams of a dozen tridrone modrons in proportion to the colossal faces they're set in. Most
overseen by a pentadrone modron. Quadrone are blown wide in horror, in pure, undisguised terror.
modrons are used by the Regular Orthoclath to
These eyes rest above faces full of pain, with mouths
send messages to teams.
The modron’s involvement predates Klendisk’s drawn tight in grief or frozen open, midscream. But
appointment and the devil exhausts himself trying more haunting than the eyes of fear and rage are the
to discover the actual terms of their employment. In eyes that contain nothing at all. No emotion. Just dull
the absence of certainty, infernal rumor is that either acceptance. There are shapes just above the eyes of
these are, in some way, bad modrons who are being
some of these giants. As you draw closer, you think
punished for crimes against lawfulness meaningless
to others—or else the whole business is some grand they might be caves and then you see the workers
experiment into the enduring nature of law. Certainly, that scramble in and out of them and you realize that
SERGEI SARICHEV

individual workers eventually become corrupted by they're tunnels. Mines. Dug straight through the frozen
the work, sad little pieces of geometry infected with heads of the dead.
emotion, grinding to a halt as they're consumed by  

Chapter 10 | Cania 171


The mining of sorrow
brings its own challenges.

There are more treasures than mere misery frozen wrath–of the devils unless the baron has granted
in the glacier. The giants were artisans to the gods the characters a dispensation. A similar statue can
before they rebelled. They clutch in their colossal be recovered with each day’s effort, until 3d4 have
frozen arms treasures from elder ages, secrets on been unearthed.
great withered scrolls, the raw stuff of creation The Miners. Most of the workers in the mines are
stolen from divine workshops. An intrepid team of either automatons, under the control of Cornelius
mortals might steal up the cliffs and into the mines Brassgrave, or the Undead created by Kargan Skul
where untold treasures wait to be unearthed deep (lawful evil, Huge-sized lich but she isn’t Undead,
in the heart of the ice. Even the spoil-heaps of the her creature type is Giant). Cornelius is at his home
mines themselves glitter with discarded wonders, if in the town below, but Kargan is almost always in
only one can get to them. For while the devils care the mine. She is a necromancer of considerable
only for the misery and the wine they make from it, power and her solution to efficiently mining has
punishing errant thieves remains one of their few been to use mindless Undead to do the brute work.
pleasures and they always look forward to the next She is constantly importing bones and cadavers
visitors—mortals or devils—to try it. from elsewhere in the planes, preferring to create
The items of value these giants crafted aren't ogre zombies and minotaur skeletons for the mining
easily transported. If an entire day is spent exca- operation. The misery erodes even these, but so
vating, the characters recover a 100-pound statue long as she can get the raw material, she can keep
made of gold and gems (and worth d12 x 500 gp). up productivity.
However, this excavation draws the attention–and Conclave (Sorcerer/Warlock/Wizard) –Staff of
the Magi. Kargan Skul wields the Staff of the Magi
The Sorrow Mine (40 charges), carries it with her everywhere, and is
While in the Sorrow Mine, any creature that isn’t a Fiend quick to use it if threatened. She will generally not
that fails a saving throw, now has disadvantage on all relinquish the staff without a fight. However, if the
V E H C I R A S IE G RE S

saving throws, including death saving throws, until they characters deal with the rogue modron sabotaging
leave the Sorrow Mine and finish a long rest. her Undead workers, she is willing to sell the staff to
them, for the sum of 10,000 gp.

172 Chapter 10 | Cania


Trouble in the Mines. There is a steady stream of torture the student. The soul is linked to the body of
Constructs and Undead, harvesting the raw mate- a long-deceased female gnome and has been impris-
rial of sorrow wine, and carrying it to the mining oned here in the mines, enduring the agonizing
town below. The two factions seem to ignore—or not pain and despair that comes from contact with the
even notice—one another. However, Kargan’s work- sorrow. The student is driven to work harder and
force has deteriorated faster than usual, with fewer harder by the brutish overseers.
of her zombie and skeletons making the return trek
 
to town. She has attracted Klendisk’s ire by falling A gnome sprints past you carrying, over her head, a
behind, and believes that her chief competitor Cor-
bucket filled to the edges, the sorrow sloshing out of
nelius is sabotaging her supply lines.
Only if the characters are investigating Kargan it as she runs. As it hits her face and hands, she lets
Skul’s claims of sabotage, do they discover the truth. out an agonizing wail. Fresh wounds appear where
A lowly modron (chaotic neutral quadrone with 50 the oozing liquid touches her skin. Her knees buckle
hit points) has been corrupted by the overwhelming underneath her, and she falls to the floor sobbing. An
grief permeating the mines. It has gone rogue and overseer stomps over and starts chastising the gnome,
skulks the shadows of the mines, pushing miners
forcing her to crawl back up. With a despondent sigh,
off scaffolding, or narrow rock bridges when it can.
Unfortunately, the Undead tend to be easier to shove she picks up the now empty bucket and turns back to
than the golems, so many more of Kargan’s minions fill the bucket anew.
have been lost to the mines, than Cornelius’ golems.  

After an hour of investigation, the characters come If the characters follow the gnome into the work-
upon the following: shop, they are attacked by four ogre zombies. Once
  three of the brutes have died, Kargan joins the fight
There’s a loud swoosh and you see a strange, blockish to defend her workforce. After Kargan is defeated
figure with wings fly out from the shadows and slam the body of the imp collapses lifeless on the floor,
into an iron golem carrying a large satchel of ore. The dissolving and leaving the phylactery in its place.
Once the character takes possession of the phylac-
golem doesn’t even register the attack, and continues
tery of the student, they gain the Phylactery Benefit
marching forward, while the winged creature shakes associated with it.
its head a moment before flapping its wings and flying
back into the shadows. A Thankful Patron
When the characters are ready to meet with their
 

If the characters pursue the modron, it tries to group patron after completing all of the required
stay in the air 60-80 feet away from them and fires objectives, they may ask Koh Tam to sail them to the
arrows. It can't be reasoned with. If it is badly agreed upon location in Cania. This location should
damaged, it charges the weakest looking character probably be close to the Lake of Wael to encourage
and tries to grapple them. If successful, it uses its the characters to travel there after this meeting.
movement to jump into the abyss of the mine with  
its victim (maximum fall damage). Sailing through the icy Styx is a ponderous affair, as
The characters can use this information as they the vessel glides past erratic ice floes and evades larger
see fit—if either Kargan or Cornelius learn of the
icebergs that seem to rise from the waters with dis-
rogue modron, hostility between their two factions
decreases a bit. Klendisk, if told, won’t reveal the heartening frequency. Eventually the barge slides down
truth to Kargan. He, of course, is more than happy yet another ice-crusted tributary and crests a bend in
to have Brassgrave and Kargan constantly sniping the waters. A pavilion-style tent waits along the shore,
at each other. He has no interest in his underlings several feet back of the waters. A banner rises above
uniting and ending up in a position where they could the tent, apparently frozen in mid-motion despite these
make demands of him.
gusting winds of Cania.
If the modron’s body is returned to the Regu-
 
lar Orthoclath (area T5), it is taken away to be
repurposed. The banner is a deep red with electrum-colored
Phylactery of the Student. A character looking striping if the group patron is the Conclave of Hal-
for the phylactery of the student, notices a gnome ruaa. If the characters allied instead with the Death-
that is dashing between the feet of the zombie stalkers, the banner is a velvety black, speckled with
workers. The gnome is holding a bucket above her white frost. The Hellrider’s banner is a bright silver,
head. In truth the gnome is a shell that is used to on it their coat of arms is depicted in radiant gold.

Chapter 10 | Cania 173


The Hellriders The Deathstalkers
It is assumed that the characters have used the The Deathstalker quest is considered completed
Hellrider’s Salvation ability to safely return the if the characters have recovered at least 2 of the
Celestials they’ve rescued to the Material Plane. If items—enough to weaken Asmodeus’s allies and
they're still with the group for some reason, adjust make the archdevil think twice about swindling the
the following: Deathstalkers.
   

Ramius turns from a table cluttered with maps and The rattle of armor alerts you to a warrior’s presence
papers, to look at you. His smile is reserved, but it beyond the tent, but before you're able to enter, Sarevok
is a smile, nonetheless. “I have received word. You himself strides from the interior to confront you on the
rescued the three from their dire predicaments and snowy shoreline of Cania. Behind him several warriors
fulfilled your end of our arrangement. You have the in dark armor stand at attention, but the tent flaps fall
thanks—and gratitude—of the Hellriders. I know your back, concealing the interior.
next steps shall take you into that final layer, where not “It is done then.” Sarevok says. “Your intent shall
even we dare to tread. Be yourself prepared before that take you into Nessus, next, if I am not mistaken. And
time—without magical concealment Asmodeus shall when you set foot there, Asmodeus, he shall see
surely catch you in his trap before you have even drawn you. This, I know. You lack the power needed to hide
your first breath of the foul air of Nessus.” yourselves from him and I can offer you no help with
 
that. But I do demand one of the artifacts I helped you
find. At least, Asmodeus, shall not be able to recover
The Conclave that from your smoldering corpses, and I will maintain
It is up to the characters whether they recover the leverage I require on him. He shall honor his debts
all the class-based powerful magic items the without none of his devils’ trickery.”
Conclave helped them locate. Their group patron  

objective is considered complete once they’ve


dealt with the Unmaker. Once the characters select one of the artifacts,
Sarevok grasps it, nods his head curtly, and enters
 
the tent.
The tent is empty when you enter, and in fact snow
has blown in from the open flaps, accumulating into Parting Ways
a low ridge near the entrance. But as you step foot The characters, unless they decide otherwise, are
inside, a semi-transparent image of Zythan appears still considered as working for their chosen patron,
before you. He extends his arm, as if intending to but they no longer have an active mission with them.
grasp yours. He smiles. “My duties call me elsewhere, The characters have fulfilled their obligations, and
the patron, by helping them throughout the adven-
but I wanted to offer you our thanks. Our alliance
ture, has fulfilled theirs. The characters are encour-
has been fruitful and though that business with the aged to make final purchases from their contacts.
Unmaker was unpleasant … you dealt with it like the The patron remains at this location until the charac-
professionals you are. I—we—wish you much luck ters return to the barge and sail away.
in your final endeavors. I believe Koh Tam has advice If spoken to again, the patron encourages the
to offer you, regarding a way to hide yourself from characters to climb down into Nessus, after acquir-
ing appropriate magical protection from Asmode-
Asmodeus. I strongly suggest you heed his words.
us’s watchful gaze. They’re also cautioned to stay
The Lord of the Nine isn't to be trifled with. I shall focused once they're in Nessus—they should obtain
linger here a while; in case you need to talk more.” what they need from that place and return swiftly.
 

Zythan bows his head a brief moment and then Final Gifts
moves about the tent, though it is clear he is actu- This is an opportunity for the group patron to assist
the characters. If they require a couple Soul Coins or a
ally elsewhere. If the characters have not destroyed small measure of gold, the patron might be convinced
the Unmaker’s soul, they're asked to place the to give this to them at this juncture.
coin in which they’ve captured the soul inside the
Halruaan Ethereal Vessel. The Halruaans dispose
SERGEY MUSIN

of it now.

174 Chapter 10 | Cania


Before Leaving Cania into its nature until now it is the lake, and the Styx
passes through it on its constant course down.
When the characters appear to consider travel into Waeloquay is obsessed with memory. Although it
Nessus, Koh Tam becomes concerned. Before enter- attempts to sequester its own experiences from the
ing Nessus, the characters must find the means of
avoiding the watchful eye of Asmodeus. Magic items
such as Amulets of Proof Against Detection and Waeloquay
Location can do this, but the characters would need Gargantuan Elemental, Neutral Evil
one for every member of the group. Koh Tam knows
Armor Class 14 (natural armor)
of an ill-fated expedition to Nessus that ended in Hit Points 290 (20d20 + 80)
the Lake of Wael. He knows that each one of them Speed 30 ft., swim 90 ft.
possessed an Amulet of Proof Against Detection
and Location since he was the one who transported STR DEX CON INT WIS CHA
the group. 26 (+8) 14 (+2) 18 (+4) 8 (–1) 10 (+0) 12 (+1)
Koh Tam is insistent that the characters would be
Saving Throws Wis +6, Cha +7
apprehended the moment they set foot in Nessus, Skills Athletics +14, Nature +5
without protection. He strongly urges them to seek Damage Resistances acid; bludgeoning, piercing, and slashing
out the failed expedition to recover the amulets from nonmagical attacks
and offers to guide them towards “The Lake of Damage Immunities poison
Wael.” Only after some sort of protection has been Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious
obtained, should the characters climb the frozen Senses darkvision 60 ft., passive Perception 10
falls of the Styx into Nessus itself. Once they reach Languages Aquan, Common
the falls however, “Tiax’s Betrayal” occurs. Challenge 18 (20,000 XP) Proficiency Bonus +6

The Lake of Wael Magic Resistance. Waeloquay has advantage on saving throws
against spells and other magical effects.
 
Legendary Resistance (3/Day). If Waeloquay fails a saving
Sailing the Styx through Cania requires the fortitude
throw, he can choose to succeed instead.
to endure the constant cold, but also Koh Tam’s ability
Water Form. Waeloquay can enter a hostile creature’s space
to navigate the jagged chicane of ice that the river’s and stop there. It can move through a space as narrow as 1
surface is plagued with. Visibility is practically nil, inch wide without squeezing.
with icebergs looming from the frozen fog like great Actions
murderous ghosts. And then, when you least expect it, Multiattack. Waeloquay makes three Slam attacks.
the banks widen until they're lost in the mist and the Slam. Melee Weapon Attack: +14 to hit, reach 15 ft., one target.
waters become a rolling chaos of waves, as though you Hit: 26 (4d8 + 8) bludgeoning damage.
were on the open sea. Whelm (Recharge 4–6). Each creature in Waeloquay’s space
  must make a DC 22 Strength saving throw. On a failed save,
a target takes 21 (3d8 + 8) bludgeoning damage. If it is Large
Some interaction of the Styx’s unnatural water or smaller, it also has the grappled condition (escape DC 20).
and Cania’s unnatural ice has created a great Until this grapple ends, the target is restrained and unable to
flooded bowl, a lake whose surface has become a breathe, unless it can breathe water. If the save is successful,
drifting maze of frozen islands. And sometimes the target is pushed out of Waeloquay’s space. Waeloquay can
there is a voice. grapple one Large creature or up to four Medium or smaller
creatures at one time. At the start of each of Waeloquay’s turns,
Whilst crossing the icy lake is still a formida-
each target grappled by it takes 21 (3d8 + 8) bludgeoning dam-
ble task, the lack of a rushing current allows the age. A creature within 5 feet of Waeloquay can pull a creature
sailors something of a respite, as they pole their or object out of it by taking an action to make a DC 22 Strength
way through the creaking ice. However, the lake is check and succeeding.
the domain of something quite other, and has been
for centuries. Waeloquay (see accompanying stat Legendary Actions
block) is a water Elemental of immense size and Waeloquay can take 3 legendary actions, choosing from the op-
age. Exactly how it came to the Nine Hells in the tions below. Only one legendary action option can be used at a
time and only at the end of another creature’s turn. Waeloquay
first place is lost to time—brought by some infernal
regains spent legendary actions at the start of its turn.
collector or slipping through a temporary portal
between planes. It found its way to the Styx, losing Flow. Waeloquay moves up to its speed.
Crush (Costs 2 Actions). One creature that Waeloquay is grap-
all recollection of its own past and nature but not
pling takes 44 (8d8 + 8) bludgeoning damage.
simply dissipating. Eventually it reached the bowl of Pummel (Costs 2 Actions). Waeloquay makes a Slam attack
the lake in Cania and settled there, slowly growing with advantage.
as it incorporated the substance of the malign river

Chapter 10 | Cania 175


What lies beneath the Lake of Wael?

Styx, they slowly leach away into oblivion. When- It is possible to bargain with the Elemental for
ever new ships arrive to navigate its icy labyrinth, safe passage and/or for the Amulets of Proof Against
Waeloquay sees them as a vital source of new expe- Detection and Location that were lost here years ago.
rience. It doesn’t care what experience. It just seeks Fiendish ships often carry sacrifices to throw over-
to fill the constantly leaking void within itself. board to sate Waeloquay’s hunger, but it also accepts
items of great sentimental value from which it gnaws
 

Rising out of the water are many figures that, from a some mental sustenance.
If the characters don't bargain, then they must
distance, look like living beings. As you draw closer
fight against a manifestation of the lake. If they
you see that they're elaborate sculptures of ice. Fiends, defeat it, then Waeloquay quickly moves them to the
mortals, and unknown creatures are all displayed in the end of the lake and throws eight amulets into the
throes of motion. The first few sculptures are impres- barge, along with the skeletons still wearing them.
sively detailed, but the next set have vaguer features,
smoother faces, and fewer accessories. The more Tiax’s Betrayal
sculptures you inspect the less detailed they become, When the characters journey to the Falls of the Fro-
until all that is left are half-formed mannequins with
zen Titan and, just prior to descending into Nessus,
this event occurs. Tiax has determined that he must
indistinct limbs and blank, smooth faces.
now eliminate Koh Tam. He approaches the charac-
 
ters, alongside the other 2 crew members who have
Waeloquay interacts with travelers by manifesting helped Tiax and Koh Tam manage the ship. Koh
shapes out of water and ice—the forms of those Tam follows some distance behind. If the characters
Fiends and mortals that it has previously taken are primarily evil, read the following (but skip past
within itself, that become steadily less and less it, if the characters aren't evil).
detailed as it forgets their features, until all it is left  
with are blank-faced mannequins. Alternatively, if Tiax has a strange look on his face, a gleam to his eye
anyone has been foolish enough to look down into
as he clasps his hands together and stares out at the
the water, Waeloquay captures their reflection and
creates an icy simulacrum of them. These creations icy expanse of Cania. He lets out his breath. “Now
(doppelgangers with immunity to cold damage) is the time! What time, you ask, oh great Tiax the
crawl onto the ship and seek to ambush individual all-knowing? Time for the right and the left hands of
sailors and throw them overboard into Waeloquay’s the ever-prepared Tiax to strangle the very breath from
clutches, or else try to wreck the entire ship against the lungs of pitiful Koh Tam. Kelemvor shall not win
the ice. Anyone ending up in the water faces the
this day, this time. Tiax the mighty shall not allow it!
effects of a Styx controlled by a hungry Elemen-
tal entity. Anyone who drowns in the water here Dying always teaches the best kind of lesson, do you
becomes part of Waeloquay’s library of memories, at not agree?”
least until the Styx abrades them away.  

176 Chapter 10 | Cania


Tiax presents his deal very quickly. If the charac-
ters help him slay Koh Tam, he promises to give
Leaving Cania
them the barge, the 20 Soul Coins he carries, and The characters are nearing the end of their ordeal
swears to Cyric that he will help them complete through the Nine Hells. Before entering Nessus
their quests in the Nine Hells. however, Koh Tam offers the following advice. If
Otherwise, if the characters are good-aligned, Koh Tam is dead, Tiax offers it instead, though per-
or don't immediately agree to join Tiax, he springs haps not as truthfully as Koh Tam would.
his ambush on them and Koh Tam at this moment  

instead. “The hard end of the Nine Hells, Nessus; when you’ve
descended as low as you can possibly go. Hearing of
The Attack Against Koh Tam it, one might think it isn’t actually so bad. Not actively
Tiax has previously cast Mage Armor on him- on fire, not frozen, not a deadly morass or a blasted
self. Regardless of the characters’ affiliation, he
mountainside. Just a regular kind of wasteland, dry
approaches Koh Tam in a friendly manner but casts
Contagion (using the mindfire effect). The attack and cracked, and finite, past which lies the infinite
roll required for this spell automatically succeeds crimson void.”
against the unaware Koh Tam unless the characters Koh Tam rubs his hands together, to warm them.
are able to warn him. Depending on past character “In a sense, Nessus is the Nine Hells condensed. All
decisions, Tiax may have allies or additional oppo- the devils are there, as the saying goes. Asmodeus
nents as described below:
does not brook trespass. The towers of the great city
• Tiax has bribed one of the crew members (use the of Malsheem rise from the city’s chasm to the highest
veteran stat block) and they assist Tiax in this reaches of the plane, and from them Asmodeus sees
battle.
all. Once he receives the faintest whisper of an outsider
• Additionally, if Grinken Eyre (neutral evil Medi-
um-sized empyrean) was encountered in Minau- loose in his domain, his eye will find them. You cannot
ros and not slain by the party, he has masquer- hide from Asmodeus, only hope that he has something
aded as the other crew member since then and of greater import to devote his attention to. Mortals
allied with Tiax. He assists Tiax in this fight. venturing here find no respite. Except …
Grinken Eyre’s presence makes the battle consid- There is a place. Word of it seeps out into the upper
erably more difficult if he is fighting the charac-
layers of the Nine Hells, and the rest of the planes.
ters, so feel free to omit him.
• If the characters have previously met Sir Calen- Even in the domain of Asmodeus himself there is a
had Strongheart in the “A Paladin In Hell” place of sanctuary—if you can reach it. Asmodeus
encounter, he may have joined them on the barge. is an archfiend of intellect. He prides himself on his
If so, he sides with Koh Tam in this battle and learning as well as his power. It is an offence to his
comes to the characters aid if the characters do pride that there are gaps in his knowledge. So it is that
so as well. Calenhad is a lawful neutral death
there is one place that the wise might come to and be
knight that doesn't have the Marshal Undead
trait or the Hellfire Orb action. safe from infernal retribution. Some are called, and
• If Grinken Eyre isn't present, Tiax previously others follow that chain of rumors. All of these come,
called in a favor owed him by an ice devil, who eventually, to the Oasis of the Lethe.”
shows up at initiative count 10 of the second round  

of combat. The other crew member (also a vet-


Proceed to the “Climbing down into Nessus” section
eran) fights to defend Koh Tam, in this situation.
in chapter 12 if the characters have finished their
The characters can choose to side with Tiax or adventures in Cania and are undertaking the climb.
Koh Tam. If they ally with Tiax, it is very likely Koh The characters are given an infernal map for the
Tam will perish here and Tiax will serve his role Oasis of the Lethe and cautioned to hang onto it
for the remainder of the plot. On the other hand, until they need it. Koh Tam or Tiax offer the follow-
Tiax is very fond of being alive and if reduced to ing parting advice:
less than half of his hit points (or otherwise feeling
 
like the battle is going against him) casts Dimen-
“Together we have accomplished much, but your trav-
sion Door in an attempt to retreat.
Treasure. Tiax carries 10 Soul Coins (he lied els, and mine, are near an end. I shall wait on the River
earlier about the amount) and so if the characters Styx for you for seven days. I do hope to see you again.
allied with him he promises to pay them the rest If not, I can only pray that your suffering is brief. Fare
later. If the heroes defend Koh Tam successfully, he you well.”
rewards them with 1 Soul Coin each.  

Chapter 10 | Cania 177


Abigor, Duke of the Nine Hells
CH A P T ER 11

Hunted by the Dukes


he events in this section may occur at
Corruption
any time during the characters’ journey
These encounters may trigger a premature ending to
through the Nine Hells. the adventure. An additional gating mechanism you
Not all dangerous devils confine them- might consider is to avoid triggering this hunt until the
selves to a specific layer of the Nine Hells. characters have become corrupted. The information
Some roam, either escaping from enemies, or in appendix E helps you keep track of their corruption.
hunting potential victims. Among the greatest of Once they’ve grown too corrupt, the characters are
these powerful devils are Brother Adramalech and infinitely tangled in Asmodeus’s chains and making a
deal with the archdevil is likely their best option any-
Brother Morax, who are agents of Asmodeus and
ways. But if they still have a chance of redemption, they
command a warship, the likes of which have never don't want to end up in Malsheem too soon.
been seen outside the Nine Hells. But Baalzebul
also has an agent who travels the River Styx—an
archdevil known as Abigor, who pilots an infernal warship. Alternatively, they might seek Abigor for
submersible. one of the following three reasons:
The Triad. The characters may have made a bar-
Running this Chapter gain with the devils Rimmon, Zagum, and Buer to
There are two methods by which the characters can capture Abigor (see “Malsheem” in chapter 12).
encounter either of these naval opponents. Either The Geas. They may have allowed Anacreda to place
the characters are hunted by the warship or the a geas upon them that compels them to slay Abigor
submersible, or the characters hunt one, or both, of (see “Anacreda the Angelmaker” in chapter 8).
these devil-ships. The Unmaker. They may be seeking the Unmaker
if the Conclave is their patron.
The Hunters If the characters are searching for either vessel,
The archdevils, Brother Adramalech and Brother each time they enter a new layer of the Nine Hells
Morax, have been tasked by Asmodeus to hunt the via the River Styx, roll a d8. The quarry they seek
characters down and take them captive. If they is on the layer of the Nine Hells that matches the
succeed in taking the characters captive, then they result. Reroll the d8 if the result matches the layer
take them to Malsheem where they’re confronted which the characters are just exiting. If the ship they
by Asmodeus (refer to the section on “Malsheem” in seek is on the same layer as they are, then the char-
chapter 12). acters need to succeed on a DC 20 Wisdom (Sur-
The archdevil Abigor has been tasked by Baalze- vival) check to locate the target vessel or use magic
bul to simply kill the characters and eliminate the to determine its location. If the characters have been
threat to him that they present. told of the location of Abigor’s submersible, there is
no need to make this check—just pick a layer of the
The Hunt Begins Nine Hells and inform the characters that is where
These archdevils start searching for the characters Abigor may be found.
once they’ve completed one of their group patron’s If the characters find their desired ship, proceed to
objectives. From this point on, every time the either “The Brothers’ Infernal Warship” or “Baalze-
characters move between layers (while on the River bul’s Infernal Submersible.”
Styx) there is a 25 percent chance that they’re inter-
cepted by one of these foes.
If the characters are intercepted, proceed to
Ambushed by the
the “Ambushed by the Infernal Warship” or the Infernal Warship
“Ambushed by Abigor” section. You choose which Review the top deck (area N1), for details on the
one. attacking force (the ship is considered to be at bat-
tle alert). Once the warship is close enough to the
The Characters Are Searching barge, the devils on the top deck, as well as Brother
The characters might pursue Brother Adrama- Morax, leap onto Koh Tam’s barge to attack the
AARON SIMS

lech and Brother Morax, in the hopes of rescuing characters. If the characters fall, Koh Tam and
Barachiel, who is a prisoner aboard their infernal Tiax (if present) are incapacitated during the fight

Chapter 11 | Hunted by the Dukes 179


Unfair Fate Locations in The Brothers’
If the characters are captured now, it will be challeng- Infernal Warship
ing for them to complete any remaining quests. Use
The major locations found within the ship are
your discretion—if you don’t think the characters are
ready for the end stages of the plot, then don’t have described below.
the Dukes find the characters just yet.
N1: Top Deck
while the characters are captured and brought  

The top deck of the ship is outfitted like a tribute to


aboard the warship.
If the characters repel the invaders, or are cap- extremity. Ten flame throwers and ten acid sprayers
tured, proceed to “The Brothers’ Infernal Warship.” line the deck in neat, alternating order, bubbling with
vile green foam, or spurting out little bursts of fire, and
Ambushed by Abigor interspersed among them are three enormous ballis-
Baalzebul’s submersible is considered at battle tae, armed with gleaming metal projectiles. At the rear
alert when it finds Koh Tam’s barge. The submers- of the ship, you feel the cutting heat of the furnace that
ible surfaces and Seleceus (pit fiend) flies above
powers the terrible vessel, and you hear the agonized
the barge and begins repeatedly using its Fireball
wails of the souls being fed into it below.
spell against it. Their intent is to kill the characters,
and swiftly. Abigor himself prepares to defend the
 

submersible if Seleceus is slain. If the characters The top deck is usually crewed by a half-dozen
attack the submersible, Abigor does everything in cambions aided by ten bearded devils. They attack
his power to defeat them. anyone that isn’t a crew member. If the ship is at
If the characters are victorious and explore the battle alert, then Brother Morax is on the top deck.
ship, proceed to “Baalzebul’s Infernal Submersible.” Characters might try to operate the shipboard
weapons. While the great ballistae are only usable
The Brothers’ Infernal against other warships, the acid sprayers and flame-
Warship throwers can be pivoted to attack creatures on the
deck (see the sidebar for details).
The warship is under the command of Brother
Adramalech and Brother Morax. N2: Acid Vats
Encounters  

A swirling morass of sizzling green acid jostles with


The exterior of this warship is patrolled by devils,
the motions of the warship, acid occasionally sloshing
as described in area N1. Additionally other devils
occupy the watchtower (area N18). Evading their almost over the lip of the vat containing it.
notice is challenging. If the characters somehow
 

enter the ship without being noticed, the hallways These chambers are where the acid is stored that
are patrolled by a pack of four displacer fiends (see is used in the sprayers. There are ten of these acid
appendix B). Every minute spent in the hallways vats, each one colored green on the accompanying
there is a 1 in 4 chance of running into them. map. Each vat is situated below an acid sprayer on
the top deck (area N1).
Warship Weapons
Each weapon requires an action to fire it and another N3: Hellfire Fuel
action to reload it.  
Acidic Sprayer. Acidic bile sprays from a nozzle in The Hellfire in the vat before you emanates a tremen-
a 30-foot cone. Each creature in the cone must make
a DC 12 Dexterity saving throw, taking 40 (9d8) acid dous heat even before you ever get close to it. The air
damage on a failed save, or half as much damage on above the vat shimmers, distorted by the heat and
a successful one. A creature reduced to 0 hit points by occasionally sparks erupt, landing with a sizzling hiss
this damage is dissolved, leaving behind any objects it
was carrying or wearing. upon the metal floor.
Flamethrower. Fire shoots out of the weapon’s nozzle  

in a 60-foot line that is 5 feet wide. Each creature in the


line must make a DC 15 Dexterity saving throw, taking 18 These chambers are where the fuel is stored that is
(4d8) fire damage on a failed save, or half as much dam- used in the flame throwers. There are ten Hellfire
age on a successful one. The fire ignites any flammable vats, each one colored red on the accompanying
objects in the area that aren’t being carried or worn. map, and each situated below a flame thrower on
the top deck (area N1).

180 Chapter 11 | Hunted by the Dukes


The Brothers’ Infernal Warship
N18

N1

N1 N18

N2 N11

N4
N7

N3

N10 N17 N13


N14
N9
N12
N16 N8
N5 N15

N6
0 25
JOHN STEVENSON

Feet

Chapter 11 | Hunted by the Dukes 181


N4: Command and Navigation Bridge Barachiel insists on freeing the other prisoners
(even though he doesn’t know that there is a couatl
 
here). He feels all of them have served enough time
The room is cramped and dark, with most of the space aboard this infernal vessel already. Once Barachiel
being taken up by a massive chair and an equally over- is restored, the characters may use the ritual that
sized wheel. The chair and wheel face the only windows the Hellriders taught them to free him from the
in the room, toward the bow of the ship. Nine Hells.
 
N6: Nest
Brother Adramalech can often be found here. He This is where the brothers keep their vorvolakas
is usually only accompanied by three imps that he (see appendix B). There are three to be found here
uses to send messages to other parts of the ship. unless the ship is at battle alert, whereupon the
Treasure. There are a half dozen steel chests in room is empty.
this room. Each is locked and requires a successful
DC 20 Dexterity check with thieves’ tools to unlock. N7: Engine Room
Five of the chests contain platinum bars, each worth  
1,000 gp. Each chest has 5 bars stacked inside of it. The engine seems almost like a living thing. It purrs,
The last chest contains plans written by a deep rattling, rumbling sound, and the sharp, heavy
Asmodeus himself. The plans detail how he intends
heat that comes off it pulses like a giant’s breath.
to trick Baalzebul into leaving his plane so that he
can turn him back into the slug form that Baalzebul Lemures slink about the room, tending to its needs.
so despises. He has ordered the archdevil brothers Among them stalks a hulking brute with tall, curved
to find Abigor, Baalzebul’s trusted lieutenant, and horns, snarling at the lemures and watching with
take him prisoner to draw Baalzebul out. This is the gleeful satisfaction as the door to the engine chamber
same plan that the Triad will offer the characters is opened and soul coins are thrown into the mouth
(see chapter 12).
of the beast. The souls shriek and scream as they’re
N5: Brig consumed by the red-hot flames within, their torment
 
fuel for the engine’s endless hunger.
 
This room, near the front of the lowest level of the war-
ship, is blocked by a solid metal door. From behind the The horned devil is called Coal Heart (he keeps
door, you hear muttering and complaining. On a hook his real name to himself) and does his job with a
beside the door hangs a blackened key. great deal of relish. A dozen lemures work for him
  and sometimes, when he’s bored, he’ll throw one
of them into the furnace. Coal Heart is a favorite of
The rooms are used for disobedient crew members Brother Morax and there is a 1 in 4 chance that the
and prisoners of war. Unlocking the door with the archdevil is making his way to the engine room to
key makes a loud screeching noise and by the time spend time with his favorite subordinate.
the door is fully opened, the prisoners beyond are Anyone entering the furnace (or starting their turn
already standing and looking expectantly at the in it) must make a DC 15 Constitution saving throw,
door. There are currently four prisoners being held taking 17 (5d6) fire damage and 17 (5d6) necrotic
in separate cells—a cambion named Shlatchel, a damage on a failed save, or half as much damage
bearded devil, a couatl that has assumed the form on a successful one. Both Coal Heart and Brother
of a cambion to avoid conflict with his cell mates Morax attempt to grapple an enemy to drag them
(though all other crew members know the truth) and into the furnace if combat occurs here.
the former Hellrider, Barachiel (see appendix C).
The key that opened the outer door also opens any N8: Kitchens
of the cells. When Barachiel sees the characters, he  
approaches the bars of his prison. A dozen or so tieflings toil over vast pots of lumpy,
  bubbling goo, their shoulders slumped and eyes half
The aasimar before you glows with what can only be closed in exhaustion. Imps dart around underfoot,
described as a divine radiance. Despite his captivity taking away bowls full of squirming muck and dashing
and the wounds inflicted upon him, his grin is joyous. off with them to the mess hall. The air in the kitchens is
When he speaks, his voice rings with certain truth. “It stifling hot with a putrid smell that stings the eyes.
was Ramius, my long-ago friend, that has sent you? He  

and the Hellriders?”


 

182 Chapter 11 | Hunted by the Dukes


The brothers’ infernal
warship sails the Styx.

The tieflings (commoners) have no loyalty to the Treasure. Searching any of these rooms usually
Brother archdevils. They’re willing to tell intruders nets 1d10 gp and 1d4 pp. There is a 10 percent
everything they know, as long as none of the imps chance that 1d4 bearded devils return to their quar-
are around to rat them out. ters during the characters’ search. They won’t engage
but run to area N4 to alert the rest of the ship.
N9: Mess hall
 
N11: Officer’s Quarters
There are several long tables in the mess hall, all of Below-decks there are 6 almost identical officer’s
quarters.
them lined on both sides with an assortment of rickety
chairs and sagging benches. Tieflings, cambion devils,  

There are two beds in these small quarters. A taste of


and bearded devils can be found sitting, standing, and
sulfur lingers in the air.
slouching around the tables, shoveling unidentifiable
 
clumps of food into their mouths with joyless abandon.
Imps come in and toss more bowls of vile sustenance Treasure. Similar to the common quarters, but a
search reveals 1d10 pp and 1d4 gems worth 50 gp
down the tables and take away the empty dishes and
each.
unused utensils as they leave.
  N12: Workshop
There are usually three or four each of tieflings  

(bandits), cambions and bearded devils. There are Approaching the workshop, you’re assaulted by a
several smaller mess halls along the lower deck, but vicious cacophony of awful noises. Within the large,
each only contain one or two occupants at any time. overheated room you find several devils making repairs
N10: Common Quarters on a variety of weaponry and metal machinery. The
There are numerous identical crew quarters sound of hammering and metal striking metal rever-
throughout the lowest level of the warship. berates harshly off the steel walls, creating an agoniz-
  ing and unending echo.
The bunk room is cramped, dark, and smells vaguely  

like fish and a great deal like rotting flesh. The bunks A maelephant nomad (see appendix B) named
are packed together so tightly they might as well be Zerkosis runs this workshop. It is assisted by four
one unit. There are no mattresses, just stretched bone devils and four barbed devils.
canvas cots with a layer of ragged, suspiciously stained
N13: Storage
SERGEY MUSIN

blankets tangled together on top. The various storage rooms are filled with rations for
 
the crew.

Chapter 11 | Hunted by the Dukes 183


N14: Soul Fire engine gives them what they want. They stand outside the
This is the engine that powers the ship. Anyone intricate hierarchies of the Nine Hells, reporting
entering the engine area (or starting their turn in directly to him and undertaking his commands
it) must make a DC 15 Constitution saving throw, with their own hands, his personal enforcers. His
taking 17 (5d6) fire damage and 17 (5d6) necrotic ‘hounds’, say other devils with a sneer of contempt,
damage on a failed save, or half as much damage on but Adramalech and Morax are as content with
a successful one. their lot as any devil can be.
They manifest most often as chalky white human-
N15: Fuel Reserve oids, Adramalech around eight feet tall and the
This reserve of fuel is used to power the ship if the hulking Morax, twelve. Morax is the more physically
usual soul fuel is unavailable. potent of the two, his hide spined and barbed, his
hands jagged talons. Adramalech does most of the
N16: Armory talking, to dreadful effect. As befits Asmodeus’s
The armory is filled with weapons of almost every devils-of-all-work, they’re a versatile pair of mon-
kind. In addition, there are two magic weapons— sters, more than equipped to punish those who
a Stygian Spear and a Demonbone Polearm (see have disappointed their master. And ‘punish’ is the
appendix D). operative term. Asmodeus dispatches his enemies to
them when they’ve roused his personal ire.
N17: Kennels
Morax (see the accompanying stat block) has the
  tremendous strength and speed one would expect
This room apparently has no means of illumination. At of a martial devil. His spines are brittle and hollow,
the far end, in the shadows, rest several bulky, lion-like and shards of them lodge in the flesh of those he
forms. The air around them seems to waver as if there strikes, or who strike him, where they rapidly begin
were a disturbance near the creatures. You find it hard
to grow jagged extrusions of their own like minia-
ture sea urchins. The shards must be cut out swiftly
to concentrate on them.
before they carve his victims up from the inside.
 
