The devils don't know where the Bleeding Citadel is,
but they do know someone who could help. For the price
of a soul coin, the devils direct the group to a mysterious
outlander (see "Development" below). If the characters
are unable to pay, they must return later with the coin
and track down the fiends on the lake shore.
TREASURE
The fiends carry five soul coins (one each, see page
94) and three vials of demon ichor (see page 78).
DEVELOPMENT
T he fiends tell the characters about a powerful mage
who visits Avernus from other planes and often pays
yugoloths for their protection. If anyone knows where to
find this Bleeding Citadel, it's surely Mordenkainen! The
fiends mark the location of the wizard's tower on the
players' map of Avernus. Following this lead takes the
group to the Tower of Urm.
TOWEROFURM
A TOWER TUMBLES BETWEEN PLANES ON THE WHIMS OF
a mad mage. Where it goes next, nobody knows.
- The Cartographer
The Tower of Urm jaunts across the multiverse. It is
present in Avernus only if the characters arrive here
after speaking to the fiends in the cleanup crew (see
"Spawning Trees," above).
lf the characters arrive when the Tower of Urm is
present, read or paraphrase the following boxed text to
the players:
An iron tower rises atop an island on a lake of boiling
blood. No windows penetrate the tower's walls, and its
only visible door opens onto a high balcony. Red light-
ning crackles constantly between two horns of metal on
the tower's roof.
Mordenkainen, a chaotic neutral human archmage,
often sojourns to Avernus to study how the Nine Hells
affect the schools of magic. This archmage of Oerth
leads a powerful group of adventurers called the Circle
of E ight and has authored several planar tomes. He has
also c rafted many renowned spells.
Mordenkainen takes the tower with him when he
leaves Avernus. Its empty iron foundations remain be-
hind to mark the site, and when tbe tower returns, it
locks itself into place with a satisfying clunk. Mordenka-
inen pays yugoloths to carry out his bidding in Avernus.
His wages are so attractive that these fiends have taken
to gathering outside his tower. There are nine mezzo-
loth s and three nycaloths present here at any time.
The fiends aren't looking for trouble, since they're more
interested in landing a lucrative contract with the mage.
Two of t he nycaloths-Torgrazk and Shraal-are
loyal to Zariel and have been sent here to assassinate
Mordenkainen. If they overhear his discussions with
ABYSSAL CHICKEN
Tiny fiend (demon), chaotic evil
Armor Class 13 (natural armor)
Hit Points 10 (3d4 + 3)
Speed 30 ft., fly 30 ft. (see Bad Flier below)
STR
6 (-2)
DEX
14 (+2)
CON
13 (+1)
INT
4 (-3)
Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities blinded, poisoned
WIS
9 (-1)
CHA
5 (-3)
Senses blindsight 30 ft. (blind beyond this radius), passive
Perception 9
Languages understands Abyssal but can't speak
Challenge 1/4 (SO XP)
Bad Flier. The abyssal chicken falls at the end of a turn if it's
airborne and the only thing holding it aloft is its flying speed.
ACTION S
Multiattack. The abyssal chicken makes two attacks: one with
its bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 4 (1d4 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) slashing damage.
CHAPTER 3 I AVERNUS
97