Descent into Avernus

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Drain Life. You siphon away some of the soul's essence


and gain ldlO temporary hit points.


Query. You telepathically ask the soul a question and


receive a brief telepathic response. which you can


understand. The soul knows only what it knew in life,


but it must answer you truthfully and to the best of its


ability. The answer is no more than a sentence or two


and might be cryptic.


Freeing a Soul. Casting a spell that removes a curse


on a soul coin frees the soul trapped within it, as does


expending all of the coin's charges. The coin itself rusts


from withi n and is destroyed once the soul is released.


A freed soul travels to the realm of the god it served or


the outer plane most closely tied to its alignment (DM's


choice). The souls of lawful evil creatures released from


soul coins typically emerge from the River Styx as le-


mure devils.


A soul can also be freed by destroying the coin that


contains it. A soul coin has AC 19, 1 hit point for each


charge it has remaining, and immunity to all damage ex-


cept that which is dealt by a hellfire weapon (page 223)


or an infernal war machine's furnace (page 217).


Freeing a soul from a soul coin is considered a good


act, even if the soul belongs to an evil creature.


HelJish Currency. Soul coins are a currency of the


Nine Hells and are highly valued by devils. The coins


are used among the infernal hierarchy to barter for


favors, bribe the unwilling. and reward the faithful for


services rendered.


Soul coins are created by Mammon and his greater


devils on Minauros, the third layer of the Nine Hells, in


a vast chamber where the captured souls of evil mortals


are bound into the coins. These coins are then distrib-


uted th roughout the Nine Hells to be used for goods and


services, infernal deals, dark bargains, and bribes.


APPENDI X C I MAGIC ITEMS

SWORD OF ZARIEL

Weapon (longsword), artifact (requires artunement by a


creature the sword deems worthy)


This longsword belonged to the angel Zariel before her


fall from grace. Fashioned from celestial steel, it gives


off a faint glow and hum. The weapon chooses who can


attune to it and who can't. It desires a wielder who em-


bodies bravery and heroism.


Attunement. The sword aJlows you to attune to it im-


mediately, without having to take a short rest. The first


time you attune to the sword, you are transformed into


a heavenly, idealized version of yourself, blessed with


otherworldly beauty and a touch of heaven in your heart.


Neither magic nor divine intervention can reverse this


transformation. Your alignment becomes lawful good,


and you gain the following traits:


An gelic Language. You can speak, read. and write


Celestial.


Celestial Resistance. You have resistance to necrotic


and radiant damage.


Divine Presence. Your Charisma score becomes 20,


unless it is already 20 or higher.


Feathered Wings. You sprout a beautiful pair of feath-


ered wings that grant you a flying speed of^90 feet


and the ability to hover. If you already have a different


kind of wings, these new wings replace the old ones,


which fall off.


Truesight. Your eyes become luminous pools of silver.


You can see in normal and magical darkness, see


invisible creatures and objects, automatically detect


visual illusions and succeed on saving throws against


SwoRO OF ZllRIEL
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