This is mostly by way of a distraction so that Adra-
This is where the displacer fiends (see appendix B) malech (see the accompanying stat block) can play
are kenneled. There are six of them here resting at his own games though.
any given time. Adramalech retains his angelic voice from before
the fall. His golden words inveigle their way into
N18: Watchtower the ears of listeners, confusing, distracting, dis-
 
torting the way they see the world and causing
Near the rear, a metal-clad tower rises over the bulk of mind-wrenching dissonance in mortal minds.
the warship, red-hued windows offering a full view of Worse than this, Adramalech can conjure simulacra
of his enemies’ loved ones, living or dead. More than
the ship’s deck as well as the river all around it.
mere illusions, these creations have a temporary
 
life and thought drawn from the memories of the
At any given time, four cambions are on watch, brothers’ enemies. This psychic link means that,
observing the cardinal directions for signs of other when Adramalech torments them or Morax tears
vessels approaching. If a vessel is spotted, or if them apart, the pain is felt by those whose minds
intruders enter the watchtower, one of the cambions gave rise to them. In this way, Asmodeus’s decreed
attempts to flee to warn the Brothers. punishments combine physical agony and mental
trauma in equal measure.
Brothers Adramalech Though concentrating on destroying the less
and Morax imposing Adramalech might seem the logical way
Asmodeus seldom deigns to wield the whip himself to assault the brothers, the pair have a final surprise
when someone rouses his ire. He has lesser devils for their foes. They were as close as two angels
to do that for him. Though, in this case, ‘lesser’ can could get before the fall and nothing in all the eter-
still mean very powerful indeed. Adramalech and nal ages of the Nine Hells has ever divided them. If
Morax have served the greatest of Fiends faithfully either falls while the other still stands, the remain-
since the earliest days of the Nine Hells. They were ing Brother’s presence sets their fallen kin’s flesh
angels within the host Asmodeus commanded. bubbling in a frenzy of regeneration. They must be
When he fell, they cast themselves willingly down defeated together or not at all.
to be with him. In an internal hierarchy rife with
ambition and betrayal, the brothers’ lawful nature
manifests as absolute loyalty. In return, Asmodeus

184 Chapter 11 | Hunted by the Dukes


Brother Adramalech
Medium Fiend (Devil), Lawful Evil

Armor Class 19 (natural armor)


Hit Points 212 (25d8 + 100)
Speed 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 16 (+3) 18 (+4) 25 (+7) 25 (+7) 25 (+7)

Saving Throws Int +14, Wis +14, Cha +14


Skills Arcana +14, Deception +21, Insight +14, Intimidation +14,
Persuasion +21, Religion +14
Damage Resistances cold; bludgeoning, piercing, and slashing
from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison
Condition Immunities charmed, poisoned
Senses darkvision 120 ft., passive Perception 17
Languages Celestial, Common, Draconic, Infernal,
telepathy 120 ft.
Challenge 21 (33,000 XP) Proficiency Bonus +7

Devil’s Sight. Magical darkness doesn’t impede Adramalech’s


darkvision.
Magic Resistance. Adramalech has advantage on saving
throws against spells and other magical effects.
Unbreakable Bond. If Adramalech is reduced to 0 hit points
while Brother Morax still lives, Adramalech regenerates 50 hit
points at the start of his next turn. This regeneration is inter-
rupted if Brother Morax is reduced to 0 hit points before the
start of Adramalech’s turn.

Actions
Bonus Actions
Multiattack. Adramalech makes four attacks using Mental
Barrage. He can replace one of the attacks with Brain Freeze or Conjure Effigy (Recharge 6). Adramalech targets a creature,
Cone of Madness (if available). reading its thoughts and creating an effigy of a loved one in an
unoccupied space that he can see within 60 feet of Adramalech.
Mental Barrage. Melee or Ranged Weapon Attack: +14 to hit, The effigy has 55 (10d10) hit points, an AC of 10, and ability
reach 5 ft. or range 60/120 ft., one target. Hit: 25 (4d8 + 7) scores of 10. It occasionally shouts for help, but otherwise
psychic damage. takes no actions. While the effigy is alive, the target creature
Brain Freeze. Adramalech attempts to overload the brain of has disadvantage on attacks targeting Adramalech and any
a creature he can see within 60 feet of him. The target must time the effigy takes damage, the target creature also takes an
make a DC 22 Intelligence saving throw, taking 22 (4d10) psy- equal amount as psychic damage. If the effigy is killed, the tar-
chic damage on a failed save, or half as much on a successful get creature gains a level of exhaustion. If Adramalech is killed
one. Creatures that fail the saving throw have the stunned while effigies exist, they harmlessly melt into a warm sludge.
condition for up to 1 minute. A stunned creature may repeat
the saving throw at the end of each of their turns, ending the Legendary Actions
effect on a success. Adramalech can take 3 legendary actions, choosing from the op-
tions below. Only one legendary action option can be used at a
Cone of Madness (Recharge 4–6). Adramalech unleashes vi-
time and only at the end of another creature’s turn. Adramalech
sions in a 30-foot cone in front of him. All creatures in the cone
regains spent legendary actions at the start of his turn.
must make a DC 22 Wisdom saving throw, taking 17 (5d6) psy-
chic damage on a failed save, or half as much on a successful Barrage. Adramalech makes a Mental Barrage attack.
one. For up to 1 minute, creatures that failed the save can’t take Mental Blocker. Adramalech fortifies the mind of a creature he
reactions and each turn must use their action to make a melee can see within 60 feet of him, or himself. The target benefits
attack against the nearest creature. Creatures may repeat the as if the Greater Restoration spell has been cast on them
saving throw at the end of each of their turns, ending the effect and is granted resistance to psychic damage until the end of
AARON SIMS

on a success. Adramalech’s next turn.


Baalzebul’s Infernal
Submersible
The submersible is commanded by Abigor.

Baalzebul’s Infernal
Submersible Locations
The major locations found within the submersible are
described below.

B1: Bridge
 

The long hallway of the bridge is eerily silent. You hear


the steady rush of water outside the submersible as the
vessel cuts through the river, but inside it is still and
dark. The brightest light comes from the words writ in
fire on the walls, that flash briefly and then vanish. A
long metal device hangs from the ceiling in the center
of the room, with handles on the sides and small win-
dows for the eyes.
 

Brother Morax Actions


Large Fiend (Devil), Lawful Evil Multiattack. Morax makes four attacks using his Claw, Spine
Fling, or a combination of the two.
Armor Class 21 (natural armor)
Hit Points 337 (25d10 + 200) Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
Speed 40 ft. Hit: 17 (3d6 + 7) slashing damage, and the target gains 1
Brittle Spine.
STR DEX CON INT WIS CHA Spine Fling. Ranged Weapon Attack: +13 to hit, range 30/60 ft.,
24 (+7) 22 (+6) 27 (+8) 14 (+2) 16 (+3) 18 (+4) one target. Hit: 12 (1d12 + 6) piercing damage, and the target
gains 1 Brittle Spine.
Saving Throws Str +14, Dex +13, Con +15
Skills Acrobatics +20, Athletics +21, Intimidation +11, Deep Burrow. Morax immediately deals Brittle Spine ongoing
Medicine +10, Stealth +13, Survival +10 damage to all creatures that have at least one Brittle Spine that
Damage Resistances cold; bludgeoning, piercing, and slashing he can see.
from nonmagical attacks that aren’t silvered Bone Spikes (Recharge 6). Morax shoves an arm into the
Damage Immunities fire, poison ground, rapidly growing bones that erupt at a point he can see
Condition Immunities poisoned
within 100 feet of him. Each creature in a 60-foot-radius sphere
Senses darkvision 120 ft., passive Perception 13
centered on that point must make a DC 21 Dexterity saving
Languages Celestial, Common, Draconic, Infernal,
telepathy 120 ft. throw, taking 28 (8d6) piercing damage on a failed save, or half
Challenge 21 (33,000 XP) Proficiency Bonus +7 as much damage on a successful one. Creatures that fail the
save gain 2 Brittle Spines, while creatures that succeed only
Brittle Spine. For each Brittle Spine a creature has, the creature gain 1 Brittle Spine.
takes 3 (1d6) poison damage at the start of each of their turns, and
when Morax activates Burrow or Deep Burrow. Spines can only
Legendary Actions
be removed by a Regeneration spell or similar, or by killing Morax. Morax can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time
Devil’s Sight. Magical darkness doesn’t impede Adramalech’s
and only at the end of another creature’s turn. Morax regains
darkvision.
spent legendary actions at the start of its turn.
Magic Resistance. Morax has advantage on saving throws
Claw. Morax makes a Claw attack.
against spells and other magical effects.
Bone Splinters (Costs 2 Actions). Morax gestures at a creature
Spined Hide. Whenever Morax is hit with a melee attack, the at- he can see that has at least 1 Brittle Spine. That creature
tacker takes 7 (2d6) piercing damage and gains 1 Brittle Spine. must succeed on a DC 21 Constitution saving throw or the
Unbreakable Bond. If Morax is reduced to 0 hit points while number of Brittle Spines it has doubles.
Brother Adramalech still lives, Morax regenerates 50 hit points Burrow (Costs 2 Actions). Morax bristles the spines within a
at the start of his next turn. This regeneration is interrupted if creature that he can see. The target immediately takes Brittle
Brother Adramalech is reduced to 0 hit points before the start Spine ongoing damage.
AARON SIMS

of Morax’s turn.
The bridge is always crewed by a half-dozen bone in this future wrongdoing, his soul is simply too
devils. There is a 50 percent chance that the com- dangerous to be allowed to exist.
mander on deck is Abigor, otherwise it is the first If Attacked. Aeshma tries to talk his way out of
mate, a pit fiend named Seleceus. If the submers- conflict, and if that fails, he flees. If slain, the
ible is currently at battle footing, then Abigor is in characters have 1 minute to use the Conclave Coin
command. The words on the wall are written in to capture Aeshma’s soul, otherwise the Unmaker
Infernal and are how the aboleth in area B3 commu- is reborn in the next generation and the threat
nicates with the bridge commander. returns (the characters fail their patron, who no
longer provides additional support, other than Koh
B2: Brig Tam’s services).
 
Ultimately the characters must slay Aeshma and
This small room appears to usually be used for stor-
capture his soul with the Conclave Coin. Once
age, but manacles have been bolted to the wall and accomplished, they can bring the coin with them to
a tiefling sits in a comfy chair beside them. There’s a their final meeting with their patrons (see “A Thank-
plate of food in his lap and a half full bottle of wine ful Patron” in chapter 10). Clever characters might
beside the chair. A small satchel sits under the chair. instead destroy the coin now, ensuring that the soul
doesn’t fall into the wrong hands. An infernal ship’s
As he hears you enter, he looks up, licks his fingers,
furnace consumes the Conclave Coin instantly and
and smiles. “More guests of our superb host, Abigor?
destroys the coin in the process. The soul trapped
I’ll wager a soul coin, that you are here to rescue me.” in the coin becomes trapped in the furnace instead,
 
powering the infernal ship. Not even divine interven-
The prisoner is named Aeshma (see his entry in tion can restore a soul destroyed in this manner.
appendix C). The moment he walks free of the room B3: Communication Room
with the characters, he holds out his hand for the
coin he has won from them (he did win the wager  

after all). His satchel contains two Soul Coins, 15 There is an immense tank filled with water in the center of
gp, and a set of gambler’s dice. the room. A grotesque creature with countless tentacles
The Conclave as Patron. If the characters are swims in it. The creature uses its many limbs to touch the
working for the Conclave, Aeshma is the Unmaker. infernal sigils carved into the wide wall in front of it with
To fulfill their patron’s objective, the characters must
careful intention, leaving streaks of slime in its wake.
capture and destroy Aeshma’s soul. Aeshma knows
 
nothing of this: as far as he is concerned, he’s just a
fairly lucky (albeit compulsive) gambler making his The tentacled creature is an aboleth that was
way through life. Despite his ignorance, Aeshma, imprisoned by Abigor centuries ago. It now serves
and the protection being the Unmaker provides, isn’t the purpose of keeping Abigor in communication
going to make this grim task easy for the characters. with everyone on the ship and its other servants
The following describes what the characters throughout the Nine Hells. The aboleth uses the
might learn from Aeshma, or how he might react sigils to send messages to other rooms in the sub-
depending on how they interact with him: mersible or receive messages from those locations.
Likewise, and not unlike a Sending Stone, some
The Manacles. If asked why he’s not chained up,
of Abigor’s minions carry talismans that can send
he merely shrugs and says he made a bet with
messages to this room or receive messages from it,
the guards and he won. He’ll raise the plate of
even when they are on a different layer.
food and declare, “That’s how I got this as well.” The aboleth knows many things and it is willing
However, if the characters appear to be dangerous to share for the right price. A rare or more powerful
to him, he lies instead and insists that there was magic item is what it wants in exchange for knowl-
another prisoner here, “A really bad fellow; they edge. It knows almost as much about the Nine Hells
just dragged him off, that-away.” If they leave, he as Asmodeus himself. The most important thing
attempts to hide from them in the submersible. it knows is the truth of Asmodeus’s origins. You
The Unmaker. If asked about being the Unmaker, choose which of these origins is the true one:
Aeshma (truthfully) has no idea what the char-
acters are talking about. The reality is that • Asmodeus arose from the primordial chaos as the
Asmodeus—and perhaps other archdevils—would mightiest of the lawful gods, with Jazirian the only
like to use the Unmaker to set the stage for a one who could rival him. They both took the form
wager of divine proportions, one that will leave the of a serpent and they set their minds on bringing
world permanently changed and possibly irrevo- law to the chaos. Eventually the two gods fought,
cably broken. Though Aeshma himself is innocent and Asmodeus was defeated. His body fell through

Chapter 11 | Hunted by the Dukes 187


SERGEY MUSIN
Baalzebul’s infernal submersible
emerges from the Styx.
Baazebul's Infernal Submersible

B7 B8
B5 B6
B4
B9

B1

B7 B10

B3

B11

B12

B2

0 25
JOHN STEVENSON

Feet

190 Chapter 11 | Hunted by the Dukes


the multiverse until it crashed into Nessus form- The six imps flee from any intruders, looking to
ing the canyon known as the Serpent’s Coil. alert the rest of the ship.
• Asmodeus is a fallen angel. He was originally
tasked with keeping the demons of the Abyss in B6: Showers
check, but eventually to become better at killing There are four rooms dedicated to bathing or shower-
demons he and his angelic followers took on ing, along with toilet facilities. These are often empty.
demonic traits. This led to him being banished
by the gods. But before he was exiled to the Nine
B7: Common Quarters
There are two large rooms dedicated to housing and
Hells, he was able to fool the gods into signing
feeding the crew.
the Pact Primeval. This is a contract between
Asmodeus and the gods of the multiverse that  

allows Asmodeus and his servants to legally cor- There is a motley collection of devils in the mess hall.
rupt mortal souls so that they end up in the Nine Great and small figures sit silently side by side, eating
Hells. These souls can then be used to increase spoonfuls of thick, grayish gunk. Only the slightest of
Asmodeus’s power.
slurping, chewing noises can be heard, and beneath
• Asmodeus served the first and most powerful
god, He Who Was. Asmodeus chaffed at having a these sounds, the distant rush of water.
master, so he used an artifact called the Shard of  

Evil to kill his god. Then he was able to erase the Each of the quarters contains two bone devils and
name of the god from existence. The Shard of Evil three cambions. If fighting occurs in one of these
is the ruby at the tip of the rod that is Asmodeus’s rooms, the occupants in the other room are likely to
signet. Asmodeus was banished to the Nine Hells hear.
by the other gods. Treasure. Searching any of these rooms turns up
Betraying Baalzebul. If the characters are work- 1d10 gp and 1d4 pp.
ing with the Triad to trick Baalzebul into reverting
to his slug form again, they can ask the aboleth to
B8: Officer’s Quarters
summon the archdevil here. The aboleth does this  

only if Abigor is incapacitated or dead and the char- There are three beds in this room for the submersible’s
acters must agree to cede control of the submersible officers.
to the aboleth afterwards. For the ruse to work,  

Baalzebul must be convinced to leave Maladomini.


If the submersible is currently on the River Styx Treasure. Searching this room nets 8d10 pp.
in Maladomini, the aboleth is able to navigate the There is a 25 percent chance that a patrol of 1d4
vessel to the layer above or below this one before bone devils notice anyone looting one of these
contacting Baalzebul. rooms.
Once the aboleth summons Baalzebul, proceed B9: Storage
to the “Capturing Abigor” section at the end of
There are several mostly empty rooms dedicated to
this chapter.
storing rations and nonmagical weapons.
B4: Engine Room B10: Abigor’s Bedchamber
This is a Hellfire furnace. Anyone entering the
furnace (or starting their turn in it) must make a DC  

15 Constitution saving throw, taking 17 (5d6) fire Despite the cramped halls of the submersible, this is
damage and 17 (5d6) necrotic damage on a failed a reasonably sized room, with a large bed and a table
save, or half as much damage on a successful one. with several chairs. Papers are scattered over the table.
 
B5: Kitchens
Abigor is seldom here, as there is so much work to
 

The kitchen staff, a handful of wretched imps, work


be done in maintaining the infernal submersible.
The papers mostly detail the logistics of keeping the
quickly and with stern silence. They don’t speak to each
devil crew fed and disciplined.
other, nor make any noise at all. There are towels on
their cutting boards so that their knives won’t make
a sound as they slice through hunks of unidentifiable
meat-like substance, and they stir tall pots of frothing
gruel slowly, taking care not to strike the metal sides
with the stirring utensil.
 

Chapter 11 | Hunted by the Dukes 191


B11: Torpedo Room Abigor
  Abigor is Baalzebul’s chief general, a warlike
The room is narrow and cramped with strange equip- monster fit for the violence that the Lord of Deceit
ment. There are rows and stacks of enormous metal considers beneath him. Its preferred shape is a
cylinders packed into the room. Each cylinder is long
flayed-looking humanoid with musculature of
polished metal. Physically, Abigor commands
and tapered, with the pointed end facing dark tunnels
tremendous strength and destructive power. Its
carved into the vessel wall that are just as wide as the greatest joy, however, is to command a battlefield,
cylinders themselves. Glowing infernal runes cover ordering legions of infernal troops in complex
each of the cylinders. stratagems against the enemies of the Nine Hells.
  In times past, Abigor has commanded the legions
of Maladomini up in Avernus to stem the tides of
There are usually two bone devils present, but the Abyss. Most of the time, though, Baalzebul
on a battle alert the room has eight bone devils keeps the monstrous creature close to guard
working feverishly to keep torpedoes loaded and against domestic threats or punish those under-
ready to fire. There are thirty-four cylinders, each lings whose construction efforts disappoint their
a torpedo weighing 800 pounds. They’re usually master, as they inevitably do. Abigor considers its
inert, but if the submersible is at a battle alert, talents wasted in such sideshows and its frustrated
then 1d4 of them have been primed. To prime dreams of war manifest in counterproductive ways.
a torpedo, one must press the correct combi- Visitors sneaking through Maladomini might be
nation of runes on its surface. This requires a surprised to find legions of devils standing about in
successful DC 17 Intelligence (Arcana) check, parade ground order, or else marching and drilling,
for each torpedo (Fiends succeed on this check every maneuver perfect, yet their general is never
automatically). If a primed torpedo takes more satisfied. What the perfect city is to Baalzebul, mil-
than 10 damage it explodes, dealing 35 (10d6) itary exercises are to Abigor. The archdevil forces
force damage to every object or creature within a its troops to march and salute and trudge through
30-foot-radius. Any primed torpedo damaged in ever more complex motions as it plays at war.
this way explodes too. The damage from two or Alternatively, it throws its soldiers into vast war
more torpedoes breaches the hull of the submers- games across the ruinous country of Maladomini,
ible, filling the room with the waters of the Styx decimating its own troops just to try out some
within 2d4 rounds. new stratagem. Abigor is rightfully hated by all the
B12: Depth Charge Room devils under its command, and covertly mocked by
its peers for its obsessions.
 
Getting close to Abigor without engaging legions
There are racks of metal cylinders in this room. Each of infernal troops is difficult—to Abigor’s regret,
is squat and thick with a tapering rear that ends in a in fact. Sometimes the archdevil decides to test
strange round fin-like shape. Glowing infernal runes Maladomini’s security by creating openings for
cover each of the cylinders. imaginary assassins and spies, to see who might
  take advantage of them. On one occasion this
resulted in a determined paladin getting far too
There are two bone devils present, whether or not close to Baalzebul himself, for which Abigor spent
the submersible is at a battle alert. There are ten some decades being whipped by infernal rust mon-
depth charges, each weighing around 400 pounds. sters. After that incident, Abigor became obsessed
A depth charge must be armed before it is capable with presenting a clean and martial appearance,
of detonating. To arm a depth charge, the cor- employing a small legion of imps to burnish its skin
rect combination of runes on its surface must be to a blazing shine.
pressed, requiring a successful DC 19 Intelligence An actual physical run-in with Abigor (see the
(Arcana) check for each depth charge (Fiends accompanying stat block) should be a simple, bru-
succeed on this check automatically). If an armed tal experience but its relative isolation at the heart
charge takes more than 20 damage it detonates, of Maladomini has left it curiously desperate to
dealing 52 (8d12) lightning damage to every object make the most of any fight it might get into. Rather
or creature within a 60-foot-radius. Any armed than simply tear up the opposition, it constantly
depth charge damaged in this way detonates too. changes to more and more complex and convoluted
The damage from a single depth charge immedi- tactics, desperate to make the very most of any
ately breaches the hull of the submersible, filling melee. In doing so, it can end up missing obvi-
the room with the waters of the Styx. ous opportunities to destroy its enemies, or even
AARON SIMS

inadvertently give them an advantage or let them

192 Chapter 11 | Hunted by the Dukes


Abigor
Large Fiend (Devil), Lawful Evil
escape. In one recorded instance, the archdevil
Armor Class 22 (natural armor)
even broke off the fight at its moment of victory
Hit Points 337 (27d10 + 189) to school its enemies in how they could provide a
Speed 30 ft. greater challenge, then insisted on beginning the
fight anew.
STR DEX CON INT WIS CHA
27 (+8) 14 (+2) 25 (+7) 20 (+5) 16 (+3) 16 (+3) Assassinating Abigor
Saving Throws Str +15, Int +12 If the characters have come to slay Abigor for the
Skills Athletics +22, History +12, Insight +10, Intimidation +17, hag, Anacreda, when the archdevil is defeated,
Perception +10, Survival +10 they feel the ever-pressing weight of the geas that
Damage Resistances cold; bludgeoning, piercing, and slashing has bound them magically lift. They’ve completed
from nonmagical attacks that aren’t silvered
their end of the bargain and are free of the hag’s
Damage Immunities fire, poison
Condition Immunities poisoned influence.
Senses darkvision 120 ft., passive Perception 20
Languages Celestial, Common, Draconic, Infernal, Capturing Abigor
telepathy 120 ft.
The characters don’t need to keep Abigor alive for
Challenge 22 (41,000 XP) Proficiency Bonus +7
the Triad’s ruse to work. They simply must defeat
Devil’s Sight. Magical darkness doesn’t impede Abigor’s Abigor and capture the submersible before con-
darkvision. vincing the aboleth to lure Baalzebul into a rescue
Magic Resistance. Abigor has advantage on saving throws
attempt. If they’ve done this, and the aboleth still
against spells and other magical effects. lives, and the characters return to area B3, then
read the following:
Actions
 
Multiattack. Abigor makes four attacks using its Warhammer,
As you prepare yourself for the arrival of the archdevil,
Throwing Hammer, or a combination of the two.
Baalzebul, you watch the aboleth’s slimy tentacles
Warhammer. Melee Weapon Attack: +15 to hit, reach 5 ft., one
target. Hit: 17 (2d8 + 8) bludgeoning damage plus 3 (1d6) press against various glowing sigils. A long silence
thunder damage. ensues, punctuated only by the occasional ping as
Throwing Hammer. Ranged Weapon Attack: +15 to hit, range the Styx’s immeasurable pressure exerts against the
30/60 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage submersible’s metal hull. Then a sigil draws itself
plus 3 (1d6) thunder damage. Hammers thrown this way fall
upon the floor, lines arcing and dovetailing, flaring
and stick into the ground after hitting their target and a new
hammer appears in Abigor’s hand. bright and fading swiftly. For a moment a man with
Thunderous Slam (Recharge 5–6). Abigor causes all its features exceedingly fine appears, in shadow, and
hammers left on the battlefield to bristle with thunderous then he shrieks, his voice deepening into a grotesque
energy, exploding outwards with a roar. All creatures within a
gurgle as the human-form shatters, expanding into a
10-foot-radius sphere centered on each hammer must make
a DC 22 Constitution saving throw. Targets take 26 (4d12) bulging mass of flesh, until a slug-like creature looms
thunder damage on a failed save, or half as much damage on a over you.
successful one. If a creature is within multiple spheres, it must
“W-what trickery is this?” And you recognize the
make the save multiple times, taking damage from each source.
voice, for you have heard it spoken from the mouth of
Legendary Actions Koh Tam when he was possessed by Baalzebul at the
Abigor can take 3 legendary actions, choosing from the options beginning of your venture. “My body … my b-beautiful
below. Only one legendary action option can be used at a time
and only at the end of another creature’s turn. Abigor regains body. What have you done to me?”
spent legendary actions at the start of its turn.  

Throw Hammer. Abigor makes a Throwing Hammer attack. Baalzebul (see appendix A) is both confused at his
Call Thunder (Costs 2 Actions). Abigor targets a hammer that it sudden transformation back into his most hated
can see within 60 feet to let out a thunderous roar. Creatures form and in rage at the characters. He lashes out at
within a 10-foot-radius sphere centered on the hammer must
them. The characters can either stand to fight him
make a DC 22 Constitution saving throw, taking 26 (4d12)
thunder damage on a failed save, or half as much damage on or attempt to escape. In either case, they’ve com-
a successful one. pleted the mission the Triad assigned them and if
they survive here, they should return to Nessus.

Chapter 11 | Hunted by the Dukes 193


Nessus, a rocky wasteland.
CH A P T ER 12

Nessus, the Bastion of Asmodeus


he final layer of the Nine Hells, bas- Objectives
tion of Asmodeus and heavily guarded by
Before entering Nessus, the characters should have
his legions, is the cracked wasteland of
resolved their patron’s mission. Make sure that all
Nessus. It floats within an infinite, blood-
phylacteries have been attained. Once they enter
red void, which extends in all directions.
Asmodeus’s domain, they need to make haste and
Very few are given entrance into Nessus, with the
find a way to annul the contracts before Asmodeus
patrolling legions of devils ordered to kill tres-
prevents their escape.
passers on sight, including other devils.
Random Encounters in Nessus
Running this Chapter d6 Encounter
Before running this chapter read the “Nessus Over-
1 A singular amnizu (see Monsters of the
view” section. As this is the final stage of the charac-
Multiverse) approaches the characters with a
ters’ journey into the Nine Hells, they need to find a
smile on their face. It offers a quick passage
way out of their contracts. Make sure the players get
out of Nessus in exchange for 2 Soul Coins per
the chance to complete their quest objectives before
character. To each paying character it gives a
triggering the final stage.
wishbone, that when snapped, transports the
The individual character’s score on the Corruption
character back to the Falls of the Frozen Titan
Tracker (combined with their choices in this chap-
in Cania.
ter) determines the possible outcomes available to
2 Two pit fiends spar with each other, testing their
them. The information in the “Final Stage” section
strength. They invite any travelers to spar with
helps you prepare for the final encounters in this
them. If they find their sparring partner to be
chapter.
lacking in strength, they quickly change their
Encounters tune to harvest a wayward soul.

The characters have entered the domain of 3 A group of four horned devils patrol the skies
Asmodeus. Even if they manage to travel the layer of Nessus, looking for any potential intruders.
without setting off his defenses, they’re likely to If they spot any, they approach and ask to see
encounter complications while they’re here. Before a writ of passage. If the intruder can’t produce
the characters enter either the Oasis of the Lethe valid evidence, the group attacks.
or Malsheem, roll at least once on the Random 4 Filled with rage by the sheer quantity of souls
Encounters in Nessus table. it absorbed, a tyrant shadow (see appendix B)
rampages through the layer. Creatures of its size
Locations and strength are rare, and its death curries favor
There are other locations of interest in Nessus, but in the realm. If they kill it, the characters have
the characters are warned against visiting them. advantage on all checks when interacting with
They should remain focused on their mission and the Triad. Additionally, when the tyrant shadow
limit the time they spend in Asmodeus’s domain. dies, 3d4 Soul Coins are created.
5 A pride of six hellcats (see appendix B), led by
Koh Tam and Tiax a particularly menacing bezekira, stalks Nessus
Koh Tam or Tiax (depending on who the characters looking for prey. They avoid opponents they feel
sided with earlier) wait for the characters’ return by they can’t defeat.
the Falls of the Frozen Titan. Once they’ve gotten 6 Actively sneaking towards the center of Nessus
what they came for, they need the barge to travel the is a single balor dressed in black robes. It is
Nine Hells one last time, to freedom. constantly vigilant and approaches any creature
that notices its presence. Its infiltration was
difficult to secure, and it goes to any length to
ensure no devil learns of its mission.
JULIAN CALLE

Chapter 12 | Nessus 195


Nessus, the Ninth Hell to Cania

River L
ethe

Tabjari
Malsheem

to the Oasis of
the Lethe

known as the Triad. If the characters navigate the


Captured
trials of these three archdevils, then they might
If the events from chapter 11 led to the Dukes capturing
the characters on behalf of Asmodeus, they’re brought be able to convince Asmodeus to release the souls
before the Triad. They may not have all the necessary from their contracts.
phylacteries to confront Asmodeus yet. However, all
isn’t lost as they may still save their loved ones. The Corruption Tracker
scenario with the Triad plays out slightly different if the
characters were captured or not. Before setting out in Nessus, consult appendix E.
The information there helps you guide your players
through the finale of their adventure. Do the follow-
The Final Stage ing now:
There are two ways that the characters can • Tally the individual scores for each character on
approach the last stage of their quest: the “Corruption Tracker.”
• Koh Tam has an invitation to a place in Nessus • Use the Corruption table to determine if the char-
known as the Oasis of the Lethe. In this place acter has become corrupted.
of learning, the characters can discover how to • Use the Final Outcomes table to determine the
free their souls or the souls of their loved ones resolution available to each character.
from the contracts that bind them. To get there,
they must follow another infernal river, called the
Lethe, which eventually brings them to the Oasis
Nessus Overview
Though the Styx freezes in its passage to Nessus,
of the Lethe.
it doesn’t completely dry up. Near the bottom, the
• The characters can confront Asmodeus directly.
temperature shift causes a small section of the
To do this, they simply must enter Nessus, where-
river to melt and finish its journey to Nessus below.
upon the Lord of the Nine senses their presence
This stream is heavily guarded and flows a small
and sends a force to escort them to Malsheem.
JOHN STEVENSON

distance before pooling into the Forgotten Lake,


Asmodeus won’t deal with the characters initially,
the last stop. From here, it drains into the porous
instead he leaves them to his faithful servants
stone of Nessus, traveling to the very bottom of

196 Chapter 12 | Nessus


the layer. It gurgles through a few of the deepest layer in the Nine Hells, exiting Nessus is only pos-
ravines before mysteriously vanishing on its jour- sible by ascending into Cania. Malsheem certainly
ney to Gehenna. contains portals of some kind within its walls,
An arid wasteland, Nessus resembles a rocky though their location is known only to Asmodeus
plain filled with cracks, pits, and canyons. The and his guards—as is their destination.
majority of the layer is flat, with only a few hills.
Storms of fire and hot wind blow across its sur- Features
face, and sandstorms aren’t uncommon. Though Asmodeus knows of all that enter his realm. With-
many ravines mar its surface, only a few are out some method of concealing their presence,
important enough to have names. The Serpent’s Asmodeus always knows the relative location
Coil is a massive ravine, rumored to contain Asmo- of each creature in Nessus. Visitors feel a con-
deus’s true body and caused by his fall into the stant state of paranoia, as if something is always
Nine Hells. Its depth is practically infinite, and no watching.
creature has ever gone from the surface of Nessus
to the bottom. Climbing down into Nessus
A close cousin of the Styx, the River Lethe orig-
inates on Nessus. Some scholars believe its pools  

are fed by the Styx itself, but the river’s unique The great gray swell of the River Styx begins to slow.
powers and secluded nature make such beliefs Here and there great chunks of ice appear and are
impossible to prove. From its spring in Nessus, pushed along by the churning waters until they collide
the Lethe flows across the land, occasionally and begin accumulating into one mass that pushes up
crossing ravines and canyons, before reaching the against the riverbanks. The ice becomes thick enough
edge of the landmass. Unlike the Styx, the Lethe
to stand on, but the rush of moving water below can be
completely defies gravity, flowing over the cracks
in the land without breaking its stride. It flows off heard. Eventually this sound slows to a gurgling whis-
the edge of Nessus unimpeded, where it continues per and then falls silent. The ice stretches out for a dis-
to run off into the void, seemingly floating into the tance, solid and white with arching crests where swells
empty space. and rapids have frozen, and then it ends, and all that
Largest of all cities in the Nine Hells is Malsheem, remains is empty sky. At the edge of the ice one can see
home to Asmodeus and his infernal legions. The city
out over the barren Nessus plains, vast and sprawling,
lies within the largest trench in Nessus and expands
from its bottom to the skies, marking the center of reaching the far horizon. The drop below is dizzying.
the realm. From its spire, Asmodeus looks out on The powerful waters of the Styx have tumbled over the
Nessus and, when the fancy strikes him, the rest edge of the cliff and frozen into an enormous curtain of
of the Nine Hells. The only other structure of the solid ice. The ground is scarcely visible, hazy with dis-
layer, Tabjari, is a copper fortress built into the walls tance. Trapped within the plunging frozen waterfall is a
bordering Reaper’s Canyon. An impregnable citadel,
titanic skeleton of humanoid shape dressed in gleaming
the structure is home to Asmodeus’s elite forces
and acts as a vault, safeguarding his most valuable armor. A giant.
possessions.
 

All devils native to the Nine Hells, those that don’t To reach Nessus, the characters must climb down
arise from the souls of the damned, are “born” on the body of an ancient giant, half submerged in a
Nessus. Asmodeus’s true form continues to bleed frozen waterfall that is the last stage of the River
from his wounds, and from this blood sprout devils. Styx. This skeletal figure, of a scale beyond the
They’re quickly redistributed to various other stature of mortal Giants, is armored in gleaming
layers, depending on need and duty, with Asmodeus mail that remains pristine and shimmers within
keeping only the most powerful. Each archdevil the ice.
answers to Asmodeus, the Overlord of the Nine Although no more than bones, some trace of life
Hells, who rules from the infernal throne in Nes- still clings to the frozen titan. Those approaching
sus. They all plot and hope to gain the throne for hear its voice in their head, speaking whatever
themselves, yet Asmodeus has ruled the Nine Hells language is most native to them. It names itself as
since their inception, and likely will continue to do Devorastus, a warrior of law, who came to the Nine
so until the end of time. Hells unknown centuries ago and, after slaying
Entrance into Nessus is nigh impossible, and countless devils, ended up imprisoned in the eter-
rarely done. Those that choose to enter the realm do nal ice of Cania.
so by Asmodeus’s invitation or are almost certainly Devorastus asks all passers-by to work towards
destroyed by the realm’s defenses. As the lowest freeing it, even if it is only to chip a few handfuls of

Chapter 12 | Nessus 197


ice away from its frozen tomb. Its words are persua- to light fires that the cold of Cania kills, and make
sive, and an ability to read the thoughts of others sacrifices in the hope the warm blood and shed life
permits it to tempt them with targeted inducements force will help free their champion.
appealing to their morality, offering bribes, or pledg- Devorastus’ vast armored form is plainly a long
ing services. way from being free, and to chip a little ice away
 
might seem a meagre price to pay to avoid the
There is a furious commotion around the titan’s predations of the cult. However, Devorastus’ true
nature is very different, and the creature is far closer
head. Mortals and devils brush shoulders as they chip
to escaping than it looks. Devorastus’ actual form
and claw away at the ice around it. Some seem to be is similar to a gelatinous cube, currently wrapped
working in groups, others alone, but each acts with the around the bones of the titan. It is a demon, a lieu-
same desperate fervor. tenant or perhaps rival of Juiblex, which travelled
  down the swift flow of the Styx before being trapped
in the ice. As soon as even a small hole in the ice
Over time a cult of desperate dissidents has arisen
pierces through to the chamber it is encysted in, the
around the ice-locked head of Devorastus. Some
creature will surge out, feed off the flesh of mortals
cultists are mortal travelers who have nothing
and devils alike and then seek to return to the river
else in the plane save their hope that the giant will
in the hope it can follow the current to more hospita-
somehow save them. Others are actual Fiends,
ble climes.
outcasts or rebels fleeing Mephistopheles’ ire,
Characters must expend significant energy to free
who intend to use the skeletal giant as their war
Devorastus. Track each hour of active digging/exca-
machine to fight their former master. Thus far the
vating, per character, with every 30 points of fire
archdevil is either ignorant of the cult or considers
damage counting as an additional 1 hour of effort.
action against it not worth the resources—or it is
Once this tracker reaches 50, Devorastus (see the
simply amused by its folly. The score or so of cult
accompanying stat block) is freed.
members pick feebly at the ice covering, attempt

Devorastus Sticky. Devorastus can climb difficult surfaces, including upside


down on ceilings, without needing to make an ability check.
Huge Fiend (Demon), Unaligned
Transparent. Even when Devorastus is in plain sight, it takes
Armor Class 14 (natural armor) a successful DC 15 Wisdom (Perception) check to spot
Hit Points 275 (22d12 + 132) Devorastus if it has neither moved nor attacked. A crea-
Speed 30 ft. ture that tries to enter Devorastus’ space while unaware of
Devorastus is surprised by it.
STR DEX CON INT WIS CHA
24 (+7) 14 (+2) 22 (+6) 8 (–1) 6 (–2) 10 (+0) Actions
Multiattack. Devorastus makes four attacks using its
Damage Resistances cold, fire, poison; bludgeoning, piercing, Pseudopod, Spit, or a combination of the two.
and slashing from nonmagical attacks that aren’t silvered
Damage Immunities acid Pseudopod. Melee Weapon Attack: +13 to hit, reach 20 ft., one
Condition Immunities blinded, charmed, deafened, exhaustion, target. Hit: 42 (12d6) acid damage.
frightened, prone Spit. Ranged Weapon Attack: +8 to hit, range 100/200 ft., one
Senses blindsight 60 ft. (blind beyond this radius), passive target. Hit: 28 (8d6) acid damage. A target hit by this attack
Perception 8
must make a DC 21 Constitution saving throw. On a failed
Languages telepathy 120 ft.
save, the target has the prone condition.
Challenge 20 (25,000 XP) Proficiency Bonus +6
Engulf. Devorastus moves up to its speed. While doing so,
Legendary Resistance (3/Day). If Devorastus fails a saving it can enter Large or smaller creatures’ spaces. Whenever
throw, it can choose to succeed instead. Devorastus enters a creature’s space, the creature must make
a DC 21 Dexterity saving throw. On a successful save, the
Ooze Cube. Devorastus takes up its entire space. Other
creature can choose to be pushed 5 feet back or to the side of
creatures can enter the space, but a creature that does so
Devorastus. A creature that chooses not to be pushed suffers
is subjected to Engulf and has disadvantage on the saving
the consequences of a failed saving throw. On a failed save,
throw. Creatures inside the cube can be seen but have total
Devorastus enters the creature’s space, the creature takes 35
cover. A creature within 5 feet of the cube can take an action
(10d6) acid damage, and is engulfed. The engulfed creature
to pull a creature or object out of the cube. Doing so requires
can’t breathe, has the restrained condition, and takes 42 (12d6)
a successful DC 21 Strength check, and the creature making
acid damage at the start of each of Devorastus’ turns. When
the attempt takes 35 (10d6) acid damage. The cube can hold
Devorastus moves, the engulfed creature moves with it. An
only one Huge creature or up to six Large or smaller creatures
engulfed creature can try to escape by making a DC 21 Strength
inside it at a time.
check as an action. On a success, the creature escapes and
enters a space of its choice within 5 feet of Devorastus.

