Descent into Avernus

(Jeff_L) #1

230


Medium fiend (demon), chaotic evil

Armor Class 14 (natural armor)
Hit Points 52 (7d8 + 21)
" Speed 40 ft.
1 ------------~~~---."""'-=-~~~
STR DEX CON
15 (+2) 14 (+2) 17 (+3)

INT
8 (-1)

Damage Resistances cold, fire, lightning
Damage Immunities poison

WIS
9 (-1)

Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 9
Languages Abyssal, telepathy 60 ft.
Challenge 3 (700 XP)

CHA
6 (-2)

Rotting Presence. When any creature that isn't a demon starts
its turn within 30 feet one or more bulezaus, that creature must
succeed o n a DC 13 Constitution saving throw or take l d6 ne-
crotic damage plus l necrotic damage for each bulezau within
30 feet of it.
Standing Leap. The bulezau's long jump is up to 20 feet and its
high jump is up to 10 feet, with or without a running start.

Sure-Footed. The bulezau has advantage on Strength and
Dexterity saving throws made against effects that would
knock it prone.

ACT I O N S
Barbed Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit:^8 (ldl2 + 2) piercing damage. If the target is a
creature, it must succeed on a DC 13 Constitution saving throw
against disease or become poisoned until the disease ends.
While poisoned in this way, the target sports festering boils,
coughs up flies, and sheds rotting skin, and the target must
repeat the saving throw after every 24 hours that elapse. O n a
successful save, the disease ends. On a failed save, the target's
hit point maximum is reduced by 4 (ld8). The target dies if its
hit point maximum is reduced to 0.

APPENDIX 0 I CREATURES

BULEZAU


Bulezaus are horned demons that lash foes with their


spiky tails. Violent in the extreme, they gather in scrab-


bling mobs, wrestling and fighting among themselves


until a better target comes along. Demon lords use


bulezaus as footsoldiers in their undisciplined armies.


Disfiguring ailments plague bulezaus: crusted eyes,


maggots wriggling in open sores. and a reek of rotten


meat that follows them wherever they go.


CROKEK


1
TOECK

Crokek'toeck is Yeenoghu's demonic pet. Resembling a


giant mudskipper with the teeth, fur, ears, and laugh of


a hyena, this unique demon can hold smaller demons


in its gullet and disgorge them anywhere Yeenoghu


wishes. Immune to the mind-shattering effects of the


River Styx, Crokek'toeck is often used to transport


smaller demons (and sometimes Yeenoghu himseU)


through the Styx's terrible waters.


CROKEK'TOECK
Gargantuan fiend (demon). chaotic evil

Armor Class 15 (natural armor)
Hit Points 297 (17d20 + 119)
Speed 60 ft., swim 60 ft.

STR
28 (+9)

DEX
10 (+O)

CON
24 (+7)

Saving Throws Con +12, Wis +5

INT
6 (-2)

WIS
10 (+O)

CHA
13 (+l)

Damage Resistances cold, fire, lightning; bludgeoning, piercing,
and slashing that is nonmagical
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception l 0
Languages understands Abyssal but can't speak
Challenge 14 (11,500 XP)

Amphibious. Crokek'toeck ca n breathe air and water.

Magic Resistance. Crokek'toeck has advantage on saving
throws against spells and other magical effects.

Magic Weapons. Crokek'toeck's weapon attacks are magical.
Secure Memory. Crokek'toeck is immune to the waters of the
River Styx as well as any effect that would steal or modify its
memories or detect or read its thoughts.

Standing Leap. Crokek'toeck's long jump is up to^60 feet and
its high jump is up to 30 feet, with or without a running start.

A CTIO N S
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target.
Hit:^44 (10d6 + 9) piercing damage.
Disgorge Allies (Recharge 6 ). Crokek'toeck opens its mouth and
disgorges ld4 barlguras, 3d6 gnolls led by l gnoll fang ofYee-
noghu, 6d6 dretches, or ld3 vrocks (see the Monster Manual
for these creatures' stat blocks). Each creature it disgorges ap-
pears in an unoccupied space within 30 feet of Crokek'toeck's
mouth, or the next closest unoccupied space.
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