Descent into Avernus

(Nancy Kaufman) #1

ULDER RAVENGARD
Medium humanoid (human), neutral


Armor Class 20 (plate, shield)
Hit Points 11 2 (15d8 + 45)
Speed 25 ft.


STR
17 (+3)

DEX
14 (+2)

CON
16 (+3)

Saving Throws Con +6, Wis + 3


INT
11 (+O)

WIS
10 (+O)

Skills Athletics +6, Intimidation +6, Perception +3
Senses passive Perception 13
Languages Common
Challenge 5 (l,800 XP)


ACTIONS

CHA
17 (+3)

Multiattack. Ulder makes t hree melee attacks, only one of
which can be with his shield.


+1 Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) s lash ing damage, or 9 (ldlO + 4) slash-
ing damage when used with two hands.

Shield. Melee Weapon Attack: + 6 to hit, reach S ft., one crea-
ture. Hit: 6 (ld6 + 3) bludgeoning damage, and Ulder pushes
the target S feet away from him. Ulder then enters the space
vacated by the target. If the target is pushed to within S feet o f
a creature fr iendly to Ulder, the target provokes an opportunity
attack from that c reature.

REACTIONS
Guardian Strike. If an enemy within 5 feet of Ulder attacks a
target other than h im , Ulder can make a melee attack against
that enemy.

CB.APTER 2 I .ELTUREL HAS FALLEN

This chamber was a place for the most devout of Torm's


followers to touch the mind of their god in search of


answers and solace. The water in the pool is only 1 foot


deep. A benign magical effect within the pool causes the


water to flow slowly in a clockwise direction. Though


tainted with abyssal power, the water presents no haz-


ard to creatures that enter it, and is not difficult terrain.


The east wall of this area is a roiling field of abyssal


energy, marking the portal where Baphomet has used


this area's corrupted Link to Torm to connect the Abyss


to Avernus, by way of Elturel.

Ulder Ravengard (see the accompanying stat block)


found the Helm ofTorm's Sight in area Gll and donned


it. The helm is a nonmagical item through which Torm


can send visions. Ravengard was beginning to establish


a connection with Torm when a disturbance in this

room brought him and his guards into combat with de-


monic creatures sent through the portal by Baphomet.


Ravengard was subjected to a psychic attack that drew


his mind into a connection with Baphomet. Now the

helm can't be removed, and he is locked in a mental bat-


tle with the demon lord. Ravengard is stunned until the


helm is removed. The helm can't be removed from him


while he is alive-at least, not yet.


As the characters observe the struggle taking place

within Ravengard, three wild-eyed minotaurs come


through the portal. They charge into battle with the
characters but avoid Ravengard because of the demonic
presence they feel within him.
Any character who understands Celestial or Abyssal

can recognize some of the words escaping Ravengard's


lips. He alternates between the two languages as both


Torm and Baphomet speak through him. A successful


DC 15 Intelligence (Arcana or Religion) check reveals
that the psychic struggle taking place within Raven-

gard's mind is between some divine higher power and a


terrible, demonic entity. The power of the portal is now


tied into the helm, and to Ravengard. The same check


also reveals that no simple spell can break this hold-
but that a more involved ritual might free Ravengard
and shut down the portal by allowing the power of Torm

to sanctify this area once more.


Characters who spoke to Pherria back at the cathedral


remember that she was a sage who specialized in exor-


cism and possession. As such, she might be able to help.


Treasure. Searching the bodies of the fallen guards


turns up three wet but usable spell scrolls (mass healing


word, remove curse, and tongues).


ln addition to the Helm ofTorm's Sight, Ravengard


wears a bloodied suit of plate armor emblazoned with


the emblem of the F laming Fist. His shield, which also

bears this emblem, is slung over his back. The grand


duke's +1 longsword is sheathed at his side.


LEAVING THE CHAPEL


Once the characters defeat the minotaurs, they can


carry Ravengard back to the High Hall. If Gideon has


not been destroyed, he might question the characters as


they leave the chapel or the cemetery. See area G4 for


information on roleplaying Gideon.


Hearing Ravengard mumbling in Abyssal, Gideon

might need convincing that Ravengard is not some sort

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