198 Chapter 12 | Nessus


Climbing down the frozen giant to Nessus.

   

Though your efforts have only produced a small, From across the arid plains there comes a distant
albeit deep, channel in the ice, there’s a disturbing roar. The ground trembles slightly and a hot, sweep-
hissing noise, as if water has found its way to a tiny ing wind follows, sending up a curtain of red dust.
crack in a massive dam. A surge of pale liquid bubbles A shadow passes suddenly over the land ahead of
out from the hole you have created, almost instantly you. It is immense and slips over the distance with
becoming a huge mound of ooze sticking to the ice. alarming speed. A second shadow joins it. There is
The trapped titan collapses as if whatever once sus- another ground-shaking roar and then the sound of
tained it, has escaped. snarling and the rattle of weaponry. A massive fiend
 
approaches, red, winged, and armed with a heavy
The massive ooze-like demon, barely visible metal mace. Following it are four equally large devils
against the ice, climbs up or down as necessary, with dark, leathery skin and wings and six devils with
attempting to consume anything nearby. If no ene- enormous horns carrying tall forks with sharpened tips
mies are detected within 60 feet, it begins crawling that glow with heat. Flanking this monstrous party are
upwards, in the hopes of finding a more comforta-
two dragons. The scales of the beasts’ gleam a brilliant
ble resting place.
Climbing down the titan isn’t without its dangers. red and the cutting wind born of their powerful wing-
Shredwings roost in parts of the body of the titan. beats carries with it the scent of smoke and sulfur.
2d6 of them attack anyone descending, but once half  

of them are killed, the rest retreat. The escort is led by a pit fiend and includes four
war devils (see appendix B), six horned devils, and
Entering Nessus Without a pair of adult red dragons that the characters are
Protection to ride if they can’t fly themselves. Even the most
If the characters enter Nessus without any protec- powerful characters will find this to be a difficult
tion against divination, then they are sensed by fight if it comes to violence, but the devils have been
Asmodeus immediately. He sends a force to escort told to simply escort the characters, not imprison
them to Malsheem. them. They only attack to defend themselves or if
SERGEY MUSIN

the characters refuse to accompany them. Proceed


to the “Adventure: Malsheem” section.

Chapter 12 | Nessus 199


Traveling Across Nessus The barge is carrying a tithe from the archdevil
Those traveling across Nessus can stick close to the Orvrastus, intended for Nessus. The loss of this
River Lethe or strike out into the plains to avoid the tribute will bring Orvrastus into bad odor with
traffic of devils that can be found along the river’s Asmodeus. A variety of pettifogging bureaucratic
edge. Below are two possible encounters. obstinacies have resulted in Fierna of Phlegethos
becoming irritated by Orvrastus, and she has sent a
The River Lethe team of four erinyes to haul the barge astray. Instead
The River Lethe is, if possible, less navigable than of travelling into the calm waters of the locks, the
the River Styx. In many places the river plunges erinyes are attempting to drag the vessel over the
over vast, wild falls, and devils have had to labori- falls, while the infernal crew back the engines and
ously build complex sequences of locks to permit launch missiles at their flying tormentors.
their great river barges to safely traverse the drops. A dispute between devils may not be of overt inter-
On occasion, political feuds between devils spill est to mortals such as the characters, but the treas-
over into direct sabotage and action. Consignments ures on board may well be—whether they constitute
of valuable goods—souls, sorrow wine, magic arti- people to be rescued or valuables to be pilfered. In
facts, and mortal prisoners—are wrecked or sunk the chaos of the fight, it might be possible to get on
as one diabolic magnate strikes indirectly against a board the ship, loot it, and get off before it goes over
rival. The falls of Telkalal are a favorite location for the falls.
such skullduggery. Alternatively, the characters could assist the
vessel’s demise, and then hotfoot it below to sieve
 

The crew of a merchant’s barge is desperate, running


the River Lethe for spilled treasures. In doing so
they must contend with not only the usual denizens
around and tripping over each other as they try to catch
of Nessus, but habitual mobs of infernal salvagers
grappling hooks on the jagged rocks that line the top intent on acquiring the same riches.
of the falls. They have little success and the few lines Treasure. If the characters are successful, they
that draw taut snap under the weight of the barge and obtain 4d4 x 1000 pp and one rare magic item from
the strength of the water. Terrified screaming can be the Dungeon Master’s Guide. The characters also
heard from the cargo hold. The barge jolts as another
find 2d4 Soul Coins.
line snaps and draws closer to the edge of the falls. The The Plains of Nessus
screaming increases in volume. The drop of the falls is There is a saying in the Nine Hells, that nobody
monstrous and there are towering rocks below, cutting works harder than Asmodeus. The lord of all the
out from the white spray like hungry teeth. Nine Hells neither sleeps nor rests, and whilst most
 
of his servants devote plenty of time to sating their

Like the Styx, the River Lethe


contains many dangers.
In an attempt to escape Nessus,
desperate souls have stolen an armored wagon.

hedonistic pleasures, the greatest of all Fiends


An Old Nemesis
constantly bends his mind to the corruption of the
This might be an opportunity to resurface villains
planes and the ensnaring of souls. from earlier in the character’s adventures before they
Even Asmodeus permits himself some entertain- ventured into the Nine Hells, having them side with
ment from time to time, though his joys are little Ormogg in this prison break. Alternatively have the
different to his duties. At times he enjoys hunting prisoners be comprised of an archmage, four priests,
some of the more formidable captive souls in his six gladiators and eight veterans. The creature pulling
possession. their wagon is a miasmorne (see appendix B) but it
Those he torments personally are, of course, lost isn’t truly under their control, at any moment it might
turn upon them.
beyond any hope of retrieval. Not one of them will
ever escape his grasp. However, the finest razor
edge of torment is that he persuades each one of tyrants and murderers among their ranks. As befits
them that there is a hope of reprieve. For his hunts, prisoners of the Nine Hells, each one is irredeema-
he often likes to allow his prey to think they’ve bro- bly evil. They’ve stolen—been permitted to steal—a
ken out of the prisons of Malsheem and that they’ve vast armored wagon drawn by a monstrous beast,
some sort of chance at freedom. and now they ride it across the barrens of Nessus
with a ragged mob of devils hounding their heels.
 
Asmodeus watches on, greatly amused, until he
A large, armored wagon, drawn by a colossal monster,
decides to send in his special hunters.
careens wildly over the plains. Overhead, thin figures Asmodeus’s former captives are well used to the
with feathered wings that still shine with faint celestial torment of Fiends. His Bright Hounds are some-
light swoop and fall. thing else. The breaking of angels is an especial
  pleasure to the lords of the Nine Hells. Asmodeus
revels in perverting them to his while, twisting them
In this case, Asmodeus has permitted a gang of into cruel falcons. He has stables of them, no longer
desperados to stage a breakout, purely for the joy of resembling angels but their radiant power might
hunting them down. still bite the hand that unhoods them. They repre-
The supposed escapees are a selection of some of sent an additional test of his mastery that makes the
the worst the mortal planes have had to offer over whole hunt truly interesting.
several centuries. Their current leader—though The Bright Hounds are comprised of four devas
they fight among themselves a lot—is an orc warlord and two planetars (lawful evil and delivering
named Ormogg (neutral evil, orc assassin with necrotic damage instead of radiant).
120 hit points), whose hordes despoiled cities and The characters, encountering the wagon on its
SERGEY MUSIN

burned forests and flooded dwarven holds with headlong flight, might get involved in a variety of
magma, but they’ve great sorcerers, wicked priests, ways. The wagon’s inhabitants, believing they know

Chapter 12 | Nessus 201


The oasis floats above vast desolation.

a way out of Nessus (which conveniently is at the Advice from Koh Tam
Oasis of the Lethe, but is also just a lie planted by
Koh Tam previously gave the characters an infer-
Asmodeus) may offer them a place aboard in return
nal map. Show the players the map of the Oasis of
for fighting off the devils—only to be revealed as
the Lethe in appendix F. They can use this map to
monsters almost as bad as the devils outside. The
decide which points of interest they want to explore.
angelic hunters may provoke pity, though there is
Refer to the “Using an Infernal Map” section of
little the characters can do for them save end them.
chapter 2.
Adventure: Monsters of the Red Void
The Oasis of the Lethe There are certainly threats that come to trouble
Everything within Nessus’ bounds is the unchal- those at the oasis. Inexplicable monsters some-
lenged domain of Asmodeus, yet the Oasis exists times undulate out of the red void— bizarre beasts
just slightly beyond. Enough to satisfy the legalistic never seen before and never replicated. Whilst they
minds of devils, perhaps. The River Lethe runs represent unparalleled opportunities for study,
through Nessus, heedless of topography, reaches they also devour the occasional student. Desperate
the edge of the wasteland and just keeps going. It fugitive souls and marauding adventurers fleeing
flows forever into the red void, eerie, discomfiting, Asmodeus’s pursuit occasionally find their way to
and unexplained. The greatest infernal minds can’t the Oasis and make demands of the arch-magister
account for it, nor any god that has been petitioned Elihandrel, though thus far his magical abilities
for an answer. What lies at the end of the Lethe? have sufficed to return them to the archdevil’s cus-
Does it empty out into another constellation of tody in short order. Sometimes conjurations called
planes? The question has ever troubled philoso- up by the mages themselves get loose and have a
phers and cosmologists. And so, on the banks of the brief career of havoc before they’re banished once
Lethe, a community of scholars and wizards has more. But from the devils of the Nine Hells them-
SERGEI SARICHEV

arisen to study this phenomenon and, through it, selves, there is no threat. They’re as obliging as the
the underlying nature of the planes themselves. The most unctuous servants.
Oasis of the Lethe is their haven.

202 Chapter 12 | Nessus


The Oasis of the Lethe

O4

O6

O2

O5

O3

O1

0 50 100 150 200


JOHN STEVENSON

Feet

Chapter 12 | Nessus 203


Oasis of the Lethe Locations made the arduous journey and the souls of the dead.
Asmodeus sporadically signs orders releasing the
Some of the major locations found in the oasis are
most learned of scholars within his domain from
described below.
their torments so that they may aid in the research
O1: Arrival of the Oasis. The prospect of questioning the great
minds of elder days is enough to bring some visitors
 
to the community here.
The Oasis is a floating island seemingly tethered mag-
ically to the endless flow of the River Lethe, a mile out O2: Home of Teskethmus
from Nessus’ edge. In contrast to the barren plane, it is One of the most respected minds of the current ros-
ter of scholars at the Oasis is that of Aldri Tesketh-
green and verdant, thronging with life. There are trees
mus, a living human archmage of the Red Wizards,
meticulously trained together to form living buildings;
who theorizes that the traditional arrangement of
there are pools of sparkling water that promise refresh- the planes is merely an artifact of mortals’ limited
ment. Animals and birds dwell here, apparently without ability to comprehend the wider universe.
fear of mortal or devil. Lions and lambs, serpents and
O3: Home of Orvedarc
deer, all living in harmony.
Orvedarc is a duergar heretic priest-scholar who
 
died centuries ago and has spent time in the Nine
Within the buildings of the Oasis there are librar- Hells both in torment and in service to devils. Now
ies that would make a sage weep, telescopes and released, he works on his incomplete research into
scrying pools and all manner of divinatory instru- the nature of divinity and divine magic.
ments to look into Nessus and the river and the
wider planes. There are debating rooms and places O4: Home of Isitrix
for quiet contemplation. Any mortal who has ever Isitrix the Termagant is a sahuagin magi-
valued the pursuit of knowledge instantly feels that cian-queen (mummy lord but she isn’t Undead,
they’ve come home. her creature type is Humanoid) who in life brought
The Researchers. Some of the planes’ greatest wars that encompassed entire oceans, but who
minds can be found here studying the intrinsic now peaceably studies the River Lethe and its
nature of the cosmos—both the living who have curious mechanics.

Elihandrel lures scholars


to the Nine Hells with the
promise of knowledge.
O5: Home of Elihandrel O6: The Library
It is an inevitable fact that those long-dead souls at
 
the Oasis are mostly of evil persuasion. There are There are four grand hallways in the library. Each so vast
other incautious mortals who fall into Asmodeus’s
and tall that neither their ends nor their ceilings can
power, but the majority of souls in his domain are
those drawn to the Nine Hells by the choices they be seen. Magnificent marble pillars line the hallways,
made in life. However, the arch-magister of the dividing them into sections, and each section stretches
Oasis, Elihandrel (use empyrean stats but Elihan- off until it is lost in distant shadows. There are upper
drel is Medium sized), keeps order. His word is levels, and these also grow faint as they rise beyond
law, as much as Asmodeus’s is within Malsheem. where the eye can see. Elaborate, curling staircases
Those who won’t abide by his codes of peace and
descend underground, suggesting further levels below,
scholarly amity know that a return to the Nine
Hells awaits. and rise upward until they vanish. Every available space,
Elihandrel himself is an ageless high elf, robed every nook and cranny, every shelf and row, is filled with
in simple grey. He appears mild, confident in his books. Books, packed tight in neat rows and layered in
authority and power, proud of the peaceful commu- towering stacks, stretching on, it seems, to eternity.
nity he has built. His soft-spoken word is the end of  

any disagreements, ensuring that those under his


charge never let civilized debate get out of hand. The knowledge contained within the library is unri-
His guests have everything they need—the trees valed. An amnizu (see Monsters of the Multiverse)
bear endlessly nutritious fruit and there are always is the caretaker of the library, but also fully empow-
books, tools, and scholars’ supplies of surpassing ered to modify or annul contracts. Before the char-
quality. He even sanctions research expeditions to acters can ask for his assistance however, they need
other layers of the Nine Hells. At his beck and call to prepare their arguments. The legal documents
are a staff of curiously meek devils, still monstrous section of the library is where the characters find
of aspect but on their very best behavior. Elihan- books that contain the clauses they need to build
drel himself reports to Asmodeus on a regular their case. However, if they want to look around the
basis, sharing all the knowledge that his faculty library before getting to work, there are many other
uncovers. He denies that he is in any way enabling sections of interest at the Library of Infernal Knowl-
evil. Learning, he insists, is without alignment. His edge. Once the characters are ready to start search-
ultimate goal is to push past the adversarial model ing for the clauses needed to annul their contracts
of the universe that has trapped all life in constant refer to the “Legal Documents” section.
conflict, law against chaos, good against evil. He
genuinely believes that a full understanding of the
Infernal Knowledge
planes can lead to a perfect future without hard- Magic books and other knowledge can be acquired
ship or sin. here. But if all these seem too good to be true, that
Elihandrel is very eager to spread word of his is because they are. Characters should feel uneasy
faculty out into the wider planes. He maintains as they begin to acquire items and knowledge;
correspondence with a number of temples, uni- everything has an ephemeral feeling to it.
versities, and mage schools on the mortal planes.
Whilst the appeal of studying the secrets of the
Personal Growth
Nine Hells is plain to evil mages and luminaries All these books work exactly as described in the
of all kinds, Elihandrel is very keen to maintain Dungeon Master’s Guide:
balance by attracting those of other aspects as • Manual of Bodily Health
well. He writes persuasively of the possibility of • Manual of Gainful Exercise
studying the heart of evil with an eye to countering • Manual of Quickness of Action
its influences. One must truly understand a thing • Tome of Leadership and Influence
before one can defeat it, is his frequent refrain. • Tome of Clear Thought
Scholars visiting the Oasis from the mortal planes • Tome of Understanding
find the opportunities of the place overwhelming.
There is always something new to learn—and not Magical Power
just miserly scraps but the great truths of the uni- There are various arcane scrolls and books here.
verse hanging just out of reach like fruit ready to be Spellbooks. Several tomes contain descriptions
plucked. Conversation with other resident scholars of previously unknown 9th-level spells apparently
is transcendent, opening the doors of the mind. more powerful than any known spell. With the
SERGEI SARICHEV

Very few ever want to leave once they arrive. right components, and a week of study each, these
writings can be turned into actual spells that could

Chapter 12 | Nessus 205


be used by wielders of arcane magic. These spells
Corruption
include:
All of the characters can find the loopholes to their
The Killing Winds. These winds create a hurricane contracts within the library. However, for any charac-
5 miles in radius that deals necrotic damage to ters who are corrupted during their time in the Nine
Hells, annulling the contracts isn’t the end of their
every living being within.
troubles. Use the information in appendix E to guide
The World Weave. This spell changes the climate the characters through their next steps.
in a region permanently.
Ioulaum’s Longevity. This spell extends the cast-
er’s life by snuffing out every life in a 1-mile radius. until all the loopholes required for all the characters
Each Humanoid life consumed adds a year to the are found.
caster’s life. Between a Rock and a Hard Place
Volcanic Eruption. This spell creates a volcanic Read the following only if there are corrupted
eruption that lasts for days and devastates a characters among the group. It should be read
region 100 miles in radius. aloud when the caretaker reviews the contract of a
Move Mountain. This spell allows the caster to cut corrupted character.
the top off a mountain and use it as a floating plat-
form upon which a city or fortress might be built.  

Spheresail. This spell allows the caster to create a The caretaker’s enthusiasm for your meticulous
spelljammer. research is noticeable. His eyes light up each time he
reads yet another cleverly worded part of your defense.
Religion After several minutes he is interrupted by an attendant
Several religious tracts focus on topics pertaining
that whispers something in his ear. Whatever is said,
to divinity and describe new and powerful 9th-level
spells. After a week of study and communion with it can’t be good. The caretaker’s shoulders slump and
the source of their divine magic, clerics and druids the devil looks sincerely deflated as he addresses you.
can learn the following 9th-level spells: “All for naught, it was all for naught. The Lord of the
Dire Winter. This allows the caster to bring about Nine Hells saw you coming, he did. I gather it was all
a winter across an entire continent that lasts for a big game for him. I can annul the contract, yes that I
2d12 years. can do. But I cannot undo the evil you have done dur-
Vengeful Gaze of the Gods. A powerful single ing your stay in the Nine Hells. Your soul … it is truly
target spell that simply annihilates anything that lost. Only the Triad can help you now.”
doesn’t possess legendary resistance.  

Item Crafting The caretaker informs the corrupted characters of


There are various other tomes here too: their predicament. If they want to improve their own
The Tomes of Asgardian Metal Working. fates, they have one more stop to make: they need
Describes how to forge the Hammer of Thunder- to plead their case before the Triad at Asmodeus’s
bolts and various Belts of Giant Strength in half palace in Malsheem.
the normal time and at half the cost. Additional Escape
margin notes suggest ways to make these items
As soon as the caretaker undoes one of the char-
even more powerful.
acters’ soul contracts, Asmodeus realizes what is
Legal Documents happening and initiates a purge (see “The Purges”
section for more information). Every minute that the
It is here, in the legal section, where the characters characters remain at the Oasis, they must roll on the
find the loopholes needed to annul the contracts. Random Encounters at the Oasis table.
Each hour that is spent searching requires a suc-
cessful DC 20 Intelligence (Investigation) check to Random Encounters at the Oasis
find the legal books that are needed to annul one of d6 Encounter
the contracts.
1 Nothing
Once a character has found a loophole, they can
ask the caretaker to annul the contract. The care- 2 A pit fiend
taker is only too happy to oblige, commenting on the 3 Five horned devils
vigorous and impressive research the character has 4 Three maelephant nomads (see appendix B)
done to prepare their case. However, a successful
5 Two war devils (see appendix B)
DC 15 Wisdom (Insight) check informs a character
that it might be best to wait to trigger an annulment 6 Nothing

206 Chapter 12 | Nessus


An unholy deal:
no one but Elihandrel
survives the purges.

Once the characters have escaped the Oasis, they’re Read the following narration aloud when a purge
relatively safe as long as they continue to use the occurs:
magic that keeps Asmodeus from knowing their
 
location. If some of the characters are corrupted, There is a powerful crashing sound somewhere in the
they must travel to Malsheem and try their luck with
library, followed by a roar and a piercing scream. The
the Triad. Otherwise, proceed to the “Leaving the
Nine Hells” section at the end of this chapter. scream is joined by another, and then another, and the
roar too gains company until the cold, marble halls echo
The Purges with a cacophony of gleeful snarls and beastly roars
There is, of course, a problem with the Oasis. This
and terrified, pained screaming and wailing shrieks.
is Nessus, after all.  
The deal that Elihandrel made with Asmodeus is
known to almost none. Nobody really gets a chance
to talk about it once the archdevil collects. Despite Knowledge that Doesn’t Travel
being beyond Nessus’ physical borders, the Oasis The learning of the Oasis, that seems infinitely
remains in Asmodeus’s domain, and Elihandrel convincing to all the scholars who debate within its
must pay rent for his tenure there. At irregular inter- leafy halls, doesn’t travel. Like a wine of uncertain
vals, carefully calculated by complex infernal clocks, vintage, the further you carry it from its region of
the forces of the Nine Hells visit the Oasis and origin, the less satisfying the taste. The cast-iron
sweep it bare of everyone save Elihandrel himself. logic of Elihandrel and his fellows weakens, or else
Every scholar and soul is hauled off to Malsheem, becomes abstruse, impossible to follow. It all sounds
to be dissected for all they know and then put to very intelligent until someone starts picking at the
eternal service or suffering as Asmodeus prefers. To details, and then it seems to mean nothing at all.
study at the Oasis is to tacitly permit the Nine Hells Asmodeus’s last joke on the Oasis is that almost
a claim to your soul, and over the centuries the everything that those serious and high-minded
archdevil has drained the best and brightest minds scholars write down is complete nonsense once
of the planes by indulging Elihandrel’s little project. taken away from the curious influence of the Oasis
The arch-magister himself considers the deal unfor-
tunate, but a small matter compared to the vast The Forgetful Scholars
reams of learning that his charges uncover. After Any knowledge or spells that a character learned at the
Oasis is lost within 2d12 hours of leaving. This includes
SERGEI SARICHEV

all, the libraries remain intact. Nothing, therefore, is


truly lost. attribute adjustments from books such as the Manual
of Bodily Health.

Chapter 12 | Nessus 207


itself. Almost everything. The final barb of the arch- captives of the Dukes—some brave characters may
devil is that every so often something that Elihandrel even choose to walk into the city themselves. No
disseminates to the wider planes turns out to be of matter how they get here, they always enter through
incalculable value, a true insight for the ages, per- the city gates of Malsheem. Here they’re met by an
haps even a weapon that can be turned against the escort of two pit fiends and eight horned dev-
Nine Hells. Those little scraps of true value mean ils who announce that they’re to be guests in the
that even those scholars who suspect the true nature palace of Asmodeus. The characters can go with
of the Oasis still hear the siren call of temptation. them or attack. If they attack, the devils are joined
After all, are they not the greatest minds of the age? by another pit fiend on initiative count 15 of every
Surely, they will be shrewd enough to outwit the round. Once defeated, the characters are deposited
trap the Oasis represents. And Asmodeus smiles to at the palace for an audience with The Triad.
himself as yet another great sage descends to Nes-
sus clutching one of Elihandrel’s invitations, because The Palace
there is no pride sweeter than the folly of the wise. When the characters arrive at the palace, they are
confronted by the three archdevils known as the
Adventure: Malsheem Triad.
Read the following when the characters approach
Malsheem, either on their own or escorted by devils.
The Triad: Rimmon, Zagum,
and Buer
 

Malsheem is a behemoth of a city. It stretches from the This triumvirate of bloated devils were angels once,
who fell alongside their master back at the dawn
bottom of a deep, jagged trench to the heights of Nes-
of all things. Rather than committing to taking
sus’ blood red sky, its towers and flagpoles stabbing
arms against the gods or embracing their fate, they
like spears through the thick, roiling clouds overhead. attempted to play lawyer with the divine. For an age
In width it is also massive, swollen so greatly that the they sought to escape their fate by exploiting techni-
giant trench in which it lies seems a tight fit. There is a calities in what it truly meant to rebel or be counted
strange and frightening beauty to the place. Even from among the supporters of Asmodeus. Eventually,
their legalistic hair-splitting failed, and the gods
a distance you can see that the city’s walls are uniform
delivered them to their master, who viewed them
and polished, the curling spires of its palaces are pre-
with utter contempt. He transformed them from
cise and elegant and everywhere there is the gleam of their radiant angelic forms into great floating sacs
precious metal and the light of burning fires. of flesh and made them his notaries, so they could
  exercise their lawyerly talents in his service.
The Triad might appear homogenous to mortals
There are several ways the characters might
at first sight, but they have different natures and
arrive at the city: captured upon entering Nessus
predilections. Just as deities of fate often have a
and taken directly to Malsheem, brought here as

Malsheem, the seat of power.


threefold nature, spinning, weaving, and cutting Rimmon, the
AARON SIMS

twister of words
the strands, so the Triad are an equivalent for the
contracts of the Nine Hells:
Rimmon (see the accompanying stat block), vast
with weaving tentacles protruding from his
form, drafts the twisted wording of Asmodeus’s
agreements—festooned with hidden loopholes,
and buried subclauses to bind the unwary while
denying them the rewards they truly seek. He has
a fiendishly creative mind, fond of games, word-
play and inordinately long sentences with clause
nested within clause until any sense of meaning
eludes the reader entirely.
Zagum (see the accompanying stat block), is the
interpreter of contracts, who takes the complex-
ities Rimmon creates and uses them against the
signatories, arguing the case of the Nine Hells in
courts across the planes and ensuring that even
the wiliest soul can’t escape Asmodeus’s reach.
He is a dry, thoughtful devil with a sense of humor.
In those rare occasions where a mortal advances
a line of argument that interests or surprises him,
he has been known to recruit them to his staff of
twisted legal minds—as an alternative to having
Asmodeus’s eternal enmity. While Rimmon is
an introverted wordsmith, Zagum is gregarious,
happy to share a joke and a drink with a mortal he
is about to shackle to eternal torment.
Buer (see the accompanying stat block) is the
torment. Her role is to enforce the contracts once
Zagum has proved their binding nature beyond
any doubt. Her hideous maw can chew over souls
eternally and she is utterly without mercy, the

Rimmon target is most vulnerable to. A creature bound under an infernal


contract also makes all saving throws against effects originat-
Medium Fiend (Devil), Lawful Evil ing from Rimmon with disadvantage.

Armor Class 17 (natural armor) Devil’s Sight. Magical darkness doesn’t impede Rimmon’s
Hit Points 262 (25d8 + 150) darkvision.
Speed 30 ft. Magic Resistance. Rimmon has advantage on saving throws
against spells and other magical effects.
STR DEX CON INT WIS CHA
18 (+4) 17 (+3) 22 (+6) 27 (+8) 25 (+7) 16 (+3) Actions
Multiattack. Rimmon makes four Sharpened Tongue or
Saving Throws Con +12, Int +14, Wis +13 Wordplay attacks.
Skills Arcana +20, History +20, Investigation +14, Perception
+13, Sleight of Hand +9 Sharpened Tongue. Melee Weapon Attack: +10 to hit, reach
Damage Resistances cold; bludgeoning, piercing, and slashing 10 ft., one target. Hit: 11 (3d4 + 4) slashing damage.
from nonmagical attacks that aren’t silvered Wordplay. Ranged Spell Attack: +14 to hit, range 60 ft., one
Damage Immunities fire, poison target. Hit: 35 (6d8 + 8) psychic damage.
Condition Immunities charmed, poisoned
Senses darkvision 120 ft., passive Perception 23 Connected Clauses (1/Day). Rimmon emits a burst of energy
Languages Celestial, Common, Draconic, Infernal, that arcs towards a creature he can see within 150 feet of him.
telepathy 120 ft. Three bolts then leap from that target to as many as three other
Challenge 20 (25,000 XP) Proficiency Bonus +6 targets, each of which must be within 30 feet of the first target.
A target must make a DC 22 Dexterity saving throw, taking 63
Contractually Obligated. Rimmon has advantage to hit (14d8) damage on a failed save, or half as much damage on a
SERGEY MUSIN

creatures under an infernal contract and when he hits such successful one. The damage type inflicted is of a type the first
creatures he delivers an additional 9 (2d8) damage of a type the target is most vulnerable to.

Chapter 12 | Nessus 209


Unfinished Business
In the event the characters come before the Triad after
being captured by the Dukes, they may not have gath-
ered all needed phylacteries. It should be clear to them
that performing a service for the Triad is their best
option. If they agree to do this, they’re allowed to leave
the palace. They can collect the phylacteries, capture
Abigor, and resume negotiations.

inflexible lash of the law. When the Triad are


forced to fight, it is Buer who brings the physi-
cal threat while the other two rely on magic to
support her. Their greatest weapon, in the fray,
is that those who are bound by infernal contracts
are automatically vulnerable to their powers. In
the small print of all their agreements is a clause
of implied consent, so that every spell cast by the
Triad can evade any attempt at resistance, and
any physical defense comes to nothing. When you
sign the contracts of the Nine Hells, you really are
agreeing to get everything you deserve, whether
you want it or not.

The Contracts
The Triad acknowledges that the characters have
likely come to Malsheem to nullify the contracts
Zagum, the that bind either them or one of their loved ones.
devil's advocate They have the power to nullify the contracts, but
only if the characters give an item of value or pro-
vide a service.

Zagum Devil’s Sight. Magical darkness doesn’t impede Zagum’s


darkvision.
Medium Fiend (Devil), Lawful Evil
Magic Resistance. Zagum has advantage on saving throws
Armor Class 19 (natural armor) against spells and other magical effects.
Hit Points 255 (30d8 + 120)
Speed 30 ft.
Actions
Multiattack. Zagum makes three attacks with Disarming
STR DEX CON INT WIS CHA Tongue or Oration.
17 (+3) 16 (+3) 18 (+4) 22 (+6) 25 (+7) 27 (+8) Disarming Tongue. Melee Weapon Attack: +9 to hit, reach 10 ft.,
one target. Hit: 10 (3d4 + 3) slashing damage. A target hit by
Saving Throws Int +12, Wis +13, Cha +14 this attack has vulnerability to psychic damage until the start of
Skills Arcana +12, Deception +20, Insight +13, Intimidation +14, their next turn.
Performance +14, Persuasion +20
Damage Resistances cold; bludgeoning, piercing, and slashing Oration. Ranged Spell Attack: +14 to hit, range 60 ft., one tar-
from nonmagical attacks that aren’t silvered get. Hit: 35 (6d8 + 8) psychic damage.
Damage Immunities fire, poison, psychic Legal Jargon (Recharge 4–6). Zagum chooses a point he can
Condition Immunities charmed, poisoned see within 90 feet of him. All creatures within a 20-foot-radius
Senses darkvision 120 ft., passive Perception 17 sphere centered on that point must make a DC 22 Wisdom
Languages Celestial, Common, Draconic, Infernal,
saving throw. Creatures that fail the save are confused for up to
telepathy 120 ft.
1 minute and must roll a d10 at the start of each of their turns.
Challenge 20 (25,000 XP) Proficiency Bonus +6
On a 1, a creature moves in a random direction then ends their
Contractually Obligated. Zagum has advantage to hit creatures turn. On a 2-6, a creature can’t use actions this turn. On a 7-8,
under an infernal contract and when he hits such creatures he a creature must use their action to make a melee attack against
delivers an additional 9 (2d8) damage of a type the target is a randomly determined creature within their reach that is not a
most vulnerable to. A creature bound under an infernal con- Fiend. On a 9-10, a creature can move and act normally.
tract also makes all saving throws against effects originating A confused creature may repeat the saving throw at the end of
from Zagum with disadvantage. its turn, ending the effect on a success.

210 Chapter 12 | Nessus


Buer
Large Fiend (Devil), Lawful Evil

Armor Class 21 (natural armor)


Hit Points 315 (30d10 + 150)
Speed 25 ft.

STR DEX CON INT WIS CHA


23 (+6) 22 (+6) 21 (+5) 16 (+3) 18 (+4) 17 (+3)

Saving Throws Str +15, Dex +13, Con +14


Skills Arcana +10, Athletics +22, Insight +11, Intimidation +17,
Perception +11, Survival +11
Damage Resistances cold; bludgeoning, piercing, and slashing
from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison
Condition Immunities charmed, poisoned
Senses darkvision 120 ft., passive Perception 21
Languages Celestial, Common, Draconic, Infernal,
telepathy 120 ft.
Challenge 21 (33,000 XP) Proficiency Bonus +7

Contractually Obligated. Buer has advantage to hit creatures Buer, the


under an infernal contract and when she hits such creatures enforcer
she delivers an additional 9 (2d8) damage of a type the target
is most vulnerable to. A creature bound under an infernal con-
tract also makes all saving throws against effects originating
from Buer with disadvantage.
Devil’s Sight. Magical darkness doesn’t impede Buer’s
darkvision.
Magic Resistance. Buer has advantage on saving throws against
spells and other magical effects.

Actions
Multiattack. Buer makes three attacks using her Claw. She can
replace two of the attacks with a Cleansing Bite attack.
Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
Hit: 22 (3d10 + 6) slashing damage. Reactions
Cleansing Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one Soul Exchange. When Buer is subjected to a spell targeting
target. Hit: 19 (2d12 + 6) bludgeoning damage, healing Buer for only her, she can attempt to swap places with a creature she
an amount equal to the damage dealt. damaged on her last turn. The creature must make a DC 19
Spectral Reaping (Recharge 6). Buer focuses her ethereal Wisdom saving throw. On a failed save, the creature and Buer
form, dashing up to 50 feet in a straight line through the swap positions, and the spell now targets the creature instead
ethereal plane. Any creatures in the line must make a DC 21 of Buer.
Constitution saving throw, taking 42 (12d6) force damage on a
Legendary Actions
failed save, or half as much damage on a successful one. Buer
may reappear at any unoccupied space along the line. For 1 Buer can take 3 legendary actions, choosing from the options
minute after using Spectral Reaping, Buer is empowered by below. Only one legendary action option can be used at a time
ethereal essence. Her Cleansing Bite attack now deals force and only at the end of another creature’s turn. Buer regains
damage instead of bludgeoning. spent legendary actions at the start of her turn.
Teamwork. Buer or one other devil within 60 feet of Buer makes
Bonus Actions a melee weapon attack against a target of Buer’s choosing.
Defensive Trip (Recharge 5–6). Buer attempts to slow the Backdoor Clause. Buer wreathes energy around a creature
actions of a creature she can see within 60 feet of her. The she can see within 60 feet of her. Until the end of Buer’s
target must succeed on a DC 18 Wisdom saving throw or be next turn, the target is covered in fire or cold energy, Buer’s
slowed until the end of its next turn. A slowed creature’s speed choice. Each time the target is struck with a melee attack,
is halved, it takes a –2 penalty to AC and Dexterity saving the attacker takes 9 (2d8) fire or cold damage.
throws, and it can’t use its reactions. Regardless of the slowed Refresh Souls (Costs 2 Actions). Buer devours a Soul Coin,
creature’s abilities or magic items, it can’t make more than one instantly refreshing one Recharge ability of any devil within
AARON SIMS

melee or ranged attack during its turn. 60 feet, including herself.

Chapter 12 | Nessus 211


SEBASTIAN KOWOLL
Baalzebul’s However, if they have the plans on them, then the
slug form
Triad reminds them that those can easily be taken
off of their dead bodies.
• If they learned the secret of Asmodeus’s origins
from Abigor’s aboleth, that is significant leverage.

