Descent into Avernus

(Nancy Kaufman) #1
wreck's location, but Balakros the imp knows where the

wreck is and can lead the characters there if told about


it. Lulu might also suddenly remember the wreck's loca-
tion, at your discretion.

RELEASING THE SIBRIEX


Fetchtatter and the chain devils attack characters who


try to free the sibriex. Breaking three of the six chains
that bind the sibriex allows it to slip free, whereupon

it flies into the air and tries to get as far away from the


iron scaffold as possible. Each chain has AC 19, 33 hit


points, a damage threshold of 10, and immunity to fire,
poison, and psychic damage.

F LESH WARPING
When a creature fails a saving throw against the si-
briex's Warp Creature effect, you can roll percentile
dice and consult the Flesh Warping table (page 78)
to determine an additional effect, which vanishes when
Warp Creature ends on the creature. If the creature

transforms into an abyssal wretch (see the accompany-


ing stat block), the effect becomes a permanent feature


of that body.

A creature can willingly submit to flesh warping, an


agonizing process that takes at least 1 hour while the


creature stays within 30 feet of the sibriex. At the end


of the process, roll once on the Flesh Warping table


(or choose one effect) to determine how the creature is
transformed permanently.

DEVELOPMENT


After tricking or magically compelling the sibriex to


divulge the location of Bel's adamantine rods, the char-

acters can set out to recover the rods from the wrecked


flying fortress.

ABYSSAL WRETCH
Medium fiend (demon), chaotic evil


Armor Class 11
Hit Points 18 (4d8)
Speed 20 ft.

STR
9 (-1)

DEX
12 (+1)

CON
11 (+O)

INT
5 (-3)

Damage Resistances cold, fire, lightnin g
Damage Immunities poison

WIS
8 (-1)

Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 9
Languages understands Abyssal but can't speak
Challenge 1/ 4 (SO XP)

ACTIONS

CHA
5 (-3)

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one targe t.
Hit: 5 (1d8 + 1) slashing damage.

CHAPTER 3 I AVERNUS


WRECKED FLYING FORTRESS


A WEAPON MADE FOR AN ARCHDEVIL, RAVAGED IN BAITLE

and ripe for plunder.


-The Cartographer


To reach the wrecked flying fortress, characters must


c ross a hot, windswept plain wracked by magical fire


storms. Flying characters and fast-moving infernal war


machines can easily avoid these fire storms.

Characters traveling on foot must succeed on a DC


20 group Wisdom (Survival) check as they cross the


fireswept plain. On a failed check, a fire storm filling a


60-foot cube sweeps across the ground and engulfs as


many party members as it can. The storm then attaches


itself to one randomly determined party member, stay-


ing centered on that creature for 1 minute. At the end of


the duration, the storm detaches from that creature and


moves off in a random direction. The storm must remain

in contact with the ground at all times. If it becomes sep-


arated from the creature to which it has attached itself,

the storm moves off in a random direction and ceases to


endanger the party.

Any character that enters a fire storm for the first time


on a turn or starts its turn there must succeed on a DC


20 Dexterity saving throw, taking 44 (8dl0) fire damage


on a failed save, or half as much damage on a successful


one. The fire storm ignites flammable objects that aren't


being worn or held. A successful dispel magic (DC 18)


cast on the storm causes it to flame out and disappear.


ARRIVAL AT THE WRECK


When the characters arrive at th e wreck, read or para-


phrase the following boxed text to the players:

A towering wreck rises from the scorched hellscape. It
looks like a giant sword blade, tilted to a twenty-degree
angle and partly buried underground. Much of its ex·
posed hull is rusted and torn asunder. Hot wind screams
as it tears through the hollow structure, and six giant
vultures circle high above it.

After demons crippled this fortress in battle, Zariel

abandoned it and left it to rust. The fortress is 150 feet


tall, but the lower third of it is buried underground.

All t he lower decks have been picked clean, but the


command deck at the top still holds promise. Charac-


ters can scale the wreck's torn outer hull to reach this


deck, which is 80 feet off the ground at its lowest point.


Climbing the outside of the wreck without proper gear

requires a successful DC 15 Strength (Athletics) check.


Characters who can fiy have no trouble reaching the
command deck.

The "giant vultures" circling above the wreck are six


vrocks that attack anyone who gets within 50 feet of the


command deck. If three vrocks are killed, the remaining


ones flee and don't return.

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