Descent into Avernus

(Jeff_L) #1
DUKElHALAMRAVANTHAMPUR
Medium humanoid (human), lawful e11il

Armor Class 10
Hit Points 78 (12d8 + 24)
Speed 30 ft.

STR
17 (+3)

DEX
10 (+O)

CON
15 (+2)

INT
13 (+1)

WIS
16 (+3)

CHA
18 (+4)

Skills Deception +6, Insight +5, Intimidation +6, Religion +3
Senses passive Perception 13; see also "Devil's Sight" below
Languages Common, Infernal
Challenge 4 (1,100 XP)

Dark Devotion. Thalamra has advantage on saving throws
against being charmed or frightened.
Devil's Sight. Thalamra can see normally in darkness, both
magical and nonmagical, out to a distance of120 feet.

A CTION S
Multiattack. Thalamra uses eldritch blast twice or makes two
unarmed strikes.
Eldritch Blast (Cantrip). Ranged Spell Attack: +6 to hit, range
120 ft., one creature. Hit: 9 (ldlO + 4) force damage.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach^5 ft.,
one target. Hit: 4 bludgeoning damage.

REACT IONS
Hellish Rebuke (1st-Level Spell; 2/Day). When Thalamra is
damaged by a creature within 60 feet of her that she can see,
the creature that damaged her is engulfed in hellish flames and
must make a DC^14 Dexterity saving throw, taking^16 (3d10)
fire damage on a failed save, or half as much damage on a suc·
cessful one.

CHAPTER I I A TALE Of' TWO ClTIES

'.. __ ,


Smell of Incense. Pairs of black-robed human cultists


march through the corridors with censers, constantly


perfuming the sewers with incense to counteract what


would otherwise be a mildly nauseating stench.


DUNGEON LOCATIONS


Before the characters descend into the dungeon, allow


them to advance to 4th level.


The following area descriptions are keyed to map


1.6 (page 37).


V20. CELLAR


The characters might enter this cellar by descending


the stairs from area V7, or they might enter through the


eastern door. Read the following boxed text to establish


what they see from either direction:


Four stone pillars brace the ten-foot-high vaulted ceiling
of this dry cellar, the walls of which are lined by a dozen
barrels on wooden braces. Half the barrels have brass
spigots tapped into them. The room also contains two
stacks of wooden crates- one in the middle of the room
and another by the south wall.

The topmost crate in the middle of the room contains


three spined devils that spy on this area through knot-


holes in the crate's sides. These devils burst forth and


attack intruders on sight. The other crates in the middle


of the cellar contain dried meat, loaves of bread. wheels


of cheese, and other assorted foodstuffs-enough to sus-


tain the Vanthampurs and the cultists in the dungeon for


a month. The crates by the south wall contain candles,


oil fiasks, incense, and rat traps.


Six of the barrels contain drinking water, and six


contain ale.


V21. WINE CELLAR


More than two hundred corked bottles of wine are


displayed in seven-foot-tall wooden racks that span the


west and south walls. Empty wooden crates are stacked


in the middle of the room.


Treasure. Seventeen of the bottles contain fine wine


(10 gp per bottle). The remaining wines on display are


common vintages (1 sp per bottle).


V22. SEWER TuNNELS


The dungeon's denizens make frequent use of these lit


tunnels. The thick smell of incense hangs in the air (see


"Dungeon Features" above).


Smooth stone trenches cut into the floors channel


water and waste toward area V30. These trenches are


4 feet wide and 3 feet deep, with arching stone bridges


spanning them at irregular intervals. The ledge on ei-


ther side of a trench is 3 feet wide.


WanderinA Monsters. Ordinary rats occasionally


enter the dungeon through the open pipes in the walls.


The cultists lay traps to catch and kill these rats while


they perfume the dungeon with incense. As the char-


acters make their way through the tunnels, they might


encounter these cultists.

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