Negotiating
This final negotiation is influenced by the choices
the characters made during their time in the Nine
Hells. If they’re corrupted their options are severely
limited. However, if the characters managed to keep
their souls relatively untarnished, they have more
options and may be able to outmaneuver the Triad.
For each individual character, check the Final Out-
comes table in appendix E to see which options are
available in the negotiation.
Setting the Terms. A corrupted character who
came to the Nine Hells to free their loved one can
choose to add one of the following clauses to their
new contract:
• You sacrifice your loved one to ensure a better
position in the Nine Hells for yourself. Your loved
one is returned to their torment. However, you’re
free to live out your life as an agent of Asmodeus.
After you die, you arrive in the Nine Hells as a pit
fiend. After you sign this contract, you may choose
any 2 of the epic boons available in the Dungeon
Master’s Guide (a successful DC 20 Charisma
(Persuasion) check can increase this to 3).
A Service to be Provided • You commit to becoming an agent for Asmodeus
for the rest of your life. In exchange, the soul of
The characters could opt to trick Baalzebul into
your loved one is released from their contract.
leaving Maladomini, so that Asmodeus can turn the
After you die, you arrive in the Nine Hells as a
archdevil back into his slug form. To do this they
horned devil.
must capture Baalzebul’s trusted lieutenant Abigor.
Asmodeus knows exactly where the infernal sub- A corrupted character who came to the Nine Hells
mersible that Abigor captains can be found. Once to free their own soul has limited leverage with
they capture the submersible, they must use the which to negotiate. They can try to improve their
aboleth within the infernal submersible to lure Baal- situation in the afterlife, however.
zebul into trying to rescue Abigor. When Baalzebul
• You agree to become an agent for Asmodeus.
turns into a slug and realizes he has been tricked, he
This guarantees you arrive in the Nine Hells as
does everything in his power to kill the characters.
a horned devil upon death. A successful DC 20
Items of Value Charisma (Persuasion) check upgrades this to a
Alternatively, the characters might offer items of pit fiend.
value: Uncorrupted characters have a better position in
• Two very rare magic items or one legendary magic these negotiations and can easily convince the Triad
item are appropriate payments. to release their loved ones or themselves from their
• One of the characters’ life and soul. bonds with this new contract.
There is Always a Catch. Once terms have been
agreed upon, the Triad writes up the contract. How-
Leverage
ever, there are some obvious loopholes that could be
The characters can avoid the previous options if
exploited by Asmodeus. There are three loopholes
they’ve come across knowledge that gives them
in total, one written by each of the Triad. A success-
leverage over Asmodeus:
ful DC 20 Wisdom (Insight) or Intelligence (Inves-
• If the characters have discovered the plans tigation) check reveals the first loophole and alerts
SERGEY MUSIN

that Asmodeus gave to the Brothers Morax and the characters that they’re being tricked, lowering
Adramalech, then they can use this as leverage. the DC for finding the second and third loophole to

212 Chapter 12 | Nessus


15. Once discovered, the characters can succeed on when they die. However, they will arrive in the
a DC 20 Charisma (Persuasion) check to have the Nine Hells as horned devils. A successful DC 20
loophole removed—or they can threaten violence. Charisma (Persuasion) check can make it so that
If they’re violent, then whoever they’ve threatened they arrive in the Nine Hells as pit fiends instead. In
attacks. If it wasn’t Buer that they threatened, she exchange for their souls Asmodeus will grant them
helps in the attack. The other(s) stand back and power undreamed of by most mortals. They can
watch. At half hit points the hostile devil accepts choose any 2 of the epic boons available in the Dun-
defeat and removes the loophole. geon Master’s Guide (a successful DC 20 Charisma
Once the contract is finished, the characters are (Persuasion) check increases this to 3).
told to take it to Asmodeus for his signature. While he is disappointed if none of them accept
his offer, he won’t harm the characters. Instead, he
Audience with Asmodeus teleports them back to Koh Tam’s barge. See the
An audience with Asmodeus (see appendix A) is next section.
something that very few mortals have ever had.
Asmodeus doesn’t want to meet the characters just Leaving the Nine Hells
to sign their contract. He could have let the Triad At this point the characters may have been tele-
handle that. He always has another angle to push, ported back to Koh Tam’s barge by Asmodeus, or
and the characters should be on their guard during they may be fleeing the Oasis. Regardless, once they
what turns out to be his final temptation. reach the barge, your adventure is almost complete.
If any of the characters managed to free their loved It may be as simple as using the barge’s plane shift
ones without damning themselves in the process, capability to rise ever upwards from the lower
Asmodeus wants to convince them to serve him one layers to the higher. Or the characters may have
last time. Asmodeus butters up the characters by unresolved grudges or debts to repay. Regardless,
saying that he has witnessed their power, tenacity the characters have, in whole or part, bested the
and ingenuity and has been greatly impressed. He archdevil Asmodeus himself.
tells the characters that he has an offer. That is both an accomplishment and a signal to
Any of the characters can agree to sign a contract higher powers that the characters themselves may
that stipulates that their soul goes to the Nine Hells be a growing threat ...

Asmodeus towers over his guests.


A PPE N DI X A

Lords of the Nine


his appendix introduces the lords of Archdevil Lair Action List
the Nine Hells in more detail. These
Attack. The archdevil uses one of their available
ancient and powerful archdevils represent
melee or ranged attacks against a single foe.
some of the greatest evils in existence.
Cast a Spell. The archdevil uses their Spellcasting
Their depravity knows no bounds.
feature to cast an available spell. If the spell nor-
mally requires concentration, it lasts for the full
Archdevil Lair Actions duration instead.
Though each archdevil is unique and harnesses a Deceitful Whispers. The archdevil whispers to a
range of capabilities in which they alone are spe- creature they can see within 30 feet. The target
cialized, they also share some common features, must make a DC 22 Wisdom saving throw. On a
especially as they pertain to defending their lairs. failed save, the target has the charmed condition
On initiative count 20 (losing initiative ties), an arch- until the start of their next turn and must use their
devil can take a lair action to trigger the unique lair reaction immediately to make an attack against
action described on their statistic block. They may one of the archdevil’s enemies, chosen by the
instead select an action from the following, Arch- archdevil.
devil Lair Action list. Regardless of the type of lair Fiendish Fortitude. The archdevil recharges one of
action selected, archdevils can’t take the same lair their expended abilities.
action two rounds in a row. Frenzy. The archdevil casts Haste on themself. The
effect ends at initiative count 20 of the next round.
Summon Underlings. The archdevil summons
allied devils. The devils summoned depends on
the archdevil using this feature. The summoned
devils appear in unoccupied spaces which the
Flying fortresses archdevil can see. The Summoned Underlings
patrol Avernus.
table shows which devils each archdevil can
summon.
Teleport. The archdevil teleports themself to an
area they can see within 120 feet.
Trap. The archdevil casts the Hold Monster spell.

Summoned Underlings
Archdevil Underlings Summoned
Asmodeus Any devil, including another archdevil
Baazebul 1d6 allied horned devils, 1d4 allied
ice devils, or 1 allied pit fiend
Bel 1d6 bearded devils
Belial 1d2 bone devils
Dispater 1 pit fiend
Fierna 1d6 bearded devils
Glasya 1d2 erinyes
Levistus 1 pit fiend
Mammon 1d2 bone devils
Mephistopheles 1d4 ice devils
Zariel 1d6 bearded devils
JULIAN CALLE
AARON SIMS

Asmodeus, the Lord of


the Nine Hells
Asmodeus Some claim that his true form is that of a colos-
sal serpent, with gaping wounds and a missing
Various myths claim that Asmodeus, has existed tail. However, no living creature has seen the true
since the dawn of time. Perhaps most intrigu- Asmodeus. He prefers to do business using one of
ing among the myths is the Serpent of Law. In his ten avatars, each a perfect gentleman, and hand-
it, Asmodeus was initially named Ahriman and, some to boot. They can be identified by the Ruby
together with his rival Jazirian, created the outer Rod they each carry, an icon representative of the
realms. Their conflict led both deities to become Dark Lord himself.
severely wounded, and Asmodeus lost the exchange
by landing in the Nine Hells. Here, he used his allies Asmodeus’s Lair
and own strength to banish the previous inhabitants
The master of the Nine Hells makes his lair in his
and become what he remains today—Overlord of the
citadel of Malsheem. Within its confines linger
Nine Hells.
millions of devils, and all of them are subject to
Since his time as ruler, Asmodeus has seen
Asmodeus’s will and whims.
much upset: a trial by gods, the Blood War, and the
Reckoning. Despite many attempts to oust him, Lair Actions
Asmodeus has never left his throne—none have even On initiative count 20 (losing initiative ties),
gotten close. Helping cement his power are the Dark Asmodeus can take one lair action to cause the
Eight, a group of pit fiends sworn to absolute loyalty following effect or one from the archdevil lair action
that rule his armies. list (page 214); he can’t take the same lair action two
Those that know Asmodeus would describe him rounds in a row:
as arrogant, extremely intelligent, strategic, and
honorable. Whenever possible, he follows the laws Cleansing Flame. Asmodeus selects one spell effect
and regulations (that he himself created), and rarely on himself or a creature of his choice within 60
loses his temper. Some of his plots have taken thou- feet. That spell effect is removed.
sands of years to come to fruition, with countless Regional Effects
others continuing to this day. Whether his persona
The region containing Asmodeus’s lair is corrupted
is genuine, or simply another tool in his plans, only
by his presence, which creates the following effect:
Asmodeus himself knows.
Many groups pledge allegiance to Asmodeus, and The Devil’s Greeting. Within 500 miles of his
being the ruler of the Nine Hells, he has a large lair, an illusory version of Asmodeus (as if he has
quantity of followers and worshippers. His biggest cast the Project Image spell) appears. Asmodeus
goal, largely unknown by mortals, is the opposite— attempts to communicate with any characters
encourage disbelief in deities altogether. According and decipher their intentions. If they’re hostile,
to legend, instead of going to the god they refuse Asmodeus pretends to prepare himself for com-
worship, atheists go directly to the Nine Hells. bat, in an effort to make the character’s waste
Asmodeus feeds on these souls, which give him the their resources.
necessary nourishment to lick his wounds. To this
If Asmodeus dies, the effects fade over the course of
end, worshippers and cults dedicated to Asmodeus
1d10 days.
frequently experience fluctuations in presence, in an
attempt to push them to disbelief.

“ YOU MORTA L S SHOU L D TA K E PR I DE I N HOW YOU


C A N M A K E A H E L L O U T O F A N Y H E AV E N .”

Asmodeus

216 Appendix A | Lords of the Nine


Asmodeus Hellish Smite. Asmodeus targets a creature he can see within
300 feet of him, calling down a bolt of hellish lightning. The tar-
Large Fiend (Devil), Lawful Evil
get must make a DC 24 Dexterity saving throw, taking 14 (4d6)
Armor Class 22 (natural armor) lightning damage plus 14 (4d6) fire damage on a failed save, or
Hit Points 725 (50d10 + 450) half as much damage on a successful one.
Speed 30 ft., fly 120 ft. (hover) Infernal Word: Stun (Recharge 4–6). Asmodeus targets a
creature he can see within 120 feet of him. The target must
STR DEX CON INT WIS CHA make a DC 24 Intelligence saving throw, taking 45 (10d8) force
30 (+10) 21 (+5) 28 (+9) 25 (+7) 30 (+10) 30 (+10) damage on a failed save, or half as much damage on a suc-
cessful one. A creature that failed the save is stunned for up
Saving Throws Str +19, Con +18, Int +16, Cha +19 to 1 minute. The stunned creature can repeat the saving throw
Skills Arcana +16, Deception +28, Insight +28, Intimidation +19, at the end of each of its turns, ending the effect on itself on a
Perception +19, Persuasion +19, Religion +16
success, but taking the damage again on a failed save.
Damage Resistances cold
Damage Immunities fire, poison; bludgeoning, piercing, and Hell-Lord’s Suggestion (Recharge 5–6). Asmodeus targets a
slashing from nonmagical attacks that aren’t silvered creature he can see within 120 feet of him. The target must
Condition Immunities blinded, charmed, frightened, paralyzed, make a DC 24 Charisma saving throw, taking 44 (8d10)
poisoned, stunned psychic damage on a failed save, or half as much damage
Senses darkvision 120 ft., truesight 60 ft., passive Perception 29 on a successful one. A creature that failed the save has the
Languages all, telepathy 120 ft. charmed condition for up to 1 minute. While charmed, a crea-
Challenge 30 (155,000 XP) Proficiency Bonus +9 ture is controlled by Asmodeus, performing only actions that
he suggests. A charmed creature can repeat the saving throw
Antimagic Aura. Asmodeus has advantage on saving throws at the end of each of its turns, ending the effect on itself on a
against spells and other magical effects. Spells of level 4 or success, but taking the damage again on a failed save.
lower can’t damage Asmodeus.
Fires of the Nine Hells (Recharge 5–6). Asmodeus chooses a
Fiendish Regeneration. Asmodeus regains 40 hit points at the point he can see within 500 feet of him, which explodes into
start of his turn. If he takes radiant damage, this trait doesn’t a roaring inferno. All creatures within a 60-foot-radius sphere
function at the start of his next turn. Asmodeus dies only if centered on that point must make a DC 24 Dexterity saving
he starts his turn with 0 hit points and doesn’t regenerate. throw, taking 70 (20d6) fire damage on a failed save, or half as
If Asmodeus dies, his body regenerates, returning to life 13 much damage on a successful one.
(2d12) days later.
Spellcasting. Asmodeus casts one of the following spells,
Legendary Resistance (3/Day). If Asmodeus fails a saving requiring no material components and using Wisdom as the
throw, he can choose to succeed instead. spellcasting ability (spell save DC 27):
Submission Aura. When a creature moves to be within 120 feet At will: Bane, Bestow Curse, Command, Cure Wounds, Darkness,
of Asmodeus, they must succeed on a DC 24 Wisdom saving Lesser Restoration, Remove Curse
throw or have the frightened condition until they leave the aura. 1/day each: Antimagic Field, Earthquake, Flame Strike, Gate,
While frightened, creatures kneel before Asmodeus, taking no Heal, Mass Heal, Wish
actions unless he commands otherwise. If Asmodeus deals
damage to a kneeling creature, the creature’s frightened condi- Reactions
tion ends. A creature that succeeds the saving throw is immune Ruby Absorption. As a reaction to being the sole target of a spell,
to this effect for 1 hour. Asmodeus can attempt to absorb the spell into the Ruby Rod.
Asmodeus rolls (1d20 + 2), and if the result is higher than (10
Actions + spell level), the spell is absorbed into the rod and has no effect.
Multiattack. Asmodeus makes four attacks using Ruby Rod,
Chilling Gaze, or a combination of the two. He can replace one Legendary Actions
of the attacks with Hellish Smite. Asmodeus can take 3 legendary actions, choosing from the op-
Ruby Rod. Melee Weapon Attack: +21 to hit, reach 5 ft., one tions below. Only one legendary action option can be used at a
target. Hit: 21 (2d8 + 12) necrotic damage, which also reduces time and only at the end of another creature’s turn. Asmodeus
the target’s hit point maximum by the damage taken. This regains spent legendary actions at the start of his turn.
damage can’t reduce a target’s hit point maximum below 1. Channel Ruby Rod. The Ruby Rod has 66 charges. Asmodeus
Any effect that removes a disease allows a creature’s hit point may spend its charges to cast one of the following spells
maximum to return to normal. from it, with a spell save DC of 20: Lesser Restoration
Chilling Gaze. Ranged Spell Attack: +16 to hit, range 60 ft., one (3 charges), Wall of Force (7 charges), Greater Restoration
target. Hit: 18 (2d10 + 7) cold damage, and the target has a –1 (12 charges), Chain Lightning (15 charges), Prismatic Spray
penalty to all attack rolls they make until the end of their next (23 charges), Globe of Invulnerability (33 charges)
turn. This penalty can stack. Strike (Costs 2 Actions). Asmodeus makes a Ruby Rod attack.
Call Underling (Costs 3 Actions). Asmodeus summons an allied
pit fiend in an unoccupied space that he can see.

Appendix A | Lords of the Nine 217


Baalzebul
Baalzebul, is an archdevil and the lord of Asmodeus inflicted a series of bizarre penalties
Maladomini, the seventh layer of the Nine Hells. He upon Baalzebul. He was cursed to appear as a
is known as both the Lord of Lies and the Lord of slug for one year per lie he had told to a devil, and
the Flies because his tightly woven web of intrigue any deal he struck with a mortal would result in a
traps even the smallest fly. In recent centuries he disaster for the participant. His castle was turned to
was cursed with a new hideous form by Asmodeus. excrement and filled with filth and his dominion of
This form earned him a new title—The Slug Malbolge was stripped from him.
Archduke. Despite his punishments, Baalzebul is still
Baalzebul was originally known as Triel, one dangerously cunning and charismatic. Even while
of the most powerful and beautiful angels to be trapped in the form of a slug, he remained the
found in Celestia. Triel’s selfish acts in the name of Lord of Lies, whose every deception was made
achieving his perfection resulted in his corruption with ease. Every one of his untruths is told with a
and exile from Celestia. After his fall, Asmodeus, specific purpose in mind, and only other devils are
perhaps out of some lingering sense of sympathy, safe from his lies.
quickly promoted Baalzebul to the ranks of devilish
nobility. Baalzebul’s ruthless lust for power served Baalzebul’s Two Forms
him well and before long he not only displaced the When dealing with enemies or unfortunate subordi-
ancient, original Lord of Maladomini but managed nates, Baalzebul generally manifests as a powerful
to become the only archdevil to rule two layers of winged creature. However, the characters are most
the Nine Hells, although he ruled Malbolge through likely to encounter this archdevil in his slug form after
the devil Moloch. he has incurred Asmodeus’s wrath again. The accom-
panying stat block works for both forms except that
However, Baalzebul’s pride continued to be his
Baalzebul’s movement in his slug form is replaced with:
AARON SIMS

undoing. When he attempted to take Asmodeus’s 20 ft., burrow 20 ft., climb 20 ft.
throne, his schemes were discovered and thwarted.

218 Appendix A | Lords of the Nine


Baalzebul’s Lair
Baalzebul’s lair resides within whichever city is the
newest he has constructed.

Lair Actions Regional Effects


The region containing Baalzebul’s lair is corrupted
On initiative count 20 (losing initiative ties), Baalze-
by his presence, which creates the following effect:
bul can take one lair action to cause the following
effect or one from the archdevil lair action list (page Filth. Within 1 mile of the lair, stinking piles of filth
214); he can’t take the same lair action two rounds accumulate as if from nowhere. The entire area is
in a row: covered with garbage and feces and is treated as
difficult terrain.
Protective Burrow. Baalzebul uses his burrow speed
to dig into the ground. He gains half-cover when If Baalzebul dies, the effects fade over the course of
buried 10 feet and three-quarters cover at 20 feet. 1d10 days.

Baalzebul Pungent Eruption (Slug Form Only, Recharge 4-6). Baalzebul


causes refuse and caustic liquid to spill from the ground at a
Huge Fiend (Devil), Lawful Evil
point he can see within 300 feet. Each creature in a 15-foot-ra-
dius sphere centered on that point must make a DC 21
Armor Class 19 (natural armor)
Constitution saving throw. Targets take 36 (8d8) acid damage
Hit Points 540 (40d12 + 280)
on a failed save, or half as much on a successful one. Creatures
Speed 30 ft., fly 60 ft.
that fail the save have the poisoned condition for 1 minute.
STR DEX CON INT WIS CHA Heart of Pestilence (Recharge 5–6). Baalzebul channels pesti-
28 (+9) 15 (+2) 25 (+7) 21 (+5) 24 (+7) 26 (+8) lence into his body, sickening creatures within 50 feet that can
see him. Sickened creatures must make a DC 21 Charisma sav-
Saving Throws Str +17, Con +15, Int +13, Cha +16 ing throw, followed by a DC 21 Constitution saving throw. Failing
Skills Athletics +17, Deception +24, Insight +15, the Charisma save makes a creature have the frightened condi-
Intimidation +16, Persuasion +16 tion, while failing the Constitution save makes a creature weak.
Damage Resistances acid, cold; bludgeoning, piercing, and While weakened, a creature deals half damage on melee attacks.
slashing from nonmagical attacks that aren’t silvered Both effects last for 1 minute or until a Greater Restoration spell
Damage Immunities fire, poison or similar is cast.
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 120 ft., tremorsense 10 ft., passive Spellcasting (Winged Form Only). Baalzebul casts one of the
Perception 17 following spells, requiring no material components and using
Languages all, telepathy 120 ft. Charisma as the spellcasting ability (spell save DC 24):
Challenge 26 (90,000 XP) Proficiency Bonus +8 At will: Animate Dead, Darkness, Detect Evil and Good,
Detect Magic, Dispel Evil and Good, Hallow, Hold Monster,
Devil’s Sight. Magical darkness doesn’t impede Baalzebul’s Suggestion, Teleport, True Seeing
darkvision. 1/day each: Symbol (pain or insanity), Wish
Fiendish Regeneration. Baalzebul regains 20 hit points at the
start of his turn. If he takes radiant damage this trait doesn’t
Bonus Actions
function at the start of his next turn. Baalzebul dies only if he Displace. Baalzebul magically teleports, along with any equip-
starts his turn with 0 hit points and doesn’t regenerate. ment he is wearing and carrying, up to 120 feet to an unoccu-
pied space he can see.
Lord of Flies. Insects don’t attack Baalzebul, and he can issue
orders to them. Legendary Actions
Legendary Resistance (3/Day). If Baalzebul fails a saving throw, Baalzebul can take 3 legendary actions, choosing from the op-
he can choose to succeed instead. tions below. Only one legendary action option can be used at a
Magic Resistance. Baalzebul has advantage on saving throws time and only at the end of another creature’s turn. Baalzebul
against spells and other magical effects. regains spent legendary actions at the start of his turn.

Stench of the Slug (Slug Form Only). A creature that starts Pummel. Baalzebul makes a Slam attack.
its turn within 10 feet of Baalzebul must succeed on a DC 21 Teleport. Baalzebul uses Displace.
Constitution saving throw or have the poisoned condition until Insect Gorge (Costs 2 Actions). Baalzebul disgorges a swarm of
the start of its next turn. On a successful save, a creature is biting flies at a point he can see within 300 feet of himself.
immune to this stench for 1 hour. Each creature within a 20-foot-radius sphere centered on
that point must make a DC 21 Constitution saving throw. A
Actions creature takes 44 (8d10) piercing damage on a failed save,
or half as much damage on a successful one. The biting flies
Multiattack. Baalzebul uses Heart of Pestilence (if available),
persist for 1 minute, or until Baalzebul uses this ability again.
then makes three Slam attacks.
Creatures that enter the flies’ area or end their turn inside it
Slam. Melee Weapon Attack: +17 to hit, reach 10 ft., one must repeat the saving throw.
target. Hit: 19 (3d6 + 9) bludgeoning damage plus 7 (2d6) Call Underling (Costs 3 Actions). Baalzebul summons an allied
necrotic damage. bone devil in an unoccupied space that he can see.

Appendix A | Lords of the Nine 219


Belial Belial was forced to cede the throne to his daugh-
Belial maintains his image as the most carnal of ter. For a time, he continued to rule from the
all archdevils, and enjoys inflicting pain as much shadows, but influence from Glasya on Fierna has
as experiencing pleasure. Despite his indulgences, encouraged the fiery lord to rule in tandem. Belial
Belial demonstrates charisma, passion, and intel- manages much of the political and official sides
ligence, and is almost always scheming. He is of the realm, including maintaining the infernal
confident to a fault, with vanity and desire being his court. He occasionally sends avatars to other
greatest weaknesses. planes, which quickly seek out pleasure before
Phlegethos has been ruled by Belial, together continuing their assigned task.
with his daughter, Fierna, for almost as long as Similar to his daughter, Belial remains one of
Dispater has ruled his Iron City. Belial considers the most attractive archdevils. His rugged good
himself an “old school” devil, alongside his friendly looks and masculine physique serve to compli-
rivals Levistus and Dispater. Glasya’s recent rise ment his devilish features, of which he has many.
to power has him concerned for his continued Sharp horns and glowing eyes adorn his face, with
relevance in the political landscape, forcing him to midnight-black wings and a tail decorating the
direct his scheming inwards. rest of his body. Depending on his mood, Belial’s
During the Reckoning, Belial remained relatively skin either takes on an ashy-grey complexion, or
neutral, until the end, when he allied with Baalze- smolders red like dying coal. Priding himself on his
bul. Some argue that his alliance was just another sensual appearance, Belial dresses provocatively
AARON SIMS

scheme meant to misdirect Asmodeus—an idea while maintaining high fashion, truly embodying his
further cemented when, instead of being deposed, carnal desires.

220 Appendix A | Lords of the Nine


Belial’s Lair
This fierce archdevil currently makes his lair in
an obsidian palace built within the confines of
Abriymoch, but his reach extends throughout the Regional Effects
entirety of the city. The region containing Belial’s lair is corrupted by
his presence, which creates the following effect:
Lair Actions
On initiative count 20 (losing initiative ties), Belial Smoke-cloud. A vast fog rises 3 feet above ground
can take one lair action to cause the following within 1 mile of the lair, completely obscuring the
effect or one from the archdevil lair action list ground. Any creature having the prone condition
(page 214); he can’t take the same lair action two at the start of their turn must succeed on a DC
rounds in a row: 22 Constitution saving throw or take 7 (2d12)
necrotic damage from choking on the noxious
Slow Torture. Every creature within 100 feet whose
fumes.
movement is currently reduced because of the
Ranseur of Torture, takes 11 (2d10) fire damage If Belial dies, the effects fade over the course of
and 11 (2d10) piercing damage. 1d10 days.

Belial Ranseur of Torture. Melee Weapon Attack: +18 to hit, reach


10 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 5
Medium Fiend (Devil), Lawful Evil
(1d10) necrotic damage, and the target must make a DC 23
Constitution saving throw. On a failed save, the target’s move-
Armor Class 21 (natural armor)
ment speed is reduced by 5 feet until the end of their next turn.
Hit Points 420 (40d8 + 240)
Speed 30 ft., fly 60 ft. This penalty can stack.
Walls of Phlegethos. Belial creates a wall of fire on a solid sur-
STR DEX CON INT WIS CHA face within 120 feet of him. The wall is 20 feet high and 1 foot
25 (+7) 17 (+3) 22 (+6) 22 (+6) 22 (+6) 29 (+9) thick, and Belial can make the wall up to 60 feet long or create
a ringed wall up to 20 feet in diameter. The wall is opaque and
Saving Throws Str +15, Dex +11, Con +14, Wis +14 lasts until Belial dismisses it. When the wall appears, each
Skills Athletics +15, Deception +25, Insight +14, creature within its area must make a DC 25 Dexterity saving
Intimidation +17, Perception +14, Persuasion +25 throw, taking 36 (8d8) fire damage on a failed save, or half as
Damage Resistances cold; bludgeoning, piercing, and slashing much damage on a successful one. A creature that ends its turn
from nonmagical attacks that aren’t silvered inside the wall, or within 5 feet of it, must repeat the save.
Damage Immunities fire, poison
Symbol of Insanity (Recharge 4–6). Belial draws a magic sym-
Condition Immunities charmed, poisoned
bol at a point he can see within 120 feet of him. All creatures
Senses darkvision 120 ft., passive Perception 24
Languages Celestial, Common, Draconic, Infernal, telepathy 120 ft. within a 20-foot-radius sphere centered on the symbol must
Challenge 25 (75,000 XP) Proficiency Bonus +8 make a DC 25 Intelligence saving throw. Targets take 45 (10d8)
psychic damage on a failed save, or half as much damage
Deep Wounds. All damage dealt by Belial can only be restored on a successful one. Creatures that fail the save immediately
through magical means. use their reaction to make a melee attack against a random
creature within their reach, then move their full movement in a
Devil’s Sight. Magical darkness doesn’t impede Belials darkvision. random direction.
Fear Aura. When a creature starts their turn within 120 feet of
Belial, they must succeed on a DC 22 Wisdom saving throw
Reactions
or have the frightened condition until they leave the aura. A Pleasure in Pain. As a reaction to taking damage, Belial imme-
creature that succeeds on the saving throw is immune to this diately regenerates half the damage he took.
effect for 1 hour.
Legendary Actions
Fiendish Regeneration. Belial regains 20 hit points at the start
of his turn. If he takes radiant damage this trait doesn’t func- Belial can take 3 legendary actions, choosing from the options
tion at the start of his next turn. Belial dies only if he starts his below. Only one legendary action option can be used at a time
turn with 0 hit points and doesn’t regenerate. and only at the end of another creature’s turn. Belial regains
spent legendary actions at the start of his turn.
Legendary Resistance (3/Day). If Belial fails a saving throw, he
can choose to succeed instead. Ranseur. Belial makes a Ranseur of Torture attack.
Eruption (Costs 2 Actions). Belial causes molten stone to
Magic Resistance. Belial has advantage on saving throws erupt from a point he can see within 90 feet of him. All
against spells and other magical effects. creatures within a 20-foot-radius sphere centered on that
point must make a DC 23 Dexterity saving throw. Targets
Actions take 28 (8d6) fire damage on a failed save, or half as much
Multiattack. Belial makes three attacks using his Ranseur of damage on a successful one.
Torture. Call Underling (Costs 3 Actions). Belial summons an allied
horned devil in an unoccupied space that he can see.

Appendix A | Lords of the Nine 221


Dispater
Despite frequent shifts in leadership among other and defense, Dispater maintains extremely powerful
archdevils, Dispater has maintained his position abilities and a legion of minions. Outwitting him
as the ruler of Dis since its creation. Known for his can’t be done, and anyone unfortunate enough to
vigilance and caution, he rarely leaves his tower, and catch him off guard is quickly disposed of.
even less frequently leaves the Iron City. Those who Dispater remains calm and controlled in conver-
know his plans, including Asmodeus, know that he sation. He prefers wherever possible to engage in
hopes to one day rule each layer of the Nine Hells. gentlemanly debates rather than aggressive argu-
Dispater remains one of the foremost suppliers of ments. Unlike other archdevils, he almost never
weapons across all the planes, which helps keep his forces an individual into doing something, prefer-
position in Dis secure. As well, his advisors are care- ring to persuade or deceive instead. Fittingly, his
fully chosen and he maintains very few friendships. skin is an iron-black color and his signature staff,
Those that attempt battle with the Iron Lord find wrought from the same iron as the tower he lives in,
victory nigh impossible. In addition to his stratagem is always in hand.

Dispater Actions
Large Fiend (Devil), Lawful Evil Multiattack. Dispater makes four attacks using his Wrought-
Iron Tower, Iron Column, or a combination of the two. He can
Armor Class 21 (natural armor, Wrought-Iron Tower) replace one of the attacks with Superheat Metal (if available).
Hit Points 412 (33d10 + 231)
Speed 30 ft. Wrought-Iron Tower. Melee Weapon Attack: +20 to hit, reach
10 ft., one target. Hit: 21 (2d8 + 12) bludgeoning damage plus
STR DEX CON INT WIS CHA 7 (2d6) fire damage. Dispater may replace the bludgeoning
damage with damage of a type that the target is vulnerable to
28 (+9) 17 (+3) 25 (+7) 25 (+7) 22 (+6) 24 (+7)
instead.
Saving Throws Str +17, Dex +11, Con +15, Int +15 Iron Column. Ranged Spell Attack: +15 to hit, range 60 ft., one
Skills Arcana +23, Insight +22, Intimidation +15, Perception +14, target. Hit: 21 (2d8 + 12) bludgeoning damage plus 7 (2d6) fire
Persuasion +15, Stealth +11 damage. Dispater may replace the bludgeoning damage with
Damage Resistances cold; bludgeoning, piercing, and slashing damage of a type that the target is vulnerable to instead.
from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison Superheat Metal (Recharge 4–6). Dispater targets a metal
Condition Immunities charmed, frightened, poisoned object he can see within 90 feet of him. The metal glows
Senses darkvision 120 ft., passive Perception 24 white-hot, burning all that touches it. If the object was held
Languages Celestial, Common, Draconic, Infernal, by a creature, the creature must succeed on a DC 23 Dexterity
telepathy 120 ft. saving throw to drop the object or take 45 (10d8) fire damage.
Challenge 27 (105,000 XP) Proficiency Bonus +8 If the object is attached to a creature, or they couldn’t feasibly
drop it, they automatically fail the save. The object returns to
Devil’s Sight. Magical darkness doesn’t impede Dispater’s room temperature at the end of Dispater’s turn.
darkvision. Nail Spray (2/Day). Dispater conjures a storm of iron nails and
Fear Aura. When a creature starts their turn within 120 feet of launches them forward in a 90-foot-long, 5-foot-wide line. All
Dispater, they must succeed on a DC 22 Wisdom saving throw creatures within the line must make a DC 23 Dexterity saving
or have the frightened condition until they leave the aura. A throw, taking 40 (16d4) piercing damage on a failed save, or
creature that succeeds on the saving throw is immune to this half as much damage on a successful one. Nails launched from
effect for 1 hour. this ability stick into soft surfaces or fall to the ground after the
attack finishes.
Fiendish Regeneration. Dispater regains 20 hit points at the
start of his turn. If he takes radiant damage this trait doesn’t Legendary Actions
function at the start of his next turn. Dispater dies only if he
Dispater can take 3 legendary actions, choosing from the op-
starts his turn with 0 hit points and is unable to regenerate.
tions below. Only one legendary action option can be used at
Legendary Resistance (3/Day). If Dispater fails a saving throw, a time and only at the end of another creature’s turn. Dispater
he can choose to succeed instead. regains spent legendary actions at the start of his turn.
Magic Resistance. Dispater has advantage on saving throws Staff. Dispater makes a Wrought-Iron Tower attack.
against spells and other magical effects. Flesh to Iron (Costs 2 Actions). Melee Spell Attack: +15 to hit,
Rust Metal. Any nonmagical weapon or ammunition made of reach 5 ft., one target. Hit: 40 (6d10 + 7) force damage, and
metal that hits Dispater corrodes. After its hit, the weapon or the target must make a DC 23 Constitution saving throw.
ammunition is destroyed. On a failed save, the target’s flesh begins to harden, and the
creature’s movement speed is halved for 1 minute. If the
creature is harmed by Flesh to Iron again, while still partly
iron, the rest of the creature also turns to iron, killing them.
Call Underling (Costs 3 Actions). Dispater summons an allied
erinyes in an unoccupied space that he can see.

222 Appendix A | Lords of the Nine


Dispater’s Lair
The ruler of Dis makes his lair inside the Iron Tower.
Within these confines he is vastly more protected. Regional Effects
The region containing Dispater’s lair is corrupted by
Lair Actions
his presence, which creates the following effect:
On initiative count 20 (losing initiative ties), Dispa-
ter can take one lair action to cause the following Din. Within 6 miles of the lair, the sound of metal
effect or one from the archdevil lair action list (page working is near inescapable. Any creature attempt-
214); he can’t take the same lair action two rounds ing a short or long rest may do so, but must make
in a row: a DC 21 Constitution saving throw afterwards.
Failure negates any benefits of the rest.
Buckle. The area in a 120-foot-radius around Dis-
AARON SIMS

pater bends and twists, becoming difficult terrain. If Dispater dies, the effects fade over the course of
Dispater’s Superheat Metal ability is recharged. 1d10 days.

Appendix A | Lords of the Nine 223


Fierna Lair Actions
Fierna rules Phlegethos alongside her father, Belial. On initiative count 20 (losing initiative ties), Fierna can
She is emotionally intelligent, and her charisma has take one lair action to cause the following effect or
earned her many allies and few enemies in the Nine one from the archdevil lair action list (page 214); she
Hells. Although some view her as incompetent, Fier- can’t take the same lair action two rounds in a row:
na’s true intentions are hidden behind a smokescreen Fiery Reversal. Fierna exchanges places with a
of brashness. creature she can see within 30 feet of her. Both her
Her father, Belial, was a key player in the Reckon- old location and her new location erupt into flames
ing, and due to his actions, Fierna was granted pri- that persist for 1 minute. Anyone entering either
mary leadership of Phlegethos. Despite this political flame must succeed on a DC 21 Constitution saving
appearance, Fierna and Belial rule together, often throw or take 28 (8d6) fire damage.
meeting in secret to discuss strategy and upcoming
plans. Some of the more ignorant archdevils view Regional Effects
the relationship between Belial and Fierna as some- The region containing Fierna’s lair is corrupted by
thing to be exploited or broken. In reality, Fierna her presence, which creates the following effect:
deeply respects her father, and the feeling is mutual.
Laying eyes on Fierna, one can immediately see Smoke-cloud. A vast fog rises 3 feet above ground
the reasons she is so admired: she is impossibly within 1 mile of the lair, completely obscuring the
beautiful. Her beauty is a strength, complementing ground. Any creature having the prone condition
her strategic mind and ingenuity. at the start of their turn must succeed on a DC 22
Constitution saving throw or take 7 (2d12) necrotic
Fierna’s Lair damage from choking on the noxious fumes.
Fierna’s lair is a palace, a tower of crystalline stone If Fierna dies, the effects fade over the course of
wreathed in blue flame. 1d10 days.

Fierna Princess of Hellfire. Fire conjured by Fierna becomes Hellfire. It


ignores resistances and immunities to fire damage, deals dou-
Medium Fiend (Devil), Lawful Evil
ble damage to creatures vulnerable to fire or necrotic damage,
can’t be extinguished through any means, and is capable of
Armor Class 20 (natural armor)
melting stone or igniting inflammable objects.
Hit Points 367 (35d8 + 210)
Speed 30 ft., fly 60 ft.
Actions
STR DEX CON INT WIS CHA Multiattack. Fierna makes three attacks using Flame Blade,
17 (+3) 25 (+7) 22 (+6) 22 (+6) 22 (+6) 29 (+9) Mote of Flame, or a combination of the two.
Flame Blade. Melee Spell Attack: +20 to hit, reach 5 ft., one
Saving Throws Dex +15, Con +14, Wis +14, Cha +17 target. Hit: 23 (4d6 + 9) fire damage.
Skills Acrobatics +15, Deception +25, Insight +14,
Mote of Flame. Fierna targets a creature she can see within
Intimidation +17, Perception +14, Persuasion +25
Damage Resistances bludgeoning, piercing, and slashing from 90 feet of her. The target must make a DC 25 Dexterity saving
nonmagical attacks that aren’t silvered throw, taking 22 (3d8 + 9) fire damage on a failed save, or half
Damage Immunities cold, fire, poison as much damage on a successful one.
Condition Immunities charmed, poisoned
Senses darkvision 120 ft., passive Perception 24 Reactions
Languages Celestial, Common, Draconic, Infernal, Wreath of Flames. When hit by a melee attack and Fierna can
telepathy 120 ft. see her attacker, she covers herself in Hellfire, and the attacker
Challenge 25 (75,000 XP) Proficiency Bonus +8 takes 13 (3d8) fire damage.

