Descent into Avernus

(Nancy Kaufman) #1

who breached their own infernal contract and is now


paying the price. The terms of the deal are carved


into the poor wretch's skin. To enter the contract, the
devil and the character who made the deal carves their


names into the wretch, who is then promptly banished.


Use the commoner stat block to represent the wretch,


who is blinded whjle its eyes are sewn shut. Once the


contract is signed by both parties, the wretch no longer


ages or needs food, drink, air, or sleep, and it gains im-


munity to all damage that isn't dealt by the devil or the

character who made the deal. If the wretch dies, the con-


tract is void.


Infernal Scroll. The devil produces a vellum scroll


with the deal written on it in blood. To enter the con-
tract, the devil and the character making the deal sign

the scroll in their own blood, or that of a humanoid who


has been dead for no longer than 1 minute. Immediately


after it's s igned by both parties, the contract vanishes to


a secure location in the Nine Hells.


Burning the scroll voids the contract. It's immune to

all other damage and harm.


Lemure Kiss. The devil summons a lemure with


the deal printed in glowing runes on its lumpy flesh. To


enter the contract, the devil and character making the


deal and must kiss the lemure. When that happens, the


lemure is transformed into a stone statue with the deal


visible on the surface. The statue then vanishes to the


depths of the Nine Hells.


The statue is a Medium object with AC 17, 50 hit


points, and immunity to all damage except radiant dam-


age. No spell can turn it back into a lemure. Destroying


the statue voids the contract.


Son~ of the Devil. The devil produces sheet music
with the deal written on it. To enter the contract, the
devil and the character making the deal must sing or


play the discordant song, which remains stuck in their


heads until the deal is fulfilled.


Soaking the sheet music in holy water destroys and

voids the contract, and causes the character and the


devil to lose the ability to speak. A greater restoration


spell or similar magic ends the effect on its recipient.


Written in Stone. A swell of lava oozes from a c rack


in the ground and quickly cools into rock. The deal ap-


pears as glowing script on the hardening lava. To enter


the contract, the devil and the character making the

deal must each place their left hand into the lava, which


doesn't harm them, and leave a hand-shaped imprint


in the stone. The slab of cooled lava then vanishes to a


place of safekeeping.
If the left hands of both the devil and the character

who struck the deal are severed and placed into the


handprints, the hands and the contract are destroyed,


which also voids the contract.

ARCHDEVIL CHARMS


Charms are supernatural gifts described in chapter 7


of the Dungeon Master's Guide. Archdevils and their


appointed vassals can bestow such gifts on mortals,


usually to entice them into sigrung an infe rnal contract.

This section describes several new charms that arch-


devils and their vassals can bestow.

CHARM OF AGELESSNESS

While you have this charm, you don't age naturally, and


your sfiln gains the waxy complexion of a doll. Magical

aging still affects you, however. This charm varushes


from you when you die.

CHARM OF DIABOLICAL INSPIRATION
You grow a short, vestigial tail when you receive this

charm unless you have a tail already. When you make


an ability check, an attack roll, or a saving throw, you


can use this charm to gain advantage on the roll. Once


used nine times, the charm vanishes from you, as does


your vestigial tail.

CHARM OF GREATER CONSCRIPTION
While you have this charm, you attract flies. As an

action, you activate this charm to summon a horned


devil. This devil appears in an unoccupied space within


30 feet of you, obeys your commands begrudgingly,


and serves you under protest for 9 days or until it dies,


whereupon it disappears. When the devil disappears,

this charm vanishes from you.


CHARM OF HELLISH REBUKE

A fiery halo appears above your head when you receive


this charm. This charm allows you to cast the hellish


rebuke spell (9th-level version) as a reaction. Once used


nine times, the charm vanishes from you, as does the


fiery halo.


CHARM OF LESSER CONSCRIPTION

While you have this charm, you attract flies. As an


action, you activate this charm to summon a barbed


devil, two bearded devils, or three spined devils. All


devils appear at once in unoccupied spaces within 30


feet of you. Each devil obeys your commands and serves


you eagerly for 9 days or until it dies, whereupon the


devil disappears. Once all devils summoned by this


charm disappear, the charm vanishes from you.


CHARM OF MANY TONGUES
You can speak and understand all languages, you gain
proficiency in the Deception and Persuasion sfillls,
and you can add double your normal proficiency bonus

when using those skills. This charm vanishes from you


when you die.


CHARM OF THE ADAMANT

This charm has 9 charges. You can use an action to


expend 1 charge from the charm to gain 30 temporary


hit points. For the next hour, your eyes become voids of
utter darkness, and you can't be charmed or frightened.

Once all its charges have been expended, the charm


vanishes from you.

APPENDIX A I DIABOLICAL DEALS
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