Descent into Avernus

(Jeff_L) #1

NIGHT BLADE
Medium humanoid (human), chaotic evil


Armor Class 12
Hit Points 11 (2d8 + 2)
Speed 40 ft.


STR
11 (+O)

DEX
15 (+2)

CON
12 (+l)

Skills Intimidation +4, Stealth +6


INT
10 (+O)

WIS
11 (+O)

Senses darkvision 60 ft., passive Perception 10
Languages Common
Challenge 1/4 (50 XP)


CHA
14 (+2)

Aura of Murder. As long as the night blade is not incapaci-
tated, hostile creatures within 5 feet of it gain vulnerability to
piercing damage unless they have resistance or immunity to
such damage.


A CTIONS


Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach S ft. or
range 20/60 ft .. one target. Hit: 4 (ld4 + 2) p ie rcing damage.


REAPER OF BHAAL
Medium humanoid (human), chaotic evil


Armor Class 15
Hit Points 27 (5d8 + 5)
Speed 40 ft.


STR
11 (+O)

DEX
20 (+5)

CON
13 (+1)

INT
15 (+2)

WIS
12 (+l)

CHA
16 (+3)

Skills Intimidation +5, Perception +3, Persuasion +5, Stealth +9
Senses darkvision 60 ft., passive Perception 13
Languages Common
Challenge 2 (450 XP)


Aura of Murder. As long as the reaper is not incapacitated,
hostile creatures within 5 feet of it gain vulnerabilit y to
piercing damage unless they have resistance or immunity to
such damage.

Innate Spellcasting. The reaper's innate spe llcasting ability is
Charisma (spell save DC 13). It can innately cast the following
spells, requiring no material components:
l /day each: charm person, disguise self. sanctuary


ACTIONS


Multiattack. The reaper makes two dagger attacks and uses
Shroud Self.
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 7 (ld4 + 5) piercing d amage.

Shroud Self. The reaper magically turns invisible until the start
of its next t urn. This invisibility ends if the reaper makes an
attack roll, makes a damage roll, or casts a spell.


BHAA L AND HI S FOLLOWE RS


Bhaal is a god of murder who lends power to those


whose killings invoke fear and dread. The act of murder


is only half the equation. The second half is the suspi-


cion, paranoia, and fear that a seemingly unstoppable


killer can evoke. Bhaal seeks to inspire fear by s laying


those seemingly beyond the reach of death.
Bhaal always carries a red handkerchief somewhere

on his person. He can take on an alternate appearance


regardless of his current form, that of a hulking brute

armed with a long, curved dagger that drips blood. In


this form, he wears only a tattered loin cloth, is hair-


less, and is covered with bleeding wounds caused by a


slashing blade. His face is a skull flayed of its flesh and
surrounded by a halo of blood.
Bhaal is a vicious bully who enjoys killing people in
gruesome ways. He's brought to heel only by the combi-
nation of Bane and Myrkul.

DEATH'S HEAD OF BHAAL
Medium humanoid (human). chaotic evil

Armor Class 15
H it Points 76 (8d8 + 40)
Speed 50 ft.

STR
20 (+5)

DEX
20 (+5)

CON
20 (+5)

INT
14 (+2)

WIS
13 (+l)

Skills Intimidation +6, Pe rception +4, Persuasion +6,
Stealth +11
Se n ses darkvision 60 ft., passive Perception 14
Languages Common
Challenge 5 (l,800 XP)

CHA
16 (+3)

Aura of Murder. As long as the death's head is not i ncapaci-
tated, hostile creatures within 5 feet of it gain vulnerability to
piercing damage unless they have resistance or immunit y to
such damage.
Magic Resistance. The death's head has advantage on saving
throws against spells and other magical effects.

A CTIONS
Multiattack. The death's head uses Stunning Gaze and makes
two dagger attacks.

Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 7 (ld4 + S) pierc ing damage.

Stunning Gaze. The death's head targets one c reature it can
see within 30 feet of it. The target must succeed on a DC
14 Wisdom saving throw o r be stunned until the end of its
next turn.

REACTIONS
Unstoppable (3/Day). The death's head reduces the damage it
takes from an attack to 0.

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