Fear Aura. When a creature starts their turn within 120 feet of Legendary Actions
Fierna, they must succeed on a DC 22 Wisdom saving throw Fierna can take 3 legendary actions, choosing from the options
or have the frightened condition until they leave the aura. A below. Only one legendary action option can be used at a time
creature that succeeds on the saving throw is immune to this and only at the end of another creature’s turn. Fierna regains
effect for 1 hour. spent legendary actions at the start of her turn.
Fiendish Regeneration. Fierna regains 20 hit points at the start Blade. Fierna makes a Flame Blade attack.
of her turn. If she takes radiant damage this trait doesn’t func- Conjure Hellfire (Costs 2 Actions). Fierna chooses a point she
tion at the start of her next turn. Fierna dies only if she starts can see within 150 feet of her. All creatures in a 20-foot-ra-
her turn with 0 hit points and is unable to regenerate. dius sphere centered on that point must make a DC 25
Legendary Resistance (3/Day). If Fierna fails a saving throw, she Dexterity saving throw, taking 28 (8d6) fire damage on a
can choose to succeed instead. failed save, or half as much damage on a successful one.
Call Underling (Costs 3 Actions). Fierna summons an allied
AARON SIMS

Magic Resistance. Fierna has advantage on saving throws


spined devil in an unoccupied space that she can see.
against spells and other magical effects.

Appendix A | Lords of the Nine 225


Glasya
Glasya is known by many names: the Dark Prodigy, being surrounded by beautiful things is also impor-
the Princess of the Nine Hells, and Lord of Mal- tant to Glasya. Similarly, she detests the ugly, pun-
bolge. She maintains control over the erinyes and ishing those she sees as disgusting. During her brief
has a massive following within the downtrodden relationship with Mammon, she was rarely found in
and the neglected royalty of the other planes. For a his swampy domain, choosing instead to roam other
long time, she was simply a lesser archdevil, jump- layers. Almost everything that interacts with Glasya
ing between various courts as she saw fit. It wasn’t either deeply loves or loathes her. She maintains a
until the Reckoning, which she helped instigate, that charming persona, often even converting spies from
she claimed true power and became ruler of one of other archdevils to her side.
the nine layers. Perhaps contributing to her obsession with
Asmodeus, her father, and Glasya share much in beauty, Glasya herself is considered stunning. Her
common—particularly their cunning, ambition, and jet-black hair and copper skin hide her infernal
“dedication” to laws. Because of this, despite some nature, though her large, leathery wings and small
of the hatred Glasya has towards her father, the two horns give it away. Due to her ability to polymorph at
share a relationship of respect and support. will, she can meet various other standards of beauty
Even though she busies herself with many impor- as well, always maintaining an outward charm—
tant undertakings to further cement her power, which helps conceal her foul core.

Glasya Magic Resistance. Glasya has advantage on saving throws


against spells and other magical effects.
Medium Fiend (Devil), Lawful Evil
Actions
Armor Class 21 (natural armor)
Hit Points 380 (40d8 + 200) Multiattack. Glasya makes four attacks using Scourge of
Speed 40 ft., fly 80 ft. Shadow, Necrotic Grasp, or a combination of the two. She can
replace one of the attacks with Mesmerizing Gaze.
STR DEX CON INT WIS CHA Scourge of Shadow. Melee Weapon Attack: +20 to hit, reach 10
22 (+6) 28 (+9) 20 (+5) 21 (+5) 25 (+7) 28 (+9) ft., one target. Hit: 19 (3d4 + 12) slashing damage, plus 5 (2d4)
necrotic damage. This attack scores a critical on a roll of 18, 19,
Saving Throws Dex +17, Int +13, Wis +15, Cha +17 or 20.
Skills Deception +25, Intimidation +17, Perception +15,
Necrotic Grasp. Glasya summons necrotic hands to grope and
Persuasion +17, Stealth +25, Survival +15
claw at a creature she can see within 90 feet of her. The target
Damage Resistances cold, necrotic, radiant; bludgeoning,
must make a DC 25 Constitution saving throw, taking 20 (2d10
piercing, and slashing from nonmagical attacks that aren’t
silvered + 9) necrotic damage on a failed save, or half as much damage
Damage Immunities fire, poison on a successful one.
Condition Immunities charmed, poisoned Mesmerizing Gaze. Glasya focuses her gaze in a 60-foot cone
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 25 in front of her. Each creature of her choice within the cone must
Languages Celestial, Common, Draconic, Infernal, make a DC 23 Charisma saving throw or have the charmed con-
telepathy 120 ft. dition until the end of their next turn. While charmed, creatures
Challenge 25 (75,000 XP) Proficiency Bonus +8 automatically fail saving throws from abilities used by Glasya
and move to be as close to her as possible.
Charm Aura. When a creature moves to be within 120 feet of
Glasya, they must succeed on a DC 23 Wisdom saving throw Deathly Exclamation (1/Day). Glasya targets a creature she
or have the charmed condition, treating Glasya as an ally, until can see within 60 feet of her. The target must make a DC 25
they leave the aura. A creature that succeeds the saving throw is Constitution saving throw, taking 61 (7d8 + 30) necrotic damage
immune to this effect for 1 hour. Whenever a charmed creature on a failed save, or half as much damage on a successful one. A
takes damage, they may repeat the saving throw, ending the Humanoid killed by this ability rises at the start of Glasya’s next
effect on a success. turn as a zombie permanently under her command.

Dominating Presence. Glasya deals an additional 13 (2d12) Legendary Actions


psychic damage when attacking a charmed creature, and her Glasya can take 3 legendary actions, choosing from the options
attacks don’t break charms. below. Only one legendary action option can be used at a time
Fiendish Regeneration. Glasya regains 20 hit points at the start and only at the end of another creature’s turn. Glasya regains
of her turn. If she takes radiant damage this trait doesn’t func- spent legendary actions at the start of her turn.
tion at the start of her next turn. Glasya dies only if she starts Whip. Glasya makes a Scourge of Shadow attack.
her turn with 0 hit points and is unable to regenerate. If Glasya Disorient (Costs 2 Actions). Glasya casts Confusion (30-foot-ra-
is killed, her body slowly regenerates, returning to life 9 (2d8) dius, spell save DC 25), but only lasting until the end of
weeks later. Glasya’s next turn.
Legendary Resistance (3/Day). If Glasya fails a saving throw, Call Underling (Costs 3 Actions). Glasya summons an allied
she can choose to succeed instead. erinyes in an unoccupied space that she can see.

226 Appendix A | Lords of the Nine


Glasya’s Lair
Glasya built her fortress lair, Ossiea, from the gro-
tesquely enlarged and distorted skull of Malagard.
Behind the walls of the skull, there are numerous opu-
lent levels, within which Glasya conducts the business Regional Effects
of ruling her realm or indulges her other interests. The region containing Glasya’s lair is corrupted by
her presence, which creates the following effect:
Lair Actions
On initiative count 20 (losing initiative ties), Glasya Hag’s Gaze. Every hour that a good creature trav-
can take one lair action to cause the following effect or els within 1 mile of the lair, a blast of fire erupts
one from the archdevil lair action list (page 214); she from one of the eye sockets of the lair. If the
can’t take the same lair action two rounds in a row: target fails a DC 23 Dexterity saving throw, they
take 42 (12d6) fire damage, half on a success-
Change Appearance. Glasya polymorphs into a
ful save. If the creature was flying and fails the
Small or Medium Humanoid she has seen, or back
saving throw, it falls. Only one such creature is
into her true form. Her statistics, other than her
targeted each hour.
size, are the same in each form. Any equipment
AARON SIMS

she is wearing or carrying isn’t transformed. She If Glasya dies, the effects fade over the course of
reverts to her true form if she dies. 1d10 days.

Appendix A | Lords of the Nine 227


When the Reckoning happened. Asmodeus, notic-
Levistus ing that Levistus played no part in the war, chose
No archdevil is more hated than the Frozen Prince, to reinstate him as ruler of Stygia. While Levistus
Levistus, despite his reputation as an honorable and still desired revenge on his jailor, he recognized the
chivalrous archdevil. Rivaling Asmodeus and Dis in opportunity and pledged temporary allegiance to
their ability to plan and strategize, Levistus is gen- Asmodeus. Publicly, Levistus completely supports
erally considered one of the most plausible archdev- Asmodeus and his plans, though from beneath the
ils for overthrowing the throne. His ambition was ice he continues to plot his revenge.
somewhat stifled when he committed an unspeaka- Other archdevils describe Levistus as clever,
ble betrayal and was imprisoned by Asmodeus deep charming, and observant, if not also traitorous. He
within the ice of Stygia. was often known to engage adversaries in single
Even while imprisoned, Levistus continues to combat, only calling upon his magic and followers if
plot, choosing to force his rage inward and reflect. someone or something intervened. For this reason,
Divination and communication magic helps aid this he is often worshipped by honorable thieves and
effort, and even from within his icy tomb Levistus charlatans—rogues with a code.
manages legions. Levistus is known to make many Levistus is described as an attractive humanoid
AARON SIMS

deals with adventurers, provided they can aid his male, with dark hair, an impeccable goatee, and
search for freedom. pale-white skin.

228 Appendix A | Lords of the Nine


Levistus’ Lair have the grappled condition (escape DC 21) and
their movement becomes 0. If a creature already
The ruler of Stygia’s lair is within his floating
affected by Icemaw is affected by it a second
prison. This great glacier moves ponderously over
time, they sink completely into the ice and begin
the ages, carrying with it Levistus, and the effects of
suffocating.
his lair.

Lair Actions Regional Effects


The icy regions containing Levistus’ lair is cor-
On initiative count 20 (losing initiative ties), Levis-
rupted by his presence, which creates the following
tus can take one lair action to cause the following
effect:
effect or one from the archdevil lair action list (page
214); he can’t take the same lair action two rounds Frozen Landscape. Any creature that has the
in a row: prone or unconscious conditions within 1 mile of
the lair, takes 21 (6d6) cold damage at the start of
Icemaw. One creature within 60 feet of Levistus,
their turn.
that he can see, must make a DC 23 Dexterity
saving throw. If a creature fails the saving throw, If Levistus dies, the effects fade over the course of
they sink half of their height into the ice and 1d10 days.

Levistus must succeed on a DC 23 Intelligence saving throw or have


the stunned condition for 1 minute. The target may repeat
Medium Fiend (Devil), Lawful Evil
the saving throw at the end of its turns, ending the effect on
a success. A creature that succeeds on the saving throw is
Armor Class 23 (natural armor)
immune to this effect for 1 hour.
Hit Points 336 (32d8 + 192)
Speed 0 ft. Ice Bolt. Ranged Spell Attack: +15 to hit, range 120 ft., one
target. Hit: 23 (3d10 + 7) cold damage.
STR DEX CON INT WIS CHA
Blizzard (Recharge 4–6). Levistus chooses a point he can
19 (+4) 26 (+8) 22 (+6) 25 (+7) 28 (+9) 26 (+8) see within 300 feet of him. Each creature in a 20-foot-radius,
40-foot-high cylinder centered on that point must make a DC
Saving Throws Dex +16, Con +14, Int +15, Wis +17 23 Dexterity saving throw. Targets take 13 (3d8) force damage
Skills Acrobatics +24, Deception +16, Intimidation +16, plus 13 (3d8) cold damage on a failed save, or half as much
Perception +25, Persuasion +16, Stealth +16
damage on a successful one.
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks that aren’t silvered Spellcasting. Levistus casts one of the following spells, re-
Damage Immunities cold, fire, poison quiring no material components and using Intelligence as the
Condition Immunities charmed, poisoned spellcasting ability (spell save DC 23):
Senses darkvision 120 ft., passive Perception 35
At will: Cone of Cold, Darkness, Ice Storm, Wall of Ice
Languages Celestial, Common, Draconic, Infernal,
telepathy 1,000 ft.
Challenge 26 (90,000 XP) Proficiency Bonus +8
Reactions
Counterspell. As a reaction to a creature he can see casting
Armor of Ice. Levistus is always entombed in ice. The ice a spell, Levistus can attempt to prevent the casting. Levistus
provides 100 temporary hit points. While Levistus has these makes an Intelligence check (+7) against a DC of (10 + spell
temporary hit points, he has vulnerability to fire damage. If level). On a success, the creature’s spell fails and has no
Levistus starts his turn with no temporary hit points from the effect.
ice, he regains 100 temporary hit points.
Legendary Actions
Devil’s Sight. Magical darkness doesn’t impede Levistus’s
Levistus can take 3 legendary actions, choosing from the op-
darkvision.
tions below. Only one legendary action option can be used at
Legendary Resistance (3/Day). If Levistus fails a saving throw, a time and only at the end of another creature’s turn. Levistus
he can choose to succeed instead. regains spent legendary actions at the start of his turn.
Magic Resistance. Levistus has advantage on saving throws Amnesia. Levistus selects a stunned creature that he can see.
against spells and other magical effects. The creature must succeed on a DC 23 Charisma saving
Sub-zero. Cold damage dealt by Levistus ignores resistances throw or Levistus erases a specific memory from the target.
and immunities. The memory must be one that the target experienced in
the last 24 hours and that lasted no more than 10 minutes.
Actions The memory can only be restored with a Remove Curse or a
Greater Restoration spell.
Multiattack. Levistus makes three Touch of Stygia or Ice Bolt
Froststrike. Levistus makes an Ice Bolt attack. On a hit, the
attacks. He can replace one of the attacks with Blizzard (if
target falls and has the prone condition.
available).
Call Underling (Costs 3 Actions). Levistus summons an allied
Touch of Stygia. Melee Spell Attack: +15 to hit, reach 5 ft., ice devil in an unoccupied space that he can see.
one target. Hit: 20 (3d8 + 7) psychic damage, and the target

Appendix A | Lords of the Nine 229


Mammon Anything he has designated as prey rarely escapes
Perhaps the richest being in all the realms, there his fervor, though he quickly grows bored once his
is nothing that Mammon loves more than wealth. quarry is caught.
Where other devils obsess over souls and power, Scheming and betrayal are like breathing for
Mammon is perfectly content to continually increase Mammon, and conversely so is bootlicking. Some
his material possessions. Interestingly, he is one of argue that his punishment after the Reckoning was
the only archdevils willing to make deals with mor- severely reduced due to his shameless groveling
tals over strictly monetary terms. Whether he main- before Asmodeus. In fact, he was the first of all arch-
tains his end of the deal, however, is a completely devils to surrender during the coup, even selling out
different story. Anyone that interacts with Mammon some of his co-conspirators.
immediately recognizes his two-faced approach— Despite all his faults, one thing Mammon has
the devil will say or do anything, if he thinks it will mastered is the soul trade. Even Asmodeus recog-
benefit him in the end. nizes that no archdevil can manage and distribute
Aside from hunting for coin, Mammon also souls as well as Mammon. Perhaps his expertise
enjoys hunting for sport. If anger strikes him (and comes from the massive profit that can be made
it does so often), he will frequently summon up from managing souls, or perhaps he wanted to find
a steed and hounds to partake in a trophy hunt. somewhere to belong—nobody knows for sure.

Mammon Fearful Gaze. Mammon focuses his gaze in a 90-foot cone


in front of him. Each creature of his choice within the cone
Huge Fiend (Devil), Lawful Evil
must make a DC 23 Wisdom saving throw, taking 19 (3d12)
psychic damage on a failed save, or half as much damage on a
Armor Class 18 (natural armor)
successful one. Creatures that fail the save have the frightened
Hit Points 464 (32d12 + 256)
Speed 40 ft. condition until the end of their next turn.
Constrict. Mammon tightens his grip around a creature he has
STR DEX CON INT WIS CHA grappled. The target takes 35 (4d12 + 9) bludgeoning damage.
28 (+9) 17 (+3) 26 (+8) 22 (+6) 25 (+7) 25 (+7) Golden Gaze (Recharge 6). Mammon attempts to turn one
creature he can see within 60 feet of him into solid gold. The
Saving Throws Dex +11, Con +16, Wis +15, Cha +15 target must make a DC 23 Constitution saving throw. On a
Skills Arcana +14, Deception +15, Insight +15, Intimidation +23, failed save, the target’s flesh begins to harden, and it has the
Investigation +14, Persuasion +23
restrained condition. A restrained creature must repeat the
Damage Resistances acid, cold; bludgeoning, piercing, and
saving throw at the end of each turn. If it successfully saves
slashing from nonmagical attacks that aren’t silvered
three times, the effect ends. If it fails three times, it turns to
Damage Immunities fire, poison
Condition Immunities charmed, poisoned gold and now has the petrified condition. Successes and fail-
Senses darkvision 120 ft., truesight 120 ft., passive Perception 17 ures don’t need to be consecutive.
Languages Celestial, Common, Draconic, Infernal,
telepathy 120 ft.
Reactions
Challenge 26 (90,000 XP) Proficiency Bonus +8 Pain Tax. As a reaction to taking damage, Mammon causes
the attacker’s valuables to glow red hot. This deals 3 (1d6) fire
Devil’s Sight. Magical darkness doesn’t impede Mammon’s damage to the attacker for every 100 gold (or equivalent in
darkvision. gems, jewelry, and other coinage) that it currently carries.
Fiendish Regeneration. Mammon regains 20 hit points at the Legendary Actions
start of his turn. If he takes radiant damage this trait doesn’t
function at the start of his next turn. Mammon only dies if he Mammon can take 3 legendary actions, choosing from the op-
starts his turn with 0 hit points and is unable to regenerate. tions below. Only one legendary action option can be used at a
time and only at the end of another creature’s turn. Mammon
Legendary Resistance (3/Day). If Mammon fails a saving throw, regains spent legendary actions at the start of his turn.
he can choose to succeed instead
Change Form. Mammon changes his form into that of a pit
Magic Resistance. Mammon has advantage on saving throws fiend, maintaining his statistics but losing his actions. He
against spells and other magical effects. gains the actions and mobility of a pit fiend, including its
weapon, and maintains his legendary actions and lair ac-
Actions tions. Mammon’s serpentine abilities can still recharge while
Multiattack. Mammon uses Fearful Gaze, then makes four at- he is in pit fiend form. If Mammon is already a pit fiend, this
tacks using Tail Swipe, Constrict, or a combination of the two. action changes him back into his serpentine form.
Tail Swipe. Melee Weapon Attack: +17 to hit, reach 10 ft., one Golden Touch (Costs 2 Actions). Mammon recharges
target. Hit: 31 (4d10 + 9) bludgeoning damage. If the target is a Golden Gaze.
Large or smaller creature, it has the grappled condition (escape Call Underling (Costs 3 Actions). Mammon summons an allied
DC 21). While grappled, the creature also has the restrained horned devil in an unoccupied space that he can see.
condition, and Mammon can’t make Tail Swipe attacks.

230 Appendix A | Lords of the Nine


Mammon’s Lair
Mammon’s lair is in a tomb-like palace, within Regional Effects
Minauros, and like most structures in the city is in a The region containing Mammon’s lair is corrupted
perpetual state of sinking into the swamp. by his presence, which creates the following effect:
Lair Actions Rotting Vegetation. Within 3 miles of the lair,
On initiative count 20 (losing initiative ties), Mam- the plant life is even more sickly and decayed,
mon can take one lair action to cause the following and the water is polluted and toxic. A creature
effect or one from the archdevil lair action list (page that isn’t a Fiend that eats or drinks from these
214); he can’t take the same lair action two rounds sources must succeed on a DC 19 Constitution
in a row: saving throw or die.
AARON SIMS

Greedy. A creature of Mammon’s choice automati- If Mammon dies, the effects fade over the course of
cally fails their next saving throw. 1d10 days.

Appendix A | Lords of the Nine 231


Mephistopheles
Mephistopheles is the lord of Cania, the eighth level led many to believe that there is some ancient secret
of the Nine Hells, and the most formidable archdevil to the relationship between Asmodeus and Mephis-
next to Asmodeus himself. He is famed as Hell’s topheles, though what it could be is a mystery none
most powerful spellcaster and the wielder of a have discovered.
power known as Hellfire. As the foremost spellcaster of the Nine Hells,
An ancient entity, rivaling Asmodeus in age, Mephistopheles often resorts to magic when forced
Mephistopheles has been responsible for many to defend himself. But his greatest power comes
schemes to try and unseat the Lord of the Nine from the ability to wield Hellfire itself. Created by
Hells. One of his most infamous was an alliance tapping into the profane essence of the Nine Hells,
between himself, Dispater, Mammon, and Geryon. Hellfire is unimaginably, unbearably hot. Mephis-
They conspired to take power from the other arch- topheles can also shape Hellfire however he wishes,
devils, Baalzebul, Zariel, Belial, and Moloch. With making it his most potent weapon.
this increased power, Mephistopheles believed he
could challenge Asmodeus himself. But he was Mephistopheles’ Lair
betrayed by Geryon, who had secretly sided with This archdevil’s lair is the Citadel of Mephistar,
Asmodeus. Despite the blatancy of his rebellion, located within the glacier of Nargus. This an ele-
Mephistopheles was the archdevil that suffered the gantly carved ice palace and is home to Mephistoph-
AARON SIMS

least: not cursed like Mammon or Baalzebul; not eles’ private manor, along with living accommoda-
cast down like Belial, Moloch or Geryon. This has tions for numerous other devils.

232 Appendix A | Lords of the Nine


Regional Effects
The region containing Mephistopheles’ lair is
Lair Actions
corrupted by his presence, which creates the
On initiative count 20 (losing initiative ties), Mephis-
following effect:
topheles can take one lair action to cause the
following effect or one from the archdevil lair action Geysers. Within 1 mile of Mephistopheles’ lair,
list (page 214); he can’t take the same lair action two every 100 feet of movement results in a flame gey-
rounds in a row: ser erupting. Creatures within 10 feet of a geyser
when it erupts must succeed on a DC 22 Dexterity
Conjure Hellfire. Mephistopheles covers a 5-foot
saving throw or take 10 (3d6) fire damage. The
square with Hellfire. Any creature that starts their
geyser continues erupting for 24 hours.
turn in the Hellfire takes 27 (6d8) fire damage.
The Hellfire remains until Mephistopheles dis- If Mephistopheles dies, the effects fade over the
misses it. course of 1d10 days.

Mephistopheles Hellfire Implosion (Recharge 4–6). A bright streak of Hellfire ap-


pears at a point that Mephistopheles can see within 150 feet of
Large Fiend (Devil), Lawful Evil
him. Each creature in a 20-foot-radius sphere centered on that
point must make a DC 22 Dexterity saving throw. Targets take
Armor Class 21 (natural armor)
31 (9d6) fire damage on a failed save, or half as much damage
Hit Points 460 (40d10 + 240)
Speed 40 ft., fly 100 ft. on a successful one.
Hellfire Lash (Recharge 5–6). Mephistopheles unleashes a
STR DEX CON INT WIS CHA 60-foot-long, 5-foot-wide lash of Hellfire that ignites a 5-foot-
22 (+6) 23 (+6) 22 (+6) 30 (+10) 28 (+9) 26 (+8) radius sphere around where it strikes. Any targets in the area
of effect must make a DC 22 Dexterity saving throw, taking
Saving Throws Int +18, Wis +17, Cha +16 36 (8d8) fire damage on a failed save, or half as much on a
Skills Deception +24, Insight +25, Persuasion +24 successful one.
Damage Resistances acid, cold; bludgeoning, piercing, and
Spellcasting. Mephistopheles casts one of the following spells,
slashing from nonmagical attacks that aren’t silvered
requiring no material components and using Intelligence as the
Damage Immunities fire, poison
spellcasting ability (spell save DC 26):
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 120 ft., passive Perception 19 At will: Darkness, Detect Evil and Good, Detect Magic,
Languages all, telepathy 120 ft. Dispel Magic, Geas (duration 1 year), Greater Restoration,
Challenge 27 (105,000 XP) Proficiency Bonus +8 Hallow, Hold Monster, Locate Creature, Locate Object,
Major Image, Resurrection, Scrying, Suggestion, Wall of Fire
Devil’s Sight. Magical darkness doesn’t impede Mephistopheles’ 1/day each: Meteor Swarm, Symbol, Wish
darkvision.
Fiendish Regeneration. Mephistopheles regains 20 hit points
Bonus Actions
at the start of his turn. If he takes radiant damage this trait Ashen Teleport. Mephistopheles’ body and any equipment he is
doesn’t function at the start of his next turn. Mephistopheles wearing or carrying turns to ash, then he magically teleports up
only dies if he starts his turn with 0 hit points and is unable to to 120 feet to an unoccupied space he can see and reforms.
regenerate.
Legendary Actions
Flyby. Mephistopheles doesn’t provoke opportunity attacks
Mephistopheles can take 3 legendary actions, choosing from
when he flies out of an enemy’s reach.
the options below. Only one legendary action option can be
Hellfire Mastery. Fire damage that Mephistopheles inflicts ig- used at a time and only at the end of another creature’s turn.
nores resistances and immunities. Mephistopheles is immune Mephistopheles regains spent legendary actions at the start of
to this effect. his turn.
Legendary Resistance (3/Day). If Mephistopheles fails a saving Hellfire Wings. Mephistopheles uses his wings to generate
throw, he can choose to succeed instead. a burst of heat. Each creature within 10 feet of him must
Magic Resistance. Mephistopheles has advantage on saving succeed on a DC 22 Dexterity saving throw or take 9 (2d8)
throws against spells and other magical effects. bludgeoning damage plus 9 (2d8) fire damage. Creatures
that failed the save also have the prone condition.
Actions Hellfire Storm (Costs 2 Actions). Mephistopheles creates a rain
of Hellfire at a point he can see within 150 feet. Each creature
Multiattack. Mephistopheles makes three Ranseur attacks. He
within a 20-foot-radius sphere centered on that point must
can replace one of the attacks with Hellfire Lash (if available).
make a DC 24 Dexterity saving throw. Targets take 38 (7d10)
Ranseur +3. Melee Weapon Attack: +17 to hit, reach 10 ft., one fire damage on a failed save, or half as much damage on a
target. Hit: 20 (2d10 + 9) piercing damage plus 18 (4d8) fire or successful one.
cold damage (Mephistopheles’ choice). Call Underling (Costs 3 Actions). Mephistopheles summons an
allied horned devil in an unoccupied space that he can see.

Appendix A | Lords of the Nine 233


Additional Archdevils Bel’s Lair
Based on events in prior adventures, the current
lord of Avernus might be either Bel or Zariel. Bel makes his lair in an ancient volcano known as
the Forge.
Bel Lair Actions
From his bastion, Zariel’s second-in-command On initiative count 20 (losing initiative ties), Bel can
and the former lord of Avernus oversees the take one lair action to cause the following effect or
forges that furnish weapons and armor for the one from the archdevil lair action list (page 214); he
Blood War. Though Asmodeus has instructed can’t take the same lair action two rounds in a row:
Zariel to accept Bel as her advisor, Bel and Zariel
loathe each other and invent distractions to keep Transmute. If Bel has cast Wall of Fire, that wall
them apart. becomes a permanent Wall of Stone instead
Bel outwardly plays the role of Zariel’s loyal (doesn’t require concentration).
vassal. However, Bel rankles at Zariel’s rulership
of the layer of the Nine Hells that was once his, but
Regional Effects
The region containing Bel’s lair is corrupted by his
he won’t challenge her directly as long as he thinks
presence, which creates the following effect:
Asmodeus supports Zariel.
Lava. There are numerous rivers of lava within 3
Previous Adventures in Avernus: Bel miles of the lair. Anyone who enters the lava for
If you have run Baldur’s Gate: Descent into Avernus, the first time or starts their turn in it takes 33
then Bel might have replaced Zariel as the ruler of (6d10) fire damage.
Avernus. If so, his lair is the Bronze Citadel instead of
the Forge. If Bel dies, the effects fade over the course of 1d10
days.

Bel Greatsword. Melee Weapon Attack: +17 to hit, reach 10 ft., one
target. Hit: 23 (4d6 + 9) slashing damage plus 21 (6d6) fire
Large Fiend (Devil), Lawful Evil
damage. If the target is a flammable object that isn’t being held
or worn, it catches fire.
Armor Class 19 (natural armor)
Hit Points 364 (27d10 + 216) Tail. Melee Weapon Attack: +17 to hit, reach 10 ft., one target.
Speed 30 ft., fly 60 ft. Hit: 25 (3d10 + 9) bludgeoning damage. If the target is a crea-
ture, it must succeed on a DC 23 Constitution saving throw or
STR DEX CON INT WIS CHA have the stunned condition until the end of its next turn.
28 (+9) 14 (+2) 26 (+8) 25 (+7) 19 (+4) 26 (+8) Spellcasting. Bel casts one of the following spells, requiring no
material components and using Charisma as the spellcasting
Saving Throws Dex +10, Con +16, Wis +12 ability (spell save DC 24):
Skills Arcana +15, Deception +16, Insight +12, Persuasion +16
Damage Resistances cold; bludgeoning, piercing, and slashing At will: Detect Magic, Fireball
from nonmagical attacks that aren’t silvered 2/day each: Dispel Magic, Hold Monster, Mirror Image, Mislead,
Damage Immunities fire, poison Raise Dead, Teleport, Wall of Fire
Condition Immunities poisoned 1/day each: Imprisonment, Meteor Swarm
Senses truesight 120 ft., passive Perception 14
Languages Common, Infernal, telepathy 120 ft. Legendary Actions
Challenge 25 (75,000 XP) Proficiency Bonus +8 Bel can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at
Fear Aura. Any creature hostile to Bel that starts its turn within a time and only at the end of another creature’s turn. Bel
20 feet of him must make a DC 23 Wisdom saving throw unless regains spent legendary actions at the start of his turn.
Bel is incapacitated. If the save fails, the creature has the fright-
ened condition until the start of its next turn. If a creature’s Fireball. Bel casts Fireball.
saving throw is successful, the creature is immune to Bel’s Fear Tactical Edge (Costs 2 Actions). Roll a d6 for Bel. The number
Aura for the next 24 hours. rolled on the die is subtracted from the next attack roll made
against Bel or an ally of his choice within the next minute.
Legendary Resistance (3/Day). If Bel fails a saving throw, he can
Summon Ice Devil (Costs 3 Actions). Bel magically summons
choose to succeed instead.
an ice devil with an ice spear (as described in the ice
Magic Resistance. Bel has advantage on saving throws against devil’s entry in the Monster Manual). The ice devil appears
spells and other magical effects. in an unoccupied space within 60 feet of Bel, acts as Bel’s
ally, and can summon other devils if it has such power.
Actions The ice devil remains until Bel dies or until he dismisses it
Multiattack. Bel attacks twice with his Greatsword and once with an action.
with his Tail.

234 Appendix A | Lords of the Nine


Zariel (page 214); she can’t take the same lair action two
Once a mighty angel charged with watching the rounds in a row:
tides of the Blood War, Zariel succumbed to the Infernal Illusions. Zariel casts the Major Image
corrupting influence of the Nine Hells and fell from spell four times, targeting different areas with
grace. Asmodeus admired Zariel’s passion for war it. Zariel prefers to create images of intruders’
and offered her rulership of Avernus. She accepted loved ones being burned alive. Zariel doesn’t
his offer and was transformed by Asmodeus into an need to concentrate on the spells, which end on
archdevil. initiative count 20 of the next round. Each crea-
Zariel’s rise came at the expense of Bel, her pit ture that can see these illusions must succeed
fiend predecessor. Zariel and Bel hate each other. on a DC 26 Wisdom saving throw or have the
To keep Bel busy and out of her sight, Zariel tasks frightened condition for 1 minute. A frightened
him with forging weapons, armor, and gruesome creature can repeat the saving throw at the end
demon-slaying machines. of each of its turns, ending the effect on itself on
a success.
Zariel’s Lair
Zariel makes her lair in a basalt citadel that rises Regional Effects
up in Avernus. The stronghold, covering five The region containing Zariel’s lair is warped by her
square miles, is surrounded by walls reinforced magic, which creates the following effect:
with high turrets. Hellscape. The area within 9 miles of the lair is
filled with screaming voices and the stench of
Lair Actions
burning meat.
On initiative count 20 (losing initiative ties), Zariel
can take one lair action to cause the following If Zariel dies, these effects fade over the course of
effect or one from the archdevil lair action list 1d10 days.

Zariel Flail. Melee Weapon Attack: +16 to hit, reach 10 ft., one target.
Hit: 17 (2d8 + 8) force damage plus 36 (8d8) fire damage.
Large Fiend (Devil), Lawful Evil
Longsword. Melee Weapon Attack: +16 to hit, reach 10 ft., one
Armor Class 21 (natural armor) target. Hit: 17 (2d8 + 8) radiant damage or 19 (2d10 + 8) radiant
Hit Points 420 (29d10 + 261) damage when used with two hands, plus 36 (8d8) fire damage.
Speed 50 ft., fly 150 ft.
Horrid Touch (Recharge 5–6). Zariel touches one creature
within 10 feet of her. The target must succeed on a DC 26
STR DEX CON INT WIS CHA
Constitution saving throw or take 44 (8d10) necrotic damage
27 (+8) 24 (+7) 28 (+9) 26 (+8) 27 (+8) 30 (+10) and have the poisoned condition for 1 minute. While poisoned
in this way, the target has the blinded and deafened conditions.
Saving Throws Int +16, Wis +16, Cha +18 The target can repeat the saving throw at the end of each of its
Skills Intimidation +18, Perception +16 turns, ending the effect on itself on a success.
Damage Resistances cold, fire, radiant; bludgeoning, piercing,
and slashing from nonmagical attacks that aren’t silvered Spellcasting. Zariel casts one of the following spells, requiring
Damage Immunities necrotic, poison no material components and using Charisma as the spellcast-
Condition Immunities charmed, exhaustion, frightened, poisoned ing ability (spell save DC 26):
Senses darkvision 120 ft., passive Perception 26
At will: Alter Self (can become Medium when changing her
Languages all, telepathy 120 ft.
appearance), Detect Evil and Good, Fireball, Invisibility (self
Challenge 26 (90,000 XP) Proficiency Bonus +8
only), Major Image, Wall of Fire
2/day each: Blade Barrier, Dispel Evil and Good, Finger of Death
Devil’s Sight. Magical darkness doesn’t impede Zariel’s
darkvision. Teleport. Zariel magically teleports, along with any equipment
she is wearing or carrying, up to 120 feet to an unoccupied
Legendary Resistance (3/Day). If Zariel fails a saving throw, she
space she can see.
can choose to succeed instead.
Magic Resistance. Zariel has advantage on saving throws Legendary Actions
against spells and other magical effects. Zariel can take 3 legendary actions, choosing from the options
Regeneration. Zariel regains 20 hit points at the start of her below. Only one legendary action option can be used at a time
turn. If she takes radiant damage, this trait doesn’t function at and only at the end of another creature’s turn. Zariel regains
the start of her next turn. Zariel dies only if she starts her turn spent legendary actions at the start of her turn.
with 0 hit points and doesn’t regenerate. Teleport. Zariel uses Teleport.
Immolating Gaze (Costs 2 Actions). Zariel turns her magical
Actions gaze toward one creature she can see within 120 feet of her
Multiattack. Zariel makes three Flail or Longsword attacks. She and commands it to burn. The target must succeed on a DC
can replace one attack with a use of Horrid Touch, if available. 26 Wisdom saving throw or take 22 (4d10) fire damage.

Appendix A | Lords of the Nine 235


A PPE N DI X B

Monsters
he characters will encounter many
of the following creatures on their journey Making Devils More Challenging
through the Nine Hells. Some are new Devils in the Nine Hells can often be more powerful in
devils that may tempt, corrupt, or simply their home turf than in the mortal realm. This can be
try to murder the characters. Others are accomplished in a few different ways:
pitiful monsters, corrupted and tormented by the
Maximum Hit Points. Some devils might appear
laws of the Nine Hells itself. larger than their brethren. These devils have maxi-
mum hit points.
Affliction Devil Spellcasting. Some devils have learned the arcane arts.
Infernal Magic Items. Some devils might wear or wield
(Kocrachon) infernal magic items. More information is given on
Masters of torture and pain, kocrachons are some these items in appendix D.
of the most respected lesser devils in the Nine
Hells. Each is driven to break the greatest number proboscises, eyes and false eyes, and waving anten-
of creatures during their lifespan—the bigger and nae. Kocrachon inject a lethal poison into victims
more dangerous their charges, the better. The most and, if they acquire the information they needed,
effective kocrachons study under other torturers, or may cure said poison.
in infernal schools, to best understand the physiolo-
gies of any victim they might come across. Perhaps Flame and Ice
due to their nature as clandestine torturers, kocra- Though they are just as comfortable in the fires
chons abhor direct conflict, choosing instead to flee of the Nine Hells as any other devil, unlike many
if given the option. other of their peers, kocrachons are also resilient
to the cold. This makes them useful in Stygia and
Devils with Purpose Cania, where they are often employed by the arch-
They’re insect-like and have a brightly colored devils of those layers to wring information from
carapace, with retractable wings, multiple arms recalcitrant opponents. Their affinity to the cold
and legs, and pincer-like hands. Even their heads also provides kocrachons with other, more interest-
appear strangely insectoid, often with multiple ing avenues of torture.

Affliction Devil Infernal Rot. A creature afflicted with this disease has the
poisoned condition until the disease ends. While diseased,
(Kocrachon) creatures gain no benefits from a long rest, gaining exhaustion
Medium Fiend (Devil), Lawful Evil when necessary. If a creature dies while afflicted with Infernal
Rot, its corpse transforms into a newborn kocrachon after 4
Armor Class 20 (natural armor) (1d8) days.
Hit Points 104 (16d8 + 32)
Speed 30 ft., fly 60 ft. (hover) Magic Resistance. The kocrachon has advantage on saving
throws against spells and other magical effects.
STR DEX CON INT WIS CHA Sadism. The kocrachon gains a +1 bonus to attack and damage
16 (+3) 19 (+4) 15 (+2) 17 (+3) 12 (+1) 14 (+2) rolls for each different creature it damaged on its previous turn.

Saving Throws Dex +8, Int +7 Actions


Skills Deception +6, Intimidation +6, Perception +5, Stealth +8 Multiattack. The kocrachon makes three Claw attacks. It can
Damage Resistances bludgeoning, piercing, and slashing from replace one of the attacks with a Proboscis attack.
nonmagical attacks that aren’t silvered
Damage Immunities cold, fire, poison Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Condition Immunities poisoned Hit: 11 (2d6 + 4) slashing damage.
Senses darkvision 120 ft., passive Perception 15 Proboscis. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Languages Infernal, telepathy 120 ft. target. Hit: 10 (1d12 + 4) piercing damage plus 14 (4d6) poi-
Challenge 10 (5,900 XP) Proficiency Bonus +4
son damage. Creatures damaged by this attack must succeed
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on a DC 16 Constitution saving throw or suffer the Infernal


Devil’s Sight. Magical darkness doesn’t impede the kocra- Rot disease.
chon’s darkvision.

