Descent into Avernus

(Jeff_L) #1

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The helm has 3 charges. As an action, you can expend


1 charge to cast dominate monster (save DC 21), which


affects devils only. (The spell fails and the charge is


wasted if you target any creature that's not a devil.) If a


devil can see you when you cast this spell on it, the devil


knows you tried to charm it. The helm regains alJ its


charges 24 hours after its last charge is expended.


Jf you are not a devil, using the helm's dominate mon-


ster property in the Nine Hells has a^20 percent chance


of attracting a narzugon (see page 238), which arrives


on the back of a nightmare mount in ld4 hours. The


narzugoo tries to recover th e helm, killing you if neces-
sary to obtain it. If it gets the helm, the narzugon tries to

deliver it to its infernal master.


INFERNAL P UZZLE Box


Wondrous item, uncommon


An infernal puzzle box is a cube-shaped container 5 to


6 inches on a s ide, composed of airtight, interlocking


parts made from materials found in the Nine Hells. Most


of these boxes are made of infernal iron, though some


are carved from bone or horn. Infernal puzzle boxes are


used to safeguard diabolical contracts signed between


devils and mortals, even after the terms of these con-


tracts are fulfilled. An empty infernal puzzle box weighs


3 pounds regardless of the materials used to fashion it.


When an object small enough to fit inside an infernal


puzzle box is placed in it, the container magically seals


shut around the object, and no magic can force the box


open. The sealed box becomes immune to all damage


as well. Every infernal puzzle box is constructed with


a unique means of opening it. The trick to solving the


puzzle is always mundane, never magical. Once a crea-


ture figures out the trick or sequence of steps needed


to open a partkular infernal puzzle box, that creature


can open the box as an action, allowing access to the


box's contents.


A creature that spends 1 hour holding an infernal


puzzle box while trying to open it can make a DC^30


Intelligence (Investigation) check. If the check succeeds,


the creature figures out the trick or sequence of steps


needed to open the box. If the check fails by 5 or more,


the creature must make a DC^18 Wisdom saving throw,


taking 42 (12d6) psychic damage on a failed save, or


half as much damage on a s uccessful one.


INFER NAL TACK

Wondrous item, legendary (requires attunement by a


creature of evil alignment)


A narzugon devil binds a nightmare (described in the


Monster Manual) to its service with infernal tack, which


consists of a bridle, bit, reins, saddle, stirrups, and


spurs. A nightmare equ.ipped with infernal tack must


serve whoever wears the spurs until the wearer dies or


the tack is removed.


You can use an action to call the nightmare equipped


with infernal tack by clashing the spurs together or


scraping them through blood. The nightmare appears at


the start of your next turn, within 20 feet of you. It acts


as your ally and takes its turn on your initiative count.


[t remains for 1 day, until you or it dies, or until you


dismiss it as an action. If the nightmare dies, it reforms


APPENDIX C I MAGIC ITEMS

MllTllLOTOK, Tl<E
FROST FllTl<ER

in the Nine Hells within 24 hours, after which you can


s ummon it again.


The tack doesn't conjure a nightmare from thin air;


one must first be subdued so the tack can be placed on


it. No nightmare accepts this forced servitude willingly,


but some eventually form strong loyalties to their mas-


ters and become partners in evil.


MATALOTOK

Weapon (warhammer), legendary (requires attunement)


Matalotok, the Frost Father, is an ancient hammer fash-


ioned by Thrym, the god of frost giants. The favored


weapon of the demon lord Kostchtchie, Matalotok is


frigid to the touch and wreathed in mist.


You are immune to cold damage while holding Mata-


lotok. Whenever it deals damage to a creature, the ham-


mer radiates a burst of intense cold in a 30-foot-radius


sphere. Each creature in that area takes 10 (3d6)


cold damage.


OBSIDIAN FLINT DRAGON PLATE


Armor (plate), legendary


You gain a +2 bonus to AC and resistance to poison


damage while you wear this armor. ln addition, you gain


advantage on ability checks and saving throws made to


avoid or end the grappled condition on yourself.

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