wreck's location, but Balakros the imp knows where the
wreck is and can lead the characters there if told about
it. Lulu might also suddenly remember the wreck's loca-
tion, at your discretion.
RELEASING THE SIBRIEX
Fetchtatter and the chain devils attack characters who
try to free the sibriex. Breaking three of the six chains
that bind the sibriex allows it to slip free, whereupon
it flies into the air and tries to get as far away from the
iron scaffold as possible. Each chain has AC 19, 33 hit
points, a damage threshold of 10, and immunity to fire,
poison, and psychic damage.
F LESH WARPING
When a creature fails a saving throw against the si-
briex's Warp Creature effect, you can roll percentile
dice and consult the Flesh Warping table (page 78)
to determine an additional effect, which vanishes when
Warp Creature ends on the creature. If the creature
transforms into an abyssal wretch (see the accompany-
ing stat block), the effect becomes a permanent feature
of that body.
A creature can willingly submit to flesh warping, an
agonizing process that takes at least 1 hour while the
creature stays within 30 feet of the sibriex. At the end
of the process, roll once on the Flesh Warping table
(or choose one effect) to determine how the creature is
transformed permanently.
DEVELOPMENT
After tricking or magically compelling the sibriex to
divulge the location of Bel's adamantine rods, the char-
acters can set out to recover the rods from the wrecked
flying fortress.
ABYSSAL WRETCH
Medium fiend (demon), chaotic evil
Armor Class 11
Hit Points 18 (4d8)
Speed 20 ft.
STR
9 (-1)
DEX
12 (+1)
CON
11 (+O)
INT
5 (-3)
Damage Resistances cold, fire, lightnin g
Damage Immunities poison
WIS
8 (-1)
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 9
Languages understands Abyssal but can't speak
Challenge 1/ 4 (SO XP)
ACTIONS
CHA
5 (-3)
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one targe t.
Hit: 5 (1d8 + 1) slashing damage.
CHAPTER 3 I AVERNUS
WRECKED FLYING FORTRESS
A WEAPON MADE FOR AN ARCHDEVIL, RAVAGED IN BAITLE
and ripe for plunder.
-The Cartographer
To reach the wrecked flying fortress, characters must
c ross a hot, windswept plain wracked by magical fire
storms. Flying characters and fast-moving infernal war
machines can easily avoid these fire storms.
Characters traveling on foot must succeed on a DC
20 group Wisdom (Survival) check as they cross the
fireswept plain. On a failed check, a fire storm filling a
60-foot cube sweeps across the ground and engulfs as
many party members as it can. The storm then attaches
itself to one randomly determined party member, stay-
ing centered on that creature for 1 minute. At the end of
the duration, the storm detaches from that creature and
moves off in a random direction. The storm must remain
in contact with the ground at all times. If it becomes sep-
arated from the creature to which it has attached itself,
the storm moves off in a random direction and ceases to
endanger the party.
Any character that enters a fire storm for the first time
on a turn or starts its turn there must succeed on a DC
20 Dexterity saving throw, taking 44 (8dl0) fire damage
on a failed save, or half as much damage on a successful
one. The fire storm ignites flammable objects that aren't
being worn or held. A successful dispel magic (DC 18)
cast on the storm causes it to flame out and disappear.
ARRIVAL AT THE WRECK
When the characters arrive at th e wreck, read or para-
phrase the following boxed text to the players:
A towering wreck rises from the scorched hellscape. It
looks like a giant sword blade, tilted to a twenty-degree
angle and partly buried underground. Much of its ex·
posed hull is rusted and torn asunder. Hot wind screams
as it tears through the hollow structure, and six giant
vultures circle high above it.
After demons crippled this fortress in battle, Zariel
abandoned it and left it to rust. The fortress is 150 feet
tall, but the lower third of it is buried underground.
All t he lower decks have been picked clean, but the
command deck at the top still holds promise. Charac-
ters can scale the wreck's torn outer hull to reach this
deck, which is 80 feet off the ground at its lowest point.
Climbing the outside of the wreck without proper gear
requires a successful DC 15 Strength (Athletics) check.
Characters who can fiy have no trouble reaching the
command deck.
The "giant vultures" circling above the wreck are six
vrocks that attack anyone who gets within 50 feet of the
command deck. If three vrocks are killed, the remaining