236 Appendix B | Monsters


Ayperobo Swarm
An individual ayperobo is practically harmless, and
often eaten by larger devils as a delicacy. Recogniz-
ing their weakness, ayperobos gather together and
create colonies that communicate using telepathy.
These swarms are much stronger, capable of holding
their own even against some of the greater devils.

Something to Prove
Their perfect communication and collective
strength, coupled with their ability for flight, allow
the ayperobos to easily complete tasks with which
larger devils struggle. They’re happy to do so, as
their goal is to prove their worth and, when possible,
get revenge for their abusive treatment at the hands
of larger devils.

Small but Deadly


Each member of the swarm appears as a small, dev-
ilish being, with oversized heads and sparrow-like
wings. Their teeth are razor sharp, and when
working together in a swarm, they can devour a
Humanoid in a matter of seconds. While swarming,
ayperobos appear as a thick cloud of mosquitoes
or a cloud of blood—and are known to hide among
such phenomena. Some swarms have the power
to control a “host” by burrowing under its skin and
manipulating it from the inside—these hosts can
even be other devils.

Ayperobo Swarm Swarm. The ayperobo swarm can occupy another creature’s
space and vice versa, and the swarm can move through any
Medium Swarm of Tiny Fiends (Devil), Lawful Evil
opening large enough for a Tiny creature. The ayperobo swarm
can’t regain hit points or gain temporary hit points.
Armor Class 20 (natural armor)
Hit Points 130 (20d8 + 40) Actions
Speed 5 ft., fly 60 ft. (hover)
Multiattack. The ayperobo swarm makes three Bite attacks.
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +11 to hit, reach 0 ft., one target.
3 (–4) 24 (+7) 14 (+2) 8 (–1) 13 (+1) 13 (+1) Hit: 27 (8d4 + 7) piercing damage, or 17 (4d4 + 7) piercing
damage if the swarm has half of its hit points (65) or fewer.
Saving Throws Dex +11, Cha +5
Burrow (Recharge 6). The ayperobo swarm makes a Bite attack.
Skills Intimidation +5, Perception +5, Stealth +11, Survival +5
Damage Resistances cold; bludgeoning, piercing, and slashing On a hit, the swarm burrows inside the creature, dealing an
from nonmagical attacks that aren’t silvered additional 35 (10d6) necrotic damage and taking control of the
Damage Immunities fire, poison creature. At the start of each of its turns, the target may make a
Condition Immunities charmed, frightened, grappled, DC 17 Constitution saving throw, expelling the ayperobo swarm
paralyzed, petrified, poisoned, prone, restrained, stunned and taking 14 (4d6) piercing damage on a success.
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 15 While burrowed inside a creature, the ayperobo swarm has
Languages Celestial, Draconic, Infernal, telepathy 120 ft. total cover against attacks targeting them, and no longer acts
Challenge 12 (8,400 XP) Proficiency Bonus +4 on their own initiative. Instead, they take total control over their
host, gaining all of its abilities, attacks, and equipment.
Devil’s Sight. Magical darkness doesn’t impede the ayperobo They act during the host’s turn, taking actions based on their
swarm’s darkvision. host. If a host dies while the ayperobo swarm is burrowed, they
leave the host at the end of the host’s turn, rolling initiative if
Magic Resistance. The ayperobo swarm has advantage on sav-
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necessary. Creatures acting as hosts to the ayperobo swarm are


ing throws against spells and other magical effects.
fully aware of their actions and surroundings, but are incapable
of physically operating their body.

238 Appendix B | Monsters


Corruption Devil
(Paeliryon)
One of the stronger greater devils, the paeliryon
focus on corruption and obtaining mortal souls.
While they can be found on almost every layer
of the Nine Hells, paeliryons are particularly
prominent in Dis and Malbolge, where they hold
positions of power. Their duties include managing
lesser devils, directing and manipulating the soul
trade, and infernal politics. They’re particularly
talented at blackmailing and spying—abilities
used both within and without the Nine Hells.

Corruption Devil (Paeliryon)


Large Fiend (Devil), Lawful Evil

Armor Class 16 (natural armor)


Hit Points 218 (19d10 + 114)
Speed 20 ft., burrow 20 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA


21 (+5) 14 (+2) 22 (+6) 19 (+4) 15 (+2) 14 (+2)

Saving Throws Con +11, Wis +7


Skills Arcana +9, Deception +7, Insight +7, Intimidation +7
Damage Resistances cold; bludgeoning, piercing, and slashing
from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison
Condition Immunities poisoned, stunned
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 12
Languages all, telepathy 120 ft.
Challenge 14 (11,500 XP) Proficiency Bonus +5 Imposing Devils
As greater devils, paeliryons are particularly large,
Devil’s Sight. Magical darkness doesn’t impede the paeliryon’s
often weighing more than 4000 pounds. Like hags,
darkvision.
their skin is covered in boils and warts of varying
Keen Eyes. The paeliryon scores a critical hit on a roll of 19 or 20. colors, and they have massive bellies and leathery
Magic Resistance. The paeliryon has advantage on saving wings. Despite their physical drawbacks, corruption
throws against spells and other magical effects. devils are quite formidable in combat. Rather than
Actions fight themselves, however, they use followers and
lesser devils as fodder.
Multiattack. The paeliryon makes three Claw attacks. It can
replace one of the attacks with Draining Grasp (if available). Sire of Corruption
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Occasionally a paeliryon becomes more powerful
Hit: 16 (2d10 + 5) slashing damage plus 10 (3d6) fire damage.
than their sisters and takes on the mantle of a sire
Draining Grasp (Recharge 4–6). The paeliryon makes a Claw of corruption. These sires can be counted among
attack. On a hit, the target’s Charisma score is reduced by 2
the strongest infernals, aside from archdevils, and
(1d4). This reduction lasts until the target finishes a short or
long rest. A creature whose Charisma is reduced to 3 or less usually direct their power to other planes of exist-
because of this ability, has the stunned condition for 1 minute. ence. Befitting their name, sires of corruption only
seek one goal: to corrupt. To this end, their plans
Spellcasting. The paeliryon casts one of the following spells,
requiring no material components and using Intelligence as the often involve the decay of empires or corruption of
spellcasting ability (spell save DC 17): religious groups. Sires are few and far between,
and a new sire usually rises only once every few
At will: Bestow Curse, Command, Darkness, Hold Monster,
Major Image centuries. Though they usually operate alone, some
1/day each: Antilife Shell, Incendiary Cloud, Scrying, Weird sires have served archdevils whose plans involved
enough corruption to encourage cooperation.

Appendix B | Monsters 239


Corruptors of Perception
Like their base stock, displacer fiends bend light
around themselves, the visible monster always
slightly shifted from its true location. These natural
Displacer Fiend gifts have been fortified by the deceptive influence
Long ago a Fey lord led his hunt into the Nine Hells of the lower planes. The monsters also possess the
to settle a score with an archfiend over mortals ability to shift the perceived location of their victim
claimed by both. What fate the lord met is unknown, and affect their prey’s grasp of relative distance and
but of all his expedition, one particular faerie breed place. Fighting them can be a nightmare of con-
prospered in its new environment. A particularly fusion, as allies, enemies and landscape features
vicious strain of displacer beast has become an appear randomly close or far, huge or small—or the
entrenched new threat across many layers of the fighters find themselves viewing the battlefield from
Nine Hells, prowling about the edges of fiendish outside their own heads, trying to control their bod-
communities and attacking mortal and infernal ies like puppets. Even basic functions like propri-
travelers alike. oception—the knowledge of where one’s limbs are
when not directly observed—can be lost. This can
Stalking Horrors lead to a complete loss of coordination, accidentally
Long ages in the Nine Hells have warped the orig- striking friends or falling into bogs or crevasses that
inal beasts into something more fiendish. Whilst seemed far distant.
still feline in shape, the displacer fiend’s shoulders
sprout with an explosion of writhing tentacles each Monstrous Pets
tipped with a lamprey-like mouth. These tooth-lined Many large cities in the Nine Hells have feral popu-
maws drain life essence or infernal strength from lations of displacer fiends predating off the lowliest
their prey, providing the fiends with their suste- devils and breeding in hidden corners. Much of
nance. The mouths drip with a vitriol that causes the time they’re considered pests, but they do keep
agony to mortals, but acts as a tranquilizing balm to down populations of various infernal vermin, like
devils, permitting the Fiends to feast on them with- halogs, that would otherwise be more troubling in
out waking their prey if they get the chance. Dis- their proliferation. Some devils actively cultivate
placer fiends retain the innate stealth of their pro- their presence, encouraging them by staking out
genitors and slip from shadow to shadow across all a lemure or imp every so often, as a human might
but the most barren of infernal landscapes. Packs of leave a bowl of scraps for a cat. Devils aren’t senti-
them will follow travelers for long distances, waiting mental, but some find the viciousness and skulking
until the terrain most favors an ambush. cruelty of the displacer fiends oddly endearing.

Displacer Fiend Displacement. The displacer fiend projects a magical illusion


that makes it appear to be standing near its actual location,
Large Fiend, Neutral Evil
causing attack rolls against it to have disadvantage. If it is hit
Armor Class 16 (natural armor) by an attack, this trait is disrupted until the end of its next turn.
Hit Points 135 (18d10 + 36) This trait is also disrupted while the displacer fiend is incapaci-
Speed 40 ft. tated or has a speed of 0.

STR DEX CON INT WIS CHA


Actions
17 (+3) 19 (+4) 14 (+2) 8 (–1) 13 (+1) 10 (+0) Multiattack. The displacer fiend makes three Tentacle attacks.
It can replace one of the attacks with a Bite attack.
Saving Throws Str +7, Dex +8 Tentacle. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Skills Acrobatics +8, Athletics +7, Perception +5, Stealth +12 Hit: 18 (4d6 + 4) piercing damage plus 7 (2d6) necrotic damage.
Damage Resistances fire, poison
Condition Immunities charmed, frightened Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Senses darkvision 120 ft., passive Perception 15 Hit: 23 (3d12 + 4) piercing damage, and the target’s Dexterity
Languages — score is reduced by 2 (1d4). The target is killed if this reduces
Challenge 9 (5,000 XP) Proficiency Bonus +4 its Dexterity to 0. The reduction lasts until the target finishes a
short or long rest.
Avoidance. If the displacer fiend is subjected to an effect that
allows it to make a saving throw to take only half damage, it Bonus Actions
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instead takes no damage if it succeeds on the saving throw, and Shadowhop. While in dim light or darkness, the displacer fiend
only half damage if it fails. can teleport up to 60 feet, provided its destination is also in
dim light or darkness.

240 Appendix B | Monsters


Halog
There are few places more inhospitable than the
Nine Hells, yet denizens from other places make
a home even here. Not only the evil whose philos-
ophy aligns with the devils, but simple creatures
whose endurance and appetites permit them to
survive the infernal realms. Often this means huge
monsters strong enough to fight the native deni-
zens, but some intruders pose a different kind of
problem to the devils. Halogs seem small and weak
compared to almost everything in the Nine Hells,
yet they’re becoming a serious nuisance across all Unexpected Allies
the lower planes. Despite their remarkable abilities and most common
habitats, halogs are basically just animals. They’re
Swarming Vermin smart, but in the same way as a bright dog or a mon-
Halogs are around the size of a dog, and somewhere key. Druids, rangers, and other guardians of nature
between a rat and a dog in appearance. Individu- luckless enough to find themselves in the Nine Hells
ally they’re unprepossessing, often bearing burns, have been able to forge bonds with the creatures,
festering pustules, scars and other marks of a harsh and even muster them as impromptu scouts and
environment that never seems able to quite kill sentries when travelling in the lower planes.
them. They breed with formidable speed. Pairs of
halogs raise litters of twenty which can mature in
just a handful of days if sufficient food is on hand.
Halog
Small Aberration, Unaligned
And halogs eat anything. Their digestive juices alter
in composition to permit them to devour infernal Armor Class 14 (natural armor)
flesh as easily as that of mortal creatures, along Hit Points 150 (20d6 + 80)
with any kind of plant matter and even minerals. Speed 40 ft.
Only regions that are nothing but barren rock and
STR DEX CON INT WIS CHA
dust offer nothing to them.
13 (+1) 14 (+2) 18 (+4) 4 (–3) 8 (–1) 8 (–1)
Extraplanar Adaptations Saving Throws Dex +5, Con +7
Individually, halogs are weak, but as a species Skills Athletics +4, Perception +2, Survival +5
they’re fearsomely hardy. Halogs seldom thrive Condition Immunities poisoned
in regions not requiring their unique adaptabil- Senses darkvision 120 ft., passive Perception 12
Languages —
ity, because of greater competition from other Challenge 7 (2,900 XP) Proficiency Bonus +3
creatures. The hostile conditions of the lower
planes mean that regular vermin and predators Adaptive Fangs. The halog magically alters its fangs to inflict
are lacking, leaving them their niche. The secret more damage on the creatures it hits (included in the attack).
of the halogs’ success is that the harsher their Magic Resistance. The halog has advantage on saving throws
environment, the more they prosper. Whether heat, against spells and other magical effects.
cold, acid, poison, or even pure necrotic energy—
Pack Tactics. The halog gains advantage on attacks targeting
if it doesn’t kill them outright then they swiftly creatures adjacent to one or more of the halog’s conscious
adapt to feed off it. Halogs live among the flames allies.
of Phlegethos, the icy wastes of Stygia and the
swamps of Minauros equally, and no devil city is Actions
free of their swarming presence no matter how the Multiattack. The halog makes two Bite attacks.
Fiends try to exterminate them. They even swim Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
rat-like in the waters of the Styx. The vermin have Hit: 12 (3d6 + 2) piercing damage plus 10 (3d6) damage of a
a powerful defense mechanism. Their saliva and type that the target is most vulnerable to.
blood adapts swiftly in response to the vulnerabil-
ities of their antagonists so that their bites inflict
Reactions
the worst harm, and anything trying to eat their Adaptive Hide. After taking damage, the halog is now invul-
nerable to the damage type of the damage it just took, and
flesh suffers for it. The remarkable upshot of this
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any future damage of that type instead heals the halog by the
is that the halogs of the Nine Hells most often have damage amount. These benefits last until the halog uses this
teeth blazing with radiant divine energy, enough to reaction again.
make short work of unwary minor devils.

242 Appendix B | Monsters


Hellcat (Bezekira)
Large Fiend, Neutral Evil

Armor Class 16 (natural armor)


Hit Points 136 (16d10 + 48)
Speed 40 ft.

STR DEX CON INT WIS CHA


21 (+5) 19 (+4) 17 (+3) 10 (+0) 14 (+2) 10 (+0)

Saving Throws Dex +8, Con +7


Hellcat (Bezekira) Skills Acrobatics +8, Athletics +9, Perception +6, Stealth +12
Damage Resistances bludgeoning, piercing, and slashing from
Possessing a unique ability to detect both the align- nonmagical attacks that aren’t silvered; damage from spells
ment and strength of an individual telepathically, Damage Immunities fire
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 16
bezekiras, otherwise known as hellcats, search for Languages understands Infernal, telepathy 120 ft.
the most powerful master of lawful evil alignment. Challenge 10 (5,900 XP) Proficiency Bonus +4
Once they’ve found a master, they’re extremely loyal
and follow all commands, until a stronger master Darkness Dweller. Attacks made against a bezekira in bright or
comes along. When not serving a master, hellcats dim light have disadvantage.
are fiercely independent, secretive, and intelligent. Devil’s Sight. Magical darkness doesn’t impede the bezekira’s
darkvision.
Hard to See
Actions
When visible, hellcats take on the appearance of
Multiattack. The bezekira makes three Claw attacks. It can
larger cats, including lions and tigers. However, they
replace one of the attacks with a Bite attack.
have an innate invisibility when in any source of
light, preventing their corporeal form from appear- Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 15 (3d6 + 5) slashing damage plus 7 (2d6) fire damage.
ing anywhere outside of total darkness. They appear
The bezekira deals an extra 28 (8d6) fire damage when it hits a
wraith-like, with the wispy outline of their body target with an attack and has advantage on the attack roll.
composed of ethereal light and devilish fire. Though
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
they rarely hunt creatures of evil alignment, good
Hit: 16 (2d10 + 5) bludgeoning damage, grasping the target
creatures are slaughtered on sight, sometimes even
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with its mouth. If the target is a Medium or smaller creature, it


against their master’s orders. Bezekiras propagate has the grappled condition (escape DC 17). The bezekira can’t
through natural means, though petitioners and dev- make a Bite attack while a creature is grappled in this way.
ils are sometimes given their form.

244 Appendix B | Monsters


Maelephant Nomad
Large Fiend, Lawful Evil

Armor Class 16 (chain mail)


Hit Points 190 (20d10 + 80)
Speed 40 ft.

STR DEX CON INT WIS CHA


22 (+6) 11 (+0) 18 (+4) 14 (+2) 17 (+3) 15 (+2)

Saving Throws Str +11, Con +9


Skills Athletics +16, Insight +8, Intimidation +7, Perception +8
Damage Resistances acid, fire, lightning; bludgeoning, piercing,
and slashing from nonmagical attacks
Condition Immunities frightened, poisoned
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18
Languages Common, Infernal, Maelephant
Challenge 14 (11,500 XP) Proficiency Bonus +5

Magic Resistance. The maelephant has advantage on saving


throws against spells and other magical effects.
Regenerative. At the start of its turn, if the maelephant has less
than half its hit points, it regenerates 20 hit points. This trait
doesn’t function if the maelephant starts its turn with less than
1 hit point.

Actions
Multiattack. The maelephant makes two attacks using its Claw,
Trunk, or a combination of the two.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Maelephant Nomad
Hit: 17 (2d10 + 6) slashing damage. Created with the sole purpose of protection, mael-
Trunk. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. ephants are the most loyal of the devils. They eschew
Hit: 16 (3d6 + 6) piercing damage. If the target is a Medium or personal possessions, dreams, and goals, and find
smaller creature, it has the grappled condition (escape DC 18). happiness in the completion of their duty. While
Until this grapple ends, the target has the restrained condition. other devils may view them as simple and unintelli-
While it is grappling a creature, the maelephant can’t use its gent, many recognize the importance and utility of
Trunk attack against other creatures.
maelephants. Infernal and common are often spo-
Noxious Breath (Recharge 5–6). The maelephant releases a ken languages, but maelephants also maintain their
cloud of noxious gas. All creatures in a 30-foot cone in front of own unique language, which they use exclusively in
the maelephant must make a DC 16 Constitution saving throw.
communication with others of their kind.
Targets take 42 (12d6) acid damage on a failed save, or half as
much damage on a successful one. In addition, on a failed save,
the creature’s Intelligence and Charisma scores become 1. The
Elephantine Warriors
creature can’t cast spells, activate magic items, understand As their name would suggest, maelephants share
language, or communicate in any intelligible way. The creature many physical features with elephants. They stand
can, however, identify its friends, follow them, and even protect on two legs, but have an elephant-like head and legs.
them. A feebled creature can repeat the save every minute,
Their trunk usually ends in a sharp spike, and their
ending the effect on a success.
hands and feet are both clawed. When threatened,
Bonus Actions maelephants emit a cloud of toxins that cause brain
Reckless Charge. The maelephant moves up to 40 feet towards damage and memory loss.
a creature it can see and if it moves at least 20 feet in a straight
line, it may make a Claw attack. On a hit, the target takes an Driven by Duty
additional 14 (4d6) force damage and has the prone condition. Despite them being lower-ranked devils, their posi-
Reactions tion as trustworthy guardians makes other lower
devils respect maelephants. When not under active
Defensive Stance. As a reaction to taking damage, the mael-
duty or protecting something, a maelephant might
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ephant enters a defensive stance until the end of its next turn.
While in a defensive stance, the maelephant moves at half aimlessly wander the layers searching for a new
speed and can’t take bonus actions, but its AC increases by 5. charge. Some of these nomads wander many years
before finally ending their search.

Appendix B | Monsters 245


Miasmorne can lure the creatures with meals of enchanted
or high-quality metal can even use them as siege
Avernus is a bleak wasteland of jagged mountains engines to get past infernal walls. In other parts of
and metal-studded hills, but the true ugliness to a the Nine Hells, the creatures are kept as semi-do-
devil’s eyes is in the scars of war where demonic mesticated guards or waste disposal monsters.
corpses, arms, and armor pile, infecting the plane In Avernus, where they were first bred, Zariel
with their chaotic ichor and breeding fresh mon- maintains a crack corps of handlers who goad the
sters to trouble the order of the Nine Hells. The beasts into wallowing through hosts of invading
miasmorne were bred to clean up after Abyssal demons, chewing on Abyssal mail, and eating the
invasion: great lumbering Monstrosities able to prized magic blades of demon princes.
devour demonic flesh, armor, weapons, and ruined
war engines and return the plane to its pristine
starkness. The monsters prospered beyond anyone’s Miasmorne
Huge Monstrosity, Unaligned
reckoning and now drag their bellies across many
layers of the Nine Hells. Armor Class 19 (natural armor)
Hit Points 230 (20d12 + 100)
Voracious Detritovores Speed 20 ft., burrow 20 ft.
Miasmorne resemble bulky, wingless dragons,
STR DEX CON INT WIS CHA
their broad heads flanked with great fans that they
22 (+6) 10 (+0) 21 (+5) 3 (–4) 10 (+0) 10 (+0)
spread when challenged. While they will gorge
themselves on dead flesh—or create fresh corpses Saving Throws Str +11, Con +10
with their impressive teeth and jaws—their pre- Skills Arcana +1, Athletics +16, Survival +5
ferred meal is mineral. Where their populations Damage Immunities acid, fire; bludgeoning, piercing, and
have grown, they seek out concentrations of metal. slashing from nonmagical attacks
Iron and steel are their staple fare, but they will Condition Immunities petrified
Senses tremorsense 60 ft., passive Perception 10
take gold, silver, adamantine or mithril if avail- Languages —
able. As infernal cities and fortresses are often Challenge 16 (15,000 XP) Proficiency Bonus +5
constructed of iron this leads to literal holes in the
Fiends’ security. Acidic Attacks. If a creature takes acid damage from the mias-
morne and that creature is wearing nonmagical metal armor,
Armored in Rust that armor is destroyed.
As well as sustaining the monsters, the metals Acidic Hide. After a nonmagical metal weapon hits the mias-
they devour go towards fortifying their hides, morne that weapon melts and is destroyed. Likewise, nonmagi-
cal metal ammunition that hits the miasmorne is destroyed.
bones, and jaws. Miasmorne are formidably heavy
and strong, proof against mundane blades and Actions
as resistant to heat as most denizens of the Nine Multiattack. The miasmorne makes three attacks using Bite,
Hells. Not naturally aggressive, the dull-witted Flechette or a combination of the two.
brutes are hard to dissuade once they decide to
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
feed. Miasmorne saliva corrodes metal efficiently, Hit: 22 (3d10 + 6) bludgeoning damage plus 7 (2d6) acid
and they frequently pause mid-fight to slobber damage. If the target is a Large or smaller creature, it has the
down the brittle flakes of whatever they’ve just grappled condition (escape DC 18). The miasmorne can’t make
destroyed. Under threat, their head fans bristle Bite attacks while a creature is grappled in this way.
with thousands of extruded metal spines which Flechette. Ranged Weapon Attack: +11 to hit, range 60/120 ft.,
they launch in a cloud of flechettes at foes, scour- one target. Hit: 16 (3d6 + 6) acid damage.
ing the air both with sharp-edged missiles and a Flechette Spray (Recharge 5–6). The miasmorne launches
great spray of their rusting spittle. When injured, flechettes from its fins in a 90-foot cone in front of it. All crea-
those that have devoured magic weapons or tures in the cone must make a DC 19 Dexterity saving throw,
defenses manifest those same effects in their taking 21 (6d6) acid damage on a failed save, or half as much
hide and claws, expending their internal store of damage on a successful one.
swallowed arcana to drive away those who disturb Acidic Secretion (1/Day). The miasmorne secretes an acid-
their feasting. ic solution, then sprays it around itself. All creatures in a
20-foot-radius sphere, centered on the miasmorne, must
Pests and War-beasts make a DC 19 Dexterity saving throw. Targets take 26 (4d12)
acid damage on a failed save, or half as much damage on a
Miasmorne are a serious problem in some regions,
SEBASTIAN KOWOLL

successful one. All nonmagical metals within the radius that


chewing at the walls of castles and cities, swallow- aren’t being carried, as well as nonmagical metal items carried
ing whole armories, and tearing the armaments off or worn by creatures that failed the save, are destroyed.
the hosts of the Nine Hells. Mortal intruders who

246 Appendix B | Monsters


Storehouses of Phantasms
Forced to fight, dream eaters’ most potent defense is
a release of their stored phantasmagoria. This can
affect attackers in several ways. A release of night-
mares taints the way that non-devils view the world
around them, transforming everything—including
allies—into hideous sources of fear and threat,
whilst the dream eaters themselves fade into the
infernal landscape. On the other hand, a release of
hope and wonder leaves mortal attackers in a dazed
and euphoric state, suddenly taken by wild fancies
to accomplish impossible and reckless feats that
see them charging off across the hellish landscape,
the fight forgotten. The same expulsion of positive
dream imagery has a powerful caustic effect against
infernal creatures, affecting devils much as a
skunk’s blast against regular predators.

Oneirovore
Large Fiend, Unaligned

Armor Class 19 (natural armor)


Hit Points 237 (19d10 + 133)
Speed 20 ft.

STR DEX CON INT WIS CHA


16 (+3) 12 (+1) 25 (+7) 12 (+1) 10 (+0) 10 (+0)

Saving Throws Con +11, Int +5


Skills Insight +4, Nature +5, Perception +4, Survival +4
Damage Resistances fire, poison; bludgeoning, piercing, and
slashing from nonmagical attacks that aren’t silvered
Damage Immunities psychic
Condition Immunities blinded, charmed, frightened
Senses truesight 60 ft., passive Perception 14
Oneirovore Languages —
Challenge 11 (7,200 XP) Proficiency Bonus +4
The ancestors of these Fiends were servants of the
divine and Fey which devoured the nightmares of
mortals, bringing restful sleep. Imported into the Actions
Nine Hells and cultivated by devils, dream eaters, Stomp. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
as they’re also known, became a powerful weapon Hit: 16 (2d12 + 3) force damage.
in subtly corrupting mortal minds. They can be Realize Nightmares (Recharge 4–6). The oneirovore manipulates
found grazing wherever the toxic foliage of the Nine the perception of nearby creatures, sending them into a panic.
Hells grows, often guarded by low-status devils and Creatures of the oneirovore’s choice that it can see within 60 feet
hell hounds. When brought to weak points between must make a DC 19 Charisma saving throw. On a failed save, the
creature has the charmed condition, their vision distorted such
the planes, their spirits seep into the mortal world.
that they view their allies as creatures of pure fear and hatred.
There they browse the dreaming minds of mortals. While charmed, a creature will use their actions to attack their al-
Often, they devour the hope and wonder that might lies with intent to kill. A charmed creature may repeat the saving
inspire people to improve their lives. throw at the end of each turn, ending the effect on a success.
Warning Cry (1/Day). The oneirovore lets out an earsplitting
Placid Herds shriek, calling for infernal reinforcements. Creatures that are
Despite their fearsome-looking appearance, dream not Fiends that are within 120 feet of the oneirovore must make
eaters are oddly passive for a denizen of the Nine a DC 19 Constitution saving throw, taking 55 (10d10) thunder
Hells. When attacked, their first instinct is to lum- damage on a failed save, or half as much damage on a success-
ful one. Any lesser devils within a 1-mile-radius, centered on
ber away at their sluggish pace, sending out high,
SEBASTIAN KOWOLL

the oneirovore, are required by contract to come to its aid upon


mournful cries that attract every devil and infernal hearing its Warning Cry. Higher ranking devils may investigate
monster within earshot. Their angry herdsmen usu- if they desire, but the call holds no magical sway over them.
ally arrive in short order to see off the threat.

248 Appendix B | Monsters


Pain Devil (Excruciarch)
Another type of devil devoted to torture, excruci-
archs are also competent fighters and mercenaries.
Due to their reputation as torturers of devils, they’re
often looked down upon by other devils, occa-
sionally even beaten or killed, and as a result they
frequently travel together. Their cruelty is known
across the Nine Hells, and their revelry in pain gives
them their name. Another defining feature of pain
devils is their greed: they serve no particular mas-
ter, their loyalty must be purchased.

Masked Devils
Excruciarchs appear almost humanoid in size and
shape. Their skin is usually pale shades of white
or red, and hair doesn’t grow anywhere on their
body. To conceal their identity and lend themselves
some form of protection, almost all pain devils wear
masks made from various types of leather, often
adorned with spikes, horns, or ridges.

Devoted to Pain
When an excruciarch enters battle, they activate a
unique ability to inflict pain upon their adversaries.
Excruciarchs thrive on even their own pain and they
almost always fight to the death.

Pain Devil (Excruciarch) Magic Resistance. The excruciarch has advantage on saving
throws against spells and other magical effects.
Medium Fiend (Devil), Lawful Evil
Sadism. The excruciarch gains a +1 bonus to attack and dam-
Armor Class 16 (natural armor) age rolls for each creature it damaged on its previous turn.
Hit Points 171 (18d8 + 90)
Speed 30 ft. Actions
Multiattack. The excruciarch makes two Scourge attacks. It can
STR DEX CON INT WIS CHA replace one of the attacks with Storm of Steel (if available).
18 (+4) 15 (+2) 20 (+5) 11 (+0) 10 (+0) 13 (+1)
Scourge. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Saving Throws Str +8, Con +9 target. Hit: 13 (2d8 + 4) bludgeoning damage plus 13 (2d8 + 4)
Skills Deception +5, Insight +4, Intimidation +5, Perception +4 slashing damage.
Damage Resistances cold; bludgeoning, piercing, and slashing Storm of Steel (Recharge 4–6). The excruciarch swings its
from nonmagical attacks that aren’t silvered scourge wildly around itself. All creatures within 15 feet of the
Damage Immunities fire, poison excruciarch must make a DC 16 Dexterity saving throw. Targets
Condition Immunities poisoned take 31 (6d8 + 4) slashing damage on a failed save, or half as
Senses darkvision 120 ft., passive Perception 14 much damage on a successful one.
Languages Celestial, Common, Infernal, telepathy 120 ft.
Challenge 12 (8,400 XP) Proficiency Bonus +4 Reactions
Vulnerable Gaze. As a reaction to a creature resisting damage
Aura of Torment. Any creature hostile to the excruciarch that
dealt by the excruciarch, it turns its gaze on that creature,
starts its turn within 20 feet of the excruciarch takes 10 (4d4)
negating any resistances and immunities that creature has until
slashing damage, unless the excruciarch is incapacitated.
the start of the excruciarch’s next turn.
Devil’s Sight. Magical darkness doesn’t impede the excruci-
arch’s darkvision.

Appendix B | Monsters 249


Born from Bitterness
At first glance, shredwings appear to be bats or
pterodactyls, with a spined body between two great
veined wings terminating in a jagged head. They
seem to have an ever-open beak, but upon closer
scrutiny this shows to be a pair of vicious spikes.
Shredwing Although they seem like horrific flying creatures,
the actual truth of their origins makes them even
Tearing through the skies of the Nine Hells, shred- more terrible. Malagard was earthbound and one
wings aren’t only a constant menace to mortal and of the many things she was furiously envious of
fiendish travelers, but a reminder of the cruelties was the ability of others to fly. One of her pas-
of one of Hell’s worst overlords. Though Malagard times was to tear the wings from Fiends who had
was cast down from the throne of Malbolge and her displeased her and give them a vile and unnatural
bloated body shattered, her wickedness remains in life of their own, discarding the mutilated devils
the spite and cruelty of her creations. and shaping their amputated parts into something
new and ghastly. Shredwings are the results of her
Shredwing hobby, now feral and endemic to many parts of the
Medium Fiend, Lawful Evil Nine Hells.

Armor Class 21 (natural armor) Hideous Appetites


Hit Points 170 (20d8 + 80)
Speed 0 ft., fly 60 ft. (hover) Shredwings are driven by a desire to inflict pain,
still possessed by the malice of their original
STR DEX CON INT WIS CHA creator. They patrol the skies of the Nine Hells
11 (+0) 19 (+4) 19 (+4) 15 (+2) 16 (+3) 11 (+0) and descend in shrieking flocks on anything weak
enough to torment. When they have winged crea-
Saving Throws Dex +8, Con +8 tures at their mercy, they mob their victim in the air
Skills Acrobatics +8, Athletics +4, Perception +11, Survival +7
until they can tear away their target’s wings. They
Damage Resistances cold, fire, poison; bludgeoning, piercing,
and slashing from nonmagical attacks that aren’t silvered carry the trophies to their high roosts, where the
Condition Immunities blinded, charmed, poisoned tattered vanes are transformed into a new shred-
Senses darkvision 120 ft., passive Perception 21 wing under the caustic ministrations of the ‘parents’.
Languages — For wingless prey, they have other practices. Whilst
Challenge 12 (8,400 XP) Proficiency Bonus +4
they harry with claws and beak, they look out for a
Merged. After using the Burrow ability, if the shredwing is
chance to latch onto the backs of their prey. Driving
merged with another creature, any damage dealt to the shred- the spikes of their heads between the shoulders of
wing is split evenly between it and the merged creature. their victims they enact a terrible merging, becom-
ing a set of wings attached to the creature and
Actions carrying them off. They slowly absorb the life-force
Multiattack. The shredwing makes three Talon attacks. of their victim, delighting in their pain and fear.
Talon. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Over time they take over their prey’s limbs and
Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) poison damage. body, returning to attack any leftover companions,
Burrow (Recharge 5–6). On a hit, the creature takes an addi- delighting in the distress their puppeteering causes.
tional 32 (5d12) slashing damage as the wings merge with it. Most often they leave the head until last, enjoying
While merged, the creature moves with the shredwing, takes the screams and pleas of the luckless creature
19 (3d12) necrotic damage at the start of each of its turn, and they’ve usurped.
has the grappled condition. The shredwing can unmerge at
any time, leaving the creature and dropping it if airborne. The Raised to the Whip
only other way to end the merge is to kill the shredwing.
If the merged creature dies while merged, the shredwing per- There is little bad in the Nine Hells that devils can’t
manently takes over its body. It gains the merged creature’s hit make worse. Shredwings are unruly and vicious
dice, natural armor, possessions, and languages. If any of the creatures but determined devils can trap them and
merged creature’s statistics are higher than the shredwing, it break them into a form of domestication. Particu-
inherits those statistics as well. A creature permanently merged larly ingenious hunting Fiends, aided by the souls of
by the shredwing can only be resurrected through a Wish spell evil rangers, have trained packs of shredwings to do
or similar.
their bidding, tracking prey across the hostile plains
Bonus Actions of the Nine Hells and attacking on command. The
SEBASTIAN KOWOLL

Aggressive. The shredwing can move up to its speed toward a creatures remain mutinous at best, and woe betide
hostile creature that it can see. any handler who shows weakness or lets prey get
the better of them.

250 Appendix B | Monsters


Styx Dragon Unusual Dragons
One of the only draconic beings that makes its home Unlike other Dragons, the scales of the Styx dragon
in the Nine Hells, the Styx dragon is an aquatic have no effect on their capabilities, and range from
creature that lives within the River Styx. The waters darker hues all the way up to chromatic scales,
of the Styx have no effect on its mental faculties or though they always appear muddied. They have no
memories, and their breath weapon replicates the wings and very small limbs, relying primarily on
effects of the Styx. Their diet consists mostly of their tails for mobility and combat. Their serpentine
devils foolish enough to wander close to the banks body lends itself to muddy nests along the banks of
of the Styx, though they prefer mortals and corpses the Styx and quick underwater travel. Good cap-
over Fiends. Occasional Styx dragons have been tains know where Styx dragon clutches are along
spotted in non-infernal planes, possibly by traveling the river, and steer their boats specifically to avoid
the Styx to their destination. the creatures.

Styx Dragon Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
Hit: 15 (2d6 + 8) bludgeoning damage. If the target is a Large
Gargantuan Dragon, Chaotic Evil
or smaller creature, it has the grappled condition (escape DC
22). The dragon can’t make a Tail attack while a creature is
Armor Class 17 (natural armor)
grappled in this way.
Hit Points 296 (16d20 + 128)
Speed 30 ft., burrow 20 ft., swim 60 ft. Constrict. The dragon tightens its grip on a creature grappled
by its tail. The creature takes 27 (3d12 + 8) bludgeoning dam-
STR DEX CON INT WIS CHA age, has the restrained condition until the start of the dragon’s
27 (+8) 14 (+2) 26 (+8) 19 (+4) 20 (+5) 19 (+4) next turn, and must make a DC 19 Constitution saving throw.
On a failed save, the target contracts Stygian Wasting.
Saving Throws Dex +8, Con +14, Wis +11, Cha +10 Frightful Presence. Each creature of the dragon’s choice that
Skills Athletics +21, Insight +11, Perception +11, Survival +17 is within 120 feet of the dragon must succeed on a DC 18
Damage Resistances damage from spells
Wisdom saving throw or have the frightened condition for 1
Damage Immunities cold, poison
minute. A creature can repeat the saving throw at the end of
Condition Immunities blinded, poisoned
each of its turns, ending the effect on itself on a success. If a
Senses blindsight 120 ft., passive Perception 21
Languages Draconic, Infernal creature’s saving throw is successful or the effect ends for it,
Challenge 20 (25,000 XP) Proficiency Bonus +6 the creature is immune to the dragon’s Frightful Presence for
the next 24 hours.
Amphibious. The dragon can breathe air and water. Stygian Breath (Recharge 5–6). The dragon exhales poi-
sonous Styx water in a 60-foot-long, 10-foot-wide line. Each
Stygian Wasting. Creatures afflicted with this disease are
creature in that line must make a DC 19 Dexterity saving
incapable of regaining hit points in any way until the disease is
throw, taking 54 (12d8) poison damage on a failed save, or
cured. Additionally, as their flesh starts to rot, a creature with
half as much on a successful one. Creatures that fail the save
this disease takes 36 (8d8) necrotic damage after each long rest
contract Stygian Wasting.
they finish.
Styx Dweller. The dragon is immune to all negative effects from Legendary Actions
the River Styx. The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
Actions at a time and only at the end of another creature’s turn. The
Multiattack. The dragon can use its Frightful Presence. It then dragon regains spent legendary actions at the start of its turn.
makes three attacks using its Bite, Tail, or a combination of the
Detect. The dragon makes a Wisdom (Perception) check.
two. It can replace one of the attacks with Constrict.
Tail Attack. The dragon makes a Tail attack. If a creature is
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one tar- already grappled, the dragon may use Constrict instead.
get. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) poison Death Throw (Costs 3 Actions). If the dragon has successfully
damage, and the target must make a DC 19 Constitution saving restrained a creature with the Constrict ability, it may throw
throw. On a failed save, the target contracts Stygian Wasting. them up to 100 feet away. When it lands, the creature takes
SEBASTIAN KOWOLL

21 (6d6) bludgeoning damage and must make a DC 18


Constitution saving throw. On a failed save, the creature
has the unconscious condition for 10 minutes.

252 Appendix B | Monsters


Tyrant Shadows
Alongside devils and monsters, the Nine Hells have
given birth to more nebulous threats. Even raw
negative emotion can be personified in the dark-
est reaches of the lower planes. Congealing into a
shape that knows only hunger and the need to hunt.
It stalks those filled with fears and insecurities that
they refuse to acknowledge.
lives are a constant battle between bitterness and
Bred from Denial discipline. Those few mortals who are so confident
in themselves as to know no fear at all—the most
Tyrant shadows are a threat unique to the Nine focused of monks or blessed of paladins perhaps—
Hells. Mortals in the Nine Hells dwell in agony and are effectively invisible to tyrant shadows.
terror by definition. However, the life of a devil is
seldom happier. The infernal hierarchy is harsh and Personal Nemeses
those above constantly abuse the Fiends beneath
Every tyrant shadow was spawned from the resent-
them whilst fearing usurpation at every turn. In
ful core of a particular devil before taking up its
contrast to the unruly hosts of the Abyss, devils are
own existence, and the presence of “their” devil
never permitted to give vent to the bitterness that is
continues to sustain the tyrant. As the devil rises in
their lot, bound to a show of discipline and obedi-
the internal hierarchy, so the tyrant grows stronger.
ence. This festering misery, given no other outlet,
As the tyrant hunts and feasts, so the devil’s inner
manifests as an independent creature that breaks
bitterness grows, driving them to greater acts of
from the devil who generated it to pursue its own
evil, and thus leading to their advancement. Much
malevolent life. Tyrant shadows most often appear
as they might deny it, even the greatest of devils
as huge-mawed stalking reptiles made from writh-
are consumed with negative emotions. Archdevils
ing shadows, unless they take on specific forms to
command whole planes yet hate and envy the gods.
exploit the fears of their prey.
Somewhere perhaps even Asmodeus has a stalking
Shifting Stalkers shadow feeding his malice even as his great status
empowers it.
Tyrant shadows are strongly attracted to the kind of
suppressed negative emotions that gave rise to them. Greater Tyrant Shadow’s Lair
The minds of strong mortals valiantly enduring the
A greater tyrant shadow’s lair is always within a
horrors of the Nine Hells without complaint draw
few miles of the devil that spawned it, which means
them from far away, and they hunger both for the
that the tyrant shadow itself may often relocate,
flesh and the fear such prey generate. A truly satisfy-
following the movements of its progenitor, even
ing feast for the tyrants must be prepared properly.
across the layers of the Nine Hells themselves. Of
They stalk their targets over long hours, telepathi-
the lair specifically, the tyrant shadow generally
cally sensing what is most feared and shifting their
selects a suitably cavernous locale, with deep shad-
forms to provide glimpses and hints of terror wher-
ows, perfect for skulking and ambushes. Eroded
ever their target looks. Mortals who break easily,
canyons, abandoned dwellings, and even deep
giving swift vent to their fear or flying into berserk
forests, though rare in the Nine Hells, are also
rages, are of little interest to them. A fear that slowly
suitable locations.
erodes through its host’s iron discipline is savored
like a well-aged wine. For the same reason, they Lair Actions
gleefully prey on middling and lesser devils whose On initiative count 20 (losing initiative ties), the
greater tyrant shadow can take one lair action to
Shadowy Disguises cause the following effect; it can’t take the same lair
All tyrant shadows have the following bonus action:
action two rounds in a row:

Change Shape. The shadow transforms into a Beast, Despair. One creature within 300 feet of the
Humanoid or Fiend that it has an Empathic Link with, shadow must succeed on a DC 22 Charisma
or back into its true form. In a new form, the shadow saving throw or be overcome with despair and
retains its align­ment, hit points, hit dice, telepathy, self-doubt. The creature has the stunned condition
and Intelligence, Wisdom, and Charisma scores, as for 1 minute. At the end of each of its turns, the
well as this action. Its statistics and capabilities are creature can repeat the saving throw, ending the
otherwise replaced by those of the new form, except
any class features, lair actions, or legendary actions of
effect on a success.
that form. Renewal. The shadow recharges its Shadows of
Death ability.

254 Appendix B | Monsters


Lesser Tyrant Shadow Undying Connection. The shadow was originally spawned from
Medium Aberration, Lawful Evil a specific devil and, if the shadow is slain, it returns to life in
10 (1d20) days within 1 mile of that devil. The shadow is killed
Armor Class 20 (natural armor) permanently only if its progenitor devil is slain first.
Hit Points 114 (12d8 + 60)
Speed 30 ft. Actions
Multiattack. The shadow makes two Claw attacks.
STR DEX CON INT WIS CHA
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
20 (+5) 18 (+4) 20 (+5) 18 (+4) 16 (+3) 18 (+4)
Hit: 12 (2d6 + 5) necrotic damage, plus 3 (1d6) psychic damage.
Saving Throws Int +8, Wis +7 Cloak of Shadows. The shadow bends darkness around itself,
Skills Arcana +8, Deception +12, Perception +7, Stealth +12 and now has the invisible condition for 1 minute. The invisibili-
Damage Resistances fire ty ends if the shadow is subjected to a Daylight spell or similar.
Damage Immunities necrotic, poison, psychic; bludgeoning,
Empathic Link. The shadow attempts to form a link between
piercing, and slashing from nonmagical attacks
itself and a creature it can see. The target must make a DC 16
Condition Immunities blinded, charmed, frightened, poisoned
Senses passive Perception 17 Intelligence saving throw, taking 6 (1d12) psychic damage on
Languages understands all, telepathy 300 ft. a success. On a failed save, the creature and the shadow are
Challenge 10 (5,900 XP) Proficiency Bonus +4 linked. While linked, every time the shadow is damaged, the
creature takes half of that damage as psychic damage. The crea-
Empath. The shadow uses telepathy to sense nearby creatures. ture may repeat the saving throw at the end of each of its turns,
The shadow can see a creature if that creature has thoughts taking 6 (1d12) psychic damage on a failed save, or ending the
and is within the range of the shadow’s telepathy. The shadow effect on a successful one.
can’t see creatures immune to telepathy.

Tyrant Shadow Cloak of Shadows. The shadow bends darkness around


itself, and now has the invisible condition for 1 minute. The
Huge Aberration, Lawful Evil
invisibility ends if the shadow is subjected to a Daylight spell
Armor Class 19 (natural armor) or similar.
Hit Points 207 (18d12 + 90) Empathic Link. The shadow attempts to form a link between
Speed 30 ft. itself and a creature it can see. The target must make a DC 19
Intelligence saving throw, taking 13 (2d12) psychic damage on
STR DEX CON INT WIS CHA a success. On a failed save, the creature and the shadow are
22 (+6) 16 (+3) 20 (+5) 20 (+5) 16 (+3) 20 (+5) linked. While linked, every time the shadow is damaged, the
creature takes half of that damage as psychic damage. The crea-
Saving Throws Int +11, Wis +9 ture may repeat the saving throw at the end of each of its turns,
Skills Arcana +11, Deception +17, Perception +9, Stealth +15 taking 13 (2d12) psychic damage on a failed save, or ending the
Damage Resistances fire effect on a successful one.
Damage Immunities necrotic, poison, psychic; bludgeoning,
piercing, and slashing from nonmagical attacks Shadows of Death (Recharge 6). The shadow discharges
Condition Immunities blinded, charmed, frightened, poisoned inky-black shadows in a 90-foot-radius sphere around itself.
Senses passive Perception 19 Creatures in the shadows must succeed on a DC 19 Wisdom
Languages understands all, telepathy 300 ft. saving throw or take 27 (6d8) necrotic damage and have the
Challenge 17 (18,000 XP) Proficiency Bonus +6 frightened condition for 1 minute. A frightened creature may
repeat the saving throw at the end of each of its turns, ending
Empath. The shadow uses telepathy to sense nearby creatures. the effect on a succesful save, but taking the damage again on
The shadow can see a creature if that creature has thoughts a failed save.
and is within the range of the shadow’s telepathy. The shadow
can’t see creatures immune to telepathy.
Legendary Actions
The shadow can take 3 legendary actions, choosing from the
Undying Connection. The shadow was originally spawned from
options below. Only one legendary action option can be used
a specific devil and, if the shadow is slain, it returns to life in
at a time and only at the end of another creature’s turn. The
10 (1d20) days within 1 mile of that devil. The shadow is killed
monster regains spent legendary actions at the start of its turn.
permanently only if its progenitor devil is slain first.
Shadow Blink. The shadow surrounds itself in black mist, then
Actions teleports up to 60 feet to an unoccupied space that it can see.
Multiattack. The shadow makes three Claw attacks. It can Shapeshift. The shadow uses its Change Shape ability.
replace one of the attacks with Shadows of Death (if available). Mind Spike (Costs 2 Actions). Ranged Spell Attack: +11 to hit,
range 300 ft., one target. Hit: 16 (2d10 + 5) psychic damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 16 (3d6 + 6) necrotic damage, plus 7 (2d6) psychic damage.

Appendix B | Monsters 255


“ T H E N I N E H E L L S C A N ON LY DR E A M
OF T H E PER F EC T OPPR ESSION W H ICH
M O R T A L S B R I N G U P O N E A C H O T H E R .”

Unknown

Greater Tyrant Shadow Cloak of Shadows. The shadow bends darkness around
itself, and now has the invisible condition for 1 minute. The
Gargantuan Aberration, Lawful Evil
invisibility ends if the shadow is subjected to a Daylight spell
Armor Class 18 (natural armor) or similar.
Hit Points 372 (24d20 + 120) Empathic Link. The shadow attempts to form a link between
Speed 30 ft. itself and a creature it can see. The target must make a DC 22
Intelligence saving throw, taking 26 (4d12) psychic damage on
STR DEX CON INT WIS CHA a success. On a failed save, the creature and the shadow are
25 (+7) 15 (+2) 20 (+5) 24 (+7) 16 (+3) 22 (+6) linked. While linked, every time the shadow is damaged, the
creature takes half of that damage as psychic damage. The crea-
Saving Throws Int +14, Wis +10 ture may repeat the saving throw at the end of each of its turns,
Skills Arcana +14, Deception +20, Perception +10, Stealth +16 taking 26 (4d12) psychic damage on a failed save, or ending the
Damage Resistances fire effect on a successful one.
Damage Immunities necrotic, poison, psychic; bludgeoning,
piercing, and slashing from nonmagical attacks Shadows of Death (Recharge 5–6). The shadow discharges
Condition Immunities blinded, charmed, frightened, poisoned inky-black shadows in a 90-foot-radius sphere around itself.
Senses passive Perception 20 Creatures in the shadows must succeed on a DC 22 Wisdom
Languages understands all, telepathy 300 ft. saving throw or take 36 (8d8) necrotic damage and have the
Challenge 22 (41,000 XP) Proficiency Bonus +7 frightened condition for 1 minute. A frightened creature may
repeat the saving throw at the end of each of its turns, ending
Empath. The shadow uses telepathy to sense nearby creatures. the effect on a successful save, but taking the damage again
The shadow can see a creature if that creature has thoughts on a failed save.
and is within the range of the shadow’s telepathy. The shadow
can’t see creatures immune to telepathy.
Legendary Actions
The shadow can take 3 legendary actions, choosing from the
Undying Connection. The shadow was originally spawned from
options below. Only one legendary action option can be used
a specific devil and, if the shadow is slain, it returns to life in
at a time and only at the end of another creature’s turn. The
10 (1d20) days within 1 mile of that devil. The shadow is killed
shadow regains spent legendary actions at the start of its turn.
permanently only if its progenitor devil is slain first.
Shadow Blink. The shadow surrounds itself in black mist, then
Actions teleports up to 60 feet to an unoccupied space that it can see.
Multiattack. The shadow makes three Claw attacks. It can Shapeshift. The shadow uses its Change Shape ability.
replace one of the attacks with Shadows of Death (if available). Mind Spike (Costs 2 Actions). Ranged Spell Attack: +14 to hit,
range 300 ft., one target. Hit: 23 (3d10 + 7) psychic damage.
SEBASTIAN KOWOLL

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target.
Hit: 21 (4d6 + 7) necrotic damage, plus 10 (3d6) psychic
damage.

256 Appendix B | Monsters


Vorvolaka
There are always mortals who believe they can
outwit the powers of the Nine Hells. One strategy is The Ever-Hungry
for a powerful evil creature to pledge its soul to the A mockery of their original form, vorvolakas appear
inferno, then seek the eternal unlife of a vampire to like vast tusked bats with a humanoid twist to their
cheat the devils of their prize. The devils, of course, forms. Some faint semblance of their original fea-
have seen it all before. Specialist teams hunt down tures can just be discerned in their new bestial vis-
the offenders and haul them to the Nine Hells where age, just as an echo of their memories and personal-
they’re reshaped into vorvolakas, forever hungry for ity persists in their fractured minds. They’re almost
mortal blood in an underworld where such a com- never still or silent, shrieking out their gnawing
modity is vanishingly rare. hunger in their keening voices, jittering and clawing
at one another, or circling like vultures across the
brazen skies of the Nine Hells. Even as normal vam-
Vorvolaka pires are driven by their appetites, transformation
Medium Undead, Neutral Evil
into a vorvolaka increases that appetite a hundred-
Armor Class 18 (natural armor) fold, but the blood of mortals remains the only meal
Hit Points 190 (20d8 + 100) that sates them for even a moment. Seeing haughty
Speed 20 ft., fly 50 ft. vampires turned into ravenous monsters by their
constant unfulfillable hunger is a torment that devils
STR DEX CON INT WIS CHA
find highly amusing.
15 (+2) 19 (+4) 21 (+5) 8 (–1) 13 (+1) 16 (+3)

Saving Throws Con +10, Wis +6


Hell’s Sentries
Skills Insight +6, Perception +11, Religion +4, Survival +6 Many powerful devils—especially in the upper lay-
Damage Resistances bludgeoning, piercing, and slashing from ers of Avernus and Dis—keep dovecotes of starving
nonmagical attacks
vorvolakas, tolerating their noise and squabbling
Damage Immunities necrotic
Condition Immunities charmed, exhaustion, paralyzed in exchange for the chief service they provide. The
Senses darkvision 120 ft., passive Perception 21 creatures can scent the blood of mortals from
Languages the languages it knew in life miles away, flying into a frenzy at the first hint of
Challenge 14 (11,500 XP) Proficiency Bonus +5 a living being. Sometimes the monsters are kept
caged, simply serving as a warning system so dev-
Fear Aura. Any hostile creature that starts its turn within 20 feet
ils know that mortals are about. More often they’re
of the vorvolaka must succeed on a DC 18 Wisdom saving throw
or have frightened condition until the start of the creature’s next released into the skies to track down the intruders,
turn. If a creature’s saving throw is successful, they’re immune with infernal huntsmen following in their wake to
to the vorvolaka’s Fear Aura for the next 24 hours. This ability pick up the pieces.
does not function if the vorvolaka is unconscious.
Magic Resistance. The vorvolaka has advantage on saving
Frenzied Hunters
throws against spells and other magical effects. When they find living prey the vorvolakas descend
Regeneration. The vorvolaka regains 15 hit points at the start in great squalling flocks, desperate to rend the
of its turn if it has at least 1 hit point. If the vorvolaka takes mortals open and glut themselves on blood. They
radiant damage, this trait doesn’t function at the start of the use their hooked claws and tusks to rip away
vorvolaka’s next turn. armor and open up their prey, attacking with utter
Actions disregard for their own safety. Their flesh regen-
erates from most wounds—or else they would tear
Multiattack. The vorvolaka makes two Talon attacks. It can
one another to pieces in their agony—and their
replace one of the attacks with Rend Armor (if available).
hunger is such that only those of strongest faith
Talon. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. can hold them back with prayer and holy symbol.
Hit: 22 (4d8 + 4) piercing damage plus 14 (4d6) necrotic
Their screaming cries rend the ears of listeners,
damage.
not only physically painful but imprinting the
Rend Armor (Recharge 4–6). The vorvolaka makes a Talon creatures’ deep misery on all who hear. So evident
attack against a creature. On a hit, the creature’s AC is reduced
is the despair of the creatures, their horror at their
SEBASTIAN KOWOLL

by 2 for 1 minute. Creatures not wearing armor are immune to


this effect, and the total reduction can’t bring a creature below own tormented state, that those who have fought
an AC of 10. them and survived find themselves more moved to
pity than any other emotion.

258 Appendix B | Monsters


War Devil
Created through the sacrifice of other devils, both
alive and dead, war devils vary in size and shape,
but not personality. They crave combat and are
highly aggressive, often commanding legions of
lesser devils in wars. While they greatly enjoy bully-
ing weaker creatures and exerting their dominance,
they’re highly submissive towards more powerful
creatures and higher ranked devils.

Battle Commanders
War devils are also extremely loyal to their creators,
following practically any order given to them. When
not taking orders, war devils are clever enough to
command and make decisions on their own, making
them extremely talented generals.

Mighty Devils
Because of their construction, the appearance of
war devils varies. That said, there are a few features
that are common among most of their kind. Almost
all war devils have thick, leathery wings, as well as
massive, curved horns and sharpened teeth. They’re
also usually massive in size, having been created
from multiple other devils, with the larger ones usu-
ally having higher-ranked positions. Though they
prefer to use polearms of all kinds, war devils are
also fully capable unarmed.

War Devil Fear Aura. Any hostile creature that starts its turn within 20
feet of the war devil must succeed on a DC 18 Wisdom saving
Huge Fiend (Devil), Lawful Evil
throw or have the frightened condition until the start of the
Armor Class 11 (natural armor) creature’s next turn. If a creature’s saving throw is successful,
Hit Points 237 (19d12 + 114) the creature is immune to the war devil’s Fear Aura for the
Speed 40 ft., fly 60 ft. next 24 hours. This ability doesn’t function if the war devil is
unconscious.
STR DEX CON INT WIS CHA Magic Resistance. The war devil has advantage on saving
24 (+7) 9 (–1) 23 (+6) 7 (–2) 13 (+1) 9 (–1) throws against spells and other magical effects.

Saving Throws Str +12, Con +11 Actions


Skills Athletics +12, Insight +6, Intimidation +4, Perception +6 Multiattack. The war devil makes two attacks using its Cold-
Damage Resistances cold Iron Ranseur, Claws, or a combination of the two.
Damage Immunities fire, poison; bludgeoning, piercing, and
slashing from nonmagical attacks that aren’t silvered Cold-Iron Ranseur. Melee Weapon Attack: +12 to hit, reach 10
Condition Immunities frightened, poisoned ft., one target. Hit: 23 (3d10 + 7) force damage plus 14 (4d6)
Senses darkvision 120 ft., passive Perception 16 cold damage.
Languages Infernal, telepathy 120 ft. Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Challenge 16 (15,000 XP) Proficiency Bonus +5 Hit: 20 (3d8 + 7) slashing damage. If the target is a Large or
SEBASTIAN KOWOLL

smaller creature, it has the grappled condition (escape DC


Devil’s Sight. Magical darkness doesn’t impede the war devil’s 20). While a creature is grappled, the war devil can’t make
darkvision. Claws attacks.

260 Appendix B | Monsters


A PPE N DI X C

Non-Player Characters
his section has the major NPCs of
the story. This includes NPCs that help
Aeshma
Aeshma is a tiefling who was born into a rich and
the heroes traverse the River Styx, as well
affluent family with ties to powerful families within
as those that must be rescued from
the city of Waterdeep. Aeshma has learned that
the Nine Hells.
everything in life comes easy, free, and without
consequence. Aeshma is a jack of no trades and
master of none, he has ceremoniously failed him-
self out of magic studies, countless bard colleges,
church studies, and military training. Aeshma
excels at one thing: convincing and manipulating
others to gamble. He doesn’t really care for the
stakes or the outcome of a bet, rather he gets enjoy-
ment out of the consternation of others. Aeshma is
a chronic gambler who always pushes the stakes to
their limits.
Aeshma was content to a life pursuing pleas-
ure and with no responsibilities, but his infernal
heritage has entangled him with something he
could have never expected. He is the soul that the
Halruuans call the Unmaker (Aeshma is unaware
that he is the Unmaker). Asmodeus has plans for
Aeshma and had one of his archdevils, Abigor,
kidnap him.

Aeshma
Medium Humanoid (Tiefling), Chaotic Neutral

Armor Class 15 (Bracers of Defense)


Hit Points 45 (7d8 + 14)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 16 (+3) 14 (+2) 14 (+2) 14 (+2) 16 (+3)

Saving Throws Dex +5, Cha +5


Skills Deception +7, Insight +4, Performance +7, Persuasion +7,
Sleight of Hand +7, Stealth +5
Senses passive Perception 12
Languages Common, Infernal
Challenge 2 (450 XP) Proficiency Bonus +2

Actions
Multiattack. Aeshma makes two attacks using his Shortsword,
Hand Crossbow, or a combination of the two.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +5 to hit, range
30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Bonus Actions
LIUS LASAHIDO

Cunning. Aeshma takes the Dash, Disengage, or Hide action.

Appendix C | Non-Player Characters 261


Anagwendol
A fierce warrior of the Heavens, Anagwendol’s
career is a trail of slain Fiends. She has never
turned from a fight against evil, and though she has
taken countless wounds in the fray, she has never
lost. And now she is in the Nine Hells.
She owes her captivity to an all-too-common fault
among angels. Of all sins, they must beware of
pride. Knowing that you’re the very instrument of
the divine and having carved your way through the
inferior mettle of a thousand infernal combatants,
makes it hard to hold onto humility. This pride
led her into a trap and unable to leave the fourth
layer—Phlegethos.
The mastermind behind the entrapment of Anag-
wendol was the archdevil Kordichai, whose chief
interest is a grand game preserve of fiery Elemental
monsters in Phlegethos. Kordichai, a canny old
hunter, was able to lure her into his preserve, and
there at its heart she remains, a prisoner within
a blazing stone labyrinth. Occasionally Kordichai
sends parties of devils (especially underlings who
have disappointed him) to hunt her, and enjoys
watching their failures.
Anagwendol is no longer the angel she once was.
Whilst the inner warrior of the divine remains, her
connection to her surroundings is twisted by an
infernal curse so that she believes she is forever
fighting an endless swarm of enemies. Everything
she encounters is perceived as a loathsome devil, fit
only for cutting down.
This constant one-angel war on the infernal is
gradually taking its toll. Anagwendol is growing to
live for it. The ferocity of shedding infernal blood
is becoming an end in itself for her, rather than an
unfortunate but necessary means to virtue.

Anagwendol Actions
Medium Celestial, Lawful Good Multiattack. Anagwendol makes two attacks using her
Defending Greatsword, Longbow, or a combination of the two.
Armor Class 17 (natural armor)
Hit Points 190 (20d8 + 100) Defending Greatsword. Melee Weapon Attack: +10 to hit, reach
Speed 30 ft., fly 90 ft. 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage plus 22
(5d8) radiant damage.
STR DEX CON INT WIS CHA Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft.,
20 (+5) 18 (+4) 20 (+5) 18 (+4) 20 (+5) 22 (+6) one target. Hit: 8 (1d8 + 4) piercing damage damage plus 22
(5d8) radiant damage.
Saving Throws Int +9, Wis +10, Cha +11
Skills Perception +10 Healing Touch (2/Day). Anagwendol touches another creature.
Damage Resistances radiant; bludgeoning, piercing, and The target magically regains 30 (6d8 + 3) hit points and is freed
slashing from nonmagical attacks from any curse, disease, poison, blindness, or deafness.
Condition Immunities charmed, exhaustion, frightened
Senses truesight 120 ft., passive Perception 20 Bonus Actions
Languages all, telepathy 120 ft. Defensive Swordwork. Anagwendol can forgo attacking with
Challenge 16 (15,000 XP) Proficiency Bonus +5 her Defending Greatsword on this turn and gain a +3 to her
armor class. She can still attack with her Longbow.
LIUS LASAHIDO

Magic Resistance. Anagwendol has advantage on saving throws


against spells and other magical effects.
Barachiel
Medium Celestial, Lawful Good

Armor Class 18 (plate)


Hit Points 136 (16d8 + 64)
Speed 30 ft., fly 50 ft.

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 18 (+4) 11 (+0) 14 (+2) 20 (+5)

Saving Throws Con +9, Wis +7


Damage Resistances necrotic, poison
Condition Immunities exhaustion, frightened, poisoned
Senses passive Perception 12
Languages Celestial, Common, Infernal
Challenge 13 (10,000 XP) Proficiency Bonus +5
Barachiel
Barachiel is an aasimar that was born in the city of Actions
Elturel; a bastion of justice and symbol of good in Multiattack. Barachiel makes three Greatsword attacks.
the Forgotten Realms. His mother was the angel Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Zariel, the patron of Elturel. Barachiel grew up to target. Hit: 11 (2d6 + 4) slashing damage plus 22 (5d8) radiant
become a Hellrider—the holy warriors that defend damage.
the city of Elturel. However, he gave up his free- Purifying Flames (Recharge 4–6). Barachiel wreathes his sword
dom to become an agent of Mount Celestia so that in white flame, then makes a Greatsword attack. On a hit, the
he could try and save his mother. Zariel had been target takes an additional 45 (7d12) fire damage plus 45 (7d12)
seduced and corrupted by Asmodeus. Now, as an radiant damage. The target must succeed on a DC 18 Charisma
saving throw or have the stunned condition until the end of
archdevil, she rules the first layer of the Nine Hells.
their next turn.
Barachiel believes in justice, mercy, virtue, and
compassion. Since his transformation into an angelic Reactions
being, his memories of his former life have faded. Parry. Barachiel adds 5 to his AC against one attack. To do so,
However, the Hellrider Ramius was his beloved Barachiel must see the attacker and be wielding a melee weapon.
companion, and that memory has stayed with him.

Appendix C | Non-Player Characters 263


Jenevere
It was Jenevere’s role to
watch the mortal planes for
individuals of particular virtue. For- Jenevere
bidden to intervene, she would record Large Celestial, Lawful Good
their struggles and deeds, to be brought in
evidence when their souls migrated to their final Armor Class 20 (natural armor)
Hit Points 216 (16d10 + 128)
reward. After centuries of meek observation, she
Speed 40 ft., fly 120 ft.
petitioned for more active divine involvement in the
fates of those she watched. She was refused. STR DEX CON INT WIS CHA
It was too much for her. Against the strictures of 18 (+4) 22 (+6) 26 (+8) 18 (+4) 20 (+5) 24 (+7)
her role, she visited the mortal realms to interfere. No
grand drawing of flaming swords, just calm words, Saving Throws Int +10, Wis +11, Cha +13
a timely reminder of morality at the fulcrum point Skills Perception +11
Damage Resistances radiant; bludgeoning, piercing, and
of someone’s moral struggle. In time, the Nine Hells slashing from nonmagical attacks
became aware of her influence and set a trap for her. Condition Immunities charmed, exhaustion, frightened
After her capture she passed through various Senses truesight 120 ft., passive Perception 21
hands. Jenevere isn’t fierce and combative, but open, Languages all, telepathy 120 ft.
honest, and infinitely merciful. She forgives the Challenge 17 (18,000 XP) Proficiency Bonus +6
Fiends that torment her, knowing it is their nature,
Magic Resistance. Jenevere has advantage on saving throws
and her forgiveness burns them more than they can against spells and other magical effects.
burn her. Possession of Jenevere became something
of a poisoned chalice, so that she fell through their Actions
hierarchy, possessed by meaner and meaner mas- Multiattack. Jenevere makes three Radiant Touch attacks.
ters, until she was acquired by Vaness and Fling of Radiant Touch. Melee Weapon Attack: +12 to hit, reach 5 ft.,
the Eye Market. one target. Hit: 33 (6d8 + 6) radiant damage.
Jenevere’s eyes are remarkable things, fashioned
Forgiveness (2/Day). Jenevere selects a target within 10 feet. The
by gods to see all the virtues of the mortal realms. target is freed from any curse, disease, poison, blindness, or
Vaness and Fling removed her eyes easily enough, deafness. If the target is a Fiend, it must succeed on a DC 21 sav-
but implanting them into a Fiend, or any of the ing throw or have disadvantage on all attack rolls for 24 hours.
evil things that come cap in hand to them, proved Spellcasting. Jenevere casts one of the following spells,
problematic. The eyes are a gateway to all the virtue requiring no material components and using Charisma as the
and goodness of the planes. To Vaness and Fling’s spellcasting ability (spell save DC 21):
patrons, the experience proved unendurable. Vaness At will: Bless, Detect Evil and Good
and Fling continue to experiment, but they’re begin-
LIUS LASAHIDO

2/day each: Commune, Heal, Legend Lore, Raise Dead, Scrying


ning to feel that in acquiring Jenevere they’ve taken 1/day: Foresight
on more than they can handle.

264 Appendix C | Non-Player Characters


Koh Tam
Medium Humanoid, Lawful Neutral

Armor Class 17 (breastplate, shield)


Hit Points 143 (22d8 + 44)
Speed 30 ft. Koh Tam
STR DEX CON INT WIS CHA Koh Tam is the powerful head priest of Kelemvor,
16 (+2) 12 (+1) 15 (+2) 19 (+4) 20 (+5) 15 (+2) god of death and the dead, at the Waterdeep cathe-
dral. Seeking to know all the secrets of the realms
Saving Throws Wis +9, Cha +6 of the dead, Koh Tam petitioned his god for permis-
Skills Arcana +8, History +8, Insight +9, Religion +8 sion to explore the Nine Hells. The young priest set
Senses darkvision 120 ft., passive Perception 15
Languages Abyssal, Celestial, Common, Infernal forth into the infernal realm where he bore witness
Challenge 10 (5,900 XP) Proficiency Bonus +4 to horrors beyond mortal imagination and encoun-
tered fiendish creatures whose power greatly out-
Actions matched his own. The experience forever changed
the priest. Rather than sate his curiosity, the journey
Arbiter’s Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) radiant damage.
only served to further incite Koh Tam’s fascination
with the infernal. He devoted himself to the study of
Judgement. Koh Tam judges a creature within 60 feet of him.
arcane books concerning the subject and collected
The target must succeed on a DC 17 Wisdom saving throw or
take 50 (10d8 + 5) radiant damage. If the target had fewer hit
an impressive number of infernal relics.
points than their maximum prior to this attack, the creature In the many years since, the head priest has made
takes 70 (10d12 + 5) radiant damage instead. several expeditions into the Nine Hells and has had
Arbiter’s Light (Recharge 4–6). Ranged Spell Attack: +9 to hit,
many more encounters with fearsome devils. Koh
range 120 ft., one target. Hit: 70 (10d12 + 5) radiant damage, Tam can thus be considered the expert authority on
and the target has the blinded condition until the start of Koh the infernal realm. He has advised many adventur-
Tam’s next turn. ers who seek to venture into the Nine Hells and has
Spellcasting. Koh Tam casts one of the following spells, using also prevented a fair number of foul creatures from
Wisdom as the spellcasting ability (spell save DC 17): fleeing that realm into mortal worlds. Though he
At will: False Life, Gentle Repose, Lesser Restoration, Protection
remains devoted to the laws of Kelemvor, so much
from Evil and Good, Speak with Dead exposure to the infernal has changed Koh Tam in
mind and body. The head priest has many habits
1/day each: Antilife Shell, Blight, Death Ward, Dispel Evil and
Good, Greater Restoration, Raise Dead, Regenerate, Revivify,
and mannerisms that might seem strange to other
Spiritual Weapon mortals, and he has a unique perspective colored by
his experience with the Nine Hells.

Appendix C | Non-Player Characters 265


Tiax
A long-serving cleric of Cyric, the god of lies, Tiax
is absolutely certain of many things—most of them
entirely untrue. After twenty years in Cyric’s clergy,
Tiax’s mind has been twisted by the god’s many
tricks. Still, even so flavored by fantasy and decep-
tion, the favor of a god often proves a very powerful
boon indeed. Whatever dire trouble Tiax finds him-
self in, even if it be the flames of the Nine Hells, his
god will devise means of delivering him to safety—
though often just by the skin of his teeth.
All of these near misses and improbable escapes
have only solidified Tiax’s delusions of grandeur.
Though he is well aware that it is Cyric’s divine
interference which saves him, Tiax tells everyone he
encounters that he is actually a powerful sorcerer
and thus hides his piety to Cyric and the divine
power he has been granted in return.
As one might expect, Tiax’s foremost attributes are
exaggeration and deceit. Unfortunately, for the unsus-
pecting, Tiax’s unthreatening and absurd demeanor
can grant the illusion of harmlessness. His many
lies appear outlandish and easily dismissed, and his
erratic behavior borders on complete buffoonery.
Some might even find his colorful, chaotic person-
ality to be charming. Certainly, Koh Tam seems to
tolerate him for one reason or another. But make no
mistake, Tiax is dangerous. The wise should be wary.

Tiax Actions
Small Humanoid, Chaotic Neutral Touch of Decay. Melee Spell Attack: +8 to hit, reach 5 ft., one
target. Hit: 37 (6d10 + 4) necrotic damage.
Armor Class 13 (16 with Mage Armor)
Hit Points 110 (20d6 + 40) Unholy Firebolt. Tiax causes unholy fire to flare up in a crea-
Speed 25 ft. ture’s space within 60 feet of him. The target must succeed
on a DC 16 Dexterity saving throw or take 18 (4d8) necrotic
STR DEX CON INT WIS CHA damage plus 18 (4d8) poison damage.
11 (+0) 16 (+3) 14 (+2) 15 (+2) 19 (+4) 18 (+4) Spellcasting. Tiax casts one of the following spells, using
Wisdom as the spellcasting ability (spell save DC 16):
Saving Throws Wis +8, Cha +8
Skills Deception +8, Insight +8, Performance +8, Persuasion +8 At will: Bane, Disguise Self, Dispel Magic, Mage Armor,
Senses darkvision 60 ft., passive Perception 14 Mirror Image, Thaumaturgy
Languages Celestial, Common, Gnomish 1/day each: Bestow Curse, Blindness/Deafness, Blink,
Challenge 9 (5,000 XP) Proficiency Bonus +4 Charm Person, Contagion, Dimension Door, Dominate Person,
Hold Person, Pass Without Trace, Polymorph, Teleport
Gnome Cunning. Tiax has advantage on Intelligence, Wisdom,
and Charisma saving throws against magic.
Bonus Actions
Heal (2/Day). Tiax heals 70 hit points.
LIUS LASAHIDO

Special Equipment. Tiax wears a Ring of Resistance that grants


him resistance to radiant damage.
A PPE N DI X D

Infernal Magic Items


nfernal magic items are items forged in Bracers of Asmodeus
the Nine Hells specifically for devils. These Wondrous item, rare (requires attunement)
items are an easy way to make a devil more
powerful, but due to their cursed nature, are You have a +2 bonus to AC while wearing these
often dangerous for mortals to use. bracers, if you do not wear armor or use a shield at
the same time.
Amulet of Appearance Curse. While attuned to the bracers, you become
Wondrous item, rare (requires attunement) obsessed with plotting, scheming, and manipula-
tion. You always barter for better deals, often using
Your armor, weapons, and other equipment always
secrets or leveraging other offers in the process. If
shine as if just polished. Even if you’re wounded,
you ever decline an opportunity to better yourself
your wounds do not appear to others. You’re
financially at another’s expense, you immediately
immune to the frightened and poisoned conditions,
take 3d10 necrotic damage. Only the Remove Curse
as these would otherwise ruin your elegant appear-
spell allows you to end attunement to this item.
ance. However, whenever you would otherwise have
Corrupting. This item corrupts. See the “Infernal
been affected by one of these conditions, a random
Item Corruption” section.
non-evil Humanoid on the Material Plane whom you
have previously met gets the condition instead. You Canian Fork
know this. Weapon (trident), rare (requires attunement)
Amulet of Betrayal You have a +3 bonus to attack and damage rolls
Wondrous item, very rare (requires attunement) made with this magic weapon. In addition, you can
make one additional attack with it as a bonus action
You can use a bonus action to move one of the fol-
on each of your turns.
lowing conditions from yourself to an ally within 60
Curse. You’re unwilling to part with this weapon
feet of you: blinded, deafened, frightened, poisoned,
while attuned to it. You’re also vulnerable to radiant
stunned, exhaustion. When transferring exhaustion,
damage and each time you receive magical healing,
move all your exhaustion levels. If the chosen ally is
you must make a DC 15 Constitution saving throw.
immune to a transferred condition, the transfer fails.
On a failed save, the healing has no effect. Only the
Amulet of Duplicity Remove Curse spell allows you to end attunement to
Wondrous item, very rare (requires attunement) this item.
Corrupting. This item corrupts. See the “Infernal
When you die, you’re transported to an extradimen- Item Corruption” section.
sional space where you’re stabilized at 0 hit points
and kept in that state. The amulet creates a perfect Condensed Order
copy of your corpse and places it where you were Wondrous item, uncommon
just before you died, but without any of your worn or
Condensed Order is a silvery powder that can be
carried items. After 24 hours, you regain 1 hit point
extracted from those of a lawful persuasion. Devils
and are returned to the location of your near-death.
bound for the warfronts of Avernus take flasks and
Everything about you is the same, except that your
snuff boxes of the stuff to fortify themselves against
facial features are entirely different from before.
exposure to the raw chaos of demons. Taking
Only a Wish spell can restore your true identity.
the substance requires an action and makes you
Until then, you have disadvantage on any Charisma
immune to the flesh warping feature of demonic
(Persuasion) checks to attempt to reveal who you
ichor. It also gives you advantage on saving throws
really are.
against any effect from a demonic source. These
Curse. An Identify spell or similar reveals only
benefits last for 8 hours.
that the amulet can prevent death. Once you attune
to the amulet, you can’t describe its ability to any
other creature, and if unattuned, you immediately
forget what the amulet does. A Remove Curse spell
reveals the details of the curse but does not remove
it from the amulet.

Appendix D | Infernal Magic Items 267


Demonbone Polearm the Remove Curse spell allows you to remove the
Weapon (polearm), very rare (requires attunement) item and end attunement.
Corrupting. This item corrupts. See the “Infernal
You have a +2 bonus to attack and damage rolls Item Corruption” section.
made with this magic weapon. In addition, when
you’re damaged by a creature in reach, you may use Infernal Plate Armor
your reaction to make one melee attack against it Armor (plate), very rare (requires attunement)
with this weapon.
While wearing this armor, you gain a +2 bonus to AC.
Curse. You’re unwilling to part with this weapon
Curse. Once you wear this armor, and are attuned
while attuned to it. While attuned, you have disad-
to it, you can’t remove it. Only the Remove Curse
vantage on attack rolls with weapons other than
spell allows you to end the attunement and finally
this one.
doff it. While wearing the armor, you’re vulnerable
Whenever a hostile creature damages you, you
to the following damage types: force, lightning, psy-
must succeed on a DC 15 Wisdom saving throw or
chic, radiant, and thunder.
go berserk. While berserk, you must use your action
Corrupting. This item corrupts. See the “Infernal
on each of your turns to attack the creature near-
Item Corruption” section.
est to you with the weapon. If you can make extra
attacks as part of the Attack action, you use those Knife of Stolen Resistance
extra attacks, moving to attack the next nearest Weapon (dagger), rare
creature after you fell your current target. If you have
multiple possible targets, you attack one at random. Using an action, you carve a single infernal rune
You’re berserk until you start your turn with no crea- into the flesh of an unconscious Beast, Celestial,
tures within 60 feet of you that you can see or hear. Dragon, Fey, or Giant with this knife. Over the next
Alternatively, an ally can use an action to make a DC 10 minutes the creature dies an agonizing death
15 Charisma (Persuasion) check and if successful, that can’t be prevented short of the Wish spell. If
you’re no longer berserk. Only the Remove Curse the creature has any resistances or immunities,
spell allows you to end attunement to this item. you gain those resistances and immunities until
Corrupting. This item corrupts. See the “Infernal the creature dies or a Wish spell is used to save the
Item Corruption” section. creature. The knife’s power can’t be used again until
you finish a long rest.
Gauntlets of Rage
Wondrous item, rare (requires attunement by a bard, Ring of Collecting
sorcerer, warlock, or wizard) Ring, very rare (requires attunement)

You gain the power of never-ending fury. After you While wearing this ring you can use it to cast the
make a melee weapon attack, you automatically Leomund’s Tiny Hut spell as an action. Once this
enter a special fury for 1 minute. While furious, you property is used, it can’t be used again until the
can’t cast spells, can’t verbally communicate, and next dawn. Additionally, as a bonus action, you can
are immune to the charmed and frightened condi- use the ring to disintegrate any nonmagical piece
tions. Each time you deal damage, you regain 2d8 of art (drawing, painting, or sculpture) within 60
hit points and may immediately remove a condition feet that is no larger than Medium-sized. That art
you currently suffer from or end this fury. Addition- now appears inside the tiny hut, for you to appreci-
ally, while in this fury, you may spend a spell slot ate whenever you desire. If you try to remove this
before you make a melee attack. Doing so causes art from the tiny hut, it vanishes forever. You can
the attack to deal an extra 3 (1d6) necrotic damage steadily improve this space, but only be denying
per level of spell slot expended, if the attack hits. such beauty to the rest of the world. For every
Once used you may not use this fury again until you 1,000 gp of art acquired, the tiny hut increases in
finish a short or long rest. size by adding another foot to its radius and lasts
one additional hour.
Infernal Amulet
Wondrous item, rare (requires attunement) Ring of the Copycat
Ring, legendary (requires attunement)
While wearing this amulet, you can use it as a
spellcasting focus for your spells, and it grants a +2 You gain the ability to channel energy from allies
bonus to your spell save DC and spell attack bonus. to cast spells, even if you normally can’t. When
Curse. You’re unwilling to part with this amulet an ally within 60 feet of you casts a spell that you
while attuned to it and you wear it always. While normally can’t cast and that requires 10 gp or fewer
wearing the amulet you have disadvantage on in material components, you may use a reaction to
JULIAN CALLE

Strength saving throws and Strength checks. Only cast that spell. When cast in this way, the spell is
cast using your ally’s spellcasting ability, spell save

268 Appendix D | Infernal Magic Items


DC, and spell attack bonus, as needed. You decide Skull of Selfish Knowledge
this cloned spell’s target, as specified in the spell’s Wondrous item, rare (requires attunement)
description, and the spell originates from you. After
you use this ability, your ally can’t cast this spell You may use an action to make the magical skull
again until they finish a long rest. devour a nonmagical book, map, or scroll. Once
devoured the learning is forever available to you, but
Ring of Treachery you can never write the information down or com-
Ring, very rare (requires attunement) municate it to others. It is for you alone.
This ring has 3 charges. While wearing this ring, Soul Coins
when you’re damaged, you may use a reaction to Wondrous item, uncommon
expend a charge and transfer that damage to a ran-
dom creature (which could include an ally) within Soul Coins are about 5 inches across and about
60 feet. All charges are restored when you finish a an inch thick, minted from infernal iron. Each coin
long rest. weighs one-third of a pound and is inscribed with
Infernal writing and a spell that magically binds a
Sage’s Mirror single soul to the coin. Because each Soul Coin has
Wondrous item, rare a unique soul trapped within it, each has a story. A
creature might have been imprisoned as a result
This item has 3 charges and regains all charges at
of defaulting on a deal, while another might be the
dusk. You can use an action and expend 1 of the
victim of a night hag’s curse.
mirror’s charges to cast one of the following spells:
Carrying Soul Coins. To hold a Soul Coin is to
• Find the Path feel the soul bound within it—overcome with rage or
• Legend Lore fraught with despair.
An evil creature can carry as many Soul Coins as
With each use, it is apparent that the information
it wishes (up to its maximum weight allowance). A
gleaned from the mirror comes from a chamber in
non-evil creature can carry a number of Soul Coins
the Nine Hells where sages and scholars are tor-
equal to or less than its Constitution modifier with-
tured for the answers to each question.
out penalty. A non-evil creature carrying a number

Powerful infernal items are found


in dangerous places across all
layers of the Nine Hells.
of Soul Coins greater than its Constitution modifier Whenever you roll a 1 on an attack roll using this
has disadvantage on its attack rolls, ability checks, weapon, your target changes to your closest ally.
and saving throws. If there are multiple allies, randomly determine
Using a Soul Coin. A Soul Coin has 3 charges. which is the target. Make a new attack roll with
A creature carrying the coin can use its action to advantage against your ally. If the attack hits, in
expend 1 charge from a Soul Coin and use it to do addition to the standard damage you deal an extra
one of the following: 2d6 poison damage. Only the Remove Curse spell
allows you to end attunement to this item.
Drain Life. You siphon away some of the soul’s
Corrupting. This item corrupts. See the “Infernal
essence and gain 1d10 temporary hit points.
Item Corruption” section.
Query. You telepathically ask the soul a question
and receive a brief telepathic response, which Sword of Retribution
you can understand. The soul knows only what it Weapon (sword), very rare (requires attunement)
knew in life, but it must answer you truthfully and
to the best of its ability. The answer is no more You gain a +3 bonus to attack and damage rolls
than a sentence or two and might be cryptic. made with this sword. Hit points lost to this weap-
on’s damage can be regained only through a short
Freeing a Soul. Casting a spell that removes a or long rest, rather than by regeneration, magic, or
curse on a Soul Coin frees the soul trapped within any other means.
it, as does expending all of the coin’s charges. The Curse. You’re unwilling to part with this weapon
coin itself rusts from within and is destroyed once while attuned to it. While attuned to this weapon,
the soul is released. A freed soul travels to the realm you also have disadvantage on attack rolls made
of the god it served, or the outer plane most closely with weapons other than this one.
tied to its alignment (DM’s choice). The souls of law- The vengeful spirit possessing the sword shares its
ful evil creatures released from Soul Coins typically history and lust for vengeance with the wielder. After
emerge from the River Styx as lemure devils. each successful long rest, you experience nightmares
A soul can also be freed by destroying the coin of the spirit’s past, culminating in its death. When
that contains it. A Soul Coin has AC 19, 1 hit point you wake, you must make a DC 11 Constitution sav-
for each charge it has remaining, and immunity to ing throw. On a failed save, you only gain the benefits
all damage except that which is dealt by an infernal of a short rest. Only the Remove Curse spell allows
warship’s furnace. you to end attunement to this item.
Freeing a soul from a Soul Coin is considered a Corrupting. This item corrupts. See the “Infernal
good act, even if the soul belongs to an evil creature. Item Corruption” section.
Hellish Currency. Soul Coins are a currency of
the Nine Hells and are highly valued by devils. The Vial of Greed
coins are used among the infernal hierarchy to bar- Wondrous item, rare (requires attunement)
ter for favors, bribe the unwilling, and reward the
This small glass vial can stockpile resources for
faithful for services rendered. use in the future. Once stored, resources last for 1
Soul Coins are created by Mammon and his century before vanishing. As an action you make the
greater devils on Minauros, the third layer of the vial store any number of the following resources,
Nine Hells, in a vast chamber where the captured which are magically consumed and converted into a
souls of evil mortals are bound into the coins. These violet-colored liquid:
coins are then distributed throughout the Nine Hells
to be used for goods and services, infernal deals, • Up to 31 days of food and/or drink. The flavors are
dark bargains, and bribes. lost, instead becoming tasteless.
• Up to 7 days of alcohol. The flavors are lost,
Stygian Spear instead becoming tasteless.
Weapon (spear or javelin), very rare (requires • Up to 5 magic scrolls that affect a single crea-
attunement) ture. The target of the spell is you, and if the spell
requires concentration, you can concentrate.
You have a +2 bonus to attack and damage rolls
• Up to 5 magic potions. No more than 2 duplicate
made with this magic weapon. When you throw it,
potions can be stored at a time.
it deals one extra die of damage on a hit. After you
throw it and it hits or misses, it flies back to your You may have more than one kind of resource in
hand immediately. the vial, up to the limits expressed above. You can
Curse. You’re unwilling to part with this weapon use a bonus action to consume one day of food (or
while attuned to it. In addition, you have disadvan- alcohol) or activate one scroll or magic potion. If
tage on attack rolls made with weapons other than activating a magic scroll, the effects of that scroll
this one. must end before you can activate another scroll from
the Vial of Greed.

270 Appendix D | Infernal Magic Items


Weapon of Agonizing Paralysis Stage Two Corruption:
Weapon (any melee), very rare (requires attunement) Sufferings
You have a +3 bonus to attack and damage rolls After failing the Wisdom saving throw in Stage
made with this magic weapon. When this weapon One, the character progresses to Stage Two. While
reduces a creature to 0 hit points, the creature in Stage Two, they become delusional, seeing plots
doesn’t die. Instead, infernal runes appear as if against them where there are none. Additionally,
carved into their flesh and they’re healed to 1 hit each time they rest, they experience terrifying
point. They now have the paralyzed condition until visions and infernal whispers. Whenever they finish
the condition is removed by a Lesser Restoration a long rest, they take 6 (1d12) necrotic damage,
spell or similar magic. When the condition is which ignores resistances and immunities and can’t
removed, the runes disappear. At the start of each of be healed until a Dispel Evil and Good or Remove
their turns while they’re paralyzed, the creature suf- Curse spell is cast on them.
fers immense pain and gains a level of exhaustion. Once the character has taken this damage from
their nightmarish visions six times, they progress to
Infernal Item Stage Three of their corruption.
While in Stage Two, the infernal corruption can
Corruption be removed with one of the following spells: Divine
Cursed infernal items can be used by mortals, but Word, Heal, Mass Heal, True Polymorph, True Res-
they always require attunement. Once attuned, the urrection, or Wish.
mortal risks an increasing chance of being cor-
rupted by the item. This corruption starts as pain, Stage Three Corruption:
infernal whisperings, and delusions, but quickly Departings
descends into physical changes, insanity, and an
Once a character’s will has been significantly
eventual transformation into a devil. In addition to
weakened, they progress to Stage Three. While in
the item’s corrupting influence, these items curse
Stage Three, the character begins to suffer physical
mortals that attune to them.
transformation, and slowly embraces evil. After
Mortals that receive express permission from
they finish their first long rest upon entering Stage
Asmodeus, or that make an infernal contract to
Three they must roll 1d10 to determine how the
acquire a magic item, don’t suffer the effects of infer-
infernal curse has begun shaping them into a devil.
nal corruption.
In addition to the specific effects, a part-devil char-
Stage One Corruption: acter is rendered infertile and the character detects
as a Fiend when subjected to Detect Evil and Good
Beginnings spells and similar magic.
Once a character has attuned to a cursed infernal
magic item or artifact, it begins the infernal corrup- Stage Three Physical Transformations
tion process. Each time that character finishes a d10 Transformation
long rest, they must make a DC 10 Wisdom saving
1 Their fingertips elongate into claws
throw. (If the character is a tiefling they have advan-
tage on this saving throw.) On a successful save, the 2 Non-functional leathery wings sprout from
character suffers no effects, but the DC increases by their back
1 the next time they must make this saving throw. 3 Devilish horns grow upon their head
On a failure, the character progresses to Stage Two 4 Each night more and more of their skin burns,
of their corruption unless the Dispel Evil and Good leaving charred patches behind
spell is cast on the character before they start their 5 One eye turns milky white, the other turns yellow
next long rest.
6 Their spine painfully elongates into a skeletal tail
Breaking attunement to a cursed item prevents
further Wisdom saves and resets the DC of the sav- 7 Their skin starts to calcify, turning portions into
ing throw, if the character were to attune to the item bone
again. However, if a character has already advanced 8 Their feet painfully twist to resemble cloven
into Stage Two of their infernal corruption, break- hooves
ing attunement can no longer halt the process. 9 All their hair falls out, replaced by tiny spikes
10 All their teeth fall out, with new jagged teeth
tearing through the gums each morning

Following their devilish transformation, the char-


acter begins to experience waking whispers pushing

Appendix D | Infernal Magic Items 271


them towards evil and they suffer terrifying visions a soul, that creature must make a DC 22 Wisdom
whenever they rest, designed to completely break saving throw. On a failed save, the tome analyzes
their spirit and push them further to evil. Each time their greatest desires and calculates exactly what
they finish a short or long rest, the character must they would need to give up their soul. That informa-
make a DC 10 Wisdom saving throw. If the character tion is then displayed within the tome, such that the
performed at least one evil act, such as an unpro- user can offer a trade to acquire a soul. Creatures
voked killing of a creature, a manipulative deal, or that succeed on the saving throw simply show up
making a decision that increased the suffering of as a question mark in the book’s pages and are
others, they make the saving throw with disadvan- immune to further valuations.
tage. When they fail the saving throw, they progress Mammon’s Tax. When the Accounting and
to the final stage of their corruption, Stage Four. Valuation of All Things is used as a spellbook, it
While in Stage Three, the infernal corruption maintains a unique ability to forcibly acquire souls.
can be ended with one of the following spells: True Any creature killed by a spell transcribed within
Polymorph, True Resurrection or Wish. the book has their soul ripped from their body and
sent to Minauros. This process renders the subject
Stage Four Corruption: immune to all forms of resurrection aside from
Finalities True Resurrection. In payment for their soul, Mam-
After the complete devolution of a character’s mon drops gold equal to (20 x CR) or (2 x Level) on
morals and will, they progress to Stage Four. When their corpse.
they finish their first long rest after reaching Stage Negotiation Tactics. The tome is capable of provid-
Four, the character’s alignment shifts to lawful evil. ing some assistance to all negotiations, not just those
They’re now bound by the devil’s code, requiring made for souls. You gain a passive +5 to Charisma
them to honor any pact made and acquire souls in (Persuasion) checks made to barter. Additionally, as
service of Asmodeus. Lastly, their physical form an action, you can surrender your consciousness to
changes, morphing to resemble a devil chosen by the tome, allowing it to take over. For 1 minute, the
the DM. Accounting and Valuation of All Things speaks for
Once the character reaches Stage Four, the only you, using a +12 Charisma (Persuasion) skill and
two cures are the Wish spell, which counts as gaining advantage on your rolls. Using the book in
beyond the scope of the spell, or by signing an infer- this manner has a corrupting influence, and each
nal contract with Asmodeus to reclaim their soul. use compels you to become increasingly greedy,
vain, and evil—much like its original owner, Mam-
Infernal Artifacts mon. When the duration ends, if your alignment is
non-evil, you suffer 6d6 necrotic damage.
These items are weapons or tools used by the vari- Transcribed Spells. The spellbook section of the
ous archdevils of the Nine Hells and are extremely Accounting and Valuation of All Things comes with
powerful. Obtaining them should be exceedingly dif- some spells already recorded. For each spell level,
ficult, often requiring defeating or outwitting a ruling roll (1d4–1). The DM will determine the necessary
archdevil. Archdev­ils use their respective artifacts to spells of each level that already exist within the
maximum effect against opponents during combat. tome. If you copy spells from the tome to your own
Accounting and Valuation of spellbook, the cost in gold is doubled. On the oppo-
site end, copying spells from your spellbook to the
All Things
tome only costs half the gold it normally would.
Wondrous item, artifact (requires attunement)
Destroying the Tome. Destroying the Accounting
The Accounting and Valuation of All Things is bound and Valuation of All Things can be done in two ways.
in gold leaf, with pages of silver and text of blood. The first option is a simple bribe to Mammon to have
This is a magic tome that functions as a spell- him destroy the tome. An offering of 99,999 gp must
book and arcane focus. You have a +3 bonus to be made, at midnight, by opening the book and plac-
your spell attack and spell save DC. ing the gold inside. If Mammon accepts the offering,
Random Properties. The Accounting and Val- the gold melts around the book, then both vanish.
uation of All Things has the following random The second route, in case Mammon is unavailable
properties: or unwilling, is to incinerate the book. To accom-
plish this task, a pot of platinum (valued at no less
• 1 major beneficial property
than 99,999 gp) must be melted, enough to fully
• 1 major detrimental property
submerge the book. Once the platinum is prepared,
The Soul Trade. One section of the book is dedi- dropping the tome into the molten solution melts the
cated to negotiating and valuing mortal souls. When tome. The process completely destroys the tome, as
the book is opened within 10 feet of a creature with well as the platinum.

272 Appendix D | Infernal Magic Items


Amulet of the
Inferno

Ranseur of
Torture

Amulet of the Inferno


Wondrous item, artifact (requires attunement) Ranseur of Torture
Weapon (pike), artifact (requires attunement)
When Fierna was born, petitioners and devils from
all over came to celebrate her birth. Many brought Forged of infernal iron and Hellfire through the help
gifts and treasures, including a powerful infernal of Dispater, the Ranseur of Torture has been Belial’s
warlock. Recognizing the strength and inner fire of weapon of choice since he first became an archdevil.
Fierna, the warlock gifted her with the Amulet of the It is so directly tied to him that one of his worshipped
Inferno, and it has been around her neck ever since. symbols is a two-pronged fork. The weapon never
The Amulet of the Inferno is a magic necklace leaves his side, and he is a master at wielding it.
that grants a +3 bonus to spell save DC and spell The Ranseur of Torture is a magic pike. You have
attack bonus. a +3 bonus to attack and damage rolls made with
Random Properties. The Amulet of the Inferno this weapon, and it does 2d10 piercing damage
has the following random properties: instead of its regular damage. When you hit a good
aligned creature with it, that creature takes an extra
• 3 major beneficial properties
1d10 necrotic damage.
• 2 major detrimental properties
Random Properties. The Ranseur of Torture has
Infernal Fire. While worn, the amulet augments the following random properties:
any magical flames created by you, transforming
• 1 minor beneficial property
normal fire into Hellfire. Hellfire ignores resistances
• 1 major beneficial property
and immunities to fire damage and deals double
• 1 minor detrimental property
damage to creatures vulnerable to either fire or
necrotic damage. It is also capable of melting stone, Wounding. Damage dealt by the Ranseur of
as well as igniting flammable objects. Torture is particularly dangerous, as it can only be
Raging Inferno. While attuned to the Amulet of restored through magical means. Resting, food, and
the Inferno, you may use a bonus action to cast Fire medicine won’t restore hit points removed by the
Bolt or Produce Flame. The cantrips scale based on pike. If the damage goes untreated for 7 days, the
your total character level and use Intelligence as a missing hit points are permanently removed, and
spellcasting modifier if you’re normally incapable of can be recovered only through casting a Regenerate
casting spells. or Wish spell on the victim.
Everburning. The Amulet of the Inferno grants Execution. If a creature with less than its full hit
resistance to cold damage and the ability to breathe points is hit by this pike, the Ranseur of Torture
underwater. Any magical flames you conjure are deals 1d10 additional piercing damage. If a creature
similarly augmented: they can be used underwater, is killed by the pike, their soul is sent to Phlegethos
can’t be extinguished through any means, and can and can be restored only through casting a Wish
exude any temperature. While the casting of a fire spell on the victim.
spell can still be interrupted with Counterspell, Staggered. Each time a creature takes damage
once the spell has been cast, any lingering flames from the Ranseur of Torture, they must make a
can’t be removed. Constitution save, with a DC equaling the damage
Destroying the Amulet. The only creature capa- they took. On a failed save, their movement speed
ble of destroying the amulet is the warlock that cre- is reduced by 5 feet until the end of their next turn.
AARON SIMS

ated it. Nobody living knows the warlock’s identity, This penalty stacks, though movement speed can’t
making destroying the amulet almost impossible. be reduced below 0.

Appendix D | Infernal Magic Items 273


Interrupting. Spellcasters damaged by the Ran-
seur of Torture have disadvantage on Constitution
checks made to maintain concentration until the
damage is healed. If a creature is concentrating on a
spell when damaged by the ranseur, their concentra-
tion is immediately ended.
Destroying the Ranseur. Only through the writ-
ten consent of both Dispater and Belial can the
Ranseur of Torture be destroyed. If either or both
of the archdevils are dead, then the new arch-
Ruby Rod of
devil to take their mantle must give permission Asmodeus
in their stead. The two writs must be wrapped
around each of the prongs of the weapon, then the
weapon must be tossed into the Pit of Flame. If
performed successfully, the Hellfire briefly burns
a different hue.

Ruby Rod of Asmodeus


Rod, artifact (requires attunement)
Asmodeus’s Ruby Rod is said to have been con-
structed from a shard of pure evil, a ruby soaked in
the blood of the innocents, the drool from a draconic
deity, and the tears of 777 angels. It is a magic rod
that functions as a morningstar and you have a +2
bonus to attack and damage rolls made with it. All
Scourge of
damage dealt with it is converted to necrotic, and Shadow
when you hit a good aligned creature, that creature
takes an extra 2d12 necrotic damage.
The Ruby Rod of Asmodeus has 66 charges and
regains 6d6 charges each nightfall. Asmodeus is
always capable of perceiving through the rod and
knows the exact location of any creature attuned
to it. If a creature uses the special abilities of the Acid, Cold, and Lightning. At a cost of 9 charges
rod without Asmodeus’s permission, they take each use, you may use an action to trigger one of the
2d12 necrotic damage each use, doubled if they’re following effects:
good aligned. This damage ignores resistances • You project acid in a 60-foot line that is 5 feet
and immunities, and if it kills the user, Asmodeus wide. Each creature in that line must make a DC
permanently claims their soul. 18 Dexterity saving throw, taking 12d8 acid dam-
Random Properties. The Ruby Rod of Asmodeus age on a failed save, or half as much damage on a
has the following random properties: successful one.
• 1 minor beneficial property • You project an icy blast in a 60-foot cone. Each
• 1 major beneficial property creature in that area must make a DC 19 Constitu-
• 2 major detrimental properties tion saving throw, taking 12d8 cold damage on a
failed save, or half as much damage on a success-
Asmodeus is immune to the detrimental proper- ful one.
ties of the weapon. • You shoot lightning in a 90-foot line that is 5 feet
Bow to the King. You may use an action to wide. Each creature in that line must make a DC
expend 33 charges to use the rod to force all 19 Dexterity saving throw, taking 12d10 lightning
creatures within a 150-foot-radius to bow to you. damage on a failed save, or half as much damage
A creature must succeed on a DC 21 Charisma on a successful one.
saving throw or be forced to kneel for up to 1 hour.
Creatures immune to the charmed condition have Reactions. As a reaction to suffering a detrimen-
advantage on their save. Each time a kneeling tal effect, you may cast Lesser Restoration (expend-
creature takes damage, they may repeat the save, ing 3 charges) or Greater Restoration (expending
ending the effect on a success. The effect also ends 12 charges.)
early for kneeling creatures if they’re touched by Additionally, if you’re the sole target of a spell,
AARON SIMS

the Ruby Rod. you may use a reaction to attempt to use the rod to
absorb the spell and cancel its effect. You roll

274 Appendix D | Infernal Magic Items


1d20 + 2, and if the result is higher than the spell Destroying the Scourge. Though the process is
level + 10, the spell is absorbed into the rod. The rod known only to Glasya and Asmodeus, the Scourge
regains charges equal to the spell level it absorbed. of Shadow can be destroyed. It must be taken to the
If the absorbed charges go over the maximum of 66 Pit of Fire in Phlegethos. The scourge, along with
charges, it overloads, dealing 1d6 necrotic damage the body of an archdevil, must be thrown into the
per charge to you and expending all charges. Hellfire together. As they hit the flames, a spell of
Destroying the Rod. While Asmodeus lives, the Darkness must be cast at 9th level on the scourge.
Ruby Rod of Asmodeus can’t be destroyed, and If each part of the ritual is performed correctly, the
if attempted it simply returns to Asmodeus. If he whip disintegrates within the Hellfire.
were defeated, the rod could be destroyed by bring-
ing it to the Abyss from whence it was created, then True-Ice Shards
performing a ritual known only to Asmodeus. Weapons (rapier and dagger), artifact (requires
attunement)
Scourge of Shadow
Crafted from the very glacier in which he was
Weapon (whip), artifact (requires attunement)
imprisoned, the True-Ice Shards are a rapier and
Said to be a gift to Glasya from Asmodeus, the parrying dagger (main gauche) pair used by Levis-
Scourge of Shadow is a multi-headed whip con- tus. They exemplify his time spent in the glacier,
structed from infernal iron. The scourge is nigh-in- augmenting telepathy, divination, and defense. Due
destructible, and Glasya carries it with her wherever to his control over ice, Levistus can conjure the
she goes. When she wields the whip in battle, it True-Ice Shards from anywhere, including if they
shrouds her in an aura of shadow. were destroyed.
The Scourge of Shadow is a magic whip. You You gain a +3 bonus to attack and damage rolls
have a +3 bonus to attack and damage rolls made made with the magical rapier and it does 1d8 cold
with this weapon, and it does 3d4 slashing damage damage instead of its regular damage. When using
instead of its regular damage. When you hit a good the magic dagger, you gain a +3 bonus to your AC,
aligned creature with it, that creatures takes an as long as it is used as your offhand weapon, and it
extra 4d4 necrotic damage. does 1d6 cold damage instead of its regular damage.
Whenever an unattuned creature attacks with Because Levistus conjures the True-Ice Shards
the weapon, it deals 2d4 necrotic damage, ignoring at will, he often rewards a copy of the artifact to his
resistances and immunities, to them, but otherwise most loyal followers. The copies are identical to the
functions normally. original with one exception: Levistus can destroy or
Random Properties. The Scourge of Shadow has retrieve a copy at any time.
the following random properties: Random Properties. The True-Ice Shards have
the following random properties:
• 2 minor beneficial properties
• 1 major beneficial property • 2 major beneficial properties
• 2 minor detrimental properties • 2 minor detrimental properties
• 1 major detrimental property • 1 major detrimental property

Keen. The whip scores a critical on a roll of 18, Sub-Zero. Cold damage dealt with the shards
19, or 20. When it scores a critical, its damage ignores resistances and immunities. Creatures vul-
dice are upgraded to 3d6 instead of 3d4 for the nerable to cold damage take triple damage from the
duration of the attack. If attacking a good aligned True-Ice Shards, rather than double.
creature, or attacking with the weapon unattuned, After you damage a creature with the shards,
the necrotic damage dice are also increased to a d6 you may use a bonus action to force the creature
instead of a d4. to make a DC 22 Constitution saving throw. On
Fast Reflexes. While attuned to the Scourge of a failed save, the creature that took the damage
Shadow, you gain advantage on initiative rolls, and becomes vulnerable to cold damage for 24 hours.
you add your Charisma and Dexterity modifiers to Once you use this feature, you may not use it again
the roll. You may use either your Strength, Dexter- until after you have finished a long rest.
ity, or Charisma modifier for the attack and dam- The Best Defense. As a reaction to being
age rolls (the same modifier must be used for both attacked, you use the rapier to increase your
attack and damage). defense, adding +3 to your AC until the end of your
Veil of Shadow. You’re protected by a field of next turn. If you attack with the rapier before the
shadow that makes you resistant to radiant and end of your next turn, you do not have its +3 bonus
necrotic damage. While in dim light or darkness you to attack and damage rolls.
gain blindsight out to 60 feet and Dexterity (Stealth) Mental Command. While attuned to the True-Ice
checks are made with advantage. Shards, you can use an action to cast the Detect
Thoughts spell (save DC 20), targeting any creature

Appendix D | Infernal Magic Items 275


SERGEY MUSIN
Wrought-
Iron Tower

you have previously met. If the targeted creature


is on a different plane of existence, the spell fails.
As long as you maintain concentration, you can While holding the staff, you can control and
use a bonus action to send a telepathic message to navigate through the Iron Tower in Dis. While the
the focused creature. It can reply—using a bonus staff is on the layer of Dis, Dispater knows the exact
action to do so—as long as the focus and concentra- location of it, and is capable of teleporting to within
tion continue. 30 feet of it at will.
Omniscient. You can use the True-Ice Shards to Random Properties. The Wrought-Iron Tower
cast a variety of divination spells. Locate Animals or has the following random properties:
Plants, Locate Creature, and Locate Object may be
cast at will, and don’t have a maximum range. Other • 2 minor beneficial properties.
limitations of the spells still apply, and they can’t The Best Offense. While attuned to the staff, you
detect subjects on other planes of existence. have a +2 bonus to AC and a +2 bonus to all saving
Additionally, you may cast Scrying (with a spell throws.
save DC of 20) and Find the Path. Once either spell Additionally, the staff has 10 charges. When you
is cast, you must finish a long rest before casting make an attack, you may spend 1 or more charges.
either of them again. For each charge spent, you deal an additional 2 fire
Destroying the Shards. While Levistus still damage on a successful attack. Charges are still
lives, destroying the True-Ice Shards serves little consumed if the attack misses. The staff regains all
purpose, as he is capable of recreating them at charges each day at dawn.
will. That aside, the shards can be destroyed when After dealing damage with the staff, you may use
subjected to a sufficient source of heat. A few such a bonus action and expend 1 charge to replace the
sources include the inside of an active volcano, a damage dealt with your total AC instead.
continuous source of Hellfire, or a powerful fire Rulership. The Wrought-Iron Tower also functions
spell cast at 9th level. as a Rod of Rulership, with an increased save DC
of 18. This property costs 3 charges to use, though
Wrought-Iron Tower
a creature that successfully saves against one of its
Weapon (warhammer), artifact (requires attunement)
uses is immune to future uses for 24 hours.
Constructed from the same materials as his tower, Slag. You can cast Searing Smite at 6th level on
Dispater’s Wrought-Iron Tower is a powerful yourself, expending 1 charge. Instead of doing fire
weapon that marks his rule over Dis. It embodies damage, you may have Searing Smite inflict acid
his ideals, representing defense, authority, and damage. The spell requires no concentration and
power. Its construction changes hourly, similar to lasts for 1 minute.
the tower, appearing as either iron, steel, lead, or Destroying the Staff. The Wrought-Iron Tower
adamantine. can only be destroyed inside the Iron Tower on Dis.
The Wrought-Iron Tower is a magic staff that func- Located somewhere within the tower is the forge
tions as a warhammer and you have a +3 bonus to that Dispater used to create the staff. An attuned
attack and damage rolls made with it. If a creature creature must place the staff into the forge fires,
is vulnerable to a certain type of damage, all dam- then cast Dispel Evil and Good and touch the staff.
age dealt with the staff is converted to that damage They then take 20d10 fire damage, which ignores
AARON SIMS

type. When you hit a good aligned creature with it, resistance and immunities. If the attuned creature
that creature takes an extra 3d6 fire damage. survives the fire damage, the staff is destroyed.

276 Appendix D | Infernal Magic Items


A battle erupts on the River Styx
A PPE N DI X E

Corruption
he information in this appendix helps Corruption Score
you keep track of each character’s overall Number of Max. Number of Points Needed
corruption. It shows you the possible end- Temptations Corruption Points for Corruption
ings available to the characters once they 2 4 3
reach the final stages of the adventure.
3 6 4

Corruption Tracker 4 8 5

Use the “Corruption Tracker” to keep track of the 5 10 6


number of times the characters have encountered 6 12 7
one of Asmodeus’s temptations. Every time they 7 14 8
give in to temptation, they’re awarded 2 corruption 8 16 9
points.

Corruption Score Final Outcomes


Once the characters reach Nessus tally their scores Use the Final Outcomes table to determine the path
on the “Corruption Tracker” and use the Corruption available to each character. The outcomes inform you
Score table to determine if they’re indeed corrupted. on how to run the different encounters in Nessus.

Corruption Tracker
Character Name Number of Temptations Corruption Points Awarded

©2023 Wizards. Permission granted to photocopy this tracker for home game use.
1 2 3 4 5 6 7 8 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16

1 2 3 4 5 6 7 8 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16

1 2 3 4 5 6 7 8 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16

1 2 3 4 5 6 7 8 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16

1 2 3 4 5 6 7 8 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
JULIAN CALLE

278 Appendix E | Corruption


Final Outcomes
Oasis of the Lethe Malsheem: Triad and Asmodeus
Corrupted: Soul of the Other
• The character can free their loved one from the contract. • The character can free the soul of their loved one.
• Their own soul is destined to go to the Nine Hells. • Their own soul is destined to go to the Nine Hells.
• The character can make a deal with the Triad and • The character can make a deal with the Triad and
Asmodeus to ensure a better position upon death. Asmodeus to ensure a better position upon death.
Corrupted: Soul of the Damned
• The character can undo their contract but is still damned • The character can undo their contract but is still damned
to the Nine Hells. to the Nine Hells.
• When the temporary magic their patron used to restore • When the temporary magic their patron used to restore
them to life eventually fades, they return to the Nine Hells. them to life eventually fades, they return to the Nine Hells.
• The character can negotiate a new deal with the Triad • The character can negotiate a new deal with the Triad
and Asmodeus to ensure a better position upon arriving and Asmodeus to ensure a better position upon arriving
in the Nine Hells. in the Nine Hells.
Uncorrupted: Soul of the Other
• The character can free their loved one from the contract. • The character can free their loved one from the contract.
• Once they trigger the loophole, Asmodeus is enraged. • Asmodeus offers them a deal. They can refuse and they
• The character doesn’t need to deal with Asmodeus. and their loved one go free.
Uncorrupted: Soul of the Damned
• The character can undo their contract. • The character can undo their contract.
• When the ritual their patron used to return them to life • Asmodeus offers them a new deal. They can refuse and
eventually fades, they die, but their soul isn’t doomed to go free.
the Nine Hells. • When the temporary magic their patron used to bring
them to life wears off, they die.
A PPE N DI X F

Player Handouts
oh Tam, through his many travels
along the River Styx, has tried to learn as
Infernal Maps
Worse still, some maps are marked with strange
much as possible about the Nine Hells.
runes, unfamiliar even to Koh Tam. He knows
In preparation for this latest voyage, he
that the important locations on each map have
has obtained maps for some of the more
been marked but he doesn’t know what might be
promising locations he believes the characters
encountered at each mark. Such is the nature of
should explore. Unfortunately, the Nine Hells are
infernal maps …
ever-changing and unpredictable, and he can’t vouch
for the accuracy of any of the maps.
Normal Maps
Koh Tam considers a couple of the maps that have
fallen into his possession more worthy of trust.
These he has annotated himself with quick descrip-
tions of important locations.

The War-Slough (Infernal Map)

280 Appendix F | Player Handouts


The Ineffable Trove (Infernal Map)

X
JOHN STEVENSON

Appendix F | Player Handouts 281


The Elemental Preserve (Infernal Map)

282 Appendix F | Player Handouts


The Oasis of the Lethe (Infernal Map)
JOHN STEVENSON

Appendix F | Player Handouts 283


The Agora of Floating Knives (Normal Map)

284 Appendix F | Player Handouts


The Eye Market (Normal Map)
JOHN STEVENSON

Appendix F | Player Handouts 285


JULIAN CALLE
The Nine Hells
Awaits You
Asmodeus. A conniving master of many schemes,
and the Lord of the Nine Hells. You knew that he
often plotted to corrupt and win souls through the
use of infernal contracts. You never thought that
you would be one of his targets.

Now, you live with the loss. A hollowness where


your soul should be or the fierce grief-ache of
a stolen family member. If Asmodeus could not
convince you yourself to sign a contract, he went
after those closest to you.

Since then, you have been searching desperately


for a way to recover what you lost.

A Dungeons & Dragons® adventure


For characters of levels 11–20

For use with the fifth edition


Player’s Handbook®, Monster Manual®,
Dungeon Master’s Guide®, and
Mordenkainen Presents:
Monsters of the Multiverse™

DMsGuild.com
ArcanumWorlds.com

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